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[Xrd] Elphelt Three Part Tutorial

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elphelt-basic.png

 

 

Introduction/Disclaimer: The following sections will pretty comprehensively go over Elphelt's basic groundgame and mixups. Don't feel overwhelmed by the sheer amount of things that are listed! I'm sure you have your own methods of learning, but my advice would be to learn 1-2 combos/mixups for each session, then do some matches until you feel it comes to you naturally, and then build from there. Also feel free to experiment with alternate gatlingroutes that you come up with! The game is still freesh, and you want to create your OWN Elphelt in the end, so have fun with it!

Note: This basic course is aimed to help new elphelt players that are completely new to her get into it. I opted out of posting advanced stuff and only kept the most basic things that i believe a new Elphelt player should learn and master. The thought is that using the below moveset creates a non-predictive average Elph-player using her most basic stuff. This of course is my own opinion but I hope it will be helpful.

 

Collapsed: Basic Essential Information:

Basic essential information

FRAME DATA

 

Notable Normals

far 5S: Great range, really good poke, cancel into bridal express or instant airdashcancel on hit/block
close 5S: the champagne is great for opponents in the air above you, not so great for opponents coming at a 45 degree as you tend to get far S instead and you get blown up. always convert into aircombo.
2S: Really good poke also, stuffs a lot of moves like Sol's Grand viper and Ino's low profiling move, convert into 5HHHH on standing or 2D when opponents are close. In my opinion her best ground to ground move.
2P: Her fastest normal, almost exclusively used as a counterpoke in opponents blockstring where gaps may be. Convert into close 5S > far 5S > ... Has some uses in meatys as well to mix it up, or used to tick throw
6H: really good horisontal and vertical hitbox, good for catching people jumping when they are far away. Leads into some interesting comboes on counterhit. Always cancel this move into 236p or shotgun to mix it up.
5H: Great range, convert into 5HHHH on hit, often catches opponents trying to jump. if you whiff 5HHH be sure to YRC it if you have meter
5K: lots of active frames, it's a standing low which is great for meaty strings or used after empty jumps
6P: Her only overhead, use sparingly, always special cancel it into shotgun, or grenade, or her 632146 super. 632146 super Does damage on hit or Massive frameadvantage and/or chip otherwise.NEVER do 6P without cancelling it. if you feel gutsy you could cancel into bridal Express but be prepared to RC it if 6P is blocked
j.S: Versatile airmove with a good hitbox and even hits behind her which can be used for crossups if approaching from above. if contesting an opponent in the air, do j.S > j.HS for a knockdown
j.D unparallelled horisontal hitbox, great for tagging people in the air at a distance, cancel into grenade or air bridal express

 


 

Collapsed: Elphelts Meaty Game:

Meatys

If you are close enough and have a grenade at hand, throwing it out as oki is a very good option. The reason is that the grenade will hit frame 1 and locks your opponent in block or hitstun until you've decided on your approach. If you want to be more advanced in your approach you can mix it up with safe-jumps, something that i will not cover at all in these series
 
For opponents that are knocked down far from you you can still reach them on wakeup with 6H cancelled into Grenade / Shotgun or Bridal Express to keep advantage. Bridal Express is especially good because if it hits on block from close to max distance you will be + on block. Be careful of using 6H too much against characters with reversal options though, such as DP:s, Slayer's backdash, Slayer's Dandy step, or Potemkin's backdash.

 

Overhead Meaty Mixup

>50% Tension options:

  • 6P > 632146H > 6H > Bridal Express | Shotgun | Grenade

On hit it will deal okay damage and get you a knockdown. on Block it will Chipp and give you +24 frame advantage so you can continue pressure.

  • 6P > Bridal express

On 6P > Bridal Express Hit:

  • RC > Dash > Close 5S > Air combo (listed further down)

On 6P > Bridal Express block:

  • RC > Blockstring (reset pressure)

< 50% Tension options:

  • 6P > Shotgun (236H)

If 6P hit and they don't mash you can get a Shotgun-S in to go into the advanced shotgun pressure, otherwise if you're close enough do Shotgun - HS for a bit more damage.

  • 6P > Grenade Pull

Notice that you should never aim to throw the grenade right away. 6P in this case will only be a setup to safely give you a grenade-pull. You should backdash or airbackdash afterwards to try and get the grenade out safely.

