Under Night In-Birth/UNI2/Eltnum/Starter

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Quick Summary

Eltnum is a jack of all trades with good tools to contest neutral, however, she excels in close range with her solid A and B buttons. Up close, you want to mix your amazing stagger windows with rebeats and frametraps to keep your opponents guessing, and start adding throws when they respect your pressure.

Additionally, her unique mechanic's idea is to spend bullets between neutral and combos to setup for a big perfect reload. This enhances her gun specials with better framedata and damage, which makes her pressure extremely scary, specially with her opponent cornered. You want to manage her bullets so you have enough for combos, pressure and neutral.

Notable Moves


Combos

Combo Damage Cost Meter Gain Location
  • Basic combo that works from almost any starter.
  • This guide will reference this combo a lot.
  • 236C combo to follow up after using 236A or 236B.
  • 236C starts a reload animation, but you don't have to time it for this combo. Just press 66C when you visually see Eltnum reload the new mag by herself.
  • Combo with enhanced bullets.
  • It's a good confirm for your pressure sequence with purple bullets.

Round Start


Roundstart 236A is the Eltnum classic for a reason, it doesn't hit that hard, but it's fast and you can stop your opponent from easily taking space in neutral.

Your best option is usually to dashblock (pressing 66 to dash and rapidly holding 1) or walk back to see what your opponent is doing and act accordingly.

Also, if your opponent can throw fireballs, 214A or jumping forward are good callouts in roundstart.


Neutral

Neutral with this character is usually trying to get close to your opponent. If you can get in range for your 2B/5B buttons, you're in good shape to start pressure.

You also want to throw some gunshots to your opponent so they don't do whatever they want. 236A or 236B are good to check what they're doing.

If your opponent likes to play from far away, 236[A] or 236[B] are okay to try and interrupt them, but don't throw out these moves too much because they have slow startup, so you can get punished or they can get free GRD if they see you and shield the bullet.

Pressure

Your basic pressure will usually be frametraps and staggers (delaying buttons) mixed with throw attempts. These are just examples of what you can do.

When going directly from A to C buttons, there is a natural frametrap that will grant you a counter-hit if your opponent is mashing. For example, these strings will work:

  • 5A > 2B > 2A > 2C
  • 5A > 5C > 2A > 2C

The good thing about 2C is that it has a long animation, so you can use 3[C] or just 3C if you get a hit to do the basic combo.

You want to mix these natural frametraps with delaying buttons. Her 5A, 5B and 2B are extremely good and have really long stagger windows for this.

Now, when you've done enough frametraps and staggers, and your opponent stops mashing buttons, you can start going for throws. If this works, you keep going for throws until they start mashing again. Then you go back to doing frametraps + staggers and so on and so forth.

But, what if they respect your pressure AND tech your throws? - Then you have to mix assault attacks (6D) in place of throws. For example, you can do:

  • 5A > 5C > 2A > dash 6D j.C

If this hits, you do the usual combo.

Now, If you somehow got your opponent to the corner AND got a perfect reload, you can start using your new enhanced bullets to bully people. For example, you might want to do something like this:

  • 5A > 2C(1) > 236[A]. With purple bullets, this is + on block (you get to move first).

From here you can keep looping the pressure with 2B > 2C(1) > 236[A] or you can go for a throw. Try and mix both options to keep you opponent guessing.

What to do When Knocked Down

  • Your first layer of defense should be to just block, then you can try to mash 5A>2C or 2B>2C if you think there's a gap in their pressure.
  • Shielding *usually* is good to create space and try to win the cycle, but don't use it too much, because you can lose to overheads and throws.
  • If you have CS, you can mash it on wakeup or during your opponent's pressure, and if you see a red mist, you mash 623B if they're close or 421C if you have meter and they're kinda far.
  • Finally, don't forget that Veil off (A+B+C) exists, it's a solid option to push sticky opponents away and start your pressure with a big damage boost.

How to Use Meter

You have three situation where you want to use meter:

  • To follow up after 236A or 236B with 236C. This turns your best far poke into a real threat.
  • To add some extra dmg and corner carry to your combos with a 22B 214C 66C 22C ender. It's usually a good spend if you're near 200 meter.
  • To add A LOT of dmg to your combos with IW (41236D). You usually want to use IW to close rounds or to consume the Veil off buff.


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