Eternal Fighter Zero/Doppel Nanase: Difference between revisions

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{{EFZFeedback}}
[[image:dnanase-efz.png |<center><font size="4"><b>Doppel Nanase</b></font></center>|frame|right]]
[[image:dnanase-efz.png |<center><font size="4"><b>Doppel Nanase</b></font></center>|frame|right]]
{{TOClimit|2}}
{{TOClimit|2}}
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'''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 [[Eternal_Fighter_Zero/Rumi_Nanase|Rumi Nanase's]] unarmed normals but plays very differently.
'''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 [[Eternal_Fighter_Zero/Rumi_Nanase|Rumi Nanase's]] unarmed normals but plays very differently.


Doppel Nanase is an original creation of [[Eternal Fighter Zero]].
Doppel Nanase is not featured in any Tactics or Key visual novels but she did appear on the [https://web.archive.org/web/19990508135511/http://tactics.co.jp/qtactics/index.htm ''Former Tactics Homepage''] and in [https://web.archive.org/web/20010307065235/http://sv.force-x.com/~tactics/n_suzu/index.html ''Variety Tactics'']. Her victory music in EFZ is the same as the ''ONE'' characters.


Doppel was added to EFZ's cast in Bad Moon Edition.
Doppel was added to EFZ's cast in Bad Moon Edition.
Line 15: Line 16:
== Character-Specific Notes ==
== Character-Specific Notes ==
* Doppel is able to double jump once, and air dash once.
* Doppel is able to double jump once, and air dash once.
* Doppel is one of a few characters who gain [[Eternal_Fighter_Zero/Advanced_Mechanics#Jump_Startup_Specifics|some throw invincibility]] after double jumping.
* Doppel is one of a few characters who gains [[Eternal_Fighter_Zero/Advanced_Mechanics#Jump_Startup_Specifics|some throw invincibility]] after double jumping.
* Doppel's '''command grab follow-ups can be teched'''. See [[#41236*_236A|Maiden Capture]] for more information.
* Doppel's '''command throw follow-ups can be teched'''. See [[#41236*_236A|Maiden Capture]] for more information.
<br>
<hr><br>
<div class="movelist-toggles">
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:EFZ_Doppel_Movelist_Icon.png|link=]] Normal</div>
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:EFZ_Golden_Doppel_Movelist_Icon.png|link=]] Golden (FM)</div>
</div>
 
<div id="movelist-1" class="movelist">


== Normal Moves ==
== Normal Moves ==
Line 37: Line 30:
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
|version=5A
  |damage=220
  |damage=220
|proration=94%
|juggle=90
  |guard=Ground
  |guard=Ground
  |property=
  |property=
Line 45: Line 41:
  |advHit=+1
  |advHit=+1
  |advBlock=-1
  |advBlock=-1
  |cancel= N Sp Su J IC R
  |cancel= N SP J IC R
  |description=Doppel does a quick horizontal jab with her left hand.<br>
|description=
Safe and fast, can be used to check jump-ins when 623A/B isn't out or after RG'ing a jump-in.
}}
{{AttackData-EFZ
|header=no
|version=5A (FM)
|damage=220
|proration=94%
|juggle=90
|guard=Ground
|property=
|startup=2.66
|active=2.66
|recovery=4.66
|advHit=+3.33
|advBlock=+2.33
|cancel= N SP J IC R
  |description=Doppel does a quick horizontal jab with her left hand, prone to being low-profiled. Mainly used to check jump-ins after a RG or in combos, 2A is preferred in every other situation.
  }}
  }}
}}
}}
Line 58: Line 69:
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
|version=c5B
  |damage=500
  |damage=500
|proration=92%
|juggle=150
  |guard=Ground
  |guard=Ground
  |property=
  |property=
Line 66: Line 80:
  |advHit=+1
  |advHit=+1
  |advBlock=-1
  |advBlock=-1
  |cancel= N Sp Su J IC f5B/2B
  |cancel= N SP J IC f5B/2B
  |description=Doppel does an uppercut.<br>
|description=
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.
{{AttackData-EFZ
|header=no
|version=c5B (FM)
|damage=500
|proration=92%
|juggle=150
|guard=Ground
|property=
|startup=4
|active=5.66
|recovery=7.66
|advHit=+3.33
|advBlock=+1.33
|cancel= N SP J IC f5B/2B
  |description=Doppel does an uppercut. Large safe hitbox, fast start-up, and great untech. Used in most of her combos. Prone to whiffing on crouching opponents.
  }}
  }}
}}
}}
Line 80: Line 108:
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
|version=f5B
  |damage=500
  |damage=500
|proration=94%
|juggle=120
  |guard=Ground
  |guard=Ground
  |property=
  |property=
Line 88: Line 119:
  |advHit=+1
  |advHit=+1
  |advBlock=-1
  |advBlock=-1
  |cancel= N Sp Su JH IC
  |cancel= N SP JH IC
  |description=Doppel does a punch with her right hand.<br>
|description=
Preferred over c.5B in optimal juggles despite the difficulty of hitting it due to it incurring less scaling than c.5B.
}}
{{AttackData-EFZ
|header=no
|version=f5B (FM)
|damage=500
|proration=94%
|juggle=120
|guard=Ground
|property=
|startup=3.33
|active=4.33
|recovery=9
|advHit=+3.33
|advBlock=+1.33
|cancel= N SP JH IC
  |description=Doppel does a punch with her right hand.
 
Completely disjointed hitbox with great juggle and start-up, hits where c.5B can't. Used in optimal juggles due to it incurring less scaling than c.5B, although it requires awkward spacing.
  }}
  }}
}}
}}
Line 101: Line 149:
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
|version=5C
  |damage=650
  |damage=650
|proration=92%
|juggle=120
  |guard=Ground
  |guard=Ground
  |property=
  |property=
Line 109: Line 160:
  |advHit=+0
  |advHit=+0
  |advBlock=-2
  |advBlock=-2
  |cancel= N Sp Su IC
  |cancel= N SP IC
  |description=Doppel headbutts the opponent, moving her forward quite a bit.<br>
|description=
Has a large amount of hitstun, allowing you to cancel into 41236A or start a combo using IC.
}}
{{AttackData-EFZ
|header=no
|version=5C (FM)
|damage=650
|proration=92%
|juggle=120
|guard=Ground
|property=
|startup=10.33
|active=4.33
|recovery=16.33
|advHit=+3
|advBlock=+1
|cancel= N SP IC
  |description=Doppel headbutts the opponent, moving her forward.
  }}
  }}
}}
}}
Line 123: Line 189:
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
|version=6C
  |damage=700
  |damage=700
|proration=91%
|juggle=120
  |guard=Ground
  |guard=Ground
  |property=
  |property=
Line 131: Line 200:
  |advHit=
  |advHit=
  |advBlock=-13
  |advBlock=-13
  |cancel= Sp Su IC
  |cancel= SP IC
  |description=Doppel twists her body in a long punch to the gut, sending her extremely far.<br>
  |description=Doppel twists her body in a long punch to the gut, punching forward with a large hitbox.  
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.<br>
 
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.<br>
This is Doppel's preferred launcher with IC and hard knockdown without.
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.
 
  }}
Although it's extremely punishable, when spaced correctly it's very safe and hard to contest, you can couple it with 2B and 214A to make it harder to punish.  
}}
 
Ideal ender midscreen for setting up spacing for jC/2A mixups.
}}
{{AttackData-EFZ
|header=no
|version=6C (FM)
|damage=700
|proration=91%
|juggle=120
|guard=Ground
|property=
|startup=12
|active=9.33
|recovery=22.33
|advHit=/
|advBlock=-9.33
|cancel= SP IC
|description=
  }}
}}


=== Crouching ===
=== Crouching ===
Line 147: Line 235:
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
|version=2A
  |damage=200
  |damage=200
|proration=92%
|juggle=90
  |guard=Low
  |guard=Low
  |property=
  |property=
Line 155: Line 246:
  |advHit=+1
  |advHit=+1
  |advBlock=+0
  |advBlock=+0
  |cancel= N Sp Su J IC R
  |cancel= N SP J IC R
  |description=Doppel throws a short straight jab from her crouching position.
  |description=
  }}
  }}
}}
{{AttackData-EFZ
 
|header=no
====== <font style="display:none" size="0">2B</font> ======
|version=2A (FM)
|damage=200
|proration=92%
|juggle=90
|guard=Low
|property=
|startup=2
|active=3.33
|recovery=4.66
|advHit=+1.66
|advBlock=+1.66
|cancel= N SP J IC R
|description=Doppel throws a short straight jab from her crouching position.
 
Safe, privileged, jab that beats 4.33+ ('''3f in Gold''') start-up jabs (like half the cast normally, or ''EVERYONE'' in Gold) and usually hits both high and low-profile moves.
}}
}}
 
====== <font style="display:none" size="0">2B</font> ======
{{MoveData
{{MoveData
|image=Doppel2b.png
|image=Doppel2b.png
Line 167: Line 276:
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
|version=2B
  |damage=450
  |damage=450
|proration=92%
|juggle=120
  |guard=Low
  |guard=Low
  |property=
  |property=
Line 175: Line 287:
  |advHit=-2
  |advHit=-2
  |advBlock=-4
  |advBlock=-4
  |cancel= N Sp Su J IC
  |cancel= N SP J IC
  |description=Doppel extends her body and punches at the opponent's feet.<br>
|description=
This move has lower forward invincibility and moves her very far forward, making it great for poking or fishing for 6Cs.
}}
{{AttackData-EFZ
|header=no
|version=2B (FM)
|damage=450
|proration=92%
|juggle=120
|guard=Low
|property=
|startup=6.33
|active=1.33
|recovery=14.33
|advHit=+1
|advBlock=-0.33
|cancel= N SP J IC
  |description=Doppel extends her body and punches at the opponent's feet.
 
Has lower forward invincibility which makes it a potent poking and general pressure tool.
  }}
  }}
}}
}}
Line 188: Line 317:
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
|version=2C
  |damage=250
  |damage=250
|proration=95%
|juggle=120
  |guard=Ground
  |guard=Ground
  |property=
  |property=
Line 196: Line 328:
  |advHit=-1
  |advHit=-1
  |advBlock=-3
  |advBlock=-3
  |cancel= N Sp Su JH IC
  |cancel= N SP JH IC
  |description=
  |description=
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
  |header=no
  |header=no
|version=-
  |damage=450
  |damage=450
|proration=95%
|juggle=120
  |guard=Ground
  |guard=Ground
  |property=
  |property=
Line 209: Line 344:
  |advHit=+1
  |advHit=+1
  |advBlock=-1
  |advBlock=-1
  |cancel= N Sp Su JH IC
  |cancel= N SP JH IC
  |description=Doppel does a multi hitting uppercut.<br>
|description=
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.
}}
{{AttackData-EFZ
|header=no
|version=2C (FM)
|damage=250
|proration=95%
|juggle=120
|guard=Ground
|property=
|startup=7.33
|active=1.33
|recovery=19.66
|advHit=+2.66
|advBlock=+0.66
|cancel= N SP JH IC
|description=
}}
{{AttackData-EFZ
|header=no
|version=-
|damage=450
|proration=95%
|juggle=120
|guard=Ground
|property=
|startup=8.66
|active=1.33
|recovery=18.33
|advHit=+4
|advBlock=+2
|cancel= N SP JH IC
  |description=Doppel does a multi hitting uppercut, launches the opponent upwards, scales terribly, and has poor untech time.
 
Very slow and hard to apply as an anti-air despite how it looks and is terrible in combos.
  }}
  }}
}}
}}
Line 223: Line 391:
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
|version=j5A
  |damage=220
  |damage=220
|proration=94%
|juggle=90
  |guard=High/Air
  |guard=High/Air
  |property=
  |property=
Line 232: Line 403:
  |advBlock=
  |advBlock=
  |cancel= N J AD IC
  |cancel= N J AD IC
  |description=Doppel does a quick, downward aerial jab.<br>
|description=
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.
{{AttackData-EFZ
|header=no
|version=j5A (FM)
|damage=220
|proration=94%
|juggle=90
|guard=High/Air
|property=
|startup=4
|active=9.33
|recovery=5.33
|advHit=/
|advBlock=/
|cancel= N J AD IC
  |description=Doppel does a quick, downward aerial jab.  
 
The size of the hitbox and length of the active frames make this move superb at contesting for aerial space.
  }}
  }}
}}
}}
Line 245: Line 432:
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
|version=j5B
  |damage=480
  |damage=480
|proration=94%
|juggle=120
  |guard=High/Air
  |guard=High/Air
  |property=
  |property=
Line 254: Line 444:
  |advBlock=
  |advBlock=
  |cancel= N J AD IC
  |cancel= N J AD IC
  |description=Doppel does a quick aerial uppercut.<br>
  |description=
Sends the opponent upward on air connect, you'll only be using this when your opponent is above you, or in situational combos.
  }}
  }}
}}
====== <font style="display:none" size="0">j5C</font> ======
{{MoveData
|image=Doppelj5c.png
|caption=
|name=j5C
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=600
|header=no
|version=j5B (FM)
  |damage=480
|proration=94%
|juggle=120
  |guard=High/Air
  |guard=High/Air
  |property=
  |property=
  |startup=10
  |startup=6.33
  |active=15
  |active=9.33
  |recovery=11
  |recovery=8.66
  |advHit=
  |advHit=/
  |advBlock=
  |advBlock=/
  |cancel= J AD IC
  |cancel= N J AD IC
  |description=Doppel punches towards the ground. Causes knockdown on hit on an aerial opponent, preferred midscreen juggle ender.<br>
  |description=Doppel does a quick aerial uppercut, sends the opponent upward on air connect.
The hitbox on this move is gigantic and can easily cross-up, making it useful for left/right okizeme.
 
Useful for air-to-air situations where the opponent is above you or in niche combos.
  }}
  }}
}}
}}


=== Dashing ===
====== <font style="display:none" size="0">j5C</font> ======
====== <font style="display:none" size="0">66A</font> ======
{{MoveData
{{MoveData
|image=Doppel66a.png
|image=Doppelj5c.png
|caption=
|caption=
|name=66A
|name=j5C
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=220
|version=j5C
  |guard=Ground
  |damage=600
|proration=91%
|juggle=120
  |guard=High/Air
  |property=
  |property=
  |startup=8
  |startup=10
  |active=4
  |active=15
  |recovery=6
  |recovery=11
  |advHit=+0
|advHit=
  |advBlock=-1
|advBlock=
  |cancel= Sp Su IC
|cancel= J AD IC
  |description=Identical to 5A except it travels.<br>
|description=
Can't chain so it's better to preemptively end your dash for 5A or use 662A instead.
}}
{{AttackData-EFZ
|header=no
|version=j5C (FM)
|damage=600
|proration=91%
|juggle=120
|guard=High/Air
|property=
|startup=6.66
|active=14.33
|recovery=10.66
  |advHit=/
  |advBlock=/
  |cancel= J AD IC
  |description=Doppel punches towards the ground. Sends the opponent directly down at a fast speed on aerial hit with a large untech time.
 
