Difference between revisions of "Eternal Fighter Zero/Minagi Tohno"

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m (Standing)
m (Normal Moves)
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=== Crouching ===
 
=== Crouching ===
  
{| border="0" cellspacing="5" width="1000"
+
====== <font style="visibility:hidden" size="0">2A</font> ======
| width="" | [[image:Minagi2a.png‎‎|center|180px]]
+
{{MoveData
| width="" style="background:#f0f0f0;"| '''2A'''
+
|image=Minagi2a.png
[ Startup: 5 | Hit:+0 | Block:-1 ]
+
|caption=
 +
|name=2A
 +
|data=
 +
{{AttackData-EFZ
 +
|damage=   190
 +
|guard=    Ground
 +
|startup=  5
 +
|active=  2
 +
|recovery= 9
 +
|advHit=  0
 +
|advBlock= -1
 +
|description= * Minagi thrusts a ticket forward while crouching.
  
Minagi thrusts a ticket forward while crouching. Hits mid.
+
* Unfortunately not a low.
|-
+
}}
| width="" | [[image:Minagi2b.png‎‎|center|180px]]
+
}}
| width="" | '''2B'''
 
[ Startup: 5 | Hit:+3 | Block:+1 ]
 
  
Minagi does an apologetic bow. Hits low. Very fast startup and crucial to her high/low game.
+
====== <font style="visibility:hidden" size="0">2B</font> ======
|-
+
{{MoveData
| width="" | [[image:Minagi2c.png‎‎|center|180px]]
+
|image=Minagi2b.png
| width="" style="background:#f0f0f0;"| '''2C'''
+
|caption=
[ Startup: 8 | Hit:--- | Block:-5 ]
+
|name=2B
 +
|data=
 +
{{AttackData-EFZ
 +
|damage=  420
 +
|guard=    Low
 +
|startup=  5.33
 +
|active=  5
 +
|recovery= 9
 +
|advHit=  +3
 +
|advBlock= +1
 +
|description= * Minagi does an apologetic bow. Hits low. Very fast startup and crucial to her high/low game.
 +
}}
 +
}}
  
Minagi extends her legs out to trip the opponent. Good for getting simple knockdowns midscreen into Michiru shenanigans. For combos you'll be using 5C more often.
+
====== <font style="visibility:hidden" size="0">2C</font> ======
|}
+
{{MoveData
 +
|image=Minagi2c.png
 +
|caption=
 +
|name=2C
 +
|data=
 +
{{AttackData-EFZ
 +
|damage=  600
 +
|guard=    Low
 +
|startup=  8
 +
|active=  8
 +
|recovery= 32
 +
|advHit=  /
 +
|advBlock= -5
 +
|description= * Minagi extends her legs out to trip the opponent. Good for getting simple knockdowns midscreen into Michiru shenanigans. For combos you'll be using 5C more often.
 +
}}
 +
}}
  
 
=== Jumping ===
 
=== Jumping ===
  
{| border="0" cellspacing="5" width="1000"
+
====== <font style="visibility:hidden" size="0">j5A</font> ======
| width="" | [[image:Minagij5a.png‎‎|center|180px]]
+
{{MoveData
| width="" style="background:#f0f0f0;"| '''j5A'''
+
|image=Minagij5a.png
[ Startup: 4 ]
+
|caption=
 
+
|name=j5A
Minagi swipes under herself with a ticket. Not very useful outside of a few combos.
+
|data=
|-
+
{{AttackData-EFZ
| width="" | [[image:Minagij5b.png‎‎|center|180px]]
+
|damage=   210
| width="" | '''j5B'''
+
|guard=    High
[ Startup: 7 ]
+
|startup=  4
 +
|active=  2
 +
|recovery= 11
 +
|advHit=  /
 +
|advBlock= /
 +
|description= * Minagi swipes under herself with a ticket. Exceptionally fast.
 +
}}
 +
}}
  
