Ryyudo Posted August 4, 2014 Posted August 4, 2014 This video is great - https://www.youtube.com/watch?v=E7xWYA_1FCM Typical routes are (pardon my shorthand, it'll get you going though): 3-4 hits > 2C 5[C] 412B 6 2C 22B 66C 22B 66C 22C 2B 2C j[C] jA whiff 5B 5[C] etc (66C) 3C j8[C] 9 falling jC 5[C] etc 214B 214C 412B 6 etc (not optimal) 214A 2B j[C] 5B 5[C] etc To add to the gameplan portion, Elway (Eltnium) is a character who waits for an opportunity and makes an opening. She doesn't have as good of standing normals to out-range most of the cast but her speed makes up for that. So dashing and blocking is going to be one of your main tools to get it while taking little damage. After certain distances if you see a whiff or a mistake, dash in + normal (2B is my love) to punish them. That's essentially her way of having "longer" normals compared to the rest of the cast, movement + decent normal. 66C is good if you want to go for the Hail Mary to get in and get over some fireballs in the game and counter attack. After you get in, go (mostly) ham. Her pressure game is great, she has good frame traps and advantage off moves, her mix ups are scary and they all confirm pretty easily wherever you hit from. Carry opponents to the corner with a combo, keep them there as long as possible. Use 5A to cancel recovery of heavier moves, 22A/22B are good blockstring enders (Someone told me 22B is +8? Haven't confirmed this).
Dacidbro Posted August 4, 2014 Posted August 4, 2014 22B is indeed +8, shield can push it out in the corner though so it gets a little weird there. 5CC is +3, and they can't jump out if you did 5[C]C. Avoid the temptation to end on 22B frequently, you want those bullets for 6B 822B and 3C 822B or combos - it's also weaker than representing mental advantage on reverse beats, frequently. Be willing to use highly fluid and non-similar block strings, get used to pressing a whole bunch of different button strings or you'll lose advantage. EDIT: I forgot to mention it in this string of posts, but 66B j214A oki is savage in this MU, especially w vorpal near the corner. Beats all wald options other than reversal 623C to my understanding, confirms near corner if 66B hits, w CS if j214A hits It's also plus even on shield. If he green shields after 66B, j214A will whiff but you still have advantage. EDIT EDIT: Sidenote - these confirms seem highly optimal by this orange Eltnum, going to look into them as well. https://www.youtube.com/watch?v=1bTjMHSq_lM#t=15m Seems like he uses this combo bc 3 hits gun is not the best starter and uses one wall bounce, and he didn't want to have to reload so he could go for a stronger mix up.
Ichipoo Posted August 4, 2014 Posted August 4, 2014 No, you're definitely right! You can react to many of Waldstein's air options with 623B, it's a life saver. EDIT: This might be obvious, but 623B is also a dragon punch. -use it on defense or die- (Range is very poor, so you have to either catch a normal or use it point blank) This -also- might be obvious, but -backdash is invulnerable too- so make sure to use it as well. 214B covers a great angle and distance, 214A seems to get crushed by most air options much more easily. As for 3C, it's surprisingly ineffective at neutral. early 66C covers the things it wants to much better. As for the 2C(1) 22B 66C, you need to make sure you get the dash and you want to hit deep on the first 66C - otherwise the second typically won't connect. My problem is that 2C comes out too late or 2C hits twice. Doesn't seem like a simple gatling/link and perhaps I have to be quicker in performing 2C(1) > 22B
Rhapsody Posted August 4, 2014 Posted August 4, 2014 Gahhh I need help with Vatista, I feel like it's impossible to run any pressure on her because DRAGGGGGONNNN PUNCH, and blockstring to laser is annoying to deal with because it's only -3 and puts you at decent range again... plus she has j.C which can only be beaten by a dragon punch it seems. If she's being predictable with blockstrings, don't be afraid to shield every now and then. With some of her normals, you don't have to be scared of getting GRD broken at certain spots (but not at point blank since she might [8]2B/throw etc). If you're having issues with j.C, try doing 3C. Properly timed you'll pretty much beat it and it'll net you good damage. As for pressuring her, it's just all about getting a feel for the opponent. Be careful if they have Vorpal for CS or meter (since flash kick super can clip you at a good distance away). Also whenever you have meter, things can get pretty scary for Vatista just because of AAing or 236C. Make sure to make good use of it.