The hitbox on this move is gigantic and boasts long active frames which makes this an excellent mixup tool. A staple of Doppel oki.
  }}
  }}
}}
}}


====== <font style="display:none" size="0">66B</font> ======
=== Dashing ===
====== <font style="display:none" size="0">66A</font> ======
{{MoveData
{{MoveData
|image=Doppel66b.png
|image=Doppel66a.png
|caption=
|caption=
|name=66B
|name=66A
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=545
|version=66A
  |damage=220
|proration=94%
|juggle=90
  |guard=Ground
  |guard=Ground
  |property=
  |property=
  |startup=8
  |startup=8
  |active=1
  |active=4
  |recovery=13
  |recovery=6
  |advHit=+3
  |advHit=+0
  |advBlock=+1
  |advBlock=-1
  |cancel= Sp Su IC 6C
  |cancel= SP IC
  |description=Doppel performs an over the head downward punch.<br>
  |description=
This move can whiff at point blank, needs to be spaced accordingly.
  }}
  }}
}}
====== <font style="display:none" size="0">66C</font> ======
{{MoveData
|image=Doppel66c.png
|caption=
|name=66C
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=700
|header=no
|version=66A (FM)
  |damage=220
|proration=94%
|juggle=90
  |guard=Ground
  |guard=Ground
  |property=
  |property=
  |startup=10
  |startup=6
  |active=5
  |active=2.33
  |recovery=18
  |recovery=6.66
  |advHit=+1
  |advHit=+1.66
  |advBlock=-1
  |advBlock=+0.66
  |cancel= Sp Su IC 6C
  |cancel= SP IC
  |description=Identical to 5C except it travels and wall bounces on air hit.<br>
  |description=Doppel does a dashing version of 5A.
Used in her corner combos for its high damage and wall bounce.  
 
Better to use 662A as 66A has less travel distance, has longer start-up, and is far less advantageous.
  }}
  }}
}}
}}


====== <font style="display:none" size="0">662A</font> ======
====== <font style="display:none" size="0">66B</font> ======
{{MoveData
{{MoveData
|image=Doppel662a.png
|image=Doppel66b.png
|caption=
|caption=
|name=662A
|name=66B
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=220
|version=66B
  |guard=Low
  |damage=545
|proration=93%
|juggle=120
  |guard=Ground
  |property=
  |property=
  |startup=4
  |startup=8
  |active=4
  |active=1
  |recovery=5
  |recovery=13
  |advHit=+1
  |advHit=+3
  |advBlock=+0
  |advBlock=+1
  |cancel= Sp Su IC 6C
  |cancel= SP IC 6C
  |description=Identical to 2A except it travels.<br>
  |description=
Cannot self-cancel or link into 2A, so treat it like a reset and instead use it for 41236C tick-throws.
}}
{{AttackData-EFZ
|header=no
|version=66B (FM)
|damage=545
|proration=93%
|juggle=120
|guard=Ground
|property=
|startup=5.33
|active=0.33
|recovery=9.66
|advHit=+6.66
|advBlock=+4.66
|cancel= SP IC 6C
|description=Doppel performs a quick leaning downward punch.
 
This move can whiff at point blank and on crouchers, mostly used for juggle combos and pressure strings.
  }}
  }}
}}
}}


====== <font style="display:none" size="0">662B</font> ======
====== <font style="display:none" size="0">66C</font> ======
{{MoveData
{{MoveData
|image=Doppel662b.png
|image=Doppel66c.png
|caption=
|caption=
|name=662B
|name=66C
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=450
|version=66C
  |guard=Low
  |damage=700
|proration=93%
|juggle=120
  |guard=Ground
  |property=
  |property=
  |startup=9
  |startup=10
  |active=2
  |active=5
  |recovery=16
  |recovery=18
  |advHit=-2
  |advHit=+1
  |advBlock=-4
  |advBlock=-1
  |cancel= Sp Su IC
  |cancel= SP IC 6C
  |description=Identical to 2B except it travels, very long range poke.<br>
  |description=Slightly faster 5C, travels and causes a wall bounces on air hit.
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.
Used in her corner combos for its high damage and wall bounce.  
  }}
  }}
}}
====== <font style="display:none" size="0">662C</font> ======
{{MoveData
|image=Doppel662c.png
|caption=
|name=662C
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=450
|header=no
|version=66C (FM)
  |damage=700
|proration=93%
|juggle=120
  |guard=Ground
  |guard=Ground
  |property=
  |property=
  |startup=7
  |startup=7.33
  |active=2
  |active=4.33
  |recovery=26
  |recovery=16.33
  |advHit=
  |advHit=+3.66
  |advBlock=-7
  |advBlock=+1.66
  |cancel= Sp Su J IC
  |cancel= SP IC 6C
  |description=Similar to 2C, but the hitbox on Doppel's body is a lot bigger.<br>
  |description=
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 on block or hit.
  }}
  }}
}}
}}


=== Grabs ===
====== <font style="display:none" size="0">662A</font> ======
====== <font style="display:none" size="0">Ground Grab</font> ======
{{MoveData
{{MoveData
|image=EFZ_Doppel_GroundGrab.png
|image=Doppel662a.png
|caption=
|caption=
|name=Ground Grab
|name=662A
|input=Close 6C/4C
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=1200
|version=662A
  |guard=Grab
  |damage=220
|proration=92%
|juggle=90
  |guard=Low
  |property=
  |property=
  |startup=5.33
  |startup=4
  |active=0.66
|active=4
  |recovery=21.33
|recovery=5
  |advHit=/
|advHit=+1
  |advBlock=/
|advBlock=+0
  |cancel= None
|cancel= SP IC 6C
  |description=Doppel leaps forward holding her opponent and slams their head into the ground.<br>
|description=
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.
}}
{{AttackData-EFZ
|header=no
|version=662A (FM)
|damage=220
|proration=92%
|juggle=90
|guard=Low
|property=
|startup=2
  |active=3.33
  |recovery=5
  |advHit=+4.33
  |advBlock=+1.66
  |cancel= SP IC 6C
  |description=Doppel does a dashing version of 2A.
 
Mostly used in pressure and for positioning during wallbounce loops.
  }}
  }}
}}
}}


====== <font style="display:none" size="0">Air Grab</font> ======
====== <font style="display:none" size="0">662B</font> ======
{{MoveData
{{MoveData
|image=EFZ_Doppel_AirGrab.png
|image=Doppel662b.png
|caption=
|caption=
|name=Air Grab
|name=662B
|input=Close j6C
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=1400
|version=662B
  |guard=Grab
  |damage=450
|proration=92%
|juggle=120
  |guard=Low
  |property=
  |property=
  |startup=2
  |startup=9
  |active=1
|active=2
  |recovery=/
|recovery=16
  |advHit=/
|advHit=-2
  |advBlock=/
|advBlock=-4
  |cancel= None
|cancel= SP IC
  |description=Doppel falls forward with her opponent in an almost identical manner to her ground grab.<br>
|description=
Sometimes the corner she'll fall directly downwards instead of falling forward.
}}
{{AttackData-EFZ
|header=no
|version=662B (FM)
|damage=450
|proration=92%
|juggle=120
|guard=Low
|property=
|startup=6.33
  |active=1.33
  |recovery=14.33
  |advHit=+1
  |advBlock=-0.33
  |cancel= SP IC
  |description=Identical to 2B except it travels, amazing poke.
 
Used mostly as a poke with red IC in stock to convert into combos.
  }}
  }}
}}
}}


== Special Moves ==
====== <font style="display:none" size="0">662C</font> ======
 
=== Specials ===
====== <font style="display:none" size="0">623*</font> ======
{{MoveData
{{MoveData
|image=Doppel623a.png
|image=Doppel662c.png
|caption=623A
|caption=
|image2=Doppel623b.png
|name=662C
|caption2=623B
|image3=Doppel623c.PNG
|caption3=623C
|name=Maiden Typhoon <br> 乙女タイフーン
|input=623*
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |version=A
  |version=662C
  |damage=250x3
  |damage=450
  |guard=Any
|proration=92%
  |property=LI: 1-55
|juggle=150
  |startup=16
  |guard=Ground
  |active=36
  |property=
  |recovery=33
  |startup=7
  |active=2
  |recovery=26
  |advHit=
  |advHit=
  |advBlock=-20
  |advBlock=-7
  |cancel= IC
  |cancel= SP J IC
  |description=Doppel transforms into a fire tornado with a disembodied head and travels a short distance towards the opponent.<br>
  |description=
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
  |header=no
  |header=no
  |version=B
  |version=662C (FM)
  |damage=200x3
  |damage=450
  |guard=Any
|proration=92%
  |property=HI: 1-78
|juggle=150
  |startup=15
  |guard=Ground
  |active=60
  |property=
  |recovery=33
  |startup=3.66
  |advHit=
  |active=1.33
  |advBlock=-44
  |recovery=24
  |cancel= IC
  |advHit=/
  |description=Same as the A version, except she travels further and low profiles instead.<br>
  |advBlock=-3.33
Very good anti-air and approach tool, especially with IC, prone to RG battles so expect to RG back.
  |cancel= SP J IC
  |description=Similar to 2C, but the hitbox on Doppel's body is a lot bigger.
 
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.
  }}
  }}
{{AttackData-EFZ
}}
|header=no
 
|version=C
=== Throws ===
  |damage=100x15
====== <font style="display:none" size="0">Ground Throw</font> ======
  |guard=Any
{{MoveData
  |property=I: 0.33-29.33
|image=EFZ_Doppel_GroundGrab.png
  |startup=10
|caption=
  |active=58
|name=Ground Throw
  |recovery=33
|input=Close 6C/4C
  |advHit=
|data=
  |advBlock=
{{AttackData-EFZ
  |cancel= IC
  |damage=0 + 1200
  |description=Same as the A version, except Doppel doesn't travel and she has full invincibility.<br>
  |guard=Throw
Main reversal, but very punishable if read.<br>
  |property=I: 5 - 5.66
* Requires RF to use.
  |startup=5.33
  |active=0.66
  |recovery=21.33
  |advHit=/
  |advBlock=/
  |cancel= None
  |description=Doppel leaps forward holding her opponent and slams their head into the ground.
 
Deals more damage than raw 41236* and has faster start-up than 41236C, but is slower out of a dash.
  }}
  }}
}}
}}


====== <font style="display:none" size="0">214*</font> ======
====== <font style="display:none" size="0">Air Throw</font> ======
{{MoveData
{{MoveData
|image=Doppel214a.png
|image=EFZ_Doppel_AirGrab.png
|caption=214A/B
|caption=
|image2=Doppel214c.png
|name=Air Throw
|caption2=214C
|input=Close j6C
|name=Maiden Fire <br> 乙女ファイアー
|input=214*
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
|version=A
  |damage=0 + 1400
  |damage=650
  |guard=Throw
  |guard=Any
  |property=
  |property=
  |startup=21
  |startup=2
  |active=8
  |active=1
  |recovery=25
  |recovery=/
  |advHit=/
  |advHit=/
  |advBlock=-12
  |advBlock=/
  |cancel= FIC
  |cancel= None
  |description=Doppel pours spicy kimchi into her mouth and breathes fire.<br>
  |description=Doppel falls forward with her opponent in an almost identical manner to her ground throw.
Very safe disjoint which works as a combo starter with IC or a difficult 662A link at point blank/corner.<br>
 
Unlike most throws, this is not invincible during active and can trade.
  }}
  }}
  {{AttackData-EFZ
}}
|header=no
 
  |version=B
== Special Moves ==
 
=== Specials ===
====== <font style="display:none" size="0">623*</font> ======
{{MoveData
|image=Doppel623a.png
|caption=623A
|image2=Doppel623b.png
|caption2=623B
|image3=Doppel623c.PNG
|caption3=623C
|name=Maiden Typhoon <br> 乙女タイフーン
|input=623*
|data=
  {{AttackData-EFZ
  |version=A
  |damage=250x3
  |damage=250x3
  |guard=Any
  |guard=Any
  |property=
  |property=LI: 1-55
  |startup=36
  |startup=16
  |active=24
  |active=36
  |recovery=13
  |recovery=33
  |advHit=/
  |advHit=
  |advBlock=+2
  |advBlock=-20
  |cancel= FIC
  |cancel= IC
  |description=Safe on block, but slower, can be used to mix with 214A since they have identical animations.<br>
  |description=
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
  |header=no
  |header=no
  |version=C
  |version=A (FM)
  |damage=500x4
  |damage=250x2
  |guard=Any
  |guard=Any
  |property=
  |property=LI: 1-39
  |startup=24
  |startup=13.33
  |active=32
  |active=27
  |recovery=26
  |recovery=24
  |advHit=/
  |advHit=/
  |advBlock=-12
  |advBlock=-13.33
  |cancel= FIC
  |cancel= IC
  |description=Slightly slower than the A version, longer active frames than B version, and a larger flame.<br>
  |description=Doppel transforms into a fire tornado with a disembodied head and travels a short distance towards the opponent.
Can be combo'd off of without IC or meter thanks to having no untech time.<br>
*Requires RF to use.
}}
}}
</div>


<div id="movelist-2" class="movelist">
This move has low invincibility making it great for match-ups with lots of lows, like Nayuki Awake.


