Advanced V.G. 2/Elirin: Difference between revisions

From SuperCombo Wiki
Line 31: Line 31:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A quick backhand jab, it looks stubby but it has a little more range than you would think. This will chain into all her other standing normals for a combo.
  }}
  }}
}}
}}
Line 47: Line 47:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A positively huge mid kick, it does not have any standing chains but it easily links into itself multiple times, can do it 4 times even at point blank. This allows you to easily confirm off of it. While it has no standing chains, it can chain into crLK. You can also chain into crHP and crHK, but for some reason both those chains result in crLK instead of their actual buttons.
}}
}}
----
{{MoveData
|image=AVG2_Elirin_clHP.jpg
|caption=
|name=cl.{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= An elbow strike, looks almost identical to stHP but is special cancelable.
  }}
  }}
}}
}}
Line 63: Line 79:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=
  |description= An acceptable standing poke, does not special cancel but does chain into stHK.
}}
}}
----
{{MoveData
|image=AVG2_Elirin_clHK.jpg
|caption=
|name=cl.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= A standing rising knee, special cancelable.
  }}
  }}
}}
}}
Line 79: Line 111:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A step-in oblique kick, great range but a bit slow to start up, however it definitely won't be low-profiled. This is special cancelable, but with it's range not a whole lot is going to connect.
  }}
  }}
}}
}}
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  {{AttackData-AVG2
  {{AttackData-AVG2
  |damage=-
  |damage=-
  |guard= Low
  |guard= Mid
  |startup=  
  |startup=  
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A crouching elbow strike, chains into crLK for a combo and into crHK for a frame trap.
  }}
  }}
}}
}}
Line 111: Line 143:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A standard crouching kick, no chains or links from it but it is special cancelable. Much more useful as her OTG pickup tool.
  }}
  }}
}}
}}
Line 127: Line 159:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A rising uppercut, Elirin's main anti-air tool and one that's not half bad. Launches on grounded hit and on anti-air, so she can get a juggle combo afterwards.
  }}
  }}
}}
}}
Line 143: Line 175:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A quick sweep with great range. Knocks down with OTG pickups afterwards.
  }}
  }}
}}
}}
Line 159: Line 191:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A lighting fast elbow, chains into jHP and jHK but make sure to chain it fast because jLP is barely active. Is her best option for a rising air-to-air.
  }}
  }}
}}
}}
----
----
{{MoveData
{{MoveData
|image=AVG2_Elirin_jLK.jpg
|image=
|caption=
|caption=
|name=j.{{Icon-Capcom|LK}}
|name=j.{{Icon-Capcom|LK}}
Line 175: Line 207:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A staggeringly long aerial kick, this extends so far downward that she can instant overhead a crouching opponent with it. Chains into jHP and jHK. It's possible that it can cross up but not reliably enough to count on.
}}
}}
----{{MoveData
|image=
|caption=
|name=nj.{{Icon-Capcom|LK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= High
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= A horizontal kick, nothing wrong with it but it doesn't fit much of a purpose other than presenting a decent stop sign in neutral. Chains into jHP and jHK.
  }}
  }}
}}
}}
Line 191: Line 238:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A downward angled punch. Not the greatest hitbox, but is the preferred jump-in for combos as it has less pushback.
  }}
  }}
}}
}}
Line 207: Line 254:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= The biggest air normal Elirin has, great for holding down space but does have a little more pushback on jump-in attempts that make make some combos be out of range.
  }}
  }}
}}
}}
Line 224: Line 271:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A hop-in donkey kick, slow startup but holds down space very nicely.
  }}
  }}
}}
}}
Line 240: Line 287:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description= Unique dashing attack
  |description= Unique dashing attack where Elirin charges the opponent with her hands up. The hitbox on this is huge and with it's advancing momentum it can catch from very far away. Knocks down on hit, so she can OTG combo afterwards.
  }}
  }}
}}
}}
Line 278: Line 325:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description= Short range blast of fire. Can be useful as a midrange poke, but you need to be careful with your spacing.
  |description= Short range blast of fire. Can be useful as a midrange poke, but you need to be careful with your spacing because the recovery is not great.
  }}
  }}
  {{AttackData-AVG2
  {{AttackData-AVG2
Line 289: Line 336:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=
  |description= A slower blast with not too much more range, but it does knockdown on hit so it can be more lucrative.
  }}
  }}
  {{AttackData-AVG2
  {{AttackData-AVG2
Line 300: Line 347:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=
  |description= The fire blast hits multiple times now, leading to much better damage.
