SeenConnroy (talk | contribs) m (→Special Moves: Added notes about Elirin's reversals/0f unblockable) |
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{{AVG2 Character Subnav|char=elirin|short=eli|sub=1}} | {{AVG2 Character Subnav|char=elirin|short=eli|sub=1}} | ||
== Move List == | == Move List == | ||
=== Standing Normals === | |||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_stLP.jpg | |image=AVG2_Elirin_stLP.jpg | ||
|hitbox=AVG2_Elirin_stLPhitbox.jpg | |||
|caption= | |caption= | ||
|name=st.{{Icon-Capcom|LP}} | |name=st.{{Icon-Capcom|LP}} | ||
Line 9: | Line 11: | ||
|damage=- | |damage=- | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=4 | ||
|active= | |active=4 | ||
|recovery= | |recovery=6 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A quick backhand jab, it | |description= A quick backhand jab, hits as far as it suggests with a decent amount of disjoint. This will chain into all her other standing normals for a combo. | ||
'''Chains to:'''<br> | '''Chains to:'''<br> | ||
{{Icon-Capcom|LK}} > {{Motion|2}}{{Icon-Capcom|LK}} > {{Icon-Capcom|HK}}<br> | {{Icon-Capcom|LK}} > {{Motion|2}}{{Icon-Capcom|LK}} > {{Icon-Capcom|HK}}<br> | ||
{{Icon-Capcom|HP}} > {{Icon-Capcom|HK}}<br> | cl.{{Icon-Capcom|HP}} (if in range) or {{Icon-Capcom|HP}} > {{Icon-Capcom|HK}} > {{Icon-Capcom|HK}}<br> | ||
cl.{{Icon-Capcom|HK}} > {{Icon-Capcom|HK}} > {{Icon-Capcom|HP}} | cl.{{Icon-Capcom|HK}} (if in range) or {{Icon-Capcom|HK}} > {{Icon-Capcom|HK}} > {{Icon-Capcom|HP}} | ||
}} | }} | ||
}} | }} | ||
Line 23: | Line 25: | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_stLK.jpg | |image=AVG2_Elirin_stLK.jpg | ||
|hitbox=AVG2_Elirin_stLKhitbox.jpg | |||
|caption= | |caption= | ||
|name=st.{{Icon-Capcom|LK}} | |name=st.{{Icon-Capcom|LK}} | ||
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|damage=- | |damage=- | ||
|guard= Mid | |guard= Mid | ||
|startup= 5 | |startup=5 | ||
|active= | |active=2 | ||
|recovery= | |recovery=13 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A positively huge mid kick, it chains into itself, which allows you to easily confirm off of it | |description= A positively huge mid kick, it chains into itself, which allows you to easily confirm off of it so it will be your primary poking tool along with 2LK. | ||
'''Chains to:'''<br> | |||
{{motion|2}}{{Icon-Capcom|LK}} | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_clHP.jpg | |image=AVG2_Elirin_clHP.jpg | ||
|hitbox=AVG2_Elirin_clHPhitbox.jpg | |||
|caption= | |caption= | ||
|name=cl.{{Icon-Capcom|HP}} | |name=cl.{{Icon-Capcom|HP}} | ||
Line 45: | Line 51: | ||
|damage=- | |damage=- | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=5 | ||
|active= | |active=6 | ||
|recovery= | |recovery=8 | ||
|frameAdv=- | |frameAdv=- | ||
|description= An elbow strike | |description= An elbow strike that's special cancellable.<br> | ||
'''Chains to:'''<br> | '''Chains to:'''<br> | ||
{{Icon-Capcom|HK}} | {{Icon-Capcom|HK}} | ||
Line 57: | Line 63: | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_stHP.jpg | |image=AVG2_Elirin_stHP.jpg | ||
|hitbox=AVG2_Elirin_stHPhitbox.jpg | |||
|caption= | |caption= | ||
|name=st.{{Icon-Capcom|HP}} | |name=st.{{Icon-Capcom|HP}} | ||
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|damage=- | |damage=- | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=4 | ||
|active= | |active=1 | ||
|recovery= | |recovery=21 | ||
|frameAdv=- | |frameAdv=- | ||
|description= | |description= A right straight, while absurdly fast, its single active frame and lengthy recovery means this is best for whiff punishing or when you know it will connect. Special cancellable but is best avoided due to how fast the move hits and HP Elirin Fire being the only special to connect reliably (unless at max range). | ||
'''Chains to:'''<br> | '''Chains to:'''<br> | ||
{{Icon-Capcom|HK}} | {{Icon-Capcom|HK}} | ||
Line 75: | Line 82: | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_clHK.jpg | |image=AVG2_Elirin_clHK.jpg | ||
|hitbox=AVG2_Elirin_clHKhitbox.jpg | |||
|caption= | |caption= | ||
|name=cl.{{Icon-Capcom|HK}} | |name=cl.{{Icon-Capcom|HK}} | ||
Line 81: | Line 89: | ||
|damage=- | |damage=- | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=4 | ||
|active= | |active=3 | ||
