Eternal Fighter Zero/Doppel Nanase: Difference between revisions
Sushininja05 (talk | contribs) m (tech notes) |
Sushininja05 (talk | contribs) (better descs and a rewrite of the strategy) |
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|advBlock=-1 | |advBlock=-1 | ||
|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.<br> | ||
Safe and fast, can be used to check jump-ins when 623A/B isn't out or after RG'ing a jump-in. | |||
}} | }} | ||
}} | }} | ||
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|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> | ||
Used in | Used in most juggles as her arm lunges very far up, making it easy to connect. It can even be used somewhat as an anti-air.<br> | ||
Extremely prone to whiffing on crouching opponents, this can sometimes create very fake RG punishes as c.5B whiffs point blank allowing you to punish, this usually only gets you punished though. | |||
}} | }} | ||
}} | }} | ||
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|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> | ||
Preferred in | Preferred over c.5B in optimal juggles despite the difficulty of hitting it due to it incurring less scaling than c.5B. | ||
}} | }} | ||
}} | }} | ||
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|advBlock=-2 | |advBlock=-2 | ||
|cancel= N Sp Su IC | |cancel= N Sp Su IC | ||
|description=Doppel headbutts the opponent, moving her forward.<br> | |description=Doppel headbutts the opponent, moving her forward quite a bit.<br> | ||
Has a large amount of hitstun, allowing you to cancel into 41236A or start a combo using IC. | Has a large amount of hitstun, allowing you to cancel into 41236A or start a combo using IC. | ||
}} | }} | ||
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|advBlock=-13 | |advBlock=-13 | ||
|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, sending her extremely far.<br> | ||
The far knockdown angle sets up nicely for | This is Doppel's preferred combo starter with IC and her preferred combo ender without IC, can be cancelled into from almost all of her buttons. | ||
Although it's extremely punishable, when spaced correctly it's very safe and hard to contest, you can couple it with 2B and 214A/B to make your opponent respect you fishing for combos. | |||
The far knockdown angle sets up nicely for left/rights at midscreen and combos easily into 41236B in the corner for a more difficult left/right. | |||
}} | }} | ||
}} | }} | ||
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|advBlock=+0 | |advBlock=+0 | ||
|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. | |description=Doppel throws a short straight jab from her crouching position. | ||
}} | }} | ||
}} | }} | ||
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|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> | ||
This move has lower forward invincibility, making | This move has lower forward invincibility and moves her very far forward, making it great for poking or fishing for 6Cs. | ||
}} | }} | ||
}} | }} | ||
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|advBlock=-1 | |advBlock=-1 | ||
|cancel= N Sp Su JH IC | |cancel= N Sp Su JH IC | ||
|description=Doppel does a multi hitting uppercut. | |description=Doppel does a multi hitting uppercut.<br> | ||
Very slow and hard to apply as an anti-air despite how it looks, launches upward when connecting with an airborne opponent making it more useful for lazy conversions. | |||
}} | }} | ||
}} | }} | ||
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|cancel= N J AD IC | |cancel= N J AD IC | ||
|description=Doppel does a quick, downward aerial jab.<br> | |description=Doppel does a quick, downward aerial jab.<br> | ||
The size of the hitbox makes this move superb at contesting for aerial space. | The size of the hitbox makes this move superb at contesting for aerial space.<br> | ||
Difficult and inconsistent to successfully jump-in with and convert off of, try to use a late j.C hit instead for jump-ins. | |||
}} | }} | ||
}} | }} | ||
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|cancel= N J AD IC | |cancel= N J AD IC | ||
|description=Doppel does a quick aerial uppercut.<br> | |description=Doppel does a quick aerial uppercut.<br> | ||
Sends the opponent upward on air connect, you'll only be using this when your opponent is above you, or in situational combos. | |||
}} | }} | ||
}} | }} | ||
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|advBlock= | |advBlock= | ||
|cancel= J AD IC | |cancel= J AD IC | ||
|description=Doppel punches towards the ground. Causes knockdown on hit on an aerial opponent, preferred midscreen ender.<br> | |description=Doppel punches towards the ground. Causes knockdown on hit on an aerial opponent, preferred midscreen juggle ender.<br> | ||
The hitbox on this move is gigantic and can easily cross-up, making it useful for left/right okizeme. | The hitbox on this move is gigantic and can easily cross-up, making it useful for left/right okizeme. | ||
}} | }} | ||
