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Posted

My plays on tournament hope it's been usefull to you guys!

http://www.twitch.tv/funkyneok/b/556219891?t=71m12s use veil off for brake grd and kill opponent.

http://www.twitch.tv/funkyneok/b/556219891?t=135m35s i'm not continue j.a, but it's PRO move to stop your opponent stop jumping like Huitzil(He is win one Euro tourneys(and today reach top2) and one Russian tournament already!)

http://www.twitch.tv/token/b/556581692?t=88m48s my first game on tourney today. 

http://www.twitch.tv/token/b/556581692?t=168m18s 2 set. 4 games in row!

http://www.twitch.tv/token/b/556581692?t=282m06s last. i too early mash ad to deal tech hit in first game and died by gold throw

Posted

Usually it's CH so just CH 3C, 5B 5[C] etc.

 

Depending on the height it can be a bit finicky if you go up with 3C. 3C 8j.[C] 9dj.C 5[C] might be more consistent, but i haven't really tried.

Posted

CH OS 3C : 3C, 2a, 2a. kind of fast. get 3C whiff 2a on hit, get 3C into 22a on block. if it does CH you get 5B 5[C] etc. if it doesn't CH you get nothing. 

 

interesting tool to use in stagger strings. can do the same thing with 421B actually, without needing CH. 

 

can probably OS with 22B as well, if you want to be + a lot rather than -1. And enhanced 236A if you have it, for +1.

 

hooray for OS's. didn't know about the 6b one today and learned that from reading previous pages. you can make it even easier by stringing into it from a 2a.

Posted

but i mean doing the charge j.[c] combo

 

if you just do the 5b 5[c] combo on conuter hit 5c its not actually the same...

 

cause sometimes people will get hit by 3c non counterhit, so you would need that combo

Posted

Yes, this is an OS where if it hits you'll start the j.[c] j.[c] combo or if its blocked you 22a.

 

This probably sounds dumb but how do you input this? all at once?

Posted

This probably sounds dumb but how do you input this? all at once?

Sort of. You just do it in sequence rather fast. takes some practice. Whats happening essentially is that you do 3c. if its blocked you input 822a which will cause you to do 22a. You cant cancel that into anything really so you start holding [c] immediatly after which does nothing in this case. If 3c hits youll in put 822a which will cause you to jump. During jump startup your 22a input wont do anything. you then hold [c] and you get the j.[c]

Posted

Sort of. You just do it in sequence rather fast. takes some practice. Whats happening essentially is that you do 3c. if its blocked you input 822a which will cause you to do 22a. You cant cancel that into anything really so you start holding [c] immediatly after which does nothing in this case. If 3c hits youll in put 822a which will cause you to jump. During jump startup your 22a input wont do anything. you then hold [c] and you get the j.[c]

 In my case what ends up happen is

     - On block 22A

     - On hit jA>j[C]

Can still get the usual combo from the 3C>double j[C] route with the jA coming out inbetween however I cant seem to actually get the A input to be ignored on hit. Just not fast enough?

Posted

Here's my contribution.

 

Combo off of 623B CS

https://www.youtube.com/watch?v=NE7IpqAJLvg

 

You can also get it off of non-CH only if the first hit doesn't connect (if it's spaced out a little more)

 

But more times than not, you'll likely CH something with your DP.

 

Off of the weakest hit of DP you can do 3k by doing CS j.B delayC dash 5B 5[C] 421B 6 2Awhiff 22B 66C 22B 66C 22C.

As for 3C OS, the one I do is a lot easier for me. I do 3C 228A/B~[C]

As shown here. https://www.youtube.com/watch?v=MzZX8I27W7M

edit: video link updated, has non CH and CH version on there.

Posted

Oh, i thought Maori was talking about the throw tech/3C OS, not the frame trap 3C OS.

 

From my quote before:

Usually it's CH so just CH 3C, 5B 5[C] etc.

 

Depending on the height it can be a bit finicky if you go up with 3C. 3C 8j.[C] 9dj.C 5[C] might be more consistent, but i haven't really tried.

 

I'd like to know what people do off of this 3C; if they do anything different other than 5B off of CH 3C.

Posted

I'm going for the j.[C] > j.[C] > whiff j.214A > 5B > ... route.

It pretty much works at every height, you just need to delay your first j.[C] if you hit them very high.

Note that you can only delay the j.[C] if you CH them, but that should be the case most of the time.

 

Here's my contribution.
 
Combo off of CH 623B CS
https://www.youtube.com/watch?v=LmkA8gvCxkU
 

 

Video is set to private.

Posted

I'm going for the j.[C] > j.[C] > whiff j.214A > 5B > ... route.

It pretty much works at every height, you just need to delay your first j.[C] if you hit them very high.

Note that you can only delay the j.[C] if you CH them, but that should be the case most of the time.

 

 

Video is set to private.

woops, forgot to update the link.
Posted

3c 8j[c] 8 (delay) j[c] w214a should work at just about every range. there is one where the second j[c] will whiff.

 

if you are really far from them, followup with 2b instead of 5b as 2b moves you forward more. it's also a frame faster.

Posted

3c 8j[c] 8 (delay) j[c] w214a should work at just about every range. there is one where the second j[c] will whiff.

 

if you are really far from them, followup with 2b instead of 5b as 2b moves you forward more. it's also a frame faster.

It's not range, but height that is the problem. If you do anti air 3C it's harder to followup using that route. This is important to know because of the throw tech/3C OS that beats the assault/throw mixup.

Posted

Hello fellow Eltnum players, I'm new to writing on the forums. However I've been checking dustloop since Blazblue days. I was wondering if anyone else has been using the Loop Eltnum has in the corner? I find myself using it as it makes her damage with Vorpal go from like the regular 3.3K~ to about 3.6-3.8K~. If you have reinforced bullets.

I kind of skimmed through here so I'm not sure if anyone has already talked about it but the notations are pretty much any hit confirm to

 

5[C], 421B, Whiff 5A, 421B Whiff 5A, 421B, Whiff 5A, 421B, 6, Whiff 2A, 22B, 66C, 22C 

Or you can do the variant I prefer which is 5[C], [421B, Whiff 5A] x 3 66C, 22B, 66C, 22B to 623C or you can opt to null the 22B and go to 22C for maintaining pressure.  

Here's a vid I https://www.youtube.com/watch?v=gIm95VMslN4 I didn't make it.

Posted

It's not really worth it to do that loop, every time you cancel 421B after the first time you lose GRD. So you are losing 3~4 blocks of GRD for and extra 300~500 damage, not to mention the fact you can't do it if you don't have the GRD in the first place.

Posted

Overall no its not worth it to do the loop. I think its cool as hell and sometimes you have 200% meter anyways and don't really need the GRD blocks. But off most starters you need more GRD than you'll have on average to make the loop worth it.

Posted

So I did some testing on specials with Eltnum(Tested against Hyde fireball and force function)

 

421x - Projectile invul until she stands up/Until she kicks

 

214x - None(If it has any invul, it's not a whole lot and not really useful)

 

623x - Invul until she jumps(Pretty much only invul on start-up)

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