Eternal Fighter Zero/Advanced Mechanics

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This is mostly a translation of the omake page on Bamboo Sword, consisting of findings from Japanese players over the years relating to the more specific parts of the game's mechanics, with some additions and corrections found after Revival was released.



Weak:Medium:Strong = 3f:6f:9f
I’m not 100% sure on this, but years of experience tells me this is probably right.
As the game is running in ⅓ frames, moves with special hitstop (moves that have no recovery time for you) have the above values as positive frames.

Advantageous Frame Differences Between Block and Hit

Attack Level On Block On Hit Notes
Attack Level 1 9F 10F Hit Class 1 in Frame Viewer.
Attack Level 2 14F 16F Hit Class 2 and 3 in Frame Viewer.
Attack Level 3 21F 23F Hit Class 4 and 5 in Frame Viewer.
Air Block (attack level makes no difference) 19F Attack Base Untech Time * Proration Not affected by Hit Class.
Certain moves will have special hitstop, so take note.
E.g. Mai (5B), Nanase (5A), Misaki (5A), etc.
Air block is special in that attack level makes no difference.

Special Property of Input Moves with a Single Direction

There are various moves in the game that can chain from an attack of the same chain level, e.g. Ayu’s step-kick, Mai’s Dispersing, Makoto’s Mako Leap, Kano’s Napalm Beat, etc. If, during the animation of a move, that button is pressed again (for example, Mai 5C -> 5C), then as long as a forward directional input is pressed during the cancel window, the chainable move will come out (Mai’s Dispersing). With the exception of ordered-button inputs, inputting the command during the buffer window of the move will result in the chainable move occurring. However, in this game, most chains require inputting the direction before the button input, so it really is just an odd feeling to end on a directional input. If you try out Nagamori’s [B B6] quickly, you should be able to see what I’m talking about.
Anyhow, just knowing this special property will result in less mishaps, so players using characters with these special moves should take note. As an aside, the next Tasofro fighter, IaMP, also has this special property.

Properties of Air Special Moves

Generally for special moves that may be performed either on the ground or air, the air version cuts down on the animation needed for the ground version, leading to the startup becoming faster. As an example, Nagamori’s Smash & Prologue and Misaki’s RF Assault Gush follow this rule. An exception to the rule is Ayu’s Shining Arrow, which has the exact same animation on both the ground and the air.

Air Throw Ranges and Power

Name Pixels
Nagamori -15 68 48 1200
Nanase 9 36
※Bare-handed 40
46 1400
Akane 11 34 49 1200
Misaki 17 28 48 1300
Mio -3 50 46 1000
Mayu 12 28 46 1000
Unknown 17 35 48 1000
Ayu 17 28 47 1100
Mai 18 34 49 1300
Makoto 6 44 48 1100
Shiori 22 28 47 1100
Nayuki (Asleep) -6 56 51 1300
Sayuri 10 44 48 1200
Misuzu 11 39 47 1200
Kano 3 44 48 1200
Minagi 24 26 48 1200
Kaori -1 36 43 1400
Doppel Nanase 9 40 46 1400
Ikumi 6 44 53 1200
Mishio 1 48 46 1150
Nayuki (Awake) -3 47 48 1200
Akiko 1 49 49 1200
  • The numbers above are the number of pixels from the top of your character’s hitbox vertically and the middle of your character’s hitbox horizontally that will result in a successful air throw.
  • Excluding Kanna, all characters begin an air throw during frame 1 of jC or j6C. If all requirements are met, the air throw happens on frame 2.
  • Air throws hitboxes last 1 frame (frame 2).
  • If the air throw fails, your character will perform j6C (or jC if j6C does not exist).
  • With some exceptions (Ikumi, Kaori, etc.), characters with slow jumps will have a larger throw box, while fast characters will have a smaller throw box.
  • All character’s throw boxes are centered slightly upwards, but you cannot air throw an opponent directly above you, so beware.
  • Air throw attack power tends to correlate with character size.

Some Throws Are Considered Unblockable Strike Moves

As they are considered attacks, they can trade with moves (for example, Mai’s ground throw). The throw is considered a zero (0) damage, level 1 attack (same as 2A/5A) in this case. The throw cannot hit if the opponent is in the hit or block states. However, you may combo these moves with either a projectile or other previously set attack, and the hits may occur at the same time (comboing must be done during hitstun).
As a note, all air throws are considered unblockable strike moves.

