Eternal Fighter Zero/UNKNOWN: Difference between revisions
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[[image:unknown-efz.png |<center><font size="4"><b>UNKNOWN</b></font></center>|frame|right]] | [[image:unknown-efz.png |<center><font size="4"><b>UNKNOWN</b></font></center>|frame|right]] | ||
{{TOClimit|2}} | {{TOClimit|2}} | ||
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UNKNOWN is a character from ''ONE'', a visual novel produced by ''Tactics'' in 1998. Her resemblence to a younger Mizuka is positively uncanny. During ''ONE'', she gets to meet Kouhei again in the world of eternity... | UNKNOWN is a character from ''ONE'', a visual novel produced by ''Tactics'' in 1998. Her resemblence to a younger Mizuka is positively uncanny. During ''ONE'', she gets to meet Kouhei again in the world of eternity... | ||
UNKNOWN was the final boss of the arcade mode in EFZ's original release. In EFZ version 1.20, she was able to be selected by pressing S on Mizuka, but her playable form was heavily changed from her boss version. Blue Sky Edition (EFZ 2.0) demoted her to an alternate boss (only showing up if the player lost a match), with [[Eternal Fighter Zero/Kanna | Kanna]] taking her place. | UNKNOWN was the final boss of the arcade mode in EFZ's original release. In EFZ version 1.20, she was able to be selected by pressing S on Mizuka, but her playable form was heavily changed from her boss version. Blue Sky Edition (EFZ 2.0) demoted her to an alternate boss (only showing up if the player lost a match), with [[Eternal Fighter Zero/Kanna | Kanna]] taking her place. Bad Moon Edition would introduce a dedicated slot for UNKNOWN on the character select screen, so she was no longer a hidden EX character. '''Unlike Kanna, UNKNOWN is legal in competitive play.''' | ||
She is also known as "Mirror Mizuka", "EX Mizuka", and "Unko". | She is also known as "Mirror Mizuka", "EX Mizuka", and "Unko". | ||
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* UNKNOWN is able to fly with her j5S at the cost of RF gauge. Normals can be cancelled into entering flight, but not into stopping flight. | * UNKNOWN is able to fly with her j5S at the cost of RF gauge. Normals can be cancelled into entering flight, but not into stopping flight. | ||
* UNKNOWN has a smaller hurtbox and can make some combos harder if not impossible when performed on her. | * UNKNOWN has a smaller hurtbox and can make some combos harder if not impossible when performed on her. | ||
* Unlike other characters, UNKNOWN's jump has '''zero''' | * Unlike other characters, UNKNOWN's jump has '''zero''' throw invincibility. | ||
* UNKNOWN has no moves which can [[Eternal Fighter Zero/Game Mechanics#Counterhits | counterhit]] nor does she have any which can be counterhit. | * UNKNOWN has no moves which can [[Eternal Fighter Zero/Game Mechanics#Counterhits | counterhit]] nor does she have any which can be counterhit. | ||
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{{MoveData | {{MoveData | ||
|image=EFZ_Unko_66.gif | |image=EFZ_Unko_66.gif | ||
|caption= | |caption= | ||
|name=66 | |name=66 | ||
|data= | |data= | ||
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|advBlock=- | |advBlock=- | ||
|cancel=N SP | |cancel=N SP | ||
|description=Unlike most characters, UNKNOWN has a raven-style invulnerable dash. | |description=Unlike most characters, UNKNOWN has a raven-style invulnerable dash. UNKNOWN loses her collision after frame 10 and loses her hurtbox 19 frames in, allowing her to invuln through moves and easily cross-up. UNKNOWN also becomes invisible during her dash, leaving only her shadow, which can be hard to see on some stages. | ||
UNKNOWN loses her collision after frame 10 and loses her hurtbox 19 frames in, allowing her to invuln through moves and easily cross-up. | |||
UNKNOWN also becomes invisible during her dash, leaving only her shadow, which can be hard to see on some stages. | |||
* Dashes in a fixed distance and sometimes makes it hard for UNKNOWN to adjust distance between the opponent, still goes into dash normals like any other dash. | * Dashes in a fixed distance and sometimes makes it hard for UNKNOWN to adjust distance between the opponent, still goes into dash normals like any other dash. | ||
* UNKNOWN can carry her invuln into normals and specials by cancelling her dash into them, she instantly regains her collision but stays invincible for 4 frames. | * UNKNOWN can carry her invuln into normals and specials by cancelling her dash into them, she instantly regains her collision but stays invincible for 4 frames. | ||
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|advHit= / | |advHit= / | ||
|advBlock= -9 | |advBlock= -9 | ||
|cancel= | |cancel= SP JH IC SB | ||
|description= * UNKNOWN slides across the ground feet first for a whole body tackle. | |description= * UNKNOWN slides across the ground feet first for a whole body tackle. | ||
