Eternal Fighter Zero/Doppel Nanase: Difference between revisions
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Doppel has a nasty okizeme game anywhere on the screen. If you can space her 6C knockdowns well midscreen, you'll get very hard to see 669 jC left/right/high/lows. In the corner, Doppel ends with 6C 41236B to leave a gap in the corner, letting her get even nastier corner setups. | Doppel has a nasty okizeme game anywhere on the screen. If you can space her 6C knockdowns well midscreen, you'll get very hard to see 669 jC left/right/high/lows. In the corner, Doppel ends with 6C 41236B to leave a gap in the corner, letting her get even nastier corner setups. | ||
'''Midscreen''' | :'''Midscreen''' | ||
* 2AA c5B 5C 6C (Replay 1-1) | :* 2AA c5B 5C 6C (Replay 1-1) | ||
'''Corner''' | :'''Corner''' | ||
* 2AA c5B 5C 6C 41236B (Replay 1-1) | :* 2AA c5B 5C 6C 41236B (Replay 1-1) | ||
==== Red IC ==== | ==== Red IC ==== | ||
Line 688: | Line 688: | ||
Doppel has two main launchers - 6C and 5C IC 662C. 6C you'll use in the corner, 5C IC 662C midscreen. Here we begin to see Doppel's fundamental corner juggles: [66C 662A(whiff) c5B], which will be explained more in depth in the Blue IC section. | Doppel has two main launchers - 6C and 5C IC 662C. 6C you'll use in the corner, 5C IC 662C midscreen. Here we begin to see Doppel's fundamental corner juggles: [66C 662A(whiff) c5B], which will be explained more in depth in the Blue IC section. | ||
'''Midscreen''' | :'''Midscreen''' | ||
* 2AA c5B 5C IC 662C 214214A 662C jC j44 (Replay 1-2) | :* 2AA c5B 5C IC 662C 214214A 662C jC j44 (Replay 1-2) | ||
** j44 sets up the correct distance for 669 jC okizeme. | :** j44 sets up the correct distance for 669 jC okizeme. | ||
'''Corner''' | :'''Corner''' | ||
* 2A c5B 5C 6C IC 66C 214214A 5AB 41236B (Replay 1-3) | :* 2A c5B 5C 6C IC 66C 214214A 5AB 41236B (Replay 1-3) | ||
** Basic combo. | :** Basic combo. | ||
* 6C IC 66C [662A(whiff) c5B 66C]x2 214214A 5AB 41236B (Replay 1-4) | :* 6C IC 66C [662A(whiff) c5B 66C]x2 214214A 5AB 41236B (Replay 1-4) | ||
** Doppel is able to hassle in the corner with 2B 6C at the right distance. This combo and the one below are for stray hits during this pressure. | :** Doppel is able to hassle in the corner with 2B 6C at the right distance. This combo and the one below are for stray hits during this pressure. | ||
* 2B 6C IC 66C 662A(whiff) c5B 66C 214214A 5AB 41236B (Replay 1-5) | :* 2B 6C IC 66C 662A(whiff) c5B 66C 214214A 5AB 41236B (Replay 1-5) | ||
'''Corner no Super Meter''' | :'''Corner no Super Meter''' | ||
*2AA c5B 5C 6C IC 66C 662A(whiff) c5B c5B 2B 6C 41236B (Replay 1-6) | :*2AA c5B 5C 6C IC 66C 662A(whiff) c5B c5B 2B 6C 41236B (Replay 1-6) | ||
**Example combo ender without using super meter. | :**Example combo ender without using super meter. | ||
==== Blue IC ==== | ==== Blue IC ==== | ||
'''Midscreen''' | :'''Midscreen''' | ||
2AA c5B 5C IC 662C IAD jB walk forward c5B 66B 662A c5B 662C 214214A 66B 6C 41236B (Replay 1-7) | :2AA c5B 5C IC 662C IAD jB walk forward c5B 66B 662A c5B 662C 214214A 66B 6C 41236B (Replay 1-7) | ||
'''Corner''' | :'''Corner''' | ||
Doppel makes use of wallbounce loops for the majority of her corner juggles. The core of the juggles can be summarised as: 6C IC [66C 662A(whiff) c5B]xN, how many reps you can get depends heavily on your starter and the amount of Blue IC used. | :Doppel makes use of wallbounce loops for the majority of her corner juggles. The core of the juggles can be summarised as: 6C IC [66C 662A(whiff) c5B]xN, how many reps you can get depends heavily on your starter and the amount of Blue IC used. | ||
''Juggle Loop Breakdown'' | :''Juggle Loop Breakdown'' | ||
* 6C - Launches the opponent allowing them to be juggled. | :* 6C - Launches the opponent allowing them to be juggled. | ||
* IC - Instant Charge, cancels the 6C early so we can use our next move before the opponent hits the ground. | :* IC - Instant Charge, cancels the 6C early so we can use our next move before the opponent hits the ground. | ||