 

Low Route Meaty on HIT
  • 5K > close 5S into:

if you have reacted that the opponent is hit crouching, continue above into:

  • far 5S > 2HSxxBridal Express (if you have meter, continue with RC > Dash > close 5S > Aircombo)

if you haven't reacted that the opponent is hit crouching, or universal, continue into:

  • 2D > Bridal express (if you have meter, continue with RC > Dash > close 5S > Aircombo) for damage
  • 2D > Grenade Pull for oki

 

Low Route Meaty on BLOCK
  • 5K > close S > 6P > [6P section above] (don't do too often against opponents that mash 2p during your blockstrings as they can mash out of the close S > 6P)
  • 5K > close S > far S > 2HS (this acts like a frametrap if they want to push buttons) into:

On 2HS CH: 5S > Aircombo
On Block:

  • Cancel 2HS(1) into 5D > dustcombo (listed further down)     
  • Cancel 2HS(1 or 2) into 2D into:
  •     Grenade pull > Backdash > react to what opponent is doing
  •     Jump cancel > Air Bridal Express > restart block string
  •     Jump back dash cancel > 236P (you now have grenade out and neutral advantage)

Mix up with:
 
Dash in 2p > 2p into:

  • Dust > Dust combo
  • 5K > far S > 2H > ... (above)
  • Walkup Throw

 

 

Collapsed: Basic Aircombos:

Basic Aircombos

from close 5S (raw against airborne opponent or after Bridal Express > RC > Dash) or CH 2HS:
  • j.S > j.P > j.S > dj.S > dj.P > dj.S > dj.H > dj.Dxx236p (grenadepull, this will give you oki options but it's character specific)
  • j.k > j.S > dj.k > d j.S > dj.H > dj.Dxx236p (grenadepull, this will give you oki options, might be character specific too)
  • j.S > dj.K > dj.S > dj.H > dj.D xx 236p (universal combo that works against the full cast)

 

Collapsed: Combo from 5D8(dust):

Combos from 5D8(dust)

 

Normal Combo for damage

  • j.D > j.D > j.S > j.P > j.S > dj.S > dj.P > dj.S >dj.H > dj.Dxx236p

Tech Trap Combo:

  • j.D > j.D > j.S > j.P > j.S > Delayed double jump > 6|4HS (If opponent techs you get an airthrow, or you get a j.HS in)

 

 

Collapsed: Basic Corner Combos:

Basic Corner Combos

This isn't something that will add more damage or make things better for you in this beginner class. I just wanted to mention that you can vary your approach slightly of combos in the corner. The regular stuff already gone through works fine, so this is just an interesting addon to what you've already learnt. In the Intermediate and Advanced class though, we will start to get really dangerous with shotgun loops..
 
If you go into an aircombo close to the corner, instead of the regular aircombo you can instead do:
  • close 5S > j.K > j.S > j.H > .j.D > Land > far 5S > 5HHHHH

For better Oki do:

  • close 5S > j.K > j.S > j.H > .j.Dxx236p > Land > 2p (throw grenade) > Oki

If you get a Bridal Express > RC into the corner you can do:

  • Dash > 2HS (2 hits) > 5S > Aircombo (Regular or the Corner specific one)

the 2HS approach is also possible from midscreen even though it's harder so I left it out in this basic tutorial.

 


 

Collapsed: Throw to RC combos:

Throw to RC combos

I think this would be wise to mention in the basic rundown. If you land a throw you can RC it for 50% tension for some pretty neat damage!
Option 1: Run > 5S > Aircombo

Option 2:
Midscreen > Corner combo:

  • Throw > RC (RC just as the grenade goes BOOM) > Dash after, and before the opponent loses too much altitude > 6HS > Bridal Express (should be in the corner).

If you hit the bridal express when they still have some altitude you can add:

  • close 5S > Air Combo

Corner combo
Should work the same. 6HS should be much easier to time to get the full combo as long as you do 6HS a bit out of the corner, otherwise the opponent might bounce out of the corner when bridal express connects

 

Collapsed: Other General Stuff:

Other General Stuff

 
Elphelt's grenade is really good for creating momentum for yourself, the opponent willl respect your advance if there is a grenade out on the screen, both in neutral and on Oki.
 
Safe (if not read) grenadepulls:
  • Instant airbackdash > 236p (either throw it using 4P in the air or land and wait a bit)
  • j.D (hit) > 236p
  • 2D (block or hit) > 236p

As for the shotgun, play around with it, I really didn't use it much as first before i understood her basic stuff. But keep in mind that every player should FEAR Elphelt while she has her shotgun out, especially in the corner as she can get easily over 200 damage meterless with it ( over 300(!) damage from raw Charged SH-HS with meter). If requested I can do a breakdown of her shotgun gameplay as well
 
I think if you learn the above and play 100 or so matches you will have an extremely strong base for the myriad of advanced things that comes after this:

  • Shotgun pressure
  • Unblockable Loops
  • Optimized grenade aircombos
  • 200+ damage from near-corner throw > RC
  • Counterhit Combos
  • Character specific combos
  • Advanced Corner Combos

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elphelt-intermediate.png

So you now have a pretty good understanding how to utilize Elphelts normals, how to convert her normals into combos, and mixing it all up a little! You should have played around 100 - 200 matches and learnt to react to and convert into appropriate combos as well as utilizing her grenade to constantly pressure the opponent. It's time to unleash the beast and add one more layer to your Elphelt, this is where She is really starting to look Scary with loads of damageoutput!

