User:Shimatora/EFZ System Research

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Introduction

This page is used to publicly store my research notes. Eventually, portions of this page may go into the actual EFZ wiki if they are relevant and ready. If anyone would like to contibute to the research, please ping Shimatora#2804 in the EFZ Discord.

Juggle Gauge Formula

The correct formula seems to be: Useable juggle frames (in subframes) = Juggle Value/1.25*Power-1
Coming out of hitstun or superflash appears to shaves off 1 subframe (0.33F) off the juggle gauge. This is because the juggle meter is active and at max during the shared hitstun state, but the subframe hitstun ends the juggle gauge value will immediately begin to tick down. This makes the usable juggle frames 1 subframe less than what would be max. In the case for exiting superflash, this appears to take an extra subframe off on top of the one lost from exiting hitstun.
EXAMPLE: Nayuki jC j214214A at 26.2% power.
(120/1.25*0.262-1)/3 = 8.05 (8F)
In the actual game, the available juggle frames are 7.66 or 7.33.
TO DO:
  • Confirm whether or not IC superflash and all supers cause 1 subframe of useable juggle gauge to be lost.

Bugs

Michiru falls out of the stage

Replay File
Michiru seems to disappear when hit on a specific frame of her FM.

Momentum Inheritance

Dash Momentum

Nayuki Example
In the above example, Nayuki's momentum switches directions when a normal is input on the exact subframe Nayuki turns around after her dash ends. If a normal is input 1 subframe early, the normal used will inherit the momentum from the previous subframe for a large portion of that normal, but she will not switch directions. If a normal is input 1 subframe late, no momentum is inherited.
To be investigated
  • How does dash momenetum deplete? In the Nayuki example above, if 2B is used instead of 2A, the momentum appears to run out just after the active frames end.
    • Hypothesis: Dash momentum stays the same for a fixed number of frames before depleting. When dash momentum is inherited by a move, as in the Nayuki example above, the game treats the inherited momentum separately from the original dash momentum, "resetting" the depletion.

Infinite Momentum Bug

Mayu Example

Video Replay Backup
Currently the only video and replay file evidence of the infinite momentum bug.
In this clip, Mayu's 236C gets RG'd by Nayuki on the same subframe the first ice bunny hits Mayu and the same subframe Mayu's 236C becomes active. If the second ice bunny is counter RG'd on the first subframe after RG stun, Mayu will fly up at an angle infinitely[1].

Option Selects

Normal Chain OS against RG

Video using D | Video using A
You need to press D 10F after whatever normal you want to option select. For characters who have a use for D, you can use A instead.

System

Super Meter Gain

Super meter build from attacks seems to be based on attack level and potentially a hardcoded whiff value.
Attack Level Hit Block Whiff
1 20 10 ?
2 & 3 40 25 ?
4 & 5 60 40 ?
TO DO:
  • Check if there are any exceptions to this rule. Investigate where whiff values come from.

Notes

  1. As the replay forcibly ends when the match would have ended, whether or not this is truly infinite cannot be confirmed.