Rumi's Delayed Home Run - A Lecture by @Tony_EFZ


The following is one of Tony's EFZ Lectures originally posted on Togetter. Each thread, Tony explores a new topic picked by one of his followers. This edition has Tony explaining how to get max damage from Rumi's home run. Huge thanks once again to @WhiteLen_EFZ for translating.

Original: https://togetter.com/li/733665


Tony@天才ギャグ発信マン @Tony_EFZ 2014-10-18 18:26:59
EFZ Lecture time, what's our topic today?(´◔◡◔`)

入葉@アコサーの騎士 @ilfasann 2014-10-14 22:15:28
@Tony_EFZ Thanks Tony! Might as well talk about the Delayed Homerun?

たいし @haet09 2014-10-16 21:12:03
If you can't get any damage from her command throw, there's no point to a grappler!

たいし @haet09 2014-10-17 00:18:46
@Tony_EFZ Please lecture us on how to get the most damage out of her command throw!!!

Tony@天才ギャグ発信マン @Tony_EFZ 2014-10-18 18:27:41
Today we will discuss how to get the most damage out of Nanase's Happy Hell Maiden's Homerun/Big Bang Swing moves.
First of all, let us note that EFZ actually runs at 63(64?) FPS, and in 1/3f increments. Please peruse the following link for more information. togetter.com/li/733290

Tony@天才ギャグ発信マン @Tony_EFZ 2014-10-18 18:28:11
Her homerun has 15 steps in 1/3f increments. Any other timing and she'll whiff. In total, she has a 5 frame window to hit with her shinai, and only 1 of those frames (in rare cases, 2 frames) results in a clean hit. It's a pretty hard to hit move.

Tony@天才ギャグ発信マン @Tony_EFZ 2014-10-18 18:28:49
As player 1, at max HP and BIC:

whiff
240 541 843
1148 1454 1762
2073 2385 2699
3016 3333 3654
3976 4300 4627
whiff

Tony@天才ギャグ発信マン @Tony_EFZ 2014-10-18 18:29:02
As player 2, at max HP and BIC:

whiff
1 240 541
843 1148 1454
1762 2073 2385
2699 3016 3333
3654 3976 4300
whiff

Tony@天才ギャグ発信マン @Tony_EFZ 2014-10-18 18:29:17
From this, we understand that there is a difference in damage between player 1 and 2.
If you command grab from a standing position, while walking, or by dashing, and you input the homerun command normally, you'll only get numbers in the left column (though in cases of the game lagging, you may get a different number).

Tony@天才ギャグ発信マン @Tony_EFZ 2014-10-18 18:29:29
If you can delay by 1/3 frame, you'll get the center column of damage, and 2/3f delay will result in the right column.
Today, we will use various methods to delay the swing and aim for the largest possible damage at all times. There are two main methods to do this. I have touched on one previously in the Bamboo Sword character page, but I haven't put the other method up anywhere yet.

Tony@天才ギャグ発信マン @Tony_EFZ 2014-10-18 18:30:01
First, I will introduce the method listed on the character page.
We will abuse jumping and inputting the command throw in the air just before we land.
During a dash jump (669), or a jump with dash momentum (66]5[9), the landing command grab will be delayed by 1/3f. For reference, in player 1's case, this will result in the following possible damage values: 541, 1454, 2385, 3333, 4300.

Tony@天才ギャグ発信マン @Tony_EFZ 2014-10-18 18:30:12
If done from a non-dashing jump (7, 8, or 9), the command grab will be delayed by 2/3f.
For reference, in player 1's case, this will result in the following possible damage values: 843, 1762, 2699, 3654, 4627.
This is guaranteed to land you more damage, so for those that have already practiced the homerun timing, this method is an easy adjustment to gain more damage.

Tony@天才ギャグ発信マン @Tony_EFZ 2014-10-18 18:30:24
Refer to this following link for more information:
http://nyto.sakura.ne.jp/bamboosword/efz/nanase/capture/index.html

Tony@天才ギャグ発信マン @Tony_EFZ 2014-10-18 18:31:14
Next, we will discuss a hidden command that both the normal homerun and the Big Bang Swing share. I name this the "Delayed Homerun."
This method delays the swing by 2/3f, and will result in the max damage if done from the ground with no jumping.
A special quirk of this hidden command is that the swing will come out slower than if the command was done normally.

Tony@天才ギャグ発信マン @Tony_EFZ 2014-10-18 18:31:21
The command for the Delayed Homerun is 63236B. The normal command is 236B, so you can almost just think of it as changing it to a DP motion.
However, the input for this command is tougher than it looks, and for most people that haven't practiced, will result in no swing at all. It can also prove tough for people who have already learned the timing for the normal homerun.

Tony@天才ギャグ発信マン @Tony_EFZ 2014-10-18 18:31:29
However, there is another advantage to the Delayed Homerun.
Due to the swing coming out slower than normal, the delay between starting the command throw and entering the homerun command becomes shorter.
Once you get used to it, you have to gauge less time passing, and overall, homerun accuracy should increase.
I personally use this Delayed Homerun to keep a high success rate on my batting.

Tony@天才ギャグ発信マン @Tony_EFZ 2014-10-18 18:31:35
The end. ✌('ω')

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