Eternal Fighter Zero/Doppel Nanase

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Doppel Nanase

Introduction

Doppel Nanase (ドッペル七瀬) uses her high priority normals and strong but committal neutral options to secure knockdowns and run scary 5-way mixups that loop into themselves. In the corner she gets explosive damage from wallbounce loops, ending with a special attack that leaves a gap in the corner allowing her to use those 5-way mixups anywhere. Doppel shares some of Rumi Nanase's unarmed normals but plays very differently.

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.
  • Doppel's command grab follow ups can be teched by pressing B or C to escape 236B (backwards throw) or 236A (backwards ground slam) respectively. Follow up supers after the A (backwards ground slam) followup are also techable in the same manner.




EFZ Doppel Movelist Icon.png Normal
EFZ Golden Doppel Movelist Icon.png Golden

Normal Moves

Frame Data Help
The notation for the move lists can be found under Controls.
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field.
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property.
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...).
Frame data with decimal values .33 or .66 relate to subframes.
Version Used for moves with multiple special attacks on one motion.
Damage The base damage value that the specific hit will do. See damage scaling for more information.
Proration Base value Power% reduces by per hit.
Juggle Juggle value used to determine juggle time after a move hits an aerial or juggle state opponent.
Guard Indicates how the move must be blocked, if it can be blocked at all.

Low: Crouch Block
High: Stand Block
Ground: Air Unblockable, may be blocked either Crouching or Standing
Any: Air, crouch, and stand block
Throw: Cannot be blocked, throw type hitbox that targets the collision box
Unblockable: Cannot be blocked, unblockable hitbox that targets hurtboxes

Property Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).

I: Full Invincibility
TI: Throw Invincibility
SI: Strike Invincibility
HI: Upper Body/High Invincibility
LI: Low Invincibility/Low Crush
A: Armour
G: Guard Point

Startup Indicates where the move's first active hitbox is.
Active Total frames the hitbox is active for.
Recovery Total frames until the character can block.
Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block.
Adv Hit Frame advantage on hit.
Adv Block Frame advantage on block.
Cancel Possible cancel options.

N: Normals
Sp: Specials
Su: Supers
J: Jump cancel possible on hit, block and RG
JH: Jump cancel possible on hit only
AD: Air Dash
IC: Instant Charge after hit (22C)
FIC: Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff)
R: Repeatable, always A normals. Will cancel into other A normals.
f5B/2B: Usually c5B cancel option
SB: S button cancelling, character specific. Examples: stance, summon or flight cancels.
Rekka: A special move with multiple parts that require additional inputs.
: Special rules, see description for details (look for the ※)

Standing

5A
5A
Doppel5a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 - - Ground 4 4 5 +1 -1 N Sp Su J IC R

Doppel does a quick horizontal jab with her left hand.

5A
c5B
Doppelc5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
500 - - Ground 6 7 8 +1 -1 N Sp Su J IC f5B/2B

Doppel does an uppercut.

f5B
f5B
Doppelf5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
500 - - Ground 6 5 10 +1 -1 N Sp Su JH IC

Doppel does a punch with her right hand.

5C
5C
Doppel5c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
650 - - Ground 13 5 18 +0 -2 N Sp Su IC

Doppel headbutts the opponent.

6C
Maiden Straight
6C
Doppel6c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
700 - - Ground 16 10 24 - -13 Sp Su IC

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
Doppel2a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 - - Low 4 4 5 +1 +0 N Sp Su J IC R

Doppel throws a short straight punch from her crouching position.

2B
2B
Doppel2b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 - - Low 9 2 16 -2 -4 N Sp Su J IC

Doppel extends her body and punches at the opponent's feet. This move has lower forward invincibility, making this an excellent poke.

2C
2C
Doppel2c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
250 - - Ground 10 2 23 -1 -3 N Sp Su JH IC
450 - - Ground 13 2 21 +1 -1 N Sp Su JH IC

Doppel does a multi hitting uppercut.

