Eternal Fighter Zero/Rumi Nanase
- 1 Introduction
- 2 Character-Specific Notes
- 3 Normal Moves (With Shinai)
- 4 Special Moves (With Shinai)
- 5 Eternity Specials (With Shinai)
- 6 Normal Moves (Bare-Handed)
- 7 Special Moves (Bare Handed)
- 8 Strategy and Tactics
- 9 Combos
- 10 About "Happy Hell Maiden"
- 11 Win Quotes
- 12 Colors
- 13 In-game References
Nanase Rumi (七瀬 留美) is a character inspired by the Samurai Spirits and Last Blade series, with big, slow normals doing huge damage and a shinai that she can lose, leaving her to fight bare handed until she picks it back up. Many of her specials and normals have armor, allowing her to just bully her way through the opponent’s pokes. Her defining special move is her command throw, inspired by Juzoh of the Last Blade 2. It is composed of two parts: the grab itself, and the swing follow up. Depending on the accuracy of the follow up’s timing, the swing may go from completely missing to hitting a homerun for a good 40% of the opponent’s hp. Her dragon punch is also noteworthy, as it is huge, hits on both sides and does good damage, but if it is not IC’d she throws her shinai away in a follow up leaving her bare handed. While barehanded she loses armor, damage, range and most of her specials, but is a lot faster and gains access to a new super. As a grappler, her gameplay style when on the offense is very much rock paper scissors, with some very good damage when she guesses right.
Rumi is one of the heroines of ONE, a visual novel produced by Tactics in 1998. She is a student who recently transfered into Kouhei's school. She met Kouhei on her first day, when they crashed into each other at a turn in the sidewalk. She dreams of becoming a proper "maiden" and tries to act cute and kind, but her acts always fall apart due to Kouhei's tricks. During ONE, Rumi hires Kouhei to act as a bodyguard.
Stage: Park on the Path to School (Night) (通学路の公園(夜))
BGM: A Would-Be Maiden (乙女希望)
- Rumi is able to air jump once, and air dash/backstep once.
- Some of Rumi's moves involve her throwing away her shinai, leaving her in bare-handed mode. She can recover her shinai at anytime by standing next to it and pressing S.
- If Rumi uses her "Enduring Maiden's Aesthetic" move, a "Kimuchi" gauge appears below her life gauge, indicating the time left before the Kimuchi disappears. While Rumi has Kimuchi, she gains constant recoil armor and receives half the damage than usual. However, she cannot guard or recoil guard during this time.
Normal Moves (With Shinai)
(c)4C / (c)6C
|(c)4C / (c)6C|
Special Moves (With Shinai)
|Maiden's Fang Assult
- All 236* moves can cancel into the shinai throw super (4123641236x) providing an additional damage output option when IC is unavailable.
- If they hit an airborne opponent, the follow-up animation will not be executed resulting in pitiful damage and a potential punish by them air-teching.
|Blasting Iron Fist
- All 623* moves can be IC canceled while rising.
- Furthermore after throwing the shinai, the moves are FIC cancelable as long as the rising attack hit or was blocked.
- After throwing her shinai, Rumi will enter her bare-handed mode.
|Happy Hell Maiden
|All 41236* moves are fully invulnerable on their first two frames of startup. For a full explanation on Rumis command grab see About "Happy Hell Maiden".|
Eternity Specials (With Shinai)
|Quit sneaking around!
|Maiden Cherry Blossom
|Enduring Maiden's Aesthetic
|Big Bang Home Run
During Happy Hell Maiden: 236C
Normal Moves (Bare-Handed)
The notation for the movelists can be found under Notation.
(c)4C / (c)6C
|(c)4C / (c)6C|
Special Moves (Bare Handed)
4S / 5S / 6S
|True Maiden's Fist
Strategy and Tactics
Rumi's main plan in neutral is to patiently wait for her IC meter to charge up while deterring her opponent from approaching.
Once she has IC meter ready she can make efficient use of her 623* Series allowing her to go on the offensive.
She can choose to approach the opponent on the ground by dashing close up to them and use 5A/2A/66A/662A to start pressure.
If the opponent seems to use attacks to stop her from getting closer, she can attempt to punish those with using the armored frames on (f)5B, 66B, 2C, 5C or 623*.
If the opponent tries to jump out of her approach, she can try to counter that with the use of 2B, 662B and 662C.
Rumi in general should not attempt to approach the opponent from the air unless heavy reads are involved.
Jumping in neutral should only be considered when projectiles can be avoided with it or to deter opponents from jumping/airdashing into her by making use of the long active frames of j5A.
