Kaori Misaka

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Contents

Introduction

Misaka Kaori (美坂 香里) is a fast, straight-forward character that fights with her unmatched boxing skills. While powerful up close, her lack of range and projectiles make her powerless when at a distance. Because of this, it is best to adopt a pressure-heavy style when using her.

Kaori is one of the supporting characters of Kanon, a visual novel produced by Key in 1999. Kaori is Nayuki's closest friend, and is Yuuichi's and Nayuki's classmate. She is very smart and knows a lot about her classmates and the town, but does not seem to be aware of any of the supernatural happenings that take place. During Kanon, Yuuichi learns that Kaori has the same family name as Shiori, but Kaori strongly denies any relation...

Stage: Snowy Park (Night) (雪の公園(夜))

BGM: Frozen Plateau (凍土高原)

Character-Specific Notes

  • Kaori is able to air jump once, and air dash/backstep once.
  • Kaori's ground dash is actually considered to be a special move, and thus her dash attacks will also be covered in the Special Moves section.
  • Kaori has the shortest jump in the game. You might need to double jump over things that only require a single jump for other characters.
  • Kaori naturally has very strong normal attacks, compared to other characters.

Normal Moves

The notation for the movelists can be found under Move List Notation.

Move Hits Damage Guard Move
Cancel
Jump
Cancel
IC
Cancel
5A  ?  ?  ?  ?  ?  ?
2A  ?  ?  ?  ?  ?  ?
j.A  ?  ?  ?  ?  ?  ?
5B(c)  ?  ?  ?  ?  ?  ?
5B(f)  ?  ?  ?  ?  ?  ?
2B  ?  ?  ?  ?  ?  ?
j.B  ?  ?  ?  ?  ?  ?
5C  ?  ?  ?  ?  ?  ?
2C  ?  ?  ?  ?  ?  ?
j.C  ?  ?  ?  ?  ?  ?
Throw  ?  ?  ?  ?  ?  ?
j.Throw  ?  ?  ?  ?  ?  ?

Weak Attacks

5A

  • quick jab
  • basic weak attack, actually does alot of damage for a "weak" attack. it's quick nature allows you to make openings for slower attacks, it's also used in Kaori's Corner juggle, and for cancelling cyclones in the cyclone juggle.

2A

  • a crouched jab
  • it's a low attack so it will break a standing guard. has a good amount of damage for a "weak" attack.

j.A

  • a downward angled punch delivered from the air.
  • this move does a fair amount of damage, and is useful to extend the juggle meter enough on a launched opponent to start a corner juggle. also used in pushing the opponent into the corner in combination with her other air attacks. it's angle makes it useful for breaking crouch guards, as this is an airborne attack.

Medium Attacks

5B (close)

  • kaori lets out a small hook directed toward the face.
  • hits harder than most medium attacks and is used in her corner juggle BnB because it can push the opponent upwards a bit to extend the juggle.


5B (far)

  • a straigh punch
  • a strong punch, heavier than most medium attacks, not much to say about it, also helps in the corner juggle.


2B

  • kaori let's out a high punch.
  • kaori's AA in most cases, used in pushing opponents toward the corner with one of her BnBs, and can restart a cyclone loop. it's fairly damaging.


j.B

  • a straight punch delivered in the air
  • used to push opponent toward the corner in combination with her j.A. it's fairly strong. air attack, but it's angle makes it inefficient for breaking crouch guards.

Strong Attacks

5C

  • Big straight punch
  • Hits Heavily, very important part of one of her BnBs.


2C

  • kaori makes a large sweep with her fist
  • trips opponents, can be cancelled into a tornado for a launcher and corner juggle starter.


j.C

  • Kaori makes a huge downward punch from the air.
  • smashes airborne opponents onto the floor and is the ender to most of her air combos, air attack and has a nice angle matched with her short jump can make this effective for breaking crouch guards.

Throws

Throw

  • Kaori grabs the opponent and rips out an explosion (?)
  • basic throw but has fairly high damage compared to other throws.


Air Throw

  • kaori grabs the opponent with one hand and strikes them to the floor with her other.
  • air throw, what can i say besides that it looks mean.

Special Moves

The notation for the movelists can be found under Move List Notation.

