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List of characters appearing in the Doujin Soft Fighting Game Eternal Fighter Zero by Twilight Frontier. No tissues needed.

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    From ONE ~To The Radiant Season~ 

Mizuka Nagamori

https://static.tvtropes.org/pmwiki/pub/images/efz_mizuka00.jpg

"......If Kouhei says so, then I'm fine."

Mizuka is the main heroine of ONE ~To The Radiant Season~, a novel produced by Tactics in 1998: Mizuka is an interesting character who fights with her schoolbag and trusty cello. She can fill the screen with musical notes that can be detonated with a great variety of movements (All of them involving her cello). Due to her moves, Mizuka is oriented to a pressure style of play.

  • Handbag of Hurt: Mizuka can smack opponents with her schoolbag for some of her normal moves.
  • Improbable Weapon User: She fights with her schoolbag, her cello (She can even throw the bow of her cello as a boomerang), and can also smack opponents with a pillow.
  • Instrument of Murder: Swings her cello as a club, and uses it to place exploding notes on the field.
  • Kick Chick: Most of her normal moves involve kicking her opponent, only a few has her using her cello, or schoolbag.
  • Kick Them While They Are Down: Her grab move, and one of her supers, starts with Mizuka tackling her opponent, if successful, she proceeds to mount on her, and hit her with a pillow.
  • Musical Assassin: The core of her fighting style: she can create exploding musical notes on the screen, so the key with Mizuka is how to strategically place the notes to keep pressure. It's even possible to hit an opponent on wake up if the note is placed correctly.
  • Musical Theme Naming: Most of Mizuka's moveset is named after musical terms: Slow & Keying, Slash & Prologue, Tone & Setup, etc.
  • Precision-Guided Boomerang: She does this with her bow, for her "Slow & Keying" special.
  • Shoryuken: Does this with her cello, for her "Slash & Prologue" special.
  • Time Stands Still: Her Final Memory, called "Eternal Poem"; she competely stops time for a brief instant, allowing her to connect as many hits as possible.

Rumi Nanase

https://static.tvtropes.org/pmwiki/pub/images/efz_rumi00.jpg

"Don't underestimate me. It's Nanase! IT'S ME!!"

One of the heroines of ONE, Rumi is slow, but really strong fighter. She attacks with a wooden kendo sword, giving her good power and range. She gains Super Armor with some of her attacks, also gaining an advantage against reckless opponents. She's also capable of fighting bare-handed, however, she loses a lot of her moves, her Super Armor and range. She's oriented to an offensive style of play.

  • Cute Bruiser: When not using her wooden sword in battle, she lets her fists do the talking for her.
  • Ground Punch: She can punch the ground with enough force to knock her opponent off her feet.
  • Home Run Hitter: Can wield her wooden sword as a baseball bat to take her opponent out of the park.
  • Mighty Glacier: She may be slow, but her sheer strength and the super armor she gets helps balance the field.
  • Nerf Arm: Uses a wooden sword in battle. Interestingly enough, her sword deals more damage than Mai's despite the fact that Mai is an Iaijutsu Practitioner, and uses a real sword.
  • Power-Up Food: She uses kimuchi noodles for her Final Memory, called "Enduring Maiden's Aesthetic" to activate her Super Mode, which lasts till her kimuchi gauge depletes.
  • Super Armor: Some of her normals, specials and super moves gives her this, giving her a huge advantage against opponents not expecting it. Her Final Memory grants her enhanced speed, offense and permanent super armor.
  • Stance System: Rumi has two stances: One where she wields her wooden sword and gains super armor for some of her moves, and other where she fights bare-handed and is more combo-friendly, but she loses access to some of her special moves.
  • Throwing Your Sword Always Works: Rumi can throw her wooden sword so fast, that it sets on fire for a brief instant. After that, she goes into her bare-handed style till she picks it up again.
  • Wrestler in All of Us: Although not as prominent as Doppel Nanase, she has some wrestling moves in her arsenal: her normal grab, for example, is a powerbomb, and she has a command grab where she throws her opponent high above, then prepares her wooden sword as a baseball bat, and takes her out of the park.

Akane Satomura

https://static.tvtropes.org/pmwiki/pub/images/efz_akane00.jpg

"My hair... I'm sorry it was so unruly..."

One of the heroines of ONE, Akane is an elegant character who fights using her sharp hair as a weapon. Her friend Shiko is always ready when Akane calls her. Her hair gives her a decent range and her multiple jumps give her some sense of unpredictability

  • Assist Character: Akane can call her friend Shiko to help her in battle, as a reference to the striker system in The King of Fighters 99.
  • Barrier Warrior: One of her supers, referencing Urien's Aegis Reflector, has her creating an energy barrier in front of her, if an opponent touches it, she will be thrown up into the air, leaving her open for an air combo.
  • Battle in the Rain: Akane's stage is a rainy field, which is an important location to her in ONE.
  • Car Fu: When Akane calls Shiko for her RF version, Shiko appears behind her opponent riding on a scooter, and running over her opponent.
  • Dangerous Forbidden Technique: Parodied with her Final Memory, called "Unpleasant Hell Murder", which resembles Akuma's Shun Goku Satsu / Raging Demon.
  • Diving Kick: She can do several of these at varying angles.
  • Flechette Storm: Akane has a special move where she shoots very fast darts from her hair in midair.
  • Lady of War: Akane fights like one; in ONE she was a calm, although somewhat unexpressive character, and it shows, as she sports graceful, almost flawless moves, and just lets her hair flow and do the job.
  • Prehensile Hair: Her fighting style involves using her Rapunzel Hair as a good variety of weapons; it can transform into a whip, a sword, a drill, etc.
  • Spin Attack: When calling Shiko for her A version, she appears spinning in mid-air, useful as an anti-air attack.
  • Storm of Blades: Another Super has her shooting a bunch of swords up into the air, which then fall down raining into her opponent.
  • This Is a Drill: She can shape her hair as a drill for her C normal.
  • Trademark Favorite Food: Waffles: Akane can transform her hair into a giant waffle to attack her opponent. She also comments on Ayu's love for taiyaki after their match.

Misaki Kawana

https://static.tvtropes.org/pmwiki/pub/images/efz_misaki00.jpg

"Katsu curry after winning is a very special gem. How about this time, too?"

