Eternal Fighter Zero/UNKNOWN

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UNKNOWN is a character that can dominate matches with her dream pairing of perfect flight and suffocating oki setups. Pressing S at just about any time grants her absolute 8-way control over her movement at the expense of draining the RF gauge. Her flight is an incredibly versatile tool that lets her dance around the screen in neutral, apply pressure in unique ways, make her normals safe on block, and most importantly threaten 5-way mixups off of a knockdown. Further reinforcing her screen presence are teleports, multihit projectiles, and her excellent Great Migration super which can also enforce consecutive flight mixups on oki while trivializing most invincible reversals. Her main shortcoming is her lack of a fast reversal.

UNKNOWN is a character from ONE, a visual novel produced by Tactics in 1998. Her resemblence to a younger Mizuka is positively uncanny. During ONE, she gets to meet Kouhei again in the world of eternity...

UNKNOWN was the final boss of the arcade mode in EFZ's original release. In EFZ version 1.20, she was able to be selected by pressing S on Mizuka, but her playable form was heavily changed from her boss version. Blue Sky Edition (EFZ 2.0) demoted her to an alternate boss (only showing up if the player lost a match), with Kanna taking her place. Bad Moon Edition would introduce a dedicated slot for UNKNOWN on the character select screen, so she was no longer a hidden EX character. Unlike Kanna, UNKNOWN is legal in competitive play.

She is also known as "Mirror Mizuka", "EX Mizuka", and "Unko".

Stage: World of Eternity (永遠の世界)

BGM: Eternity (永遠)

Character-Specific Notes

  • UNKNOWN is able to fly with her j5S at the cost of RF gauge. Normals can be cancelled into entering flight, but not into stopping flight.
  • UNKNOWN has a smaller hurtbox and can make some combos harder if not impossible when performed on her.
  • Unlike other characters, UNKNOWN's jump has zero grab invincibility.
  • UNKNOWN has no moves which can counterhit nor does she have any which can be counterhit.

Normal Moves

Frame Data Help
The notation for the move lists can be found under Controls.
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field.
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property.
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...).
Frame data with decimal values .33 or .66 relate to subframes.
Version Used for moves with multiple special attacks on one motion.
Damage The base damage value that the specific hit will do. See damage scaling for more information.
Guard Indicates how the move must be blocked, if it can be blocked at all.

Low: Crouch Block
High: Stand Block
Ground: Air Unblockable, may be blocked either Crouching or Standing
Any: Air, crouch, and stand block
Grab: Cannot be blocked, grab type hitbox that targets the collision box
Unblockable: Cannot be blocked, unblockable hitbox that targets hurtboxes

Property Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).

I: Full Invincibility
TI: Throw Invincibility
SI: Strike Invincibility
HI: Upper Body/High Invincibility
LI: Low Invincibility/Low Crush
A: Armour
G: Guard Point

Startup Indicates where the move's first active hitbox is.
Active Total frames the hitbox is active for.
Recovery Total frames until the character can block.
Note: 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.
Adv Hit Frame advantage on hit.
Adv Block Frame advantage on block.
Cancel Possible cancel options.

N: Normals
Sp: Specials
Su: Supers
J: Jump cancel possible on hit, block and RG
JH: Jump cancel possible on hit only
AD: Air Dash
IC: Instant Charge after hit (22C)
FIC: Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff)
R: Repeatable, always A normals. Will cancel into other A normals.
f5B/2B: Usually c5B cancel option
SB: S button cancelling, character specific. Examples: stance, summon or flight cancels.
Rekka: A special move with multiple parts that require additional inputs.
: Special rules, see description for details (look for the ※)


EFZ Unko 66.gif
Raven's great Grandmother
Raven's great Grandmother
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
- - I: 19 - 48 - - - - - N SP

Unlike most characters, UNKNOWN has a raven-style invulnerable dash. UNKNOWN loses her collision after frame 10 and loses her hurtbox 19 frames in, allowing her to invuln through moves and easily cross-up. UNKNOWN also becomes invisible during her dash, leaving only her shadow, which can be hard to see on some stages.

