Hey FFD! Long time no see!
I am no Kaori user. I think GBlood knows something about her, though.
Hey FFD! Long time no see!
I am no Kaori user. I think GBlood knows something about her, though.
What’s going on with you, Jabel? Still playing the game? I read that you have a new M4 now.
Bell: I think Mai falls on same speed as Ayu. Misaki can only do launch, DP+C, link DP+C combo on a few characters and Ayu and Mai were few of those. but then again she can also do that combo on another misaki, so who knows. weights imo only matter in combos anyway.
Of course I stil play, and with the new version out there is even more reason I was going to substitute Misuzu for Nayuki (M coming from Minase :P), but I don’t think Misuzu is that bad now. She definitively lost her poison game, but outside of that her overall game got beefed up.
I still think I am going to promote Nayuki, so probably I have an M5 now.
I think that besides Ayu, it is just an issue of hitboxes. Heck, probably Ayu’s case is just that she has a small sprite therefore a small hitbox. I do know that Sayuri has some weird properties as well, making it hard for Misaki to juggle her sometimes but extremely easy to OTG. In Mai’s case Misaki has trouble OTGing her compared to other characters, but she is not hard to juggle.
Corner loops you can do pretty much anything you want and still get good damage. You can just get away with doing A C 66 loop 6 times and ending with 66C.
You can also do B loop if you want to be silly and fancy like me. Essentially the same method as Dust Loop, you can set it up for quads, triplets, double, or doubles + ground. Basic example is:
(66A C)*3 > 66C BIC, A A > jc.B, B > jc.B, B |> j.B, B |> B > jc.A B > jc.A C
Also make sure you learn to user her new 662C. In the corner, you can now do:
662C 623A, A A > B Loop
Her combos aren’t very hard, playing her otherwise can be.
Tornado loops seem to look good too. I have no idea how they’re done though.
Sorry to be a burden (and thanks for the info) but can anyone point me to where I can translate that notation?
I understand that Numbers notation and the buttons saying A B C or D. But stuff like “66A C” “BIC” “jc.” “|>” is wher I get lost.
Thanks though. :tup:
66 is forward forward, so 66a/c is dash a/c. BIC is a flashing blue IC. jc is jump cancel. |> I believe is land.
Thanks.
what’s a “flashing blue IC”? I neither heard nor have seen any footage of this.
It’s the stronger version of d,d+C. It’s the move that uses the secondary meter that builds up automatically. The character poses and they’ll instantly recover. red version just cancels, blue version cancels AND give you +40% power, but it’ll use all your secondary meter. pretty useful because a lot of combos stop working below 60~65% range power. If you got time, I recommend you go over GameFAQ’s Eternal Fighter Zero FAQ/Move List by Yunari. Now, don’t blow it off just cuz it’s gamefaqs, it’s a really good place to start.
I didn’t like tornadoes too much. I made a buncha theory fighting tactics on it cuz wel look,l I can cancel the B tornado to either low hit, dash front, or the qcb overhead and stuff on block right? But all that shit, worthless to someone who wakes up with any attack. cough low jabbing bastards. Thanks to the “close range fireballs dissipate when the character gets hit” Bullshyt rule the game has. The tornado combos look fricking cool though.
IC is instant Charge, the equivalent of EFZ to Guilty Gear’s Roman Cancel. The input is 22C (down down C) and can be used to cancel any move at any moment. For IC you need at least one level of Reinforce (RF) bar (the bar below the little bar).
The RF bar has two levels. Level 1 is red, which allows you to cancel (called Red IC or RIC) or do an RF move (equivalent to Third Strike’s EX moves). Level 2 is flashing blue/white, which allows you to do a Blue IC.
The difference between Blue and Red IC is that Blue IC gives you additional juggle time and resets damage scaling. Long combos require Blue IC.
Oh dang, thanks.
I just thought it was a cancel.
Yeah i dont have anything constructive to add to this thread, but i just got this and its friggin fun.
I use Sayuri and Mizuka. Im gonna check out that movelist thats on gamefaqs and then go through this thread to see all the good stuff i can do. :tup:
Yeah I haven’t found a good use for B Tornado yet myself. It sounds useful but in the end, I’d rather just use something else. A Tornado is good in pressure strings because it is very threatening when used at the right distance, and it actually has a pretty good SD. You can do things like 662C 623A, 2C 66 > and so on. Also, you can still combo off A tornado.
Using it as Okizemi is, as you said, not good at all. Much better Oki for her is j.C as High/Low ATG mixup, setup for Low/Throw mixup, or start of pressure to Dashing Low/Throw mixup.
How about we compromise and use both tornados and 66a/c?
http://canonsnk.sakura.ne.jp/canon/efz_m/re/replay/1121kaori02.lzh
Hmm i’ve been using 90% Mizuka lately and she’s damn fun, but reading through this thread earlier, people put her at low tier…am i best switching to Kano or Shiori or something or are the tiers in this game so slight that it shouldn’t matter?
BTW this game is amazing fun, and i need a real person to play against, im tired of playing against the computer.
Kano was certainly the best in v3.10 though I can’t say for sure in v4.01. I think there are definitely tiers in EFZ, but usually knowing your character well is enough to win. Unless you pick like Dopple to fight Kano, then EFZ is just pain and suffering.
dude… i always wanted to tell you this so bad. You are in average a better fighter than I am, judging from the few mbr matches we had. so when I beat you with shiori long ass time ago that’s a bullshit and to be honest it felt unsatisfying. I think you could really benefit from having a secondary character.
I think FFD should play EFZ again, since there is a few people start playing EFZ now near your area
I don’t think Shiori’s top anymore. She got nerfed for good from a previous version. Kano was top, but playing her so that she is top is very hard. You could say the same of Misuzu in 3.10, but her 100% are pretty damn hard to do. Kano got changed in 4.x, and I don’t think she has the same advantage as before for the little I have observed.
The game does has matchups, and even the top tier has bad matchups. So in that regards the game is ST-like. Mizuka might struggle against some character, but she definitively got stuff she can use.
Any character can beat any other, but how hard you have to work is the basis of the tiers. They aren’t nearly as bad as ST, and there isn’t a super-defined top-tier like MvC2 or GG#R. The top tier just have very few bad matchups and are a lot easier to be effective with.
In terms of the new version, Mio still seems about as effective as always, and Mayu hasn’t gotten much worse. Kano took a beating thanks to her dive attacks being nerfed (makes her a lot less able to get easy damage). I don’t think Shiori was ever top, but was the next character after the big three. Just depends on how you divide them up though, I guess.
My impressions of 4.01 were roughly something like: Mio & Mayu > Mai & Akiko > Other losers > Dopplar & Kaori
Mai is up high now because she has retardedly good pressure, zoning, pokes, and does good damage. Akiko has a handful of insanely good normals, decent damage, fast mixups, and fish.
Not sure about Dopplar, I just hear she’s always on the bottom (never touch her myself). Kaori is low because she has a lot of really hard matchups. She has no range, pokes, or zoning, so she has difficulty getting in on people with better range than her (see Mishio, Mio, Shiori, Mai, and a lot more).