One of the heroines of ONE, Misaki is a solid and very mobile character who fights with the power of wind. Her speed gives her an excellent fast game, and her "Guard Attack" property she has for some of her moves, where she attacks on the same time as she defends, gives her a counter attack that is impossible to recoil guard, if used correctly.

  • Big Eater: This aspect of her character is referenced in her "High-Speed Lunch" super, where she throws a bunch of dishes to approaching opponents. It's also referenced during Akiko's Final Memory, where she's visibly happy with the huge stack of toasts she has on the table, and Misaki eats one in a single bite.
  • Blow You Away: The core of her fighting style, as she uses her wind powers, as a reference to how she likes commenting on the wind.
  • Counter Attack: Misaki's Final Memory, called "High-End Crash", has her posing for a while: if her opponents attacks her while posing, Misaki will sent her flying with a massive burst of wind.
  • Handicapped Badass: Misaki is blind, not that it affects how she performs in a fight.
  • Neck Lift: She has an anti-aerial move where she extends her hand up into the air, and tries to catch an opponent in the air, if successful, she grabs her opponent by her neck, slams her into the ground, and/or uppercuts her into the air.
  • Razor Wind: She can create gusts of sharp wind with her arms, so this is her main method of attacking.
  • Rooftop Confrontation: Misaki's stage is the rooftop of her school, an important location for her during the visual novel.
  • Super Armor: Like Rumi above, she gains super armor for some of her attacks.
  • Tornado Move: She has an aerial super where she attack her opponent from above with a tornado, locking her in place and dealing good damage.

Mayu Shiina

https://static.tvtropes.org/pmwiki/pub/images/efz_mayu00.jpg

"Myu?"

One of the heroines of ONE, Mayu is a small, fast and agile character who uses her animal-like moves to fight. She's considered one of the hardest characters to master in Eternal Fighter Zero, as her special moves include a huge variety and versatility. She can use them to escape, attack at complex angles, or grab and throw with them, and these moves can be used for combos, giving her advantage over her opponents. Mayu is best suited for a pressure style.

  • Attack Animal: Mayu can command her ferret to attack, or directly use it as a weapon.
  • Confusion Fu: Mayu combines animal-like moves with some acrobatic moves: She can for example, jump and do cartwheels in mid-air at (seemingly) random directions, to finally dive kick her opponent, or grab her, and pound her into the ground.
  • Difficult, but Awesome: The key with Mayu is to know how to control her speed, her diverse jumps and the angle of her attacks, and have a good knowledge of her aerial game.
  • Diving Kick: Can do this at varying angles.
  • Kick Them While They Are Down: Her Final Memory has her stomping on her downed opponent, with a little assistance.
  • Rolling Attack: She has this in her arsenal.
  • Running on All Fours: Her ground dash has her doing this, as well as a command grab.
  • Spin Attack: She has one super where she spins around like a top, and using her ferret to smack her opponent.
  • She-Fu: Uses a lot of acrobatic moves to strenghten her aerial game.
  • Wall Jump: One of her special moves has her doing this, then, frm the wall jump she can choose to directly dive kicking her opponent, or jump again in an attempt to confuse her.

Mio Kouduki

https://static.tvtropes.org/pmwiki/pub/images/efz_mio00.jpg

"How to use a sketchbook, I think it's a bit different."

One of the heroines of ONE, Mio is an exceptionally versatile character in the sense that she has two stances: Short Range, and Long Range, which can be alternated with the special button. She uses a vast array of costumes and suits to give some style to her attacks (And for shout-outs). When on Short-Range mode, her style is fast and agile, but this mode leaves her vulnerable to aerial and long range attacks. When she changes to Long-Range mode, her style changes to anti-aerial and keep-away, but she becomes weak to rushdown styles.

  • Changing Clothes Is a Free Action: She can quickly change clothes when using her special moves, and change back to her normal clothes after completing the move. Her Short Range Final Memory, called "Costume Anyway, a lot", has her changing clothes in rapid succession as she hits her opponent.
  • Cosplay Otaku Girl: Like Kirino in Dengeki Bunko Fighting Climax, Mio weaponizes cosplay: She dons several costumes from characters in other video games and anime series, and use their moves; examples include: Kyo Kusanagi, Sakura Kasugano, Akari Ichijo, among many others. She's also one of the only two characters with two Final Memories (The other being Rumi), one for each mode: Her Short Range Final Memory has her changing clothes in rapid succession, and her Long Range Final Memory has her improvising a stage and performing along with the other ONE characters.
  • Cute Mute: Like in ONE she can't speak, so, her winquotes appear written on her notebook instead.
  • Harmless Freezing: When she cosplays as Ecoco (Mascot of a Japanese electric company), she shoots a very cold beam to her opponent, freezing her solid for a brief instant.
  • Knife Nut: When she cosplays as Bulleta from Darkstalkers, she goes running towards her opponent, spinning a kitchen knife in front of her.
  • Paper Master: She uses her notebook as a weapon.
  • Playing with Fire: Once again when she cosplays as Ecoco, she can also torch her opponent.
  • Shock and Awe: When she cosplays as Sakura Kinomoto, she throws cards to the ground that attracts lightnings.
  • Spontaneous Choreography: Her Long Range Final Memory, called "Costume-Doing Many Things with a Fake Nanase", has her improvising a stage along with Rumi, and later other ONE characters, and performing as the opponent is lying on the ground.
  • Stance System: The key with Mio is to know both of her styles, and choose the moments to change and keep her opponent guessing. She has two stances: A Short-Range mode, which is more of a rushdown style, and a Long-Range Mode, to play keep-away game.
  • Throwing Your Sword Always Works: When she cosplays as Ciel from Tsukihime, she throws a bunch of swords diagonal up.
  • Whip It Good: When she cosplays as Indiana Jones, she uses a whip to shorten the distance and attack her opponent.

Doppel Nanase

https://static.tvtropes.org/pmwiki/pub/images/efz_doppel00_0.jpg

"You're not too bad. Next time we meet I bet it'll be fun."

Doppel is a very powerful character who specializes in grapple moves. Punch by punch, she deals more damage than other characters, but she doesn't have any projectiles and her attacks have short range, so she has to shorten the distance to be able to do anything. Technically speaking, Doppel is not a ONE character, appearing instead as an Original Generation.

