Eternal Fighter Zero/Rumi Nanase

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Introduction

Rumi-efz.png

Nanase Rumi (七瀬 留美) is a slow but strong character. Her shinai (bamboo sword) gives her incredible range and power. The recoil armor she gains from several of her moves gives her a huge advantage against reckless opponents. However, when bare-handed she loses a lot of her special moves, recoil armor and range. She is best suited to a offensive style of play.

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)

Character-Specific Notes

  • 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)

The notation for the movelists can be found under Notation.

Move Hits Damage Guard Move
Cancel
Jump
Cancel
IC
Cancel
5A(c) 1 300 Ground Yes Yes Yes
5A(f) 1 350 Low Yes Yes Yes
2A 1 240 Low Yes Yes Yes
j.A 1 280 High/Air Yes Yes Yes
66A 1 350 Low Yes No Yes
662A 1 240 Low Yes No Yes
5B(c) 1 560 Ground Yes Yes Yes
5B(f) 1 700 Ground Yes Hit Yes
2B 1 600 Ground Yes Hit Yes
j.B 1 650 High/Air Yes Yes Yes
66B 1 900 Ground Yes No Yes
662B 1 600 Ground Yes No Yes
5C 1 2200 Ground No No Yes
2C 1 1000 Ground Yes No Yes
j.C 1 900 High/Air Yes Yes Yes
66C 1 700 Ground No No Yes
662C 1 1500 Ground No No Yes
Throw 2 1200 Throw No No No
j.Throw 2 1400 Air Throw No No No

Weak Attacks

5A (close)

  • Rumi extends her Shinai close to the ground.
  • Hits mid.


5A (far)

  • Rumi extends her Shinai close to the ground.
  • Hits low.


2A

  • Rumi pokes at her opponents across the ground.
  • Hits low. Fast. Combos into itself.


j.A

  • Rumi pokes the opponent with her Shinai from the air.
  • Hits high.


66A

  • Dashing version of 5A (far).
  • Same move, but whiffs at close range.


662A

  • Dashing version of 2A.
  • Same move.

Medium Attacks

5B (close)

  • Rumi hooks her opponent's torso.
  • Hits mid. Mainly used in combos.


5B (far)

  • Rumi swings her Shinai in a downward arc.
  • Hits mid. Again, mainly used in combos.


2B

  • Rumi swings her Shinai in an upward arc.
  • Hits mid. Good anti-air. Also good for juggles.


j.B

  • Rumi swings her Shinai so that it strikes almost all around her, missing some of the area below and behind her.
  • Hits high. The hitbox on this move makes it great for air combos as well as crossups.


66B

  • Dashing version of 5B (far).
  • Same move.


662B

  • Dashing version of 2B.
  • Same move.

Strong Attacks

5C

  • After a long startup, Rumi swings her sword.
  • Hits mid. Long range, long startup, super armor.


2C

  • Rumi trips and pokes with her Shinai.
  • Hits mid. Average range, long startup, and super armor. Not a very good move.


j.C

  • Rumi performs a powerful strike in front of her with her Shinai.
  • Hits high. Sends the opponent flying on air hit outside of the corner. Very good in air combos.


66C

  • Rumi performs a dashing headbutt with an average startup time.
  • Hits mid. Wallbounces on hit for an easy air combo, if you can land the headbutt.


662C

  • Rumi instantly performs a dashing version of Rapture Full Swing.
  • Hits mid. Launches on hit for a potential juggle, but requires an IC. Good as an anti-air though.

Throws

Throw

  • Rumi grabs her opponent and performs a power bomb.
  • Can't be combo'd after, but does surprisingly decent damage for a throw.


Air Throw

  • Rumi grabs her opponent from the air and performs a power bomb.
  • Same as her ground throw, but does a bit more damage.

Normal Moves (Bare-Handed)

The notation for the movelists can be found under Notation.

