Eternal Fighter Zero/UNKNOWN (Boss)

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UNKNOWN (Boss)
EFZ UNKNOWN Celebration.png Welcome to the secret page! EFZ UNKNOWN Celebration.png

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
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 ※)

Standing

5A
5A
EFZ Unko 5A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 Ground 4 / 4.33 4 / 3.66 6 +1.33 / +1.66 0 / +0.33 N SP J IC R SB
  • Slightly more damaging than UNKNOWN's 5A.
c5B
c5B
EFZ Unko 5B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
460 Ground 7 4 12 +1.33 -1.33 N SP J IC f5B SB
  • Slightly more damaging.
f5B
f5B
EFZ Unko f5B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
470 Ground 9 4 14 -1.33 -3.33 N SP IC SB
  • Slightly more damaging.
5C
5C
EFZ Unko 5C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
750 Ground 12 4 20 0 -2.33 N SP JH IC SB
  • Slightly more damaging.

Crouching

2A
2A
EFZ Unko 2A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
230 Low 4 4 6 +1.33 0 N SP J IC R SB
  • Slightly more damaging.
2B
2B
EFZ Unko 2B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
465 Low 8 10 8 -1.33 -3.33 N SP J IC f5B SB
  • Slightly more damaging.
2C
2C
EFZ Unko 2C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
720 Low 8 30 12 / -32.33 SP IC SB
  • Has significantly more reach than UNKNOWN's 2C, reaching about 80% of the screen.
  • Slightly more damaging.

Jumping

j5A
j5A
EFZ Unko j5A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
250 High 6 4 8 / / N SP J AD IC R SB
  • Very easy to loop into itself with unfly.
  • Slightly more damaging.
j5B
j5B
EFZ Unko j5B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
480 High 10 5 15 / / N SP J AD IC SB
  • Slightly more damaging.
j5C
j5C
EFZ Unko j5C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
280 x 3 High 16 6 x 3 27 / / SP J AD IC SB
  • Slightly more damaging.
j6C
Fly Away!
とんでって

j6C
EFZ Unko j6C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
800 Any 15 15 10 / / SP J AD IC SB
  • Wallbounces the opponent on hit!
  • Slightly more damaging.

Dashing

66A
66A
EFZ Unko 66A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
300 Ground 4 4 6 +1.33 0 SP IC SB
  • Slightly more damaging.
66B
66B
EFZ Unko 66B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
520 Ground 7 / 7.33 4 / 3.66 12 / -1.33 / -1 SP J IC SB
  • Can be jump cancelled on block.
  • Slightly more damaging.
66C
66C
EFZ Unko 66C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
820 Ground 12 3 15 +6.33 +4.33 SP IC SB
  • Slightly more damaging.

Grab

Ground Grab
Ground Grab
Close 6C/4C
EFZ Boss UNKNOWN Ground Grab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
0 + 1200 Grab 2.33 0.66 28 / / None

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.
  • Boss UNKNOWN does not have an air grab.

Special Moves

Specials

5S
Flight
飛行

(j)5S
EFZ Unko Flight.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
/ / 0.33 / 17/27※ (fly) 0.33 (unfly) / / N SP AD SB
  • 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.

236*
Outside the Window
まどのそと

(j)236*
EFZ Unko 236.png
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 Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A or B (Start) 450 Any 34.33 37.66 / -16 None

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.
C 450 Any 23.33 46.66 / / None

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.
214*
Master? Lord?
あるじ?ぬし?

214*
EFZ Unko 214.png
All versions do more damage and have a single subframe of invincibility (no hurt/collision boxes, not the invulnerable property) during recovery.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A/B 1000 Ground I: 39.00 - 39.00 21 15 33 / -2 None
  • 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.
C 600 x N Ground I: 39.00 - 39.00 21 15 x N 33 / / None
  • Plushes spawn on a 23 frame interval.
623*
Rotten World
くずれるせかい

623*
EFZ Unko 623.png
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A/B 1000 Any I: 0.33 - 39.66 10 30 8 / -16.33 IC
  • 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.
C 700 Any I: 0.33 - 39.66 10 6 32 / -16.33 IC
- 700 Any / 16 24 8 / -10.33 IC
  • Has the same properties as the meterless versions but does marginally more damage thanks to the second hit. Not very appealing.
41236*
Toy Knife
おもちゃのないふ

41236*
EFZ Unko 41236.png
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
Any 300 x 3 Any 24.33 / 52.66 / -38 None
/ 300 x 3 Any 51.33 / 25.66 / -11 None

Same as playable UNKNOWN.

j412*
???
???

j214*
EFZ Boss UNKNOWN j214.png
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A/B/C 150 + 120 + 110 + 90 + 80 + 70 x 4 + 50 x 3 Any 22 1 x 12 23 / / None

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.

Eternity Specials

236236*
Great Migration
だいいどう

236236*
EFZ Unko 236236.png
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 50 x N Any 9 / 56 / / None

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.
641236*
Inside of Barrel
たるのなか

641236*
EFZ Unko 463214.png
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A/B/C 1000 + 0/1800/3500/6500 Unblockable 20 + X / - / / None
  • The barrel itself does a guaranteed 1000 damage on contact.
463214C
???
???

3 SP Only
463214C*
EFZ Boss UNKNOWN 463214C.png
Pillar hitboxes overlap
Pillar hitboxes overlap
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
2500 x N Ground I: 16-90.66 19 / 68 / / None

Boss UNKNOWN creates a wave of light pillars across the screen. Level 3 only.

  • Has no official name.
FM
Swimming Up Waterfall
たきのぼり

3 SP Only
214214C
EFZ Unko FM.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
0 + 5900 Low I: 0.33 - 42.33 27.66 15 46 / -21.66 None
  • 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.

Strategy

Boss UNKNOWN is really good at stalling above the screen if for some reason you like that.

Combos

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.
  • 236* 236A/BxN
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 English

のぞまれたから
わたしはいるんだよ

ただそれだけ…

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.

EFZ Boss UNKNOWN Win.png

Colors

EFZ-unknown-colors.png

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.


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