Monday, August 29, 2011

EFZ Akane

Eternal Fighter Zero's Akane is easily the strongest character I've ever played in a fighting game.  She has (almost) everything: good, quick normals, multiple projectiles, excellent movement options, and amazing mixups.  Her defensive options are kind of lacking though, and her damage is a bit on the average side, but the sheer amount of options she has more than makes up for these.  Even though I am absolutely horrible at EFZ, I never feel like I'm in a hopeless situation when playing because Akane has so many options.

However, Akane is also the hardest character I've ever played.  Her combos and setups require pixel perfect spacing and impeccable timing.  To add insult to injury, everything is character specific and situational too.  Characters in EFZ have widely varying hitboxes, weights, and wakeup times.  This is a character that absolutely requires training mode.  I've spent a lot of time on and off the past few years trying to learn her and even now I can only do about 15% of what she's capable of.

If I had to describe Akane in one sentence, it would be that she's a mutant lovechild of Millia and Gouki/Akuma.  She has many of their signature moves, and is a lot like Millia in that she fights with her shapeshifting hair and her mixups and movement options are so good.  She has Akuma's demonflip, and it's also a major part of her gameplay.

I guess I'll start by describing her most notable normals.  She has great A normals, as they're very fast and have good utility in combos and pressure.  5a is a good antiair to use after RGing an opponent's air attack.  Her 2b is a forward moving slide that recovers quickly, and her 2c sweep has a lot of range so everything she does on the ground combos into it easily.

66c is one of her most important normals.  As the input suggests, she can only do it while dashing.  It looks a lot like her ground throw, in that she pushes the opponent away with both hands outstretched.  66c is integral to Akane's corner combos, because when she hits an airborne opponent with this, the opponent goes flying and if they were near a wall, then the opponent will then bounce upward off the wall and slowly float back down.  The wallbounce is untechable for a VERY long time so Akane can almost always do a followup combo into a big setup.  In this clip, Akane does a very difficult and optimized combo off of an overhead starter involving three 66c wallbounces into a mixup.

j.c is another very important normal.  Akane takes her hair, forms it into a big hammer, and strikes downward with it.  What makes this move so good is that it has crossup hitboxes and also knocks down opponents if they were hit in the air.  I mentioned in the earlier EFZ post that the game does not have crossup protection, so everybody in the game that has an air normal that hits crossup can abuse this to no end.  Akane is no different, and here's a good example of her using it.  In this clip, she gets a knockdown on UNKNOWN with an EX move.  She then does a dash momentum forward jump to make it appear as if her j.c is going to hit crossup.  But it's a fake, and it ends up hitting from the left.  She then combos into a simple knockdown into another series of mixups.

I mentioned earlier that Akane has Akuma's demonflip.  She does, but hers are actually better than Akuma's for several reasons.  One of which is that she actually has two of them.  First off, 214x.  It's called Assault Leap, but this is the classic Akuma demonflip.  The button strength determines how far it goes.  If Akane doesn't press anything during the descent, then she'll land and do a slide which is highly punishable on block, just like Akuma.  But if it hits, it allows her to do a followup combo(in the corner).  Like Akuma, she has many followups for the descent portion of the flip:
-If she presses C, then she'll do the classic Akuma divekick followup.  It doesn't hit high, though.
-If she inputs 4C, then she'll do an upgraded version of the Akuma demonflip throw followup.  It's upgraded in that it 1)throws both ground and airborne opponents 2)allows Akane to combo afterwards.
-If she presses 236x, then she'll throw out a hairpin just like Millia's Silent Force.  It's not as good as Millia's though, because she doesn't get free movement after.  Akane doesn't need to pick up the pin, however: she can throw as many as she wants.  236c makes her do an EX version of the pin, which is actually a lot like Anji's butterfly: if the opponent blocks the EX pin, it will bounce up and then fall back down for another hit.

