Eternal Fighter Zero/UNKNOWN: Difference between revisions
(Sp Su = SP) |
|||
Line 44: | Line 44: | ||
|advHit= +1 | |advHit= +1 | ||
|advBlock= 0 | |advBlock= 0 | ||
|cancel= N | |cancel= N SP J IC R SB | ||
|description= * UNKNOWN throws a thin, linear wisp in front of her. | |description= * UNKNOWN throws a thin, linear wisp in front of her. | ||
* The hitbox is slightly shorter than the wisp would have you believe. This move will lead into her BnB, so be prepared to use it a lot at close range. | * The hitbox is slightly shorter than the wisp would have you believe. This move will lead into her BnB, so be prepared to use it a lot at close range. | ||
Line 65: | Line 65: | ||
|advHit= +1 | |advHit= +1 | ||
|advBlock= -1 | |advBlock= -1 | ||
|cancel= N | |cancel= N SP J IC f5B SB | ||
|description= * UNKNOWN produces a ghostly white orb and throws it at the opponent with both hands for a close-range uppercut. | |description= * UNKNOWN produces a ghostly white orb and throws it at the opponent with both hands for a close-range uppercut. | ||
* Mostly used as part of her BnB. | * Mostly used as part of her BnB. | ||
Line 86: | Line 86: | ||
|advHit= +1 | |advHit= +1 | ||
|advBlock= -1 | |advBlock= -1 | ||
|cancel= N | |cancel= N SP IC SB | ||
|description= * UNKNOWN sweeps her arm across her body, throwing out a large horizontal wisp. | |description= * UNKNOWN sweeps her arm across her body, throwing out a large horizontal wisp. | ||
* Much longer range than her 5A wisp. Good for catching a charging opponent without letting them get too close. | * Much longer range than her 5A wisp. Good for catching a charging opponent without letting them get too close. | ||
Line 107: | Line 107: | ||
|advHit= 0 | |advHit= 0 | ||
|advBlock= -2 | |advBlock= -2 | ||
|cancel= N | |cancel= N SP JH IC SB | ||
|description= * UNKNOWN produces a giant squeaky hammer and slams it down. | |description= * UNKNOWN produces a giant squeaky hammer and slams it down. | ||
* This is naturally the final part of her basic combo, however, this move's range is a lot shorter than it appears, meaning that the third hit of the combo may miss if the opponent is not being comboed at point blank range. Will knock down an airborne opponent, and is a staple in her optimized BIC combos. | * This is naturally the final part of her basic combo, however, this move's range is a lot shorter than it appears, meaning that the third hit of the combo may miss if the opponent is not being comboed at point blank range. Will knock down an airborne opponent, and is a staple in her optimized BIC combos. | ||
Line 129: | Line 129: | ||
|advHit= +1 | |advHit= +1 | ||
|advBlock= 0 | |advBlock= 0 | ||
|cancel= N | |cancel= N SP J IC R SB | ||
|description= * UNKNOWN leans back and throws a thin wisp at the opponent's ankles. | |description= * UNKNOWN leans back and throws a thin wisp at the opponent's ankles. | ||
* Basically used the same way as the standing version, with the obvious exception that this hits low. Quite good as a quick combo starter, since it's fast enough that the opponent won't be able to block it on reaction most of the time. | * Basically used the same way as the standing version, with the obvious exception that this hits low. Quite good as a quick combo starter, since it's fast enough that the opponent won't be able to block it on reaction most of the time. | ||
Line 150: | Line 150: | ||
|advHit= +1 | |advHit= +1 | ||
|advBlock= -1 | |advBlock= -1 | ||
|cancel= N | |cancel= N SP J IC f5B SB | ||
|description= * UNKNOWN throws a large horizontal wisp at the opponent's feet. | |description= * UNKNOWN throws a large horizontal wisp at the opponent's feet. | ||
* Same principle as the far 5B. Don't be fooled by the size of the wisp. The hitbox reaches only to the edge closest to UNKNOWN's body. | * Same principle as the far 5B. Don't be fooled by the size of the wisp. The hitbox reaches only to the edge closest to UNKNOWN's body. | ||
Line 171: | Line 171: | ||
|advHit= / | |advHit= / | ||
|advBlock= -9 | |advBlock= -9 | ||
|cancel= N | |cancel= N SP JH IC SB | ||
|description= * UNKNOWN slides across the ground feet first for a whole body tackle. | |description= * UNKNOWN slides across the ground feet first for a whole body tackle. | ||
