Under Night In-Birth/UNICLR/Eltnum/Combos

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Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X > Y Cancel "X" into "Y".
X, Y Link "X" into "Y", allowing "X" to fully recover before "Y".
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is performed by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Getting Started

Starter Combos

Combos to start off with Eltnum that are recommended to learn since they are very complete and easy, having good corner carry, meter building and most common ender for the character. They also teach vital parts for her routes that you are going to still use in more advanced combos or CLR routes, since they still uses whiffed A normals, j.[C] links, midcrodashes and delayed ricochet shots. If you are interested in making Eltnum your main it's recommended that you start learning these and getting them in your muscle memory.

Also the most important combos to learn for the character will be highlighted in red, these are essential or important since they are the standard confirm or it teaches fundamentals parts of Eltnum's combo game. Meanwhile, the new combos found in CLR will be highlighted in blue, these routes are commonly more advanced or difficult than the standard routes but if you are really interested in improving with the character you will have to learn them eventually to get to her high damage combos, but they are not intended for people new to the character.

Finally, the TOTAL amount of Bullets used in the combo will be shown under the cost section, while the minimal amount of those bullets that must be Enhanced (ENH) will be shown right next to it.

Combo Damage Cost Meter Gain Location
  • Really basic confirm from any starter, can work from really prorated ones.
  • "I'm new to UNI and FGs" Difficulty lvl.
  • Click here to see a video
  • Eltnum's main UNIEL combo, still relevant in ST and CLR. First combo recommended to learn to any new Eltnum main.
  • It works from almost any starter (except 2AA 2B 2C) but will drop on Hyde, Linne and Hilda (you can substitute 6[B] w2A with 236[B] to circumvent this).
  • If you used 2A you can't do w2A. Pick up with 2C(1) or just do 22B.
  • Click here to see a video
  • Easy optimization of the classic UNIEL route using UNIST tools. Best combo to learn, as it teaches you a lot of Eltnum's combo tools. Does not require purple bullets but with them the timing is more lenient.
  • Click here to see a video
  • Eltnum's main UNIEL combo, still relevant in CLR as a B starter combo. This route is also integral to learn as the j.[C] link is prevalent in many new and old combos alike for higher dmg. It also works on all characters.
  • Click here to see a video
  • Eltnum's main far 2C confirm in CLR. Due to a combination of 214B and 421C buffs in CLR, 421C always connect after 214B and is always optimal. Just mind that it requires Meter.
  • Click here to see a video

Theory

Combo theory

  • Eltnum's combo routing involves hitting your big buttons + one or two ricochets (236[X]), before ending the combo with the classic 22B 66C repetitions. The 22B repetitions and the ricochets are important as you want to reload as many bullets as possible to get your enhanced bullet pressure going. The big buttons that you want to hit in your combo are 5[C], 421B, 6[B], j.[C], j.2[B] and 3[C]. You always want some combination of these in your combo.
  • For example: The most basic strings to confirm your routes midscreen are doing anything into 2C > j.[C] > w.j.2B > 5B > 3[C] > 236[B] or into 2C > j.[C] > j.2[B] > 421B, and then doing the 22B 66C repetitions. These routes will grant you decent damage while also having decent corner carry.
  • If you want to take your routing to the next level, you can confirm one of your A or B normals into the 2C(1) 3[C] 5[C] routes for 3k+ meterless damage, while also being simple to hitconfirm if you're pressuring with your A and B buttons. Because of the nerfs to 2C in CLR, this is the safest way to get good damage. The other way to get good damage is hitconfirming into the 5C 3[C] j.[C] routes, but those can drop at the start if you hit your B normals near the tip range.

FAQ

I can’t do the micro dashes in the combos, any tips? Are they a must for Eltnum routes?

A: Mostly yes, Eltnum has some pretty important routes that need them and are common in a lot of combos, like md5B, md2B and 2C(1). The first one is important since it appears in a lot of routes of the character so it’s important to know the timing, try to dash and release the input before inputting the 5B, if you got a 66B you aren’t releasing the dash input fast enough.

Need help with that md2C(1) 22B, any advice on how to make it easier?

A: That microdash is tough, but a tip that can help is is doing the input like 2C2B which will buffer the 22B after the 2C(1). Also it’s worth noting that it can depend from what combo are you doing it since it is affected by starter and length, so in some routes it can be easier than others.

Dash macro or 66 input to perform the microdashes midcombo?

A: 66 can be buffered which can make those microdashes easier , while with the macro you can’t microdash with the buffer system which could make them more complicated but at the end is a matter of what is comfortable to you.

