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Encyclopedia > Eternal Fighter Zero

Eternal Fighter Zero is a series of doujin PC fighting games by Twilight Frontier. It includes characters from a number of dating sims and other visual novels. These games include Kanon, AIR, One, and Moon. Image File history File links Eternal_Fighter_cover. ... Dōjin is the Japanese word for unofficial derivative works, created by and for fans. ... One of the first PCs from IBM - the IBM PC model 5150. ... Screenshot of Kung Fu Master (1984, Irem). ... Twilight Frontier (黄昏フロンティア Tasogare Frontier, or Tasofro for short) is a Japanese doujin game developer. ... Dating simulations are a genre of computer and video games, usually Japanese, with romantic elements. ... A visual novel is an interactive fiction game featuring mostly static graphics, usually with anime-style art. ... Conversation at school with Kanon character Nayuki Minase. ... AIR (2000) is a visual novel created by Key, who also created Kanon and, later, Clannad. ...


The unique aspect of this game is that it has a complicated, but high potential interface for higher damage combos. This is available with 'Instant Charge' or 'Refrecant Charge' and Eternity Special. There is also Over Drive.


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. For example, Mai will immedietly be recognized by anyone who has played the fighting game based of JoJo's Bizarre Adventure utilizing the "stand" ability. When Mio performs her forward strong and dashing strong, she will momentarily cosplay as Kyo Kusanagi from The King of Fighters. The Instant and Refrecant charge along with the Recoil Guard are both similar to the Roman Cancel and False Roman Cancel of Guilty Gear and the parry system of Street Fighter 3. The plethora of references are perhaps due to the fact that EFZ is a doujin game, a game made by fans for fans. The great number of references however, do not make the game any less original. JoJos Bizarre Adventure (ジョジョの奇妙な冒険 Jojo no kimyōna bōken, alternately translated as JoJos Venture) is a Japanese manga written and illustrated by Hirohiko Araki. ... To meet Wikipedias quality standards, this article or section may require cleanup. ... The King of Fighters (or KOF for short) is a Japanese fighting video game series by SNK that debuted in 1994. ... The Guilty Gear series is known for its unique graphics. ... Street Fighter III is a fighting game produced by Capcom, released in 1997, which is a continuation of the famous Street Fighter series of games. ... Dōjin game (同人ゲ−ム, also romanised as Doujin Game) in Japan is an informal term for computer games created by non-professionals, mostly for fun but sometimes for profit. ...

Contents


System

Instant and Refrecant Charge

Instant Charge reduces the delay of attacks to zero, so it is possible to do a connection of combos that are impossible in normal form. Refrecant Charge is similar, but with a big difference - if you do an Instant Charge, then the % power (the percentage of damage compared to the full power) increases up to 50%.(Only if you do charges with flashing blue at maximum limit. The percentage decreases as the gauge level goes down) However, Refrecant Charge only let you do connection of attack with out increase in % power.


For example, if one Shiori user does a combo, he or she might use charges. If it is refrecant, not many people would make damage higher than 6000. But if it is Instant Charge, then it is easy to make damage higher than 6000. So it has a real high value of potential, but it is hard to know the timing to make charges at the right time. The only way to accomplish this is through training and practice.

Image File history File links Eternal_Fighter_RF.gif Summary www. ...

RF Attacks

Another concept to note is the RF attack. This is very simple, and perhaps one of the easiest of the advanced tactics in this game. When any character uses an RF attack, she will do a normal attack, but with higher damage and some other effects. You can use RF attack when the RF gauge turns red or flashing blue. When you use RF when it is red, than the gauge turns to blue. But when you use it when the gauge is flashing blue, 1/4 of total gauge will decrease and RF attack will be used. Some other effects are very minor for a high class players because they usually uses RF gauge for charges, not for a RF attack. However, for lower class people, RF might be useful. Some effects of an RF attack are listed below. Except for those, the only difference between RF and normal attack will be the number of hits and their damage.


Ice beam (Shiori): when it is not an RF, the opponent will only be freeze and you cannot make an attack after, but if it was RF Ice beam, than you can make a hit during the freezing time. Snowmen (Shiori): Shiori will send out one snowmen a couple inches in front of her and it will create a huge disc shaped area that covers approximately 2/5th of the screen.


Hey! move from there~ (Ayu): When you make that attack normally, the opponent will not be bounced from edge of the screen, but when you make it with RF, the opponent will be bounced and you can make more hits with aerial combos. This is one of Ayu players favorite start of their combo. Shining Arrow (Ayu): When you make it with normal attack, than the arrow will just go up, but when you make it with RF, the arrow will come down and make some damages.


Wing (Misuzu): Like "Hey! move from there", Misuzu's RF wing make opponent bound in the edge.


Character Differences

Also to win the round, not only higher damage is important, but knowing the characteristics of each character is important.

