Eternal Fighter Zero/Doppel Nanase: Difference between revisions
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== | == Combos == | ||
:Replay pack: [https://mega.nz/#!MFNxmKzY!QETwKxyoBje8jlEXkYQ-S7JH3ZLgUVlD9j7OZoCJ8LQ Mizuumi Doppel Combos] | :Replay pack: [https://mega.nz/#!MFNxmKzY!QETwKxyoBje8jlEXkYQ-S7JH3ZLgUVlD9j7OZoCJ8LQ Mizuumi Doppel Combos] | ||
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:** Example from 2B 6C harassment. | :** Example from 2B 6C harassment. | ||
=== Strategy | == Okizeme == | ||
:You can find visual examples of these setups [https://youtu.be/xX7PG3B-sJg?t=3m48s here]. | |||
:'''Midscreen - 669 jC / j9 j66 jC / IAD jC''' | |||
:*Midscreen mixup tool. Which you'll use and when depends on the spacing and character. | |||
:'''Corner - ~6C 41236B 669 jC Left/Right''' | |||
:*When spaced correctly, 41236B will leave a gap in the corner that you can make harder to see by corpse pushing. | |||
== Strategy == | |||
:For starters, let's make something clear - Doppel is not a grappler. Her 41236A command grab is next to useless, her 41236B anti-air looking grab is only a combo tool, her 41236C is her only useful command grab which you'll be using instead of your normal ground throw. Doppel instead focuses on using her strong normals to try and fish for one knockdown into looping okizeme. She also has access to some strong pressure strings which open up plenty of tick throw opportunities. | :For starters, let's make something clear - Doppel is not a grappler. Her 41236A command grab is next to useless, her 41236B anti-air looking grab is only a combo tool, her 41236C is her only useful command grab which you'll be using instead of your normal ground throw. Doppel instead focuses on using her strong normals to try and fish for one knockdown into looping okizeme. She also has access to some strong pressure strings which open up plenty of tick throw opportunities. | ||
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:'''66[5]2AAA''' | :'''66[5]2AAA''' | ||
:*This trick allows you to use dash momentum without getting the 662A dash normal. The [5] is important to make the dash as short as possible | :*This trick allows you to use dash momentum without getting the 662A dash normal. The [5] is important to make the dash as short as possible. | ||
== Win Quotes == | == Win Quotes == |
Revision as of 07:19, 21 March 2020
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
|
---|
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 Controls.
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
|
---|
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)
Okizeme
- You can find visual examples of these setups here.
- Midscreen - 669 jC / j9 j66 jC / IAD jC
- Midscreen mixup tool. Which you'll use and when depends on the spacing and character.
- Corner - ~6C 41236B 669 jC Left/Right
- When spaced correctly, 41236B will leave a gap in the corner that you can make harder to see by corpse pushing.
Strategy
- For starters, let's make something clear - Doppel is not a grappler. Her 41236A command grab is next to useless, her 41236B anti-air looking grab is only a combo tool, her 41236C is her only useful command grab which you'll be using instead of your normal ground throw. Doppel instead focuses on using her strong normals to try and fish for one knockdown into looping okizeme. She also has access to some strong pressure strings which open up plenty of tick throw opportunities.
Neutral
- f5B
- Huge hitbox that's active for 5 frames and no hurtbox on the arm at all. Moves her forward slightly, as well as her stepping forward out of her collision box. Incredible move.
- 6C
- Huge 10F active hitbox that moves Doppel a decent distance forward. Surprisingly effective neutral tool if you space it to hit at the tip.
- 2B
- This move is ridiculous. The majority of Doppel's body is invulnerable, she leans forward a lot, and if spaced right you can cancel this into 6C 214A for a very annoying pressure string. More on that later.
- jA
- Your best air to air. One of EFZ's better jA's, 6F startup and 10F active, huge hitbox. Only issue is converting from hits is extremely difficult.
- 662B
- Same as 2B except it has some forward momentum, which makes this move even more ridiculous. Mostly the same strengths as 2B, only difference is you cannot cancel into 6C. To make the most out of this dash normal, you'll want to get used to this red IC combo: 662B IC 662C 214214A.
- 214*
- Another incredible hitbox. 214A/B are good to use in tandem with 6C and 2B, while 214C is a huge surprise hitbox with longer active frames than 214B, 24 frames startup.
Pressure
- Doppel has access to a decent amount of pressure sustain with her dash normals and obnoxiously huge hitboxes. 662A and 662B is your tool to get back in their face when you're pushed out by pushback, but you don't always want to do use this, especially when you're in the corner. When you've cornered the opponent, you can stay at an ideal distance and harrass with f5B, 2B, 6C, 214A/B. If the opponent becomes overly respectful, you can begin to dash in 41236C as a mixup.
- Dealing with RG
- As with any pressure in EFZ, keep your pressure timing unpredictable as possible while still making it difficult to mash out of. Recoil Guard makes this an absolute requirement. The easiest way to do this is to vary your 2AAAA chains in timing slightly, make it less predictable when you'll dash in with 662A, and make use of red IC whenever you need to make something safe. That and learning how to make use of Recoil Counter.
- 214B FIC 66 41236C Mixup
- This mixup can be especially potent. 214B looks exactly the same as 214A and has slower startup, allowing you to FIC just before the move comes out.
- 2B 6C 214A
- Once you've cornered your opponent, this string can be incredibly annoying to deal with when spaced correctly. You'll want to vary the timing on each part if you plan to loop it.
- 66[5]2AAA
- This trick allows you to use dash momentum without getting the 662A dash normal. The [5] is important to make the dash as short as possible.
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.