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

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''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.''


'''Pros:'''<br>
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.
- pokes have good reach<br>
- has close heavy normals<br>
- cr.HP is a good anti-air<br>
- has an overhead<br>
- has a command throw<br>
- has an instant super<br>


'''Cons:'''<br>
{|
- low stamina<br>
|-style="text-align:left;"
- has no meterless reversal<br>
! Strengths !! Weaknesses
- basic combos require moderate execution skills<br>
|- style="vertical-align:top;text-align:left"
- slightly low damage output<br>
| 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 =
= Movelist =

Revision as of 12:14, 4 August 2020

Gomenasai, my name is Elirin-sama.

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 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.

Strengths Weaknesses
  • 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
  • Low defense value
  • Poor reversal options
  • Somewhat 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):

Strategy

Combos

Basic Combos
s.LP > s.HP > s.HK xx San Ranbu (xx EX Mach Punch xx EX Fire xx EX Otoshi)
cr.LP > cr.LK xx San Ranbu (xx EX Mach Punch xx EX Fire xx EX Otoshi)
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
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
cr.HP, j.LK > j.HK, cl.HP > s.HK (whiffed) xx EX Mach Punch xx EX Fire / EX Otoshi
j.LK > j.HK, sj.LK > sj.HK, EX Otoshi / EX Fire

Throw Combos
(corner) Punch throw > walk cr.LK, s.LP > s.HP > s.HK xx EX Fire (xx EX Otoshi)
(corner) Punch throw > walk cr.LK, s.LP > s.HK > s.HK xx EX Otoshi

Frame Data

Soon.

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