Eternal Fighter ZERO: Difference between revisions

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[[Image:efz-logo.jpg|center]]
[[Image:efz-logo.jpg|center]]


= Introduction =
== Introduction ==


'''Eternal Fighter ZERO''' is a doujin 2D fighting game developed by ''Twilight Frontier''.  All the characters are taken from four dating sims/visual novels; MOON, ONE, Kanon, and AIR.  Behind the cute graphics lies a very solid fighting engine.
'''Eternal Fighter ZERO''' is a doujin 2D fighting game developed by ''[http://www.tasofro.net/ Twilight Frontier]''.  All the characters are taken from four dating sims/visual novels; ''MOON'', ''ONE'', ''Kanon'', and ''AIR''.  Behind the cute graphics lies a very solid fighting engine.


As much as it is based off characters from dating sims and visual novels, most of the character's abilities and bits of the game's system are based off other fighting games, such as the [[Guilty Gear series]] and the [[King of Fighters series]].
As much as it is based off characters from dating sims and visual novels, most of the character's abilities and bits of the game's system are based off other fighting games, such as the [[Guilty Gear]] series and the [[King of Fighters]] series.


= Game Versions =
== Game Screen ==
 
'''Eternal Fighter ZERO'''
[[Image:efz-cover-02.png|left]][[Image:efz-cover.png|left]]
 
EFZ version 1.x.  It was released by ''Twilight Frontier'' on December 2001, during Comic Market 61.
 
There were 12 playable characters in this version, with 6 characters coming from ''ONE'' (Mizuka, Rumi, Akane, Misaki, Mayu, and Mio) and another 6 from ''Kanon'' (Ayu, Nayuki, Makoto, Shiori, Mai, and Sayuri).  UNKNOWN from ''ONE'' was used as the final boss.
 
Eternal Fighter ZERO was later released as Eternal Fighter ZERO –RENEWAL–.
 
The latest version of this release is 1.20.
<br clear="all" />
 
'''Eternal Fighter ZERO –Blue Sky Edition–''' (EFZ:BSE)
[[Image:efzbse-cover.png|left]]
 
EFZ version 2.x.  Released by ''Twilight Frontier'' on August 2002, during Comic Market 62.
 
This version added 3 new characters from ''AIR'' (Mizusu, Kano, and Minagi), and added UNKNOWN as a hidden playable character, bringing the total number of playable characters to 16.  Kanna from ''AIR'' was used as the true final boss.
 
A second edition of Eternal Fighter ZERO –Blue Sky Edition– was released after the Comic Market release.
 
The latest version of this release is 2.13.
<br clear="all" />
 
'''Eternal Fighter ZERO –Bad Moon Edition–''' (EFZ:BME)
[[Image:efzbme-cover.png|left]]
 
EFZ version 3.x.  Released by ''Twilight Frontier'' on August 2003, during Comic Market 64.
 
This version added 4 more characters to the mix (Ikumi from ''MOON'', Doppel Nanase from ''ONE'', Mishio and Kaori from ''Kanon''), bringing the total to 20 characters.  Physics become a bit floatier.  Air throws are introduced.  Defensive Position Gauge is moved to the HUD.
 
The latest version of this release is 3.10.
<br clear="all" />
 
'''Eternal Fighter ZERO –Memorial–''' (EFZ:M)
[[Image:efzm-cover.png|left]]
 
EFZ version 4.x.  Released by ''Twilight Frontier'' on October 2005.
 
This version added 2 more characters (Nayuki (awake) and Akiko from ''Kanon'') and made Kanna an officially playable character as well, bringing the total to 23 characters.  Defensive Position Gauge is moved back below the character.
 
''Eternal Fighter ZERO –Memorial–'' was first released in ''Twilight Frontier'''s web page as an update patch for previous Eternal Fighter ZERO editions.  A packaged, DVD release was later published.
 
The latest version of this release is 4.02.
<br clear="all" />
 
= Title Screen =
 
The following choices are available to you from the title screen:
* '''Arcade''' — Play 7 matches against random opponents, ending with a final match against either Kanna or UNKNOWN.
* '''VS CPU''' — Play a match against a CPU opponent of your choosing.
* '''VS Human''' — Play a match against a human opponent.
* '''Practice''' — Train against a practice dummy of your choosing.
* '''Replay''' — Watch or record your own matches.
* '''Options''' — Goes to the Options Screen to adjust the game's settings.
* '''Exit''' — Exits the game.
 
