Eternal Fighter Zero/Mishio Amano

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Amano Mishio


Amano Mishio (天野 美汐) has the slowest walk/dash in the game, but makes up for it with how strong she is in every other aspect. She has the best mid range normals in the game and is one of the few characters with a fully invincible, meterless dragon punch. Her defining characteristic is her element system: while she starts out fairly weak with only one special, the dragon punch, landing it randomly assigns her one of two elements: fire or lightning. Each element gives her access to new specials, with lightning specials focusing on space control, while fire specials grant her massive damage potential. Some of the elemental moves consume the element and put her back in her weak elementless state, forcing her to connect with 623* again. You can however IC the skills to keep the element.

Mishio is a supporting character of Kanon, a visual novel produced by Key in 1999. She is a first-year student at the high school that Yuiichi attends. She acts cold and unfriendly, and scares away her classmates. However, Yuiichi discovers that she seems to know a lot more about Makoto than she should be able to know. During Kanon, when Makoto's condition worsens and Yuiichi confronts Mishio, she warns him about his future and what it means for a "miracle" to be realized...

Stage: Monomi Hill (ものみの丘)

BGM: Sea of Mist (霧海) + the fox and the grapes

Character-Specific Notes

  • Mishio is able to air jump once, and air dash/backstep once.
  • Mishio has one of the slowest walks and ground dashes in the game. Use the air dash instead if you need to get anywhere fast.
  • Mishio's current element allows her to access a subset of her moves. She gains element from connecting certain non-element moves (typically her "Round Moon" move), and loses element from completing certain element-based moves.
  • There is a black circle just above Mishio's SP gauge, indicating her current element. A red "炎" symbolizes the Flame element, a blue "雷" symbolizes the Thunder element, and a red and blue "覚" symbolizes her Awakened state (she gains both elements). If it is empty, she currently has no element. Her current element (if any) can also be determined by the colour of sparks being emitted from her body.
  • If Mishio uses her "Fantasy Beast Sky Fox Summoning" move, she will glow a golden colour and gain her Awakened state, giving her the power of both elements. A "Time" gauge will appear below her life gauge, indicating the time left before her Awakened state disappears. While Mishio has both elements, she can perform essentially every move on her movelist.


  • Insane normals allows her to control space easily
  • Insane damage potential can easily leave people overdefensively or dead
  • Arguably the best set of Shoryuken moves in the game makes her very hard to pressure
  • Ability to full combo off the most random abare situations
  • Combos guarantee tech-punishes without cutting anything short


  • Sluggish movement, the slowest dash and walkspeed in the game
  • Lack of offensive tools outside of elements makes it hard to initially open people up
  • Getting started into an element can be a huge chore
  • Due to the random factor it's possible to get "element screwed", such as getting only lightning in a matchup where it can go as far as being risky to hold on to.

Normal Moves

The notation for the movelists can be found under Controls.


Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
200 Low or Air 6 4 11 -1 -2

A quick poke to the shin. Very far range for a jab. Does not chain into itself and resembles more of a medium-strength attack. The disjointed hitbox can be great in Mishio's pokey corner lockdown.

Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
400 Ground 6 6 15 +1 -1

Mishio hammers down her spear. This move has an INSANE disjointed red wall of pain in front and diagonally above Mishio. Spaced correctly, this beats everything. Anti-airing with this is gives way too much reward for how common it is. That said, there is a blindspot right in front of Mishio's forehead. Doing this too close can whiff it on airborne opponents or someone doing a lower-body invul DP. This move starts up so fast and has so much untech time it airjuggles into itself. Looping this with 2B in the corner leads to her highest damage combos.

Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
420 Ground 7 3 17 -1 -3

Long range spear thrust. This is pretty much her signature move. The entire thrust INCLUDING HER HAND is a disjointed red hitbox. Stops most characters dead in their tracks trying to approach from the ground. In lightning mode this move becomes a very common combo starter. Short whiff animation makes this great to simply throw out there. However, it can be low profiled by certain slides which is basically the only thing of concern regarding this move.

