UNKNOWN (Eternal Fighter Zero)
|First EFZ Appearance||Eternal Fighter Zero|
|Combat Style||Melee, Knives, Orbs, Plushies|
UNKNOWN is a character from the visual novel ONE and plays a pivotal role in the concluding events through her interactions with the protagonist Kouhei. Her appearance is based off that of a much younger Mizuka.
Her fighting style is well suited to a projectile spam style of play, as she possesses numerous long range attacks that are difficult to counter and get past.
 Command List
 Basic Weak Attacks
A(also possible from dash)
A quick sideways swipe that can hit up to 4 times. Usual combo move.
A low aimed swipe that can hit up to 5 times. Has a little more range than her normal A so easier to combo from.
A quick swipe anged downwards. Standard A range and the angle and speed makes it fine for aerial approaches.
 Basic Mid Attacks
B (close)(also possible from dash)
She performs a standing uppercut using a ball of energy. Decent cmbo move. Normally does not throw the target off their feet. However, if performed out of a dash then it launches the opponent, which can be jump cancelled on hit for an easy followup. The dash variant forms one of her better close range moves.
A quick swipe across. Similar to her normal A except better range, and typically you'll link into this for combos.
A low aimed swipe. Similar to 2A but more range. Ideal if you're doing a low angled combo.
She produces some blue fire and slams it down in front of her. Good angle since it can hit aerial and grounded targets equally and good speed. Can set up for further combos.
 Basic Strong Attacks
C (also possible from dash)
Slams a hammer down in front of her. Decent strong attack but it has less range than her B (far) so be careful about this if your combos don't start at point blank range. Might be better to link into specials or 2C.
Does a slide kick that knocks down the target. Unfortunately it is not possible to followup with anything even with an IC but it has much better range than her normal C and can be used to put distance between the two of you.
She holds a large orb underneath her that hits multiple times. Large hit area, excellent damage and it's surprisingly fast for a C attack. One of the best aerial moves in the game that can be used to link into ground combos. The only real problem is that because it's aimed directly down then it is fairly useless against aerial targets.
Same as her normal C aerial except she aims the orb forward and it hits once. Good for dealing with aerial targets.
UNKNOWN does a low angled jump towards the opponent. This move doesn't do damage. Instead it's an easier way to do an aerial approach and hit with aerial attacks. Followup this move up with C for an easy approach.
6C (close, ground)
Summons a group of toys that carry and slam the opponent into the edge of the screen. An interesting throw. The move itself is weaker than the average throw but it causes wall bounce. The problem is that the juggle timer is very small so actually following it up is difficult.
6C (close, air)
Simply grabs the opponent and tosses them backwards. Weaker than the average air throw and no special properties. She has better things to be doing in the air.
44 or 66 (ground)
Forward dash covers about 2/3 of the screen and she vanishes doing it, letting you pass through the opponent. Back dash is a quick jump for about 1/2 a screen.
44 or 66 (midair)
UNKNOWN can air dash once and will cancel out any remaining jumps before landing. Covers almost the whole screen and is quite fast.
 Special Attacks
Allows UNKNOWN to freely fly around the battlefield, but constantly drains the RF gauge while in use. Press S again or direct UNKNOWN to the ground to cancel the move. Basically can make aerial approaches 100x easier or for escaping, but your RF gauge empties pretty fast so don't overuse it. Usable moves are basically any that can be normally used in the air.
236 + A,B or C
Summon a large orb directly in front of UNKNOWN for multi hit damage. Can be thrown to about mid range by inputting 236 + an attack command while the move is active. Excellent combo move. Can be done in the air, where UNKNOWN will hover for a brief moment.
Summon a large orb a few spaces in front of UNKNOWN for multi hit damage. Can be thrown to long range by inputting 236 + an attack command while the move is active. A key component to her long range game - mix this up with her knife attacks to keep your target at the other end of the screen. Can be done in the air, where UNKNOWN will hover for a brief moment.
Summons a large orb that moves towards the opponent. If not blocked then it warps the target high above the screen for minor damage. The lower damage, low speed of the attack and the fast fall speed making juggles near impossible really makes this a worthless move, especially as it uses up RF energy to do it.
623 + A,B or C
Causes a large explosion around UNKNOWN that launches opponents. Comes out very fast, wide range and powerful. Ideal combo finisher and can potentially be IC cancelled into aerial followups.
Causes a large explosion around UNKNOWN that launches opponents. Has a longer startup time but UNKNOWN in invincible during this time and is more powerful. Works well as a counter and against an opponent's wakeup attack.
Causes a large explosion around UNKNOWN that launches opponents. Same startup as A and stronger tha B version. Uses RF energy. Excellent combo finsiher if you have the RF energy to spare.
214 + A,B or C
UNKNOWN summons a tall plush toy out of the ground directly in front of her. It's fast, covers a surprising amount of room and is good for getting opponents out of her face.
UNKNOWN summons a tall plush toy out of the ground about 1/2 screen away. Mix this up with her orbs and knives. The height of this attack can still catch opponents trying to jump over your attacks.
UNKNOWN summons a whole row of tall plush toys out of the ground that start directly in front of her and continue popping up right across the screen. This move is very damaging if it connects since it will almost certainly combo, which you can extend simply be running after them. The attack will certainly push the target back, and even if blocked it gives you more than enough room and time to set up further attacks. Uses up RF energy, and it's well worth it.