  • Dashes in a fixed distance and sometimes makes it hard for UNKNOWN to adjust distance between the opponent, still goes into dash normals like any other dash.
  • UNKNOWN can carry her invuln into normals and specials by cancelling her dash into them, she instantly regains her collision but stays invincible for 4 frames.
  • UNKNOWN cannot jump cancel her dash despite it being a "run" type dash, instead she uses 662C to "command hop".
EFZ Unko 5A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
180 Ground 4 / 4.33 4 / 3.66 9 +1 0 N SP J IC R SB
  • UNKNOWN throws a thin, linear wisp in front of her.
  • The hitbox is slightly shorter than the wisp would have you believe. This move will lead into her BnB, so be prepared to use it a lot at close range.
EFZ Unko 5B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
420 Ground 7 4 15 +1 -1 N SP J IC f5B SB
  • UNKNOWN produces a ghostly white orb and throws it at the opponent with both hands for a close-range uppercut.
  • Mostly used as part of her BnB.
EFZ Unko f5B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
440 Ground 8 4 15 +1 -1 N SP IC SB
  • UNKNOWN sweeps her arm across her body, throwing out a large horizontal wisp.
  • Much longer range than her 5A wisp. Good for catching a charging opponent without letting them get too close.
EFZ Unko 5C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
610 Ground 10 4 23 0 -2 N SP JH IC SB
  • UNKNOWN produces a giant squeaky hammer and slams it down.
  • This is naturally the final part of her basic combo, however, this move's range is a lot shorter than it appears, meaning that the third hit of the combo may miss if the opponent is not being comboed at point blank range. Will knock down an airborne opponent, and is a staple in her optimized BIC combos.


EFZ Unko 2A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 Low 4 4 9 +1 0 N SP J IC R SB
  • UNKNOWN leans back and throws a thin wisp at the opponent's ankles.
  • Basically used the same way as the standing version, with the obvious exception that this hits low. Quite good as a quick combo starter, since it's fast enough that the opponent won't be able to block it on reaction most of the time.
EFZ Unko 2B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
410 Low 7 10 15 +1 -1 N SP J IC f5B SB
  • UNKNOWN throws a large horizontal wisp at the opponent's feet.
  • Same principle as the far 5B. Don't be fooled by the size of the wisp. The hitbox reaches only to the edge closest to UNKNOWN's body.
EFZ Unko 2C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
620 Low 8 12 23 / -9 SP JH IC SB
  • UNKNOWN slides across the ground feet first for a whole body tackle.
  • This move is great. It hits pretty hard for an UNKNOWN move, covers a lot of range, is pretty fast and knocks the opponent down in front of you. It's much safer to use this as a combo finisher instead of her 5C, and it has the added advantage of hitting low. It's unsafe on block though, so don't abuse it outside of a combo, but sparing use of this move on its own can catch the opponent off guard thanks to its range and speed. A good way to stop a charging, headstrong opponent in their tracks. This attack is special and flight cancellable. While you can try to trick out an opponent with a late cancelled 623B, for example, it is more reliable to flight cancel this move on block. Even with flight cancel, it is not always safe if the opponent RGs the 2C.


EFZ Unko j5A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 High 6 4 11 / / N SP J AD IC R SB
  • A jumping variant of the thin wisp. This attack has more range than the ground and standing versions, and the hitbox extends below her a little.
  • Natural combo starter in the air, good for keeping people out of your face too.
EFZ Unko j5B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
430 High 10 5 19 / / N SP J AD IC SB
  • UNKNOWN creates a dash of blue fire and throws it downwards a short distance.
  • A good aerial move. This sends the opponent downwards at a slight angle. Canceling this move into an air dash is important to continue her combos. It hits slightly below her as well, making it a safe move to use when coming down from the air.
EFZ Unko j5C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 x 3 High 14 2 x 3 32 / / SP J AD IC SB
  • UNKNOWN creates a large white orb beneath her, hitting up to 3 times.
  • A fantastic jumping attack. This moves hitbox is huge and extends below her with great priority. It deals rather good damage and can be used as a crossup or a way to safely attack from the air.
Fly Away!

EFZ Unko j6C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 Any 10 15 24 / / SP J AD IC SB
  • Similar to jC, but this will cause her to create the orb in front of her instead, hitting once. Unlike jC, this move will cause the opponent to fly across the screen to the other corner.
  • As with the jC, this is quite a useful move. It has a lot of range and priority.