The combo in md5B 3[C] 236[B] 22B drops after the ricochet shot

A: Delay the 236[B] a bit after the 3[C], specially if you have ENH bullets since they come out faster. It’s a common delay in Eltnum strings so get used to always delay a bit the 236[B] unless the combo in the list says otherwise.

In this ENH bullets combos how I do the 421B 236[A]?

A: Again, with ENH bullets the start up of the ricochet shots is faster, so when you have ENH bullets you need to delay the 236[A] a bit after the 421B.

After the 66C Reload I try to meaty people but I get mashed/throwed, what i’m doing wrong?

A: To secure your meaty 5A after 66C knockdown you need to cancel the 66C into the 22C and get a perfect reload, if not you will be minus or not plus enough to secure you the meaty.

How do I conect IWEX after 623C in the CVO routes?

A: The best way to secure the IWEX is to delay a lot the 623C after the 421C in the CVO route, then try to time the IWEX as soon as you see Eltnum “drag down the wire” in the 623C animation.

Combos

Midscreen A Starters

Combo Damage Cost Meter Gain Location
  • md2C(1) 22B is a tight link. You can avoid it but you are missing damage and buffed bullets. Works with 5A 2B 5C.
  • Click here to see a video
  • Alternative CLR Route to avoid doing the tight 2C(1) link. Works with 5A 2B 2C(1).
  • Less damage but got the two 22B 66C reps so it's easier, plus more natural to combo into from a blockstring.
  • Click here to see a video
  • CLR ENH Route. Due to the 5A starter, the link between 236[A] and j.[C] can be tight. Doesn't work with 5A 2B 2C(1).
  • Click here to see a video
  • ST ENH Route. Very high damage combo requiring 1 purple bullet. The prior combos are more recommended to learn.
  • Midscreen only, May lead into corner but only if your opponent is NOT in the corner by the time you use 421B
  • DOES NOT WORK ON: Gordeau, Seth, Chaos, Enkidu, Eltnum. For these characters, after 22A, do dl5B 3[C] 236[B] dl421B dl22B 66C 22B 66C 22C
  • Must slightly Delay 421B On: Linne, Waldstein, Merkava, Yuzuriha.
  • Click here to see a video
  • 2A 2A starter. You want to hit the delayed j[C] right before your opponent touches the ground, also slight delay 236[B]. Can be done from 2A 2B 2C(1) for 3194 (3503) dmg, but it's tight.
  • Click here to see a video
  • Prorated route with 2AABC starter. 2AABC will not work with the basic combo into 5[C], it will drop on 421B.
  • Click here to see a video

Midscreen B Starters

Combo Damage Cost Meter Gain Location
  • Route requires stricter delays after the 236[A] so can be difficult for newer players. With one enhanced bullet, can skip the md 5b, it will do 3324 damage instead.
  • Click here to see a video
  • Very high damage combo requiring 1 purple bullet. Midscreen only, May lead into the corner but only if your opponent is NOT in the corner by the time you reach the 421B.
  • DOES NOT WORK ON: Gordeau, Seth, Chaos, Enkidu, Eltnum.
  • Must slightly Delay 421B On: Linne, Waldstein, Merkava, Yuzuriha.
  • Click here to see a video
  • 5C 3[C] routing in CLR tends to be more optimal than routes that utilize 2C. They are tougher and require different blockstrings in order to properly confirm, but they do lead to higher damage.
  • Route requires strict delays after the 236[A] in order to properly work.
  • Click here to see a video
  • 5B/2B 2C(1) 3[C] route, can be option selected by inputting 2C(1) 3[C] regardless of hit or block. On hit, 2C(1) 3[C] will combo. On block, 2C will happen without the 3[C], as the 2C(1) cannot be normal cancelled on block.
  • Click here to see a video
  • Alternative CLR Route to avoid doing the tight 2C(1) link. Less damage but got the two 22B 66C reps so you get more purple bullets and it's easier, plus more natural to combo into from a blockstring.
  • Click here to see a video
  • ENH Route for the above combo. The link between 236[A] j.[C] can be tight but is better since B starter.
  • Depending on if you hit a 5B or 2B can vary if you need to do a 8 j.[C] or a 9 j.[C]
  • Click here to see a video

