Eternal Fighter Zero/Doppel Nanase: Difference between revisions

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m (ok)
(Removing subframe toggle.)
Line 413: Line 413:
  |guard=Grab
  |guard=Grab
  |property=
  |property=
  |startup={{EFZ-SF
  |startup=5.33
|6
  |active=0.66
|5.33}}
  |recovery=21.33
  |active={{EFZ-SF
|1
|0.66}}
  |recovery={{EFZ-SF
|22
|21.33}}
  |advHit=/
  |advHit=/
  |advBlock=/
  |advBlock=/
Line 500: Line 494:
  |damage=100x15
  |damage=100x15
  |guard=Any
  |guard=Any
  |property=I: {{EFZ-SF
  |property=I: 0.33-29.33
|1-30
|0.33-29.33}}
  |startup=10
  |startup=10
  |active=58
  |active=58
Line 588: Line 580:
  |guard=Ground
  |guard=Ground
  |property=
  |property=
  |startup={{EFZ-SF
  |startup=2.66
|3
  |active=2.66
|2.66}}
  |recovery=4.66
  |active={{EFZ-SF
  |advHit=+3.33
|3
  |advBlock=+2.33
|2.66}}
  |recovery={{EFZ-SF
|5
|4.66}}
  |advHit={{EFZ-SF
|+4
|+3.33}}
  |advBlock={{EFZ-SF
|+3
|+2.33}}
  |cancel= N Sp Su J IC R
  |cancel= N Sp Su J IC R
  |description=Doppel does a quick horizontal jab with her left hand.  
  |description=Doppel does a quick horizontal jab with her left hand.  
Line 619: Line 601:
  |property=
  |property=
  |startup=4
  |startup=4
  |active={{EFZ-SF
  |active=5.66
|6
  |recovery=7.66
|5.66}}
  |advHit=+3.33
  |recovery={{EFZ-SF
  |advBlock=+1.33
|8
|7.66}}
  |advHit={{EFZ-SF
|+4
|+3.33}}
  |advBlock={{EFZ-SF
|+2
|+1.33}}
  |cancel= N Sp Su J IC f5B/2B
  |cancel= N Sp Su J IC f5B/2B
  |description=Doppel does an uppercut.<br>
  |description=Doppel does an uppercut.<br>
Line 647: Line 621:
  |guard=Ground
  |guard=Ground
  |property=
  |property=
  |startup={{EFZ-SF
  |startup=3.33
|4
  |active=4.33
|3.33}}
  |active={{EFZ-SF
|5
|4.33}}
  |recovery=9
  |recovery=9
  |advHit={{EFZ-SF
  |advHit=+3.33
|+4
  |advBlock=+1.33
|+3.33}}
  |advBlock={{EFZ-SF
|+2
|+1.33}}
  |cancel= N Sp Su JH IC
  |cancel= N Sp Su JH IC
  |description=Doppel does a punch with her right hand.<br>
  |description=Doppel does a punch with her right hand.<br>
Line 676: Line 642:
  |guard=Ground
  |guard=Ground
  |property=
  |property=
  |startup={{EFZ-SF
  |startup=10.33
|11
  |active=4.33
|10.33}}
  |recovery=16.33
  |active={{EFZ-SF
|5
|4.33}}
  |recovery={{EFZ-SF
|17
|16.33}}
  |advHit=+3
  |advHit=+3
  |advBlock=+1
  |advBlock=+1
Line 705: Line 665:
  |property=
  |property=
  |startup=12
  |startup=12
  |active={{EFZ-SF
  |active=9.33
|10
  |recovery=22.33
|9.33}}
  |recovery={{EFZ-SF
|23
|22.33}}
  |advHit=/
  |advHit=/
  |advBlock={{EFZ-SF
  |advBlock=-9.33
|-10
|-9.33}}
  |cancel= Sp Su IC
  |cancel= Sp Su IC
  |description=Doppel twists her body in a long punch to the gut.<br>
  |description=Doppel twists her body in a long punch to the gut.<br>
Line 734: Line 688:
  |property=
  |property=
  |startup=2
  |startup=2
  |active={{EFZ-SF
  |active=3.33
|4
  |recovery=4.66
|3.33}}
  |advHit=+1.66
  |recovery={{EFZ-SF
  |advBlock=+1.66
|5
|4.66}}
  |advHit={{EFZ-SF
|+3
|+1.66}}
  |advBlock={{EFZ-SF
|+2
|+1.66}}
  |cancel= N Sp Su J IC R
  |cancel= N Sp Su J IC R
  |description=Doppel throws a short straight jab from her crouching position.<br>
  |description=Doppel throws a short straight jab from her crouching position.<br>
Line 762: Line 708:
  |guard=Low
  |guard=Low
  |property=
  |property=
  |startup={{EFZ-SF
  |startup=6.33
|7
  |active=1.33
|6.33}}
  |recovery=14.33
  |active={{EFZ-SF
|2
|1.33}}
  |recovery={{EFZ-SF
|15
|14.33}}
  |advHit=+1
  |advHit=+1
  |advBlock={{EFZ-SF
  |advBlock=-0.33
|-1
|-0.33}}
  |cancel= N Sp Su J IC
  |cancel= N Sp Su J IC
  |description=Doppel extends her body and punches at the opponent's feet.<br>
  |description=Doppel extends her body and punches at the opponent's feet.<br>
Line 791: Line 729:
  |guard=Ground
  |guard=Ground
  |property=
  |property=
  |startup={{EFZ-SF
  |startup=7.33
|8
  |active=1.33
|7.33}}
  |recovery=19.66
  |active={{EFZ-SF
  |advHit=+2.66
|2
  |advBlock=+0.66
|1.33}}
  |recovery={{EFZ-SF
|20
|19.66}}
  |advHit={{EFZ-SF
|+3
|+2.66}}
  |advBlock={{EFZ-SF
|+1
|+0.66}}
  |cancel= N Sp Su JH IC
  |cancel= N Sp Su JH IC
  |description=
  |description=
Line 814: Line 742:
  |guard=Ground
  |guard=Ground
  |property=
  |property=
  |startup={{EFZ-SF
  |startup=8.66
|9
  |active=1.33
|8.66}}
  |recovery=18.33
  |active={{EFZ-SF
|2
|1.33}}
  |recovery={{EFZ-SF
|19
|18.33}}
  |advHit=+4
  |advHit=+4
  |advBlock=+2
  |advBlock=+2
Line 842: Line 764:
  |property=
  |property=
  |startup=4
  |startup=4
  |active={{EFZ-SF
  |active=9.33
|10
  |recovery=5.33
|9.33}}
  |recovery={{EFZ-SF
|6
|5.33}}
  |advHit=/
  |advHit=/
  |advBlock=/
  |advBlock=/
Line 866: Line 784:
  |guard=High/Air
  |guard=High/Air
  |property=
  |property=
  |startup={{EFZ-SF
  |startup=6.33
|7
  |active=9.33
|6.33}}
  |recovery=8.66
  |active={{EFZ-SF
|10
|9.33}}
  |recovery={{EFZ-SF
|9
|8.66}}
  |advHit=/
  |advHit=/
  |advBlock=/
  |advBlock=/
Line 893: Line 805:
  |guard=High/Air
  |guard=High/Air
  |property=
  |property=
  |startup={{EFZ-SF
  |startup=6.66
|7
  |active=14.33
|6.66}}
  |recovery=10.66
  |active={{EFZ-SF
|15
|14.33}}
  |recovery={{EFZ-SF
|11
|10.66}}
  |advHit=/
  |advHit=/
  |advBlock=/