  • Cute Bruiser: Doppel specializes in grapple moves and hard punches; when she grabs something, she won't let it go till she completely demolishes it.
  • Dark-Skinned Blond: She has blond hair and tan skin.
  • Fire-Breathing Diner: She does this with ramen, for her "Maiden Fire" special.
  • Golden Super Mode: Doppel's Final Memory, called "Maiden Enlightenment" is special, as she needs to be on the final round, with less than 1/6 of her life bar. If these requirements are met, she immediately turns gold, increasing her speed and offense, and turning her totally Immune to Flinching.
  • Moveset Clone: Doppel is basically a copy of Rumi when fighting bare-handed, and they even share a few normal moves and combos, but aside of that, they can be easily distinguished: Rumi has a Stance System where she's either stronger with her wooden sword, or more combo-friendly when bare-handed (At the cost of some special moves and her Super Armor), and her moveset is distributed accordingly; Doppel fights exclusively bare-handed, and has a good variety of grapple moves and other special techniques. Such differences make this a downplayed example.
  • Neck Lift: Does this to opponents for one of her command grabs, after that, she can either punch her opponent right into the ground, or chokeslam her
  • Original Generation: Doppel was specifically created for this game.
  • Playing with Fire: Some of her special and super moves has her setting her opponent on fire after catching her.
  • Tornado Move: Her "Maiden Typhoon" special, she spins very fast, creating an energy tornado, and catching her opponent for multiple hits. The move is a reference to a similar move by Jin Saotome named "Saotome Cyclone".
  • Wrestler in All of Us: Most of her moves involves grapple moves, such as a powerbomb as her normal grab, and several options for her command grabs, although some of her most powerful moves require a very strict timing.
  • Yamato Nadeshiko: Doppel references Rumi's dream of becoming a true "maiden" with the names of her moves: Maiden Typhoon, Maiden Fire, Maiden Crash, etc.

UNKNOWN

https://static.tvtropes.org/pmwiki/pub/images/efz_unknown00.jpg

"Goodbye..."

Unknown, also called "Eien no Mizuka" or "Mirror Mizuka", is a small and agile character, who uses several toys as well as her ghostly skills to fight. She can control space with her multi-range attacks, and has the ability to control her flight when in mid-air. Her projectiles has great range on screen and deals considerable damage for a good time, so she can be used for either an offensive, or defensive style of play, however, she needs more time to deal damage than most of the other characters.

  • Badass Back: She takes this trope even further by having her default standing animation face away from the players and her opponent.
  • Beam Spam: Her boss version spams powerful energy beams, keeping you at bay.
  • Degraded Boss: Unknown was initially the Final Boss of the game, later, in the Blue Sky Edition Kanna took her place and Unknown was demoted to Sub Boss, her moveset was also toned down and she became a playable character, however her boss version remains as powerful as before.
  • Drop the Hammer: She uses a squeaking mallet for her C normal.
  • Final Boss, New Dimension: Her stage is the Eternal World, a plot-important location in ONE.
  • Flash Step: When dashing on the ground, she disappears from a brief instant, and suddenly reappears in front of her opponents, easily catching them off-guard.
  • Fricking Laser Beams: Her boss version can fill the screen with huge vertical lasers that can't be recoil guarded.
  • Having a Blast: Her DP special encases her in a small explosion, discouraging approaching opponents. She also has a super where she throws a fireball in mid-air, which explodes on contact.
  • Improbable Weapon User: She uses toys to fight, such as toy knives, plushies, a squeaky mallet, even a huge surprise barrel.
  • Luck-Based Mission: Her "Inside The Barrel" Super Move has her dropping a huge surprise barrel over her opponent; this is a risky move specially at level 2 and 3, as Unknown has several turns (Depending on the level) to throw a toy knife to the barrel and register the damage, which means, the damage this move deals depends on which turn Unknown was lucky, or she can also fail all the turns and deal no damage at all. The move is actually a reference to a similar move by Ruby Heart, called "Tour de Magie".
  • Mental World: In ONE, The Eternal World is a space within Kouhei's mind; in EFZ it serves as Unknown's stage.
  • My Little Panzer: Aside of throwing toy knives, a squeaky mallet and a huge surprise barrel, Unknown can summon giant plushies from the ground, useful for Bread and Butter combos. One of her supers has her summoning a lot of normal-sized plushies to lock her opponent, leaving her open for a combo. And her Final Memory has her riding on a giant snake-like plushie to ram her opponent.
  • Power Floats: She has the ability to float in the air, but it depletes her Reinforce gauge.
  • Promoted to Playable: Started as the unplayable Final Boss, later, in the Blue Sky Edition she was turned into a Secret Character, and then became playable from the beginning in the Bad Moon Edition.
  • SNK Boss: Unknown, in her boss version, is amazingly fast and has powers unavailable for her playable version: For example, she can fill the screen with energy orbs that go flying everywhere, can also spam energy beams to keep you at distance, and fire a huge barrage of vertical lasers that deal huge damage... And you can't recoil guard against her at all; you'll be occupied with her for a while.
  • Spam Attack: Her boss version can also fill the screen with energy orbs flying in all directions, while her playable version can only fire one at a time.
  • Teleport Spam: She's fond of this tactic to control space, and escape when cornered.
  • Token Mini-Moe: She's the smallest of the playable characters.

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    From Kanon 

Ayu Tsukimiya

https://static.tvtropes.org/pmwiki/pub/images/efz_ayu00_8.jpg

"This power... I don't want it! I just... I just want to be able to stay here!"

Ayu is the main heroine of Kanon, a Visual Novel produced by Key/Visual Arts in 1999: Ayu is an agile and easy-to-use character who fights with the mysterious powers of her winged backpack. She's oriented to an offensive style of play.