Midscreen C Starters

Combo Damage Cost Meter Gain Location
  • Due to a combination of 214B and 421C buffs in CLR, 421C always connect after 214B and is always optimal.
  • Damage depends of Distance Proration. TLDR: You get more damage the closer you hit 2C. It also depends of how many hits of 421C you get (up to 2 hits is good).
  • Click here to see a video
  • Far 2C confirm, incredibly useful when 2C j[C] will not connect, or when block stringing with 2C 5[C]. Used to be optimal in ST, but not anymore. Keeping it here because people will still probably autopilot into it.
  • If 2C j[C] connects, standard 2B routing can be applied (see first 2 combos in midscreen B section).
  • Click here to see a video
  • Another far 2C confirm. Due to the reduced startup and recovery of 236[A] with purple bullets, it is entirely possible to use it to confirm a far 2C hit into a full meterless combo. You can do pretty much any combo routing that takes place after a J[C] in a regular Eltnum combo. The above combo is just an example that works with the least amount of purple bullets.
  • For example the character specific midscreen enhanced combo will work.
E.g: 2C 236[A] dash 2B J[C] wJ2B 22A 5C 3[C] 236[B] 421B 22B 66C 22B 66C 22C (3512, 3 purple needed)
  • Advanced route in CLR. You want to hit every possible 421C hit and then delay the j.2[B].
  • The md2C(1) extension can be avoided for an easier combo for 3177 damage, this route does more damage than the normal one being slightly harder but loses ENH bullets on reload.
  • Click here to see a video

Corner A Starters

Combo Damage Cost Meter Gain Location
  • Works near corner as well. You can add an additional 421B after 3[C] for 3173 damage, at the cost of a GRD block.
  • Click here to see a video
  • Can be done with worst starters like 2AA 2C(1) for 3283 dmg and only one 22B rep. Whether you can do one or two 22B reps will depend on the starter.
  • Enhanced 2C(1) 236A 22A routes are one of the most important to learn for optimizing Eltnum's corner combos because of how many starters it works with. It gives a very noticeable damage boost over many of her normal routes.
  • Click here to see a video
  • Another route that optimizes by avoiding early 2Cs. Route is possible on bad starters, such as 2AA 2B for 3172 (3480 bonus dmg)
  • Click here to see a video
  • With 2A starters, need to use delay w5a instead. Also, can only do one rep of 22B.
  • 22A 236A is slightly higher damage, but will drop on certain characters. 236A 22A is universal.
  • Note that using 5B after the 22A is better to avoid SMP. If you autopilot into 5C after 22A, you CANNOT do the last rep of 22B.
  • Click here to see a video

Corner B Starters

Combo Damage Cost Meter Gain Location
  • Route can be simplified by omitting the 236[A] 2C(1), as the 2C(1) can be somewhat difficult to link.
  • With one enhanced bullet, the 2C(1) can be skipped to deal 3439 damage
  • Click here to see a video
  • Works In Corner and Near Corner, and only needs 1 Purple bullet comparatively for only 100 less damage.
  • Opponent must be cornered by the time the 22A hits or the combo will drop.
  • Click here to see a video

Assault j.C Starters

It’s important to remember that on a counter hit or grd break assault j.C, the combo proration will not suffer the assault penalty. Thus, you can do normal 2B starter combos without compromising damage. (see 2B starter sections)

Combo Damage Cost Meter Gain Location
  • Corner only, ENH route using 2C(1) 236A 22A routing
  • Can only get 1 22B rep, but still has noticeable damage gain over other routes.
  • Click here to see a video

Assault j.A CS Starters

Combo Damage Cost Meter Gain Location
  • Confirm off instant assault jA with CS. You can do basically any A starter route off of assault jA CS.
  • Click here to see a video
  • You can only do one rep of 22B. However by omitting the 421B in the combo you can do two reps of 22B, giving very similar damage (2956). Possible choice to make if you would rather have more enhanced bullets.
  • Click here to see a video

Assault j.[C] Starters

Combo Damage Cost Meter Gain Location
  • CLR changed assault j[C] to no longer pop you upwards when it gets blocked, making assault j[C] a much more valuable tool as well as giving you easier combos. Assault j[C] is also extremely useful due to its farther hitbox and increased blockstun (a shielded assault j[C] is still +2 even if it was done on the earliest possible frame).
  • Click here to see a video
  • Corner assault j.[C] route. One of the most important things about assault j[C] routing is avoiding further use of j[C] to avoid SMP
  • Click here to see a video
  • Higher damage but harder corner combo. Need to delay the 3[C] and j2[B] properly.
  • Can add a j.B before the j2[B] with a long enough delay for 10 extra damage, but makes the ending a bit stricter.
  • Click here to see a video

