Eliot; General Discussion

Belinea

Active Member
I'm sorry? most of his strings link to PPP, PPK, or PP2P.

The PP string is simply his jab/reverse string that every other character has, don't be fooled because it ends the same way as seven other strings. Rather, most of his strings link into his 6p(p). The differences in the strings are small, but important to know. For example, his 6p will allow combo opportunities in open space against heavyweight characters that won't work against anyone else.
 

TakedaZX

Well-Known Member
The PP string is simply his jab/reverse string that every other character has, don't be fooled because it ends the same way as seven other strings. Rather, most of his strings link into his 6p(p). The differences in the strings are small, but important to know. For example, his 6p will allow combo opportunities in open space against heavyweight characters that won't work against anyone else.
Ah ok I see where you're going now. I wrote that down but overlooked it, anyway that explains why :4::P::P::P::4::P::P: wouldnt work, but I thought it'd be nice to have.

Yeah, his punch strings are very lenient and easy to sidestep. His :K::K: tracks, but in DOA4 it was only safe from max range, but still has slow start up unlike Lei Fang's kk. His only good tracking move that I can think of is 8F+K. In DOA4 it didn't have much purpose, but it did put opponents in a stun stagger. There's no telling if he has gained any new tracking moves for the moment though.

Maybe :6::K::K: It ends with a spinning kick so maybe that can catch people.

On a different move though, I was wondering about :2::P+K:, The move seems dumb, It's a double height hitter(Mid Kick + High Punch). Anyone ever find use for it?
 

Belinea

Active Member
I actually think it's one of his best.
  • Has a followup most people won't see coming.
  • Gained a new high followup that launches.
  • Allows for low juggles when pp and 6p won't hit the opponent.
  • It's main use is probably that you can force tech your opponent with it, and when done so 1k and 6p+k become uncounterable.
  • Because it hits twice it allows you to gamble and reach stun threshold quicker. In turn it also allows for untechable set-ups to be reached quicker as well, particularly those on heavy characters that require several hits first.
  • Has a pretty great hitbox. If you ever wanted to break a wake-up kick in doa4 this was the move to use, as it could break all 3 options.
 

TakedaZX

Well-Known Member
I actually think it's one of his best.
  • Has a followup most people won't see coming.
  • Gained a new high followup that launches.
  • Allows for low juggles when pp and 6p won't hit the opponent.
  • It's main use is probably that you can force tech your opponent with it, and when done so 1k and 6p+k become uncounterable.
  • Because it hits twice it allows you to gamble and reach stun threshold quicker. In turn it also allows for untechable set-ups to be reached quicker as well, particularly those on heavy characters that require several hits first.
  • Has a pretty great hitbox. If you ever wanted to break a wake-up kick in doa4 this was the move to use, as it could break all 3 options.

Wow I never knew It was that good. The counter system always screwed me over...but now that I think about it, against blockers, it would hit a ducker which is really good... As far as safeness goes, on block, is it safe?
 

ScattereDreams

Well-Known Member
I actually think it's one of his best.
  • Has a followup most people won't see coming.
  • Gained a new high followup that launches.
  • Allows for low juggles when pp and 6p won't hit the opponent.
  • It's main use is probably that you can force tech your opponent with it, and when done so 1k and 6p+k become uncounterable.
  • Because it hits twice it allows you to gamble and reach stun threshold quicker. In turn it also allows for untechable set-ups to be reached quicker as well, particularly those on heavy characters that require several hits first.
  • Has a pretty great hitbox. If you ever wanted to break a wake-up kick in doa4 this was the move to use, as it could break all 3 options.


What were you referring to?
 

Belinea

Active Member
Wow I never knew It was that good. The counter system always screwed me over...but now that I think about it, against blockers, it would hit a ducker which is really good... As far as safeness goes, on block, is it safe?

Nope, unsafe. You could free cancel before the second punch though, or just delay it. I rarely throw it out when playing the stun game though, it's mainly a juggler and force tech move for me.
 

DontForkWitMe

Well-Known Member
anyone know if he gets anything guaranteed from his mid holds, low throw that leave opponents back turned or his 214F+P grab. I assume his i9 frame would at least be guaranteed but not sure if the range of it can reach that far after those moves
 

ScattereDreams

Well-Known Member
anyone know if he gets anything guaranteed from his mid holds, low throw that leave opponents back turned or his 214F+P grab. I assume his i9 frame would at least be guaranteed but not sure if the range of it can reach that far after those moves

I'm that I know off. But I'm hoping we can get a free grab. Although his parry does guaranteed attacks

Also - Eliot's old 6f+k was i27. Now it's i21 :D
 

Allan Paris

Well-Known Member
anyone know if he gets anything guaranteed from his mid holds, low throw that leave opponents back turned or his 214F+P grab.

He still gets nothing from these. I SE'd and others SE'd out of each one when they were done at GVN. It sucks but, he's at +20 from his parries, so I wouldn't even bother with holding when the parries do the same thing and then some. For his 2H+P and 214H+P I was disappointed that he gets nothing for them when I found out. Although, I don't think that hurts him greatly because he's very strong in other areas. These are just minor set-backs.
 

TRI Mike

Well-Known Member
Most scrubs who SE do it blocking so you can 214P+F or 2P+F and just go for the super launcher throw.
 

Allan Paris

Well-Known Member
Scrubs do not SE, for many of reasons I will not go into here. They will come out of both of those situations pressing buttons or holding, and possibly blocking. So just going for a super launcher throw will get you blown up unless you pin point their patterns. Good luck with that because a scrub does not have a logical way of dealing with either situation.

214H+P is a nice grab but why go for it when it setups nothing? Stick with his launching throw or his 4H+P. As far as his low grab goes, players will have to find tactics that suits them best. His low throw is still a 50/50.
 

TakedaZX

Well-Known Member
Scrubs do not SE, for many of reasons I will not go into here. They will come out of both of those situations pressing buttons or holding, and possibly blocking. So just going for a super launcher throw will get you blown up unless you pin point their patterns. Good luck with that because a scrub does not have a logical way of dealing with either situation.

214H+P is a nice grab but why go for it when it setups nothing? Stick with his launching throw or his 4H+P. As far as his low grab goes, players will have to find tactics that suits them best. His low throw is still a 50/50.
Didn't Genfu have 2 similar grabs to those, and did he get anything off of his? Also, are 214F+P and F+P breakable?
 

Allan Paris

Well-Known Member
Yeah he has or had the same problem, I don't know how he is now. No, neither grab can be broken from either character. Only neutral and some chain throws can be broken. Everything else is unbreakable.
 

TakedaZX

Well-Known Member
Yeah he has or had the same problem, I don't know how he is now. No, neither grab can be broken from either character. Only neutral and some chain throws can be broken. Everything else is unbreakable.
I guess that's the upside to them, but the damage isn't anything to be proud about, last time I checked in DOA4, but Idk about now.
 

Belinea

Active Member
I haven't seen his old 1P+K string used at all, so I'm inclined to believe it's gone. That would be really disappointing as it was one of his top 5 moves in doa4. I think the new 1P+K is a critical burst, no?

To answer my own question, at the very least the second punch of the string still exists as it can be seen in this video at 1:20:

I love this attack, I hope it's still safe. Also, another thing this video shows is that Eliot can't 236f+p and then do 9k straight away anymore.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top