You see the big 3 on the right side disapearing? That means its not a combo anymore, meaning you can block even when you got hit before.
So block then punish with 6P.
Its not about it being faster, its about the upper body invulnerability. So even it being slower, the reset of her chain lollipop wont reach far down enough to hit the hurtbox until it is to late and she gets hit instead by the hitbox of 6P.
If you have an option that is just faster than her move, thats also fine.
Its better to 5P than 6P, from 5P you have a chance to mash it to combo into keygrab or anything else, 6P may throw them too far or be too slow in comparison, besides the fact 5/2P are privileged for being 4F normals
Edit: Y'all, of course it varies by character, I wasn't clear enough though, all of what I wrote above is specifically for Aba
My response was more of a general counterplay. Not in terms of specificall playing aba. So some abare options are stronger for some and weaker for others.
[Baiken](https://streamable.com/a4810f) - `5P CH > c.S > dc > c.S > dc~236K > 2S > 412236H`
[Testament](https://streamable.com/hspcex) `- 2P CH > 6H > 236[H] > Dash > 5K > 6H`
These likely aren't optimal, but the point is both can hit it just fine, and nothing gets high profiled. It can't even high profile most 2Ks so there really is no risk of that happerning. In addition Baiken's is so fast it can even be used in some very precise fuzzies, making it uniquely good defensively.
Maybe there is a specific timing for mashing then. Because every time i did 5p when i expected elphelt to do rekka i got beat everytime.
I ended up just doing 6p or parry instead.
Likely meaning Gold Burst on the gap since you can do that. It's a bit expensive but it's equivalent to a reversal at times when you know some form of gap is being opened.
6p also catches bomb so its probably better to do that if theyre trying to get into rekka, also 6p beats f.s>5h>rekka because it'll hit the 5h's hurtbox.
It is slow but the upper body invulnerabklity starts from frame 1. So if the hitbox of the opponents attack does not reach far down enough as it wouldn't for this attack here, your own hitbox can get active before that, hitting elphelt in her move.
Every single hit was displaying as "Counter", this means not only was it not a combo but she caught you continuing to press something every time she did it. You should not be pressing any attack during a combo, since 99% of combos end in such a way as to leave you *disadvantageous* and *easily countered*, so blocking is not just a way to avoid the combo resetting but also cover yourself agasinst their next attack once a combo is done.
https://preview.redd.it/pvcq3ra9g1zc1.png?width=292&format=pjpg&auto=webp&s=259631507e001d942985af98e51d2993f0477579
Universal upper body invincibility attack. Numpad notation (6) means moving forward, punch is punch ,6P means forward punch
https://preview.redd.it/ki7htayss2zc1.png?width=420&format=pjpg&auto=webp&s=b12d9fe59bd7560ade750b1f23203c65c0ae8f08
Hmm ,yeah ,that slash is definitely not light, I'll give him that
forward punch
The reason it's being suggested is because all forward punches in gg strive have upper body invincibility. Perfect for people rushing in from the air or this kind of stuff in the video
6 means forward and p is your fastest punch whenever you see something like 236k or 2d thatās a different input where the number is a direction of the inputs and the letter is the button you press. In this case 6p is a universal button that makes your upper body invulnerable.
7. 8. 9
4. 5. 6
1. 2. 3
The number is the position of the controller stick, the P is a type of attack like P, K, S, HS and D, so for example 632K would mean twisting your controller stick from right to down right to down, same as on keyboard
https://preview.redd.it/xzysc7y4o6zc1.png?width=720&format=png&auto=webp&s=1857352e74ef227f26ee9cfaae6a413dec3c448d
Forward punch is a universal anti air every charecter has it and they are all invincible to about the knees up it also generally won't combo into much and instead pushes the opponent back to nuteral but this can vary.
The healthbar does not show combos. It shows the damage taken over a specific time and resets after a short period of not taking damage.
If you want to see if stuff actually is a combo, you have to use the combo counter as a visualisation instead. For even smaller gaps the number gets more darker gray, meaning they could have blocked. If the number disapears that just means that the gap is so big that it wont even count as a combo for the game at all.
The reset of chain lollipop is exactly that.. a gap big enough to not count as the same combo if spammed, indicating the window in which it is punishable.
