Eternal Fighter Zero

Just to clarify,

The reason why EFZ (and most doujinshi games) are for PC is for the simple reason that the PC is the cheapest system to develop games for.

EFZ is a doujinshi (amateur) fighting game, but more importantly, it is a fan-made fighting game. Unlike Melty Blood, where Type-Moon (creators of Tsukihime) participated in the creation of the game with the collaboration of a doujinshi group (Watanabe Seisakujo, now French Bread), there is no way that Tasofro (creators of EFZ) can make an arcade version.

Tasofro took the existing characters of four games (MOON, ONE, Kanon, AIR) and mixed them up in EFZ. Doujinshi work is often ignored in terms of copyright infrigment because it is mostly seen as free propaganda (though there are some exceptions). The only way for an arcade version of EFZ can be made is if someone gets the rights from Tactics and Key, but that’s probably impossible.

So in other words, Melty Blood is the special case in here. I don’t know of many instances where doujinshi work becomes commercial, like Tsukihime, which originally is a doujinshi game (doujinshi is not the same as fan-made, since doujinshi can include original characters - Tsukihime is an example)

I’ve uploaded a few replays of myself playing Ikumi, in .avi format encoded with WMV9 here. Feel free to give advice, as I’m currently looking for a high-damage combo she can do and not having much luck outside of ICing dash kick.

Well yeah, I admit my execution still needs work. I’m still trying to airdash Ayu’s jump C too early and I need to work on ICing those uppercuts earlier to say the least. But looking for advice more along the lines of, “you used 6b stupidly, here’s a better way.” or “using fish is better than uppercut in air combos” something along those lines.

My bad; I wanted to watch the replays to decide if if it looked like it was worth a d/l, I just assumed they’d play in .wmp or winamp.

Try the links bell and I put up. Those are avis.

Well that’s the thing, from my point of view, most everything was spot on. I tend to use her 214+C super as a meaty of sorts so I can dash in and do what I’d like as they get up and block.

I also find 6+C has this weird way of going through a few things and giving you a launcher. It’s not a ‘free launcher’ so to speak, but it has lag to it can be used to confuse.

You’re doing j.B, j.C, j.B, j.C as an air combo, right? That’s the best I can muster.

Sorry lina, you know I wish I could help otherwise, but I’m learning just like you are, and Gwy and Vman are the folks to go to anyway, I just like talking.

;F

Gotta work on that video compression bell. ;p

Since we are posting random garbage of fighting the AI, here I go with some Mishio stuff:

http://userpages.umbc.edu/~thoda1/EFZ-Mishio-Akane.avi
http://userpages.umbc.edu/~thoda1/EFZ-Mishio-Makoto.avi
http://userpages.umbc.edu/~thoda1/EFZ-Mishio-Nayuki.avi

Mostly just some standard mixin’ up, with a few good combos here and there. I keep dropping people today for some reason.

Bell- Well, you use the same ground combo I do. :wink: Yeah, you really just have to find some better combos so you can get some serious damage in. You use the tornados plenty enough (which is a good thing), and you are really good at landing that command grab, but you need to make sure you take off a ton of life whenever you hit someone.

Linalys- Looks like you have some good loops in the works, you just need to figure out how to set them up off anything you hit with (especially mid-screen). Also, might just be me, but I find it more worthwhile to just use the EX Psymitar (623) instead of trying to FIC it. It’s like a get out of combo free card.

That’s just the thing, I don’t think Ikumi has any major damage combos whenever she does hit someone. The most I’ve been able to find has been situational: standard BnB within half of the screen, IC, dash 2C, IAD C, land in corner, 5B 5B, go into air combo of choice. It nets about 3000 without meter which isn’t bad and certainly one of Ikumi’s harder hitting non-ES combos, but I seem to be missing something here with her. The dash 2C IAD C combo is also hard as hell to do because of the button pressing involved, too, so I’m still trying to land it consistently.

EDIT: My links won’t die after a week, but if the server gets slammed too hard I’ll have to take them down. :stuck_out_tongue:

Oh, and I’m looking for someone else to get into now. I’m leaning towards Akane and her stupidly good divekick/call assist rushdown game…

Well, what about doing something like this:
http://userpages.umbc.edu/~thoda1/EFZ-Ikumi.avi

~5000 is about the standard for an RIC combo.

Edit: Oh wait, fuck that noise, that’s complicated. Just do this:
http://userpages.umbc.edu/~thoda1/EFZ-Ikumi2.avi

I didn’t realize she has a double airdash.