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|cancel= Sp Su IC | |cancel= Sp Su IC | ||
|description=Identical to 5A except it travels.<br> | |description=Identical to 5A except it travels.<br> | ||
Can't chain so it's better to preemptively end your dash for 5A. | Can't chain so it's better to preemptively end your dash for 5A or use 662A instead. | ||
}} | }} | ||
}} | }} | ||
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|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> | ||
Cannot self-cancel so | Cannot self-cancel or link into 2A, so treat it like a reset and instead use it for 41236C tick-throws. | ||
}} | }} | ||
}} | }} | ||
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|advBlock=-4 | |advBlock=-4 | ||
|cancel= Sp Su IC | |cancel= Sp Su IC | ||
|description=Identical to 2B except it travels, | |description=Identical to 2B except it travels, very long range poke.<br> | ||
Can be confirmed with IC into 662C on hit which gives you many combo routes. | Can be confirmed with IC into 662C on hit which gives you many combo routes.<br> | ||
Situationally worth using as confirming IC can be tricky and it's very easy to counter-poke. | |||
}} | }} | ||
}} | }} | ||
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|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> | ||
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.<br> | 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.<br> | ||
Can be jump cancelled | Can be jump cancelled on block or hit. | ||
}} | }} | ||
}} | }} | ||
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|advBlock=/ | |advBlock=/ | ||
|cancel= None | |cancel= None | ||
|description=Doppel leaps forward holding her opponent and slams their head into the ground. | |description=Doppel leaps forward holding her opponent and slams their head into the ground.<br> | ||
Deals more damage than a raw 41236* (w/ guaranteed follow-up), so it's good to throw out occasionally as it requires less work to hit and has faster start-up than 41236C. | |||
}} | }} | ||
}} | }} | ||
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|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> | ||
This move high profiles making it great for match-ups with lots of lows, like Nayuki Awake. | This move high profiles making it great for match-ups with lots of lows, like Nayuki Awake, or against opponents who do 2A okizeme. | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
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|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> | ||
Very good anti-air and approach tool, especially with IC. | Very good anti-air and approach tool, especially with IC, prone to RG battles so expect to RG back. | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
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|cancel= FIC | |cancel= FIC | ||
|description=Doppel pours spicy kimchi into her mouth and breathes fire.<br> | |description=Doppel pours spicy kimchi into her mouth and breathes fire.<br> | ||
Very safe disjoint which works as a combo starter with IC or a difficult 662A link.<br> | Very safe disjoint which works as a combo starter with IC or a difficult 662A link at point blank/corner.<br> | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
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|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> | ||
Not as versatile as a combo starter since it launches far higher, requires IC to convert. | Not as versatile as a combo starter since it launches far higher and scales more, requires IC to convert.<br> | ||
If you hit with only one of the later hits you can easily start a combo with 66C in the corner.<br> | |||
Can be FIC'd at any time during the start-up for a gimmick 41236C. | |||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
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|advBlock=+2.33 | |advBlock=+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.<br> | ||
Safe and fast, can be used to check jump-ins when 623A/B isn't out or after RG'ing a jump-in.<br> | |||
While largely outclassed by Gold 2A, still just as good. | |||
}} | }} | ||
}} | }} | ||
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|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> | ||
Used in | Used in most juggles as her arm lunges very far up, making it easy to connect. It can even be used somewhat as an anti-air.<br> | ||
Extremely prone to whiffing on crouching opponents, unlike Normal c.5B you can just mash it again for f.5B if it whiffs since Gold is so fast and occasionally pick up a punish that way. | |||
}} | }} | ||
}} | }} | ||
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|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> | ||
Preferred in | Preferred over c.5B in optimal juggles despite the difficulty of hitting it due to it incurring less scaling than c.5B. | ||
}} | }} | ||
}} | }} | ||
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|advBlock=-9.33 | |advBlock=-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, sending her extremely far.<br> | ||