  |advBlock=/
Line 922: Line 828:
  |property=
  |property=
  |startup=6
  |startup=6
  |active={{EFZ-SF
  |active=2.33
|3
  |recovery=6.66
|2.33}}
  |advHit=+1.66
  |recovery={{EFZ-SF
  |advBlock=+0.66
|7
|6.66}}
  |advHit={{EFZ-SF
|+2
|+1.66}}
  |advBlock={{EFZ-SF
|+1
|+0.66}}
  |cancel= Sp Su IC
  |cancel= Sp Su IC
  |description=Identical to 5A except it travels.<br>
  |description=Identical to 5A except it travels.<br>
Line 950: Line 848:
  |guard=Ground
  |guard=Ground
  |property=
  |property=
  |startup={{EFZ-SF
  |startup=5.33
|6
  |active=0.33
|5.33}}
  |recovery=9.66
  |active={{EFZ-SF
  |advHit=+6.66
|1
  |advBlock=+4.66
|0.33}}
  |recovery={{EFZ-SF
|10
|9.66}}
  |advHit={{EFZ-SF
|+7
|+6.66}}
  |advBlock={{EFZ-SF
|+5
|+4.66}}
  |cancel= Sp Su IC 6C
  |cancel= Sp Su IC 6C
  |description=Doppel performs an over the head downward punch.<br>
  |description=Doppel performs an over the head downward punch.<br>
Line 982: Line 870:
  |guard=Ground
  |guard=Ground
  |property=
  |property=
  |startup={{EFZ-SF
  |startup=7.33
|8
  |active=4.33
|7.33}}
  |recovery=16.33
  |active={{EFZ-SF
  |advHit=+3.66
|5
  |advBlock=+1.66
|4.33}}
  |recovery={{EFZ-SF
|17
|16.33}}
  |advHit={{EFZ-SF
|+4
|+3.66}}
  |advBlock={{EFZ-SF
|+2
|+1.66}}
  |cancel= Sp Su IC 6C
  |cancel= Sp Su IC 6C
  |description=Identical to 5C except it travels and wall bounces on air hit.<br>
  |description=Identical to 5C except it travels and wall bounces on air hit.<br>
Line 1,014: Line 892:
  |property=
  |property=
  |startup=2
  |startup=2
  |active={{EFZ-SF
  |active=3.33
|4
|3.33}}
  |recovery=5
  |recovery=5
  |advHit={{EFZ-SF
  |advHit=+4.33
|+5
  |advBlock=+1.66
|+4.33}}
  |advBlock={{EFZ-SF
|+2
|+1.66}}
  |cancel= Sp Su IC 6C
  |cancel= Sp Su IC 6C
  |description=Identical to 2A except it travels.<br>
  |description=Identical to 2A except it travels.<br>
Line 1,040: Line 912:
  |guard=Low
  |guard=Low
  |property=
  |property=
  |startup={{EFZ-SF
  |startup=6.33
|7
  |active=1.33
|6.33}}
  |recovery=14.33
  |active={{EFZ-SF
|2
|1.33}}
  |recovery={{EFZ-SF
|15
|14.33}}
  |advHit=+1
  |advHit=+1
  |advBlock={{EFZ-SF
  |advBlock=-0.33
|-1
|-0.33}}
  |cancel= Sp Su IC
  |cancel= Sp Su IC
  |description=Identical to 2B except it travels, amazing poke.<br>
  |description=Identical to 2B except it travels, amazing poke.<br>
Line 1,069: Line 933:
  |guard=Ground
  |guard=Ground
  |property=
  |property=
  |startup={{EFZ-SF
  |startup=3.66
|4
  |active=1.33
|3.66}}
  |active={{EFZ-SF
|2
|1.33}}
  |recovery=24
  |recovery=24
  |advHit=/
  |advHit=/
  |advBlock={{EFZ-SF
  |advBlock=-3.33
|-4
|-3.33}}
  |cancel= Sp Su J IC
  |cancel= Sp Su J IC
  |description=Similar to 2C, but the hitbox on Doppel's body is a lot bigger.<br>
  |description=Similar to 2C, but the hitbox on Doppel's body is a lot bigger.<br>
Line 1,099: Line 957:
  |guard=Grab
  |guard=Grab
  |property=
  |property=
  |startup={{EFZ-SF
  |startup=5.33
|6
  |active=0.66
|5.33}}
  |recovery=21.33
  |active={{EFZ-SF
|1
|0.66}}
  |recovery={{EFZ-SF
|22
|21.33}}
  |advHit=/
  |advHit=/
  |advBlock=/
  |advBlock=/
Line 1,157: Line 1,009:
  |guard=Any
  |guard=Any
  |property=LI: 1-39
  |property=LI: 1-39
  |startup={{EFZ-SF
  |startup=13.33
|14
|13.33}}
  |active=27
  |active=27
  |recovery=24
  |recovery=24
  |advHit=/
  |advHit=/
  |advBlock={{EFZ-SF
  |advBlock=-13.33
|-14
|-13.33}}
  |cancel= IC
  |cancel= IC
  |description=Doppel transforms into a fire tornado with a disembodied head and travels a short distance towards the opponent.<br>
  |description=Doppel transforms into a fire tornado with a disembodied head and travels a short distance towards the opponent.<br>
Line 1,176: Line 1,024:
  |guard=Any
  |guard=Any
  |property=HI: 1-54
  |property=HI: 1-54
  |startup={{EFZ-SF
  |startup=12.33
|13
  |active=42.66
|12.33}}
  |active={{EFZ-SF
|43
|42.66}}
  |recovery=24
  |recovery=24
  |advHit=/
  |advHit=/
  |advBlock={{EFZ-SF
  |advBlock=-14.33
|-15
|-14.33}}
  |cancel= IC
  |cancel= IC
  |description=Same as the A version, except she travels further and low profiles instead.<br>
  |description=Same as the A version, except she travels further and low profiles instead.<br>
Line 1,197: Line 1,039:
  |guard=Any
  |guard=Any
  |property=I: 1-26
  |property=I: 1-26
  |startup={{EFZ-SF
  |startup=7.33
|8
|7.33}}
  |active=32
  |active=32
  |recovery=36
  |recovery=36
Line 1,225: Line 1,065:
  |guard=Any
  |guard=Any
  |property=
  |property=
  |startup={{EFZ-SF
  |startup=14.33
|15
|14.33}}
  |active=8
  |active=8
  |recovery={{EFZ-SF
  |recovery=18.33
|19
|18.33}}
  |advHit=/
  |advHit=/
  |advBlock=-4
  |advBlock=-4
Line 1,244: Line 1,080:
  |guard=Any
  |guard=Any
  |property=
  |property=
  |startup={{EFZ-SF
  |startup=31.66
|32
  |active=21.33
|31.66}}
  |active={{EFZ-SF
|22
|21.33}}
  |recovery=8
  |recovery=8
  |advHit=/
  |advHit=/
  |advBlock={{EFZ-SF
  |advBlock=+5.66
|+6
|+5.66}}
  |cancel= FIC
  |cancel= FIC
  |description=Safe on block, but slower, can be used to mix with 214A since they have identical animations.<br>
  |description=Safe on block, but slower, can be used to mix with 214A since they have identical animations.<br>
