Mizuka Nagamori

Eternal Guardian Nagamori, or E-nagamori is a character by Rakurai (http://mugeneternal.blog.fc2.com/) that is a rearrangement of the EFZ character Nagamori Mizuka. "Eternal Guardian" comes from the canon title for Nagamori MIzuka in the original work ONE.

Commands
※ means also possible while in the air, otherwise it is possible on the ground only

2 after using the strong attack in air: Sudden drop

4 right before receiving an attack: Recoil gaurd

22c	Instant charge※

x	Melody of power

236a	Slash

236b	Dash slash

236c	Triple slash (uses RF)

623a	Slash and prologue　　※

623b	Slash and prologue　　※

623c	RF slash and prologue　※

214a	Tone and setup (close range)　　※

214b	Tone and setup (lower mid-range)　※

214c	Tone and setup (upper mid-range)　※

421a	Banish and emerge　※

421b	Banish and emerge　※

421c	Banish and emerge　※

41236a	Slow and keying　　※

41236b	Slow and keying　　※

41236c	Slow and keying RF　※

236236a	Tres Calme		1 gauge

236236b Concerto		2 gauge

236236c	Music Rondo	2 gauge

214214a	Reverb＆Awaking※	1 gauge

214214b	Reverb＆Awaking※	2 gauge

214214c	Reverb＆Awaking※	3 gauge

2141236a Tone＆setup＋(Treble cleff)　　※	2 gauge

2141236b Tone＆setup＋(Forte)※	2 gauge

2141236c Tone＆setup＋(Beamed notes)※	2 gauge

2363214a Piacere		1 gauge

2363214b Arpeggio		2 gauge

2363214c Grandioso		3 gauge

Final Memory

s	Eternal song		3 gauge＋requires life to be below 30%

Details
Sudden drop: Drop onto the ground. Ctrl is not possible until landing.

Recoil guard: a normal recoil guard. It is shorter compared to the original EFZ.

Instant charge: use the IC gauge (to the top-left or top-right). Allows canceling of the lag after a move and allow movement right after. If it is a normal move, it allows the input of a special. But if it is an RF special, it cannot be canceled. It is similar to a "Romantic Cancel" in guilty gear. It also allows resetting of combo damage scaling and allows combo extensions. When it is blue, it means that more is recovered by using the IC gauge.

Resonance: when Nagamori hits with certain moves, music notes will explode

Melody of power: fills up the gauge. In 5p and 6p, also recovers life.

Slash: slash attack of mystery. Has resonance

Dash slash: slash while dashing. Is instant movement, allowing movement behind the opponent. Has invincibility after dashing. Has resonance.

Triple slash (uses RF): Dash slash	Backwards slash	Slash diagonally upwards. The backwards slash searches for the opponent's position. Difficult to guard against. Has invincibility until the backwards slash. Has resonance.

Slash and prologue: A sho ryu attack. Weak version is 1 hit, middle version is 2 hits, RF version is 3 hits. The final RF hit is bound to the wall and does have openings until it ends. Has resonance.

Tone and setup: leaves music notes. The music notes explode with either resonance or time passing. The explosions themselves have resonance.

Banish and emerge: instant movement. Imported from Chibi-Mizuka.

Slow and keying: throw an arrow. Weak version is in front, middle is diagonally upwards, and RF searches for the enemy. The RF version attacks the enemy regardless of position. By turning on the "special switch," the RF version can be powered up. Has resonance.

Tres Calme (1 gauge): full screen attack that penetrates guard. Somewhat slow. Ignores combo scaling and has some % damage.

Concerto (2 gauge): a tatsumaki. Hits multiple times, but is not very strong. Has invincibility until the end.

Music rondo (2 gauge): make strong rings and do a 3-way attack. Is bound to the wall. Arrows already on the screen will also become bound to the wall. Ignores combo scaling.

Reverb＆Awaking (1-3 gauge): The reverb that was also in EFZ. Send out a shockwave and also a resonance. The middle version has 2 music notes and the strong version has 8. Unlike in EFZ, it can also be used in the air. It is bound to the wall if it hits. The 3 gauge version has invincibility and the 2 gauge version ignores stun from enemy moves until the end of the attack. The attack itself has no combo adjustment. The music notes do have combo adjustment. The attack itself does not change in power regardless of how much gauge is uses. Has resonance.

Piacere (1 gauge): A multiple-hit projectile. Can bind the enemy, so if it hits, allows continued attacks while recovering gauge. Has resonance.

Arpeggio (2 gauge): Leave music notes while doing a sho ryu. It's a throw but the final attack can miss. The attack ignores the opponent's defense but is of low power. The explosions of the music notes do have combo adjustment. Has resonance.

Grandioso (3 gauge): A strong throw that does % damage ignoring combo adjustment. Good for combo finishers.

Eternal Song (3 gauge+less than 30% HP): strongest move that stops time for 520F. While time is stopped big supers cannot be used, the opponent's life slowly degens, the Slow & Keying move limitations no longer apply, and Nagamori is invincible.

IC (or RF) gauge
Changes from blue to red to light-blue over time. When it is red, RF and IC moves can be used but it turns the gauge blue. When it is light-blue, it allows usage of several RF moves. When it is light blue, one IC move will turn it blue. Taking damage while it is light-blue will make the gauge go down.

Combo damage adjustments
There are combo damage adjustments. The damage goes down to 0 in combos eventually. After a certain number of hits, combos stop connecting. By using IC, combos can be extended. There is a certain amount of resistance.

AI
In nagamori-2.cns, near where it says AIフラグ, the "value = 3" is where the AI level is specified. It can go from 1-5.

Below that is the recoil guard rate (リコイルガード). Default is 5, max is 10.

Below that is the special switch (特殊スイッチ).

Below that is the IC gauge meter position (ICゲージの位置). You can change the position of where it displays on the screen.

Palettes
1p: normal

2p: RF gauge always max

3p: power gauge always max

4p: RF gauge and power gauge always max

5p: very influenced by the "special switch." Has gametime state escapes. Nullifies grab instant kills (recovers to 444). Nullifies big damage (above 400). Has small regen while using melody of power. Ignores RF gauge and power gauge.

6p: Has helper armor unlike 5p. Damage taken depends on the insta-guard rate. Changes in ability depending on whether the "special switch" is on or not. Has gametime state escapes. Always has armor. Has internal life management. Has small regen while using melody of power. Ignores RF gauge and power gauge.

7-12p: not implemented.