Move Hits Damage Guard IC
Cancel
Ducking
66  ?  ?  ?  ?
Recoil Ducking [During a backdash]
66  ?  ?  ?  ?
> Fast Upper [During Ducking/Recoil Ducking]
> A  ?  ?  ?  ?
> Shine One Two [During Ducking/Recoil Ducking]
> B  ?  ?  ?  ?
> Hell Charge [During Ducking/Recoil Ducking]
> C  ?  ?  ?  ?
> Leg Smasher [During Ducking/Recoil Ducking]
> 2C  ?  ?  ?  ?
Punishment Cross
214A  ?  ?  ?  ?
214B  ?  ?  ?  ?
214C  ?  ?  ?  ?
Cyclone Upper
623A  ?  ?  ?  ?
623B  ?  ?  ?  ?
623C  ?  ?  ?  ?
Initial K [SP Level 1-3]
236236A  ?  ?  ?  ?
236236B  ?  ?  ?  ?
236236C  ?  ?  ?  ?
Fire Storm [SP Level 1-3]
214214A  ?  ?  ?  ?
214214B  ?  ?  ?  ?
214214C  ?  ?  ?  ?
Extreme Double [SP Level 1-3]
641236A  ?  ?  ?  ?
641236B  ?  ?  ?  ?
641236C  ?  ?  ?  ?
Silent Pose [1/3 HP, SP Level 3]
666S  ?  ?  ?  ?

Specials

Ducking (ダッキング)

  • Kaori takes a quick step forward while ducking in. you don't go very far.
  • this move is a special move so you can cancel into it from any normal attack. leads into 4 other moves.


Recoil Ducking (反動ダッキング)

  • same as above except inputted after a backstep. this version goes very far.
  • you can backstep an opponent's attack and rush in while they are vulnerable, or can be used to just close the gap between you and the enemy. leads into 4 other moves.


Fast Upper (ファストアッパー)

  • kaori makes a quick uppercut out of ducking.
  • this move must be inputted in the last frames of a ducking, comes out very quick and has almost no delay.


Shine One Two (シャインワンツー)

  • kaori makes a one-two punch
  • must be inputted in the last frames of a ducking. [someone elaborate what this does]


Hell Charge (ヘルチャージ)

  • kaori makes a strong straight.
  • must be inputted in the last frames of a ducking. after the ducking, she'll take another step and make a long-distance punch. if used with recoil ducking you can pretty much punch across a screen. after it hits it will launch the opponent across the screen and most likely right into the corner, right where kaori does the most damage.
  • ICing Hell Charge when you already have the opponent in the corner leads to a perfect corner juggle opportunity.


Leg Smasher (レッグスマッシャー)

  • same as her 2C
  • about the same as 2C, if used after recoil ducking it can be a long-distanced knockdown attack.


Punishment Cross (パニッシュメント・クロス)

  • kaori will wind back a bit and deliver a downward angled punch followed by an upward angled punch.
  • this move is an overhead and a launcher. A version is stationary, B version moves forward while punching, C version has some invincibility frames and won't use the 2nd hit unless the first hits. [someone elaborate more on possiblities, theres tons but i don't know them all]


Cyclone Upper (サイクロンアッパー)

  • kaori does an uppercut and creates a tornado in front of her.
  • B version can cancel into any normal move. hits very high, and hits multiple times. A version has hits happening at a high pace, B version can pull the opponent into the air slightly (cancel into a normal to begin a juggle), C version [?].

if you catch someone with the top end of the cyclone, you can cancel with a 5A and right into another cyclone effectively juggling them with tornados on the spot, you can then use 2B to relaunch them up and start the cyclone juggle again.

Eterny Specials

Initial K (イニシャルK)

  • Kaori let's out a powerful punch causing the screen to flash, she follows it up for a 3 punch combo, the direction of the punches form a large K.
  • this move can be used as a devestating AA, and after the hit, the opponent is always placed on your right. you can IC the attack half-way to freeze the opponent in place and position yourself for a combo (the special does no damage until the last hit. each version has more freeze then the last, C version is actually 4 hits which is a delayed explosion. this move HURTS, C version can usually do 5k+ damage alone (easiest to do when used as AA). you can also cancel the move AFTER the final damaging hit and start up a corner juggle or push the opponent into the corner.


Fire Storm (ファイアーストーム)

  • kaori ducks into the opponent and then let's out a long barrage of punches,
  • A and B versions end with an uppercut, launching the opponent high into the air. C version ends with an uppercut then a straight punch which knocks the opponent to the edge of the screen, if they hit the wall they will wallbounce, IC before the straight for just a launch. ICing anywhere in the middle and before the last hits puts the opponent into a frozen state (very long attack stun basically) letting you setup a combo yourself.


Extreme Double (エクストリームダブル)

  • kaori leaps forward and let's out a powerful downward straight.
  • this move is UNBLOCKABLE. this move will not use meter until it flashes, meaning if you get hit before it comes out you will keep the meter. hit's twice, first hit does no damage and can be blocked, but the enemy is screwed even if they do block it. looks like a normal jump until it's too late for the opponent to attack back. this move will whiff the second hit if the opponent crouch RG's the first hit for some characters for some reason (short characters?). this move is STRONG. dealing easily 5k+ damage with level 3.

even though she jumps up it will most likely whiff airborne opponents because the hitbox is actually close to the ground.