Line 1,265: Line 1,095:
  |guard=Any
  |guard=Any
  |property=
  |property=
  |startup={{EFZ-SF
  |startup=18.66
|19
|18.66}}
  |active=28
  |active=28
  |recovery=22
  |recovery=22
  |advHit=/
  |advHit=/
  |advBlock={{EFZ-SF
  |advBlock=-7.66
|-8
|-7.66}}
  |cancel= FIC
  |cancel= FIC
  |description=Slightly slower than the A version, longer active frames than B version, and a larger flame.<br>
  |description=Slightly slower than the A version, longer active frames than B version, and a larger flame.<br>
Line 1,374: Line 1,200:
  |guard=/
  |guard=/
  |property=
  |property=
  |startup={{EFZ-SF
  |startup=7.66
|8
|7.66}}
  |active=/
  |active=/
  |recovery={{EFZ-SF
  |recovery=41.33
|42
|41.33}}
  |advHit= /
  |advHit= /
  |advBlock= /
  |advBlock= /
Line 1,397: Line 1,219:
  |guard=
  |guard=
  |property=
  |property=
  |startup={{EFZ-SF
  |startup=14.33
|15
|14.33}}
  |active=
  |active=
  |recovery={{EFZ-SF
  |recovery=31.66
|32
|31.66}}
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
Line 1,588: Line 1,406:
  |guard=Ground
  |guard=Ground
  |property=I: 1 - 11
  |property=I: 1 - 11
  |startup={{EFZ-SF
  |startup=16.33~40※
|17
|16.33}}~40※
  |active=10
  |active=10
  |recovery=49(hit), 22(whiff/block)
  |recovery=49(hit), 22(whiff/block)
  |advHit=/
  |advHit=/
  |advBlock={{EFZ-SF
  |advBlock=-0.33
|-1
|-0.33}}
  |cancel=None
  |cancel=None
  |description=Doppel rushes forward to grab the opponent. Has a few invulnerable frames on startup.
  |description=Doppel rushes forward to grab the opponent. Has a few invulnerable frames on startup.
Line 1,606: Line 1,420:
  |guard=Ground
  |guard=Ground
  |property=I: 1 - 26~61
  |property=I: 1 - 26~61
  |startup={{EFZ-SF
  |startup=16.33~52※
|17
|16.33}}~52※
  |active=10
  |active=10
  |recovery=49(hit), 22(whiff/block)
  |recovery=49(hit), 22(whiff/block)
  |advHit=/
  |advHit=/
  |advBlock={{EFZ-SF
  |advBlock=-0.33
|-1
|-0.33}}
  |cancel=None
  |cancel=None
  |description=Same as the A version, except higher damage and range. Fully invincible until recovery.<br>
  |description=Same as the A version, except higher damage and range. Fully invincible until recovery.<br>
Line 1,625: Line 1,435:
  |guard=Ground
  |guard=Ground
  |property=I: 1 - 26~73
  |property=I: 1 - 26~73
  |startup={{EFZ-SF
  |startup=16.33~64※
|17
|16.33}}~64※
  |active=10
  |active=10
  |recovery=49(hit), 22(whiff/block)
  |recovery=49(hit), 22(whiff/block)
  |advHit=/
  |advHit=/
  |advBlock={{EFZ-SF
  |advBlock=-0.33
|-1
|-0.33}}
  |cancel=None
  |cancel=None
  |description=Same as the B version, except higher damage and range.<br>
  |description=Same as the B version, except higher damage and range.<br>
Line 1,656: Line 1,462:
  |recovery=/
  |recovery=/
  |advHit=/
  |advHit=/
  |advBlock={{EFZ-SF
  |advBlock=-28.66
|-29
|-28.66}}
  |cancel=None
  |cancel=None
  |description=
  |description=
Line 1,670: Line 1,474:
  |startup=18
  |startup=18
  |active=/
  |active=/
  |recovery={{EFZ-SF
  |recovery=50.66
|51
|50.66}}
  |advHit=/
  |advHit=/
  |advBlock=/
  |advBlock=/
Line 1,703: Line 1,505:
  |recovery=/
  |recovery=/
  |advHit=/
  |advHit=/
  |advBlock={{EFZ-SF
  |advBlock=-28.66
|-29
|-28.66}}
  |cancel=None
  |cancel=None
  |description=
  |description=
Line 1,717: Line 1,517:
  |startup=18
  |startup=18
  |active=/
  |active=/
  |recovery={{EFZ-SF
  |recovery=70.66
|71
|70.66}}
  |advHit=/
  |advHit=/
  |advBlock=/
  |advBlock=/
Line 1,750: Line 1,548:
  |recovery=/
  |recovery=/
  |advHit=/
  |advHit=/
  |advBlock={{EFZ-SF
  |advBlock=-48.66
|-49
|-48.66}}
  |cancel=None
  |cancel=None
  |description=
  |description=
Line 1,766: Line 1,562:
  |recovery=/
  |recovery=/
  |advHit=/
  |advHit=/
  |advBlock={{EFZ-SF
  |advBlock=-28.66
|-29
|-28.66}}
  |cancel=None
  |cancel=None
  |description=
  |description=
Line 1,780: Line 1,574:
  |startup=18
  |startup=18
  |active=/
  |active=/
  |recovery={{EFZ-SF
  |recovery=90.66
|91
|90.66}}
  |advHit=/
  |advHit=/
  |advBlock=/
  |advBlock=/
Line 1,823: Line 1,615:
*Faster movement (increase varies across movement types but her walk is especially faster)
*Faster movement (increase varies across movement types but her walk is especially faster)
*Faster moves (all normals and 623/214 specials are faster)
*Faster moves (all normals and 623/214 specials are faster)
*Passively generates SP, even during superflash, RG freeze, and cinematics (1 bar every <div style="display:inline-block;"> {{EFZ-SF|334|333.33}} </div> frames, just over 5 seconds)
*Passively generates SP, even during superflash, RG freeze, and cinematics (1 bar every <div style="display:inline-block;"> 333.33 </div> frames, just over 5 seconds)
*Almost always plus (6C is her only normal negative enough to be punished on block and her 2f 2A can give her the advantage even when she's slightly minus)
*Almost always plus (6C is her only normal negative enough to be punished on block and her 2f 2A can give her the advantage even when she's slightly minus)
*Can do infinites (66B & 662A can 1f link into themselves forever, although extremely difficult)<br>
*Can do infinites (66B & 662A can 1f link into themselves forever, although extremely difficult)<br>