For example, Ikumi has another gauge that is named 'Blood'. This gauge goes up when Ikumi gets blood on or under her. When This gauge gets to the limit, than Ikumi gets into Genoside mode. This mode allows her higher damage and Recoil Armor. When recoil armor works, she will get damage while preparing for her attack, but she doesn't stop. For example, when she prepares for 'Farewell', which is her Eternity Special, it has some delay. Even though her opponent may attack her during that delay, trying to interrupt her skill from being executed, Ikumi will still continue attacking. However, Ikumi will not make her attack for some attacks. Image File history File links Eternal_Fighter_blood. ...


Another example would be Shiori. She uses a shield and this protects her from magic or distance attack. This is quite useful when the opponent is Kano or Shiori because those characters has powerful distance attack, however, it is useless when you are dealing with Ayu or Kaori.


Or in case of Sayuri, she has a very nice ability. After you make a counter with 'Ah, I got the pattern', when she guard the same attack normally, she will turn white and when you press attack button during that time, Sayuri will make a counter. It has pretty good damage and useful in a dual with other people. Not many people can win 4 Level Sayuri after she used 'I got the pattern' for all melee attacks.


Therefore, it is important to know each character's abilities.


Recoil Guard/Counter

Another ability is Recoil guard and Recoil Counter. This two are one of the most hardest abilities that you should use well to deal with higher class players. Recoil guard is performed when you press guard key right before the opponent's attack hits your character. This allows the delay after guard to zero. So you can attack right after guard the attack. When Recoil guard activates, you will hear a sound of glass breaking and the screen will stop moving for a short period time. When you input a command during that freeze, the attack will be made after the screen starts to move. So you can make a recoil counter. Even 4 Level boss, Kanna, who guards really well, will be dealt damage if you can make recoil guard and recoil counter well.


But the recoil counter can be re-Recoil guarded by opponent's recoil guard and when you see two good players playing, you will find 5 or even more recoil guards in a row.


The special about recoil guard is not only that. Generally, if you guard normally, you characters goes back pretty much, but when you guard with recoil guards, you character will not go back much so you can make an attack easily.


In addition, in aerial, you can guard all attack with Recoil guard 100%, but on the ground, the percentage of recoil guard activating will decrease to 50%. Which means when you defense 'Enlarged Ice Cream Beam' of Shiori in aerial, you can recoil guard all of them when you can press guard key every time. But if you are standing on the ground and defend the attack, the possibility of making Recoil guard will go down to 50%. So sometimes, you will make it and sometimes not.


Overdrives

The other thing is Over Drive. If you can make Over Drive to be hit, you can win a round even though opponent had full HP gauge before getting hit. Over Drive can be only used when your HP gauge turns red.(it means you have less than 33.3% of your total HP) Over Drives are really powerful. They can get over 6000 in many cases. This will use all 3 gauge of your Eternity Special gauge. The commands for Over Drives are not shown in the official manual, but you can find it on the internet. Over Drives cause at least 5000 points of damage.

Image File history File links Eternal_fighter_sample. ...

Damage Scaling

Another thing is the % power. % power is how much damage will be dealt if you make a hit compared to the full damage of certain attack. This goes down when you make more hits. The rate of decreasing is usually higher when the former attack had higher damage. This wouldn't go up until you finish a combo or Instant Charge. When you see some real good player's replay, you will find that their % power is lower than 40% when they finish their combo.


Air Dashing

Also the importance of aerial dash is big. A real good player can make a combo with aerial dash in the field to connect combo with out charges. If a Shiori user do a combo without aerial dash in the field, than it is impossible to make damage higher than 5000, but with aerial dash, it is much easier to make higher damage.


For example, this is one of Combo that most Shiori users might know.


s-s-d-i-s-d-ka-s-s-d-ljkld


This would make damage of 5000~5500 depends on the damage of Eternity Special. However, if you make a small variation, than the damage would increase a lot. s-s-d-i-a-s-kkd-s-s-s-d-ljkld This insert of Instant charge would increase the total damage a lot. It would get up to 6000 at least. There is another variation. s-s-d-i-a-s-ll-a-s-kkd-s-s-d-i-s-d-s-s-ljkld This simple change would let damage higher than 7000 if you are lucky enough to make all hits from the last Eternity Special.

Image File history File links Efz_sample01. ...

Miscellaneous

For more and powerful combos of different characters or have a look at combo movies made by Kero, Dumeed, Hara and many other high level players, please visit http://myhome.naver.com/lhl89/


The five versions of the game are:

  • Eternal Fighter Zero
  • Eternal Fighter Zero -RENEWAL-
  • Eternal Fighter Zero: Blue Sky Edition
  • Eternal Fighter Zero: Bad Moon Edition
  • Eternal Fighter Zero -Memorial-

Netplay

A fan-made netplay Application is in development. A beta can be found at http://chrono.at.infoseek.co.jp/


It faciliatates near full speed play with less than 20-30ms of latency and little to no packetloss between the two connecting parties, and remains reasonably playable up to 50ms.


External links

  • Official Website
  • EFZ thread at SRK
  • Review on Insert Credit
  • NTSC-uk looks at Eternal Fighter Zero and other Doujin games

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