Jumping

j5A
j5A
Doppelj5a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 - - High/Air 6 10 5 - - N J AD IC

Doppel does a quick, downward aerial jab. The size of the hitbox makes this move superb at contesting for aerial space.

j5B
j5B
Doppelj5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
480 - - High/Air 9 10 9 - - N J AD IC

Doppel does a quick aerial uppercut. You will only be using this when your opponent is above you.

j5C
j5C
Doppelj5c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 - - High/Air 10 15 11 - - J AD IC

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
Doppel66a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 - - Ground 8 4 6 +0 -1 Sp Su IC

Identical to 5A except it travels.

66B
66B
Doppel66b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
545 - - Ground 8 1 13 +3 +1 Sp Su IC 6C

Doppel performs an over the head downward punch.

  • This move can whiff at point blank.
66C
66C
Doppel66c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
700 - - Ground 10 5 18 +1 -1 Sp Su IC 6C

Identical to 5C except it travels and wallbounces on juggle. Used in her BIC corner combos.

662A
662A
Doppel662a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 - - Low 4 4 5 +1 +0 Sp Su IC 6C

Identical to 2A except it travels.

662B
662B
Doppel662b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 - - Low 9 2 16 -2 -4 Sp Su IC

Identical to 2B except it travels. This is arguably a lot better than 2B if you can successfully IC 662C on hit.

662C
662C
Doppel662c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 - - Ground 7 2 26 - -7 Sp Su J IC

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
EFZ Doppel GroundGrab.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1200 - - Grab 5 1
22
- - None

Doppel leaps forward holding her opponent and slams their head into the ground.

Close j6C
Air Grab
Close j6C
EFZ Doppel AirGrab.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1400 - - Grab 2 1 - - - None

Doppel lunges forward with her opponent in an almost identical manner to her ground grab.

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*
Doppel623a.png
623A
623A
Doppel623b.png
623B
623B
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 250x3 - - Any LI: 1-55 16 36 33 - -20 IC

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 HI: 1-78 15 60 33 - -44 IC

Same as the A version, except she travels further and has high invincibility instead.

C 100x15 - - Any I:
1-30
10 58 33 - - IC

Same as the A version, except Doppel doesn't travel and she has full invincibility.

623*
Maiden Fire
214*
Doppel214a.png
214A/B
214A/B
Doppel214c.png
214C
214C
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 650 - - Any 21 8 25 / -12 FIC

Doppel pours spicy kimchi into her mouth and breathes fire.

B 250x3 - - Any 36 24 13 / +2 FIC

Same as the A version, except it has a longer startup and a longer duration.

C 500x4 - - Any 24 32 26 / -12 FIC

3F longer startup than the A version, longer active frames than B version, and a larger flame.

214*
Maiden Capture
41236*
Doppel41236a.png
41236A
41236A
Doppel41236b.png
41236B
41236B
Doppel41236c.png
41236C
41236C
Doppel41236--214a.png
41236*~236A
41236*~236A
Doppel41236--214b.png
41236*~236B
41236*~236B
All 236* and 236236* followups are interchangeable with 214* and 214214*. All followups besides 236A~236B~236236B do not prorate!
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 0 + 1000 - - Grab 20 2 35 / / IC ※

Grabs grounded opponents.
※ Second hit can be replaced with 236A/B followups.

B 0 + 1000 - - Grab 13 2 44 / / IC ※

Grabs an aerial opponent. You will be using this version this most. Almost all corner combos end with this.
※ Second hit can be replaced with 236A/B followups.

C 0 + 1000 - - Grab 6 1 36 / / IC ※

A more standard command grab. Cannot be combo'd into and you need to be fairly close.

  • Does not require RF to use.

※ Second hit can be replaced with 236A/B followups.

