iThe Apprentice
Well-Known Member
v2.0.0
Dead or Alive 5 Last Round
*Apprentice of the Iron fist Guide “I challenge you!”*
Section 1 : Safety.
Section 2 : Speed
Section 3 : Spacing
Section 4 : Tracking:
Section 5 : Crushes:
Section 6: Holds/Parries/Sabaki
Section 7: Throws
Section 8: Launchers
Section 9: Input difficulties
Section 10: CB setups
Section 11: juggles
Section 12: Environmentals
Section 13: Pseudo FTs
Section 14: TAG COMBOS (W.I.P.)
Section 15: Last Round Buffs
Section 1: Safety
*Here’s a list of moves that Eliot will work best with when you’re playing him safe. Keep in mind all of these are (-6) or less.*[Strikes]
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-([BT]
[Throws] (Tech roll based)
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Section 2: Speed
*Moves that are 15 frames or less.*
[Punches]
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-BT(
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-BT (
[Kicks]
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Section 3! Spacing!!!
[Info]
*Most of these moves can and will be sidestepped*
- Eliot’s playstyle has always been that of a “Spear” that’s how the fighting style is all about. He’s good at poking, keeping distance and playing mind games. Let’s talk worst spacing move so far. You have several different spacing moves.
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- Those moves will get you absolutely nowhere in higher play. Try all of these!
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***Don't forget about Marie.***
Section 4: Tracking!
*Eliot has some decent tracking moves. Sadly one of his best ones was nerfed, What made up for it was a really good tracking move. Let’s talk about that.*
[Highs]
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-(BT
-(Every Kick at the end of a punch kick such as
Section: 5 Crushes!
[High crushes]
*Eliot has A lot of high crushes, A LOT. Let’s start with the basic crushes that a lot of Eliot players know about. (Or should know about)*
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[Low crushes]
*Eliot doesn’t really have as much low crushes as he does high crushes and the ones he does are hard to pull off, you need excellent timing for them*
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Section 6: Holds/Parries/Sabaki
*Eliot is and can be a very powerful defensive character if played correctly. He has many advantages on his holds, parries, and Sabaki. Let’s talk about those advantages even though some are really not that great…
[Holds]
*None of these holds guarantee any follow up attacks in higher level play*
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[Sabaki]
*His sabaki is the perfect instrument to catch those oncoming high attacks. (Especially the VF characters and Jann Lee.)
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[Parries]
*His parries are an excellent way to get a quick advantage when dealing with aggressive characters. For example (The ninjas, The assassins, and the Karate masters) It’s also good to use if you whiff an unsafe move and they don’t go for a throw.
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Section 7: Throws
*Eliot has many throws that are pretty damn strong. A few can give you frame advantages. Another few can interact with the environment. Here is some of the few.
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Section 8: Launchers
*Eliot has a lot of launchers, quick and slow, Normal hit, and counter hit. Let’s go over some of the few.*
[*Normal hit*]
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[*Counter hit*]
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Section 9: Input difficulties
*A lot of players will have a very difficult time inputting some commands such as, (46 P) & (i3 P) let me explain how to properly input these commands.
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*This is not as hard as people make it seem. I notice a lot of players having a difficult time inputting it because they don’t know the basic rule of timing. A lot of players will become button crazy and start to input the attack just like (
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*Now, this one can be hard as FUCK! I remember first playing Eliot trying to make the best out of him and accidentally doing a Choryu (
Section 10: CB setups
*There’s a reason why Eliot is the worst character in the game. He has almost no guaranteed combos or setups at all. Mainly because he’s about power and spear techniques but that doesn’t give TN a reason for him not to have anything at all. Most of his CB setups are completely useless unless you use unpredictable moves. His sit downs stuns suck really bad, and should be used only for casual play. Let me demonstrate some CB setups that will be and can be countered a lot unless you know what you’re doing.* \
*Let me explain how this CB thing works. CB give you an absolute guaranteed launch follow up after execution. To pull it off, you need to get 4 hits, whether it be 4 stuns, 1 stun 3 hits… So on, so forth. Let me give a few examples.
-Combo 1: (
-Combo 2: (
-Combo 3: (
-Combo 4: (CH
*Quick note on the Sabaki: His sabaki has only 3 start-up frames for you to pull of the move right, so you’ll have to read your opponents move carefully.*
-Combo 5: (
*Since Eliot isn't all that great of a SDS'er, all of his SDS are escapable to the max*
Section 11: Juggles
*Alright, all flashiness thrown out the window, here’s where we get really serious.*
*Here I will discuss and show you guys the importance of the juggles at hand, the most effective, and the most practical.*
[Max damage from common launchers]
*Eliot’s most common launcher that players use is, (
*Quick note: You know most of the combos here will show a lot of Choryu inputs and iron punch combo enders, if you’re having trouble with that go back and examine my methods if not, then there’s simple ways of making more damage without all those inputs, I.E. you can always end the string with a kick instead of the iron punch it still does around the same amount of damage. As for the Choryu, you can always input (
[Legend]
CH: Also counts as Critical threshold 2
HCH: Also counts as Critical threshold 3
BTO: Back turned opponent
-Lightweights:
-CH: (
-CH: (
-CH: (
-HCH: (
-HCH: (
-HCH: (
Mid Weights:
-CH: (
-CH: (
-CH: (
-HCH: (
-HCH: (
Heavy weight
-CH: (
-CH: (
-CH: (
-HCH: (
-HCH: (
*Now here’s where the fun really begins to the beloved jelly players.