|recovery= | |recovery=19 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A standing rising knee | |description= A standing rising knee that's special cancelable.<br> | ||
'''Chains to:'''<br> | '''Chains to:'''<br> | ||
{{Icon-Capcom|HK}} | {{Icon-Capcom|HK}} | ||
Line 93: | Line 101: | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_stHK.jpg | |image=AVG2_Elirin_stHK.jpg | ||
|hitbox=AVG2_Elirin_stHKhitbox.jpg | |||
|caption= | |caption= | ||
|name=st.{{Icon-Capcom|HK}} | |name=st.{{Icon-Capcom|HK}} | ||
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|damage=- | |damage=- | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=14 | ||
|active= | |active={{Tooltip | text=3| hovertext=1 hit. 1, 2}} | ||
|recovery= | |recovery=19 | ||
|frameAdv=- | |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 | |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 cancellable, but with it's range not a whole lot is going to connect. | ||
}} | }} | ||
}} | }} | ||
---- | ---- | ||
=== Crouching Normals === | |||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_crLP.jpg | |image=AVG2_Elirin_crLP.jpg | ||
|hitbox=AVG2_Elirin_crLPhitbox.jpg | |||
|caption= | |caption= | ||
|name=cr.{{Icon-Capcom|LP}} | |name=cr.{{Icon-Capcom|LP}} | ||
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|damage=- | |damage=- | ||
|guard= Mid | |guard= Mid | ||
|startup= 4 | |startup=4 | ||
|active= | |active=4 | ||
|recovery= | |recovery=13 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A crouching elbow strike | |description= A crouching elbow strike that's special cancellable and chains into 2LK for a combo or into 2HK for a frame trap.<br> | ||
'''Chains to:'''<br> | '''Chains to:'''<br> | ||
{{Motion|2}}{{Icon-Capcom|LK}}<br> | {{Motion|2}}{{Icon-Capcom|LK}}<br> | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_crLK.jpg | |image=AVG2_Elirin_crLK.jpg | ||
|hitbox=AVG2_Elirin_crLKhitbox.jpg | |||
|caption= | |caption= | ||
|name=cr.{{Icon-Capcom|LK}} | |name=cr.{{Icon-Capcom|LK}} | ||
Line 134: | Line 147: | ||
|damage=- | |damage=- | ||
|guard= Low | |guard= Low | ||
|startup= 4 | |startup=4 | ||
|active= | |active=6 | ||
|recovery= | |recovery=7 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A standard crouching kick, no chains or links | |description= A standard crouching kick that compliments your 5LK pokes with its range (same as far HP!) and being special cancellable, despite having no chains or links. | ||
}} | }} | ||
}} | }} | ||
---- | ---- | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_crHP.jpg | |image=AVG2_Elirin_crHP.jpg | ||
|hitbox=AVG2_Elirin_crHPhitbox.jpg | |||
|caption= | |caption= | ||
|name=cr.{{Icon-Capcom|HP}} | |name=cr.{{Icon-Capcom|HP}} | ||
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|damage=- | |damage=- | ||
|guard= Mid | |guard= Mid | ||
|startup= 10 | |startup=10 | ||
|active= | |active={{Tooltip | text=3| hovertext= 1 hit. 1, 2}} | ||
|recovery= | |recovery=23 | ||
|frameAdv=- | |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. | |description= A rising uppercut, Elirin's main grounded anti-air tool and one that's not half bad if it connects. Launches on grounded hit and on anti-air, so she can get a juggle combo afterwards. Is still in crouching state after recovering so you will have to wait a frame if you want standing buttons. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_crHK.jpg | |image=AVG2_Elirin_crHK.jpg | ||
|hitbox=AVG2_Elirin_crHKhitbox.jpg | |||
|caption= | |caption= | ||
|name=cr.{{Icon-Capcom|HK}} | |name=cr.{{Icon-Capcom|HK}} | ||
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|damage=- | |damage=- | ||
|guard= Low | |guard= Low | ||
|startup= | |startup=7 | ||
|active= | |active=3 | ||
|recovery= | |recovery=22 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A quick sweep with great range. Knocks down | |description= A quick sweep with great range. Knocks down allowing OTG pickups afterwards, can cancel into H Elirin Fire for reliable damage and get OTG pickups afterwards on no-techs. | ||
}} | }} | ||
}} | }} | ||
---- | ---- | ||
=== Jumping Normals === | |||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_jLP.jpg | |image=AVG2_Elirin_jLP.jpg | ||
|hitbox=AVG2_Elirin_jLPhitbox.jpg | |||
|caption= | |caption= | ||
|name=j.{{Icon-Capcom|LP}} | |name=j.{{Icon-Capcom|LP}} | ||
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|damage=- | |damage=- | ||
