ShinsoBEAM Posted August 2, 2014 Posted August 2, 2014 So FYI that mid combo 236A works off raw launcher as well, and I got it working with j.[C] 9j.C but I'm not sure if that was character specific or not.
Wokker Posted August 2, 2014 Posted August 2, 2014 Who would you say is better than her up close? I'd say shes pretty up there in terms of CQC, Akatsuki and Seth both have good close range tools.
Chumaralupa Posted August 2, 2014 Posted August 2, 2014 https://www.youtube.com/watch?v=IATYxx6u3mM&feature=youtu.be there Oh my god.
stickystaines Posted August 2, 2014 Posted August 2, 2014 what combo do people do off midscreen 214a? WITHOUT CS cause its easy to pickup off if you have cs im doing: 214a > 2b > j.[c]. whiff j.a > 5b > 5[c] > 421b > 6 > 22b > dc > reload is there better? I didn't know 2B could go straiught into j.[C]. This gives me a combo on assault j.C CH on air hit. (CH opp. in air) Assault j.C 2B j.[C] (j.A whiff) 5B 5[C] 421B 6 (2a whiff) 2C 22B 66C 22B 66C Reload :: 2965dmg This situation happens fairly often if you both try to assault at each other, or the opponent jumps while you assault. Normally if i catch them i would just do 2B 3C j.[C] dj.[C] Air throw, so this is a big improvement. Cant do it on normal hit though.
Kaori Manabe Posted August 2, 2014 Posted August 2, 2014 I didn't know 2B could go straiught into j.[C]. This gives me a combo on assault j.C CH on air hit. (CH opp. in air) Assault j.C 2B j.[C] (j.A whiff) 5B 5[C] 421B 6 (2a whiff) 2C 22B 66C 22B 66C Reload :: 2965dmg This situation happens fairly often if you both try to assault at each other, or the opponent jumps while you assault. Normally if i catch them i would just do 2B 3C j.[C] dj.[C] Air throw, so this is a big improvement. Cant do it on normal hit though. ye is pretty sick u guys know if dc is the only starter where 8j.[c] falling j.[c] is useful? i dont do it off 3c ch cause i just go into 2b or 5b
UmaiCakes Posted August 2, 2014 Posted August 2, 2014 Why not do it off 3C CH? You can do CH 3C > 8j.[C] > 9j.[C] > j.214A whiff > 5B > 5[C] > bnb Also has the added benefit that it confirms 3C on non-CH
wauhti Posted August 2, 2014 Posted August 2, 2014 what combo do people do off midscreen 214a? WITHOUT CS cause its easy to pickup off if you have cs im doing: 214a > 2b > j.[c]. whiff j.a > 5b > 5[c] > 421b > 6 > 22b > dc > reload is there better? try 214a > 2b > j.abc > 5b > 5[c] > 421b > 6 > 22b > dc > reload. It's giving 50-100dmg lesser though
ShinsoBEAM Posted August 3, 2014 Posted August 3, 2014 try 214a > 2b > j.abc > 5b > 5[c] > 421b > 6 > 22b > dc > reload. It's giving 50-100dmg lesser though The only part of the combo I ever drop especially online is the first 2B once you have that it's all easy. also 214a > 2b > 2C > j.[c]. whiff j.a > 5b > 5[c] > 421b > 6 > 22b > dc > reload Does slightly more damage It should be noted that with 1 enchant. CH 66C(first and/or second hit) > 3C > delay 8j.[C] > delay 9j.B land delay 236A , 5B > 5[C] > 421B > 6 > 2C > 22B > 2C > 22B > 66C works.
