Eternal Fighter Zero/Controls: Difference between revisions

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{{EFZFeedback}}
== Notation ==
== Notation ==


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=== Button Notation ===
=== Button Notation ===


:*'''A''' - Light Attack<br/>
*'''A''' - Light Attack<br/>
:*'''B''' - Medium Attack<br/>
*'''B''' - Medium Attack<br/>
:*'''C''' - Strong Attack<br/>
*'''C''' - Strong Attack<br/>
:*'''S''' - Special (not used by every character)
*'''S''' - Special. Not used by every character. Sometimes referred to as '''D'''.
 
===Miscellaneous Notation===
 
:*'''j.''' - The following move should be performed in the "midair" position (i.e. "j.236A" means to perform "236A" whilst in the air).<br/>
:*'''(c)''' - Refers to the close version of the preceding move (i.e. "B(c)" refers to the B attack when in close range).<br/>
:*'''(f)''' - Refers to the far version of the preceding move (i.e. "B(f)" refers to the B attack when far away).


== Movement ==
== Movement ==
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=== On The Ground ===
=== On The Ground ===


:*'''6''' - Makes you walk toward where you are facing.
*'''6''' - Walk towards the opponent.


:*'''4''' - Makes you walk away from where you are facing.
*'''4''' - Walk away from the opponent. Also the input for blocking.


:*'''66 - Forward Dash''' - Ground dash, hop, leap, step depending on the character.
*'''66 (Forward Dash)''' - A fast movement towards the opponent that may or may not allow attacks to be done during it. The nature of the movement depends on the character. They may take the form of a holdable run, a fixed-length step/hop, or a pseudo-jump (hoverdash).


:*'''44 - Back Dash''' - Backward ground dashes also vary from character to character. some are reverse leaps, others are quick back steps.
*'''44 (Back Dash)''' - Similar to a forward dash, but in the opposite direction. Again, their characteristics vary from character to character.


=== Jumping ===
=== Jumping ===


:* '''8''' Makes you jump straight up;
* '''8''' Makes you jump straight up;
:* '''7''' Makes you jump back and up;
* '''7''' Makes you jump back and up;
:* '''9''' Makes you jump forward and up.
* '''9''' Makes you jump forward and up.


:*'''j.7/8/9''' - Does a double-jump or air-jump, when used with a normal jump, can bring you to higher altitudes.  
:*'''j.7/8/9''' - Does a double-jump or air-jump, when used with a normal jump, can bring you to higher altitudes.  
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=== In The Air ===
=== In The Air ===


:*'''j.66 - Air Dash/Forward Air Dash'''
*'''j.66 - Air Dash/Forward Air Dash'''


:*'''j.44 - Air Back Dash/Backward Air Dash'''
*'''j.44 - Air Back Dash/Backward Air Dash'''


==Combo Notation==
{| class="wikitable" style="width:60%"
|-
| colspan="2" |'''Disclaimer''': Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below.<br>
|-
! IC
| Input [[Eternal Fighter Zero/Game Mechanics#Instant Charge|'''I'''nstant '''C'''harge]] (22C) when you have the right amount of [[Eternal_Fighter_Zero/Game_Mechanics#Instant_Charge|RF Meter.]]
|-
! FIC
| Input [[Eternal Fighter Zero/Game Mechanics#Flicker Instant Charge|'''F'''licker '''I'''nstant '''C'''harge]] (22C) when you have the right amount of [[Eternal_Fighter_Zero/Game_Mechanics#Instant_Charge|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 '''c'''lose.
|-
! f5B
| Proximity normal only usable outside of c5B range or when cancelled from another normal. Known as '''f'''ar 5B.
|-
! jX
| Button X is input during your first '''j'''ump.
|-
! djX
| Button X is input during your '''d'''ouble '''j'''ump.
|-
! 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 '''I'''nstant '''A'''ir '''D'''ash.
|-
! IABD
| Indicates an '''I'''nstant '''A'''ir '''B'''ack '''D'''ash.
|-
! (X)
| X move is omittable from the combo.
|-
! tk.X
| Indicates the motion "X" is input immediately after leaving the ground. Stands for '''t'''iger '''k'''nee.
|-
|}


{{EFZ}}
{{EFZ}}


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

Latest revision as of 04:29, 23 June 2024

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Notation

Numpad notation.jpg

Button Notation

  • A - Light Attack
  • B - Medium Attack
  • C - Strong Attack
  • S - Special. Not used by every character. Sometimes referred to as D.

Movement

On The Ground

  • 6 - Walk towards the opponent.
  • 4 - Walk away from the opponent. Also the input for blocking.
  • 66 (Forward Dash) - A fast movement towards the opponent that may or may not allow attacks to be done during it. The nature of the movement depends on the character. They may take the form of a holdable run, a fixed-length step/hop, or a pseudo-jump (hoverdash).
  • 44 (Back Dash) - Similar to a forward dash, but in the opposite direction. Again, their characteristics vary from character to character.

Jumping

  • 8 Makes you jump straight up;
  • 7 Makes you jump back and up;
  • 9 Makes you jump forward and up.
  • j.7/8/9 - Does a double-jump or air-jump, when used with a normal jump, can bring you to higher altitudes.

In The Air

  • j.66 - Air Dash/Forward Air Dash
  • j.44 - Air Back Dash/Backward Air Dash

Combo Notation

Disclaimer: Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below.
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.


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