The far knockdown angle sets up nicely for | This is Doppel's preferred combo starter with IC and her preferred combo ender without IC, can be cancelled into from almost all of her buttons. | ||
Although it's extremely punishable, when spaced correctly it's very safe and hard to contest, you can couple it with 2B and 214A/B to make your opponent respect you fishing for combos. | |||
The far knockdown angle sets up nicely for left/rights at midscreen and combos easily into 41236B in the corner for a more difficult left/right. | |||
}} | }} | ||
}} | }} | ||
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|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> | ||
2f start-up | Lightning fast 2f start-up allowing her to completely shut down most options and remain safe. | ||
}} | }} | ||
}} | }} | ||
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|advBlock=+2 | |advBlock=+2 | ||
|cancel= N Sp Su JH IC | |cancel= N Sp Su JH IC | ||
|description=Doppel does a multi hitting uppercut. | |description=Doppel does a multi hitting uppercut.<br> | ||
Very slow and hard to apply as an anti-air despite how it looks, launches upward when connecting with an airborne opponent making it more useful for lazy conversions. | |||
}} | }} | ||
}} | }} | ||
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|cancel= N J AD IC | |cancel= N J AD IC | ||
|description=Doppel does a quick, downward aerial jab.<br> | |description=Doppel does a quick, downward aerial jab.<br> | ||
The size of the hitbox makes this move superb at contesting for aerial space. | The size of the hitbox makes this move superb at contesting for aerial space.<br> | ||
Unlike Normal Doppel's j.A, Gold j.A comes out lightning fast and is incredibly easy to convert off of. | |||
}} | }} | ||
}} | }} | ||
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|cancel= N J AD IC | |cancel= N J AD IC | ||
|description=Doppel does a quick aerial uppercut.<br> | |description=Doppel does a quick aerial uppercut.<br> | ||
Sends the opponent upward on air connect, now lighting fast so you can chain into it even in jump-ins, or for bootleg melty blood combos. | |||
}} | }} | ||
}} | }} | ||
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|cancel= J AD IC | |cancel= J AD IC | ||
|description=Doppel punches towards the ground. Causes knockdown on hit on an aerial opponent, preferred midscreen ender.<br> | |description=Doppel punches towards the ground. Causes knockdown on hit on an aerial opponent, preferred midscreen ender.<br> | ||
The hitbox on this move is gigantic and can easily cross-up, making it useful for left/right okizeme. | The hitbox on this move is gigantic and can easily cross-up, making it useful for left/right okizeme.<br> | ||
Thanks to the added speed in Gold, you can BIC j.C with enough height and continue to combo. | |||
}} | }} | ||
}} | }} | ||
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|cancel= Sp Su IC | |cancel= Sp Su IC | ||
|description=Identical to 5A except it travels.<br> | |description=Identical to 5A except it travels.<br> | ||
Unlike Normal 66A, can now link into 5A to start combos, very easily too! | |||
}} | }} | ||
}} | }} | ||
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|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> | ||
Unlike Normal 662A, this can link into 2A to start combos. | |||
'''Now has an infinite, can 1f link into itself infinitely.''' | '''Now has an infinite, can 1f link into itself infinitely.''' | ||
}} | }} | ||
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|advBlock=-0.33 | |advBlock=-0.33 | ||
|cancel= Sp Su IC | |cancel= Sp Su IC | ||
|description=Identical to 2B except it travels, | |description=Identical to 2B except it travels, very long range poke.<br> | ||
Far less rewarding in Gold compared to Gold 662C which is faster and has more routes. | |||
}} | }} | ||
}} | }} | ||
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|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> | ||
Lighting fast launcher that can be used to stitch pretty much anything together.<br> | |||
Thanks to Gold you can combo into j.B 214214A without IC with a very late j.B connect, giving her cheap and easy damage. | |||
}} | }} | ||
}} | }} | ||
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|advBlock=/ | |advBlock=/ | ||
|cancel= None | |cancel= None | ||
|description=Doppel leaps forward holding her opponent and slams their head into the ground. | |description=Doppel leaps forward holding her opponent and slams their head into the ground.<br> | ||
Deals more damage than a raw 41236* (w/ guaranteed follow-up), so it's good to throw out occasionally as it requires less work to hit and has faster start-up than 41236C. | |||
}} | }} | ||
}} | }} | ||
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|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> | ||