EFZ Unko 66A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
250 Ground 4 4 6 +1 0 SP IC SB
  • A dashing version of 5A.
  • Limited usage, generally only used if you want to close some distance between you and the opponent but do not want to walk or commit to a full dash.
EFZ Unko 66B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
440 Ground 7 4 12 / -1 SP JH IC SB
  • A running version of her close 5B.
  • Combined with UNKNOWN's invincible running frames, this attack is a great launcher and sets up perfectly for her aerial combos. The hitbox is large and strikes about half a body length above her, meaning it can function as a good anti-air if used carefully. It's quite fast for a launching move, too.
EFZ Unko 66C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 Ground 11 3 15 +6 +4 SP IC SB
  • A running version of her 5C.
  • Being a running attack, it has more range than her standing 5C. It is +4 on block and allows you to link into her A attacks on hit and confirm into a full ground string.
  • Slams airborne opponents and puts them in OTG State, allowing this move to loop into itself.
EFZ Unko 662A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 Low 4 4 6 +1 0 SP IC SB
  • A running version of 2A.
  • Most opponents will expect her to attempt a 66B from her dash, so using this move occasionally will catch them off guard and open up for a low combo.
EFZ Unko 662B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
410 Low 7 10 6 +1 -1 SP JH IC SB
  • A running version of her 2B
  • It can combo into some of her other specials. Can catch the opponent off guard if they were expecting a 66B launch, as it hits low. If it hits, Unknown can IC and combo into 66B.
EFZ Unko 662C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
/ / / / 17 / / N SP J AD FIC SB
  • UNKNOWN does a small running hop towards the opponent. Not an attack.
  • This is a really great way to attack while close to the ground. It elevates her just enough so that her air specials and attacks can be used quickly at the perfect height for harassing a grounded opponent. It also provides a perfect opportunity for her to use her 'Solar' moves.


Ground Grab
Ground Grab
Close 6C/4C
EFZ Unko GroundGrab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
0 + 800 Grab 5.33 0.66 28 / / None

UNKNOWN summons a group of plush toys that grab the opponent and carry them to the other side of the stage for a wallbounce.

  • This is one of the best throws in the game, as it is one of the only ones that can be meterlessly comboed from.
  • Normally throws the opponent behind UNKNOWN, but if she is too close to the corner they will be thrown forward instead.
  • Has much more range than other grabs, but the proximity is bugged to where UNKNOWN can initiate it at ranges where it will whiff.
  • The vertical proximity is also bugged, so UNKNOWN can initiate this grab if the opponent is in the air. At any height. For some reason.
  • UNKNOWN does not get any strike nor throw invincibility during this grab, so it can trade.
Air Grab
Air Grab
Close j6C
EFZ Unko AirGrab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1000 Grab 2 1 / / / None
  • UNKNOWN grabs the opponent and casually tosses them aside.
  • This airthrow will take your opponent out of the corner, but you can use teleport to close the distance and get some oki. Not the most rewarding airthrow, and not the most available either, since UNKNOWN can't jump out of her dash.

Special Moves



EFZ Unko Flight.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
/ / 0.33 / 10/17※ (fly) 0.33 (unfly) / / N SP AD SB
  • UNKNOWN's special ability. She levitates off the ground and can fly in any direction in the air while being free to act. Drains RF gauge while in use. Pressing jS while in flight will exit it and cause UNKNOWN to fall normally. After leaving flight, UNKNOWN cannot re-enter flight until she has touched the ground again. UNKNOWN can do a partial airdash without being kicked out of flight after, and can airdash an unlimited amount of times until it ends. Doing a full airdash will end flight, however.
  • This ability is extremely useful and the lynchpin of her strength. Flight cancelling can be used to make most blockstrings safe and continue pressure. It allows her to completely control her drop path by inputting a direction with a second jS input, creating extremely difficult to see okizeme. An UNKNOWN that has mastered this ability can be extremely oppressive, while an UNKNOWN who misuses it will constantly need RF gauge and will struggle to capitalize off their openings.
  • The RF meter will continuously drain while flying. If UNKNOWN is hit before she is able to cancel her flight, her RF gauge will continue to drain during hitstun, letting the opponent drain it even when it is not in the light blue/BIC state. RF meter will also continue to drain during superflash. Depending on how much RF she has, UNKNOWN can fly for upwards of 410 frames. In BIC, the most she can fly is 333 frames.
  • This move has a bug called the "UNKNOWN infinite flight glitch". Having velocity and doing jA just as the RF meter empties, then continuously using jA while holding the direction UNKNOWN was travelling in allows her to keep her velocity in that direction for as long as she keeps up the jA's. Abuse of this glitch can lead to infinites, so it is commonly banned in tournaments.

※ UNKNOWN can attack and airdash after frame 10, but must wait 17 frames to be able to move or unfly.

Outside the Window

EFZ Unko 236.png
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A or B (Start) 150 x 5 Any 25 66 55 +4 +2 Rekka

UNKNOWN leans forward and creates a ghostly orb in front of her as if she were blowing a bubble. Can be thrown further by inputting another 236*. When thrown, the hitbox will expand in size.

