Eternal Fighter Zero/Doppel Nanase: Difference between revisions
m (formatting oversight) |
m (→41236*) |
||
Line 560: | Line 560: | ||
|version=A | |version=A | ||
|damage=0 + 1000 | |damage=0 + 1000 | ||
|guard=Grab | |guard=Grab/Hitgrab | ||
|property= | |property= | ||
|startup=20 | |startup=20 | ||
Line 568: | Line 568: | ||
|advBlock= / | |advBlock= / | ||
|cancel= IC ※ | |cancel= IC ※ | ||
|description=Grabs grounded opponents.<br> | |description=Grabs grounded opponents, but can also be comboed into. Mostly ignored since as a grab it has very long startup and in combos is much more restrictive than 41236B. | ||
* Rumi takes a step forward in this move so it reaches further than the pictured hitbox would suggest.<br> | |||
※ Second hit can be replaced with 236A/B followups. | ※ Second hit can be replaced with 236A/B followups. | ||
}} | }} | ||
Line 575: | Line 576: | ||
|version=B | |version=B | ||
|damage=0 + 1000 | |damage=0 + 1000 | ||
|guard=Grab | |guard=Grab/Hitgrab | ||
|property= | |property= | ||
|startup=13 | |startup=13 | ||
Line 583: | Line 584: | ||
|advBlock=/ | |advBlock=/ | ||
|cancel= IC ※ | |cancel= IC ※ | ||
|description=Grabs an aerial opponent. You will be using this version this most. Almost all corner combos end with this.<br> | |description=Grabs an aerial opponent, and like the A version can be comboed into. You will be using this version this most. Almost all corner combos end with this.<br> | ||
※ Second hit can be replaced with 236A/B followups. | ※ Second hit can be replaced with 236A/B followups. | ||
}} | }} | ||
Line 598: | Line 599: | ||
|advBlock= / | |advBlock= / | ||
|cancel= IC ※ | |cancel= IC ※ | ||
|description=A more standard command grab. Cannot be | |description=A more standard command grab. Cannot be comboed into and has much less range. | ||
* Rumi does not step forward in this move so the drop in reach compared to the A version is even greater than the pictured hitbox would suggest. | |||
* Does not require RF to use. | * Does not require RF to use. | ||
※ Second hit can be replaced with 236A/B followups. | ※ Second hit can be replaced with 236A/B followups. |
Revision as of 11:05, 3 October 2022
Introduction
Doppel Nanase (ドッペル七瀬) uses her high priority normals and strong but committal neutral options to secure knockdowns and run scary 5-way mixups that loop into themselves. In the corner she gets explosive damage from wallbounce loops, ending with a special attack that leaves a gap in the corner allowing her to use those 5-way mixups anywhere. Doppel shares some of Rumi Nanase's unarmed normals but plays very differently.
Doppel Nanase is an original creation of Eternal Fighter Zero.
Stage: Park on the Path to School (Night) (通学路の公園(夜))
BGM: A Would-Be Maiden (乙女希望)
Character-Specific Notes
- Doppel's command grab follow ups can be teched by pressing B or C to escape 236B (backwards throw) or 236A (backwards ground slam) respectively. Follow up supers after the A (backwards ground slam) followup are also techable in the same manner.
![EFZ Doppel Movelist Icon.png](/images/f/fe/EFZ_Doppel_Movelist_Icon.png)
![EFZ Golden Doppel Movelist Icon.png](/images/d/d8/EFZ_Golden_Doppel_Movelist_Icon.png)
Normal Moves
Frame Data Help | |
---|---|
The notation for the move lists can be found under Controls. | |
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field. | |
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property. | |
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...). | |
Frame data with decimal values .33 or .66 relate to subframes. | |
Version | Used for moves with multiple special attacks on one motion. |
Damage | The base damage value that the specific hit will do. See damage scaling for more information. |
Proration | Base value Power% reduces by per hit. |
Juggle | Juggle value used to determine juggle time after a move hits an aerial or juggle state opponent. |
Guard | Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block |
Property | Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
I: Full Invincibility |
Startup | Indicates where the move's first active hitbox is. |
Active | Total frames the hitbox is active for. |
Recovery | Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block. |
Adv Hit | Frame advantage on hit. |
Adv Block | Frame advantage on block. |
Cancel | Possible cancel options.
