Eternal Fighter Zero/UNKNOWN

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UNKNOWN

Introduction

UNKNOWN is a strong zoning and oki based character, who has by far the best movement in the game. In addition to having three different teleports and an arsenal of long range moves, she also gets access to her flight special ability by pressing S, which gives her absolute 8 way control over her movement, at the cost of draining IC meter. Her flight is an incredibly versatile skill: it can be used for movement, to cancel off any normal keeping her safe or maintaining pressure, and gives her full control on oki to create an extremely hard to see five way mixups. Her ability to oki and control the screen is further enhanced by her Great Migration super, which summons a lemmings parade off either side of the screen, keeping her opponent locked down and giving her the opportunity to mix them up.

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...

She is also known as "Mirror Mizuka".

Stage: World of Eternity (永遠の世界)

BGM: Eternity (永遠)

Character-Specific Notes

  • UNKNOWN is able to air jump once, and air dash/backstep once.
  • UNKNOWN's ground dash has some unique properties. First, her dash ignores the opponent's body completely, allowing her to dash through the opponent as if she was not there. Secondly, UNKNOWN disappears soon after her dash starts, and reappears as soon as her dash stops. While she is invisible, she cannot be hit by any attacks for 17f.
  • Her "Outside the Window" specials (excluding the C version) can be thrown out at long range by inputting the command a second time.

Dash Notes:

  • Collision box disappears f1
  • Invuln and invisibility starts 17f into the dash
  • Full invuln for 23f
  • Hurtbox and collision box reappears after invuln period

Normal Moves

The notation for the movelists can be found under Controls.

The normal move data table can be found under UNKNOWN/Move Data.

Standing

5A
5A
EFZ Unko 5A.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
180 - - Ground 4 4 9 +1 0 -
  • UNKNOWN throws a thin, linear whisp in front of her.
  • The hitbox is slightly shorter than the whisp would have you believe. This move will lead into her BnB, so be prepared to use it a lot at close range.
5B
5B
EFZ Unko 5B.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
420 - - Ground 7 4 15 +1 -1 -
  • UNKNOWN produces a ghostly white orb and throws it at the opponent with both hands for a close-range uppercut.
  • Mostly used as part of her BnB.
f5B
f5B
EFZ Unko f5B.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
440 - - Ground 8 4 15 +1 -1 -
  • UNKNOWN sweeps her arm across her body, throwing out a large horizontal whisp.
  • Much longer range than her 5A whisp. Good for catching a charging opponent without letting them get too close.
5C
5C
EFZ Unko 5C.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
610 - - Ground 10 4 23 0 -2 -
  • UNKNOWN produces a giant squeaky hammer and slams it down.
  • This is naturally the final part of her basic combo, however, this move's range is a lot shorter than it appears, meaning that the third hit of the combo may miss if the opponent is not being comboed at point blank range. Will hard knock down an airborne opponent, and is a staple in her optimized BIC combos.

Crouching

2A
2A
EFZ Unko 2A.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 - - Low 4 4 9 +1 0 -
  • UNKNOWN leans back and throws a thin whisp at the opponent's ankles.
  • Basically used the same way as the standing version, with the obvious exception that this hits low. Quite good as a quick combo starter, since it's fast enough that the opponent won't be able to block it on reaction most of the time.
2B
2B
EFZ Unko 2B.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
410 - - Low 7 10 15 +1 -1 -
  • UNKNOWN throws a large horizontal whisp at the opponent's feet.
  • Same principle as the far 5B. Don't be fooled by the size of the whisp. The hitbox reaches only to the edge closest to UNKNOWN's body.
2C
2C
EFZ Unko 2C.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
620 - - Low 8 12 23 / -9 -
  • 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.