  • The A variant of this move has the highest defensive value, and appears right in front of UNKNOWN, making it hard to punish if used correctly.
  • The B variant is a much more offensive attack, and it appears about two body widths away from UNKNOWN. It can be used as a mid to long range projectile, and will usually force the opponent into a corner. This attack is critical for gaining initiative for a projectile assault and keep away games as it stuns for a good deal of time, even on block. However, if the opponent manages to get close enough before this move comes out, it will miss entirely and leave her extremely vulnerable to attack, so it must be used with care.
  • Because of the size of the hitbox, and the length of time it stays out for, this is a great defensive projectile against frontal opponents. It takes a short while to activate, but once it's out, the player can choose to either hold it close or toss it out further to catch the opponent. At close range, this attack can combo for decent damage, and the combo can be extended further by throwing the orb. This has a lot of priority for a projectile, and will block almost any other projectile that it connects with.
C 450 Any 25 / 45 / / None

The C variant is unusual, it's a copy of the projectiles that the boss version of UNKNOWN uses, however this one uses some of the RF gauge. It always has the expanded hitbox of the A and B versions and travels slowly across the entire screen, it cannot have follow-ups input for it. If it hits the opponent, they're instantly teleported to the top of the screen directly above UNKNOWN, and minor damage is dealt. It does provide a great projectile cover, but its lack of damage makes it difficult to use, especially since it costs some RF and can be easily blocked. If it does hit, the opponent falls very fast towards the ground, making it difficult to actually combo them from the fall. Not as useful as the A and B variants, but it has a certain cool/meme factor that makes it attractive nonetheless.

236A~236* Follow-up 150 x 3 Any 10 46 51 -12 ~ +4 -14 ~ +6 None
236B~236* Follow-up 150 x 5 Any 10 66 51 +6 ~ +20 +8 ~ +22 None
  • If the input is done again, the A orb will travel to about half screen in front of UNKNOWN.
  • If the input is done again, the B orb will travel far enough to hit fullscreen.
  • Can make 236B into an offensive projectile, great for anti-zoning.
236A~236* and 236B~236*.
Master? Lord?

EFZ Unko 214.png
UNKNOWN produces a little wand and summons a giant plush that erupts from the ground.
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 700 Ground 22 15 46 / -16 FIC
  • Appears directly in front of UNKNOWN.
B 650 Ground 22 15 46 / -16 FIC
  • Appears about 60% of the screen away from UNKNOWN.
C 400 x N Ground 22 15 x N 46 / / FIC
  • Repeatedly spawns plushes one in front of the other until they go off screen. Can keep the opponent blocking for a long time, although it is easily RG'd and not so useful for combos, making it somewhat of a gimmick when considering the RF cost.
Rotten World

EFZ Unko 623.png
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 700 Any HI: 0.33 - 5.66 6 6 53 / -32 IC

UNKNOWN pulls in her arms and then explodes with white energy, blowing the opponent away.

  • A decent anti-air attack. Anyone who's fought against the boss version of UNKNOWN will know just how annoying this move is for aerial attackers. However, it's somewhat difficult to find a good time to use it. If it hits, this move throws the opponent into the air, but will not start a juggle unless it's canceled with an IC. The great part about this move is that UNKNOWN is invincible during the entire startup, and the hitbox is massive, covering her entire body.
  • The A variant of this move has a fast startup time for a no-nonsense way to get the opponent off your case. It can combo from certain basic attacks, but the range of this move is deceptive in the same style as her wisps, that is it's shorter than it appears to be. One common usage is to run through the opponent and DP from the other side for a very quick crossup (66..23A)
B 1000 Any I: 0.33 - 32.66 33 6 53 / -32 IC

This move is her generic fully invulnerable DP, and can catch out opponent due to its slow startup. On the other hand, the startup can make it easier for the opponent to block and punish UNKNOWN if it is not ICed.

C 700 Any I: 0.33 - 51.66 10 42 68 / -35 IC
- 700 Any / 16 36 62 / -41 IC
  • The C variant has slower startup than the A version, but hits twice, doing more damage than the B version. Extra care is needed when using this attack, but it's more rewarding on hit than any of the other variants. In most situations it's safer to use the A variant, but for damaging IC combos needed to finish off the opponent, this move could be valuable.
Toy Knife