* This move is great. It hits pretty hard for an UNKNOWN move, covers a lot of range, is pretty fast and knocks the opponent down in front of you. It's much safer to use this as a combo finisher instead of her 5C, and it has the added advantage of hitting low. It's unsafe on block though, so don't abuse it outside of a combo, but sparing use of this move on its own can catch the opponent off guard thanks to its range and speed. A good way to stop a charging, headstrong opponent in their tracks. This attack is special and flight cancellable. While you can try to trick out an opponent with a late cancelled 623B, for example, it is more reliable to flight cancel this move on block. Even with flight cancel, it is not always safe if the opponent RGs the 2C. | * This move is great. It hits pretty hard for an UNKNOWN move, covers a lot of range, is pretty fast and knocks the opponent down in front of you. It's much safer to use this as a combo finisher instead of her 5C, and it has the added advantage of hitting low. It's unsafe on block though, so don't abuse it outside of a combo, but sparing use of this move on its own can catch the opponent off guard thanks to its range and speed. A good way to stop a charging, headstrong opponent in their tracks. This attack is special and flight cancellable. While you can try to trick out an opponent with a late cancelled 623B, for example, it is more reliable to flight cancel this move on block. Even with flight cancel, it is not always safe if the opponent RGs the 2C. | ||
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{{AttackData-EFZ | {{AttackData-EFZ | ||
|damage= 600 | |damage= 600 | ||
|guard= | |guard= Any | ||
|property= | |property= | ||
|startup= 10 | |startup= 10 | ||
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|cancel= SP IC SB | |cancel= SP IC SB | ||
|description= * A running version of her 5C. | |description= * A running version of her 5C. | ||
* Being a running attack, it has more range than her standing | * Being a running attack, it has more range than her standing 5C. It is +4 on block and allows you to link into her A attacks on hit and confirm into a full ground string. | ||
* Slams airborne opponents and puts them in [[Eternal Fighter Zero/Game Mechanics#Special Knockdown (OTG State) | OTG State]], allowing this move to loop into itself. | |||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
=== | === Throws === | ||
====== <font style="display:none" size="0">Ground | ====== <font style="display:none" size="0">Ground Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=EFZ_Unko_GroundGrab.png | |image=EFZ_Unko_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 + 800 | |damage= 0 + 800 | ||
|guard= | |guard= Throw | ||
|property= | |property= | ||
|startup= 5.33 | |startup= 5.33 | ||
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|description= UNKNOWN summons a group of plush toys that grab the opponent and carry them to the other side of the stage for a wallbounce. | |description= UNKNOWN summons a group of plush toys that grab the opponent and carry them to the other side of the stage for a wallbounce. | ||
* This is one of the best throws in the game, as it is one of the only ones that can be meterlessly comboed from. | * This is one of the best throws in the game, as it is one of the only ones that can be meterlessly comboed from. | ||
* Has much more range than other | * Normally throws the opponent behind UNKNOWN, but if she is too close to the corner they will be thrown forward instead. | ||
* The vertical proximity is also bugged, so UNKNOWN can initiate this | * Has much more range than other throws, but the proximity is bugged to where UNKNOWN can initiate it at ranges where it will whiff. | ||
* UNKNOWN does not get any strike nor throw invincibility during this | * The vertical proximity is also bugged, so UNKNOWN can initiate this throw if the opponent is in the air. At any height. For some reason. | ||
* UNKNOWN does not get any strike nor throw invincibility during this throw, so it can trade. | |||
}} | }} | ||
}} | }} | ||
====== <font style="display:none" size="0">Air | ====== <font style="display:none" size="0">Air Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=EFZ_Unko_AirGrab.png | |image=EFZ_Unko_AirGrab.png | ||
|caption= | |caption= | ||
|name=Air | |name=Air Throw | ||
|input=Close j6C | |input=Close j6C | ||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|damage= 1000 | |damage= 1000 | ||
|guard= | |guard= Throw | ||
|property= | |property= | ||
|startup= 2 | |startup= 2 | ||
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|cancel= None | |cancel= None | ||
|description= * UNKNOWN grabs the opponent and casually tosses them aside. | |description= * UNKNOWN grabs the opponent and casually tosses them aside. | ||
* This | * This will take your opponent out of the corner, but you can use teleport to close the distance and get some oki. Not the most rewarding air throw, and not the most available either, since UNKNOWN can't jump out of her dash. | ||
}} | }} | ||
}} | }} | ||
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|advBlock= +2 | |advBlock= +2 | ||