= Options Screen =
 
= Game Screen =


(picture goes here)
(picture goes here)
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: Displays...
: Displays...


= Game Mechanics =
== Game Mechanics ==


''All commands will be displayed using [[Numeric Notation]].
''All commands will be displayed using [[Numeric Notation]].
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'''Throw (投げ)''' [When next to the opponent, 4 or 6C]
'''Throw (投げ)''' [When next to the opponent, 4 or 6C]
: Throws are good.  6C is easier to execute than 4C and is therefore preferred.  Unlike most fighting games, characters only have one ground throw available and no throw cancelling exists.
: Throws are good.


'''Air Throw (空中復帰)''' [When next to the opponent midair, 6C]
'''Air Throw (空中復帰)''' [When next to the opponent midair, 6C]
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'''Air Recovery (空中復帰)''' [When in recoverable state, 4 or 6 + an attack button]
'''Air Recovery (空中復帰)''' [When in recoverable state, 4 or 6 + an attack button]
: When the Juggle meter below an air-juggled character empties, the character can recover.  (More on Air Recovery...)
:  


'''Instant Charge (インスタントチャージ)''' [During an attack animation, 22C]
'''Instant Charge (インスタントチャージ)''' [During an attack animation, 22C]
: The Instant Charge cuts the recovery time of a move to (near) zero, just like Roman Cancels in the Guilty Gear series of fighting games.  The Instant Charge (IC) costs the entire RF Gauge to use, whether the gauge is red or flashing light blue.  However, if the gauge is flashing light blue, a bonus is multiplied on top of the current damage scaling which ranges from 0-50%, proportional to how full the gauge was at the time.  For example, if the damage scaling was at 81%, and an IC is done with a full light blue bar, the damage scaling afterwards would be 120.5%.
:  


'''Flicker Instant Charge (フリッカーインスタントチャージ)'''
'''Flicker Instant Charge (フリッカーインスタントチャージ)'''
: Similar to the Instant Charge, the Flicker Instant Charge (FIC) applies to projectile attacks.  In this case, the animation is cancelled before a hit is even delivered.  As for the damage bonus...
:  


'''Reinforce Attack (レインフォース必殺技)'''
'''Reinforce Attack (レインフォース必殺技)'''
: Most (but not all) special moves consume RF Gauge when the C version of the attack is used (and in at least one case, the S button).  In return, the special move is generally stronger and/or with different properties than the A/B versions (think EX Moves from Third Strike).  If the RF Gauge is currently red, the red portion is consumed and the remainder turns dark blue.  If the RF Gauge is flashing light blue, it will consume 25% of the total gauge (or the rest of it if less than 25% remains).  If the RF Gauge is dark blue, Reinforce Attacks cannot be used.
:  


'''Recoil Guard (リコイルガード)'''
'''Recoil Guard (リコイルガード)'''
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: Final Memories are also called ''hidden supers'' because their commands were not shown in the user's manual.  They were printed for the first time in the Eternal Fighter ZERO –Memorial– manual.
: Final Memories are also called ''hidden supers'' because their commands were not shown in the user's manual.  They were printed for the first time in the Eternal Fighter ZERO –Memorial– manual.


= The Characters =
== The Characters ==


== MOON ==
''' MOON '''
* [[Amasawa Ikumi (EFZ)|Amasawa Ikumi]] (天沢郁未)
* [[Amasawa Ikumi (EFZ)|Amasawa Ikumi]] (天沢郁未)


== ONE ~kagayaku kisetsu he~ ==
''' ONE ~kagayaku kisetsu he~ '''
* [[Nagamori Mizuka (EFZ)|Nagamori Mizuka]] (長森瑞佳)
* [[Nagamori Mizuka (EFZ)|Nagamori Mizuka]] (長森瑞佳)
* [[Nanase Rumi (EFZ)|Nanase Rumi]] (七瀬留美)
* [[Nanase Rumi (EFZ)|Nanase Rumi]] (七瀬留美)
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* [[UNKNOWN (EFZ)|UNKNOWN]] (みずか)
* [[UNKNOWN (EFZ)|UNKNOWN]] (みずか)


