SeenConnroy (talk | contribs) (→Move List: More frame data and description updates, will add hitboxes soon.) |
SeenConnroy (talk | contribs) m (→Special Moves: Added notes about Elirin's reversals/0f unblockable) |
||
(7 intermediate revisions by the same user not shown) | |||
Line 109: | Line 109: | ||
|guard= Mid | |guard= Mid | ||
|startup=14 | |startup=14 | ||
|active=3 | |active={{Tooltip | text=3| hovertext=1 hit. 1, 2}} | ||
|recovery=19 | |recovery=19 | ||
|frameAdv=- | |frameAdv=- | ||
Line 165: | Line 165: | ||
|guard= Mid | |guard= Mid | ||
|startup=10 | |startup=10 | ||
|active=3 | |active={{Tooltip | text=3| hovertext= 1 hit. 1, 2}} | ||
|recovery=23 | |recovery=23 | ||
|frameAdv=- | |frameAdv=- | ||
Line 295: | Line 295: | ||
|recovery=21 | |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. | ||
}} | }} | ||
}} | }} | ||
Line 313: | Line 313: | ||
|frameAdv=- | |frameAdv=- | ||
|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. | |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 | |||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 321: | Line 414: | ||
|image=AVG2_Elirin_Elirin_Fire.jpg | |image=AVG2_Elirin_Elirin_Fire.jpg | ||
|hitbox=AVG2_Elirin_Firehitbox.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 332: | Line 426: | ||
|recovery=35 | |recovery=35 | ||
|frameAdv=- | |frameAdv=- | ||
|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. 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 | |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 343: | Line 438: | ||
|recovery=38 | |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. Is a projectile so it can clash with other projectiles, although L Fire is better for this. | |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 351: | Line 447: | ||
|guard= Mid | |guard= Mid | ||
|startup=2 + 12 | |startup=2 + 12 | ||
|active=23 | |active={{Tooltip | text=23| hovertext= 5 hits. 1, 1...}} | ||
|recovery=35 | |recovery=35 | ||
|frameAdv=- | |frameAdv=- | ||
Line 398: | Line 494: | ||
|recovery=18* | |recovery=18* | ||
|frameAdv=- | |frameAdv=- | ||
|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. | |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). | * 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 407: | Line 503: | ||
|image=AVG2_Elirin_Elirin_Tsutenkaku_Otoshi.jpg | |image=AVG2_Elirin_Elirin_Tsutenkaku_Otoshi.jpg | ||
|hitbox=AVG2_Elirin_TsutenkakuOtoshihitbox.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 415: | Line 512: | ||
|guard= Mid, High | |guard= Mid, High | ||
|startup=12 | |startup=12 | ||
|active= | |active={{Tooltip | text=12, (11), 4 || hovertext= 2 hits. 12, (11), 2, 2}} | ||
|recovery=22 | |recovery=22 | ||
|frameAdv=- | |frameAdv=- | ||
Line 426: | Line 523: | ||
|guard= Mid, High | |guard= Mid, High | ||
|startup=12 | |startup=12 | ||
|active= | |active={{Tooltip | text=12 , (11), 4 || hovertext= 2 hits. 12, (11), 2, 2}} | ||
|recovery=22 | |recovery=22 | ||
|frameAdv=- | |frameAdv=- | ||
Line 437: | Line 534: | ||
|guard= Mid, High | |guard= Mid, High | ||
|startup=1 + 12 | |startup=1 + 12 | ||
|active= | |active={{Tooltip | text=12, (16), 4|| hovertext= 5 hits. 12, (16), 2, 2}} | ||
|recovery=25 | |recovery=25 | ||
|frameAdv=- | |frameAdv=- | ||
|description= Primarily used as a combo ender after EX Mach Punch due to it still having poor range, but can sometimes be used | |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. | ||
}} | }} | ||
}} | }} | ||
Line 455: | Line 552: | ||
|guard= High | |guard= High | ||
|startup=8 | |startup=8 | ||
|active=7 | |active={{Tooltip | text=7 | hovertext= 1 hit. 4, 3}} | ||
|recovery=10 | |recovery=10 | ||
|frameAdv= | |frameAdv= | ||
Line 466: | Line 563: | ||
|guard= High | |guard= High | ||
|startup=10 | |startup=10 | ||
|active= 5 | |active={{Tooltip | text=5| hovertext= 1 hit. 3, 2}} | ||
|recovery=15 | |recovery=15 | ||
|frameAdv= | |frameAdv= | ||
Line 540: | Line 637: | ||
}} | }} | ||
}} | }} | ||
=== Super Moves === | === Super Moves === |
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. |