Characters Eliot Guide by Colver

8ml4

New Member
2 ou 3x fc3p isn t vital for Eliot, for juggle max damage you can use 2p+k p+k or 4pppp46p with only one fc3p , it depends launcher, fc3p is just the best for wall combos

for 6p+k you can do (of memory) :

Alpha :

fc3p 2p+k p+k 6pp46p

light/average weight :

fc3p 4pppp46p

heavy weight :

fc3p x2 2p+k 46p

i think its the max damage

for launcher throw, you have better if my memory is good, i ll posted later when i can play
 

ColonelColver

Well-Known Member
@8ml4, I honestly don't know what you're trying to say there, haha. But overall, i3P is more reliable, does I believe 2 more points of damage than those other options, doesn't wall splat, and is better to use in certain situations. Like 2H+KP, against Alpha, as stated in the guide, you can get 2H+K, i3P, i3P, i3P, 3PPP46P. After 2P+KP+K the combo would drop in that situation. And 4P will drop after the first punch. Not to mention if you were to even get 4P off, you'd still only be doing as much damage as if you did one i3P and 3PPP46P.
 

Lulu

Well-Known Member
Yeah thats why you need to learn it.... it never occured to me just how often my juggles end prematurely because of the environment.... it started happening to me when I started using Striking Characters.... my grapplers don't give me as many accidental wall splats.
 

8ml4

New Member
:6::P+K:, dash in :3_::P:,:3_::P:,:3::P::P::P::K: on light weights(dmg 72,close hit 86)
:6::P+K:, dash in :3_::P:,:3_::P:,:6::P::P::4::6::P: on middle weights((dmg 67,close hit 81)
:6::P+K:, dash in:3_::P:,:6::P::P::4::6::P: on super heavies(dmg 60, close hit 74)

clear.png

i speak about 6p+k

6p+k , dash fc3p 4pppp46p on light 87 dmg
6p+k, dash fc3p 4pppp46p on middle weight 87 dmg (test on gen fu)
6p+k, dash fc3p x2 2p+k 46p on super heavies 78 dmg

all on close hit

for juggle, 3x fc3p 6pp46p = 2x fc3p 3ppp46p in dmg

or for exemple with 2p+k p+k, if you do :

8p, 1kp, p4p, bt4k, fc3p x3 3ppp46p, we have 107 dmg

and if you do :

8p, 1kp, p4p, bt4k, 2p+k p+k, fc3p, 3pppk, we have 107 dmg too

in certain situation, you can do max damage without fc3p, that i want to say

edit :

throw launcher, dmg of super heavyweight are wrong, its 71 not 75, you can do
6k 4pppp46p if fc3p is too difficult, 71 dmg too
 
Last edited:

KokorosMaster

Member
Standard Donor
Will hopefully be able to read this after work tonight. No ideas how to use Eliot, so this would be an awesome introduction to the character.

Thanks to the OP, and I'm hugely excited to learn more in game stuff to help me continue enjoying DoA at it's fullest.
 
Disclaimer: This Guide will be Eliot's best moves and how to use them.
I will be using a lot of number notation for this Guide, so to understand this completely, it is important that you know it. Here it is for those who do not:

228px-Numpad.jpg


Basic Frame data for moves you’ll need:

  • :P::P::4::6::P: (PP46P and all strings like it) - For starters, this move is executed by inputting PP4-6P. The dash represents the very slight pause between PP4 and 6P. The 46P portion of the string is the same as the move, being a -3 GB, and has more than one use. It's general usage is to get max damage for his combos, as it does two more points of damage than the K string ender, and 4 more points of damage than the P ender. However, you will also be at less frame disadvantage if you use this move on block. At -3 it is your best bet, because PPP is -12, and PPK is -13. Even if you land PP2P, you will still be -5, and if it is blocked, you can be punished, for it is -9 on block. PP46P is the only string ender that Eliot has that cannot be punished. Other strings that Eliot has that can end in 46P include: 4PPPP46P, 6PP46P, 3PPP46P, 1PPPPP46P, P+KP46P, 2P+K46P, and many more. Both the string version of 46P and 46P itself are i21, however the string version can be delayed, or can be over i21 depending on how you input it. If you're going above i24 for the string version consistently, you may want to practice 46P some more, as you run the risk of dropping combos.
  • :P::4::P::P: (P4PP, second and third punch can be done by inputting 1K4PP.)- The second punch leaves Eliot back-turned, and is -7. The back-turned position allows Eliot access to other strikes, which will be covered later in the guide (see Back-Turned Strikes). The final punch is a +19 stun that can be followed up by 9K, which is an unslowescapable launch. However, if the move is blocked, you will be left at a severe -12 disadvantage.
  • :8::P: (8P)- general great move, being an i15 high punch that is only -5. The lift stun that 8P provides is +33 fastest stagger, so it grants Eliot an unslowescapable, CB, or launch if you’re so inclined.
  • :7::P: (7P)- i9 high that on normal hit (NH) and Hi Counter (HiC), is +0 (neutral) if the opponent does not slow escape, and -4, if they slow escape at fastest. On counter hit (CH), however, the move got a dramatic change from it’s past appearances in DoA5 and DoA5U. Since LR’s release, the move has been a +23 fastest stagger blind stun. This move leaves Eliot at -5 disadvantage.
  • :3_::P: (i3P)- Not to be confused with 3P, this move is a great relaunch that is used to maximize damage in combos. The correct way to input this move is to do (663P), it takes a bit of muscle memory to learn how it is done, and get used to it, but it is worth it. i3P is punishable on block at -8, but also +26 on fastest stagger on NH, it will launch otherwise.
  • :2::P: (2P)- i15 low punch and +0 on NH. -4 on block.
  • :236::P: (236P)- +2 high punch guard break.
  • :214::P: (214P)- Eliot has this move as a sabaki, meaning, in this case, Eliot will parry highs, and hit the opponent with a mid punch that will grant him a +46 crumple stun on both CH and HiC. It is -4 on block, and has a few great set ups from it, that will indeed be discussed later in this guide. If you successfully parry a move with this sabaki, the damage you do after it will not change. Meaning, if you do a combo after the sabaki that does 95 damage on NH, the damage you do will not scale for CH or HiC.
  • :6::6::P: (66P string)- 66P is an i15 mid punch that is great for both spacing and pressure, the opponent has to guess what you’re going to follow up with, continuing the string, free-cancelling and punch-grabbing, or free-cancelling into a mix-up.
  • :8::H+P+K:/:2::H+P+K: :P: (SSP)- Essentially being a better version of Eliot’s 9P, without being able to continue the string. It is a high punch that on NH, grants Eliot +26 advantage fastest stagger.
  • :9::K::K: (9KK)- The initial kick is an i13 high kick that launches on CH. This is Eliot’s fastest launch, and his third fastest strike in general. 9K is-15 on block and the follow up kick is -16.
  • :4::K: (4K)- i16 tracking mid kick that is -6 on block, and on CH, grants Eliot a +13 stun on fastest stagger.
  • :3::K::P: (3KP)- Mid kick to mid punch which leads into a sit-down stun (SDS) if the second punch lands. The SDS is +15 fastest stagger, so nothing is guaranteed from it, the most you can get is 6P or 3K as an unholdable hit, however they can be slow escaped.
  • :6::6::K: (66K)- i18 mid kick that is +11 on NH, and a +41 crumple stun on CH or HiC. Two properties this move has is that when done to a crouching opponent, it will cause a SDS. Also, if done at max threshold to a crouching opponent, it will cause a bound state. It is also semi-safe at -7.
  • :236::K: (236K)- +3 high kick guard break. Unholdable.
  • :6::6::P+K: (66P+K)- +4 mid punch guard break, can also be used as an efficient spacing tool.
  • :H+K: (H+K)- i16 tracking high kick that is +12 fastest stagger and -12 on block.
  • :6::H+K: (6H+K)- -5 mid kick that can be used as a force tech in closed stance, and a pseudo tech in open stance.
  • :4::H+K: (4H+K)- tracking high kick guard break, that is -1.
  • :4::[[h+k]]: (4H+K (full charge))- tracking high kick guard break that is +17.
  • :2::H+K::P: (2H+KP)- The initial low kick is +1 if the opponent does not slow escape, and -3 if they slow escape on fastest. The follow-up punch, however, cannot be slow escaped, only held.
  • :9::h:/:3::h: (9H/3H)- Eliot’s two parries, 9H parrying highs, and 3H parrying mids. Both of these grant Eliot +16 advantage and guarantee his 6P, 9K, and 3K. Most people try to hold high after the initial guaranteed strike, which will catch the second kick of 9KK. So, you can bait your opponent into holding after it, then score a HiC grab.
  • (6T-T)- Punishing with Eliot, you have to know the timing of 6T-T. This is a two part, i7 grab, which is breakable. If it is broken, you are left at -10, so knowing the timing is very important.
  • (66T)- Eliot’s i10 66T grab, the primary use of this grab is to use it near cliffs, as it does more damage than 236T near a cliff, since you cannot get a combo off of 236T near a cliff.
  • (236T)- Most damaging grab, if you know the correct combos. Possible combos are as follows:

Featherweight- i3P, i3P, i3P, 3PPP46P (NH: 78/ CH: 99/ HiC: 115) or 6P, 2P+KP+K, 3PPP46P. (NH: 80/ CH:101/ 118)


Lightweight- i3P, i3P, i3P, 3PPP46P (NH: 78/ CH: 99/ HiC: 115) or 6P, 2P+KP+K, 3PPPK (NH: 78/ CH: 99/ HiC: 116)

Middleweight- i3P, i3P, i3P, 3PPP46P (NH: 78/ CH: 99/ HiC: 115) or 6P, 2P+KP+K, 3PPPK (NH: 78/ CH: 99/ HiC: 116)

Super heavyweight- i3P, i3P, i3P 6PP46P (NH: 75/ CH: 90/ HiC: 105)

  • (214T)- This i10 grab enables to to learn about your opponent. Eliot is left at +10 from this so it gives him insane priority over the opposing character. This grab can help you determine if your opponent will respect your advantage and block, sidestep, or hold, in which case, you can throw again, or go for a tracking move, preferably for this case, 4K. It will also tell you if they are going to disrespect your advantage and try to hit a button afterwards, in which case, they will be very easily out-striked.
Back-Turned (BT) Strikes:
  • Back-turned :4::P::P: (BT 4PP)- i15 double mid punch string. -8 and -9 on block, respectively. From NH to HiC, it will cause a +24 lift stun on fastest stagger.
  • Back-turned :K: (BT K)- i14 high kick that causes a hard knock-down. This move is actually rather underused for how good it is, only being -2 on block, and also tracking.
  • Back-turned :4::K: (BT 4K)- Eliot’s highest launching strike, only being obtainable from back-turned. To those wondering, this is, indeed a mid kick, not a high, I’ve been asked that question since I started DoA back in Dimensions. It is, has, and most likely will always be a mid kick. This move is i14 and -11 on block.
  • Back-turned :2::K: (BT 2K)- i18 low kick that is +5 fastest stagger, and +12 no stagger on normal hit. This is not to be confused with Eliot’s 4P2K, which is -4 on NH.

Viable Combos:

(Eliot’s combos are pretty lackluster against super heavyweights. Against middleweights, some combos are possible, but harder than they would be against lightweights. Your timing for i3P is important. Also, obviously, this is not every combo Eliot has, but these are BnBs to show what max damage is from certain situations, and the potential Eliot’s combos have. As I do with all my combos, I will show how each combo scales from each hit type; Normal Hit, Counter Hit, and Hi Counter. Also, for the sake of convenience, I will only be using number notation for these combos. Not that the only combos that can be slow escaped are the ones using 3KP into 3KP, it is an unholdable set-up that can be slow escaped on fastest.)

Featherweight:

  • 2H+K, i3P, i3P, i3P, 3PPP46P. (NH: 83/ CH: 105/ HiC: 123)
  • 3KP, 3KP, i3P, i3P, i3P, 6PP46P. (NH: 101/ CH: 120/ HiC: 143)
  • 8P, 1K4PP, 9K, i3P, i3P i3P, 3PPP46P. (NH:107/ CH:134/ HiC: 159)
  • [Parry a high with 214P] 214, 66K, 1P+K, 33P, i3P, i3P, i3P, 3PPP46P. 104 damage on all hit types.
  • Wall combo: Anything that wall splats, in this case, 66K. 66K, i3P, i3P, i3P, 3PPP46P. (NH: 97/ CH: 118/ 134)
Lightweight:

  • 2H+KP, i3P, i3P, i3P, 2P+K46P. (NH: 73/ CH: 91/ HiC: 108)
  • 3KP, 3KP, i3P, i3P, i3P (NH:93 CH: 115/ HiC:138) ***This combo is incredibly hard to pull off and took me over 30 tries to do for each type of hit, you can tone it down by doing 2 i3Ps, which will be: (NH: 86/ CH: 106/ HiC: 128)
  • 8P, 1K4PP, 9K, i3P, i3P, i3P, 6PP46P. (NH: 100/ CH: 125/ HiC: 149)
  • [Parry a high with 214P] 214P, 66K, 1P+K, 8K, i3P, i3P, i3P, 6PP46P. 94 damage on all hit types.
  • Wall combo: Anything that wall splats, in this case, 66K. 66K, i3P, i3P, i3P, 6PP46P. (NH: 90/ CH: 109/ HiC: 124)
Middleweight:

  • 2H+KP, i3P, i3P, 2P+K46P. (NH: 66/ CH: 82 HiC: 98)
  • 3KP, 3KP, i3P, i3P 46P. (NH: 86/ CH: 106/ HiC: 128)
  • 8P, 1K4PP, 9K, i3P, i3, i3P, 6PPK. NH: (98/ CH: 123/ HiC: 146)
  • [Parry a high with 214P] 214P, 66K, 1P+K, 8K, i3P, i3P, i3P, 6PP46P. 94 damage on all hit types.
  • Wall combo: Anything that wall splats, in this case, 66K. 66K, i3P, i3P, i3P, 6PP46P. (NH: 90/ CH: 109/ HiC: 124)
Super heavyweight:

  • 2H+K, 2P+K46P. (NH: 52/ CH: 69/ HiC: 78)
  • 3KP, 3KP, 2P+K46P. (NH: 72/ CH: 88/ HiC: 108)
  • 8P, 1K4PP, 8P, 4PPPP46P. (NH: 88/ CH: 109/ HiC: 132)
  • [Parry a high with 214P] 214P,66K, 1P+K, 8P, 4PPPP46P. 81 damage on all hit types.
  • Wall combo: Anything that wall splats, in this case, 66K. 66K, i3P, 6PP46P. (NH:76/ CH:91/ HiC: 104)
Set-Ups:

(These are basic things that will help you understand your opponent better. Use them to feel your opponent out, get in their head, and stay there.)

  • 3KP: Use this move to test your opponent, see if the can get out of 3KP, 3K or 3KP, 6P by slow escaping. If they do, then this move isn’t entirely useless, but a lot of combos you try afterwards will be slow escaped, so use your unslowescapable combos. If you need help finding those, they’re noted in the Viable Combos section directly above this. You can also do 3KP, (dash), 236T/214T, for more mind games.
  • 2H+KP: You can use this to test your opponent's reaction holding abilities, most high level players will immediately try to counter the punch following 2H+K, which you can use as a weakness and attempt to grab them, be aware, on NH, without slow escaping, 2H+K is only +1, so a grab can be easily beaten out in that situation. If they do not counter the follow-up punch, it’s a free combo.
  • String Pressure: Eliot’s strings, which include, but are not limited to: 66PP…, 4PP... , 1PP, and 3PP…, are really good for applying pressure. Against somebody with knowledge of the character, they will most likely try to counter somewhere in the string, so use these strings to see what they do.
  • 214T: 214T is a grab that grants Eliot +10 advantage. This is huge, because at this point, Eliot has a lot of breathing room to start pressure, be it another 214T, 236T, or striking. Now, this grab will let you see the player you’re playing. Generally, high level players will try to sidestep out of disadvantage, so you have two strike options if you’re fighting that kind of player, 4K or H+K. You can also try to get another throw in, but the next type of player probably won’t allow that. The next kind of player who will ignore your advantage, and try to hit a button. If you know they’ll do this, they will be easily outstriked, so get them into a deep stun, such as 8P or 66K.
  • Parries (9H/3H): Parries with Eliot are really good, granting him +16 advantage. The mid parry is especially useful, as it will catch both types of mids, which high holds already do. It works as a universal mid counter, however the high version is also just as good for the purpose the parry serves. from both of these parries, you are guaranteed 6P, 9K, and 3K. It’s generally good to get the first hit in and see what they do, if nothing the next time you parry them, 3KP and 9KK are good options to get them into a sticky situation. If they hold, you avoided getting held and next time, you know to grab them. Also, notable that no matter you score HiC, CH, or NH, the damage you deal afterwards will not change.
  • Colver-Diagnosed 4P2K/2H+K Syndrome: This is rather self explanatory, but it is something that I see a lot of Eliot players doing, and I was once suffering from, myself, abusing 4P2K and 2H+K. This is not to say they are bad moves, however, throwing them out with hopes that they will work every time. The main reason for this being a thing is that these moves give a good amount of advantage on Counter/ Hi Counter Hit. However, on NH, the advantage given by these moves are minimal, or not at all, 4P2K being -4 on NH. This is not only a problem that pertains to Eliot, it happens with almost every character, but hopefully this guide will help ease that problem in the Eliot community.
  • Force Techs (FTs): Eliot has a few force techs, which can be teched up out of, but are inescapable if not. These may not all be my findings, however, they are all FTs that I use and have found through experience.
  1. 3PK, SSK (Sidestep Kick) [After launch, depending on weight class, combo may vary. But, you can get three i3Ps before doing it on all weight classes excluding super heavyweights].
  2. 33P2P, 2P+K (this can work either doing 33P2P itself, or in combo). If the opponent techs up, Eliot is left at -9.
  3. P+K2P, 4P(slight delay)2K. After launch, you are not allowed to get as many i3Ps before this FT as you are for the 3PK set up, and it is trickier to land, due to a slight delay that is required. If the opponent techs up, Eliot can hit them with 2K and be at -4 or higher if they hit a button. If they block the 2K, Eliot can indeed be punished.
  4. [Against a wall] PP46P, K2P. (any string variation will work, too. As long as 46P is what wall splats the opponent). Timing is not very lenient, and using this FT will leave you at -8 if the opponent does tech up.
  5. [Against a wall] PPK, P+K2P (again, any string variation of the final kick will also work, as long as the kick is what wall splats the opponent). Timing is a bit more lenient, and Eliot is left at -3 if the opponent techs up.
Shoutouts:

@iThe Apprentice- fellow Eliot specialist and rival.
@Armin- told you I’d tag you for the information in the guide. Also, our matches before made me keep wanting to use Eliot, as the mirrors were always fun.
@JusTheBest29- good friend a fellow Eliot player.
@iHajinShinobi - From over a year ago, thank you for pointing me in the right direction and making me further study my character. Don’t know what I’d be doing if you hadn’t told me 4P2K was not advantageous. This made me angry that you were correcting my playstyle at the time, but I look back at it now and I feel like this was actually information I needed to progress and improve.


***** Final note, this is, indeed just the basics. I will be adding more information to this guide as time goes on.
Great guide my man.. I'm sure there are ppl out there still willing to use Eliot :cool:
 
I'm willing !!! :) I'm just not capable :(
That plus my thumb stick is starting to feel wonky (stupid Jacky and his stupid CB's)
I know wat u mean lol... I don't use Eliot lol.. More of a Jann Player. But Eliot is perfect for players who are patient in between combos and sets of moves. And I use Jacky lol :rolleyes:
 

Lulu

Well-Known Member
Well this is interesting.... it seem like the Fast Choryo input Technique (:6::3:) works for all the characters with :3_:Crouch Specific:3_: commands. Even though I only tested it with Helena :oops:
 

Jyakotu

Well-Known Member
Standard Donor
Well this is interesting.... it seem like the Fast Choryo input Technique (:6::3:) works for all the characters with :3_:Crouch Specific:3_: commands. Even though I only tested it with Helena :oops:
Yeah, if any character has a i3 attack, the 663 shortcut works with them as well.
 

KING JAIMY

Well-Known Member
Well this is interesting.... it seem like the Fast Choryo input Technique (:6::3:) works for all the characters with :3_:Crouch Specific:3_: commands. Even though I only tested it with Helena :oops:
Helena's :3_::P: is less strict and is best inputted with :3::3::P: in my opinion. For Eliot, Gen Fu and Hayate, you are better off using :6::6::3::P:.
 

Lulu

Well-Known Member
Well this is upsetting.... Eliot's :8::P: has the exact same Launch Height at CL1 and after a Critical Burst.

LAAAAAAAAAAME !!!

Its good for early threshold but his choryo yield better launch heights at CL3.

Does anybody think its weird that the master of the Iron Fist doesn't have a dedicated mid punch launcher ?
 

StrikerSashi

Well-Known Member
Premium Donor
8P is a high, though, so even if it were a good launcher, it wouldn't be super useful 'cause he already has a good high launcher. At the wall, he can use wallslams pretty effectively, so you have a lot of choice for a mid punch "launch" there. Midscreen, you can do 6P+K combos, but it's pretty difficult to actually get the juggle after 'cause they're really far. I can't get consistent with it so I don't bother and just go for resets.
 
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