Lightning only
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
450 High 21 7 13 +3 +1

LIGHTNING ONLY. Hop overhead. Low body invulnerability (along other hurtbox shenanigans) and non-existent recovery. It recovers so fast it can "safejump" some EX reversals or make them straight up whiff, such as Ayu's arrows. Hitting this meaty will enable combos without the use of IC. Can be cancelled into lightning j.236236 air super, leading into unblockable setups.

Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
650 Ground 9 4 25 -2 -4

Short range upwards thrust. Short range horizontally, that is. Huge disjointed hitbox upwards makes this one of the best anti-airs in the game and leads into huge combos. This move is so good it can go as far as challenging Akiko's washing machine. Even trading with this is fine and still leads to the same combos as if jumpcancelled. However, it is quite slow and has to be done early. Have no fear though, the quick recovery makes this fine to be whiffed against doublejump-baits and the like.

Fire only
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
600 Any 12 2 30 / -9

FIRE ONLY. Spear uppercut. Straightforward launcher. The range and angle allow this to be used as an anti-air outside of 5C range. This easily whiffs when using too long strings to hitconfirm. Only useful on a close-up hitconfirm when comboing into super is not an option.


Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
180 Low 4 3 9 +1 0

A fast kick. Mashable, good for pressure. The short range and bad hurtbox compared to many other 2A of its kind makes it unreliable in RG battles. Can be used in character-specific airjuggles.

Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
410 Ground 12 2 8 +8 +6

Spinning spear attack. This move is pretty slow, chaining into it after getting RG'd is asking to be punished. Despite being slow, it recovers extremely fast and is quite positive on block. Comes with some very decent range for the type of move it is. Covers the area directly above Mishio's head, can anti-air in certain situations but lacks the upwards reach to challenge most things. The quick recovery and huge untech-time make this part of her 5B 2B loop, leading to her most damaging corner juggles.

Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
620 Low 12 2 21 / 0

Long range spear sweep across the floor. The go-to normal after hitconfirming outside of lightning, this sweep will combo into elementless 623A and any fire super.


Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
220 High 6 6 11 / /

Fast downards stab. Similar to 5A, more resembling of a medium strength attack. The great untech time allow very delayed chains to j.B to adjust juggle heights freely. A very strong jump-in for situations where you need speed over j.C's hitbox. Useful for some basic high/low mixups, but very vulnerable to RG.

Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
420 High 6 2 21 / /

f.5B's aerial brother. GOD LANCE. Quick startup, short recovery, big disjointed range and enough untech time to confirm this into an airdash for a combo. This move is both used in neutral as a zoning tool to poke at opponents and deny air space as well as a combo staple. Because of how Mishio shortens her legs during this move, it will hit almost all the way to the ground before she actually lands. This prevents people from crouching under it and tripguarding Mishio.

Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
650 High 11 2 25 / /

Huge downwards spear swing. This move has an INSANE disjointed hitbox anywhere below and in front of Mishio. It also hits really far behind Mishio. No normal means will anti-air this ever. Sends the opponent downwards for a knockdown, but due to the nature of Mishio's juggles the untech-time will be so borderline this can be pretty much immediately airteched. Outside of crossups, the main purpose of this move is as a midscreen or a fire comboender in the corner, as ending a juggle in j.C cancelled into Running Flame is an automatic tech-trap setup.


Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
220 Low or Air 4 4 11 -1 -2

Looks identical to 5A but carries momentum. Same as 5A but won't cancel into other normals. Arguably Mishio's only bad button. There's no real reason to ever use this over 66B or 662B.

Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
400 Ground 6 6 15 0 1

Looks identical to 5B (far) but carries momentum. Used to poke at people from surprising ranges, catching them off-guard. Same as f.5B, strong potential to hitconfirm in lightning.

Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
700 Ground 15 4 26 / -5

Looks identical to 5C but carries momentum. What's better than an anti-air 5C? An anti-air 5C that slides across the floor while at it. Unlike 5C, this can't be jumpcancelled on block making this rather unsafe when blocked close up. Will launch the opponent on hit.

Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
180 Low 6 3 9 +1 0

Looks identical to 2A but carries momentum. 2A is so stubby even dashing into it doesn't provide it with any range. The main use for this is as a quick whiff to set up a throw or to frametrap them into a DP.

Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
420 Ground 10 2 9 +5 +3

Looks identical to 2B (far) but carries momentum. The quick recovery makes this the go-to whiffed normal to close the distance with an accelerated dash after something like a 623A knockdown.

Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
650 Low 9 2 21 / 0

Looks identical to 2C but carries momentum. Using this in fire represents a HUGE damage threat starting half screen distance. Primarily used as a very quick way to catch an opponent not watching their feet. This is neutral on block, making it fairly safe to just throw out whenever.


Close 6C/4C
Ground Grab
Close 6C/4C
EFZ Mishio Amano GroundGrab.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
0 None 5 1 25 / /

Mishio drags her opponent behind her.

Close j6C
Air Grab
Close j6C
EFZ Mishio Amano AirGrab.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
1150 None 2 1 / / /

Swaps sides with the opponent.

Special Moves

The notation for the movelists can be found under Controls.


No Element

Round Moon
No Element
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
A 800 Any 6 2 40 / -19
  • A complete circle spear swing.
  • This move not only functions as a good reversal, but on hit will give Mishio a random element when the move finishes. If the move is cancelled using IC or punished after being guarded, Mishio will not gain the element.

  • Very fast overall, hard to punish and makes a great anti-air.
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
B 800 Any 18 2 46 / -25
  • Much longer startup but has a longer invulnerability to match.
C 800 Any 6 2 52 / -22
- 600 Any 32 2 26 / -5
  • As fast as the A version and deals two with the second one launching the opponent.
  • Even if the opponent guards this, you will usually gain the element.


Fiery Vehicle
EFZ Mishio Amano flame 236.png
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
A 100 * 3 Any 14 2 * 3 43 - -
- 650 Any 32 2 25 / -4
  • Mishio stabs out forward 4 times with her spear in rapid succession. One of the few special moves in EFZ that can be cancelled into another special move.
  • This is a decent multi-hit attack that chips well and pushes the opponent away.
B 300 Ground 13 18 32 / -
- 100 * 3 Any 35 2 * 3 44 / -
- 500 Any 53 2 26 / -5
  • Mishio dashes half the screen with a shoulder tackle. If the tackle hits the opponent, she then stabs out 4 times with her spear in rapid succession.
  • Because the length of the dash is timed, this move will only fully connect at certain distances.
C 100 * 3 Ground 14 6 * 3 46 / -
- 80 * 6 Any 36 2 * 6 83 / -
- 750 Any 72 2 47 / -26
  • Mishio dashes half the screen with a multi-hit shoulder tackle. If the tackle hits the opponent, she then stabs out 7 times with her spear in rapid succession.
  • Once the recovery time for this move runs out without interruption, Mishio will lose her Flame element.
Running Flame
214* or j214*
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
Any 600 Any - 30 - - -
  • Mishio becomes a flaming arrow, and flies through the air.
  • Using a different button changes the direction Mishio goes in. Regardless of button strength, this move can be followed up with an additional dash by pressing a direction + attack button. If the followup is used, Mishio will lose her Flame element.
Running Flame Directions
↖ C ↑ B A ↗
A (Air) →
C (Air) ↓ B (Air) ↘

Flame Moon (炎月)
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
A 800 Any 6 2 40 / -19
  • A version is fully invulnerable past the first active frame, making this meterless reversal one of, if not the, best reversals in the game.
B 800 High 22 2 22 / -1
  • The B version is slower, but will hit overhead, and can be ICed for a full combo.
C 585 Any 6 2 44 / -
- 800 Any 30 2 20 / +1
  • Replaces Round Moon when Mishio has the Flame element. Once the recovery time for this move runs out without interruption, Mishio will lose her Flame element.