== Normal Moves (FM) ==
Prone to being RG'd and has lengthy recovery, keep IC if you plan to use it and don't get predictable.
{{FrameDataLegend-EFZ}}
}}
 
{{AttackData-EFZ
=== Standing ===
|header=no
====== <font style="display:none" size="0">GO_5A</font> ======
|version=B
{{MoveData
|damage=200x3
|image=Doppel5a.png
|guard=Any
|caption=
|property=HI: 1-78
|name=5A
|startup=15
|data=
|active=60
|recovery=33
|advHit=
|advBlock=-44
|cancel= IC
|description=
}}
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=220
|header=no
  |guard=Ground
|version=B (FM)
  |property=
  |damage=200x3
  |startup=2.66
  |guard=Any
  |active=2.66
  |property=HI: 1-54
  |recovery=4.66
  |startup=12.33
  |advHit=+3.33
  |active=42.66
  |advBlock=+2.33
  |recovery=24
  |cancel= N Sp Su J IC R
  |advHit=/
  |description=Doppel does a quick horizontal jab with her left hand.<br>
  |advBlock=-14.33
Safe and fast, can be used to check jump-ins when 623A/B isn't out or after RG'ing a jump-in.<br>
  |cancel= IC
While largely outclassed by Gold 2A, still just as good.
  |description=Same as the A version, except she travels further and low profiles instead.
 
Very good anti-air and approach tool with IC in stock.
 
Prone to being RG'd and has lengthy recovery, keep IC if you plan to use it and don't get predictable.
  }}
  }}
}}
====== <font style="display:none" size="0">GO_c5B</font> ======
{{MoveData
|image=Doppelc5b.png
|caption=
|name=c5B
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=500
|header=no
  |guard=Ground
|version=C
  |property=
  |damage=100x15
  |startup=4
  |guard=Any
  |active=5.66
  |property=I: 0.33-29.33
  |recovery=7.66
  |startup=10
  |advHit=+3.33
  |active=58
  |advBlock=+1.33
  |recovery=33
  |cancel= N Sp Su J IC f5B/2B
  |advHit=
  |description=Doppel does an uppercut.<br>
  |advBlock=
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>
  |cancel= IC
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.
  |description=RF reversal. Same as the A version, except Doppel doesn't travel and she has full invincibility.
 
Doppel's main fully invicible reversal. Leaves Doppel very vulnerable if this move is baited.
*Requires RF to use.
  }}
  }}
}}
====== <font style="display:none" size="0">GO_f5B</font> ======
{{MoveData
|image=Doppelf5b.png
|caption=
|name=f5B
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=500
|header=no
  |guard=Ground
|version=C (FM)
  |property=
  |damage=100x15
  |startup=3.33
  |guard=Any
  |active=4.33
  |property=I: 1-26
  |recovery=9
  |startup=7.33
  |advHit=+3.33
  |active=32
  |advBlock=+1.33
  |recovery=36
  |cancel= N Sp Su JH IC
  |advHit=/
  |description=Doppel does a punch with her right hand.<br>
  |advBlock=
Preferred over c.5B in optimal juggles despite the difficulty of hitting it due to it incurring less scaling than c.5B.
  |cancel= IC
  |description=
  }}
  }}
}}
}}


====== <font style="display:none" size="0">GO_5C</font> ======
====== <font style="display:none" size="0">214*</font> ======
{{MoveData
{{MoveData
|image=Doppel5c.png
|image=Doppel214a.png
|caption=
|caption=214A/B
|name=5C
|image2=Doppel214c.png
|data=
|caption2=214C
|name=Maiden Fire <br> 乙女ファイアー
|input=214*
|data=All variants can be FIC'd during the start-up for gimmicks or for safety.
  {{AttackData-EFZ
  {{AttackData-EFZ
|version=A
  |damage=650
  |damage=650
  |guard=Ground
  |guard=Any
  |property=
  |property=
  |startup=10.33
  |startup=21
  |active=4.33
  |active=8
  |recovery=16.33
  |recovery=25
  |advHit=+3
  |advHit=/
  |advBlock=+1
  |advBlock=-12
  |cancel= N Sp Su IC
  |cancel= FIC
  |description=Doppel headbutts the opponent, moving her forward.<br>
  |description=
Has a large amount of hitstun, allowing you to cancel into 41236A or start a combo using IC.
  }}
  }}
}}
====== <font style="display:none" size="0">GO_6C</font> ======
{{MoveData
|image=Doppel6c.png
|caption=
|name=Maiden Straight <br> 乙女ストレート
|input=6C
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=700
|header=no
  |guard=Ground
|version=A (FM)
  |damage=650
  |guard=Any
  |property=
  |property=
  |startup=12
  |startup=14.33
  |active=9.33
  |active=8
  |recovery=22.33
  |recovery=18.33
  |advHit=/
  |advHit=/
  |advBlock=-9.33
  |advBlock=-4
  |cancel= Sp Su IC
  |cancel= FIC
  |description=Doppel twists her body in a long punch to the gut, sending her extremely far.<br>
  |description=Doppel pours spicy kimchi into her mouth and breathes fire.
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.<br>
 
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.<br>
Great disjoint for poking that lingers even when Doppel is hit. Often trades in Doppel's favour.
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.
 
Unsafe on block unlike 214B so it's best used at a safe distance to prevent being punished.
*Works as a combo starter as well with IC or a difficult 662A > 5AB link at point blank/corner.
*Ridiculously good in Gold, can easily be cancelled into off of 66C/662B and converted off of with 66C/662C/66B.
  }}
  }}
}}
=== Crouching ===
====== <font style="display:none" size="0">GO_2A</font> ======
{{MoveData
|image=Doppel2a.png
|caption=
|name=2A
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=200
|header=no
  |guard=Low
|version=B
  |damage=250x3
  |guard=Any
  |property=
  |property=
  |startup=2
  |startup=36
  |active=3.33
  |active=24
  |recovery=4.66
  |recovery=13
  |advHit=+1.66
  |advHit=/
  |advBlock=+1.66
  |advBlock=+2
  |cancel= N Sp Su J IC R
  |cancel= FIC
  |description=Doppel throws a short straight jab from her crouching position.<br>
  |description=
Lightning fast 2f start-up allowing her to completely shut down most options and remain safe.
  }}
  }}
}}
====== <font style="display:none" size="0">GO_2B</font> ======
{{MoveData
|image=Doppel2b.png
|caption=
|name=2B
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=450
|header=no
  |guard=Low
|version=B (FM)
  |damage=250x3
  |guard=Any
  |property=
  |property=
  |startup=6.33
  |startup=31.66
  |active=1.33
  |active=21.33
  |recovery=14.33
  |recovery=8
  |advHit=+1
  |advHit=/
  |advBlock=-0.33
  |advBlock=+5.66
  |cancel= N Sp Su J IC
  |cancel= FIC
  |description=Doppel extends her body and punches at the opponent's feet.<br>
  |description=Safe on block, but slower.
This move has lower forward invincibility, making this an excellent poke.  
 
Decent meaty if spaced correctly.
 
Not as versatile as a combo starter since it launches far higher, requires IC to convert.  
  }}
  }}
}}
====== <font style="display:none" size="0">GO_2C</font> ======
{{MoveData
|image=Doppel2c.png
|caption=
|name=2C
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=250
|header=no
  |guard=Ground
|version=C
  |damage=500x4
  |guard=Any
  |property=
  |property=
  |startup=7.33
  |startup=24
  |active=1.33
  |active=32
  |recovery=19.66
  |recovery=26
  |advHit=+2.66
  |advHit=/
  |advBlock=+0.66
  |advBlock=-12
  |cancel= N Sp Su JH IC
  |cancel= FIC
  |description=
  |description=
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
  |header=no
  |header=no
  |damage=450
|version=C (FM)
  |guard=Ground
  |damage=500x4
  |guard=Any
  |property=
  |property=
  |startup=8.66
  |startup=18.66
  |active=1.33
  |active=28
  |recovery=18.33
  |recovery=22
  |advHit=+4
  |advHit=/
  |advBlock=+2
  |advBlock=-7.66
  |cancel= N Sp Su JH IC
  |cancel= FIC
  |description=Doppel does a multi hitting uppercut.<br>
  |description=Slightly slower than the A version, longer active frames than B version, and a larger flame.
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.
 
  }}
Can be combo'd off of without IC or meter thanks to having infinite untech time, although heavily scaled.
 
*Requires RF to use.
  }}
}}
}}


=== Jumping ===
====== <font style="display:none" size="0">41236*</font> ======
====== <font style="display:none" size="0">GO_j5A</font> ======
{{MoveData
{{MoveData
|image=Doppelj5a.png
|image=Doppel41236a.png
|caption=
|caption=41236A
|name=j5A
|image2=Doppel41236b.png
|caption2=41236B
|image3=Doppel41236c.png
|caption3=41236C
|name=Maiden Capture <br> 乙女キャプチャー
|input=41236*
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=220
|version=A
  |guard=High/Air
  |damage=/
  |guard=Throw/Hit throw
  |property=
  |property=
  |startup=4
  |startup=20
  |active=9.33
  |active=2
  |recovery=5.33
  |recovery=35
  |advHit=/
  |advHit= /
  |advBlock=/
  |advBlock= /
  |cancel= N J AD IC
  |cancel= None
  |description=Doppel does a quick, downward aerial jab.<br>
  |description='''Grabs grounded opponents only''', can be combo'd into with specific setups, like after 5C.
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.
Mainly used as a gimmick to catch opponents off guard due to its significant range, being able to throw even after a blockstring.
  }}
  }}
}}
====== <font style="display:none" size="0">GO_j5B</font> ======
{{MoveData
|image=Doppelj5b.png
|caption=
|name=j5B
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=480
|header=no
  |guard=High/Air
|version=B
  |damage=/
  |guard=Throw/Hit throw
  |property=
  |property=
  |startup=6.33
  |startup=13
  |active=9.33
  |active=2
  |recovery=8.66
  |recovery=44
  |advHit=/
  |advHit= /
  |advBlock=/
  |advBlock=/
  |cancel= N J AD IC
  |cancel= None
  |description=Doppel does a quick aerial uppercut.<br>
  |description='''Throws aerial opponents only''', cannot throw grounded opponents.
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.
 
Your main combo ender, it's very easy to combo into and grants Doppel left/right mix-ups anywhere.
 
Not applicable as an anti-air throw due to start-up and recovery, despite how it looks.
}}
{{AttackData-EFZ
|header=no
|version=C
|damage=/
|guard=Throw
|property=
|startup=6
|active=1
|recovery=36
|advHit= /
|advBlock= /
|cancel= None
|description=A standard command throw, '''cannot be combo'd into''' and has very poor range.
 
Your true mix-up command throw, useful for catching opponents off guard.
 
Powerful after RGing a jump in when the opponent has already spent their double jump.
* Does '''not''' require RF to use.
  }}
  }}
}}
}}


====== <font style="display:none" size="0">GO_j5C</font> ======
====== <font style="display:none" size="0">41236*_236A</font> ======
{{MoveData
{{MoveData
|image=Doppelj5c.png
|image=Doppel41236--AUTO.png
|caption=
|caption=Automatic Follow-up
|name=j5C
|image2=Doppel41236--214a.png
|data=
|caption2=41236*~236A
|image3=Doppel41236--214b.png
|caption3=41236*~236B
|name=Maiden Capture<br> Follow-ups
|input=
|data= All 236* and 236236* follow-ups are interchangeable with 214* and 214214*. '''All follow-ups do not prorate!'''
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=600
|version=Automatic Follow-up
  |guard=High/Air
  |damage=1000
  |property=
  |guard=/
  |startup=6.66
  |property=/
  |active=14.33
  |startup=
  |recovery=10.66
  |active=/
  |advHit=/
  |recovery=
  |advBlock=/
  |advHit= /
  |cancel= J AD IC
  |advBlock= /
  |description=Doppel punches towards the ground. Causes knockdown on hit on an aerial opponent, preferred midscreen ender.<br>
  |cancel= IC
The hitbox on this move is gigantic and can easily cross-up, making it useful for left/right okizeme.<br>
  |description=The guaranteed ender if you just want okizeme and don't want to risk the scramble after a tech.
Thanks to the added speed in Gold, you can BIC j.C with enough height and continue to combo.
 
Can be IC'd unlike the rest of the follow-ups, although it does nothing.
 
※ Can be replaced with 236A/B follow-ups.
  }}
  }}
}}
=== Dashing ===
====== <font style="display:none" size="0">GO_66A</font> ======
{{MoveData
|image=Doppel66a.png
|caption=
|name=66A
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=220
|header=no
  |guard=Ground
|version=41236*~236A
  |property=
|subtitle= Maiden Crash <br> 乙女クラッシュ
  |startup=6
  |damage=1500
  |active=2.33
  |guard=/
  |recovery=6.66
  |property=/
  |advHit=+1.66
  |startup=7.66
  |advBlock=+0.66
  |active=/
  |cancel= Sp Su IC
  |recovery=41.33
  |description=Identical to 5A except it travels.<br>
  |advHit= /
Unlike Normal 66A, can now link into 5A to start combos, very easily too!
  |advBlock= /
  |cancel= ※<sub>2</sub>
  |description=This is the high damage follow-up to 41236*, able to be further followed up with unique supers.
 
Each follow-up super costs 1 bar each, so a full chain takes 2 bars.
 
Depending on the character, this follow-up crosses up, you can read more in the table below.
*'''236A''' follow-ups (including this one) can be escaped with the '''C''' button.
*Must be inputted after the opponent stops shaking in Doppel's hand.
※<sub>2</sub> Can be followed up after hitting with 236A/B.
  }}
  }}
}}
====== <font style="display:none" size="0">GO_66B</font> ======
{{MoveData
|image=Doppel66b.png
|caption=
|name=66B
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=545
|header=no
  |guard=Ground
|version=41236*~236B
  |property=
|subtitle= Maiden Fuji Yama <br> 乙女フジヤマ
  |startup=5.33
  |damage=0
  |active=0.33
  |guard=/
  |recovery=9.66
  |property=/
  |advHit=+6.66
  |startup=14.33
  |advBlock=+4.66
  |active=/
  |cancel= Sp Su IC 6C
  |recovery=31.66
  |description=Doppel performs an over the head downward punch.<br>
  |advHit=/
This move can whiff at point blank, needs to be spaced accordingly.<br>
  |advBlock=/
'''Now has an infinite, can 1f link into itself infinitely.'''
  |cancel=None
  |description=Doppel throws the opponent up and behind her, dealing no damage.
 
Has no untech time so Doppel can freely combo them after.
 