* This move is great. It hits pretty hard for an UNKNOWN move, covers a lot of range, is pretty fast and knocks the opponent down in front of you. It's much safer to use this as a combo finisher instead of her 5C, and it has the added advantage of hitting low. It's unsafe on block though, so don't abuse it outside of a combo, but sparing use of this move on its own can catch the opponent off guard thanks to its range and speed. A good way to stop a charging, headstrong opponent in their tracks. This attack is special and flight cancellable. While you can try to trick out an opponent with a late cancelled 623B, for example, it is more reliable to flight cancel this move on block. Even with flight cancel, it is not always safe if the opponent RGs the 2C. | * This move is great. It hits pretty hard for an UNKNOWN move, covers a lot of range, is pretty fast and knocks the opponent down in front of you. It's much safer to use this as a combo finisher instead of her 5C, and it has the added advantage of hitting low. It's unsafe on block though, so don't abuse it outside of a combo, but sparing use of this move on its own can catch the opponent off guard thanks to its range and speed. A good way to stop a charging, headstrong opponent in their tracks. This attack is special and flight cancellable. While you can try to trick out an opponent with a late cancelled 623B, for example, it is more reliable to flight cancel this move on block. Even with flight cancel, it is not always safe if the opponent RGs the 2C. | ||
Line 193: | Line 193: | ||
|advHit= / | |advHit= / | ||
|advBlock= / | |advBlock= / | ||
|cancel= N | |cancel= N SP J AD IC R SB | ||
|description= * A jumping variant of the thin wisp. This attack has more range than the ground and standing versions, and the hitbox extends below her a little. | |description= * A jumping variant of the thin wisp. This attack has more range than the ground and standing versions, and the hitbox extends below her a little. | ||
* Natural combo starter in the air, good for keeping people out of your face too. | * Natural combo starter in the air, good for keeping people out of your face too. | ||
Line 214: | Line 214: | ||
|advHit= / | |advHit= / | ||
|advBlock= / | |advBlock= / | ||
|cancel= N | |cancel= N SP J AD IC SB | ||
|description= * UNKNOWN creates a dash of blue fire and throws it downwards a short distance. | |description= * UNKNOWN creates a dash of blue fire and throws it downwards a short distance. | ||
* A good aerial move. This sends the opponent downwards at a slight angle. Canceling this move into an air dash is important to continue her combos. It hits slightly below her as well, making it a safe move to use when coming down from the air. | * A good aerial move. This sends the opponent downwards at a slight angle. Canceling this move into an air dash is important to continue her combos. It hits slightly below her as well, making it a safe move to use when coming down from the air. | ||
Line 235: | Line 235: | ||
|advHit= / | |advHit= / | ||
|advBlock= / | |advBlock= / | ||
|cancel= | |cancel= SP J AD IC SB | ||
|description= * UNKNOWN creates a large white orb beneath her, hitting up to 3 times. | |description= * UNKNOWN creates a large white orb beneath her, hitting up to 3 times. | ||
* A fantastic jumping attack. This moves hitbox is huge and extends below her with great priority. It deals rather good damage and can be used as a crossup or a way to safely attack from the air. | * A fantastic jumping attack. This moves hitbox is huge and extends below her with great priority. It deals rather good damage and can be used as a crossup or a way to safely attack from the air. | ||
Line 257: | Line 257: | ||
|advHit= / | |advHit= / | ||
|advBlock= / | |advBlock= / | ||
|cancel= | |cancel= SP J AD IC SB | ||
|description= * Similar to jC, but this will cause her to create the orb in front of her instead, hitting once. Unlike jC, this move will cause the opponent to fly across the screen to the other corner. | |description= * Similar to jC, but this will cause her to create the orb in front of her instead, hitting once. Unlike jC, this move will cause the opponent to fly across the screen to the other corner. | ||
* As with the jC, this is quite a useful move. It has a lot of range and priority. | * As with the jC, this is quite a useful move. It has a lot of range and priority. | ||
