Eternal Fighter Zero/Doppel Nanase: Difference between revisions
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=== Pressure & Defense === | === 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. | 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. | 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''. | 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''. | ||
She has a suite of reversals, the highlights being 236236B and 623A, so she doesn't exactly have to respect most character's okizeme but they all come with their own drawbacks. | |||
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> | 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> | ||
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*'''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. | *'''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. | *'''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. | *'''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. j.A also is better for safe jumps since it has less recovery, start-up, and chains into itself. Usually, if you can't safely do a j.C you can safely do a j.A and chain into j.B for damage without giving up too much scaling. | ||
*'''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. | *'''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. | *'''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. Best used once the opponent is scared of your other tools or playing too passively. | ||
*'''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. | *'''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, projectiles, and zoning. Avoid pressing 623C unless you absolutely have to as the reward is terrible, you spend IC, 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. | *'''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. | *'''236236*''': The 236236* series is great for catching opponents off guard due to the hefty invuln of the B and C variants. Unless the opponent is free to RG and punish you, then you can safely ignore just about everything and take back screen real-estate, there's super flash though so you can't just throw it out without a plan. 214214A can also be used for it's very cheap invuln to deal with some very active projectiles or armored opponents, although this can be predictable if done too often. | ||
*'''2B/6C -> 214A | *'''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. Try to stagger your 2As to catch opponents who mash, coupled with the occasional 41236A/C this can be very hard to read and sometimes open up your opponent. | ||
*'''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. 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. | *'''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. | ||
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<br> | <br> | ||
When on the back foot, the best tools to use in RG duels are 623A, 214A, 41236C, and 2A.<br> | When on the back foot, the best tools to use in RG duels are 623A, 214A, 41236C, 623C, and 2A.<br> | ||
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. | 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. | 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. | 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. | 41236C at point blank is guaranteed against some setups on a successful RG, preventing them from RG'ing back, such as Nayuki's snow bunnies or a bad jump-in. | ||
While 623C is a very bad move, random invuln is still random invuln and it can sometimes pull you out of a very long RG duel with ease, just try not to rely on it and to keep it in the back pocket. | |||
Use your better judgment and reactions to pick the right tool. | Use your better judgment and reactions to pick the right tool. | ||
Revision as of 19:54, 28 November 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
Neutral
For starters, let's make something clear - Doppel does not play like a traditional grappler.
Her 41236* series of command grabs are largely useless.
For most Doppels, the 41236* series is just a combo ender via the use of 41236B, the others can see niche use as mix-ups or block string enders. 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 rarely has advantage.
Depending on the state of the game it may be advantageous to roll the dice on a follow-up, try to tech chase opponents who are predictable with their techs, or even just take the guaranteed follow-up for damage.
As a rule of thumb, nothing about the 41236* series besides 41236B is "optimal", making most of her proper "grappler" kit fake.
It's not all doom and gloom however, 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, and most follow-ups don't mean giving up okizeme either.
Doppel instead focuses on using her strong normals and huge specials 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, hi/lo safe jump okizeme with j.A and empty 2A, and occasionally using her 41236C/Normal Grab as mix-up tools.
Her supers and other special moves are either just combo fodder, neutral tools, or for okizeme.
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.
She has a suite of reversals, the highlights being 236236B and 623A, so she doesn't exactly have to respect most character's okizeme but they all come with their own drawbacks.
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.
Important Moves:
- 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. j.A also is better for safe jumps since it has less recovery, start-up, and chains into itself. Usually, if you can't safely do a j.C you can safely do a j.A and chain into j.B for damage without giving up too much scaling.
- 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. Best used once the opponent is scared of your other tools or playing too passively.
- 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, projectiles, and zoning. Avoid pressing 623C unless you absolutely have to as the reward is terrible, you spend IC, 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.
- 236236*: The 236236* series is great for catching opponents off guard due to the hefty invuln of the B and C variants. Unless the opponent is free to RG and punish you, then you can safely ignore just about everything and take back screen real-estate, there's super flash though so you can't just throw it out without a plan. 214214A can also be used for it's very cheap invuln to deal with some very active projectiles or armored opponents, although this can be predictable if done too often.
