UNKNOWN (Boss)
Welcome to the secret page!
Introduction
Boss UNKNOWN is an unplayable version of UNKNOWN that only appears at the end of EFZ's arcade mode.
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. 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.
She is also known as "Bunko".
Stage: World of Eternity (永遠の世界)
BGM: Eternity (永遠)
Character-Specific Notes
- Every single normal and almost all of Boss UNKNOWN's specials do more damage than the playable version of UNKNOWN.
- Boss UNKNOWN is invincible from frames 5 - 16.66 of her backdash.
- Unlike playable UNKNOWN, Boss UNKNOWN's flight does not consume RF. Boss UNKNOWN can also initiate flight an unlimited amount of times without ever needing to touch the ground, and any attack made after an air fly will put her in the state that allows infinite flight on playable UNKNOWN.
- Boss UNKNOWN walks slightly faster than playable UNKNOWN.
- Boss UNKNOWN has seemingly never been updated from vanilla EFZ, as she cannot FIC, has no health requirement for her Final Memory, and lacks several moves that the playable UNKNOWN has.
Normal Moves
Frame Data Help
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The notation for the move lists can be found under Controls.
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Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field.
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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.
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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...).
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Frame data with decimal values .33 or .66 relate to subframes.
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Version
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Used for moves with multiple special attacks on one motion.
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Damage
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The base damage value that the specific hit will do. See damage scaling for more information.
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Guard
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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
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Property
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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
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Startup
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Indicates where the move's first active hitbox is.
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Active
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Total frames the hitbox is active for.
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Recovery
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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.
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Adv Hit
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Frame advantage on hit.
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Adv Block
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Frame advantage on block.
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Cancel
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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 ※)
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Standing
5A
5A
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Damage
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Guard
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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220
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Ground
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4 / 4.33
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4 / 3.66
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6
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+1.33 / +1.66
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0 / +0.33
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N SP J IC R SB
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- Slightly more damaging than UNKNOWN's 5A.
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c5B
c5B
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Damage
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Guard
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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460
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Ground
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7
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4
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12
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+1.33
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-1.33
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N SP J IC f5B SB
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f5B
f5B
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Damage
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Guard
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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470
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Ground
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9
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4
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14
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-1.33
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-3.33
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N SP IC SB
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5C
5C
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Damage
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Guard
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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750
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Ground
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12
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4
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20
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0
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-2.33
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N SP JH IC SB
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Crouching
2A
2A
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Damage
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Guard
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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230
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Low
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4
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4
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6
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+1.33
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0
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N SP J IC R SB
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2B
2B
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Damage
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Guard
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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465
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Low
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8
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10
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8
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-1.33
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-3.33
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N SP J IC f5B SB
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|
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2C
2C
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Damage
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Guard
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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720
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Low
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8
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30
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12
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/
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-32.33
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SP IC SB
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- Has significantly more reach than UNKNOWN's 2C, reaching about 80% of the screen.
- Slightly more damaging.
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Jumping
j5A
j5A
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Damage
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Guard
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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250
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High
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6
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4
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8
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/
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/
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N SP J AD IC R SB
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- Very easy to loop into itself with unfly.
- Slightly more damaging.
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j5B
j5B
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Damage
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Guard
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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480
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High
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10
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5
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15
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/
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/
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N SP J AD IC SB
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j5C
j5C
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Damage
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Guard
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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280 x 3
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High
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16
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6 x 3
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27
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/
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/
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SP J AD IC SB
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j6C
Fly Away! とんでって j6C
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Damage
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Guard
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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800
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Any
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15
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15
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10
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/
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/
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SP J AD IC SB
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- Wallbounces the opponent on hit!
- Slightly more damaging.
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Dashing
66A
66A
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Damage
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Guard
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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300
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Ground
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4
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4
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6
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+1.33
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0
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SP IC SB
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66B
66B
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Damage
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Guard
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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520
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Ground
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7 / 7.33
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4 / 3.66
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12
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/
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-1.33 / -1
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SP J IC SB
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- Can be jump cancelled on block.
- Slightly more damaging.
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66C
66C
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Damage
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Guard
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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820
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Ground
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12
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3
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15
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+6.33
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+4.33
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SP IC SB
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Grab
Ground Grab
Ground Grab Close 6C/4C
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Damage
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Guard
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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0 + 1200
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Grab
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2.33
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0.66
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28
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/
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/
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None
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Boss UNKNOWN summons a group of plush toys that grab the opponent and carry them to the other side of the stage for a wallbounce.
- Much faster than normal grabs.
- Unlike all other grabs in EFZ, the opponent can be thrown forward or backward depending on if it was input as 6C or 4C. The direction can also be decided after the grab connects: After a 6C grab, the direction will change if 4 is input before the plushes take hold of the opponent. After a 4C grab, the direction will change if 6 is input before the plushes spawn (only 2.66 frames after the grab connects!). If the opponent is too close to the corner, they will be thrown away from it, regardless of input.
