Eternal Fighter Zero

God damn it’s true. :crybaby:

Is there a menu in practice mode? Can’t find a way to put on true infinite health.

F5 filler…

^Wow that simple. Thanks.

You can also use F4 to adjust the ammount of EX bar you have… I think F6 toggles stand/jump/duck and F7 toggles guarding.

Can anyone give a tier list on this game? I just want to know who is better than who so that I can now whom has problems with whom.

I think there was a matchup discussion in the previous 2-3 pages in this thread.

Since there is a new version out, tiers are still not set in stone. You can still make a search on this thread about older versions, since I am pretty sure the topic has been dealt with in the past.

Full matchup charts take forever to develop, and I don’t think anyone did a REAL one for EFZ (Bomber doesn’t count for anything). I don’t think it’s much to worry about unless you play someone who is low tier.

EFZ NET PLAY!!!

My friend from Taiwan give me with this program today.
I tested with him and I’m getting 14~28fps which is very bad.
Then I tested with Taiji which is live fairly close to me and we got like 62~64fps
which is “OK” but still sometimes can’t detect dragonpunch for wake up or RG
we also get random lag strike.

I want to test it with people from different area before even bother uploading it (since it might need some improvement first) so aim me or post on my board
http://efz.proboards36.com/index.cgi
if anyone want to try it with me

the netplay was decent, sorta on the same level as cvs2 xbox live, but then again me and rai both live in so cal. there was some random lag spikes too… but hopefully it’ll only get better!

make sure u have 4.02, and this program is “keyboard only” (for joy pad u need JoytoKey according to my friend)

Does this have online play?
Edit: Nevermind. I figured it out.

Sweet game, btw. I’ll probably give it a purchase.

Tried the patch out and it’s nice. I wish my connection were better, but it’s definitely an improvement over no netplay. If only there were an option to run efz at like 55fps or something for more stability.

I wonder if the lag will make overheads unblockable like they are in #R on Live. Kaori will be tops finally!

well after a few try CA<->NJ or TX is not playable since it’s 45fps even with 9 frame skip

Taiji is the best so far, 62~64fps with no lag strike while set to 9 frame skip
but somehow Linalys and me always disconnect when we played
So I guess it still need some improvement (since the patch is still v0.01), but still good if you dont feel like driving to your friend and really wanted to play (since gas is expensive now!)
patch + instruction along with JoyToKey uploaded on my forum if anyone want to try

I feel stupid for asking this, but what’s the button to record replays in training mode. :confused:

You can’t record in training, just go to replay and set up a second player with the keyboard and go from there.

Y hello thar.

I just got myself Memorial ver4.01 recently, and I really need to ask about some stuffs, mainly based on the movelist I saw here ( http://tasofro.net/efz/manual/manual/waza01.html )

1: what is the correct timing for Doppel Nanase’s follow up QCF+any for her HCF+any move? I can never pull off her additional moves, thus dealing crap damage with her juggle.

2: why is it that there’s no movelist for Minase Nayuki (woke up version, not the sleepy version) over there? Is she supposed to be some hidden character or something?

3: what’s the timing for Kaori (boxing girl)'s forward dash+a/b/c attack? And her timing for her backdash+forward+a/b/c move, does it exist, at all? I tried pulling that move off in practise mode for a bazillion times already, and I never seem to be able to perform that move (she just dashes back as usual, without being able to attack or anything)

1: It’s tight timing, right before the default attack normally comes out. I think the input directions are also reversed or something weird like that, due to the way she throws.

2: The moves list is for v3, not 4.

3: Uh, yeah it’s there. There’s no 44A/B/C, only 4466A/B/C or just 66A/B/C. The 4466 makes her move forward much faster than normal. The timing for the command attack is right about at the end of the step. Too early/late and you tend to get nothing.

You can cancel her forward dash with other things as well, such as 214A/B/C.

Now that I look at the moves list, why is the overhead listed as 236A/B/C? Must be older than I thought.

Timing is tight indeed. Usually what I do is this:

Enter first followup command when Dopple has raised the enemy.

After slam command: enter the command right on the slam.

After many punches command: enter the command any time before the last punch
After the big punch command: enter the command right when the punch hits.

In general, you have to make a very small pause between a hit and the command of its followup, but of course taking too lock will end the sequence. So if you are practicing, make a pause; if you are too late for the followup, next time make the pause slighly shorter, continue until you get the timing.