N: Normals |
Standing
5A
5A
|
---|
c5B
c5B
|
---|
f5B
f5B
|
---|
5C
5C
|
---|
6C
Maiden Straight
6C |
---|
Crouching
2A
2A
|
---|
2B
2B
|
---|
2C
2C
|
---|
Jumping
j5A
j5A
|
---|
j5B
j5B
|
---|
j5C
j5C
|
---|
Dashing
66A
66A
|
---|
66B
66B
|
---|
66C
66C
|
---|
662A
662A
|
---|
662B
662B
|
---|
662C
662C
|
---|
Grabs
Ground Grab
Ground Grab
Close 6C/4C |
---|
Air Grab
Air Grab
Close j6C |
---|
Special Moves
The notation for the move lists can be found under Controls.
The special move data table can be found under Doppel Nanase/Move Data.
Specials
623*
Maiden Typhoon 623* 623A 623A 623B 623B
|
---|
214*
Maiden Fire 214* 214A/B 214A/B 214C 214C
|
---|
41236*
Maiden Capture 41236* 41236A 41236A 41236B 41236B 41236C 41236C 41236*~236A 41236*~236A 41236*~236B 41236*~236B
|
All 236* and 236236* followups are interchangeable with 214* and 214214*. All followups besides 236A~236B~236236B do not prorate! |
---|
Eternity Specials
236236*
Maiden Finger
236236* |
※ Starts up sooner if Doppel enters proximity of the opponent. |
---|
214214*
Maiden Volcannon
214214* |
---|
Final Memory
FM
Maiden Enlightenment
|
---|
Normal Moves (FM)
Frame Data Help | |
---|---|
The notation for the move lists can be found under Controls. | |
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field. | |
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property. | |
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...). | |
Frame data with decimal values .33 or .66 relate to subframes. | |
Version | Used for moves with multiple special attacks on one motion. |
Damage | The base damage value that the specific hit will do. See damage scaling for more information. |
Proration | Base value Power% reduces by per hit. |
Juggle | Juggle value used to determine juggle time after a move hits an aerial or juggle state opponent. |
Guard | Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block |
Property | Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
I: Full Invincibility |
Startup | Indicates where the move's first active hitbox is. |
Active | Total frames the hitbox is active for. |
Recovery | Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block. |
Adv Hit | Frame advantage on hit. |
Adv Block | Frame advantage on block. |
Cancel | Possible cancel options.
N: Normals |
Standing
GO_5A
5A
|
---|
GO_c5B
c5B
|
---|
GO_f5B
f5B
|
---|
GO_5C
5C
|
---|
GO_6C
Maiden Straight
6C |
---|
Crouching
GO_2A
2A
|
---|
GO_2B
2B
|
---|
GO_2C
2C
|
---|
Jumping
GO_j5A
j5A
|
---|
GO_j5B
j5B
|
---|
GO_j5C
j5C
|
---|
Dashing
GO_66A
66A
|
---|
GO_66B
66B
|
---|
GO_66C
66C
|
---|
GO_662A
662A
|
---|
GO_662B
662B
|
---|
GO_662C
662C
|
---|
Grabs
GO_Ground Grab
Ground Grab
Close 6C/4C |
---|
GO_Air Grab
Air Grab
Close j6C |
---|
Special Moves (FM)
The notation for the move lists can be found under Controls.
The special move data table can be found under Doppel Nanase/Move Data.
