Misuzu Kamio (Eternal Fighter Zero)


Misuzu Kamio
Misuzu EFZ.jpg
Original Series AIR
First EFZ Appearance Eternal Fighter Zero
Combat Style Mid Range

Contents

[edit] Introduction

Misuzu is a leading character from the visual novel AIR. She has an immense love of dinosaurs and juice. It is discovered that she has a mysterious illness of some sort but she continues to maintain a cheerful, if slightly clumsy, outlook.

She's a melee fighter who uses a variety of traps and tricky attacks to mess with her opponents.

[edit] Command List

[edit] Basic Weak Attacks

A

Basic punch that hits up to 4 times. Decent speed and power for an A attack. Combo move.

A (crouching)

Misuzu crouches low and kicks at the shins up to 4 times. Fractionally less range than normal A but fine for doing mixup combos.

A (midair)(also possible from any dash)

Misuzu flicks her hair forward as an attack. The angle is ideal for aerial approaches but it is slower than the average aerial A.

[edit] Basic Mid Attacks

B (close)

Thrusts an open palm out. Works fine but the range can be a little shorter than expected.

B (far)

Misuzu squeezes juice out of a carton in front of her. In contrast to her close B this move has excellent range, making it a decent poke and combo attack.

B (crouching)

Misuzu poses the splits, kicking at the same time. Decent combo move for low angled attacks.

B (midair)(also possible from any dash)

A swift attack angled down. Similar to her A as it can still be used for aerial approaches.

[edit] Basic Strong Attacks

C

Swings a washing pole at the target. Good range and lack of knockdown for followups. Can be special cancelled.

C (crouching)

Misuzu punches the ground and causes a small explosion of juice. Low angled attack that causes knockdown. Can be special move cancelled, but doing anything but 623A or 214A is a bit pointless.

C (midair)(also possible from any dash)

Misuzu causes a swirl of juice to surround. Perfect for attacking from any angle and it has good speed. Can feasibly link from an aerial C to a ground combo.

6C

Leaps forward slightly and swings the washing pole overhead. The only use for this move ever is to hit someone abusing crouching guards. Otherwise it has far too much startup time and has less vertical height than it looks. Can't even be jump or move cancelled.

[edit] Throws

6C (close, ground)

Opponent is launched behind Misuzu. If you lay traps beforehand you can stack the damage, making Misuzu's throw quite dangerous.

6C (close, air)

Opponent is launched backwards and down. Same traits as the ground throw - lay traps and launch the opponent into them.

[edit] Other

44 or 66 (ground)

Misuzu's dashes cause her to go into the air at a 45 degree angle. Because of this attacking out of a dash is harder than those possessing ground dashes. Holding the button will extend her dash. Misuzu can jump once and air dash once after a ground dash.

44 or 66 (midair)

Misuzu can air dash once and will cancel out any remaining jumps before landing.

[edit] Special Attacks

236 + A,B or C

A version

Sketches on the ground for a moment to plant a trap, which springs out and launches opponents if they get too close. Excellent attack that can mess up an opponent's approaches and the launch can set up followup aerials. You do need time to pull the move off though as Misuzu is left defenceless for a moment. Trap is destroyed if Misuzu is successfully hit.

B version

Same as A version; just a different picture springs up as the trap.

C version

Uses RF energy to cause more damage and launch the opponent higher. Followups are still possible. Trap won't be destroyed by attacking Misuzu.

623 + A,B or C

A version

Leaps forward while somersaulting and striking with her wings. Fast startup mmakes it a good combo attack but be careful of the ending lag. Can be ICed out of, but the knockback means you generally can't followup with anything even with IC. Can be used in the air to surprise chasing opponents.

B version

Leaps forward while somersaulting and striking with her wings. This has a longer startup but fast recovery. Unfortunately, that startup makes it near useless for much of anything outside of trying to trick opponents, and Misuzu has much better tricks to mess around with. Can be used in the air.

C version

Leaps forward while somersaulting and striking with her wings. Fast startup, more damage and can cause wallbounce, allowing for further followups. Uses RF energy but it's a good use for it.

214 + A,B or C

A version

Misuzu does a little spin and sprays some juice in the air above her, planting a trap that activates if the opponent gets too close. The effectiveness of this is similar to ground traps, except that it is designed to catch those making aerial approaches. It traps the target for a brief moment too, making followups easy. The trap disappears if Misuzu is hit.

B version

Same as B version.

C version

Plants an air trap. Uses RF energy to inflict more damage and keeps them trapped for a moment longer. Basically a more impressive version and can't be cancelled out by Misuzu getting hit.

421 + A,B or C

A version

Misuzu's wings summon an energy ball that travels to above the opponent and slowly starts to float down. If it connects then the opponent is shocked and cursed, which inflicts a steady stream of damage while the curse is active (which disappears when the time gauge runs out). Best way to use this is to use it while the opponent is in a knockdown state and then pressure them so they can't run away. Can also convince projectile spammers to move closer to you.

B version

Misuzu's wings summon an energy ball that travels to behind the opponent and slowly starts to float towards them. Upon hit it shocks and curses the target. Since it comes in behind them then it easier to pressure them into getting hit by it and makes it harder for projectile spammers to keep their distance.

C version

Misuzu's wings summon two energy balls that travels to above the opponent and slowly starts to float down. Basically same as A but considering this uses up RF energy then it's not worth the trouble. Misuzu has better uses for her RF gauge.

42136 + A,B or C

A version

Misuzu commands her crow, which lowers down and then swoops across the screen at a low angle. Good low ranged attack that can be mixed in with trap planting to make opponent approaches difficult. Can only be used when her crow is near her.