Akiko 623* Clean Hit Logic

1 unit = 1 pixel at the native internal resolution (320x240)
A character's origin point is defined in each character's frame table. It is point 0,0. The position of the origin point relative to the sprite is not always consistent, but it is always aligned with the top of the juggle meter.
623A and 623B - opponent's origin point must be between 32 and 48 units above Akiko's origin point
623C full clean hit - opponent's origin point must be between 47 and 53 units above Akiko's origin point
623C lesser clean hit - opponent's origin point must be between 40 and 60 units above Akiko's origin point



As expected when attempting to RG, you must let go of the directional input. During this time your character will not be blocking. During hitstop of a block move you are able to let go of the directional input and still continue blocking. If you attempt to RG moves with a small amount of hitstop (usually low attack level moves), you can lose your blocking status, so be careful.

Guard Gauge

To read about what effects this has on combos, please refer to the Juggle Gauge section.
The Guard Gauge has a maximum value of 360. The value added to the guard gauge is calculated as (BlockedMoveBaseDamage/30) rounded down as an integer, then stored as a float (thanks Tasofro). The depletion of the guard meter value is as follows:
State Depletion Rate per Subframe
Block/RG Stun 0
Neutral 0.075
Grounded Hitstun 0.2
Knocked Down 0.2
Air Hitstun 1.0

Buffer Window for RG

  • Once back or down-back is pressed, RG will occur within the next 10 frames if a move is blocked.
  • On the ground, once the 10 frame buffer window is over, a new RG buffer window cannot start for the next 10 frames.
  • When blocking, hitstop time is added onto this cooldown time, so unless there is a very long interval between attacks, you generally cannot RG two moves in a row.
  • In the air, no restrictions are in place, so theoretically you could be attempting to RG every single possible moment.

RG Recovery Time and Advantage Difference

RG Hitstop (Defender) RG Hitstop (Attacker) Defender Disadvantage
Stand RG 20F 19.66F -0.33F
Crouch RG 22F 19.66F -2.33F
Air RG 22F 20F -2.00F
First of all, RG hitstop occurs from the moment a move is RG'd. RG hitstop differs between attacker and defender, and differs again for the defender depending on if the RG was standing, crouching or in the air - please refer to the table above for the exact data. Also, the moment RG occurs, all directional inputs are reset for both players. During this hitstop, no normal attacks are accepted. However, special attacks are accepted, so players may buffer special moves during RG hitstop.
For 20F after hitstop ends, the defender has 20F of RG recovery where they are only able to input normals, specials and supers with the exception of normal throws (4C or 6C). If on the ground, the defender will remain locked in position for the duration of these 20F unless their state is interrupted. RG recovery will be cut short if the defender blocks another attack, gets hit or otherwise uses an attack during this recovery. In the air, you will be restricted to your aerial momentum for those 20F. It's important to note that while you are in this fixed state (especially for crouching and standing) you can block both high and low.
If you plan on counterattacking from RG, or confirming the RG and preventing a counterattack, it is best to use a move or special that will beat your opponent’s fastest move.
Mio’s Costume-Onmyoji has a startup of 4 frames. If used after a standing RG against a 5 frame normal, Mio’s DP will straight out win. Even from crouching RG, moves such as Ayu’s 5B->f5B that have a 7 frame startup will be cleanly beaten by Mio’s DP.

The Strengths and Weaknesses of Recoil Counter (RC)

In general, a move that is Recoil Guarded (RGed) may in turn RG the opponent’s move provided the execution of that move has not ended. As long as the game recognizes all the actions as one move, RG may be performed. This includes RGing before a hitbox is generated, during recovery, during dash-type moves, or during special attacks. This means that, despite their original weaknesses, moves such as DPs or moves with large recovery are actually safer to have been RGed. As such, higher level EFZ players may choose to forego RGing in favor of regular guarding to provide them some benefit.
As you cannot normal throw during RG’s recovery, command throws become extremely powerful.
Moves that have multiple parts (Minagi’s 5C, Ikumi’s jB, etc), or during attacks that overlap with Flicker Instant Charged (FICd) projectiles can have the first attack RGed, and any time during the second attack, RC may be performed. However, during moves such as Akane’s leap skills, Makoto’s Three Burst (j2CCC), or Mishio’s Running Flame (214A/B/C), once an additional input is pressed, the game recognizes this as a completely different move. As such, once the additional input is pressed, you lose the ability to RC.
Moves with multiple hits will continue to retain their ability to RC, even if only the first hit is RGed while the rest are normally blocked.
It seems that only moves that require an additional input to advance to another part of the move are affected. There are exceptions to this rule. Some moves lose the ability to RC during the latter part despite having input no additional moves (the latter part is considered a separate move on its own).
E.g.: During the landing recovery of Akane’s Stun Needle, or during the landing recovery of Nayuki’s (Awake) Somersault Spike (RC is doable while in the air), etc.
The first example can be considered deliberate, but the latter example is in opposition to other character’s DPs, and is rather unfortunate for Nayuki.
As an aside, if both an RC and a counter move are performed at the same time, the counter will take precedence. This is only a consideration for characters with both an FIC-able projectile and a counter (Sayuri and Misaki)...