|cancel= Rekka | |cancel= Rekka | ||
|description= | |description=UNKNOWN leans forward and creates a ghostly orb in front of her as if she were blowing a bubble. Can be thrown further by inputting another 236*. When thrown, the hitbox will expand in size. | ||
* The A variant of this move has the highest defensive value, and appears right in front of UNKNOWN, making it hard to punish if used correctly. | * The A variant of this move has the highest defensive value, and appears right in front of UNKNOWN, making it hard to punish if used correctly. | ||
* The B variant is a much more offensive attack, and it appears about two body widths away from UNKNOWN. It can be used as a mid to long range projectile, and will usually force the opponent into a corner. This attack is critical for gaining initiative for a projectile assault and keep away games as it stuns for a good deal of time, even on block. However, if the opponent manages to get close enough before this move comes out, it will miss entirely and leave her extremely vulnerable to attack, so it must be used with care. | * The B variant is a much more offensive attack, and it appears about two body widths away from UNKNOWN. It can be used as a mid to long range projectile, and will usually force the opponent into a corner. This attack is critical for gaining initiative for a projectile assault and keep away games as it stuns for a good deal of time, even on block. However, if the opponent manages to get close enough before this move comes out, it will miss entirely and leave her extremely vulnerable to attack, so it must be used with care. | ||
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}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|version= A~* | |version= C | ||
|header= no | |||
|damage= 450 | |||
|guard= Any | |||
|property= | |||
|startup= 25 | |||
|active= / | |||
|recovery= 45 | |||
|advHit= / | |||
|advBlock= / | |||
|cancel= None | |||
|description=The C variant is unusual, it's a copy of the projectiles that the boss version of UNKNOWN uses, however this one uses some of the RF gauge. It always has the expanded hitbox of the A and B versions and travels slowly across the entire screen, it cannot have follow-ups input for it. If it hits the opponent, they're instantly teleported to the top of the screen directly above UNKNOWN, and minor damage is dealt. It does provide a great projectile cover, but its lack of damage makes it difficult to use, especially since it costs some RF and can be easily blocked. If it does hit, the opponent falls very fast towards the ground, making it difficult to actually combo them from the fall. Not as useful as the A and B variants, but it has a certain cool/meme factor that makes it attractive nonetheless. | |||
}} | |||
{{AttackData-EFZ | |||
|version= 236A~236* Follow-up | |||
|header= no | |header= no | ||
|damage= 150 x 3 | |damage= 150 x 3 | ||
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|advBlock= -14 ~ +6 | |advBlock= -14 ~ +6 | ||
|cancel= None | |cancel= None | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|version= | |version= 236B~236* Follow-up | ||
|header= no | |header= no | ||
|damage= 150 x 5 | |damage= 150 x 5 | ||
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|advBlock= +8 ~ +22 | |advBlock= +8 ~ +22 | ||
|cancel= None | |cancel= None | ||
|description= * | |description= * If the input is done again, the A orb will travel to about half screen in front of UNKNOWN. | ||
* If the input is done again, the B orb will travel far enough to hit fullscreen. | |||
* Can make 236B into an offensive projectile, great for anti-zoning. | |||
[[File:UNKO_ORB_FOLLOWUP.gif|236A~236* and 236B~236*.|200px|thumb|left]] | |||
}} | }} | ||
}} | }} | ||
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|image=EFZ_Unko_FM.png | |image=EFZ_Unko_FM.png | ||
|caption= | |caption= | ||
|name=Swimming | |name=Swimming Up Waterfall <br> たきのぼり | ||
|input= | |input=C B 6 A A | ||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
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{{ComboLegend-EFZ}} | {{ComboLegend-EFZ}} | ||
Combo replays can be found [https://mega.nz/#!tNdhxYLY!LVAl2QSHuitNRFRyrHifaWL_tEepN5yB_b4c46LWkls here]. | :Combo replays can be found [https://mega.nz/#!tNdhxYLY!LVAl2QSHuitNRFRyrHifaWL_tEepN5yB_b4c46LWkls here]. | ||
=== <u>No IC</u> === | === <u>No IC</u> === | ||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''2AABC jS/j9S''' - ~1276 damage (replay 1-1) | |text=:*'''2AABC jS/j9S''' - ~1276 damage (replay 1-1) | ||
|video={{#ev:youtube|R2_YtFhiWkg}} | |video={{#ev:youtube|R2_YtFhiWkg}} | ||
}} | }} | ||
::* Basic combo, use when you want okizeme after. | |||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''2AAB 5C 214A''' - ~1791 damage (replay 1-1) | |text=:*'''2AAB 5C 214A''' - ~1791 damage (replay 1-1) | ||
|video={{#ev:youtube|R2_YtFhiWkg|||||start=5}} | |video={{#ev:youtube|R2_YtFhiWkg|||||start=5}} | ||
}} | }} | ||