EFZ Unko 41236.png
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
Any 300 x 3 Any 24 / 45 / / FIC
/ 300 x 3 Any 52 / 17 / / FIC
  • UNKNOWN produces a set of 6 plastic knives and throws them rapidly in two groups of three. Travels quickly across the stage in a horizontal line.
  • An incredible projectile that is fast, safe and powerful. Very abusable at range, and sometimes even close up as well. UNKNOWN's recovery time after throwing them is fast, and she can start on any of her other ranged attacks as soon as the move finishes. It cancels other projectiles easily, and since it comes out in two waves, it usually ends up beating single projectiles out and still hitting the opponent. It also has a large hitbox, the three knives together covering a vertical area that's about the same height as UNKNOWN herself. They even deal a good amount of chip damage.
  • The A variant of this move consists of both waves being thrown horizontally one after the other. The most useful of the three, and best for using when the opponent doesn't really have time to jump or is starting a slower attack from a distance. Eats other projectiles for breakfast.
  • The B variant has UNKNOWN throwing the first wave horizontal, then throwing the second wave at a 45 degree angle, with the knives spread in a fan formation. Great for opponents who get smart and attempt to jump over the A variant, as at least 1 of the knives thrown upwards are bound to hit. Probably the safest of the three variants.
  • The C variant does not require RF meter, and has UNKNOWN throwing both waves upwards at a 45 degree angle. A good way to get some extra damage out of her throw, and also a way to shoot down opponents who are jumping to avoid the ground projectiles and squirrels. It won't deal as much damage as the A variant though, since the knives are quite spread out, but at closer range, at least two of the three knives should hit the opponent. Because of its low proration and decent damage, it is often used in BIC combos to deal high amounts of damage.

EFZ Unko 421.png
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A/B/C / / I: 11 - 38.66 / / 43.66 / / FIC (A, B, C, jC) None (jA, jB)
  • UNKNOWN vanishes and teleports elsewhere. Has an FIC window that starts as soon as she reappears.
  • An alright teleport that is unfortunately pretty slow when compared to the rest of UNKNOWN's movement options.
  • A version teleports forward about 60% of the screen. The most useful teleport thanks to its combo applicability.
  • B version teleports about the same distance away from the opponent.
  • The aerial A and B versions do not allow UNKNOWN to double jump, airdash, fly, or re-teleport afterwards. UNKNOWN will also not be corrected to face the opponent which is a problem for the A version.
  • C version does not require RF to use and teleports UNKNOWN directly above the opponent, free to use all of her air mobility options after. The aerial version teleports UNKNOWN to the ground and directly in front of the opponent.
  • This move cannot be canceled into while UNKNOWN is dashing.
  • Inputting the button on the same frame as the 1 direction will return 623* instead, so be careful. This quirk can be used to option select 623B against crossups.
during wakeup
EFZ Unko 22S.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
0 Any I: 0.33-52.66, 63-67.66
TI: 0.33-61.66, 63-76.66
33 1 37 / -15 None
  • UNKNOWN performs a burst.
  • Can only be used on wake-up.
  • Costs 1 Bar of the SP gauge! Has no superflash.
  • This move is expensive, slow, punishable on block, has no cancel options, does no damage on hit, and UNKNOWN has no way to mix up its usage. A questionable option when even the slowest version of 623* is a faster reversal.

Eternity Specials

Great Migration

EFZ Unko 236236.png
B version only costs 1 SP.
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A/B 50 x N Any 9 / 56 / / None
  • UNKNOWN whistles sharply and summons a whole herd of plush toys that run across the stage.
  • Yet another way for UNKNOWN to force her mixups on the opponent by creating a walking wall of hitboxes. This move traps and combos the opponent somewhat randomly, as the plush toys all move at different speeds, sometimes creating openings for the opponent to recover. However UNKNOWN is free to move throughout the entire duration of the attack, meaning that she can combo or mixup throughout the duration freely. In general, the UNKNOWN will want to use flight to mix up high/low and left/right until the opponent is opened up, and then use 66B at the end of the lemming line to convert to a combo. On its own, the herd only does about 1k damage, but doesn't scale much at all.
  • The A variant of this move causes the plush toys to start migrating from the opposite side of the screen. This is the offensive option that can be used to catch an opponent from behind. Most commonly used after applying pressure with orbs or knives to get the opponent into the corner, or after a knockdown in the corner.
  • The B variant causes the plush toys to migrate from behind UNKNOWN. This is a more defensive option that gives UNKNOWN some backup for her to attack the opponent head on.
Inside of Barrel