Purple Lightning
EFZ Mishio Amano Lightning 412.png
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
A 600 Any 23 / - / -
  • Only usable in Lightning element.
  • A version creates a small, fast moving wave across the ground; can easily be comboed by IADing towards the opponent.
B 200 * 3 Any 35 / - / -
  • B version creates a much slower wave that hits 3 times.
C 50 * N Any 26 / - / -
  • C version creates a ball of lightning that will do multiple quick hits as long as it exists on screen.
Thunderbolt Summon
22A or 22B
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
A or B 650 Any 56 5 - - -
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
- 100 * 5 Any 56+ 2 * 5 - - -
  • After a short delay, lightning will strike the opponent. After the strike, Mishio will lose her Lightning element.
  • This move will launch as well has stun the opponent for an extended period of time.
  • 22A is a slower summon, but will strike directly on top of the opponent. 22B summons quicker, but will summon a set distance away from Mishio.
Thunder Moon
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
A 800 Any 6 2 43 // -22
  • Replaces Round Moon when Mishio has the Lightning element. Once the recovery time for this move runs out without interruption, Mishio will lose her Lightning element.
  • On hit, the opponent will hang in the air for an extended period of time.
B 150 * 5 Any 6 6 * 5 43 / /
C 585 Any 6 2 44 / -
- 800 Any 30 2 20 / +1
  • The second hit will knock down.


True Moon
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
- - - - - - -

Awakened mode only. This is a buffed version of the elementless 623*. Has no fire or lightning properties. Like all of the other Awakened specials, Mishio will not lose element doing this.

Eternity Specials


100-Ogre-Scorching Flash
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
A - - - - - - -

Super version of 236*.

B - - - - - - -
C - - - - - - -
Flame-Dragon-Flight Flash
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
A - - - - - - -

This super is Mishio's main way of getting damage. If timed and spaced correctly, you can continue comboing after this super finishes. Due to the final hit causing an untechable but still juggle-able state you can still regain Element at low proration by ending in 623A/B.

B - - - - - - -
C - - - - - - -


Thunder-Fang Lance Flash
Mishioj236236 1.png
Mishioj236236 2.png
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
A - - - - - - -

Mishio shoots varying lightning bullets towards the ground, depending on level of super. Bullets that hit the ground will persist for a short time.

B - - - - - - -
C - - - - - - -
Descending Thunder Battle Cry
Mishio641236 1.png
Mishio641236 2.png
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
A - - - - - - -

Can be held. If held long enough, the second part becomes unblockable. This is Mishio's most used lightning super.

B - - - - - - -
C - - - - - - -

Final Memory

Fantasy Beast Sky Fox Summoning
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block
- - - - - - -

Mishio powers up with a nine-tailed shockwave, hitting anyone closeby. She then enters the Awakened state, which gives her unlimited access to both elements, for an entire 15 seconds. Inputting the command is a bit tricky, since it won't work if done too quickly. An alternative input would be BB25CA, where the 5 signifies a slight pause in your input.



Mishio has one of the slowest walk movements in the game, and her dash movement is not much better. She makes up for this by having some of the best normals in the game, in terms of hitboxes vs. hurtboxes. Her two elements accentuate her gameplay in different ways, with lightning leading to a more defensive, neutral based game, and fire leading to a more offensive, burst-damage style.

A good Mishio will be able to seamlessly switch between the two elements as needed, and be able to adapt to whatever RNG throws at them. Knowing good element switch combos (doing a move that loses your element in the middle of a combo, and ending that same combo with an elementless DP) will be the difference between an okay Mishio and a great Mishio.

She also boasts perhaps the best set of reversals in the game, with fully invulnerable DPs in two of her modes. Beyond that, all of her specials and supers serve a purpose, with none being entirely useless, save for her FM.


5B and jB. You could boil down her basic neutral gameplan to these two buttons and you wouldn't be far off the mark. Ridiculously good hitboxes, almost no hurtbox past her hand, and with good reactions, you can convert 5B into full combos in lightning, and jB into a full combo in any element. Her c5B and 5C are also excellent antiairs and can challenge even the best air buttons, with conversions into a full combo. Her element specific tools include an extremely active field of damage in lightning 623B, and in fire, the only movement ability Mishio has: fire 236B.