::* More damage, but no okizeme possible. Opponent can also tech. | |||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''66B jB 66 jAB land jABC(2-3) 66B jB6C djC(tech trap)''' - ~2896 damage (replay 1-1) | |text=:*'''66B jB 66 jAB land jABC(2-3) 66B jB6C djC(tech trap)''' - ~2896 damage (replay 1-1) | ||
|video={{#ev:youtube|R2_YtFhiWkg|||||start=9}} | |video={{#ev:youtube|R2_YtFhiWkg|||||start=9}} | ||
}} | }} | ||
::* Off a random 66B, or punish attempt. the djC at the end should catch techs. Follow up with land 5B etc. | |||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''Throw -> 662A(whiff) jB 66 jAB land jABC(2) j236236A''' - ~3131 damage (replay 1-1) | |text=:*'''Throw -> 662A(whiff) jB 66 jAB land jABC(2) j236236A''' - ~3131 damage (replay 1-1) | ||
|video={{#ev:youtube|R2_YtFhiWkg|||||start=14}} | |video={{#ev:youtube|R2_YtFhiWkg|||||start=14}} | ||
}} | }} | ||
::* Anywhere version of a throw combo. | |||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''236236A (all gophers hit) 66B jB 66 jA6C jABC(2-3) 66B jB6C djC(tech trap)''' - ~3487 damage (replay 1-2) | |text=:*'''236236A (all gophers hit) 66B jB 66 jA6C jABC(2-3) 66B jB6C djC(tech trap)''' - ~3487 damage (replay 1-2) | ||
|video={{#ev:youtube|iXxrM-6J_g8}} | |video={{#ev:youtube|iXxrM-6J_g8}} | ||
}} | }} | ||
::* If gophers hit, go into this combo. | |||
=== <u>Red IC</u> === | === <u>Red IC</u> === | ||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''2AAB 5C 214A IC IAD jB land jABC(2-3) 66B jB6C djC(tech trap)''' - ~3265 damage (replay 1-3) | |text=:*'''2AAB 5C 214A IC IAD jB land jABC(2-3) 66B jB6C djC(tech trap)''' - ~3265 damage (replay 1-3) | ||
|video={{#ev:youtube|h8rHd60dS-Q|||||start=10}} | |video={{#ev:youtube|h8rHd60dS-Q|||||start=10}} | ||
}} | }} | ||
::* Generic red IC for extra damage and carry to corner. Drop the combo at jABC(2) and j44C (whiff) 236236 for extra safe lemmings in certain matchups. | |||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''662B IC 66B jB 66 jAB land jABC(2-3) 66B jB6C djC(tech trap)''' - ~2974 damage (replay 1-3) | |text=:*'''662B IC 66B jB 66 jAB land jABC(2-3) 66B jB6C djC(tech trap)''' - ~2974 damage (replay 1-3) | ||
|video={{#ev:youtube|h8rHd60dS-Q|||||start=18}} | |video={{#ev:youtube|h8rHd60dS-Q|||||start=18}} | ||
}} | }} | ||
::* Can be used to catch people not watching their feet. | |||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''66..23A IC jB 66 jB6C land jABC(2-3) 66B jB6C djC(tech trap)''' - ~3304 damage (replay 1-3) | |text=:*'''66..23A IC jB 66 jB6C land jABC(2-3) 66B jB6C djC(tech trap)''' - ~3304 damage (replay 1-3) | ||
* Crossthrough option, requires you to be next to opponent, suggested as okizeme. Requires at least red IC. Drop the first j6C if you're too far from the corner. | ::* Crossthrough option, requires you to be next to opponent, suggested as okizeme. Requires at least red IC. Drop the first j6C if you're too far from the corner. | ||
|video={{#ev:youtube|h8rHd60dS-Q}} | |video={{#ev:youtube|h8rHd60dS-Q}} | ||
}} | }} | ||
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=== <u>Blue IC</u> === | === <u>Blue IC</u> === | ||
''Midscreen'' | :''Midscreen'' | ||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''2AAB 5C 214A BIC IAD jB land 66B jB 66 jAB land jABC 66B jB6C djC(tech trap)''' - ~4692 damage (replay 1-4) | |text=:*'''2AAB 5C 214A BIC IAD jB land 66B jB 66 jAB land jABC 66B jB6C djC(tech trap)''' - ~4692 damage (replay 1-4) | ||
|video={{#ev:youtube|9qaQBkg-6NI}} | |video={{#ev:youtube|9qaQBkg-6NI}} | ||
}} | }} | ||
::* Corner to corner carry. | |||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''Throw -> 41236C(1) BIC 421A 6[6]B jC(3) land 66B jB 66 jAB land jABC(2-3) 66B jB6C djC(tech trap)''' - ~4534 damage (replay 1-4) | |text=:*'''Throw -> 41236C(1) BIC 421A 6[6]B jC(3) land 66B jB 66 jAB land jABC(2-3) 66B jB6C djC(tech trap)''' - ~4534 damage (replay 1-4) | ||
|video={{#ev:youtube|9qaQBkg-6NI|||||start=24}} | |video={{#ev:youtube|9qaQBkg-6NI|||||start=24}} | ||
}} | }} | ||
::* Anywhere version of throw combo, only one set of knives should come out before you BIC. | |||
''Corner'' | :''Corner'' | ||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''2AAB 5C 214A BIC 66B 41236C xN jB6C land jABC(2) j236236B''' - ~6870 damage (3 sets of knives) | |text=:*'''2AAB 5C 214A BIC 66B 41236C xN jB6C land jABC(2) j236236B''' - ~6870 damage (3 sets of knives) | ||
|video={{#ev:youtube|9qaQBkg-6NI|||||start=12}} | |video={{#ev:youtube|9qaQBkg-6NI|||||start=12}} | ||
}} | }} | ||
::* N is variable depending on character and height. | |||
=== <u>2B extenders</u> === | === <u>2B extenders</u> === | ||
{{EFZComboVideo | {{EFZComboVideo | ||
|text=Only works on some characters. Table below has extended details. Adds an extra 6-900 damage. (replay 1-5) | |text=:*Only works on some characters. Table below has extended details. Adds an extra 6-900 damage. (replay 1-5) | ||
|video={{#ev:youtube|6F6A-l4d1E4}} | |video={{#ev:youtube|6F6A-l4d1E4}} | ||
}} | }} | ||
::*After jABC, one of the below. Finish with generic ender, or 5A 41236C for tech trap. | |||
