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Everything posted by Magaki
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[Xrd] Elphelt - Combo Thread "Shotgun Wedding !" (WIP)
Magaki replied to Magaki's topic in Elphelt Valentine
That's not "combo theory". Most of the posts made concerns character specifics and if you don't learn them, you can pretty much forget about doing any air combos in GG because GG is also famous for the high amount of character specifics. If you really don't want to bother learning them, the only thing you will be able to do are the combos in the Universal BnB section or the cS>jS>djK AA route which won't really allow you to either reach Elphelt's high damage conversions with RC or even do unblockable loops. Might be because of the hitstop in Xrd. Start your pressure with 5K>cS if possible. If you need more hits (Netplay for instance), use 2P as a pressure starter. It happens if your dash was too short. You want to be as close to the corner as possible when starting the air combo. For 2H, you pull them out of the corner if you hit them too high. Delay it a bit. -
[Xrd] Elphelt Gameplay Discussion "The True Best Girl"
Magaki replied to Ventus Tatshima's topic in Elphelt Valentine
I agree with the idea that the untech time should be reduced. Making you unable to get unblockable rifle shot during blockstun would make 236S completely useless as a whole. It's not a normal. It's a stance and it's supposed to be an important part of her gameplay. I would say the wisest choice would be to leave it as it is but nerf the untech time so that if you want to use it, your only choice would be to RC in order to have a combo afterwards. This way, you can either decide to get max damage with shotgun loop or go for an unblockable setup if you have the requirements. -
[Xrd] Elphelt Gameplay Discussion "The True Best Girl"
Magaki replied to Ventus Tatshima's topic in Elphelt Valentine
Maybe or maybe not. I would like to point out that Zappa's corner 2D dog loop has always been a thing since GGXX to AC (Dog 2D wasn't an unblockable anymore in +R). Not the first time Zato got an unblockable loop either. Technically, Elphelt's is meh as far as unblockables go compared to previous GG considering the fact that you can actually deal with it with universal options. If however they consider that it is something they have to deal with, then there are 2 possibilities: "Let's remove/nerf the unblockable loop and buff her in other areas." "The unblockable loop is fine and should stay as it is. Let's nerf the rest." I would prefer the first one. -
[Xrd] Elphelt - Q&A/FAQ Thread "Pop That Champagne !"
Magaki replied to Magaki's topic in Elphelt Valentine
Sorry if I didn't reply yet and I hope you're still checking this thread. Anyway, reason why I didn't explain anything yet was because I planned to do it on the wiki ASAP but I was busy recently. However, you should probably have anything you need there now. If you have troubles understanding it, please tell me and I'll try to write it in a clearer way. -
[Xrd] Elphelt Gameplay Discussion "The True Best Girl"
Magaki replied to Ventus Tatshima's topic in Elphelt Valentine
Here's what I wrote in my notes. Still WIP though: -Opponent is zoning/wary of his spacing: j236P, toss (YRC if possible), 5H/2H (matchup dependent), air approach (IAD jS, high jump (airdash) j214K. j214K delay YRC jS/5K if try to AA.), shotgun neutral (Risky. matchup depedent) -Against rushes: microdash fS (will be cS if they attempt to IAD), 2S (instead of fS against Ky, Sin and Zato), 5H, jS, 6H (risky) -Should rush/have to take risks against: Sin, Ky, May, Chipp, I-no, Axl, Venom, Zato, Bedman. -Should rather be patient/deal with safely: Faust, Sol, Elphelt, Potemkin, Slayer -Not enough MU experience: Ram, Millia. -Pressure starter: 5K, 2P, SG-S, SG-P -Frame traps: cS/fS>2H, 2H>236H>delay SG-P, fS(max range)>214K, -Pressure resets: fS(max range)>214K, dash 5K>cS>fS>2S>214K (+ on block and boost RISC gauge), anything jcable>hj214K, 214K against FD, fS/6H>236P>fS>2P (YRC), fS/6H>236H>SG-S, -Mixups: hj214K delay YRC>falling jS/5K, tkj214K YRC>airdash jS>jP>jS/5K, tkj236P YRC (no timer if done well)>falling jS/5K, 2H>236H>SG-P(frametrap)/SG-S(jump out)/SG-D(grab) Kinda messy, but I hope it helped ! Also, still not done with the okizeme section. Sorry about that. Testing at the moment on every characters to know what the maximum amount of hits before going into the air combo that leads to the unblockable loop is. So far, looks like cS has to be the 7th hit maximum. Otherwise, pushback will make last jS or jH whiff on some characters. -
