Eternal Fighter Zero/Doppel Nanase: Difference between revisions
(→6C) |
No edit summary |
||
(66 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{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}} | ||
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 | * 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 | * Doppel's '''command throw follow-ups can be teched'''. See [[#41236*_236A|Maiden Capture]] for more information. | ||
== Normal Moves == | == Normal Moves == | ||
Line 31: | Line 32: | ||
|version=5A | |version=5A | ||
|damage=220 | |damage=220 | ||
|proration=94% | |||
|juggle=90 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 45: | Line 48: | ||
|version=5A (FM) | |version=5A (FM) | ||
|damage=220 | |damage=220 | ||
|proration=94% | |||
|juggle=90 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 66: | Line 71: | ||
|version=c5B | |version=c5B | ||
|damage=500 | |damage=500 | ||
|proration=92% | |||
|juggle=150 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 80: | Line 87: | ||
|version=c5B (FM) | |version=c5B (FM) | ||
|damage=500 | |damage=500 | ||
|proration=92% | |||
|juggle=150 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 101: | Line 110: | ||
|version=f5B | |version=f5B | ||
|damage=500 | |damage=500 | ||
|proration=94% | |||
|juggle=120 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 115: | Line 126: | ||
|version=f5B (FM) | |version=f5B (FM) | ||
|damage=500 | |damage=500 | ||
|proration=94% | |||
|juggle=120 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 138: | Line 151: | ||
|version=5C | |version=5C | ||
|damage=650 | |damage=650 | ||
|proration=92% | |||
|juggle=120 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 152: | Line 167: | ||
|version=5C (FM) | |version=5C (FM) | ||
|damage=650 | |damage=650 | ||
|proration=92% | |||
|juggle=120 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 174: | Line 191: | ||
|version=6C | |version=6C | ||
|damage=700 | |damage=700 | ||
|proration=91% | |||
|juggle=120 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 194: | Line 213: | ||
|version=6C (FM) | |version=6C (FM) | ||
|damage=700 | |damage=700 | ||
|proration=91% | |||
|juggle=120 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 216: | Line 237: | ||
|version=2A | |version=2A | ||
|damage=200 | |damage=200 | ||
|proration=92% | |||
|juggle=90 | |||
|guard=Low | |guard=Low | ||
|property= | |property= | ||
Line 230: | Line 253: | ||
|version=2A (FM) | |version=2A (FM) | ||
|damage=200 | |damage=200 | ||
|proration=92% | |||
|juggle=90 | |||
|guard=Low | |guard=Low | ||
|property= | |property= | ||
Line 241: | Line 266: | ||
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. | 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. | ||
}} | }} | ||
}} | }} | ||
Line 258: | Line 278: | ||
|version=2B | |version=2B | ||
|damage=450 | |damage=450 | ||
|proration=92% | |||
|juggle=120 | |||
|guard=Low | |guard=Low | ||
|property= | |property= | ||
Line 272: | Line 294: | ||
|version=2B (FM) | |version=2B (FM) | ||
|damage=450 | |damage=450 | ||
|proration=92% | |||
|juggle=120 | |||
|guard=Low | |guard=Low | ||
|property= | |property= | ||
Line 282: | Line 306: | ||
|description=Doppel extends her body and punches at the opponent's feet. | |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 297: | Line 319: | ||
|version=2C | |version=2C | ||
|damage=250 | |damage=250 | ||
|proration=95% | |||
|juggle=120 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 311: | Line 335: | ||
|version=- | |version=- | ||
|damage=450 | |damage=450 | ||
|proration=95% | |||
|juggle=120 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 325: | Line 351: | ||
|version=2C (FM) | |version=2C (FM) | ||
|damage=250 | |damage=250 | ||
|proration=95% | |||
|juggle=120 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 339: | Line 367: | ||
|version=- | |version=- | ||
|damage=450 | |damage=450 | ||