== Kanon ==
''' Kanon '''
* [[Tsukimiya Ayu (EFZ)|Tsukimiya Ayu]] (月宮あゆ)
* [[Tsukimiya Ayu (EFZ)|Tsukimiya Ayu]] (月宮あゆ)
* [[Minase Nayuki (EFZ)|Minase Nayuki]] (水瀬名雪)
* [[Minase Nayuki (EFZ)|Minase Nayuki]] (水瀬名雪)
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* [[Minase Akiko (EFZ) |Minase Akiko]] (水瀬秋子)
* [[Minase Akiko (EFZ) |Minase Akiko]] (水瀬秋子)


== AIR ==
''' AIR '''
* [[Kamio Misuzu (EFZ)|Kamio Misuzu]] (神尾観鈴)
* [[Kamio Misuzu (EFZ)|Kamio Misuzu]] (神尾観鈴)
* [[Kirishima Kano (EFZ)|Kirishima Kano]] (霧島佳乃)
* [[Kirishima Kano (EFZ)|Kirishima Kano]] (霧島佳乃)
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* [[Kanna (EFZ)|Kanna]] (神奈備命)
* [[Kanna (EFZ)|Kanna]] (神奈備命)


= The Configuration Program =
== Miscellaneous ==
 
=== Title Screen ===
 
The following choices are available to you from the title screen:
* '''Arcade''' — Play 7 matches against random opponents, ending with a final match against either Kanna or UNKNOWN.
* '''VS CPU''' — Play a match against a CPU opponent of your choosing.
* '''VS Human''' — Play a match against a human opponent.
* '''Practice''' — Train against a practice dummy of your choosing.
* '''Replay''' — Watch or record your own matches.
* '''Options''' — Goes to the Options Screen to adjust the game's settings.
* '''Exit''' — Exits the game.
 
=== Options Screen ===
 
=== Configuration ===
 
=== Palette Editor ===
 
=== Netplay ===
 
=== Game Versions ===
 
'''''Eternal Fighter ZERO'''''
[[Image:efz-cover-02.png|left]][[Image:efz-cover.png|left]]
 
''EFZ'' version 1.x.  It was released by ''Twilight Frontier'' on December 2001, during Comic Market 61.
 
There were 12 playable characters in this version, with 6 characters coming from ''ONE'' (Mizuka, Rumi, Akane, Misaki, Mayu, and Mio) and another 6 from ''Kanon'' (Ayu, Nayuki, Makoto, Shiori, Mai, and Sayuri).  UNKNOWN from ''ONE'' was used as the final boss.
 
''Eternal Fighter ZERO'' was later released as ''Eternal Fighter ZERO –RENEWAL–''.
 
The latest version of this release is 1.20.
<br clear="all" />
 
'''''Eternal Fighter ZERO –Blue Sky Edition–''''' (EFZ:BSE)
[[Image:efzbse-cover.png|left]]
 
''EFZ'' version 2.x.  Released by ''Twilight Frontier'' on August 2002, during Comic Market 62.
 
This version added 3 new characters from ''AIR'' (Mizusu, Kano, and Minagi), and added UNKNOWN as a hidden playable character, bringing the total number of playable characters to 16.  Kanna from ''AIR'' was used as the true final boss.
 
A second edition of ''Eternal Fighter ZERO –Blue Sky Edition–'' was released after the Comic Market release.
 
The latest version of this release is 2.13.
<br clear="all" />
 
'''''Eternal Fighter ZERO –Bad Moon Edition–''''' (EFZ:BME)
[[Image:efzbme-cover.png|left]]
 
''EFZ'' version 3.x.  Released by ''Twilight Frontier'' on August 2003, during Comic Market 64.
 
This version added 4 more characters to the mix (Ikumi from ''MOON'', Doppel Nanase from ''ONE'', Mishio and Kaori from ''Kanon''), bringing the total to 20 characters.  Physics become a bit floatier.  Air throws are introduced.  Defensive Position Gauge is moved to the HUD.
 
The latest version of this release is 3.10.
<br clear="all" />
 
'''''Eternal Fighter ZERO –Memorial–''''' (EFZ:M)
[[Image:efzm-cover.png|left]]
 
EFZ version 4.x.  Released by ''Twilight Frontier'' on October 2005.
 
This version added 2 more characters (Nayuki (awake) and Akiko from ''Kanon'') and made Kanna an officially playable character as well, bringing the total to 23 characters.  Defensive Position Gauge is moved back below the character.
 
''Eternal Fighter ZERO –Memorial–'' was first released in ''Twilight Frontier'''s web page as an update patch for previous ''Eternal Fighter ZERO'' editions.  A packaged, DVD release was later published.
 