[Xrd] Elphelt Gameplay Discussion "The True Best Girl"
Magaki replied to Ventus Tatshima's topic in Elphelt Valentine
Yes I know. I tested with 2 patterns actually. First one was during the toss' blockstun and the second had a gap between the toss and the unblockable shot. Everytime I tested with a new character, I changed the records to make sure I had the correct timing. Unless I specifically mentionned it, the counters worked with both patterns. -
[Xrd] Elphelt Gameplay Discussion "The True Best Girl"
Magaki replied to Ventus Tatshima's topic in Elphelt Valentine
After running some tests, it does seem like the easiest and safest way to deal with it universally is Blitzshield>delay blitzshield which is actually much easier to do than Blitzshield>backdash which doesn't work for everyone. It didn't for Chipp because of his backdash being one of the slowest and it resulted in him getting hit by the explosion during his recovery (invul 1-9f, 21f total duration). Would also like to point out that Blitzshield>Blitzshield actually only costs 25 tension. If it's triggered, it gives back 12,5 tension. The minimum amount of tension you would need is technically 37,5 but because it will give half back everytime, only 25 tension is actually being spent. I also started testing character specific options to see what they could do with it. Tested so far with Chipp, Ky and Potemkin. Chipp's backdash is too slow to be used with Blitz>backdash. All his supers also don't have invul starting from frame 1. However, if he uses his DP, he avoids the toss and the unblockable shot (the delay doesn't matter for the shot, he's just too far when his invul ends) and will always recover in time to block the berry explosion. Only way I found to punish it is with a YRC. With Ky, wake up Ride the Lightning beats you clean and hits you before you have the time to do unblockable shot YRC. Even if you YRC on his wake up, and he activates it, it doesn't seem like you have the time to leave sniper stance before getting hit by the super at all. He can't however avoid it like Chipp because his DP will make him fall almost where he was resulting in him getting hit by the unblockable shot. With Potemkin, it's actually much easier than the two characters above. Wake up Hammerfall result in Potemkin super armoring the toss and avoiding the unblockable shot. He will then hit you leading to a knockdown. He then gets punished by the berry explosion during his recovery which knocks him down giving you the advantage. Can't do unblockable anymore though. Gets beaten by YRC. Wake up Hammerfall break is hard to punish even with YRC. If you were waiting to see what he would do with a YRC on his wake up instead of doing unblockable shot YRC, he will punish you with Pot Buster. Wake up Hammerfall YRC result in you getting punished with Pot Buster instead. Doesn't seem possible to react in time, leave sniper stance and jump out while you're slowed down. Finally, another option that will probably never be used is blue burst right after getting knocked down resulting in the toss punishing the burst. If you do that, the game consider that you're still in OTG state when you get hit allowing you to front tech right away and avoid the whole setup. If you didn't use YRC, you will get punished. If you tried to YRC during wake up, chances are that it will be a Red RC but the opponent will still air tech whatever you try to do. Reason why I said it's probably never going to be used will be because the chances that the opponent burst when he will recognize the air combo leading to the loop are much higher. This is by far the easiest universal option and it requires specfic timing but it costs you a burst. Wake up Gold burst can allow to avoid the unblockable shot but you get hit by the explosion leading to much higher damage so it's a bad idea. Might be possible though that some characters can avoid both the unblockable shot and the explosion due to the different wake-up time but I doubt it. I also heard that Slayer could do backdash cancel Dead on time but if what was said on this thread is true, it would mean you would need to do 63214469S in 2 frames which honestly doesn't seem realistic and possible to pull off on a consistent basis. Anyway, I'm almost done with the okizeme section for the wiki that I'll update tomorrow as well as the new notes for her moves. Will also try to test every defensive options per character but this will take much more time. -
