Eternal Fighter Zero/Controls

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Notation

Directional command notation is as follows:

                   .- up (u)
                   |
  up+back (ub) - 7 8 9 - up+forward (uf)
 
      back (b) - 4   6 - forward (f)
 
down+back (db) - 1 2 3 - down+foward (df)
                   |
                   `- down (d)

Note: These numbers can be easily referenced by looking at your keyboard "numpad". Think of it as a joystick/controller that is facing to the right. "5" is used to signify "neutral".

Button Notation

A - Light Attack
B - Medium Attack
C - Strong Attack
S - Special (not used by every character)

If you still feel confused, here are some examples to get you used to numeric notation:

"66" means tap forward twice. "44" means tap backward twice.
"236A" means press down, down-forward, forward, then A. This is a common special move that many characters have. You may also know this command as a quarter circle forward or a "hadoken motion"
"623A" means press forward, down, down-forward, and then A. This is commonly known as a dp or "dragon punch" motion.

Miscellaneous Notation

j. - The following move should be performed in the "midair" position (i.e. "j.236A" means to perform "236A" whilst in the air).
(c) - Refers to the close version of the preceding move (i.e. "B(c)" refers to the B attack when in close range).
(f) - Refers to the far version of the preceding move (i.e. "B(f)" refers to the B attack when far away).

Movement

On The Ground

6

  • makes you walk toward where you are facing

4

  • makes you walk away from where you are facing

66

  • forward dash
  • forward ground dashes vary from character to character, some characters leap forward giving their next attacks air hit property or makes them use an air attack, some run forward at a quick and constant pace, while others will quickly move a set distance forward and return to a neutral position.

44

  • back dash
  • backward ground dashes also vary from character to character. some are reverse leaps, others are quick back steps.

Jumping

7/8/9

  • 8 makes you jump straight up
  • 7 makes you jump back and up
  • 9 makes you jump forward and up

j.7/8/9

  • input while in the air
  • does a double-jump or air-jump, when used with a normal jump, can bring you to higher altitudes.
  • most aerial attacks can be canceled with an air-jump, allowing you to continue a combo/juggle further.
  • 7/8/9 makes you go back and up /straight up /forward and up, respectively

In The Air

j.66

  • air dash /forward air dash
  • forward air dashes are done while in the air, air dashes vary from character to character, some faster than others, others with special trajectories (ex: nayuki asleep and makoto), and some with special properties (ex: nayuki asleep 8-9 jam dash has attack properties).
  • air dashes can be used to cancel aerial attacks in place of or after an air-jump.
  • air dashes should be used carefully. If the opponent is air throw happy, it can be very easy to get air thrown out of them.

j.44

  • air back dash /backward air dash
  • back air dashes are exactly like air dashes, only going in the opposite direction, and sometimes having different animations.


Eternal Fighter Zero
General

FAQControlsNotationMenusHUDLinksMediaNetplayColor Editor

Characters



AkaneAkikoAyuDoppelIkumiKannaKanoKaoriMakoto

MaiMayuMinagiMioMisakiMishioMisuzuMizuka

Nayuki (asleep)Nayuki (awake)RumiSayuriShioriUNKNOWN

Mechanics