Specials
GO_623*
Maiden Typhoon 623* 623A 623A 623B 623B
|
---|
GO_214*
Maiden Fire 214* 214A/B 214A/B 214C 214C
|
---|
GO_41236*
Maiden Capture 41236* 41236A 41236A 41236B 41236B 41236C 41236C 41236*~236A 41236*~236A 41236*~236B 41236*~236B
|
All 236* and 236236* followups are interchangeable with 214* and 214214*. All followups besides 236A~236B~236236B do not prorate! |
---|
Eternity Specials
GO_236236*
Maiden Finger
236236* |
※ Starts up sooner if Doppel enters proximity of the opponent. |
---|
GO_214214*
Maiden Volcannon
214214* |
---|
Strategy
- For starters, let's make something clear - Doppel does not play like a traditional grappler. Her 41236A command grab is next to useless, her 41236B anti-air looking grab will whiff most of the time if you use it outside combos, her 41236C is her only useful command grab which you'll be using instead of your normal ground throw. All possible followups to her 41236* command grabs have a 50/50 chance to be teched, almost for free. If the opponent successfully techs a followup, they'll jump into the air creating a scramble situation, causing Doppel to lose her okizeme opportunities (which she strives off). It's still worth going for the command grab followups occasionally to keep your opponent on their toes, but being aware of their huge downsides is crucial. Doppel instead focuses on using her strong normals to try and fish for one knockdown into looping okizeme. She also has access to some strong pressure strings which open up plenty of tick throw opportunities.
Neutral
- f5B
- Huge hitbox that's active for 5 frames and no hurtbox on the arm at all. Moves her forward slightly, as well as her stepping forward out of her collision box. Incredible move.
- 6C
- Huge 10F active hitbox that moves Doppel a decent distance forward. Surprisingly effective neutral tool if you space it to hit at the tip.
- 2B
- This move is ridiculous. The majority of Doppel's body is invulnerable, she leans forward a lot, and if spaced right you can cancel this into 6C 214A for a very annoying pressure string. More on that later.
- jA
- Your best air to air. One of EFZ's better jA's, 6F startup and 10F active, huge hitbox. Only issue is converting from hits is extremely difficult.
- 662B
- Same as 2B except it has some forward momentum, which makes this move even more ridiculous. Mostly the same strengths as 2B, only difference is you cannot cancel into 6C. To make the most out of this dash normal, you'll want to get used to this red IC combo: 662B IC 662C 214214A.
- 214*
- Another incredible hitbox. 214A/B are good to use in tandem with 6C and 2B, while 214C is a huge surprise hitbox with longer active frames than 214B, 24 frames startup.
Pressure
- Doppel has access to a decent amount of pressure sustain with her dash normals and obnoxiously huge hitboxes. 662A and 662B is your tool to get back in their face when you're pushed out by pushback, but you don't always want to do use this, especially when you're in the corner. When you've cornered the opponent, you can stay at an ideal distance and harrass with f5B, 2B, 6C, 214A/B. If the opponent becomes overly respectful, you can begin to dash in 41236C as a mixup.
- Dealing with RG
- As with any pressure in EFZ, keep your pressure timing unpredictable as possible while still making it difficult to mash out of. Recoil Guard makes this an absolute requirement. The easiest way to do this is to vary your 2AAAA chains in timing slightly, make it less predictable when you'll dash in with 662A, and make use of red IC whenever you need to make something safe. That and learning how to make use of Recoil Counter.
- 214B FIC 66 41236C Mixup
- This mixup can be especially potent. 214B looks exactly the same as 214A and has slower startup, allowing you to FIC just before the move comes out.
- 2B 6C 214A
- Once you've cornered your opponent, this string can be incredibly annoying to deal with when spaced correctly. You'll want to vary the timing on each part if you plan to loop it.
- 66[5]2AAA
- This trick allows you to use dash momentum without getting the 662A dash normal. The [5] is important to make the dash as short as possible.