|guard=High | |guard=High | ||
|startup= 6 | |startup=6 | ||
|active= | |active=4 | ||
|recovery= | |recovery=0 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A | |description= A fast elbow with '''zero''' recovery, is her best option for aggressive air to airing, but beware doing so as the range is not great. | ||
'''Chains to:'''<br> | '''Chains to:'''<br> | ||
j.{{Icon-Capcom|HP}} / j.{{Icon-Capcom|HK}} | j.{{Icon-Capcom|HP}} / j.{{Icon-Capcom|HK}} | ||
Line 194: | Line 212: | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_jLK.jpg | |image=AVG2_Elirin_jLK.jpg | ||
|hitbox=AVG2_Elirin_jLKhitbox.jpg | |||
|caption= | |caption= | ||
|name=j.{{Icon-Capcom|LK}} | |name=j.{{Icon-Capcom|LK}} | ||
Line 200: | Line 219: | ||
|damage=- | |damage=- | ||
|guard= High | |guard= High | ||
|startup= 8 | |startup=8 | ||
|active= | |active=15 | ||
|recovery= | |recovery=8 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A staggeringly long aerial kick, this extends so far downward that she can instant overhead | |description= A staggeringly long aerial kick, in both terms of reach and active frames that, besides aggressive air to airing, will do just about anything you need it to well. A deceptively large button for a light kick, this extends so far downward that she can instant overhead crouching opponents, it also 'can' be used for crossups but needs a bit of finesse to do so. | ||
'''Chains to:'''<br> | '''Chains to:'''<br> | ||
j.{{Icon-Capcom|HP}} / j.{{Icon-Capcom|HK}} | j.{{Icon-Capcom|HP}} / j.{{Icon-Capcom|HK}} | ||
Line 211: | Line 230: | ||
----{{MoveData | ----{{MoveData | ||
|image=AVG2_Elirin_njLK.jpg | |image=AVG2_Elirin_njLK.jpg | ||
|hitbox=AVG2_Elirin_njLKhitbox.jpg | |||
|caption= | |caption= | ||
|name=nj.{{Icon-Capcom|LK}} | |name=nj.{{Icon-Capcom|LK}} | ||
Line 217: | Line 237: | ||
|damage=- | |damage=- | ||
|guard= High | |guard= High | ||
|startup= 4 | |startup=4 | ||
|active= | |active=12 | ||
|recovery= | |recovery=4 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A horizontal kick, | |description= A horizontal kick, your primary defensive air to air for when you want to contest your airspace due to it's speed, active frames, and how high it hits, compared to using 7jLK, or to put a falling button to deter reckless ground approaches. | ||
'''Chains to:'''<br> | '''Chains to:'''<br> | ||
j.{{Icon-Capcom|HP}} / j.{{Icon-Capcom|HK}} | j.{{Icon-Capcom|HP}} / j.{{Icon-Capcom|HK}} | ||
Line 229: | Line 249: | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_jHP.jpg | |image=AVG2_Elirin_jHP.jpg | ||
|hitbox=AVG2_Elirin_jHPhitbox.jpg | |||
|caption= | |caption= | ||
|name=j.{{Icon-Capcom|HP}} | |name=j.{{Icon-Capcom|HP}} | ||
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|damage=- | |damage=- | ||
|guard= High | |guard= High | ||
|startup= 6 | |startup=6 | ||
|active= | |active=4 | ||
|recovery= | |recovery=15 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A downward angled punch. Not the greatest hitbox, but is the preferred jump-in for combos as it has less pushback. | |description= A downward angled punch. Not the greatest hitbox, but is the preferred jump-in for combos as it has less pushback. | ||
Line 245: | Line 266: | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_jHK.jpg | |image=AVG2_Elirin_jHK.jpg | ||
|hitbox=AVG2_Elirin_jHKhitbox.jpg | |||
|caption= | |caption= | ||
|name=j.{{Icon-Capcom|HK}} | |name=j.{{Icon-Capcom|HK}} | ||
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|damage=- | |damage=- | ||
|guard= High | |guard= High | ||
|startup= | |startup=8 | ||
|active= | |active=4 | ||
|recovery= | |recovery=20 | ||
|frameAdv=- | |frameAdv=- | ||
|description= | |description= Elirin's other large air normal, great for holding down space after jLK, or for defensive air to airing, but does have a little more pushback on jump-in attempts than jHP so it can make some combos whiff. Can also be used for crossups but is more difficult to do so than jLK. | ||
}} | }} | ||
}} | }} | ||
---- | ---- | ||
=== Command | === Command Normals === | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_6HK.jpg | |image=AVG2_Elirin_6HK.jpg | ||
|hitbox=AVG2_Elirin_6HKhitbox.jpg | |||
|caption= | |caption= | ||
|name={{Motion|6}}+{{Icon-Capcom|HK}} | |name={{Motion|6}}+{{Icon-Capcom|HK}} | ||