EFZ Unko 463214.png
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A/B/C 0 or 1800 or 3500 or 6500 Unblockable 20 + X / - / / None
  • UNKNOWN drops a barrel onto the opponent's head. With the opponent secured inside the barrel, she then throws a toy knife at it and waits in anticipation. If the attack is successful, it deals good damage and the opponent is fired out of the barrel. If it fails, UNKNOWN looks dejected and the barrel disappears, causing the opponent to fall onto the ground without taking damage.
  • A gambling move that's a lot better than it looks. The major factor with this move is that it's unblockable. The move is decently fast and the hitbox is large, and it has the potential to deal some good damage. The falling barrel itself deals no damage.
  • The A variant of this move has one round with a 50% chance of causing damage.
  • The B variant uses two special bars and has two rounds with 50% chance of causing damage. If the first round fails, UNKNOWN pulls a lever, causing the barrel to rotate. She then tries a second time. Causing damage on the second round will deal a lot more damage than if it were successful on the first round.
  • The C variant is the same as the B variant but with 3 rounds instead of 2. It drains the special bar completely, but if the first two rounds fail and the last round succeeds, it deals a whopping 6500 damage.
  • Due to inconsistencies with how the opponent falls after a successful hit and a failure, UNKNOWN can create mixups even off of a failing barrel.

EFZ Unko j236236.png
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 100 x N + 2000 Ground 14 / / / / None
  • UNKNOWN creates a huge orb of fire above her head and throws it down at the opponent, causing a radial blast that burns the target and blows them into the air.
  • This is UNKNOWN's most damaging special, and one that's definitely worth using. The hitbox is massive, and if it hits any time during its way down, it will combo. Since it's an aerial special, it's very safe to use and not hard to connect with.
  • The A variant of this move causes a small explosion that hits a few times for good damage. The radius of the explosion isn't all that big, so care must be taken to aim this move appropriately.
B 100 x N + 2800 Ground 14 / / / / None
  • The B variant uses two special bars and creates an explosion that's much bigger, hitting once for great damage.
C 100 x N + 2000 x 3 Ground 14 / / / / None
  • The C variant empties the entire special gauge and creates a massive explosion that travels across the screen in burning pillars, reaching a great vertical distance as well as a horizontal distance. This move deals fantastic damage and combos, filling almost the entire space in front of UNKNOWN. It's very hard to avoid without blocking, and even on block it does a substantial amount of chip damage. This one is definitely worth saving for.

Final Memory

Swimming Up Waterfall

C B 6 A A
EFZ Unko FM.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
6200 Low 24 15 46 / -22 None
  • UNKNOWN does a short hop and grabs the opponent's feet. She then rides a chain of giant plush toys into space, trailing the unfortunate opponent along with her. Finally, she comes back to earth and her mount regurgitates the opponent onto the floor in front of her. Extremely high damage.
  • Despite the hop, this move is a low! If the opponent is unaware of this fact, they will often try to block it high. Very punishable on block, though, so not a great gimmick.
  • As the input may imply, this move can be whiff cancelled from most normals.


Flight Basics and Theory

UNKNOWN's flight ability is an extremely integral part to her gameplan, and can be used to make moves safe or to create ambiguous mixups. This section will be broken down into three parts: Flight Basics, Flight for Pressure, and Flight for Mixups.

Flight Basics

UNKNOWN can start her flight by pressing the S button during the neutral state, or during a normal. She cannot start flight during a dash, during her second jump, after her airdash, or during a special. From this state, RG meter will be constantly depleted until UNKNOWN is knocked to the ground or presses the S button again. She can input any one of the 8 directions to move in that direction. Pressing S again will cancel her flight and UNKNOWN will start falling to the ground. However, if one of the 8 directions is held during this S press, UNKNOWN will gain momentum in that direction. For example, holding 8 and pressing S (j.8S) will result in a small hop from her current position and she will fall straight down afterwards. j.6S will cause her to fall to the ground, but also arc her forwards. Pressing any one of the down buttons before canceling flight will accelerate her descent, and give momentum to whichever side is pressed.

Flight for Pressure

UNKNOWN can use her flight cancel in the middle of blockstrings, or after an unsafe normal, to launch herself into the air and continue to pressure the enemy. For example, 2AABCS is a common string, and will make sure that the 2C cannot be punished on block, though it can still be punished on RG. To combat the opponent's RG, the UNKNOWN player will want to mix up when she cancels into flight, for example, 2AABS instead. From here, UNKNOWN can continue to pressure in several ways. For example, j.[6]SC is a very strong option that is hard to beat out, but is also very easy to block. j.9SC is a strong 3-hit option that is easy to confirm, but is slow and can be poked. j.9AAA is a safer option against RG, but is hard to get the right height for without practice. j.3S 2AA etc. is her low option, and is used when the opponent starts to respect her other options. j4SC(whiff) is the bait option; it is extremely safe and has no potential to do damage, but depending on the opponent, baiting out a DP is more than enough. From here, if no DP is baited, you can continue on into knives or other pressure/zoning tools.

