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Posted

remember back in MB, Sion's bullet would bounce up and down towards your opponent after she fired it? i wonder if they could bring that over. also, with this new Cross cast Veil Off mechanic being added and the character balance adjustments, maybe Sion's combo length will be alittle longer? ugghh i'm getting anxious......

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Posted

R.I.P EX Cutting Sync Invincibility...you will be missed

EX Cutting Sync may still have the roll properties of all of Eltnum's roll moves, which still affords you a small amount of invuln to certain things. Haven't seen anyone say anything about that either way, yet, so keep your fingers crossed for at least that much. >.>

Posted

Looking at the initial changelist aaaaaand, Eltnum received the only nerf so far. I find this funny even though I'm sure there's plenty more where that came from, but C sync not having invincibility doesn't really matter.

Posted

I barely used 214C in the first place anyway. She apparently also can't do 2C > 5[C] off of A starters as well.

 

But at the end of the day, this is just a loctest sooo...... :toot:

Posted

In case nobody noticed, the change for C Sync labels it as 214C when the input is actually 421C.

Also if that 2a into 2c 5[c] nerf is true.... Yikes.

Edit: so 3[C] eh? I wonder what possibilities that could bring. Combo-ability aside, I feel like it'll be a great pressure option if it's plus enough, or is able to be gatling'd out of on block like 6.

Posted

In case nobody noticed, the change for C Sync labels it as 214C when the input is actually 421C.

Also if that 2a into 2c 5[c] nerf is true.... Yikes.

Edit: so 3[C] eh? I wonder what possibilities that could bring. Combo-ability aside, I feel like it'll be a great pressure option if it's plus enough, or is able to be gatling'd out of on block like 6.

I was thinking pretty much the same thing for the 3[C]

Combo wise? Eh...Idk...maybe some New VO stuff or maybe its possible off 22A Counterhit...Its hard to say without seeing it first.

Edit: Would be really nice to be able to cancel into Normals from it though >.<!

Posted

Oh my god, how do you play this fucking character without getting 421 by accident ALL THE TIME.

Every time I'm blocking low and want to do 2a or 214A/B or anything of that sort, game just goes

GB6XsFc.gif
Enjoy your 421!

Posted

Oh my god, how do you play this fucking character without getting 421 by accident ALL THE TIME.

Every time I'm blocking low and want to do 2a or 214A/B or anything of that sort, game just goes

GB6XsFc.gif

Enjoy your 421!

Interesting, isn't it?

  • 5 weeks later...
Posted

So for a bullet-less combo off of 2b, is it not possible to reverse beat 5a after the second 421b without vorpal? Because I can only do it in Vorpal.

The combo I'm talking about is 2b 2c 5[c] 421b 6 jumpcancel jb jc 66c 421b 5a 66c reload.

Even if I omit the 6 it still doesn't work out of vorpal and it does less damage.

Any thoughts?

Posted

Since no one seems to have responded, I'll just answer this.

That combo works the same way without vorpal. Not sure why the 5A wasn't coming out for you, but vorpal has no effect on that combo route.

Have you gotten it working since then?

  • 2 weeks later...
Posted

Soooooo, does the opponent being in vorpal mess with Eltnun's reverse beating? I can do the combo fine at any time the opponent is not in Vorpal, regardless if I am or not.

Was this a known thing ever?

Edit: this is extremely weird, so I can reverse beat B sync cutter while not doing the combo, and I can do a 2a reverse beat from 6{b} just fine as well, it's just that one situation on the B sync cutter at the final part of the bullet-less combo that won't come out when the opponent is in vorpal.

Posted

You need 1 GRD block to do the second 421B cancel. If you are grd crushed or have set training mode to give you no GRD (this happens when you set the opponent to have vorpal), you won't be able to complete the combo.

Posted

You need 1 GRD block to do the second 421B cancel. If you are grd crushed or have set training mode to give you no GRD (this happens when you set the opponent to have vorpal), you won't be able to complete the combo.

That makes a lot of sense, hmmmmm. I guess I should pay attention to my GRD during matches more. Thanks for the info, I thought that was the stipulation when Eltnum is in vorpal so that she can do the 5a B sync cutter loop in the corner.

I guess because of that I don't think doing the second 66c 421B on the bulletless combo is actually worth it.

Posted

That makes a lot of sense, hmmmmm. I guess I should pay attention to my GRD during matches more. Thanks for the info, I thought that was the stipulation when Eltnum is in vorpal so that she can do the 5a B sync cutter loop in the corner.

I guess because of that I don't think doing the second 66c 421B on the bulletless combo is actually worth it.

 

For what it's worth, you'll pretty much always have 1 GRD to spend on that combo as long as you aren't grd crushed. Hitting the opponent generates a bit of GRD, as does all the forward movement involved in the combo itself. Spending that GRD isn't really all that desirable, but eh, sometimes you want the damage.

 

That said, I just opt for the mid-combo reload route (421B > 6 > 22C > 2A > etc.) because it's easy and I'm lazy. :P

  • 2 weeks later...
Posted

So there isn't any UNIST Eltnum thread yet, but now that we have that hour and 20 minute vid of Senaru playing Eltnum, what are you guys' thoughts?