  • Your classic spear poke. Hitbox is huge, and her hurtbox is very small for how much space these buttons control. There are only a few buttons that can even challenge this poke in neutral. In any element, you can jB confirm into 66 jA land 5B jB 66 jAB and then the ender of choice for your element. With no element, 5B ends at just a good poke; with red IC, it's possible to 5B IC 662C 623A but it requires insane reactions. In fire, it's much the same, but you always have the choice of 236B after it to prevent the opponent from pressing buttons or jumping. In lightning, 5B becomes an excellent button; with good reactions you can confirm it into 623B for a full combo into element switch. If you have no idea what else to press, press these buttons.


  • c5B has an excellent disjointed hitbox, and comes out very fast. It is the button of choice to punish an IAD on reaction. 5C has amazing reach vertically, and can even beat out the king of air-to-ground moves, Akiko jC (washing machine). Even on a trade, you can continue with jB to convert a 5C into a full combo. A Mishio that uses these well will scare any opponent from attempting to approach from the air. On the other hand, this will also slow down the speed of gameplay considerably, as opponents will not want to approach without excessive precautions.

Lightning 623B

  • Comes out decently fast, extremely active, and allows all the time in the world to confirm into a full combo. You don't necessarily have to be able to confirm this from 5B, though doing so will up your Mishio game considerably. On a blocked 623B, you can still dash up and attempt to 623A or 662C on opponents being careless. This will be used a lot to set up element switch combos.

Fire 236B

  • Mishio's only real movement ability, this special will dash forward and, after a specific amount of time, start stabbing the opponent. Get to know the distance that this will fully combo, as confirming this into IC and a full combo is an easy 4k combo that builds your IC back. Beware if the opponent RGs the dash part of this move, as they can input a button before the stabs start. Always input RG counter after the dash, it will save you some day.

Dash momentum

  • A special note about Mishio's dash moves: if a certain amount of frames have elapsed since the start of Mishio's dash, her dash moves will gain considerable momentum forward. Learn the timing for this, as abusing this mechanic will up her mobility to slightly below average, as opposed to bottom tier.

NOTE: jC whiffs

  • Something to aim for when you are trying to level up your Mishio game is to incorporate jC whiffs into your combos. jC has the property of its meter gain being added before the move becomes active. So any time you're doing a jB 66 j(A)B air loop, finish off with a late jC before continuing your combo. The meter gained isn't much, but it adds up over the course of a game, and with much of Mishio's crazy damage locked behind meter and BIC usage, gaining as much as you can, where you can, is a high priority.


Lightning is Mishio's defensive/neutral based element. She has a couple of notable specials, one being 623B as explained in the previous section. This section lists the others.


  • Mishio's version of a fireball. 412A travels along the ground, and is excellent to toss out at the end of blockstrings to stop opponents from poking back. Confirming this into a jB leads to a full combo.


Fire is Mishio's offensive element. She has a couple of notable command normals and specials to take note of, including a meterless launcher.


  • 6C is Mishio's meterless launcher in fire, and can lead to an easy jB 66 jAB carry. Can also be used to prorate less than 5C at the end of combos to allow the jC at the end of the combo to connect.


  • This version of 236 isn't actually used all that much, but it deserves a special mention for being one of the only specials that is able to cancel into another special. For example, you can do 2C 236A(1) 214A~3A 623A for an element change switch if you really wanted.


  • You'll almost always use the air version of this, and almost always the C version, with a few instances of j214B. j214A is never used. You can tk this move by inputting 2147C for a quick, comboable version. You can even loop this on itself (max 6 times with no BIC). j214C also acts as her fool-proof tech trap. Confirm a tech happened and do a 5B2B loop into combo ender.


Mishio's 623 series are arguably the best reversals in the game. With non-elemntal DPs having massive amounts of invulnerability, and fire's being completely safe with IC, the opponent often has a really hard time pinning down Mishio. Conversely, her lightning DPs are nothing special, and have no invulnerability, leaving her very susceptible to pressure and mixups.