  }}
  }}
}}
}}
Line 328: Line 375:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=
  |description= You will never want to use these. You will only get them on accident from mashing and you will promptly die from it
  }}
  }}
  {{AttackData-AVG2
  {{AttackData-AVG2
Line 339: Line 386:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=The EX version (input with {{Motion|623}}+{{Icon-Capcom|LP}}{{Icon-Capcom|HP}}) is very usefully, this series of punches moves Elirin forward, allowing her to use it in combos to convert for damage.   
  |description=Unlike the normal versions, the EX version (input with {{Motion|623}}+{{Icon-Capcom|LP}}{{Icon-Capcom|HP}}) is very useful, this series of punches moves Elirin forward, allowing her to use it in combos to convert for damage.   
  }}
  }}
  {{AttackData-AVG2
  {{AttackData-AVG2
Line 350: Line 397:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=SECRET: More or less the EX version without the forward movement. This wouldn't be worth using even if the motion wasn't basically impossible to even do.
  |description=SECRET: More or less the EX version without the forward movement. This wouldn't be worth using even if the motion wasn't basically impossible to even do. I personally cannot confirm this move is real because what in the blue hell is this input.
  }}
  }}
}}
}}
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  |version={{Icon-Capcom|LP}}
  |version={{Icon-Capcom|LP}}
  |damage=
  |damage=
  |guard= N/A
  |guard= Mid, High
  |startup=  
  |startup=  
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description= Elirin leaps into the air and comes down with a clubbing swing. It looks like it's supposed to be an anti-air but it's mostly used in combos -- its slow startup, poor horizontal range and lack of invincibility make it pretty worthless defensively.
  |description= Elirin leaps into the air and comes down with a clubbing swing. As she hits on the way up it looks like it's supposed to be an anti-air but it's mostly used in combos, its slow startup, poor horizontal range and lack of invincibility make it pretty worthless defensively.
  }}
  }}
  {{AttackData-AVG2
  {{AttackData-AVG2
Line 373: Line 420:
  |version={{Icon-Capcom|HP}}
  |version={{Icon-Capcom|HP}}
  |damage=
  |damage=
  |guard= N/A
  |guard= Mid, High
  |startup=  
  |startup=  
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=
  |description= Elirin leaps higher and does not noticeably make the move any better.
  }}
  }}
  {{AttackData-AVG2
  {{AttackData-AVG2
Line 384: Line 431:
  |version={{Icon-Capcom|LP}} + {{Icon-Capcom|HP}}
  |version={{Icon-Capcom|LP}} + {{Icon-Capcom|HP}}
  |damage=
  |damage=
  |guard= N/A
  |guard= Mid, High
  |startup=  
  |startup=  
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description= The EX version can see some use thanks to it being an instant super, but it still sees the bulk of its use as a combo ender, too.
  |description= The EX version can see some use thanks to it being an instant super, but it still sees the bulk of its use as a combo ender thanks to it's great damage.
  }}
  }}
}}
}}
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  |version={{Icon-Capcom|LP}}
  |version={{Icon-Capcom|LP}}
  |damage=
  |damage=
  |guard= N/A
  |guard= High
  |startup=  
  |startup=  
  |active=-
  |active=-
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  |version={{Icon-Capcom|HP}}
  |version={{Icon-Capcom|HP}}
  |damage=
  |damage=
  |guard= N/A
  |guard= High
  |startup=  
  |startup=  
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=
  |description= You would think this version would be slower, you would be wrong, this will still not be blocked.
  }}
  }}
}}
}}
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  |version={{Icon-Capcom|LK}}
  |version={{Icon-Capcom|LK}}
  |damage=
  |damage=
  |guard= N/A
  |guard= Mid
  |startup=  
  |startup=  
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description= A three-stage rekka. An easy confirm from most normals you'll be landing in footsies, and leads to solid damage if you super cancel the third hit.
  |description= A three-stage rekka. An easy confirm from most normals you'll be landing in footsies, and leads to solid damage if you super cancel the third hit. Even if you don't super cancel, the third hit knocks down so you can get an OTG combo.
  }}
  }}
  {{AttackData-AVG2
  {{AttackData-AVG2
Line 440: Line 487:
  |version={{Icon-Capcom|HK}}
  |version={{Icon-Capcom|HK}}
  |damage=
  |damage=
  |guard= N/A
  |guard= Mid
  |startup=  
  |startup=  
  |active=-
  |active=-
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  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description= Elirin's proximity unblockable super has a lot of things going for it -- 1F startup, no whiff animation, solid damage and great range. This is a really important burst damage option for Elirin, since her access to damage is somewhat limited otherwise.
  |description= 2 bar super. Elirin's proximity unblockable super has a lot of things going for it,1F startup, no whiff animation, solid damage and great range. This is a really important burst damage option for Elirin, since her access to damage is somewhat limited otherwise.
  }}
  }}
}}
}}