- Unlike playable UNKNOWN, the wallbounce puts the opponent in an untechable state.
- Has even more range than playable UNKNOWN's grab. This is possibly why playable UNKNOWN can enter proximity for her grab at ranges where it won't connect.
- Boss UNKNOWN can still attempt (fruitlessly) to grab airborne opponents.
- Boss UNKNOWN still does not get any strike nor throw invincibility during this grab, so it can trade.
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- Boss UNKNOWN does not have an air grab.
Special Moves
Specials
5S
Flight 飛行 (j)5S
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Damage
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Guard
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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/
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/
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0.33
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/
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17/27※ (fly) 0.33 (unfly)
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/
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/
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N SP AD SB
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- Boss UNKNOWN's flight does not consume RF, and can be initiated an unlimited amount of times without ever needing to touch the ground. Her maximum flight time is 360.33 frames.
- Boss UNKNOWN will keep her momentum when inputting normals after unflying similarly to how playable UNKNOWN behaves when attacking as her RF runs out.
- Boss UNKNOWN will refresh her ability to airdash whenever she enters flight.
※ UNKNOWN can attack and airdash after frame 17, but must wait 27 frames to be able to move or unfly.
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236*
Outside the Window まどのそと (j)236*
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Halts Boss UNKNOWN's air velocity for the entire move, so using it repeatedly will stall her in place. Orb hitboxes are the same size as playable UNKNOWN's followed-up orbs.
Version
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Damage
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Guard
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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A or B (Start)
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450
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Any
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34.33
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∞
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37.66
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/
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-16
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None
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Creates an orb that teleports the opponent directly above Boss UNKNOWN in an untechable juggle state.
- The A version's orb will slowly move straight forward, while the B version's orb will slowly move diagonally up on the ground or diagonally down in the air.
- Unlike playable UNKNOWN, these orbs cannot be followed up and are single hit projectiles that can more easily be negated.
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C
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450
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Any
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23.33
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∞
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46.66
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/
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/
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None
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Creates 4 orbs around Boss UNKNOWN that all home in on the opponent and move much faster.
- After an orb hits the opponent, the rest will disappear.
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214*
Master? Lord? あるじ?ぬし? 214*
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All versions do more damage and have a single subframe of invincibility (no hurt/collision boxes, not the invulnerable property) during recovery.
Version
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Damage
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Guard
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Property
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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A/B
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1000
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Ground
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I: 39.00 - 39.00
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21
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15
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33
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/
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-2
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None
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- A version appears directly in front of UNKNOWN, while the B version appears about 60% of the screen away.
- Boss UNKNOWN's version has more juggle time. Combined with the reduced recovery, she can easily start a combo after a hit.
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C
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600 x N
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Ground
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I: 39.00 - 39.00
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21
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15 x N
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33
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/
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/
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None
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- Plushes spawn on a 23 frame interval.
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623*
Rotten World くずれるせかい 623*
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Version
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Damage
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Guard
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Property
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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A/B
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1000
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Any
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I: 0.33 - 39.66
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10
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30
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8
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/
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-16.33
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IC
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- A and B versions are identical.
- Compared to UNKNOWN's A version, it is only 2 frames slower in exchange for full invulnerability instead of upper-body, tons more active frames, having less than one quarter of the recovery and of course, improved damage.
- Compared to UNKNOWN's B version, it is siginificantly faster.
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C
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700
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Any
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I: 0.33 - 39.66
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10
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6
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32
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/
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-16.33
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IC
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-
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700
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Any
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/
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16
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24
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8
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/
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-10.33
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IC
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- Has the same properties as the meterless versions but does marginally more damage thanks to the second hit. Not very appealing.
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41236*
Toy Knife おもちゃのないふ 41236*
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Version
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Damage
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Guard
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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Any
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300 x 3
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Any
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24.33
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/
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52.66
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/
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-38
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None
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/
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300 x 3
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Any
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51.33
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/
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25.66
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/
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-11
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None
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Same as playable UNKNOWN.
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j412*
??? ??? j214*
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Version
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Damage
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Guard
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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A/B/C
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150 + 120 + 110 + 90 + 80 + 70 x 4 + 50 x 3
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Any
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22
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1 x 12
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23
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/
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/
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None
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Boss UNKNOWN fires a laser.
- All versions are identical.
- Halts Boss UNKNOWN's air velocity for the entire move, so using it repeatedly will stall her in place.
- Has no official name.
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Eternity Specials
236236*
Great Migration だいいどう 236236*
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Version
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Damage
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Guard
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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A
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50 x N
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Any
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9
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/
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56
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/
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/
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None
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Boss UNKNOWN whistles (silently) and summons a whole herd of plush toys that run across the stage.
- Unlike playable UNKNOWN, the plushes cannot be called from the opposite side of the screen, and the three different versions actually use different amounts of SP.
- The A version summons 7 plushes, the B version 17, and the C version 35. They behave the same as they do for playable UNKNOWN once summoned.
