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)

Movement

On The Ground

  • 6 - Walk towards the opponent.
  • 4 - Walk away from the opponent. Also the input for blocking.
  • 66 - Forward Dash - A fast movement towards the opponent that may or may not allow attacks to be done during it. The nature of the movement depends on the character. They may take the form of a holdable run, a fixed-length step/hop, or a pseudo-jump (hoverdash).
  • 44 - Back Dash - Similar to a forward dash, but in the opposite direction. Again, their characteristics vary from character to character.

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

Combo Notation

Disclaimer: Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below.
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.


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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
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