|proration=95% | |||
|juggle=120 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 363: | Line 393: | ||
|version=j5A | |version=j5A | ||
|damage=220 | |damage=220 | ||
|proration=94% | |||
|juggle=90 | |||
|guard=High/Air | |guard=High/Air | ||
|property= | |property= | ||
Line 377: | Line 409: | ||
|version=j5A (FM) | |version=j5A (FM) | ||
|damage=220 | |damage=220 | ||
|proration=94% | |||
|juggle=90 | |||
|guard=High/Air | |guard=High/Air | ||
|property= | |property= | ||
Line 387: | Line 421: | ||
|description=Doppel does a quick, downward aerial jab. | |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 400: | Line 434: | ||
|version=j5B | |version=j5B | ||
|damage=480 | |damage=480 | ||
|proration=94% | |||
|juggle=120 | |||
|guard=High/Air | |guard=High/Air | ||
|property= | |property= | ||
Line 414: | Line 450: | ||
|version=j5B (FM) | |version=j5B (FM) | ||
|damage=480 | |damage=480 | ||
|proration=94% | |||
|juggle=120 | |||
|guard=High/Air | |guard=High/Air | ||
|property= | |property= | ||
Line 437: | Line 475: | ||
|version=j5C | |version=j5C | ||
|damage=600 | |damage=600 | ||
|proration=91% | |||
|juggle=120 | |||
|guard=High/Air | |guard=High/Air | ||
|property= | |property= | ||
Line 451: | Line 491: | ||
|version=j5C (FM) | |version=j5C (FM) | ||
|damage=600 | |damage=600 | ||
|proration=91% | |||
|juggle=120 | |||
|guard=High/Air | |guard=High/Air | ||
|property= | |property= | ||
Line 461: | Line 503: | ||
|description=Doppel punches towards the ground. Sends the opponent directly down at a fast speed on aerial hit with a large untech time. | |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 | The hitbox on this move is gigantic and boasts long active frames which makes this an excellent mixup tool. A staple of Doppel oki. | ||
}} | }} | ||
}} | }} | ||
Line 476: | Line 517: | ||
|version=66A | |version=66A | ||
|damage=220 | |damage=220 | ||
|proration=94% | |||
|juggle=90 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 490: | Line 533: | ||
|version=66A (FM) | |version=66A (FM) | ||
|damage=220 | |damage=220 | ||
|proration=94% | |||
|juggle=90 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 498: | Line 543: | ||
|advBlock=+0.66 | |advBlock=+0.66 | ||
|cancel= SP IC | |cancel= SP IC | ||
|description= | |description=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. | Better to use 662A as 66A has less travel distance, has longer start-up, and is far less advantageous. | ||
Line 513: | Line 558: | ||
|version=66B | |version=66B | ||
|damage=545 | |damage=545 | ||
|proration=93% | |||
|juggle=120 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 527: | Line 574: | ||
|version=66B (FM) | |version=66B (FM) | ||
|damage=545 | |damage=545 | ||
|proration=93% | |||
|juggle=120 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 537: | Line 586: | ||
|description=Doppel performs a quick leaning downward punch. | |description=Doppel performs a quick leaning downward punch. | ||
This move can whiff at point blank and on crouchers, mostly used for juggle combos. | This move can whiff at point blank and on crouchers, mostly used for juggle combos and pressure strings. | ||
}} | }} | ||
}} | }} | ||
Line 551: | Line 599: | ||
|version=66C | |version=66C | ||
|damage=700 | |damage=700 | ||
|proration=93% | |||
|juggle=120 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 567: | Line 617: | ||
|version=66C (FM) | |version=66C (FM) | ||
|damage=700 | |damage=700 | ||
|proration=93% | |||
|juggle=120 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 575: | Line 627: | ||
|advBlock=+1.66 | |advBlock=+1.66 | ||
|cancel= SP IC 6C | |cancel= SP IC 6C | ||
|description= | |description= | ||
}} | }} | ||
}} | }} | ||
Line 591: | Line 640: | ||
|version=662A | |version=662A | ||
|damage=220 | |damage=220 | ||
|proration=92% | |||
|juggle=90 | |||
|guard=Low | |guard=Low | ||
|property= | |property= | ||
Line 605: | Line 656: | ||
