Eternal Fighter Zero/Controls
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Notation
Button Notation
- A - Light Attack
- B - Medium Attack
- C - Strong Attack
- S - Special (not used by every character)
- A - Light Attack
If you still feel confused, here are some examples to get you used to numeric notation:
- "66" means tap forward twice. "44" means tap backward twice.
- "236A" means press down, down-forward, forward, then A. This is a common special move that many characters :*have. You may also know this command as a quarter circle forward or a "hadoken motion"
- "623A" means press forward, down, down-forward, and then A. This is commonly known as a dp or "dragon punch" motion.
- "66" means tap forward twice. "44" means tap backward twice.
Miscellaneous Notation
- j. - The following move should be performed in the "midair" position (i.e. "j.236A" means to perform "236A" whilst in the air).
- (c) - Refers to the close version of the preceding move (i.e. "B(c)" refers to the B attack when in close range).
- (f) - Refers to the far version of the preceding move (i.e. "B(f)" refers to the B attack when far away).
- j. - The following move should be performed in the "midair" position (i.e. "j.236A" means to perform "236A" whilst in the air).
Movement
On The Ground
6
- Makes you walk toward where you are facing.
4
- Makes you walk away from where you are facing.
66 - Forward Dash
- Forward ground dashes vary from character to character, some characters leap forward giving their next attacks air hit property or makes them use an air attack, some run forward at a quick and constant pace, while others will quickly move a set distance forward and return to a neutral position.
44 - Back Dash
- Backward ground dashes also vary from character to character. some are reverse leaps, others are quick back steps.
Jumping
7/8/9
- 8 Makes you jump straight up;
- 7 Makes you jump back and up;
- 9 Makes you jump forward and up.
j.7/8/9 (Input while in the air)
- Does a double-jump or air-jump, when used with a normal jump, can bring you to higher altitudes;
- Most aerial attacks can be canceled with an air-jump, allowing you to continue a combo/juggle further;
- 7/8/9 makes you go back and up /straight up /forward and up, respectively.
In The Air
j.66 - Air Dash/Forward Air Dash
- Forward air dashes are done while in the air, air dashes vary from character to character, some faster than others, others with special trajectories (ex: Nayuki asleep and Makoto), and some with special properties (ex: Nayuki asleep 8-9 jam dash has attack properties);
- Air dashes can be used to cancel aerial attacks in place of or after an air-jump;
- Air dashes should be used carefully. If the opponent is air throw happy, it can be very easy to get air thrown out of them.
j.44 - Air Back Dash/Backward Air Dash
- Back air dashes are exactly like air dashes, only going in the opposite direction, and sometimes having different animations.