  • Awesome Backpack: Uses her winged backpack as a melee weapon.
  • Crash-Into Hello: Her "You there, outta the way!" special involves charging at her opponent this way, as a reference to how she met protagonist Yuuichi in Kanon.
  • Cute Bruiser: She does most of her fighting with her fists of her winged backpack, although she has a kick in her arsenal.
  • Feather Flechettes: Her Final Memory, called "Miracle Poem", has her changing clothes to those of an angel, then, while holding a little angel doll, she summons white feathers that fill the screen and zap her opponent.
  • I Just Want to Be Normal: Implied in her winquote above. It's also implied that she got better. See Warrior Therapist under Mai's section.
  • Improbable Weapon User: She fights with a winged backpack, and can also use overgrown taiyaki in battle.
  • Power Gives You Wings: Her fighting style revolves around using her backpack, whose wings grow to strike at her opponent. Ayu herself fully transforms into an angel for her Final Memory.
  • Shock and Awe: Her Final Memory has her filling the screen with feathers that zap her opponent.
  • Spin Attack: One of her supers has her spinning and aiming at her opponent with her wings, and shooting energy waves towards her.
  • Symbolic Wings: The little wings of her backpack are a reference to her being associated with angels in Kanon.
  • Tears of Fear: Poor, poor Ayu understandably cries tears of fear when confronted to Akiko's Final Memory.
  • Trademark Favorite Food: Taiyaki, she rides on a giant taiyaki to strike at her opponent, for her "Taiyaki Assault" special.
    • Akane lampshades this in her winquote:
    Akane: (On defeating Ayu) "Taiyaki is good, but waffles are better. Next time I'll introduce you to a mall."
    • Also lampshaded by Shiori:
    Shiori: (On defeating Ayu) "Taiyaki and ice cream are both delicious. Would you like to take some time to get some taiyaki and ice cream now?"
  • Verbal Tic: When doing her C normal, you can hear her exclaiming her trademark "Uguu~".

Nayuki Minase

https://static.tvtropes.org/pmwiki/pub/images/efz_nayukia00.jpg
click here  to see Awake Nayuki

"Strawberry jam is delicious..." (Sleepy Nayuki)

One of the heroines of Kanon, Nayuki is Akiko's daughter, and Yuuichi's cousin: she's an unorthodox character who fights with her unpredictable "sleepy boxing" style. As she consumes strawberry jam, her offensive capabilities increase dramatically. Her skills are oriented to a pressure style or fast style, depending on how much jam she has eaten. Her jam gauge indicates how much she has taken, It increases every time Nayuki eats strawberry jam with the special button, and she can rack it up to 9, and it decreases every time she's knocked down, till she has none. The more jam she has, she will gain faster and stronger attacks.

Her awake version was introduced in Eternal Fighter Zero -Memorial-; unlike her sleepy version, awake Nayuki is a very fast and agile character who uses her multiple kicks to fight. She's oriented to a rushdown style of play.

  • Beam Spam: In one of sleepy Nayuki's supers, she's surrounded by a pair of Keropi dolls that shoot powerful energy beams at her opponent; she can also float to catch up with her opponent and juggle her.
  • Diving Kick: Awake Nayuki has this move, can perform it at a near horizontal angle.
  • Drunken Boxing: Sleepy Nayuki parodies this with her "sleepy boxing" style, except that she's asleep, and uses strawberry jam instead of alcohol to power-up her attacks.
  • Extremity Extremist: Awake Nayuki fights only with kicks.
  • Eyes Always Shut: Justified as she's asleep (possibly sleepwalking), and despite that, Nayuki is a really strong and agile character.
  • Harmless Freezing: Awake Nayuki does this to her opponents for some of her special attacks: she has a super where she kicks a huge snowball diagonal up, and other where she's surrounded by rotating ice creams, discouraging approaching opponents.
  • Heavy Sleeper: Not that it affects how she performs in a duel. This aspect of her character is referenced for her two fighting styles: her sleepy version fights with a parodied version of Drunken Boxing, and her awake form unleashes a huge amount of alarm clocks for her Final Memory, called "Special Collection".
  • Hurricane Kick: One of awake Nayuki's moves has her performing an arching version of this, referencing Sakura's Shunpuu Kyaku.
  • I Know Madden Kombat: Awake Nayuki's fighting style is a reference to her position as captain of her school's track team in Kanon.
  • Improbable Weapon User: In her sleepy form, she uses a Keropi doll as a projectile, or to hit her opponent directly.
  • Kick Chick: Awake Nayuki has a fighting style characterized for intrincate kicks and fast footwork, once again, as a reference as her position as captain of the school's track team.
  • Luckily, My Shield Will Protect Me: Awake Nayuki uses her schoolbag to block incoming attacks.
  • Mighty Glacier: Sleepy Nayuki is slow and her jumps are very floaty, but once she reaches 9 jams, she becomes nearly unstoppable.
  • Mirror Match: Nayuki is a special case, as you can have an Awake Nayuki Vs. Sleepy Nayuki match-up, and an interesting contrast between her two fighting styles.
  • Orbiting Particle Shield: When using her ice cream super, awake Nayuki is surrounded by a pair of rotating ice creams for a few seconds.
  • Power-Up Food: In her sleepy form, she uses strawberry jam to increase her offense and mobility.
  • Slide Attack: Awake Nayuki has this for her crouching C attack.
  • Stuff Blowing Up: One of Sleepy Nayuki's supers has her throwing a black Keropi doll, which is actually a bomb, damaging the opponent if she's too close in the moment of the explosion.

Makoto Sawatari

https://static.tvtropes.org/pmwiki/pub/images/efz_makoto00.jpg

"What? I got my hands first in there! What's wrong with you?!"

One of the heroines of Kanon, Makoto is a very fast character who uses her multiple gadgets to fight. Her projectiles can linger on screen for long after being fired, making Makoto an ideal character for a defensive style of play.

  • Bottomless Magazines: Makoto has no need to reload her gun, so she can fire it freely.
  • Guns Akimbo: Her "Ground Strafing" super has her firing two guns in midair, as a reference to a similar move by Dante from Devil May Cry
  • The Gunslinger: Makoto uses a gun as her primary weapon. She specializes mostly in acrobatic Gun Fu and close combat. She also has shades of the Trick Shot, as her projectiles ricochet everywhere on the screen till they hit their target.
  • Pinball Projectile: The bullets she fires ricochet on the "walls" and "ceiling" of the stage, easily catching an opponent off-guard.
  • Playing with Fire: She has a pair of supers where she places a fireball as a trap, or hits her opponent directly with it.
  • Power-Up Food: Makoto uses a nikuman (A meat bun) during her Final Memory to recover some health.
  • Short-Range Long-Range Weapon: She uses her gun mostly for melee attacks, and only two specials and one super use the gun as a long-range weapon. It doesn't make much sense why her firing a gun counts only as a melee attack.
  • Tears of Fear: Not as notable as in Ayu's case, but Makoto is also visibly worried when confronted to Akiko's Final Memory.
  • The Trickster: Her fighting style is a reference to her fondness for pranks, as she throws fireworks, and use a canister of gas in battle to lock her opponent, leaving her wide open for a combo.