The other "demonflip" she has is done with 412x, and it's called Trick Leap.  This is quite a bit different than the classic one with the parabolic arc.  Instead, Akane ascends almost instantly, and then falls straight down for the descent.  As usual, button strength determines the distance travelled, and she has all of the same followups for the descent from Assaut Leap.  However, Trick Leap has an additional followup which is done by pressing 2c.  This makes Akane form a hair drill on her feet, while she descends straight down.  It's very reminiscent of Morrigan's Pursuit attack.

One thing I failed to mention about the demonflips is that they can both be done in the air.  This is ridiculous, and it basically gives Akane a third jump.  So along with the universal movement options, Akane has two demonflips which can be done both on the ground and in air, and they have tons of followups including a projectile and a divekick.  The demon flips are integral to Akane's gameplay.  They aid her movement so much to the point where Akane should never get antiaired if played right.  The dive kick and drill hair followups are also really important in combos and left/right mixups too.

Akane has Millia's Bad Moon, and it's the exact same input in j.236x.  Except it's called Bad Waffle, as Akane encloses herself in two huge hair waffles and crashes down towards the ground.  In some ways, it's better and worse than Millia's.  It's worse in the sense that it isn't as fast: TK Bad Waffle is pretty easy to react to in EFZ, while TK Bad Moon is really difficult.  But it's better in that there are multiple versions of it.  First off, j.236c(EX Bad Waffle) is pretty useless, so I won't bother talking about that.  j.236a does the classic Bad Moon attack, and it's very useful to tack on at the end of air-to-ground strings for a surprise overhead.  Is your opponent getting used to blocking high twice against your IAD j.ab airstrings?  Do IAD j.ab j.236a instead for that surprise high hit.  The E force meter charges fairly quickly in this game, so Akane will usually have enough to do an IC to cancel the Bad Waffle recovery and go into a combo.  Bad Waffle floats the opponent, so ICing the recovery is one of the most common combo starters.  j.236b is interesting in that it makes Akane float back in the air a bit before she attacks.  This sounds kind of useless at first, since it's slower than the A version, but it's amazing for faking a crossup.  For example, say you just knocked down your opponent and you are now airdashing to the left over them on okizeme.  It seems like you are going to cross them up(and land on their left), but before you land you press j.236b.  j.236b makes Akane float back in the other direction a bit, so it makes her cross up yet again, resulting in her doing her Bad Moon attack from the right side.  Very very evil.

Akane's 236 specials are pretty unique in that she calls forth her friend Shiko to help her out.  The A version is a lot like MvC2 Commando's Captain Strike, where Shiko flies across the screen.  It's a very nice antiair, and it has some uses in corner combos too.  The B version makes Shiko dash up from your side to the opponent and punch them.  It has quite a bit of delay on it, so it can be used for throw setups.  You can knock your opponent down in the corner, summon Shiko with 236b, and then throw the opponent right before Shiko hits them.  The C version is an EX move, and it makes Shiko ride across the screen on her scooter...  from the other side of the screen.  This is an amazing move, as it makes Akane impossible to zone out.  Characters can't keep her away using fireballs because EX Shiko can easily be summoned on reaction.  It knocks down too, so Akane can go straight into okizeme for it.  EX Shiko is also needed for Akane's general midscreen BNB.

Akane has 3 supers, and they're all pretty useful.  641236 is the Shiko super, and each button does a different thing.  The A version is the Lvl1, and it's not really that great...  The B version is the Lvl2, and it's actually very good as there's a fair amount of startup invincibility.  This is pretty much the only move that Akane can reversal with.  The C version is the Lvl3, and it makes Shiko do a frog uppercut after a bit of delay.  This is actually unblockable, so there's some good uses for it.  More on this later.

214214 makes Akane set up her Absolute Rejection Barrier, but it's really just Urien's Aegis Reflector.  It's not quite as good though, because it only hits once.  It's also unique in that all three versions of her Reflector are Lvl1 supers, unlike the others where the super gets progressively stronger depending on which button is pressed.  A Reflector sets one up very close to her, the B reflector sets one up far away, and the C reflector sets it up in the air(lol).  As you might guess, the C version isn't very useful.