[https://www.youtube.com/watch?v=UT9P7hgxtd4 This follow-up has a couple of weird character/port-specific interactions.]
*'''236B''' follow-ups (including this one) can be escaped with the '''B''' button.
*Must be inputted after the opponent stops shaking in Doppel's hand.
  }}
  }}
}}
====== <font style="display:none" size="0">GO_66C</font> ======
{{MoveData
|image=Doppel66c.png
|caption=
|name=66C
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=700
|header=no
  |guard=Ground
|version=Teched follow-up (Doppel)
  |property=
  |damage=/
  |startup=7.33
  |guard=/
  |active=4.33
  |property=I: 0-22(?)
  |recovery=16.33
  |startup=/
  |advHit=+3.66
  |active=/
  |advBlock=+1.66
  |recovery=22(?)
  |cancel= Sp Su IC 6C
  |advHit=/
  |description=Identical to 5C except it travels and wall bounces on air hit.<br>
  |advBlock=/
Used in her corner combos for its high damage and wall bounce.
  |cancel=None
  |description=
  }}
  }}
}}
{{AttackData-EFZ
 
|header=no
====== <font style="display:none" size="0">GO_662A</font> ======
|version=Teched follow-up (Opponent)
{{MoveData
  |damage=/
|image=Doppel662a.png
  |guard=/
|caption=
  |property=-
|name=662A
  |startup=/
|data=
  |active=/
{{AttackData-EFZ
  |recovery=
  |damage=220
  |advHit=/
  |guard=Low
  |advBlock=/
  |property=
  |cancel=None
  |startup=2
  |description=[[File:Doppel41236--TECH.png|Teched Follow-up<br>(Stage 1, left.)<br>(Stage 2+, right.)|200px|thumb|left]]
  |active=3.33
The opponent jumps up and back out of wherever Doppel's hands are, denying her follow-up and returning to neutral.
  |recovery=5
 
  |advHit=+4.33
Notes about Teching:
  |advBlock=+1.66
  |cancel= Sp Su IC 6C
  |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.'''
}}
}}


====== <font style="display:none" size="0">GO_662B</font> ======
*The first button you press during the tech window has priority and will be your "chosen" tech.
{{MoveData
*If both '''B''' and '''C''' are pressed at the same time during the tech window, it will give you '''B''' tech.
|image=Doppel662b.png
*Pressing '''A''' or '''S''' during the tech window locks you out of teching.  
|caption=
*On certain tech stages against certain characters (i.e. Mizuka mashing B on Stage 2+), you can be meatied as you leave the tech animation.<br>To OS block after a tech, perform your follow-ups as 23[6]* to guarantee that you'll be blocking if the opponent breaks your throw.
|name=662B
 
|data=
This will also setup the proper distance on Stage 1 tech for [https://www.youtube.com/watch?v=INq07rknf8M c5B mash traps.]
{{AttackData-EFZ
|damage=450
|guard=Low
|property=
|startup=6.33
|active=1.33
|recovery=14.33
|advHit=+1
|advBlock=-0.33
|cancel= Sp Su IC
|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.
  }}
  }}
}}
}}


====== <font style="display:none" size="0">GO_662C</font> ======
=== Eternity Specials ===
====== <font style="display:none" size="0">41236*_236A_236A</font> ======
{{MoveData
{{MoveData
|image=Doppel662c.png
|image=Doppel41236X236A.png
|caption=
|caption=41236*~236A~236A
|name=662C
|image2=Doppel236236c.png
|data=
|caption2=41236*~236A~236A~236236A
|image3=Doppel41236X236A236236B.png
|caption3=41236*~236A~236A~236236B
|name=Maiden Crash <br> Follow-ups (236A)
|input=
|data= All 236* and 236236* follow-ups are interchangeable with 214* and 214214*. '''All follow-ups do not prorate!'''
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=450
|version=41236*~236A~236A
  |guard=Ground
|subtitle= Relentless Granite-Breaking Barrage <br> 無呼吸連打岩盤砕き
  |property=
  |damage=50 x 24 + 500
  |startup=3.66
  |guard=/
  |active=1.33
  |property=/
  |recovery=24
  |startup=/
  |active=/
  |recovery=
  |advHit=/
  |advHit=/
  |advBlock=-3.33
  |advBlock=/
  |cancel= Sp Su J IC
  |cancel=※<sub>3</sub>
  |description=Similar to 2C, but the hitbox on Doppel's body is a lot bigger.<br>
  |description=Doppel repeatedly punches the opponent into the ground.
Lighting fast launcher that can be used to stitch pretty much anything together.<br>
*'''236A''' follow-ups (including this one) can be escaped with the '''C''' button.  
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.
*Must be inputted as the opponent hits the ground.
  }}
<sub>3</sub> Can be followed up with 236236A/B, only before the 23rd hit.
}}
  }}
 
=== Grabs ===
====== <font style="display:none" size="0">GO_Ground_Grab</font> ======
{{MoveData
|image=EFZ_Doppel_GroundGrab.png
|caption=
|name=Ground Grab
|input= Close 6C/4C
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=1200
|header=no
  |guard=Grab
|version=41236*~236A~236A~236236A
  |property=
|subtitle= Maiden Finger <br> 乙女フィンガー
  |startup=5.33
  |damage=4200
  |active=0.66
  |guard=/
  |recovery=21.33
  |property=/
  |startup=/
  |active=/
  |recovery=
  |advHit=/
  |advHit=/
  |advBlock=/
  |advBlock=/
  |cancel= None
  |cancel=None
  |description=Doppel leaps forward holding her opponent and slams their head into the ground.<br>
  |description=Doppel lifts the opponent up and explodes them in the same manner as her 236236C super.
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.
 
Gives similar okizeme to 6C, allowing you to perform 669/IAD oki for a left/right or a high/low safe jump.
*'''236A''' follow-ups (including this one) can be escaped with the '''C''' button.  
  }}
  }}
}}
====== <font style="display:none" size="0">GO_Air_Grab</font> ======
{{MoveData
|image=EFZ_Doppel_AirGrab.png
|caption=
|name=Air Grab
|input=Close j6C
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=1400
|header=no
  |guard=Grab
|version=41236*~236A~236A~236236B
  |property=
|subtitle= Falling Maiden <br> 下り乙女
  |startup=2
  |damage=4500
  |active=1
  |guard=/
  |recovery=/
  |property=/
  |startup=/
  |active=/
  |recovery=
  |advHit=/
  |advHit=/
  |advBlock=/
  |advBlock=/
  |cancel= None
  |cancel=None
  |description=Doppel falls forward with her opponent in an almost identical manner to her ground grab.<br>
  |description=Doppel jumps offscreen for a moment before crashing down onto the opponent.
Sometimes the corner she'll fall directly downwards instead of falling forward.
 
Deals more damage than Maiden Finger follow-up but sacrifices okizeme.
 
Near the corner you can get a similar left/right to automatic follow-up on characters with mid/slow wake-ups.
*'''236B''' follow-ups (including this one) can be escaped with the '''B''' button.  
  }}
  }}
}}
}}


== Special Moves (FM) ==
====== <font style="display:none" size="0">41236*_236A_236B</font> ======
 
=== Specials ===
====== <font style="display:none" size="0">GO_623*</font> ======
{{MoveData
{{MoveData
|image=Doppel623a.png
|image=Doppel41236X236B.png
|caption=623A
|caption=41236*~236A~236B
|image2=Doppel623b.png
|image2=Doppel41236X236B236236A.png
|caption2=623B
|caption2=41236*~236A~236B~236236A
|image3=Doppel623c.PNG
|image3=Doppel41236X236B236236B.png
|caption3=623C
|caption3=41236*~236A~236B~236236B
|name=Maiden Typhoon <br> 乙女タイフーン
|name=Maiden Crash <br> Follow-ups (236B)
|input=623*
|input=
|data=
|data= All 236* and 236236* follow-ups are interchangeable with 214* and 214214*. '''All follow-ups besides 236A~236B~236236B do not prorate!'''
  {{AttackData-EFZ
  {{AttackData-EFZ
  |version=A
  |version=41236*~236A~236B
  |damage=250x2
|subtitle= Exploding Inner-Soul Fist <br> 爆震入魂拳
  |guard=Any
  |damage=1800
  |property=LI: 1-39
  |guard=/
  |startup=13.33
  |property=/
  |active=27
  |startup=/
  |recovery=24
  |active=/
  |recovery=
  |advHit=/
  |advHit=/
  |advBlock=-13.33
  |advBlock=/
  |cancel= IC
  |cancel=※<sub>3</sub>
  |description=Doppel transforms into a fire tornado with a disembodied head and travels a short distance towards the opponent.<br>
  |description=Doppel delivers a single explosive punch the opponent on the ground.
This move high profiles making it great for match-ups with lots of lows, like Nayuki Awake, or against opponents who do 2A okizeme.
 
*'''236B''' follow-ups (including this one) can be escaped with the '''B''' button.
*Must be inputted as the opponent hits the ground.
※<sub>3</sub> Can be followed up with 236236A/B, up until Doppel fully stands up.
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
  |header=no
  |header=no
  |version=B
  |version=41236*~236A~236B~236236A
  |damage=200x3
|subtitle= Human Floor-Burning Polisher <br> 人間雑巾火の粉磨き
  |guard=Any
  |damage=80 x N + 3000
  |property=HI: 1-54
  |guard=/
  |startup=12.33
  |property=/
  |active=42.66
  |startup=/
  |recovery=24
  |active=/
  |recovery=
  |advHit=/
  |advHit=/
  |advBlock=-14.33
  |advBlock=/
  |cancel= IC
  |cancel=None
  |description=Same as the A version, except she travels further and low profiles instead.<br>
  |description=Doppel dives head first into the opponent and scrapes them across the screen until exploding at the wall.
Very good anti-air and approach tool, especially with IC, prone to RG battles so expect to RG back.
 
This move hits more times the longer it travels, making it the preferred ender when facing away from a corner.
 
However you cannot get okizeme off this follow-up, even against slow wake-ups.
 
*'''236A''' follow-ups (including this one) can be escaped with the '''C''' button.  
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
  |header=no
  |header=no
  |version=C
  |version=41236*~236A~236B~236236B
  |damage=100x15
|subtitle= Maiden Volcannon <br> 乙女ボルカノン
  |guard=Any
  |damage=1400 x 3
  |property=I: 1-26
  |guard=/
  |startup=7.33
  |property=/
  |active=32
  |startup=/
  |recovery=36
  |active=/
  |recovery=
  |advHit=/
  |advHit=/
  |advBlock=
  |advBlock=/
  |cancel= IC
  |cancel=None
  |description=Same as the A version, except Doppel doesn't travel and she has full invincibility.<br>
  |description=Doppel creates 3 fire eruptions in quick succession in the same manner as her 214214C super.
Main reversal, but very punishable if read.<br>
 
* Requires RF to use.
Gives similar okizeme to 6C, allowing you to perform 669/IAD oki for a left/right or a high/low safe jump.
 
*'''236B''' follow-ups (including this one) can be escaped with the '''B''' button.  
  }}
  }}
}}
}}


====== <font style="display:none" size="0">GO_214*</font> ======
====== <font style="display:none" size="0">236236*</font> ======
{{MoveData
{{MoveData
|image=Doppel214a.png
|image=Doppel236236a.png
|caption=214A/B
|caption=
|image2=Doppel214c.png
|image2=Doppel236236c.png
|caption2=214C
|caption2=
|name=Maiden Fire <br> 乙女ファイアー
|name=Maiden Finger <br> 乙女フィンガー
|input=214*
|input=236236*
|data=
|data=※ Starts up sooner if Doppel enters proximity of the opponent.
  {{AttackData-EFZ
  {{AttackData-EFZ
  |version=A
  |version=A
  |damage=650
  |damage=2300
  |guard=Any
  |guard=Ground
  |property=
  |property=I: 1 - 11
  |startup=14.33
  |startup=16.33~40※
  |active=8
  |active=10
  |recovery=18.33
  |recovery=49(hit), 22(whiff/block)
  |advHit=/
  |advHit=/
  |advBlock=-4
  |advBlock=-0.33
  |cancel= FIC
  |cancel=None
  |description=Doppel pours spicy kimchi into her mouth and breathes fire.<br>
  |description=Doppel rushes forward to grab the opponent. Has a few invulnerable frames on startup.
Very safe disjoint which works as a combo starter off of most Gold buttons.<br>
 
Occasionally useful '''at point blank''' against armor (like Rumi) or specific moves (like Kano's Soul Strike).
 
Also sometimes useful as a combo-ender in the corner, such as after 2AAA 5B 5C 6C. This is true for all variants.
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
  |header=no
  |header=no
  |version=B
  |version=B
  |damage=250x3
  |damage=3300
  |guard=Any
  |guard=Ground
  |property=
  |property=I: 1 - 26~61
  |startup=31.66
  |startup=16.33~52※
  |active=21.33
  |active=10
  |recovery=8
  |recovery=49(hit), 22(whiff/block)
  |advHit=/
  |advHit=/
  |advBlock=+5.66
  |advBlock=-0.33
  |cancel= FIC
  |cancel=None
  |description=Safe on block, but slower, can be used to mix with 214A since they have identical animations.<br>
  |description=Same as the A version, except higher damage and range. Fully invincible until recovery.
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 used as a catch-all reversal, unlike 236236A, it also OS'es with 214214B against cross-up okizeme.
Can be FIC'd at any time during the start-up for a gimmick 41236C.
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
  |header=no
  |header=no
  |version=C
  |version=C
  |damage=500x4
  |damage=4900
  |guard=Any
  |guard=Ground
  |property=
  |property=I: 1 - 26~73
  |startup=18.66
  |startup=16.33~64※
  |active=28
  |active=10
  |recovery=22
  |recovery=49(hit), 22(whiff/block)
  |advHit=/
  |advHit=/
  |advBlock=-7.66
  |advBlock=-0.33
  |cancel= FIC
  |cancel=None
  |description=Slightly slower than the A version, longer active frames than B version, and a larger flame.<br>
  |description=Same as the B version, except higher damage and range. Fully invincible until recovery.
Can be combo'd off of without IC or meter thanks to having no untech time.<br>
 
*Requires RF to use.
Can be used to punish moves like Shiori's 236* at fullscreen thanks to the extra range and invincibility it has.
  }}
  }}
}}
}}
</div>


