User:Sakurako Oomuro

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Oh hey I like kusoges :)

My favorite game is Eternal Fighter Zero, I honestly love it, it fits everything I like with characters I love, I also really like AquaPazza, sadly it's PS3 only.
Million KNights Vermillion is my wiki pet project, this game has thaught me a lot about FGs in general and also about reverse engineering, it's cool plus it's something great to have drunk matches, or money matches over with and decide which player is superior

Valkyrie Fight my second wiki pet project, I like VP and I like FGs, what could go wrong? haha

My third wiki project is Pocket Bravery and this one I'm trying to take quite seriously since I was personally requested by a friend to make it, plus they gave me the game. It was in an honestly hideous state with it having framedata and 'tech' completely scattered around matches, discord and random videos, it felt worse than SF4-era knowledge things. Because of that i have lately learned how to make a lot of things, mostly dealing with html and css magic. Having actual help to make wiki really is great

Recently I've not been keen on playing fighting games except for EFZ and sometimes Hisoutensoku (rarely ever), so most activities are in a pause. I've been focusing on rhythm games though I do have plans for an indie fighting game I wanna make, more information later
That's all for now


Misuzu the best air 鳥の詩2004 bms techno edit

Misuzu's main gameplan is to set traps (236*, 214*, 421*), acquire feathers(463214*) and do her okizeme loops out of that. Her combos are mostly character agnostic, with the exception for jB/jC stuff, jB will whiff on some characters and jC can crossup on small crouchers (such as Mayu and Unknown).

Neutral

Misuzu is a character that requires more patience and needs you to mostly play outside of your opponent's range. f5B is a good button to poke with, but does not lead into many combos. In close ranges where you'd want to use f5B, it's a good idea to use 5A instead, because of c5B's short range, it tends to whiff a lot. 5C is a bit on the slower side and even less conversions, 2B is much better in that regard but has a shorter range. 5A can be used as a mash and as an anti-air option which converts into her combos (5A 2BB 2C > Setup) (AA 5A jB j66 jBC c5B etc... > Setup) allowing you to start setplay. While featherless she has access to crow (41236*) which can be used to snipe to opponent or for pressure resets with FIC, you can also get conversions with a somewhat strict timing.

Setups/Okizeme

Misuzu has a wide array of setups to choose from, after a knockdown she can:

  • Get a feather (463124*)
  • Setup a land mine (236*)
  • Setup juice trap (214*), strong especially in the corner
  • Setup a poison left/right mixup (421B)
  • Use Yukito juice (Feather 41236A) for a high/low
  • Go for a left/right mixup with j66 jC

And many other options, so you can play however you want to play! It's important to note, however, that some setups work best in certain screen positions that will be discussed in later sections

Anywhere

  • 463214*
Getting a feather will work out of any knockdown and will be safe, you'll return to neutral, however, stocking feather is one of the most important options, as it allows her many of her other loops. Misuzu almost always wants to have at least one feather stocked.
  • j66 jB/jC
After a knockdown you can j66 for a safejump with jB/jC. jC is used on shorter characters (such as Mayu). Depending on how long you airdash for and how much you delay jC, it can also crossup, while jB will always hit in front, but can be used to safejump so it's sometimes preferable. You can also delay them to go for a safe empty jump.
  • 2B
2B is a low that will convert into 2C 41236A or 2C 623A/C on max range, 2B being in max range allows Misuzu to meaty and be safe from certain DPs and mash.
  • 6C
If you are close, as a riskier option 6C is an overhead that converts into 5A/2A (Note that it's a 1f link), it can also be IC'd for an easier conversion into her other combos.
  • 236*
Picture diary is a often good option to use while in neutral when you're outside of their effective range, 236* will often hit opponents who weren't paying attention or approach recklessly, you can combo from it and side switch in certain situations with j8 > j9 in quick succession. Important to note that 236C does not disappear after Misuzu gets hit, unlike the A and B counterparts.
  • 214*
Juice traps are used to stall your opponents and get Misuzu another knockdown, usually after a close knockdown or in neutral outside of their effective range, allowing for conversions in the corner or midscreen if Misuzu is close enough for a 5A, or to just set up more traps. This will have a special section in the corner.

Midscream

oh no i didn't get the 421B left right in place again they blocked it

Corner and Near Corner

While in the corner you'll mostly be using 214* and Feather 41236A, 421A is a good option while near corner. In certain situations, you can both use 214* and stock a Feather after a combo in the corner, which allows for very strong setups that lead into themselves. For example, 5AA 2B 2C 623A will leave you in the corner, from which you can do 214*, After that, they are discouraged to jump because they'll get hit by the juice trap, and if they press a button, the juice will get hit allowing you to punish.