Unthrowable States

For 6 frames after wakeup or blocking, your character will be unthrowable. Air blocks follow this same rule for air throws. This 6 frames lasts no matter what action the blocker or character on wakeup takes. After a hit, your character is considered throwable on the first frame after hitstun ends. Also, even if you air block a move, the moment you touch the ground your character is considered throwable.
By the way, every character becomes unthrowable during their throw startup.
The first 10 frames of jumps from the ground are invulnerable to throw-type hitbox behavior.


Character Speeds

Walk, dash, backdash, and airdash horizontal speed comparison chart in px/f, tracking x position with Cheat Engine. ※ indicates the starting speed of a decelerating dash (more info in chart below).

Character Speed
Akane (Walk) 2.1
Akane (Run) 4.95
Akane (Hop backdash) 6
Akane (Airdash) 6
Akiko (Walk) 2.4
Akiko (Hoverdash) 6
Akiko (Backdash) 9
Akiko (Airdash) 5.4
Ayu (Walk) 2.4
Ayu (Back Walk) 3.3
Ayu (Hoverdash) 5.4
Ayu (Hover backdash) 5.4
Ayu (Airdash) 5.4
Doppel (Walk) 2.7
Doppel (Run) 5.1
Doppel (Hop backdash) 4.8
Doppel (Airdash) 4.5
Ikumi (Walk) 2.4
Ikumi (Run) 7.5
Ikumi (Hop backdash) 5.7
Ikumi (Airdash) 3.9
Kanna (Walk) 2.4
Kanna (Hop dash) 6
Kanna (Hop backdash) 6
Kanna (Horizontal airdashes) 6
Kano (Walk) 1.8
Kano (Run) 4.5
Kano (Backdash) 8.94※
Kano (Airdash) 3.3
Kaori (Walk) 3.3
Kaori (Dash) 7.05※
Kaori (Hop backdash) 7.5
Kaori (44~66 Dash) 11.7※
Kaori (Airdash) 6
Makoto (Walk) 2.1
Makoto (Run) 6.6
Makoto (Backdash) 6.412※
Makoto (Airdash) 5.565※
Mai (Walk) 1.5
Mai (Hop dash) 7.5
Mai (Hop backdash) 6
Mai (Airdash) 3.9
Mayu (Walk) 2.7
Mayu (Hop dash) 7.5
Mayu (Hop backdash) 10.5※
Mayu (Airdash) 5.4
Minagi (Walk) 1.8
Minagi (Run) 4.8
Minagi (Hover backdash) 7.14※
Minagi (Airdash) 4.2
SR Mio (Walk) 2.1
LR Mio (Walk) 1.5
Mio (Run) 5.4
Mio (Hop backdash) 6
SR Mio (Airdash) 5.4
LR Mio (Airdash) 3.6
Misaki (Walk) 2.4
Misaki (Run) 6
Misaki (Backdash) 8.94※
Misaki (Airdash) 6
Mishio (Walk) 1.2
Mishio (Run) 3
Mishio (Hop backdash) 5.1
Mishio (Airdash) 3.9
Misuzu (Walk) 2.4
Misuzu (Hoverdash) 5.4
Misuzu (Hover backdash) 5.4
Misuzu (Airdash) 5.4
Mizuka (Walk) 3
Mizuka (Run) 4.5
Mizuka (Hop backdash) 5.4
Mizuka (Airdash) 5.4
Neyuki (Walk) 1.8※2
Neyuki (Hop dash) 4.2
Neyuki (Hop backdash) 6.9※
Neyuki (Airdash) 5.7
Nayuki (Walk) 2.55
Nayuki (Run) 6.6
Nayuki (Hop backdash) 7.5
Nayuki (Airdash) 3.9
Rumi (Walk) 2.1
Rumi (Run) 4.5
Rumi (Hop backdash) 4.8
Rumi (Airdash) 3.3
Sayuri (Walk) 2.1
Sayuri (Hoverdash) 4.5
Sayuri (Back hoverdash) 5.4
Sayuri (Airdash) 6
Shiori (Walk) 2.1
Shiori (Run) 4.5
Shiori (Hop backdash) 4.8
Shiori (Airdash) 3.9
UNKNOWN (Walk) 2.1
UNKNOWN (Run) 4.5
UNKNOWN (Hop backdash) 7.5
UNKNOWN (Airdash) 6

2 Walk speed at 0 jam. Speed increases by 0.06px/f per jam level.

Acceleration rates for all dashes it applies to (in px/f).

