LitchiFayeBling Posted August 21, 2014 Posted August 21, 2014 Bullet moves: 236a/b , 22a/b. I don't know about 236c. They all get increased damage and hitstun. 22a/b do not change blockstun values. They are always -1 and +a pretty large number 236a/b get 5 frames more block stun. 236a goes from -4 to +1. 236b goes from -7 to -2 i believe.
XATMO92 Posted August 21, 2014 Posted August 21, 2014 Not sure if this has been mentioned already, but it seems 6 has low invincibility after a certain point? I noticed people trying to mash through it the other day and it went through lows if they didn't mash immediately. It feels like people seem to get hit by a lot more charged 6Bs than uncharged ones for some reason.
silverhydra Posted August 21, 2014 Posted August 21, 2014 Can we get get a link to the Google Doc and the Skype group added to the first page? Bullet info from the doc: Enhanced Bullets: Frame advantage: 236A becomes +1 rather than -4. 236B becomes -1 rather than -7 22A/B don’t gain extra frame advantage. Damage and crumple: 236A increases from 715 to 935 236B increases from 884 to 1208 22A increases from 800 to 1100. Causes crumple on counterhit. 22B(5 enhanced bullets) increased from 1085 to 1422. Causes crumple on normal hit 236C increases from 1539 to 1845 Not sure if this has been mentioned already, but it seems 6 has low invincibility after a certain point? I noticed people trying to mash through it the other day and it went through lows if they didn't mash immediately. It feels like people seem to get hit by a lot more charged 6Bs than uncharged ones for some reason. I don't know if it has invincibility but it has a hitbox where 6B doesn't and lacks a hurtbox where 6B does.
LitchiFayeBling Posted August 21, 2014 Posted August 21, 2014 you can combo off non enhanced 22a counter hit
Pitzer Posted August 21, 2014 Posted August 21, 2014 A skype group would be nice! We can discuss how much I hate Gordeau!
Keech Posted August 22, 2014 Posted August 22, 2014 A skype group would be nice! We can discuss how much I hate Gordeau! http://youtu.be/GUWP5AoDgWk?t=5m0s MU 10-0 in Gordeau prefer(Senaru(Eltnum) top1 Eltnum/Akatsuki and top1 Rip vs Desuraade(Gordeau) top1 Gordeau, top3 Rip )
silverhydra Posted August 22, 2014 Posted August 22, 2014 http://youtu.be/GUWP5AoDgWk?t=5m0s MU 10-0 in Gordeau prefer(Senaru(Eltnum) top1 Eltnum/Akatsuki и top1 Rip vs Desuraade(Gordeau) top1 Gordeau, top3 Rip ) My god, that was amazing. Thanks for the link.
Pitzer Posted August 22, 2014 Posted August 22, 2014 Im glad people are starting to figure out Gord. I have him as a secondary, but he's so lame to play at times..
LitchiFayeBling Posted August 22, 2014 Posted August 22, 2014 ive watched that match countless times since the game came out /_/
Wokker Posted August 23, 2014 Posted August 23, 2014 What are people's recommended combos from: Starter - 6B - 66B - Assault
ShinsoBEAM Posted August 23, 2014 Posted August 23, 2014 If I'm using 6B and not 6 it's to shatter shield so raw launch combo of choice. 66B I try to tag them with 5B/2C then 9j.[C] > j.A(whiff) continue from there Assault with enchanted bullets. Assault , 5B > 2B > 5C > 2C > 9j.B > j.A > j.C > airthrow, it's so amazingly reliable and give you a great safe jump. Assault , 5B > 2B > 5C > 2C > 9j.B > j.A > j.C , 5A > 3C > 8j.C > dj.C > airthrow for when you need that touch more damage but don't want to do anything you might possibly drop. I need to reload/enchanted bullets. Assault, 5B > 2C > 9j.B > j.A > j.C , 66C , 22B , 66C , 22C more damage but I find I drop it sometimes online.