236236 makes Akane shoot up a bunch of hair swords in the sky, which come crashing down after some delay.  It's very reminiscent of War Machine's War Destroyer super.  Not much to say here...  the button strength determines what Lvl the super will be and thus how much damage it will do.  This super has some great utility in corner mixups.

Akane's Final Memory, which is called Unpleasant Hell Murder, is pretty awesome.  It's Akuma's Raging Demon, and it even has the exact same input!  Unfortunately it's not very useful because EFZ has so much more movement options than Street Fighter.  It's also an FM, so it can't be used very often, since it requires Akane to 1)have Lvl3 meter and 2)be in critical, flashing red life.  It has some good utility in RG exchanges, though.

Akane's mixups are amazing, and she has a good number of them.  I already mentioned the utility of j.c earlier, and it's usually a good choice for mixup if she doesn't have any meter available.  Here's a mixup she can use from a double overhead starter.  In this clip, Akane ICs the second overhead into a nice double 66c combo.  She jump-cancels the second 66c into a backwards jump and then an airdash to push Unknown into the corner.  This maneuver is interesting because it pushes the opponent into the corner with a tiny bit of space behind them.  Which means that they can be crossed up.  And this is exactly what happens afterwards: Akane jumps towards Unknown and makes it very difficult to tell whether j.c will hit crossup or not.  It crosses up Unknown in the corner, and she then hitconfirms into a simple knockdown.  I should also note that instead of j.c, she could have used Trick Leap into the drill hair attack for a similar effect(ambiguous left/right).

The earlier mixup employed the 66c wallbounce and required no meter.  If Akane has meter, she can use her 236236 hair sword super for another evil mixup.  The idea is to get use 66c to get a close to corner knockdown, and send out the hair sword super.  There's a bit of delay on the super, so the swords will come down and hit meaty on the opponent's wakeup.  Since EFZ has no crossup protection, Akane can then use her jumps and demonflips for an easy left/right mixup.  If Akane does this perfectly, she can make it so that there's a 1f difference between left/right.  So the opponent must guess this mixup as it's unreactable.  In this clip, Akane lands a throw and cancels it with a Blue IC.  She then goes into a big double 66c corner combo.  She starts the mixup after 66c, summoning Shiko A and backdashing into the corner followed by a Lvl2 hair sword super.  You might notice Sayuri's juggle bar vanished right before the super activated, which means that she could have air teched.  Well teching is dangerous in this game because there's actually a fair amount of time you are completely defenseless after teching.  If Sayuri had air teched there, she would have been unable to guard the hair sword super and would have eaten the entirety of it.  So Sayuri opts not to tech, and falls to the ground.  The swords hit meaty, and Akane jumps over Sayuri.  I can't even tell if this was a crossup or not, but Sayuri gets hit, and Akane does a combo and the mixup resets into itself.  So so dirty.

The other big mixup that Akane gets involves her Aegis Reflector.  The idea is to get a midscreen knockdown and set up the B version of the reflector.  Usually the distance will be just perfect so that the reflector will be placed right on top of the opponent.  Meaning that the opponent will wake up into it.  Akane can then use her jumps, airdashes, and demon flips for a left/right mixup.  If done perfectly this is also a 1f left/right, so opponent has to guess.  This mixup resets into itself, and it can also go into the mixups she gets from 66c too if she was close to the corner.  In this clip, Akane does a simple knockdown combo into B reflector on Shiori.  She then dashes forward, making it seem like whatever demon flip she uses will cross up the opponent.  But instead, she stops her dash short with 6a, and goes into the B version of Trick Leap, which almost crosses up Shiori, but doesn't.  Shiori guesses wrong, and Akane does the drill hair followup into a combo, resetting back into the same mixup.  In this clip, Akane does a simple knockdown combo on Ayu into B reflector.  She then does a dash momentum IAD, which makes her sail over Ayu's head for a crossup.  Ayu guesses wrong, and Akane is able to combo Ayu into a corner hair sword mixup.

