Mizuka Nagamori (Eternal Fighter Zero)
|First EFZ Appearance||Eternal Fighter Zero|
Mizuka is a leading character from the visual novel ONE and a childhood friend of the protagonist. She is part of a music club and plays a cello.
In EFZ, she is highly suited to an offensive style of play, using notes to boost her combo damage. Her use of her cello for many attacks is a reference to her role in the novel in the music club.
 Command List
 Basic Weak Attacks
A (also possible from any dash)
A swift kick that can hit up to 3 times. Basic combo move, except that it hits low. Slight ending delay coming out of a dash and not one of better dash attacks.
Mizuka sits down and kicks up to 2 times. The lower range can catch some players out when using her, so make sure you're close. However, considering her normal A already hits low with better range then this seems a little pointless.
A weak short ranged knee. Can hit multiple times, just like most A aerial attacks, but that kind of range really hurts its effectiveness.
 Basic Mid Attacks
B (close)(also possible from dash)
Short ranged kick. Useful for combos, but be aware that the range that the game decides is "far" is slightly further away than the maximum range of this attack.
Mizuka swings her school bag forward. Good ranged attack designed for combos.
Sits on her chair and stretches forward with a kick. Does not hit low so it's not too different to her normal B (close). Same range it seems as well.
B (midair)(also possible from any dash)
A kick aimed slightly downward. Works much better as an aerial approach to ground targets than her A attack due to the better range.
Mizuka swings her school bag overhead. Designed to catch opponents abusing crouching guards, but the move has terrible ending lag for a basic move and can't be cancelled by anything other than an IC. She has much better moves for dealing with crouching targets.
 Basic Strong Attacks
Mizuka does a wide swing with her cello. Combo move that can be move cancelled for extra damage output.
Mizuka sits down and plays her cello, causing a ring of music to damage and knockdown opponents. Can be move cancelled before they fall for extra damage. Does not hit low though. If Mizuka does not have her bow then she will perform a little dive tackle instead.
Mizuka swings her cello around, angled slightly upward. Designed to swat away approaching targets in the air.
Thrusts her cello up into the air. The angle will miss ground targets entirely but is designed to hit aerial opponents. Her aerial C would probably work better though.
Mizuka dives at the opponent and bashes them right across the screen. Tends to leave you open if blocked but can be used to do a sudden surprise strike.
6C (close, ground)
The opponent is knocked to the floor and beaten senseless with a pillow.
6C (close, air)
Ayu's wings grab the opponent, then Ayu proceeds to slam them to the floor and jumps away.
44 or 66 (ground)
Forward dash slides across for about 1/2 a screen. Back dash is a quick jump that covers 1/3 of a screen.
44 or 66 (midair)
Mizuka can air dash once and will cancel out any remaining jumps before landing. Both dashes cover approx 3/4 of the screen.
 Special Attacks
236 + A,B or C
Mizuka throws her bow out, which then returns like a boomerang. Only causes damage going out. Any moves that require the bow will not be usable return it returns to her.
The bow travels forward across 3/4 of the screen and detonates notes on contact. It's a good fast projectile that can be setup with notes to cause some significant damage.
The bow travels upward at a 60 degree angle and detonates notes on contact. Antiair move, basically, although the angle is closer to Mizuka than most angled moves.
The bow travels forward across 3/4 of the screen and does not detonate notes on contact but plants notes as it flies. Use RF energy but can be a handy way to trap the field and cause damage in one.
236 + A,B or C (without bow)
Mizuka pulls out a conductor baton to affect the flight of the bow.
The flying bow wavers upward slightly. Not enough to have any real point.
The flying bow wavers downward slightly. Not enough to have any real point
The flying bow moves away from Mizuka for a moment. Can be used to add further notes to the field coming from a 236C move but won't cause any further damage.
623 + A,B or C
Mizuka leaps and strikes the opponent with her bow. Causes knockdown. A fine move but the other versions are better. Disabled if her bow is out of her hands.