Jumping

j5A
j5A
EFZ Unko j5A.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 - - High 6 4 11 / / -
  • A jumping variant of the thin whisp. This attack has more range than the ground and standing versions, and the hitbox extends below her a little.
  • Natural combo starter in the air, good for keeping people out of your face too.
j5B
j5B
EFZ Unko j5B.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
430 - - High 10 5 19 / / -
  • UNKNOWN creates a dash of blue fire and throws it downwards a short distance.
  • A good aerial move. This sends the opponent downwards at a slight angle. Canceling this move into an air dash is important to continue her combos. It hits slightly below her as well, making it a safe move to use when coming down from the air.
j5C
j5C
EFZ Unko j5C.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 x 3 - - High 14 2 x 3 32 / / -
  • UNKNOWN creates a large white orb beneath her, hitting up to 3 times.
  • A fantastic jumping attack. This moves hitbox is huge and extends below her with great priority. It deals rather good damage and can be used as a crossup or a way to safely attack from the air.
j6C
Fly Away!
j6C
EFZ Unko j6C.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 - - High 10 15 24 / / -
  • Similar to j.C, but this will cause her to create the orb in front of her instead, hitting once. Unlike j.C, this move will cause the opponent to fly across the screen to the other corner.
  • As with the j.C, this is quite a useful move. It has a lot of range and priority.

Dashing

66A
66A
EFZ Unko 66A.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
250 - - Ground 4 4 9 +1 0 -
  • A dashing version of 5A.
  • Limited usage, generally only used if you want to close some distance between you and the opponent but do not want to walk or commit to a full dash.
66B
66B
EFZ Unko 66B.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
440 - - Ground 7 4 15 +1 -1 -
  • A running version of her close 5B.
  • Combined with UNKNOWN's invincible running frames, this attack is a great launcher and sets up perfectly for her aerial combos. The hitbox is large and strikes about half a body length above her, meaning it can function as a good anti-air if used carefully. It's quite fast for a launching move, too.
66C
66C
EFZ Unko 66C.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 - - Ground 11 3 17 / +4 -
  • A running version of her 5C.
  • 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.
662A
662A
EFZ Unko 662A.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 - - Low 4 4 9 +1 0 -
  • A running version of 2A.
  • Most opponents will expect her to attempt a 66B from her dash, so using this move occasionally will catch them off guard and open up for a low combo.
662B
662B
EFZ Unko 662B.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
410 - - Low 7 10 15 +1 0 -
  • A running version of her 2B
  • It can combo into some of her other specials. Can catch the opponent off guard if they were expecting a 66B launch, as it hits low. If it hits, Unknown can IC and combo into 66B.
662C
662C
EFZ Unko 662C.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
/ - - / / / / / / -
  • UNKNOWN does a small running hop towards the opponent. Not an attack.
  • This is a really great way to attack while close to the ground. It elevates her just enough so that her air specials and attacks can be used quickly at the perfect height for harassing a grounded opponent. It also provides a perfect opportunity for her to use her 'Solar' moves.

Grabs

Close 6C/4C
Ground Grab
Close 6C/4C
EFZ Unko GroundGrab.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
800 - - Grab 5 1 28 / / -
  • UNKNOWN summons a group of plush toys that grab the opponent and carry them to the other side of the stage before slamming them into the wall (rebound).
  • This is a really interesting throw. It wallslams the opponent and gives UNKNOWN a small window in which she can combo. However, the timing is quite strict before the juggle timer runs out, as UNKNOWN can't move right away. The main ways to combo from this move include a dashing 2A (whiff) jB 66 jAB etc, or if you have BIC, 41236C(1) BIC 66 and combo from there.
Close j6C
Air Grab
Close j6C
EFZ Unko AirGrab.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1000 - - Grab 2 1 / / / -
  • UNKNOWN grabs the opponent and casually tosses them aside.
  • This airthrow 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 airthrow, but this can be a useful tool to stop opponents who try to air RG your 66b/5b.

Special Moves

The notation for the movelists can be found under Controls.

The special move data table can be found under UNKNOWN/Move Data.

