Cole Wilson (talk | contribs) |
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'''2D''' | '''2D''' | ||
* | *Typical low-hitting cancellable meaty that can be used to set up all sorts of situations. Use this for your high/low mix-up game on oki as an alternative to 5D. | ||
====Command==== | ====Command==== | ||
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'''6D''' | '''6D''' | ||
*Elion's mighty boot. As one of the few 6Ds in the game that are actually cancellable, it can be used in a number of different ways, such as setting up his corner loop. This is yet another one of Elion's moves that moves him forward, so be careful using it. | *Elion's mighty boot. Fairly quick startup and decent range. As one of the few 6Ds in the game that are actually cancellable, it can be used in a number of different ways, such as setting up his corner loop. This is yet another one of Elion's moves that moves him forward, so be careful using it. | ||
====Jumping==== | ====Jumping==== | ||
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'''j.D''' | '''j.D''' | ||
*An upward kick that's okay for air-to-air. Decent anti-clashing jump-in, but nothing spectacular. | *An upward kick that's okay for air-to-air. Decent anti-clashing jump-in, but nothing spectacular. Combos into 6D. | ||
=== Normal Throws === | === Normal Throws === |
Revision as of 10:48, 25 July 2011
Introduction
The Basics
Combos
Mid-screen
5D xx 623X
5D xx 214214X, dash, 623C/6C
Corner
5C > 214214X, (236A, 236A, 214214X)x2, 236A, 623C
Strategy
Item Compatibility
Character Chemistry
Matchups
Move Analysis
Normals and Command Normals
Standing
5A
- A quick, mid-level stab. Has absurd range for an A normal. Great for poking and pushing your opponent back where you want them. You'll be using this and 2A a lot.
5B
- A short-ranged slash. Despite how the animation looks, it has about as much range as 5A but is also slower. Use it if you're expecting a clash and need to cancel into something.
5C
- A turning upward slash that inches Elion forward. Can be used as a gimmicky anti-air at max range, but you'll mostly use it in the middle of combos. It also has a reverse hitbox.
5D
- One of the more useful overhead kicks in the game. It's fast, it's safe, and it links into his DP and his 214214X super. Good on oki, just try not to overuse it.
Crouching
2A
- A quick stab similar to 5A, the difference being it has faster startup but more recovery. It has about the same range as 5B, but like most A normals, is not cancellable.
2B
- A relatively-quick, overhead slash. Arguably Elion's best anti-air, despite its limited vertical hitbox. One of the best aspects of this move, is the fact that it has the same horizontal reach as 2A, which can be used to poke your opponent and keep them from jumping.
2C
- A heavy, turning slash that acts as Elion's sweep. Outside of jump-in combos with j.C, this move is best used at max range to avoid reversals.
2D
- Typical low-hitting cancellable meaty that can be used to set up all sorts of situations. Use this for your high/low mix-up game on oki as an alternative to 5D.
Command
6A
- Does not have.
6B
- A lunging stab and Elion's farthest-reaching poke. The startup and recovery make it a terrible move to use at anywhere outside of max range, so make sure your opponent is out of 5A range before trying to use it.
6C
- Spinning circular slash that moves Elion forward a great deal. Has little to no practical use outside of trying to punish a clash or as a reset after 214214X. 6B has better range, is cancellable, and doesn't put you right next to the opponent while you're in recovery. Try not to use this move.
6D
- Elion's mighty boot. Fairly quick startup and decent range. As one of the few 6Ds in the game that are actually cancellable, it can be used in a number of different ways, such as setting up his corner loop. This is yet another one of Elion's moves that moves him forward, so be careful using it.
Jumping
j.A
- A downward, angled stab that's useful as a quick air-to-air. Use it when speed is a priority.
j.B
- A fan-shaped slash that's only really good for clashing. Great against air fireballs.
j.C
- Flying half-circle of steel. Has more horizontal range than j.B and great for jump-ins. Can be used for cross-ups with the right timing, but you won't be using it a lot for that purpose.
j.D
- An upward kick that's okay for air-to-air. Decent anti-clashing jump-in, but nothing spectacular. Combos into 6D.
Normal Throws
Forward Throw: 6D (in close)
- Elion impales his opponent with his sword, then roundhouse kicks them off the blade. Cannot be pursued on knockdown.
Back Throw: 4D (in close)
- Elion vaults over his opponent's head, then slashes them in the face after he lands on the ground. Cannot be pursued on knockdown.
Mana-Counter
Specials
Element Wall: 236A/B/C (Can be used in air)
- Element Shot: A/B/C After Element Wall
- Element Sword: 623A/B/C After Element Wall
Guardian Sword: 623A/B/C
Force Dash: 41236D (Follow-up with A/B/Cx3)
Guardian Kick: 623D
Mana Bursts
Element Slash: 236236A/B/C
Awaking Element: 214214A/B/C
Great Element: 214214A+B+C
Frame Data
Characters | Ramda • Sandra • Curse Head • Elion • Fina • Evetta • Dorgan • Vargan • GerhardsenII • Vritra • Nagar • Mara • Orc • Troll • Goblin • Bernhard • Nsidor • Zon | |
---|---|---|
Items | Healing Potion • Mana Potion • Power Bracelet • Scroll of Mana • Protection Ring • Amulet • Holy Symbol • Invisible Mantle • Wind Boots • Medal of Strength • Master Ring • Fortunate Coin • Talisman • Mutation Stone • Hellfire Sword • Magic Shield • Earth Hammer • Spike Mace • Demon Club • Goblin Spear • Ice Blade • Shining Staff • Shining Bow • Rune Ax • Extra Bullet • Draconic Figurine • Nightmare Blade • Evil Staff • Death Staff • Blood Sword • Naught Weapon • Dark Staff • Elixir • Demonic Figurine • Seven Keys • Book of Disaster • Magistery • Chaos Ring • Fang of Manticore • Dragon Scale |