Flight for Mixups

After a knockdown, usually from 2C, UNKNOWN has all the time in the world to use her flight ability for extremely nasty mixups. She can either do late flights, or flight cancels from jump/2C.
For late flights, UNKNOWN will allow 2C to finish completely. Afterwards, you can press 5S to fly, and go for a 5-way mixup. You can press j.3C(whiff) 2A, j.2C(whiff) 2A, j.[6]AAB j.236236A, or just plain j.AAB j.236236A. You can throw from any of the low options as well.
For 2C flight canceled mixups, UNKNOWN can do one of four things: she can j.66 (past opponent) and do one of the following j.2S 2A, j.3S 2A j.8SC. She can also choose to hang back and j.9SC to do a left/right mixup.
Her 2C can be jump canceled, and from there, flight canceled as well. Depending on your height and distance, 2C 8 j.S j.3SC can hit either front or back, and can be comboed into 2AABC again, looping into itself.
This is not an exhaustive list. Her flight ability is extremely free form, and can take on many forms of equally disgusting mixup potential. Experiment, and find what works for you.

Zoning and Rushdown

In addition to one of the best mixup games in EFZ, UNKNOWN also sports a very good zoning game. A combination of j.236A/B ~ j.236A/B, knives, teleports, and flight allows UNKNOWN to dictate the pace of the match and keep the opponent away, as long as she chooses the right option for the moment. However, with her flight cancels, she can also play a very respectable rushdown/pressure game. This leads to two very different playstyles that a good UNKNOWN must be able to switch between on the fly to make the most use of her toolset. The best and probably only way to become proficient at this is copious amounts of practice. Good luck.
Both of her different playstyles also are complemented by the RF meter, and great care should be taken to pay attention to this meter during gameplay. A rushdown-oriented playstyle will, by means of flight cancels, naturally almost never build BIC. UNKNOWN will be playing for random hits into confirms and gaining damage off mixup loops. You will often use lemmings (23626A/B) during this style to complement your flight usage for mixups. On the other hand, a zoning style of play naturally will use less flight and build BIC several times over the course of a game. A good UNKNOWN will need to know several conversions into her high-damage BIC combos from anywhere on the screen. Lemmings will be less used, but j.236236A/B will be used to end combos for high damage. A good tip for advanced players is to use flight before you build BIC to ensure that you don't get BIC before you are ready to combo. This will maximize the amount of damage proration you gain back from BIC, as well as making it difficult for the opponent to drain your BIC meter.

From Good to Top Tier

UNKNOWN is often put high up on tier lists, but these placements are mostly theoretical. A very basic UNKNOWN player that can do mixups will still have issues with finishing off opponents, as looping 2AABC into a mixup is very low damage, only about 2k. A top-tier level UNKNOWN will need to have very good mixups, flight control, zoning experience, and most importantly, the ability to confirm mixups into 66B. With the ability to 66B after a mixup, UNKNOWN's average damage from a mixup goes from 2k to 3.5-4k. With BIC, UNKNOWN can easily reach 7-8k on a extremely hard to see mixup. Without the ability to 66B confirm, the UNKNOWN will cap out around 6k. An UNKNOWN placed in top-tier should be able to optimize all of her confirms, but if she can't then she probably drops a tier level.


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

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] [-> 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.
Combo replays can be found here.


  • 2AABC jS/j9S - ~1276 damage (replay 1-1)
  • Basic combo, use when you want okizeme after.
  • 2AAB 5C 214A - ~1791 damage (replay 1-1)
  • More damage, but no okizeme possible. Opponent can also tech.
  • 66B jB 66 jAB land jABC(2-3) 66B jB6C djC(tech trap) - ~2896 damage (replay 1-1)
  • Off a random 66B, or punish attempt. the djC at the end should catch techs. Follow up with land 5B etc.
  • Throw -> 662A(whiff) jB 66 jAB land jABC(2) j236236A - ~3131 damage (replay 1-1)
  • Anywhere version of a throw combo.
  • 236236A (all gophers hit) 66B jB 66 jA6C jABC(2-3) 66B jB6C djC(tech trap) - ~3487 damage (replay 1-2)
  • If gophers hit, go into this combo.