Line 279: | Line 279: | ||
|advHit= +1 | |advHit= +1 | ||
|advBlock= 0 | |advBlock= 0 | ||
|cancel= | |cancel= SP IC SB | ||
|description= * A dashing version of 5A. | |description= * A dashing version of 5A. | ||
* Limited usage, generally only used if you want to close some distance between you and the opponent but do not want to walk or commit to a full dash. | * Limited usage, generally only used if you want to close some distance between you and the opponent but do not want to walk or commit to a full dash. | ||
Line 300: | Line 300: | ||
|advHit= / | |advHit= / | ||
|advBlock= -1 | |advBlock= -1 | ||
|cancel= | |cancel= SP JH IC SB | ||
|description= * A running version of her close 5B. | |description= * A running version of her close 5B. | ||
* Combined with UNKNOWN's invincible running frames, this attack is a great launcher and sets up perfectly for her aerial combos. The hitbox is large and strikes about half a body length above her, meaning it can function as a good anti-air if used carefully. It's quite fast for a launching move, too. | * Combined with UNKNOWN's invincible running frames, this attack is a great launcher and sets up perfectly for her aerial combos. The hitbox is large and strikes about half a body length above her, meaning it can function as a good anti-air if used carefully. It's quite fast for a launching move, too. | ||
Line 321: | Line 321: | ||
|advHit= +6 | |advHit= +6 | ||
|advBlock= +4 | |advBlock= +4 | ||
|cancel= | |cancel= SP IC SB | ||
|description= * A running version of her 5C. | |description= * A running version of her 5C. | ||
* Being a running attack, it has more range than her standing 5c. It is +4 on block and allows you to link into her A attacks on hit and confirm into a full ground string. | * Being a running attack, it has more range than her standing 5c. It is +4 on block and allows you to link into her A attacks on hit and confirm into a full ground string. | ||
Line 342: | Line 342: | ||
|advHit= +1 | |advHit= +1 | ||
|advBlock= 0 | |advBlock= 0 | ||
|cancel= | |cancel= SP IC SB | ||
|description= * A running version of 2A. | |description= * A running version of 2A. | ||
* Most opponents will expect her to attempt a 66B from her dash, so using this move occasionally will catch them off guard and open up for a low combo. | * Most opponents will expect her to attempt a 66B from her dash, so using this move occasionally will catch them off guard and open up for a low combo. | ||
Line 364: | Line 364: | ||
|advHit= +1 | |advHit= +1 | ||
|advBlock= -1 | |advBlock= -1 | ||
|cancel= | |cancel= SP JH IC SB | ||
|description= * A running version of her 2B | |description= * A running version of her 2B | ||
* It can combo into some of her other specials. Can catch the opponent off guard if they were expecting a 66B launch, as it hits low. If it hits, Unknown can IC and combo into 66B. | * It can combo into some of her other specials. Can catch the opponent off guard if they were expecting a 66B launch, as it hits low. If it hits, Unknown can IC and combo into 66B. | ||
Line 385: | Line 385: | ||
|advHit= / | |advHit= / | ||
|advBlock= / | |advBlock= / | ||
|cancel= N | |cancel= N SP J AD FIC SB | ||
|description= * UNKNOWN does a small running hop towards the opponent. Not an attack. | |description= * UNKNOWN does a small running hop towards the opponent. Not an attack. | ||
* This is a really great way to attack while close to the ground. It elevates her just enough so that her air specials and attacks can be used quickly at the perfect height for harassing a grounded opponent. It also provides a perfect opportunity for her to use her 'Solar' moves. | * This is a really great way to attack while close to the ground. It elevates her just enough so that her air specials and attacks can be used quickly at the perfect height for harassing a grounded opponent. It also provides a perfect opportunity for her to use her 'Solar' moves. | ||
Line 459: | Line 459: | ||
|advHit= / | |advHit= / | ||
|advBlock= / | |advBlock= / | ||
|cancel= N | |cancel= N SP AD SB | ||