Minagi kicks at an angle towards the ground.  
+
====== <font style="visibility:hidden" size="0">j5B</font> ======
|-
+
{{MoveData
| width="" | [[image:Minagij5c.png‎‎|center|180px]]
+
|image=Minagij5b.png
| width="" style="background:#f0f0f0;"| '''j5C'''
+
|caption=
[ Startup: 10 ]
+
|name=j5B
 +
|data=
 +
{{AttackData-EFZ
 +
|damage=  420
 +
|guard=   High
 +
|startup=  7
 +
|active=  5
 +
|recovery= 14
 +
|advHit=   /
 +
|advBlock= /
 +
|description= * Minagi kicks at an angle towards the ground.
 +
}}
 +
}}
  
Minagi does a flip kick which hits mostly in front of her. Used in her corner juggle loops and can be useful when challenging air-to-air. Causes downward momentum on aerial hit.
+
====== <font style="visibility:hidden" size="0">j5C</font> ======
|}
+
{{MoveData
 +
|image=Minagij5c.png
 +
|caption=
 +
|name=j5C
 +
|data=
 +
{{AttackData-EFZ
 +
|damage=  540
 +
|guard=    High
 +
|startup=  10
 +
|active=  3
 +
|recovery= 32
 +
|advHit=  /
 +
|advBlock= /
 +
|description= * Minagi does a flip kick which hits mostly in front of her. Used in her corner juggle loops and can be useful when challenging air-to-air. Causes downward momentum on aerial hit.  
 +
}}
 +
}}
  
 
=== Dashing ===
 
=== Dashing ===
Line 237: Line 307:
 
Minagi does an upward swipe from dashing, identical to the second hit of 5C. This is Minagi's main way of launching opponents.  
 
Minagi does an upward swipe from dashing, identical to the second hit of 5C. This is Minagi's main way of launching opponents.  
 
|}
 
|}
 +
 +
=== Grabs ===
 +
 +
====== <font style="visibility:hidden" size="0">(c)4C / (c)6C</font> ======
 +
{{MoveData
 +
|image=EFZ_Minagi_Tohno_Grab.png
 +
|caption=
 +
|name=(c)4C / (c)6C
 +
|data=
 +
{{AttackData-EFZ
 +
|damage=  800
 +
|guard=    None
 +
|startup=  5
 +
|active=  1
 +
|recovery= 27
 +
|armored=  /
 +
|advHit=  /
 +
|advBlock= /
 +
|description= * Can be IC canceled to start a combo
 +
}}
 +
}}
 +
 +
====== <font style="visibility:hidden" size="0">(c)j6C</font> ======
 +
{{MoveData
 +
|image=EFZ_Minagi_Tohno_Airgrab.png
 +
|caption=
 +
|name=(c)j6C
 +
|data=
 +
{{AttackData-EFZ
 +
|damage=  1200
 +
|guard=    None
 +
|startup=  2
 +
|active=  1
 +
|recovery= /
 +
|armored=  /
 +
|advHit=  /
 +
|advBlock= /
 +
|description= * Regular air-grab
 +
}}
 +
}}
  
 
== Special Moves ==
 
== Special Moves ==

Revision as of 15:31, 12 October 2019

Tohno Minagi

Introduction

Tohno Minagi (遠野 美凪) is an assist character, utilizing Michiru to help lock down her opponents. Minagi has very few special moves herself, as most of her special inputs direct Michiru to perform an action. She may also press the special button to move Michiru left or right (4S or 6S) or to change her stance (5S). Normally, Michiru will follow Minagi around the screen, but when in her other stance, she stands in place, ready to perform upgraded specials. The combination of long lasting Michiru moves and Minagi’s normals allow the pair to safely mix up the opponent. Minagi has many drawbacks, including losing her assist character for 3 seconds if Michiru is hit, weak A and B normals, and lacking reversals without meter.