LitchiFayeBling Posted August 23, 2014 Posted August 23, 2014 assault jC bnb : assault jC 2a 2b 2c jabc 66c 22b 66c 22b 66c . slightly delay your 22b's after 66c if you're still not getting the combo because of flip outs do this assault jC 2a 2b 2c jabc 66c 421b w5a 66c 22b 66c . slightly delay the 66c after 421b w5a. this is harder, but always works hitstun wise. assault jC max meter and in vorpal for chain shift assault jC 2a 2b 2c 214c (421a) 5a 5b 3c 8 j[c] 9 (slight delay) j214a (CS) (VO whiff) 2b 421c wjA 623a (1hit) IW: 4296 all these combos are challenging for bnb's but they are very applicable to matches
ShinsoBEAM Posted August 23, 2014 Posted August 23, 2014 The random flipouts only occur if your midscreen and don't have enchanted bullets. It seems like you can still prevent them somewhat by doing dash then 66C then microdash 22B to get them to work midscreen but at that point your better off doing the 2nd combo you listed.
LitchiFayeBling Posted August 23, 2014 Posted August 23, 2014 you can make it much more consistent if you delay 22b but if you have extra normals it will sometimes make the combo not work period 421b w5a route is that much more stable but really it just depends on how many ground normals you add
Pitzer Posted August 24, 2014 Posted August 24, 2014 Can someone double check for me. I'm able to mash between Gord 6b 22a if I shield the 6b midscreen. But in the corner I get CH. Im pretty sure 6B, 22A is not a true block string if it's not meaty enough. https://www.youtube.com/watch?v=3h2XXdWeOCM Here's an anti Gord Vid guys. I'm having a problem in the Vatista Match up, Im very unfamiliar with how she works but I heard her character trait is you can't counter hit her or something unless her guard is crushed?? What should I do as Eltnum vs her. I pretty much resorted to using Gordeau vs her as she was extremely annoying.
Sashi Posted August 25, 2014 Posted August 25, 2014 Shielding 6B and mashing before 22A only doesn't work in the corner 'cause 5A will whiffs. Shielding 6B in the corner pushes Gordeau out too far. EDIT: Forgot to mention that you shouldn't mash there 'cause 6B 236A is airtight when blocked and tiny gap if shielded. If you try to shield 5A, you get taken for a 3.3k ride.
OneHero Posted August 26, 2014 Posted August 26, 2014 Pardon the request, can someone tell me the notations of all of Eltnum's official all-purpose blockstrings?
Sashi Posted August 26, 2014 Posted August 26, 2014 There's no such thing. You just do stuff until it works. Change up timing on your cancels and sneak in throws. There's no one blockstring that's gonna work all the time.
OneHero Posted August 26, 2014 Posted August 26, 2014 There's no such thing. You just do stuff until it works. Change up timing on your cancels and sneak in throws. There's no one blockstring that's gonna work all the time. I see, thanks.
LitchiFayeBling Posted August 26, 2014 Posted August 26, 2014 poke/confirm, force them to block low 2b 2c 5a 2c 2a 2a 2c if 2c is blocked, can cancel 2c into 5[c] which auto frame traps and whiff canceling to 5a/2a is -1 or -2. can cancel slightly late into 22a to try to catch a counter hit and go into big combo. can cancel into 22b, which is + a lot on block, but is shield bait (lose grd) and costs 5 bullets same with 214a, (22a and 214a are lows) but the meterless followup combo is harder (and doesn't work on linne) but with CS or EX you can do decent damage. can cancel 2c into whiff 5a / 2a for -3 or -4 i think. this is mostly to bait out reversals through strings if your other delay options are getting mashed through if you have enchanted bullets, you can go into 236a which is +1 using the B normals are a little more complicated for their purpose of resetting pressure: both are forward moving normals, can delay cancel to C normals or A normals that are -2 and can go into other things quickly. 