User:Shimatora/Combo Basics

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Introduction

Unlike many other games where combos often require fast paced flowing inputs, EFZ revolves more around free form timing and height management.
This guide acts as a goal oriented self-paced learning exercise introducing common combo pieces to help ease you into EFZ's unique and rewarding combo system.
Every combo here is viable in matches, and does decent damage too!

How do combos work in EFZ? A quick primer

EFZ Power Example.png
  • How many hits you can fit into a combo is determined by Power.
  • Power is shown underneath the damage counter.
  • Power will start at 100 and decrease with every hit you do.
  • As Power decreases, you will have less and less time to juggle.
EFZ Juggle Meter Example.png
  • The juggle meter is a useful way to see how long you have left to juggle. The longer it is, the more time you have before the next hit must connect.
EFZ Blue RF Example.png
  • If you use Instant Charge (22C) when your Reinforce Meter (shown above) is light blue, you will be able to perform longer combos. Every combo on this page uses Blue Instant Charge.
    • Using Instant Charge with Red Reinforce Meter will not allow you to perform longer combos.

How to learn from this guide

Before anything, familiarise yourself with EFZ's controls and combo notation.
Every combo here is designed to be simple and match viable, but still challenging.
Start with the first combo for the character you want to learn and slowly work your way through the list.
Stick to one combo until you feel confident with it, as all the combos build on top of the last.
Pay close attention to the timing of hits.
Useful hotkeys for practicing:
  • F5 - Press this once to get full health and max meter.
  • Keyboard G - Press this once to create a save state.
  • Keyboard B - Press this one to load the saved state.

Important note about Blue Instant Charge

These combos only work with Blue Instant Charge. If you are looking for combos with Red Instant Charge, please refer to the character's Bread and Butter combos on their respective page.

Doppel

Overall Difficulty - Hard

c5B Loops

  • 2AA 2B 5C 6C IC [c5B]x7 41236B -
      • Aim for 7 repetitions of c5B, but if you are having trouble you can do less and enter 41236B early.
      • Make sure you can do 7 repetitions consistently before moving on.

    c5B Loops with Ender

    • 2AA 2B 5C 6C IC [c5B]x5 f5B 5C 6C 41236B -
        • Introduces juggles with Doppel's other, higher damage normals.

      Wallbounce x1

      • 2AA 2B 5C 6C IC 66C [<- 662A(whiff)] [-> c5B c5B f5B 5C 6C 41236B -
          • 66C is used frequently in Doppel's Bread and Butter combos for its high damage value.
          • 662A(whiff) is used to cancel your dash animation early, so you can recover in time to turn around and c5B.
            • Pay close attention to the dash length on 662A in the video. The dash is held slightly for more distance travelled before cancelling into the dash normal.

        Wallbounce x2

        • 2AA 2B 5C 6C IC 66C [<- 66] {-> 66C wait c5B c5B f5B 5C 6C 41236B -
            • The ultimate challenge. If you can do this combo, you are ready to try Doppel's Bread and Butter combos.
            • Doing 2x 66C after 6C BIC is usually Doppel's highest damage option.

          Mayu

          Overall Difficulty - Easy
          Every combo ends with jBC djAB dj236B(whiff). This ender makes it so that if the opponent techs after the combo ends, they will get hit by dj236B and get knocked down.

          2C IC

          • 2AA 1BB 2C .. IC [c5B jB .. jC]x3 c5B jB .. jC djAB dj236B(whiff) -

            236A IC

            • 2AA 1BB 2C 236A .. IC [c5B jB .. jC]x3 c5B jBC djAB dj236B(whiff) -

              236A~B IC

              • 2AA 1BB 2C 236A..~B IC jB .. jC [c5B jB .. jC]x2 c5B jB .. jC djAB dj236B(whiff) -

                Airdash Cancel Loop

                • 2AA 1BB 2C .. IC [c5B jB j66 jBC]x2 c5B jB .. jC djAB dj236B(whiff) -

                  All together

                  • 2AA 1BB 2C 236A..~B IC jB j66 jBC c5B jB .. jC land jA .. jB .. jC c5B jBC djAB dj236B(whiff) -
                      • The ultimate challenge. If you can do this, you're ready to move onto Mayu's Bread and Butter combos.


                    Nayuki

                    Grounded only

                    • 2AA 2B 2C IC [c5B]x5 5C 9jBC djBC dj214214A -
                        • Aim for 5 repetitions of c5B. You can walk forward between c5Bs to correct your spacing if you used IC too early.
                        • Juggle introduction that goes into Nayuki's go to ender.

                      Air juggle

                      • 2AA 2B 2C 236B IC c5B [5C jB .. jC]x2 5C 9jBC djBC dj214214A -
                          • You have to walk forward after the IC or c5B for 5C to connect, use the video as reference if you are having trouble.
                          • A core part of Nayuki's juggles, make sure to delay your normals and you'll be able to complete the combo.

                        Air dash cancel

                        • 2AA 2B 2C 236B IC c5B 5C [jB j66 jBC land]x2 5C 9jBC djBC dj214214A -
                            • Once again you have to walk forward to connect 5C after the c5B.
                            • You can hold 9 after the jC to jump again as soon as you land if you're having trouble rejumping but it is not a necessity, you have plenty of time.
                            • Another one of Nayuki's main juggles, the [jB j66 jBC land] sequence is used in nearly all of Nayuki's BnBs. Very versatile and leads to high damage.

                          All together

                          • 2AA 2B 2C 236B IC c5B 5C jB .. jC land jB j66 jBC 5C 9jBC djBC dj214214A -
                              • Combines everything you've learned thus far, all earlier advices apply here too.
                              • If you can do this, you're ready to move on to Nayuki's Bread and Butter combos!

                            Sayuri

                            Overall Difficulty - Normal
                            Every combo ends with jABC dj6C(whiff). This ender makes it so that if the opponent techs after the combo ends, they will either be grabbed or hit by jC, punishing them for teching.

                            Grounded only

                            • 2AA c5B f5B 623A IC [c5B f5B]x4 2C jABC dj6C(whiff) -

                              One jump

                              • 2AA c5B f5B 623A IC [c5B f5B]x2 2C jB .. jC c5B f5B 2C jABC dj6C(whiff) -

                                Two jumps

                                • 2AA c5B f5B 623A IC [c5B 2C jB .. jC]x2 c5B f5B jABC dj6C(whiff) -

                                  Air dash cancel

                                  • 2AA c5B f5B 623A IC [c5B f5B]x2 2C jC j66 jAC c5B f5B 2C jABC dj6C(whiff) -

                                    All together

                                    • 2AA c5B f5B 623A IC c5B jB .. jC c5B 2C jC j66 jAC c5B f5B 2C jABC dj6C(whiff) -
                                        • The ultimate challenge. If you can do this, you're ready to move on to Sayuri's Bread and Butter combos.