Combos
Notation Help | |
---|---|
Disclaimer: Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below. For more information, see Controls | |
IC | Input Instant Charge (22C) when you have the right amount of RF Meter. |
FIC | Input Flicker Instant Charge (22C) when you have the right amount of RF Meter. |
{X/Y/Z} | Move X or Y or Z can be used. |
#* | Indicates that any of A, B and C may be used with #. Example: 214*. |
[<- X] [-> X] | Side switch notation. All inputs grouped by the square brackets are performed facing the arrow's direction. They are still written as if they were done facing right, however. |
[X]xN | Loop the inputs in the square brackets as many times as N. |
c5B | Proximity normal only usable while close. |
f5B | Proximity normal only usable outside of c5B range or when cancelled from another normal. Known as far 5B. |
jX | Button X is input during your first jump. |
djX | Button X is input during your double jump. |
X(whiff) | Indicates that X is intended to whiff. |
X(tech trap) | Indicates a combo ender intended to catch the opponent's air tech. The most common kind of tech trap is j6C, which will air throw early techs and jC later techs. Executionally identical to X(whiff) but different in purpose. |
~ | Indicates a followup for moves which have them. Example: 236A~236A. |
.. | Indicates a short delay. |
IAD | Indicates an Instant Air Dash. |
IABD | Indicates an Instant Air Back Dash. |
(X) | X move is omittable from the combo. |
tk.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
- Replay pack: Mizuumi Doppel Combos
No IC
- Doppel has a nasty okizeme game anywhere on the screen. If you can space her 6C knockdowns well midscreen, you'll get very hard to see 669 jC left/right/high/lows. In the corner, Doppel ends with 6C 41236B to leave a gap in the corner, letting her get even nastier corner setups.
- Midscreen
- 2AA c5B 5C 6C (replay 1-1)
- Corner
- 2AA c5B 5C 6C 41236B - (replay 1-1) [show video example]
Red IC
- Doppel has two main launchers - 6C and 5C IC 662C. 6C you'll use in the corner, 5C IC 662C midscreen. Here we begin to see Doppel's fundamental corner juggles: [66C 662A(whiff) c5B], which will be explained more in depth in the Blue IC section.
- Midscreen
- 2AA c5B 5C IC 662C 214214A 662C jC j44 (replay 1-2)
- j44 sets up the correct distance for 669 jC okizeme.
- Corner
- 2A c5B 5C 6C IC 66C 214214A 5AB 41236B (replay 1-3)
- Basic combo.
- 6C IC 66C [662A(whiff) c5B 66C]x2 214214A 5AB 41236B (replay 1-4)
- Doppel is able to hassle in the corner with 2B 6C at the right distance. This combo and the one below are for stray hits during this pressure.
- 2B 6C IC 66C 662A(whiff) c5B 66C 214214A 5AB 41236B (replay 1-5)
- Corner no Super Meter
- 2AA c5B 5C 6C IC 66C 662A(whiff) c5B c5B 2B 6C 41236B (replay 1-6)
- Example combo ender without using super meter.
Blue IC
- Midscreen
- 2AA c5B 5C IC 662C IAD jB walk forward c5B 66B 662A c5B 662C 214214A 66B 6C 41236B (replay 1-7)
- Corner
- Doppel makes use of wallbounce loops for the majority of her corner juggles. The core of the juggles can be summarised as: 6C IC [66C 662A(whiff) c5B]xN, how many reps you can get depends heavily on your starter and the amount of Blue IC used.
- Juggle Loop Breakdown
- 6C - Launches the opponent allowing them to be juggled.
- IC - Instant Charge, cancels the 6C early so we can use our next move before the opponent hits the ground.
- [66C - Wallbounce properties, high damage.
- 662A(whiff) - After 66C Doppel will be in between the opponent and the corner while they are bouncing off the wall. This move is used to swap back to the original side, facing the corner.
- c5B] - Stops the juggle animation and momentum, making it easier connect with 66C and start the loop again.
- Shorter Version
- 2AA c5B 5C 6C IC 66C [662A(whiff) c5B 66C]x2 214214A 5AB 41236AB (replay 1-8)
- An easier alternative if you struggle with the optimal combos below. Very stable.
- Higher Damage Versions
- 2AA c5B 5C 6C~ IC 66C 44 66C [662A(whiff) c5B 66C]x3 214214A 5AB 41236B (replay 1-9)
- 2B 6C IC 66C [662A(whiff) c5B 66C]x3 662A(whiff) c5B c5B 2B 6C 41236B (replay 2-1)
- Example from 2B 6C harassment.
Advanced Combos
100% Blue IC
- Corner
- 2AA c5B 5C 6C IC 66C [<- 66] [-> 66C f5B 66C] [<- 66] [-> 66B 66C] [<- 662A(whiff)] [-> c5B f5B 6C 214214A c5B f5B 41236B] (Video)
Okizeme
- You can find visual examples of these setups here.
