Eternal Fighter Zero/Mayu Shiina

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Shiina Mayu (椎名 繭) is a small, agile character, and uses her animal-like abilities to fight. Her special moves give her a huge amount of mobility and versatility. She can either escape with them, attack you at weird angles, or set you up for throws, which can lead to combos or advantages over the opponent. Mayu is well-suited to a pressuring play style.

Mayu is one of the heroines of ONE, a visual novel produced by Tactics in 1998. Mayu first met Kouhei soon after losing her only friend, her ferret Myu. She quickly becomes attached to Kouhei, but acts on instinct all of the time. Mayu becomes a problem child who starts to say the name of her ferret all the time. However, Kouhei believes that Mayu will eventually learn to cope with her loss. Although Myu died, Mayu's journey to adulthood started from that point. During ONE, Kouhei starts to "look after" Mayu before he realizes it, to at least prevent her from getting into trouble...

Stage: Behind the School (学校裏)

BGM: White as the snow (雪のように白く)

Character-Specific Notes

  • Mayu is able to air jump once, and air dash/backstep once.
  • Mayu's ground dash is actually a long leap off the ground. The length of the leap can be shortened by pressing back. Mayu can only dash-attack during a shortened leap.
  • Mayu's neutral stance and crouch are one of the shortest in the entire game. This allows her to avoid many attacks that would normally connect against other characters.

Normal Moves

The notation for the movelists can be found under Notation.

Move Hits Damage Guard Move
5A 1 170 Ground Yes Yes Yes
2A 1 175 Low Yes Yes Yes
j.A 1 190 High/Air Yes Yes Yes
664A 1 150 Any Yes Yes Yes
5B(c) 1 370 Ground Yes Yes Yes
5B(f) 1 370 Any Yes No Yes
2B 1 360 Low Yes Yes Yes
j.B 1 350 High/Air Yes Yes Yes
664B 1 400 Any Yes Yes Yes
5C 1 570 Ground Yes No Yes
2C 1 550 Low Yes No Yes
j.C 1 540 High/Air Yes Yes Yes
664C 1 550 Any Yes Yes Yes
Throw 2 1000 Throw No No No
j.Throw 2 1000 Air Throw No No No
High-Angle Heel Drop
6B 1 370 Any Yes No Yes
Short Leg Kick
1B 1 360 Low Yes Yes Yes



[ Startup: 4 | Hit:+3 | Block:+2 ]

Mayu does a short punch to the opponent's midsection. This is a pretty standard spammable jab. It's a bit low due to Mayu's height so it won't miss short crouching characters, but it will have a harder time acting as an anti-air.


[ Startup: 7 | Hit:+3 | Block:+1 ]

Mayu stretches her arms out above and in front of her. This move is the core launching move of Mayu's combos. When it hits an aerial opponent, the opponent will be sent forward-up, at the perfect velocity for Mayu to follow with a forward jump. This is a deceptively good anti-air.


[ Startup: 7 | Hit:+2 | Block:+0 ]

Mayu turns around and does a backflip, advancing forward while heel-drop kicking in an arc in front of her. This is a decent move to help keep an opponent under pressure, since it both attacks and moves forward. Good for punishing opponent's low pokes or low mash.


[ Startup: 15 | Hit:-- | Block:-1 ]

Mayu does a variation of her 5B(f), where she hops about one body-height up and forwards while doing her back-flip heel-drop. This move is nice for punishing low-attack spammers due to the air you gain, and can be linked to a Chain Trampling (j.236) to knock them to the ground and restart a wakeup pressure setup. You shouldn't use it too much though, because it can be easily RG'd and punished. If you are good at Recoil Counters, however, this is a very good move to use frequently.


[ Startup: 11 | Hit:-2 | Block:-4 ]

Mayu is lifted off the ground by her ferret as she does a powerful dual-leg kick at the opponent's chest. Interestingly enough, the ferret on the ground is not part of Mayu's hitbox, so this move can cleanly counter attacks with very low hitboxes such as Misaki's 2C or Ikumi's 2C. Can be very good at preemptively catching low air approaches.



[ Startup: 4 | Hit:+4 | Block:+3 ]

Mayu does a short punch at the opponent's feet. This move is simple to land and start combos with. However, the low and small hitbox means that it's quite vulnerable to overheads and small-hopping attacks.


[ Startup: 8 | Hit:-1 | Block:-3 ]

Mayu slides forward feet first as a kick, moving a small distance forward. Aside from combos, this move can be used as another way to continue pressure on an opponent as part of a blockstring.