421 + A,B or C
UNKNOWN teleports 1/2 screen towards the opponent. Useful for suddenly closing the gap, especially if against other projectile users, and can be used to slip behind the target. Can be used in the air.
UNKNOWN teleports 1/2 screen away from the opponent. The best option for putting her back into projectile spam range, but it can too easy lead her to being stuck in a corner if you're not careful. Can be used in the air.
Used off the ground UNKNOWN will teleport directly above the opponent, allowing her to followup with aerials. Other projectile users will have little answer if in the middle of an attack. Coming down with C is hard to punish as well so it's a good approach. When used in the air then UNKNOWN appears directly in front of the target, which might not be ideal.
41236 + A,B or C
UNKNOWN throws out two sets of knives, both aimed directly forward. Excellent projectile attack to keep opponents away.
UNKNOWN throws out two sets of knives, one aimed directly forward and the second aimed up at a 45 degree angle. If you find that your opponent is too happy to jump over your knives then mix this in. They'll jump the first and get caught by the second wave.
UNKNOWN throws out two sets of knives, both aimed up at a 45 degree angle. A pure antiair move that will wreck any attempt to approach from the air.
 Eternity Specials
22S (on wakeup)(Requires 1 bar of SP power)
She raises up in the air slightly and causes a localized explosion. All this does is knock the opponent back. No damage at all.
236236 + A or B (ground)(Requires 1 bar of SP power)
Uses 1 SP bar. UNKNOWN summons a mob of toys that march from the opposite end of the screen. An offensive move designed to make the ground a hostile place for the opponent. While the attack itself isn't partiicularly damaging you can move during it, letting you add in powerful combos while the target is trapped.
Uses 1 SP bar. UNKNOWN summons a mob of toys that march from behind her. A more defensive move to safeguard UNKNOWN. You can try extending the damage with combos, although spamming projectiles may be better. This move compliments her long range game well.
236236 + A,B or C (midair)(Requires 1-3 bars of SP power)
Uses 1 SP bar. UNKNOWN fires an explosive fire at the ground at a 45 degree angle. Quick and powerful. Use it out of an air dash to really catch opponents out.
Uses 2 SP bars. UNKNOWN fires an explosive fire at the ground at a 45 degree angle. The explosion includes a vertical blast and more damage.
Uses 3 SP bars. UNKNOWN fires an explosive fire at the ground at a 45 degree angle, which is followed by a series of screen high explosions travelling across the screen. Major damage if it connects and near impossible to dodge. A fine use of her SP gauge.
463214 + A,B or C (Requires 1-3 bars of SP power)
Summons a giant barrel and drops it on the opponent's head. If it connects then the opponent is trapped and UNKNOWN proceeds to throw between 1-3 large knives (depending on the level of the attack). Each knife has a chance of failing. This is the gambler's choice as it has a chance of failing completely and not doing anything. However, it does have the benefit of being unblockable and covering a decent area. Combined with projectile spam, this has the best chance of connecting.
Uses 1 SP bar. UNKNOWN throws one knife. The most risky version with decent damage. Might want to stock up on the SP though.
Uses 2 SP bars. UNKNOWN throws up to two knives. If the first one fails then she rotates the barrel and throws another. The first knife causes the same damage as A version and the second notably more. In terms of the cost compared to damage and risk this is probably the best version of this attack.
Uses 3 SP bars. UNKNOWN throws up to three knives. If one knife fails then she rotates the barrel and throws another, up to three knives total. The damage for knives one and two are the same as B version, with the third knife being extremely damaing. Not the best move to use. Chances of it failing outright are extremely low, but chances are one of the first two knives will work anyway and you'll have wasted the extra SP for nothing.
 Final Memory
CB6AA (Requires 3 SP bars and 1/3 health remaining)
UNKNOWN jumps at the opponent and attempts a low grab. If successful she drags the opponent through space on a trail of toys before tossing them back onto the battlefield. It's certainly damaging but requires UNKNOWN to get close due to its range and can be low blocked.
 Keep Away
Mixing up her 41236, 236 and 214 moves are all key to keeping UNKNOWN at a safe distance. You can feasibly trap an opponent there and rack up the damage while they have little to answer with. Her knives can knock some other projectiles away and hit with the followup wave. Orbs can linger around. The tall toys can catch out opponents trying to jump. All these options should keep you safe from anyone. Don't be afraid to use RF energy for her 214C, as keeping the opponent on the other side of the screen can be more important than going for an IC.
 Up Close
Fortunately, she also has impressive close range moves as well. 66B can make for a good launcher for aerial followups. 662C,C is an excellent low angled aerial approach that is fast and hard to punsh. Feel free to tag on her 623 moves as combo finishers, where you can either wait for start more ground combos or use the opportunity to create distance again.
|Characters Of Eternal Fighter ZERO|
|AIR||Kanna ~ Kano Kirishima ~ Minagi Tohno ~ Misuzu Kamio|
|Kanon||Akiko Minase ~ Ayu Tsukimiya ~ Kaori Misaka ~ Mai Kawasumi ~ Makoto Sawatari ~ Mishio Amano ~ Nayuki Minase (asleep) ~ Nayuki Minase (awake) ~ Sayuri Kurata ~ Shiori Misaka|
|ONE||Akane Satomura ~ Doppel Nanase ~ Mayu Shiina ~ Mio Kouzuki ~ Misaki Kawana ~ Mizuka Nagamori ~ Rumi Nanase ~ UNKNOWN|