Kaori Manabe Posted July 29, 2014 Posted July 29, 2014 5A apparently worse on whiff than block (-2 vs -1) add me on skype too please :V. kaorimanabe
stickystaines Posted July 29, 2014 Posted July 29, 2014 5A apparently worse on whiff than block (-2 vs -1) add me on skype too please :V. kaorimanabe On whiff from what? 5C?
Tigre Posted July 29, 2014 Author Posted July 29, 2014 May as well add me on skype (HeartfulPunch).Also, I'm cleaning up the Mizuumi wiki page, no offense to whoever edited them before but these move descrptions are sorta sad.
Wokker Posted July 29, 2014 Posted July 29, 2014 Added. Has anyone tested doing stuff with 22A CH yet?
Sakaku Posted July 29, 2014 Posted July 29, 2014 I'm doing CH 22A > 2C > j.[C] > whiff j.A > 5B > 5[C] > 421B > 6 > (5A whiff >) 2C(1) > 22B > d.6C > 22B > d.6C > 22C for like 3.4k dmg. Add me on skype too please! My ID is sima-chan. (with the dot)
NewFace Posted July 29, 2014 Posted July 29, 2014 Off CH22A: Far range No Meter: 22A 2C 5[C] 214B 2068 damage Far range 100 Meter: 22A 2C 5[C] 214C 421B 6 2C(1) 22B d.C 22B d.C reload 3241damage Close range: 22A 2B 2C 5[C] 421B 6 2C(1) 22B d.C 22B d.C reload 3265 damage I've also seen Senaru go for this CH 22A punish: 22A 663C j.8[C] j.9B 22A 5B 5[C] 421B 6 2C(1) 22B d.C 22B 623C CS 623C it did around 6K damage Sorry if the d.C's confuse anyone I just copied these from my notes.
Arawn Posted July 29, 2014 Posted July 29, 2014 Sakaku is right about 22A if you're doing it midscreen. If you have AT LEAST 2 enhanced bullets, in the corner you can do as shown in this video: 22A CH > 3C > delay 8 j.[C] > delay 9 j.B > delay 236A > 5B > 5[C] > 421B > 6 > whiff 2A > 2C(1) > 22B > 66C > 22B > 66C > Reload > 623C > CS > 623C > Reload
Dopples Posted July 29, 2014 Posted July 29, 2014 Ohhh, we have an Eltnum Skype chat? Mind if I get added? Name on it is The Finest Brew
Jayle Posted July 29, 2014 Posted July 29, 2014 214A > 421C > jA whiff > 5B > BE5C > 421B > BE6B > 2A whiff > 22B > 66C > 22B > 66C > Reload - 3350 ish If you're going to EX cancel after a 214A, this does roughly ~400 more than using 214C.
Tigre Posted July 29, 2014 Author Posted July 29, 2014 BE5C? As in Blowback Edge? This ain't melty lol We really need a standardized notation, it looks like most people are using [X] for charged normals.
Jayle Posted July 29, 2014 Posted July 29, 2014 Yeah, my bad. I've just been using it for so long that it's a habit now. I'll keep that in mind.
Tigre Posted July 29, 2014 Author Posted July 29, 2014 It's cool just trying to get everything on the same page for convenience.
AJSmith325 Posted July 29, 2014 Posted July 29, 2014 Add me to the skype group as well, lonesoldier328
Tsubaki 5B Posted July 29, 2014 Posted July 29, 2014 We have a Eltnum skype chat up. So you can leave your skype ID here and we can invite you. okay cool mine is kageryougi also i've got the timing down for falling j.[C] but i still feel it's kinda unreliable sometimes. unless it's the characters hitbox which i assume is hyde,linne, and probably hilda correct?
Dabluprint4 Posted July 29, 2014 Posted July 29, 2014 At work and can't remember my Skype name! Lol I'm playing all night though so I'll provide it when I get home. Anyone playing tonight?
silverhydra Posted July 29, 2014 Posted July 29, 2014 Has anybody been working on Chain Shift conversions or extensions? Off the top of my head: Command Grab Conversion j.214B x CS > 2C x 214B x 6 into gun loops (2C(1) x 22B > 66C x 22B > 66C x Reload) You can end gun loops with 66C x 22B x 623C x CS > 623C to squeeze a little bit more damage in. Might be worth investigating the rate at which you gain meter from CS to see what's necessary for some versions. I came up with a 2C 5[C] x 214B x CS conversion yesterday but I'm not sure if the range was appropriate for a full combo conversion or if it just let you get more Cs into another whip knockdown. I'm going to assume most conversions are easier to do with 214C but it might be worth knowing both for situations where you don't have meter. Also might be worth forgoing the damage increase from Vorpal and saving the meter for a 623C ender but this is also probably dependent on how much meter you'd get from CS. I'm at work right now or else I'd confirm what the full conversion was but wanted to get thoughts on how people were using CS in combos. Side question: I'm having some trouble with the last rep in gun loops. Does using the 2A whiff cause less hitstun deterioration than the 2C pickup? Or am I just not consistent enough and it's generally the same timing as the previous loops?
dopenhagen Posted July 29, 2014 Posted July 29, 2014 We have a Eltnum skype chat up. So you can leave your skype ID here and we can invite you. skype handle: mokous_pants trying to learn this chick right now
NewFace Posted July 29, 2014 Posted July 29, 2014 So there's what I assume is a glitch with Eltnum's j.[C]. If you start a combo with it and the opponent is holding 1 they will take significantly less damage, even if they are whiffing a move. I set the dummy to record this combo: assault j.[C] 5B 5[C] 421B 6 2C(1) 22B d.C 22B d.C reload Normally it does 3418 damage but when I hold 1 it only does 1976 Damage this only seems to work with holding 1.
NoctisLuna Posted July 29, 2014 Posted July 29, 2014 We have a Eltnum skype chat up. So you can leave your skype ID here and we can invite you. Please add me as well noctislunanyc
Wokker Posted July 29, 2014 Posted July 29, 2014 All these invites lol. Nice to see that people are interested in this character~
silverhydra Posted July 29, 2014 Posted July 29, 2014 Could I get an invite to the skype group? username is silverhydra_fgc
Wokker Posted July 29, 2014 Posted July 29, 2014 Came up with this. Easy 214A combo when you got 100 exs 214A>421C>j.214A>5B>5[C]>421B>6>22B>66C>22B>66C>Reload 3.2k dmg
UmaiCakes Posted July 29, 2014 Posted July 29, 2014 Something odd is happening when you try to whiff cancel a 2nd 421B during a combo and the opponent has vorpal... Doing this combo: 2A>2C>5[C]>421B>j.BC>66C>421B>5A whiff>2C>22B>66C>Reload Works fine when I set GRD to default or myself getting vorpal. When I set it to the opponent having vorpal, the 421B>5A whiff doesn't cancel at all... Conversely, when I do: Assault j.C>2B>3C>j.BAC>66C>421B>5A whiff>2C>22B>66C>Reload Works fine whether the opponent has vorpal or not. Is there some property of vorpal I'm unaware of...like when the opponent has vorpal you can't cancel a special the 2nd time you use it or something weird Edit: Looking more carefully at GRD, the reason seems to be that the second 412B>5A whiff consumes 2 GRD blocks and when your GRD is empty you can't do the combo. In that case, 2A>2C>5[C]>412B>j.BC>66C>22B>66C>22B>66C>Reload might be the better combo as it does about the same damage and doesn't consume any GRD (but does require more bullets)
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