Shiori Misaka (Eternal Fighter Zero)
|First EFZ Appearance||Eternal Fighter Zero|
|Combat Style||Shawl & Ice|
Shiori Misaka is a leading character from the visual novel Kanon and is one of the obtainable girls. She has a long term illness that she's not keen to face but is eventually forced to come to terms with it and the strained relations in her family.
In EFZ, Shiori's in her element when fighting at range, with a number of skills designed specifically for that. While she has close range skills they are not her speciality so keeping the distance is key.
 Command List
 Basic Weak Attacks
Basic weak jab. Shiori can punch up to 6 times, but due to knockback she will always miss with the sixth hit. She can perform this during a forward dash as well.
Low weak strikes. Shiori punches up to 5 times and will again miss with the fifth hit.
Shiori whips her shawl towards the opponent. Fast and better ranged than her other A moves and can be comboed out of.
 Basic Mid Attacks
Swift upkick kick. Combos well, so easy to link into ground attacks. Can also perform this while dashing forward.
Shiori whips her shawl around to deliver a good ranged blow. Combos well and the range is ideal if you want to hang back a bit.
A weak punch. Actually inferior to the A version since the damage is about the same but this version is slower and thus runs more of a risk of hitting a block.
Thrusts an ice sword at a 45 degree downward angle. The speed makes it good for combos and handy for ground targets.
 Basic Strong Attacks
Shiori causes ice spikes to appear from the ground. Good range and knockdown makes this a good basic combo move and it can be jumped cancelled on hit, making a jump C followup ideal.
Surprisingly quick low kick to knockdown opponents. Mix it up with C for combo finishers to confuse opponents.
Shiori busts out an ice chainsaw angled 45 degree downwards and hits multiple times. Slightly slower than her B aerial but more damage potential and more range.
Dashes forward and twirls around, slamming her shawl down over the target's head. A bit too much lag to surprise anyone and lack of range. Her other C attacks are much more effective knockdown attacks and there's no room for combos in this move.
6C (close, ground)
Shiori hugs her target before freezing them and launching them skyward and slightly forward. Good against walled opponents for followups.
6C (close, air)
Pretty much same as the ground version. Opponent is frozen and launched upward. Less chance for followups since you're in the air.
 Special Attacks
Shiori strikes a pose and generates a shield that blocks all projectile attacks. Disappears when the shield gauge empties, which drains over time. This makes Shiori lethal against other long range attackers as it lets her hang back with little worry of damage. No real use against close range fighters.
236 + A,B or C
Shiori fires an ice beam straight ahead across the entire screen. Fast startup makes it ideal for surprise tactics and can be used in the air too, meaning it will be part of her main attacks. Move has ending lag on the ground, but if used in the air then Shiori will hover just above the ground during and will prevent all ending lag by landing straight after.
Shiori fires an ice beam straight ahead across the entire screen. The lag is different than A, where this move has startup lag but Shiori recovers instantly. Mixing it up with A version has its merits but not as useful.
Shiori fires several ice beams straight ahead across the entire screen. Has no lag and more power, making it a good ranged attack to pound with if you have the energy for it. Consumes RF energy.
623 + A,B or C
Shiori spins her shawl around in front of her, delivering multiple hits and knockdown. Not a bad move but you may be better linking into the more powerful versions.
Shiori spins her shawl around in front of her, delivering multiple hits and knockdown. Longer and stronger than A version. Useful if you don't want to use up the RF gauge and helps against countering aerial approaches.
Shiori spins her shawl around in front of her, delivering multiple hits and knockdown. Even longer, stronger and has freezing property. Uses RF energy. A powerful combo finisher
214 + A,B or C
Summons a mini snowman that floats around Shiori for a couple of seconds before moving forward, punching three times. Poor power, range and lag means there is little reason to use this move. Disappears if hit.
Summons a mini snowman that floats around Shiori for a couple of seconds before firing an ice beam across the whole screen. Basically the same as Shiori's own A/B ice beams and can be used to pad out your own range assaults. If used in the air the snowman will stay where it was summoned and fire from there, letting you do a crossfire if quick enough or set up a high-low attack. Disappears if hit.