Specials

5S
Flight
5S
EFZ Unko Flight.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
/ - - / / / / / / -
  • UNKNOWN's special ability. She levitates off the ground and can fly in any direction in the air. Uses up the RF gauge.
  • This ability is extremely useful and the linchpin of her strength. Flight canceling can be used to make most blockstrings safe and continue pressure. It allows her to completely control her drop path by inputting a direction with a second j.S input, creating extremely difficult to see okizeme. An Unknown that has mastered this ability can be extremely oppressive.
  • The RF meter will continuously drain while flying. If Unknown is hit before she is able to cancel her flight, her meter will continue to drain during hitstun, letting the opponent drain her RF meter even when it is not filled light-blue.
236*
Outside the Window
236* or j236*
EFZ Unko 236.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A or B (Start) 150 x 5 - - Any 25 66 55 +4 +2 -
  • UNKNOWN leans forward and creates a ghostly orb in front of her as if she were blowing a bubble. Can be thrown out a short distance.
  • Because of the size of the hitbox, and the length of time it stays out for, this is a great defensive projectile against frontal opponents. It takes a short while to activate, but once it's out, the player can choose to either hold it close or toss it out further to catch the opponent. At close range, this attack can combo for decent damage, and the combo can be extended further by throwing the orb. This has a lot of priority for a projectile, and will block almost any other projectile that it connects with.
A (Push) 150 x 3 - - Any 10 46 51 -12 ~ +4 -14 ~ +6 -
  • The A variant of this move has the highest defensive value, and travels the shortest distance when thrown. It also appears closest to UNKNOWN's body, making it hard to punish if used correctly.
B (Push) 150 x 5 - - Any 10 66 51 +6 ~ +20 +8 ~ +22 -
  • 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.
C 450 - - Any 25 / 45 / / -
  • The C variant is unusual. It's a copy of the extremely annoying projectiles that the boss version of UNKNOWN uses all the time, however this one uses some of the RF gauge. It travels slowly across the entire screen, and if it hits the opponent, they're instantly teleported to the top of the screen directly above UNKNOWN, and minor damage is dealt. The usefulness of this move is debatable. 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 factor that makes it attractive nonetheless.
214*
Master? Lord?
214*
EFZ Unko 214.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 700 - - Ground 22 15 46 - - -
  • UNKNOWN produces a little wand and summons a giant plush squirrel that erupts from the ground before disappearing back into the bowels of the earth.
  • Another wonderful tool for harassing opponents at a distance. All variants of this attack have huge hitboxes and knock the opponent off their feet. It deals decent damage and is fast and easy to use. Most players don't expect it either, since they're more concerned with the toy knives or the window orbs.
  • The A variant of this attack pops out right in front of UNKNOWN and is probably one of her best frontal attacks. The startup and recovery times are short, and it's safe on hit and block. It can be used to finish her BnB. It can be used in a similar fashion to her 'Rotten World' specials in getting an opponent out of her face.
B 650 - - Ground 22 15 46 / -16 -
  • The B variant pops up half a screen width away. One of the great things about these squirrels is that they also cover a decent amount of vertical distance, often catching opponents who are planning to jump. Use it in combination with the orbs and knives for maximum effect.
C 400 x N - - Ground 22 15 46 - - -
  • The C variant is a fantastic move that's well worth the RF it uses. This time, a whole string of squirrels pops out one after the other, starting in front of UNKNOWN, and travels across the entire screen. If it hits, this attack will usually combo, and it can be made to combo further if UNKNOWN runs across the screen, giving the squirrels more screen time and therefore more hits. This move is really good for trapping an opponent in a corner, and combined with other projectiles, it makes for a formidable wall of fur that will make any grounded opponent cower in the corner.
623*
Rotten World
623*
EFZ Unko 623.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 700 - - Any 6 6 53 / -32 -
  • 1-6f upper body invuln

UNKNOWN pulls in her arms and then explodes with white energy, blowing the opponent away.

  • A decent anti-air attack. Anyone who's fought against the boss version of UNKNOWN will know just how annoying this move is for aerial attackers. However, it's somewhat difficult to find a good time to use it. If it hits, this move throws the opponent into the air, but will not start a juggle unless it's canceled with an IC. The great part about this move is that UNKNOWN is invincible during the entire startup, and the hitbox is massive, covering her entire body.
  • The A variant of this move has a fast startup time for a no-nonsense way to get the opponent off your case. It can combo from certain basic attacks, but the range of this move is deceptive in the same style as her whisps, that is it's shorter than it appears to be. One common usage is to run through the opponent and DP from the other side for a very quick crossup (66..23A)
B 1000 - - Any 32 6 53 / -32 -
  • 1-32f full invuln

This move is her generic fully invulnerable DP, and can catch out opponent due to its slow startup. On the other hand, the startup can make it easier for the opponent to block and punish UNKNOWN if it is not ICed.