Personally I think she's overall better, the EX DP damage nerf is very obvious, but the new tools are very useful, and I saw a lot of new combo routes. Also they must have not nerfed EX Sync Cutter in the end, as Senaru cut through god with that move.

I can't wait to play this next version.

  • 1 month later...
Posted

From what I've seen of the update, she looks fun (and nasty) as ever. The new combo routes are cool, she seems to have more flexibility with punishes, bullet conservation and corner carry.  I didn't notice anything that seemed to really hamper any of her gameplan, but I haven't watched enough to say anything about cutting sync invincibility.

Posted

Yeah she's a lot of fun, and looks a lot more interesting in [st].
Senaru is a god, what goes through his mind at any given moment while playing UNI is something us mere mortals could not comprehend. Welcome to the church of Senaru.

  • 4 weeks later...
Posted

I was asked to do a write-up on how to beat Nanase as Eltnum. Since this will be written from a Nanase POV, if anyone has Eltnum advice to add, feel free.
 

Ideally, always keep 100 meter on hand. Eltnum with meter is a much bigger threat to Nanase in neutral than without, thanks to her EX moves. Do not spend meter unless you need to. Once you have 100, Nanase cannot haphazardly drop j.236B's even from fullscreen. EX beam is also a big threat to one of her main pressure tools: FF j.236A. At any point during Nanase's pressure, she can and will use her jump cancel into tk projectile. You can beam that shit for free.

Without meter, she's safer, but still has to watch for your options, namely 214B. Nanase has noticeable landing recovery on her B projectile, so you can 214B it from range easily if she's being reckless with them. She should only be able to get them down from fullscreen or as oki. If she tries to FF projectile during pressure, you can 236B it and kill her for it. 236A will also poke her out of startup, but only cancels out the projectile if you wait too long.

Speaking of 236A, it is godlike against Nanase. It's faster and has just as much range as all her normals. Anything Nanase does, 236A will beat it. Poke the shit out of her until she gets annoyed and stays put. Then you get to have fun.

Something you might run into a lot, especially if you face less experienced Nanase players is her sword dash, her 236B. Here's everything you need to know about it:

-Every followup to that is unsafe as hell. The stab can be punished with 2B, the overhead can be punished with 2B, the dash through can be punished with 5C/2C/214A
-Every followup is either a mid or a high, and the move itself is a mid (even though it looks like a low). As soon as it comes out, there is no need to block low. Block high in case the overhead comes, and punish the dash through. It's -20. Even just 2C 214B is enough if you don't have meter. 
-If she has meter, she will likely try to 214C the overhead if it's blocked. If she does, she'll be safe. It's not a bad deal for Eltnum since Nanase just lost all momentum, lost 100 meter and put herself right in B gunshot range.
-If spaced enough, the overhead followup is safe-ish, though still very minus. Go ahead and push buttons.

Speaking of Nanase's 214C (The huge tornado leap), it is +3. If she uses it on you in the corner, don't try to mash out of whatever followup she does. If she tries to throw, it'll be gold and you'll have plenty of time to tech. My advice is to either just block, DP or VO. My experience with 214C is everyone tries to mash after it, get thrown for it, then they try to throw by expectation, again get killed for it, and eventually just block. If she does 214C to make an unsafe move safe midscreen, it doesn't really matter that it's +3, do whatever you want.

Nanase's normals aren't that great compared to yours, especially her B and C's, so if at any point you are even +1, don't be afraid to push buttons, you will likely win.

Shielding is very important against Nanase's air attacks, not so much against her ground game. If possible, don't try to risk ground shield, as you are liable to get GRD broken with a grab. Of course every shield is a risk, but you are much better off trying your luck against her jump attacks. She has tons of float gimmicks and triple overhead options, etc., that a good shield puts a total stop to. Go easy on the green shields, those are easy to break, and if you get GRD broken, she is free to run whatever mixup she wants on you. If you do get GRD broken, consider using VO instead of a DP should the occasion arise.

For offence, you can pretty much run whatever you want. You have better normals and her pokes are either short range or not that great. She does have a DP though, so if she has vorpal, don't go ham.

If you get hit midscreen and they finish a combo with j.236B oki, back tech and you're free from her. j.236 should be used only in the corner for oki; midscreen it's a free getaway. If they finish the combo with the usual 214AA ender (the tornado + dive stab), delay your wakeup. This fucks up Nanase's oki options hard; If you tech immediately, you are perfectly timed to get rammed by either 66B or 66C or assault or whatever else she has (usually 66C). Delaying your wakeup by varying amount works very well on Nanase. Note that this only applies to full combos; if you get hit by a raw special like DP or 214A, tech that asap, or you will be picked up for a full combo.

Speaking of getting hit by a DP, Nanase's DP has very little frame advantage on hit. If you do get DP'd and back tech, she is not free to hit you, she's only like +2. Gunshot her on wakeup or whatever else you want.

Finally, note that Nanase's specials are ALL highs or mids. Her only lows are 2B, 2C and 66B. If she's doing some windy shit that you're not sure about, block high. They're also all punishable on block (except j.236A/B projectiles, which are very +).

Overall a matchup that is reasonably in Eltnum's favor.

  • 1 year later...
Posted

Boy it's been awhile, anyone still alive? Was there ever a Skype/Discord group for Eltnum? If not, anyone wanna make one for UNIst coming out? It's time for the resurgence!

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