Revision as of 20:40, 14 January 2023

Doppel Nanase

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 mix-ups 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 run her mix-ups 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 is able to double jump once, and air dash once.
  • Doppel is one of a few characters who gain some throw invincibility after double jumping.
  • Doppel's command grab follow-ups can be teched. See Maiden Capture for more information.




EFZ Doppel Movelist Icon.png Normal
EFZ Golden Doppel Movelist Icon.png Golden (FM)

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
High: Stand Block
Ground: Air Unblockable, may be blocked either Crouching or Standing
Any: Air, crouch, and stand block
Throw: Cannot be blocked, throw type hitbox that targets the collision box
Unblockable: Cannot be blocked, unblockable hitbox that targets hurtboxes

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
TI: Throw Invincibility
SI: Strike Invincibility
HI: Upper Body/High Invincibility
LI: Low Invincibility/Low Crush
A: Armour
G: Guard Point

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
Sp: Specials
Su: Supers
J: Jump cancel possible on hit, block and RG
JH: Jump cancel possible on hit only
AD: Air Dash
IC: Instant Charge after hit (22C)
FIC: Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff)
R: Repeatable, always A normals. Will cancel into other A normals.
f5B/2B: Usually c5B cancel option
SB: S button cancelling, character specific. Examples: stance, summon or flight cancels.
Rekka: A special move with multiple parts that require additional inputs.
: Special rules, see description for details (look for the ※)

Standing

5A
5A
Doppel5a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 - - Ground 4 4 5 +1 -1 N Sp Su J IC R

Doppel does a quick horizontal jab with her left hand.

c5B
c5B
Doppelc5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
500 - - Ground 6 7 8 +1 -1 N Sp Su J IC f5B/2B

Doppel does an uppercut.
Used in 66C loops and optimal juggles.

f5B
f5B
Doppelf5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
500 - - Ground 6 5 10 +1 -1 N Sp Su JH IC

Doppel does a punch with her right hand.
Preferred in some juggles due to the forward launch.

5C
5C
Doppel5c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
650 - - Ground 13 5 18 +0 -2 N Sp Su IC

Doppel headbutts the opponent, moving her forward.
Has a large amount of hitstun, allowing you to cancel into 41236A or start a combo using IC.

