User:Guruslum

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EFZ IS SO BADASS!!!! ESPECIALLY MIO

SR Jump - 49 frames
LR Jump - 71 frames

(SR) 66C 5S 66B j9 jC (~1446 damage)

Midscreen 66C combo. Character specific?

(SR) 2A 2B(1) 5C 236A~236A 2A 2B 5C 236B~236A

For when you want to drain 90% BIC without using resources :mioblush:.

Deep SR j2C resourceless convertibility chart. KD means Mio can combo at least to a knockdown.

Character Corner Midscreen
Akane KD KD/Wallbounce
Akiko N/A N/A
Ayu KD KD/Wallbounce
Doppel KD KD/Wallbounce
Ikumi N/A N/A
Kanna KD jA(1)
Kano KD KD/Wallbounce
Kaori N/A N/A
Makoto KD KD/Wallbounce
Mai KD KD/Wallbounce
Mayu N/A N/A
Minagi N/A N/A
Mio KD jA(3)
Misaki KD KD/Wallbounce
Mishio N/A N/A
Misuzu N/A N/A
Mizuka N/A N/A
Nayuki (Asleep) N/A N/A
Nayuki (Awake) KD KD/Wallbounce
Rumi KD KD/Wallbounce
Sayuri N/A N/A
Shiori KD KD/Wallbounce
UNKNOWN KD jA(1)

Horizontal speed comparison chart in "horizontal units" per frame, tracking x position with Cheat Engine. Duration of motion refers to the frame range of the dash in which it actively affects the character's velocity, with ~ ranges being cancellable and - ranges not. For ground dashes, ending deceleration periods are not counted if the player can no longer do dashing moves during them. Acceleration refers to the change in speed per frame. If a duration of motion is not listed for a dash it most likely begins moving on frame 1.

Character Walk Backwards Walk Dash Duration of Motion Acceleration Backdash Duration of Motion Acceleration Airdash Duration of Motion Acceleration Air Backdash Duration of Motion Acceleration
Akane 2.1 2.1 4.95 0 6 0 6 0 6 0
Akiko 2.4 2.4 6 7 - 16, 17 ~ 31 0 9 6 - 11 0 5.4 0 5.4 0
Ayu 2.4 3.3 5.4 4 - 12, 13 ~ 39 0 5.4 4 - 13, 14 ~ 39 0 5.4 0 5.4 0
Doppel 2.7 2.7 5.1 0 4.8 4 - 19 0 4.5 0 4.5 0
Doppel (FM) 3.15 3.15 5.7 5.4 5.1 5.1
Ikumi 2.4 2.4 7.5 0 5.7 4 - 19 0 3.9 0 3.9 0
Kanna 2.4 2.4 6 6 ~ 38 0 6 4 - 22 0 6 2 - 8, 9 ~ 20 0 6 4 - 5, 6 ~ 20 0
Kano 1.8 1.8 4.5 9 ~ 26 0 8.94 -0.36 3.3 0 3.3 0
Kaori 3.3 3.3 7.05※ 5 ~ 20 -0.45 7.5 4 - 16 0 6 0 6 0
Makoto 2.1 2.1 6.6 1 ~ 26 0 6.412 4 - 28 -0.18 5.565 1 ~ 31 -0.135 5.565 1 ~ 31 -0.135
Mai 1.5 1.5 7.5 3 - 13 0 6 4 - 19 0 3.9 0 3.9 0
Mayu 2.7 2.7 7.5 0 10.5 3 - 23 -0.495 5.4 0 5.4 0
Minagi 1.8 1.8 4.8 7 ~ 40 0 7.14 4 - 23 -0.36 4.2 0 4.2 0
Mio (SR) 2.1 2.1 5.1 0 6 3 - 24 0 5.4 0 5.4 0
Mio (LR) 1.5 1.5 5.1 0 6 3 - 24 0 3.6 0 3.6 0
Misaki 2.4 2.4 6 0 8.94 -0.36 6 0 6 0
Mishio 1.2 1.2 3 9 ~ 40 0 5.1 2 - 18 0 3.9 0 3.9 0
Misuzu 2.4 2.4 5.4 5 - 12, 13 ~ 39 0 5.4 4 - 12, 13 ~ 39 0 5.4 0 5.4 0
Mizuka 3 3 4.5 0 5.4 0 5.4 0 5.4 0
Nayuki (Asleep) 1.8※2 1.8※2 4.2 10 ~ 41 0 6.9 5 - 27 -0.18 5.7 7 - 18, 19 ~ ∞ 0 5.7 7 - 15, 16 ~ ∞ 0
Nayuki (Awake) 2.55 2.55 6.6 0 7.5 4 - 23 0 3.9 0 3.9 0
Rumi (Shinai) 2.1 2.1 4.5 0 4.8 0 3.3 0 3.3 0
Rumi (No shinai) 2.7 2.7 5.1 0 4.8 0 4.5 0 4.5 0
Sayuri 2.1 2.1 4.5 4 - 11, 12 ~ 39 0 5.4 3 - 18 0 6 0 6 0
Shiori 2.1 2.1 4.5 0 4.8 4 - 19 0 3.9 0 3.9 0
UNKNOWN 2.4 2.4 4.5 11 ~ 48 0 7.5 5 - 23 0 6 0 6 0

※ Kaori 44~66 starts at 11.7 units/f, same deceleration as forward dash.
2 Walk speed at 0 jam. Speed increases by 0.06 units/frame per jam level.

Need to verify a lot of the ~ vs - ranges, cancel testing was not very thorough for many of them. Advanced Mechanics page on EFZ Wiki should be very helpful.