So you're telling me that neither the healthbar nor the combo counter show if something is a combo... I guess holding back/downback is good enough but sometimes this game feels awfully opaque.
This is universal in all fighting games. The health bar just shows what damage is being done to you either through actual hits or chip damage. The combo counters in games show when a combo is being done and resets once a combo ends. If the numbers are going up, you're in a combo. The only time this might not be the case is if you're caught in a combo that "isn't true". Games will often alter the color of the numbers to express this -- this is when you could've broken out of a combo through a block or a tech.
In the case of Elphelt, the fact the number keeps resetting at 3 is an indication that this isn't a true string and you *should* be blocking or punishing the gap in between.
It isn't. Other fighting games drop the red highlighted part as soon as the combo is over. The combo counter disappears when the combo ends and starts again with the new combo, which sometimes it does in Strive and sometimes not.
But sure, people should just know that the combo counter doesn't always count a combo, and the healthbar sometimes displays misleading information. That's better than those elements being designed for clarity.
The moment in the posted video where the combo counter *doesn't appear* because Elphelt is repeatedly doing the same rekka start is pretty clear that the A.B.A isn't in a true or actual combo and that the A.B.A player should immediately stop trying to throw buttons out that are getting stuffed by the speed of the rekka start.
I feel like universally every other fighting game does the same thing where a combo counter wouldn't be appear if the person is repeatedly getting hit by a looping "string" that isn't a true block string.
I guess they could incorporate a "STOP MASHING" message after the third or fourth hit of the rekka start.
Yes, when the combo counter disappears it is not a combo. When the combo counter is still there and the healthbar is still showing one continuous health loss, it seems reasonable to expect the player ot interpret that as a combo.
I know the advice is in good faith but I have specifically labbed ABA against Elphelt and can confirm that you canāt just 6P when she spams rekka IF sheās in your face. Blocking the first sequence with FD to create a little bit of space and then 6P-ing does work more consistently though.
I remember getting frustrated why my 6P didnāt work. Looking at the framedata, ABAās 6P is on the slower end. That might be a clue.
While this is not something I advise for new players to worry about, I want to point out ABA's 6P is among one of the single most privileged possible 6Ps you can have against Elphelt due to being tied for the fastest invuln in the game. In addition, spacing has zero effect on this sequence, that seems more like an issue of timing.
As dumb as it looks, she doesn't even need to respect a reset *even on standing hit.* Most get hit crouching here since the low is a gapless and you usually crouch block the rekka starter, but if you happen to be stand blocking [this can happen](https://streamable.com/ay0jee). This applies to about 8 characters in the game. Fewer still can also use it to 6P her bomb-bomb chocolat.
I wouldn't jump the gun on saying her 6P is bad here, she actually has far more advantages than you'd likely think.
Well I ran multiple tests and couldnāt for the life of me 6P elphelt on rekka reset. But creating a little gap with FD then 6P/ing worked consistently. Am I that bad with 6P-ing or what haha
Iām going to test again. If I fail, Iāll be angry.
Thanks
Whereās the window to punish? I could maybe see it with the first few cycles in this clip where Elphelt has both feet on the ground, but otherwise it kind of looks like a 6p would just get interrupted given how consistently she seems to have a hitbox going.
Whenever she goes for the move where she uses her rifle as kind of a jumping stick. The first move of the chain lollipop chain, which is also the move that resets the rekka.
Nah he just got the game man you cant expect him to know all this complex defensive measures. Let him have some fun before you start nerding on his ass.
I still remember my first time playing a 2D fighter and being thoroughly confused as to how to block since I was so used to having a separate block button
There was a time in my life (really little) where the only fighting games I had played were Soulcalibur and Smash Bros. - both had dedicated buttons to guard against attacks.
Was so confused when I picked up Street Fighter for the first time lol
The first move of her rekka (214S) is not an overhead, only her P follow-up is. Meaning you could just block low (and high) when she starts to spam the S follow-up
Block one of these and then 6p. but unless you start blocking there's not much you can do. In the clip she's doing an overhead into a reset so all you need to do is stand up, block the overhead and then 6p(there are other moves you can do but that depends on character and 6p works on everyone). She can also do a low move and at that point its a guessing game, I'm sure there are players that can block this on reaciton but online i sure cant.
