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Eternal Fighter Zero/HUD & Menus
- Displays the number of Frames Per Second the game is currently running at. The normal value is 64.
Life Gauge (ライフゲージ) [B]
- Displays the amount of remaining life for the players 1 and 2 respectively. With default settings, both players start out each round with 10,000 life. Once a player's life gauge is empty, they are "down" and the opponent's win count will be incremented by 1. Chip damage can bring one's life to "zero vital", but chip damage will not defeat the player. Only a direct hit will cause a player to lose the round.
Win Count (勝利カウント) [C]
- Displays the number of rounds won. Once a player's win count reaches the maximum number required, that player wins the match.
RF Gauge (RFゲージ) or RF Meter [D]
- Used to power Instant Charge and Reinforce Attacks. It has three distinct stages which it cycles through:
- Dark blue: Represents 0% to 50% RF meter. The meter fills slowly over time, but fills up twice as fast while blocking the opponent's attacks, and stops filling momentarily while in hit stun or in a knockdown state. Left alone, it takes about 10 seconds to completely fill and move to the red stage.
- Red: Represents 50% to 100% RF meter. It behaves just like the dark blue state, but fills at a slower rate. Left alone, it takes about 25 seconds to completely fill and move to the light blue stage.
- Light blue: Represents 100% down to 0% RF meter. The meter no longer fills up with time, and taking damage will drain it slightly. The longer you stay in hit stun, the more RF meter is drained. Once the meter empties, it loops back to the dark blue stage.
SP Gauge (SPゲージ) or Super Meter [E]
- Displays the character's SP. The number beside the gauge and the color of the gauge represent the number of SP Levels currently available to the player. SP is gained by attacking or being attacked by the opponent, and is consumed by performing advanced moves, called Eterny Specials. Therefore, you will not be able to perform those moves if you do not have sufficient SP. Also, the maximum SP Level is 3.
Untechable Time (受身不能時間) or Stun Timer or Juggle Meter [F]
- Typically when the opponent is launched into the air, this coloured bar appears below them. This quickly-decreasing bar dictates how long the opponent can be juggled without being able to do anything about it. Every hit on the opponent will extend the timer for a certain amount. Once the bar depletes the opponent will be safe from any further attacks, and the opponent can then choose to either fall safely to the ground in a knockdown state, or perform an air recovery to regain control quicker. However, there are certain moves which do not display a stun gauge and still allow the opponent to be juggled.
- The initial value of the opponent's stun timer depends on the value of the opponent's guard meter. The guard meter appears as a light blue bar that appears below the opponent while they are in a state of block stun. It increases in value for every attack the opponent blocks in quick succession and will slowly empty when the opponent is not in blockstun. The higher the guard meter, the longer the stun time once launched. It discourages overly defensive play, since the increased timer can lead to longer and more damaging combos than what would normally be possible.
Hit counter, net damage, proration [G]
- These 3 readouts don't appear unless you hit the opponent more than one time without letting them return to neutral stance, go into a downed state, or tech.
- The Hit Counter counts how many times you hit the opponent without letting them tech, go into a downed state, or return to a neutral position. This is also known as a combo/juggle counter.
- the Net Damage readout tells you how much total damage you have done to the opponent for the duration of a combo/juggle.
- Proration/ Attack Power readout tells you the percentage of damage the last attack that hit did compared to it's normal damage output. once a combo/juggle ends proration is set back to 100% (normal damage)
- for example, a move that hits for 400 damage normally with 75% proration will hit for 300 (25% less than normal), a move with 150% proration will hit for 600 (50% more than normal). Most moves will prorate damage in a combo by a set percentage, causing all moves after it to do less damage. Each hit in a combo will lower the proration further and further. one of the ways to increase proration (increase the current percentage) is to use a light-blue IC, which will boost the proration by 50%.
- Some characters have a special display added to the HUD when used. these will appear either above the special meter or under the health bar, on the corresponding character's side of the screen. this can be seen as Mio's current range mode, nayukia's jam, or a slave-character's usage bar.
The following choices are available to you from the title screen:
- Arcade — Play 7 matches against random opponents, ending with a final match against either Kanna or UNKNOWN.
- VS CPU — Play a match against a CPU opponent of your choosing.
- VS Human — Play a match against a human opponent. On EFZ Revival, this is the option to choose if you want extra training mode settings.
- Practice — Train against a practice dummy of your choosing. On EFZ Revival, does not include the extra training mode options. Please use VS Human for this.
- Replay — Watch or record your own matches.
- Options — Goes to the Options Screen to adjust the game's settings.
- Exit — Exits the game.
The following choices are available after you select a replay slot.
- Watch Replay - Plays back the replay you selected in the previous menu.
- Record Replay - Allows you to record a replay.
- Exit - Returns back to the replay list.
The following choices are available to you in the option screen:
- FPS — Choose between "30" or "60" frames per second.
- Damage — Choose between "50%", "100%", and "200%" damage levels.
- Visual Effects — Choose between "Plain" or "Normal". Plain removes some of the extraneous hit-effects and particle explosions.
- CPU — Set the CPU difficulty level, from 1 (easiest) to 4 (hardest)
- Win Count — Set the number of rounds needed to win a match, from 1 to 3.
- Loading Screens — Browse through all the loading screen artwork used in the game.
- Character Stats — Browse through a few statistics for each character:
- Number of matches played
- Number of matches won
- Number of matches lost
- Most damage in a single combo
- Most hits in a single combo
Special Function Keys
|F4||VS/Practice||Sets the automatic regeneration point of your RF meter.|
|F5||VS/Practice||Changes game behaviour between the options:
|F6||Practice||Changes the practice dummy's stance between ducking, jumping, and standing.|
|F6||Replay||Restart the recording of your replay.|
|F7||Practice||Toggles the practice dummy's blocking on/off.
Note: The standing dummy will not block low attacks and the crouching dummy will not block overheads.
|F8||All Modes||Pause the game.|
|Esc||All Modes||End the match prematurely.|