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|damage=- | |damage=- | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=17 | ||
|active= | |active=3 | ||
|recovery= | |recovery=21 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A hop-in donkey kick, slow startup but holds down space very nicely. | |description= A hop-in donkey kick, slow startup but holds down space very nicely. Does not special cancel. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_66HP.jpg | |image=AVG2_Elirin_66HP.jpg | ||
|hitbox=AVG2_Elirin_66HPhitbox.jpg | |||
|caption= | |caption= | ||
|name={{Motion|6}}{{Motion|6}}+{{Icon-Capcom|HP}} | |name={{Motion|6}}{{Motion|6}}+{{Icon-Capcom|HP}} | ||
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|damage=- | |damage=- | ||
|guard= Mid | |guard= Mid | ||
|startup= 1 | |startup=1 | ||
|active= | |active=11 | ||
|recovery= | |recovery=16 | ||
|frameAdv=- | |frameAdv=- | ||
|description= Unique dashing attack where Elirin charges the opponent with her hands up. The | |description= Unique dashing attack where Elirin charges the opponent with her hands up. The advancing momentum plus its instant startup and lengthy active frames allows it to connect from farther ranges than you may think. Knocks down on hit, so she can OTG combo afterwards on no-techs. Special cancellable but not in any way that is humanly hit confirmable, if you want that EX Mach Punch you gotta bet your life on it. | ||
}} | |||
}} | |||
---- | |||
=== Throws === | |||
{{MoveData | |||
|image=AVG2_Elirin_PThrow.jpg | |||
|caption=cl. {{Motion|4}}/{{Motion|6}} + {{Icon-Capcom|P}} | |||
|name=Elirin Dynamic | |||
|data= | |||
{{AttackData-AVG2 | |||
|damage= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|frameAdv= | |||
|description= Elirin throws the opponent over her head, she throws them too far away to get OTG extensions unless in the corner. In the corner you can OTG 2LK into 5LP juggle and let them restand into a looping high/low/throw situation. Worth noting that Elirin has a wider throw range the the cast (needs testing). | |||
}} | }} | ||
}} | }} | ||
---- | ---- | ||
== | === Guard Cancels === | ||
{{MoveData | |||
|image=AVG2_Elirin_stHP.jpg | |||
|image2=AVG2_Elirin_clHP.jpg | |||
|hitbox=AVG2_Elirin_stHPhitbox.jpg | |||
|hitbox2=AVG2_Elirin_clHPhitbox.jpg | |||
|caption= | |||
|name={{Icon-Capcom|LP}} Guard Cancel | |||
|data= | |||
{{AttackData-AVG2 | |||
|damage= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|frameAdv= | |||
|description=Uses Elirin's far {{Icon-Capcom|HP}} unless in range for cl.{{Icon-Capcom|HP}}. Fast, but unreliable, as the far version has a propensity for whiffing over crouching opponents. | |||
}} | |||
}} | |||
---- | |||
{{MoveData | |||
|image=AVG2_Elirin_stHK.jpg | |||
|image2=AVG2_Elirin_clHK.jpg | |||
|hitbox=AVG2_Elirin_stHKhitbox.jpg | |||
|hitbox2=AVG2_Elirin_clHKhitbox.jpg | |||
|caption= | |||
|name={{Icon-Capcom|LK}} Guard Cancel | |||
|data= | |||
{{AttackData-AVG2 | |||
|damage= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|frameAdv= | |||
|description=Uses Elirin's far {{Icon-Capcom|HK}} unless in range for cl.{{Icon-Capcom|HK}}. Her most reliable and preferred guard cancel, but very slightly on the slow side, and can't score a combo without meter if you don't get cl.HK. | |||
}} | |||
}} | |||
---- | |||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_Elirin_Fire.jpg | |image=AVG2_Elirin_Elirin_Fire.jpg | ||
|hitbox=AVG2_Elirin_Firehitbox.jpg | |||
|caption= | |||
|name={{Icon-Capcom|HP}} Guard Cancel | |||
|data= | |||
{{AttackData-AVG2 | |||
|damage= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|frameAdv= | |||
|description=Uses Elirin's {{Icon-Capcom|LP}} Elirin Fire. Best guard cancel in terms of range, but doesn't knock down, so you need to spend extra meter to get a knockdown and not make it punishable on hit. | |||
}} | |||
}} | |||
---- | |||
{{MoveData | |||
|image=AVG2_Elirin_Elirin_Tsutenkaku_Otoshi.jpg | |||
|hitbox=AVG2_Elirin_TsutenkakuOtoshihitbox.jpg | |||
|caption= | |||
|name={{Icon-Capcom|HK}} Guard Cancel | |||
|data= | |||
{{AttackData-AVG2 | |||
|damage= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|frameAdv= | |||
|description=Uses Elirin's {{Icon-Capcom|LP}} Elirin Tsutenkaku Otoshi. Her fastest guard cancel, but the range on the first hit is extremely short, which makes this guard cancel more likely to kill you than anything. | |||