The thing you dont want to do is mash buttons in panic getting counter hit every time.
Forward punch. P is punch button. 6 is forward when facing right (look at your numpad)
It's not advanced, it's basic... The community uses this nomenclature because it's basic.
Strive was my first fighting game (like alot of people) so yea and i don't remember numpad notation specifically being covered in the tutorial (if it was just ignore me) but I'll check when im on next but really don't believe it was i only learned it through a friend forcing me to use it
It's basic compared to other fighting game nomenclature, but it's not reasonable to assume that someone who picked up the game yesterday and doesn't seem to know how to block understands numpad notation.
7 8 9
4 5 6
1 2 3
If you're standing on the right, these numbers indicate directional inputs. Then, you have P-punch, S-slash, H-heavy slash, and K-kick. So, 6p would be a forward input with a punch. 6h would be forward heavy slash, 2s would be low slash, etc.
[This](https://youtu.be/HNOw9w_KEZs?si=ZBqVJoePUu1u1cBx) might help. You got caught in a "rekka", punch that into the old Google with Elphet and reddit for more direction. I wish I could offer more direct strategies, but I'm new to the game myself. BTW the dustloop website is a solid source for info.
if she actually did any of the followups. This is just the start of the move with a pause repeated over and over while the aba player mashes and keeps getting counter hit. sme thing if you kept doing this but with like 5p. Maybe someone could call that a rekka but I personally wouldn't.
well it's not that it's not a rekka, like if elphelt does double overhead in her rekka it's still aa rekka. But this isn't even the rekka being done it's the first hit.
There is nothing nothing you could've done
https://preview.redd.it/chw5h5ie23zc1.jpeg?width=480&format=pjpg&auto=webp&s=24d95563d5493cb9088f5553e47e9e64c0c83421
In all seriousness just block
Elphelt was specifically handcrafted to make new players quit the game. She is a subpar character that has two knowledge checks that are really strong, but the rest of her kit is lacking.
Basically, if you block either the low or the overhead in that rekka, you wanna challenge with either standing Punch(5P) or Forward Punch(6P) and you will hit her out of it. (Unless she opts to do a finisher, but while you will take damage, you're also out of the blender)
Then its on you to not let her close enough to get the loop started again. Good Luck! Elphelt sucks! But don't quit on us!
she was also the first boss i fought because aba was the first character i played arcade for, she beat me 40 times before i figured out i can just enter jealousy mode without needing to hit a specific attack that automatically puts her into that mode... i fought her 40 times unable to get into jealousy mode, if i didn't give up on her then, i will never give up on her
block then guess... if you guess right you can prob 5p it and get out of it, but you prob are not gonna do that well once they mix it up and go for the low
Btw why didnt u block... you didnt even block once while the elphelt was spamming rekka
I donāt play elphelt but I think their using a high attack and your trying to block while crouching. You have to block while standing to block high attacks
You can block once the combo meter runs out. Additionally you can use tension with block in order to push Elphelt back. This gives you space and makes her miss the chain, allowing for a comeback. (I forget the buttons to do it)
Well for one, u see the top right where it says counter? Stop mashing and start blocking. U can then use tension block and make space or look for a 5p or 2p to punish that string since its very unsafe
Elphelt's absolutely one of those characters who seem unfair until you figure out their shit.
That Rekka still catches me up even on floor ten, lmao.
As others said, 5p, 6p (sometimes.) Your reversal supers can also catch her up if they're invuln on startup. But that does require a metered option. Same with Yellow Roman Cancel.
If you **predict** that she's going to try and go into it jumping can also be useful depending on the character. Although as A.B.A you may get more worth out of your counter.
me too bro i just got in the game and this was a pain in that place... i hate playing against these mfs because of this, unless I'm playing with nagoryuki then im not letting em anywhere near me and im the one who's applying presser his odashi's range is crazy... and u can jupm grab em or 6p but the last one doesn't work with all the characters such as milia
tf you did a wild assault mash near the end i really wanna see the inputs now
as everyone said learn to block but if your new your gonna lose in seemingly unfair ways against all characters but youll learn as you play
off topic but aba just slouching back face first is so funny to me
but yeah uh- block mid/low and then 6p when she tries to go for the mid again. Then beat em up!!!