Character Initial Velocity Acceleration
Kano (Backdash) 8.94 -0.36
Kaori (Dash) 7.05 -0.45
Kaori (44~66) 11.7 -0.45
Makoto (Backdash) 6.412 -0.18
Makoto (Airdash) 5.565 -0.135
Mayu (Hop backdash) 10.5 -0.495
Minagi (Hover backdash) 7.14 -0.36
Misaki (Backdash) 8.94 -0.36
Neyuki (Hop backdash) 6.9 -0.18

Jump Startup Specifics

The jump preparation generally takes 3 frames. Jumps have 10F of grab invulnerability from frame 0.66 of jump startup.
Frame 1 to 2 is still considered on the ground. Frame 3 is considered airborne, but no action may be taken. From frame 4 onward, RG and normal moves may be used.
In uncommon cases, jump startup can be grabbed. Please refer to the subframes section.
Additionally, during Ayu’s jump startup, she gains invulnerability at her feet.
Sayuri cannot block or RG in the first 2 airbourne frames of her jump, meaning she can only block or RG from frame 6 onward.

Amount of Leeway in Using Jump to Escape

This is measured by having both players standing in neutral, and 1P Rumi pressing f5B.
I then measured how late each character could avoid the button by jumping (8) over it.
The below amounts are measured in 1/3f increments (e.g. 5 = 1.66f), and characters with higher amounts have more leeway.
Character Increments of 1/3F
Nagamori 13
Nanase 10
Akane 7
Misaki 6
Mayu 12
Mio 4
Ayu 5
Nayuki (asleep) 6
Makoto 10
Shiori 10
Mai 11
Sayuri 7
Misuzu 10
Kano 9
Minagi 11
Ikumi 16
Doppel 9
Unknown 13
Nayuki (awake) 13
Mishio 6
Kaori -1
Akiko 9
Kanna 5
Excluding Kanna, the average leeway was 8.86f.

Minimum Air Dash Height

Forward air dashes have a minimum height of 30 pixels[1].
Backward air dashes have no minimum height.

Time Before Being Able to Act During a Hover Dash

Name Forward
Ayu 13F 14F
Sayuri 12F
Nayuki (Asleep) 17F
Misuzu 13F 14F
Akiko 17F

Time Before Being Able to Attack During a Dash

From dash startup to the time you stop and are able to act. During movement, most characters are able to cancel their dash into a dash attack, special move, jump, or backdash. While it might appear that there is a difference in when characters can dash-up throw, the difference comes from each character’s dash startup (harder to see with slower characters).
Characters with hover dashes are listed later.
Name Dash
Nagamori 19
Nanase 20
Akane 20
Misaki 19
Mio 19
Mayu 20~32 Special step-dash
Distance travelled is affected by holding 4 or 6.
If a dash attack is input (after frame 4 of dash), landing recovery is extended by 10 frames.
Unknown 33 Special dash, invincible during part of dash. For more information, refer to the character pages.
Mai 10 Step-dash.
Before movement = 2 frames
Step movement = 8 frames
Landing recovery = 0 frames
Makoto 20
Shiori 19
Kano 19
Minagi 20
Kaori 23 Ducking-type, may cancel into attack. For more information, refer to the character pages.
Doppel Nanase 20
Ikumi 20
Mishio 19 If an attack is input after 20 frames into the dash, the acceleration of the attack is doubled.
Nayuki (Awake) 20

Time Before Being Able to Attack During an Air Dash

Name Time Unable to Act
Misaki, Shiori, Ikumi, Mishio 12F
Others 14F
Nayuki (Asleep) 18.66F
Misaki, Shiori, Ikumi, Mishio are able to act on frame 13 of their air dashes.
Nayuki (Asleep) is able act on frame 19.
All others are able to act on frame 15.
Unlike ground dashes, air dashes may not be cancelled into any other action during this time. The only exception is Mayu, who may double jump after an air dash.