}} | |||
}} | |||
---- | |||
=== Special Moves === | |||
{{MoveData | |||
|image=AVG2_Elirin_Elirin_Fire.jpg | |||
|hitbox=AVG2_Elirin_Firehitbox.jpg | |||
|hitbox2=AVG2_Elirin_EXFirehitbox.jpg | |||
|caption= {{Motion|4}}(Charge){{Motion|6}} + {{Icon-Capcom|P}} | |caption= {{Motion|4}}(Charge){{Motion|6}} + {{Icon-Capcom|P}} | ||
|name=Elirin Fire | |name=Elirin Fire | ||
Line 302: | Line 421: | ||
|version={{Icon-Capcom|LK}} | |version={{Icon-Capcom|LK}} | ||
|damage= | |damage= | ||
|guard= | |guard= Mid | ||
|startup= | |startup=13 | ||
|active= | |active=23 | ||
|recovery= | |recovery=35 | ||
|frameAdv=- | |frameAdv=- | ||
|description= Short range blast of fire. Can be useful as a midrange poke, but you need to be careful with your spacing because | |description= Short range blast of fire. Can be useful as a midrange poke thanks to its disjoint and Elirin slightly leaning back, but you need to be careful with your spacing because it hits as high as it suggests. Both L and H versions are useful after an air juggle if Tsutenkaku will whiff. | ||
Is a projectile so it can clash with other projectiles, useful to keep your space if you have a charge on hand. Can be used via SP1. | |||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 313: | Line 433: | ||
|version={{Icon-Capcom|HP}} | |version={{Icon-Capcom|HP}} | ||
|damage= | |damage= | ||
|guard= | |guard= Mid | ||
|startup= | |startup=17 | ||
|active= | |active=23 | ||
|recovery= | |recovery=38 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A slower blast with not too much more range, but it does knockdown on hit so it can be more lucrative. | |description= A slower blast with not too much more range, but it does knockdown on hit so it can be more lucrative. | ||
Is a projectile so it can clash with other projectiles, although L Fire is better for this unless you're in range to hit the opponent's recovery. | |||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 324: | Line 445: | ||
|version={{Icon-Capcom|LP}} + {{Icon-Capcom|HP}} | |version={{Icon-Capcom|LP}} + {{Icon-Capcom|HP}} | ||
|damage= | |damage= | ||
|guard= | |guard= Mid | ||
|startup= | |startup=2 + 12 | ||
|active= | |active={{Tooltip | text=23| hovertext= 5 hits. 1, 1...}} | ||
|recovery= | |recovery=35 | ||
|frameAdv=- | |frameAdv=- | ||
|description= | |description= Not too bad of an EX, even if it's contending with EX Mach Punch, sporting practically double the range of L fire and hitting 5 times, shredding fireballs in the process, this is a very consistent way to tack on damage at ranges where EX Mach Punch would not connect. Also useful for punishing whiffed moves and/or the opponent tossing fireballs. | ||
}} | }} | ||
}} | }} | ||
Line 335: | Line 456: | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_Elirin_Mach_Punch.jpg | |image=AVG2_Elirin_Elirin_Mach_Punch.jpg | ||
|caption= {{Icon-Capcom|P}} | |hitbox=AVG2_Elirin_MachPunchhitbox.jpg | ||
|caption= {{Icon-Capcom|P}} x3 | |||
|name=Elirin Mach Punch | |name=Elirin Mach Punch | ||
|data= | |data= | ||
{{AttackData-AVG2 | |||
|version={{Icon-Capcom|LP}} | |version={{Icon-Capcom|LP}} | ||
|damage= | |damage= | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=8 | ||
|active= | |active=4, (4), 4, (12) x3 | ||
|recovery= | |recovery=36* | ||
|frameAdv=- | |frameAdv=- | ||
|description= A flurry of punches that really isn't much good for anything, the | |description= A flurry of punches that really isn't much good for anything. Only 3 hits will connect when done raw due to pushback, even less when cancelled into, making it death on use more often than not. | ||
* Despite visually looking like 8 hits, only 6 are actually active, so her recovery is listed as the gap (12) before the last 2 hits + total frames of the last 2 hits (24). | |||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 353: | Line 477: | ||
|damage= | |damage= | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=6 | ||
|active= | |active=3, (3), 3, (9) x3 | ||
|recovery= | |recovery=27* | ||
|frameAdv=- | |frameAdv=- | ||
|description= | |description= Knocks the opponent down, unlike the L version, which would make occasionally useful if it wasn't contending with her rekka series for meterless combos. | ||
