SeenConnroy (talk | contribs) (Added some hitboxes, frame data, and updated some move descriptions, will add more later.) |
SeenConnroy (talk | contribs) (→Move List: More frame data and description updates, will add hitboxes soon.) |
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_crLK.jpg | |image=AVG2_Elirin_crLK.jpg | ||
|hitbox= | |hitbox=AVG2_Elirin_crLKhitbox.jpg | ||
|caption= | |caption= | ||
|name=cr.{{Icon-Capcom|LK}} | |name=cr.{{Icon-Capcom|LK}} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_crHP.jpg | |image=AVG2_Elirin_crHP.jpg | ||
|hitbox= | |hitbox=AVG2_Elirin_crHPhitbox.jpg | ||
|caption= | |caption= | ||
|name=cr.{{Icon-Capcom|HP}} | |name=cr.{{Icon-Capcom|HP}} | ||
Line 168: | Line 168: | ||
|recovery=23 | |recovery=23 | ||
|frameAdv=- | |frameAdv=- | ||
|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. | |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= | |hitbox=AVG2_Elirin_crHKhitbox.jpg | ||
|caption= | |caption= | ||
|name=cr.{{Icon-Capcom|HK}} | |name=cr.{{Icon-Capcom|HK}} | ||
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|recovery=22 | |recovery=22 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A quick sweep with great range. Knocks down allowing OTG pickups afterwards, can cancel into | |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. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_jLP.jpg | |image=AVG2_Elirin_jLP.jpg | ||
|hitbox= | |hitbox=AVG2_Elirin_jLPhitbox.jpg | ||
|caption= | |caption= | ||
|name=j.{{Icon-Capcom|LP}} | |name=j.{{Icon-Capcom|LP}} | ||
Line 212: | Line 212: | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_jLK.jpg | |image=AVG2_Elirin_jLK.jpg | ||
|hitbox= | |hitbox=AVG2_Elirin_jLKhitbox.jpg | ||
|caption= | |caption= | ||
|name=j.{{Icon-Capcom|LK}} | |name=j.{{Icon-Capcom|LK}} | ||
Line 230: | Line 230: | ||
----{{MoveData | ----{{MoveData | ||
|image=AVG2_Elirin_njLK.jpg | |image=AVG2_Elirin_njLK.jpg | ||
|hitbox= | |hitbox=AVG2_Elirin_njLKhitbox.jpg | ||
|caption= | |caption= | ||
|name=nj.{{Icon-Capcom|LK}} | |name=nj.{{Icon-Capcom|LK}} | ||
Line 249: | Line 249: | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_jHP.jpg | |image=AVG2_Elirin_jHP.jpg | ||
|hitbox= | |hitbox=AVG2_Elirin_jHPhitbox.jpg | ||
|caption= | |caption= | ||
|name=j.{{Icon-Capcom|HP}} | |name=j.{{Icon-Capcom|HP}} | ||
Line 266: | Line 266: | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_jHK.jpg | |image=AVG2_Elirin_jHK.jpg | ||
|hitbox= | |hitbox=AVG2_Elirin_jHKhitbox.jpg | ||
|caption= | |caption= | ||
|name=j.{{Icon-Capcom|HK}} | |name=j.{{Icon-Capcom|HK}} | ||
Line 281: | Line 281: | ||
}} | }} | ||
---- | ---- | ||
=== Command | === Command Normals === | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_6HK.jpg | |image=AVG2_Elirin_6HK.jpg | ||
|hitbox= | |hitbox=AVG2_Elirin_6HKhitbox.jpg | ||
|caption= | |caption= | ||
|name={{Motion|6}}+{{Icon-Capcom|HK}} | |name={{Motion|6}}+{{Icon-Capcom|HK}} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_66HP.jpg | |image=AVG2_Elirin_66HP.jpg | ||
|hitbox= | |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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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_Elirin_Fire.jpg | |image=AVG2_Elirin_Elirin_Fire.jpg | ||
|hitbox= | |hitbox=AVG2_Elirin_Firehitbox.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 327: | Line 327: | ||
|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. 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 338: | Line 338: | ||
|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. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 349: | Line 349: | ||
|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=23 | ||
|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. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_Elirin_Mach_Punch.jpg | |image=AVG2_Elirin_Elirin_Mach_Punch.jpg | ||
|hitbox= | |hitbox=AVG2_Elirin_MachPunchhitbox.jpg | ||
|caption= {{Icon-Capcom|P}} | |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 | ||
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|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 390: | Line 394: | ||
|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. | ||
* 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). | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_Elirin_Tsutenkaku_Otoshi.jpg | |image=AVG2_Elirin_Elirin_Tsutenkaku_Otoshi.jpg | ||