This move high profiles making it great for match-ups with lots of lows, like Nayuki Awake. | This move high profiles making it great for match-ups with lots of lows, like Nayuki Awake, or against opponents who do 2A okizeme. | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
Line 1,029: | Line 1,047: | ||
|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> | ||
Very good anti-air and approach tool, especially with IC. | Very good anti-air and approach tool, especially with IC, prone to RG battles so expect to RG back. | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
Line 1,070: | Line 1,088: | ||
|cancel= FIC | |cancel= FIC | ||
|description=Doppel pours spicy kimchi into her mouth and breathes fire.<br> | |description=Doppel pours spicy kimchi into her mouth and breathes fire.<br> | ||
Very safe disjoint which works as a combo starter | Very safe disjoint which works as a combo starter off of most Gold buttons.<br> | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
Line 1,085: | Line 1,103: | ||
|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> | ||
Not as versatile as a combo starter since it launches far higher, requires IC to convert. | Not as versatile as a combo starter since it launches far higher and scales more, requires IC to convert.<br> | ||
If you hit with only one of the later hits you can easily start a combo with 66C in the corner.<br> | |||
Can be FIC'd at any time during the start-up for a gimmick 41236C. | |||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
Line 1,411: | Line 1,431: | ||
|advBlock=-0.33 | |advBlock=-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.<br> | ||
Better to save your meter for 236236B, occasionally useful against armor like against Rumi. | |||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
Line 1,477: | Line 1,498: | ||
|advBlock=/ | |advBlock=/ | ||
|cancel=None | |cancel=None | ||
|description=Doppel causes an eruption of fire to burst from the ground.<br> | |description=Doppel causes an eruption of fire to burst from the ground. This move is Doppel's bread and butter.<br> | ||
Used in her juggles to convert when the opponent is | Used in her juggles to convert when the opponent is too high to convert or to pick up when slightly out of range.<br> | ||
Also easy to loop with 662C or after most conversions for a good chunk of damage. | |||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
Line 1,579: | Line 1,601: | ||
|description=Same as A version, now with two extra eruptions.<br> | |description=Same as A version, now with two extra eruptions.<br> | ||
Has niche use as a meter dump after a heavily scaled combo to forcefully corner carry or close out a round.<br> | Has niche use as a meter dump after a heavily scaled combo to forcefully corner carry or close out a round.<br> | ||
This has the least proration of all three 214214* moves, but costs the most along with being very slow. | |||
<br> | <br> | ||
Notes about 214214B/C:<br> | Notes about 214214B/C:<br> | ||
*The extra eruptions give Doppel more recovery, making her far more punishable and making follow-ups impossible outside of the corner. | *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. | *The extra eruptions can occasionally whiff due to launch height and some character's air hurtboxes, especially in the corner. | ||
*'''Just use 214214A | *'''Just use 214214A.''' | ||
}} | }} | ||
}} | }} | ||
Line 1,616: | Line 1,639: | ||
*Passively generates SP, even during superflash, RG freeze, and cinematics (1 bar every 333.33 frames, just over 5 seconds) | *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) | *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) | ||
*Screen Control (The screen follows her when she jumps, which can disorient opponents)<br> | |||
''Still'', this Final Memory is very rarely impactful due to how close to death you have to be to trigger it. | ''Still'', this Final Memory is very rarely impactful due to how close to death you have to be to trigger it. | ||
}} | }} | ||
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== Strategy == | == Strategy == | ||
(This section is very new and written by me, Durdge-o, who isn't particularly good so take this with a grain of salt.) | |||
=== Neutral === | |||
For starters, let's make something clear - '''Doppel does not play like a traditional grappler'''.<br> | |||
Her 41236* series of command grabs are largely for mix-ups rather than being your main goal, all possible follow-ups to her 41236* command grabs can be teched by the opponent. | |||
For most Doppels, the 41236* series is just a combo ender via the use of 41236B, the others vary wildly in usefulness. Most importantly, if the opponent does get grabbed, they can tech her follow-ups. | |||
Successfully teching a follow-up makes the opponent jump into the air creating a scramble situation, both players have equal urgency over the outcome of the tech and Doppel only has advantage in certain situations. | |||
Depending on the state of the game it may be advantageous to roll the dice on a follow-up or try to tech chase opponents who are predictable with their techs, but most Stage 2+ techs are completely disadvantageous for Doppel, making most of her proper "grappler" kit fake. | |||
