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Posted
CS-chain shift; vorpal-when You in vorpal state; xxench.- number enchanted bullets.
62a j[c] j.a whiff 5b 5[c] 421b j.b j.a j.c 66c 2c(1hit) 22b 2c(1hit) 22b 66c
62a j[c] j.a whiff 5b 5[c] 421b j.b j.a j.c 66c 22b 66c 3375dmg
62a j[c] j.a whiff 5b 5[c] 421b 62c(1hit) 22b 66c 3302dmg
Corner only 62a j[c] j.a whiff 5b 5[c] 421b 6 2c(1hit) 22b 2c(1hit) 22b 66c 3726dmg
Corner only 62a j[c] j.a whiff 5b 5[c] 421b j.b j.a j.c 66c 22b 2c(1hit) 22b 66c 3844dmg vorpal 10ench.
Corner only 62a j[c] j.a whiff 5b 5[c] 421b j.b j.a j.c 66c 22b 2c(1hit) 22b 623c CS 623c 5326dmg vorpal 10ench.
Counter corner only 62a whiff 22a(ench.) 5b j[c] j.a whiff 2b 5[c] 421b 6 2c(1hit) 22b  4014dmg vorpal 11ench.
Counter corner only 62a whiff 22a(ench.) 5b j[c] j.a whiff 2b 5[c] 421b 6 2c(1hit) 22b 2c(1hit) 22b 66c 4107dmg vorpal 11ench.
Counter corner only 62a whiff 22a(ench.) 5b j[c] j.a whiff 2b 5[c] 421b 6 2c(1hit) 22b 2c(1hit) 22b  623c CS 623c 5605dmg vorpal 11ench.
  • 3 weeks later...
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Posted

Did video about giving info when using 2c in midcombos (6 (2c) 22b) and damage comparison with and without 2c in various combos:

 

https://www.youtube.com/watch?v=3hbtvVl72kc

 

Some combos deals more damage when not using 2c in midcombo and vice versa, some combos dealt more damage with 2c but really small differences.

  • 4 weeks later...
Posted

I guess I'll try to finally get into this game now. What do I need to know when learning Eltnum?

Posted

Man, Senaru's optimal 5a combo is really hard. (5a, 2c, 5[c], 421b, 6, j.[c], 2c (1hit), 22b, 66c, 22b, 66c, reload). I can't manage to hit 2c at all but I manage to land OTG j.[c] lots. I got few times that replaced 2c to 66c.

Posted

You can 2c2b really fast (i.e., you input 22b, but hit C with the first 2 input) to get 2c (1 hit) 22b.

 

I guess I'll try to finally get into this game now. What do I need to know when learning Eltnum?

 

Level zero stuff is that your normal bnb fails on Linne, Hyde, and Hilda, and that your pressure is going to be made up mostly of staggers and frametraps. (Practice your staggers, and make sure you're timing them right.) I can't speak too much on her neutral, though, so someone else could definitely help you on that count better than I can. Eltnum is a jack of all trades character that's legitimately good at everything, but still doesn't excel in any area (except, perhaps, damage output).

 

Most well-known Elt trick is that her 5a rapidfires when she has vorpal, which is pretty strong. Also:

 

https://vine.co/v/MEPebQped7r

Posted

just a random question here. i was playing a match against a good orie and just so happen to use a Random Cutting Sync B Version (i had no meter) to duck under her Divine Thrust. Got a High Counter hit but couldn't continue the combo for some reason cause orie was pushed back alittle too far for me. has anyone tried this? or came up with a combo to continue with afterwards?

Posted

Cutting Sync b-421b? j.b, j.a, j.c, Dc,2c2b, DC for easy confirm

  • 1 month later...
  • 2 months later...
Posted

What are some of sion's wakeup options? Particularly against mashers, nothing seems to come out on time, or they block and I get punished.

Posted

What are some of sion's wakeup options? Particularly against mashers, nothing seems to come out on time, or they block and I get punished.

I don't understand the question. Just push a button on the opponent's wakeup and meaty them if they're mashing. It beats every form of mash except invulnerable reversals. Heck, if you have vorpal and do 5A/2A meaty when the opponent tries to do a reversal super, you can just chain shift it and block anyway.

If you're mistiming the meaty, that's just a matter of practice. You can opt to use something like 66B (cancelled into j.214A once the opponent blocks) or 2B or so-on for better active frames to make it a bit easier to time.

If you mean on your own wakeup, you can DP (623B) if you think the opponent is trying to meaty you.