[ Startup: 6 | Hit:+3 | Block:+1 ]

Mayu does a short kick, similar to her 2B, but without sliding. It's short enough that it doesn't leave you as committed to an attack as a 2B would. Still, not much range. Used in BnBs.


[ Startup: 9 | Hit:-- | Block:-12 ]

Mayu slides on the ground arms first, moving forwards a fair distance while attacking the opponent's feet. This move will launch a grounded opponent slightly off the ground, but they will be unable to recover in time before they land. This move is not exactly something that should be used outside of combos very often unless at a certain range. If you let it get blocked, your opponent will have the option of attacking or waiting to see if you cancel it. Without an instant charge, all of the specials at Mayu's disposal are either non-effective against an opponent who is already defending, or wall jump moves that let Mayu retreat, but in turn give up the offensive pressure. However, if space so it hits just at the tip of the attack, it can be a much safer tool. The cancel frames for this attack are very long, so to catch your opponent off guard you can late cancel into 623A if they delay their counter as well.



[ Startup: 6 ]

Mayu does a small kick, attacking a small area down-forward of her. This move should only be used either as a spammed jump-in approach or within a combo to extend it. In very specific matchups, it can be used as an instant overhead.


[ Startup: 7 ]

Mayu does a decent kick forwards, covering an area around the lower half of herself, including slightly behind her as well. This is Mayu's aerial-crossup attack. The spacing needed is tighter than other characters, but you can still hit and directly lead into your basic combo setups. This move is also good for close-in aerial engagements, where j.C might be too slow to hit in time.


[ Startup: 8 ]

Mayu does a frontal air kick directly in front of her. This is Mayu's longest-range option in the air, and the main damage dealer of her corner loop. It's good for dealing with aerial attacks, but if the enemy is below you, it might be better to use j.B instead.



[ Startup: 5 | Hit:+2 | Block:+1 ]

Mayu leaps forward and does a j.A close to the ground. This move can't be comboed from or into, it can be blocked in any stance, and it does too little damage to be used as an effective counter for a low attack. However, it's speed and quick recovery makes it a decent approach attack to get in close again during a blockstring routine.

center‎‎ 664B

[ Startup: 8 | Hit:+7 | Block:+5 ]

Mayu leaps forward and does a j.B close to the ground. Slightly slower than the A version for use in a pressure blockstring. This move can be linked into the basic combo if timed late.


[ Startup: 7 | Hit:+6 | Block:+4 ]

Mayu leaps forward and does a j.C close to the ground. This is the fastest way outside of using RF special moves to approach the opponent while attacking. It's got the range of Mayu's normal j.C so even on block, you can be far away enough to not fear direct reprisal.

Special Moves

The notation for the movelists can be found under Notation.

Move Hits Damage Guard IC
Roll Roll Roll
236A 1 700 Any Yes
236B 1 700 Any Yes
236C 1 1000 Any Yes
> Ferret Uppercut [During Roll Roll Roll A version]
> A 3 ≈430 Any Yes
> Roll Roll Hop [During Roll Roll Roll A version]
> B 1 450 Any Yes
>> Slash Down Kick [During Roll Roll Roll B version or Roll Roll Hop]
>> A 1 550 Any Yes
>> Ferret Uppercut [After Roll Roll Roll B version or Roll Roll Hop]
>> 236A 3 ≈430 Any Yes
Chain Trampling
j.236A/B 6 ≈810 Any Yes
j.236B 6 ≈810 Any Yes
j.236C 5 ≈430 Any Yes
Astro Flying Knee
623A 1 600 Ground Yes
623B 1 600 Ground Yes
623C 1 1300 Ground Yes
I'm Fine! [+Aerial]
214A 0 N/A N/A No
214B 1 650 Any Yes
214C 0 N/A N/A No
214S 2 1200 Throw No
> Slash Down Kick [During I'm Fine! A or C version]
> 4/6 A/B 1 550 High/Air Yes
> Roll Roll Roll [During I'm Fine! A or C version]
> C 4 ≈880 Ground Yes
> Ferret Uppercut [After I'm Fine! A or C version]
> 236A 3 ≈430 Any Yes
41236A 1 500 Throw No
41236B 1 500 Throw No
41236C 1 1000 Throw No
Leap Frog
41236D 1 0 Throw No
Myu Myu Hurricane [SP Level 1-3]
214214A 10 ≈1540 Ground Yes
214214B 16 ≈2380 Ground Yes
214214C 26 ≈3380 Ground Yes
Myuuuuuuu [SP Level 1-3]
641236A 2 2350 Air Throw No
641236B 3 ≈2940 Air Throw No
641236C 3 ≈4520 Air Throw No
Multiple Punch [SP Level 1-3]
2141236A 8 ≈2165 Any Yes
2141236B 12 ≈2770 Any Yes
2141236C 35 ≈4020 Any Yes
I'm Not Alone [1/3 HP, SP Level 3]
23693S 21 ≈4700 Throw No