Arawn Posted August 3, 2014 Posted August 3, 2014 The only part of the combo I ever drop especially online is the first 2B once you have that it's all easy. also 214a > 2b > 2C > j.[c]. whiff j.a > 5b > 5[c] > 421b > 6 > 22b > dc > reload Does slightly more damage It should be noted that with 1 enchant. CH 66C(first and/or second hit) > 3C > delay 8j.[C] > delay 9j.B land delay 236A , 5B > 5[C] > 421B > 6 > 2C > 22B > 2C > 22B > 66C works. Good to know! Eltnum's enhanced bullets are way more important than I first thought and especially in combos.
ShinsoBEAM Posted August 3, 2014 Posted August 3, 2014 Really just getting 236A being +1 is the most insane part about bullet enchantment.
ShinsoBEAM Posted August 3, 2014 Posted August 3, 2014 Dash under or DP 66C, you can air throw it but mehhhh. If you shield it EX cutting sync is basically guarenteed. Bait his backdash when you have meter 236C is the freest shit every if he tries that. If you shield the last hit of his rapid hit super you can punish it with A good luck doing this online. If he doesn't have meter feel free to go completely ham on him, once you get in. Focus on getting GRD, Merkava needs GRD for most of his dumb damage. His Stretchy arm grab move is punishable by 236C on block. If he is just flying while running away just calmly go forward and shield fireballs, look out for glide attack thing, and look out for a whiffed divekick into throw or something. Get good at shielding the second hit of his 2 hit air move...becareful some of the higher level merkava's will only make it hit once land then throw you for your troubles. Merkava j.C is completely free if you shield it. Other then that it's pretty rough Merkava has some very safe pressure, but he has to take some serious risks for it to be a threat really you are pretty free to just shield him as he doesn't really have any good lows outside of 2C. This match is entirely about controlling GRD whoever has GRD is winning. if he whiff cancels 5B for some unknown reason, it's punishable by A gunshot will punish, so will a shield into 2C.
Keech Posted August 3, 2014 Posted August 3, 2014 236c,(during reload do succesfull reload), dash, 5b, 5[c] 421b, 6b, 2c, 22b, 66c reload 3106dmg http://www.twitch.tv/token/b/554138537 some plays me and Wokker on tourney!
Sakaku Posted August 3, 2014 Posted August 3, 2014 I've recently tried out on who the 421B > whiff 5A > 2C(1) > 22B combo path is easy to land on. Turns it it's super easy on everyone except for Merkava and Gordeau, lol. Any tips on landing the 2C(1) consistently against these two? Also, 2B 2C 5B 5AAA is a pretty sick blockstring. Lots of stagger pressure possible here that also leads in whiff 2A.
Dopples Posted August 3, 2014 Posted August 3, 2014 https://www.youtube.com/watch?v=NfqM2nMzEhM&feature=youtu.be Because we can always use more impractical, silly combos
ShinsoBEAM Posted August 3, 2014 Posted August 3, 2014 Gahhh I need help with Vatista, I feel like it's impossible to run any pressure on her because DRAGGGGGONNNN PUNCH, and blockstring to laser is annoying to deal with because it's only -3 and puts you at decent range again... plus she has j.C which can only be beaten by a dragon punch it seems.
LcK Posted August 4, 2014 Posted August 4, 2014 I'm new on UNiEL (and similar games). I have trouble to create a offensive\pressure game. How can i start to pressure my opponent? Blockstring and frame trap?
Tenryuga Posted August 4, 2014 Posted August 4, 2014 You can also frametrap by staggering your strings and pressure with reverse beat. Staggering is basically delaying the pokes slightly so that you can counterhit mashing. Sent from my BlackBerry 9780 using Tapatalk
Dacidbro Posted August 4, 2014 Posted August 4, 2014 Eltnum VS WaldStein Yesterday, me and @MusclesMurphy were practicing Eltnum VS Waldstein. Not seeing a significant advantage for either char, here's some notes; 66C is a strong poke for both, safety and practicality higher for Wal, reward higher for Elt (R&R w Vorpal is very good) Shielding the last move of Wal's string and using 236A or 236B can be great to get advantage or a KD, but Wal assault can high profile it Elt's anti airs are pretty bootleg. 236A/B to control space, 66C can be good for hard, early calls, d5B can beat assaults, typically shield or block As both characters, grab early grab often. If Elt isn't representing grab, the rest of the mix up is not effective enough. As a general Eltnum tip, if they're teching grabs through shield (4/1AD) you can simply delay grab for GRD break - 5AD you'll need to make whiff or hit low
Setsuna Posted August 4, 2014 Posted August 4, 2014 So I want to sub Eltnum, can anyone give me a link to some basic BnBs I can start with and maybe a general summary of her gameplan ?