The latest version of this release is 4.02.
<br clear="all" />
 
== External links ==
 
*[http://www.tasofro.net/efz/index.html Official ''Eternal Fighter ZERO'' website]
*[http://www.shoryuken.com/forums/showthread.php?t=71842 ''Eternal Fighter ZERO''] at the Shoryuken Forums
*[http://efz.proboards36.com/index.cgi?board=efz ''Eternal Fighter ZERO''] at the World of Eternity Forums


= Palette Editor =
{{Template:EFZ}}


[[Category:Eternal Fighter ZERO]]
[[Category:Eternal Fighter ZERO]]

Revision as of 01:39, 13 February 2007

Efz-logo.jpg

Introduction

Eternal Fighter ZERO is a doujin 2D fighting game developed by Twilight Frontier. All the characters are taken from four dating sims/visual novels; MOON, ONE, Kanon, and AIR. Behind the cute graphics lies a very solid fighting engine.

As much as it is based off characters from dating sims and visual novels, most of the character's abilities and bits of the game's system are based off other fighting games, such as the Guilty Gear series and the King of Fighters series.

Game Screen

(picture goes here)

FPS

Displays the number of frames per second the game is currently running at. The normal value is 64.

Life Gauge (ライフゲージ)

Displays the amount of remaining life for the players 1 and 2 respectively. Once a player's life gauge is empty, they are "down" and the opponent's victory count will be incremented by 1.

Win Count (勝利カウント)

Displays the number of rounds won. Once a player's count reaches the number of wins required, that player wins the match.

RF Gauge (RFゲージ)

Displays...

SP Gauge (SPゲージ)

Displays the character's SP. The number beside the gauge and the color of the gauge represent the number of SP Levels currently available to the player. SP is gained by attacking or being attacked by the opponent, and is consumed by performing advanced moves, called Eterny Specials. Therefore, you will not be able to perform those moves if you do not have sufficient SP. Also, the maximum SP Level is 3.

... (受身不能時間)

Displays...

Game Mechanics

All commands will be displayed using Numeric Notation.

Guard (ガード) [Hold 4]

Guarding prevents an opponent's attack from connecting, which either cancels or greatly reduces the damage taken. There are three types of guarding: standing guard, crouching guard, and air guard. Whether a type of guard will prevent an attack depends on the opponent's attack. However, one of the most fundamental rules regarding guarding is that an air guard will not block any normal attack of a grounded opponent.

Jump (ジャンプ) [7 or 8 or 9]

Causes the character to jump. Double-jumping is possible.

Dash (ダッシュ) and Backstep (バックステップ) [66 and 44]

A quick movement forward and backward, respectively. This move ranges widely from the character running on the ground, hopping around, or flying in the sky, but in all cases you will be unable to guard while moving. It is also possible to dash and backstep in midair, but the number of times it can be done differs from character to character.

Throw (投げ) [When next to the opponent, 4 or 6C]

Throws are good.

Air Throw (空中復帰) [When next to the opponent midair, 6C]

There is no failure animation for air throws, and a strong attack will come out instead.

Air Recovery (空中復帰) [When in recoverable state, 4 or 6 + an attack button]

Instant Charge (インスタントチャージ) [During an attack animation, 22C]

Flicker Instant Charge (フリッカーインスタントチャージ)

Reinforce Attack (レインフォース必殺技)

Recoil Guard (リコイルガード)

Recoil Counter (リコイルカウンター)

Recoil Armor (リコイルアーマー)

Recoil Armor is a property that allows a character to take a hit without receiving hit stun. When a character with Recoil Armor is hit, she will flash white and pause for a small moment, then continue to move. Recoil Armor is activated when performing certain attacks, Eterny Specials, and Final Memories.
Recoil Armor only provides protection from hit stun. Full damage will be taken from incoming attacks, and multiple hits will not be considered a combo. As a result, their damage will not be scaled.
Recoil Armor can be defeated by throws and certain attacks.

Guard Attack (ガードアタック)

A guard attack is an attack that protects the performing character from getting hit as if she is guarding. They allow characters to guard incoming attacks with another attack: the guard attack will guard the incoming hit and continue its animation after a short pause. Similarly to guarding, no damage is taken from normal attacks, guard damage is taken from special moves, and the guard visual effect and sound are shown.
Guard attacks are useful for counterattacks with the benefit that little or no damage is taken. However, a guard attack does not protect during all its animation, so using them properly requires good timing.