[Xrd] Elphelt Gameplay Discussion "The True Best Girl"
Magaki replied to Ventus Tatshima's topic in Elphelt Valentine
Actually, the *xxxxx* part is what I directly edited and changed. Like I wrote in the Elphelt General thread, I'm fine with debates and I actually encourage them. However, I see no point in a random sentence written in a taunting manner but because I didn't know whether he did it on purpose or not, I simply decided to change the wordings and give him the benefit of the doubt. If I truly didn't want any kind of debate, I would have simply deleted it and sent a warning. Now, if you actually have constructive criticism and advices to give regarding the way I handle this forum instead of "I have no clue what the original post was nor the context but I'll go and complain anyway", I would be delighted to talk about it in PM. That being said, I now consider this matter to be over. If you want to talk about it more, do it in PMs. No, you don't have to. The rifle stance description in the wiki were the notes that were translated by Hiago right when the game was released so they are quite old and contain a few mistakes. Kedako's frame data doesn't seem to mention anything about a specific delay where inputting perfect reload won't work. To be more accurate, the window for reloading has to be done during the 19th~32nd frame after shooting. If you compare with shotgun reload, it has to be done during the 14th~25th frame for a normal shot and 12th~23rd frame for a powered one. Faust, Millia, Potemkin, May and Chipp only. -
[Xrd] Elphelt Gameplay Discussion "The True Best Girl"
Magaki replied to Ventus Tatshima's topic in Elphelt Valentine
The tweet that posted it joked about how big it is and to be certain, I tested it in training mode once more to see if that was the case and it is. Like I mentionned before, it hits every character at the top of their jump except Chipp and it got a hitbox behind her. So you can consider it to be particularly accurate. Though, technically, the vertical hitbox is actually bigger because the one currently drawn wouldn't be able to hit characters at the top of their height. Also, the original picture shows the end of the active frames. When the "pop" is actually fading, not the start of the animation where the pop reaches quite high. I would suggest you to try it out in training mode and check it by yourself if you have troubles believing it. -
[Xrd] Elphelt - Combo Thread "Shotgun Wedding !" (WIP)
Magaki replied to Magaki's topic in Elphelt Valentine
Currently known way tensionless (in the corner): -SG-D -Powered SG-P/SG-S/SG-H -Berry explosion With tension: -214K RC (Works near the corner too. Gotta do dash 236H>Powered SG-H.) -5Hx5 RC (Gotta do dash 236H>Powered SG-H. Can be really tough depending on how far you are from the corner.) -Rifle shot unblockable RC (Gotta do dash 236H>Powered SG-H.) Some other ways that might be possible but didn't test yet. Might be character specific too: -6H CH -2H CH -SG-S CH -jD RC Those are all things that I'll add next time I'll work on the combo thread. My priority right now is to finish my notes for the wiki and correct the mistakes written there. For people who wonder, shotgun loops themselves aren't character specifics and provide between 20 and 40% more damage depending on the starter compared to RC into air combo/berry combo. EDIT: All the possible ways work except SG-S. 2H CH only works if you cancel the first hit into 236H. That's because only the first is fully untechable. With 2H(1) CH, you can walk forward a bit after canceling into 236H and go up to 6 walk powered shotgun loop making it our best punish by far. Unlike 6H CH, if the RISC gauge is quite high (which is quite easy for Elphelt), you can combo into it with something like cS CH>fS CH>2H(1) CH>236H>etc. If it's maxed, the next Powered SG-H will be a counter allowing for a total of 7 walk shotgun loop. Will check next time I'll take care of the combo thread to see if it's character specific or the maximum damage possible. Might be able to get something like 80% or more with that. -
[Xrd] Elphelt - Combo Thread "Shotgun Wedding !" (WIP)
Magaki replied to Magaki's topic in Elphelt Valentine
Shotgun reload has to be done as fast as possible. It's exactly the same timing on whiff, block or hit. If you got troubles getting used to the timing, grind it out on whiff first then incorporate it in the combo. -
[Xrd] Elphelt - Q&A/FAQ Thread "Pop That Champagne !"