* Despite visually looking like 8 hits, only 6 are actually active, so her recovery is listed as the gap (9) before the last 2 hits + total frames of the last 2 hits (18). | |||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 364: | Line 490: | ||
|damage= | |damage= | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=1 + 4 | ||
|active= | |active=2, (2), 2, (6) x5 | ||
|recovery= | |recovery=18* | ||
|frameAdv=- | |frameAdv=- | ||
|description= | |description= Now this is the real hotness, the EX version (input with {{Motion|623}}+{{Icon-Capcom|LP}}{{Icon-Capcom|HP}}) moves Elirin forward and makes it your primary metered combo ender, setting up for cancelling into EX Tsutenkaku Otoshi for additional damage. It is also your main metered reversal due to being [[Advanced_V.G._2/Advanced_Mechanics#Sprite_Layering_Order_and_LDP_Unblockables|LDP unblockable]]. | ||
* Despite visually looking like 12 hits, only 10 are actually active, so her recovery is listed as the gap (6) before the last 2 hits + total frames of the last 2 hits (12). | |||
}} | }} | ||
}} | }} | ||
Line 374: | Line 502: | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_Elirin_Tsutenkaku_Otoshi.jpg | |image=AVG2_Elirin_Elirin_Tsutenkaku_Otoshi.jpg | ||
|hitbox=AVG2_Elirin_TsutenkakuOtoshihitbox.jpg | |||
|hitbox2=AVG2_Elirin_TsutenkakuOtoshi2hitbox.jpg | |||
|caption= {{Motion|2}}(Charge){{Motion|8}} + {{Icon-Capcom|P}} | |caption= {{Motion|2}}(Charge){{Motion|8}} + {{Icon-Capcom|P}} | ||
|name=Elirin Tsutenkaku Otoshi | |name=Elirin Tsutenkaku Otoshi | ||
Line 381: | Line 511: | ||
|damage= | |damage= | ||
|guard= Mid, High | |guard= Mid, High | ||
|startup= | |startup=12 | ||
|active= | |active={{Tooltip | text=12, (11), 4 || hovertext= 2 hits. 12, (11), 2, 2}} | ||
|recovery= | |recovery=22 | ||
|frameAdv=- | |frameAdv=- | ||
|description= Elirin leaps into the air and comes down with a clubbing swing. | |description= Elirin leaps into the air and comes down with a clubbing swing. Only somewhat useful after an anti-air 2hp or corner routing due to it's extremely poor range. Despite looking like a flashkick style anti-air, Elirin does not sport any form of invulnerability or anti-air capabilities, oddly enough she has some low crush before she goes airbourne (not that you can capitalize on it). Can be done via SP2. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 392: | Line 522: | ||
|damage= | |damage= | ||
|guard= Mid, High | |guard= Mid, High | ||
|startup= | |startup=12 | ||
|active= | |active={{Tooltip | text=12 , (11), 4 || hovertext= 2 hits. 12, (11), 2, 2}} | ||
|recovery= | |recovery=22 | ||
|frameAdv=- | |frameAdv=- | ||
|description= | |description= Identical to the L version besides doing more damage, so you should try and combo into this version instead. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 403: | Line 533: | ||
|damage= | |damage= | ||
|guard= Mid, High | |guard= Mid, High | ||
|startup= | |startup=1 + 12 | ||
|active= | |active={{Tooltip | text=12, (16), 4|| hovertext= 5 hits. 12, (16), 2, 2}} | ||
|recovery= | |recovery=25 | ||
|frameAdv=- | |frameAdv=- | ||
|description= | |description= Primarily used as a combo ender after EX Mach Punch due to it still having poor range, but can sometimes be used as a metered ender from air juggles. Is your other metered reversal due to it being [[Advanced_V.G._2/Advanced_Mechanics#Sprite_Layering_Order_and_LDP_Unblockables|LDP unblockable]], but is not reliable due to the aforementioned poor range. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_Elirin_Chop.jpg | |image=AVG2_Elirin_Elirin_Chop.jpg | ||
|hitbox=AVG2_Elirin_Chophitbox.jpg | |||
|caption= {{Motion|63214}} + {{Icon-Capcom|P}} | |caption= {{Motion|63214}} + {{Icon-Capcom|P}} | ||
|name=Elirin Chop | |name=Elirin Chop | ||
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|damage= | |damage= | ||
|guard= High | |guard= High | ||
|startup= | |startup=8 | ||
|active= | |active={{Tooltip | text=7 | hovertext= 1 hit. 4, 3}} | ||
|recovery= | |recovery=10 | ||
|frameAdv= | |frameAdv= | ||