236* - Roll Roll Roll (ごろごろごろ)
  • A: Mayu rolls across the ground in a ball. On hit, will launch the opponent. Can be cancelled into Roll Roll Hop. This is the move you will be using most in BnB combos, both metered and unmetered.
  • B: Mayu launches herself into the the air in a ball. Can be cancelled into Slash Down Kick. Used in a few combos, but mostly used in blockstrings and pressure. It can crossup quite easily and can be used to start a high/low mixup with use of an Instant Charge - IC immediately after it is blocked allows the player to either immediately drop and go for a low (which is a safejump), or go for an aerial attack. The same applies for Roll Roll Hop.
  • C: Mayu launches herself quickly across the screen in a ball. On hit, the opponent will be sent flying back a good distance, and will wallbounce if they reach the wall before hitting the floor. On block, Mayu will slowly bounce back from the impact and land 1/3 of a screen away. This move is great for punishing the opponent when they are vulnerable. Because this version acts so quickly, the opponent will have little time to act if they were in the process of dashing towards you or setting up some trap or special. Also, the additional wallbounce property gives you a chance to deal extra damage for their mistake.

236A~A - Ferret Uppercut (フェレットアッパーカット)

Linked from Roll Roll Roll A version. Mayu will perform a jumping multi-hit uppercut towards the opponent. On hit, it will launch the opponent into the air. This is not a great move to rely on. If the opponent has blocked the initial approach attack, then they will almost certainly block the Ferret Uppercut follow-up if you use it, which will lead to a painful counterattack during your lengthy recovery. If you manage to hit with the Roll Roll Roll move, say in the middle of a combo, the Roll Roll Hop follow-up is still better at dealing more damage, and at keeping the opponent within reach in case they try to air-tech.

236A~B - Roll Roll Hop (ごろごろほつぷ)

Linked from Roll Roll Roll. The B followup to 236A - Mayu launches herself into the air, the same as Roll Roll Roll version B. This move is your IC point for various combos, as it is the perfect height to go into her air loop. Same as Roll Roll Roll B, this move can be used in blockstrings and as a mixup starter. It is, however, with greater risk as the opponent has a change to RG Roll Roll Roll version A and punish you.

236A~B~A - Slash Down Kick (すらっしゅだうんきっく)

Linked from Roll Roll Hop or Roll Roll Roll B version. The A followup to 236AB and 236B - Mayu does a divekick at a fixed angle. This is your meterless BnB combo ender. In the corner, you can almost always get it to connect depending on proration, elsewhere it can be spacing and timing dependent.


Mayu quickly rolls up into a ball and shoots forward. Has no follow-ups. Very fast, can be used both to punish and surprise. You get a decent followup combo to this in the corner.