In the Intermediate course we will look at the following topics which builds on her basics:

  • Shotgun pressure
  • 200+ damage from near-corner throw > RC
  • Counterhit Combos 
  • Character specific combos

Collapsed: Shotgun Pressure (Corner) and Combos:

Shotgun Pressure (and anything shotgun related)

 

Disclaimer: While shotgun pressure is a very good thing, and most people don't have the tools to counter it, this section does not take into account the skill level of the opponent, such as BS:ing, IB:ing or FD:ing. The section is meant to showcase how shotgun is meant to be used, and will make you accustomed to it. refer to the end of this section for specifics

 

If you ever get a knockdown of the opponent in the corner they should be very very afraid, because this is where her shotgun stance really shines, and if the opponent guesses wrong or does a single mistake, they instantly lose more than 200 damage. You should already know about the attacks she can do from shotgun, if not, follow the link to the wiki in the top of my Basic course post.

There are two things from shotgun stance that leads into huge damage in the corner: Charged SG-S against jumpers in the corner (and standing on hit!) and SG-D (command grab) in the corner, which really are your ultimate goals with the pressure you are applying.

Let's start with the combos themselves:

From Raw SG-D, no grenade out:

  •  SG-D(2)xx236p > (Wait until Charged Red Flash) > Charged SG-S > [ Charged SG-HS > Reload ] x2 > SG-S > 2p(toss) > (BOOM) > (Wait until Charged Red Flash) > Charged SG-S > [ Charged SG-HS > Reload ] x2 > SG-S > [ SG-HS > Reload ]x4-6

This should be your go-to combo when you nail an opponent in the corner for max damage. If you'd like to spend some meter to get better Oki after it, exchange the last SG-S > [ SG-HS > Reload ]x4-6 with this:

  •     SG-S > SG-HS > RC > Dash > close 5S > j.k > j.s > j.h > j.D > 236p > corner grenade pressure.

If you are inconsistent you can use an easier combo for equal damage spending some meter:

  •     SG-D(2) > RC > Dash as deep into the opponent as you can > (Wait until Charged Red Flash) > [ Charged SG-HS > Reload ] x3 > SG-S > [ SG-HS > Reload ]x4-6

If you'd like to spend some meter to get better Oki after it, exchange the last [ SG-HS > Reload ]x4-6 with this:

  •     [ SG-HS > Reload ]x2 > SG-HS > RC > Dash > close 5S > j.k > j.s > j.h > j.D > 236p > corner grenade pressure.

From Raw SG-D, grenade out (basically, throw grenade on oki, immediately go into shotgun stance, run up to them and SG-D):

  •     SG-D > Wait until grenade blows up > Charged SG-S >  [Charged SG-HS > Reload ]x2 > SG-S > [sG-HS > Reload]x4-6

 

That covers SG-D in the corner.

 

So these are the combos that are actually viable in real matches! We have not yet mentioned the big fish though, the 300+ damage Shotgun Loop! The depressing thing is that while yielding so much damage, it's terribly non-viable in a real match which is why I'll only mention it. You would get instantly Thrown, DP:ed or respected because you need to stand point blank to start it. Chances might be though that they decide to press a button instead, which will make your day:

  •    [ Charged SG-HS > Reload ] x3 > RC > Dash in deep > [ Charged SG-HS > Reload ] x3 > RC > Dash in deep > [ Charged SG-HS > Reload ] x3 > SG-S > [sG-HS > Reload]x4-6

. You won't get nearly as much damage from shotgun midscreen, but if you're close to the corner, you can do the following:

  •     SG-D > Bridal Express (should now be in corner) > [ SG-HS > Reload ]x4-6 ( or RC like above for better corner oki or shotgun loops)

Two more cases where you can start a Shotgun loop in the corner, or close to it:

  •     CH 2H (In corner) > Cancel first hit to [ Charged SG-HS > Reload ] x3 ...
  •     CH 6H (In corner, close hit) > Shotgun > [ Charged SG-HS > Reload ] x2-3 (depending on how close you hit 6H) ...
  •     CH 6H (In corner, far hit) > Shotgun > Charged SG-S > [ Charged SG-HS > Reload ] x2 ...
  •     CH 6H (Near corner) > Shotgun > Charged SG-S > Charged SG-HS > RC > Dash in close > [ Charged SG-HS > Reload ] x2-3 ...
  •     CH 6H (further from corner) > Shotgun > Charged SG-S > Charged SG-HS > RC > Dash in close > [ SG-HS > Reload ] x4-6 ...  