Combo System

Juggle Gauge

Important note: The Juggle Gauge only begins depleting once the Guard Gauge value is 0. While the value is higher than 0, the Juggle Gauge will remain at the maximum Juggle Time value determined by the formula below.
The Juggle Gauge appears when a character is launched into the air (also known as Untechable Time). When there are 20 frames of hitstun remaining the Juggle Gauge turns yellow and when there are 10 frames of hitstun remaining it turns red. When the Juggle Gauge completely empties the opponent enters an invincible state, falls to the ground and is able to Airtech.
Juggle Time is calculated according to the following formula:
  • Juggle Time (in frames) = (Juggle Value/1.25)*Power/3
Juggle Value can be found in the Frame Data Viewer (alpha), under the "Juggle Timer" field.

Untech Time From a Wallbounce

(Wallbounce Move's Base Untech Time) x 2 = Untech Time
This also includes the time it takes to reach the wall, so any time spent in the air to reach the wall is reduced from the untech time after the wallbounce.

Damage Scaling

There are 3 factors that can affect your damage output:
  • Power: As you chain hits together in a combo, the power of subsequent attacks will be lowered by the proration of all previous attacks. As the combo gets longer, the proration accumulates, and the power decreases more and more. The current power factor is shown as part of the combo display.
  • Guts: As the opponent's life decreases, they will take less damage, to a minimum multiplier of 0.5. The exact formula is:
  • Guts Factor = 0.5 × (life / 10000) + 0.5
  • RF: As your RF meter increases, your damage will increase linearly, to a maximum multiplier of 1.1. The exact formula is:
  • RF Factor = 0.1 × RF meter percent + 1.0
  • Damage dealt = Base Damage × Opponent's Guts Factor × Player's RF Factor × (Player's Power / 100)


Most attacks cause 10f hitstop for both the attacker and defender, but certain moves inflict additional hitstop on the defender only (e.g. Mai c.5B or Rumi 5A). Attack level does not affect hitstop in any way. This applies on hit and on block.


RF Meter

This meter will slowly build over time as long as you are not in hitstun, a juggle state or a downed state.
The rate at which RF meter builds is as follows:
RF Value <500 RF Value >500
Neutral 0.9 per frame 0.3 per frame
RG/Blockstun 1.8 per frame 0.6 per frame
Downed/Hitstun 0 per frame 0 per frame
RF meter starts at 0 and builds according to the state of the character. At 500, Red IC becomes available and the speed at which RF meter builds slows down. Using any EX moves with Red IC in stock removes 500 value from the RF meter, and if IC is used the meter is depleted entirely. The maximum value for RF meter is 1000, at which point Blue IC becomes available. Any EX moves used with Blue IC in stock will remove 250 value from the RF meter, and if IC is used it is depleted entirely.
With this data, we can say that in neutral it takes 8.7 seconds for Red IC to build from no RF meter, and a further 26 seconds for Blue IC to build from the point where Red IC is available.
In total, it takes 34.7 seconds to build Blue IC in neutral.

Instant Charge

The character that performs the Instant Charge (IC) is actually able to act 1 frame faster.
FICs are treated the same as a super flash. See below for detailed information.

Super Flash Specifics

  • Both characters are invincible during the freeze.
  • Second player is slower to act by 0.3 frames.
  • A character that performs an IC during the super freeze is able to act 1 frame faster (during which they are invincible). However, this is usually a combination of both the freezes, and really doesn’t matter in the end.
  • This is also the reason for some moves being guaranteed using the super flash.

Wakeup Time

This timing is only counting from the time that the character hits the ground until they are able to act, and does not include other information such as fall speed, or lingering hitboxes. All characters, excluding Kano, stay on the ground for 33.3 frames. There are various types of wakeups, including ones that appear to be moving but are considered still invulnerable, ones that appear to be waking up but are able to act, etc.
Name Hitting the Ground ~ Downed State Waking Up Total (+33)
Nagamori 18 12 63
Makoto 17 15 65
Doppel Nanase 19 15 67
Minagi 19 15 67
Misuzu 16 18 67
Nanase 19 15 67
Akane 19 16 68
Ayu 15 20 68
Mishio 20 15 68
Nayuki (Asleep) 19 16 68
Nayuki (Awake) 19 16 68
Unknown 19 26 70
Ikumi 19 19 71
Kaori 19 19 71
Mai 16 22 71
Sayuri 19 19 71
Shiori 19 19 71
Misaki 19 20 72
Akiko 25 16 74
Mayu 19 26 78
Mio 18 35 86
Kano 19 26 ※88
Kanna 19 43 95
※Kano’s downed time is 10 frames longer than others.