|description= * UNKNOWN's special ability. She levitates off the ground and can fly in any direction in the air while being free to act. Drains RF gauge while in use. Pressing jS while in flight will exit it and cause UNKNOWN to fall normally. After leaving flight, UNKNOWN cannot re-enter flight until she has touched the ground again. UNKNOWN can do a partial airdash without being kicked out of flight after, and can airdash an unlimited amount of times until it ends. Doing a full airdash will end flight, however. | |description= * UNKNOWN's special ability. She levitates off the ground and can fly in any direction in the air while being free to act. Drains RF gauge while in use. Pressing jS while in flight will exit it and cause UNKNOWN to fall normally. After leaving flight, UNKNOWN cannot re-enter flight until she has touched the ground again. UNKNOWN can do a partial airdash without being kicked out of flight after, and can airdash an unlimited amount of times until it ends. Doing a full airdash will end flight, however. | ||
* This ability is extremely useful and the lynchpin of her strength. Flight cancelling can be used to make most blockstrings safe and continue pressure. It allows her to completely control her drop path by inputting a direction with a second jS input, creating extremely difficult to see okizeme. An UNKNOWN that has mastered this ability can be extremely oppressive, while an UNKNOWN who misuses it will constantly need RF gauge and will struggle to capitalize off their openings. | * This ability is extremely useful and the lynchpin of her strength. Flight cancelling can be used to make most blockstrings safe and continue pressure. It allows her to completely control her drop path by inputting a direction with a second jS input, creating extremely difficult to see okizeme. An UNKNOWN that has mastered this ability can be extremely oppressive, while an UNKNOWN who misuses it will constantly need RF gauge and will struggle to capitalize off their openings. |
Revision as of 12:26, 10 December 2023
Introduction
UNKNOWN is a character that can dominate matches with her dream pairing of perfect flight and suffocating oki setups. Pressing S at just about any time grants her absolute 8-way control over her movement at the expense of draining the RF gauge. Her flight is an incredibly versatile tool that lets her dance around the screen in neutral, apply pressure in unique ways, make her normals safe on block, and most importantly threaten 5-way mixups off of a knockdown. Further reinforcing her screen presence are teleports, multihit projectiles, and her excellent Great Migration super which can also enforce consecutive flight mixups on oki while trivializing most invincible reversals. Her main shortcoming is her lack of a fast reversal.
UNKNOWN is a character from ONE, a visual novel produced by Tactics in 1998. Her resemblence to a younger Mizuka is positively uncanny. During ONE, she gets to meet Kouhei again in the world of eternity...
UNKNOWN was the final boss of EFZ's original arcade mode. She was demoted to an alternate boss (only showing up if the player lost during their run) in Blue Sky Edition, when Kanna was added. Her playable version was also added in Blue Sky Edition, being heavily changed from her boss version. Unlike Kanna, UNKNOWN is not banned in competitive play.
She is also known as "Mirror Mizuka", "EX Mizuka", and "Unko".
Stage: World of Eternity (永遠の世界)
BGM: Eternity (永遠)
Character-Specific Notes
- UNKNOWN is able to fly with her j5S at the cost of RF gauge. Normals can be cancelled into entering flight, but not into stopping flight.
- UNKNOWN's forward dash has some unique properties. She has no collision after frame 10, allowing her to dash through opponents. 19 frames into the dash, she loses her hurtbox as well, becoming invincible for 29 frames. UNKNOWN is only barely visible for most of this invincibility. Once she becomes vulnerable again, UNKNOWN also regains her collision. If UNKNOWN cancels the dash into a normal during the invuln period, she instantly regains her collision but stays invincible for 4 frames. Also, despite being a "run" type dash, she cannot jump cancel it.
- The A and B versions of her "Outside the Window" projectile can be pushed to a longer range by inputting the command a second time.
- UNKNOWN has a smaller hurtbox and can make some combos harder if not impossible when performed on her.
- Unlike other characters, UNKNOWN's jump has zero grab invincibility.
- UNKNOWN has no moves which can counterhit nor does she have any which can be counterhit.