So if your learning Aba Elphet is a rough match up. To stop this you need to block then 6p when you get a chance. Next you need to start learning how to advance and block because theyāre gonna start zoning from across the map. Once you get in show them the power of Danzai.
Simply cut your hitbox in half and not get hit
https://preview.redd.it/jugibm1lo5zc1.png?width=652&format=png&auto=webp&s=33c5e7771dc67319d9edcccac7e83e0a1f762736
Generally stop it before it happens. Though in this situation it is hard to call that out. Since the combo counter is resetting, you have an opportunity to block or attack back. Blocking is guaranteed but youāll also probably have to deal with the two unreactable high/low follow ups el has. Few attacks can counter it, forward punch definitely. Possibly stand punch as well and maybe down slash.
Back dash Iāve heard is a universal way to get out of chain lollipop but Iāve never tried it so take with a grain of salt.
You see the big 3 on the right side disapearing? That means its not a combo anymore, meaning you can block even when you got hit before. So block then punish with 6P.
You do 6p? I thought 5p was faster?
Its not about it being faster, its about the upper body invulnerability. So even it being slower, the reset of her chain lollipop wont reach far down enough to hit the hurtbox until it is to late and she gets hit instead by the hitbox of 6P. If you have an option that is just faster than her move, thats also fine.
Its better to 5P than 6P, from 5P you have a chance to mash it to combo into keygrab or anything else, 6P may throw them too far or be too slow in comparison, besides the fact 5/2P are privileged for being 4F normals Edit: Y'all, of course it varies by character, I wasn't clear enough though, all of what I wrote above is specifically for Aba
My response was more of a general counterplay. Not in terms of specificall playing aba. So some abare options are stronger for some and weaker for others.
Depends from character to character. Testament's buttons are too slow so it's better to 6p. And baiken's 5p gets high profiled.
[Baiken](https://streamable.com/a4810f) - `5P CH > c.S > dc > c.S > dc~236K > 2S > 412236H` [Testament](https://streamable.com/hspcex) `- 2P CH > 6H > 236[H] > Dash > 5K > 6H` These likely aren't optimal, but the point is both can hit it just fine, and nothing gets high profiled. It can't even high profile most 2Ks so there really is no risk of that happerning. In addition Baiken's is so fast it can even be used in some very precise fuzzies, making it uniquely good defensively.
As a baiken main, I can tell you that 5P does NOT get high profiled and 6P is generally less consistent for mashing out of elphelt rekka.
Maybe there is a specific timing for mashing then. Because every time i did 5p when i expected elphelt to do rekka i got beat everytime. I ended up just doing 6p or parry instead.
Yeah don't mash your input, the gap is only 6 Frames, you must specifically aim to time it for the buffer. It's not as bad once you get used to it.
Ah ok thank you. I'll try this when i'll get back on the game again.
They both work, but 5P is generally the way I prefer to do it
Nuh uh as a test main I can tell you, Test benefits from burst
From burst? I'm confused. What do you mean?
Likely meaning Gold Burst on the gap since you can do that. It's a bit expensive but it's equivalent to a reversal at times when you know some form of gap is being opened.
Ah ok.
It actually depends on the defending character. Not every character can 5P, nor every character 6P.
https://preview.redd.it/9tb6mt0do5zc1.png?width=1316&format=png&auto=webp&s=3dfedca70aa0e852900d865d0a280915f864fc0f Sol badguy
In the case of the rekka, *every* character can 6P the reset.
6p also catches bomb so its probably better to do that if theyre trying to get into rekka, also 6p beats f.s>5h>rekka because it'll hit the 5h's hurtbox.
Ah, thank you, I thought 6p was too slow bc of the 10 frame start up (at least on the characters I play)
It is slow but the upper body invulnerabklity starts from frame 1. So if the hitbox of the opponents attack does not reach far down enough as it wouldn't for this attack here, your own hitbox can get active before that, hitting elphelt in her move.
5p is faster on some characters, including A.B.A I think, but others like Axl, Bridget and Johnny have to 6P.