|version=662A (FM) | |version=662A (FM) | ||
|damage=220 | |damage=220 | ||
|proration=92% | |||
|juggle=90 | |||
|guard=Low | |guard=Low | ||
|property= | |property= | ||
Line 613: | Line 666: | ||
|advBlock=+1.66 | |advBlock=+1.66 | ||
|cancel= SP IC 6C | |cancel= SP IC 6C | ||
|description= | |description=Doppel does a dashing version of 2A. | ||
Mostly used in pressure and for positioning during wallbounce loops. | |||
}} | }} | ||
}} | }} | ||
Line 629: | Line 681: | ||
|version=662B | |version=662B | ||
|damage=450 | |damage=450 | ||
|proration=92% | |||
|juggle=120 | |||
|guard=Low | |guard=Low | ||
|property= | |property= | ||
Line 643: | Line 697: | ||
|version=662B (FM) | |version=662B (FM) | ||
|damage=450 | |damage=450 | ||
|proration=92% | |||
|juggle=120 | |||
|guard=Low | |guard=Low | ||
|property= | |property= | ||
Line 651: | Line 707: | ||
|advBlock=-0.33 | |advBlock=-0.33 | ||
|cancel= SP IC | |cancel= SP IC | ||
|description=Identical to 2B except it travels, | |description=Identical to 2B except it travels, amazing poke. | ||
Used mostly as a poke with red IC in stock to convert into combos. | |||
}} | }} | ||
}} | }} | ||
Line 667: | Line 722: | ||
|version=662C | |version=662C | ||
|damage=450 | |damage=450 | ||
|proration=92% | |||
|juggle=150 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 681: | Line 738: | ||
|version=662C (FM) | |version=662C (FM) | ||
|damage=450 | |damage=450 | ||
|proration=92% | |||
|juggle=150 | |||
|guard=Ground | |guard=Ground | ||
|property= | |property= | ||
Line 689: | Line 748: | ||
|advBlock=-3.33 | |advBlock=-3.33 | ||
|cancel= SP J IC | |cancel= SP J IC | ||
|description=Similar to 2C, but | |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. | |||
}} | }} | ||
}} | }} | ||
=== | === Throws === | ||
====== <font style="display:none" size="0">Ground | ====== <font style="display:none" size="0">Ground Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=EFZ_Doppel_GroundGrab.png | |image=EFZ_Doppel_GroundGrab.png | ||
|caption= | |caption= | ||
|name=Ground | |name=Ground Throw | ||
|input=Close 6C/4C | |input=Close 6C/4C | ||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|damage=0 + 1200 | |damage=0 + 1200 | ||
|guard= | |guard=Throw | ||
|property=I: 5 - 5.66 | |property=I: 5 - 5.66 | ||
|startup=5.33 | |startup=5.33 | ||
Line 718: | Line 774: | ||
|description=Doppel leaps forward holding her opponent and slams their head into the ground. | |description=Doppel leaps forward holding her opponent and slams their head into the ground. | ||
Deals more damage than | 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">Air | ====== <font style="display:none" size="0">Air Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=EFZ_Doppel_AirGrab.png | |image=EFZ_Doppel_AirGrab.png | ||
|caption= | |caption= | ||
|name=Air | |name=Air Throw | ||
|input=Close j6C | |input=Close j6C | ||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|damage=0 + 1400 | |damage=0 + 1400 | ||
|guard= | |guard=Throw | ||
|property= | |property= | ||
|startup=2 | |startup=2 | ||
Line 741: | Line 795: | ||
|advBlock=/ | |advBlock=/ | ||
|cancel= None | |cancel= None | ||
|description=Doppel falls forward with her opponent in an almost identical manner to her ground | |description=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. | |||
}} | }} | ||
}} | }} | ||
Line 789: | Line 842: | ||
|description=Doppel transforms into a fire tornado with a disembodied head and travels a short distance towards the opponent. | |description=Doppel transforms into a fire tornado with a disembodied head and travels a short distance towards the opponent. | ||
This move | 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. | Prone to being RG'd and has lengthy recovery, keep IC if you plan to use it and don't get predictable. | ||
Line 821: | Line 874: | ||
|description=Same as the A version, except she travels further and low profiles instead. | |description=Same as the A version, except she travels further and low profiles instead. | ||
