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Posted

Would the corner make 66B 214A work on characters with smaller hitboxes?

Sent from my BlackBerry 9780 using Tapatalk

 

Actually I got it to work against all the characters, by delaying j.214A after 66B as Keech mentioned. 

However delaying j.214A long enough to hit a standing character creates a 6f gap which you can DP or 5A out of (I confirmed this with dummy recording)

 

So don't use it too much lol, else the opponent will figure that out. 

 

Also the only character you can do a gapless 66B>j.214A on is Waldstein, everyone else has a 5f-6f gap if you want to hit them standing

Posted

I apologize for this being such a general question, but I didn't notice any sub topic thread or I simply didn't see it. However, I wanted to know if Eltnum was a really technical character? I've only just received the game and spent maybe 3hrs on it. I've noticed that some combos I breeze through with a bit of repetition and others I simply never connect. Now I haven't scanned every inch of this thread, so it may have been answered (Don't flame me) but I think it would be helpful for a beginner like me, if in the combo notation there was some sort of indication of needing to input a delay. I've noticed the type moves that can be charged, but when it comes to the combos where she needs to whiff a move I seem to fail at those. Sorry for the long post, just a n00b wanting to be pointed in the right direction.  :sweat:

Posted

Nah, she's fairly easy as far as execution goes. Not as easy as Gordeau, but still fairly easy.

Posted

In case you've missed the google doc - https://docs.google.com/document/d/1Lf7kANGdmrXrbSfQsEBCibiOkp4vXn_E29Zr_vOLg3s/edit There are some combo tips and delays written in there.

 

From the top of my head, these are some combo paths where you either gotta delay a certain move or do it as fast as possible.

 

2C > 5[C] > 421B > 6 > whiff 5A > (2C(1) >)  22B

You can leave out the whiff 5A if you feel you can land it easier this way. The same applies if you're trying the 6 > 2C(1) > 22B.

 

... > j.B > j.A > j.C > 66C > ...

If they are too high, make sure to delay the j.A a little bit.

 

...> 2C > j.[C] > whiff j.A > 5B > ...

delay the whiff j.A a little bit and make sure to input the 5B ASAP.

 

3C > j.[C] > jc.[C] > whiff j.214A > 5B > ...

delay the second j.[C] by a ton.

 

... > 66C > 421B > whiff 5A > 2C(1)

input 2C(1) as fast as possible. Note that if you are in vorpal, your 5A will whiff cancel into 2C. Make sure to let 5A completely recover in order to get the timing right.

 

... > 2C > 5[C] > 421B > j.B > j.C > 66C

Jump cancel after 421B immediately, but delay the j.B

 

421C > j.[C] > whiff j.A > 5B

Delay j.[C]. In this combo, you can whiff j.A without delaying

Posted

Updated the doc with damage numbers on 236B, 22B, 22A and 236C when they use enhanced bullets.

Also, 22A only knocksdown on counter-hit, enhanced bullet or not.

Posted

So I'm considering picking up this char as my sub to go with my Gordeau main. What are some basic tips and combos(or combo theory) I could make use of just to get me started?

Posted

In case you've missed the google doc - https://docs.google.com/document/d/1Lf7kANGdmrXrbSfQsEBCibiOkp4vXn_E29Zr_vOLg3s/edit There are some combo tips and delays written in there.

 

From the top of my head, these are some combo paths where you either gotta delay a certain move or do it as fast as possible.

 

2C > 5[C] > 421B > 6 > whiff 5A > (2C(1) >)  22B

You can leave out the whiff 5A if you feel you can land it easier this way. The same applies if you're trying the 6 > 2C(1) > 22B.

 

... > j.B > j.A > j.C > 66C > ...

If they are too high, make sure to delay the j.A a little bit.

 

...> 2C > j.[C] > whiff j.A > 5B > ...

delay the whiff j.A a little bit and make sure to input the 5B ASAP.

 

3C > j.[C] > jc.[C] > whiff j.214A > 5B > ...

delay the second j.[C] by a ton.

 

... > 66C > 421B > whiff 5A > 2C(1)

input 2C(1) as fast as possible. Note that if you are in vorpal, your 5A will whiff cancel into 2C. Make sure to let 5A completely recover in order to get the timing right.

 

... > 2C > 5[C] > 421B > j.B > j.C > 66C

Jump cancel after 421B immediately, but delay the j.B

 

421C > j.[C] > whiff j.A > 5B

Delay j.[C]. In this combo, you can whiff j.A without delaying

Thanks for adding the google doc and going through the time of placing all that information. I'll be working on her a fair amount today and hopefully I make way more progress than my first attempt.