====== <font style="display:none" size="0">41236*</font> ======
====== <font style="display:none" size="0">214214*</font> ======
{{MoveData
{{MoveData
|image=Doppel41236a.png
|image=Doppel214214.png
|caption=41236A
|caption=
|image2=Doppel41236b.png
|name=Maiden Volcannon <br> 乙女ボルカノン
|caption2=41236B
|input=214214*
|image3=Doppel41236c.png
|caption3=41236C
|name=Maiden Capture <br> 乙女キャプチャー
|input=41236*
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |version=A
  |version=A
  |damage=/
  |damage=1800
  |guard=Grab/Hitgrab
  |guard=Ground
  |property=
  |property=-
  |startup=20
  |startup=18
  |active=2
  |active=6
  |recovery=35
  |recovery=/
  |advHit= /
  |advHit=/
  |advBlock= /
  |advBlock=-28.66
  |cancel= None
  |cancel=None
  |description='''Grabs grounded opponents only''', can be combo'd into with specific setups, like after 5C.<br>
  |description=
Mainly used as a gimmick to catch opponents off guard due to its significant range, being able to grab even after a blockstring.<br>
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
  |header=no
  |header=no
  |version=B
  |version=Doppel
  |damage=/
  |damage=/
  |guard=Grab/Hitgrab
  |guard=/
  |property=
  |property=-
  |startup=13
  |startup=18
  |active=2
  |active=/
  |recovery=44
  |recovery=50.66
  |advHit= /
  |advHit=/
  |advBlock=/
  |advBlock=/
  |cancel= None  
  |cancel=None
  |description='''Grabs aerial opponents only''', cannot grab grounded opponents.<br>
  |description=Doppel causes an eruption of fire to burst from the ground. This move is Doppel's bread and butter.
Your main combo ender, it's very easy to combo into and grants Doppel left/right mix-ups anywhere.<br>
 
Not applicable as an anti-air grab, despite how it looks.<br>
Used in her juggles when the opponent is too far away for other juggle options.
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
  |header=no
  |header=no
  |version=C
  |version=B
  |damage=/
  |damage=1500
  |guard=Grab
  |guard=Ground
  |property=
  |property=I: 1-13
  |startup=6
  |startup=18
  |active=1
  |active=6
  |recovery=36
  |recovery=/
  |advHit= /
  |advHit=/
  |advBlock= /
  |advBlock=
  |cancel= None
  |cancel=None
  |description=A standard command grab, '''cannot be combo'd into''' and has very poor range.<br>
  |description=
Your true mix-up command grab, useful for catching opponents off guard.<br>
}}
* Does '''not''' require RF to use.
{{AttackData-EFZ
|header=no
|version=-
|damage=1500
|guard=Ground
|property=-
|startup=38
|active=6
|recovery=/
|advHit=/
|advBlock=-28.66
|cancel=None
|description=
  }}
  }}
}}
====== <font style="display:none" size="0">41236*_236A</font> ======
{{MoveData
|image=Doppel41236--AUTO.png
|caption=Automatic Follow-up
|image2=Doppel41236--214a.png
|caption2=41236*~236A
|image3=Doppel41236--214b.png
|caption3=41236*~236B
|name=Maiden Capture <br> Follow-ups
|input=
|data= All 236* and 236236* follow-ups are interchangeable with 214* and 214214*. '''All follow-ups do not prorate!'''
  {{AttackData-EFZ
  {{AttackData-EFZ
  |version=Automatic Follow-up
|header=no
  |damage=1000
  |version=Doppel
  |damage=/
  |guard=/
  |guard=/
  |property=
  |property=-
  |startup=
  |startup=18
  |active=/
  |active=/
  |recovery=
  |recovery=70.66
  |advHit= /
  |advHit=/
  |advBlock= /
  |advBlock=/
  |cancel= IC ※
  |cancel=None
  |description=The guaranteed ender if you just want okizeme and don't want to risk the scramble after a tech.<br>
  |description=Same as A version, now with one extra eruption.
Can be IC'd unlike the rest of the follow-ups, although it does nothing.<br>
 
※ Can be replaced with 236A/B follow-ups.
Uses the most proration for the least damage, not worth the meter.
 
Deals the least damage per super meter spent of the three versions, if meter dumping it's best to use the C version.
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
  |header=no
  |header=no
  |version=41236*~236A
  |version=C
|subtitle= Maiden Crash <br> 乙女クラッシュ
  |damage=1600
  |damage=1500
  |guard=Ground
  |guard=/
  |property=I: 1-13
  |property=
  |startup=18
|startup=7.66
  |active=6
|active=/
  |recovery=/
|recovery=41.33
  |advHit=/
|advHit= /
|advBlock= /
|cancel= ※<sub>2</sub>
|description=This is the high damage follow-up to 41236*, able to be further followed up with unique supers.<br>
Each follow-up super costs 1 bar each, so a full chain takes 2 bars.<br>
Depending on the character, this follow-up crosses up, you can read more in the table below.
*'''236A''' follow-ups (including this one) can be escaped with the '''C''' button.
*Must be inputted after the opponent stops shaking in Doppel's hand.
※<sub>2</sub> Can be followed up after hitting with 236A/B.
}}
{{AttackData-EFZ
|header=no
|version=41236*~236B
|subtitle= Maiden Fuji Yama <br> 乙女フジヤマ
|damage=0
|guard=/
|property=
  |startup=14.33
  |active=
  |recovery=31.66
  |advHit=
  |advBlock=
  |advBlock=
  |cancel=None
  |cancel=None
  |description=Doppel throws the opponent up and behind her, dealing no damage. However, the opponent cannot air tech from this toss, so Doppel can freely combo them after.<br>
  |description=
[https://www.youtube.com/watch?v=UT9P7hgxtd4 This follow-up has a couple of weird character/port-specific interactions.]
*'''236B''' follow-ups (including this one) can be escaped with the '''B''' button.
*Must be inputted after the opponent stops shaking in Doppel's hand.
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
  |header=no
  |header=no
  |version=Teched follow-up (Doppel)
  |version=-
  |damage=/
  |damage=1600
  |guard=/
  |guard=Ground
  |property=I: 0-22(?)
  |property=-
  |startup=/
  |startup=38
  |active=/
  |active=6
  |recovery=22(?)
  |recovery=/
  |advHit=/
  |advHit=/
  |advBlock=/
  |advBlock=-48.66
  |cancel=None
  |cancel=None
  |description=
  |description=
Line 1,267: Line 1,507:
  {{AttackData-EFZ
  {{AttackData-EFZ
  |header=no
  |header=no
  |version=Teched follow-up (Opponent)
  |version=-
  |damage=/
|damage=1600
  |guard=/
|guard=Ground
  |property=
|property=-
  |startup=/
|startup=58
  |active=/
|active=6
  |recovery=
|recovery=/
|advHit=/
|advBlock=-28.66
|cancel=None
|description=
}}
{{AttackData-EFZ
|header=no
|version=Doppel
  |damage=/
  |guard=/
  |property=-
  |startup=18
  |active=/
  |recovery=90.66
  |advHit=/
  |advHit=/
  |advBlock=/
  |advBlock=/
  |cancel=None
  |cancel=None
  |description=[[File:Doppel41236--TECH.png|Teched Follow-up<br>(Stage 1, left.)<br>(Stage 2+, right.)|200px|thumb|left]]
  |description=Same as A version, now with two extra eruptions, extremely hard to combo out of.<br>
The opponent jumps up and back out of wherever Doppel's hands are, denying her follow-up and initiating a scramble situation.<br>
Has niche use as a meter dump after a heavily scaled combo to forcefully corner carry or close out a round, or some rare BIC combos.
Where the opponent pops out varies on follow-up stage and character, you can read more about it in the table below.<br>
 
<br>
This has the least proration of all three 214214* moves, but costs the most along with being very slow.
Notes about Teching:<br>
 
*The first button you press during the tech window has priority and will be your "chosen" tech.  
Notes about 214214B/C:
*If both '''B''' and '''C''' are pressed at the same time during the tech window, it will give you '''B''' tech.
*The extra eruptions give Doppel more recovery, making her far more punishable and making follow-ups impossible outside of the corner.
*Pressing '''A''' or '''S''' during the tech window locks you out of teching.  
*The extra eruptions can occasionally whiff due to launch height and some character's air hurtboxes, especially in the corner.
  }}
  }}
}}
}}


=== Eternity Specials ===
=== Final Memory ===
====== <font style="display:none" size="0">41236*_236A_236A</font> ======
====== <font style="display:none" size="0">FM</font> ======
{{MoveData
{{MoveData
|image=Doppel41236X236A.png
|image=DoppelFM.png
|caption=41236*~236A~236A
|caption=Known as "Gold Doppel"
|image2=Doppel236236c.png
|name=Maiden Enlightenment <br> 乙女開眼
|caption2=41236*~236A~236A~236236A
|data=
|image3=Doppel41236X236A236236B.png
|caption3=41236*~236A~236A~236236B
|name=Maiden Crash <br> Follow-ups (236A)
|input=
|data= All 236* and 236236* follow-ups are interchangeable with 214* and 214214*. '''All follow-ups do not prorate!'''
  {{AttackData-EFZ
  {{AttackData-EFZ
|version=41236*~236A~236A
  |damage=/
|subtitle= Relentless Granite-Breaking Barrage <br> 無呼吸連打岩盤砕き
  |damage=50 x 24 + 500
  |guard=/
  |guard=/
  |property=/
  |property=/
  |startup=/
  |startup=/
  |active=/
  |active=/
  |recovery=176
  |recovery=0
  |advHit=/
  |advHit=/
  |advBlock=/
  |advBlock=/
  |cancel=※<sub>3</sub>
  |cancel=None
  |description=Doppel repeatedly punches the opponent into the ground.
  |description=Doppel enters her "Enlightened" install for the rest of the match. This Final Memory has no input and activates automatically when Doppel has met these five requirements:
*'''236A''' follow-ups (including this one) can be escaped with the '''C''' button.  
# Doppel has '''1/6th health''' or less (half of the normal FM threshold)
*Must be inputted as the opponent hits the ground.
# Doppel has '''3 SP bars'''
※<sub>3</sub> Can be followed up with 236236A/B, only before the 23rd hit. (
# Doppel is '''on the ground'''
# Doppel has '''returned to her idle stance''' (not dashing, attacking, or in hit/block/RG stun)
# It is the '''final round''' (both players are one round away from victory)
 
While enlightened, Doppel gains numerous benefits:
*Faster movement (increase varies across movement types but her walk is especially faster)
*Faster moves (all normals and 623/214 specials are faster)
*Passively generates super meter, even during superflash, hitstop, 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)
*Can do infinites (66B & 662A can 1f link into themselves forever, although extremely difficult)
 
''Still'', this Final Memory is very rarely impactful due to how close to death you have to be to trigger it.
  }}
  }}
{{AttackData-EFZ
}}
|header=no
 
|version=41236*~236A~236A~236236A
== Strategy ==
|subtitle= Maiden Finger <br> 乙女フィンガー
:For starters, let's make something clear - '''Doppel does not play like a traditional grappler'''.
|damage=4200
:Her 41236A command throw is next to useless, her 41236B anti-air throw is her main combo ender, and 41236C can be used in place of your normal throw and with RGs. All possible follow-ups to her 41236* command throws can be teched by the opponent. If the opponent successfully techs a follow-up, they'll jump into the air creating a scramble situation, causing Doppel to lose her okizeme opportunities (which she strives off). It's still worth going for the command throw follow-ups occasionally to keep your opponent on their toes, but being aware of their huge downsides is crucial. Doppel instead focuses on using her strong normals to try and fish for one knockdown into looping okizeme. She also has access to some strong pressure strings which open up plenty of tick throw opportunities.
|guard=/
 
|property=/
'''<u>Neutral</u>'''
|startup=/
:'''f.5B'''
|active=/
:*Huge hitbox that's active for 5 frames and no hurtbox on the arm at all. Moves her forward slightly, as well as her stepping forward out of her collision box. Incredible move.
|recovery=250
 
|advHit=/
:'''6C'''
|advBlock=/
:*Huge 10F active hitbox that moves Doppel a decent distance forward. Surprisingly effective neutral tool if you space it to hit at the tip.
|cancel=None
 
|description=Doppel lifts the opponent up and explodes them in the same manner as her 236236C super.<br>
:'''2B'''
*'''236A''' follow-ups (including this one) can be escaped with the '''C''' button.  
:*This move is ridiculous. The majority of Doppel's body is invulnerable, she leans forward ''a lot'', and if spaced right you can cancel this into 6C 214A for a very annoying pressure string. More on that later.
}}
 
{{AttackData-EFZ
:'''j.A'''
|header=no
:*Your best air to air. One of EFZ's better jA's, 6F startup and 10F active, huge hitbox. Only issue is converting from hits is extremely difficult.
|version=41236*~236A~236A~236236B
 
|subtitle= Falling Maiden <br> 下り乙女
:'''662B'''
|damage=4500
:*Same as 2B except it has some forward momentum, which makes this move even more ridiculous. Mostly the same strengths as 2B, only difference is you cannot cancel into 6C. To make the most out of this dash normal, you'll want to get used to this red IC combo: 662B IC 662C 214214A.
|guard=/
 
|property=/
:'''662C'''
|startup=/
:*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.
|active=/
 
|recovery=727
:'''214*'''
|advHit=/
:*Another incredible hitbox. 214A/B are good to use in tandem with 6C and 2B, while 214C is a huge surprise hitbox with longer active frames than 214B, 24 frames startup.  
|advBlock=/
 
|cancel=None
'''<u>Pressure</u>'''
|description=Doppel jumps offscreen for a moment before crashing down onto the opponent.<br>
:Doppel has access to a decent amount of pressure sustain with her dash normals and obnoxiously huge hitboxes. Making use of her dash momentum with 2AAA, 662B/C, and j.AAA are your main tools for getting back in their face when you're pushed out. But you don't always want to do use this, especially when you're in the corner. When you've cornered the opponent, you can stay at an ideal distance and harass with f.5B, 2B, 6C, 214A/B. If the opponent becomes overly respectful, you can begin to dash in 41236A/C as a mix-up.
*'''236B''' follow-ups (including this one) can be escaped with the '''B''' button.  
}}
}}


