Eternal Fighter Zero/FAQ/Character Choice: Difference between revisions

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{{EFZFeedback}}
==Introduction==
==Introduction==
This page serves as a quick reference guide to help players pick a character. Use the Table of Contents above to jump to specific sections.
This page serves as a quick reference guide to help players pick a character. Use the Table of Contents above to jump to specific sections.
[[File:EFZ Character Choice Chart.png|thumb|alt=Character difficulty diagram by Shimatora & Co.|Character difficulty diagram by Shimatora & Co.]]
[[File:EFZ Character Choice Chart.png|thumb|alt=Character difficulty diagram by Shimatora & Co.|Character difficulty diagram by Shimatora & Co.]]
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===Neutral===
===Neutral===
:'''[[Eternal Fighter Zero/Akiko Minase|Akiko]]'''
:'''[[Eternal Fighter Zero/Akiko Minase|Akiko]]'''
::* Plays primarily aerial neutral by abusing her huge air buttons and high aerial mobility.
:* Plays primarily aerial neutral by abusing her huge air buttons and high aerial mobility.


:'''[[Eternal Fighter Zero/Sayuri Kurata|Sayuri]]'''
:'''[[Eternal Fighter Zero/Sayuri Kurata|Sayuri]]'''
::* Access to big, high priority normals.
:* Access to big, high priority normals.
::* Projectiles in both the air and on the ground.
:* Projectiles in both the air and on the ground.


:'''[[Eternal Fighter Zero/Mishio Amano|Mishio]]'''
:'''[[Eternal Fighter Zero/Mishio Amano|Mishio]]'''
::* f5B and jB.
:* f5B and jB.
::* Lightning mode has projectiles.
:* Lightning mode has projectiles.


:'''[[Eternal Fighter Zero/Rumi Nanase|Rumi]]'''
:'''[[Eternal Fighter Zero/Rumi Nanase|Rumi]]'''
::* Armour on big buttons.
:* Armour on big buttons.
::* Huge full invulnerable dragon punch.
:* Huge full invulnerable dragon punch.


:'''[[Eternal Fighter Zero/Akane Satomura|Akane]]'''
:'''[[Eternal Fighter Zero/Akane Satomura|Akane]]'''
::* Assists.
:* Assists.
::* Nice buttons. 662B.
:* Nice buttons, such as 662B, f5B.
:* Controls space with Shiiko summons.


:'''[[Eternal Fighter Zero/Mio Kouzuki|Mio]]'''
:'''[[Eternal Fighter Zero/Mio Kouzuki|Mio]]'''
::* Long Range mode is like Dhalsim.
:* Long Range mode is like Dhalsim.
::* Short Range mode looks to snipe during neutral with fast dash normals.
:* Short Range mode looks to snipe during neutral with fast dash normals.


:'''[[Eternal Fighter Zero/Mizuka Nagamori|Mizuka]]'''
:'''[[Eternal Fighter Zero/Mizuka Nagamori|Mizuka]]'''
::* Big, high priority buttons.
:* Big, high priority buttons.
::* Musical notes (214*).
:* Musical notes (214*).


:'''[[Eternal Fighter Zero/Doppel Nanase|Doppel]]'''
:'''[[Eternal Fighter Zero/Doppel Nanase|Doppel]]'''
::* Big, high priority buttons.
:* Big, high priority buttons.
::* 623B is huge and moves her forward fast.
:* 623B is huge and moves her forward fast.
::* Spits fire, the kimchi kind.
:* Spits fire, the kimchi kind.


:'''[[Eternal Fighter Zero/Shiori Misaka|Shiori]]'''
:'''[[Eternal Fighter Zero/Shiori Misaka|Shiori]]'''
::* Full screen beam projectile.
:* Full screen beam projectile.
::* Drops ice from the ceiling, Rimurimu style.
:* Drops ice from the ceiling, Rimurimu style.


===Mobility (Ground)===
===Mobility (Ground)===


:'''[[Eternal Fighter Zero/Kaori Misaka|Kaori]]'''
:'''[[Eternal Fighter Zero/Kaori Misaka|Kaori]]'''
::* Fast walk speed.
:* Fast walk speed.


:'''[[Eternal Fighter Zero/Ikumi Amasawa|Ikumi]]'''
:'''[[Eternal Fighter Zero/Ikumi Amasawa|Ikumi]]'''
::* Lightning fast dash.
:* Lightning fast dash.


:'''[[Eternal Fighter Zero/Nayuki Minase (awake)|Nayuki (awake)]]'''
:'''[[Eternal Fighter Zero/Nayuki Minase (awake)|Nayuki (awake)]]'''
::* Fast dash.
:* Fast dash.


===Mobility (Air)===
===Mobility (Air)===


:'''[[Eternal Fighter Zero/Akiko Minase|Akiko]]'''
:'''[[Eternal Fighter Zero/Akiko Minase|Akiko]]'''
::* Two air dashes.
:* Two air dashes.
::* Rising ground dash.
:* Rising ground dash.


:'''[[Eternal Fighter Zero/UNKNOWN|UNKNOWN]]'''
:'''[[Eternal Fighter Zero/UNKNOWN|UNKNOWN]]'''
::* Perfect flight.
:* Perfect flight.


