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CT_Warrior

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Posts posted by CT_Warrior


  1. This is a guide intended to help Elphelt players utilize the sniper stance more consistently and to give an overview of how the stance works for those who play characters not as cute.

    The sniper stance is one of the most abusive aspects of Elphelt's gameplay. With perfect reloads and good cursor movement, you can easily force your opponent to take unfavorable risks. You may have seen Sharon, a top Elphelt player, use the sniper stance to great success.

    While I want to be as objective as possible, I also want to be detailed. Take what you will, and feel free to correct me or offer your own opinions.

    General Information:

    Enter stance by inputting 236S.

    Elphelt is unable to move, but gains a cursor she can move around with directional inputs.
    The cursor can be moved anywhere except the top third of the screen and directly behind her.
    Fire by pressing any button other than D when the cursor is colored. I recommend S.
    These shots can only be blocked in the air with Faultless Defense.

    If the cursor is unmoved for 0.4 seconds, it grows to cover a greater area and the shot becomes unblockable.
    The unblockable shot needs to be blitz shielded, backdashed, or avoided.

    After firing, you will exit stance unless you reload the sniper rifle.
    You can also exit stance by pressing D or by entering shotgun stance.
    There are two types of reloads: a bad reload and a perfect reload.
    Bad reloads are only done accidentally after failing a perfect reload.
    On a successful perfect reload, the recovery of the reload gets cut in half from 23 to 11.
    Detailed advice on performing perfect reloads in succession will be in a later section.

    When to Take Out the Sniper and Aiming Theory:

    Sniper has 27 frames of startup before entering stance, which isn't bad at all. You can take it out about a little more than a half screen away and still shoot them before they hit you, not that you should, but you can. The main concern is being able to aim at your opponent. This isn't an FPS where you can flick your mouse and aim as quickly as you can. You are limited by the speed of the cursor, and the cursor moves slower than your average opponent.

    This is why smart cursor movement, rather than aim, is emphasized. Good directional control is also important so that you can precisely press and release a direction on a dime. To catch up to an opponent with your cursor, you have to be able to visualize the future paths of your opponent and your cursor and move your cursor straight there. It is not enough to simply follow your opponent with the cursor in that case. You need quick reactions to react to your opponent's sudden movement options or your cursor will be effectively "juked" and you'll have to spend meter and/or lose neutral instantly. There's also a great deal of luck and guessing involved. "Mind games" are what they call them, but it's a sad euphemism when you see this sniper in action.

    There is a delay between when you're able to move your cursor and when you can fire! Your cursor is on average slower than your opponent, which means that if they were already ground dashing at you, then your cursor will lag behind and never catch up because of dash acceleration at least against faster characters. Air dashes are even faster, but they have negative acceleration(?) and only move a set distance; thus air dashes are more effective the closer they are, especially if they have a good air to ground off an airdash.

    Due to this delay and ground dash acceleration, it makes sense that taking out the sniper is safer when they aren't in a position to be moving forward. This lets you move your cursor ahead of your opponent and mix-in unblockables as well as partially charged shots from the threat of unblockables. Common situations when their movements are more stable are after a knockdown, after throwing a grenade at them, and after an offensive feint or backdash.

    Perfect Reloading with Good Technique:

    This is input for perfect reload:
    S(Fire) > delay > 46S

    There are two requirements for perfect reloading:
    You hit the second S at the right rhythm after the first S.
    You hit the second S within two frames of hitting 6(forward) and not any earlier.

    Intuitively, you focus on the timing of the second S, but that's actually the hardest way to do it.

    Humans are better at timing shorter intervals than longer ones. We will apply this in two ways:

    1) Hit 6 at the fastest consistent speed.
    Bounce smoothly and quickly off the gate when you hit 4. This will carry your momentum better allowing you to hit 6 faster. You will have more certainty of when the forward directional is activated. Remember that for a stick, the direction is activated about halfway between neutral and the gate of the stick.