6C
Maiden Straight
6C
Doppel6c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
700 - - Ground 16 10 24 - -13 Sp Su IC

Doppel twists her body in a long punch to the gut.
The far knockdown angle sets up nicely for midscreen left/rights
This is your midscreen combo ender and your launcher in the corner.

Crouching

2A
2A
Doppel2a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 - - Low 4 4 5 +1 +0 N Sp Su J IC R

Doppel throws a short straight jab from her crouching position.

2B
2B
Doppel2b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 - - Low 9 2 16 -2 -4 N Sp Su J IC

Doppel extends her body and punches at the opponent's feet.
This move has lower forward invincibility, making this an excellent poke.

2C
2C
Doppel2c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
250 - - Ground 10 2 23 -1 -3 N Sp Su JH IC
450 - - Ground 13 2 21 +1 -1 N Sp Su JH IC

Doppel does a multi hitting uppercut.

Jumping

j5A
j5A
Doppelj5a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 - - High/Air 6 10 5 - - N J AD IC

Doppel does a quick, downward aerial jab.
The size of the hitbox makes this move superb at contesting for aerial space.

j5B
j5B
Doppelj5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
480 - - High/Air 9 10 9 - - N J AD IC

Doppel does a quick aerial uppercut.
You will only be using this when your opponent is above you, or in situational combos.

j5C
j5C
Doppelj5c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 - - High/Air 10 15 11 - - J AD IC

Doppel punches towards the ground. Causes knockdown on hit on an aerial opponent, preferred midscreen ender.
The hitbox on this move is gigantic and can easily cross-up, making it useful for left/right okizeme.

Dashing

66A
66A
Doppel66a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 - - Ground 8 4 6 +0 -1 Sp Su IC

Identical to 5A except it travels.
Can't chain so it's better to preemptively end your dash for 5A.

66B
66B
Doppel66b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
545 - - Ground 8 1 13 +3 +1 Sp Su IC 6C

Doppel performs an over the head downward punch.
This move can whiff at point blank, needs to be spaced accordingly.

66C
66C
Doppel66c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
700 - - Ground 10 5 18 +1 -1 Sp Su IC 6C

Identical to 5C except it travels and wall bounces on air hit.
Used in her corner combos for its high damage and wall bounce.

662A
662A
Doppel662a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 - - Low 4 4 5 +1 +0 Sp Su IC 6C

Identical to 2A except it travels.
Cannot self-cancel so you will have to manually time follow-ups after.

662B
662B
Doppel662b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 - - Low 9 2 16 -2 -4 Sp Su IC

Identical to 2B except it travels, amazing poke.
Can be confirmed with IC into 662C on hit which gives you many combo routes.

662C
662C
Doppel662c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 - - Ground 7 2 26 - -7 Sp Su J IC

Similar to 2C, but the hitbox on Doppel's body is a lot bigger.
Launches on hit and is a crucial part of her combos, often used to cheaply combo into 214214A or for her optimal blue IC midscreen combos.
Can be jump cancelled for safety on block.

Grabs

Ground Grab
Ground Grab
Close 6C/4C
EFZ Doppel GroundGrab.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1200 - - Grab 5.33 0.66 21.33 / / None

Doppel leaps forward holding her opponent and slams their head into the ground.

Air Grab
Air Grab
Close j6C
EFZ Doppel AirGrab.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1400 - - Grab 2 1 / / / None

Doppel falls forward with her opponent in an almost identical manner to her ground grab.

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*
Doppel623a.png
623A
623A
Doppel623b.png
623B
623B
Doppel623c.PNG
623C
623C
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 250x3 - - Any LI: 1-55 16 36 33 - -20 IC

Doppel transforms into a fire tornado with a disembodied head and travels a short distance towards the opponent.
This move high profiles making it great for match-ups with lots of lows, like Nayuki Awake.

B 200x3 - - Any HI: 1-78 15 60 33 - -44 IC

Same as the A version, except she travels further and low profiles instead.
Very good anti-air and approach tool, especially with IC.

C 100x15 - - Any I: 0.33-29.33 10 58 33 - - IC

Same as the A version, except Doppel doesn't travel and she has full invincibility.
Main reversal, but very punishable if read.

  • Requires RF to use.
214*
Maiden Fire
214*
Doppel214a.png
214A/B
214A/B
Doppel214c.png
214C
214C
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 650 - - Any 21 8 25 / -12 FIC

Doppel pours spicy kimchi into her mouth and breathes fire.
Very safe disjoint which works as a combo starter with IC or a difficult 662A link.

B 250x3 - - Any 36 24 13 / +2 FIC

Safe on block, but slower, can be used to mix with 214A since they have identical animations.
Not as versatile as a combo starter since it launches far higher, requires IC to convert.

C 500x4 - - Any 24 32 26 / -12 FIC

Slightly slower than the A version, longer active frames than B version, and a larger flame.
Can be combo'd off of without IC or meter thanks to having no untech time.

  • Requires RF to use.

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
High: Stand Block
Ground: Air Unblockable, may be blocked either Crouching or Standing
Any: Air, crouch, and stand block
Throw: Cannot be blocked, throw type hitbox that targets the collision box
Unblockable: Cannot be blocked, unblockable hitbox that targets hurtboxes

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
TI: Throw Invincibility
SI: Strike Invincibility
HI: Upper Body/High Invincibility
LI: Low Invincibility/Low Crush
A: Armour
G: Guard Point

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
Sp: Specials
Su: Supers
J: Jump cancel possible on hit, block and RG
JH: Jump cancel possible on hit only
AD: Air Dash
IC: Instant Charge after hit (22C)
FIC: Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff)
R: Repeatable, always A normals. Will cancel into other A normals.
f5B/2B: Usually c5B cancel option
SB: S button cancelling, character specific. Examples: stance, summon or flight cancels.
Rekka: A special move with multiple parts that require additional inputs.
: Special rules, see description for details (look for the ※)

Standing

GO_5A
5A
Doppel5a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 - - Ground 2.66 2.66 4.66 +3.33 +2.33 N Sp Su J IC R

Doppel does a quick horizontal jab with her left hand.