:'''[[Eternal Fighter Zero/Ayu Tsukimiya|Ayu]]'''
:'''[[Eternal Fighter Zero/Ayu Tsukimiya|Ayu]]'''
::* Can influence her airborne momentum with the S button, using limited flight.
:* Can influence her airborne momentum with the S button, using limited flight.
::* Two airdashes.
:* Two airdashes.


:'''[[Eternal Fighter Zero/Mayu Shiina|Mayu]]'''
:'''[[Eternal Fighter Zero/Mayu Shiina|Mayu]]'''
::*Can double jump after her first air dash (a rare ability).
:*Can double jump after her first air dash (a rare ability).
::*Vega style wall clings.
:*Vega style wall clings.


===Pressure===
===Pressure===


:'''[[Eternal Fighter Zero/Misaki Kawana|Misaki]]'''
:'''[[Eternal Fighter Zero/Misaki Kawana|Misaki]]'''
::* Strong dash normals.
:* Strong dash normals.
::* Can make use of tick throws frequently.
:* Can make use of tick throws frequently.


:'''[[Eternal Fighter Zero/Mayu Shiina|Mayu]]'''
:'''[[Eternal Fighter Zero/Mayu Shiina|Mayu]]'''
::* Forward movement on normals. High/low invul on some normals.
:* Forward movement on normals. High/low invul on some normals.
::* Strong frame data.
:* Strong frame data.
::* A variety of grabs and tick throw setups.
:* A variety of throws and tick throw setups.


:'''[[Eternal Fighter Zero/Mai Kawasumi|Mai]]'''
:'''[[Eternal Fighter Zero/Mai Kawasumi|Mai]]'''
::* Tandem pressure with her summon.
:* Tandem pressure with her summon.


:'''[[Eternal Fighter Zero/Minagi Tohno|Minagi]]'''
:'''[[Eternal Fighter Zero/Minagi Tohno|Minagi]]'''
::* Tandem pressure with Michiru.
:* Tandem pressure with Michiru.


:'''[[Eternal Fighter Zero/Nayuki Minase (asleep)|Nayuki (asleep)]]'''
:'''[[Eternal Fighter Zero/Nayuki Minase (asleep)|Nayuki (asleep)]]'''
::* Scary pressure at high jam.
:* Scary pressure at high jam.


:'''[[Eternal Fighter Zero/Nayuki Minase (awake)|Nayuki (awake)]]'''
:'''[[Eternal Fighter Zero/Nayuki Minase (awake)|Nayuki (awake)]]'''
::*  
:*  


:'''[[Eternal Fighter Zero/Sayuri Kurata|Sayuri]]'''
:'''[[Eternal Fighter Zero/Sayuri Kurata|Sayuri]]'''
::* Strong corner lockdown.
:* Strong corner lockdown.
::* Air tight pressure that forces the opponent to use Recoil Guard.
:* Air tight pressure that forces the opponent to use Recoil Guard.
::* Command throw super that deals massive damage.
:* Command throw super that deals massive damage.


:'''[[Eternal Fighter Zero/Makoto Sawatari|Makoto]]'''
:'''[[Eternal Fighter Zero/Makoto Sawatari|Makoto]]'''
::* Nice frame data.
:* Nice frame data.
::* Her screen rebounding bullet is excellent cover to begin pressure.
:* Her screen rebounding bullet is excellent cover to begin pressure.


:'''[[Eternal Fighter Zero/Shiori Misaka|Shiori]]'''
:'''[[Eternal Fighter Zero/Shiori Misaka|Shiori]]'''
::* Tandem pressure with summon.
:* Tandem pressure with summon.
::* Strong dash normals.
:* Strong dash normals.


:'''[[Eternal Fighter Zero/Mizuka Nagamori|Mizuka]]'''
:'''[[Eternal Fighter Zero/Mizuka Nagamori|Mizuka]]'''
::* The best corner lockdown in the game. Mash safe, reversal safe, the opponent needs to respect it if executed correctly.
:* The best corner lockdown in the game. Mash safe, reversal safe, the opponent needs to respect it if executed correctly.
::* Mixups during corner lockdown are incredibly strong. 6B/5A high/low.
:* Mixups during corner lockdown are incredibly strong. 6B/5A high/low.


===Defence===
===Defence===


:'''[[Eternal Fighter Zero/Mayu Shiina|Mayu]]'''
:'''[[Eternal Fighter Zero/Mayu Shiina|Mayu]]'''
::* High/low meterless reversal options.  
:* High/low meterless reversal options.  
::* Anti-air grab super.
:* Anti-air throw super.
::* Has access to [[Eternal Fighter Zero/Game Mechanics#Recoil Guard (RG)|RG]] into command grab.
:* Has access to [[Eternal Fighter Zero/Game Mechanics#Recoil Guard (RG)|RG]] into command throw.


:'''[[Eternal Fighter Zero/Mizuka Nagamori|Mizuka]]'''
:'''[[Eternal Fighter Zero/Mizuka Nagamori|Mizuka]]'''
::* Lots of strong reversal options, including reversal option selects.
:* Lots of strong reversal options, including reversal option selects.


:'''[[Eternal Fighter Zero/Ayu Tsukimiya|Ayu]]'''
:'''[[Eternal Fighter Zero/Ayu Tsukimiya|Ayu]]'''
::* Lots of strong reversal options.
:* Lots of strong reversal options.