|description= | |description= The skull cracker, forces the opponent to guess between this, a low 2LK, or her regular throw. Very scary, especially in the corner, as she's still in range to loop the situation (expanded on in her strategy page). Respectable damage on it's own, and even more if she's willing to super cancel from it. It also has the ability to reflect projectiles, very useful option in neutral to keep your position without trying to jump over the fireball. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 431: | Line 562: | ||
|damage= | |damage= | ||
|guard= High | |guard= High | ||
|startup= | |startup=10 | ||
|active= | |active={{Tooltip | text=5| hovertext= 1 hit. 3, 2}} | ||
|recovery= | |recovery=15 | ||
|frameAdv= | |frameAdv= | ||
|description= | |description= Does more damage than L Chop with the only trade of being ever so slightly slower overall and not as active, otherwise functions the same and can be used interchangeably. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_Elirin_San_Ranbu.jpg | |image=AVG2_Elirin_Elirin_San_Ranbu.jpg | ||
|hitbox=AVG2_Elirin_Rekkahitbox.jpg | |||
|caption= {{Motion|214}} + {{Icon-Capcom|K}} x3 | |caption= {{Motion|214}} + {{Icon-Capcom|K}} x3 | ||
|name=Elirin San Ranbu | |name=Elirin San Ranbu | ||
|data= | |data= | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
|version={{Icon-Capcom|LK}} | |version={{Icon-Capcom|LK}}x1 | ||
|damage= | |damage= | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=9 | ||
|active= | |active=5 | ||
|recovery= | |recovery=16 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A three-stage rekka. An easy confirm from most normals you'll be landing in footsies, | |description= A three-stage rekka. An easy confirm from most normals you'll be landing in footsies and pressure, can chain into any version of the next followup as long as you do not fully recover, leads to solid damage. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
|version={{Icon-Capcom|LK}}x2 | |||
|version={{Icon-Capcom| | |||
|damage= | |damage= | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=5 | ||
|active= | |active=3 | ||
|recovery= | |recovery=20 | ||
|frameAdv=- | |frameAdv=- | ||
|description= | |description= Standard rekka followup, can chain into H ender. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
|version={{Icon-Capcom|LK}}x3 | |||
|damage= | |damage= | ||
|guard= | |guard= Mid | ||
|startup= | |startup=16 | ||
|active= | |active=2 | ||
|recovery= | |recovery=31 | ||
|frameAdv= | |frameAdv=- | ||
|description= | |description= Standard rekka ender, knocks down for OTG followups on no-techs in the corner, otherwise you can cancel into EX Mach Punch for extra damage. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
|version={{Icon-Capcom|HK}}x1 | |||
|damage= | |damage= | ||
|guard= | |guard= Mid | ||
|startup= | |startup=11 | ||
|active= | |active=6 | ||
|recovery= | |recovery=20 | ||
|frameAdv= | |frameAdv=- | ||
|description= | |description= The HK version goes further and deals more damage, otherwise functions the same, you'll mostly be using this version as it still reliably combos from Elirin's normals, unless you prefer speed and being somewhat safer on block/whiff with the L version. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
|version={{Icon-Capcom|HK}}x2 | |||
|damage= | |damage= | ||
|guard= | |guard= Mid | ||
|startup= | |startup=5 | ||
|active= | |active=5 | ||
|recovery= | |recovery=24 | ||
|frameAdv= | |frameAdv=- | ||
|description= | |description= Same function as L version. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
|version={{Icon-Capcom|HK}}x3 | |||
|damage= | |damage= | ||
|guard= | |guard= Mid | ||
|startup= | |startup=17 | ||
|active= | |active=2 | ||
|recovery= | |recovery=31 | ||
|frameAdv= | |frameAdv=- | ||
|description= | |description= Same function as L version. | ||
}} | }} | ||
}} | }} | ||
== Super Moves == | === Super Moves === | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_Elirin_Smash.jpg | |image=AVG2_Elirin_Elirin_Smash.jpg | ||
Line 543: | Line 647: | ||
|damage= | |damage= | ||
|guard= N/A | |guard= N/A | ||
|startup= 1 | |startup=1 | ||
|active= | |active=N/A | ||
|recovery= | |recovery=N/A | ||
|frameAdv=- | |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. | |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. |
Latest revision as of 17:07, 6 September 2024
Move List
Standing Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | 14 | 3 | 19 | - |
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 cancellable, but with it's range not a whole lot is going to connect. |