623* - Astro Flying Knee (しんくうとびひざげり)
  • A: Mayu launches herself knee first into the air, moving about 1/4 of the screen forwards and 1/2 the screen up. Strangely, the move is air-unblockable, meaning opponents must RG it when in the air or be hit with it.
  • B: An even higher version of A. Excellent anti-air and extremely hard to punish. This is Mayu's best and cheapest way to punish potential air techs.
  • C: This version of the Astro Flying Knee is Mayu's main pressure-interrupt move, being completely invulnerable on startup. However, it's vulnerable on block like any other wakeup DP option, so either have additional RF meter to IC it and retreat, or face possible whiff and retaliation.
214* - Big Jump (だいじゃーんぷ!)
  • A: Mayu leaps for the wall in front of her, and then wall-jumps back in a high arc. At this point, Mayu can input A/B for a Slash Down Kick which must now be blocked high, or C for an air unblockable ball attack.
  • B: Mayu leaps for the wall behind her, and then does a fast flying kick towards the opponent. Mayu will automatically choose the best downward angle based on the position of the opponent. On hit, the opponent will be launched backwards. On hit or block, Mayu will bounce back from the impact a small distance. This is one way for Mayu to quickly close in on the opponent's position. Due to the danger of an badly-positioned kick being blocked and leaving Mayu at the opponent's mercy during recovery, it might be a good idea to IC the attack so that you can immediately continue into blockstrings
  • C: Mayu leaps for the wall in front of her, and then wall-jumps back in a high arc. At this point, Mayu can input A/B for a Slash Down Kick which must now be blocked high, or C for an C for an air unblockable ball attack.
  • S: Mayu leaps for the wall behind her, and then leaps back in a slow arc, arms outstreched. If the opponent is on the ground when Mayu reaches her, she will grab on to the opponent, and slam them to the ground to a downed state. This move is most when viable when Mayu herself is trapped in the corner but is trying to escape. If Mayu is able to start a blockstring, she could use this version to surprise the opponent, where the time between Mayu-to-wall-to-opponent is at the shortest. Use it sparingly or not at all, since this setup can easily be spammed out of. Also, using this move at any other situation and range is just asking for a combo to the face.
j236* - Chain Trampling (れんぞくふみつけ)
  • A/B: Mayu pauses in the air, and then drops down at an angle towards the opponent. The A version does a more vertical drop, while the B version drops at a 45-degree angle. If it connects, Mayu kicks the opponent in the face multiple times and then slams them immedately to a downed state. This move has a few good uses. You can link it from a blocked 6B to continue your blockstring pressure without losing too much initiative. You can use it as a crossup move where at just the right height you can hit the opponent from the front and still land behind them, causing any attempt at RG-counter attacks to attack the wrong direction. Finally, you can use it as a wall combo ender or air-recovery punisher, so that the opponent is forced to fall down in the corner where you can continue your pressure.
  • C: Mayu immediately drops down at a 45-degree angle towards the opponent, kicking all the way down until she reaches the ground. This will not force the opponent to a down state on hit, however it can be easily linked to a ground combo. This move is used to give Mayu an almost un-punishable approach at the opponent, as on block Mayu still has the initiative. However, if RG'd it will become a one hit move and can be very easily punished.
41236* - Myu~ (みゅ~)
  • A: Mayu pauses a bit with her hands held up, and then runs along the ground towards the opponent for about 2/3 of the screen. If the grab connects Mayu then launches the opponent into the air in an untechable state. This move should not be used at any range other than close range, given how easily telegraphed it is. Probably the best use would be unexpectedly in the middle of your usual blockstring, while you are both close to your opponent and your opponent has gotten used to blocking for a while.
  • B: Mayu pauses a bit with her hands held up, and then runs along the ground very quickly towards the opponent for about 1 1/2 screen lengths. If the grab connects Mayu then launches the opponent into the air in an untechable state. The added speed and range makes it a better choice at long range, which is still as terrible an idea as before. This move should be used for the same situations as the A version.
  • C: Mayu pauses very quickly with her hands held up, and then runs along the ground like an animal towards the opponent for about 2/3 of the screen. If the grab connects Mayu then wallbounces the opponent against the wall behind her. This version will connect against an opponent at point-blank range much faster than either of the non-RF versions, gives a longer juggle meter once you start comboing, and deals less proration.
41236D - Leap Frog (うまとび)

Mayu grabs the opponent and hops over them, dealing no damage but leaving them in a hitstunned state for about a half second. If the grab is not successful, Mayu will be vulnerable in a whiff animation for about a half second. This move gives you a serious deterrent against blocking too long in the corner. For most players, a grab will deal only 1000 damage without follow-up options. Mayu's Leap Frog gives her full access to her corner combos at a relatively minor 80% damage proration. However, the risk is higher than her normal throw, having about twice as much recovery on whiff.

Eternity Specials

2141236* - Multiple Punch (まるちぷるぱんち)

Mayu curls into a ball and rolls into the opponent. If it connects, Mayu punches the opponent multiple times and ends with a number of uppercuts that launch the opponent into the air. This super should never be used outside of combos. That said, this is a great super for comboing purposes. It allows you to push the opponent a great distance across the screen, and most likely right into the corner. Also, this super can be IC'd just before the uppercuts finish for additional combo possibilities after most of the damage is dealt.