Eterny Special (エタニースペシャル)

An Eterny Special is a special move that requires SP gauge to be executed. There are three levels of Eterny Specials; level 1 is the weakest and level 3 is the strongest. The stronger an Eterny Special, the more SP gauge it consumes. In most cases, the level of an Eterny Special is determined by the button used to enter its command.
  • Level 1: weak attack button. Consumes one level of SP gauge.
  • Level 2: medium attack button. Consumes two levels of SP gauge.
  • Level 3: strong attack button. Consumes three levels of SP gauge.
Some Eterny Specials are level 1 no matter what button is used. On these cases, the button determines the Eterny Special's behavior and/or effect.
Eterny Specials have a time stop and flash effect that is common in fighting games. The flash effect will change with the level of the Eterny Special.

Final Memory (ファイナルメモリー)

A Final Memory is a character's last resort move. They require 3 levels of SP gauge and the character's life gauge should be at 33% or less (flashing red). The time stop and flash of a Final Memory are the same as a level 3 Eterny Special.
Final Memories are also called hidden supers because their commands were not shown in the user's manual. They were printed for the first time in the Eternal Fighter ZERO –Memorial– manual.

The Characters

MOON

ONE ~kagayaku kisetsu he~

Kanon

AIR

Miscellaneous

Title Screen

The following choices are available to you from the title screen:

  • Arcade — Play 7 matches against random opponents, ending with a final match against either Kanna or UNKNOWN.
  • VS CPU — Play a match against a CPU opponent of your choosing.
  • VS Human — Play a match against a human opponent.
  • Practice — Train against a practice dummy of your choosing.
  • Replay — Watch or record your own matches.
  • Options — Goes to the Options Screen to adjust the game's settings.
  • Exit — Exits the game.

Options Screen

Configuration

Palette Editor

Netplay

Game Versions

Eternal Fighter ZERO

Efz-cover-02.png
Efz-cover.png

EFZ version 1.x. It was released by Twilight Frontier on December 2001, during Comic Market 61.

There were 12 playable characters in this version, with 6 characters coming from ONE (Mizuka, Rumi, Akane, Misaki, Mayu, and Mio) and another 6 from Kanon (Ayu, Nayuki, Makoto, Shiori, Mai, and Sayuri). UNKNOWN from ONE was used as the final boss.

Eternal Fighter ZERO was later released as Eternal Fighter ZERO –RENEWAL–.

The latest version of this release is 1.20.

Eternal Fighter ZERO –Blue Sky Edition– (EFZ:BSE)

Efzbse-cover.png

EFZ version 2.x. Released by Twilight Frontier on August 2002, during Comic Market 62.

This version added 3 new characters from AIR (Mizusu, Kano, and Minagi), and added UNKNOWN as a hidden playable character, bringing the total number of playable characters to 16. Kanna from AIR was used as the true final boss.

A second edition of Eternal Fighter ZERO –Blue Sky Edition– was released after the Comic Market release.

The latest version of this release is 2.13.

Eternal Fighter ZERO –Bad Moon Edition– (EFZ:BME)

Efzbme-cover.png

EFZ version 3.x. Released by Twilight Frontier on August 2003, during Comic Market 64.

This version added 4 more characters to the mix (Ikumi from MOON, Doppel Nanase from ONE, Mishio and Kaori from Kanon), bringing the total to 20 characters. Physics become a bit floatier. Air throws are introduced. Defensive Position Gauge is moved to the HUD.

The latest version of this release is 3.10.

Eternal Fighter ZERO –Memorial– (EFZ:M)

Efzm-cover.png

EFZ version 4.x. Released by Twilight Frontier on October 2005.

This version added 2 more characters (Nayuki (awake) and Akiko from Kanon) and made Kanna an officially playable character as well, bringing the total to 23 characters. Defensive Position Gauge is moved back below the character.

Eternal Fighter ZERO –Memorial– was first released in Twilight Frontier's web page as an update patch for previous Eternal Fighter ZERO editions. A packaged, DVD release was later published.

The latest version of this release is 4.02.

External links

Eternal Fighter ZERO

Game MechanicsMove List Notation

AkaneAkikoAyuDoppelIkumiKannaKanoKaoriMakotoMaiMayuMinagiMioMisakiMishioMisuzuMizukaNayuki (asleep)Nayuki (awake)RumiSayuriShioriUNKNOWN