Magaki replied to Magaki's topic in Elphelt Valentine
Like I explained here, the RC combos into dash 2H are universal. It's just that with Faust, you need to hit a very specific part of his body to make it work. It can be annoying for combos like 5Hx5>RC>dash 2H so you can do dash cS on him if you want to sacrifice some damage for an easier combo. For Elphelt's SSJ taunt, it's actually a Respect. Taunts are triggered by pressing the taunt button and can't be cancelled for a while. Respects are triggered by using 6+taunt and can be cancelled at any points. There are 2 animations for Taunt and 2 animations for Respect. Fun fact that was discovered by wauhti: If you do a Respect a bit before a time up, the time up will only show up at the end of the animation forcing your opponent to watch all of it. Use it to troll in casual though as it is a big and unnecessary waste of time in tournaments -
[Xrd] Elphelt Gameplay Discussion "The True Best Girl"
Magaki replied to Ventus Tatshima's topic in Elphelt Valentine
cS' hitbox -
[Xrd] Elphelt Gameplay Discussion "The True Best Girl"
Magaki replied to Ventus Tatshima's topic in Elphelt Valentine
Character specifics are a thing for pretty much every characters in GG. Universal air BnBs aren't common at all. Though, in Xrd, it seems to be much easier. Thing with Elphelt however is that she can juggle the opponent which enhance the character specific parts even further. So far, the only combos that I would recommend are any midscreen combo into a single and basic air combo ender and shotgun loops in the corner. Like I explained in the character specifics section, we have an universal route now which is cS>jS>djK>jS>delay jH>delay jD. Shotgun loops are also technically character specifics but it concerns only one thing, the {6>Powered SG-H>46H}xN loop. Like you can see in the combo thread, I didn't post them yet despite the fact that it allows the highest amount of damage possible for 2 reasons: -Past a certain amount of hits, they become REALLY hard to do. -Amount of powered shots you can squeeze heavily depends on how thin the character's hurtbox is when wallsplat. On some characters, they completely whiff. Need a lot of testing to check whether it works on everyone or not because you need to walk for a set amount of frames and shoot with Powered SG-H exactly when you enter powered state. Anyway, character specifics is easily what will be the most time-consuming section in this forum so if you feel like you found something or a combo that doesn't seem to work on some characters, please report it here or in the combo thread. Will buy me some time and figure out better how to handle the section. And yes, Sol is the recommended dummy. His hurtbox is standard for Elphelt. If you see any damage value with no name, it means that it works on Sol. The combo thread is a big WIP at the moment. I posted some meterless universal BnB in the first section of the combo thread. Make sure to learn them. That's what you will always plan to do without tension. Afterwards, learn RC midscreen combos into RC dash 2H and the shotgun loops corner combos. Also, read the wiki and make sure you learn everything in it. It got some very important informations. Will also update it either later or tomorrow with my new notes. Sadly, one of her listed weakness answer your second question: "Gameplan and useful tools are heavily matchup dependent." If Zato is hard to get used to but play pretty much every matchup the same, Elphelt is the other end of the spectrum and despite the fact that you have many tools, they can be very good in a matchup while being very bad in another. Learn her tools and when you should use them and go play some matches. You will figure out by yourselves what I mean. A habit you should take also: For every combo ender except 5Hx5 ender, get a pineberry and throw it for oki. If you need some footage, you can download replays of the top ranked Elphelts and look at what they do. Don't expect to see some high level matches yet however as even veterans like Koichi have troubles getting used to her and she has only been out for a few weeks. -
[Xrd] Elphelt - Q&A/FAQ Thread "Pop That Champagne !"
