Kaori Misaka (Eternal Fighter Zero)
|First EFZ Appearance||Bad Moon Edition|
|Combat Style||Close Range|
Kaori Misaka is a supporting girl from the visual novel Kanon. At first she's just a classmate to Yuichi, but something seems amiss when she starts acting strangely. It appears the reason could relate to the girl Yuichi has been meeting in the courtyard.
In EFZ, Kaori is a bulky close range fighter who uses various punches and kicks to knock down opponents.
 Command List
 Basic Weak Attacks
A swift high jab that can be easily comboed.
Kaori aims her punch diagonally downwards for swift low attacks.
A short ranged punch aimed diagonally downwards. The range really doesn't allow for decent attacking with it.
Kaori delivers a swift weak blow. Note that there is approx a second delay between the 66 and the A commands, or else Kaori will do nothing.
 Basic Mid Attacks
A quick uppercut punch delivered into the opponent's chin.
A good punch straight ahead.
A punch aimed at a diagonal angle upwards. Does not hit low.
A punch delivered straight ahead, primarilly for dealing with airbourne targets but lacking range.
Kaori delivers a quick two hit combo. Note that there is approx a second delay between the 66 and the B commands, or else Kaori will do nothing.
 Basic Strong Attacks
Leans back for a brief moment and throws out a strong punch, ideal for linking into specials.
Kaori swipes low with her hand, knocking opponents off their feet.
Similar to A, she punches diagonally down. Better range and power.
Kaori lunges forward and punches the opponent off their feet. Note that there is approx a second delay between the 66 and the C commands, or else Kaori will do nothing.
Kaori swipes at the opponent's feet, knocking them down. Note that there is approx a second delay between the 66 and the 2C commands, or else Kaori will do nothing.
6C (close, ground)
Kaori grabs the opponent and then causes an explosion, flinging the victim away.
6C (close, air)
Kaori grabs the opponent and then brutally punches them diagonally down into the ground. More powerful than the typical air throw, making it useful if you can get in range to use it.
44 or 66 (ground)
Forward dash covers 1/4 screen. Back dash covers 1/2 screen. Note that you can cancel a backdash into a forward dash.
44 or 66 (midair)
Both air dashes cover about 1/2 screen.
 Special Attacks
623 + A,B or C
Kaori summons a fiery twister in front of her.
Delivers multiple hits and leaves the opponent standing. It doesn't seem possible to cancel out with anything other than an IC though.
Delivers multiple hits and throws the opponent off their feet. Much stronger than A and handy if you don't care to IC cancel.
Delivers one hit that throws the opponent off their feet. Uses RF energy. Not really worth it.
214 + A,B or C
Kaori performs a punch. If it hits she will follow up with an uppercut that knocks the opponent away from you.
Kaori lunges forward and performs a punch. If it hits she will follow up with an uppercut that throws the opponent straight up. Probably the best version as you can follow up with aerials straight after.
Kaori lunges forward and performs a punch. If it hits she will follow up with an uppercut that knocks the opponent away from you. Uses RF energy. Not as useful as B version.
 Eternity Specials
236236 + A,B or C (Requires 1-3 bars of SP power)
Kaori throws a punch. If it connects then she will follow up with a three hit combo that marks out a K onscreen, with the final strike launching the opponent up in the air. Each level is more powerful than the last but uses up more SP bars.
214214 + A,B or C (Requires 1-3 bars of SP power)
Kaori lunges forward and punches. If the attack connects then she will followup with a long series of combo attacks.
Uses 1 SP bar. Kaori ends by punching the opponent away from her.
Uses 2 SP bars. Kaori ends by punching the opponent straight up.
Uses 3 SP bars. Kaori ends by punching the opponent away from her. If the attack is executed near the edge of the stage then the last hit will cause wallbounce.
641236 + A,B or C (Requires 1-3 bars of SP power)
Kaori jumps forward about 1/3 screen and punches. If it connects she follows with another powerful strike and then jumps away a full screen length. More pwoerful than her other techs but easier to see coming. Each level is more powerful than the last but uses up more SP bars.
 Final Memory
666S (Requires 3 SP bars and 1/3 health remaining)
Kaori strikes a pose for a moment. If she is hit during this time then she cancels out the opponents attack and immediately counters with an unblockable powerful hit (complete with flashy CG). It's basically one of those moves that requires knowing when you're about to be hit. Note that there is approx a second delay between the 66 and the 6S commands, or else Kaori will do nothing.
Get in close
Should go without saying, but Kaori has no means of dealing with people at range. All of her attacks are close range strikes and even moves that cause her to lunge don't cause her to move very far. Get in close and stay there.
|Characters Of Eternal Fighter ZERO|
|AIR||Kanna ~ Kano Kirishima ~ Minagi Tohno ~ Misuzu Kamio|
|Kanon||Akiko Minase ~ Ayu Tsukimiya ~ Kaori Misaka ~ Mai Kawasumi ~ Makoto Sawatari ~ Mishio Amano ~ Nayuki Minase (asleep) ~ Nayuki Minase (awake) ~ Sayuri Kurata ~ Shiori Misaka|
|ONE||Akane Satomura ~ Doppel Nanase ~ Mayu Shiina ~ Mio Kouzuki ~ Misaki Kawana ~ Mizuka Nagamori ~ Rumi Nanase ~ UNKNOWN|