Eternal Fighter Zero/Doppel Nanase

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Doppel Nanase

Introduction

Doppel Nanase (ドッペル七瀬) is a high damage grappler – the only one in the game. She is also the only character with techable throws. Her command throw has three stages; at each stage, she can choose either A or B, and if the opponent guesses the correct button, they will tech out of her throw taking no damage for that stage. On the other hand, if she lands all three stages, she deals massive damage. She may also choose to do no follow-up for a little bit of guaranteed damage. She is essentially Rumi without a sword with some buffed normals and access to different specials.

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.

Normal Moves

The notation for the movelists can be found under Controls.

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


Standing

5A
5A
Doppel5a.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
220 Ground 4 4 5 +1 -1 -

Doppel does a quick horizontal jab with her left hand.

5A
5B
Doppelc5b.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
500 Ground 6 7 8 +1 -1 -

Doppel does an uppercut.

f5B
f5B
Doppelf5b.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
500 Ground 6 5 10 +1 -1 -

Doppel does a punch with her right hand.

5C
5C
Doppel5c.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
650 Ground 13 5 18 +0 -2 -

Doppel headbutts the opponent.

6C
Maiden Straight
6C
Doppel6c.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
700 Ground 16 10 24 - -13 -

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 Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
200 Low 4 4 5 +1 +0 -

Doppel throws a short straight punch from her crouching position.

2B
2B
Doppel2b.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
450 Low 9 2 16 -2 -4 -

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 Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
250+450 Ground 10 2+2 20 -1~+1 -3~-1 -

Doppel does a multi hitting uppercut.

Jumping

j5A
j5A
Doppelj5a.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
220 High/Air 6 10 5 - - -

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 Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
480 High/Air 9 10 9 - - -

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

j5C
j5C
Doppelj5c.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
600 High/Air 10 15 11 - - -

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 Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
220 Ground 8 4 6 +0 -1 -

Identical to 5A except it travels.

66B
66B
Doppel66b.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
545 (2~3F=500) Ground 8 3 10 +3 +1 -

Doppel performs an over the head downward punch.

66C
66C
Doppel66c.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
700 Ground 10 5 18 +1 -1 -

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

662A
662A
Doppel662a.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
220 Low 4 4 5 +1 +0 -

Identical to 2A except it travels.

662B
662B
Doppel662b.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
450 Low 9 2 16 -2 -4 -

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 Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
450 Ground 7 2 26 - -7 -

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 Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
1200 Grab 5 1 20 - - -
Close j6C
Air Grab
Close j6C
EFZ Doppel AirGrab.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
1400 Grab 2 - - - - -

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
Doppel623b.png
623B
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A 250x3 Any 16 36 33 - -20 -

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 15 60 33 - -44 -

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

C 100x15 Any 10 58 33 - - -

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

623*
Maiden Fire
214*
Doppel214a.png
214A
Doppel214c.png
214C
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A 650 Any 21 8 25 - -12 -

Doppel pours spicy kimchi into her mouth and uses this to breath fire.

B 250x3 Any 36 24 13 - +2 -

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

C 500x4 Any 24 32 26 - -12 -

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

214*
Maiden Capture
41236*
Doppel41236a.png
41236A
Doppel41236b.png
41236B
Doppel41236c.png
41236C
Doppel41236--214a.png
41236*~214A
Doppel41236--214b.png
41236*~214B
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A 1000 Grab 20 2 34 - - -

Grabs grounded opponents.

B 1000 Any 13 2 43 - - -

Grabs an aerial opponent. You will be using this version this most. Almost all corner combos end with this.

C 1000 - 6 1 35 - - -

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

214A Followup 1500 - 16 1 13 - - -

This is the high damage followup to 41236*. This followup and all the super followups can be teched. If the followup uses A, you tech with the C button. If it uses B, you tech with button B. The following is the possible super followup chains.

  • 214A (Relentless Granite-Breaking Barrage)
    • 214214A (Maiden Finger)
    • 214214B (Falling Maiden)
  • 214B (Exploding Inner-Soul Fist)
    • 214214A (Human Floor-Burning Polisher)
    • 214214B (Maiden Volcannon)
214B Followup 0 - - - - - - -

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

Eternity Specials

236236*
Maiden Finger
236236*
Doppel236236a.png
Doppel236236c.png
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A 2300 Ground 16 - - - - -

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

B 3300 Ground 16 - - - - -

Same as the A version, except higher damage. Fully invincible.

C 4900 Ground 16 - - - - -

Same as the B version, except higher damage.

214214*
Maiden Volcannon
214214*
Doppel214214.png
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A - - - - - - - -

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 - - - - - - - -

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

C - - - - - - - -

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

Final Memory

AA6BC
Maiden Enlightenment
DoppelFM.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
- - - - - - - -

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 super bar level 3. Maiden Enlightenment makes Doppel much more dangerous than normal. While enlightened, Doppel's movement and attack speed increases, and she regenerates SP extremely fast (about 1 SP bar every 5 seconds).

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 writers, so notation may differ slightly from this notation.

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]xN Loop the inputs in the square brackets as many times as N
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.
.. 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
  • 2AA c5B 5C 6C 41236B (Replay 1-1)

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 (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.

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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