No-element 623A/B

  • 623A is fully invulnerable until active, leading to a trade at worst. While Mishio doesn't gain an element on trade, she gets the opponent off of her and is able to continue on with her neutral game. 623B, however, is fully invulnerable past active frames, meaning with IC, it's fully safe. It takes a while to come out, so opponents with good countermeasures won't have that much of a problem with it.

Fire 623A

  • This version is a mix of no-element's 623A speed and 623B invulnerability. With IC, it is fully safe and doesn't lose Mishio's precious fire element. The only way to reliably beat it is to bait it and make it whiff completely. Leads to an easy, full combo on hit + IC.

Lightning 623C IC

  • Lightning's only invulnerable reversal, but requires you to spend your entire BIC meter. This will also work in other (non-)elements, but there's no reason to.

Fire 236C

  • Mishio rushes forward, hitting multiple times, and will always combo into her stabs. Has quite a lot of invulerability, and with its forward momentum, often escapes the danger zone of a lot of strong mixups. For example, this move will cleanly escape Mizuka's Forte pressure. With BIC, you can confirm into a full combo.


Lightning: j236236
  • Mishio shoots down a number of lightning fields that cover the ground for several seconds. Not terribly useful in area control, but is very useful to convert off of 6B. You can meterlessly combo back into the field with 662B 623A, or IC the j236236A for an easier time. ICing j236236A and holding 641236[B] right after is a cheeky unblockable setup that can finish off opponents without a reversal on hand.
Lightning: 641236
  • Mishio's basic lightning mode ender. Hold down the button corresponding to the level used, and release when the opponent is about to fall in front of you. Will lose element, but in return, does a lot of damage. Useful for finishing off the opponent. With perfect timing, you can combo after this move, but it's not match reliable in the least.
Fire: 214214
  • Mishio's most used super. Any level is great at adding on massive damage to her combos, and you will want to autopilot into this whenever possible. By inputting the last dive as 2A and then immediately inputting 2C afterwards, you can IC immediately without trouble.
Fire: 236236
  • Less used fire super, but adds on massive damage as well. With the correct starters, actually ends up with more damage than 214214. Mostly used as a combo ender to finish off an opponent, as letting it fully hit without IC will lose your fire element.
No-element: BB2CA
  • Mishio's only super without an element. Requires red, flashing health and 3 meter. Input is a raging-demon type, so just input each action individually. Will hit the opponent and cause hard knockdown if they're close enough. Gives her an awakened meter that lasts for 15 seconds, and allows her the use of all her specials and supers. Her 623 series mimic the no-element versions. Mishio has awakened-specific combos, but actually using her FM rarely happens so it's probably fine if you don't learn them, as all her other combos work just fine.


Replays for these combos can be found here.


2A 5B 2BC 623A
  • Always try to get this if you don't have an element. Best if you delay the 623A until they almost hit the ground. (2035 DAMAGE) [replay 1-1]
662C 623A
  • Excellent neutral poke tool, can visually confirm 662C hits before doing 623A. (1431 DAMAGE) [replay 1-1]
Throw -> 623A
  • If you really need an element. (589 DAMAGE) [replay 1-1]]
2A 5B 2B 2C"""
  • Basic combo, can follow with 22A OR 412B/C for okizeme. (1451 DAMAGE) [replay 1-3]
f5B 623B 669 jB 66 jB land jB 66 jAB 623A"""
  • Element switch combo midscreen. (3015 DAMAGE) [replay 1-3]
Throw -> 5B 623B 623A"""
  • Element switch combo from a throw. May require you to dash up. (1303 DAMAGE) [replay 1-4]
f5B 623B 669 jB jC(whiff) (5B2B)x4 623A"""
  • Element switch combo in the corner. (3801 DAMAGE) [replay 1-3]
2A 5C 412A (5B2B)x3 623A"""
  • Corner-only low option. (3365 DAMAGE) [replay 1-4]
6B j236236A(1) 662B 623A (2) 5B2B 5B2B 5C jBC 66 jB"""
  • Overhead option into free element switch. Does not work on all characters. (3940 DAMAGE) [replay 1-4]
2A 5B 6C jB 66 jAB land jB 66 jAB 5C jBC 66 jB(whiff)"""
  • Corner carry combo, jB tech traps at end. (3188 DAMAGE) [replay 1-6]
Throw -> 5B 2C 214214A~6A~2C (quickly input) 623A"""
  • Element switch combo from throw. (2344 DAMAGE) [replay 1-6]
2A 5B 6C jB 66 jAB land (5B2B)x2 5/6C jB djBC j214C(whiff)"""
  • Corner BnB, j214C tech traps. (3457 DAMAGE) [replay 1-6]
2A 5C tk j214B 5B2B tk j214B (5B2B)x2 5/6C jB djBC j214C"""
  • corner-only low option. (4035 DAMAGE) [replay 1-7]