236A Followup 1500 - - /
8
/
42
/ / 2

This is the high damage followup to 41236*, able to be further followed up with unique supers. This followup and all the super followups can be teched. If the followup uses A, it can be teched with the C button. If it uses B, it can be teched with B. The followup supers cost 1 bar of SP each, so a full chain takes 2 bars.
2 Can be followed up after hitting with 236A/B.

236A~236A Followup 50 x 24 + 500 - - / / - - / / 3
  • Relentless Granite-Breaking Barrage
    • Doppel repeatedly punches the opponent into the ground.
    • Must be followed up before the 23rd hit.
    • 3 Can be followed up with 236236A/B.
236A~236B Followup 1800 - - / / - - / / 3
  • Exploding Inner-Soul Fist
    • Doppel delivers a single explosive punch the opponent on the ground.
    • 3 Can be followed up with 236236A/B.
236A~236A~236236A Followup 4200 - - / / - - / / None
  • Maiden Finger
    • Doppel lifts the opponent up and explodes them in the same manner as her 236236C super.
236A~236A~236236B Followup 4500 - - / / - - / / None
  • Falling Maiden
    • Doppel jumps offscreen for a moment before crashing down onto the opponent.
236A~236B~236236A Followup 80 x N + 3000 - - / / - - / / None
  • Human Floor-Burning Polisher
    • Doppel dives headfirst into the opponent and pushes them across the screen until exploding at the wall. This move hits more times the longer it travels.
236A~236B~236236B Followup 1400 x 3 - - / / - - / / None
  • Maiden Volcannon
    • Doppel creates 3 fire eruptions in succession in the same manner as her 214214C super.
236B Followup / - - /
15
/
32
/ / None

Doppel throws the opponent up and behind her, allowing her to follow up with regular combos.

Teched followup / - - / / / 23 / / None

Eternity Specials

236236*
Maiden Finger
236236*
Doppel236236a.png
Doppel236236c.png
※ Starts up sooner if Doppel enters proximity of the opponent.
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 2300 - - Ground I: 1-11
17
~40※
10 49(hit), 22(whiff/block) /
-1
None

Doppel rushes forward to grab the opponent. Has a few invulnerable frames on startup.

B 3300 - - Ground I: 1 - 26~61
17
~52※
10 49(hit), 22(whiff/block) /
-1
None

Same as the A version, except higher damage and range. Fully invincible until recovery.

C 4900 - - Ground I: 1 - 26~73
17
~64※
10 49(hit), 22(whiff/block) /
-1
None

Same as the B version, except higher damage and range.

214214*
Maiden Volcannon
214214*
Doppel214214.png
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 1800 - - Ground - 18 6 / /
-29
None
Doppel / - - / - 18 /
51
/ / None

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 1500 - - Ground I: 1-13 18 6 / / - None
- 1500 - - Ground - 38 6 / /
-29
None
Doppel / - - / - 18 /
71
/ / None

Same as the A version, except an extra eruption is summoned slightly further from Doppel.

C 1600 - - Ground I: 1-13 18 6 / / - None
- 1600 - - Ground - 38 6 / /
-49
None
- 1600 - - Ground - 58 6 / /
-29
None
Doppel / - - / - 18 /
91
/ / None

Same as the B version, except a third eruption is summoned ever further away.

Final Memory

AA6BC
Maiden Enlightenment
DoppelFM.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
/ - - / 0 / 0 / / None

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 3 SP bars. Maiden Enlightenment permanently makes Doppel much more dangerous than normal. While enlightened, Doppel moves faster, all of her normals and some of her specials are faster, and she constantly regenerates SP (about 1 bar every 5 seconds). While Doppel will almost always be plus on block (even if she's -1 her A normals will come out first) and she gains potential for (very difficult) infinites on top of always having meter, this Final Memory is very rarely impactful due to how close to death she needs to be.

Normal Moves (Golden)

Frame Data Help
The notation for the move lists can be found under Controls.
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field.
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property.
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...).
Frame data with decimal values .33 or .66 relate to subframes.
Version Used for moves with multiple special attacks on one motion.
Damage The base damage value that the specific hit will do. See damage scaling for more information.
Proration Base value Power% reduces by per hit.
Juggle Juggle value used to determine juggle time after a move hits an aerial or juggle state opponent.
Guard Indicates how the move must be blocked, if it can be blocked at all.

