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, 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.
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.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro =  
| 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.
| pros =
| pros =
* Great pokes for controlling horizontal and vertical space
* '''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 tools in dash HP and strong jump normals
* '''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 with her overhead special and command grab super
* '''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 =
| cons =
* Awful attack and defensive values
* '''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.
* Lacks cool tools to overcome them (Like how Chiho does)
* '''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.
* Poor reversal options
* '''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.
}}
}}


= Movelist =
== Stats ==
{{MoveData
{{AVG2 Character Data
|image=AVG2_Elirin_stLP.jpg
| atk=D
|caption=
| def=D
|name=st.{{Icon-Capcom|LP}}
| djump=No
|data=
| dbrake=Yes
{{AttackData-AVG2
| bd=23F (Throw Invul)
|damage=-
| wkup=12F
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|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.
}}
}}
----
{{MoveData
|image=AVG2_Elirin_stLK.jpg
|caption=
|name=st.{{Icon-Capcom|LK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Mid
|startup= 5
|active=-
|recovery=-
|frameAdv=-
|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.
}}
}}
----
{{MoveData
|image=AVG2_Elirin_stHP.jpg
|caption=
|name=st.{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|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.
}}
}}
----
{{MoveData
|image=AVG2_Elirin_stHK.jpg
|caption=
|name=st.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|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.
}}
}}
----
{{MoveData
|image=AVG2_Elirin_crLP.jpg
|caption=
|name=cr.{{Icon-Capcom|LP}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Mid
|startup= 4
|active=-
|recovery=-
|frameAdv=-
|description= A crouching elbow strike, chains into crLK for a combo and into crHK for a frame trap.
}}
}}
----
{{MoveData
|image=AVG2_Elirin_crLK.jpg
|caption=
|name=cr.{{Icon-Capcom|LK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Low
|startup= 4
|active=-
|recovery=-
|frameAdv=-
|description= A standard crouching kick, no chains or links from it but it is special cancelable. Much more useful as her OTG pickup tool.
}}
}}
----
{{MoveData
|image=AVG2_Elirin_crHP.jpg
|caption=
|name=cr.{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Mid
|startup= 10
|active=-
|recovery=-
|frameAdv=-
|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.
}}
}}
----
{{MoveData
|image=AVG2_Elirin_crHK.jpg
|caption=
|name=cr.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Low
|startup= 8
|active=-
|recovery=-
|frameAdv=-
|description= A quick sweep with great range. Knocks down with OTG pickups afterwards.
}}
}}
----
{{MoveData
|image=AVG2_Elirin_jLP.jpg
|caption=
|name=j.{{Icon-Capcom|LP}}
|data=
{{AttackData-AVG2
|damage=-
|guard=High
|startup= 6
|active=-
|recovery=-
|frameAdv=-
|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
|image=AVG2_Elirin_jLK.jpg
|caption=
|name=j.{{Icon-Capcom|LK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= High
|startup= 8
|active=-
|recovery=-
|frameAdv=-
|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=AVG2_Elirin_njLK.jpg
|caption=
|name=nj.{{Icon-Capcom|LK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= High
|startup= 4
|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.
}}
}}
----
{{MoveData
|image=AVG2_Elirin_jHP.jpg
|caption=
|name=j.{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=-
|guard= High
|startup= 6
|active=-
|recovery=-
|frameAdv=-
|description= A downward angled punch. Not the greatest hitbox, but is the preferred jump-in for combos as it has less pushback.
}}
}}
----
{{MoveData
|image=AVG2_Elirin_jHK.jpg
|caption=
|name=j.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= High
|startup=
|active=-
|recovery=-
|frameAdv=-
|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.
}}
}}
----
'''Command Moves'''<br>
{{MoveData
|image=AVG2_Elirin_6HK.jpg
|caption=
|name={{Motion|6}}+{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= A hop-in donkey kick, slow startup but holds down space very nicely.
}}
}}
----
{{MoveData
|image=AVG2_Elirin_66HP.jpg
|caption=
|name={{Motion|6}}{{Motion|6}}+{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Mid
|startup= 1
|active=-
|recovery=-
|frameAdv=-
|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 plus blistering speed it can catch from very far away. Knocks down on hit, so she can OTG combo afterwards.