Dacidbro Posted August 4, 2014 Posted August 4, 2014 It's worth noting that 236A/B seems to catch almost every other character's assaults better than Wald's - his assault gets -high- off the ground.
Dacidbro Posted August 4, 2014 Posted August 4, 2014 So I want to sub Eltnum, can anyone give me a link to some basic BnBs I can start with and maybe a general summary of her gameplan ? This video is great - https://www.youtube.com/watch?v=E7xWYA_1FCM Typical routes are (pardon my shorthand, it'll get you going though): 3-4 hits > 2C 5[C] 412B 6 2C 22B 66C 22B 66C 22C 2B 2C j[C] jA whiff 5B 5[C] etc (66C) 3C j8[C] 9 falling jC 5[C] etc 214B 214C 412B 6 etc (not optimal) 214A 2B j[C] 5B 5[C] etc
Falco252 Posted August 4, 2014 Posted August 4, 2014 Also AT > land 2C > j[C] falling jA etc 236C~C > dash 5B 5[C] etc
Ichipoo Posted August 4, 2014 Posted August 4, 2014 Eltnum VS WaldStein Yesterday, me and @MusclesMurphy were practicing Eltnum VS Waldstein. Not seeing a significant advantage for either char, here's some notes; 66C is a strong poke for both, safety and practicality higher for Wal, reward higher for Elt (R&R w Vorpal is very good) Shielding the last move of Wal's string and using 236A or 236B can be great to get advantage or a KD, but Wal assault can high profile it Elt's anti airs are pretty bootleg. 236A/B to control space, 66C can be good for hard, early calls, d5B can beat assaults, typically shield or block As both characters, grab early grab often. If Elt isn't representing grab, the rest of the mix up is not effective enough. As a general Eltnum tip, if they're teching grabs through shield (4/1AD) you can simply delay grab for GRD break - 5AD you'll need to make whiff or hit low I just recently played a lot of matches with my local Wald player and we noticed how useful Eltnum's DP and 214A/B are in this MU as well. At first I thso ought Eltnum's 3C could stuff his Assaults but Wald's air normals are so huge that it seemed like her DP was the only viable choice, however it has to be an early call out though since Wald's air normals can hit Eltnum out of DP. 214A/B can be useful at mid range but you have to pick your spots carefully. Both options seem to be viable since they knockdown her opponent and Eltnum can run up and do her thing. This is just what we've gathered though and is probably not as informative as what Dacid has gathered though lol. Also I can't quite get the timing of routes that involve ... 2C(1) > 22B > d.C > etc. what's the trick to this?
Dacidbro Posted August 4, 2014 Posted August 4, 2014 Smart stuff No, you're definitely right! You can react to many of Waldstein's air options with 623B, it's a life saver. EDIT: This might be obvious, but 623B is also a dragon punch. -use it on defense or die- (Range is very poor, so you have to either catch a normal or use it point blank) This -also- might be obvious, but -backdash is invulnerable too- so make sure to use it as well. 214B covers a great angle and distance, 214A seems to get crushed by most air options much more easily. As for 3C, it's surprisingly ineffective at neutral. early 66C covers the things it wants to much better. As for the 2C(1) 22B 66C, you need to make sure you get the dash and you want to hit deep on the first 66C - otherwise the second typically won't connect.
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