Rumi's pressure follows a basic Rock-Papers-Scissors principle, the basic outline would be following:
- Grabs beat an opponent blocking, but lose to pokes and reversals.
- Blocking beats an opponent reversal, but loses to pokes.
- Reversal (623A/B) beats an opponent poking, but loses to blocking.
She can get the most damage out of grabbing her opponent, however no half-decent player would ever allow this to happen constantly and will start poking and jumping while in pressure.
To discourage this, Rumi can punish those attempts with her 623B.
But 623B will require IC meter to start a high damaging combo as well as let Rumi keep her shinai and avoid a potential punish.
Therefore her pressure can be broken down into two phases:
Without IC meter
During this phase the player should mainly focus on staggering moves like 5A, 2A, (c) 5B and (f)5B until IC meter gets charged up sufficiently or the opponent gets hitconfirmed into a combo.
66A, 662A and 66B can be used to close in on the opponent and reset the pressure.
It is advised to be wary of enemy reversals and Recoil Guards during this phase. With proper timing of armored moves these two threats can be dealt with.
With IC meter
Once the player has built up enough IC meter it is time to decide between attempting a grab or executing 623B IC depending on what action they expect from the opponent.
To ensure maximum efficiency during this step, You should be at least within 41236B range of the opponen after the previous phase.
Otherwise you will have to dash in prior attempting to grab / 623B, giving the opponent extra time to react.
Rumi's pressure is very prone to enemies jumping out due to relying on slow normals and grabs.
Her only anti-jump moves are 2B, (f)5B and 662B which are often too slow as well as 662C which carries a lot of risk for very little reward.
When an opponent attempts to jumping out of Rumis pressure they will either attempt to attack her while falling down, or double jump / airdash away from her to reset back to neutral.
If you expect the first option, it is recommended to prepare for the attack by buffering 623B or RG.
If you expect the latter, you can attempt to catch them with j5B for a little damage.
Being consistent in landing Homeruns, conversions of most grounded moves and 623* combos is key to get the most out of Rumi's pressure.
For additional information about Rumis pressure see Tony's Theory of Rumi RPS
Unfortunately Rumi does not have access to strong okizeme as her air normals will lose easily to Recoil Guards.
Grab protection on wake-up removes the Rock-Paper-Scissors aspect she has otherwise during pressure. To bypass this restriction to a certain degree, you can attempt to safe jump in with a whiffing air normal during the opponents wake-up animation and then deciding between 5A, 41236A or using 623B.
On a midscreen knockdown that leaves the opponent close to Rumi, 668 j5B 5A is a decent left/right mixup.
A third, but very risky okizeme option is the use of j623* to beat Recoil Guard attempts against aerial attacks or using FIC during it to attempt a high/low mixup with j5A or 2A in bare-handed mode.
Against untight pressure
Due to being fully invulnerable, 623B can be always used against frametraps with little risk. Her recoil armor allows her to disrespect untight pressure. Which armoured move should be used depends on range and what armoured frames are available.
Especially against longer ranged pressure Rumi can shine with 5C and 2C as options which can lead into high damage combos with a little meter.
Against tight pressure
The only way to deal with tight pressure is to Recoil Guard a move and force a Rock-Paper-Scissors situation by following this principle:
- Blocking beats an opponent using a reversal, but loses to attacks
- 623B (IC) beats an opponent using an attack, but loses to blocking
- Attacking beats an opponent blocking, but loses to reversals
Both players using the same option can have various results depending on matchup, distance, meter, etc.
Having access to Recoil Armor may allow Rumi to attack at otherwise undisrespectable spots, this will most likely lead into a Recoil Counter resetting the situation.
Rumi has got 4 main options against opponents trying to attack her from the air:
- Recoil Guard the last hit of the enemy aerial attacks into command grab. If the opponent rejumps to avoid the grab, she can try to use the air-unblockable 5A instead
- When it is unclear how many aerial attacks the enemy is going to execute, Recoil Guard into (c)5B can armor through one attack
- 623B if IC is available
- 662C if the opponent is close to the ground
Against airdash resets
While she does not have a fast jab with good vertical range, she can still beat airdash resets with her 623B, or when IC meter is not available, 662C.
When in bare-handed mode
Rumi is essentially crippled when in bare-handed mode due to losing access to recoil armor, high damaging combos and cancel options.
The main priority therefore is to recover the shinai at all costs.
With a self cancelable j5A and a strong j5C she gains easier access to jump-ins in neutral which allows her to start pressuring the opponent more frequently.
Her bare-handed pressure revolves around staggering with 5A, 2A and resetting with 662A until she gets an opportunity to grab the opponent with her 41236* which gives her enough time to land a combo and/or recover her shinai.