Shiori Misaka

https://static.tvtropes.org/pmwiki/pub/images/efz_shiori00.jpg

You surprised me a bit... with such a rough welcome.

One of the heroines of Kanon, Shiori is an agile character who fights with the power of anything cold, and a variety of projectiles. With all her long-range attacks and her energy shield, she's accustomed to a defensive style and keep-away game. Her shield technique, called "A sure way to win snowball fights" makes her completely immune to projectile moves as her Shield gauge decreases.

  • An Ice Person: The core of her fighting style, she can shoot ice beams, drop icicles on her opponent's head, and can create improvised ice weapons from thin air. Her powers are a reference to her love for snow and iced things in the visual novel.
  • Deflector Shields: She can create an energy shield around her which protects her from projectiles. The key with Shiori is to know how to manage it to favor her long-range game.
  • Harmless Freezing: All of her attacks produce this effect. Oddly enough, her Final Memory has her shattering her frozen opponent, which is a very powerful move, but not an instant kill.
  • Ill Girl: Referenced. Not that it affects how she performs in battle.
  • Improbable Weapon User: Uses her ice-clad shawl to fight. She can even create sharp tools from thin air, such as, for example, a chainsaw for her aerial C.
  • Long-Range Fighter: Her projectiles make her well suitable for keep-away game. Only Kano surpasses her in this speciality.
  • Snowball Fight: One of her supers has her firing a barrage of snowballs (Actually ice cream cartons) from under her shawl. Referenced in the name of her Deflector Shields.
  • Tornado Move: Another super has her covering herself with a gust of very cold air forming a tornado, easily catching unprepared opponents off-guard.
  • Trademark Favorite Food: Ice cream; The name of some of her attacks are references to her love for ice cream in the visual novel: for example, her ice-beam special is called "It's an ice cream beam", and her Snowball Fight super is called "Wide-Spread Megavanilla Cannon".

Mai Kawasumi

https://static.tvtropes.org/pmwiki/pub/images/efz_mai00.jpg

"Our combination of last boss and hero is unmatched... What am I saying?"

One of the heroines of Kanon, Mai is a calm and versatile character who fights with the "Iaijutsu" style of swordplay, and can call a Cute Ghost Girl (Also called Mai) to help her in battle. Her sword gives her excellent attack and range, but she has relative time recovery. Her ghost partner gives her the ability to attack at long distances without taking risks. When the ghost partner is floating normally, a "Time" gauge appears, indicating the time before she disappears. She also disappears when she or Mai is hit, or with certain movements. When she disappears, the "Time" gauge changes to a "Charge" gauge, indicating the time necessary before Mai can call her again.

  • Aloof Dark-Haired Girl: Just like in the visual novel; Mai is a calm, tall girl with long, dark hair. In an interesting contrast, the ghost partner is more cheerful and happily jumps into battle whenever Mai calls her.
  • Animal-Eared Headband: The ghost partner wears a bunny-eared headband, which she can actually use as a melee weapon; Mai also wears one when doing one of her supers at level 2 but, in Mai's case, it's just for decoration.
  • Assist Character: The little ghost partner is ready to assist whenever Mai calls her. Think about her as similar to a Stand.
  • Cute Ghost Girl: The ghost partner is actually a projection of Mai's younger self.
  • Dull Surprise: Poor Mai has the most reserved reaction during Akiko's Final Memory.
  • Fighting Your Friend: In a Mai Vs. Sayuri match-up.
  • Flash Step: Mai can use this tactic to confuse her opponents, as she can perform short bursts of super speed at varying distances, and can be used for both offense and defense. One of her supers, referencing a similar move by Hibiki, starts with a very fast, near invisible flash step.
  • Friendly Rivalry: With Rumi, and a much healthier one with Sayuri.
  • Fusion Dance: Of the Power Booster variety; Mai's Final Memory, called "Awakening", allows her to fuse with her ghost partner for several seconds, for enhanced offense and mobility.
  • Iaijutsu Practitioner: Her fighting style. Mai is a master of this technique, drawing and attacking at lightning fast speed, and resheathing her sword after each strike. Most of Mai's moveset is based on Hibiki from The Last Blade, although some of her moves are references to other iaijutsu practitioners, such as Johnny and Baiken for example.
  • Improbable Weapon User: The ghost partner is able to use her bunny-eared headband as a melee weapon.
  • Kamehame Hadoken: One of Mai's supers has her ghost partner appearing behind her, throwing a barrage of Haoh Shokoken-esque fireballs at her opponent.
  • Pillar of Light: When fused with her ghost partner, Mai can summon powerful vertical bolts to the ground.
  • Puppet Fighter: Not at the same level as Minagi with Michiru, but the key with Mai is to know how to manage her ghost partner to control space, keep pressure, and keep the opponent guessing where she's going to summon her.
  • Slide Attack: One of her Flash Step moves finishes with this.
  • The Southpaw: Mai is a lefty; she holds the sheath of her sword with her right hand, so she can use her left hand to draw, and attack.
  • Speed Blitz: Mai can perform offensive and defensive flash steps at varying distances, so she can strike her opponent even before she knows what happened, or to escape when cornered; and one super has her suddenly disappearing, and reappearing on contact.
  • Sword and Fist: Mai fights with a combination of melee attacks using her free hand and feet, and iai-styled attacks with her sword.
  • Sword Beam: Not a straight example, but Mai can swing her sword so fast, that it catches glints of light, creating the illusion of sword beams. This is more notable with her Mist Finer-esque special moves.
  • Warrior Therapist: Mai gives friendly advice to Ayu, who just wanted to be normal:
    Mai: (On defeating Ayu) "Don't run note . That power of yours serves a purpose just because you received it."
    • Also to Rumi, who she calls out on relying on strength too much:
    Mai: (On defeating Rumi) "Amazing brute force... But by letting the force slide past, it does not pose much of a problem."