Low: Crouch Block
High: Stand Block
Ground: Air Unblockable, may be blocked either Crouching or Standing
Any: Air, crouch, and stand block
Throw: Cannot be blocked, throw type hitbox that targets the collision box
Unblockable: Cannot be blocked, unblockable hitbox that targets hurtboxes

Property Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).

I: Full Invincibility
TI: Throw Invincibility
SI: Strike Invincibility
HI: Upper Body/High Invincibility
LI: Low Invincibility/Low Crush
A: Armour
G: Guard Point

Startup Indicates where the move's first active hitbox is.
Active Total frames the hitbox is active for.
Recovery Total frames until the character can block.
Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block.
Adv Hit Frame advantage on hit.
Adv Block Frame advantage on block.
Cancel Possible cancel options.

N: Normals
Sp: Specials
Su: Supers
J: Jump cancel possible on hit, block and RG
JH: Jump cancel possible on hit only
AD: Air Dash
IC: Instant Charge after hit (22C)
FIC: Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff)
R: Repeatable, always A normals. Will cancel into other A normals.
f5B/2B: Usually c5B cancel option
SB: S button cancelling, character specific. Examples: stance, summon or flight cancels.
Rekka: A special move with multiple parts that require additional inputs.
: Special rules, see description for details (look for the ※)

Standing

5A
5A
Doppel5a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 - - Ground
3
3
5
+4
+3
N Sp Su J IC R

Doppel does a quick horizontal jab with her left hand.

5A
c5B
Doppelc5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
500 - - Ground 4
6
8
+4
+2
N Sp Su J IC f5B/2B

Doppel does an uppercut.

f5B
f5B
Doppelf5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
500 - - Ground
4
5
9
+4
+2
N Sp Su JH IC

Doppel does a punch with her right hand.

5C
5C
Doppel5c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
650 - - Ground
11
5
17
+3 +1 N Sp Su IC

Doppel headbutts the opponent.

6C
Maiden Straight
6C
Doppel6c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
700 - - Ground 12
10
23
/
-10
Sp Su IC

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
Doppel2a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 - - Low 2
4
5
+3
+2
N Sp Su J IC R

Doppel throws a short straight punch from her crouching position.

2B
2B
Doppel2b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 - - Low
7
2
15
+1
-1
N Sp Su J IC

Doppel extends her body and punches at the opponent's feet. This move has lower forward invincibility, making this an excellent poke.

2C
2C
Doppel2c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
250 - - Ground
8
2
20
+3
+1
N Sp Su JH IC
450 - - Ground
9
2
19
+4 +2 N Sp Su JH IC

Doppel does a multi hitting uppercut.

Jumping

j5A
j5A
Doppelj5a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 - - High/Air 4
10
6
/ / N J AD IC

Doppel does a quick, downward aerial jab. The size of the hitbox makes this move superb at contesting for aerial space.

j5B
j5B
Doppelj5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
480 - - High/Air
7
10
9
/ / N J AD IC

Doppel does a quick aerial uppercut. You will only be using this when your opponent is above you.

j5C
j5C
Doppelj5c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 - - High/Air
7
15
11
/ / J AD IC

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
Doppel66a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 - - Ground 6
3
7
+2
+1
Sp Su IC

Identical to 5A except it travels.

66B
66B
Doppel66b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
545 - - Ground
6
1
10
+7
+5
Sp Su IC 6C

Doppel performs an over the head downward punch.

  • This move can whiff at point blank.
  • Now links into itself.
66C
66C
Doppel66c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
700 - - Ground
8
5
17
/ +1 Sp Su IC 6C

Identical to 5C except it travels and wallbounces on juggle. Used in her BIC corner combos.

