SeenConnroy (talk | contribs) (→Special Moves: Added hitboxes) |
SeenConnroy (talk | contribs) (→Move List: Minor reformatting and updated guard cancel info) |
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=== 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. | |||
}} | |||
}} | |||
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{{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. | |||
}} | |||
}} | |||
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{{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. | |||
}} | |||
}} | |||
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{{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. | |||
}} | |||
}} | |||
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=== Special Moves === | === Special Moves === | ||
{{MoveData | {{MoveData | ||
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=== Super Moves === | === Super Moves === |
Revision as of 05:30, 29 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. |
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. |
Guard Cancels
Special Moves
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. |