Feather weight
-CH: (
-CH: (
-CH: (
-HCH: (
*Unfortunately Eliot doesn’t really have any more variety in his moves for more attacks or juggles so this will do for now.*
[Throw combos for all weights]
*Here I will show you some of the best ways to end Eliot’s (236T) Input command for all weights. I’ve declared these the best or the most practical in any situation. There’s around 3 or 4 combos that will work for all weights except during the weight classes you have to cut off some fragments of the combo. Let me show you how this works*
-Throw combos
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*Works for all weights just remove 1 Choryu for heavy & light weight*
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*Works for all weights except heavy*
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*On all weights except heavy (Harder to pull off on Jelly, since she’s so light)*
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*ONLY WORKS ON MS. JELLY (Alpha-152)*
-THROW COMBOS ON THE WALL
-LIGHTWEIGHTS
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-MIDWEIGHTS
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-HEAVYWEIGHTS
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Section 12: Environmentals
*Don’t we all love environmental areas? This is where the fun starts, even though he’s slow he can still pull of some damage. I’ll show some of the best ways to continue from an environmental obstacles.
-Breakable obstacle
-(After break) (
-(After break) (
-(After break) (
-(Afterbreak) (
-(After break) (
*Try the one that works best for you*
-Wall slam
*There’s really only one thing you can do during a wall slam since Eliot has no real variety.*
(Depending on the weight classes is how many Choryo you do.)
-(After slam) (
*Let me give an example on how to perform this*
Light weight
-(After slam) (
Mid weight
-(After slam) (
Heavy weight
-(After slam) (
-Tiger Show (Tiger)
*Now I absolutely love the tigers! So much combo capability! Let’s see what he’s capable of*
*Note, was toying with Helena and she is a mid weight*
-(After TIGGER) (
-(After TIGGER) (
-(After TIGGER) (
-The show (Clown balls)
*The balls always make it seem like it bounces really high but it’s not, it only launches at his decent height so there not much we can really do here but we will anyway!*
*Note I was toying Mila she’s a light weight*
-(After bounce) (
-(After bounce) (
*Note this has to be done at a certain angle for this to work because his (
-(After bounce) (
*This also needs to be done at a certain angle for it to work*
-The show (Star bounce)
*The star bounce is always a pain in the ass to pull off right because it normally leaves the opponent a couple of feet from where you are so you have to move in a little closer. But there are some string that will help him overcome this.*
-(After bounce) (
-(After bounce) (
-(After bounce) (
(I’ll save the rest of the Environmentals for the Combo video v2 for Eliot.)
Section 13: Pseudo Force techs
*Eliot’s got some really good force techs. Although some are hard to pull during a fight, they do have their advantages. Let me show you a few.*
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SECTION 14: TAG COMBOS WITH ALL CHARACTERS
(W.I.P.)
*Welcome to Eliot's newest Section! Here Is posted all the possible tag combos for all weights with all cast members.*
-Kasumi
(Lightweight) Normal Hit
-DMG: 167
Heavyweight: Counter Hit
-DMG: 196
Lightweight: Normal Hit
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-DMG-176
Heavyweight: Normal Hit
-DMG: 130
Lightweight: Normal hit
DMG:143
HEAVYWEIGHT: Normal hit
DMG: 124
LIGHTWEIGHT: Normal Hit
DMG: 134
HEAVYWEIGHT: Normal Hit
DMG: 128
LIGHTWEIGHT: Normal Hit
DMG: 201
HEAVYWEIGHT: Normal Hit
DMG: 154
Section 15: LAST ROUND buffs
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WARNING! Cannot be used to continue combos. If you do, the process will end up making it -4 on hit.
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Please feel free to give me any question here for the public any concerns or requests please PM me.
*Side note* New Last Round project incoming.
Thanks for reading and give me your feedback.
Shout outs:
To EMPEROR_COW for helping me with the guidelines to make this guide. I owe you one cow!!! Thanks.
To SoCalDOA for giving me some amazing tournaments.
And thanks to Eliot for being my main, boy is he underrated!
Last Round's changes gave him some decent enough buffs But TN can do better.
Can I get a
*Edit 2015*
-Hey Guys just updated the guide again. I did this in favor of my new project that's upcoming now that LAST ROUND is out.
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