C 700 - - Any 10 42 68 / -35 -
  • 1-50f full invuln
- 700 - - Any 16 36 62 / -41 -
  • The C variant has slower startup than the A version, but hits twice, doing more damage than the B version. Extra care is needed when using this attack, but it's more rewarding on hit than any of the other variants. In most situations it's safer to use the A variant, but for damaging IC combos needed to finish off the opponent, this move could be valuable.
41236*
Toy Knife
41236*
EFZ Unko 41236.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
Any 300 x 3 - - Any 24 / 45 / / -
/ 300 x 3 - - Any 52 / 17 / / -
  • UNKNOWN produces a set of 6 plastic knives and throws them rapidly in two groups of three. Travels quickly across the stage in a horizontal line.
  • An incredible projectile that is fast, safe and powerful. Very abusable at range, and sometimes even close up as well. UNKNOWN's recovery time after throwing them is fast, and she can start on any of her other ranged attacks as soon as the move finishes. It cancels other projectiles easily, and since it comes out in two waves, it usually ends up beating single projectiles out and still hitting the opponent. It also has a large hitbox, the three knives together covering a vertical area that's about the same height as UNKNOWN herself. They even deal a good amount of chip damage.
  • The A variant of this move consists of both waves being thrown horizontally one after the other. The most useful of the three, and best for using when the opponent doesn't really have time to jump or is starting a slower attack from a distance. Eats other projectiles for breakfast.
  • The B variant has UNKNOWN throwing the first wave horizontal, then throwing the second wave at a 45 degree angle, with the knives spread in a fan formation. Great for opponents who get smart and attempt to jump over the A variant, as at least 1 of the knives thrown upwards are bound to hit. Probably the safest of the three variants.
  • The C variant has UNKNOWN throwing both waves upwards at a 45 degree angle, with the knives spreading in the fan formation. A good way to get some extra damage out of her throw, and also a way to shoot down opponents who are jumping to avoid the ground projectiles and squirrels. It won't deal as much damage as the A variant though, since the knives are quite spread out, but at closer range, at least two of the three knives should hit the opponent. Because of its low proration and decent damage, it is often used in BIC combos to deal high amounts of damage.
421*
Hide-and-Seek
421* or j421*
EFZ Unko 421.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
/ - - / / / / / / -
  • UNKNOWN does a little ninja vanishing trick and teleports to another location on the screen.
  • A great way to escape from projectile harassment and get closer to the opponent.
  • The A variant of this move teleports UNKNOWN about half a screen width towards the opponent. Useful for getting behind an opponent if the range is optimal, but it can also sometimes get UNKNOWN into further danger.
  • The B variant causes UNKNOWN to teleport away from the opponent. Good for moving back into projectile spam range, but can also put UNKNOWN into a corner, which is not ideal against some aggressive opponents.
  • The C variant causes UNKNOWN to teleport directly above the opponent. This is arguably better than the A or B variants, especially if the opponent is busy blocking UNKNOWN's stream of projectiles and ranged attacks. However, the distance between UNKNOWN and the opponent is fairly large, meaning that they have time to see it coming and get out of the way. It's still a good idea to try it once and again, and coming down with a j.C will rarely lead to punishment if used sparingly. Using it in the air will cause her to teleport directly in front of the opponent from air to ground.
22S
The ty_eki
22S
EFZ Unko 22S.png
on wake-up only
on wake-up only
Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
0 - - Any
I: 1-53, 63-68
TI: 1-62, 63-77
33 1 37 - - -
  • UNKNOWN performs a burst.
  • Completely invulnerable between 1f-52f.
  • Can only be used on wake-up.
  • Costs 1 Bar of the SP gauge.