:'''[[Eternal Fighter Zero/Mishio Amano|Mishio]]'''
:'''[[Eternal Fighter Zero/Mishio Amano|Mishio]]'''
::* Meterless fully invulnerable reversal option with No Element and Fire Element.
:* Meterless fully invulnerable reversal option with No Element and Fire Element.


:'''[[Eternal Fighter Zero/Rumi Nanase|Rumi]]'''
:'''[[Eternal Fighter Zero/Rumi Nanase|Rumi]]'''
::* Meterless fully invulnerable reversal option (not truly meterless as you need to [[Eternal Fighter Zero/Game Mechanics#Instant Charge (IC)|Instant Charge]] to keep the shinai.)
:* Meterless fully invulnerable reversal option (not truly meterless as you need to [[Eternal Fighter Zero/Game Mechanics#Instant Charge (IC)|Instant Charge]] to keep the shinai.)
::* Has access to [[Eternal Fighter Zero/Game Mechanics#Recoil Guard (RG)|RG]] into command grab.
:* Has access to [[Eternal Fighter Zero/Game Mechanics#Recoil Guard (RG)|RG]] into command throw.
::* A bunch of normals have armour.
::* A bunch of normals have armour.


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:'''[[Eternal Fighter Zero/Misaki Kawana|Misaki]]'''
:'''[[Eternal Fighter Zero/Misaki Kawana|Misaki]]'''
::* Downburst combos.
:* Downburst combos.


:'''[[Eternal Fighter Zero/Rumi Nanase|Rumi]]'''
:'''[[Eternal Fighter Zero/Rumi Nanase|Rumi]]'''
::* Extremely high damage normals. (5C does 2200 damage base.)
:* Extremely high damage normals. (5C does 2200 damage base.)
::* Command grab can lead to 4000 damage home run swings.
:* Command throw can lead to 4000 damage home run swings.


:'''[[Eternal Fighter Zero/Akiko Minase|Akiko]]'''
:'''[[Eternal Fighter Zero/Akiko Minase|Akiko]]'''
::* 4000 damage combos from anywhere with [[Eternal Fighter Zero/Game Mechanics#Instant Charge (IC)|Red Instant Charge]]. 7000 damage from anywhere with [[Eternal Fighter Zero/Game Mechanics#Instant Charge (IC)|Blue Insant Charge.]]
:* 4000 damage combos from anywhere with [[Eternal Fighter Zero/Game Mechanics#Instant Charge (IC)|Red Instant Charge]]. 7000 damage from anywhere with [[Eternal Fighter Zero/Game Mechanics#Instant Charge (IC)|Blue Instant Charge.]]


:'''[[Eternal Fighter Zero/Nayuki Minase (awake)|Nayuki (awake)]]'''
:'''[[Eternal Fighter Zero/Nayuki Minase (awake)|Nayuki (awake)]]'''
::* [[Eternal Fighter Zero/Game Mechanics#Instant Charge (IC)|Red Instant Charge]] combo damage is high.
:* [[Eternal Fighter Zero/Game Mechanics#Instant Charge (IC)|Red Instant Charge]] combo damage is high.


:'''[[Eternal Fighter Zero/Kaori Misaka|Kaori]]'''
:'''[[Eternal Fighter Zero/Kaori Misaka|Kaori]]'''
::* Has access to long combos that build a lot of meter, allowing for multiple supers and [[Eternal Fighter Zero/Game Mechanics#Instant Charge (IC)|Red Instant Charge]] in one combo.
:* Has access to long combos that build a lot of meter, allowing for multiple supers and [[Eternal Fighter Zero/Game Mechanics#Instant Charge (IC)|Red Instant Charge]] in one combo.


:'''[[Eternal Fighter Zero/Mizuka Nagamori|Mizuka]]'''
:'''[[Eternal Fighter Zero/Mizuka Nagamori|Mizuka]]'''
::* Capable of launching opponent into juggles without [[Eternal Fighter Zero/Game Mechanics#Instant Charge (IC)|Instant Charge]].
:* Capable of launching opponent into juggles without [[Eternal Fighter Zero/Game Mechanics#Instant Charge (IC)|Instant Charge]].


:'''[[Eternal Fighter Zero/Mayu Shiina|Mayu]]'''
:'''[[Eternal Fighter Zero/Mayu Shiina|Mayu]]'''
::* [[Eternal Fighter Zero/Game Mechanics#Instant Charge (IC)|Red Instant Charge]] combos deal a lot of damage.
:* [[Eternal Fighter Zero/Game Mechanics#Instant Charge (IC)|Red Instant Charge]] combos deal a lot of damage.


===Setplay (Okizeme)===
===Setplay (Okizeme)===
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:'''[[Eternal Fighter Zero/Akane Satomura|Akane]]'''
:'''[[Eternal Fighter Zero/Akane Satomura|Akane]]'''
::* Lots of left/right options on okizeme.
:* Lots of left/right options on okizeme.


:'''[[Eternal Fighter Zero/Mio Kouzuki|Mio]]'''
:'''[[Eternal Fighter Zero/Mio Kouzuki|Mio]]'''
::* Short Range j2C is very quick overhead that can cross up and stops her in the air to hit at nearly the same time as a low after landing does.
:* Short Range j2C is very quick overhead that can cross up and stops her in the air to hit at nearly the same time as a low after landing does.
::* Falling objects to lock down during oki mixups.
:* Falling objects to lock down during oki mixups.