So you might think that it ends here with all these amazing mixups.  But this is EFZ: the bullshit doesn't stop in this game.  And indeed, Akane has something even better than a mixup: an unblockable setup.  She can't go for this very often, since it requires a Lvl3 super, but it's pretty ridiculous nonetheless.  The idea is to set up the Lvl3 Shiko super after a corner 66c, and then use the knockdown property on j.c to send the opponent into the ground, so that they will wake up into a meaty unblockable.  However, j.c is interesting in that while it sends the opponent towards the ground, it's air techable if the opponent's juggle bar is small enough.  In this clip, this is exactly what happens.  Akane gets a double 66c combo on Mishio, and cancels the 66c into the Lvl3 Shiko frog uppercut super.  Akane then jumps to j.c Mishio into the ground.  However, the combo count is at 23 hits, and the power indicator is fairly low too(at 66.4), so j.c becomes techable.  Mishio techs, but Akane anticipates this and airdash cancels her j.c into j.ab.  Mishio is totally vulnerable when teching, so she is forced to eat the j.ab and take almost 3k damage.  If Mishio had decided not to tech, she would have been hit meaty by the frog uppercut unblockable, and taken upwards of 5k damage.

I'll end this post with another clip.  This extremely one-sided match shows what is pretty much a perfect Akane game: mixups after mixups with the opponent guessing wrong every time.  The real fun is in the 1st round though, and it begins at around 18 seconds.  Akane gets a knockdown combo into Aegis Reflector.  She does an unseeable left/right by simply jumping over Ikumi.  Ikumi guesses wrong, and Akane combos her into the corner ending with a j.c knockdown.  The j.c is done at the just the right distance so that there's space behind Ikumi in the corner.  Akane then does Trick Leap into the drill hair attack.  It seems like it will crossup, but it doesn't and Ikumi gets hit again.  Akane combos off of this into a corner hair sword mixup.  This is unseeable, so Ikumi guesses wrong again and Akane wins the round.  So basically, this was 3 completely different mixups back-to-back.  There's a strange beauty in seeing these mixups reset into each other.

But I think the most amazing part of Akane is that even though she has all this broken stuff, she isn't even considered S tier.  It really shows what EFZ is all about in that nothing is too broken in this game.

Friday, August 26, 2011

Chiaki Takahashi

...is so slutty. I love it

Wednesday, August 10, 2011

Eternal Fighter Zero


Anime Expo 2011 happened a while back and I ended up not going because there were no guests there that I was interested in.  However, there was one thing that I wanted to join, which was the EFZ tourney and meetup organized by the SoCal scene.  They were able to get a good amount of players from all around, so I'm pretty sad for missing this, but that weekend ended up being really busy for me.

Ice beam!
Speaking of EFZ, I randomly decided to search up some vids on nico for it recently to see how the Japanese scene was doing, and I remembered just how good this game was.  EFZ kind of flew under the radar in the American scene, but it had a good run in Japan.  It was released in 2001 by Tasofro as a doujin title, and it has stayed that way the entire time.  One of the reasons I think it stayed a doujin title is because EFZ takes so much from other fighting games.  It's usually very easy to see how older fighting games influenced newer games today, but the stuff you see in EFZ borders on plagiarism.  For example, the character Misuzu has several moves that are pretty much ripped from GG's Testament, and my character Akane has some of Gouki's and Millia's signature moves.  I have a feeling that if EFZ became a major fighting game it would have raised up a lot of intellectual property red flags.

The characters in EFZ all come from KEY, a company that is known for making visual novels.  I haven't played any of their VNs, so I have no knowledge of the backstory of any of the characters.  There are 22 characters in total(23 if you count the boss), which is a pretty big cast for doujin fighting game standards.  The cast is quite diverse too, as there's a good variety of fighting styles present: there's a good amount of rushdown chars, there's a boxer(Kaori), a character with an assist like Carl(Minagi), 5 characters with Morrigan style triangle dashes(Akiko, Ayu, Makoto, Misuzu, Sayuri), and a good deal of defensive/zoning/trap characters as well.  There are no grapplers, though.  There are also a lot of characters that have different "modes" and whose standard play involves switching between them.  For example, the character Mio has a long-range and short-range mode which both have a very different set of normals and specials.  Nanase has a bamboo sword which can actually be tossed away if she does a DP, so her moves change when she's bare-handed.  Another example is the spear girl Mishio, who has very different combos and specials in her Fire and Lightning modes.