Final Memory

Silent Pose (サイレントポーズ)

  • Kaori stands still eyes closed. - let's out a massive punch and send's the opponent soaring through the sky.
  • this is a counter move, the opponent must hit you for it to activate, and once they do the screen will show an image and the opponent will take loads of damage. use it when the opponent is attacking (of course).

Strategy, Tactics, and Combos

Combos

BnB Combo: (close) 2AA 5C 66A 5C 66A 5C 66C. Does about 2600 base damage, and does not need any RF or SP.

BnB super: (close) 2AA 5C 66A 6C [66A 2C/662C] 214214A/B/C A version does about 3300+ damage. C version can easily reach into the 4800+ damage range.

edge rush BnB: (launcher/2B anti-air) 9 j.B 66 j.AB land 2B 9 j.AB... off of a launcher or anti air, you can chase the opponent and with a series of airdash cancels you can effectively push the opponent to the corner from anywhere. can even lead into a corner juggle.

Corner Juggle BnB: (launcher/edge rush BnB + corner) c.5B/5A...5ABC 236236A/B/C you can juggle the opponent in a corner for an absurd amount of hits, using 5A, c5B, f5B and 2Bs. with a bit of creativity you can easily juggle into 5k damage range. this is also a very flexible combo, but requires very strict timing and observation.

Cyclone juggle loop: (airborne opponent) 236B 5A(whiff) 236B 5A(whiff) 236B 2B 236B 5A(whiff) 236B 5A(whiff) 2B 236B* if you can catch the opponent with the top end of the cyclone, you can immediately cancel it with 5A and immediately start up another cyclone, effectively juggling the opponent with cyclones. when they start getting lower you can re-launch with a 2B and start it up again. can also lead into corner juggle if you catch them at the edge of the screen with it. *you have to watch the opponent's position and change the amount of cyclones per loop accordingly. lower they are the less cyclones you should use.

extended Cyclone corner juggle loop: (launcher/edge rush BnB) [Corner juggle BnB] (use cyclone instead of super) [Cyclone loop] [Corner juggle BnB] IC [Cyclone loop] [Corner juggle] (Blue IC) [Cyclone loop] no I'm not going to write it out. if you can pull this off you don't even need to be here right now. the juggle meter is effectively reset after the super. this combo can EASILY roll into the 7k/8k damage range. this combo is very dynamic, a ton of factors are playing out here: how long to juggle before boosting the juggle meter with cyclones, how many cyclones can you get in before ruining the combo, timing hits perfectly. as you can see, this is the pinnacle of kaori play. you could even use a lower level super at first, stocking one of your levels for later use in the combo.

There's Something about Cyclones

The B version of Kaori's "Cyclone Upper" move (623B) is wonderful to use on opponents who are waking up, since it is one of those rare special moves which can be cancelled into normal moves. Good for mixups. Someone needs to expand on the possibilities, I don't play Kaori.

  • cylone loop you can catch the opponent with B version, immediately cancel it with a whiffed A move, then re-input B version of cyclone. effectively hitting with multiple 1-hit cyclones will boost the juggle meter quite a bit and add a nice amount of damage. doing this at the end of a corner loop can virtually double the length of time you can juggle them.
    • this is very difficult. there might be an easier way, but we haven't found it/written it down yet.

Win Quotes

Japanese English

もう良いでしょ

弱い物虐めは
趣味じゃ無いのよね

I suppose that was okay.

But there isn't any meaning to bullying weaker things.

悪くは無いわね

次は結構良いところ
いけるんじゃない?

相手が私以外なら

[TRANSLATION NEEDED]

ボディがお留守よ

You should take care of your body.

(Kaori is saying one of Vanessa's quotes, from The King of Fighters series.)

チェックメイト

…言葉通りよ

"Checkmate"

...is the approriate word.

遅いわね…

ハエが止まるって
こう言うことかしら

[TRANSLATION NEEDED]

(To Shiori)
栞…

こんな物騒な中
出歩いてないで

家で大人しく
してなさい

(To Shiori)
[TRANSLATION NEEDED]

(To Kaori)
まぁ人気が有るから
コピーが
出回るんでしょうけど

こう粗悪な物
出されるんじゃ
勘弁して欲しいわね…

(To Kaori)
[TRANSLATION NEEDED]

Colors

Image:EFZ-kaori-colors.png

In-game References

External References

Kanon References

  • The park with the fountain in the background is an important place of her sister, Shiori.
  • The way that Kaori stares blankly at the toast during Akiko's "There is also some that isn't sweet" move is a reference to her previous experience with Akiko's "special" jam before the events of Kanon.
Eternal Fighter ZERO

FAQControlsNotationMenusHUDLinksNetplayColor Editor

AkaneAkikoAyuDoppelIkumiKannaKanoKaoriMakotoMaiMayuMinagiMioMisakiMishioMisuzuMizukaNayuki (asleep)Nayuki (awake)RumiSayuriShioriUNKNOWN

MovementRecoil GuardInstant ChargeReinforce Attack

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