Posted

So I'm considering picking up this char as my sub to go with my Gordeau main. What are some basic tips and combos(or combo theory) I could make use of just to get me started?

Well, easiest would be to play her and get a feel for how she plays. This google document isnt finished, but it still has some useful information, so I recommend reading through it. https://docs.google.com/document/d/1Lf7kANGdmrXrbSfQsEBCibiOkp4vXn_E29Zr_vOLg3s/edit

 

A simple combo would be something like: 5B>2C>5[C]>421B>6>Whiff 2A>22B>66C>22B>66C>22C

Posted

Thanks, I will give that a read. I had a few matches with her earlier today, but it was against Waldstein so I felt opressed and couldn't get a good feel of her yet. She's fun from what I got to experience, good combo of mobility and range, and gun is pretty nice for spacing. Still need to get used to the timing of reload and advanced combos, though.

Posted

Waldstein is a pretty tough match-up for her, but it's not impossible. If you have more questions, or just wanna talk about Eltnum, you should join the Eltnum skype chat. Information about that is in the Eltnum doc I linked earlier.

Posted

Yeah, I did get a win or two so I got the basic idea of what to do, but it just isn't the best thing to start with when learning the char lol

 

I got that combo you posted down. The basic idea with her combos is to go into 66C>22B enders until you have less than 5 bullets or you're out of KDs, then go into 66C>22C and time the reload, right? What about 5A\2A starters you can't confirm until it's too late to go into 412B? Just suck it up and end with 214A\B? Do 2C>5C jump cancels J.ABC\J.BAC into 66C ender? Sorry if I'm asking so many questions, I checked the doc but there are so many combos listed, and I'm trying to know the basic routes I can go into before getting into more specific stuff.

Posted

Most of her combos end in 66C>22B>66C>22B>66C>Reload(Sometimes you have to do less reps if you don't have enough bullets or depending on the starter)

If you hit them with too many 2A's, you have to pretty much do a small combo into 214x(Im not sure about the j.C route).

 

This is what I use:

 

Starters:

5A/2A or 2B/5B you go into the combo I listed before(You can do 623C after the 2nd 22B in the gun loop if you want to do more damage, to end the round or so.)

 

j.214B>CS>5B>5[C]>421B>[6B]>j.B>j.C>Air throw

214A/214B>421C>j.214A(Whiff)>5B>5[C]>421B>[6B]>22B>66C>22B>66C>Reload

22A CH>2C>5[C]>421B>[6B]>22B>66C>22B>66C>Reload

236C>5B>5[C]>421B>[6B]>j.B>j.C>Air throw
 

Posted

Most of the time go for [normal] > 2C blockstring. You have tons of option from there. Take a look at the google doc for some blockstring ideas after a blocked 2C. You should have plenty of time confirming whether [normal] > 2C has hit or was being blocked.

 

Your basic goal in combos is to get the opponent airborne and hit them with 5[C] > 421B > 6 > (whiff 5/2A > gunloops. The most used tool in order to archieve that is 2C.

 

As for combo starters, an A normal (and 1 additional normal) into 2C [5C] leads into the full gunloop. If you hit them with 2 normals after your A starter, they will either be able to tech on 421B or 6, which means you need to end in something like 2C > 214B. You can go 3C > j.B slightly delayed j.AC > d.6C > gunloop if you haven't resorted to 2C already.

 

If you hit them with a stronger starter (usually 2B), you can add an additional combo path to your BnB after you hit 2C: j.[C] > slightly delayed j.A whiff > 5B into 5[C] > BnB.

 

tl;dr:

A starter > 2 additional normals > 2C > 214B

A starter > 2 additional normals > 3C > j.B slightly delayed j.AC > d.6C > 22B > d.6C > 22B > d.6C > 22C

A starter > (additional normal >) 2C > 5[C] > 421B > 6 > (whiff 2A/5A >)  22B > d.6C > 22B > d.6C > 22C

B/C starter > 2C > j.[C] > slighly delayed j.A whiff > 5B > 5[C] > 421B > 6 > (whiff 2A/5A >)  22B > d.6C > 22B > d.6C > 22C

 

There are a lot more options and routes from different starters obviously, but I think that's enough for now to get a grasp of how her combos are working.

 

edit: 10 minutes too late, lol.