====== <font style="display:none" size="0">41236*_236A_236B</font> ======
:'''Dealing with RG'''
{{MoveData
:*As with any pressure in EFZ, keep your pressure timing unpredictable as possible while still making it difficult to mash out of. Recoil Guard makes this an absolute requirement. The easiest way to do this is to vary your 2AAAA chains and varying your space closing moves in timing slightly, changing up which move you use to close the distance to make it less predictable. Using red IC to makes moves such as 623B, 662B, and 662C safe. 662B IC is especially potent, which leads into 662C which can net you a combo or safely reset with an IAD on block. Using Recoil Counter if any of these options are called out to reset.
|image=Doppel41236X236B.png
 
|caption=41236*~236A~236B
:'''214B FIC 66 41236C Mix-up'''
|image2=Doppel41236X236B236236A.png
:*This mix-up can be especially potent. 214B looks exactly the same as 214A and has slower startup, allowing you to FIC just before the move comes out.
|caption2=41236*~236A~236B~236236A
 
|image3=Doppel41236X236B236236B.png
:'''2B 6C 214A'''
|caption3=41236*~236A~236B~236236B
:*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.
|name=Maiden Crash <br> Follow-ups (236B)
 
|input=
:'''66[5]2AAA'''
|data= All 236* and 236236* follow-ups are interchangeable with 214* and 214214*. '''All follow-ups besides 236A~236B~236236B do not prorate!'''
:*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.
{{AttackData-EFZ
 
|version=41236*~236A~236B
== Combos ==
|subtitle= Exploding Inner-Soul Fist <br> 爆震入魂拳
 
|damage=1800
{{ComboLegend-EFZ}}
|guard=/
 
|property=/
:Replay pack: [https://mega.nz/#!MFNxmKzY!QETwKxyoBje8jlEXkYQ-S7JH3ZLgUVlD9j7OZoCJ8LQ Mizuumi Doppel Combos]
|startup=/
 
|active=/
: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.
|recovery=133
 
|advHit=/
<u>No IC</u>
|advBlock=/
 
|cancel=※<sub>3</sub>
:''Midscreen''
|description=Doppel delivers a single explosive punch the opponent on the ground.<br>
 
*'''236B''' follow-ups (including this one) can be escaped with the '''B''' button.
{{EFZComboVideo
*Must be inputted as the opponent hits the ground.
|text=:*'''2AA c5B 5C 6C''' (replay 1-1)
※<sub>3</sub> Can be followed up with 236236A/B, up until Doppel fully stands up.
|video={{#ev:youtube|hekm-yci8MU}}
}}
}}
{{AttackData-EFZ
 
|header=no
:''Corner''
|version=41236*~236A~236B~236236A
 
|subtitle= Human Floor-Burning Polisher <br> 人間雑巾火の粉磨き
{{EFZComboVideo
|damage=80 x N + 3000
|text=:*'''2AA c5B 5C 6C 41236B''' (replay 1-1)
|guard=/
|video={{#ev:youtube|hekm-yci8MU|||||start=9}}
|property=/
}}
|startup=/
 
|active=/
<u>Red IC</u>
|recovery=260
 
|advHit=/
: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.
|advBlock=/
 
|cancel=None
:''Midscreen''
|description=Doppel dives head first into the opponent and scrapes them across the screen until exploding at the wall.<br>
 
This move hits more times the longer it travels, making it the preferred ender when facing towards a corner.<br>
{{EFZComboVideo
*'''236A''' follow-ups (including this one) can be escaped with the '''C''' button.
|text=:*'''2AA c5B 5C IC 662C 214214A 662C jC j44''' (replay 1-2)
}}
|video={{#ev:youtube|FwCZ4IkpZ7g}}
{{AttackData-EFZ
|header=no
|version=41236*~236A~236B~236236B
|subtitle= Maiden Volcannon <br> 乙女ボルカノン
|damage=1400 x 3
|guard=/
|property=/
|startup=/
|active=/
|recovery=129.33
|advHit=/
|advBlock=/
|cancel=None
|description=Doppel creates 3 fire eruptions in quick succession in the same manner as her 214214C super.<br>
*'''236B''' follow-ups (including this one) can be escaped with the '''B''' button.
}}
}}
}}
::* j44 sets up the correct distance for 669 jC okizeme.


====== <font style="display:none" size="0">236236*</font> ======
:''Corner''
{{MoveData
 
|image=Doppel236236a.png
{{EFZComboVideo
|caption=
|text=:*'''2A c5B 5C 6C IC 66C 214214A 5AB 41236B''' (replay 1-3)
|image2=Doppel236236c.png
|video={{#ev:youtube|SGKf2D4zfcc}}
|caption2=
}}
|name=Maiden Finger <br> 乙女フィンガー
::* Basic combo.
|input=236236*
 
|data=※ Starts up sooner if Doppel enters proximity of the opponent.
{{EFZComboVideo
{{AttackData-EFZ
|text=:*'''6C IC 66C [662A(whiff) c5B 66C]x2 214214A 5AB 41236B''' (replay 1-4)
|version=A
|video={{#ev:youtube|o0XwJPkNzpE}}
|damage=2300
}}
|guard=Ground
::* 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.
|property=I: 1 - 11
 
|startup=16.33~40※
{{EFZComboVideo
|active=10
|text=:*'''2B 6C IC 66C 662A(whiff) c5B 66C 214214A 5AB 41236B''' (replay 1-5)
|recovery=49(hit), 22(whiff/block)
|video={{#ev:youtube|StIMxUts_qE}}
|advHit=/
}}
|advBlock=-0.33
 
|cancel=None
:''Corner no Super Meter''
|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.
{{EFZComboVideo
}}
|text=:*'''2AA c5B 5C 6C IC 66C 662A(whiff) c5B c5B 2B 6C 41236B''' (replay 1-6)
{{AttackData-EFZ
|video={{#ev:youtube|yq5b5d-NziU}}
|header=no
}}
|version=B
::*Example combo ender without using super meter.
|damage=3300
 
|guard=Ground
<u>Blue IC</u>
|property=I: 1 - 26~61
 
|startup=16.33~52※
:''Midscreen''
|active=10
 
|recovery=49(hit), 22(whiff/block)
{{EFZComboVideo
|advHit=/
|text=:*'''2AA c5B 5C IC 662C IAD jB walk forward c5B 66B 662A c5B 662C 214214A 66B 6C 41236B''' (replay 1-7)
|advBlock=-0.33
|video={{#ev:youtube|HeheTRixjP8}}
|cancel=None
}}
|description=Same as the A version, except higher damage and range. Fully invincible until recovery.<br>
 
Can be used as a reversal, unlike 236236A.
{{EFZComboVideo
}}
|text=:*'''2AAB 5C IC 662C IAD jB walk forward c5B IAD jAB c5B 214214A 66C [<- 662A(whiff)] c5B c5BBC 41236B'''
{{AttackData-EFZ
|video={{#ev:youtube|UzdbUyn0pjc}}
|header=no
|version=C
|damage=4900
|guard=Ground
|property=I: 1 - 26~73
|startup=16.33~64※
|active=10
|recovery=49(hit), 22(whiff/block)
|advHit=/
|advBlock=-0.33
|cancel=None
|description=Same as the B version, except higher damage and range.<br>
Can be used to punish moves like Shiori's 236* at fullscreen thanks to the extra range it has.
}}
}}
}}
::* 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.


====== <font style="display:none" size="0">214214*</font> ======
:''Juggle Loop Breakdown''
{{MoveData
:*'''6C''' - Launches the opponent allowing them to be juggled.
|image=Doppel214214.png
:*'''IC''' - Instant Charge, cancels the 6C early so we can use our next move before the opponent hits the ground.
|caption=
:*'''[66C''' - Wallbounce properties, high damage.
|name=Maiden Volcannon <br> 乙女ボルカノン
:*'''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.
|input=214214*
:*'''c5B]''' - Stops the juggle animation and momentum, making it easier connect with 66C and start the loop again.
|data=
{{AttackData-EFZ
|version=A
|damage=1800
|guard=Ground
|property=-
|startup=18
|active=6
|recovery=/
|advHit=/
|advBlock=-28.66
|cancel=None
|description=
}}
{{AttackData-EFZ
|header=no
|version=Doppel
|damage=/
|guard=/
|property=-
|startup=18
|active=/
|recovery=50.66
|advHit=/
|advBlock=/
|cancel=None
|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 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
|header=no
|version=B
|damage=1500
|guard=Ground
|property=I: 1-13
|startup=18
|active=6
|recovery=/
|advHit=/
|advBlock=
|cancel=None
|description=
}}
{{AttackData-EFZ
|header=no
|version=-
|damage=1500
|guard=Ground
|property=-
|startup=38
|active=6
|recovery=/
|advHit=/
|advBlock=-28.66
|cancel=None
|description=
}}
{{AttackData-EFZ
|header=no
|version=Doppel
|damage=/
|guard=/
|property=-
|startup=18
|active=/
|recovery=70.66
|advHit=/
|advBlock=/
|cancel=None
|description=Same as A version, now with one extra eruption.<br>
Deals the least damage of the three versions, if meter dumping it's best to use the C version.
}}
{{AttackData-EFZ
|header=no
|version=C
|damage=1600
|guard=Ground
|property=I: 1-13
|startup=18
|active=6
|recovery=/
|advHit=/
|advBlock=
|cancel=None
|description=
}}
{{AttackData-EFZ
|header=no
|version=-
|damage=1600
|guard=Ground
|property=-
|startup=38
|active=6
|recovery=/
|advHit=/
|advBlock=-48.66
|cancel=None
|description=
}}
{{AttackData-EFZ
|header=no
|version=-
|damage=1600
|guard=Ground
|property=-
|startup=58
|active=6
|recovery=/
|advHit=/
|advBlock=-28.66
|cancel=None
|description=
}}
{{AttackData-EFZ
|header=no
|version=Doppel
|damage=/
|guard=/
|property=-
|startup=18
|active=/
|recovery=90.66
|advHit=/
|advBlock=/
|cancel=None
|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>
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>
*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.
*'''Just use 214214A.'''
}}
}}


=== Final Memory ===
:''Shorter Version''
====== <font style="display:none" size="0">FM</font> ======
{{EFZComboVideo
{{MoveData
|text=:*'''2AA c5B 5C 6C IC 66C [662A(whiff) c5B 66C]x2 214214A 5AB 41236AB''' (replay 1-8)
|image=DoppelFM.png
|video={{#ev:youtube|oPHC61VRYs0}}
|caption=Known as "Gold Doppel"
|name=Maiden Enlightenment <br> 乙女開眼
|data=
{{AttackData-EFZ
|damage=/
|guard=/
|property=/
|startup=/
|active=/
|recovery=0 (59, occurs during Super Flash)
|advHit=/
|advBlock=/
|cancel=None
|description=Doppel enters her "Enlightened" install for the rest of the match. This Final Memory has no input and activates automatically when Doppel has met these five requirements:
# Doppel has '''1/6th health''' or less (half of the normal FM threshold)
# Doppel has '''3 SP bars'''
# Doppel is '''on the ground'''
# Doppel has '''returned to her idle stance''' (not dashing, attacking, or in hit/block/RG stun)
# It is the '''final round''' (both players are one round away from victory, as in 1-1, cannot transform when up 1-0)
 
While enlightened, Doppel gains numerous benefits:
*Faster movement (increase varies across movement types but her walk is especially faster)
*Faster moves (all normals and 623/214 specials are faster)
*Passively generates SP, even during superflash, hitstop, 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)
*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.
}}
}}
}}
::* An easier alternative if you struggle with the optimal combos below. Very stable.


== Strategy ==
:''Higher Damage Versions''
=== 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.<br>
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.<br>
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''.<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>
<br>
 
'''Important Moves''':<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.
<br>
 
==== 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.<br>
You can use red IC to make normally unsafe moves safe and to interrupt Recoil Guards if you manage to IC before they RG.<br>
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.<br>
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.<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.<br>
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 ==
{{ComboLegend-EFZ}}
:Replay pack: [https://mega.nz/#!MFNxmKzY!QETwKxyoBje8jlEXkYQ-S7JH3ZLgUVlD9j7OZoCJ8LQ 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 ====
 
{{EFZComboVideo
{{EFZComboVideo
|text='''2AA c5B 5C 6C''' (replay 1-1)
|text=:*'''2AA c5B 5C 6C~ IC 66C 44 66C [662A(whiff) c5B 66C]x3 214214A 5AB 41236B''' (replay 1-9)
|video={{#ev:youtube|hekm-yci8MU}}
|video={{#ev:youtube|VmhDrMxgHB8}}
}}
}}


==== Corner ====
{{EFZComboVideo
 
|text=:*'''2B 6C IC 66C [662A(whiff) c5B 66C]x3 662A(whiff) c5B c5B 2B 6C 41236B''' (replay 2-1)
{{EFZComboVideo
|video={{#ev:youtube|0OwzKUvRc6k}}
|text='''2AA c5B 5C 6C 41236B''' (replay 1-1)
|video={{#ev:youtube|hekm-yci8MU}}
}}
}}
::*Example from 2B 6C harassment.


=== Red IC ===
=== Advanced Combos ===  


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.
<u>100% Blue IC</u>


==== Midscreen ====
:''Corner''


{{EFZComboVideo
:*'''2AA c5B 5C 6C IC 66C [<- 66] [-> 66C f5B 66C] [<- 66] [-> 66B 66C] [<- 662A(whiff)] [-> c5B f5B 6C 214214A c5B f5B 41236B]''' ([https://twitter.com/Shimatora_EFZ/status/1347642374630072323 Video])
|text='''2AA c5B 5C IC 662C 214214A 662C jC j44''' (replay 1-2)
* j44 sets up the correct distance for 669 jC okizeme.
|video={{#ev:youtube|FwCZ4IkpZ7g}}
}}


==== Corner ====
== Okizeme ==
 
:You can find visual examples of these setups [https://youtu.be/xX7PG3B-sJg?t=3m48s here].
{{EFZComboVideo
|text='''2A c5B 5C 6C IC 66C 214214A 5AB 41236B''' (replay 1-3)
* Basic combo.
|video={{#ev:youtube|SGKf2D4zfcc}}
}}
 
{{EFZComboVideo
|text='''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.
|video={{#ev:youtube|o0XwJPkNzpE}}
}}
 
{{EFZComboVideo
|text='''2B 6C IC 66C 662A(whiff) c5B 66C 214214A 5AB 41236B''' (replay 1-5)
|video={{#ev:youtube|StIMxUts_qE}}
}}
 
==== Corner no Super Meter ====
 
{{EFZComboVideo
|text='''2AA c5B 5C 6C IC 66C 662A(whiff) c5B c5B 2B 6C 41236B''' (replay 1-6)
*Example combo ender without using super meter.
|video={{#ev:youtube|yq5b5d-NziU}}
}}
 
=== Blue IC ===


==== Midscreen ====
:''Midscreen''


{{EFZComboVideo
{{EFZComboVideo
|text='''2AA c5B 5C IC 662C IAD jB walk forward c5B 66B 662A c5B 662C 214214A 66B 6C 41236B''' (replay 1-7)
|text=:*'''669 jC / j9 j66 jC / IAD jC'''
|video={{#ev:youtube|HeheTRixjP8}}
|video={{#ev:youtube|xX7PG3B-sJg|||||start=228&end=235}}
}}
}}
::*The version used depends on the spacing and character. It is good to mix and match these as much as possible, when possible, to keep the opponent from getting used to a specific setup.