During Air Techs

All characters have 15 frames of vulnerability during an air tech.
If you are hit during the first frame of teching, the hit is considered a part of the previous combo.

Character Heights (as of version 4.02)

Name Crouching Crouch Block Standing Stand Block
Nagamori 57 58 86~88 85
Nanase 56 56 86~88 88
Akane 56 54 85 83
Misaki 56 55 92 82
Mio 50 48 77~80 70
Mayu 45 47 54~59 57
Unknown 56 55 70 70~73
Ayu 54 51 72~86 68
Mai 52 55 93 87
Makoto 55 57 72 68~70
Shiori 56 55 86 82
Nayuki (Asleep) 51 40 84~90 79
Sayuri 56 55 88 87
Misuzu 57 56 87 86
Kano 52 51 84 83
Minagi 56 55 92 82
Kaori 56 55 90 89
Doppel Nanase 56 56 76 88
Ikumi 47 47 87 86
Mishio 56 55 80 82
Nayuki (Awake) 59 58 90 89
Akiko 59 58 96 95
Kanna 59 62 92 82
The above values are only on the Y-axis.
Ayu and Nayuki (Asleep) will dance around during neutral standing, so their heights vary greatly.
Height Comparison Sheets:
Crouch Block
Stand Block


Health is the same for every character, and is a total of 10000 points. Guts applies, and is stronger the lower your character’s health is, for a maximum of 50% damage reduction. The RF gauge has a very slight effect on attack power, and will result in 110% damage at max RF gauge.
Using the attack’s base power, the above guts percentage, and the additional RF gauge attack power, you can determine how much damage a move will do.

Button Priority

Note: this section is currently considered outdated and might be deleted, check out Input Interpreter below instead.
EFZ prioritizes buttons in the order of [S > C > B > A].
This property persists no matter the combination or the number of buttons pressed.
This allows for easier execution of longer commands or moves with very small cancel windows.
Example: Ayu -- 236 + C&S → + 236A/B/C
The S button is prioritized, so no special move is performed. As there is no normal move associated with S, standing C is performed.
Once the next 236A/B/C is input, Shining Finger will be performed.

After the Recovery of an Action, 1 Frame of Special Recovery Exists

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. This includes recovering from being hit or blocking a move, so the player on defense is at a disadvantage in these situations. Whether or not two moves combo may be a result of this slight shift of frames.
Makoto or Mio 66B (both +4f on hit) linked into 2A (4 frame startup) will not combo because of the extra 1 frame of recovery, but Nagamori or Sayuri’s 5C (10 frame startup) will chain from their 5A/2A (hitstop of 10 frames), since chains do not have this extra recovery.

Concerning the Buffer Window for Specials

Note: this section is currently considered outdated, contains errors and might be deleted in the future, check out Input Interpreter below instead.
Buffer windows for certain moves are listed below.
Obviously, the first input is considered frame 1, but note that the window for the buffer does not begin until the second input is pressed.
You can use the 6 directional input used in 41236 moves to shorten the time needed for follow up moves.
Command Buffer Window (frames) Notes
236 15
214 15
623 15
412 15
41236 20
63214 20
22 (Including IC) 15 Reverse Air Raid and Safety Wall are 10 frames
236236 30
214214 30
2363214 30
2141236 30
641236 25
463214 25
4123641236 45
6321463214 45
222 20 High-End Crash
236236236 35 Sword of Friendship
23693 35 I'm Not Alone
2]5[63 20 Meat Bun
C236236 30 Super Electric Shadow Bullet
236236BC 30 Perfectly Freezing Tornado Strike
666S 30 Silent Pose
Ordered-button types (BA6BC etc) 45 Directional keys may be pressed at the same time as buttons.

Input Interpreter

Note: You should familiarize yourself with Controls before reading this section.
Note 2: This section is under construction right now, there might be errors.