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641236*
Inside of Barrel たるのなか 641236*
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Version
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Damage
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Guard
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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A/B/C
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1000 + 0/1800/3500/6500
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Unblockable
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20 + X
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/
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-
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/
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/
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None
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- The barrel itself does a guaranteed 1000 damage on contact.
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463214C
??? ??? 3 SP Only 463214C* Pillar hitboxes overlap Pillar hitboxes overlap
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Damage
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Guard
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Property
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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2500 x N
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Ground
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I: 16-90.66
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19
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/
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68
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/
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/
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None
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Boss UNKNOWN creates a wave of light pillars across the screen. Level 3 only.
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FM
Swimming Up Waterfall たきのぼり 3 SP Only 214214C
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Damage
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Guard
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Property
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Startup ¹ ²
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Active
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Recovery
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Adv Hit
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Adv Block
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Cancel
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0 + 5900
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Low
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I: 0.33 - 42.33
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27.66
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15
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46
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/
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-21.66
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None
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- While considered an FM for playable UNKNOWN, Boss UNKNOWN does not need to be at low health to use this super.
- No damage increase from playable UNKNOWN.
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Strategy
- Boss UNKNOWN is really good at stalling above the screen if for some reason you like that.
Combos
Notation Help
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Disclaimer: Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below.
For more information, see Controls
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IC
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Input Instant Charge (22C) when you have the right amount of RF Meter.
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FIC
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Input Flicker Instant Charge (22C) when you have the right amount of RF Meter.
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{X/Y/Z}
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Move X or Y or Z can be used.
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#*
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Indicates that any of A, B and C may be used with #. Example: 214*.
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[<- X] [-> X]
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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.
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[X]xN
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Loop the inputs in the square brackets as many times as N.
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c5B
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Proximity normal only usable while close.
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f5B
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Proximity normal only usable outside of c5B range or when cancelled from another normal. Known as far 5B.
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jX
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Button X is input during your first jump.
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djX
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Button X is input during your double jump.
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X(whiff)
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Indicates that X is intended to whiff.
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X(tech trap)
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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.
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~
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Indicates a followup for moves which have them. Example: 236A~236A.
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..
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Indicates a short delay.
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IAD
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Indicates an Instant Air Dash.
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IABD
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Indicates an Instant Air Back Dash.
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(X)
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X move is omittable from the combo.
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tk.X
|
Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
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- Infinite that scales a lot. Easier to do near the top of the screen, which can be set up with j6C wallbounces into flight.
Okizeme
- Playable UNKNOWN's unfly mixups are very awkward on Boss UNKNOWN, as her lack of gravity when attacking out of flight makes her less likely to be able to combo off of a mixup.
Win Quotes
Japanese
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English
|
のぞまれたから
わたしはいるんだよ
ただそれだけ…
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Someone wished for me to exist.
That's why I'm here.
No other reason...
|
ここは永遠…
わたしのせかい…
|
This is the eternity...
This is my world.
|
欠けてるせかいは
たのしかった?
|
Did you have fun
in your incomplete world?
|
こわくはないよ
きえてなくなるだけ
何も感じないから…
さぁ、いこうよ…
|
Don't be afraid.
You'll just disappear.
You won't feel a thing...
Now, let's go...
|
いまのわたしに
きのうのわたし
あしたのわたしに
もうひとりのわたし…
|
From yesterday's self
to today's self.
And from my other self
to tomorrow's self...
|
おわりもはじまりもない
ただまわって
ずっとおなじ
ところにいるの
|
There is no beginning or end.
We just go around and around
the same place
over and over.
|
さようなら…
|
Goodbye...
|
君ももう
かえれないんだよ…
|
You can no longer
return home anymore...
|
まだわからない?
わたしは
のぞまれただけ
あなたが
そう、のぞんだだけ
|
You still don't understand?
I was
wished into existence here.
Yes, you
wished for me to be here.
|
わたしは
さみしくないよ
だって、
君がこれから
ずっといっしょに
居てくれるんだもん
|
I'm
not lonely.
After all,
from here on out,
you'll be with me
every step of the way.
|
Colors
In-game References
External References
- Boss UNKNOWN's 214* is based on Midler's "Motor Head" in Capcom's Jojo's Bizarre Adventure fighting games.
- Boss UNKNOWN's 41236* is based on Shadow DIO's "Throwing Knives" in Capcom's Jojo's Bizarre Adventure fighting games.
- Boss UNKNOWN's 641236* is based on Ruby Heart's "Tour de Magie" in Marvel vs Capcom 2.
- Boss UNKNOWN's 463214C is based on Magneto's "Magnetic Shockwave" in Capcom's Marvel fighting games.
- Boss UNKNOWN's 214214C is based on Akari Ichijou's "Sextex Synthesis", from The Last Blade series.
ONE References
- Boss UNKNOWN's stage is one part of the World of Eternity in ONE.
Boss UNKNOWN's ability to fly eternally is a reference to her existing in the World of Eternity.
General
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Characters
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Mechanics
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Guides
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