Posted

Maybe kudoku is having trouble "perfect reloading" and maintaining momentum after the 22B > 66C loop? If I remember correctly, the opponent can mash or jump out if you don't reload at the right timing assuming you're going for enhanced bullets in the first place.

Posted

Was mostly referring to her own wakeup, especially in regards to air teching. I've already tried countermashing and the 623b, but I just keep gettimg caught or punished on block. What am I doing wrong? Any better options besides blocking and praying for the best? Also been struggling with the inputs on combos like ichipoo mentioned, which is weird since I don't have this problem in melty or bb...

Posted

Was mostly referring to her own wakeup, especially in regards to air teching. I've already tried countermashing and the 623b, but I just keep gettimg caught or punished on block. What am I doing wrong? Any better options besides blocking and praying for the best? Also been struggling with the inputs on combos like ichipoo mentioned, which is weird since I don't have this problem in melty or bb...

Where are you struggling, input-wise? UNIEL's input buffer is reasonably relaxed, especially for directional inputs.

As for doing things on your own wakeup, you honestly just have to respect your opponent's meaties. This is true for pretty much any fighting game. Either you perform a reversal of some sort, or you block.

If you really don't want to block for an extended period of time and don't want to reversal, you can spend your meter or vorpal state to guard thrust (214D while blocking) and knock the opponent away, or you can spend your meter to veil off in a gap in the middle of the opponent's blockstring (you can, of course, also DP that gap, but it's usually harder to do a 623 motion than to just mash 3 buttons).

Rather than "praying for the best," as you put it, blocking really shouldn't feel like a losing game. Take the chance to gain vorpal with some careful shielding or throw breaking, and then make your play from there. Or just find a good spot to mash out of the opponent's pressure, since all pressure has to end at some point. Shielding can also help in that regard, since it pushes the opponent further away and gives you better frame advantage.

On top of this game simply not having very much unreactable mixup (Hilda has pretty much the only legitimately impossible to react to high/low setups), many characters also have good OSes against throw/assault mixup. Eltnum in particular has a pretty good one in her 3ACD input (3C if opponent doesn't throw, throw-break if they do throw).

If you're midscreen, you can also try wakeup backdashing, but it will lose to certain types of meaties and longer moves as well. Similarly, wakeup jumping occasionally works if the opponent isn't in range to meaty properly (usually a result of someone backteching), but tends to be much higher risk than reward.

Posted

The way I see it is that you really have to learn how to "take turns" in UNIEL, which means knowing when it's time to go in or block. Also even though the game gives you options to mitigate the "annoyance" of blocking/staying on defense (Shielding, Guard Thrust, OSs, etc.), you have to get comfortable doing so as well as actively observing which parts of your opponent's blockstring you should respect and disprespect.

Posted

Was mostly referring to her own wakeup, especially in regards to air teching. I've already tried countermashing and the 623b, but I just keep gettimg caught or punished on block. What am I doing wrong? Any better options besides blocking and praying for the best?Also been struggling with the inputs on combos like ichipoo mentioned, which is weird since I don't have this problem in melty or bb...

Meaties are really good in this game so sometimes you just have to block on wakeup and wait For your turn. Which inputs are you struggling with?

  • 2 weeks later...
Posted

I got bored and decided to mess around last night. Anyone have any better optimal overhead bnb in the corner?

6B 3C j.BAC 66C 421B 5A(w) 66C 2C(1) 22B 2C(1) 22B 66C Reload

Does more damage than 3C ICj.C routes, based on testing.

  • 1 month later...
  • 2 weeks later...
Posted

I can't think of much that she needs buff'd or nerf'd. She's pretty balanced in terms of what she does and how to deal with her. If anything, I personally would want an even bigger reward for enchanted bullets or give 236B a bigger utility purpose.

Posted

I can't think of much that she needs buff'd or nerf'd. She's pretty balanced in terms of what she does and how to deal with her. If anything, I personally would want an even bigger reward for enchanted bullets or give 236B a bigger utility purpose.

What do you think or suggest they could do for 236B to make it have more utility? I can't really think of much they could do it with it >.<

Posted

Maybe they can have it shoot out one bullet that does a ton of damage and leads to a good combo but comes out super slow, making it only really great for punish combos. Something to make it more useful than the current 3 shot, because even on a punish, you usually do 22A shot.

Posted

Maybe they can have it shoot out one bullet that does a ton of damage and leads to a good combo but comes out super slow, making it only really great for punish combos. Something to make it more useful than the current 3 shot, because even on a punish, you usually do 22A shot.

Yea that would be interesting. But I guess we'll just have to wait and see next weekend during their location test. I will try to point out any changes I see in her when that comes around (assuming they stream)

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