Eternal Fighter Zero: Difference between revisions
(→Key Features: felt like "simple combo system" had nothing much to say (although the link to combo basics is nice) and that "comprehensive training mode" isn't a gameplay feature and already mentioned in the EFZ revival section (i suggest if those fine details are returned they are mentioned there). updated RG link so it no longer redirects, trimmed down a lot of the wording, removed the redundant air recover link (could add a tech trap section to the strategy page? not much to it though))) |
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== Key Features == | == Key Features == | ||
* '''Anime Fighter''': Characters in EFZ can chain their normals, double jump, airdash, air block, air recover, and air throw. The [[Eternal Fighter Zero/Controls|control scheme]] is simple, featuring 3 buttons for | * '''Anime Fighter''': Characters in EFZ can chain their normals, double jump, airdash, air block, air recover, and air throw. The [[Eternal Fighter Zero/Controls|control scheme]] is simple, featuring 3 buttons for various strengths of attacks and an extra button used for actions like controlling a puppet or changing stances. | ||
* '''[[Eternal Fighter Zero/Strategy#An In-Depth Introduction to Recoil Guard | Recoil Guard]]''': EFZ's version of an Instant Block/Just Defend mechanic, performed by blocking just before getting hit. Recoil Guard negates all chip damage and pushback while allowing the defender to guard cancel into almost anything. However, the defender can also time a [https://www.youtube.com/watch?v=Iw83Aqcobyk Recoil Guard in response] to the opponent's counter attack, allowing for intense reflex-based Recoil Guard battles. Somewhat similar to Shield Counters in [[Melty Blood/MBTL | Type Lumina]]. | |||
* '''[[Eternal Fighter Zero/Recoil Guard | Recoil Guard]]''': EFZ's version of an Instant Block/Just Defend mechanic, performed by blocking just before getting hit. Recoil Guard negates all chip damage and pushback while allowing the defender to guard cancel into almost anything. However, the defender can also time a [https://www.youtube.com/watch?v=Iw83Aqcobyk Recoil Guard in response] to the opponent's counter attack, allowing for intense reflex based Recoil Guard battles. Somewhat similar to Shield Counters in [[Melty Blood/MBTL | Type Lumina]]. | * [[Eternal_Fighter_Zero/Game_Mechanics#Reinforce_Gauge_(RF_Gauge)|'''Reinforce Gauge''']]: Underneath EFZ's traditional super meter (SP Gauge) is the unique [[Eternal Fighter Zero/Game Mechanics#Reinforce Gauge (RF Gauge) | RF Gauge]] which builds passively over time and is used for [[Eternal Fighter Zero/Game Mechanics#Reinforce Attack (RF Attack/EX Attack) | EX moves]] and [[Eternal Fighter Zero/Game Mechanics#Instant Charge (IC) | roman cancels]]. | ||
* [[Eternal_Fighter_Zero/Game_Mechanics#Reinforce_Gauge_(RF_Gauge)|'''Reinforce Gauge''']]: | * '''Tech Traps''': Characters fall invincibly after recovering from aerial hitstun, and [[Eternal Fighter Zero/Game Mechanics#Air Recovery | air recovering]] will make them fully vulnerable again. A common strategy is to end combos with "tech traps" to meaty recovering opponents, often leading to full combos and another tech trap. | ||
* | |||
== Character Selection == | == Character Selection == |
Revision as of 11:55, 25 May 2024
Eternal Fighter Zero -Memorial- Edition (EFZ) | |
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Version |
Memorial 4.02 |
Developers |
Tasogare Frontier |
Systems |
PC (Windows 98) |
Official Websites | |
Online Play |
Rollback via EfzRevival 1.02h
Netplay Lobbies via Concerto |
Player Resources | |
EN Community YouTube | |
JP Community YouTube | |
Japanese Wiki | |
Community Channels | |
South American Discord Server | |
Japanese Discord Server | |
#efz at irc.rizon.net |
Eternal Fighter Zero -Memorial- Edition is the fourth and final major version of Eternal Fighter Zero, a 2D doujin fighter developed by Tasofro (known for developing Immaterial and Missing Power and Touhou Hisoutensoku) and originally released on August 11th, 2000. Its colorful cast of characters are originally from the visual novels Moon., One: Kagayaku Kisetsu e, Kanon, and Air, along with one extra character. Many of the characters’ attacks reference other fighting games such as Guilty Gear, King of Fighters, and Last Blade. Memorial Edition (EFZ 4.0) released in 2005 and included three new playable characters, gameplay changes, a completely redone soundtrack, and more.
EFZ Revival
In November 2014, the game received a fanmade rollback netplay client and patch called EFZ Revival. This patch includes compatibility fixes for modern Windows, improved training mode options, replay takeover functionality, and various other improvements.
Concerto released support for EFZ on January 1st, 2023, providing a lobby system and visual front end for EFZ Revival.
Key Features
- Anime Fighter: Characters in EFZ can chain their normals, double jump, airdash, air block, air recover, and air throw. The control scheme is simple, featuring 3 buttons for various strengths of attacks and an extra button used for actions like controlling a puppet or changing stances.
- Recoil Guard: EFZ's version of an Instant Block/Just Defend mechanic, performed by blocking just before getting hit. Recoil Guard negates all chip damage and pushback while allowing the defender to guard cancel into almost anything. However, the defender can also time a Recoil Guard in response to the opponent's counter attack, allowing for intense reflex-based Recoil Guard battles. Somewhat similar to Shield Counters in Type Lumina.
- Reinforce Gauge: Underneath EFZ's traditional super meter (SP Gauge) is the unique RF Gauge which builds passively over time and is used for EX moves and roman cancels.
- Tech Traps: Characters fall invincibly after recovering from aerial hitstun, and air recovering will make them fully vulnerable again. A common strategy is to end combos with "tech traps" to meaty recovering opponents, often leading to full combos and another tech trap.
Character Selection
Wiki Roadmap
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