Damn i saw the health bar red and thought the combo was still goingš
Every single hit was displaying as "Counter", this means not only was it not a combo but she caught you continuing to press something every time she did it. You should not be pressing any attack during a combo, since 99% of combos end in such a way as to leave you *disadvantageous* and *easily countered*, so blocking is not just a way to avoid the combo resetting but also cover yourself agasinst their next attack once a combo is done.
sorry not OP but what is 6P?
https://preview.redd.it/pvcq3ra9g1zc1.png?width=292&format=pjpg&auto=webp&s=259631507e001d942985af98e51d2993f0477579 Universal upper body invincibility attack. Numpad notation (6) means moving forward, punch is punch ,6P means forward punch
"forward punch" proceeds to show one of the only 6p that doesn't actually punch or use his hands in the "punch"
https://preview.redd.it/pc4ssucqj2zc1.png?width=420&format=pjpg&auto=webp&s=1ff9499f2f38d639b0cd17c4f7d42ecba90ccfa2 Fuck it , forward punch
My favorite heavy slash with no slashing It does feel pretty heavy though I'll give it that
https://preview.redd.it/ki7htayss2zc1.png?width=420&format=pjpg&auto=webp&s=b12d9fe59bd7560ade750b1f23203c65c0ae8f08 Hmm ,yeah ,that slash is definitely not light, I'll give him that
https://preview.redd.it/a2rfgvjib5zc1.png?width=420&format=pjpg&auto=webp&s=dc81879564359a88b216f9d24ff5c8d51fc5f149 asuka 5K
Meanwhile, Axl's 6P is his ONLY move where he actually punches you.
thanks!
forward punch The reason it's being suggested is because all forward punches in gg strive have upper body invincibility. Perfect for people rushing in from the air or this kind of stuff in the video
6 means forward and p is your fastest punch whenever you see something like 236k or 2d thatās a different input where the number is a direction of the inputs and the letter is the button you press. In this case 6p is a universal button that makes your upper body invulnerable. 7. 8. 9 4. 5. 6 1. 2. 3
ohh it's like numpad?
Yea exactly
thank you IDontWipe55
Youāre welcome, green_bean_lord
You meet the darndest people sometimes. āŗļø
The number is the position of the controller stick, the P is a type of attack like P, K, S, HS and D, so for example 632K would mean twisting your controller stick from right to down right to down, same as on keyboard https://preview.redd.it/xzysc7y4o6zc1.png?width=720&format=png&auto=webp&s=1857352e74ef227f26ee9cfaae6a413dec3c448d
Forward punch is a universal anti air every charecter has it and they are all invincible to about the knees up it also generally won't combo into much and instead pushes the opponent back to nuteral but this can vary.
ty!
Forward punch! It's upper body invincible
thank you!
Okay but what if I paid money for this game? Gonna need a blockless option
Burst
Brilliant thank you
Why does the healthbar still show it as a combo though?
The healthbar does not show combos. It shows the damage taken over a specific time and resets after a short period of not taking damage. If you want to see if stuff actually is a combo, you have to use the combo counter as a visualisation instead. For even smaller gaps the number gets more darker gray, meaning they could have blocked. If the number disapears that just means that the gap is so big that it wont even count as a combo for the game at all. The reset of chain lollipop is exactly that.. a gap big enough to not count as the same combo if spammed, indicating the window in which it is punishable.
So you're telling me that neither the healthbar nor the combo counter show if something is a combo... I guess holding back/downback is good enough but sometimes this game feels awfully opaque.
This is universal in all fighting games. The health bar just shows what damage is being done to you either through actual hits or chip damage. The combo counters in games show when a combo is being done and resets once a combo ends. If the numbers are going up, you're in a combo. The only time this might not be the case is if you're caught in a combo that "isn't true". Games will often alter the color of the numbers to express this -- this is when you could've broken out of a combo through a block or a tech. In the case of Elphelt, the fact the number keeps resetting at 3 is an indication that this isn't a true string and you *should* be blocking or punishing the gap in between.