{{EFZComboVideo
:''Corner''
|text='''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).
|video={{#ev:youtube|UzdbUyn0pjc}}
}}
 
==== 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''
{{EFZComboVideo
|text='''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.
|video={{#ev:youtube|oPHC61VRYs0}}
}}
 
''Higher Damage Versions''
{{EFZComboVideo
|text='''2AA c5B 5C 6C~ IC 66C 44 66C [662A(whiff) c5B 66C]x3 214214A 5AB 41236B''' (replay 1-9)
|video={{#ev:youtube|VmhDrMxgHB8}}
}}


{{EFZComboVideo
{{EFZComboVideo
|text='''2B 6C IC 66C [662A(whiff) c5B 66C]x3 662A(whiff) c5B c5B 2B 6C 41236B''' (replay 2-1)
|text=:*''' ~6C 41236B 669 jC Left/Right'''
* Example from 2B 6C harassment.
|video={{#ev:youtube|xX7PG3B-sJg|||||start=247&end=251}}{{#ev:youtube|xX7PG3B-sJg|||||start=255&end=259}}
|video={{#ev:youtube|0OwzKUvRc6k}}
}}
}}
 
::*When spaced correctly, 41236B will leave a gap in the corner that you can make harder to see by corpse pushing.
=== 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]''' ([https://twitter.com/Shimatora_EFZ/status/1347642374630072323 Video])
 
== Okizeme ==
:You can find visual examples of these setups [https://youtu.be/xX7PG3B-sJg?t=3m48s 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 ==
== Win Quotes ==

Latest revision as of 04:19, 23 June 2024

EFZ FeedbackImage.png Give feedback EFZ FeedbackImage.png
Doppel Nanase

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 not featured in any Tactics or Key visual novels but she did appear on the Former Tactics Homepage and in Variety Tactics. Her victory music in EFZ is the same as the ONE characters.

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 gains some throw invincibility after double jumping.
  • Doppel's command throw follow-ups can be teched. See Maiden Capture for more information.

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
High: Stand Block
Ground: Air Unblockable, may be blocked either Crouching or Standing
Any: Air, crouch, and stand block
Throw: Cannot be blocked, throw type hitbox that targets the collision box
Unblockable: Cannot be blocked, unblockable hitbox that targets hurtboxes

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
TI: Throw Invincibility
SI: Strike Invincibility
HI: Upper Body/High Invincibility
LI: Low Invincibility/Low Crush
A: Armour
G: Guard Point

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
Sp: Specials
Su: Supers
J: Jump cancel possible on hit, block and RG
JH: Jump cancel possible on hit only
AD: Air Dash
IC: Instant Charge after hit (22C)
FIC: Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff)
R: Repeatable, always A normals. Will cancel into other A normals.
f5B/2B: Usually c5B cancel option
SB: S button cancelling, character specific. Examples: stance, summon or flight cancels.
Rekka: A special move with multiple parts that require additional inputs.
: Special rules, see description for details (look for the ※)

Standing

5A
5A
Doppel5a.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
5A 220 94% 90 Ground 4 4 5 +1 -1 N SP J IC R
5A (FM) 220 94% 90 Ground 2.66 2.66 4.66 +3.33 +2.33 N SP J IC R

Doppel does a quick horizontal jab with her left hand, prone to being low-profiled. Mainly used to check jump-ins after a RG or in combos, 2A is preferred in every other situation.

c5B
c5B
Doppelc5b.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
c5B 500 92% 150 Ground 6 7 8 +1 -1 N SP J IC f5B/2B
c5B (FM) 500 92% 150 Ground 4 5.66 7.66 +3.33 +1.33 N SP J IC f5B/2B

Doppel does an uppercut. Large safe hitbox, fast start-up, and great untech. Used in most of her combos. Prone to whiffing on crouching opponents.

f5B
f5B
Doppelf5b.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
f5B 500 94% 120 Ground 6 5 10 +1 -1 N SP JH IC
f5B (FM) 500 94% 120 Ground 3.33 4.33 9 +3.33 +1.33 N SP JH IC

Doppel does a punch with her right hand.

Completely disjointed hitbox with great juggle and start-up, hits where c.5B can't. Used in optimal juggles due to it incurring less scaling than c.5B, although it requires awkward spacing.

5C
5C
Doppel5c.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
5C 650 92% 120 Ground 13 5 18 +0 -2 N SP IC
5C (FM) 650 92% 120 Ground 10.33 4.33 16.33 +3 +1 N SP IC

Doppel headbutts the opponent, moving her forward.

6C
Maiden Straight
乙女ストレート

6C
Doppel6c.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
6C 700 91% 120 Ground 16 10 24 - -13 SP IC

Doppel twists her body in a long punch to the gut, punching forward with a large hitbox.

This is Doppel's preferred launcher with IC and hard knockdown without.

Although it's extremely punishable, when spaced correctly it's very safe and hard to contest, you can couple it with 2B and 214A to make it harder to punish.

Ideal ender midscreen for setting up spacing for jC/2A mixups.

6C (FM) 700 91% 120 Ground 12 9.33 22.33 / -9.33 SP IC

Crouching

2A
2A
Doppel2a.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
2A 200 92% 90 Low 4 4 5 +1 +0 N SP J IC R
2A (FM) 200 92% 90 Low 2 3.33 4.66 +1.66 +1.66 N SP J IC R

Doppel throws a short straight jab from her crouching position.

Safe, privileged, jab that beats 4.33+ (3f in Gold) start-up jabs (like half the cast normally, or EVERYONE in Gold) and usually hits both high and low-profile moves.

2B
2B
Doppel2b.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
2B 450 92% 120 Low 9 2 16 -2 -4 N SP J IC
2B (FM) 450 92% 120 Low 6.33 1.33 14.33 +1 -0.33 N SP J IC

Doppel extends her body and punches at the opponent's feet.

Has lower forward invincibility which makes it a potent poking and general pressure tool.

2C
2C
Doppel2c.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
2C 250 95% 120 Ground 10 2 23 -1 -3 N SP JH IC
- 450 95% 120 Ground 13 2 21 +1 -1 N SP JH IC
2C (FM) 250 95% 120 Ground 7.33 1.33 19.66 +2.66 +0.66 N SP JH IC
- 450 95% 120 Ground 8.66 1.33 18.33 +4 +2 N SP JH IC

Doppel does a multi hitting uppercut, launches the opponent upwards, scales terribly, and has poor untech time.

Very slow and hard to apply as an anti-air despite how it looks and is terrible in combos.

Jumping

j5A
j5A
Doppelj5a.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
j5A 220 94% 90 High/Air 6 10 5 - - N J AD IC
j5A (FM) 220 94% 90 High/Air 4 9.33 5.33 / / N J AD IC

Doppel does a quick, downward aerial jab.

The size of the hitbox and length of the active frames make this move superb at contesting for aerial space.

j5B
j5B
Doppelj5b.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
j5B 480 94% 120 High/Air 9 10 9 - - N J AD IC
j5B (FM) 480 94% 120 High/Air 6.33 9.33 8.66 / / N J AD IC

Doppel does a quick aerial uppercut, sends the opponent upward on air connect.

Useful for air-to-air situations where the opponent is above you or in niche combos.

j5C
j5C
Doppelj5c.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
j5C 600 91% 120 High/Air 10 15 11 - - J AD IC
j5C (FM) 600 91% 120 High/Air 6.66 14.33 10.66 / / J AD IC

Doppel punches towards the ground. Sends the opponent directly down at a fast speed on aerial hit with a large untech time.

The hitbox on this move is gigantic and boasts long active frames which makes this an excellent mixup tool. A staple of Doppel oki.

Dashing

66A
66A
Doppel66a.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
66A 220 94% 90 Ground 8 4 6 +0 -1 SP IC
66A (FM) 220 94% 90 Ground 6 2.33 6.66 +1.66 +0.66 SP IC

Doppel does a dashing version of 5A.

Better to use 662A as 66A has less travel distance, has longer start-up, and is far less advantageous.

66B
66B
Doppel66b.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
66B 545 93% 120 Ground 8 1 13 +3 +1 SP IC 6C
66B (FM) 545 93% 120 Ground 5.33 0.33 9.66 +6.66 +4.66 SP IC 6C

Doppel performs a quick leaning downward punch.

This move can whiff at point blank and on crouchers, mostly used for juggle combos and pressure strings.

66C
66C
Doppel66c.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
66C 700 93% 120 Ground 10 5 18 +1 -1 SP IC 6C

Slightly faster 5C, travels and causes a wall bounces on air hit.

Used in her corner combos for its high damage and wall bounce.

66C (FM) 700 93% 120 Ground 7.33 4.33 16.33 +3.66 +1.66 SP IC 6C
662A
662A
Doppel662a.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
662A 220 92% 90 Low 4 4 5 +1 +0 SP IC 6C
662A (FM) 220 92% 90 Low 2 3.33 5 +4.33 +1.66 SP IC 6C

Doppel does a dashing version of 2A.

Mostly used in pressure and for positioning during wallbounce loops.

662B
662B
Doppel662b.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
662B 450 92% 120 Low 9 2 16 -2 -4 SP IC
662B (FM) 450 92% 120 Low 6.33 1.33 14.33 +1 -0.33 SP IC

Identical to 2B except it travels, amazing poke.

Used mostly as a poke with red IC in stock to convert into combos.

662C
662C
Doppel662c.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
662C 450 92% 150 Ground 7 2 26 - -7 SP J IC
662C (FM) 450 92% 150 Ground 3.66 1.33 24 / -3.33 SP J IC

Similar to 2C, but the hitbox on Doppel's body is a lot bigger.

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.

Throws

Ground Throw
Ground Throw
Close 6C/4C
EFZ Doppel GroundGrab.png
Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
0 + 1200 - - Throw I: 5 - 5.66 5.33 0.66 21.33 / / None

Doppel leaps forward holding her opponent and slams their head into the ground.

Deals more damage than raw 41236* and has faster start-up than 41236C, but is slower out of a dash.

Air Throw
Air Throw
Close j6C
EFZ Doppel AirGrab.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
0 + 1400 - - Throw 2 1 / / / None

Doppel falls forward with her opponent in an almost identical manner to her ground throw.

Unlike most throws, this is not invincible during active and can trade.

Special Moves

Specials

623*
Maiden Typhoon
乙女タイフーン

623*
Doppel623a.png
623A
623A
Doppel623b.png
623B
623B
Doppel623c.PNG
623C
623C
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 250x3 - - Any LI: 1-55 16 36 33 - -20 IC
A (FM) 250x2 - - Any LI: 1-39 13.33 27 24 / -13.33 IC

Doppel transforms into a fire tornado with a disembodied head and travels a short distance towards the opponent.

This move has low invincibility making it great for match-ups with lots of lows, like Nayuki Awake.

Prone to being RG'd and has lengthy recovery, keep IC if you plan to use it and don't get predictable.

B 200x3 - - Any HI: 1-78 15 60 33 - -44 IC
B (FM) 200x3 - - Any HI: 1-54 12.33 42.66 24 / -14.33 IC

Same as the A version, except she travels further and low profiles instead.

Very good anti-air and approach tool with IC in stock.

Prone to being RG'd and has lengthy recovery, keep IC if you plan to use it and don't get predictable.

C 100x15 - - Any I: 0.33-29.33 10 58 33 - - IC

RF reversal. Same as the A version, except Doppel doesn't travel and she has full invincibility.

Doppel's main fully invicible reversal. Leaves Doppel very vulnerable if this move is baited.

  • Requires RF to use.
C (FM) 100x15 - - Any I: 1-26 7.33 32 36 / - IC
214*
Maiden Fire
乙女ファイアー

214*
Doppel214a.png
214A/B
214A/B
Doppel214c.png
214C
214C
All variants can be FIC'd during the start-up for gimmicks or for safety.
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 650 - - Any 21 8 25 / -12 FIC
A (FM) 650 - - Any 14.33 8 18.33 / -4 FIC

Doppel pours spicy kimchi into her mouth and breathes fire.

Great disjoint for poking that lingers even when Doppel is hit. Often trades in Doppel's favour.

Unsafe on block unlike 214B so it's best used at a safe distance to prevent being punished.

  • Works as a combo starter as well with IC or a difficult 662A > 5AB link at point blank/corner.
  • Ridiculously good in Gold, can easily be cancelled into off of 66C/662B and converted off of with 66C/662C/66B.
B 250x3 - - Any 36 24 13 / +2 FIC
B (FM) 250x3 - - Any 31.66 21.33 8 / +5.66 FIC

Safe on block, but slower.

Decent meaty if spaced correctly.

Not as versatile as a combo starter since it launches far higher, requires IC to convert.

C 500x4 - - Any 24 32 26 / -12 FIC
C (FM) 500x4 - - Any 18.66 28 22 / -7.66 FIC

Slightly slower than the A version, longer active frames than B version, and a larger flame.

Can be combo'd off of without IC or meter thanks to having infinite untech time, although heavily scaled.

  • Requires RF to use.
41236*
Maiden Capture
乙女キャプチャー

41236*
Doppel41236a.png
41236A
41236A
Doppel41236b.png
41236B
41236B
Doppel41236c.png
41236C
41236C
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A / - - Throw/Hit throw 20 2 35 / / None

Grabs grounded opponents only, can be combo'd into with specific setups, like after 5C.

Mainly used as a gimmick to catch opponents off guard due to its significant range, being able to throw even after a blockstring.

B / - - Throw/Hit throw 13 2 44 / / None

Throws aerial opponents only, cannot throw grounded opponents.

Your main combo ender, it's very easy to combo into and grants Doppel left/right mix-ups anywhere.

Not applicable as an anti-air throw due to start-up and recovery, despite how it looks.

C / - - Throw 6 1 36 / / None

A standard command throw, cannot be combo'd into and has very poor range.

Your true mix-up command throw, useful for catching opponents off guard.

Powerful after RGing a jump in when the opponent has already spent their double jump.