The further from the corner you hit Charged SG-HS, the less time they will be wallsplatted. If you are too far from the corner you might even want to do:

  •     CH 6H (midscreen) > Shotgun > Charged SG-S > Charged SG-HS > RC > Dash > close 5S > Aircombo into the corner. 

The pressure to work yourself into these opportunities vary depending on your opponent, but I'll list a few really nice universal setups to get that SG-D in!

In corner, from knockdown, have grenade:

  •      2p(toss) > Shotgun > Runup > SG-D
  •      2p(toss) > 2HS(1) > SG > SG-D

In corner, don't have grenade:

  •      SG-S(hit) > SG-D (as SG-S staggers on hit, if the opponent doesn't mash you can actually confirm SG-S on hit with SG-D)    
  •      6P > Shotgun > SG-S(hit) > SG-D (both 6P and SG-S Staggers, this leaves a bigger room for the opponent to mash out, but can still be done)
  •      6P > Shotgun > Runup > SG-D (6P Staggers, this leaves a  room for the opponent to mash out, but can still be done)

Shotgun conversions in the corner demonstrated by Alioune:

The alternative shotgun loops, explained by Magaki:

Usually if the opponent blocks your SG-S Advance you should continue to press buttons as it's +3 on block(!!!). Following up with a barrage of SG-P (3f) confirmed into SG-H for knockdown or go straight for a [sG-H (3f) > Reload] xN is your best bet to continue pressure.
When the opponent has accustomed himself to this behaviour you can start to try SG-D even on SG-S block!

Shotgun pressure is a living organism on it's own and you need to adjust your approach according to your opponents reactions.

  • Does your opponent block everything? > Then go for SG-D as he's obviously turtling up!
  • Does your opponent repeatedly mash you out of your shotgun stance when trying to advance? > He's afraid of that SG-D, throw out some SG-P or counter with SG-H to force him to respect you.

As far as I know the best things the opponent can do to get out of the corner pressure are the following things:

  • Dead-Angle-Attack on your first SG-S approach
  • IB-Block your SG-S, this means a free throw as you can't grab or jump in shotgun stance. Potemkin can IB > Potemkin buster so shotgun stance should be used very sparingly against him
  • Burst
  • Jump-FD block anticipating your SG-D. If you SG-S this approach you can continue the pressure.

Whiffing SG-D happens, either because you're just outside range or because the opponent jumped. You can optionselect it with SG-D ~ YRC to be safer, which is something you should do consistantly.
on Hit, the YRC won't come out at all, as the RC window starts only after the second hit, which you will cancel with Bridal Express or Grenade.

One final thing to say about Charged SG-HS is that it drains your opponents tension and HP like crazy if they don't FD block it,  Refer to this video by Alioune (be sure to watch closely the tension and HP levels of the opponent):
https://www.youtube.com/watch?v=mMElFmMFX6Y
So even if your Charged SG-H is blocked you can still call your advance a success.

 

Collapsed: Shotgun midscreen:

Shotgun midscreen

 

While shotgun midscreen isn't as terrifying as it is in the corner, it does have its uses. SG-S for instance is a really good gap closener as well as an

awesome anti-air move. If you catch your opponent jumping with SG-S you can do the following combo:

  • SG-S (hit, airborne) xx 236H (Cancel shotgun stance) > 5S > Air combo

Note though that depending on how you hit the opponent with SG-S you might get far 5S instead. If you're unsure you might want to do:

  • SG-S (hit, airborne) > SG-P > SG-HS

If you have meter for it you can do:

  • SG-S (hit, airborne) > SG-P > SG-HS > RC > Runup > 5S > Aircombo

Prolonging blockstrings

 

Normally your pressure would end after a hypothetical blocked 2K > c.5S > far 5S > 2HS > ... not yielding anything damagewise, but what you can do

is:

 

2K > c.5S > far 5S into:

  • 2HS(1) xx Shotgun > SG-D > Followup (most often a Bridal Express)

Of course as SG-D has a startup time the opponent can both jump out of it or mash out of it, but you have options to lock down those options as well:

 

2K > c.5S > far 5S into:

  • 2HS(1) xx Shotgun > SG-P > SG-HS (RC and continue if you hit opponent)
  • 2HS(1) xx Shotgun > SG-Px1-4 > SG-HS If you don't have meter

Another approach you might want to experiment with is if there is a grenade in play, you can try to do SG-SxxSG-K. This will make you do a crossup roll just before the grenade explosion, and if they are not reacting to blocking the other way the explosion will hit them and you can continue with the above SG-S airborne on hit combo

 

 

Collapsed: What Leads to a shotgunloop?:

What leads to a shotgun loop?

 

This is a small addendum to the shotgun section. A popular question I get is what are the situations that leads into the shotgun loop.