Mother vs daughter


The mechanics in EFZ are what would be considered pretty standard for airdasher, or "anime" games in today's context.  Every character has a double jump and an airdash.  You can do a dj and then airdash, but not vice versa.  Airdashes are interesting in that their length can be controlled by how long the forward input is held.  For example, with some characters you can make your airdash drop to the ground quickly by letting go of forward early, and you can make the airdash go on really long by holding forward.  Many normals are jump cancellable on hit and block, and chain combos are the main method of dealing damage.  Chain combos follow the usual weak->medium->strong sequence, while specials can be thrown in anywhere you want in between.  There are throws and airthrows(but no throwbreaks!), ground normals are air unblockable, and most air normals are airdash cancellable.  There is no guard bar, and thus there are no guardcrushes and death by chip damage.  There are two meters: an E force meter(used for ICs and EX moves) that constantly increases, only stopping when that character is getting hit, and an SP gauge(used for supers) that goes from 1-3.  And typical of doujin games, there is no timer.

One of the mechanics in EFZ that really makes it unique among all other fighters is Recoil Guard.  I mentioned earlier that there is no guard bar nor death by chip damage, so at first glance this makes blocking seem really strong.  And in some ways it is, since you can't die if you just block forever.  But you won't, because mixups in this game are ridiculous.  People nowadays talk about "vortexes" and how GG has really strong okizeme; these people haven't played EFZ.  Many characters in this game get 4-way mixups that reset into themselves off of knockdowns.  There's also a lot of characters that get GG style projectile assisted okizeme, where a multi-hit projectile or some fireball with huge blockstun is set up on a character's wakeup, giving the player on offense a lot of time to mix up the opponent.  So how does this relate to Recoil Guard(RG)?  RG is basically just like instant blocking or just defending in other fighting games.  It reduces the blockstun on a guarded attack, and it's also the only way for someone to airguard a ground normal.  In EFZ, the RG window is actually really big and the difference of blockstun is quite significant as well: many safe attack strings become unsafe when RGed.  So RGing is quite strong, and it might seem problematic like it is in Garou MoTW.  But it's not, and it's actually needed: one look at the EFZ frame data will make it very clear as to why.  Everybody in EFZ has Vampire Savior like normals: almost everything is +f on hit and block.  If RG wasn't in the game, some characters would literally have infinite pressure.

Another interesting thing about RG is that when one player does it, the other player can actually counter RG.  This leads to some funny moments in matches where two players get into a big RG war and all you see is the game pausing and characters flashing white.  But it's a nice mechanic because it makes it so that the attacker who got his attack RGed still has options.

One of my favorite parts of the EFZ system is in its juggle meter.  This is a bar that shows up underneath a character whenever they are getting comboed.  It basically shows how much untechable time a move has.  So a move with a lot of stun will have a big bar that drains slowly, while a move with little stun will have a smaller bar that drains fast.  Most fighting game players are probably already used to just feeling out untechable times, but it's nice for the game to show you exactly how much there is for every move.

Another thing I like a lot is that once the bar drains completely, the player that was getting hit is completely invincible during their reeling animation.  One effect of this is that there are no invalid combos in EFZ.  So there's no need to be mashing air tech during combos to prevent invalids, and it also eliminates dumb netplay combos that you might see in other games(ex. Slayer 5k6h on an air opponent).  Air teching is actually really risky in EFZ because you are vulnerable for a short period of time after the tech, so it's very common for people to just let themselves fall to the ground after getting hit by an air combo.  I like this mechanic a lot because it actually helps both players: it forces the player doing the combo to put in the time to get their execution down because of the lack of invalid combos, and the player getting comboed doesn't need to be mashing tech to get out of invalids.

