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

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[[File:avg2_elirin.jpg|right|Gomenasai, my name is Elirin-sama.]]
{{AVG2 Character Intro|char=elirin|short=eli|content=
 
== Introduction ==
= 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 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. While she has excellent normals with which to control the ground and air space, her special moves don't provide a whole lot of utility in neutral, leaving her with slightly weak neutral options overall. Elirin usually tries to find her way into the close range, where she can begin walling people out with her normals and start mixing them up when they start to sit still. 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.
You probably picked Elirin because of her outfit. What's likely to make you stick around is her phenomenal footsies. With a bevy of powerful tools at her disposal for horizontal and vertical space control, Elirin is the go-to girl for players looking for an aggressive mid-range space control and footsies character, thanks to excellent normals that easily wall out impatient opponents, setting up reliable damage and offense of her own, with strong throw mixups and a lightning-fast overhead in {{Tooltip|text=Elirin Chop|hovertext=63214HP}}. Unfortunately, this near-singular focus on aggressive space control means that Elirin is a very "feast or famine" type of character -- her poor defense rating means she takes punishment hard, an equally poor attack rating means making comebacks is even more difficult, and her lack of reliable defensive options means that if she's put on the back foot, she's often stuck there. Playing Elirin well is hardly an impossibility, but it'll require you to be a little less brash than the character herself -- careful confidence will be the key to success.
 
{|  
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
*Solid pokes for controlling horizontal and vertical space
*Reliable approach tools in dash HP and strong jump normals
*Strong mixup with her overhead special and command grab super
| style="width: 50%;"|
*Low defense value
*Poor reversal options
*Somewhat low damage output
|-
|}
 
= Movelist =
'''Command Moves'''<br>
f+HK<br>
f,f+HP
 
'''Target Combos'''<br>
s.LP > s.LK<br>
s.LP > s.LK > cr.LK > s.HK<br>
s.LP > s.HP > s.HK<br>
s.LP > s.HK > s.HK > s.HP<br>
cl.HP > s.HK<br>
cl.HK > s.HK<br>
cr.LP > cr.LK<br>
 
j.LP > (j.HP or j.HK)<br>
j.LK > (j.HP or j.HK)<br>
 
'''Guard Cancels'''<br>
LP: s.HP<br>
LK: s.HK<br>
HP: LP Elirin Fire (charge b,f+LP)<br>
HK: LP Elirin Tsutenkaku Otoshi (charge d,u+LP)<br>
 
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 (charge b,f+P):''' Short range blast of fire. Mostly sees use in some combos, since it's not particularly good as a poke.<br>
'''Elirin Mach Punch (LP/HPx4):''' A flurry of punches that really isn't much good for anything. You'll use the EX version often in combos, but the normal versions are far too unsafe in any context to be worth using.<br>
'''SECRET Elirin Mach Punch (f,hcf~d,df+LP+HP+HK):''' 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.<br>
'''Elirin Tsutenkaku Otoshi (charge d,u+P):''' Mostly used in combos -- its slow startup, poor horizontal range and lack of invincibility make it pretty worthless defensively. 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.<br>
'''Elirin Chop (hcb+P):''' A basically unseeable 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.<br>
'''Elirin San Ranbu (qcb+K x3)''' 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.<br>
 
== Super Moves ==
'''Elirin Smash (f,hcf+K):'''<br>
 
= Strategy =
 
 
== Combos ==
'''Basic Combos'''<br>
s.LP > s.HP > s.HK xx San Ranbu (xx EX Mach Punch xx EX Fire xx EX Otoshi)<br>
cr.LP > cr.LK xx San Ranbu (xx EX Mach Punch xx EX Fire xx EX Otoshi)<br>
''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<br>
''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'''<br>
{{StrengthsAndWeaknesses
cr.HP, j.LK > j.HK, cl.HP > s.HK (whiffed) xx EX Mach Punch xx EX Fire / EX Otoshi<br>
| intro = [[File:avg2 elirin mini.png|20px]] '''Elirin''' is an aggressive space control character who uses her variety of pokes to lock opponents down and condition them into her mixups.
j.LK > j.HK, sj.LK > sj.HK, EX Otoshi / EX Fire<br>
| pros =
* '''Fantastic Footsies:''' With far-reaching buttons like the fearsome 5LK, fantastic jumping normals and even one of the game's few reliable anti-airs in 2HP, Elirin has all the buttons you could want and then some.
* '''Reliable Approach Options:''' On top of her amazing jumping normals, Elirin also has the incredible 66HP, an insanely fast tackle that can help Elirin get in on her opponent or even whiff punish certain attacks.
* '''Solid Mixup:''' Elirin is no slouch at opening up overly defensive opponents, thanks to both a strong command grab super and Elirin Chop, a 10F (!!) overhead chop that also reflects projectiles.
| cons =
* '''Poor Stats:''' Elirin is all technique with no power. Thanks to equally poor attack and defense ratings, risks that Elirin takes are often very heavily weighted against her, and she often doesn't have the damage needed to reliably make comebacks.
* '''What You See Is What You Get:''' Despite a lot of tools that are very powerful on their face, Elirin is ultimately a very simple character who has to rely primarily on fundamentals and conditioning in order to get wins -- a notable disadvantage in a game where many characters have access to far sillier tools that can very easily turn momentum in their favour.
* '''Unreliable Defensive Tools:''' Slow guard cancel options and only one metered reversal that rarely behaves how you'd want it to, Elirin's options for getting people off her are unreliable at best, which means she often has to try and block it out if she's on the defensive.
}}