{| width="40%" border="1" cellpadding="5" cellspacing="0" | :{| width="40%" border="1" cellpadding="5" cellspacing="0" | ||
! width="30%" | 2B Extender | ! width="30%" | 2B Extender | ||
! width="70%" | Applicable on | ! width="70%" | Applicable on | ||
Line 1,068: | Line 1,071: | ||
=== <u>Advanced/Optimal Combos</u> === | === <u>Advanced/Optimal Combos</u> === | ||
A small selection of advanced combos. Applying these combo parts to different characters, especially due to knife loops, is a task left to the reader. | :A small selection of advanced combos. Applying these combo parts to different characters, especially due to knife loops, is a task left to the reader. | ||
''Midscreen'' | :''Midscreen'' | ||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''66B jC(3) land 66B jC(1) 66 jAC(1) 2BC 236236A''' - (replay 1-6) | |text=:*'''66B jC(3) land 66B jC(1) 66 jAC(1) 2BC 236236A''' - (replay 1-6) | ||
|video={{#ev:youtube|y6uMnpS7qzY}} | |video={{#ev:youtube|y6uMnpS7qzY}} | ||
}} | }} | ||
::* Midscreen carry combo with safe gopher setup. | |||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''jC(2) 66B jC(3) land 66B jC(1) 66 jAC(1) 66C BIC 5C 41236B 41236C jB6C land jABC(2) j236236B''' - ~7813 damage (replay 1-7) | |text=:*'''jC(2) 66B jC(3) land 66B jC(1) 66 jAC(1) 66C BIC 5C 41236B 41236C jB6C land jABC(2) j236236B''' - ~7813 damage (replay 1-7) | ||
|video={{#ev:youtube|e-kkOBtUspg}} | |video={{#ev:youtube|e-kkOBtUspg}} | ||
}} | }} | ||
::* Off a successful mixup into 66B. Check the 2B extender list, this combo won't work on characters that 2B whiffs on. | |||
{{EFZComboVideo | {{EFZComboVideo | ||
|text='''Throw -> 41236C(1) BIC 421 66B jC(3) [66B jBC(1)]x2 land jABC(2-3) land 2B jABC(3) 5A 41236C''' - ~4894 damage (replay 1-8) | |text=:*'''Throw -> 41236C(1) BIC 421 66B jC(3) [66B jBC(1)]x2 land jABC(2-3) land 2B jABC(3) 5A 41236C''' - ~4894 damage (replay 1-8) | ||
|video={{#ev:youtube|reWeDHkDCEM}} | |video={{#ev:youtube|reWeDHkDCEM}} | ||
}} | }} | ||
::* Optimized no-meter throw combo on characters that 2B jABC extender works on. Drop the 2B jABC extender and go straight into j236236B for damage instead. | |||
''Corner'' | :''Corner'' | ||
{{EFZComboVideo | :{{EFZComboVideo | ||
|text='''2AAB 5C 214A BIC 66C 41236B 41236C 41236C jAB6C land jABC(3) j236236B''' - ~7153 damage (replay 1-9) | |text=:*'''2AAB 5C 214A BIC 66C 41236B 41236C 41236C jAB6C land jABC(3) j236236B''' - ~7153 damage (replay 1-9) | ||
|video={{#ev:youtube|3L0S54hr5d8}} | |video={{#ev:youtube|3L0S54hr5d8}} | ||
}} | }} | ||
::* Low starter in the corner. Reps of 41236C will be variable per character. | |||
== Okizeme == | == Okizeme == | ||
{{#ev:youtube|xX7PG3B-sJg|||||start=640}} | |||
== Win Quotes == | == Win Quotes == | ||
Line 1,232: | Line 1,236: | ||
== In-game References == | == In-game References == | ||
'''External References''' | '''External References''' | ||
* UNKNOWN's | * UNKNOWN's 214* is based on Midler's "Motor Head" in Capcom's Jojo's Bizarre Adventure fighting games. | ||
* " | * UNKNOWN's 41236* is based on Shadow DIO's "Throwing Knives" in Capcom's Jojo's Bizarre Adventure fighting games. | ||
* UNKNOWN's 463214* is based on Ruby Heart's "Tour de Magie" in ''Marvel vs Capcom 2''. | |||
* UNKNOWN's FM is based on Akari Ichijou's "Sextex Synthesis", from The Last Blade series. | |||
'''ONE References''' | '''ONE References''' |
Latest revision as of 06:23, 25 June 2024
![EFZ FeedbackImage.png](/images/c/c9/EFZ_FeedbackImage.png)
![EFZ FeedbackImage.png](/images/c/c9/EFZ_FeedbackImage.png)
Introduction
UNKNOWN is a character that can dominate matches with her dream pairing of perfect flight and suffocating oki setups. Pressing S at just about any time grants her absolute 8-way control over her movement at the expense of draining the RF gauge. Her flight is an incredibly versatile tool that lets her dance around the screen in neutral, apply pressure in unique ways, make her normals safe on block, and most importantly threaten 5-way mixups off of a knockdown. Further reinforcing her screen presence are teleports, multihit projectiles, and her excellent Great Migration super which can also enforce consecutive flight mixups on oki while trivializing most invincible reversals. Her main shortcoming is her lack of a fast reversal.
UNKNOWN is a character from ONE, a visual novel produced by Tactics in 1998. Her resemblence to a younger Mizuka is positively uncanny. During ONE, she gets to meet Kouhei again in the world of eternity...
UNKNOWN was the final boss of the arcade mode in EFZ's original release. In EFZ version 1.20, she was able to be selected by pressing S on Mizuka, but her playable form was heavily changed from her boss version. Blue Sky Edition (EFZ 2.0) demoted her to an alternate boss (only showing up if the player lost a match), with Kanna taking her place. Bad Moon Edition would introduce a dedicated slot for UNKNOWN on the character select screen, so she was no longer a hidden EX character. Unlike Kanna, UNKNOWN is legal in competitive play.