Like many airdash games, EFZ has a Roman Cancel mechanic in it called Instant Charge(IC).  It uses the E force meter which constantly increases.  Pretty much everything can be ICed: normals(hit and block only), specials and supers(hit, block, and whiff), and throws.  What makes the EFZ version of the roman cancel unique is that there are actually two ICs.  There's a red IC, which is basically the normal roman cancel.  It happens whenever an IC is done during the first half of the E force meter, when it's colored red.  The other IC is the blue one, and it happens when an IC is done during the 2nd half of the E force meter, when it's colored light blue.  The blue IC is unique in that it 1)increases the untechable time/juggle meter on all moves, allowing for longer combos and combos that aren't normally possible and 2)decreases the scaling so that every attack does more damage.  In EFZ, the combo counter is actually quite informative, as it also gives information on the scaling of moves through a "Power" indicator.  In the beginning of a combo, the Power will probably be somewhere from 80-100, and at the end it could be at 20-40 power.  Blue IC can really jack up the scaling and make it so that you start combos at 130 power, so most blue IC combos do huge damage.

Going back to what I mentioned earlier about okizeme in EFZ, another reason why it's so good in this game is because there is no crossup protection.  Some characters, like the one I use, can really abuse this and create left/right mixups that have a 1f difference between crossup and non-crossup.  Which basically means that the person on defense has to guess in those situations.  And indeed, it's not uncommon to see huge momentum swings in this game.  Knockdowns aren't guaranteed death though: even though EFZ has fewer defensive options than other games, the defensive options that it does have(RG) are really strong.

Another aspect of the game that I like a lot is that it's very ground based.  Many airdash games nowadays have a very diluted version of footsies: very little walking at all, lots of dashing, and most of the game time being spent in the air because of the strength of chicken guarding.  You see this a lot in games like Melty Blood and BlazBlue, which have so many air options that being on the ground is almost disadvantageous.  I could talk about this more, but Xenozip has beaten me to the punch and has written a series of very informative posts about this subject.  EFZ manages to avoid turning into a big jump fest of a game by doing two things.  1st is that the blockstun from chicken guarding is HUGE.  In most games that have a chicken guard mechanic, blockstun is greatly reduced compared to that of ground guarding.  In games like MB and BB, the air blockstun is so minimal that you can double jump almost immediately after so that you can stay in the air even longer.  Not in EFZ, though.  When you chicken guard in EFZ, you are basically going to get dragged down to the ground.  The 2nd thing that EFZ does to avoid making the game too air-based is in airthrow strength.  Airthrows are quite good in EFZ as they have a lot more range than ground throws, and the damage they do is good too.

I don't think there's ever been an official tier list made for EFZ, but from my experience and from all the videos I've watched, the game is pretty balanced.  There are no unplayable characters, and the weaker characters like Doppel and Awake Nayuki all get a good amount of play and have won major tournies.  There are definitely some really strong characters that get played a lot more than others though, like Mishio, Misaki, Mayu, and Shiori. 

I've been talking mostly about the positive aspects of EFZ, but there are some things that I really don't like about it too.  The first, and biggest thing being its command interpreter.  This is actually the reason why I don't play the game that much nowadays.  I really can't stand the command interpreter in this game at all, as it remembers inputs for way too long.  This might have to do with the fact that it's a PC doujin game, so the developers probably intended for the game to be played with a gamepad or keyboard.

The other crappy part of EFZ is its training mode.  The training mode in EFZ doesn't even have a UI: it's controlled by the F# keys on the keyboard.  I'm used to amazing training modes like the ones used in the console ports of GGXX Slash and Accent Core, so it's distressing to me to see a training mode that doesn't even have a dummy record function.

If a new EFZ came out, or even if the game got remade on a next-gen console with good training mode and better command interpreter, I would definitely be hype to play it.  I would like for it to have good netplay though, because the current netplay for EFZ is total garbage.