|
|
Line 804: |
Line 804: |
| | | | | |
| (To [[Eternal Fighter Zero/Mizuka Nagamori|Mizuka]])<br /> | | (To [[Eternal Fighter Zero/Mizuka Nagamori|Mizuka]])<br /> |
| [TRANSLATION NEEDED]
| | Me? <br /> |
| | Sorry, but I'm<br /> |
| | just a counterfeit<br /> |
| | of that girl you know.<br /> |
| | <br /> |
| | Don't let it bother you. |
| |- | | |- |
| | | | | |
Line 825: |
Line 830: |
| | | | | |
| (To [[Eternal Fighter Zero/Rumi Nanase|Rumi]])<br /> | | (To [[Eternal Fighter Zero/Rumi Nanase|Rumi]])<br /> |
| [TRANSLATION NEEDED]
| | I can't help<br /> |
| | but be concerned<br /> |
| | if this utter mess is my Original. |
| |- | | |- |
| | | | | |
Revision as of 21:12, 10 March 2020
Doppel Nanase
Introduction
Doppel Nanase (ドッペル七瀬) is a high damage grappler – the only one in the game. She is also the only character with techable throws. Her command throw has three stages; at each stage, she can choose either A or B, and if the opponent guesses the correct button, they will tech out of her throw taking no damage for that stage. On the other hand, if she lands all three stages, she deals massive damage. She may also choose to do no follow-up for a little bit of guaranteed damage. She is essentially Rumi without a sword with some buffed normals and access to different specials.
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 Controls.
The normal move data table can be found under Doppel Nanase/Move Data.
Standing
5A
5A
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
220
|
-
|
-
|
Ground
|
4
|
4
|
5
|
+1
|
-1
|
-
|
Doppel does a quick horizontal jab with her left hand.
|
|
5A
5B
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
500
|
-
|
-
|
Ground
|
6
|
7
|
8
|
+1
|
-1
|
-
|
|
|
f5B
f5B
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
500
|
-
|
-
|
Ground
|
6
|
5
|
10
|
+1
|
-1
|
-
|
Doppel does a punch with her right hand.
|
|
5C
5C
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
650
|
-
|
-
|
Ground
|
13
|
5
|
18
|
+0
|
-2
|
-
|
Doppel headbutts the opponent.
|
|
6C
Maiden Straight 6C
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
700
|
-
|
-
|
Ground
|
16
|
10
|
24
|
-
|
-13
|
-
|
Doppel twists her body in a long punch to the gut. This is your midscreen combo ender and your corner launcher. Sets up nicely for Doppel's which-way okizeme.
|
|
Crouching
2A
2A
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
200
|
-
|
-
|
Low
|
4
|
4
|
5
|
+1
|
+0
|
-
|
Doppel throws a short straight punch from her crouching position.
|
|
2B
2B
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
450
|
-
|
-
|
Low
|
9
|
2
|
16
|
-2
|
-4
|
-
|
Doppel extends her body and punches at the opponent's feet. This move has lower forward invincibility, making this an excellent poke.
|
|
2C
2C
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
250+450
|
-
|
-
|
Ground
|
10
|
2+2
|
20
|
-1~+1
|
-3~-1
|
-
|
Doppel does a multi hitting uppercut.
|
|
Jumping
j5A
j5A
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
220
|
-
|
-
|
High/Air
|
6
|
10
|
5
|
-
|
-
|
-
|
Doppel does a quick, downward aerial jab. The size of the hitbox makes this move superb at contesting for aerial space.
|
|
j5B
j5B
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
480
|
-
|
-
|
High/Air
|
9
|
10
|
9
|
-
|
-
|
-
|
Doppel does a quick aerial uppercut. You will only be using this when your opponent is above you.
|
|
j5C
j5C
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
600
|
-
|
-
|
High/Air
|
10
|
15
|
11
|
-
|
-
|
-
|
Doppel punches towards the ground. The hitbox on this move is gigantic and is a key part to her okizeme game. Causes knockdown on hit on an aerial opponent.