Midscreen 22A CH Punish

Combo Damage Cost Meter Gain Location
  • Needs to be close enough to do [BC]. If too far, omit that move.
  • 22A CH is Eltnum's best starter, you can do pretty much any combo if you hit this.
  • Click here to see a video
  • Alternative 22A CH route from Mikaido. Nets most damage out of all but requires the md2C(1) 22B link, unless you are in the corner.
  • Click here to see a video

Corner 22A CH Punish

Combo Damage Cost Meter Gain Location
  • Must be fairly close to get the first 3[C] to connect. 22A md.5C can help you hit 3[C].
  • If you skip the last 2C(1), you get access to 3[C] sj. enders.
  • Click here to see a video
  • Enh combo. Must be fairly close to get the first 3[C] to connect. If too far away or unsure, do md5C 3[C] or do 2C(1) 3[C].
  • To get access to sj. enders, you must: *Do a md.3[C] after [BC] if it doesn't hit close to the ground, then delay jump cancel 9. *Skip the last 2C(1) *Slight delay 3[C] after 22B 22B.
  • Click here to see a video

3C Starters

Combo Damage Cost Meter Gain Location
  • Starter 3C Combo, nice damage and corner carry
  • To get the 421B after the diveckick buffer the 421B before reaching the ground
  • Can be extended with the md2C(1) 22B link and it's not that tight in this case
  • Bullets: 7
  • More damaging combo that can be OS
  • Delay the second j.[C] until you are near the ground so you can 2hiff the divekick and pick up with 5B
  • What makes it even easier is that you can buffer the super jump (2~8 stick input) after 3C. Once visually confirmed that you hit it, the super jump will come out and you can jB j[C] for a full confirm. The jB can even be delayed. On block, super jump will not come out.
  • Bullets: 12
  • 3C starter that works both air and grounded
  • you can extend the combo with the md2C(1) 22B link
  • Bullets: 7
  • You can double jump before j.2[B] to make the combo more consistent
  • 3C corner combo
  • Probably your best corner punish for Veil off, or Vatista flashkick
  • You can do the same route for ENH, but the 236[A] 2C(1) link is harder due to the different startup of ENH ricochets, you should skip 2C(1) and go for 3[C] if you're not confident it will land
  • Bullets: 13

236X Starters

Combo Damage Cost Meter Gain Location
  • Eltnum’s basic 236B confirm, 236B is much easier to confirm with than 236A as it is 3 shots instead of 1.
  • For an easier combo, don’t do the final microdash, just end in 22B 66C 22C (1 rep) (2786 dmg)
  • On counter hit you can go into the combo below
  • Don’t forget that at farther distances, this combo (and others) will do less damage because of distance proration
  • Bullets: 11
  • Uses one enhanced bullet, but 236C uses a bullet and reload, meaning that if you get a perfect reload after the 236C (which you+should always be trying to get), this combo is ALWAYS usable
  • Can be done off of raw 236C, just omit the 236A
  • For an easier combo, don’t do the final microdash, just end in 22B 66C 22C (1 rep) (2786 dmg)
  • Bullets: 12
  • ENH Bullets needed: 1
  • Similar to the above combo, but your fallback if you miss the enhanced reload
  • For an easier combo, don’t do the final microdash, just end in 22B 66C 22C (1 rep) (3024 dmg)
  • Bullets: 10
  • Conversion when you hit them in the air with 236A/236B/236C
  • Metered confirm off charged A shot full screen, extremely useful against Vatista because she cannot be counterhit. Still useful against every other character as you will still sometimes get a non-CH 236[A] starter.
  • Similar to 236A 236C routes, replace 236[A] 3[C] 236[B] with 6[B] w2A if you miss your reload
  • Damage value is with distance proration
  • Bullets: 12
  • Meterless confirm off counter hit charged A shot full screen
  • Omit md 2C(1) 22B for an easier route, dealing 3374 damage
  • Bullets: 13
  • Meterless confirm off charged B shot at 2C range
  • If it counter hits, it will work full screen (and do more damage due to no distance proration)
  • Omit md 2C(1) 22B for an easier combo and to do 3369 damage
  • Bullets: 13
  • A 236[X] confirm that gives you the option to sideswap
  • Will naturally sideswap on its own, but can stay same side by holding 4 after the j[C], using Elt’s new aerial drift
  • Bullets: 8
  • Higher damage confirm for 236[A] near the corner for when the opponent tries to challenge you and gets hit by the ricochet in your pressure
  • Try to delay the 2B a lilttle bit to make the 236[B] easier to hit.
  • Can work from a C starter near the corner for less damage
  • Bullets: 13
  • ENH Bullets needed: 3