She is also known as "Mirror Mizuka", "EX Mizuka", and "Unko".
Stage: World of Eternity (永遠の世界)
BGM: Eternity (永遠)
Character-Specific Notes
- UNKNOWN is able to fly with her j5S at the cost of RF gauge. Normals can be cancelled into entering flight, but not into stopping flight.
- UNKNOWN has a smaller hurtbox and can make some combos harder if not impossible when performed on her.
- Unlike other characters, UNKNOWN's jump has zero throw invincibility.
- UNKNOWN has no moves which can counterhit nor does she have any which can be counterhit.
Normal Moves
Frame Data Help | |
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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
66
66
|
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5A
5A
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c5B
c5B
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f5B
f5B
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5C
5C
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Crouching
2A
2A
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2B
2B
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2C
2C
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Jumping
j5A
j5A
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j5B
j5B
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j5C
j5C
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j6C
Fly Away!
とんでって j6C |
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Dashing
66A
66A
|
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66B
66B
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66C
66C
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662A
662A
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662B
662B
|
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662C
662C
|
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Throws
Ground Throw
Ground Throw
Close 6C/4C |
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Air Throw
Air Throw
Close j6C |
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Special Moves
Specials
5S
Flight
飛行 (j)5S |
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236*
Outside the Window
まどのそと (j)236* |
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214*
Master? Lord?
あるじ?ぬし? 214* |
UNKNOWN produces a little wand and summons a giant plush that erupts from the ground. |
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623*
Rotten World
くずれるせかい 623* |
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41236*
Toy Knife
おもちゃのないふ 41236* |
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421*
Hide-and-Seek
かくれんぼ (j)421* |
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22S
22S[1]
during wakeup |
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Eternity Specials
236236*
Great Migration
だいいどう 236236A/B |
B version only costs 1 SP. |
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463214*
Inside of Barrel
たるのなか 463214* |
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j236236*
Solar
たいよう j236236* |
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Final Memory
FM
Swimming Up Waterfall
たきのぼり C B 6 A A |
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Strategy
Flight Basics and Theory
- UNKNOWN's flight ability is an extremely integral part to her gameplan, and can be used to make moves safe or to create ambiguous mixups. This section will be broken down into three parts: Flight Basics, Flight for Pressure, and Flight for Mixups.
Flight Basics
- UNKNOWN can start her flight by pressing the S button during the neutral state, or during a normal. She cannot start flight during a dash, during her second jump, after her airdash, or during a special. From this state, RG meter will be constantly depleted until UNKNOWN is knocked to the ground or presses the S button again. She can input any one of the 8 directions to move in that direction. Pressing S again will cancel her flight and UNKNOWN will start falling to the ground. However, if one of the 8 directions is held during this S press, UNKNOWN will gain momentum in that direction. For example, holding 8 and pressing S (j.8S) will result in a small hop from her current position and she will fall straight down afterwards. j.6S will cause her to fall to the ground, but also arc her forwards. Pressing any one of the down buttons before canceling flight will accelerate her descent, and give momentum to whichever side is pressed.
Flight for Pressure
- UNKNOWN can use her flight cancel in the middle of blockstrings, or after an unsafe normal, to launch herself into the air and continue to pressure the enemy. For example, 2AABCS is a common string, and will make sure that the 2C cannot be punished on block, though it can still be punished on RG. To combat the opponent's RG, the UNKNOWN player will want to mix up when she cancels into flight, for example, 2AABS instead. From here, UNKNOWN can continue to pressure in several ways. For example, j.[6]SC is a very strong option that is hard to beat out, but is also very easy to block. j.9SC is a strong 3-hit option that is easy to confirm, but is slow and can be poked. j.9AAA is a safer option against RG, but is hard to get the right height for without practice. j.3S 2AA etc. is her low option, and is used when the opponent starts to respect her other options. j4SC(whiff) is the bait option; it is extremely safe and has no potential to do damage, but depending on the opponent, baiting out a DP is more than enough. From here, if no DP is baited, you can continue on into knives or other pressure/zoning tools.
Flight for Mixups
- After a knockdown, usually from 2C, UNKNOWN has all the time in the world to use her flight ability for extremely nasty mixups. She can either do late flights, or flight cancels from jump/2C.
- For late flights, UNKNOWN will allow 2C to finish completely. Afterwards, you can press 5S to fly, and go for a 5-way mixup. You can press j.3C(whiff) 2A, j.2C(whiff) 2A, j.[6]AAB j.236236A, or just plain j.AAB j.236236A. You can throw from any of the low options as well.
- For 2C flight canceled mixups, UNKNOWN can do one of four things: she can j.66 (past opponent) and do one of the following j.2S 2A, j.3S 2A j.8SC. She can also choose to hang back and j.9SC to do a left/right mixup.
- Her 2C can be jump canceled, and from there, flight canceled as well. Depending on your height and distance, 2C 8 j.S j.3SC can hit either front or back, and can be comboed into 2AABC again, looping into itself.
- This is not an exhaustive list. Her flight ability is extremely free form, and can take on many forms of equally disgusting mixup potential. Experiment, and find what works for you.