Very good anti-air and approach tool | 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. | Prone to being RG'd and has lengthy recovery, keep IC if you plan to use it and don't get predictable. | ||
Line 839: | Line 892: | ||
|description=RF reversal. Same as the A version, except Doppel doesn't travel and she has full invincibility. | |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. | *Requires RF to use. | ||
}} | }} | ||
Line 854: | Line 907: | ||
|advBlock= | |advBlock= | ||
|cancel= IC | |cancel= IC | ||
|description= | |description= | ||
}} | }} | ||
}} | }} | ||
Line 897: | Line 947: | ||
|description=Doppel pours spicy kimchi into her mouth and breathes fire. | |description=Doppel pours spicy kimchi into her mouth and breathes fire. | ||
Great disjoint for poking that lingers even when Doppel is hit | 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. | Unsafe on block unlike 214B so it's best used at a safe distance to prevent being punished. | ||
Line 929: | Line 979: | ||
|advBlock=+5.66 | |advBlock=+5.66 | ||
|cancel= FIC | |cancel= FIC | ||
|description=Safe on block, but slower | |description=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. | |||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
Line 963: | Line 1,013: | ||
|description=Slightly slower than the A version, longer active frames than B version, and a larger flame. | |description=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 | Can be combo'd off of without IC or meter thanks to having infinite untech time, although heavily scaled. | ||
*Requires RF to use. | *Requires RF to use. | ||
}} | }} | ||
Line 984: | Line 1,033: | ||
|version=A | |version=A | ||
|damage=/ | |damage=/ | ||
|guard= | |guard=Throw/Hit throw | ||
|property= | |property= | ||
|startup=20 | |startup=20 | ||
Line 994: | Line 1,043: | ||
|description='''Grabs grounded opponents only''', can be combo'd into with specific setups, like after 5C. | |description='''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 | Mainly used as a gimmick to catch opponents off guard due to its significant range, being able to throw even after a blockstring. | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
Line 1,000: | Line 1,049: | ||
|version=B | |version=B | ||
|damage=/ | |damage=/ | ||
|guard= | |guard=Throw/Hit throw | ||
|property= | |property= | ||
|startup=13 | |startup=13 | ||
Line 1,008: | Line 1,057: | ||
|advBlock=/ | |advBlock=/ | ||
|cancel= None | |cancel= None | ||
|description=''' | |description='''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. | 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 | Not applicable as an anti-air throw due to start-up and recovery, despite how it looks. | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
Line 1,018: | Line 1,067: | ||
|version=C | |version=C | ||
|damage=/ | |damage=/ | ||
|guard= | |guard=Throw | ||
|property= | |property= | ||
|startup=6 | |startup=6 | ||
Line 1,026: | Line 1,075: | ||
|advBlock= / | |advBlock= / | ||
|cancel= None | |cancel= None | ||
|description=A standard command | |description=A standard command throw, '''cannot be combo'd into''' and has very poor range. | ||
Your true mix-up command | 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. | * Does '''not''' require RF to use. | ||
}} | }} | ||
Line 1,125: | Line 1,174: | ||
|damage=/ | |damage=/ | ||
|guard=/ | |guard=/ | ||
|property= | |property=- | ||
|startup=/ | |startup=/ | ||
|active=/ | |active=/ | ||
Line 1,134: | Line 1,183: | ||
|description=[[File:Doppel41236--TECH.png|Teched Follow-up<br>(Stage 1, left.)<br>(Stage 2+, right.)|200px|thumb|left]] | |description=[[File:Doppel41236--TECH.png|Teched Follow-up<br>(Stage 1, left.)<br>(Stage 2+, right.)|200px|thumb|left]] | ||