Magaki replied to Magaki's topic in Elphelt Valentine
Trust me, if you think that Sol's hurtbox is annoying, Zato's and Venom's will make you scream. Consider adding some delays if the opponent is too low. Try to hit him lower if he's too high in your combos. -
[Xrd] Elphelt Gameplay Discussion "The True Best Girl"
Magaki replied to Ventus Tatshima's topic in Elphelt Valentine
Use cS if people jump-in on your face or are relatively close. It's true that it doesn't have the invul that 6Ps have but it comes out in 5f with a particularly big hitbox. In most situations where 6Ps would work well, cS works too with better rewards. Even when the opponent is too deep and that 6Ps will get stuffed, cS will work because of its sheer speed. It also got a nice hitbox behind her which makes ambiguous crossups in pressure a huge bet against her. However, because of the way it works, you have to wait more before using it compared to 6Ps hence why it's confusing. It's better to consider it to be like several 2Hs who can be used as AA because of their hitbox like Zato's, Ky's, Millia's etc. Except obviously that cS is much faster Main air-to-air is jS which is simply her best air normal and will pretty much work in any air situation. You can also use jP but it's not as great as jS and is just one frame faster. jH got no hitbox behind her however and is much slower. You only get knockdown out of it if you're not too high. If the opponent air techs before touching the ground, they can punish you with an AA afterwards so it's a big risk you're taking on HIT. jD is only useful in certain matchups and the big recovery makes it quite risky. Thankfully however, on hit, it pushes away the opponent and makes you land before them so even if they air tech afterwards, you can greet them with a cS AA afterwards. 2S AA being very situationnal and unreliable is something that I pointed out in the wiki. Hitbox is directly in front of her which means that it get stuffed by pretty much any air approach. There was a rumor before the game was released that 2S had some head invul but it's not the case at all. Consider it to be for ground footsies only. -
[Xrd] Elphelt - Combo Thread "Shotgun Wedding !" (WIP)
Magaki replied to Magaki's topic in Elphelt Valentine
Berry midcombos are the most character specifics combos we have at the moment so I wouldn't suggest to learn that until I finish the character specifics section. Anyway, against him, you want to always delay your 2H to hit him as low as possible. jH will hit fine if you do that. -
[Xrd] Elphelt Gameplay Discussion "The True Best Girl"
Magaki replied to Ventus Tatshima's topic in Elphelt Valentine
-Updated the wiki overview section with her pros and cons. -Updated the matchup section with a new layout. -Added a Credits section in the Gameplay thread's first post. Here is the basic rule concerning it: Any contributor for the Dustloop Elphelt community will directly be added here as long as they have obviously a Dustloop account. People who greatly helped will receive a personal recommendation for a GG award from the Elphelt mod. If you do not wish to have your name in the list, feel free to PM Magaki and tell him. A few random notes: About the "unblockable setup": It's a point that was barely mentionned in the forum but is quite big in many other boards. Reason why I didn't mention it yet was because most people who checked it out could easily see why this is by no means guaranteed and I decided that I would explain this subject a bit later when I'll make the okizeme section. However, after checking a bit here and there, it seems that no one provided an accurate explanation. So far, we got 2 unblockable setups. The first one was discovered a while ago on Nicovideo. 2 days later, Abelcru made a video quite similar that made it on SRK's frontpage. It basically consists of getting a 2D>236P ender, throw the pineberry with a RC and YRC once in Rifle stance to land an unblockable shot between the toss and the explosion allowing a full combo in the corner. The second one simply consist of getting an explosion meaty and shooting with powered-up rifle during the explosion's hitstun. You can find some interesting applications here. Now, the thing here is that this is by no means like Zato's unblockable. It's not guaranteed at all. For both setups, you have to keep in mind that Blitzshield is a particularly strong defensive mechanics that make both completely whiff. In the first case, if you Blitzshield the toss, you will most of the time make the rifle shot whiff and block the explosion in time. If the shot was delayed, you will hit after the explosion which means you did 45 damage for 75 tension which is, well, far