|hitbox= | |hitbox=AVG2_Elirin_TsutenkakuOtoshihitbox.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 408: | Line 414: | ||
|damage= | |damage= | ||
|guard= Mid, High | |guard= Mid, High | ||
|startup= | |startup=12 | ||
|active= | |active=21 (12, 7), (4), 5 (2,2,1) | ||
|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 419: | Line 425: | ||
|damage= | |damage= | ||
|guard= Mid, High | |guard= Mid, High | ||
|startup= | |startup=12 | ||
|active= | |active=21 (12, 7), (4), 5 (2,2,1) | ||
|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 430: | Line 436: | ||
|damage= | |damage= | ||
|guard= Mid, High | |guard= Mid, High | ||
|startup= | |startup=1 + 12 | ||
|active= | |active=24 (12, 12), (4), 5 (2, 2, 1) | ||
|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 normal ender depending on starter for good damage. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_Elirin_Chop.jpg | |image=AVG2_Elirin_Elirin_Chop.jpg | ||
|hitbox= | |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=7 (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 | ||
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|damage= | |damage= | ||
|guard= High | |guard= High | ||
|startup= | |startup=10 | ||
|active= | |active= 5 (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= | |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= | |||
|guard= Mid | |||
|startup=9 | |||
|active=5 | |||
|recovery=16 | |||
|frameAdv=- | |||
|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 | |||
|version={{Icon-Capcom|LK}}x2 | |||
|damage= | |||
|guard= Mid | |||
|startup=5 | |||
|active=3 | |||
|recovery=20 | |||
|frameAdv=- | |||
|description= Standard rekka followup, can chain into H ender. | |||
}} | |||
{{AttackData-AVG2 | |||
|version={{Icon-Capcom|LK}}x3 | |||
|damage= | |||
|guard= Mid | |||
|startup=16 | |||
|active=2 | |||
|recovery=31 | |||
|frameAdv=- | |||
|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 | |||
|version={{Icon-Capcom|HK}}x1 | |||
|damage= | |||
|guard= Mid | |||
|startup=11 | |||
|active=6 | |||
|recovery=20 | |||
|frameAdv=- | |||
|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 | |||
|version={{Icon-Capcom|HK}}x2 | |||
|damage= | |damage= | ||
|guard= Mid | |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 | |||
|version={{Icon-Capcom|HK}} | |||
|damage= | |damage= | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=17 | ||
|active= | |active=2 | ||
|recovery= | |recovery=31 | ||
|frameAdv=- | |frameAdv=- | ||
|description= | |description= Same function as L version. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_stHP.jpg | |image=AVG2_Elirin_stHP.jpg | ||
|hitbox= | |image2=AVG2_Elirin_clHP.jpg | ||
|caption= | |hitbox=AVG2_Elirin_stHPhitbox.jpg | ||
|hitbox2=AVG2_Elirin_clHPhitbox.jpg | |||
|caption=Will use cl.HP if in range. | |||
|name={{Icon-Capcom|LP}} Guard Cancel | |name={{Icon-Capcom|LP}} Guard Cancel | ||
|data= | |data= | ||
Line 517: | Line 564: | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_stHK.jpg | |image=AVG2_Elirin_stHK.jpg | ||
|hitbox= | |image2=AVG2_Elirin_clHK.jpg | ||
|hitbox=AVG2_Elirin_stHKhitbox.jpg | |||
|hitbox2=AVG2_Elirin_clHKhitbox.jpg | |||
|caption= | |caption= | ||
|name={{Icon-Capcom|LK}} Guard Cancel | |name={{Icon-Capcom|LK}} Guard Cancel | ||
Line 534: | Line 583: | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_Elirin_Fire.jpg | |image=AVG2_Elirin_Elirin_Fire.jpg | ||
|hitbox= | |hitbox=AVG2_Elirin_Firehitbox.jpg | ||
|caption= | |caption= | ||
|name={{Icon-Capcom|HP}} Guard Cancel | |name={{Icon-Capcom|HP}} Guard Cancel | ||
Line 551: | Line 600: | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_Elirin_Tsutenkaku_Otoshi.jpg | |image=AVG2_Elirin_Elirin_Tsutenkaku_Otoshi.jpg | ||
|hitbox= | |hitbox=AVG2_Elirin_TsutenkakuOtoshihitbox.jpg | ||
|caption= | |caption= | ||
|name={{Icon-Capcom|HK}} Guard Cancel | |name={{Icon-Capcom|HK}} Guard Cancel | ||
Line 576: | Line 625: | ||
|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. |
Revision as of 10:17, 28 August 2024
Move List
Standing Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | 14 | 3 (1, 2) | 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 (1, 2) | 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. |
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. |
Special Moves
Guard Cancels
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. |