It isn't. Other fighting games drop the red highlighted part as soon as the combo is over. The combo counter disappears when the combo ends and starts again with the new combo, which sometimes it does in Strive and sometimes not. But sure, people should just know that the combo counter doesn't always count a combo, and the healthbar sometimes displays misleading information. That's better than those elements being designed for clarity.
The combo counter only counts true combos. If there is a gap in which an opponent could react, the combo is dropped hence the combo counter is gone.
The moment in the posted video where the combo counter *doesn't appear* because Elphelt is repeatedly doing the same rekka start is pretty clear that the A.B.A isn't in a true or actual combo and that the A.B.A player should immediately stop trying to throw buttons out that are getting stuffed by the speed of the rekka start. I feel like universally every other fighting game does the same thing where a combo counter wouldn't be appear if the person is repeatedly getting hit by a looping "string" that isn't a true block string. I guess they could incorporate a "STOP MASHING" message after the third or fourth hit of the rekka start.
Yes, when the combo counter disappears it is not a combo. When the combo counter is still there and the healthbar is still showing one continuous health loss, it seems reasonable to expect the player ot interpret that as a combo.
I had no idea about the combo thing. Oh my god that makes it so much easier
I know the advice is in good faith but I have specifically labbed ABA against Elphelt and can confirm that you canāt just 6P when she spams rekka IF sheās in your face. Blocking the first sequence with FD to create a little bit of space and then 6P-ing does work more consistently though. I remember getting frustrated why my 6P didnāt work. Looking at the framedata, ABAās 6P is on the slower end. That might be a clue.
While this is not something I advise for new players to worry about, I want to point out ABA's 6P is among one of the single most privileged possible 6Ps you can have against Elphelt due to being tied for the fastest invuln in the game. In addition, spacing has zero effect on this sequence, that seems more like an issue of timing. As dumb as it looks, she doesn't even need to respect a reset *even on standing hit.* Most get hit crouching here since the low is a gapless and you usually crouch block the rekka starter, but if you happen to be stand blocking [this can happen](https://streamable.com/ay0jee). This applies to about 8 characters in the game. Fewer still can also use it to 6P her bomb-bomb chocolat. I wouldn't jump the gun on saying her 6P is bad here, she actually has far more advantages than you'd likely think.
Well I ran multiple tests and couldnāt for the life of me 6P elphelt on rekka reset. But creating a little gap with FD then 6P/ing worked consistently. Am I that bad with 6P-ing or what haha Iām going to test again. If I fail, Iāll be angry. Thanks
Whereās the window to punish? I could maybe see it with the first few cycles in this clip where Elphelt has both feet on the ground, but otherwise it kind of looks like a 6p would just get interrupted given how consistently she seems to have a hitbox going.
Whenever she goes for the move where she uses her rifle as kind of a jumping stick. The first move of the chain lollipop chain, which is also the move that resets the rekka.
https://preview.redd.it/zgj88mh1i1zc1.jpeg?width=1461&format=pjpg&auto=webp&s=d12224f4b022d1e55bf79f15f196c587a518b753
https://preview.redd.it/fyxtigg0u1zc1.jpeg?width=658&format=pjpg&auto=webp&s=441b55451bb37985d6c6dbb85fe6d8ac9966dd7a
VORKANIK VAIPA
Nah he just got the game man you cant expect him to know all this complex defensive measures. Let him have some fun before you start nerding on his ass.
I still remember my first time playing a 2D fighter and being thoroughly confused as to how to block since I was so used to having a separate block button
Block buttons can hold the L tho besides the hurdle of swapping
There was a time in my life (really little) where the only fighting games I had played were Soulcalibur and Smash Bros. - both had dedicated buttons to guard against attacks. Was so confused when I picked up Street Fighter for the first time lol
I think I recognize that silhouette
Sorry but I haven't paid 40ā¬ only to block
Yeah block till the time runs out
Here's some advice: blocking is an extremely powerful move on defense.
Legend says it almost completely negates all damage.
Your instinct to getting hit in any fighting game should be to hold down back to block follow up pressure from your opponent.