This might not be all the options, but a lot of them.

  • CH 6H xx Shotgun near corner. Just wait for Charged SH-S and you're in there!
  • CH 2H(1) xx Shotgun near corner, Directly into Charged SG-HS!
  • SG-D (commandgrab from shotgun stance)
  • Throw > RC near corner. Run into the corner and pull out your shotgun and let it charge.
  • Combo > Bridal express > RC > Shotgun > Charged SG-S near corner
  • Air throw > RC > Shotgun as soon as you land. (In corner)
  • Charged SG-S in the corner (grounded or airborne opponent). For airborne they can't tech a charged SG-S, for grounded just press HS and it will combo.
  • Corner Dust(6) > 236P > 5SxxShotgun (just as the opponent starts to slide down the wall) > Loop

 

Collapsed: Over 200 damage from near-corner throw to RC:

200+ damage from near-corner throw > RC


Now when we know how the shotgun operates we can apply it's mechanics from a simple Throw > RC in or semi-close to the corner. Try this baby out:
  •     Throw > RC > Dash for the corner, bring your shotgun out and slide as far into the corner as you can > Wait for charged > [ Charged SG-HS > Reload ] x3 > SG-S > [ SG-HS > Reload ]x4-6

This combo should deal about 200 - 220 damage
    
[Reserved for SG-K Appliances]

 

Collapsed: Corner Dust Combo:

Corner Dust combo

 

Doesn't work if the Dust counterhits, but it rarely does:

In corner

  •     D(6) (wallsplat) > 236p > close 5S xx 236H > [ Charged SG-HS > Reload ] x2 > SG-S > 2p (toss) > Boom > [ SG-HS > Reload ]x4-6
  •     D(6) (wallsplat) > 236p > close 5S xx 236H > [ Charged SG-HS > Reload ] x2 > Charged SG-S > [ Charged SG-HS > Reload ] x2 > SG-S > [ SG-HS > Reload ]x4-6

Variation Displayed by Alioune that ends in an unblockable setup:

 

Collapsed: Close to Corner Dust combo:

Close to corner Dust combo

 

Yields a bit more damage than a Dust(8) midscreen, and if your opponents techs after the grenade boom you can doublejump and airthrow him (depending on tech direction)!

  • D(8) > j.D > j.D (opponent should now be at the corner wall) > j.S > j.D xx 236p > j.K > j.S > dj.K > dj.S > dj.H > dj.D > 4p(toss) > Boom

 

Collapsed: Counterhit Combos:

Counterhit Combos


Elphelt gains new combo probabilities by landing a counterhit with 2HS, 6HS, Bridal Express or Air Bridal express. Combos will be listed in the order how hard they are to perform

CH 2HS route:

  •     CH 2HS(2) > 5S > Aircombo (Universal BnB combo)
  •     CH 2HS(2)xxPull grenade > 5S > j.K (delay slightly, should hit close to the apex of your jump) > j.S > j.H > j.4P(toss grenade in the air so it hits opponent really close to the ground) > close 5S > Aircombo.
  •     CH 2HS(2)xxPull grenade > 5S > j.S > dj.K > dj.S > dj.HS > dj.4P(toss grenade in the air so it hits opponent really close to the ground) > Land > 6HS (input needs to be done before you land, otherwise it will whiff) > BOOM > Air Combo (no 5S before).

Hardest Midscreen combo, ends in corner with unblockable reset (?):

  •     CH 2HS(2)xxPull grenade > j.S > dj.K > dj.S > dj.HS > dj.4P(toss grenade in the air so it hits opponent really close to the ground) > Land > 6HSxxSG (6HS input needs to be done before you land, otherwise it will whiff) > BOOM > Charged SG-S > Charged SG-HS > Reload > SG-Sxx236p > SG-H > Backdash > 2P(toss) > YRC > Rifle > Charged Rifle shot.

Combo works from any Bridal Express > RC > 2HS starter as well (but it's even harder) and can be seen displayed here by Sharon:

CH 6H Route:

CH on 3/4 range, can be extended by RC after Bridal for better Oki (?)

  •     CH 6Hxx236p > Early 2HS so it only hits once > 5S > j.K > j.S > j.H > j.4P > Land > Boom > 6HS > Bridal Express
  •     CH 6Hxx236p > Early 2HS so it only hits once > 5S > j.K > j.S > j.H > j.4P > Land > Boom > Aircombo

Close to Corner

  •     CH 6Hxx236H > Charged SG-S > Charged SG-HS > Reload > RC > Dash > Shotgun Loop

In corner:

  •     CH 6Hxx236H > Charged SG-S > Shotgun Loop

CH Bridal Express Route:

The further you start BE from, the easier it is to get followups. The timing is pretty wonky until you get used to it though.