from being the best in terms of ressource/reward ratio. Also, if you delay the rifle shot to hard read a Blitzshield, it also means that your opponent can just jump out between the toss and the explosion. Not really something your opponent can do in reaction but that's one of the first things they might want to try out against the setup so keep that in mind. Now that you considered that, you need to add another very important variable: Wake-up time. Everyone got a different wake-up time and it will mean that you would need to learn different timings otherwise the explosion will OTG or the opponent can jump out. And if they respect, they will get hit by the unblockable anyway so they will always jump out if they don't want to Blitzshield. Only thing this setup have that makes it great is its reward if it succeeds AND if the opponent doesn't have the tension to use Blitzshield AND if you pull it off perfectly. Proration is pretty heavy on the unblockable however so you get okay damage at best. Second setup simply consist of having rather toss>explosion>unblockable rifle. Blitzshield makes it whiff too but like it's shown in the video, you need no tension for the setup. Just if you want to get a full combo afterwards. It's pretty good if your opponent got low health because if you do the unblockable from afar, you basically take no risks at all. If the opponent Blitzshield it to not die, they lose 12,5% tension (BS gives 12,5% back if it succeeds) which is okay for a no risk/low reward option. Deals very low damage however when the health is low too so killing with that can be very situational. You might want to rather go for Powered SG-H which deals 8% health in chip damage (ignores guts rating), removes 20% tension if they FD and is +5 on block. Anyway, I will talk more about it when I'll be done writing the okizeme section. About 214K and j214K being +: 214K is -5 point blank. It got 12 active frames. You can easily do the maths. There are however no blockstrings so far that can safely use 214K at max range. So far, there are only 2 situations where you can use it. -In okizeme after 5Hx5 ender or jD midscreen for example even if pineberry is a better choice. -In neutral situations but the YRC window doesn't go up to the end of the active frames so don't rely on it really. If you just want the midrange version, delay a bit your normals to have fS hit max range. You can also do some blockstrings like dash 5K>cS>fS>2S>214K that will make you + on block too with no delays at all. Check the frame data of the character you're dealing with. If it doesn't have a normal that comes out in 4 frames or less to deal with 214K>2P, don't hesitate using it (not abusing it, mind you.) For j214K, it's +10 if you hit the feet. If you hit the top of the head of a standing opponent, it's +0. Also, it got no invul. Just a very weird hurtbox. Don't rely on it too much though and vary your pressure resets ! About midscreen RC>dash 2H combos: They work fine on Faust but are really weird. ...>2D>214K RC>dash 2H works fine if the dash 2H is done ASAP. For fS>5Hx5 RC combos, you somehow need to hit his legs with 2H to keep the combo going. More like the thighs to be precise to be certain that you will have the right spacing to get cS instead of fS afterwards. You can also just go straight into dash cS and sacrifice some damage for an easier combo. Your choice. Will point it out in the character specifics section properly next time I'll take care of the combo thread. -
[Xrd] Elphelt - Q&A/FAQ Thread "Pop That Champagne !"
Magaki replied to Magaki's topic in Elphelt Valentine
I'm almost done writing the pressure section for Elphelt. You will be able to know what you should go for and shouldn't quite soon. As for her challenge mode, it does teach beginners how shotgun combos and pineberries midcombo work so it's a good place to start. -
[Xrd] Elphelt - Combo Thread "Shotgun Wedding !" (WIP)
Magaki replied to Magaki's topic in Elphelt Valentine
Yes ! There are right now 2 routes where we use pineberries in combos like you can see in the first post. The one Koichi used in the corner is an easier and less damaging version of the corner 214K>RC>2H>236P juggle route. Here's the recommended corner combo with that route: [50%] 2D>214K>RC>dash 2H>236P>cS>jS>djP>jK>>jS>jH>2P(toss)>6H>Berry explode>236H>SG-S>{SG-H>46H}x3>(236236D)>(236P) It's not however the best one for 2 reasons: -Going straight into Powered SG-H loop deals more damage and have better tension gain for the same oki. -Berry juggles are all character specifics it seems and it was mentionned a few times already in the skype group. That's why I would recommend to go for shotgun loops instead which is quite