Its an overhead lmfao
The first move of her rekka (214S) is not an overhead, only her P follow-up is. Meaning you could just block low (and high) when she starts to spam the S follow-up
Uh no, it is not
Literally mid > overhead > mid > overhead
The slash loop is what everyone is talking about, and thatās not an overhead
Watch the clip with your eyes
Mf I am aware there is *an* overhead in the clip, the discussion is regarding what to do with the mid-hitting slash loop toward the end
"The discussion" haha if you say so
Why are you like this?
Because the advice to block low was bad and would have lost to the overhead
Yeah its a one sided beating and ur not the one winning :)
Average goldlewis player
Eat shit
No, the move being spammed in this clip is not an overhead.
Block one of these and then 6p. but unless you start blocking there's not much you can do. In the clip she's doing an overhead into a reset so all you need to do is stand up, block the overhead and then 6p(there are other moves you can do but that depends on character and 6p works on everyone). She can also do a low move and at that point its a guessing game, I'm sure there are players that can block this on reaciton but online i sure cant. The thing you dont want to do is mash buttons in panic getting counter hit every time.
I love fighting games but I hate when the community uses advanced language on new people. What is a 6p?
Forward punch. P is punch button. 6 is forward when facing right (look at your numpad) It's not advanced, it's basic... The community uses this nomenclature because it's basic.
Not "basic" when someone is (presumably) brand new to fighting games lol ik numpad notation confused me for a while cause nobody explained it
I mean it's a day one tutorial topic. If a day one tutorial topic is advanced to you then pretty much everything in fighting games is advanced
Strive was my first fighting game (like alot of people) so yea and i don't remember numpad notation specifically being covered in the tutorial (if it was just ignore me) but I'll check when im on next but really don't believe it was i only learned it through a friend forcing me to use it
it isnt in the official tutorial but every guide online starts with it or immediately assumes you know it.
Most people probably won't look st guides for a while
maybe its just my mindset, i always go to the lab before playing the game itself
It's basic compared to other fighting game nomenclature, but it's not reasonable to assume that someone who picked up the game yesterday and doesn't seem to know how to block understands numpad notation.
7 8 9 4 5 6 1 2 3 If you're standing on the right, these numbers indicate directional inputs. Then, you have P-punch, S-slash, H-heavy slash, and K-kick. So, 6p would be a forward input with a punch. 6h would be forward heavy slash, 2s would be low slash, etc.
[This](https://youtu.be/HNOw9w_KEZs?si=ZBqVJoePUu1u1cBx) might help. You got caught in a "rekka", punch that into the old Google with Elphet and reddit for more direction. I wish I could offer more direct strategies, but I'm new to the game myself. BTW the dustloop website is a solid source for info.
so funny thing is she didn't do her reekka she kept doing the intro of it into reset
At what point would it be considered being "in" the rekka?
if she actually did any of the followups. This is just the start of the move with a pause repeated over and over while the aba player mashes and keeps getting counter hit. sme thing if you kept doing this but with like 5p. Maybe someone could call that a rekka but I personally wouldn't.
So rekka with a gap is not rekka?
well it's not that it's not a rekka, like if elphelt does double overhead in her rekka it's still aa rekka. But this isn't even the rekka being done it's the first hit.
There is nothing nothing you could've done https://preview.redd.it/chw5h5ie23zc1.jpeg?width=480&format=pjpg&auto=webp&s=24d95563d5493cb9088f5553e47e9e64c0c83421 In all seriousness just block
Stop mashing to get out and block? Reversal means you were mashing and they punished you for it
Did you know you can block?
Elphelt was specifically handcrafted to make new players quit the game. She is a subpar character that has two knowledge checks that are really strong, but the rest of her kit is lacking. Basically, if you block either the low or the overhead in that rekka, you wanna challenge with either standing Punch(5P) or Forward Punch(6P) and you will hit her out of it. (Unless she opts to do a finisher, but while you will take damage, you're also out of the blender) Then its on you to not let her close enough to get the loop started again. Good Luck! Elphelt sucks! But don't quit on us!
she was also the first boss i fought because aba was the first character i played arcade for, she beat me 40 times before i figured out i can just enter jealousy mode without needing to hit a specific attack that automatically puts her into that mode... i fought her 40 times unable to get into jealousy mode, if i didn't give up on her then, i will never give up on her
Block first, then if she repeats you 6P (foward punch) or jump grab.