Move Hits Damage Guard Move
Cancel
Jump
Cancel
IC
Cancel
5A 1 220 Ground Yes Yes Yes
2A 1 200 Low Yes Yes Yes
j.A 1 220 High/Air Yes Yes Yes
66A 1 220 Ground Yes No Yes
662A 1 220 Low Yes No Yes
5B(c) 1 500 Ground Yes Yes Yes
5B(f) 1 500 Ground Yes Hit Yes
2B 1 450 Low Yes Yes Yes
j.B 1 480 High/Air Yes Yes Yes
66B 1 545 Ground Yes No Yes
662B 1 450 Low Yes No Yes
5C 1 650 Ground Yes No Yes
2C 2 ≈650 Ground Yes Hit Yes
j.C 1 600 High/Air Yes Yes Yes
66C 1 700 Ground Yes No Yes
662C 1 450 Ground Yes Yes Yes
Throw 2 1200 Throw No No No
j.Throw 2 1100 Air Throw No No No

Weak Attacks

5A

  • Rumi performs a straight punch to the opponent's chest.
  • Hits mid. Combos into itself, very fast.


2A

  • Rumi performs a straight punch to the opponents legs.
  • Hits low. Combos into itself, very fast.


j.A

  • Rumi performs a straight punch towards the opponent.
  • Hits high. Combos into itself, very fast.


66A

  • Dashing version of 5A.
  • Same move.


662A

  • Dashing version of 2A.
  • Same move.

Medium Attacks

5B (close)

  • Same as 5B (close) while Rumi has her Shinai.
  • Same move.


5B (far)

  • Rumi performs an overhead punch.
  • Hits mid. Works the same way as Shinai 5B (far).


2B

  • Rumi punches at her opponents legs.
  • Hits low. Works good as a poke.


j.B

  • Rumi performs a short-ranged uppercut.
  • Hits high. Almost useless outside of combos.


66B

  • Dashing version of 5B (far).
  • Same move.


662B

  • Dashing version of 2B.
  • Same move.

Strong Attacks

5C

  • Stationary version of Shinai and Bare-Handed 66C.
  • Hits mid. Does not wallbounce like 66C. Mainly used in combos.


2C

  • Rumi extends her arm punching in a 9 direction for 2 hits.
  • Hits mid. Decent anti-air with good reach.


j.C

  • Rumi punches directly downwards.
  • Hits high. Knocks down on air hit, so works well as an air combo ender, but an air combo can be continued by using an IC and then following up with j.A


66C

  • Same as Shinai 66C.
  • Same move.


662C

  • Dashing version of 2C.
  • Same move.

Throws

Throw

  • Same as her Shinai ground throw.
  • Same move, but does a bit less damage than usual.


Air Throw

  • Same as her Shinai air throw.
  • Same move, but does a bit less damage than usual.

Special Moves

The notation for the movelists can be found under Notation.

Move Hits Damage Guard IC
Cancel
Shinai Recovery [Bare-handed, and next to the Shinai]
S 0 N/A N/A No
Maiden Fang Protruding [With shinai]
236A 2 ≈1290 Ground Yes
236B 2 ≈1840 Ground Yes
236C 3 ≈1540 Ground Yes
> Maiden Cherry Blossom [During Maiden Fang Protruding, SP Level 1-3]
> 4123641236A ≈4 ≈2170 High No
> 4123641236B ≈5 ≈3130 High No
> 4123641236C ≈10 ≈4410 High No
Blood-Red Shinai [+Aerial, With shinai]
623A ≈3 ≈1210 Any Yes while rising
623B ≈5 ≈1340 Any Yes while rising
623C ≈8 ≈1930 Any Yes while rising
Blasting Iron Fist [With shinai]
214A 1 700 Low/Air Yes
214B 1 850 Low/Air Yes
214C ≈5 ≈1090 Any No
Happy Hell Maiden
41236A/B/C 1 0 Throw No
> Maiden Bunt [With shinai, during Happy Hell Maiden]
> 236A 1 300 N/A Yes
> Rapture Full Swing [With shinai, during Happy Hell Maiden]
> 236B 1 0-4207 N/A No
> Big Bang Hitting Method [With shinai, during Happy Hell Maiden, 1/3 HP, SP Level 3]
> 236C 1 0-6684 N/A No
True Maiden's Fist [Bare-handed, SP Level 1-3]
236236A 1 2300 High Yes
236236B 1 3200 High Yes
236236C 1 4000 High Yes
Quit sneaking around! [With shinai, SP Level 1-3]
214214A 1 2500 Low/Air Yes
214214B 1 2650 Low/Air Yes
214214C 1 2800 Low/Air Yes
Maiden Cherry Blossom [With shinai, SP Level 1-3]
4123641236A ≈4 ≈2170 High No
4123641236B ≈5 ≈3130 High No
4123641236C ≈10 ≈4410 High No
Enduring Maiden's Aesthetic [With shinai, 1/3 HP, SP Level 3]
4123641236S 1 1500 Any No