GO_c5B
c5B
Doppelc5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
500 - - Ground 4 5.66 7.66 +3.33 +1.33 N Sp Su J IC f5B/2B

Doppel does an uppercut.
Used in 66C loops and optimal juggles.

GO_f5B
f5B
Doppelf5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
500 - - Ground 3.33 4.33 9 +3.33 +1.33 N Sp Su JH IC

Doppel does a punch with her right hand.
Preferred in some juggles due to the forward launch.

GO_5C
5C
Doppel5c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
650 - - Ground 10.33 4.33 16.33 +3 +1 N Sp Su IC

Doppel headbutts the opponent, moving her forward.
Has a large amount of hitstun, allowing you to cancel into 41236A or start a combo using IC.

GO_6C
Maiden Straight
6C
Doppel6c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
700 - - Ground 12 9.33 22.33 / -9.33 Sp Su IC

Doppel twists her body in a long punch to the gut.
The far knockdown angle sets up nicely for midscreen left/rights and corner juggles.
This is your midscreen combo ender and your corner launcher.

Crouching

GO_2A
2A
Doppel2a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 - - Low 2 3.33 4.66 +1.66 +1.66 N Sp Su J IC R

Doppel throws a short straight jab from her crouching position.
2f start-up! Allows Doppel to contest almost anything in the game safely.

GO_2B
2B
Doppel2b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 - - Low 6.33 1.33 14.33 +1 -0.33 N Sp Su J IC

Doppel extends her body and punches at the opponent's feet.
This move has lower forward invincibility, making this an excellent poke.

GO_2C
2C
Doppel2c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
250 - - Ground 7.33 1.33 19.66 +2.66 +0.66 N Sp Su JH IC
450 - - Ground 8.66 1.33 18.33 +4 +2 N Sp Su JH IC

Doppel does a multi hitting uppercut.

Jumping

GO_j5A
j5A
Doppelj5a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 - - High/Air 4 9.33 5.33 / / N J AD IC

Doppel does a quick, downward aerial jab.
The size of the hitbox makes this move superb at contesting for aerial space.

GO_j5B
j5B
Doppelj5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
480 - - High/Air 6.33 9.33 8.66 / / N J AD IC

Doppel does a quick aerial uppercut.
You will only be using this when your opponent is above you, or in situational combos.

GO_j5C
j5C
Doppelj5c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 - - High/Air 6.66 14.33 10.66 / / J AD IC

Doppel punches towards the ground. Causes knockdown on hit on an aerial opponent, preferred midscreen ender.
The hitbox on this move is gigantic and can easily cross-up, making it useful for left/right okizeme.

Dashing

GO_66A
66A
Doppel66a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 - - Ground 6 2.33 6.66 +1.66 +0.66 Sp Su IC

Identical to 5A except it travels.
Cannot self-cancel so it's better to pre-emptively end your dash for 5A.

GO_66B
66B
Doppel66b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
545 - - Ground 5.33 0.33 9.66 +6.66 +4.66 Sp Su IC 6C

Doppel performs an over the head downward punch.
This move can whiff at point blank, needs to be spaced accordingly.
Now has an infinite, can 1f link into itself infinitely.

GO_66C
66C
Doppel66c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
700 - - Ground 7.33 4.33 16.33 +3.66 +1.66 Sp Su IC 6C

Identical to 5C except it travels and wall bounces on air hit.
Used in her corner combos for its high damage and wall bounce.

GO_662A
662A
Doppel662a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 - - Low 2 3.33 5 +4.33 +1.66 Sp Su IC 6C

Identical to 2A except it travels.
Now has an infinite, can 1f link into itself infinitely.

GO_662B
662B
Doppel662b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 - - Low 6.33 1.33 14.33 +1 -0.33 Sp Su IC

Identical to 2B except it travels, amazing poke.
Can be confirmed with IC into 662C on hit which gives you many combo routes.

GO_662C
662C
Doppel662c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 - - Ground 3.66 1.33 24 / -3.33 Sp Su J IC

Similar to 2C, but the hitbox on Doppel's body is a lot bigger.
Launches on hit and is a crucial part of her combos, often used to cheaply combo into 214214A or for her optimal blue IC midscreen combos.
Can be jump cancelled for safety on block.

Grabs

GO_Ground_Grab
Ground Grab
Close 6C/4C
EFZ Doppel GroundGrab.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1200 - - Grab 5.33 0.66 21.33 / / None

Doppel leaps forward holding her opponent and slams their head into the ground.

GO_Air_Grab
Air Grab
Close j6C
EFZ Doppel AirGrab.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1400 - - Grab 2 1 / / / None

Doppel falls forward with her opponent in an almost identical manner to her ground grab.

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*
Doppel623a.png
623A
623A
Doppel623b.png
623B
623B
Doppel623c.PNG
623C
623C
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 250x2 - - Any LI: 1-39 13.33 27 24 / -13.33 IC

Doppel transforms into a fire tornado with a disembodied head and travels a short distance towards the opponent.
This move high profiles making it great for match-ups with lots of lows, like Nayuki Awake.

B 200x3 - - Any HI: 1-54 12.33 42.66 24 / -14.33 IC

Same as the A version, except she travels further and low profiles instead.
Very good anti-air and approach tool, especially with IC.

C 100x15 - - Any I: 1-26 7.33 32 36 / - IC

Same as the A version, except Doppel doesn't travel and she has full invincibility.
Main reversal, but very punishable if read.