Revision as of 20:25, 18 April 2022

Gomenasai, my name is Elirin-sama.

Introduction

Elirin is an American whose real name is Eleanor. She insists that she's not a weeaboo because she was raised in Japan from a very young age, but I'm not so sure.

Elirin is something of a "feast or famine" kind of character, focused primarily on establishing a strong midrange presence, walling people out with her myraid ways to control horizontal and vertical space. Her offense is quite strong in this regard, but in return, her defense is extremely weak, sporting a low defense value and poor defensive options without meter. Playing Elirin to her full potential will require you to be careful, but confident.

Pros Cons
  • Great pokes for controlling horizontal and vertical space
  • Reliable approach tools in dash HP and strong jump normals
  • Solid mixup with her overhead special and command grab super
  • Low defense value
  • Poor reversal options
  • Somewhat low damage output



Movelist

st.Lp.png
AVG2 Elirin stLP.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid - - -

A quick backhand jab, it looks stubby but it has a little more range than you would think. This will chain into all her other standing normals for a combo.


st.Lk.png
AVG2 Elirin stLK.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid - - -

A positively huge mid kick, it does not have any standing chains but it easily links into itself multiple times, can do it 4 times even at point blank. This allows you to easily confirm off of it. While it has no standing chains, it can chain into crLK. You can also chain into crHP and crHK, but for some reason both those chains result in crLK instead of their actual buttons.


cl.Hp.png
AVG2 Elirin clHP.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid - - -

An elbow strike, looks almost identical to stHP but is special cancelable.


st.Hp.png
AVG2 Elirin stHP.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid - - -

An acceptable standing poke, does not special cancel but does chain into stHK.


cl.Hk.png
AVG2 Elirin clHK.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid - - -

A standing rising knee, special cancelable.


st.Hk.png
AVG2 Elirin stHK.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid - - -

A step-in oblique kick, great range but a bit slow to start up, however it definitely won't be low-profiled. This is special cancelable, but with it's range not a whole lot is going to connect.


cr.Lp.png
AVG2 Elirin crLP.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid - - -

A crouching elbow strike, chains into crLK for a combo and into crHK for a frame trap.


cr.Lk.png
AVG2 Elirin crLK.jpg
Damage Guard Startup Active Recovery FrameAdv
- Low - - -

A standard crouching kick, no chains or links from it but it is special cancelable. Much more useful as her OTG pickup tool.


cr.Hp.png
AVG2 Elirin crHP.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid - - -

A rising uppercut, Elirin's main anti-air tool and one that's not half bad. Launches on grounded hit and on anti-air, so she can get a juggle combo afterwards.


cr.Hk.png
AVG2 Elirin crHK.jpg
Damage Guard Startup Active Recovery FrameAdv
- Low - - -