Red IC

662C IC 5C jB 66 jAB land jB 66 jAB 623A
  • If you have red IC to spare and want the extra damage. (2998 DAMAGE) [replay 1-1]
623A/B IC 623A
  • For extra safe wakeup option. (1525 DAMAGE) [replay 1-1]]
662C IC 662B (crossunder) 5B jB 66 jAB 5B2B 623A
  • In corner: retakes the corner off a close 662C. (2931 DAMAGE) [replay 1-2]
662C IC 662B (crossunder) 5C jB jC(whiff) (5B2B)x3 623A
  • In corner: harder but more damage, useful to learn jB jC(whiff) timing. (3535 DAMAGE) [replay 1-2]
6B IC 2A 5C 412A (5B2B)x2 5C jBC 66 jB(whiff)"""
  • Overhead confirm, jB whiff tech traps at end. (3189 DAMAGE) [replay 1-4]
6B j236236A IC jC(whiff) 641236[B] (max charge)"""
  • Cheeky unblockable setup. (1398 + 2455 DAMAGE) [replay 1-5]
662C 214214A~6A~2C2C(IC) (5B2B)x3 5/6C jB djBC j214C"""
  • Neutral low poke confirm. (4738 DAMAGE) [replay 1-6]
623B IC 5C j214C (5B2B)x3 5/6C jB djBC j214C"""
  • Overhead confirm in the corner. (3964 DAMAGE) [replay 1-6]
2A 5B 2BC 214214A~6A~2C~2C(IC) (5B2B)x2 5/6C jB djBC j214C"""
  • Corner metered combo. (4477 DAMAGE) [replay 1-7]
(from at least backdash distance) 236B IC (at end, 5 hits) 66C jB jC(whiff) (5B2B)x3 5/6C jB djBC j214C"""
  • If you happen to catch an opponent with the stab hits of 236B. Good damage, always go for this if you hit. (4185 DAMAGE) [replay 1-7]

Blue IC

2A 5B 2B 2C BIC 66C jB 66 jB land jB 66 jAB 5B2B 5B2B 5C 623A
  • If you really need the damage to kill from a no-element state. If you can't, save the BIC for a different element. (4963 DAMAGE) [replay ]
2A 5B 2B 2C 41236C(whiff)
  • Very basic gatling combo. The 41236C whiff is used to stop momentum for possible IAD left/right mixups. (1347 DAMAGE) [replay ]
2A 5B 2B 2C BIC 66C jB 66 jB land jB 66 jAB 5B2B 5B2B 5C 641236[C]
  • Lightning version of closing out matches. You can't regain your element for free after this so make sure it kills. (6441 DAMAGE) [replay ]
2A 5B 6C jB 66 jAB land 214214A~6A~2C BIC land jB 66 jAB j214B (5B2B)x4 5C jB djBC j214C
  • Corner to corner carry for only 1 meter. (6391 DAMAGE) [replay ]
662C 214214A~6A~2C BIC jB 66 jB land 5B jB 66 jAB (5B2B)x2 5C jB djBC j214C
  • Corner to corner carry from a 662C confirm. (5895 DAMAGE) [replay ]
623A BIC 66C IAD jC(whiff) 5C djB 66 jB j214B (5B2B)x3 5C jB djBC j214C
  • In corner: If you have BIC and happen to hit with a fire DP, this is your best damage and corner retake for no meter. (5202 DAMAGE) [replay ]
2A 5B 2BC 214214A~6A~2C BIC 5C j214C (5B2B)x4 5C jB djBC j214C
  • Basic corner BIC combo in fire. You can apply the firedive part to any starter, like 662C. (6479 DAMAGE) [replay ]
484 jB 662C 236236C(41) BIC jC IAD jBC(whiff) land 5C jBC(whiff) (5B2B)x4 2A 5BBC 214214A~6A~2C 5C 623A IC 623A
  • Massive damage on her instant air back dash overhead. Extremely hard, but showcases just how powerful Mishio fire is. You can just substitute the normal 214214A combo here for very good damage too. (9055 DAMAGE) [replay ]