  • Requires RF to use.
GO_214*
Maiden Fire
214*
Doppel214a.png
214A/B
214A/B
Doppel214c.png
214C
214C
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 650 - - Any 14.33 8 18.33 / -4 FIC

Doppel pours spicy kimchi into her mouth and breathes fire.
Very safe disjoint which works as a combo starter with IC or a difficult 662A link.

B 250x3 - - Any 31.66 21.33 8 / +5.66 FIC

Safe on block, but slower, can be used to mix with 214A since they have identical animations.
Not as versatile as a combo starter since it launches far higher, requires IC to convert.

C 500x4 - - Any 18.66 28 22 / -7.66 FIC

Slightly slower than the A version, longer active frames than B version, and a larger flame.
Can be combo'd off of without IC or meter thanks to having no untech time.

  • Requires RF to use.
41236*
Maiden Capture
41236*
Doppel41236a.png
41236A
41236A
Doppel41236b.png
41236B
41236B
Doppel41236c.png
41236C
41236C
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A / - - Grab/Hitgrab 20 2 35 / / None

Grabs grounded opponents only, can be combo'd into with specific setups, like after 5C.
Mainly used as a gimmick to catch opponents off guard due to its significant range, being able to grab even after a blockstring.

B / - - Grab/Hitgrab 13 2 44 / / None

Grabs aerial opponents only, cannot grab grounded opponents.
Your the main combo ender, it's very easy to combo into and grants Doppel left/right mix-ups anywhere.
Not applicable as an anti-air grab, despite how it looks.

C / - - Grab 6 1 36 / / None

A standard command grab, cannot be combo'd into and has very poor range.
Your true mix-up command grab, useful for catching opponents off guard.

  • Does not require RF to use.
41236*_236A
Maiden Capture
Follow-ups
Doppel41236--AUTO.png
Automatic Follow-up
Automatic Follow-up
Doppel41236--214a.png
41236*~236A
41236*~236A
Doppel41236--214b.png
41236*~236B
41236*~236B
All 236* and 236236* follow-ups are interchangeable with 214* and 214214*. All follow-ups do not prorate!
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
Automatic Follow-up 1000 - - / - / - / / IC ※

The guaranteed ender if you just want guaranteed okizeme or don't want to risk the scramble after a tech.
Can be IC'd unlike the rest of the follow-ups, although it does nothing.
※ Automatic follow-up can be replaced with 236A/B follow-ups.

236A Follow-up 1500 - - / 7.66 / 41.33 / / 2

This is the high damage follow-up to 41236*, able to be further followed up with unique supers.
Each follow-up super costs 1 bar each, so a full chain takes 2 bars.
Depending on the character, this follow-up crosses up, you can read more in the table below.

  • 236A follow-ups (including this one) can be escaped with the C button.
  • Must be inputted after the opponent stops shaking in Doppel's hand.

2 Can be followed up after hitting with 236A/B.

236B Follow-up - - - - 14.33 - 31.66 - - None

Doppel throws the opponent up and behind her, dealing no damage.
However, after the throw the opponent has no untech time, giving you the freedom to start any combo.

  • 236B follow-ups (including this one) can be escaped with the B button.
  • Must be inputted after the opponent stops shaking in Doppel's hand.
Teched follow-up (Doppel) - - - - - - - - - None
Teched follow-up (Opponent) - - - - - - - - - None
Teched Follow-up
(Stage 1, left.)
(Stage 2/3, right.)

The opponent jumps out of Doppel's hands, denying her follow-up and initiating a scramble situation.
Where the opponent pops out varies on follow-up stage and character, you can read more about it in the table below.

Eternity Specials

41236*_236A_236A
Maiden Capture

Super Follow-ups

(236A)
Doppel41236X236A.png
236A~236A
236A~236A
Doppel236236c.png
236A~236A~236236A
236A~236A~236236A
Doppel41236X236A236236B.png
236A~236A~236236B
236A~236A~236236B
All 236* and 236236* follow-ups are interchangeable with 214* and 214214*. All follow-ups do not prorate!
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
236A~236A Follow-up
Relentless Granite-Breaking Barrage
50 x 24 + 500 - - - - - - - - 3

Doppel repeatedly punches the opponent into the ground.

  • 236A follow-ups (including this one) can be escaped with the C button.
  • Must be inputted as the opponent hits the ground.

3 Can be followed up with 236236A/B, only before the 23rd hit.

236A~236A~236236A Follow-up
Maiden Finger
4200 - - - - - - - - None

Doppel lifts the opponent up and explodes them in the same manner as her 236236C super.

  • 236A follow-ups (including this one) can be escaped with the C button.
236A~236A~236236B Follow-up
Falling Maiden
4500 - - - - - - - - None

Doppel jumps offscreen for a moment before crashing down onto the opponent.

  • 236B follow-ups (including this one) can be escaped with the B button.
41236*_236A_236B
Maiden Capture

Super Follow-ups

(236B)
Doppel41236X236B.png
236A~236B
236A~236B
Doppel41236X236B236236A.png
236A~236B~236236A
236A~236B~236236A
Doppel41236X236B236236B.png
236A~236B~236236B
236A~236B~236236B
All 236* and 236236* follow-ups are interchangeable with 214* and 214214*. All follow-ups besides 236A~236B~236236B do not prorate!
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
236A~236B Follow-up
Exploding Inner-Soul Fist
1800 - - - - - - - - 3

Doppel delivers a single explosive punch the opponent on the ground.

  • 236B follow-ups (including this one) can be escaped with the B button.
  • Must be inputted as the opponent hits the ground.

3 Can be followed up with 236236A/B, up until Doppel fully stands up.

236A~236B~236236A Follow-up
Human Floor-Burning Polisher
80 x N + 3000 - - - - - - - - None

Doppel dives head first into the opponent and scrapes them across the screen until exploding at the wall.
This move hits more times the longer it travels, making it the preferred ender when facing towards a corner.