* [66C - Wallbounce properties, high damage. | :* [66C - Wallbounce properties, high damage. | ||
* 662A(whiff) - After the 66C will be in between the opponent and the corner while they are bouncing off the wall. This is used to reposition yourself. | :* 662A(whiff) - After the 66C will be in between the opponent and the corner while they are bouncing off the wall. This is used to reposition yourself. | ||
* c5B] - Stops the juggle animation and momentum, making it easier connect with 66C and start the loop again. | :* c5B] - Stops the juggle animation and momentum, making it easier connect with 66C and start the loop again. | ||
''Shorter Version'' | :''Shorter Version'' | ||
* 2AA c5B 5C 6C IC 66C [662A(whiff) c5B 66C]x2 214214A 5AB 41236AB (1-8) | :* 2AA c5B 5C 6C IC 66C [662A(whiff) c5B 66C]x2 214214A 5AB 41236AB (1-8) | ||
** An easier alternative if you struggle with the optimal combos below. Very stable. | :** An easier alternative if you struggle with the optimal combos below. Very stable. | ||
''Optimal Version'' | :''Optimal Version'' | ||
Starter | :Starter | ||
* 2A c5B 5C 6C~ | :* 2A c5B 5C 6C~ | ||
* 2AA c5B 5C 6C~ | :* 2AA c5B 5C 6C~ | ||
* jC 2A c5B 5C 6C~ | :* jC 2A c5B 5C 6C~ | ||
* c5B 5C 6C~ | :* c5B 5C 6C~ | ||
* f5B 5C 6C~ | :* f5B 5C 6C~ | ||
** ~IC 66C 44 66C [662A(whiff) c5B 66C]x3 214214A 5AB 41236B (Replay 1-9) | :** ~IC 66C 44 66C [662A(whiff) c5B 66C]x3 214214A 5AB 41236B (Replay 1-9) | ||
* 2B 6C IC 66C [662A(whiff) c5B 66C]x3 662A(whiff) c5B c5B 2B 6C 41236B (Replay 2-1) | :* 2B 6C IC 66C [662A(whiff) c5B 66C]x3 662A(whiff) c5B c5B 2B 6C 41236B (Replay 2-1) | ||
** Example from 2B 6C harassment. | :** Example from 2B 6C harassment. | ||
== Win Quotes == | == Win Quotes == |
Revision as of 15:22, 18 December 2019
Introduction
Doppel Nanase (ドッペル七瀬) is a powerful fighter, and specializes in grappling techniques. Punch for punch, she deals more damage than most other characters, but her short range and lack of projectiles means she needs to be close to the opponent to do anything. However, once Doppel Nanase has someone in her hands...
Doppel Nanase is an original creation of Eternal Fighter Zero.
Stage: Park on the Path to School (Night) (通学路の公園(夜))
BGM: A Would-Be Maiden (乙女希望)
Character-Specific Notes
- Doppel is able to air jump once, and air dash/backstep once.
Normal Moves
The notation for the movelists can be found under Notation.
The normal move data table can be found under Doppel Nanase/Move Data.
Standing
5A
5A
|
---|
5A
5B
|
---|
f5B
f5B
|
---|
5C
5C
|
---|
6C
Maiden Straight
6C |
---|
Crouching
2A
2A
|
---|
2B
2B
|
---|
2C
2C
|
---|
Jumping
j5A
j5A
|
---|
j5B
j5B
|
---|
j5C
j5C
|
---|
Dashing
66A
66A
|
---|
66B
66B
|
---|
66C
66C
|
---|
662A
662A
|
---|
662B
662B
|
---|
662C
662C
|
---|
Grabs
Close 6C/4C
Ground Grab
Close 6C/4C |
---|
Close j6C
Air Grab
Close j6C |
---|
Special Moves
The notation for the move lists can be found under Notation.
The special move data table can be found under Doppel Nanase/Move Data.
Specials
236*
Maiden Typhoon
623* |
---|
623*
Maiden Fire
214* |
---|
214*
Maiden Capture
41236* |
---|
Eternity Specials
236236*
Maiden Finger
236236* |
---|
214214*
Maiden Volcannon
214214* |
---|
Final Memory
AA6BC
Maiden Enlightenment
|
---|
Strategy, Tactics, and Combos
Combos
Replay pack: Mizuumi Doppel Combos
No IC
Doppel has a nasty okizeme game anywhere on the screen. If you can space her 6C knockdowns well midscreen, you'll get very hard to see 669 jC left/right/high/lows. In the corner, Doppel ends with 6C 41236B to leave a gap in the corner, letting her get even nastier corner setups.
- Midscreen
- 2AA c5B 5C 6C (Replay 1-1)
- Corner
- 2AA c5B 5C 6C 41236B (Replay 1-1)
Red IC
Doppel has two main launchers - 6C and 5C IC 662C. 6C you'll use in the corner, 5C IC 662C midscreen. Here we begin to see Doppel's fundamental corner juggles: [66C 662A(whiff) c5B], which will be explained more in depth in the Blue IC section.
- Midscreen
- 2AA c5B 5C IC 662C 214214A 662C jC j44 (Replay 1-2)
- j44 sets up the correct distance for 669 jC okizeme.