:'''[[Eternal Fighter Zero/UNKNOWN|UNKNOWN]]'''
:'''[[Eternal Fighter Zero/UNKNOWN|UNKNOWN]]'''
::* Flight mixups.
:* Flight mixups.


:'''[[Eternal Fighter Zero/Akiko Minase|Akiko]]'''
:'''[[Eternal Fighter Zero/Akiko Minase|Akiko]]'''
::* Has a super that slows time for the opponent.
:* Has a super that slows time for the opponent.
::* jB is a safejumpable 5 hit normal that can be cancelled into jC(whiff) to choose when to land and go low. Land cancels are also strong.
:* jB is a safejumpable 5 hit normal that can be cancelled into jC(whiff) to choose when to land and go low. Land cancels are also strong.
::* Easily loops okizeme multiple times into death. Hard to block.
:* Easily loops okizeme multiple times into death. Hard to block.


:'''[[Eternal Fighter Zero/Mizuka Nagamori|Mizuka]]'''
:'''[[Eternal Fighter Zero/Mizuka Nagamori|Mizuka]]'''
::* Musical note setplay, lots of safe left/rights.
:* Musical note setplay, lots of safe left/rights.
::* Her overhead (6B) is 19F.
:* Her overhead (6B) is 19F.


:'''[[Eternal Fighter Zero/Ayu Tsukimiya|Ayu]]'''
:'''[[Eternal Fighter Zero/Ayu Tsukimiya|Ayu]]'''
::* Reversal baiting flight mixups.
:* Reversal baiting flight mixups.
::* Looping setplay.
:* Looping setplay.


:'''[[Eternal Fighter Zero/Misuzu Kamio|Misuzu]]'''
:'''[[Eternal Fighter Zero/Misuzu Kamio|Misuzu]]'''
::* Looping setplay.
:* Looping setplay.


:'''[[Eternal Fighter Zero/Doppel Nanase|Doppel]]'''
:'''[[Eternal Fighter Zero/Doppel Nanase|Doppel]]'''
::* Corner mixups (is capable of leaving a gap in the corner by using 41236B.)
:* Corner mixups (is capable of leaving a gap in the corner by using 41236B.)
::* Midscreen left/right/high/lows.
:* Midscreen left/right/high/lows.


:'''[[Eternal Fighter Zero/Makoto Sawatari|Makoto]]'''
:'''[[Eternal Fighter Zero/Makoto Sawatari|Makoto]]'''
::* Midscreen left/right mixups using bullets and firecrackers.
:* Midscreen left/right mixups using bullets and firecrackers.
::* Corner lockdown using smoke bombs.
:* Corner lockdown using smoke bombs.


===Zoning===
===Zoning===


:'''[[Eternal Fighter Zero/Kano Kirishima|Kano]]'''
:'''[[Eternal Fighter Zero/Kano Kirishima|Kano]]'''
::* Has access to some of the strongest projectiles in the game.
:* Has access to some of the strongest projectiles in the game.


:'''[[Eternal Fighter Zero/Misuzu Kamio|Misuzu]]'''
:'''[[Eternal Fighter Zero/Misuzu Kamio|Misuzu]]'''
::* Zones with her traps and curses.
:* Zones with her traps and curses.


:'''[[Eternal Fighter Zero/Mio Kouzuki|Mio]]'''
:'''[[Eternal Fighter Zero/Mio Kouzuki|Mio]]'''
::* Long Range mode has strong zoning capabilities.
:* Long Range mode has strong zoning capabilities.


==Characters By Archetype==
==Characters By Archetype==
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:'''[[Eternal Fighter Zero/Mayu Shiina|Mayu]]'''
:'''[[Eternal Fighter Zero/Mayu Shiina|Mayu]]'''
::* Very strong frame advantage on her jabs, good walk speed, fast jumps, EX divekick has invulnerable startup and leads to combos, has a command grab that she combos from, and has multiple special moves that provide fast arena-length movement to get into your opponent's face.  With multiple normals that move her forward along with special moves that move her forward, she can maintain the initiative once the opponent starts blocking.  She really wants to be right near her opponent all the time!
:* Very strong frame advantage on her jabs, good walk speed, fast jumps, EX divekick has invulnerable startup and leads to combos, has a command throw that she can combo from, and has multiple special moves that provide fast stage-length movement to get into your opponent's face.  With multiple normals that move her forward along with special moves that move her forward, she can maintain the initiative once the opponent starts blocking.  She really wants to be right near her opponent all the time!


:'''[[Eternal Fighter Zero/Ikumi Amasawa|Ikumi]]'''
:'''[[Eternal Fighter Zero/Ikumi Amasawa|Ikumi]]'''
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:'''[[Eternal Fighter Zero/Akiko Minase|Akiko]]'''
:'''[[Eternal Fighter Zero/Akiko Minase|Akiko]]'''
::* Aerial footsies.
:* Aerial footsies.


:'''[[Eternal Fighter Zero/Mishio Amano|Mishio]]'''
:'''[[Eternal Fighter Zero/Mishio Amano|Mishio]]'''
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===Grappler===
===Grappler===


True grapplers do not exist in EFZ. The game does have characters with incredibly strong command grabs.
True grapplers do not exist in EFZ. However, the game does have characters with incredibly strong command throws.