  • 236A follow-ups (including this one) can be escaped with the C button.
236A~236B~236236B Follow-up
Maiden Volcannon
1400 x 3 - - - - - - - - None

Doppel creates 3 fire eruptions in quick succession in the same manner as her 214214C super.

  • 236B follow-ups (including this one) can be escaped with the B button.
236236*
Maiden Finger
236236*
Doppel236236a.png
Doppel236236c.png
※ Starts up sooner if Doppel enters proximity of the opponent.
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 2300 - - Ground I: 1 - 11 16.33~40※ 10 49(hit), 22(whiff/block) / -0.33 None

Doppel rushes forward to grab the opponent. Has a few invulnerable frames on startup.

B 3300 - - Ground I: 1 - 26~61 16.33~52※ 10 49(hit), 22(whiff/block) / -0.33 None

Same as the A version, except higher damage and range. Fully invincible until recovery.
Can be used as a reversal, unlike 236236A.

C 4900 - - Ground I: 1 - 26~73 16.33~64※ 10 49(hit), 22(whiff/block) / -0.33 None

Same as the B version, except higher damage and range.
Can be used to punish moves like Shiori's 236* at fullscreen thanks to the extra range it has.

214214*
Maiden Volcannon
214214*
Doppel214214.png
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 1800 - - Ground - 18 6 / / -28.66 None
Doppel / - - / - 18 / 50.66 / / None

Doppel causes an eruption of fire to burst from the ground.
Used in her juggles to convert when the opponent is knocked up too high.

B 1500 - - Ground I: 1-13 18 6 / / - None
- 1500 - - Ground - 38 6 / / -28.66 None
Doppel / - - / - 18 / 70.66 / / None

Same as A version, now with one extra eruption.
Deals the least damage of the three versions, if meter dumping it's best to use the C version.

C 1600 - - Ground I: 1-13 18 6 / / - None
- 1600 - - Ground - 38 6 / / -48.66 None
- 1600 - - Ground - 58 6 / / -28.66 None
Doppel / - - / - 18 / 90.66 / / None

Same as A version, now with two extra eruptions.
Has niche use as a meter dump after a heavily scaled combo to forcefully corner carry or close out a round.

Notes about 214214B/C:

  • The extra eruptions give Doppel more recovery, making her far more punishable and making follow-ups impossible outside of the corner.
  • The extra eruptions can occasionally whiff due to launch height and some character's air hurtboxes, especially in the corner.
  • Just use 214214A, you can loop it with 662C.

Final Memory

FM
Maiden Enlightenment
DoppelFM.png
Known as "Gold Doppel"
Known as "Gold Doppel"
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
/ - - / 0 / 0 / / None

Doppel enters her "Enlightened" install for the rest of the match. This Final Memory has no input and activates automatically when Doppel has met these five requirements:

  1. Doppel has 1/6th health or less (half of the normal FM threshold)
  2. Doppel has 3 SP bars
  3. Doppel is on the ground
  4. Doppel has returned to her idle stance (not dashing, attacking, or in hit/block/RG stun)
  5. It is the final round (both players are one round away from victory, as in 1-1, cannot transform when up 1-0)

While enlightened, Doppel gains numerous benefits:

  • Faster movement (increase varies across movement types but her walk is especially faster)
  • Faster moves (all normals and 623/214 specials are faster)
  • Passively generates SP, even during superflash, RG freeze, and cinematics (1 bar every
    333.33
    frames, just over 5 seconds)
  • Almost always plus (6C is her only normal negative enough to be punished on block and her 2f 2A can give her the advantage even when she's slightly minus)
  • Can do infinites (66B & 662A can 1f link into themselves forever, although extremely difficult)

Still, this Final Memory is very rarely impactful due to how close to death you have to be to trigger it.

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 AA grab is her main combo ender, and 41236C can be used in place of your normal throw and with RGs. All possible follow-ups to her 41236* command grabs can be teched by the opponent. If the opponent successfully techs a follow-up, 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 follow-ups 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

f.5B
  • 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.
j.A
  • 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.
662C
  • Same as 2C except it has forward momentum, unlike 662B you don't need to IC it since it can be jump cancelled. Hitting it gives you a combo, having it blocked lets you jump cancel for an IAD hi/lo or to back off. You will need to get used to doing 214214A after to get a combo, or 41236B for a knockdown without meter.
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. Making use of her dash momentum with 2AAA, 662B/C, and j.AAA are your main tools for getting back in their face when you're pushed out. 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 harass with f.5B, 2B, 6C, 214A/B. If the opponent becomes overly respectful, you can begin to dash in 41236A/C as a mix-up.
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 and varying your space closing moves in timing slightly, changing up which move you use to close the distance to make it less predictable. Using red IC to makes moves such as 623B, 662B, and 662C safe. 662B IC is especially potent, which leads into 662C which can net you a combo or safely reset with an IAD on block. Using Recoil Counter if any of these options are called out to reset.
214B FIC 66 41236C Mix-up
  • This mix-up 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)

      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"[1].

                        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[2], 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[3]
                        floating around you.
                        It was a good experience.

                        Colors

                        EFZ-dnanase-colors.png

                        In-game References

                        External References

                        • Doppel's "Maiden Typhoon" move is based on Jin Saotome's "Saotome Typhoon" move, from the Marvel vs Capcom series.
                        • Doppel's "Maiden Fire" move may be based on Mech Zangief's "Vodka Fire" move or potentially Dhalsim's "Yoga Flame" move, from the Marvel vs Capcom series.
                        • 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 "Maiden Straight" move is based on Slayer's "Mappa Hunch" move, from the Guilty Gear series.
                        • Doppel's "Human Floor-Burning Polisher" move is based on Jin Saotome's "Saotome Crush" move, from the Marvel vs Capcom series.
                        • Doppel's "Maiden Enlightenment" mode is based on Jin Saotome's "Saotome Shine" mode, from the Marvel vs Capcom series.

                        ONE References

                        • Doppel's stage is a reference to the park 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.


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