Zoning and Rushdown
- In addition to one of the best mixup games in EFZ, UNKNOWN also sports a very good zoning game. A combination of j.236A/B ~ j.236A/B, knives, teleports, and flight allows UNKNOWN to dictate the pace of the match and keep the opponent away, as long as she chooses the right option for the moment. However, with her flight cancels, she can also play a very respectable rushdown/pressure game. This leads to two very different playstyles that a good UNKNOWN must be able to switch between on the fly to make the most use of her toolset. The best and probably only way to become proficient at this is copious amounts of practice. Good luck.
- Both of her different playstyles also are complemented by the RF meter, and great care should be taken to pay attention to this meter during gameplay. A rushdown-oriented playstyle will, by means of flight cancels, naturally almost never build BIC. UNKNOWN will be playing for random hits into confirms and gaining damage off mixup loops. You will often use lemmings (23626A/B) during this style to complement your flight usage for mixups. On the other hand, a zoning style of play naturally will use less flight and build BIC several times over the course of a game. A good UNKNOWN will need to know several conversions into her high-damage BIC combos from anywhere on the screen. Lemmings will be less used, but j.236236A/B will be used to end combos for high damage. A good tip for advanced players is to use flight before you build BIC to ensure that you don't get BIC before you are ready to combo. This will maximize the amount of damage proration you gain back from BIC, as well as making it difficult for the opponent to drain your BIC meter.
From Good to Top Tier
- UNKNOWN is often put high up on tier lists, but these placements are mostly theoretical. A very basic UNKNOWN player that can do mixups will still have issues with finishing off opponents, as looping 2AABC into a mixup is very low damage, only about 2k. A top-tier level UNKNOWN will need to have very good mixups, flight control, zoning experience, and most importantly, the ability to confirm mixups into 66B. With the ability to 66B after a mixup, UNKNOWN's average damage from a mixup goes from 2k to 3.5-4k. With BIC, UNKNOWN can easily reach 7-8k on a extremely hard to see mixup. Without the ability to 66B confirm, the UNKNOWN will cap out around 6k. An UNKNOWN placed in top-tier should be able to optimize all of her confirms, but if she can't then she probably drops a tier level.
Combos
Notation Help | |
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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. |
- Combo replays can be found here.
No IC
- 2AABC jS/j9S - ~1276 damage (replay 1-1)
- 2AABC jS/j9S - ~1276 damage (replay 1-1)
- Basic combo, use when you want okizeme after.
- 2AAB 5C 214A - ~1791 damage (replay 1-1)
- 2AAB 5C 214A - ~1791 damage (replay 1-1)
- More damage, but no okizeme possible. Opponent can also tech.
- 66B jB 66 jAB land jABC(2-3) 66B jB6C djC(tech trap) - ~2896 damage (replay 1-1)
- 66B jB 66 jAB land jABC(2-3) 66B jB6C djC(tech trap) - ~2896 damage (replay 1-1)
- Off a random 66B, or punish attempt. the djC at the end should catch techs. Follow up with land 5B etc.
- Throw -> 662A(whiff) jB 66 jAB land jABC(2) j236236A - ~3131 damage (replay 1-1)
- Throw -> 662A(whiff) jB 66 jAB land jABC(2) j236236A - ~3131 damage (replay 1-1)
- Anywhere version of a throw combo.
- 236236A (all gophers hit) 66B jB 66 jA6C jABC(2-3) 66B jB6C djC(tech trap) - ~3487 damage (replay 1-2)
- 236236A (all gophers hit) 66B jB 66 jA6C jABC(2-3) 66B jB6C djC(tech trap) - ~3487 damage (replay 1-2)
- If gophers hit, go into this combo.
Red IC
- 2AAB 5C 214A IC IAD jB land jABC(2-3) 66B jB6C djC(tech trap) - ~3265 damage (replay 1-3)
- 2AAB 5C 214A IC IAD jB land jABC(2-3) 66B jB6C djC(tech trap) - ~3265 damage (replay 1-3)
- Generic red IC for extra damage and carry to corner. Drop the combo at jABC(2) and j44C (whiff) 236236 for extra safe lemmings in certain matchups.
- 662B IC 66B jB 66 jAB land jABC(2-3) 66B jB6C djC(tech trap) - ~2974 damage (replay 1-3)
- 662B IC 66B jB 66 jAB land jABC(2-3) 66B jB6C djC(tech trap) - ~2974 damage (replay 1-3)
- Can be used to catch people not watching their feet.
- 66..23A IC jB 66 jB6C land jABC(2-3) 66B jB6C djC(tech trap) - ~3304 damage (replay 1-3)
- Crossthrough option, requires you to be next to opponent, suggested as okizeme. Requires at least red IC. Drop the first j6C if you're too far from the corner.
- Crossthrough option, requires you to be next to opponent, suggested as okizeme. Requires at least red IC. Drop the first j6C if you're too far from the corner.
Blue IC
- Midscreen
- 2AAB 5C 214A BIC IAD jB land 66B jB 66 jAB land jABC 66B jB6C djC(tech trap) - ~4692 damage (replay 1-4)
- 2AAB 5C 214A BIC IAD jB land 66B jB 66 jAB land jABC 66B jB6C djC(tech trap) - ~4692 damage (replay 1-4)
- Corner to corner carry.
