Eternal Fighter Zero/Controls

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Notation

Numpad notation.jpg

Button Notation

  • A - Light Attack
  • B - Medium Attack
  • C - Strong Attack
  • S - Special (not used by every character)

Combo Notation

Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.
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.

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 - Ground dash, hop, leap, step depending on the character.
  • 44 - Back Dash - Backward ground dashes also vary from character to character. some are reverse leaps, others are quick back steps.

Jumping

  • 8 Makes you jump straight up;
  • 7 Makes you jump back and up;
  • 9 Makes you jump forward and up.
  • j.7/8/9 - Does a double-jump or air-jump, when used with a normal jump, can bring you to higher altitudes.

In The Air

  • j.66 - Air Dash/Forward Air Dash
  • j.44 - Air Back Dash/Backward Air Dash


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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Wiki