drugtown Posted August 4, 2014 Posted August 4, 2014 My problem is that 2C comes out too late or 2C hits twice. Doesn't seem like a simple gatling/link and perhaps I have to be quicker in performing 2C(1) > 22B what you can do is treat the 2 in 2C[1] as the first 2 you need for 22B so it comes out like 2C2B, you just have to be quick
Dacidbro Posted August 4, 2014 Posted August 4, 2014 what you can do is treat the 2 in 2C[1] as the first 2 you need for 22B so it comes out like 2C2B, you just have to be quick Personally, I've had no success with this method, 2C 22B works well for me. But, this does show there are multiple ways to do it, find the one that works best for you!
drugtown Posted August 4, 2014 Posted August 4, 2014 Personally, I've had no success with this method, 2C 22B works well for me. But, this does show there are multiple ways to do it, find the one that works best for you! i'm a supermasher so i also do 2C 22B for that particular string, but you're right - find the method that works and drill it til it's second nature
Rhapsody Posted August 4, 2014 Posted August 4, 2014 While definitely not new, but throwing it out there since some people don't know (or are picking up Eltnum), is everyone messing around with Eltnum's Vorpal trait for frame traps? In Vorpal state, you can cancel whiffed A normals into another normal or special. So something such as 5C > whiffed 5A > 2C > whiffed 2A > 236A etc can work.
Dacidbro Posted August 4, 2014 Posted August 4, 2014 It's interesting, but I've more or less stopped research into it since it doesn't reset your normal string. I think purple bullets 5A/2A whiff 236A has a place though, since it's plus even if they block it and it -does- inspire a button. EDIT: Senaru makes liberal use of 22A, especially to meaty when opp back techs or has CS.
Rhapsody Posted August 4, 2014 Posted August 4, 2014 It's interesting, but I've more or less stopped research into it since it doesn't reset your normal string. I think purple bullets 5A/2A whiff 236A has a place though, since it's plus even if they block it and it -does- inspire a button. EDIT: Senaru makes liberal use of 22A, especially to meaty when opp back techs or has CS. Yeah, I usually use it for the 236A if anything. I feel like it's useful once in awhile just to make them cautious of hitting buttons and eventually respecting too much. 22A meaty I'll have to take a note of against those options.
stickystaines Posted August 4, 2014 Posted August 4, 2014 I've noticed that vorpal 5A 2C is amazing at catching backdashes. If you're opponent is really backdash happy, then you can use 5A 2C in vorpal as: 1) Backdash killer 2) Decent starter (3k in vorpal) 3) Still leaves many gatling options (5B, 2B, 3C, 5C, 2A) 4) A natural frame trap I don't use it as the go-to blockstring starter as much anymore, but if you use it to kill backdashes and it still gets blocked, you are still in a good position for pressure.
Dacidbro Posted August 4, 2014 Posted August 4, 2014 I've noticed that vorpal 5A 2C is amazing at catching backdashes. If you're opponent is really backdash happy, then you can use 5A 2C in vorpal as: 1) Backdash killer 2) Decent starter (3k in vorpal) 3) Still leaves many gatling options (5B, 2B, 3C, 5C, 2A) I don't use it as the go-to blockstring starter as much anymore, but if you use it to kill backdashes and it still gets blocked, you are still in a good position for pressure. Definitely - the other trump card is 5A CS, as a; 1) Backdash crusher 2) Beats all reversals, command grabs, etc 3) Counter hits mash, catches jump out 4) forces blockstun on block Literally beats all options, but the reward isn't as high as others and you spend CS. Still -very- worth it, frequently.