    2) After you hit S to fire, memorize the delay before you hit 4 rather than the delay before you hit 6S.
    If you keep constant the number of frames it takes to move from 4 to 6S(by doing it quickly and consistently), then you can memorize the the timing of a shorter interval (from S to 4) instead of the longer interval (from S to 6S).


    Four more tips:

    3) Hit the second S exactly one frame after hitting 6.
    That way you have a margin of error equal on both sides. Hit it one frame early, and you hit 6S at the same time. Hit it one frame late, and you're still in there. To do this, you need to know how slow one frame actually is. If you barely don't hit the microswitches at the same time, that's probably too fast.

    4) Don't get greedy and try to get perfect perfect reloads.
    The window where you can do a perfect reload is big. I panic when they're too close by trying perfect reloading on the first possible frame, but you lose the margin of error for doing it too early. I'd leave about a third of the window; half on each side is too much.

    5) Don't buffer the shot after taking out the sniper or reloading if you don't have to.
    If the shot is buffered, the timing of the perfect reload window is also shifted, and who knows exactly how many frames it was buffered. Make sure you learn the timing of when the cursor turns pink, and internalize that it's better to be late than early.

    6) Practice:

    The more you practice, the more precise your timing will be and the faster and more consistently you can hit 6~S.

    Here's are some ways to practice:

    1) Mash the bounce off 4 into a quick and consistent 6, P1 and P2 side whenever you can in between games.
    This will help you warm up and prevent cooldown for doing perfect reloads.

    2) In training mode, do these exercises for both P1 and P2 side
    a) 236S > [S(fire) > Perfect Reload] x 10
    b) [236S > S(fire) > Perfect Reload > 236H > backdash] x 5
    c) [236S > S(fire) > Perfect Reload > 236H > 236P > 2P > dash FD brake > charged SG-H > shoot] x 5
    d) [236S > unblockable > Perfect Reload < 236H] > x5

    3) Keep using it in real matches even if it's killing you.
    This will help you achieve fluency with the cursor and teach you to perfect reload even in panic situations.

    4) Watch Sharon's matches and decipher the reasoning behind each frame of cursor movement.

    YRC and RRC:

    If you YRC while in stance before firing, the cursor will reposition itself onto the opponent, but the delay before you can fire after taking out the sniper or reloading is not cancelled. Don't YRC too early and this will help occasionally.

    If your YRC after firing, then the 42 recovery frames are canceled into the 7 frame startup of YRC. This is extremely useful and dirty unlike Elphelt's existence. If they are above you, you can punish them for avoiding your sniper volleys by air grabbing them.

    When you have 25-49 meter and they're dangerously close, you can do the standard YRC OS where if it hits, you don't get RRC due to lack of meter but get YRC on whiff.

    With 50 meter, you can convert into a combo with RRC and a full combo if it was also a counterhit.

    Misc:

    Fire > Perfect Reload > 236H recovers faster than Fire > full recover, but the latter retains more options.
    If you counter hit your opponent after Fire > full recover, you can follow up with dash up 5Hx5 or better.
    Be aware of all your opponents options. For example, Sol's Grand Viper is much faster than your cursor and requires you to aim at the ground.
    It's safer to more your cursor forward and move it back to aim at them, but don't let them take advantage of this either.
    Sniper is more effective when a grenade out on the field, but against some characters you won't have time for both even after a knockdown.
    You would rather hit them than let them block it. If you predict an FD, occasionally just continue leading your shot until you think they will let go of FD.
    If they're already rushing you via dashing or dashjump when you're taking it out, consider getting out of stance by pressing D or entering shotgun stance.
    Positioning your cursor diagonally in front of them may cover their movement options better.
    You can shoot Faust Bag Bombs and Zato's little Eddie.
    Your opponent can YRC to slow down your cursor.
    Some characters can superjump where your cursor can't reach and do all sorts of odd things from there.
    If you get a bad reload, consider switching to shotgun stance immediately.

