Eternal Fighter Zero: Difference between revisions
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* '''Anime Fighter''': Characters can chain their normals, double jump, airdash, air block, air recover, and air throw. The [[Eternal Fighter Zero/Controls|control scheme]] is simple, featuring 3 buttons for various strengths of attacks and an extra button used for actions like controlling a puppet or changing stances. | * '''Anime Fighter''': Characters can chain their normals, double jump, airdash, air block, air recover, and air throw. The [[Eternal Fighter Zero/Controls|control scheme]] is simple, featuring 3 buttons for various strengths of attacks and an extra button used for actions like controlling a puppet or changing stances. | ||
* [[Eternal_Fighter_Zero/Combo_Basics#How_do_combos_work_in_EFZ?_A_quick_primer|'''Custom Juggle Combos''']]: Once in juggle state, the player can combo the opponent in almost any way they like, allowing for a vast variety of combo options for all situations, with plenty of room for individual self expression. | * [[Eternal_Fighter_Zero/Combo_Basics#How_do_combos_work_in_EFZ?_A_quick_primer|'''Custom Juggle Combos''']]: Once in juggle state, the player can combo the opponent in almost any way they like, allowing for a vast variety of combo options for all situations, with plenty of room for individual self expression. | ||
* '''[[ | * '''[[Eternal_Fighter_Zero/Game_Mechanics#Recoil_Guard_(RG) | Recoil Guard]]''': EFZ's version of an Instant Block/Just Defend mechanic, performed by blocking just before getting hit. Recoil Guard negates all chip damage and pushback while allowing the defender to guard cancel into almost anything. However, the defender can also time a [https://www.youtube.com/watch?v=Iw83Aqcobyk Recoil Guard in response] to the opponent's counter attack, allowing for intense reflex-based Recoil Guard battles. Somewhat similar to Shield Counters in [[Melty Blood/MBTL | Type Lumina]]. | ||
* [[Eternal_Fighter_Zero/Game_Mechanics#Reinforce_Gauge_(RF_Gauge)|'''Reinforce Gauge''']]: Underneath the super meter (SP Gauge) is the unique [[Eternal Fighter Zero/Game Mechanics#Reinforce Gauge (RF Gauge) | RF Gauge]] which builds passively over time and is used for [[Eternal Fighter Zero/Game Mechanics#Reinforce Attack (RF Attack/EX Attack) | EX moves]] and [[Eternal Fighter Zero/Game Mechanics#Instant Charge (IC) | roman cancels]]. | * [[Eternal_Fighter_Zero/Game_Mechanics#Reinforce_Gauge_(RF_Gauge)|'''Reinforce Gauge''']]: Underneath the super meter (SP Gauge) is the unique [[Eternal Fighter Zero/Game Mechanics#Reinforce Gauge (RF Gauge) | RF Gauge]] which builds passively over time and is used for [[Eternal Fighter Zero/Game Mechanics#Reinforce Attack (RF Attack/EX Attack) | EX moves]] and [[Eternal Fighter Zero/Game Mechanics#Instant Charge (IC) | roman cancels]]. | ||
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rect 35 384 95 432 [[Eternal Fighter Zero/Akiko Minase|Akiko]] | rect 35 384 95 432 [[Eternal Fighter Zero/Akiko Minase|Akiko]] | ||
rect 115 384 175 432 [[Eternal Fighter Zero/ | rect 115 384 175 432 [[Eternal Fighter Zero/???|???]] | ||
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rect 878 412 943 478 [[Eternal_Fighter_Zero/Game_Mechanics#SP_Gauge_(Super_Meter)|Super Meter]] | rect 878 412 943 478 [[Eternal_Fighter_Zero/Game_Mechanics#SP_Gauge_(Super_Meter)|Super Meter]] | ||
rect 460 462 | rect 460 462 585 470 [[Eternal_Fighter_Zero/Game_Mechanics#Reinforce_Gauge_(RF_Gauge)|Reinforce Gauge]] | ||
rect 664 468 792 462 [[Eternal_Fighter_Zero/Game_Mechanics#Reinforce_Gauge_(RF_Gauge)|Reinforce Gauge]] | rect 664 468 792 462 [[Eternal_Fighter_Zero/Game_Mechanics#Reinforce_Gauge_(RF_Gauge)|Reinforce Gauge]] | ||
rect 310 119 440 201 [[Eternal_Fighter_Zero/Combo_Basics#How_do_combos_work_in_EFZ?_A_quick_primer|Combo Primer]] | rect 310 119 440 201 [[Eternal_Fighter_Zero/Combo_Basics#How_do_combos_work_in_EFZ?_A_quick_primer|Combo Primer]] | ||