The opponent jumps up and back out of wherever Doppel's hands are, denying her follow-up and returning to neutral. | The opponent jumps up and back out of wherever Doppel's hands are, denying her follow-up and returning to neutral. | ||
Notes about Teching: | Notes about Teching: | ||
Line 1,168: | Line 1,215: | ||
|startup=/ | |startup=/ | ||
|active=/ | |active=/ | ||
|recovery= | |recovery= | ||
|advHit=/ | |advHit=/ | ||
|advBlock=/ | |advBlock=/ | ||
Line 1,186: | Line 1,233: | ||
|startup=/ | |startup=/ | ||
|active=/ | |active=/ | ||
|recovery= | |recovery= | ||
|advHit=/ | |advHit=/ | ||
|advBlock=/ | |advBlock=/ | ||
Line 1,192: | Line 1,239: | ||
|description=Doppel lifts the opponent up and explodes them in the same manner as her 236236C super. | |description=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 | 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. | *'''236A''' follow-ups (including this one) can be escaped with the '''C''' button. | ||
}} | }} | ||
Line 1,204: | Line 1,251: | ||
|startup=/ | |startup=/ | ||
|active=/ | |active=/ | ||
|recovery= | |recovery= | ||
|advHit=/ | |advHit=/ | ||
|advBlock=/ | |advBlock=/ | ||
|cancel=None | |cancel=None | ||
|description=Doppel jumps offscreen for a moment before crashing down onto the opponent. | |description=Doppel jumps offscreen for a moment before crashing down onto the opponent. | ||
Deals more damage than Maiden Finger follow-up but sacrifices okizeme. | Deals more damage than Maiden Finger follow-up but sacrifices okizeme. | ||
Line 1,235: | Line 1,283: | ||
|startup=/ | |startup=/ | ||
|active=/ | |active=/ | ||
|recovery= | |recovery= | ||
|advHit=/ | |advHit=/ | ||
|advBlock=/ | |advBlock=/ | ||
Line 1,254: | Line 1,302: | ||
|startup=/ | |startup=/ | ||
|active=/ | |active=/ | ||
|recovery= | |recovery= | ||
|advHit=/ | |advHit=/ | ||
|advBlock=/ | |advBlock=/ | ||
Line 1,275: | Line 1,323: | ||
|startup=/ | |startup=/ | ||
|active=/ | |active=/ | ||
|recovery= | |recovery= | ||
|advHit=/ | |advHit=/ | ||
|advBlock=/ | |advBlock=/ | ||
Line 1,281: | Line 1,329: | ||
|description=Doppel creates 3 fire eruptions in quick succession in the same manner as her 214214C super. | |description=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 | 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. | *'''236B''' follow-ups (including this one) can be escaped with the '''B''' button. | ||
Line 1,311: | Line 1,359: | ||
Occasionally useful '''at point blank''' against armor (like Rumi) or specific moves (like Kano's Soul Strike). | 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 | 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 | ||
Line 1,343: | Line 1,391: | ||
|description=Same as the B version, except higher damage and range. Fully invincible until recovery. | |description=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. | |||
}} | }} | ||
}} | }} | ||
Line 1,381: | Line 1,429: | ||
|description=Doppel causes an eruption of fire to burst from the ground. This move is Doppel's bread and butter. | |description=Doppel causes an eruption of fire to burst from the ground. This move is Doppel's bread and butter. | ||
Used in her juggles | Used in her juggles when the opponent is too far away for other juggle options. | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
Line 1,429: | Line 1,475: | ||
Uses the most proration for the least damage, not worth the meter. | 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 | ||
Line 1,493: | Line 1,539: | ||
*The extra eruptions give Doppel more recovery, making her far more punishable and making follow-ups impossible outside of the corner. | *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. | *The extra eruptions can occasionally whiff due to launch height and some character's air hurtboxes, especially in the corner. | ||
}} | }} | ||
}} | }} | ||
Line 1,510: | Line 1,555: | ||
|startup=/ | |startup=/ | ||
|active=/ | |active=/ | ||
|recovery=0 | |recovery=0 | ||
|advHit=/ | |advHit=/ | ||
|advBlock=/ | |advBlock=/ | ||