214X Starters

Combo Damage Cost Meter Gain Location
  • Due to 214B and 421C buffs, 421C will always connect and be optimal for converting off of 214B.
  • Damage value is for the 214B starter. 214A starter damage is 3016
  • Bullets: 10
  • While this was made easier in CLR, the route is still difficult, although not a one frame link like in ST. The difficult part is the microdash 2B, requiring incredibly specific timing. Not recommended for new players to learn.
  • The route is also designed to allow easy conversion when you do connect it.
  • Omit 2C(1) 22B for an easier ender.
  • Bullets: 12
  • While not an incredibly damaging combo, it is useful to tack on extra damage after a 214A hit for a loss in oki.
  • Bullets: 2

j.214X Starters

Combo Damage Cost Meter Gain Location
  • Basic combo off j214A into metered conversion
  • Note: j214A is generally considered a rare starter and no longer has resourceless conversions in CLR
  • To avoid the 66B to send flying the opponent you need to buffer the move after the 214C so he stays in front of you and pick up with 5B.
  • Bullets: 10
  • Basic CS conversion off j214B
  • Use md 2B instead of 2C to avoid the CLR nerfs
  • Bullets: 10
  • Corner only, more damage
  • Bullets: 11
  • Corner only, CS conversion off j214B
  • Bullets: 11
  • ENH combo for j214B
  • CS 22A 236A does 10 more dmg but is significantly harder to pull off
  • Bullets: 13
  • ENH Bullets needed: 3

421C Starters

Combo Damage Cost Meter Gain Location
  • A staple combo to learn as CS -> cutting sync is a common scenario for mid to high level play
  • Bullets:12

6B Starters

Combo Damage Cost Meter Gain Location
  • Very easy confirm off autopilot 6B 22B, which is also useful as a blockstring (6B is only special cancelable on block)
  • Since 6B is fairly reactable, it is important to make sure that you know how to convert on hit while making sure you’re safe on block
  • Bullets: 11
  • Harder and higher damage confirm off 6B
  • Bullets: 11
  • Corner only
  • Really cheap 6B option select.
  • With enhanced bullets, if you input 6B 2C(1) 236A as a hitconfirm, you can combo into the following route on hit, but on block only 6B into 236A will come out, leaving you at +1 on block. Generally more favorable in the corner to perform than 6B 22B as players experienced in the matchup will shield many hits of 22B and push you very far away while shifting the GRD cycle heavily in their favor.

6[B] Starters

Combo Damage Cost Meter Gain Location
  • Hella damage
  • Use this when your opponent is asleep or is minus 33
  • Corner only
  • Bullets: 13
  • ENH Bullets needed: 3

Air Throw Starters

Combo Damage Cost Meter Gain Location
  • Basic air throw combo
  • Don’t use 2C after air throw to avoid 2C proration. However, 2C may be necessary for farther or higher up conversions
  • Omit 2C(1) 22B for an easier combo
  • Bullets: 12
  • Basic corner air throw combo
  • Bullets: 11

Sideswap routes

Combo Damage Cost Meter Gain Location
  • Any combo involving a 6[B], most commonly from: {421B 6[B] w2A} can replace the w2A with a 421A, causing Eltnum to move through the opponent
  • 2C(1) 22B is used to pick up after the ground bounce, allowing continuation of the combo
  • Example combo: 5A 2B 2C 5[C] 421B 6[B] 421A 2C(1) 22B 66C 22B 66C 22C

Mid reload combos

https://docs.google.com/document/d/1NjfzXpavgirpLw6P3osdbNuJvQ1XWqmps766jnKODDQ/edit?usp=sharing