It's not all doom and gloom since it's still worth going for the command grab follow-ups occasionally to keep your opponent on their toes, the damage is very worth it if you manage to get lucky, but being aware of their inconsistency is crucial. | |||
Doppel instead focuses on using her strong normals to bully the opponent into pressing something so she can score a knockdown into looping okizeme. She relies heavily on left/right okizeme with j.C, occasionally using her 41236C/Normal Grab as mix-up tools and her 623* series to punish mashing. | |||
''' | === Pressure & Defense === | ||
Doppel's pressure is very swing heavy, one second you're making them hold the blockstring of their lives and the next you're cowering in fear over their reversal or getting juggled to the corner. | |||
Generally, Doppel is looking to make you block a lot and is fine with doing that until you relent and give her the RG battle/hit she wants, if you get too complacent with blocking she has her 41236*/Normal Grab to make you want to block her. | |||
Likewise, on defense she's looking to press something to get out or looking for the right RG to make a move, she'll block if she has to but ''nobody wants to do that''. | |||
As such there's no good way to go about pressure or defense for her, rather just a collection of moves that you can mold into your own playstyle.<br> | |||
<br> | |||
'''6C''' | |||
*Huge 10f active hitbox that moves Doppel a good distance forward. Surprisingly effective neutral tool if you space it to hit at the tip, great reward on hit no matter your resources. | |||
'''2B''' | |||
*Very good poke, although it's not as safe as it may seem since there's a small overhanging hurtbox. Still, she leans forward ''a lot'', and if spaced right you can link this into 6C 214A for a very annoying pressure string. More on that later. | |||
'''j.C (and j.A)''' | |||
*Big meaty air-to-air, jump-in, mix-up, whatever you want. Can be coupled with air dash cancels for opponents who block it and converts well for those who don't. Try to vary the timing, spacing, height, and movement before you do it as you're liable to get air thrown or RG'd. If the opponent gets too used to j.C, mix in some j.As to keep the opponent on their toes. | |||
'''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. | |||
'''662B''' | |||
*Same as 2B except it has forward momentum, almost a god poke but she has a small lip hurtbox above her head that's easy to counter poke. Still, the extreme range of 662B lets her pick up combos from afar using IC and disrupt some opponents, although it's easy to stop her. | |||
'''623* (Lariat)''' | |||
*Very huge and very safe hitbox, given that you have IC. Demands a lot of space and respect, even if RG'd since you can sometimes mix them by performing the low or high profile version point-blank. Great for starting RG battles which lets Doppel bully the opponent into picking an option, likewise 623A/B on hit have great reward with IC. Since 623A is high profile from frame 1, it can frazzle opponents who are used to performing okizeme with 2A. 623B can do the same to some jump-ins. Avoid pressing 623C unless you absolutely have to as the reward is terrible and it's very easy to punish with a full combo. | |||
''' | '''214*''' | ||
*214A is just a good button to throw out, being very big, rewarding, and contesting a lot of space. It's also very prone to trading, usually being advantageous or neutral for Doppel since fire animation gives you more time to setup. 214B is good to buffer after a long blockstring or against a backed up opponent, it's also sometimes useful on okizeme with proper spacing since you're plus and have high reward on IC/late connect. 214C however is a huge surprise hitbox with longer active frames than 214B, not particularly useful unless you have BIC or the opponent doesn't expect it, but good to throw out just for the hell of it. | |||
'''66[5]2AAA into...''' | |||
*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. Mashing 2As is really hard to contest, you can start to vary this by chaining to higher button strengths, using 214* or 623*, or using her other dash normals in place of the initial 2A. If RG'd expect to have to RG back and try to stagger your 2As to catch opponents who mash against you. | |||
'''2B/6C -> 214A/B...''' | |||
*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. You can mix this with the 66[5]2AAA trick if the opponent starts fishing for RGs. You can also just RG back after 6C/214A and force opponents to respect you, or occasionally throw in a 623A to kill momentum. | |||
'''Anti-airs''' | |||
*Anti-airs are kind of spotty for Doppel, unlike most characters she doesn't have a go to anti-air button or DP. All of her anti-airs have some sort of draw back, which characters like Ayu or Mai don't have to think as much about. c.5B is solid but relies on proximity and is easy to poke, 5A is okay but it's best behind an RG which leads to RG battles, 66B/662C are dashing normals which makes it hard to properly space, and 623B seems amazing but the hefty start-up and reliance in IC keeps it from being ideal. If any of these options work, great! But expect RG battles. | |||