- 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. Try to stagger your 2As to catch opponents who mash, coupled with the occasional 41236A/C this can be very hard to read and sometimes open up your opponent.
- 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. 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, 623C, 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, preventing them from RG'ing back, such as Nayuki's snow bunnies or a bad jump-in.
While 623C is a very bad move, random invuln is still random invuln and it can sometimes pull you out of a very long RG duel with ease, just try not to rely on it and to keep it in the back pocket.
Use your better judgment and reactions to pick the right tool.
Combos
Notation Help | |
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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
- 41236* Follow-ups aren't guaranteed, so they aren't listed in the notation.
No IC
Without IC Doppel's routes are very limited and her okizeme suffers in the corner without extra execution. In this state just doing a basic chain into 6C works just about anywhere and is stable if you don't want to fish for odd buttons with demanding execution.
Midscreen
Corner
214A 662A 5AB 66C 662A(whiff) c5B c5B 2B 6C 41236B
- Doppel can conserve IC off 214A with a very difficult 662A 5A link and a heavy delay after 5B into 66C. The result is worth it but if you aren't feeling confident then use IC to convert off 214A.
Red IC
Doppel has two main launchers - 6C and 662C. 6C you'll use in the corner, 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.
2AA c5B 5C 6C IC 66C 662A(whiff) c5B c5B 2B 6C 41236B (replay 1-6)
- Example high damage combo ender, usually used when scaling is too high to convert into 66C or with no meter. Doesn't work on Sayuri.
2AA c5B 5C 6C IC 66C 662A(whiff) c5B f5B 5C 41236B
- Example high damage combo ender. Works on Sayuri.
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.
2AA c5B 5C 6C IC 66C [<- 66] [-> 66C f5B 66C] [<- 66] [-> 66B 66C] [<- 662A(whiff)] [-> c5B f5B 6C 214214A c5B f5B 41236B]
- Very difficult and optimized corner 100% BIC 2A starter.
Gold Only
Combos only available in Doppel's Gold mode or are preferred in Gold mode, Normal mode combos will work while golden but have different timing due to Doppel's faster speed so Normal mode combos will require practicing.
Midscreen
- (66B)xN
- (662A)xN
- 1f link infinite, works anywhere but scales terribly, but can sometimes be used to close out rounds.
662B 214A 662C 214214A [66C 214214A]x2 5AB 41236B
- Gold Doppel can conserve IC by doing 214A instead of IC after 662B, giving her easy damage and corner carry.
Okizeme
- Doppel has a nasty okizeme game anywhere on the screen. If you can space her knockdowns well midscreen, you'll get very hard to see 669 jC left/right/high/lows. In the corner, Doppel ends with 41236B to leave a small gap, allowing her to steal the corner for even nastier okizeme setups. She also has plenty of frame kills to make timing easier. You can find visual examples of these setups here.
- Midscreen - 669 jC / j9 j66 jC
- Midscreen mixup tool. Which you'll use and when depends on the spacing and character. j9 j66 jC is not to be confused with IAD jC, doing a IAD with or without a frame kill will always result in a same-side shallow jC which is very prone to being RG'd that also you can't defend against due to landing.
- Corner - ~41236B 669 jC Left/Right / ~41236B 66 IAD Left/Right
- When spaced correctly, 41236B will leave a gap in the corner that you can make harder to see by corpse pushing. To perform, you input 66 then immediately input 9, jumping forward at full speed. You then time a jC close to when you hit the ground for an ambiguous high/low, the gap you left determines if you steal corner or not. On characters with smaller waking collision, you can IAD early and use the air dash animation to hide which side you're currently on, stealing the corner as their collision grows in size.
- Corner - 662A(whiff) 214B
- After a knockdown (if you failed to leave a gap after 41236B), you can do 662A to frame kill then input 214B for an auto-timed meaty 214B that leaves you plus to press anything you want after. Must be spaced properly or it can be RG'd and grabbed or invuln'd through. On characters with slower wake-ups it helps to do additional frame kills (i.e. 2A whiffs) to not have the fire whiff entirely or leave you with the last hitbox which is minus.
Win Quotes
Japanese | English |
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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.