- 2AA c5B 5C IC 662C 214214A 662C jC j44 (Replay 1-2)
- Corner
- 2A c5B 5C 6C IC 66C 214214A 5AB 41236B (Replay 1-3)
- Basic combo.
- 6C IC 66C [662A(whiff) c5B 66C]x2 214214A 5AB 41236B (Replay 1-4)
- Doppel is able to hassle in the corner with 2B 6C at the right distance. This combo and the one below are for stray hits during this pressure.
- 2B 6C IC 66C 662A(whiff) c5B 66C 214214A 5AB 41236B (Replay 1-5)
- 2A c5B 5C 6C IC 66C 214214A 5AB 41236B (Replay 1-3)
- Corner no Super Meter
- 2AA c5B 5C 6C IC 66C 662A(whiff) c5B c5B 2B 6C 41236B (Replay 1-6)
- Example combo ender without using super meter.
- 2AA c5B 5C 6C IC 66C 662A(whiff) c5B c5B 2B 6C 41236B (Replay 1-6)
Blue IC
- Midscreen
- 2AA c5B 5C IC 662C IAD jB walk forward c5B 66B 662A c5B 662C 214214A 66B 6C 41236B (Replay 1-7)
- Corner
- Doppel makes use of wallbounce loops for the majority of her corner juggles. The core of the juggles can be summarised as: 6C IC [66C 662A(whiff) c5B]xN, how many reps you can get depends heavily on your starter and the amount of Blue IC used.
- Juggle Loop Breakdown
- 6C - Launches the opponent allowing them to be juggled.
- IC - Instant Charge, cancels the 6C early so we can use our next move before the opponent hits the ground.
- [66C - Wallbounce properties, high damage.
- 662A(whiff) - After the 66C will be in between the opponent and the corner while they are bouncing off the wall. This is used to reposition yourself.
- c5B] - Stops the juggle animation and momentum, making it easier connect with 66C and start the loop again.
- Shorter Version
- 2AA c5B 5C 6C IC 66C [662A(whiff) c5B 66C]x2 214214A 5AB 41236AB (1-8)
- An easier alternative if you struggle with the optimal combos below. Very stable.
- 2AA c5B 5C 6C IC 66C [662A(whiff) c5B 66C]x2 214214A 5AB 41236AB (1-8)
- Optimal Version
- Starter
- 2A c5B 5C 6C~
- 2AA c5B 5C 6C~
- jC 2A c5B 5C 6C~
- c5B 5C 6C~
- f5B 5C 6C~
- ~IC 66C 44 66C [662A(whiff) c5B 66C]x3 214214A 5AB 41236B (Replay 1-9)
- 2B 6C IC 66C [662A(whiff) c5B 66C]x3 662A(whiff) c5B c5B 2B 6C 41236B (Replay 2-1)
- Example from 2B 6C harassment.
- 2B 6C IC 66C [662A(whiff) c5B 66C]x3 662A(whiff) c5B c5B 2B 6C 41236B (Replay 2-1)
Win Quotes
Japanese | English |
---|---|
中々のお手前 |
You're not bad. (Doppel is saying one of Kim Kaphwan's quotes, from the Fatal Fury series.) |
世界の何処かで |
Let's meet again, somewhere in the world. (Doppel is saying one of Jin Saotome's quotes, from Marvel vs Capcom 2.) |
一撃必殺の境地は |
I'm still far from being able to perform an "Instant KO". |
敵を侮ったか? |
Did I make light of the foe? |
加減が |
I didn't realize that I had to hold back more than I did and I overdid it... (Doppel is saying one of Kim Kaphwan's quotes, from the Fatal Fury series.) |
(To Mizuka) |
(To Mizuka) |
(To Mio) |
(To Mio) |
(To Rumi) |
(To Rumi) |
(To Mai) |
(To Mai) |
Colors
In-game References
Game References
- Doppel's "Maiden Typhoon" move is based on Jin Saotome's "Saotome Typhoon" move, from Marvel vs Capcom 2.
- Doppel's "Maiden Fire" move is based on Mega Zangief's "Vodka Fire" move, from Marvel vs Capcom.
- Doppel's "Maiden Finger" move is based on Domon Kasshu's "Hyper God Finger" move, from Kidou Butoden G-Gundam.
- Doppel's "Falling Maiden" move is based on Shin Akuma's "Misogi" move, from Capcom vs SNK 2.
- Doppel's "Human Floor-Burning Polisher" move is based on EX Sol Badguy's "Tyrant Rave v.Alpha" move, from the Guilty Gear series.
- Doppel's "Maiden Straight" move is based on Slayer's "Mappa" move, from the Guilty Gear series.
- Doppel's "Maiden Enlightenment" mode is based on Jin Saotome's "Enlightenment" mode, from Marvel vs Capcom 2.
ONE References
- The location in the background is a park that is on the way to the school that the characters of ONE go to.
- The "Kimuchi" ramen that Doppel eats during her "Maiden Fire" move is a reference to the meal that Kouhei ate with the real Rumi on a Christmas date in the game.