Normal Moves
Frame Data Help | |
---|---|
The notation for the move lists can be found under Controls. | |
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field. | |
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property. | |
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...). | |
Frame data with decimal values .33 or .66 relate to subframes. | |
Version | Used for moves with multiple special attacks on one motion. |
Damage | The base damage value that the specific hit will do. See damage scaling for more information. |
Proration | Base value Power% reduces by per hit. |
Juggle | Juggle value used to determine juggle time after a move hits an aerial or juggle state opponent. |
Guard | Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block |
Property | Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
I: Full Invincibility |
Startup | Indicates where the move's first active hitbox is. |
Active | Total frames the hitbox is active for. |
Recovery | Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block. |
Adv Hit | Frame advantage on hit. |
Adv Block | Frame advantage on block. |
Cancel | Possible cancel options.
N: Normals |
Standing
5A
5A
|
---|
c5B
c5B
|
---|
f5B
f5B
|
---|
5C
5C
|
---|
Crouching
2A
2A
|
---|
2B
2B
|
---|
2C
2C
|
---|
Jumping
j5A
j5A
|
---|
j5B
j5B
|
---|
j5C
j5C
|
---|
j6C
Fly Away!
とんでって j6C |
---|
Dashing
66A
66A
|
---|
66B
66B
|
---|
66C
66C
|
---|
662A
662A
|
---|
662B
662B
|
---|
662C
662C
|
---|
Grabs
Ground Grab
Ground Grab
Close 6C/4C |
---|
Air Grab
Air Grab
Close j6C |
---|
Special Moves
Specials
5S
Flight
飛行 (j)5S |
---|
236*
Outside the Window
まどのそと (j)236* |
---|
214*
Master? Lord?
あるじ?ぬし? 214* |
UNKNOWN produces a little wand and summons a giant plush that erupts from the ground. |
---|
623*
Rotten World
くずれるせかい 623* |
---|
41236*
Toy Knife
おもちゃのないふ 41236* |
---|
421*
Hide-and-Seek
かくれんぼ (j)421* |
---|
22S
22S[1]
during wakeup |
---|
Eternity Specials
236236*
Great Migration
だいいどう 236236A/B |
B version only costs 1 SP. |
---|
463214*
Inside of Barrel
たるのなか 463214* |
---|
j236236*
Solar
たいよう j236236* |
---|
Final Memory
FM
Swimming up Waterfall
たきのぼり CB6AA |
---|
Strategy
Flight Basics and Theory
- UNKNOWN's flight ability is an extremely integral part to her gameplan, and can be used to make moves safe or to create ambiguous mixups. This section will be broken down into three parts: Flight Basics, Flight for Pressure, and Flight for Mixups.
Flight Basics
- UNKNOWN can start her flight by pressing the S button during the neutral state, or during a normal. She cannot start flight during a dash, during her second jump, after her airdash, or during a special. From this state, RG meter will be constantly depleted until UNKNOWN is knocked to the ground or presses the S button again. She can input any one of the 8 directions to move in that direction. Pressing S again will cancel her flight and UNKNOWN will start falling to the ground. However, if one of the 8 directions is held during this S press, UNKNOWN will gain momentum in that direction. For example, holding 8 and pressing S (j.8S) will result in a small hop from her current position and she will fall straight down afterwards. j.6S will cause her to fall to the ground, but also arc her forwards. Pressing any one of the down buttons before canceling flight will accelerate her descent, and give momentum to whichever side is pressed.
Flight for Pressure
- UNKNOWN can use her flight cancel in the middle of blockstrings, or after an unsafe normal, to launch herself into the air and continue to pressure the enemy. For example, 2AABCS is a common string, and will make sure that the 2C cannot be punished on block, though it can still be punished on RG. To combat the opponent's RG, the UNKNOWN player will want to mix up when she cancels into flight, for example, 2AABS instead. From here, UNKNOWN can continue to pressure in several ways. For example, j.[6]SC is a very strong option that is hard to beat out, but is also very easy to block. j.9SC is a strong 3-hit option that is easy to confirm, but is slow and can be poked. j.9AAA is a safer option against RG, but is hard to get the right height for without practice. j.3S 2AA etc. is her low option, and is used when the opponent starts to respect her other options. j4SC(whiff) is the bait option; it is extremely safe and has no potential to do damage, but depending on the opponent, baiting out a DP is more than enough. From here, if no DP is baited, you can continue on into knives or other pressure/zoning tools.