    Thanks for reading.
     


  2. Hey guys, so I've played a couple of games with her and have gotten a bit of a grip with her basics and shit(2.S ftw). One question I have, whenever I get a hit with a p or k normal I always go into a string that ends in a 2.D cancelled into a grenade. I follow that up by tossing the grenade and performing a meaty 2.D into shotgun pressure.

     

    My question is, I often see elphelts ending their combos in bridal express, why would I do this? It doesn't seem to give you enough time to arm a grenade and perform a meaty set-up, so I'm not sure what benefit there is to doing this.

    Guaranteed damage+meter, corner carry, simplicity, low SG-D reward in midscreen, and your opponent has room to move backward.

    You don't lose oki entirely either in most cases and can make hard reads to soft counter their options. That said, you don't have to follow what they do. I have a few 2D 236P 236H midscreen oki setups that work well against someone who's never seen it.


  3. I said the 2S 214K wallstick combo in the video sucks because I don't think it's possible to be consistent with it at least on Sol. Is it misinformation that the 2S 214K RC route on Sol is not consistent? That's what I've been asking people to test because it's obviously not something I can do myself. For me, SG-S rarely wallsticks. I want people to confirm that they can be consistent with it because I'm not convinced. No one has explicitly stated something like "yes I tried the 2S starter into yrc unblockable setup on Sol and got it 7/10 times and you just suck", which I'd be perfectly happy with.

    Anyway it doesn't matter anymore. I'm done with Dustloop. I'm sorry for some of the misconceptions I had and I thank you guys for clearing them up. No hard feelings.


     


  4. I like how the guy making a claim without evidence is himself pointing out a claim without evidence means nothing.

    Red beat means untechable. This is known. You're trying to shift the burden of proof on to others when it's up to you to prove your claim.

    It's because that wasn't the only claim I was referencing. I was claiming that "2S starter around 70-90% of max range, no CH, Sol round start position, dummy on forward or back tech, wall splat, yrc unblockable setup" was impossible to do consistently and they shit on me for it. I've tried it out a lot more today and I still believe in that claim. My initial grinding was my evidence. I need THEIR evidence to prove that I suck at the 2S starter combo, the corner extend variation. I have no doubt that the combo works fine with other starters or without the corner variation. That was never my claim in the first place. I asked Sprint to try the setup. I even said please. And suddenly Sprint decides that I'm not worth talking to anymore. Fucking really? Who wouldn't get upset? No one's trying the 2S setup l mentioned yet everyone is shitting on me for it.

    Everyone was right about red beat being untechable though. There was misinformation to begin with. It was impossible to get a gray beat combo with neutral tech, which means that forward/back tech isn't any "faster" when trying to mash out of a black beat combo. I was hoping someone would prove me wrong while doing the above much much earlier, but that never happened so instead I get more people to shit on me for being a hypocrite.

    Thanks community.


  5. I'm not telling them they're wrong. I'm telling them to prove they're right if they're going to shit on me. I gave a very reasonable way to accomplish this. You all say that red beat is 100% untechable, but claims without evidence mean nothing. If any of you could just try the setup and tell me the results, I'll take that as evidence and be content right or wrong.

    I'm not going to post anymore until someone actually tries the setup.


  6. That's the thing. I haven't been proved to yet. Just try the fucking setup. With dummy set to back tech. Off 2S. On Sol. How hard is it then. You guys are the most disrespectful bunch ever. I clearly might have some misconceptions I need cleared up like combos being able to be dropped despite red beat counter unless the dummy is set to forward or back tech. SO FUCKING TRY IT FOR ME. Off the same starter.