B version

Misuzu commands her crow, which lowers down and then swoops across the screen at a high angle. Same usefulness as A but at a higher angle.

C version

Misuzu commands her crow, which rises up slightly before dive bombing at a 45 degree angle. It has more power than her other crow attacks but less range due to the angle. Uses RF energy, which would be better suited to other reinforced attacks.

[edit] Eternity Specials

236236 + A,B or C (Requires 1-3 bars of SP power)

A version

Uses 1 SP bar. Misuzu summons a small dinosaur which breathes fire at the opponent from the ground. Can be useful to tack on extra damage easily enough. Difficult to combo into though as it will miss at point blank range.

B version

Uses 2 SP bars. Misuzu summons a small dinosaur which breathes fire at the opponent from mid height. Damage increase may not be worth the extra SP.

C version

Uses 3 SP bars. Misuzu summons a large dinosaur which breathes fire at the opponent which homes in on the target. Harder for the opponent to avoid than the other versions making it a good damage dealer to tag in.

214214 + A,B or C (Requires 1-3 bars of SP power)

A version

Uses 1 SP bar. Misuzu braces herself for a brief moment. If she is hit during this time then she will block the attack and counter with an explosion of juice that damages and curses the opponent if they are close enough. The curse is cancelled if Misuzu is successfully hit. This attack will usually slice 1/5 HP off alone if the curse is allowed to fully finish. However, it's too circumstantial, easy to see coming and some attacks will let an opponent be caught by this and evade damage completely. Not worth the SP.

B version

Uses 2 SP bars. Misuzu braces herself for a brief moment. If she is hit during this time then she will block the attack and counter with an explosion of juice that damages and curses the opponent if they are close enough. The curse is cancelled if Misuzu is successfully hit. This attack will usually slice 1/4 HP off alone if the curse is allowed to fully finish. An insignificant increase in damage and all the flaws of A version.

C version

Uses 3 SP bars. Misuzu braces herself for a brief moment. If she is hit during this time then she will block the attack and counter with an explosion of juice that damages and curses the opponent if they are close enough. The curse is cancelled if Misuzu is successfully hit. This attack will usually slice 1/2 HP off alone if the curse is allowed to fully finish. While the damage is pretty significant it still is a poor move due to the timing and ease of evasion. There are better moves to spend your SP on.

463214 + A,B or C (Requires 1 bar of SP power)

Uses 1 SP bar. Misuzu strikes a pose and adds 1 feather to her special gauge above her SP gauge. She can store up to three feathers at any given time. This move does not cause damage by itself but changes her crow attack into different moves, which all cost 1 feather to use. Use when at a distance from melee fighters or special cancel into it from knockdown attacks, because Misuzu leaves herself slightly open while doing this. Note that the attack button pressed doesn't matter.

41236 + A,B or C (Requires 1 feather)

A version

Uses up 1 feather. Summons Yukito, who proceeds to pour juice where he stands to inflict multihit damage. Misuzu can move during this, which basically lets you extend a combo to ridiculous levels.

B version

Uses up 1 feather. Summons Yukito, who proceeds to kick a stuffed toy across the screen to inflict multihit damage. Well ranged and more damaging than A version, but unless you're against a walled opponent then you might not be able to use this to extend combos.

C version

Uses up 1 feather. Summons Yukito, who proceeds uppercut the opponent for high damage. An excellent combo finisher. It launches the opponent too high to follow up with anything though.

[edit] Final Memory

AA2BC (Requires 3 SP bars and 1/3 health remaining)

Misuzu strikes a pose as she glows, then the action freezes and the background whites out leaving just Misuzu (now in pajamas) and her opponent. She takes three staggering steps forward before falling. If the opponent is in close range at this point they are grabbed and massive damamge is inflicted. If not Misuzu falls to the floor. It's easily one of the strongest FM attacks in the game but actually landing it is tricky. The command input is easy but there is too much potential for missing. Too far away and you miss. Against an aerial target you miss. At point blank range Misuzu will stagger past the opponent and miss. Worse still, miss and you're wide open for an attack. Try using it as the opponent wakes up.

[edit] Strategies

[edit] You Activated My Trap Card

Misuzu's one of the hardest people to make approaches against due to the myriad of traps she can set. This can allow for a psuedo keep away play style. Plant traps and then use the crow attacks to pound opponents from a distance. Unfortunately this only works effectively against non-projectile users.

However, even when forced to close in yourself then you can still use traps to mess with opponents. After a knockdown plant traps and air dash to the opponent's other side, which help to prevent swift escapes. This will prove especially troublesome for projectile users, who will then have difficulties creating the space they need.

[edit] Dealing With Distant Threats

421B. Use this to force projectile spammers to move closer or to guard. Either way it gives you a chance to intiate close range combat.

[edit] Basic Comboing

2A,2A,2B,B,2C. From the 2C attack you have a few options. Either plant a trap and then dash to their other side or move cancel into 623C. Near a wall this will lead to wall bounce and thus further aerial followups. If your feeling like it then you could try ICing out of a 623A and follow up with some aerial combos before they hit the ground, but only reason to do this is if you're not near a wall to bounce the target off. Otherwise don't worry about ICing too much and use her RF attacks.


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
MOON Ikumi Amasawa
ONE Akane Satomura ~ Doppel Nanase ~ Mayu Shiina ~ Mio Kouzuki ~ Misaki Kawana ~ Mizuka Nagamori ~ Rumi Nanase ~ UNKNOWN
Last edited by Insanity Prevails on 24 February 2011 at 01:42
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