214214* - Myu Myu Hurricane (みゅーみゅーはりけーん)

Mayu spins around like a top while holding her ferret out, smacking people in the face with it. The different versions spin longer depending on the amount of SP meter used. The final hit does about 50% of the total damage. This super does terrible damage compared to the other supers Mayu has, and it's also difficult to get the full amount of damage unless you activate the super directly beside the opponent. The only valid reason for using this might be to use the ample invincibility frames and/or air-unblockable properties to escape from some sort of pressure okizeme setup.

641236* - Myuuuuuuu (みゅぅぅぅぅぅぅ)

Mayu quickly leaps up into the air in a 45 degree angle, trying to grab her opponent. If successful, she will body-slam the opponent into the ground hard. The different versions leap for longer distances and deal more damage depending on the amount of SP meter used. This is one of Mayu's most powerful options for discouraging aerial approaches from the opponent. It moves fast, can't be blocked or RG'd in the air, and only a few aerial attacks like Akiko's j.C can reliably stuff it after it is activated. That being said, it is very much a all-or-nothing affair. If the opponent baits it out by moving directly above you, dashing back suddenly, or landing before you expected, then the opponent will be able to punish you quite easily as you fall back to Earth.

Final Memory

26393S - I'm Not Alone (ひとりじゃないもぅん)

If the opponent is within about twice the normal ground throw distance, Mayu will attempt to grab immediately. If the opponent is outside of that range, Mayu will take a slow leap forwards 1/3 of the screen to try to connect with the opponent. If the grab is successful, Mayu flip-slams the opponent to the ground, and then she and two other friends start jumping on the opponent for a good amount of damage. This Final Memory is a nice wakeup option against opponents who crowd around your player a little too much, since it's easy to input that odd "23693" motion while knocked down and unable to jump. Having this threat in your arsenal should force opponents to think twice about standing too close to you on wakeup, or relying solely on aerial approaches, which Mayu already has ample ways to counter.

Strategy, Tactics, and Combos


As Mayu, your main goal is to brute force yourself into your opponents face and stay there as long as possible. What you lack in a standing overhead you gain in lots of normals that move you forward, exceptionally silly invincibility on various normals and a low invincible hop dash to stay in your opponents face. Even outside of pressuring your opponent, you have moves like 5C that act as a surprisingly effective preemptive poke, 3 different low risk anti airs with f.5B, 5B and 6B, a nigh impossible to punish air unblockable meterless DP - the list goes on. All in all, Mayu players will be looking to abuse fantastic normals and exceptional mobility to frustrate the opponent to no end!


Basic Combos:

  • 1ABBC 236A-B-A

Notes: Anywhere. Your basic BnB. For whatever dumb reason, this whiffs on Misuzu unless you're directly in her face.

Red IC Combos

  • 1ABBC 236A-B IC jB .. jC land jABC 641236A Video
  • 623A IC jC djC dj66 djBC land jABC land jABC 641236A Video
  • 5C 236C 5B jC j66 jBC djABC 5AC 641236A Video

Blue IC Combos

  • 1ABBC 2141236A IC jC djC dj66 djBC land jC j66 jBC djABC 5AC 641236A Video

Notes: Corner or near corner.

  • 1ABBC 2141236C IC j66 jC 5B jC j66 jBC djB .. djC 5B jBC djABC dj236B Video

Notes: Can be done anywhere.

  • 1ABBC 236A-B IC jC j66 jBC 5B jC j66 jBC djABC 5AC 641236 Video

Notes: Corner or near corner.

  • 1ABBC 236A-B IC jB j66 jAB 5B jB j66 jBC land jABC 5B jBC djABC dj236B Video

Notes: Corner carry.

  • 1ABBC 2141236A IC jB djB dj66 djABC land jABC land jABC 5AC 641236A Video

Notes: Roll super corner carry.

Super Combos

  • 1ABBC 641236A/B/C
  • 1ABBC 2142136A/B/C
  • 41236A/B 641236B/C

Win Quotes

Japanese English












If I win, teriyaki, teriyaki♪



This is also Myu-

(grab grab)



(To Rumi)


(To Rumi)

(grab grab)

(To Mizuka)

(To Mizuka)

(To Akane)


(To Akane)

Wait, that's not right...

(To Mayu)



(To Mayu)

You're like me
You're like me
You're like meee!




In-game References

ONE References

  • The ferret that can be seen in some of Mayu's moves is a reference to the ferret that Mayu used to own in the game.
  • The word "Myu" that is used in many of Mayu's movenames and winquotes is a reference to her ferret's name.

Eternal Fighter Zero

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