Combo Damage Cost Meter Gain Location

Metered Enders

Combo Damage Cost Meter Gain Location
  • ~j.214A 214C Ender
  • High corner carry ender, does not require vorpal
  • Hold forward to keep the same direction, don't hold anything for a sideswap
  • Useful to use for meter dumping + corner carry when vorpal is not present
  • Highest damage ender with corner carry
  • https://twitter.com/Motakshi/status/1025999209294647296
  • ~22B 3[C] sjc j.[C] jc j.214C Ender
  • Previously in ST, 421C j214A was the preferred meter dump option in vorpal, but due to the backdash nerf, this is no longer useful except if you are trying to kill.
  • Instead, j214C gives knockdown better than 66C, allowing you to meaty with different normals or reposition yourself around reversals and throws, while still giving you good damage (although not as much as 421C).
  • That means this is the usual CLR metered ender.
  • Note that this ender does not work on every combo, especially those that are very heavily prorated
  • Also, 3[C] j[C] usually does not combo after two reps of 22B. Only use one if you are trying to use this ender (3[C] j[C] end up dealing more damage than another 22B anyways)
  • Meter dump ender for when you realize you are on your second 22B and can't use the other enders
  • Useful to corner carry and have a little extra damage
  • You have better options than this but is there to back you up.
  • Nothing too fancy, use this when you want to kill since it's our most damaging 100 meter ender.
  • Oki is bad since you can't reload, but you can get a meaty.
  • Better ender to kill but can be challenging to pull off on very prorated routes.
  • Ender that allows you to get all your GRD blocks as meter for the next round and kill at the same time.
  • Only use if you're missing on a little extra damage to kill.
  • Usual place to end with Infinite Worth/Super, use this to kill or just want to use all your meter.
  • Worth noting that if you delay the IW too much and you are in the corner the opponent can forward tech which will end with you in the corner
  • You can reload and meaty after this.

Ending Combos in CVO AKA Max Damage Ender

Combo Damage Cost Meter Gain Location
  • 100 Meter, >30% hp
  • Simple and clean conversion for when you have 100 meter and CS for a IW
  • 200 Meter, >30% hp
  • The 200 meter >30% hp situation is probably the most common CVO scenario, and a must-learn for Eltnum players.
  • Generally the 421C will be inserted after the most common ender, double 22B gunshot. (before dash C occurs)
  • Example combo: 5A 2B 2C 5[C] 421B 6[B] w2A 22B 66C 22B 421C j[C] CVO 214A IW
  • 200 Meter >30% hp
  • Corner CVO Route, for when you are not in orange life bar
  • You can add a 214B after the CVO to add 10 more damage
  • Can be used in midscreen by doing ~22B md.66C 22B 214A 421C j.623A CVO IW. The microdash is mandatory or the 214A will whiff on prorated routes.
  • 200 Meter, <=30% hp (orange life bar)
  • Optimal and easy
  • Mash IWEX input during j623C to get it to connect, or you can time it after Eltnum pulls down the wire/etherlite
  • 200 Meter, <=30% hp (orange life bar)
  • Probably Optimal
  • You only have 3 frames to hit Enkidu, Wald and Gordeau with dl.j214C, there's more leniency for the rest of the cast

Click here to see a video

  • For combos that end in double jump launcher, same conditions.
  • Cannot be done off 22B 22B 3[C] etc.

Ending combos with Veil Off

Combo Damage Cost Meter Gain Location
  • Hitting an opponent with veil off during a combo while your opponent is in vorpal will strip them of their vorpal state, denying them access to CS. This is extremely powerful and useful.
  • Eltnum has perhaps the easiest time out of any character to vorpal strip, as all you have to do is combo into either 6[B] or 236[B], which nearly every single one of her combos end on. Instead of doing 22B reps, just veil off instead.
  • Basic metered way of doing a vorpal strip. Useful for tacking on extra damage when you have 200 meter and want to strip.
  • Can be done after double 22B (you can usually shove in a 236A or 22A after the last 22B rep for a little extra damage too).
  • Corner only VO strip. Leads to higher damage, lets you use your bullets in a VO strip, and enables strips off routes that don’t utilize 6[B] or 236[B] as enders. However, due to your use of bullets for this strip, you might want to reload, which makes meatys a bit more difficult with this setup.
  • It is possible to meaty after hitting your opponent with VO and reloading, but you have to hit the perfect reload on the earliest timing to properly meaty 5 frame normals and throws.

Videos

UNIST - Eltnum Combo Guide 2019 by Shunflower
Eltnum UNICLR Routes/Combos by Meta
Eltnum UNICLR Combo video Part 1 by Mikaido

External Links


Eltnum Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2023-04-16 by Frostedd.

53% complete
Page Completed To-do Score

Overview

  • Created base page with basic formatting
  • Add gameplay summary, frame data and new moves.
  • Review preliminary frame data
  • Remove ST data
30/50
Strategy
  • Created base pages
  • Fill in Strategies
0/25
Combos
  • Added Combos
  • We have more than enough combos, could add more though
23/25
General
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Londrekia
Eltnum
Akatsuki
Frame Data
Hyde
Linne
Orie
Seth
Hilda
Chaos
Mika