Red IC

  • 2AAB 5C 214A IC IAD jB land jABC(2-3) 66B jB6C djC(tech trap) - ~3265 damage (replay 1-3)
  • Generic red IC for extra damage and carry to corner. Drop the combo at jABC(2) and j44C (whiff) 236236 for extra safe lemmings in certain matchups.
  • 662B IC 66B jB 66 jAB land jABC(2-3) 66B jB6C djC(tech trap) - ~2974 damage (replay 1-3)
  • Can be used to catch people not watching their feet.
  • 66..23A IC jB 66 jB6C land jABC(2-3) 66B jB6C djC(tech trap) - ~3304 damage (replay 1-3)
  • Crossthrough option, requires you to be next to opponent, suggested as okizeme. Requires at least red IC. Drop the first j6C if you're too far from the corner.

Blue IC

  • 2AAB 5C 214A BIC IAD jB land 66B jB 66 jAB land jABC 66B jB6C djC(tech trap) - ~4692 damage (replay 1-4)
  • Corner to corner carry.
  • Throw -> 41236C(1) BIC 421A 6[6]B jC(3) land 66B jB 66 jAB land jABC(2-3) 66B jB6C djC(tech trap) - ~4534 damage (replay 1-4)
  • Anywhere version of throw combo, only one set of knives should come out before you BIC.
  • 2AAB 5C 214A BIC 66B 41236C xN jB6C land jABC(2) j236236B - ~6870 damage (3 sets of knives)
  • N is variable depending on character and height.

2B extenders

  • Only works on some characters. Table below has extended details. Adds an extra 6-900 damage. (replay 1-5)
  • After jABC, one of the below. Finish with generic ender, or 5A 41236C for tech trap.
2B Extender Applicable on

2B jABC(3)

Misaki, Mio, Mai, Ikumi, Kanna

2B jAAC(3)

Cello, Shiori, Misuzu, Nayuki

2B hits, no extension

Akane, Mayu, Ayu, Kano, Minagi, Unknown, Mishio

2B whiffs

Rumi, Neyu, Makoto, Sayuri, Doppel, Kaori, Akiko

Advanced/Optimal Combos

A small selection of advanced combos. Applying these combo parts to different characters, especially due to knife loops, is a task left to the reader.
  • 66B jC(3) land 66B jC(1) 66 jAC(1) 2BC 236236A - (replay 1-6)
  • Midscreen carry combo with safe gopher setup.
  • jC(2) 66B jC(3) land 66B jC(1) 66 jAC(1) 66C BIC 5C 41236B 41236C jB6C land jABC(2) j236236B - ~7813 damage (replay 1-7)
  • Off a successful mixup into 66B. Check the 2B extender list, this combo won't work on characters that 2B whiffs on.
  • Throw -> 41236C(1) BIC 421 66B jC(3) [66B jBC(1)]x2 land jABC(2-3) land 2B jABC(3) 5A 41236C - ~4894 damage (replay 1-8)
  • Optimized no-meter throw combo on characters that 2B jABC extender works on. Drop the 2B jABC extender and go straight into j236236B for damage instead.
  • 2AAB 5C 214A BIC 66C 41236B 41236C 41236C jAB6C land jABC(3) j236236B - ~7153 damage (replay 1-9)
  • Low starter in the corner. Reps of 41236C will be variable per character.


Win Quotes

Japanese English



Someone wished for me to exist.
That's why I'm here.

No other reason...


This is the eternity...
This is my world.



Did you have fun
in your incomplete world?




Don't be afraid.

You'll just disappear.
You won't feel a thing...

Now, let's go...





From yesterday's self

to today's self.

And from my other self

to tomorrow's self...



There is no beginning or end.

We just go around and around
the same place
over and over.





You can no longer

return home anymore...




You still don't understand?

I was
wished into existence here.

Yes, you
wished for me to be here.



not lonely.

After all,
from here on out,
you'll be with me
every step of the way.



In-game References

External References

  • UNKNOWN's 214* is based on Midler's "Motor Head" in Capcom's Jojo's Bizarre Adventure fighting games.
  • UNKNOWN's 41236* is based on Shadow DIO's "Throwing Knives" in Capcom's Jojo's Bizarre Adventure fighting games.
  • UNKNOWN's 463214* is based on Ruby Heart's "Tour de Magie" in Marvel vs Capcom 2.
  • UNKNOWN's FM is based on Akari Ichijou's "Sextex Synthesis", from The Last Blade series.

ONE References

  • The scenery in the background is one part of the World of Eternity in ONE.

Nayuki (asleep)
Nayuki (awake)
  1. This move is not listed in any official movelist and has no official name. Several other characters have unused animations for similar "Burst" moves, so it may have been planned to be a universal mechanic.