Crouching Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | 4 | 6 | 7 | - |
A standard crouching kick that compliments your 5LK pokes with its range (same as far HP!) and being special cancellable, despite having no chains or links. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | 10 | 3 | 23 | - |
A rising uppercut, Elirin's main grounded anti-air tool and one that's not half bad if it connects. Launches on grounded hit and on anti-air, so she can get a juggle combo afterwards. Is still in crouching state after recovering so you will have to wait a frame if you want standing buttons. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | 7 | 3 | 22 | - |
A quick sweep with great range. Knocks down allowing OTG pickups afterwards, can cancel into H Elirin Fire for reliable damage and get OTG pickups afterwards on no-techs. |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | 4 | 12 | 4 | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | 6 | 4 | 15 | - |
A downward angled punch. Not the greatest hitbox, but is the preferred jump-in for combos as it has less pushback. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | 8 | 4 | 20 | - |
Elirin's other large air normal, great for holding down space after jLK, or for defensive air to airing, but does have a little more pushback on jump-in attempts than jHP so it can make some combos whiff. Can also be used for crossups but is more difficult to do so than jLK. |
Command Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | 17 | 3 | 21 | - |
A hop-in donkey kick, slow startup but holds down space very nicely. Does not special cancel. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | 1 | 11 | 16 | - |
Unique dashing attack where Elirin charges the opponent with her hands up. The advancing momentum plus its instant startup and lengthy active frames allows it to connect from farther ranges than you may think. Knocks down on hit, so she can OTG combo afterwards on no-techs. Special cancellable but not in any way that is humanly hit confirmable, if you want that EX Mach Punch you gotta bet your life on it. |
Throws
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Elirin throws the opponent over her head, she throws them too far away to get OTG extensions unless in the corner. In the corner you can OTG 2LK into 5LP juggle and let them restand into a looping high/low/throw situation. Worth noting that Elirin has a wider throw range the the cast (needs testing). |
Guard Cancels
Special Moves
Version | Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|---|
![]() |
Mid | 8 | 4, (4), 4, (12) x3 | 36* | - | |
A flurry of punches that really isn't much good for anything. Only 3 hits will connect when done raw due to pushback, even less when cancelled into, making it death on use more often than not.
| ||||||
![]() |
Mid | 6 | 3, (3), 3, (9) x3 | 27* | - | |
Knocks the opponent down, unlike the L version, which would make occasionally useful if it wasn't contending with her rekka series for meterless combos.
| ||||||
![]() ![]() |
Mid | 1 + 4 | 2, (2), 2, (6) x5 | 18* | - | |
Now this is the real hotness, the EX version (input with
|
Version | Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|---|
![]() |
Mid, High | 12 | 12, (11), 4 | 22 | - | |
Elirin leaps into the air and comes down with a clubbing swing. Only somewhat useful after an anti-air 2hp or corner routing due to it's extremely poor range. Despite looking like a flashkick style anti-air, Elirin does not sport any form of invulnerability or anti-air capabilities, oddly enough she has some low crush before she goes airbourne (not that you can capitalize on it). Can be done via SP2. | ||||||
![]() |
Mid, High | 12 | 12 , (11), 4 | 22 | - | |
Identical to the L version besides doing more damage, so you should try and combo into this version instead. | ||||||
![]() ![]() |
Mid, High | 1 + 12 | 12, (16), 4 | 25 | - | |
Primarily used as a combo ender after EX Mach Punch due to it still having poor range, but can sometimes be used as a metered ender from air juggles. Is your other metered reversal due to it being LDP unblockable, but is not reliable due to the aforementioned poor range. |
Super Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
N/A | 1 | N/A | N/A | - | |
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. |