CH BE Max range:

  •     CH Bridal Express > close S > Air Combo (don't know if it's character specific, need to check!)

CH BE Max-Mid Range:

  •     CH Bridal Express > far 5S > 5HHHH (can be extended with RC > Followup combo)

CH BE Mid - Close Range:

  •     CH Bridal Express > 5HHHH (can be extended with RC > Followup combo)

 

Collapsed: Character Specific Combos and mentions:

Character specific combos and mentions

 

BIG NOTE:  Faust, Zato and Venom concerning 2H and berry combos is very unstable so you might need to adjust your combos for these characters.

The most noteworthy character-specific combo is on Faust where you can go directly to a jumpcombo after 2D. Would look something like this:

  •     5K > close 5S > 2D > j.S-P-S > dj.S-P-S-H-Dxx236P

You can also confirm 2D to j.p on the following characters: May, Millia, Chipp, Faust and Potemkin.

 

Collapsed: Notable Good Players to study:

Notable good Players to study (search youtube)
  • Koichi
  • Sharon
  • Alioune
  • Fumo
  • Niito
  • Dei

 

The intermediate course was thought to bring damage-potential to Elphelts basics and also introduce the shotgun and CH knowledge as well as some character specific stuff. If you incorporate the intermediate course into your gameplay you will be well on your way to become an above average Elphelt player.

 

Stay tuned for the advanced course where we will look into the Unblockable loops and optimize Elphelts combos 
 

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elphelt-advanced.png

 

Wow, now you should be a pretty decent Elphelt player, with a lot of mixups, damage-potential, and you should know your options for every given situation.

The advanced course will bring optimization to Elphelt, like how do you output that last 10% of damage, how to tie together all of the tools we've learned so far,  and also we will look into Elphelts most deadliest weapon, the infamous Unblockable Corner Loop!

 

Collapsed: Meterless Shotgun Damage:

Meterless Shotgun Damage

 

Ok, so throw everything you've learnt about shotgun out the window so far! ... just kidding! just yesterday (when this post is written), Magaki came up with a way to output a bit more damage with the shotgun, at a price of a bit harder and tighter execution.

 

Link to page where new Loop is discussed:

Video footage of the new shotgun loop in action by ArtificialStar:

What this means is basically that you will never again have to spend meter with shotgun-loops started in the corner to get a couple of more reps in for extra damage.

The basic Idea is that after a Charged SG-H at a specific range, you will, instead of throwing a grenade or going into uncharged SG-S > SG-H loops, you will do something like the following:

  • SG-D > Charged SG-S > [ Charged SG-HS > Reload ] x2 > Charged SG-S > [ Charged SG-HS > Reload ] x2 > SG-S > [ SG-HS > Reload ]x4-6

 

Collapsed: The Unblockable Loop:

The Unblockable Loop

 

Not much can be said about it that hasn't been said already, so i'll just link you to places!

 

General information:

 

Alioune videos of other UB setups:

 

Collapsed: Berry BnB:s:

Berry BnB:s

 

Even though I've gone through one of the berry combo:s that leads into an UB setup, It's been requested that a separate section would be good

as berry combos adds a new layer of optimization to midscreen and corner combos.

 

So far you might have done something like the following if you confirmed a hit midscreen:

5k > c.S > f.S > BE > RC > Run > 2H > c.S > Aircombo.

 

It's time that we switched out this for something that's better in all ways, as there is a way to squeeze a bit more damage out of it, and the combo carries almost from one corner to the other one (!):

 

Starter > BE > RC > Run > 2H(2)xx236p > c.S > j.S > dj.k > dj.S > dj.H > 4p (toss grenade close to the ground, it should hit the opponent) > land > j.S  (grenade should go boom) > dj.k > dj.S > dj.H > dj.D xx 236p.

 

Depending on how long the starter combo was the damage might fluctuate a bit.

 

The second combo that's already been gone through can be started midscreen or even deep in the corner and sets up an UB rifle shot afterwards for 25% tension:

 

Starter > BE > RC > Run > 2H(2)xx236p > c.S > j.S > dj.k > dj.S > dj.H > 4p (toss grenade close to the ground, it should hit the opponent) > land > 6HS xx 236H(shotgun) > Charged SG-S > Charged SG-H > SG-S xx 236p > SG-H (yields a hard knockdown) > Backdash > 2p > YRC > 236S > Wait for charged rifle shot > Fire.

 

These two combos might be hard for you in the beginning mainly because your altitude needs to be lower than your opponent when you do 4p in the air, something that can be accomplished by a delayed j.k and delayed dj.H before the 4p. The 6HS needs to be input as SOON as you touch the ground in order to not leave any room for the opponent to tech.