Generally speaking, the input interpreter of EFZ is very lenient. Any "garbage" between directions is ignored, and many moves have shortcuts to make inputting them easier, especially on a keyboard. For example, moves written as 41236 are strictly speaking read as just 413, except for Minagi, who has a 4136 instead. However, since misinputs are ignored, inputting the 2 and 6 will not cause the move to fail either, they're simply ignored by the game.
Most of the tricks described here are mere curiosities. Don't worry if you find it difficult to incorporate them in your play.
The following table contains the common buffered inputs used in the game with their strict versions the interpreter actually looks for. It's important to note that the neutral direction (5) can be part of an input, for example, if you perform Makoto's 6B overhead and wish to IC it, you have to first return to neutral direction before inputting the 22C, instead of rolling 632 2 C.
Notation Strict Buffer Window (frames) Notes
236 236 15
214 214 15
623 623 20
421 421 15
412 412 15
41236 413 20 Minagi has a 4136 instead with a 23f buffer
44 / 66 5454 / 5656 15
22 5252 30 Applies to IC for everyone, and other 22 inputs except Misaki/Kano (15f)
236236 236236 30
214214 214214 30
214236 21436 30 Minagi's buffer is 27f. Sayuri and Mayu can press the attack button on the same frame as the final 6, everyone else must wait at least 1 frame.
641236 6413 25
463214 4631 25
4123641236 41364136 45
6321463214 63146314 45
FM inputs are often special, and there's too many to list them here. It's worth noting that some of them require the neutral direction input in the same way as 22 does.

Move hierarchy

When determining which move will come out when pressing an attack button, the game splits moves into three main classes (super, special and normal) which are then split into different priority levels. When the button is pressed, the game will first try to find a super in the input buffer. If there are multiple matches, the one with the highest priority will be chosen. If the input is considered valid but doesn't have a move associated with it (a common occurrence with the S button, more on this later), or the player doesn't have enough super meter to perform the move, or no super at all could be matched, the game will move to the next class. The same process will then be repeated for specials, and if no special move can be performed, the game then looks at the last button that was pressed and tries to perform a matching normal move.
The priority orders for common inputs:
  • 4123641236 > 2141236 > 63214643214 = 641236 = 463214 > 214214 > 236236
  • 41236 > 421 > 623 > 236 > 412 > 214 > 22(*)
  • 1 = 3 > 6 > 2(**) > 4 > 5
(*) This also applies to ICs. Usually this doesn't have many implications, but there are some specials that have long input windows and fast startups, where the move's own input can prevent you from performing IC. For example, Minagi's 41236 has a long buffer window but the last possible FIC point is fairly early into the move, so you have to delay the final button press to be able to FIC it (minimum 12 frames from the beginning of the input for the C version).
(**) 2* normals can be input in different ways, and it can interfere with 4. See both Buffering and button persistence and Command normals for details.
FM inputs can often break these rules, they range from very high priority to below even specials (for example, Makoto's 263S is below 214).

Button priority

Usually the interpreter matches attack buttons in the order they are pressed. An exception is made when when multiple attack buttons are pressed on the same frame. At that time the interpreter will prioritize the heaviest button first for supers and specials (S > C > B > A), and the lightest button first for normals (A > B > C > S).

Buffering and button persistence

When matching special and super inputs, there is no input buffer clearing at all. The interpreter doesn't care when the move was inputted or whether or not the attack button press has already triggered a move. This makes it possible to easily buffer specials and supers before landing (if that move doesn't have an aerial version), making you first perform an air normal, land canceling it and immediately starting the special. This can have some side effects however. For example, one input can make you perform the move twice if your first move was interrupted and you then recover before the input has fallen out of the buffer. It's even possible for a move to be faster than its input buffer length, so if you input it too fast it will be performed twice in a row. An example of this is Rumi's 41236 throw when she has no shinai; when you input the move too fast and whiff the throw, Rumi will immediately try to throw again, which will make it quite easy for the opponent to punish you. To avoid this, you can immediately input a 41236S to avoid the 2nd throw from coming out - see below for why this works.
With normals, things are a bit different. Normals can usually only be buffered when a move allows you to cancel into a normal, otherwise they only come out on the frame they were pressed on, or ignored when that's impossible. The exception is RG, where you can cancel the block into a move, but cannot prebuffer a normal, which makes timing them from an RG usually quite challenging. A button press can only ever produce one normal move. When buffering normals, the interpreter works in reverse order compared to specials; only the button that was pressed last will count. For example, if you did a 5B and buffered a 5C, you can "clear" that by pressing 5A (or 5S, which most characters don't have) if you haven't yet reached the cancel window of 5B.