==== Dealing with RG ==== | |||
As with any pressure in EFZ, keeping your pressure timing as unpredictable as possible while still making it difficult to mash out of is crucial, Recoil Guard makes this an absolute requirement. | |||
You can use red IC to make normally unsafe moves safe and to interrupt Recoil Guards if you manage to IC before they RG. | |||
Also just being unpredictable and going for weird options can be effective, 41236* series is great at catching opponents off guard who love to RG. | |||
Generally, just practice Recoil Counters and go for them more often to demand respect.<br> | |||
<br> | |||
When on the back foot, the best tools to use in RG duels are 623A, 214A, 41236C, and 2A. | |||
2A is self-explanatory, it's a great all-around button and most RG duels are just games of chicken with 1A (2A + RG) inputs and chain cancels. | |||
623A can high profile and smack most 2As via the move's high profile, the problem is it's pretty high commitment compared to just doing 2A and looking for the opponent's RG, it's great at disrupting RG duels since characters need special punishes for it unless they want to block. | |||
214A is situationally useful for more reactive opponents, the hitbox usually comes out just in time to trade by the time the opponent realizes you aren't hitting them with 2A. | |||
41236C at point blank is guaranteed against some setups on a successful RG, such as Nayuki's snow bunnies. | |||
Use your better judgment and reactions to pick the right tool. | |||
== Combos == | == Combos == | ||
{{ComboLegend-EFZ}} | {{ComboLegend-EFZ}} | ||
:Replay pack: [https://mega.nz/#!MFNxmKzY!QETwKxyoBje8jlEXkYQ-S7JH3ZLgUVlD9j7OZoCJ8LQ Mizuumi Doppel Combos] | :Replay pack: [https://mega.nz/#!MFNxmKzY!QETwKxyoBje8jlEXkYQ-S7JH3ZLgUVlD9j7OZoCJ8LQ Mizuumi Doppel Combos] | ||
Revision as of 04:11, 13 August 2023
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.
Doppel was added to EFZ's cast in Bad Moon Edition.
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.
Normal Moves
Frame Data Help | |
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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
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c5B
c5B
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f5B
f5B
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5C
5C
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6C
Maiden Straight
乙女ストレート 6C |
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Crouching
2A
2A
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2B
2B
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2C
2C
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Jumping
j5A
j5A
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j5B
j5B
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j5C
j5C
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Dashing
66A
66A
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66B
66B
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66C
66C
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662A
662A
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662B
662B
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662C
662C
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Grabs
Ground Grab
Ground Grab
Close 6C/4C |
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Air Grab
Air Grab
Close j6C |
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Special Moves
Specials
623*
Maiden Typhoon
乙女タイフーン 623* |
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214*
Maiden Fire
乙女ファイアー 214* |
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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
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GO_c5B
c5B
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GO_f5B
f5B
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GO_5C
5C
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GO_6C
Maiden Straight
乙女ストレート 6C |
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Crouching
GO_2A
2A
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GO_2B
2B
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GO_2C
2C
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Jumping
GO_j5A
j5A
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GO_j5B
j5B
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GO_j5C
j5C
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Dashing
GO_66A
66A
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GO_66B
66B
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GO_66C
66C
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GO_662A
662A
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GO_662B
662B
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GO_662C
662C
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Grabs