Sayuri Kurata

https://static.tvtropes.org/pmwiki/pub/images/efz_sayuri00.jpg

"ahaha... Sayuri is a bit bad, because she's an ordinary wizard."

A support character in Kanon and Mai's best friend, Sayuri is a formal and elegant character who fights with her Magical Girl powers. She has good special moves, projectiles, and a decent method of attacking in mid-air, a command grab, and a 100% profitable counter, making her one of the most balanced fighters in the game.

  • Audible Sharpness: Her "Magical Cutter" special counter, also when her Magic Wand changes as a sword.
  • Counter Attack: Her "Ah, got your skill~" special allows her not only to stop and counter any physical attack, but also to memorize it, after that, if Sayuri blocks an attack she has previously memorized, she will have the chance to counter with a Magical Cutter (A Lighter and Softer version of Rugal's Genocide Cutter).
  • Everything Is Better With Spinning: Her Final Memory, called "Magical On-Stage" (AKA the Sayurispin), if this move connects, Sayuri proceed to quickly spin around, drilling through her opponent's life bar.
  • Friendly Rivalry: her match-up with Mai is an interesting and heartwarming example, as Sayuri's winquote on defeating Mai suggests that they were doing this as a game.
  • Magical Girl: Her fighting style is a reference to the genre.
  • More Dakka: Her "Magical Agents" super summons several men in black to gun her opponent down, referencing a similar move by Bulleta.
  • Morph Weapon: She fights with a shape-changing Magic Wand that can transform into a sword, a mace, even a pile bunker.
  • Ojou: Referenced on her graceful and elegant style. She even shows polite enough during Akiko's Final Memory, where she thanks Akiko for the breakfast, then proceed to dine on it with knife and fork.
  • Shock and Awe: She can fire energy stars from her magic wand which zap her opponent; and one of her super has her summoning lightnings circling around her and zapping her opponent, or, if Sayuri can catch her opponent as a command grab, she deals extra damage.

Mishio Amano

https://static.tvtropes.org/pmwiki/pub/images/efz_mishio00.jpg

"One hit, one kill. Oh well, I didn't think this would go so well, given how the world is."

A support character in Kanon and Makoto's friend, Mishio is a spear master who can augment her attacks with the elements of either fire, or thunder. Her spear gives her an excellent range in mid-air. However, she can only use half of her moveset with each element, and without one, she has very few moves. She's also the slowest fighter in the game.

  • Blade on a Stick: Wields a spear as her primary weapon.
  • Flaming Sword: The core of her fighting style: She can use the elements of either fire, or thunder, to enchant her spear and gain access to more special moves. Her Final Memory enables her to use both at the same time.
  • Mighty Glacier: She has the lowest speed of the playable characters, but her spear allows her to compensate with a great defensive style.
  • Pillar of Light: When in thunder mode, she can summon a vertical bolt right over her opponent's head.
  • Playing with Fire: When in fire mode, she has access to some anti-aerial moves, as well as a Rapid-Fire Fisticuffs attack.
  • Rapid-Fire Fisticuffs: When in Fire mode, she can perform a quick succession of attacks with her spear.
  • Shock and Awe: When in thunder mode, she can throw an energy wave that travels across the floor; one of her supers allows her to fire an energy beam across the screen, or summon a vertical bolt right on her opponent.
  • Stance System: Not as prominent as Mio, but she can activate one of her elements at a time, and each time it's decided randomly. Only her Final Memory allows her to use both at the same time.
  • Visible Silence: One of her winquotes reads just "......".
  • Wave Motion Gun: Not exactly a gun, but Mishio is able to fire a powerful energy beam from her spear when in thunder mode, or create an energy wave that goes across the ground, zapping her opponent.

Kaori Misaka

https://static.tvtropes.org/pmwiki/pub/images/efz_kaori00.jpg

"Checkmate! ... That would be the appropiate expression."

A support character in Kanon, Kaori is Shiori's sister and Nayuki's best friend; she's a very fast character who fights with her unmatched boxing skills. Although powerful at short range, she has no projectiles or ranged attacks, making her weak against long-range fighters, like her sister Shiori. Because of this, she's oriented to a pressure style of play.

  • Boxing Battler: She uses boxing as her fighting style, and has very fast footwork and evasion techniques: She's like a combination of Dudley from Street Fighter III, and Vanessa from The King of Fighters.
  • Cool Big Sis: Shiori sees her as this.
    Shiori: (On defeating Kaori) "Eww... Big sis, you really had no mercy, huh? Although I just really wanted to visit the flower garden..."
  • Cute Bruiser: As a boxer, she lets her fists do the talking.
  • Extremity Extremist: She only throws punches.
  • Fragile Speedster: Has a very fast footwork and evasions that enables her to pass through projectiles and shorten the distance, she jumps very low, though.
  • Friendly Rivalry: In a Kaori vs. Nayuki match-up: Aside of them being friends, the contrast between their specialities is interesting: all-punching vs. all-kicking.
  • Megaton Punch: Her Final Memory, called "Silent Pose", is actually a counter, if her opponent attacks Kaori when she's posing, the game cuts to a picture of Kaori punching her opponent up into the sky; then the screen fades in white, implying that her opponent vanished in A Twinkle in the Sky.
  • Say My Name: Not a literal example, but one of her supers has her throwing a punch diagonal up, then another diagonal down, and finishing with an uppercut, essentially writing a K in the air; this move is called "Initial K".
  • Tornado Move: Creates a small tornado for her DP special move.

Akiko Minase

https://static.tvtropes.org/pmwiki/pub/images/efz_akiko00.jpg

"Understood."

A support character in Kanon, Akiko is Nayuki's mom and Yuuichi's aunt: She's and incredibly agile character who fights with a vast array of household tools. Her multiple aerial hits make her strong in mid-air, and a single mention of her "Special Jam" is enough to make even the most badass of the warriors run away in fear.

