Eternal Fighter Zero

EX Wallslam > [j. C > air dash > j. A > j. C > land > A > 2C] > air combo.

[] is loopable with a Flicker IC (RIC)

The combo has tight timing. In BSE it was very easy to do, but now you need precise timing for the first j. C (too early - second j. C whiffs; too late, j. A whiffs), and timing might change according to character. For some reason Sayuri herslf is the character I have most problems landing the combo with.

You also need to make sure that there is some space between you and the opponent in the corner. j. C does not has hitboxes in the wand’s handle.

Some Sayuri highlights from the replay bell mentioned.

http://s6.yousendit.com/d.aspx?id=261Q598GGMCHC08F70SKHSBB9Z

The Shiori vs. Kaori match in those replays was freaking ridiculous. Shiori 6000+ damage combo right off the bat in the 2nd round… then losing because Kaori does a 5500+ damage combo right after…

Those Ikumi players were pretty sick as well. The default color one seemed to get more hits in but the white/blonde Ikumi seemed to have those j2C combos down. Scary stuff.

Urrrr… how come I didn’t think on 623A > IC as a Sayuri loop setup.

Dude, the game finally came and I’ve been trying out characters this past week… and I think I’ll settle on mayu(chii? announcer calls her chii) and ayu. Can you give me some pointers?

“Shiina Mayu”.

Mayu’s main advantage is that she is TINY. She is also very quick and has some pretty mean tick throw setups. Also, her anti-air grab is extremely damaging, and her roll-beatdown super easily links off most of her normals.

For Ayu, I will leave that to linalys. :stuck_out_tongue:

RG into SCIMITAR FUN.

Had been playing EFZ for a while, and am currently polishing my skill for Misaki (gawd, she’s the anigirl version of Geese Howard; gotta love the battle stance :blush:).

But I’m confused on how the mechanism of Magical Blade exactly works. Can someone post detailed explanation of it? :wonder:

This has been beaten to death =P

Have Sayuri counter something.
If you ever block the move she countered, she’ll flash white. Hit an attack button during that flash and she’ll do GENOCIDE, CUTTAH.
IIRC you only flash on the last move you countered.

Mayu owns in this game she has pretty much unlimited rush down and pressure games. Just have to watch out for the Just Defends. If you see them Just Defend then just Just Defend back. Kinda like in Soul Calibur II where if you get parried you can parry the other persons attack, but you can’t attack after you’re parried. It works the same in EFZ.

Mayu gets to control the pace of matches pretty easily, yeah. She can more or less run away all day and no one can do much to catch her, or start attacking as she sees fit. Kinda like Storm in that respect.

yeah I had that happen my friend and I rg like three of each others’ attacks in a row until I back away(qcb+x) or someone does supers. It’s not as bad as in MB though. That one chick with lvl 3 d,d,d+c counter is SCARY in that situation

Picking up Ikumi.
I screw up her B&B way too much. And the 663C into pain? Not happening.
Oh well. I will learn.

Oh yeah, VMan, you’re in Texas? Are you coming to TS5?

Alright, finally finished going over the thread. haven’t went through replays yet. btw excuse me for double posting, but the thread had been quiet for a while… None of the links here work :~p Things are finally starting to make some sense(before, I used to assume that VMan’s av was some guy walking around holding his jacket in one hand x_x), but I’m still at version 3.02, I’m playing from version 1.00 moving up to 3.10 pretty soon… I wanted to find out personally what most of the major changes were. Ayu losing her huricane flap sucked ass, and so did losing mio’s mode change combos and mayu’s ability to do qcb+a/c twice in a row, but good to hear that they’re still good anyhow.

so anyway
ric = lvl 2 instant charge
hic = lvl 1 instant charge
fic = instant charges of specific moves

right? I haven’t found any of fic though, so far most of the moves seem to take the full meters. BUT some moves seem to be different depending on cancel point(i.e. Ayu and Misaki’s groun-to-air will keep them grounded if canceled early).

Thanks for the pointers about Mayu, guys. I’m sorry though, I think I’ll be dropping her, I found myself running away more than fighting up close with her. Which pisses off my friends(re: only comp). She’s too good for my style, I guess. Her kim kapwhan style tiger knee rush down is insane. reminds me of the annoying real bout 1 kim(or cvs2 kim for that matter). And her command grab into antiair super combo hurts.

With Ayu I got a barely 6k combo now(version 3.02 though), it’s not loop and it has to use full meter though.

j.B j.C land cs.Bxxf+C launcher, j.B j.C xx jump j.B j.C xx qcb+B(ric) j.B j.C forward airdash j.C xx Qcbx2+C link airdash Cxx qcb+B.

sucky thing is, with shiori you can do DP+C, ric, then f,hcf super at corner for about the same damage lol of course the ayu combo is more flexible. But I think it can be improved(nudge nudge)

I don’t understand the music chick’s low tiering, though. She can do 5k damage for HALF level of super meter(given that you made hella music notes)! her jumping c reach as far as regular nanase’s j.b/c… and I don’t doubt that she’s got setups for her running grab super(more like takedown, but whatever).

Misaki is also pretty insane, but she’s kinda balanced I guess because she has to be close to opponent. first impression is that dashing d+B, dashing d+C, and dashing neutral+B are really good for closing distance and setting up throw. can you fic her fireball? I couldn’t do it.

Well, the tiering is based on 3.10, so there’s been plenty of tweaks since 3.02.

Cello girl (Mizuka?) seems to lack options till she hits that knockdown into note setup… that’s just my take on it. Sure she has a few good normals and a fairly decent no IC/no meter corner loop…
But IMHO, needing to knockdown, set note(s), then do something to set off the notes already makes it harder on her than it is for some characters who can just set something up and do whatever they want while their snowman/familiar/girl/smokebomb/whatever acts more or less independantly of the main character after the setup.

Mizuka’s low because she’s only got that dust loop to work off of, and not really much else; she’s very focused on her application of landing the dust loop, as the majority of her moves (uppercut, 2C, bow toss) activate notes somehow. She can be very nasty if she gets momentum going, but she’s got nothing really outside of that and only a small mixup game (off 5A and 6B).

Don’t take the bomber.xps.jp rankings too seriously, btw.

[/quote]

Don’t think so. Too broke and still looking for a job. I think MrHadouken (Ryu311_Funk in SRK) is going with other El Paso people, so you can play his Mio.

Ah well. I need to up my Ikumi really fast if people will actually play EFZ, haha.

Melty Blood is a lost cause, though.

Ikumi seems to be the Cable of EFZ.

She’s really difficult to play. Which weeds out scrubs I guess. Her j.A j.C pressure chain is bs. and… I don’t know much else about her lol