662A
662A
Doppel662a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 - - Low 2
4
5
+5
+2
Sp Su IC 6C

Identical to 2A except it travels.

  • Now links into itself.
662B
662B
Doppel662b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 - - Low
7
2
15
+1
-1
Sp Su IC

Identical to 2B except it travels. This is arguably a lot better than 2B if you can successfully IC 662C on hit.

662C
662C
Doppel662c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 - - Ground
4
2
24 /
-4
Sp Su J IC

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
EFZ Doppel GroundGrab.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1200 - - Grab 5 1
22
- - None

Doppel leaps forward holding her opponent and slams their head into the ground.

Close j6C
Air Grab
Close j6C
EFZ Doppel AirGrab.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1400 - - Grab 2 1 - - - None

Doppel lunges forward with her opponent in an almost identical manner to her ground grab.

Special Moves (Golden)

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*
Doppel623a.png
623A
623A
Doppel623b.png
623B
623B
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 250x2 - - Any LI: 1-39
14
27 24 /
-14
IC

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 HI: 1-54
13
43
24 /
-15
IC

Same as the A version, except she travels further and has high invincibility instead.

C 100x15 - - Any I: 1-26
8
32 36 / - IC

Same as the A version, except Doppel doesn't travel and she has full invincibility.

623*
Maiden Fire
214*
Doppel214a.png
214A/B
214A/B
Doppel214c.png
214C
214C
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 650 - - Any
15
8
19
/ -4 FIC

Doppel pours spicy kimchi into her mouth and breathes fire.

B 250x3 - - Any
32
22
8 /
+6
FIC

Same as the A version, except it has a longer startup and a longer duration.

C 500x4 - - Any
19
28 22 /
-8
FIC

4.33F longer startup than the A version, longer active frames than B version, and a larger flame.

214*
Maiden Capture
41236*
Doppel41236a.png
41236A
41236A
Doppel41236b.png
41236B
41236B
Doppel41236c.png
41236C
41236C
Doppel41236--214a.png
41236*~236A
41236*~236A
Doppel41236--214b.png
41236*~236B
41236*~236B
All 236* and 236236* followups are interchangeable with 214* and 214214*. All followups besides 236A~236B~236236B do not prorate!
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 0 + 1000 - - Grab 20 2 35 / / IC ※

Grabs grounded opponents.
※ Second hit can be replaced with 236A/B followups.

B 0 + 1000 - - Grab 13 2 44 / / IC ※

Grabs an aerial opponent. You will be using this version this most. Almost all corner combos end with this.
※ Second hit can be replaced with 236A/B followups.

C 0 + 1000 - - Grab 6 1 36 / / IC ※

A more standard command grab. Cannot be combo'd into and you need to be fairly close.

  • Does not require RF to use.

※ Second hit can be replaced with 236A/B followups.

236A Followup 1500 - - /
8
/
42
/ / 2

This is the high damage followup to 41236*, able to be further followed up with unique supers. This followup and all the super followups can be teched. If the followup uses A, it can be teched with the C button. If it uses B, it can be teched with B. The followup supers cost 1 bar of SP each, so a full chain takes 2 bars.
2 Can be followed up after hitting with 236A/B.

236A~236A Followup 50 x 24 + 500 - - / / - - / / 3
  • Relentless Granite-Breaking Barrage
    • Doppel repeatedly punches the opponent into the ground.
    • Must be followed up before the 23rd hit.
    • 3 Can be followed up with 236236A/B.
236A~236B Followup 1800 - - / / - - / / 3
  • Exploding Inner-Soul Fist
    • Doppel delivers a single explosive punch the opponent on the ground.
    • 3 Can be followed up with 236236A/B.
236A~236A~236236A Followup 4200 - - / / - - / / None
  • Maiden Finger
    • Doppel lifts the opponent up and explodes them in the same manner as her 236236C super.
236A~236A~236236B Followup 4500 - - / / - - / / None
  • Falling Maiden
    • Doppel jumps offscreen for a moment before crashing down onto the opponent.
236A~236B~236236A Followup 80 x N + 3000 - - / / - - / / None
  • Human Floor-Burning Polisher
    • Doppel dives headfirst into the opponent and pushes them across the screen until exploding at the wall. This move hits more times the longer it travels.
236A~236B~236236B Followup 1400 x 3 - - / / - - / / None
  • Maiden Volcannon
    • Doppel creates 3 fire eruptions in succession in the same manner as her 214214C super.
236B Followup / - - /
15
/
32
/ / None