|
|
Dashing
66A
66A
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
220
|
-
|
-
|
Ground
|
8
|
4
|
6
|
+0
|
-1
|
-
|
Identical to 5A except it travels.
|
|
66B
66B
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
545 (2~3F=500)
|
-
|
-
|
Ground
|
8
|
3
|
10
|
+3
|
+1
|
-
|
Doppel performs an over the head downward punch.
|
|
66C
66C
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
700
|
-
|
-
|
Ground
|
10
|
5
|
18
|
+1
|
-1
|
-
|
Identical to 5C except it travels and wallbounces on juggle. Used in her BIC corner combos.
|
|
662A
662A
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
220
|
-
|
-
|
Low
|
4
|
4
|
5
|
+1
|
+0
|
-
|
Identical to 2A except it travels.
|
|
662B
662B
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
450
|
-
|
-
|
Low
|
9
|
2
|
16
|
-2
|
-4
|
-
|
Identical to 2B except it travels. This is arguably a lot better than 2B if you can successfully IC 662C on hit.
|
|
662C
662C
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
450
|
-
|
-
|
Ground
|
7
|
2
|
26
|
-
|
-7
|
-
|
Similar to 2C, but the hitbox on Doppel's body is a lot bigger. Launches on hit and is a crucial part of her combos. Often used to cheaply combo into 214214A with red IC.
|
|
Grabs
Close 6C/4C
Ground Grab Close 6C/4C
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
1200
|
-
|
-
|
Grab
|
5
|
1
|
20
|
-
|
-
|
-
|
|
Close j6C
Air Grab Close j6C
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
1400
|
-
|
-
|
Grab
|
2
|
-
|
-
|
-
|
-
|
-
|
|
Special Moves
The notation for the move lists can be found under Controls.
The special move data table can be found under Doppel Nanase/Move Data.
Specials
236*
Maiden Typhoon 623* 623A 623A 623B 623B
|
Version
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
A
|
250x3
|
-
|
-
|
Any
|
16
|
36
|
33
|
-
|
-20
|
-
|
Doppel transforms into a fire tornado with a disembodied head and travels a short distance towards the opponent.. This move has low invincibility.
|
B
|
200x3
|
-
|
-
|
Any
|
15
|
60
|
33
|
-
|
-44
|
-
|
Same as the A version, except she travels further and has high invincibility instead.
|
C
|
100x15
|
-
|
-
|
Any
|
10
|
58
|
33
|
-
|
-
|
-
|
Same as the A version, except Doppel doesn't travel and she has full invincibility.
|
|
623*
Maiden Fire 214* 214A 214A 214C 214C
|
Version
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
A
|
650
|
-
|
-
|
Any
|
21
|
8
|
25
|
-
|
-12
|
-
|
Doppel pours spicy kimchi into her mouth and uses this to breath fire.
|
B
|
250x3
|
-
|
-
|
Any
|
36
|
24
|
13
|
-
|
+2
|
-
|
Same as the A version, except it has a longer startup and a longer duration.
|
C
|
500x4
|
-
|
-
|
Any
|
24
|
32
|
26
|
-
|
-12
|
-
|
3F longer startup than the A version, longer active frames than B version, and a larger flame.
|
|
214*
Maiden Capture 41236* 41236A 41236A 41236B 41236B 41236C 41236C 41236*~214A 41236*~214A 41236*~214B 41236*~214B
|
Version
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
A
|
1000
|
-
|
-
|
Grab
|
20
|
2
|
34
|
-
|
-
|
-
|
Grabs grounded opponents.
|
B
|
1000
|
-
|
-
|
Any
|
13
|
2
|
43
|
-
|
-
|
-
|
Grabs an aerial opponent. You will be using this version this most. Almost all corner combos end with this.
|
C
|
1000
|
-
|
-
|
-
|
6
|
1
|
35
|
-
|
-
|
-
|
A more standard command grab. Cannot be combo'd into and you need to be fairly close.
|
214A Followup
|
1500
|
-
|
-
|
-
|
16
|
1
|
13
|
-
|
-
|
-
|
This is the high damage followup to 41236*. This followup and all the super followups can be teched. If the followup uses A, you tech with the C button. If it uses B, you tech with button B. The following is the possible super followup chains.