rect 538 240 739 410 [[Eternal_Fighter_Zero/Mio_Kouzuki# | rect 538 240 739 410 [[Eternal_Fighter_Zero/Mio_Kouzuki#SR_Air_Throw|Mio Air Throw]] | ||
rect 882 36 946 74 [[Eternal Fighter Zero/Sayuri Kurata|Sayuri]] | rect 882 36 946 74 [[Eternal Fighter Zero/Sayuri Kurata|Sayuri]] | ||
rect 306 34 370 74 [[Eternal Fighter Zero/Mio Kouzuki|Mio]] | rect 306 34 370 74 [[Eternal Fighter Zero/Mio Kouzuki|Mio]] | ||
rect 342 36 582 48 [[Eternal_Fighter_Zero/Advanced_Mechanics#Health]] | rect 342 36 582 48 [[Eternal_Fighter_Zero/Advanced_Mechanics#Health|Health Bar]] | ||
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rect 588 8 664 58 [[Eternal_Fighter_Zero/FAQ#Gameplay|64 FPS? Wait, where's the timer?]] | |||
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== Wiki Roadmap == | == Wiki Roadmap == | ||
Interested in contributing to the wiki? Check out our [[Eternal Fighter Zero | Interested in contributing to the wiki? Check out our [[Eternal Fighter Zero:Get Started Editing|get started editing page!]] | ||
{{#lst:Mizuumi Wiki:Roadmap|EFZ}} | {{#lst:Mizuumi Wiki:Roadmap|EFZ}} | ||
Revision as of 09:54, 24 June 2024
Eternal Fighter Zero -Memorial- Edition (EFZ) | |
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Version |
Memorial 4.02 |
Developers |
Tasogare Frontier |
Systems |
PC (Windows 98) |
Official Websites | |
Online Play |
Rollback via EfzRevival 1.02h
Netplay Lobbies via Concerto |
Player Resources | |
EN Community YouTube | |
JP Community YouTube | |
Japanese Wiki | |
Community Channels | |
South American Discord Server | |
Japanese Discord Server | |
#efz at irc.rizon.net |
Eternal Fighter Zero -Memorial- Edition is the fourth and final major version of Eternal Fighter Zero, a 2D doujin fighter developed by Tasofro (known for developing Immaterial and Missing Power and Touhou Hisoutensoku) and originally released on August 11th, 2000. Its colorful cast of characters are originally from the visual novels Moon., One: Kagayaku Kisetsu e, Kanon, and Air, along with one extra character. Many of the characters’ attacks reference other fighting games such as Guilty Gear, King of Fighters, and Last Blade. Memorial Edition (EFZ 4.0) released in 2005 and included three new playable characters, gameplay changes, a completely redone soundtrack, and more.
EFZ Revival
Originally released in November 2014, this fanmade rollback netplay client and patch includes compatibility fixes for modern Windows, improved training mode options, replay takeover functionality, and more.
Concerto released support for EFZ on January 1st 2023, providing a lobby system and visual front end for EFZ Revival.
Key Features
- Anime Fighter: Characters can chain their normals, double jump, airdash, air block, air recover, and air throw. The control scheme is simple, featuring 3 buttons for various strengths of attacks and an extra button used for actions like controlling a puppet or changing stances.
- Custom Juggle Combos: Once in juggle state, the player can combo the opponent in almost any way they like, allowing for a vast variety of combo options for all situations, with plenty of room for individual self expression.
- Recoil Guard: EFZ's version of an Instant Block/Just Defend mechanic, performed by blocking just before getting hit. Recoil Guard negates all chip damage and pushback while allowing the defender to guard cancel into almost anything. However, the defender can also time a Recoil Guard in response to the opponent's counter attack, allowing for intense reflex-based Recoil Guard battles. Somewhat similar to Shield Counters in Type Lumina.
- Reinforce Gauge: Underneath the super meter (SP Gauge) is the unique RF Gauge which builds passively over time and is used for EX moves and roman cancels.
Character Selection
![EFZ Char Select Gameplay.png](/images/b/b0/EFZ_Char_Select_Gameplay.png)
Wiki Roadmap
Interested in contributing to the wiki? Check out our get started editing page!
70% complete | ||
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In Progress / Completed | To-do |
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