Mizuka Nagamori/Rakurai's version

==Gameplay==

E-Nagamori has an IC gauge to the top-right or top-left. 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.

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 & settings====

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.

====Stats====

====Movelist====

About resonance: when Nagamori hits with certain moves, music notes will explode.

Drop onto the ground. Ctrl is not possible until landing.

A normal recoil guard. It is shorter compared to the original EFZ.

U se 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.

Fills up the gauge. In 5p and 6p, also recovers life

Slash attack of mystery. Has resonance

Slash while dashing. Is instant movement, allowing movement behind the opponent. Has invincibility after dashing. Has resonance.

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.

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.

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.

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.

Leaves music notes. The music notes explode with either resonance or time passing. The explosions themselves have resonance.

Leaves music notes. The music notes explode with either resonance or time passing. The explosions themselves have resonance.

Leaves music notes. The music notes explode with either resonance or time passing. The explosions themselves have resonance.

Instant movement. Imported from Chibi-Mizuka.

Instant movement. Imported from Chibi-Mizuka.

Instant movement. Imported from Chibi-Mizuka.

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.

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.

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.

F ull screen attack that penetrates guard. Somewhat slow. Ignores combo scaling and has some % damage.

A tatsumaki. Hits multiple times, but is not very strong. Has invincibility until the end.

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.

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.

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.

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.

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

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.

A strong throw that does % damage ignoring combo adjustment. Good for combo finishers.

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.

==== Victory quotes ====