Posted

Thanks a lot, you guys! That's exactly what I was looking for. It's much easier to learn a character's combos through knowing the standard paths rather than remembering each individual combo. I totally get what I should be going into now, and I'm sure the rest will come with experience and experimenting.

Posted

Yeah, like it was mentioned before, DOING her combos aren't hard, her difficulty lies in all the different paths you have to memorize based on: what you hit with, what your distance to them is, what character the opponent is, was it a counter-hit, etc. You gotta have your dictionary ready in your head. Most other characters can just repeat the same bnb regardless of where and what they hit you with.

Posted

there are generally only 3 "end paths" i've found. you've got pretty long "starters" for the first half of the combos though.

 

anyone know what her force function is for?

 

does 421C have any invincibility? how do i hit this raw lol. i've found a combo off 214A xx 421C that is kind of cool, haven't measured it up to 214A xx 214C

Posted

-Why does this bitch keep going under 6 mid screen in this combo?

2B 2C 5[C] x 421B x 6 x w2A > 22B > 66C x 22B x 66C x 22C

Is there any way to fix it?

 

-Also I find the anti air combo to be too inconsistent so is there any easier ones?

 

-One more thing. What are the BnB's off of 2A?

Posted

if you read the doc, that first combo fails on linne hyde hilda

 

a less finicky 3c combo

3c 8 j[C] 9 (wait) jC (uncharged, close to floor), 5[c] 421B 6 blah blah

 

if they get anti aired pretty high up you have to time your 9

 

 

as for a decent bnb to learn IMO:

(2A 2A 2A 2C)...

(2A 2B 2C)...

 

… 5[C] 421B jump cancel, delay, jBC 66C xx 22B, 66C (22C)

 
(doesn't work off 2A 2A 2B 2C lol)
 
edit: i changed the combo. the one i had before works on some chars but not hyde etc
Posted

Waldstein is a pretty tough match-up for her, but it's not impossible. If you have more questions, or just wanna talk about Eltnum, you should join the Eltnum skype chat. Information about that is in the Eltnum doc I linked earlier.

There's a ton of info on Waldstein in the matchup forum, would love more contributions!

Posted

Well, im not all that good myself, but the things I noticed were:

 

- Work on combos, since you lose some damage and can get punished if you drop combos and whiff a move.

- Don't try to reload in neutral and only after a knock-down with 66C or 214A/214B, since it can get punished by supers or characters with fast dashes.

 

Edit: Any EU Eltnum players interested in getting a Eltnum lobby going sometime this weekend?

Posted

Edit: Any EU Eltnum players interested in getting a Eltnum lobby going sometime this weekend?

 

Here.

 

-What I noticed when watching your matches Sadeyo is that you're having trouble confirming single moves into damage, or sometimes being lost what to do if a certain move hits (ie 5C > 2C). Sometimes you confirmed that into 421B, but often times you did nothing. If you know the opponent is too far away to confirm into j.[C] or 421B, you gotta do 214B to get a knockdown that starts your momentum.

-If you know you can punish a move for sure like in this case, start with CH 22A or CH 3C.

-You did several d.6C without vorpal in neutral. If your opponent blocks this when they are standing close enough, you can be punished for it. And even if you can't be punished, you still give your opponent the momentum. If you hit raw d.6C, you can do a lot more damage by the way. d.6C > 3C > j.[C] > j.C > 5[C] > 421B > 6 > (5a whiff) > 22B > d.6C > 22C. Not sure if that's optimal though.

-Reloading in this situation is fine if you ask me.

-This could've been confirmed into 214C for 2k more damage.

-In neutral, you are relying in air assault a lot. Smart opponents will eventually shield your assault jump-ins and you'll end up at the short end of the stick. The spacing on your neutral 2Cs was very well done though.

-At the start of the video, you varied your blockstrings a bit. But the more the timer progressed, the more you used the same string more or less. Eltnum is such a scary character up close because she can stagger her normals really well. Definitely learn how to do that!

Posted

-Why does this bitch keep going under 6 mid screen in this combo?

2B 2C 5[C] x 421B x 6 x w2A > 22B > 66C x 22B x 66C x 22C

Is there any way to fix it?

 

-Also I find the anti air combo to be too inconsistent so is there any easier ones?

 

-One more thing. What are the BnB's off of 2A?

to fix this, you can replace 2B with 2A>2A (so the combo would go 2A>2A>2C>etc)

should also work with 2B>2A>2C but I forget so that's worth testing

my friend Omnix found that out so it'll work on Hilda, Linne, and Hyde

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