A quick sweep with great range. Knocks down with OTG pickups afterwards.


j.Lp.png
AVG2 Elirin jLP.jpg
Damage Guard Startup Active Recovery FrameAdv
- High - - -

A lighting fast elbow, chains into jHP and jHK but make sure to chain it fast because jLP is barely active. Is her best option for a rising air-to-air.


j.Lk.png
Damage Guard Startup Active Recovery FrameAdv
- High - - -

A staggeringly long aerial kick, this extends so far downward that she can instant overhead a crouching opponent with it. Chains into jHP and jHK. It's possible that it can cross up but not reliably enough to count on.


nj.Lk.png
Damage Guard Startup Active Recovery FrameAdv
- High - - -

A horizontal kick, nothing wrong with it but it doesn't fit much of a purpose other than presenting a decent stop sign in neutral. Chains into jHP and jHK.


j.Hp.png
AVG2 Elirin jHP.jpg
Damage Guard Startup Active Recovery FrameAdv
- High - - -

A downward angled punch. Not the greatest hitbox, but is the preferred jump-in for combos as it has less pushback.


j.Hk.png
AVG2 Elirin jHK.jpg
Damage Guard Startup Active Recovery FrameAdv
- High - - -

The biggest air normal Elirin has, great for holding down space but does have a little more pushback on jump-in attempts that make make some combos be out of range.


Command Moves

F.png+Hk.png
AVG2 Elirin 6HK.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid - - -

A hop-in donkey kick, slow startup but holds down space very nicely.


F.pngF.png+Hp.png
AVG2 Elirin 66HP.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid - - -

Unique dashing attack where Elirin charges the opponent with her hands up. The hitbox on this is huge and with it's advancing momentum it can catch from very far away. Knocks down on hit, so she can OTG combo afterwards.


Target Combos
s.LP > s.LK
s.LP > s.LK > cr.LK > s.HK
s.LP > s.HP > s.HK
s.LP > s.HK > s.HK > s.HP
cl.HP > s.HK
cl.HK > s.HK
cr.LP > cr.LK

j.LP > (j.HP or j.HK)
j.LK > (j.HP or j.HK)

Guard Cancels
LP: s.HP
LK: s.HK
HP: LP Elirin Fire (charge b,f+LP)
HK: LP Elirin Tsutenkaku Otoshi (charge d,u+LP)

LK Guard Cancel is the safest option, because it has good range and leads to her combos regardless of the spacing.

Special Moves

Elirin Fire
AVG2 Elirin Elirin Fire.jpg
B.png(Charge)F.png + P.png
Version Damage Guard Startup Active Recovery FrameAdv
Lk.png N/A - - -

Short range blast of fire. Can be useful as a midrange poke, but you need to be careful with your spacing because the recovery is not great.

Hp.png N/A - - -

A slower blast with not too much more range, but it does knockdown on hit so it can be more lucrative.

Lp.png + Hp.png N/A - - -

The fire blast hits multiple times now, leading to much better damage.


Elirin Mach Punch
AVG2 Elirin Elirin Mach Punch.jpg
P.png x4
Version Damage Guard Startup Active Recovery FrameAdv
Lp.png Mid - - -

A flurry of punches that really isn't much good for anything, the normal versions are far too unsafe in any context to be worth using.

Hp.png Mid - - -

You will never want to use these. You will only get them on accident from mashing and you will promptly die from it

Lp.png + Hp.png Mid - - -

Unlike the normal versions, the EX version (input with Dp.png+Lp.pngHp.png) is very useful, this series of punches moves Elirin forward, allowing her to use it in combos to convert for damage.

F.pngHcf.pngD.pngDf.png + Lp.pngHp.pngHk.png Mid - - -

SECRET: More or less the EX version without the forward movement. This wouldn't be worth using even if the motion wasn't basically impossible to even do. I personally cannot confirm this move is real because what in the blue hell is this input.