A potent, but difficult way to land the command grab is to set it up prior with a blocked 66A.
For a comprehensive video about Rumi combos see Tony's Rumi Bread and Butter Combos
- An input in (brackets) indicates it requires Rumi to be closer or farther from the opponent, otherwise it can be skipped.
- Due to the nature of EFZ combos the following list below is far from complete (or even optimized) and has room for many different starters or routes off various hitconfirms.
- 5a c5B (f5B) 214A ~ 2000 Damage
- Corner: 66C 5A 5B 5C ~ 3000 Damage
- Near corner against airborne enemy: 2B j9 j5C j66 j5C (4 or 6) 5AB 5AB 5AAAAA c5B f5B ~ 4500 Damage
With Red IC
Without Super Meter
- f5B/66B IC 662C ~ 2000 Damage (not recommended)
- 5A c5B (f5B) 214A IC 5A 5B 5C ~ 3800 Damage
- If the enemy is too far for 214a: 5A c5B f5B IC 662C ~ 2600 Damage
- 623B IC j66 j5A 5A 5B 5C ~ 3000 Damage
- 5C IC 662C ~ 3500 Damage
- 41236* 236A IC 5A 5B 5C ~ 3000 Damage
- When Close: 5C IC 2C 236A ~ 4000 Damage
- Near corner: 623B IC j66 j5C (4 or 6) 5AB 5AB 5AAAAA c5B f5B ~ 3700 Damage
- Near corner against airborne opponent: (j5A) j5C j66 j5C 5AB 5AB 5AB 623A IC 5C ~ 4600 Damage
- Near corner against airborne opponent: 662C IC j8 dj9 j5C j66 j5C (4) 5AB 5AB 5AAAA c5B f5B ~ 5000 Damage
With Super Meter
- 2C 214214A IC (6) 5A 5B 5C ~ 5100 Damage
- f5B/66B IC 66B 214214A ~ 3500 Damage
- f5B/66B IC 66B 214214B 662C ~ 4400 Damage
- f5B/66B IC 66B 214214C 5C ~ 4900 Damage
- 5C IC (2C) 214214A ~ 4900 Damage
- 5C IC (2C) 214214B 662C ~ 5700 Damage
- 5C IC (2C) 214214C 5C ~ 6100 Damage
- 5a c5B (f5B) 214A IC 214214A ~ 3700 Damage (not recommended)
- 5a c5B (f5B) 214A IC 214214B 662C ~ 4500 Damage
- 5a c5B (f5B) 214A IC 214214C ~ 5000 Damage
- 5a c5B 236A IC 2C 214214A ~ 4200 Damage
- 5a c5B 236A IC 2C 214214B 662C ~ 4900 Damage
- 5a c5B 236A IC 2C 214214C 5C ~ 5200 Damage
- 623A IC 214214A ~ 2800 Damage*
- 623A IC 214214B 662C ~ 3700 Damage*
- 623A IC 214214C 5C ~ 4200 Damage (not recommended)*
- 623B IC j66 j5C 5AB 5AB 5AB 2C** 4123641236A ~ 4200 Damage
- 623B IC j66 j5C 5AB 5AB 5AB 2C** 4123641236B ~ 4600 Damage
- 623B IC j66 j5C 5AB 5AB 5AB 2C** 4123641236C 66C j9 j5C~ 5200 Damage
With Blue IC
Without Super Meter
- Corner: 5A c5B 214A BIC 662C j9 j5A j5C j9 j5A j5C 5AB 5AB 5AAAAA c5B 623A IC 5C ~ 6600 Damage
- Corner: 623A BIC 662C j9 j5A j5C j9 j5A j5C 5AB 5AB 5AAAAA c5B 623A IC 5C ~ 6700 Damage
- Near corner: 5A c5B (f5B) 214A BIC j9 j5C j66 j5C 5AB 5A 5B 5C ~ 6300 Damage
- Near corner and airborne: 2B j9 j5C j66 j5C 5A 5B 5C BIC 5A 2B j8 j5C j66 j5C 5A 5B 5C ~ 7500 Damage
- Far from the corner: 623B BIC j66 j5B j9 j5A j66 j5A 5A j9 j5A j66 5A 5B 5C ~ 4500 Damage
- Far from the corner: 5A 5B (f5B) 214A BIC j9 j5B j66 j5A j9 j5A j66 5A 5B 5C ~ 5300 Damage
- Midscreen: 66B/f5B IC 66C 66j9 j5C j9 j5C j66 j5C 5A 5B 5C ~ 5400 Damage
- When cornered: 41236* 236A IC (662A whiff) 5A 2B j9 j5C j66 j5C (4) 5AB 5AB 5AAAAA c5B f5B ~ 4900 Damage
With Super Meter
- Midscreen: 66B/f5B IC 66C 66j9 j5C j9 j5C j66 j5C 5AB 5AB 5AB 2C** 4123641236A ~ 6200 Damage
- Midscreen: 66B/f5B IC 66C 66j9 j5C j9 j5C j66 j5C 5AB 5AB 5AB 2C** 4123641236B ~ 6600 Damage
- Midscreen: 66B/f5B IC 66C 66j9 j5C j9 j5C j66 j5C 5AB 5AB 5AB 2C** 4123641236C 66C j9 j5C ~ 7300 Damage
- Near corner against airborne opponent: 2B j9 j5C j66 j5C 5A 5B 5C BIC 5A 2B j9 j5C j66 j5C 5AB 5AB 2C** 4123641236A ~ 8200 Damage