- Throw -> 41236C(1) BIC 421A 6[6]B jC(3) land 66B jB 66 jAB land jABC(2-3) 66B jB6C djC(tech trap) - ~4534 damage (replay 1-4)
- Throw -> 41236C(1) BIC 421A 6[6]B jC(3) land 66B jB 66 jAB land jABC(2-3) 66B jB6C djC(tech trap) - ~4534 damage (replay 1-4)
- Anywhere version of throw combo, only one set of knives should come out before you BIC.
- Corner
- 2AAB 5C 214A BIC 66B 41236C xN jB6C land jABC(2) j236236B - ~6870 damage (3 sets of knives)
- 2AAB 5C 214A BIC 66B 41236C xN jB6C land jABC(2) j236236B - ~6870 damage (3 sets of knives)
- N is variable depending on character and height.
2B extenders
- Only works on some characters. Table below has extended details. Adds an extra 6-900 damage. (replay 1-5)
- Only works on some characters. Table below has extended details. Adds an extra 6-900 damage. (replay 1-5)
- After jABC, one of the below. Finish with generic ender, or 5A 41236C for tech trap.
2B Extender Applicable on 2B jABC(3)
Misaki, Mio, Mai, Ikumi, Kanna
2B jAAC(3)
Cello, Shiori, Misuzu, Nayuki
2B hits, no extension
Akane, Mayu, Ayu, Kano, Minagi, Unknown, Mishio
2B whiffs
Rumi, Neyu, Makoto, Sayuri, Doppel, Kaori, Akiko
Advanced/Optimal Combos
- A small selection of advanced combos. Applying these combo parts to different characters, especially due to knife loops, is a task left to the reader.
- Midscreen
- 66B jC(3) land 66B jC(1) 66 jAC(1) 2BC 236236A - (replay 1-6)
- 66B jC(3) land 66B jC(1) 66 jAC(1) 2BC 236236A - (replay 1-6)
- Midscreen carry combo with safe gopher setup.
- jC(2) 66B jC(3) land 66B jC(1) 66 jAC(1) 66C BIC 5C 41236B 41236C jB6C land jABC(2) j236236B - ~7813 damage (replay 1-7)
- jC(2) 66B jC(3) land 66B jC(1) 66 jAC(1) 66C BIC 5C 41236B 41236C jB6C land jABC(2) j236236B - ~7813 damage (replay 1-7)
- Off a successful mixup into 66B. Check the 2B extender list, this combo won't work on characters that 2B whiffs on.
- Throw -> 41236C(1) BIC 421 66B jC(3) [66B jBC(1)]x2 land jABC(2-3) land 2B jABC(3) 5A 41236C - ~4894 damage (replay 1-8)
- Throw -> 41236C(1) BIC 421 66B jC(3) [66B jBC(1)]x2 land jABC(2-3) land 2B jABC(3) 5A 41236C - ~4894 damage (replay 1-8)
- Optimized no-meter throw combo on characters that 2B jABC extender works on. Drop the 2B jABC extender and go straight into j236236B for damage instead.
- Corner
- 2AAB 5C 214A BIC 66C 41236B 41236C 41236C jAB6C land jABC(3) j236236B - ~7153 damage (replay 1-9)
- Low starter in the corner. Reps of 41236C will be variable per character.
Okizeme
Win Quotes
Japanese English のぞまれたから
わたしはいるんだよ
ただそれだけ…Someone wished for me to exist.
That's why I'm here.
No other reason...ここは永遠…
わたしのせかい…This is the eternity...
This is my world.欠けてるせかいは
たのしかった?Did you have fun
in your incomplete world?こわくはないよ
きえてなくなるだけ
何も感じないから…
さぁ、いこうよ…Don't be afraid.
You'll just disappear.
You won't feel a thing...
Now, let's go...いまのわたしに
きのうのわたし
あしたのわたしに
もうひとりのわたし…From yesterday's self
to today's self.
And from my other self
to tomorrow's self...おわりもはじまりもない
ただまわって
ずっとおなじ
ところにいるのThere is no beginning or end.
We just go around and around
the same place
over and over.さようなら…
Goodbye...
君ももう
かえれないんだよ…You can no longer
return home anymore...まだわからない?
わたしは
のぞまれただけ
あなたが
そう、のぞんだだけYou still don't understand?
I was
wished into existence here.
Yes, you
wished for me to be here.わたしは
さみしくないよ
だって、
君がこれから
ずっといっしょに
居てくれるんだもんI'm
not lonely.
After all,
from here on out,
you'll be with me
every step of the way.Colors
In-game References
External References
- UNKNOWN's 214* is based on Midler's "Motor Head" in Capcom's Jojo's Bizarre Adventure fighting games.
- UNKNOWN's 41236* is based on Shadow DIO's "Throwing Knives" in Capcom's Jojo's Bizarre Adventure fighting games.
- UNKNOWN's 463214* is based on Ruby Heart's "Tour de Magie" in Marvel vs Capcom 2.
- UNKNOWN's FM is based on Akari Ichijou's "Sextex Synthesis", from The Last Blade series.
ONE References
- The scenery in the background is one part of the World of Eternity in ONE.
- ↑ This move is not listed in any official movelist and has no official name. Several other characters have unused animations for similar "Burst" moves, so it may have been planned to be a universal mechanic.
- 2AAB 5C 214A BIC 66C 41236B 41236C 41236C jAB6C land jABC(3) j236236B - ~7153 damage (replay 1-9)