:'''[[Eternal Fighter Zero/Rumi Nanase|Rumi]]'''
:'''[[Eternal Fighter Zero/Rumi Nanase|Rumi]]'''
::* Closest EFZ has to a true grappler.
:* Closest EFZ has to a true grappler.


:'''[[Eternal Fighter Zero/Sayuri Kurata|Sayuri]]'''
:'''[[Eternal Fighter Zero/Sayuri Kurata|Sayuri]]'''
::* Level 2 and 3 command grab super (6321463214) cannot be jumped post super flash. Sayuri's playstyle conditions the opponent not to jump.
:* Level 2 and 3 command throw super (6321463214) cannot be jumped post super flash. Sayuri's playstyle conditions the opponent not to jump.


:'''[[Eternal Fighter Zero/Mayu Shiina|Mayu]]'''
:'''[[Eternal Fighter Zero/Mayu Shiina|Mayu]]'''
::* Largest number of grabs of any character with 5 different throw specials/supers.  Her FM (23693S) cannot be jumped after the flash and is one of the most damaging throws in the game.  Has many strong normals and good mobility to enable her throws.
:* Largest number of throws of any character with 5 different throw specials/supers.  Her FM (23693S) cannot be jumped after the flash and is one of the most damaging throws in the game.  Has many strong normals and good mobility to enable her throws.


===Armour/Guard Point===
===Armour/Guard Point===


:'''[[Eternal Fighter Zero/Rumi Nanase|Rumi]]'''
:'''[[Eternal Fighter Zero/Rumi Nanase|Rumi]]'''
::* Has access to armour on a lot of moves.
:* Has access to armour on a lot of moves.


:'''[[Eternal Fighter Zero/Misaki Kawana|Misaki]]'''
:'''[[Eternal Fighter Zero/Misaki Kawana|Misaki]]'''
::* Has multiple normals that have guardpoint/autoguard, and a projectile that has autoguard during startup.
:* Has multiple normals that have guardpoint/autoguard, and a projectile that has autoguard during startup.


===Puppet/Summon/Assist===
===Puppet/Summon/Assist===


:'''[[Eternal Fighter Zero/Minagi Tohno|Minagi]]'''
:'''[[Eternal Fighter Zero/Minagi Tohno|Minagi]]'''
::* Has a puppet that can stance switch, named Michiru. Her puppet is always on the stage (no summoning/unsummoning), and cannot be hit by the opponent unless it is actively attacking. If Minagi is hit, Michiru will continue her attack, so she is great at "sandwiching" the opponent. A puppet geared towards more frequent use.
:* Has a puppet that can stance switch, named Michiru. Her puppet is always on the stage (no summoning/unsummoning), and cannot be hit by the opponent unless it is actively attacking. If Minagi is hit, Michiru will continue her attack, so she is great at "sandwiching" the opponent. A puppet geared towards more frequent use.


:'''[[Eternal Fighter Zero/Mai Kawasumi|Mai]]'''
:'''[[Eternal Fighter Zero/Mai Kawasumi|Mai]]'''
::* Has a summoned puppet called Mini-Mai, able to be summoned immediately performing an attack or summoned doing nothing. When summoned by the latter method, she can attack without the need for Mai to go through an animation to command her, similar to Zato-1 from Guilty Gear. However, Mini-Mai cannot be moved freely and she will instantly disappear if she '''or''' Mai is hit. A puppet geared towards more deliberate use.
:* Has a summoned puppet called Mini-Mai, able to be summoned immediately performing an attack or summoned doing nothing. When summoned by the latter method, she can attack without the need for Mai to go through an animation to command her, similar to Zato-1 from Guilty Gear. However, Mini-Mai cannot be moved freely and she will instantly disappear if she '''or''' Mai is hit. A puppet geared towards more deliberate use.


:'''[[Eternal Fighter Zero/Akane Satomura|Akane]]'''
:'''[[Eternal Fighter Zero/Akane Satomura|Akane]]'''
::* Has Captain Commando style assists as well as a delayed unblockable assist super.
:* Has Captain Commando style assists as well as a delayed unblockable assist super.


:'''[[Eternal Fighter Zero/Shiori Misaka|Shiori]]'''
:'''[[Eternal Fighter Zero/Shiori Misaka|Shiori]]'''
::* Summons snowmen which follow her around and perform various attacks, similar to Dizzy from Guilty Gear.
:* Summons snowmen which follow her around and perform various attacks, similar to Dizzy from Guilty Gear.


===Resource Management===
===Resource Management===


:'''[[Eternal Fighter Zero/Nayuki Minase (asleep)|Nayuki (asleep)]]'''
:'''[[Eternal Fighter Zero/Nayuki Minase (asleep)|Nayuki (asleep)]]'''
::* EFZ's drunk figher. Levels up with jam, loses jam levels on knockdown.
:* EFZ's drunk figher. Levels up with jam, loses jam levels on knockdown.


:'''[[Eternal Fighter Zero/Ikumi Amasawa|Ikumi]]'''
:'''[[Eternal Fighter Zero/Ikumi Amasawa|Ikumi]]'''
::* Specific moves produce blood which Ikumi has to collect in order to level up moves.
:* Specific moves produce blood which Ikumi has to collect in order to level up moves.
::* Levelled up specials spend blood.
:* Levelled up specials spend blood.
::* Doesn't actually want to max out her blood.
:* Doesn't actually want to max out her blood.
::* Think of a combination between Robo-Ky's Electricity and Heat mechanics from Guilty Gear.
:* Think of a combination between Robo-Ky's Electricity and Heat mechanics from Guilty Gear.