Mixups & Okizeme

Mishio doesn't have the best mixup game, relying more on her superior pokes and ability to convert most hits into major damage. Lightning uses IC with her various set up specials to create left/right/high mixups, while fire pressures the opponent into not pressing a button to beat her slower mixups.


  • Mishio's lightning mode gains 6B as a command normal, letting her do a slight hop into an overhead. On certain characters, you can link this into a 2A, but for the most part you need one of her other specials to follow up, or IC it.
  • 412C is the okizeme version of her fireball, and will usually be set after a 2C midscreen. Loses your element, but a successful mixup will gain an element back. Follow up the 412C with a 669 over their body, and then a 7 to uncrossup, or late 7 to crossup. Complete the combo with a jB 66 jAB carry loop into 623A ender.
22A IC
  • Mishio raises her spear and calls down a lightning strike. This can be ICed as her spear is raised. Do this after a 2C 662B(whiff). You can then meaty 2A5B for a combo, or 2A IAD for a crossup, a 2A 6B for an overhead, or just block if you think they'll reversal.


623B IC
  • Mishio's 623B in fire becomes an overhead. Hard to see as there is not much happening in her animation. Knocks down and loses element, but with IC, you can 5C into a full combo.
484 jB
  • Backwards IADs in this game have no minimum height requirement, and Mishio can act 1f faster than other characters after her air backdash. This allows her to get a jB out before she lands, and with its reach, can overhead any character in the game (except Mayu and Ikumi). Follow this up with an instant 662C 214214A in fire, or a 5B 623B in lightning.
  • j214B makes another appearance, this time for a mixup potential. While this is more of a show-off mixup rather than what Mishio tends to play for, you can set up a hard to see left/right mixup using her fire dive. To start with, after 214214A in the corner, you can IC and then 236B underneath the opponent. This will steal the corner from them. After that, you can 9 to jump out of the corner, 44 to airdash back into the corner, and then j214B to hit a meaty left/right. With good timing, you can convert into a 5AC into full combo.

Win Quotes

Japanese English





An instant kill.

I didn't think
it'd go well anyway.
That's just how the world is...


It would be rude to poor planning
to call yours a poor plan.



Have you ever heard of the phrase
"rushing in recklessly"?

No, I'm not asking
for any particular reason...


You didn't take your opponent seriously enough.



You'll have to excuse me now.

I have other things
I must attend to.



One mistake,
and the match would have been in your favor.

But as long as that doesn't happen,
there's no way
I can lose.

(To Makoto)


(To Makoto)
If this is what
they call fate,

then there is certainly
nothing more cruel...

(To Mishio)

(To Mishio)
You don't even deserve
to be called a "counterfeit".


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In-game References

Kanon References

  • The grassy hill in the background is an important location in Matoko's story in the game.
  • The name of Mishio's "Fantasy Beast Sky Fox Summoning" move is a reference to her connection with foxes in the game.

Eternal Fighter Zero
Nayuki (asleep)
Nayuki (awake)