Command normals

When inputting command normals, the direction you press is read when the move you're performing would start, while for standing/crouching normals, the direction is read at the time of buffering - except if you first input a standing normal, you can change it into a "command" crouching version instead. If you input a crouching normal in the usual way, you can cancel it into command normals as well. Diagonal command normals are also special in that they can be input as either pure diagonals or crouching normal -> left/right. Some examples to clarify:
  • 5A 2B will produce a 5A 2B as expected, even if you let go of 2 before the move starts.
  • 5AB 2 will also produce 5A 2B if 2 is held when 5A cancel window starts, but 5A 5B if you let go of 2 before that.
  • 5AB 6 is similar, produces a 5A 6B if that exists, otherwise 5A 5B.
  • 5A 2C 6 is tricky. If you have a 3C (Kano), you'll get 5A 3C despite having a 6C as well. For any other character who has a 6C, this'll be 5A 6C, and everyone else gets 5A 2C.
  • 5A 2B 4 is similar. If you have 1B (Mayu), you get 5A 1B. However, for everyone else, even if you have 4B (Mio LR), this is a 5A 2B as per the priority order list.
  • 5AB 2 4 because the direction is read when the move actually comes out, this'll be a 5A 4B for Mio (if 4 is still held), and 5A 5B for everyone else.
Note that if you prebuffer a normal and the standard moves aren't chainable, but a command normal is, pressing that command direction at any time during the cancel window of the first normal will produce the command normal instantly. For example, if you're playing Makoto and accidentally press 5B again after f5B, then if at any time during the cancel window of f5B you press 6, Makoto will instantly perform her overhead.

Different move versions

The game always considers all 4 buttons to be valid for a specific input. For example, if your character has a 236 move, the inputs 236A/B/C/S will all be considered valid, even if there's no S version of the move. This can be used to shortcut out of a move class to block or delay an unwanted special input, as the game will keep trying to use the higher priority input each frame until it finally falls out of the buffer.
  • Ayu has a fairly tight timing to link her Shining Finger super (236236) from 5C in a combo like 5AABC 236236A. It's easy to either misinput 5C 236236A as 236C, or miss the cancel window for 5C and drop the combo. However, she can use the fact that she has no 236S move to her advantage, as the game will still register that input, notice that there's no move associated with it and shortcut to normal moves. After the 2nd 236 the game will still recognize the full 236236 input and output the super. The full combo could then be input as 5AAB 236S C 236A.
  • Makoto can combo her 5C into 214214 supers, but usually not the followup shots (5CCC) because they come out too fast to input the super in time. If you buffer 214214 before the last shot, the super will come out directly and the combo will drop. To avoid this, she can use the higher priority of 641236S to block out 214214 for some time so it'll only come out after the last shot hits. An example combo input could be like this: 5ABC 641236S C 214214B C (this would be insanely difficult to do in a real match, but probably the easiest way to combo from the last shot).


EFZ visually runs at 64 frames per second, while internally the game logic runs at 192 frames per second. This means that for every game frame shown, there are also 2 extra frames that are never seen, these hidden frames are called subframes. A demonstration of how subframes work can be found here.
Below are some prominent examples of subframes affecting gameplay.

On Superflashes

A superflash is most commonly seen from Instant Charge and super moves, where the background turns black and both players are unable to act for a period of time. Player 1's superflash properties activates 0.3F after the super of Instant Charge input is registered by the Input Interpreter, and a further 0.3F later for Player 2. This essentially adds 0.3F startup for Player 1 and 0.6F startup to Player 2 for all supers and Instant Charges. As the total duration of the superflash properties is the same for both players, Player 2 will recover from these properties 0.3F later than Player 1.

On Zero Frame Duration Animation Frames

Some moves have subframe startups. EFZ shaves off the first animation frame in the frame table, which under normal circumstances isn't an issue as most moves have a first animation frame of at least 2F in duration, which then becomes 1F when played in game. However, any move that starts with a 1F duration animation frame subsequently becomes a 0F animation frame, which EFZ has no way of skipping. The game logic can only play this animation frame for the shortest time possible, 0.3F. Therefore, any move that has their first animation frame last for 1F ends up having 0.3F added to that move's startup.

On Jump Startup

Frame 0.3 is grab vulnerable. This means that any grab affected by subframes will be able to grab you on this particular subframe of jump startup.

On Rumi's Rapture Full Swing and Big Bang Hitting Method

Rumi's homerun followup to her command grab has a total of 5 frames it can hit the opponent on, each varying in how much damage they do. This damage also changes at the subframe level, making the full damage increments a total of 15. You can read about each subframe's damage values and how to hit these subframes on Rumi's page.


  1. Measured at the base game resolution of 320x240.

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