Elirin Tsutenkaku Otoshi
AVG2 Elirin Elirin Tsutenkaku Otoshi.jpg
D.png(Charge)U.png + P.png
Version Damage Guard Startup Active Recovery FrameAdv
Lp.png Mid, High - - -

Elirin leaps into the air and comes down with a clubbing swing. As she hits on the way up it looks like it's supposed to be an anti-air but it's mostly used in combos, its slow startup, poor horizontal range and lack of invincibility make it pretty worthless defensively.

Hp.png Mid, High - - -

Elirin leaps higher and does not noticeably make the move any better.

Lp.png + Hp.png Mid, High - - -

The EX version can see some use thanks to it being an instant super, but it still sees the bulk of its use as a combo ender thanks to it's great damage.


Elirin Chop
AVG2 Elirin Elirin Chop.jpg
Hcb.png + P.png
Version Damage Guard Startup Active Recovery FrameAdv
Lp.png High - - -

A basically unreactable overhead. Because it's so fast, Elirin can use this to blow people up for down-backing, especially if she's willing to super cancel from it. It also has the ability to reflect projectiles, which can be a useful option for Elirin's neutral.

Hp.png High - - -

You would think this version would be slower, you would be wrong, this will still not be blocked.


Elirin San Ranbu
AVG2 Elirin Elirin San Ranbu.jpg
Qcb.png + K.png x3
Version Damage Guard Startup Active Recovery FrameAdv
Lk.png Mid - - -

A three-stage rekka. An easy confirm from most normals you'll be landing in footsies, and leads to solid damage if you super cancel the third hit. Even if you don't super cancel, the third hit knocks down so you can get an OTG combo.

Hk.png Mid - - -

The HK version goes further and is deals more damage.


Super Moves

Elirin Smash
AVG2 Elirin Elirin Smash.jpg
cl.F.pngHcf.png + K.png
Damage Guard Startup Active Recovery FrameAdv
N/A 1 - - -

2 bar super. Elirin's proximity unblockable super has a lot of things going for it,1F startup, no whiff animation, solid damage and great range. This is a really important burst damage option for Elirin, since her access to damage is somewhat limited otherwise.


Strategy

Elirin's footsie tools are nothing to sneeze at, so it's best to take advantage of them -- jumping kicks, cr.LK, dash HP and HP Fire can be used to establish a midrange presence. If you find yourself playing at longer distances, try to find opportunities to reflect fireballs with Chop. cr.HP is also a reliable anti-air option as long as you're willing to pre-empt the jump a little. From here, you more or less want to wall the opponent out with your space control tools, and if you find yourself any closer, you can cash out some damage from Chop or your super. It's important to maintain momentum in this regard, because if Elirin is put on the back foot, she has precious few ways of getting out of pressure, and any mistakes will cost her dearly.

Combos

Basic Combos
s.LP > s.HP > s.HK xx San Ranbu (xx EX Mach Punch xx EX Fire xx EX Otoshi)
cr.LP > cr.LK xx San Ranbu (xx EX Mach Punch xx EX Fire xx EX Otoshi)
You can make the super cancel into EX Mach Punch much easier if you input it as [f,d,f,d,df+P].

Chop xx EX Mach Punch xx EX Fire
Cancelling into EX Mach Punch from Chop is very easy, since the first dp input is effectively covered by the input for Chop, so just input hcb+P~dp+P and you'll get the super cancel with no issue.

Anti-Air Combos
cr.HP, j.LK > j.HK, cl.HP > s.HK (whiffed) xx EX Mach Punch xx EX Fire / EX Otoshi
j.LK > j.HK, sj.LK > sj.HK, EX Otoshi / EX Fire

Throw Combos
(corner) Punch throw > walk cr.LK, s.LP > s.HP > s.HK xx EX Fire (xx EX Otoshi)
(corner) Punch throw > walk cr.LK, s.LP > s.HK > s.HK xx EX Otoshi

Game Navigation

General
Controls
HUD
System
Advanced Mechanics
FAQ
Characters
Kyoko
Chiho
Tamao
Yuka
Satomi
Manami
Saki
Ayako
Elirin
Jun
Kaori
Reimi
Boss Characters
Material
Miranda