Eternity Specials

236236*
Great Migration
236236*
EFZ Unko 236236.png
does not have a C variant
does not have a C variant
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A or B 50 x N - - Any 9 / 56 / / -
  • UNKNOWN whistles sharply and summons a whole herd of plush toys that run across the stage.
  • Yet another way for UNKNOWN to force her mixups on the opponent by creating a walking wall of hitboxes. This move traps and combos the opponent somewhat randomly, as the plush toys all move at different speeds, sometimes creating openings for the opponent to recover. However UNKNOWN is free to move throughout the entire duration of the attack, meaning that she can combo or mixup throughout the duration freely. In general, the UNKNOWN will want to use flight to mix up high/low and left/right until the opponent is opened up, and then use 66B at the end of the lemming line to convert to a combo. On its own, the herd only does about 1k damage, but scales surprisingly well.
  • The A variant of this move causes the plush toys to start migrating from the opposite side of the screen. This is the offensive option that can be used to catch an opponent from behind. Most commonly used after applying pressure with orbs or knives to get the opponent into the corner, or after a knockdown in the corner.
  • The B variant causes the plush toys to migrate from behind UNKNOWN. This is a more defensive option that gives UNKNOWN some backup for her to attack the opponent head on.
463214*
Inside of Barrel
463214*
EFZ Unko 463214.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A or B or C 0 or 1800 or 3500 or 6500 - - Unblockable 20 + X / - / / -
  • UNKNOWN drops a barrel onto the opponent's head. With the opponent secured inside the barrel, she then throws a toy knife at it and waits in anticipation. If the attack is successful, it deals good damage and the opponent is fired out of the barrel. If it fails, UNKNOWN looks dejected and the barrel disappears, causing the opponent to fall onto the ground without taking damage.
  • A gambling move that's a lot better than it looks. The major factor with this move is that it's unblockable. The move is decently fast and the hitbox is large, and it has the potential to deal some good damage. The falling barrel itself deals no damage.
  • The A variant of this move has one round with a 50% chance of causing damage.
  • The B variant uses two special bars and has two rounds with 50% chance of causing damage. If the first round fails, UNKNOWN pulls a lever, causing the barrel to rotate. She then tries a second time. Causing damage on the second round will deal a lot more damage than if it were successful on the first round.
  • The C variant is the same as the B variant but with 3 rounds instead of 2. It drains the special bar completely, but if the first two rounds fail and the last round succeeds, it deals a whopping 6500 damage.
  • Due to inconsistencies with how the opponent falls after a successful hit and a failure, UNKNOWN can create mixups even off of a failing barrel.
j236236*
Solar
j236236*
EFZ Unko j236236.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 100 x N + 2000 - - Ground 14 / / / / -
  • UNKNOWN creates a huge orb of fire above her head and throws it down at the opponent, causing a radial blast that burns the target and blows them into the air.
  • This is UNKNOWN's most damaging special, and one that's definitely worth using. The hitbox is massive, and if it hits any time during its way down, it will combo. Since it's an aerial special, it's very safe to use and not hard to connect with.
  • The A variant of this move causes a small explosion that hits a few times for good damage. The radius of the explosion isn't all that big, so care must be taken to aim this move appropriately.
B 100 x N + 2800 - - Ground 14 / / / / -
  • The B variant uses two special bars and creates an explosion that's much bigger, hitting once for great damage.
C 100 x N + 2000 x 3 - - Ground 14 / / / / -
  • The C variant empties the entire special gauge and creates a massive explosion that travels across the screen in burning pillars, reaching a great vertical distance as well as a horizontal distance. This move deals fantastic damage and combos, filling almost the entire space in front of UNKNOWN. It's very hard to avoid without blocking, and even on block it does a substantial amount of chip damage. This one is definitely worth saving for.


Final Memory

CB6AA
Swimming up Waterfall
CB6AA
EFZ Unko FM.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
6200 - - Low 24 15 - / - -
  • UNKNOWN does a short hop and grabs the opponent's feet. She then rides a chain of giant plush toys into space, trailing the unfortunate opponent along with her. Finally, she comes back to earth and her mount regurgitates the opponent onto the floor in front of her.
  • Despite the hop, this move is a low! If the opponent is unaware of this fact, they will often try to block it high. Very punishable on block, but the damage is great if it actually hits.

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
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 (replays 1-1, 1-2)

2AABC j.S/j.9S
  • Basic combo, use when you want okizeme after. (1276 DAMAGE) [REPLAY 1-1]
2AAB 5C 214A
  • More damage, but no okizeme possible. Opponent can also tech. (1791 DAMAGE) [REPLAY 1-1]
66B j.B 66 j.AB land j.ABC(2-3) 66B j.B6C dj.C (whiff)
  • Off a random 66B, or punish attempt. the dj.C at the end should catch techs. Follow up with land 5B etc. (2896 DAMAGE) [REPLAY 1-1]
Throw -> 662A(whiff) j.B 66 j.AB land j.ABC(2) j.236236A
  • Anywhere version of a throw combo. (3131 DAMAGE) [REPLAY 1-1]
236236A (all gophers hit) 66B j.B 66 j.A6C j.ABC(2-3) 66B j.B6C dj.C (whiff)
  • If gophers hit, go into this combo. (3487 DAMAGE) [REPLAY 1-2]