- Midscreen - 669 jC / j9 j66 jC / IAD jC
- Midscreen mixup tool. Which you'll use and when depends on the spacing and character.
- Corner - ~6C 41236B 669 jC Left/Right
- When spaced correctly, 41236B will leave a gap in the corner that you can make harder to see by corpse pushing.
Win Quotes
Japanese English 中々のお手前
次に会う時が
楽しみだなYou're not bad.
I look forward
to the next time we meet.世界の何処かで
また遭おうLet's meet again,
somewhere in the world.一撃必殺の境地は
まだ遠いI'm still far from being able
to perform an "Instant KO".敵を侮ったか?
残念だがこれが現実だDid you underestimate your enemy?
Too bad, this is reality.加減が
分からなかったとはいえ
少しやりすぎたか…
まだまだ私も未熟Even though
I didn't know how much to hold back,
this is surely overdoing it...
I have much to learn.(To Mizuka)
私か?
あいにくそちらの
知っている奴とは
似て非なる者なんでな
まあ、気にするな(To Mizuka)
Me?
Sorry, but I'm
just a counterfeit
of that girl you know.
Don't let it bother you.(To Mio)
少しばかり
おいたが過ぎるぞ…
コイツに四六時中
捕まってる向こうを
少しは察してやるか(To Mio)
You've went a little too far
with your pranks this time.
I'll use you to
let that eternally locked up person
know that I'm serious.(To Rumi)
オリジナルが
この体たらくでは
先が思いやられるな(To Rumi)
I can't help
but be concerned
if this utter mess is my Original.(To Mai)
居合、その太刀筋
正に一瞬の煌きの如し
なんかオプションも
付いてるようだが
よい経験になったぞ(To Mai)
Iai, the mastercraft of unsheating and cutting in one fell swoop.
It appeared to be no more than a flash of light.
And you even had something like an Option[1]
floating around you.
It was a good experience.Colors
In-game References
Game References
- Doppel's "Maiden Typhoon" move is based on Jin Saotome's "Saotome Typhoon" move, from Marvel vs Capcom 2.
- Doppel's "Maiden Fire" move is based on Mega Zangief's "Vodka Fire" move, from Marvel vs Capcom.
- Doppel's "Maiden Finger" move is based on Domon Kasshu's "Hyper God Finger" move, from Kidou Butoden G-Gundam.
- Doppel's "Falling Maiden" move is based on Shin Akuma's "Misogi" move, from Capcom vs SNK 2.
- Doppel's "Human Floor-Burning Polisher" move is based on EX Sol Badguy's "Tyrant Rave v.Alpha" move, from the Guilty Gear series.
- Doppel's "Maiden Straight" move is based on Slayer's "Mappa" move, from the Guilty Gear series.
- Doppel's "Maiden Enlightenment" mode is based on Jin Saotome's "Enlightenment" mode, from the Marvel vs Capcom series.
ONE References
- The location in the background is a park that is on the way to the school that the characters of ONE go to.
- The "Kimuchi" ramen that Doppel eats during her "Maiden Fire" move is a reference to the meal that Kouhei ate with the real Rumi on a Christmas date in the game.
- 2B 6C IC 66C [662A(whiff) c5B 66C]x3 662A(whiff) c5B c5B 2B 6C 41236B (replay 2-1)
- 2AA c5B 5C 6C~ IC 66C 44 66C [662A(whiff) c5B 66C]x3 214214A 5AB 41236B (replay 1-9)
- 2AA c5B 5C 6C IC 66C [662A(whiff) c5B 66C]x2 214214A 5AB 41236AB (replay 1-8)
- 2AA c5B 5C IC 662C IAD jB walk forward c5B 66B 662A c5B 662C 214214A 66B 6C 41236B (replay 1-7)
- 2AA c5B 5C 6C IC 66C 662A(whiff) c5B c5B 2B 6C 41236B (replay 1-6)
- Corner no Super Meter
- 2A c5B 5C 6C IC 66C 214214A 5AB 41236B (replay 1-3)
- 2AA c5B 5C IC 662C 214214A 662C jC j44 (replay 1-2)
- Corner
- 2AA c5B 5C 6C (replay 1-1)