:'''[[Eternal Fighter Zero/Misuzu Kamio|Misuzu]]'''
:'''[[Eternal Fighter Zero/Misuzu Kamio|Misuzu]]'''
::* Has the ability to store super levels as feathers, which unlock the use of unique supers using her crow.
:* Has the ability to store super levels as feathers, which unlock the use of unique supers using her crow.
::* Can store 3 feathers max. Using a unique feather super spends 1 feather.
:* Can store 3 feathers max. Using a unique feather super spends 1 feather.


:'''[[Eternal Fighter Zero/Kano Kirishima|Kano]]'''
:'''[[Eternal Fighter Zero/Kano Kirishima|Kano]]'''
::* Almost all of her specials and supers are gated behind her Magic gauge.
:* Almost all of her specials and supers are gated behind her Magic gauge.
::* Magic is charged by using 5S and she can "charge cancel" normals like Order-Sol from Guilty Gear.
:* Magic is charged by using 5S and she can "charge cancel" normals like Order-Sol from Guilty Gear.


===Gorilla===
===Gorilla===


:'''[[Eternal Fighter Zero/Mayu Shiina|Mayu]]'''
:'''[[Eternal Fighter Zero/Mayu Shiina|Mayu]]'''
::* Extremely sticky character who is hard to shake off if the opponent lets you in.
:* Extremely sticky character who is hard to shake off if the opponent lets you in.
::* Obnoxious normals mixed with her tiny body makes her a menace.
:* Obnoxious normals mixed with her tiny body makes her a menace.
::* Can get away with a lot of weird and wonderful decisions.
:* Can get away with a lot of weird and wonderful decisions.


:'''[[Eternal Fighter Zero/Mizuka Nagamori|Mizuka]]'''
:'''[[Eternal Fighter Zero/Mizuka Nagamori|Mizuka]]'''
::* Huge buttons, easy hitconfirms.
:* Huge buttons, easy hitconfirms.
::* Any hit takes the opponent straight to the corner or knocks down into a left/right opportunity.
:* Any hit takes the opponent straight to the corner or knocks down into a left/right opportunity.


:'''[[Eternal Fighter Zero/Doppel Nanase|Doppel]]'''
:'''[[Eternal Fighter Zero/Doppel Nanase|Doppel]]'''
::* Huge normals and specials. Lots of forward movement.
:* Huge normals and specials. Lots of forward movement.


:'''[[Eternal Fighter Zero/Rumi Nanase|Rumi]]'''
:'''[[Eternal Fighter Zero/Rumi Nanase|Rumi]]'''
::* Armour on huge, high damage buttons.
:* Armour on huge, high damage buttons.


===Traps===
===Traps===


:'''[[Eternal Fighter Zero/Misuzu Kamio|Misuzu]]'''
:'''[[Eternal Fighter Zero/Misuzu Kamio|Misuzu]]'''
::* Self activating traps based off Guilty Gear's Testament.
:* Self activating traps based off Guilty Gear's Testament.


:'''[[Eternal Fighter Zero/Mizuka Nagamori|Mizuka]]'''
:'''[[Eternal Fighter Zero/Mizuka Nagamori|Mizuka]]'''
::* Player activated traps. Musical notes have their hitbox activated by use of certain moves.
:* Player activated traps. Musical notes have their hitbox activated by use of certain moves.


:'''[[Eternal Fighter Zero/Makoto Sawatari|Makoto]]'''
:'''[[Eternal Fighter Zero/Makoto Sawatari|Makoto]]'''
::* Bullets, firecrackers and smoke bombs.
:* Bullets, firecrackers and smoke bombs.


===Charge===
===Charge===


No character in EFZ has a charge move, sorry.
:No character in EFZ has a charge move.


==Characters By Dash Type==
==Characters By Dash Type==
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:'''[[Eternal Fighter Zero/Shiori Misaka|Shiori]]'''
:'''[[Eternal Fighter Zero/Shiori Misaka|Shiori]]'''


:'''[[Eternal Fighter Zero/UNKNOWN|UNKNOWN]]''' - Can dash through opponents and has some invincibility
:'''[[Eternal Fighter Zero/UNKNOWN|UNKNOWN]]'''
:*Can dash through opponents and has some invincibility


===Hover Dash (adjustable, access to air normals)===
===Hover Dash (adjustable, access to air normals)===


:'''[[Eternal Fighter Zero/Akiko Minase|Akiko]]''' - Can dash through opponents and has some invincibility
:'''[[Eternal Fighter Zero/Akiko Minase|Akiko]]'''
:*Can dash through opponents and has some invincibility


:'''[[Eternal Fighter Zero/Ayu Tsukimiya|Ayu]]'''
:'''[[Eternal Fighter Zero/Ayu Tsukimiya|Ayu]]'''
Line 352: Line 355:


:'''[[Eternal Fighter Zero/Sayuri Kurata|Sayuri]]'''
:'''[[Eternal Fighter Zero/Sayuri Kurata|Sayuri]]'''
:* Has access to unique [[Eternal_Fighter_Zero/Sayuri_Kurata#Stored_Momentum_from_Rising_Dash|momentum tricks]] using her hover dash.