Line 1,519: | Line 1,564: | ||
# Doppel is '''on the ground''' | # Doppel is '''on the ground''' | ||
# Doppel has '''returned to her idle stance''' (not dashing, attacking, or in hit/block/RG stun) | # 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 | # It is the '''final round''' (both players are one round away from victory) | ||
While enlightened, Doppel gains numerous benefits: | While enlightened, Doppel gains numerous benefits: | ||
*Faster movement (increase varies across movement types but her walk is especially faster) | *Faster movement (increase varies across movement types but her walk is especially faster) | ||
*Faster moves (all normals and 623/214 specials are faster) | *Faster moves (all normals and 623/214 specials are faster) | ||
*Passively generates | *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) | *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) | *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. | ''Still'', this Final Memory is very rarely impactful due to how close to death you have to be to trigger it. | ||
}} | }} | ||
Line 1,534: | Line 1,579: | ||
== Strategy == | == Strategy == | ||
:For starters, let's make something clear - '''Doppel does not play like a traditional grappler'''. | :For starters, let's make something clear - '''Doppel does not play like a traditional grappler'''. | ||
:Her 41236A command | :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. | ||
'''<u>Neutral</u>''' | '''<u>Neutral</u>''' | ||
Line 1,579: | Line 1,624: | ||
:Replay pack: [https://mega.nz/#!MFNxmKzY!QETwKxyoBje8jlEXkYQ-S7JH3ZLgUVlD9j7OZoCJ8LQ Mizuumi Doppel Combos] | :Replay pack: [https://mega.nz/#!MFNxmKzY!QETwKxyoBje8jlEXkYQ-S7JH3ZLgUVlD9j7OZoCJ8LQ 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. | |||
<u>No IC</u> | |||
:''Midscreen'' | |||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''2AA c5B 5C 6C''' (replay 1-1) | |text=:*'''2AA c5B 5C 6C''' (replay 1-1) | ||
|video={{#ev:youtube|hekm-yci8MU}} | |video={{#ev:youtube|hekm-yci8MU}} | ||
}} | }} | ||
:''Corner'' | |||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''2AA c5B 5C 6C 41236B''' (replay 1-1) | |text=:*'''2AA c5B 5C 6C 41236B''' (replay 1-1) | ||
|video={{#ev:youtube|hekm-yci8MU}} | |video={{#ev:youtube|hekm-yci8MU|||||start=9}} | ||
}} | }} | ||
<u>Red IC</u> | |||
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. | :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'' | |||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''2AA c5B 5C IC 662C 214214A 662C jC j44''' (replay 1-2) | |text=:*'''2AA c5B 5C IC 662C 214214A 662C jC j44''' (replay 1-2) | ||
|video={{#ev:youtube|FwCZ4IkpZ7g}} | |video={{#ev:youtube|FwCZ4IkpZ7g}} | ||
}} | }} | ||
::* j44 sets up the correct distance for 669 jC okizeme. | |||
:''Corner'' | |||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''2A c5B 5C 6C IC 66C 214214A 5AB 41236B''' (replay 1-3) | |text=:*'''2A c5B 5C 6C IC 66C 214214A 5AB 41236B''' (replay 1-3) | ||
|video={{#ev:youtube|SGKf2D4zfcc}} | |video={{#ev:youtube|SGKf2D4zfcc}} | ||
}} | }} | ||
::* Basic combo. | |||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''6C IC 66C [662A(whiff) c5B 66C]x2 214214A 5AB 41236B''' (replay 1-4) | |text=:*'''6C IC 66C [662A(whiff) c5B 66C]x2 214214A 5AB 41236B''' (replay 1-4) | ||
|video={{#ev:youtube|o0XwJPkNzpE}} | |video={{#ev:youtube|o0XwJPkNzpE}} | ||
}} | }} | ||
::* 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. | |||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''2B 6C IC 66C 662A(whiff) c5B 66C 214214A 5AB 41236B''' (replay 1-5) | |text=:*'''2B 6C IC 66C 662A(whiff) c5B 66C 214214A 5AB 41236B''' (replay 1-5) | ||
|video={{#ev:youtube|StIMxUts_qE}} | |video={{#ev:youtube|StIMxUts_qE}} | ||
}} | }} | ||
:''Corner no Super Meter'' | |||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''2AA c5B 5C 6C IC 66C 662A(whiff) c5B c5B 2B 6C 41236B''' (replay 1-6) | |text=:*'''2AA c5B 5C 6C IC 66C 662A(whiff) c5B c5B 2B 6C 41236B''' (replay 1-6) | ||