Flight for Mixups
- After a knockdown, usually from 2C, UNKNOWN has all the time in the world to use her flight ability for extremely nasty mixups. She can either do late flights, or flight cancels from jump/2C.
- For late flights, UNKNOWN will allow 2C to finish completely. Afterwards, you can press 5S to fly, and go for a 5-way mixup. You can press j.3C(whiff) 2A, j.2C(whiff) 2A, j.[6]AAB j.236236A, or just plain j.AAB j.236236A. You can throw from any of the low options as well.
- For 2C flight canceled mixups, UNKNOWN can do one of four things: she can j.66 (past opponent) and do one of the following j.2S 2A, j.3S 2A j.8SC. She can also choose to hang back and j.9SC to do a left/right mixup.
- Her 2C can be jump canceled, and from there, flight canceled as well. Depending on your height and distance, 2C 8 j.S j.3SC can hit either front or back, and can be comboed into 2AABC again, looping into itself.
- This is not an exhaustive list. Her flight ability is extremely free form, and can take on many forms of equally disgusting mixup potential. Experiment, and find what works for you.
Zoning and Rushdown
- In addition to one of the best mixup games in EFZ, UNKNOWN also sports a very good zoning game. A combination of j.236A/B ~ j.236A/B, knives, teleports, and flight allows UNKNOWN to dictate the pace of the match and keep the opponent away, as long as she chooses the right option for the moment. However, with her flight cancels, she can also play a very respectable rushdown/pressure game. This leads to two very different playstyles that a good UNKNOWN must be able to switch between on the fly to make the most use of her toolset. The best and probably only way to become proficient at this is copious amounts of practice. Good luck.
- Both of her different playstyles also are complemented by the RF meter, and great care should be taken to pay attention to this meter during gameplay. A rushdown-oriented playstyle will, by means of flight cancels, naturally almost never build BIC. UNKNOWN will be playing for random hits into confirms and gaining damage off mixup loops. You will often use lemmings (23626A/B) during this style to complement your flight usage for mixups. On the other hand, a zoning style of play naturally will use less flight and build BIC several times over the course of a game. A good UNKNOWN will need to know several conversions into her high-damage BIC combos from anywhere on the screen. Lemmings will be less used, but j.236236A/B will be used to end combos for high damage. A good tip for advanced players is to use flight before you build BIC to ensure that you don't get BIC before you are ready to combo. This will maximize the amount of damage proration you gain back from BIC, as well as making it difficult for the opponent to drain your BIC meter.
From Good to Top Tier
- UNKNOWN is often put high up on tier lists, but these placements are mostly theoretical. A very basic UNKNOWN player that can do mixups will still have issues with finishing off opponents, as looping 2AABC into a mixup is very low damage, only about 2k. A top-tier level UNKNOWN will need to have very good mixups, flight control, zoning experience, and most importantly, the ability to confirm mixups into 66B. With the ability to 66B after a mixup, UNKNOWN's average damage from a mixup goes from 2k to 3.5-4k. With BIC, UNKNOWN can easily reach 7-8k on a extremely hard to see mixup. Without the ability to 66B confirm, the UNKNOWN will cap out around 6k. An UNKNOWN placed in top-tier should be able to optimize all of her confirms, but if she can't then she probably drops a tier level.
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. |
Combo replays can be found here.
No IC
2AABC jS/j9S - ~1276 damage (replay 1-1)
- Basic combo, use when you want okizeme after.
2AAB 5C 214A - ~1791 damage (replay 1-1)
- More damage, but no okizeme possible. Opponent can also tech.
66B jB 66 jAB land jABC(2-3) 66B jB6C djC(tech trap) - ~2896 damage (replay 1-1)
- Off a random 66B, or punish attempt. the djC at the end should catch techs. Follow up with land 5B etc.
Throw -> 662A(whiff) jB 66 jAB land jABC(2) j236236A - ~3131 damage (replay 1-1)
- Anywhere version of a throw combo.
236236A (all gophers hit) 66B jB 66 jA6C jABC(2-3) 66B jB6C djC(tech trap) - ~3487 damage (replay 1-2)
- If gophers hit, go into this combo.