 

Collapsed: Safe jumps:

Safe jumps

Has already been covered by Magaki in his forum post already in great detail:

http://www.dustloop.com/forums/index.php/topic/10139-xrd-elphelt-okizeme-thread/#entry915112

 

Collapsed: Teching properly:

Teching properly

 

Different people have different ways they apply teching. The logical way to start out is to spam p in hope of teching a grey beat combo and/or to tech

as early as possible after a combo that does not knockdown. This behaviour is all fine and well, but a good opponent can exploit it, depending on the

character they are playing as it's predictive and not safe in all situations. For instance if you tech close to the ground against Sol you can easily be picked up again by his 5K into another combo. Also Chipp is the best character that employs tech traps in many of his combos and you will get air thrown if he expects a tech.

 

So how do we counter these predicaments?

 

For the first problem, getting hit right after you teched there is a well known solution for old GG players, called a "safe tech".

 

Defensive teching:

  •  Hold 1 (db) or 4 (b) and for instance k when you're getting juggled, and when you want to tech piano p~s~h

This will ensure that when you tech you will be in a FD state, which means that you will block all the moves that are aimed at you after the tech.

 

Offensive teching:

 

Elphelts Air Normals are really good, and chances are that you'll be able to turn the momentum around after a forward tech in the following manner.

  • Hold 6 (f), and piano with p at the end of the piano sequence for a j.P
  • Hold 6 (f), and piano with H at the end of the piano sequence for an ASAP air throw

As a final note: Never Mash Tech: you become predictable and exploitable, tech when you feel comfortable doing it and try to mixup your timing from time to time.

 

 

Collapsed: The situational tech traps and where to apply air throws and pickups:

The situational tech traps and where to apply air throws and pickups

 

Disclaimer: This section is heavily influenced by my own way of play, and habits that I've picked up from my opponents, both heavily skilled and beginners. Not everything written in this section should be taken to heart, but is merely meant to be a food for thought and provide you with some neat alternatives to your game and encourage you to take advantage of your opponents habits

 

When we now have the previous section as a base, we can employ the exploiting of the opponents tech-habit ourselves. For Elphelt it's quite debatable if tech-baiting is a go-to tool, but it's good to know about it and it can be applied in certain circumstances.

 

5D(8)

Take 5D(8) midscreen for example. The opponent will almost always assume that you will do one of your full Dust combos into knockdown, in which case he might mash buttons inconsiderably.

  • 5D(8) > j.D > j.D > j.S >j.P > j.S > delayed double jump (if you see opponent tech) > Airthrow.

If you have meter and the dust combo has carried them to the corner, you can RC into a corner shotgun loop! This example is highly opponent-based though and is merely stated as an example of how you can try and employ tech-traps yourself. And to motivate this I'll present a different option:

  • 5D>j.D >j.D> j.S j.P j.S > j.S j.P j.S> j.H j.Dxxj236P > delay j4P

If they tech, they block the toss and you can receive them with a close S/cross down close S because there is no icon to indicate where you are when you're not visible on the ground, it's a legit 50/50.

 

If they delay tech and get hit by the grenade, you can jump and continue the air combo for a knock down

 

This is a much safer option than throw teching from 5D really because it beats both  immediate tech and delay tech.

 

IAD j.S j.P j.S

 

If you hit the opponent in the air with IAD j.S j.P j.S you will be grounded before the opponent has a chance to tech. Better yet you'll be positioned directly below them where you can sort of react to their response. If they tech pretty fast you can jump up and try to time an air throw, or else you can try to pick them after the tech with 5S, the champagne! if you YRC on the ground you'll have a lot more time to react to the opponents choice.

 

 

The berry that forces jumps

 

When you throw a low grenade in neutral, the opponent is more likely than ever to jump because on the ground where a grenade is active, Elphelt has the neutral advantage. Make note if your opponent has this habit to try and airgrab them, in worst case you'll get a j.HS and a knockdown.

 

 

 

What's next? Afterwords!

 

There you have it! While these three courses hasn't covered 100% of Elphelts versatility and options, they go through a solid base which touches all aspects of elphelts gameplay plan, using material from all over the dustloop page and from notorious players summarized in three forum posts.

 

My advice for you after coming this far is to experiment yourself, create your own version of elphelt and really deepen your knowledge and appliance of the ground mechanics of GG, like Instant Blocks, Air-throws, Burst-baits (you can actually airthrow a burst in it's startup!), Blitz Shielding, Be prepared to PRC or YRC whiffed moves, stuff like that! And really really.. play the game against good opponents. A good Elphelt base means nothing if you don't know your matchups, e.g "How do i tackle ky's pressure?", "What's happening, I can NEVER press buttons against Sol! Ahhh!".

 

I will keep the 3 posts updated with time, if new tricks are found, or revisions based on patches. For isntance it looks like Elph's grenade was nerfed in the coming patch, and Blitz Shield might get new appliances. If you spot an error somewhere, please do tell me!