That second combo is done:
A B C > 236A FIC > 663C > jc.B C > Land > j.C 66 C 66 C > Land > A B > jc.A A B C > jc.A B C

Also, don’t know if you know this, but I just found out that level 3 236B combos into her throw super. So you can do:
A B C > 236B (3) > 4123641236C
No cancels or anything. Now I know why people like to keep her in the yellow.

I compiled a clip of various setups in some J-replays I found. You can’t always rely on being close enough to the corner to execute the one you showed, but that’s a place for me to start at least.

(I compressed this one right, too. :P)

EDIT: Ah, that’s why people kept her like that and using level 3 throw. This is handy to know.

I’m gonna be recompressing the stuff I have up on /doujinsoft now.

Yeah, that second combo is the strongest wall combo I’ve seen, but those japanese replays look to use something pretty similar stuff (they use Dust-Loop like versions, whereas I utilize the air dashes). You can actually set those combos up from about 1/2 field distance using the IAD version of the setup off 662C, but it’s much harder.

Not in the corner you say? This is about the worst possitioning you can have going into a combo:
http://userpages.umbc.edu/~thoda1/EFZ-Ikumi3.avi
That seems like a reasonable amount of damage.

Ok ok, break it up. That’s enough Ikumi outta the two of you. Now if you want to continue doing such activities for Ayu and Nanase then by all means continue. =D Come on, you can top such scrubiness like this:

http://s6.yousendit.com/d.aspx?id=14B8E906BA99449FA2230868B5B2885F

Hrm, I think this is enough to get me started on formulating a new gameplan with Ikumi. Using RIC for that full-screen combo seems silly, so I’ll just stick with her standard BnB for mid-screen. I do have some stuff to work with in the corners now, though, and better ways to get them there.

EDIT: Nanase is a dirty dirty ho and needs to die.

Using an RIC for 4500 damage is NOT silly, I can assure you. Do what it takes to do damage, don’t settle for less than you can get.

Agreed on the dirty ho thing. Just mash on C with Nanase and you will probably win the match. ;p

(I don’t really know anything offhand for either of them, but it looks like you’ve got the right idea with Ayu… wallbounces with EX falldown, untechable with RIC EX uppercut).

I’ll look into them once I’ve got some free time, but I’m pretty booked up on work to do right now.

hahahaha, my ikumi combos are so ghetto in comparison =(

i just volley them off the wall twice and then aircombo… im sad.

Misuzu is officially my bitch.

I’m getting the hang of her and loving what’s she’s got.

I mean what, she’s got 7 supers? More than enough.

Lots of fun.

;D

Hello, I’m a noobie in EFZ, with who should I start playing with, so I get the hang of it?

Made a clip of another two matches of me vs. CPU Mai. I’m feeling a bit more confident about playing Ikumi this style, but I feel a bit ghetto for whoring out her dash A, 2A and IAD A so much. Also, I’m finding I have more opportunity for IC combos than RIC combos (I just fucked them all up in the video), so… any ideas for good IC combos? All I’ve managed to come up with is 2A - 2A - 2B - 5C - B dash cut - IC - dash 2C (corner) - (pause) air B - air C - (land, jump) air B - air C - (doublejump) air C for ~2500-2700. :confused: Which is okay, I guess, but I have a feeling I could do more if I manage to get the timing of her dash 2C IAD C loop down.

Oh, and regarding those corner loops… the one with double airdash C whiffs on Ayu and EX Mizuha^H^H^H^H^H due to size, and I have a bitch of a time getting the timing right to land the 5A/5B after the airdash C’s. Am I missing something or is it just really tight timing?

EDIT: Scratch that. It just whiffs on Ayu. The loop works on Makoto, Mayu, and EX Mizuha, but you have to do the first jump B faster so it hits them, whereas with normal characters you want the jump B and C to be as close together to the ground as possible. On Ayu I just can’t get the relaunch to work, she falls all weird.

Hyper Combo Finish!!!

=D

I don’t think there’s really a newbie-friendly character. Pretty much everyone has a learning curve and a fair bit of depth to them, and the juggle system is just something you’ll have to become adjusted to through play. I’d recommend staying away from Mai, Minagi, Mio, and Mishio, though, due to the way their moves works. (I sense a trend here…) Ayu and Shiori seem to be good to start with because they both have natural launchers and fairly simple, full movesets.