Dacidbro Posted August 4, 2014 Posted August 4, 2014 @Dacidbro: HNNNG I CAN ADD GRID CHARGE TO BNBS 214B 214C 5D~412B 6 5D~22B 66C 22B 66C 22C
drugtown Posted August 4, 2014 Posted August 4, 2014 @Dacidbro: HNNNG I CAN ADD GRID CHARGE TO BNBS 214B 214C 5D~412B 6 5D~22B 66C 22B 66C 22C damn your timing better be on POINT
Dacidbro Posted August 4, 2014 Posted August 4, 2014 The one from 214C is a big charge and the startup is non shield cancellable, giving me space to buffer. The second is pretty tight.
Dacidbro Posted August 4, 2014 Posted August 4, 2014 Never mind, already obsoleted on 214C - 6AB 412B gives identical charge and better positioning.
silverhydra Posted August 5, 2014 Posted August 5, 2014 I created a public Google doc for people to contribute to if they're so inclined. https://docs.google.com/document/d/1Lf7kANGdmrXrbSfQsEBCibiOkp4vXn_E29Zr_vOLg3s/edit?usp=sharing We've already got quite a bit of information contributed. It's probably easier to iterate in the public Google doc than to get everyone wiki accounts. Filter whatever appropriate information into the wiki.
Dacidbro Posted August 5, 2014 Posted August 5, 2014 I don't know how I overlooked this but 22A not only does 1.2k on hit, it converts to 3.5k on counter hit (d2B 2C j[C] etc)
Wokker Posted August 5, 2014 Posted August 5, 2014 Added contact info to the skype chat in the document.
Keech Posted August 5, 2014 Posted August 5, 2014 cmv with eltnum tottaly unpractical. some combos ch 66c cs 3c j.[c] j.a whiff 5b 5[c] 421b 6 2c(1hit) 22b 66c 22b 66c reload ch 421c j[c] j.214a whiff 5b 5[c] 421b 6 2c(1hit) 22b 66c reload ch 3c j[c] j[c] j.214a whiff 5b 5[c] 421b 6 2c(1hit) 22b 66c reload assault 2b 3c j.b j.a j.c 66c 421b 5a whiff 66c 22b 66c 66b 3c j[c] j.b 5b 5[c] 421b 6 2c 22b 214c dash dpc 214a 421c 214a whiff 5b 5[c] 421b 6 2c(1hit) 22b 66c 22b 66c reload crossup j.b 2b 2c j[c] j.a whiff 5b 5[c] 421b 6 2c 22b 66c reload corner 6 2a whiff 3c j[c] j.a whiff 5b 5[c] 421b 6 2c(1hit) 22b 66c 22b 66c reload ch air to air j.c 2b 5[c] 421b 6 2c(1hit) 22b 66c 22b 66c reload 421c j[c] 5b 421b 6 2c(1hit) 22b 66c reload ch 3c 5b 5c j[c] j.a whiff 5b 5[c] 421b 6 2c(1hit) 22b 66c reload
UmaiCakes Posted August 5, 2014 Posted August 5, 2014 All of those are practical lol. Also about 66B j.214A oki, it definitely is strong since j.214A close to ground is +7. However it only works on specific large hitbox characters (wald and gordeau for example) and if j.214A does whiff, you're minus alot (at least -5 from 66B) Though run up tk.j214A might be a thing worth trying occasionally...
Tenryuga Posted August 5, 2014 Posted August 5, 2014 All of those are practical lol. Also about 66B j.214A oki, it definitely is strong since j.214A close to ground is +7. However it only works on specific large hitbox characters (wald and gordeau for example) and if j.214A does whiff, you're minus alot (at least -5 from 66B) Though run up tk.j214A might be a thing worth trying occasionally... Would the corner make 66B 214A work on characters with smaller hitboxes? Sent from my BlackBerry 9780 using Tapatalk
wauhti Posted August 5, 2014 Posted August 5, 2014 Captured Senaru's DP punish combo http://youtu.be/tSpOhtNoJOc
Keech Posted August 5, 2014 Posted August 5, 2014 66b j.214a it's abare. When 66b go to recovery(she does her kick but not go fly down) cancel it in j.214a work on ALL cast on midscreen. It catch mash 2a. And if blocked it +7 yeah.
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