Minagi is one of the heroines of AIR, a visual novel produced by Key in 2000. She is a top student of the school in the town where the story takes place. Her lack of expression gives people an enigmatic impression, though in reality, she is warm and loving. Minagi enjoys blowing bubbles, eating rice, and is the president of the astronomy club at school. Her best friend is Michiru, a bright and energetic girl who sees Yukito as a "rival" and usually greets him with a kick. During AIR, Yukito discovers Minagi's secret concerning her mother, and also learns the truth behind Michiru...

Stage: Abandoned Station (Day) (廃駅(昼))

BGM: Prism (虹)

Character-Specific Notes

  • Minagi is able to air jump once, and air dash/backstep once.
  • If Michiru starts to go off screen, Michiru will automatically run back to the center of the screen.
  • Once Michiru starts attacking the opponent, Michiru becomes vulnerable to attack herself. If Michiru is hit, she will fall to the floor for several seconds, and will be unable to take any commands from Minagi during this time.

Normal Moves

The notation for the movelists can be found under Notation.

Move Hits Damage Guard Move
Cancel
Jump
Cancel
IC
Cancel
5A 1 200 Ground Yes Yes Yes
2A 1 190 Ground Yes Yes Yes
j.A 1 210 High/Air Yes Yes Yes
66A 1 230 Ground Yes No Yes
662A 1 210 Low Yes No Yes
5B(c) 1 400 Ground Yes Yes Yes
5B(f) 1 410 Ground Yes No Yes
2B 1 420 Low Yes Yes Yes
j.B 1 420 High/Air Yes Yes Yes
66B 1 430 Ground Yes No Yes
662B 1 580 Low Yes No Yes
5C 1 430 Ground Yes Hit Yes
1 500 Ground Yes Hit Yes
2C 1 600 Low Yes No Yes
j.C 1 540 High/Air Yes Yes Yes
66C 1 650 High No No Yes
662C 1 500 Ground Yes Hit Yes
Throw 2 800 Throw No No Yes
j.Throw 2 1200 Air Throw No No No

Standing

5A
5A
Minagi5a.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
200 Ground 5 5 6 +1 0
  • Minagi extends out her hand in a short punch.


(c)5B
(c)5B
Minagic5b.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
400 Ground 6 8 6 +3 +1
  • Minagi offers the opponent a ticket that for some reason causes pain.


(f)5B
(f)5B
Minagif5b.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
410 Ground 9 2 21 -7 -9
  • Minagi swings her bag in front of her. Very similar to Mizuka's f5B and is similarly has a very powerful hitbox. Most useful in neutral. Can combo into many of her specials and supers when michiru is properly set up.


5C
5C
Minagi5c.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
430 Ground 10 1 32 -9 -11
500 Ground 20 2 21 / -1
  • Minagi does one downward swipe into an upward swipe with what might be a fan or a bunch of tickets. Second hit launches.


Crouching

2A
2A
Minagi2a.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
190 Ground 5 2 9 0 -1
  • Minagi thrusts a ticket forward while crouching.
  • Unfortunately not a low.


2B
2B
Minagi2b.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
420 Low 5.33 5 9 +3 +1
  • Minagi does an apologetic bow. Hits low. Very fast startup and crucial to her high/low game.


2C
2C
Minagi2c.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
600 Low 8 8 32 / -5
  • Minagi extends her legs out to trip the opponent. Good for getting simple knockdowns midscreen into Michiru shenanigans. For combos you'll be using 5C more often.


Jumping

j5A
j5A
Minagij5a.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
210 High 4 2 11 / /
  • Minagi swipes under herself with a ticket. Exceptionally fast.


j5B
j5B
Minagij5b.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
420 High 7 5 14 / /
  • Minagi kicks at an angle towards the ground.


j5C
j5C
Minagij5c.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
540 High 10 3 32 / /
  • Minagi does a flip kick which hits mostly in front of her. Used in her corner juggle loops and can be useful when challenging air-to-air. Causes downward momentum on aerial hit.