|video={{#ev:youtube|yq5b5d-NziU}} | |video={{#ev:youtube|yq5b5d-NziU}} | ||
}} | }} | ||
::*Example combo ender without using super meter. | |||
<u>Blue IC</u> | |||
:''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=:*'''2AA c5B 5C IC 662C IAD jB walk forward c5B 66B 662A c5B 662C 214214A 66B 6C 41236B''' (replay 1-7) | ||
|video={{#ev:youtube|HeheTRixjP8}} | |video={{#ev:youtube|HeheTRixjP8}} | ||
}} | }} | ||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''2AAB 5C IC 662C IAD jB walk forward c5B IAD jAB c5B 214214A 66C [<- 662A(whiff)] c5B c5BBC 41236B''' | |text=:*'''2AAB 5C IC 662C IAD jB walk forward c5B IAD jAB c5B 214214A 66C [<- 662A(whiff)] c5B c5BBC 41236B''' | ||
|video={{#ev:youtube|UzdbUyn0pjc}} | |video={{#ev:youtube|UzdbUyn0pjc}} | ||
}} | }} | ||
::* 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. | :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'' | :''Juggle Loop Breakdown'' | ||
*'''6C''' - Launches the opponent allowing them to be juggled. | :*'''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. | :*'''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. | :*'''[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. | :*'''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. | :*'''c5B]''' - Stops the juggle animation and momentum, making it easier connect with 66C and start the loop again. | ||
''Shorter Version'' | :''Shorter Version'' | ||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''2AA c5B 5C 6C IC 66C [662A(whiff) c5B 66C]x2 214214A 5AB 41236AB''' (replay 1-8) | |text=:*'''2AA c5B 5C 6C IC 66C [662A(whiff) c5B 66C]x2 214214A 5AB 41236AB''' (replay 1-8) | ||
|video={{#ev:youtube|oPHC61VRYs0}} | |video={{#ev:youtube|oPHC61VRYs0}} | ||
}} | }} | ||
::* An easier alternative if you struggle with the optimal combos below. Very stable. | |||
''Higher Damage Versions'' | :''Higher Damage Versions'' | ||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''2AA c5B 5C 6C~ IC 66C 44 66C [662A(whiff) c5B 66C]x3 214214A 5AB 41236B''' (replay 1-9) | |text=:*'''2AA c5B 5C 6C~ IC 66C 44 66C [662A(whiff) c5B 66C]x3 214214A 5AB 41236B''' (replay 1-9) | ||
|video={{#ev:youtube|VmhDrMxgHB8}} | |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=:*'''2B 6C IC 66C [662A(whiff) c5B 66C]x3 662A(whiff) c5B c5B 2B 6C 41236B''' (replay 2-1) | ||
|video={{#ev:youtube|0OwzKUvRc6k}} | |video={{#ev:youtube|0OwzKUvRc6k}} | ||
}} | }} | ||
::*Example from 2B 6C harassment. | |||
=== Advanced Combos === | === Advanced Combos === | ||
<u>100% Blue IC</u> | |||
''Corner'' | :''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]) | |||
:*'''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 == | == Okizeme == | ||
:You can find visual examples of these setups [https://youtu.be/xX7PG3B-sJg?t=3m48s here]. | :You can find visual examples of these setups [https://youtu.be/xX7PG3B-sJg?t=3m48s here]. | ||
:''' | :''Midscreen'' | ||
:* | |||
{{EFZComboVideo | |||
|text=:*'''669 jC / j9 j66 jC / IAD jC''' | |||
|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. | |||
:''' | :''Corner'' | ||
:*When spaced correctly, 41236B will leave a gap in the corner that you can make harder to see by corpse pushing. | |||
{{EFZComboVideo | |||
|text=:*''' ~6C 41236B 669 jC Left/Right''' | |||
|video={{#ev:youtube|xX7PG3B-sJg|||||start=247&end=251}}{{#ev:youtube|xX7PG3B-sJg|||||start=255&end=259}} | |||
}} | |||
::*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
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 |
Property | Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
I: Full Invincibility |
Startup | Indicates where the move's first active hitbox is. |
Active | Total frames the hitbox is active for. |
Recovery | Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block. |
Adv Hit | Frame advantage on hit. |
Adv Block | Frame advantage on block. |
Cancel | Possible cancel options.