 

Over and out, cya!

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Hello! New player here (as you may know xD). In first place, thanks for taking the time of posting all this info together, it's really useful~

 

I'm newbie in FGs in general and I'm having a hard time learning to react properly on hit or block for the different options. I put the training dummy on random block and tryed to land overheads and 5K>c.S>2D routes to react to bridal express or granade pull depending on it blocks or hits, but seems really difficult. It's a matter of time and practice or there is something I can do to practice it better?

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Hello! New player here (as you may know xD). In first place, thanks for taking the time of posting all this info together, it's really useful~

 

I'm newbie in FGs in general and I'm having a hard time learning to react properly on hit or block for the different options. I put the training dummy on random block and tryed to land overheads and 5K>c.S>2D routes to react to bridal express or granade pull depending on it blocks or hits, but seems really difficult. It's a matter of time and practice or there is something I can do to practice it better?

The matter of reacting to a crouch or standing hit only comes with time. The reason being that before your muscle memory itself takes over the whole combo, you won't get focused enough to react to it. Don't worry, the more you play the more perceptive you will get. For the low route though you have the 5k > 5S > far 5S which will combo both on standing and crouching opponents. This gives you a lot of time to decide if you want to go 2H on crouch or just 5H > Bridal on standing. If you really want to learn to confirm this early on I'd advice you use this combo. even if you do react wrongly to a standing hit or block, the 2H won't combo, BUT it will become a frame trap and if the opponent pressed anything at all they will get counterhit and launched.

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Very good tuto!

What is the best iad combo or pressing iad on guard?

Thx

Édit: the second charged SG-H dont splash on the corner is it just timing?

for IAD there are a couple of things you can do. If you're really far away do j.HS or j.D , otherwise

the best approach is either j.k > j.s OR j.S > j.p x N > j.S

 

For the shotgun combo you are wondering about, can you please provide it in it's entirety?

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Added

  • "What leads into a shotgun loop" section to the intermediate tutorial
  • Link to Magaki's post where he discusses the different type of shotgun loops under the shotgun section

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Nice thread, it's very insightful especially for someone just starting out such as myself.

Glad you liked it :)

 

Update:

  • Added Shotgun midscreen section to intermediate tutorial
  • Altered an unoptimal combo in the "shotgun SG-D while grenade out" section
  • Changed the format of the shotgun section slightly

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I see a lot of people doing those air combos where halfway through she tosses the pineberry and while it explodes she lands and jumps again to continue the combo, is that in this tutorial? Maybe I'm blind

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Hey can I get those safe jumps you said you would put up if requested ? Please and thanks.

Dosu, I don't think so but I'd like to know some of those too please.

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If you're referring to what we call berry relaunches combo or just berry combos, then you might want to check this post.

While the first post is obviously outdated due to this forum's mod being particularly awful at keeping his promise, the other contributors posted some very interesting combos and insights so reading the entire combo thread is a must.

As for safe jumps and any mixup related to it, I explained everything here.

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For the shotgun combo:

From Raw SG-D, no grenade out:

  •  SG-D(2)xx236p > (Wait until Charged Red Flash) > Charged SG-S > [ Charged SG-HS > Reload ] x2 > SG-S > 2p(toss) > (BOOM) > (Wait until Charged Red Flash) > Charged SG-S > [ Charged SG-HS > Reload ] x2 > SG-S > [ SG-HS > Reload ]x4-6

You have to do SG-D twice and on the second D you cancel it into 236p? so after the first SG-D you press D again and cancel to pineberry and you won't see the second D's animation? Or does the (2) mean wait 2 seconds?

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For the shotgun combo:

From Raw SG-D, no grenade out:

  •  SG-D(2)xx236p > (Wait until Charged Red Flash) > Charged SG-S > [ Charged SG-HS > Reload ] x2 > SG-S > 2p(toss) > (BOOM) > (Wait until Charged Red Flash) > Charged SG-S > [ Charged SG-HS > Reload ] x2 > SG-S > [ SG-HS > Reload ]x4-6

You have to do SG-D twice and on the second D you cancel it into 236p? so after the first SG-D you press D again and cancel to pineberry and you won't see the second D's animation? Or does the (2) mean wait 2 seconds?

No, SG-D has 2 hits. usually when a move has (1,2,etc) it means the number of hits that should come out with that move before canceling into the next move. Outside of tossing an already primed grenade,I don't know if it's possible to cancel the first hit of SG-D.  Basically,you're supposed to let the full animation of SG-D and as soon as the second hit connects, arm the grenade.Considering the fairly massive down time the opponent has after SG-D in the corner,you have all the time in the world to get your shotgun charged and continue the combo.

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