Dashing

Minagi66a.png
66A

[ Startup: 7 | Hit:+1 | Block:+0 ]

Similar to 5A except the hitbox is slightly smaller and it has forward momentum. Used in Minagi's 66AxN corner carries and in pressure.

Minagi66b.png
66B

[ Startup: 9 | Hit:-3 | Block:-5 ]

Identical to f5B with forward momentum. Strong neutral tool for hassling the opponent.

Minagi66c.png
66C

[ Startup: 23 | Hit:+0 | Block:-2 ]

Minagi dashes forward and swipes down with a ticket. Minagi's only grounded overhead.

Minagi662a.png
662A

[ Startup: 6 | Hit:+1 | Block:+0 ]

Similar to 2A except the hitbox is slightly smaller and has forward momentum.

Minagi662b.png
662B

[ Startup: 10 | Hit:-- | Block:+1 ]

Similar to 2C with different placing of the hitbox and forward momentum. Good for catching people blocking high at a distance.

Minagi662c.png
662C

[ Startup: 12 | Hit:-- | Block:-10 ]

Minagi does an upward swipe from dashing, identical to the second hit of 5C. This is Minagi's main way of launching opponents.

Grabs

(c)4C / (c)6C
(c)4C / (c)6C
EFZ Minagi Tohno Grab.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
800 None 5 1 27 / /
  • Can be IC canceled to start a combo


(c)j6C
(c)j6C
EFZ Minagi Tohno Airgrab.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
1200 None 2 1 / / /
  • Regular air-grab


Special Moves

The notation for the movelists can be found under Notation.

Move Hits Damage Guard IC
Cancel
Chiruchiru Setup
S 0 N/A N/A No
> Chiruchiru Stop Setup
> S 0 N/A N/A No
Chiruchiru Right
6S 0 N/A N/A No
Chiruchiru Left
4S 0 N/A N/A No
Chiruchiru Kick [+Aerial]
236A 1 550 Any No
236B 1 550 Any No
236C 1 700 Any No
236A (with Setup) 1 650 Any No
236B (with Setup) 1 650 Any No
236C (with Setup) 5 700 Any No
Chiruchiru Drilling Bow Thigh
623A 1 850 Any Yes
623B 1 950 Any Yes
623C 6 1050 Any Yes
Chiruchiru Iron Head Merit [+Aerial]
421A 2 1200 Any No
421B 2 1200 Any No
421C 2 1200 Any No
Chiruchiru Whirlwind Leg [+Aerial]
214A 4 400 Any No
214B 6 550 Any No
214C 12 750 Any No
Rice Ticket Presentation
41236A 1 580 Any No
41236B 1 580 Any No
41236C 2 1100 Any No
Chiruchiru Kick Festival [+Aerial, SP Level 1-3]
236236A 17 ≈1800 Any No
236236B 18 ≈2800 Any No
236236C 21 ≈4200 Any No
Chiruchiru Solar Plexus Break [+Aerial, SP Level 1-3]
214214A 1 1000 Any No
214214B 1 1800 Any No
214214C 1 2500 Any No
Soap Bubbles [SP Level 1-3]
2141236A ≈11 ≈2200 Any No
2141236B ≈15 ≈3100 Any No
2141236C ≈25 ≈4400 Any No
Star Sand [1/3 HP, SP Level 3]
222S 1 500 Any Yes
n 300*n Any No

Specials

MinagiD.png
5S - Chiruchiru Setup (ちるちる構えて)

Michiru enters a "ready" stance. In this stance, she cannot move but her assist specials are much more powerful. Using this is crucial to Minagi's gameplan.

5S - Chiruchiru Stop Setup (ちるちる構え止め)

Michiru leaves the "ready" state and can move again.

6S - Chiruchiru Right (ちるちる右よ)

Orders Michiru to move right.

4S - Chiruchiru Left (ちるちる左よ)

Orders Michiru to move left.

Minagi236.png
236* - Chiruchiru Kick (ちるちるキック)

Michiru jumps forward with a kick.