'''Throw Combos'''<br>
== Stats ==
(corner) Punch throw > walk cr.LK, s.LP > s.HP > s.HK xx EX Fire (xx EX Otoshi)<br>
{{AVG2 Character Data
(corner) Punch throw > walk cr.LK, s.LP > s.HK > s.HK xx EX Otoshi<br>
| atk=D
| def=D
| djump=No
| dbrake=Yes
| bd=23F (Throw Invul)
| wkup=12F
}}


= Frame Data =
== Color Options ==
Soon.
{{ColorGallery | filePrefix=AVG2_Elirin_Color_| imageWidths=187| colors=
{{ColorGallery/Color|Circle|  text=Circle (Default) }}
{{ColorGallery/Color|Triangle|  text=Triangle }}
{{ColorGallery/Color|Square|  text=Square }}
{{ColorGallery/Color|R1|  text=R1 }}
{{ColorGallery/Color|R2|  text=R2 }}
{{ColorGallery/Color|Start|  text=Start (Hidden) }}
}}


{{Template:Advanced V.G. 2}}
}}


{{Navbox-AVG2}}
[[Category:Advanced V.G. 2]]
[[Category:Advanced V.G. 2]]

Latest revision as of 08:27, 4 February 2024

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.

You probably picked Elirin because of her outfit. What's likely to make you stick around is her phenomenal footsies. With a bevy of powerful tools at her disposal for horizontal and vertical space control, Elirin is the go-to girl for players looking for an aggressive mid-range space control and footsies character, thanks to excellent normals that easily wall out impatient opponents, setting up reliable damage and offense of her own, with strong throw mixups and a lightning-fast overhead in Elirin Chop. Unfortunately, this near-singular focus on aggressive space control means that Elirin is a very "feast or famine" type of character -- her poor defense rating means she takes punishment hard, an equally poor attack rating means making comebacks is even more difficult, and her lack of reliable defensive options means that if she's put on the back foot, she's often stuck there. Playing Elirin well is hardly an impossibility, but it'll require you to be a little less brash than the character herself -- careful confidence will be the key to success.

Avg2 elirin mini.png Elirin is an aggressive space control character who uses her variety of pokes to lock opponents down and condition them into her mixups.
Pros Cons
  • Fantastic Footsies: With far-reaching buttons like the fearsome 5LK, fantastic jumping normals and even one of the game's few reliable anti-airs in 2HP, Elirin has all the buttons you could want and then some.
  • Reliable Approach Options: On top of her amazing jumping normals, Elirin also has the incredible 66HP, an insanely fast tackle that can help Elirin get in on her opponent or even whiff punish certain attacks.
  • Solid Mixup: Elirin is no slouch at opening up overly defensive opponents, thanks to both a strong command grab super and Elirin Chop, a 10F (!!) overhead chop that also reflects projectiles.
  • Poor Stats: Elirin is all technique with no power. Thanks to equally poor attack and defense ratings, risks that Elirin takes are often very heavily weighted against her, and she often doesn't have the damage needed to reliably make comebacks.
  • What You See Is What You Get: Despite a lot of tools that are very powerful on their face, Elirin is ultimately a very simple character who has to rely primarily on fundamentals and conditioning in order to get wins -- a notable disadvantage in a game where many characters have access to far sillier tools that can very easily turn momentum in their favour.
  • Unreliable Defensive Tools: Slow guard cancel options and only one metered reversal that rarely behaves how you'd want it to, Elirin's options for getting people off her are unreliable at best, which means she often has to try and block it out if she's on the defensive.



Stats

Attack Defense Dash Jump Dash Brake Backdash Wakeup Speed
D D No Yes 23F (Throw Invul) 12F

Color Options

Circle (Default)
Triangle
Square
R1
R2
Start (Hidden)
Avg2 elirin.jpg


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