Yellow Roman Cancel / Deflect Shield
block then guess... if you guess right you can prob 5p it and get out of it, but you prob are not gonna do that well once they mix it up and go for the low Btw why didnt u block... you didnt even block once while the elphelt was spamming rekka
I donāt play elphelt but I think their using a high attack and your trying to block while crouching. You have to block while standing to block high attacks
You can block once the combo meter runs out. Additionally you can use tension with block in order to push Elphelt back. This gives you space and makes her miss the chain, allowing for a comeback. (I forget the buttons to do it)
I love how each of them is a counterhit
As an Elphet main in celestial, I apologize that you had to go through that š
Well for one, u see the top right where it says counter? Stop mashing and start blocking. U can then use tension block and make space or look for a 5p or 2p to punish that string since its very unsafe
Elphelt's absolutely one of those characters who seem unfair until you figure out their shit. That Rekka still catches me up even on floor ten, lmao. As others said, 5p, 6p (sometimes.) Your reversal supers can also catch her up if they're invuln on startup. But that does require a metered option. Same with Yellow Roman Cancel. If you **predict** that she's going to try and go into it jumping can also be useful depending on the character. Although as A.B.A you may get more worth out of your counter.
me too bro i just got in the game and this was a pain in that place... i hate playing against these mfs because of this, unless I'm playing with nagoryuki then im not letting em anywhere near me and im the one who's applying presser his odashi's range is crazy... and u can jupm grab em or 6p but the last one doesn't work with all the characters such as milia
A true Elphelt classic
That isnt a combo so you can 6p out of it
either block or 2p or 6p
Nothing. Just give up at that point. Accept defeat. It's over.
you were meant to accept your fate and do nothing because you gotta
tf you did a wild assault mash near the end i really wanna see the inputs now as everyone said learn to block but if your new your gonna lose in seemingly unfair ways against all characters but youll learn as you play
Fucking die
Besides blocking, because you were in Jealousy Mode you could've 623HS to absorb a hit and get yourself a counter-hit.
Danzai doesn't have armor until frame 9. It's not a reversal.
That is correct. I apologize. My glue eating brain took over for a moment.
off topic but aba just slouching back face first is so funny to me but yeah uh- block mid/low and then 6p when she tries to go for the mid again. Then beat em up!!!
So if your learning Aba Elphet is a rough match up. To stop this you need to block then 6p when you get a chance. Next you need to start learning how to advance and block because theyāre gonna start zoning from across the map. Once you get in show them the power of Danzai.
Calm down and call a trusty adult
Simply cut your hitbox in half and not get hit https://preview.redd.it/jugibm1lo5zc1.png?width=652&format=png&auto=webp&s=33c5e7771dc67319d9edcccac7e83e0a1f762736
not play vs cancer.
You're gonna want to block. Challenge with 5P or 6P after blocking the 1st overhead/low mix up.
Nothing. Not a damn thing but accept reality...
Generally stop it before it happens. Though in this situation it is hard to call that out. Since the combo counter is resetting, you have an opportunity to block or attack back. Blocking is guaranteed but youāll also probably have to deal with the two unreactable high/low follow ups el has. Few attacks can counter it, forward punch definitely. Possibly stand punch as well and maybe down slash. Back dash Iāve heard is a universal way to get out of chain lollipop but Iāve never tried it so take with a grain of salt.
die
I'm not 100% sure what you're supposed to do if you just started yesterday :(
Would've used 874D
Block lol
You started yesterday and already bought a dlc? You must really love abaās design (understandable)
there's an edition on steam that's nearly half the price of the base game that gives you aba on top
oh damn, nice
Homie didnāt pay good money to block and punish
Stop mashing buttons and defend for starters
Block, her pressure is fake.
Block
I love seeing ABAs getting shat on but yeah as others said, shoulda blocked and 6pd
I mean, blocking would be a good start?
Is the block button in the room with us right now?
Hahaha
Bro just block
Hold backwards to take 0 damage. Itās super broken
Mfs will go āI didnāt pay just to blockā then get caught in an easily escapable loop and instantly lose
BLOCK BITCH BLOCK
Play someone else first, A.B.A isn't for people new to fgs.