Doppel throws the opponent up and behind her, allowing her to follow up with regular combos.

Teched followup / - - / / / 23 / / None

Eternity Specials

236236*
Maiden Finger
236236*
Doppel236236a.png
Doppel236236c.png
※ Starts up sooner if Doppel enters proximity of the opponent.
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 2300 - - Ground I: 1-11
17
~40※
10 49(hit), 22(whiff/block) /
-1
None

Doppel rushes forward to grab the opponent. Has a few invulnerable frames on startup.

B 3300 - - Ground I: 1 - 26~61
17
~52※
10 49(hit), 22(whiff/block) /
-1
None

Same as the A version, except higher damage and range. Fully invincible until recovery.

C 4900 - - Ground I: 1 - 26~73
17
~64※
10 49(hit), 22(whiff/block) /
-1
None

Same as the B version, except higher damage and range.

214214*
Maiden Volcannon
214214*
Doppel214214.png
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 1800 - - Ground - 18 6 / /
-29
None
Doppel / - - / - 18 /
51
/ / None

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 1500 - - Ground I: 1-13 18 6 / / - None
- 1500 - - Ground - 38 6 / /
-29
None
Doppel / - - / - 18 /
71
/ / None

Same as the A version, except an extra eruption is summoned slightly further from Doppel.

C 1600 - - Ground I: 1-13 18 6 / / - None
- 1600 - - Ground - 38 6 / /
-49
None
- 1600 - - Ground - 58 6 / /
-29
None
Doppel / - - / - 18 /
91
/ / None

Same as the B version, except a third eruption is summoned ever further away.

Strategy

For starters, let's make something clear - Doppel does not play like a traditional grappler. Her 41236A command grab is next to useless, her 41236B anti-air looking grab will whiff most of the time if you use it outside combos, her 41236C is her only useful command grab which you'll be using instead of your normal ground throw. All possible followups to her 41236* command grabs have a 50/50 chance to be teched, almost for free. If the opponent successfully techs a followup, they'll jump into the air creating a scramble situation, causing Doppel to lose her okizeme opportunities (which she strives off). It's still worth going for the command grab followups occasionally to keep your opponent on their toes, but being aware of their huge downsides is crucial. 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.

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.
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

    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)
          • 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)
            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 (replay 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.

                        Advanced Combos

                        100% Blue IC

                        Corner
                        • 2AA c5B 5C 6C IC 66C [<- 66] [-> 66C f5B 66C] [<- 66] [-> 66B 66C] [<- 662A(whiff)] [-> c5B f5B 6C 214214A c5B f5B 41236B] (Video)

                        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.

                        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.

                        I look forward
                        to the next time we meet.

                        世界の何処かで

                        また遭おう

                        Let's meet again,
                        somewhere in the world.

                        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 you underestimate your enemy?

                        Too bad, 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

                        Even though
                        I didn't know how much to hold back,
                        this is surely overdoing it...

                        I have much to learn.

                        (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)
                        You've went a little too far
                        with your pranks this time.

                        I'll use you to
                        let that eternally locked up person
                        know that I'm serious.

                        (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

                        (To Mai)
                        Iai, the mastercraft of unsheating and cutting in one fell swoop.
                        It appeared to be no more than a flash of light.

                        And you even had something like an Option[1]
                        floating around you.
                        It was a good experience.

                        Colors

                        EFZ-dnanase-colors.png

                        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.


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