- Near corner against airborne opponent: 2B j9 j5C j66 j5C 5A 5B 5C BIC 5A 2B j9 j5C j66 j5C 5AB 5AB 2C** 4123641236A ~ 8500 Damage
- Near corner against airborne opponent: 2B j9 j5C j66 j5C 5A 5B 5C BIC 5A 2B j9 j5C j66 j5C 5AB 5AB 2C** 4123641236A ~ 9000 Damage
- 41236* 236A IC (662A whiff) 5A 2B j9 j5C j66 j5C 5AB 5AB 5AB 2C** 4123641236C 66C j9 j5C~ 5600 Damage
- 41236* 236A IC (662A whiff) 5A 2B j9 j5C j66 j5C 5AB 5AB 5AB 2C** 4123641236C 66C j9 j5C~ 5800 Damage (not recommended)
- 41236* 236A IC (662A whiff) 5A 2B j9 j5C j66 j5C 5AB 5AB 5AB 2C** 4123641236C 66C j9 j5C~ 6800 Damage
- * Quake confirms during juggles do not work against these Characters: Akiko, Kanna, Kaori, Mai, Nayuki(asleep), Sayuri
- ** 2C can work against the above mentioned characters, but the window at which it can work is significantly smaller compared to other characters and is therefore adviced to be skipped against them.
About "Happy Hell Maiden"
After grabing the opponent with her "Happy Hell Maiden" special move while holding the Shinai, Rumi enters an animation where she can follow-up with these moves:
236A: Maiden Bunt (乙女バント)
- During Happy Hell Maiden, Rumi holds her shinai to bunt.
- Because it only does 300 damage, this move is only useful if you need to guarantee a KO against an opponent with very low life.
- You can IC this move for a free and easy air combo, though it is most effective while Rumi is near the corner.
236B: Rapture Full Swing (爆裂フルスイング)
- During Happy Hell Maiden, Rumi swings her shinai as if it was a baseball bat.
- In total, she has a 5 frame window to hit with her shinai, and only 1 of those frames (in rare cases, 2 frames) results in a clean hit. Swinging several frames too early from a clean hit deals decreasing amounts of damage, while swinging 1 frame too late misses completely.
- The usefulness of this move depends entirely on how consistent you are with landing the swing. The timing is always the same but has no visual cues, so spend plenty of time practicing.
236C: Big Bang Home Run (ビッグバン打法)
- Requires 3 Super Meter and Rumi has to be at less than 1/3 HP
- An even stronger version of "Rapture Full Swing"
Hitting on the correct subframe
EFZ runs at 1/3 frame steps. This directly affects Rumi's homerun swings as their damage varies between every step.
To guarantee a slightly higher damage output from the swings, the player can delay their swings by less than a frame with these actions:
- Buffering the 41236* input during a jump with dash momentum delays the swing by 1/3 frame.
- Buffering the 41236* input during a jump without dash momentum delays the swing by 2/3 frame.
- Tricking the buffer by inputing 63236B/C delays the swing by 2/3 frame.
Furthermore there is a variation in the damage dealt depending on which side the player is on.
These are all the possible damage values (assuming the player has full BIC meter):
For reference, see Rumi's Delayed Home Run - A Lecture by @Tony_EFZ
Don't underestimate me…
(To Doppel Nanase)
(To Doppel Nanase)
- Rumi's style of fighting with and without her weapon is similar to how characters act in the Samurai Shodown series.
- The "Kimuchi" ramen that Rumi eats during her "Enduring Maiden's Aesthetic" move is a reference to the meal that Kouhei ate with her on a Christmas date in the game.
- Rumi's sword is a reference to how she was a master of kendo in the game.