  • Action Mom: Akiko is Nayuki's mom, and a very strong and agile character who fights with an assortment of household tools.
  • Car Fu: Her "Planning For The Worst" Super has her catching a car speeding towards her with one hand, and smashing it against her opponent.
  • Edible Ammunition: She can use a cooler as a missile launcher; fittingly enough, the "projectiles" are vegetables and other food, such as carrots, radish, even raw fish
  • Every Car Is a Pinto: When she smashes a car against her opponent, it explodes on contact.
  • Fighting Clown: In a Fighting Game full of cute and adorable girls with wacky fighting styles, Akiko is the wackiest of them all, not just because she's the only adult, also because of her fighting style that involves using household tools, and her moves are silly-looking but very effective; and her Final Memory has some comedic value (All Akiko does if feed her opponent a slice of bread with some of her jam on), but it's a very damaging move.
  • Frying Pan of Doom: One of the tools she can use in battle.
  • Gargle Blaster: Her Final Memory features her famous inedible jam: from the moment this move connects, she prepares breakfast for her opponent on a table, with a slice of bread with some jam on, and her opponents tastes it (With varying reactions), then the screen fades to a white screen with a message in Japanese, and when it cuts back to the duel, we see the opponent lying on the ground, with 50% less of her life bar.
  • Improbable Weapon User: Her fighting style revolves around using a formidable array of household items, such as: A broom, a vacuum cleaner, a frying pan, a duster, a ladle, a fire extinguisher... even a washing machine, and of course, her "Special Jam", which she reserves for her Final Memory.
  • Knife Nut: One of the tools she can use is a kitchen knife, which she uses to stab her opponent; her DP special involves slashing her opponent several times in a row.
  • Power Limiter: Akiko can seal her opponents' special moves and mobility for a few seconds, for her "No More Mischief, Okay?" super move.
  • Screwball Serum: Once again, her Final Memory where she uses her "Special Jam"; curious enough, this move is actually safe on whiff, which is the reason why Akiko players mostly reserve the whole Super Bar for her Final Memory, as her other supers have limited utility.
  • Time Stands Still: She can slow time down for a brief instant, for her "It's the secret for one second approval" super move.
  • Token Adult: Among a cast of pre-teen and teenage girls, Akiko is the only adult character.
  • Weapons That Suck: Another tool she can use is a large vacuum, with which she sucks her opponent and traps her inside, to later launch her into the air. Her crouching C also has using a smaller vacuum to wipe the floor, and knocking her opponent off her feet.

    From AIR 

Misuzu Kamio

https://static.tvtropes.org/pmwiki/pub/images/efz_misuzu00.jpg

"Don't you want some juice? G, Gao... It's tasty, though."

Misuzu is the main heroine of AIR, a Visual Novel produced by Key/Visual Arts in 2000; She's a strong, yet tricky character who uses several traps, poisons, and her crow partner Sora to fight. She has some useful normal moves, and her traps are good to catch unprepared opponents off-guard.

  • Assist Character: Misuzu can summon Yukito, the protagonist of AIR, to keep distance, and extend combos.
  • Attack Animal: In a similar fashion to Nakoruru and Mamahaha, Misuzu can command her crow partner Sora to attack her opponent.
  • Be the Ball: Potato the puppydog, who is used as a projectile by Yukito.
  • Counter Attack: Misuzu has a super move where she braces herself and prepares for impact, if her opponent attacks her at this moment, she will explode taking her opponent with her, and instantly cursing her (Don't worry, Misuzu reappears after a while).
  • Difficult, but Awesome: Like Testament, the key with Misuzu is to know how to strategically place her traps and use poisons to deal as much damage as possible.
  • Dinosaurs Are Dragons: Her Gao Gao Fire super, she summons tiny stuffed dinos to spit fire at her opponent.
  • Feather Motif: Aside of temporarily growing wings to block, air dash and attack, she can also store energy feathers that can be used later to call Yukito.
  • Kick the Dog: A literal "Kick The Dog" moment: Following Misuzu's command, Yukito uses Kano's puppydog Potato as a projectile by kicking him.
  • Life Drain: If Misuzu can successfully curse her opponent, her life bar starts slowly depleting, and a time gauge appears under Misuzu's life bar; it lasts till time is up, or till Misuzu is hit.
  • Symbolic Wings: She can grow wings behind her to help her in battle, a reference to her being the reincarnation of Kanna, a Winged Humanoid.
  • Time Stands Still: Her Final Memory, called "Mother's Poem", is actually a command grab: After stopping time, Misuzu appears in pajamas, and walks three steps towards her frozen opponent. if it connects, the screen fades in white, with the word "ゴール..." (Goal...) in the middle.
  • Trademark Favorite Food: Misuzu uses her pulpy peach juice in battle, to place traps, or strike her opponent directly.
  • Trap Master: Fighting style-wise, Misuzu is pretty similar to Testament from Guilty Gear, as she places invisible traps in the ground, and sticky traps in the air, as well as use tiered curses and poisons to drain her opponents' life bar (Difference is, while Testament uses his own blood, Misuzu uses juice).

Kano Kirishima

https://static.tvtropes.org/pmwiki/pub/images/efz_kano00_4.jpg

Great Victory for Kano-rin!

One of the heroines of AIR, Kano is a slow, but well-ranged fighter, and can use elemental magic to keep her opponent at bay. Her magic staff gives her an incredible range even without magic, and refills her super bar without attacking her opponent. Due to her range and powers, Kano is best suited for a keep-away game.

  • Ambidextrous Sprite: She wears her trademark yellow ribbon on her right wrist, but it changes to her left wrist when Kano is facing in the opposite direction.
  • Awesome, but Impractical: Her Final Memory requires, aside of the usual conditions, that Kano is on her recoil guard stance to input the command, the window to do this is tiny but, if successful, she can take down a good chunk of her opponent's life bar.
  • Black Magician Girl: The magic she uses is purely offensive, as she can cast fire, ice or lightning spells to attack. It's also a case of Heartwarming in Hindsight, as her powers are also a reference to her wishing for magic in AIR, although it's very likely that becoming a magician, and a strong fighter as a bonus, was not what Kano had in mind.
  • Fire, Ice, Lightning: Her tiered spells are a reference to a Role-Playing Game named Ragnarok Online.
  • Long-Range Fighter: Her speciality is to keep opponents at bay, she's not defenseless on close combat, though.
  • Magic Staff: Her staff is modeled after the staffs used in Role-Playing Games.
  • Mana Meter: She has a special magic gauge, that she has to recharge before casting spells.
  • Mechanically Unusual Fighter: Unlike the other characters, her Super bar refills automatically, although very slowly, so her fighting style revolves around managing her magic gauge to attack, however, she's left wide open while recharging.
  • Neck Lift: Her Final Memory, called "Memory of Shiraho", has her reaching at her opponent with her hands, if she connects, Kano lifts her by her neck, and strangles her with enough force to snap her neck, taking down a good chunk of her life bar.