GO_Ground_Grab
Ground Grab
Close 6C/4C |
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GO_Air_Grab
Air Grab
Close j6C |
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Special Moves (FM)
Specials
GO_623*
Maiden Typhoon
乙女タイフーン 623* |
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GO_214*
Maiden Fire
乙女ファイアー 214* |
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41236*
Maiden Capture
乙女キャプチャー 41236* |
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41236*_236A
Maiden Capture
Follow-ups |
All 236* and 236236* follow-ups are interchangeable with 214* and 214214*. All follow-ups do not prorate! |
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Eternity Specials
41236*_236A_236A
Maiden Crash
Follow-ups (236A) |
All 236* and 236236* follow-ups are interchangeable with 214* and 214214*. All follow-ups do not prorate! |
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41236*_236A_236B
Maiden Crash
Follow-ups (236B) |
All 236* and 236236* follow-ups are interchangeable with 214* and 214214*. All follow-ups besides 236A~236B~236236B do not prorate! |
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236236*
Maiden Finger
乙女フィンガー 236236* |
※ Starts up sooner if Doppel enters proximity of the opponent. |
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214214*
Maiden Volcannon
乙女ボルカノン 214214* |
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Final Memory
FM
Maiden Enlightenment
乙女開眼 |
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Strategy
(This section is very new and written by me, Durdge-o, who isn't particularly good so take this with a grain of salt.)
Neutral
For starters, let's make something clear - Doppel does not play like a traditional grappler.
Her 41236* series of command grabs are largely for mix-ups rather than being your main goal, all possible follow-ups to her 41236* command grabs can be teched by the opponent.
For most Doppels, the 41236* series is just a combo ender via the use of 41236B, the others vary wildly in usefulness. Most importantly, if the opponent does get grabbed, they can tech her follow-ups.
Successfully teching a follow-up makes the opponent jump into the air creating a scramble situation, both players have equal urgency over the outcome of the tech and Doppel only has advantage in certain situations.
Depending on the state of the game it may be advantageous to roll the dice on a follow-up or try to tech chase opponents who are predictable with their techs, but most Stage 2+ techs are completely disadvantageous for Doppel, making most of her proper "grappler" kit fake.
It's not all doom and gloom since it's still worth going for the command grab follow-ups occasionally to keep your opponent on their toes, the damage is very worth it if you manage to get lucky, but being aware of their inconsistency is crucial.
Doppel instead focuses on using her strong normals to bully the opponent into pressing something so she can score a knockdown into looping okizeme. She relies heavily on left/right okizeme with j.C, occasionally using her 41236C/Normal Grab as mix-up tools and her 623* series to punish mashing.
Pressure & Defense
Doppel's pressure is very swing heavy, one second you're making them hold the blockstring of their lives and the next you're cowering in fear over their reversal or getting juggled to the corner.
Generally, Doppel is looking to make you block a lot and is fine with doing that until you relent and give her the RG battle/hit she wants, if you get too complacent with blocking she has her 41236*/Normal Grab to make you want to block her.
Likewise, on defense she's looking to press something to get out or looking for the right RG to make a move, she'll block if she has to but nobody wants to do that.
As such there's no good way to go about pressure or defense for her, rather just a collection of moves that you can mold into your own playstyle.
6C
- Huge 10f active hitbox that moves Doppel a good distance forward. Surprisingly effective neutral tool if you space it to hit at the tip, great reward on hit no matter your resources.
2B
- Very good poke, although it's not as safe as it may seem since there's a small overhanging hurtbox. Still, she leans forward a lot, and if spaced right you can link this into 6C 214A for a very annoying pressure string. More on that later.
j.C (and j.A)
- Big meaty air-to-air, jump-in, mix-up, whatever you want. Can be coupled with air dash cancels for opponents who block it and converts well for those who don't. Try to vary the timing, spacing, height, and movement before you do it as you're liable to get air thrown or RG'd. If the opponent gets too used to j.C, mix in some j.As to keep the opponent on their toes.
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.
662B
- Same as 2B except it has forward momentum, almost a god poke but she has a small lip hurtbox above her head that's easy to counter poke. Still, the extreme range of 662B lets her pick up combos from afar using IC and disrupt some opponents, although it's easy to stop her.
