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= Movelist = | = Movelist = | ||
'''Command Moves'''<br> | |||
f+HK<br> | |||
f,f+HP | |||
'''Target Combos'''<br> | '''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> | '''Guard Cancels'''<br> | ||
LP: s.HP<br> | LP: s.HP<br> | ||
LK: s.HK<br> | LK: s.HK<br> | ||
HP: LP Elirin Fire<br> | HP: LP Elirin Fire (charge b,f+LP)<br> | ||
HK: LP Elirin Tsutenkaku Otoshi<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. | LK Guard Cancel is the safest option, because it has good range and leads to her combos regardless of the spacing. | ||
== Special Moves == | == Special Moves == | ||
'''Elirin Fire | '''Elirin Fire (charge b,f+P):'''<br> | ||
'''Elirin Mach Punch (LP/HPx4):'''<br> | |||
'''Elirin Tsutenkaku Otoshi (charge d,u+P):'''<br> | |||
'''Elirin Mach Punch'''<br> | '''Elirin Chop (hcb+P):'''<br> | ||
'''Elirin San Ranbu (qcb+K x3)'''<br> | |||
'''Elirin Tsutenkaku Otoshi | |||
'''Elirin Chop'''<br> | |||
'''Elirin San Ranbu'''<br> | |||
== Super Moves == | == Super Moves == | ||
'''Elirin Smash (f,hcf+K):'''<br> | |||
'''Elirin | |||
= Combos = | = Combos = |
Revision as of 09:23, 4 August 2020
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.
Pros:
- pokes have good reach
- has close heavy normals
- cr.HP is a good anti-air
- has an overhead
- has a command throw
- has an instant super
Cons:
- low stamina
- has no meterless reversal
- basic combos require moderate execution skills
- slightly low damage output
Movelist
Command Moves
f+HK
f,f+HP
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 (charge b,f+P):
Elirin Mach Punch (LP/HPx4):
Elirin Tsutenkaku Otoshi (charge d,u+P):
Elirin Chop (hcb+P):
Elirin San Ranbu (qcb+K x3)
Super Moves
Elirin Smash (f,hcf+K):
Combos
Basic Combos
- s.LP > s.HP > s.HK > qcb+K (x3) > dp+PP > [b],f,b,f+P > [db],df,db,uf+P
- cr.LP > cr.LK > qcb+K (x3) > dp+PP > [b],f,b,f+P > [db],df,db,uf+P
Anti-Air Combos
- cr.HP > j.LK > j.HK > cl.HP > s.HK (whiffed) > dp+PP > [b],f,b,f+P / [db],df,db,uf+P
- j.LK > j.HK (land) sj.LK > sj.HK > dp+PP / [b],f+P
Throw Combos
- (corner) Punch throw > cr.LK > s.LP > s.HP > s.HK > [b],f+P > [db],df,db,uf+P
- (corner) Punch throw > cr.LK > s.LP > s.HK > s.HK > [db],df,db,uf+P
Misc. Combo
- hcb+P > dp+PP > [b],f,b,f+P (overhead combo)
Frame Data
Soon.