Red IC
2AAB 5C 214A IC IAD jB land jABC(2-3) 66B jB6C djC(tech trap) - ~3265 damage (replay 1-3)
- Generic red IC for extra damage and carry to corner. Drop the combo at jABC(2) and j44C (whiff) 236236 for extra safe lemmings in certain matchups.
662B IC 66B jB 66 jAB land jABC(2-3) 66B jB6C djC(tech trap) - ~2974 damage (replay 1-3)
- Can be used to catch people not watching their feet.
66..23A IC jB 66 jB6C land jABC(2-3) 66B jB6C djC(tech trap) - ~3304 damage (replay 1-3)
- Crossthrough option, requires you to be next to opponent, suggested as okizeme. Requires at least red IC. Drop the first j6C if you're too far from the corner.
Blue IC
Midscreen
2AAB 5C 214A BIC IAD jB land 66B jB 66 jAB land jABC 66B jB6C djC(tech trap) - ~4692 damage (replay 1-4)
- Corner to corner carry.
Throw -> 41236C(1) BIC 421A 6[6]B jC(3) land 66B jB 66 jAB land jABC(2-3) 66B jB6C djC(tech trap) - ~4534 damage (replay 1-4)
- Anywhere version of throw combo, only one set of knives should come out before you BIC.
Corner
2AAB 5C 214A BIC 66B 41236C xN jB6C land jABC(2) j236236B - ~6870 damage (3 sets of knives)
- N is variable depending on character and height.
2B extenders
Only works on some characters. Table below has extended details. Adds an extra 6-900 damage. (replay 1-5)
After jABC, one of the below. Finish with generic ender, or 5A 41236C for tech trap.
2B Extender | Applicable on |
---|---|
2B jABC(3) |
Misaki, Mio, Mai, Ikumi, Kanna |
2B jAAC(3) |
Cello, Shiori, Misuzu, Nayuki |
2B hits, no extension |
Akane, Mayu, Ayu, Kano, Minagi, Unknown, Mishio |
2B whiffs |
Rumi, Neyu, Makoto, Sayuri, Doppel, Kaori, Akiko |
Advanced/Optimal Combos
A small selection of advanced combos. Applying these combo parts to different characters, especially due to knife loops, is a task left to the reader.
Midscreen
66B jC(3) land 66B jC(1) 66 jAC(1) 2BC 236236A - (replay 1-6)
- Midscreen carry combo with safe gopher setup.
jC(2) 66B jC(3) land 66B jC(1) 66 jAC(1) 66C BIC 5C 41236B 41236C jB6C land jABC(2) j236236B - ~7813 damage (replay 1-7)
- Off a successful mixup into 66B. Check the 2B extender list, this combo won't work on characters that 2B whiffs on.
Throw -> 41236C(1) BIC 421 66B jC(3) [66B jBC(1)]x2 land jABC(2-3) land 2B jABC(3) 5A 41236C - ~4894 damage (replay 1-8)
- Optimized no-meter throw combo on characters that 2B jABC extender works on. Drop the 2B jABC extender and go straight into j236236B for damage instead.
Corner
2AAB 5C 214A BIC 66C 41236B 41236C 41236C jAB6C land jABC(3) j236236B - ~7153 damage (replay 1-9)
- Low starter in the corner. Reps of 41236C will be variable per character.
Okizeme
Win Quotes
Japanese | English |
---|---|
のぞまれたから |
Someone wished for me to exist. |
ここは永遠… |
This is the eternity... |
欠けてるせかいは |
Did you have fun |
こわくはないよ |
Don't be afraid. |
いまのわたしに |
From yesterday's self |
おわりもはじまりもない |
There is no beginning or end. |
さようなら… |
Goodbye... |
君ももう |
You can no longer |
まだわからない? |
You still don't understand? |
わたしは |
I'm |
Colors
In-game References
External References
- UNKNOWN's Final Memory is based on Akari Ichijou's super, from The Last Blade series.
- "Inside of Barrel" is a reference to Ruby Heart's "Tour de Magie" from Marvel vs Capcom 2.
ONE References
- The scenery in the background is one part of the World of Eternity in ONE.
- ↑ This move is not listed in any official movelist and has no official name. Several other characters have unused animations for similar "Burst" moves, so it may have been planned to be a universal mechanic.