Red IC (replay 1-3)

2AAB 5C 214A IC IAD j.B land j.ABC(2-3) 66B j.B6C dj.C (whiff)
  • Generic red IC for extra damage and carry to corner. Drop the combo at j.ABC(2) and j44C (whiff) 236236 for extra safe lemmings in certain matchups. (3265 DAMAGE)
662B IC 66B j.B 66 j.AB land j.ABC(2-3) 66B j.B6C dj.C (whiff)
  • Can be used to catch people not watching their feet. (2974 DAMAGE)
66..23A IC j.B 66 j.B6C land j.ABC(2-3) 66B j.B6C dj.C (whiff)
  • Crossthrough option, requires you to be next to opponent, suggested as okizeme. Requires at least red IC. Drop the first j.6C if you're too far from the corner. (3304 DAMAGE)

Blue IC (replay 1-4)

Midscreen
2AAB 5C 214A BIC IAD j.B land 66B j.B 66 j.AB land j.ABC 66B j.B6C dj.C (whiff)
  • Corner to corner carry. (4692 DAMAGE)
Throw -> 41236C(1) BIC 421A 6[6]B jC(3) land 66B j.B 66 j.AB land j.ABC(2-3) 66B j.B6C dj.C (whiff)
  • Anywhere version of throw combo, only one set of knives should come out before you BIC. (4534 DAMAGE)
Corner
2AAB 5C 214A BIC 66B 41236C xN j.B6C land j.ABC(2) j.236236B
  • N is variable depending on character and height. (6870 DAMAGE, 3 sets of knives)

2B extenders (replay 1-5)

Only works on some characters. Table below has extended details. Adds an extra 6-900 damage.
After j.ABC, one of the below. Finish with generic ender, or 5A 41236C for tech trap.
2B Extender Applicable to

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 (replays 1-6 through 1-9)

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 j.C(3) land 66B j.C(1) 66 j.AC(1) 2BC 236236A
  • Midscreen carry combo with safe gopher setup. [replay 1-6]
j.C(2) 66B j.C(3) land 66B j.C(1) 66 j.AC(1) 66C BIC 5C 41236B 41236C j.B6C land j.ABC(2) j.236236B
  • Off a successful mixup into 66B. Check the 2B extender list, this combo won't work on characters that 2B whiffs on. (7813 DAMAGE) [replay 1-7]
Throw -> 41236C(1) BIC 421 66B j.C(3) [66B j.BC(1)]x2 land j.ABC(2-3) land 2B j.ABC(3) 5A 41236C
  • Optimized no-meter throw combo on characters that 2B j.ABC extender works on. Drop the 2B j.ABC extender and go straight into j.236236B for damage instead. (4894 DAMAGE) [replay 1-8]
Corner
2AAB 5C 214A BIC 66C 41236B 41236C 41236C j.AB6C land j.ABC(3) j.236236B
  • Low starter in the corner. Reps of 41236C will be variable per character. (7153 DAMAGE) [replay 1-9]

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

EFZ-unknown-colors.png

In-game References

External References

  • UNKNOWN's Final Memory is based on Akari Ichijou's super, from The Last Blade series.
  • The MUGEN character Cinnamon(of Sanrio Group fame) parodies her 'Inside of Barrel' special, having a super in which he drops a teacup on the opponent and throws a spoon rather than a toy knife. The properties of this attack are identical to UNKNOWN's move.
  • 'Inside of Barrel' is a reference to Ruby Heart's 'Tour de Magie' from Marvel vs Capcom 2.

ONE References

  • The scenery in the background is one part of the world of eternity in ONE.


General
FAQ
Media
Characters
Akane
Akiko
Ayu
Doppel
Ikumi
Kanna
Kano
Kaori
Mai
Makoto
Mayu
Minagi
Mio
Misaki
Mishio
Misuzu
Mizuka
Nayuki (asleep)
Nayuki (awake)
Rumi
Sayuri
Shiori
UNKNOWN
Mechanics
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