Summons a mini snowman that floats around Shiori for a couple of seconds before rushing forward and unleashing an ice vortex. Essentially a ranged version of her spinning shawl C version and also consumes RF energy. Still a handy means of semi-ranged combat if you don't feel like getting too close. Disappears if hit.
412 + A,B + C
Drops a large chunk of ice close to Shiori. Lag means it doesn't combo well but can be used to catch aerial opponents and knock them down.
Drops a large chunk of ice approx half a screen away. Can't be comboed but still handy to catch aerial targets trying to make an approach.
Drops a large chunk of ice on the far side of the screen. Might be useful for projectiles users but her ice beams are going to be more effective here.
412 + A,B or C (midair)
Shiori fires two large boxcutters down at a 45 degree angle. Good when opting to keep up a semi ranged assault but not ideal for comboing. Not useful when done off the ground due to the low angle. The move causes Shiori to remain in the air longer.
Same as A version, firing two large boxcutters at the ground. Only difference is a slight delay before firing. Mix the two versions to catch opponents out.
Powerful version of A version that hits multiple times and uses RF energy. Good for tacking on extra damage from the air, although ice beams and snowman summoning may be better uses for your RF energy.
 Eternity Specials
214214 + A,B or C (Requires 1-3 bars of SP power)
Uses 1 SP bar. Shiori summons 3 large ice spikes that travel across 1/2 the screen. A bit unreliable as the attack can potentially miss with parts of it even if some do hit. Better to save up SP energy.
Uses 2 SP bars. Shiori summons 4 large ice spikes that travel across the full screen. Difficult to dodge so compliments her range game but you won't be able to hit with the full attack. Damage-wise, Shiori has better.
Uses 3 SP bars. Shiori summons 6 large ice spikes that travel across the full screen. Difficult to dodge so compliments her range game but you won't be able to hit with the full attack. Damage-wise, Shiori has better.
641236 + A,B or C (Requires 1-3 bars of SP power)
Uses 1 SP bar. Shiori summmons an ice twister around herself. Useful for surprising advancing opponents and over quickly. A good move.
Uses 2 SP bars. Shiori summmons a bigger ice twister around herself. The number of hits is more sporadic than A version but is still stronger. Be careful about missing as she will be wide open to attack otherwise.
Uses 3 SP bars. Shiori summmons an even bigger ice twister around herself. The number of hits is more sporadic than A+B versions but is still stronger. Be careful about missing as the length is much longer and she will be wide open to attack otherwise.
2141236 + A,B or C (Requires 1-3 bars of SP power)
Uses 1 SP bar. Shiori fires a barrage of vanilla ice cream tubs fully across the screen. Although it is a long range move it is not advised to use it as such as the spread will significantly drop the power. Best to fire at close range. Better than the ice twister as it is harder to avoid and thus can't really be punished.
Uses 2 SP bars. Stronger version of A version.
Uses 3 SP bars. Stronger version of B version.
 Final Memory
236236BC (Requires 3 SP bars and 1/3 health remaining)
Shiori summons a horizontal ice vortex that reaches right across the screen. If unguarded it will freeze and toss the opponent into the air, where Shiori will follow up with an aerial uppercut. Ridiculous power even guarded, as the chip damage is extensive and makes perfect use of Shiori's play style. Only thing is that the input sequence is more awkward than most. Seems to work better coming out of a jump.
 Countering Close Range
The obvious solution is to spam projectiles. Her various ice beams, icicles and vortexs are enough to ensure opponents have a tough time getting close. Should they close the gap then you can use C knockdown attacks and make a run for it to start anew.
 Countering Projectiles
Shield, shield, shield. Shiori is probably the worst opponent for any ranged attacker to face as that shield makes her a nightmare and basically nullfies their best approaches.
 Basic Comboing
At a distance it's really about mixing the beams and icicles and the odd vortex to keep the target occupied. If you go close her A attacks may not be ideal as you'll eventually push the target too far away to follow with a good C attack. B,B,C,9C is a nice quick combo that doesn't waste hits.
|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|