Specials

Shinai Recovery (竹刀回収)

  • Rumi picks up her shinai sticking out of the ground.
  • This move is an absolute necessity if you want to retrieve your shinai. Be wary if the opponent is nearby, since you will be vulnerable during the short move.


Maiden's Fang Assult (乙女牙突)

  • Rumi leans back before running forward with her shinai. Rumi gains recoil armor while she is running. If the A or B versions hit, Rumi will calmly spin to the opposite side of the opponent as they collapse to the ground. For the C version, an extra attack is added that wallbounces the opponent.
  • [usefulness]


Blood-Red Shinai (紅蓮竹刀)

  • If standing, Rumi jumps while knocking the opponent in the air and then throws her fiery shinai downward at an angle. If already in the air, the shinai is thrown immediately. When the thrown shinai hits the ground, it causes an explosion.
  • All in all, this is a good special move in its own right for aerial mind games, but do note that you are following up bare-handed until you pick up the shinai.


Blasting Iron Fist (爆砕鉄拳)

  • Rumi pounds the ground with her fist. The A version is fast, while the B version has more startup but does more damage. The C version generates a wave of debris that travels across one screen-length.
  • The A version is useful as one of Rumi's low attacks that can be used at the end of a blockstring, I guess.


Happy Hell Maiden (乙女富獄)

  • Rumi reaches out with both of her hands and tries to grab the opponent. If the grab hits, Rumi tosses the opponent into the air for further options. If Rumi has her shinai, she delays her grab for the B and C versions, gaining recoil armor during the delay.
  • With the shinai, this move's usefulness depends entirely on how consistent you are with her "Rapture Full Swing". If you don't have the shinai, this throw can be used to setup a nice aerial combo or her "True Maiden's Fist" super.


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 cornered.


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. A perfectly timed swing deals a staggering 4200 damage, but the timing for a perfect swing is only 1-2 frames. Swinging several frames too early from a "perfect swing" deals decreasing amounts of damage, while swinging 1 frame late from a "perfect swing" 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 practising.

Eterny Specials

True Maiden's Fist (真の乙女の拳)

  • Rumi leans her fist back and quickly dashes toward the opponent with a powerful straight punch.


Quit sneaking around! (ちょろちょろすんなぁっ!)

  • Rumi pounds the ground with her fist, shaking the entire floor.
  • The A and B version pop the opponent up, but the C version stuns the opponent for several seconds instead, leaving them open to almost everything.


Maiden Cherry Blossom (乙女桜)

  • Rumi does a two-handed throw of her fiery shinai, twirling until hit
  • It takes much longer for the shinai to return to earth than the "Blood-Red Shinai" special move. Like "Blood-Red Shinai", it will also launch the opponent.

Final Memory

Big Bang Home Run (ビッグバン打法)

  • During Happy Hell Maiden, Rumi swings her shinai in a huge fiery arc. A perfectly timed swing deals a staggering 6500 damage, but the timing for a perfect swing is only 1-2 frames. Swinging several frames too early from a "perfect swing" deals decreasing amounts of damage, while swinging 1 frame late from a "perfect swing" misses completely. The timing is always the same but has no visual cues, so spend plenty of time practicing.
  • This move is an incredibly risky way to use up your SP gauge. Should only be considered either in near-hopeless do-or-die situations, or for taunting purposes.


