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Elochai

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Everything posted by Elochai

  1. I think it's kinda hard to define what kind of character Elizabeth is. What I can do, though, is tell you what she does (and ergo you can perhaps come to some conclusion as to what she is). Elizabeth's gameplan mostly revolves around stacking status ailments on the opponent, zoning, and hanging your opponent for their mistakes. Pretty much what you want to do is force your opponent into situations where they can mistakes; conditioning plays a large role in this as well. Once you have won the neutral game, you should try to force your opponent into the aforementioned situations. For example, throwing Thanatos at them in the corner, and then punishing them for breaking Thanatos. Or perhaps you've feared/paralyzed them, and you throw out 5D and they try to shorthop. Here, you would punish the shorthop. Eventually, they would be afraid to chance hopping 5D in this case, and they'd be conditioned to respect Thanatos in the former case. I hope this definition suffices for you. I think the approach to getting good with Elizabeth is the same as any other character. Become familiar with the game, her (what her moves do, and the situations in which you should use them), and the other characters. I should also warn you that you're going to lose a lot at first. Elizabeth is a character that requires meticulous play to do well. She's not very good and a lot of the cast beats her. I would also suggest watching Elizabeth match videos and copy/try to understand what other players do. The video thread has a decent number of videos that you can check out.
  2. GGs to the few I played on PSN tonight. Sometimes I feel like I spend more time trying to find players w/ good connections than actually playing the game .
  3. GGs to MarthFE
  4. I'm in the camp of people who don't have a capture card available. However, I do have a super neta Liz combo if you'd like to include it. https://www.youtube.com/watch?v=K9eItYECA4o
  5. GGs to those I played today!
  6. Xie Shadow Junpei vs Jiyuna Minazuki FT3 https://www.youtube.com/watch?v=XdoAeVSS2W0
  7. GGs to Summoned Swords & Pyrex's lobby. Sorry I didn't stay around too long this time.
  8. So sloppy today. GGs.
  9. I have a 6 person open arena lobby open atm if anyone's interested. 3+ bar connection restriction. Edit: GGs to my lobby. My Minazuki is so fraudulent.
  10. GGs to Dinotail, Crescent Shadow, and that one Margaret player whose name I can't recall atm. I wish more people actually used player match . There should be a submenu in the options which looks like this: ネットワークオプション . It's one of the options in there.
  11. GGs to Pyrex's lobby. The connections were honestly /way/ better than I thought they would be lol.
  12. GGs man. I hope my Margaret & Liz weren't too sloppy.
  13. Tahichi Margaret vs Okusan Nikuya Desu Sho: https://www.youtube.com/watch?v=I_xEP-HURq4 https://www.youtube.com/watch?v=IAPR9uSv-Q4 https://www.youtube.com/watch?v=CxKAIqCxG5M https://www.youtube.com/watch?v=mZI1zZI3DCo
  14. GGs to PSN. I think I only completed like 4/15 shadow berserk BnBs today .
  15. For super cancelling bufu, I wait until the ice spike/pillar hits the opponent. In regards to SB Mind Charge, I'm not really sure honestly. I never use it. You would need to give up about 3.4k HP to get 75 meter from Mind Charge (not counting the 50 that you'd get from entering awakening).
  16. GGs to Native Impact & others I played tonight. In regards to trying to arrange a lobby, I'm usually on in the evenings. You can shoot me an invite if I'm on and I'll play if our connection is good. edit: Didn't wanna double post. GGs to Radoric & others I played today.
  17. GGs to anyone who put up w/ my day 1 Margaret.
  18. Well since no one really posted here, I guess I'll just make a small post about corner oki/setplay options. The second post already has basic info about awakening 236B, but I'll slightly expand on it as well. While the awakening 214AB>5B>236B setup can be used as a crossup, you can also get a safejump high/low mixup off of it. If you go for the crossup, then this setup loses to rolls since rolls now have projectile invul on frame 1. If you think the opponent will roll, you can just set 236B and jump straight upward. You can pressure them if they block the beam; it goes without saying that you can do falling jA/jB to punish the roll if they opted for it. A universal corner oki option that Liz has off of 214AB is 2[C]. Meaty 2[C] is really good imo. It lets you get a safejump mixup + it catches rolls. Unlike awakening 236B though, you don't get a crossup. Even if they don't tech out of the ice, you're still left with the 1HSM buff and they get knocked down regardless. For what it's worth, there's this left/right mixup after ziodyne that Bace has a video of. You can do something similar with awakening bufu in the sense that air turn jC will knock the opponent out of the corner and you will be behind them. Here's a really bad example. I should mention that, as a disclaimer, I'm not exactly sure if these are universal safejumps. My basis of testing was pretty much Narukami, the Shos, Adachi, and Chie.
  19. In either awakening or regular mode, you can get 3k pretty easily if you spend 50 meter; 25 on sb garu and 25 on sb bufu. For example, two really basic combos: 5A>5AA>5B>2AB>236CD[8~2]>2AB>236D[8~2]>5B>5C(2)>2C>214AB>214D>2AB>2D (regular mode, does like 4k I think) 5B>2AB>236CD[2]>jB>jA>jC>2A>5B>5C(2)>2C>214AB>214D (awakening mode, and this is around 3.7k I think) As long as the starter is decent and you don't heavily prorate the combo, you should pretty much be getting near 3k or more as long as you have the meter for it.
  20. Regarding player match only, I've been able to find people during the late evening (EDT). I don't play ranked so I don't know how that is. Sent from my SCH-I535 using Tapatalk
  21. GGs to PSN tonight.
  22. I've very seldomly used Hama if only because of the meter requirement. I suppose you can get it no matter what as long ad you have 50 meter and like 90% HP, but I hardly find myself in a comfortable position to OMB. This is to say that if I don't have the utmost confidence that I can pull the combo off, I won't do it. With that being said, I still think Hama is viable. Against some characters (like Yosuke or SLab) I'll even consciously try to put myself in a position to do it. In MUs where you don't get a lot of chances to play, you should go for it imo. @Sojoro: Hama/Mudo both go away on block, so they're really terrible outside of combos or punishes. If one could find a way to get Hama off of awakening sb agi in the corner, I could see how it'd be useful for setups if you only have 100 meter. Sent from my SCH-I535 using Tapatalk Edit: I forgot that sb agi can't be super canceled in this version .
  23. I have a lobby up until 11EDT. Let's mashhhh. GGs
  24. Awakening mode, midscreen: 2AB air hit>236D[2]>j236CD[2]>2D>2A>2B>jc jB>jA>jC>2A>5B>5C(2)>2C>214AB>2[C]>236AB = 4436,25SP. Slightly more optimized version of Setora's combo: 5AA>2AB>236CD[2]>214B>2D>5B>5C(2)>214A>2C>236AB>IAD jB>j2B>jC = 3775,50SP.
  25. Iirc the only way to get a navigator is to complete every risky sa course with that character. Sent from my SCH-I535 using Tapatalk
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