===Step Dash===
===Step Dash===


:'''[[Eternal Fighter Zero/Mayu Shiina|Mayu]]''' - Can kill her momentum to gain access to dash normals
:'''[[Eternal Fighter Zero/Mayu Shiina|Mayu]]'''
:*Can kill her momentum to gain access to dash normals


:'''[[Eternal Fighter Zero/Mai Kawasumi|Mai]]''' - Cannot act during her dash (except for controlling her puppet)
:'''[[Eternal Fighter Zero/Mai Kawasumi|Mai]]'''
:*Cannot act during her dash (except for controlling her puppet)


:'''[[Eternal Fighter Zero/Nayuki Minase (asleep)|Nayuki (asleep)]]''' - Has access to air normals, but they won't hit overhead
:'''[[Eternal Fighter Zero/Nayuki Minase (asleep)|Nayuki (asleep)]]'''
:*Has access to air normals, but they won't hit overhead


===Boxer Dash===
===Boxer Dash===


:'''[[Eternal Fighter Zero/Kaori Misaka|Kaori]]''' - Fixed distance, low profile, can be cancelled into, goes very far if done after a backdash
:'''[[Eternal Fighter Zero/Kaori Misaka|Kaori]]'''
:*Fixed distance, low profile, can be cancelled into, goes very far if done after a backdash


{{EFZ}}
{{EFZ}}


[[Category:Eternal Fighter Zero]]
[[Category:Eternal Fighter Zero]]

Latest revision as of 04:27, 23 June 2024

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Introduction

This page serves as a quick reference guide to help players pick a character. Use the Table of Contents above to jump to specific sections.

Character difficulty diagram by Shimatora & Co.
Character difficulty diagram by Shimatora & Co.

Characters By Strength

Neutral

Akiko
  • Plays primarily aerial neutral by abusing her huge air buttons and high aerial mobility.
Sayuri
  • Access to big, high priority normals.
  • Projectiles in both the air and on the ground.
Mishio
  • f5B and jB.
  • Lightning mode has projectiles.
Rumi
  • Armour on big buttons.
  • Huge full invulnerable dragon punch.
Akane
  • Assists.
  • Nice buttons, such as 662B, f5B.
  • Controls space with Shiiko summons.
Mio
  • Long Range mode is like Dhalsim.
  • Short Range mode looks to snipe during neutral with fast dash normals.
Mizuka
  • Big, high priority buttons.
  • Musical notes (214*).
Doppel
  • Big, high priority buttons.
  • 623B is huge and moves her forward fast.
  • Spits fire, the kimchi kind.
Shiori
  • Full screen beam projectile.
  • Drops ice from the ceiling, Rimurimu style.

Mobility (Ground)

Kaori
  • Fast walk speed.
Ikumi
  • Lightning fast dash.
Nayuki (awake)
  • Fast dash.

Mobility (Air)

Akiko
  • Two air dashes.
  • Rising ground dash.
UNKNOWN
  • Perfect flight.
Ayu
  • Can influence her airborne momentum with the S button, using limited flight.
  • Two airdashes.
Mayu
  • Can double jump after her first air dash (a rare ability).
  • Vega style wall clings.

Pressure

Misaki
  • Strong dash normals.
  • Can make use of tick throws frequently.
Mayu
  • Forward movement on normals. High/low invul on some normals.
  • Strong frame data.
  • A variety of throws and tick throw setups.
Mai
  • Tandem pressure with her summon.
Minagi
  • Tandem pressure with Michiru.
Nayuki (asleep)
  • Scary pressure at high jam.
Nayuki (awake)
Sayuri
  • Strong corner lockdown.
  • Air tight pressure that forces the opponent to use Recoil Guard.
  • Command throw super that deals massive damage.
Makoto
  • Nice frame data.
  • Her screen rebounding bullet is excellent cover to begin pressure.
Shiori
  • Tandem pressure with summon.
  • Strong dash normals.
Mizuka
  • The best corner lockdown in the game. Mash safe, reversal safe, the opponent needs to respect it if executed correctly.
  • Mixups during corner lockdown are incredibly strong. 6B/5A high/low.

Defence

Mayu
  • High/low meterless reversal options.
  • Anti-air throw super.
  • Has access to RG into command throw.
Mizuka
  • Lots of strong reversal options, including reversal option selects.
Ayu
  • Lots of strong reversal options.
Mishio
  • Meterless fully invulnerable reversal option with No Element and Fire Element.
Rumi
  • Meterless fully invulnerable reversal option (not truly meterless as you need to Instant Charge to keep the shinai.)
  • Has access to RG into command throw.
  • A bunch of normals have armour.

Damage

Misaki
  • Downburst combos.
Rumi
  • Extremely high damage normals. (5C does 2200 damage base.)
  • Command throw can lead to 4000 damage home run swings.
Akiko
Nayuki (awake)
Kaori
  • Has access to long combos that build a lot of meter, allowing for multiple supers and Red Instant Charge in one combo.
Mizuka
Mayu

Setplay (Okizeme)

Almost the entire cast is capable of strong setplay (EFZ is a very setplay oriented game) but these characters stand out.