N: Normals |
Standing
5A
5A
|
---|
c5B
c5B
|
---|
f5B
f5B
|
---|
5C
5C
|
---|
6C
Maiden Straight
乙女ストレート 6C |
---|
Crouching
2A
2A
|
---|
2B
2B
|
---|
2C
2C
|
---|
Jumping
j5A
j5A
|
---|
j5B
j5B
|
---|
j5C
j5C
|
---|
Dashing
66A
66A
|
---|
66B
66B
|
---|
66C
66C
|
---|
662A
662A
|
---|
662B
662B
|
---|
662C
662C
|
---|
Throws
Ground Throw
Ground Throw
Close 6C/4C |
---|
Air Throw
Air Throw
Close j6C |
---|
Special Moves
Specials
623*
Maiden Typhoon
乙女タイフーン 623* |
---|
214*
Maiden Fire
乙女ファイアー 214* |
All variants can be FIC'd during the start-up for gimmicks or for safety. |
---|
41236*
Maiden Capture
乙女キャプチャー 41236* |
---|
41236*_236A
Maiden Capture
Follow-ups |
All 236* and 236236* follow-ups are interchangeable with 214* and 214214*. All follow-ups do not prorate! |
---|
Eternity Specials
41236*_236A_236A
Maiden Crash
Follow-ups (236A) |
All 236* and 236236* follow-ups are interchangeable with 214* and 214214*. All follow-ups do not prorate! |
---|
41236*_236A_236B
Maiden Crash
Follow-ups (236B) |
All 236* and 236236* follow-ups are interchangeable with 214* and 214214*. All follow-ups besides 236A~236B~236236B do not prorate! |
---|
236236*
Maiden Finger
乙女フィンガー 236236* |
※ Starts up sooner if Doppel enters proximity of the opponent. |
---|
214214*
Maiden Volcannon
乙女ボルカノン 214214* |
---|
Final Memory
FM
Maiden Enlightenment
乙女開眼 |
---|
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)
- 2AA c5B 5C 6C (replay 1-1)
- Corner
- 2AA c5B 5C 6C 41236B (replay 1-1)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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
- 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)
- 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)
- 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)
- 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
- 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
- ~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 |
You're not bad. |
世界の何処かで |
Let's meet again, |
一撃必殺の境地は |
I'm still far from being able |
敵を侮ったか? |
Did you underestimate your enemy? |
加減が |
Even though |
(To Mizuka) |
(To Mizuka) |
(To Mio) |
(To Mio) |
(To Rumi) |
(To Rumi) |
(To Mai) |
(To Mai) |
Colors
In-game References
External References
- Doppel's "Maiden Typhoon" move is based on Jin Saotome's "Saotome Typhoon" move, from the Marvel vs Capcom series.
- Doppel's "Maiden Fire" move may be based on Mech Zangief's "Vodka Fire" move or potentially Dhalsim's "Yoga Flame" move, from the Marvel vs Capcom series.
- Doppel's "Maiden Finger" move is based on Domon Kasshu's "Hyper God Finger" move, from Kidou Butoden G-Gundam.
- Doppel's "Falling Maiden" move is based on Shin Akuma's "Misogi" move, from Capcom vs SNK 2.
- Doppel's "Maiden Straight" move is based on Slayer's "Mappa Hunch" move, from the Guilty Gear series.
- Doppel's "Human Floor-Burning Polisher" move is based on Jin Saotome's "Saotome Crush" move, from the Marvel vs Capcom series.
- Doppel's "Maiden Enlightenment" mode is based on Jin Saotome's "Saotome Shine" mode, from the Marvel vs Capcom series.
ONE References
- Doppel's stage is a reference to the park on the way to the school that the characters of ONE go to.
- The "Kimuchi" ramen that Doppel eats during her "Maiden Fire" move is a reference to the meal that Kouhei ate with the real Rumi on a Christmas date in the game.