Minagi Tohno

https://static.tvtropes.org/pmwiki/pub/images/efz_minagi00.jpg

"Hey, come on... (pat pat)"

One of the heroines of AIR, Minagi is a fair character who fights alongside her best friend Michiru. She can command Michiru to attack from any spot on the screen, forcing her opponent to keep an eye on Minagi, and the other on Michiru.

  • Assist Character: Michiru serves as this to Minagi.
  • Bubble Gun: Both Minagi and Michiru use their bubble blowers to strike at the opponent, as a reference to their fondness for bubbles.
  • Death from Above: Minagi's "Star Sand" Final Memory: huge stars rain on her opponent's head, keeping her at bay.
  • Drop the Hammer: Minagi takes out a mallet to strike her opponent, for her B normal.
  • Everything Is Better With Spinning: Similar to Sayuri's Magical On-Stage, Michiru can do a horizontal version, flying towards Minagi's opponent and drilling through her on contact.
  • Hurricane Kick: Michiru can perform her own version of this.
  • Kick Chick: Michiru does most of the fighting with kicks.
  • Paper Master: Minagi fights with rice tickets, whether by throwing them like shurikens, or striking directly, as a reference to how she likes carrying dozens of rice tickets with her in AIR.
  • Puppet Fighter: When playing as Minagi, you actually control two characters: You control Minagi directly , and Michiru via special moves. The key with Minagi is to use Michiru to control space, and keep pressure.
  • Stance System: Following Minagi's command, Michiru can adopt two stances: a normal stance which allows her to move freely, and a fighting stance which locks her on position, but enables her to attack quicker.
  • This Is a Drill: Michiru can perform a horizontal spinning kick, similar to Sayuri's Magical On-Stage.

Kannabi-no-Mikoto

https://static.tvtropes.org/pmwiki/pub/images/efz_kanna00.jpg

"Kiee... A wingless person."

Kannabi-no-Mikoto (Or Kanna for short), is the Final Boss of the game: She's an extremely fast and powerful character who uses her divine powers to crush her opponents. Due to her playable version not being different at all from her boss version, she's completely unbalanced, and inherently stronger than any other character. Because of this, she remains banned from Tournament Play.

  • Cool Sword: Uses a sword in battle, which is based on the sword wielded by fellow Snk Boss Kouryu, from The Last Blade.
  • Dishing Out Dirt: She can summon huge sharp rocks from the ground, right under her opponent's feet.
  • Double Jump: All characters have this but, in Kanna's case, it makes sense since all she has to do is flap her wings again.
  • Energy Bow: She can use one of these to fire lightning bolts at her opponent.
  • Feather Flechettes: One of her supers is a variation of Ayu's Final Memory: as she fills the screen with white, glowing feathers that zap her oponent.
  • Power Floats: Kanna's feet never touch the ground.
  • Promoted to Playable: Kanna debuted in the Blue Sky Edition as the unplayable Final Boss; She later became playable in Memorial, however, unlike Unknown, she wasn't toned down for her playable version, and she's so overpowered that she's banned from tournaments.
  • Shock and Awe: Aside of her Energy Bow, one of her super moves is similar to Ayu's Final Memory, where she fills the screen with feathers that zap the opponent.
  • SNK Boss: Subverted in levels 1 and 2, where she rarely attacks and just stands there letting you defeat her, but from level 3 on she shows her true power, you would need to be an EFZ god to beat her.
  • Winged Humanoid: Kanna's wings are not just for decoration, she can actually use them in combat.

    From MOON 

Ikumi Amasawa

https://static.tvtropes.org/pmwiki/pub/images/efz_ikumi00.jpg

"Oh yeah! Seeing that blood... I can't help but be excited..."

Ikumi is the protagonist of MOON, a Visual Novel produced by Tactics in 1997: She's an exceptionally fast and agile character who fights with the power of blood. Most of her attacks spill the blood of her opponents across the battlefield, and she uses blood to increase her offense and mobility. Ikumi is best suited for an offensive style of play. When her blood bar is completely full, Ikumi automatically activates her Super Mode "Violent Run ~ Genocide Mode", and the bar changes to a "Violent Run" bar, which depletes after a few seconds. In this mode, Ikumi dramatically increases her offense, speed, and recoil guard ability, keeping her from being knocked by weak attacks.

  • Abandoned Laboratory: Her stage is the FARGO Research Institute, where the plot of MOON unfolds.
  • Bloody Murder: The core of her fighting style is to use her opponents' blood, and her own blood for diverse attacks.
  • Combined Energy Attack: Her Final Memory, called "Sword Of Friendship", where she's assisted by her friends from MOON, with Ikumi delivering the final blow; if the move doesn't finish the opponent, they strike a pose as the opponet falls to the ground. This move is actually is a reference to a move by Captain Commando named "Captain Storm", not that it's different from the countless shout-outs present in the game.
  • Family-Unfriendly Violence: Being the only character able to spill the blood of her opponents can be pretty unnerving for the younger audiences. Sure, the blood serves a purpose gameplay-wise, and it's so cartoonish and over the top that it's sometimes fun, but still...
  • High-Pressure Blood: Some of her attacks spill copious amounts of blood for Ikumi to absorb and use in battle. She can create geysers after plunging her own blood on the ground, and her command grab spills tons of her opponent's blood.
  • Neck Lift: Does this to her opponents, for her command grabs.
  • Playing a Tree: This actually has a practical use: Ikumi's blocking animation has her disguise herself as a tree to block high, a rock to block low, and a cloud to air-block.
  • Razor-Sharp Hand: Ikumi's hands and fingers are normal-looking, and despite that, she's able to cut down her opponents with them, and spill their blood to use it later in battle.
  • Super Mode: Her "Violent Run ~ Genocide Mode" special, which activates when her blood gauge is completely full.
  • Token Minority: Meta-example: Ikumi is the only representative of MOON, making her place against eight characters from ONE, ten from Kanon and four from AIR.

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