623* (Lariat)
- Very huge and very safe hitbox, given that you have IC. Demands a lot of space and respect, even if RG'd since you can sometimes mix them by performing the low or high profile version point-blank. Great for starting RG battles which lets Doppel bully the opponent into picking an option, likewise 623A/B on hit have great reward with IC. Since 623A is high profile from frame 1, it can frazzle opponents who are used to performing okizeme with 2A. 623B can do the same to some jump-ins. Avoid pressing 623C unless you absolutely have to as the reward is terrible and it's very easy to punish with a full combo.
214*
- 214A is just a good button to throw out, being very big, rewarding, and contesting a lot of space. It's also very prone to trading, usually being advantageous or neutral for Doppel since fire animation gives you more time to setup. 214B is good to buffer after a long blockstring or against a backed up opponent, it's also sometimes useful on okizeme with proper spacing since you're plus and have high reward on IC/late connect. 214C however is a huge surprise hitbox with longer active frames than 214B, not particularly useful unless you have BIC or the opponent doesn't expect it, but good to throw out just for the hell of it.
66[5]2AAA into...
- 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. Mashing 2As is really hard to contest, you can start to vary this by chaining to higher button strengths, using 214* or 623*, or using her other dash normals in place of the initial 2A. If RG'd expect to have to RG back and try to stagger your 2As to catch opponents who mash against you.
2B/6C -> 214A/B...
- 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. You can mix this with the 66[5]2AAA trick if the opponent starts fishing for RGs. You can also just RG back after 6C/214A and force opponents to respect you, or occasionally throw in a 623A to kill momentum.
Anti-airs
- Anti-airs are kind of spotty for Doppel, unlike most characters she doesn't have a go to anti-air button or DP. All of her anti-airs have some sort of draw back, which characters like Ayu or Mai don't have to think as much about. c.5B is solid but relies on proximity and is easy to poke, 5A is okay but it's best behind an RG which leads to RG battles, 66B/662C are dashing normals which makes it hard to properly space, and 623B seems amazing but the hefty start-up and reliance in IC keeps it from being ideal. If any of these options work, great! But expect RG battles.
Dealing with RG
As with any pressure in EFZ, keeping your pressure timing as unpredictable as possible while still making it difficult to mash out of is crucial, Recoil Guard makes this an absolute requirement.
You can use red IC to make normally unsafe moves safe and to interrupt Recoil Guards if you manage to IC before they RG.
Also just being unpredictable and going for weird options can be effective, 41236* series is great at catching opponents off guard who love to RG.
Generally, just practice Recoil Counters and go for them more often to demand respect.
When on the back foot, the best tools to use in RG duels are 623A, 214A, 41236C, and 2A. 2A is self-explanatory, it's a great all-around button and most RG duels are just games of chicken with 1A (2A + RG) inputs and chain cancels. 623A can high profile and smack most 2As via the move's high profile, the problem is it's pretty high commitment compared to just doing 2A and looking for the opponent's RG, it's great at disrupting RG duels since characters need special punishes for it unless they want to block. 214A is situationally useful for more reactive opponents, the hitbox usually comes out just in time to trade by the time the opponent realizes you aren't hitting them with 2A. 41236C at point blank is guaranteed against some setups on a successful RG, such as Nayuki's snow bunnies. Use your better judgment and reactions to pick the right tool.
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
Corner
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.
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
2AAB 5C IC 662C IAD jB walk forward c5B IAD jAB c5B 214214A 66C [<- 662A(whiff)] c5B c5BBC 41236B
- Double IAD route. You will need to adjust the ender after 214214A when starting further from the corner (e.g. 662C jC j44).
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
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 |
You're not bad. |
世界の何処かで |
Let's meet again, |
一撃必殺の境地は |
I'm still far from being able |
敵を侮ったか? |
Did you underestimate your enemy? |
加減が |
Even though |
(To Mizuka) |
(To Mizuka) |
(To Mio) |
(To Mio) |
(To Rumi) |
(To Rumi) |
(To Mai) |
(To Mai) |
Colors
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.