Eternal Fighter Zero: Difference between revisions

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(→‎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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* '''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.
* '''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/Combo_Basics#How_do_combos_work_in_EFZ?_A_quick_primer|'''Custom Juggle Combos''']]: Once in juggle state, the player can combo the opponent in almost any way they like, allowing for a vast variety of combo options for all situations, with plenty of room for individual self expression.
* '''[[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/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/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''']]: 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]].
* '''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 ==


<div style="max-width:300px; padding-right:1%; float:left">
<div style="max-width:300px; padding-right:1%">


[[Image:EFZ_Mizuka_CSS.png|link=Eternal Fighter Zero/Mizuka Nagamori | Mizuka Nagamori]]
[[Image:EFZ_Mizuka_CSS.png|link=Eternal Fighter Zero/Mizuka Nagamori | Mizuka Nagamori]]
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</div>
</div>
[[Image:EFZ_Gameplay.png|link=Eternal Fighter Zero/Game Mechanics | Game Mechanics]]


== Wiki Roadmap ==
== Wiki Roadmap ==

Revision as of 13:36, 25 May 2024

Eternal Fighter Zero -Memorial- Edition
(EFZ)
Efzlogo.jpg
Version

Memorial 4.02

Developers

Tasogare Frontier

Systems

PC (Windows 98)
November 28th, 2005

Official Websites

EFZ on Tasofro.net

Online Play

Rollback via EfzRevival 1.02h

  • Peer-to-Peer Connection
  • UDP Holepunching
  • IPv6 Support

Netplay Lobbies via Concerto

Player Resources

EFZ Primer (Old)

EN Community YouTube
JP Community YouTube
Japanese Wiki
Community Channels

Global Discord Server

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.
  • Custom Juggle Combos: Once in juggle state, the player can combo the opponent in almost any way they like, allowing for a vast variety of combo options for all situations, with plenty of room for individual self expression.
  • 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.

Character Selection

Mizuka Nagamori Rumi Nanase Akane Satomura

Misaki Kawana Mayu Shiina Mio Kouzuki

Ayu Tsukimiya Nayuki (Asleep) Makoto Sawatari

Shiori Misaka Mai Kawasumi Sayuri Kurata

Misuzu Kamio Kano Kirishima Minagi Tohno

Ikumi Amasawa Doppel Nanase UNKNOWN

Nayuki Minase (Awake) Mishio Amano Kaori Misaka

Akiko Minase ??? Kanna

Wiki Roadmap

Interested in contributing to the wiki? Check out our editing FAQ!

70% complete
In Progress / Completed To-do
  • Adding to blank/underdeveloped move descriptions and strategy/combo/oki sections.
  • Rewriting outdated descriptions and sections.
  • Completing remaining unfilled frame data.


General
FAQ
Media
Characters
Akane
Akiko
Ayu
Doppel
Ikumi
Kanna
Kano
Kaori
Mai
Makoto
Mayu
Minagi
Mio
Misaki
Mishio
Misuzu
Mizuka
Nayuki (asleep)
Nayuki (awake)
Rumi
Sayuri
Shiori
UNKNOWN
Mechanics
Guides