2b 5a/2a/2c 5b 5a/2a/2c (delay to try to catch mash. otherwise, 2b/5b on block are - a lot, but if they respect the option you can throw/dash up to reset pressure also) what im saying is resetting pressure can be like this 5b/2b -> 5b/2b big gap, but if they are respecting delay 2c then go for it. can go into this with 5a/2a 5b/2b -> 5b/2b you have to read if they are going to mash or respect if you are going to use the B normals to reset pressure, but that is what senaru gets a lot of mileage off of because the C normals are even more punishable if not properly canceled and thus cannot reset pressure similarly. finally look for their shield patterns. you have 6b to blow up crouch shield, and 2a/2b/2c/22a/214a to blow up stand shield. and throw to blow up either. -- basically, there is one autopilot option (2b 2c) but playing her effectively, especially offline, is going to rely a lot on reads, multiple choices, and conditioning trickiness
ShinsoBEAM Posted August 26, 2014 Posted August 26, 2014 Basically go in training mode and work on making so your moves will combo but leave gaps if they block, and just stagger out everything. Plus stuff like (2B > 5B > 5A > A > A > 3C > 22B)x2 will beat anything that isn't a reversal, obviously you should mix this up especially with throws. Like sometimes I do 2B > delayed 5B > 2A which will catch a surprising number of people who think an overhead is coming or something. Be careful about doing 2C(both hits) > 22B instead of just 2C(1hit) > 22B or 2C > 421B > 22B because if they get hit by the second hit only and you don't have inhuman reaction times 22B will completly whiff and you will get punished hurray. I strongly recommend if your running up and doing 2B which is one of her good options, to start doing dash 2B > stagger 5B it gives you plenty of time for a confirm and still allows the same combos. Also if you plan on doing 2C I recommend holding 9 if it hits boom start the j.[C] which works at a longer range, if it's blocked 5C is pretty good, especially if you have enchanted rounds and shoot them trying to jump out of 5C>C. It's good to remember that when you have vorpal you can whiff cancel your 5A, so if someone only has super flash reversals think Merkava, resetting pressure with 5A is often worth it over getting the 5AAAA mid string. After you do a 22B for the love of all that is right go back in you're +8, I don't care if you're "baiting" dragon unless you dash in their face they arn't going to commit...probably. I just see way too many eltnums do like a 22B then go for 2C at their current range or a 214A and it's just baffling. Also I find doing stuff like C > 5A whiff > 22A is extremely effective at baiting out pokes when in vorpal. Because once you have conditioned them on C > whiff A , dash in they just want to press a thing when they see the 5A. Plus if you have enchanted bullets in the corner off counter hit 22A, you get some serious damage.
OneHero Posted August 27, 2014 Posted August 27, 2014 Wow! Thank you guys for the detailed information! I got my answer. ^_^
iFaiska Posted September 1, 2014 Posted September 1, 2014 "Senaru's Combo"(infamous 22a counter in corner) can be done without the need of a counter hit.We do however, need a very good starter (5b/5c/5[c]/3c), and at least one Enhanced Bullet. The 5b meaty one is really good, since you can delay 3c quite a bit for frame trap(hitconfirm purpose) and still get the combo running... If blocked you can 3c, and if 3c is blocked too: 22a. We can also do some tricks with 5c: half charge it for frame traps, or delay it a bit after 5b.Corner (All combos registered damage with one Enhanced Bullet, no Vorpal, no VO)5b, 3c, delay sj[c], delay dj, falling jb, 236a(enchanced), 5b, 5[c], 421b, 6, 2a whiff, 22b, 66c, 22b, 66c, Reload. Damage: 3339.5c, 3c, delay sj[c], delay dj, falling jb, 236a(enchanced), 5b, 5[c], 421b, 6, 2a whiff, 22b, 66c, 22b, 66c, Reload. Damage: 35083c, delay sj[c], delay dj, falling jb, 236a(enchanced), 5b, 5[c], 421b, 6, 2a whiff, 2c(1hit), 22b, 66c, 22b, 66c, Reload. Damage: 3451
GGCFreeziPop Posted September 1, 2014 Posted September 1, 2014 What are the best Options that we have off of 22b (on block)? I've been doing silly things like 22a for counterhits but i tested in training mode that alot of things i was doing could be stopped if you simply shield the 3rd gunshot...and I dont wanna get into the habit of doing unlegit stuff <.< Just wondering...
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