Minagi623.png
623* - Chiruchiru Drilling Bow Thigh (ちるちる穿弓腿)

Michiru does an up-kick.

Minagi421.png
421* - Chiruchiru Iron Head Merit (ちるちる鉄頭功)

Michiru leaps into the air and comes crashing down head first.

Minagi214.png
214* - Chiruchiru Whirlwind Leg (ちるちる旋風脚)

Michiru does a hurricane kick. By far the most useful assist. Crucial to Minagi's okizeme game as it allows Minagi to run high/lows while the opponent is in blockstun. You can also do left/right mixups on the opponents wakeup by dashing above them.

Minagi41236.png
Minagi41236c.png
41236* - Rice Ticket Presentation (お米券進呈)

Minagi throws a ticket.

Eternity Specials

Minagi236236.png
236236* - Chiruchiru Kick Festival (ちるちるキック祭り)

Michiru spins like a drill in the air towards the opponent.

Minagi214214.png
214214* - Chiruchiru Solar Plexus Break (ちるちる鳩尾ブレイク)

Michiru does a powerful kick to the solar plexus. Readied Michiru will roll forward towards the opponent if not next to them before the kick.

Minagi2141236.png
2141236* - Soap Bubbles (しゃぼん玉)

Michiru and Minagi both blow soap bubbles towards the opponent. Minagi stops blowing first, giving her time to move.

Final Memory

MinagiFM.png
222S - Star Sand (星の砂)

Minagi and Michiru call stars to fall from the sky. Lasts for quite a while.

Strategy, Tactics, and Combos

Combos

Michiru has arrived

Seriously, every time you knock down the opponent, set Michiru up and add pressure.

Win Quotes

Japanese English

ハイカマーン…
(パンパン

Yes, come on...
(pat pat)

(くいくい
(くいくい

あ、ジェスチャーで
なくても分かりますか?

それは大変
失礼いたしました…

[TRANSLATION NEEDED]

今日も元気だ
ご飯が美味い…

You're spirited today too.
The rice is delicious...

……ガッツ…

.......GUTS...

進呈…
結構痛かったで賞…

I present, to you...
A prize for a wonderful beating...

進呈…
よく頑張ったで賞…

I present, to you...
A prize for trying very hard...

進呈…
リバーサル練習しま賞…

I present, to you... A prize for training hard...

進呈…
惜しかったで賞…

I present, to you...
A prize for coming so close...

…日本人は手篭め族

…ポ

[TRANSLATION NEEDED]

(To UNKNOWN)
永遠ですか…?

…一言で言うと
摩訶不思議空間?

違いますか…

進呈…
ガッカリしたで賞…

[TRANSLATION NEEDED]

(To Mai)
牛丼族もお米族…

人類兄弟
皆仲間…

進呈…

[TRANSLATION NEEDED]

(To Rumi)
…世界オトメ発見?

(To Rumi)
...A worldwide maiden discovery?

(To Minagi)
生き別れの双子
感動の再開…

ぱちぱちぱち…

……進呈…

[TRANSLATION NEEDED]

(To Kanna)
貴方の翼は
希望を託すことも
誰かを救うことも
できるんです

私が
そうでしたから…

[TRANSLATION NEEDED]

(To Kanna)
貴方の翼は
風を感じてますか…?

だったら大丈夫です
何故かと言われると
分かりませんが
大丈夫です…

[TRANSLATION NEEDED]

Colors

EFZ-minagi-colors.png

In-game References

AIR References

  • The train station in the background is where Minagi and Michiru usually hang out during AIR.
  • The pieces of paper and and envelopes that Minagi constantly uses in her attacks are rice tickets. In AIR, she always hands out rice tickets to Yukito, and always carries at least 80 around.
  • Minagi's "Soap Bubbles" move is a reference to her and Michiru's hobby of blowing soap bubbles in the game.
  • Miangi's "Star Sand" move is a reference to the star sand that she gave to Michiru and Yukito during the game. It is one of her most treasured items.
Eternal Fighter Zero
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