Enduring Maiden's Aesthetic (耐える乙女の美学)

  • Rumi eats some "Kimuchi" ramen and emits a powerful shockwave. Afterwards, Rumi gains a fiery aura which lasts until her Kimuchi gauge is deleted. The gauge will drain naturally in 12 seconds.
  • This move is a double-edged sword, sacrificing defensive abilities for maximum offensive pressure. Because you cannot guard while the Kimuchi is in effect, opponents can take advantage of that by using a normally-easy-to-guard super for easy damage.

Strategy, Tactics, and Combos

Combos

The standard Rumi BnB of pain: 623B→[IC]→[Air Dash]→j.A→[Land]→5ABC. Does about 3000 damage.

If you are close enough to the opponent, you can use 5ABB→214A→[IC]→5ABC Does about 3500 damage.

66B→236A→[IC]→2C→214214B→5AB→[Jump]→j.AB→[Jump]

2A→5ABB→214A→[Blue IC]→2B→[Jump]→j.C→[Air Dash]→j.C→[Land]→(if at corner) {5AB}*3→{5A}*5~7→5AB→[Jump]→j.AB→[Jump]

(Rumi cornered) 41236A→236A→[IC]→[Jump]→j.B→j.C→[Double Jump]→dj.B→dj.C→[Air Dash]→dj.B Does about 3600 damage.

Recoil Armor Love

Rumi has plenty of hard-hitting moves with ample recoil armor. Use them to severely punish a recklessly offensive player. Trading hits with hyperactive opponents has never been easier!

Blood-Red Shinai Fun

Rumi's 623A and B specials are very good. They have a lot of priority going up, so it can beat out a lot of incoming attacks quite cleanly. They can easily be used as a wakeup option. When it's combined with an IC, you can start Rumi's BnB combo if you connected, or erase the normal recovery time if it was blocked. In either case, you get to keep your shinai, which is super good.

The j.B Crossup

Because of the way Rumi swings that shinai in the air, this move is a good tool for the crossup game, whether the opponent is above or below you.

Win Quotes

Japanese English

ぐあッ!?

こ、腰がぁ…

[TRANSLATION NEEDED]

ナメないでよね…

七瀬なのよ!
アタシ!!

Don't underestimate me…

It's Nanase!
It's me!!

一撃必殺ッ!

乙女にしか
なせない業よっ!

[TRANSLATION NEEDED]

タダでさえ加減が
わからないんだから

余計な手間は
取らせないで
くれないかしら

[TRANSLATION NEEDED]

参考までに
言っとくけど

本調子なら
アンタくらい
3秒で沈めるわ

[TRANSLATION NEEDED]

切れ味よりも
破壊力ッ!!

型にはまってるようじゃ
アタシを
退かせられないわよ

[TRANSLATION NEEDED]

(To Mizuka)
はぁ…
アタシも瑞佳みたく

乙女らしく
戦えないかしら…

(To Mizuka)
[TRANSLATION NEEDED]

(To Mayu)
でぇい!
寄るなぁッ!!

トホホ…
アタシやっぱり
コイツ苦手よぉ…

(To Mayu)
Hrah!
Don't approach me!!

Boo-hoo…
I really don't like this girl…

(To Doppel Nanase)
ただの猿真似とは
一味違うみたいね

悪のライバル現る
って所かしら

もちろん悪はアンタよ

(To Doppel Nanase)
[TRANSLATION NEEDED]

(To Rumi)
アタシを真似したい気持ちは
わかるけど

本家の評判に関わる
偽者には
星になってもらうわね

(To Rumi)
[TRANSLATION NEEDED]

Colors

EFZ-rumi-colors.png

In-game References

External References

  • Rumi's style of fighting with and without her weapon is similar to how characters act in the Samurai Shodown series.

ONE References

  • 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.
Eternal Fighter Zero
General

FAQControlsNotationMenusHUDLinksMediaNetplayColor Editor

Characters



AkaneAkikoAyuDoppelIkumiKannaKanoKaoriMakoto

MaiMayuMinagiMioMisakiMishioMisuzuMizuka

Nayuki (asleep)Nayuki (awake)RumiSayuriShioriUNKNOWN

Mechanics