stable. We also have shotgun loops that also use Pineberry in combos. Here's the actual optimized combos off a SG-D starter: SG-D>236P>SG-S>{Powered SG-H>46H}x2>2P(toss)>Berry explode>SG-S>{Powered SG-H>46H}x2>SG-S>236P>{SG-H>46H}x4>2P(toss) whiffs [221 dmg] Very high damage meterless for a command grab. Corner only obviously. But you can do SG-D>214K RC if you're near the corner to do exactly the same combo with a bit less damage. Finally, midscreen, we have the 214K>RC>2H>236P>cS route like you can see here: [sT] [50%] fS>5H(x5)>RC>dash 2H>236P>cS>jS>jP>jS>jH>jD>5H>2P(toss)>6H>(236P) [153 dmg] [sT] [50%] fS>5H(x5)>RC>dash 2H>236P>cS>jK>jS>jH>jD>5H>2P(toss)>6H>(236P) [157 dmg] On crouching, you can go straight into fS>2H>2D>214K>RC instead for more damage. I'll add Koichi's combo later when I'll be done taking care of a few things on the forum and the wiki. -
[Xrd] Elphelt Gameplay Discussion "The True Best Girl"
Magaki replied to Ventus Tatshima's topic in Elphelt Valentine
Looks like air bridal got some properties we weren't aware of I'll run more tests another day to figure out whether it got some invul or a really weird hurtbox. -
[Xrd] Elphelt - Combo Thread "Shotgun Wedding !" (WIP)
Magaki replied to Magaki's topic in Elphelt Valentine
-Transcribed all the CMVs so far. -Added a character specifics section and compared a few air combos on every character. READ IT AND LEARN IT. It's important. I'll edit most combos later as some of them aren't really practical (Some combos can't be hitconfirmed like fS>2H. Will simply add before that normals like cS or 5K to make them practicals. Same with fS>5H combos.) -
[Xrd] Elphelt - Q&A/FAQ Thread "Pop That Champagne !"
Magaki replied to Magaki's topic in Elphelt Valentine
You will have to wait for her to be available on PSN yes. -
[Xrd] Elphelt Gameplay Discussion "The True Best Girl"
Magaki replied to Ventus Tatshima's topic in Elphelt Valentine
It felt okay for me. Probably one of the only matchups where poking for him is very risky. 5H works very well against him. Especially if you got 25 tension to YRC it. Nicely spaced Bridal Express in neutral is also quite annoying for him because he sure doesn't want to trade fS for Bridal. If he thought you would go for 5H, he will block the Bridal and you will be +. Shotgun is also annoying for him to deal with because he can't play footsies as usual and have to watch out for SG-K. You can use this threat to activate and throw some pineberries too from shotgun stance. Pineberries works very well in that matchup too and can be used to get in quite easily considering that it doesn't even disappear on hit and it will be hard for the Faust player to get a hitconfirm, combo from it and still avoid it. I had more success with air pineberry than the grounded one however. Stagger pressure is pretty good too thanks to his wide horizontal hurtbox so make sure to add it in your game. 2H>236H works better in blockstrings against him if he FD due to that. But yeah, so far, feels like a 5-5 matchup where no characters got hard counters against the other. If you're curious, the matchup that we concluded to be the hardest in the skype group is actually Millia for obvious reasons. Not unwinnable but definetely bad for her. Don't take those informations for granted however as it's still too early to really give accurate numbers or definite tips to handle them. -
[Xrd] Elphelt - Combo Thread "Shotgun Wedding !" (WIP)
Magaki replied to Magaki's topic in Elphelt Valentine
Forgot to add the dash part yeah. Thanks for pointing it out. Also changed the notation to [CR] As for the rest, I'm still not done transcribing and updating all the combos we have so far. Added (WIP) in the title to make it clear. I'll still tell you guys if I updated it by posting in the gameplay thread. Once I'll consider that I'll be done, I'll change (WIP) to (Updated XX/XX/XX). Notes to myself to make sure I don't forget: -Transcribe the CMVs. -Add the combos posted so far in the forum. -Add the combos I found (found slightly less damaging but much easier versions of shotgun loops). -Test every combos on every characters to figure out what is character specific and what isn't. -Add a character specific, okizeme, mixup and credits section. -Taking care of the combo theory section. -Changing a few notations and updating the combos that use them. Shotgun and berry combos to be more specific. -Updating the rest of the frame data. -Make a new matchup layout. -Update the FAQ with more informations like how the shotgun loops work. -Change the whole shotgun, rifle and pineberry section in the wiki. Won't be able to do everything in one day but I'll at least try my best to do a bit everyday !