  • Does not require RF to use.
41236*_236A
Maiden Capture
Follow-ups
Doppel41236--AUTO.png
Automatic Follow-up
Automatic Follow-up
Doppel41236--214a.png
41236*~236A
41236*~236A
Doppel41236--214b.png
41236*~236B
41236*~236B
All 236* and 236236* follow-ups are interchangeable with 214* and 214214*. All follow-ups do not prorate!
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
Automatic Follow-up 1000 - - / / - / - / / IC ※

The guaranteed ender if you just want okizeme and don't want to risk the scramble after a tech.

Can be IC'd unlike the rest of the follow-ups, although it does nothing.

※ Can be replaced with 236A/B follow-ups.

41236*~236A
Maiden Crash
乙女クラッシュ
1500 - - / / 7.66 / 41.33 / / 2

This is the high damage follow-up to 41236*, able to be further followed up with unique supers.

Each follow-up super costs 1 bar each, so a full chain takes 2 bars.

Depending on the character, this follow-up crosses up, you can read more in the table below.

  • 236A follow-ups (including this one) can be escaped with the C button.
  • Must be inputted after the opponent stops shaking in Doppel's hand.

2 Can be followed up after hitting with 236A/B.

41236*~236B
Maiden Fuji Yama
乙女フジヤマ
0 - - / / 14.33 / 31.66 / / None

Doppel throws the opponent up and behind her, dealing no damage.

Has no untech time so Doppel can freely combo them after.

This follow-up has a couple of weird character/port-specific interactions.

  • 236B follow-ups (including this one) can be escaped with the B button.
  • Must be inputted after the opponent stops shaking in Doppel's hand.
Teched follow-up (Doppel) / - - / I: 0-22(?) / / 22(?) / / None
Teched follow-up (Opponent) / - - / - / / - / / None
Teched Follow-up
(Stage 1, left.)
(Stage 2+, right.)

The opponent jumps up and back out of wherever Doppel's hands are, denying her follow-up and returning to neutral.

Notes about Teching:

  • The first button you press during the tech window has priority and will be your "chosen" tech.
  • If both B and C are pressed at the same time during the tech window, it will give you B tech.
  • Pressing A or S during the tech window locks you out of teching.
  • On certain tech stages against certain characters (i.e. Mizuka mashing B on Stage 2+), you can be meatied as you leave the tech animation.
    To OS block after a tech, perform your follow-ups as 23[6]* to guarantee that you'll be blocking if the opponent breaks your throw.

This will also setup the proper distance on Stage 1 tech for c5B mash traps.

Eternity Specials

41236*_236A_236A
Maiden Crash
Follow-ups (236A)
Doppel41236X236A.png
41236*~236A~236A
41236*~236A~236A
Doppel236236c.png
41236*~236A~236A~236236A
41236*~236A~236A~236236A
Doppel41236X236A236236B.png
41236*~236A~236A~236236B
41236*~236A~236A~236236B
All 236* and 236236* follow-ups are interchangeable with 214* and 214214*. All follow-ups do not prorate!
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
41236*~236A~236A
Relentless Granite-Breaking Barrage
無呼吸連打岩盤砕き
50 x 24 + 500 - - / / / / - / / 3

Doppel repeatedly punches the opponent into the ground.

  • 236A follow-ups (including this one) can be escaped with the C button.
  • Must be inputted as the opponent hits the ground.

3 Can be followed up with 236236A/B, only before the 23rd hit.

41236*~236A~236A~236236A
Maiden Finger
乙女フィンガー
4200 - - / / / / - / / None

Doppel lifts the opponent up and explodes them in the same manner as her 236236C super.

Gives similar okizeme to 6C, allowing you to perform 669/IAD oki for a left/right or a high/low safe jump.

  • 236A follow-ups (including this one) can be escaped with the C button.
41236*~236A~236A~236236B
Falling Maiden
下り乙女
4500 - - / / / / - / / None

Doppel jumps offscreen for a moment before crashing down onto the opponent.

Deals more damage than Maiden Finger follow-up but sacrifices okizeme.

Near the corner you can get a similar left/right to automatic follow-up on characters with mid/slow wake-ups.

  • 236B follow-ups (including this one) can be escaped with the B button.
41236*_236A_236B
Maiden Crash
Follow-ups (236B)
Doppel41236X236B.png
41236*~236A~236B
41236*~236A~236B
Doppel41236X236B236236A.png
41236*~236A~236B~236236A
41236*~236A~236B~236236A
Doppel41236X236B236236B.png
41236*~236A~236B~236236B
41236*~236A~236B~236236B
All 236* and 236236* follow-ups are interchangeable with 214* and 214214*. All follow-ups besides 236A~236B~236236B do not prorate!
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
41236*~236A~236B
Exploding Inner-Soul Fist
爆震入魂拳
1800 - - / / / / - / / 3

Doppel delivers a single explosive punch the opponent on the ground.

  • 236B follow-ups (including this one) can be escaped with the B button.
  • Must be inputted as the opponent hits the ground.

3 Can be followed up with 236236A/B, up until Doppel fully stands up.

41236*~236A~236B~236236A
Human Floor-Burning Polisher
人間雑巾火の粉磨き
80 x N + 3000 - - / / / / - / / None

Doppel dives head first into the opponent and scrapes them across the screen until exploding at the wall.

This move hits more times the longer it travels, making it the preferred ender when facing away from a corner.

However you cannot get okizeme off this follow-up, even against slow wake-ups.

  • 236A follow-ups (including this one) can be escaped with the C button.
41236*~236A~236B~236236B
Maiden Volcannon
乙女ボルカノン
1400 x 3 - - / / / / - / / None

Doppel creates 3 fire eruptions in quick succession in the same manner as her 214214C super.

Gives similar okizeme to 6C, allowing you to perform 669/IAD oki for a left/right or a high/low safe jump.

  • 236B follow-ups (including this one) can be escaped with the B button.
236236*
Maiden Finger
乙女フィンガー

236236*
Doppel236236a.png
Doppel236236c.png
※ Starts up sooner if Doppel enters proximity of the opponent.
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 2300 - - Ground I: 1 - 11 16.33~40※ 10 49(hit), 22(whiff/block) / -0.33 None

Doppel rushes forward to grab the opponent. Has a few invulnerable frames on startup.

Occasionally useful at point blank against armor (like Rumi) or specific moves (like Kano's Soul Strike).

Also sometimes useful as a combo-ender in the corner, such as after 2AAA 5B 5C 6C. This is true for all variants.

B 3300 - - Ground I: 1 - 26~61 16.33~52※ 10 49(hit), 22(whiff/block) / -0.33 None

Same as the A version, except higher damage and range. Fully invincible until recovery.

Can be used as a catch-all reversal, unlike 236236A, it also OS'es with 214214B against cross-up okizeme.

C 4900 - - Ground I: 1 - 26~73 16.33~64※ 10 49(hit), 22(whiff/block) / -0.33 None

Same as the B version, except higher damage and range. Fully invincible until recovery.

Can be used to punish moves like Shiori's 236* at fullscreen thanks to the extra range and invincibility it has.

214214*
Maiden Volcannon
乙女ボルカノン

214214*
Doppel214214.png
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 1800 - - Ground - 18 6 / / -28.66 None
Doppel / - - / - 18 / 50.66 / / None

Doppel causes an eruption of fire to burst from the ground. This move is Doppel's bread and butter.

Used in her juggles when the opponent is too far away for other juggle options.

B 1500 - - Ground I: 1-13 18 6 / / - None
- 1500 - - Ground - 38 6 / / -28.66 None
Doppel / - - / - 18 / 70.66 / / None

Same as A version, now with one extra eruption.

Uses the most proration for the least damage, not worth the meter.

Deals the least damage per super meter spent of the three versions, if meter dumping it's best to use the C version.

C 1600 - - Ground I: 1-13 18 6 / / - None
- 1600 - - Ground - 38 6 / / -48.66 None
- 1600 - - Ground - 58 6 / / -28.66 None
Doppel / - - / - 18 / 90.66 / / None

Same as A version, now with two extra eruptions, extremely hard to combo out of.
Has niche use as a meter dump after a heavily scaled combo to forcefully corner carry or close out a round, or some rare BIC combos.

This has the least proration of all three 214214* moves, but costs the most along with being very slow.

Notes about 214214B/C:

  • 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.

Final Memory

FM
Maiden Enlightenment
乙女開眼
DoppelFM.png
Known as "Gold Doppel"
Known as "Gold Doppel"
Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
/ - - / / / / 0 / / None

Doppel enters her "Enlightened" install for the rest of the match. This Final Memory has no input and activates automatically when Doppel has met these five requirements:

  1. Doppel has 1/6th health or less (half of the normal FM threshold)
  2. Doppel has 3 SP bars
  3. Doppel is on the ground
  4. Doppel has returned to her idle stance (not dashing, attacking, or in hit/block/RG stun)
  5. It is the final round (both players are one round away from victory)

While enlightened, Doppel gains numerous benefits:

  • Faster movement (increase varies across movement types but her walk is especially faster)
  • Faster moves (all normals and 623/214 specials are faster)
  • Passively generates super meter, even during superflash, hitstop, 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)
  • Can do infinites (66B & 662A can 1f link into themselves forever, although extremely difficult)

Still, this Final Memory is very rarely impactful due to how close to death you have to be to trigger it.

Strategy

For starters, let's make something clear - Doppel does not play like a traditional grappler.
Her 41236A command throw is next to useless, her 41236B anti-air throw is her main combo ender, and 41236C can be used in place of your normal throw and with RGs. All possible follow-ups to her 41236* command throws can be teched by the opponent. If the opponent successfully techs a follow-up, they'll jump into the air creating a scramble situation, causing Doppel to lose her okizeme opportunities (which she strives off). It's still worth going for the command throw follow-ups occasionally to keep your opponent on their toes, but being aware of their huge downsides is crucial. Doppel instead focuses on using her strong normals to try and fish for one knockdown into looping okizeme. She also has access to some strong pressure strings which open up plenty of tick throw opportunities.

Neutral

f.5B
  • Huge hitbox that's active for 5 frames and no hurtbox on the arm at all. Moves her forward slightly, as well as her stepping forward out of her collision box. Incredible move.
6C
  • Huge 10F active hitbox that moves Doppel a decent distance forward. Surprisingly effective neutral tool if you space it to hit at the tip.
2B
  • This move is ridiculous. The majority of Doppel's body is invulnerable, she leans forward a lot, and if spaced right you can cancel this into 6C 214A for a very annoying pressure string. More on that later.
j.A
  • Your best air to air. One of EFZ's better jA's, 6F startup and 10F active, huge hitbox. Only issue is converting from hits is extremely difficult.
662B
  • Same as 2B except it has some forward momentum, which makes this move even more ridiculous. Mostly the same strengths as 2B, only difference is you cannot cancel into 6C. To make the most out of this dash normal, you'll want to get used to this red IC combo: 662B IC 662C 214214A.
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.
214*
  • Another incredible hitbox. 214A/B are good to use in tandem with 6C and 2B, while 214C is a huge surprise hitbox with longer active frames than 214B, 24 frames startup.

Pressure

Doppel has access to a decent amount of pressure sustain with her dash normals and obnoxiously huge hitboxes. Making use of her dash momentum with 2AAA, 662B/C, and j.AAA are your main tools for getting back in their face when you're pushed out. But you don't always want to do use this, especially when you're in the corner. When you've cornered the opponent, you can stay at an ideal distance and harass with f.5B, 2B, 6C, 214A/B. If the opponent becomes overly respectful, you can begin to dash in 41236A/C as a mix-up.
Dealing with RG
  • As with any pressure in EFZ, keep your pressure timing unpredictable as possible while still making it difficult to mash out of. Recoil Guard makes this an absolute requirement. The easiest way to do this is to vary your 2AAAA chains and varying your space closing moves in timing slightly, changing up which move you use to close the distance to make it less predictable. Using red IC to makes moves such as 623B, 662B, and 662C safe. 662B IC is especially potent, which leads into 662C which can net you a combo or safely reset with an IAD on block. Using Recoil Counter if any of these options are called out to reset.
214B FIC 66 41236C Mix-up
  • This mix-up can be especially potent. 214B looks exactly the same as 214A and has slower startup, allowing you to FIC just before the move comes out.
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.
66[5]2AAA
  • 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.

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
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.

No IC

Midscreen
  • 2AA c5B 5C 6C (replay 1-1)
Corner
  • 2AA c5B 5C 6C 41236B (replay 1-1)

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.
  • 2B 6C IC 66C 662A(whiff) c5B 66C 214214A 5AB 41236B (replay 1-5)
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
  • 2AA c5B 5C IC 662C IAD jB walk forward c5B 66B 662A c5B 662C 214214A 66B 6C 41236B (replay 1-7)
  • 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
  • 2AA c5B 5C 6C~ IC 66C 44 66C [662A(whiff) c5B 66C]x3 214214A 5AB 41236B (replay 1-9)
  • 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
  • The version used depends on the spacing and character. It is good to mix and match these as much as possible, when possible, to keep the opponent from getting used to a specific setup.
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

次に会う時が
楽しみだな

You're not bad.

I look forward
to the next time we meet.

世界の何処かで

また遭おう

Let's meet again,
somewhere in the world.

一撃必殺の境地は

まだ遠い

I'm still far from being able

to perform an "Instant KO"[1].

敵を侮ったか?

残念だがこれが現実だ

Did you underestimate your enemy?

Too bad, this is reality.

加減が
分からなかったとはいえ
少しやりすぎたか…

まだまだ私も未熟

Even though
I didn't know how much to hold back,
this is surely overdoing it...

I have much to learn.

(To Mizuka)
私か?
あいにくそちらの
知っている奴とは
似て非なる者なんでな

まあ、気にするな

(To Mizuka)
Me?
Sorry, but I'm
just a counterfeit
of that girl you know.

Don't let it bother you.

(To Mio)
少しばかり
おいたが過ぎるぞ…

コイツに四六時中
捕まってる向こうを
少しは察してやるか

(To Mio)
You've went a little too far
with your pranks this time.

I'll use you to
let that eternally locked up person
know that I'm serious.

(To Rumi)
オリジナルが
この体たらくでは
先が思いやられるな

(To Rumi)
I can't help
but be concerned
if this utter mess is my Original.

(To Mai)
居合、その太刀筋
正に一瞬の煌きの如し

なんかオプションも
付いてるようだが
よい経験になったぞ

(To Mai)
Iai[2], the mastercraft of unsheating and cutting in one fell swoop.
It appeared to be no more than a flash of light.

And you even had something like an Option[3]
floating around you.
It was a good experience.

Colors

EFZ-dnanase-colors.png

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.


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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
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