}}
}}
}}
----
'''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 ==
== Color Options ==
{{MoveData
{{ColorGallery | filePrefix=AVG2_Elirin_Color_| imageWidths=187| colors=
|image=AVG2_Elirin_Elirin_Fire.jpg
  {{ColorGallery/Color|Circletext=Circle (Default) }}
|caption= {{Motion|4}}(Charge){{Motion|6}}  + {{Icon-Capcom|P}}
  {{ColorGallery/Color|Triangletext=Triangle }}
|name=Elirin Fire
  {{ColorGallery/Color|Squaretext=Square }}
|data=
  {{ColorGallery/Color|R1text=R1 }}
  {{AttackData-AVG2
  {{ColorGallery/Color|R2text=R2 }}
|version={{Icon-Capcom|LK}}
  {{ColorGallery/Color|Starttext=Start (Hidden) }}
|damage=
|guard= N/A
|startup=
|active=-
  |recovery=-
|frameAdv=-
|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
|header=no
|version={{Icon-Capcom|HP}}
|damage=
|guard= N/A
|startup=
|active=-
  |recovery=-
|frameAdv=-
|description= A slower blast with not too much more range, but it does knockdown on hit so it can be more lucrative.
}}
  {{AttackData-AVG2
|header=no
|version={{Icon-Capcom|LP}} + {{Icon-Capcom|HP}}
|damage=
|guard= N/A
|startup=
|active=-
|recovery=-
  |frameAdv=-
|description= The fire blast hits multiple times now, leading to much better damage.
}}
}}
----
{{MoveData
|image=AVG2_Elirin_Elirin_Mach_Punch.jpg
|caption= {{Icon-Capcom|P}} x4
|name=Elirin Mach Punch
|data=
  {{AttackData-AVG2
|version={{Icon-Capcom|LP}}
|damage=
|guard= Mid
|startup=
|active=-
|recovery=-
  |frameAdv=-
|description= 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.
}}
  {{AttackData-AVG2
|header=no
|version={{Icon-Capcom|HP}}
|damage=
|guard= Mid
|startup=
|active=-
|recovery=-
  |frameAdv=-
|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
|header=no
|version={{Icon-Capcom|LP}} + {{Icon-Capcom|HP}}
|damage=
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
  |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. 
}}
}}
----
{{MoveData
|image=AVG2_Elirin_Elirin_Tsutenkaku_Otoshi.jpg
|caption= {{Motion|2}}(Charge){{Motion|8}}  + {{Icon-Capcom|P}}
|name=Elirin Tsutenkaku Otoshi
|data=
{{AttackData-AVG2
|version={{Icon-Capcom|LP}}
|damage=
|guard= Mid, High
|startup=
|active=-
|recovery=-
|frameAdv=-
|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
|header=no
|version={{Icon-Capcom|HP}}
|damage=
|guard= Mid, High
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= Elirin leaps higher and does not noticeably make the move any better.
}}
{{AttackData-AVG2
|header=no
|version={{Icon-Capcom|LP}} + {{Icon-Capcom|HP}}
|damage=
|guard= Mid, High
|startup=
|active=-
|recovery=-
|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 thanks to it's great damage.
}}
}}
}}
----
{{MoveData
|image=AVG2_Elirin_Elirin_Chop.jpg
|caption= {{Motion|63214}} + {{Icon-Capcom|P}}
|name=Elirin Chop
|data=
{{AttackData-AVG2
|version={{Icon-Capcom|LP}}
|damage=
|guard= High
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= 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.
}}
{{AttackData-AVG2
|header=no
|version={{Icon-Capcom|HP}}
|damage=
|guard= High
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= You would think this version would be slower, you would be wrong, this will still not be blocked.
}}
}}
----
{{MoveData
|image=AVG2_Elirin_Elirin_San_Ranbu.jpg
|caption= {{Motion|214}} + {{Icon-Capcom|K}} x3
|name=Elirin San Ranbu
|data=
{{AttackData-AVG2
|version={{Icon-Capcom|LK}}
|damage=
|guard= Mid
|startup=
|active=-
|recovery=-
|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. Even if you don't super cancel, the third hit knocks down so you can get an OTG combo.
}}
{{AttackData-AVG2
|header=no
|version={{Icon-Capcom|HK}}
|damage=
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= The HK version goes further and is deals more damage.
}}
}}
----


== Super Moves ==
{{MoveData
|image=AVG2_Elirin_Elirin_Smash.jpg
|caption= cl.{{Motion|6}}{{Motion|41236}} + {{Icon-Capcom|K}}
|name=Elirin Smash
|data=
{{AttackData-AVG2
|damage=
|guard= N/A
|startup= 1
|active=-
|recovery=-
|frameAdv=-
|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.
}}
}}
}}
----
= 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'''<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>
cr.HP, j.LK > j.HK, cl.HP > s.HK (whiffed) xx EX Mach Punch xx EX Fire / EX Otoshi<br>
j.LK > j.HK, sj.LK > sj.HK, EX Otoshi / EX Fire<br>
'''Throw Combos'''<br>
(corner) Punch throw > walk cr.LK, s.LP > s.HP > s.HK xx EX Fire (xx EX Otoshi)<br>
(corner) Punch throw > walk cr.LK, s.LP > s.HK > s.HK xx EX Otoshi<br>


{{Navbox-AVG2}}
{{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


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