Akane
  • Lots of left/right options on okizeme.
Mio
  • Short Range j2C is very quick overhead that can cross up and stops her in the air to hit at nearly the same time as a low after landing does.
  • Falling objects to lock down during oki mixups.
UNKNOWN
  • Flight mixups.
Akiko
  • Has a super that slows time for the opponent.
  • jB is a safejumpable 5 hit normal that can be cancelled into jC(whiff) to choose when to land and go low. Land cancels are also strong.
  • Easily loops okizeme multiple times into death. Hard to block.
Mizuka
  • Musical note setplay, lots of safe left/rights.
  • Her overhead (6B) is 19F.
Ayu
  • Reversal baiting flight mixups.
  • Looping setplay.
Misuzu
  • Looping setplay.
Doppel
  • Corner mixups (is capable of leaving a gap in the corner by using 41236B.)
  • Midscreen left/right/high/lows.
Makoto
  • Midscreen left/right mixups using bullets and firecrackers.
  • Corner lockdown using smoke bombs.

Zoning

Kano
  • Has access to some of the strongest projectiles in the game.
Misuzu
  • Zones with her traps and curses.
Mio
  • Long Range mode has strong zoning capabilities.

Characters By Archetype

Rushdown

Mayu
  • Very strong frame advantage on her jabs, good walk speed, fast jumps, EX divekick has invulnerable startup and leads to combos, has a command throw that she can combo from, and has multiple special moves that provide fast stage-length movement to get into your opponent's face. With multiple normals that move her forward along with special moves that move her forward, she can maintain the initiative once the opponent starts blocking. She really wants to be right near her opponent all the time!
Ikumi

Footsies

Sayuri
Kaori
Akiko
  • Aerial footsies.
Mishio

Grappler

True grapplers do not exist in EFZ. However, the game does have characters with incredibly strong command throws.

Rumi
  • Closest EFZ has to a true grappler.
Sayuri
  • Level 2 and 3 command throw super (6321463214) cannot be jumped post super flash. Sayuri's playstyle conditions the opponent not to jump.
Mayu
  • Largest number of throws of any character with 5 different throw specials/supers. Her FM (23693S) cannot be jumped after the flash and is one of the most damaging throws in the game. Has many strong normals and good mobility to enable her throws.

Armour/Guard Point

Rumi
  • Has access to armour on a lot of moves.
Misaki
  • Has multiple normals that have guardpoint/autoguard, and a projectile that has autoguard during startup.

Puppet/Summon/Assist

Minagi
  • Has a puppet that can stance switch, named Michiru. Her puppet is always on the stage (no summoning/unsummoning), and cannot be hit by the opponent unless it is actively attacking. If Minagi is hit, Michiru will continue her attack, so she is great at "sandwiching" the opponent. A puppet geared towards more frequent use.
Mai
  • Has a summoned puppet called Mini-Mai, able to be summoned immediately performing an attack or summoned doing nothing. When summoned by the latter method, she can attack without the need for Mai to go through an animation to command her, similar to Zato-1 from Guilty Gear. However, Mini-Mai cannot be moved freely and she will instantly disappear if she or Mai is hit. A puppet geared towards more deliberate use.
Akane
  • Has Captain Commando style assists as well as a delayed unblockable assist super.
Shiori
  • Summons snowmen which follow her around and perform various attacks, similar to Dizzy from Guilty Gear.

Resource Management

Nayuki (asleep)
  • EFZ's drunk figher. Levels up with jam, loses jam levels on knockdown.
Ikumi
  • Specific moves produce blood which Ikumi has to collect in order to level up moves.
  • Levelled up specials spend blood.
  • Doesn't actually want to max out her blood.
  • Think of a combination between Robo-Ky's Electricity and Heat mechanics from Guilty Gear.
Misuzu
  • Has the ability to store super levels as feathers, which unlock the use of unique supers using her crow.
  • Can store 3 feathers max. Using a unique feather super spends 1 feather.
Kano
  • Almost all of her specials and supers are gated behind her Magic gauge.
  • Magic is charged by using 5S and she can "charge cancel" normals like Order-Sol from Guilty Gear.

Gorilla

Mayu
  • Extremely sticky character who is hard to shake off if the opponent lets you in.
  • Obnoxious normals mixed with her tiny body makes her a menace.
  • Can get away with a lot of weird and wonderful decisions.
Mizuka
  • Huge buttons, easy hitconfirms.
  • Any hit takes the opponent straight to the corner or knocks down into a left/right opportunity.
Doppel
  • Huge normals and specials. Lots of forward movement.
Rumi
  • Armour on huge, high damage buttons.

Traps

Misuzu
  • Self activating traps based off Guilty Gear's Testament.
Mizuka
  • Player activated traps. Musical notes have their hitbox activated by use of certain moves.
Makoto
  • Bullets, firecrackers and smoke bombs.

Charge

No character in EFZ has a charge move.

Characters By Dash Type

Run Dash (adjustable, access to dashing normals)

Akane
Doppel
Ikumi
Kano
Makoto
Minagi
Mio
Misaki
Mishio
Mizuka
Nayuki (awake)
Rumi
Shiori
UNKNOWN
  • Can dash through opponents and has some invincibility

Hover Dash (adjustable, access to air normals)

Akiko
  • Can dash through opponents and has some invincibility
Ayu
Misuzu
Sayuri

Step Dash

Mayu
  • Can kill her momentum to gain access to dash normals
Mai
  • Cannot act during her dash (except for controlling her puppet)
Nayuki (asleep)
  • Has access to air normals, but they won't hit overhead

Boxer Dash

Kaori
  • Fixed distance, low profile, can be cancelled into, goes very far if done after a backdash


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