- 214A (Relentless Granite-Breaking Barrage)
- 214B (Exploding Inner-Soul Fist)
- 214214A (Human Floor-Burning Polisher)
- 214214B (Maiden Volcannon)
|
214B Followup
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Doppel throws the opponent up and behind her, allowing her to follow up with regular combos.
|
|
Eternity Specials
236236*
Maiden Finger 236236*
|
Version
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
A
|
2300
|
-
|
-
|
Ground
|
16
|
-
|
-
|
-
|
-
|
-
|
Doppel rushes forward to grab the opponent. Has a few invulnerable frames on startup.
|
B
|
3300
|
-
|
-
|
Ground
|
16
|
-
|
-
|
-
|
-
|
-
|
Same as the A version, except higher damage. Fully invincible.
|
C
|
4900
|
-
|
-
|
Ground
|
16
|
-
|
-
|
-
|
-
|
-
|
Same as the B version, except higher damage.
|
|
214214*
Maiden Volcannon 214214*
|
Version
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
A
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Doppel causes an eruption of fire to burst from the ground. You will likely use this super the most, as it sets up nicely for 66C corner loops and can be used for a lot of damage midscreen with 662C 214214A loops.
|
B
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Same as the A version, except an extra eruption is summoned slightly further from Doppel.
|
C
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Same as the B version, except a third eruption is summoned ever further away.
|
|
Final Memory
AA6BC
Maiden Enlightenment
|
Damage
|
Proration
|
Juggle
|
Guard
|
Startup ¹ ²
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This Final Memory's activation is automatic, and will only activate when it's the final round, Doppel is at 1/6th health and she has super bar level 3. Maiden Enlightenment makes Doppel much more dangerous than normal. While enlightened, Doppel's movement and attack speed increases, and she regenerates SP extremely fast (about 1 SP bar every 5 seconds).
|
|
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.
- Corner
- 2A c5B 5C 6C IC 66C 214214A 5AB 41236B (Replay 1-3)
- 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)
- 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.
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.
- 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.
Win Quotes
Japanese
|
English
|
中々のお手前
次に会う時が
楽しみだな
|
You're not bad.
Next time we meet, I bet it'll be fun.
(Doppel is saying one of Kim Kaphwan's quotes, from the Fatal Fury series.)
|
世界の何処かで
また遭おう
|
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
まだ遠い
|
I'm still far from being able to perform an "Instant KO".
|
敵を侮ったか?
残念だがこれが現実だ
|
Did I make light of the foe?
It's too bad, but this is reality.
|
加減が
分からなかったとはいえ
少しやりすぎたか…
まだまだ私も未熟
|
I didn't realize that I had to hold back more than I did and I overdid it...
I'm still too unskilled to know better.
(Doppel is saying one of Kim Kaphwan's quotes, from the Fatal Fury series.)
|
(To Mizuka)
私か?
あいにくそちらの
知っている奴とは
似て非なる者なんでな
まあ、気にするな
|
(To Mizuka)
Me?
Sorry, but I'm
just a counterfeit
of that girl you know.
Don't let it bother you.
|
(To Mio)
少しばかり
おいたが過ぎるぞ…
コイツに四六時中
捕まってる向こうを
少しは察してやるか
|
(To Mio)
[TRANSLATION NEEDED]
|
(To Rumi)
オリジナルが
この体たらくでは
先が思いやられるな
|
(To Rumi)
I can't help
but be concerned
if this utter mess is my Original.
|
(To Mai)
居合、その太刀筋
正に一瞬の煌きの如し
なんかオプションも
付いてるようだが
よい経験になったぞ
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(To Mai)
Cutting down the opponent and sheathing the sword afterwards, that swordsmanship is surely like an instant flash.
And it seemed you even had something like an option.
It was a good experience.
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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.
General
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Mechanics
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