Mizuka leaps and strikes the opponent with her bow and then her cello. Causes knockdown. A good combo finisher if you lack RF energy. Can be IC cancelled for followups, but you may prefer C version. Disabled if her bow is out of her hands.
Mizuka leaps and strikes the opponent with a three hit combo using her bow and cello. Causes knockdown and wall bounce if near a wall. Uses RF energy. An excellent combo move that allows for followups off the wall bounce. Disabled if her bow is out of her hands.
214 + A,B + C
Mizuka plays her cello for a moment, planting a note on the field. This move consumes a tiny fraction of SP energy. Notes can be detonated by other moves for more damage and will typically launch opponents. Can't be done when her bow is not in her hands. Can be used in the air.
This version plants the note where Mizuka is.
This version plants the note a short distance in front of Mizuka.
This version plants the note a short distance in front and up from Mizuka.
412 + A,B or C
Mizuka leaps forward slightly and smashes her bow down. Causes knockdown and detonates notes. Good offensive move.
Mizuka leaps high and forward slightly and smashes her bow down. Easier to see coming but plants a note at the move's end for followups and detonates existing notes it touches.
Mizuka leaps forward and smashes her bow down. Causes knockdown and plants a note at the move's end for followups and detonates existing notes it touches. Uses RF energy and can be IC cancelled, making for some solid damage potential.
 Eternity Specials
236236 + A,B or C (Requires 1-3 bars of SP power)
Mizuka dashes forward and grabs the opponent, proceeding to smash a pillow over their head repeatedly.
Uses 1 SP bar. 10 hit attack with good damage on it.
Uses 2 SP bars. 31 hits with a good damage boost, which is ideal if you need the extra output.
Uses 3 SP bars. Insigificant damage increase over B version. Might as well save the SP.
214214 + A,B or C (Requires 1 bar SP power)
Mizuka plays her cello and plants a special note on the field. Can be performed in the air. Cannot be performed without her bow.
Uses 1 SP bar. Plants a note on the field that can be detonated repeatedly without vanishing. This note only disappears after some time has passed. Good for setups.
Uses 1 SP bar. Plants a note on the field with a larger blast radius. Easier to catch opponents with, but C might be better for that.
Uses 1 SP bar. Plants a note on the field that moves towards the opponent, planting many normal notes until it disappears offscreen. An easy way to litter the field with notes that will typically be blow up in one go. Good luck to your opponent dodging it.
641236 + A,B or C (Requires 1-3 bars of SP power)
Mizuka raises two conductor batons in the air, then brings them crashing down either side, causing an explosion and detonating all notes sonscren without them disappearing.
Uses 1 SP bar. Short ranged explosion that is the best of these options on a power to cost basis. Ideal after using after 214214C to make use of all those notes.
Uses 2 SP bars. Insignificant increase in damage and range does not justify an entire extra SP bar to use.
Uses 3 SP bars. Again, the boost from Lv2 is really poor. Abusing 2-3 Lv1s would be much better.
 Final Memory
6BA6A (Requires 3 SP bars and 1/3 health remaining)
Wow, this attack has such damage potential. After a brief pause Mizuka freezes the opponent for a brief time period, during which time you can combo them to hell and back. You can't throw or juggle them like this so strike hard with ground combos. The only real way to avoid this is to interrupt Mizuka when she tries it; otherwise it hits the entire field.
 Playing Notes
Racking up excessive damage comes down to planting notes all over the field and detonating them with attacks to trap opponents in combos. This also is what makes 214214C so scary, especially since it only uses 1 SP to fill the screen with notes and can be mixed with 641236A, making Mizuka a rare case where her 1 SP ES attacks are more preferable than her 3 SP attacks. Take advantage of knockdowns to plant more notes and don't give your victim a chance to react. 236C can be a nasty move to pull out as well.
 Keep Close
Her notes aren't designed for keep away play, so make sure you keep the pressure on by sticking close to the target. If you bash them away then chase after them so you're nearby when they wake up. Note spam is most effective when you're both in the midst of the minefield.
|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|