How would you improve Eliot in DOA5U?

DontForkWitMe

Well-Known Member
Eliot's best stuff is at the mid-long distance game.

Not really. all his long-mid range attacks are slow, linear, and easily sidesteppable especially since his 6h+k is now throw punishable on block and he 6p+k no longer causes deep stun on hit. He is best at close range where he is in sabaki distance and can utilize his crushes like 2h+k and 3p+k

on that note...

Looks like there is some light at the end of the dark damp tunnel for Eliot

PL confirmed on his 5U stream that his 2h+k in strings now critical stun on normal hit like the raw 2h+k

so now 3pk and 6k2k will get guaranteed mid p launch ender unless the opponent blocks or counters the low kick. This will also vastly improve his mixup game and force opponents to not simply sit there stand blocking without a stringed low normal hit stun to worry about
 
Last edited:

Tones

Well-Known Member
Premium Donor
all his long-mid range attacks are slow, linear, and easily sidesteppable
That's every character and you fail to include his strongest point, Eliot's evasiveness (I can understand if you mainly play him online). Sure he doesn't have an attack like Ayane's 3k+h but he makes up for that with attacks like 6p+k, 66k, pp6+k, 2h+k, 6k(2k).

Not really. all his long-mid range attacks are slow, linear, and easily sidesteppable especially since his 6h+k is now throw punishable on block and he 6p+k no longer causes deep stun on hit. He is best at close range where he is in sabaki distance and can utilize his crushes like 2h+k and 3p+k
That's mid distance. Close distance is kasumi/kokoro spammy in your face range and if you are still thinking of close range, at mid range you can maximize his awesome evasiveness with those same attacks.

My point still stands.

So his 6p+k is now knock down, it's still pretty strong and 14 frames and he still has 66p.
 

DontForkWitMe

Well-Known Member
That's every character and you fail to include his strongest point, Eliot's evasiveness (I can understand if you mainly play him online). Sure he doesn't have an attack like Ayane's 3k+h but he makes up for that with attacks like 6p+k, 66k, pp6+k, 2h+k, 6k(2k).

That's mid distance. Close distance is kasumi/kokoro spammy in your face range and if you are still thinking of close range, at mid range you can maximize his awesome evasiveness with those same attacks.

My point still stands.

So his 6p+k is now knock down, it's still pretty strong and 14 frames and he still has 66p.

Im not understanding you. you claim his evasiveness is his strongest point and mention attacks that aren't the slightest bit evasive as your reasoning. how is 6p+k, 66k, etc evasive? eliots options at mid/long range are severely limited and have slow easily readable startups while being sidesteppable, unsafe, and are easily countered.

I say eliot is best at close range because thats exactly where he wants his opponent, up in his face. its at that range 7p will beat out all non high crushing attacks and leave them in deep stun where he can start his mixups, his sabaki connects and grants him 3hit cb setups, bait holds into hi-counter super launcher, and utilize his long strings to keep up his pressure

in the end everyone has their own playstyle so if you feel your more successful using him at long/mid range then continue doing so. Im just saying his current tool set exemplifies a close range style rather than long range
 
Last edited:

Tones

Well-Known Member
Premium Donor
Hitbox-hurtbox and again, long range being slow easily readable, while being sidesteppable, unsafe, and are easily countered applies to every character in the game.

My play style clearly differs from your play style. Let's not discredit each other.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top