    Thanks for your input, Alioune, but I'm not talking about 5K>S starter or any other starter. It changes everything and it's not what I'm testifying to. The only only combo I'm talking about is
    2S (nonCH) > 214K RC> dash 2H > 236P > cS > jS  > djK > jS > jH > j4P > 6H > 236H> delay SG-S > Powered SG-H > SG-S > 236P > SG-H > backdash > 2P > yrc > 236S > Unblockable Shot

    2S starter around 70-90% of max range, no CH, Sol round start position, dummy on forward or back tech, wall splat, yrc unblockable setup, and tell me your success rate. None of you have tried it for me, and that's all I really wanted. I have done the fucking combo before. I know it works. It just seems to have a lot of random factors where it drops even when you time the combo the way you want for me. My understanding is that forward and back tech comes out 2f faster than neutral tech and that the combo counter only turns black if the combo is neutral techable. Clear up some misconceptions for me with more than just words instead of harassing me for having them. I didn't pull them out of nowhere. The information was given to me and goes against common sense, which is why you are all looking at me like I'm crazy. But what if the information wasn't wrong? Try it for me.

     


  7. Hey what the hell. I just needed confirmation that it's just me. I considered that I just suck. I'm not justifying shit. I tried and in the few hours I practiced I concluded that using that setup it would not be at least 90% consistent no matter how much practice I'd put in. I want to be wrong. Prove it to me that I'm wrong by using the same setup on the most important starter instead of attacking my efforts. 2S starter around 70-90% of max range, no CH, Sol round start position, dummy on forward or back tech, wall splat, yrc unblockable setup, and tell me your success rate.


  8. What about 2S 214K starter consistency? I didn't bother with any other hitconfirm because the damage gain isn't big with 2K starter and 5K midscreen starters are rare. Do you have the dummy on forward or back tech?

    The counterhit seems to make a difference with 2S starter and so does changing the dummy tech direction. I'm not convinced you can combo Sol >90% of the time off 2S starter, no CH, Sol in round start position and dummy on forward or back tech.

    I remember reading somewhere that the combo counter lies and things that look like they combo might not actually combo. Please try with the above settings and prove to me how bad my execution is.


  9. For starting off, should I be ending air combos in j.236P > 236H > toss? Or would it be too far to go into 236H unless I'm in the corner?

    It depends on the combo you use. Generally you'll only be able to do it when you're in the corner, yes. Put the dummy on forward or backward tech and test your setups and combos with that.

     

    I been working on how to anti-air people jumping in with 2s. Is 2s viable as an anti air or is Elphelt's only real option to go air to air? 

    I haven't seen 2S used as an antiair much. From my experience, you tend to move out of the way or block rather than try to antiair them unless they're just floating in the air waiting for you to dash cS them


  10. You don't get much without meter versus most of the cast. Just do anything into 2D or 214K followed up with 236P oki or anything into 5H(5hits) into neutral. You can aircombo off 2D versus some of the cast. For more specifics, check out the Universal BnB section of the first post.

    When you have meter, just do anything into 2D, 214K, or 5H(5hits) into red roman cancel into stuff. For more specifics, check out some examples in the first post.


  11. [50%] 5K>cS>2D>632146H>jP>jK>jS>jH>2P>cS>fS>jD>(j236P) [148 dmg]
    I'm pretty sure has a dash after 6232146H. 623146H> dash jP > explosion > jK iirc otherwise the height is messed up.

    The crouching notation is useful, but the notations guide says [CO] while the combos say [CR]. I vote for CR.
    Also, I think it'd be helpful to add notes as to the differences between the combos.

    For the fS>5H(x5)>rc combos, the dash slightly IAD had furthest range. All the current ones only work if nearby a corner.
    We should add the grenade relaunch variant like Sashi's to the list, which works anywhere.

    We also should have a fS > 2H midscreen combo. ojay posted one here: https://www.youtube.com/watch?v=dEDWUKEi6hk
    fS>2H(2)>2D>214K>rc>dash cS>jS>jP>jS>jH>jD>land>2H>cS>jS>jP>jS>jH>jD>(236P) [ dmg Millia]

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