Eternal Fighter Zero/Controls: Difference between revisions

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[[File:Numpad notation.jpg]]
[[File:Numpad notation.jpg]]


Note: These numbers can be easily referenced by looking at your keyboard "numpad". Think of it as a joystick/controller that is facing to the right. "5" is used to signify "neutral". 
=== Button Notation ===


Button Notation
:*'''A''' - Light Attack<br/>
 
:*'''B''' - Medium Attack<br/>
'''A''' - Light Attack<br/>
:*'''C''' - Strong Attack<br/>
'''B''' - Medium Attack<br/>
:*'''S''' - Special (not used by every character)  
'''C''' - Strong Attack<br/>
'''S''' - Special (not used by every character)  


If you still feel confused, here are some examples to get you used to numeric notation:
If you still feel confused, here are some examples to get you used to numeric notation:


"66" means tap forward twice.  "44" means tap backward twice. <br/>
:*"66" means tap forward twice.  "44" means tap backward twice. <br/>
"236A" means press down, down-forward, forward, then A.  This is a common special move that many characters have.  You may also know this command as a quarter circle forward or a "hadoken motion" <br/>
:*"236A" means press down, down-forward, forward, then A.  This is a common special move that many characters :*have.  You may also know this command as a quarter circle forward or a "hadoken motion" <br/>
"623A" means press forward, down, down-forward, and then A.  This is commonly known as a dp or "dragon punch" motion. <br/>
:*"623A" means press forward, down, down-forward, and then A.  This is commonly known as a dp or "dragon punch" motion. <br/>


Miscellaneous Notation
===Miscellaneous Notation===


'''j.''' - The following move should be performed in the "midair" position (i.e. "j.236A" means to perform "236A" whilst in the air).<br/>
:*'''j.''' - The following move should be performed in the "midair" position (i.e. "j.236A" means to perform "236A" whilst in the air).<br/>
'''(c)''' - Refers to the close version of the preceding move (i.e. "B(c)" refers to the B attack when in close range).<br/>
:*'''(c)''' - Refers to the close version of the preceding move (i.e. "B(c)" refers to the B attack when in close range).<br/>
'''(f)''' - Refers to the far version of the preceding move (i.e. "B(f)" refers to the B attack when far away).
:*'''(f)''' - Refers to the far version of the preceding move (i.e. "B(f)" refers to the B attack when far away).


== Movement ==
== Movement ==

Revision as of 16:32, 19 June 2021

Notation

Numpad notation.jpg

Button Notation

  • A - Light Attack
  • B - Medium Attack
  • C - Strong Attack
  • S - Special (not used by every character)

If you still feel confused, here are some examples to get you used to numeric notation:

  • "66" means tap forward twice. "44" means tap backward twice.
  • "236A" means press down, down-forward, forward, then A. This is a common special move that many characters :*have. You may also know this command as a quarter circle forward or a "hadoken motion"
  • "623A" means press forward, down, down-forward, and then A. This is commonly known as a dp or "dragon punch" motion.

Miscellaneous Notation

  • j. - The following move should be performed in the "midair" position (i.e. "j.236A" means to perform "236A" whilst in the air).
  • (c) - Refers to the close version of the preceding move (i.e. "B(c)" refers to the B attack when in close range).
  • (f) - Refers to the far version of the preceding move (i.e. "B(f)" refers to the B attack when far away).

Movement

On The Ground

6

  • Makes you walk toward where you are facing.

4

  • Makes you walk away from where you are facing.

66 - Forward Dash

  • Forward ground dashes vary from character to character, some characters leap forward giving their next attacks air hit property or makes them use an air attack, some run forward at a quick and constant pace, while others will quickly move a set distance forward and return to a neutral position.

44 - Back Dash

  • Backward ground dashes also vary from character to character. some are reverse leaps, others are quick back steps.

Jumping

7/8/9

  • 8 Makes you jump straight up;
  • 7 Makes you jump back and up;
  • 9 Makes you jump forward and up.

j.7/8/9 (Input while in the air)

  • Does a double-jump or air-jump, when used with a normal jump, can bring you to higher altitudes;
  • Most aerial attacks can be canceled with an air-jump, allowing you to continue a combo/juggle further;
  • 7/8/9 makes you go back and up /straight up /forward and up, respectively.

In The Air

j.66 - Air Dash/Forward Air Dash

  • Forward air dashes are done while in the air, air dashes vary from character to character, some faster than others, others with special trajectories (ex: Nayuki asleep and Makoto), and some with special properties (ex: Nayuki asleep 8-9 jam dash has attack properties);
  • Air dashes can be used to cancel aerial attacks in place of or after an air-jump;
  • Air dashes should be used carefully. If the opponent is air throw happy, it can be very easy to get air thrown out of them.

j.44 - Air Back Dash/Backward Air Dash

  • Back air dashes are exactly like air dashes, only going in the opposite direction, and sometimes having different animations.


General
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Akane
Akiko
Ayu
Doppel
Ikumi
Kanna
Kano
Kaori
Mai
Makoto
Mayu
Minagi
Mio
Misaki
Mishio
Misuzu
Mizuka
Nayuki (asleep)
Nayuki (awake)
Rumi
Sayuri
Shiori
UNKNOWN
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