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|description=Unlike the normal versions, the EX version (input with {{Motion|623}}+{{Icon-Capcom|LP}}{{Icon-Capcom|HP}}) is very useful, this series of punches moves Elirin forward, allowing her to use it in combos to convert for damage. | |description=Unlike the normal versions, the EX version (input with {{Motion|623}}+{{Icon-Capcom|LP}}{{Icon-Capcom|HP}}) is very useful, this series of punches moves Elirin forward, allowing her to use it in combos to convert for damage. | ||
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Revision as of 11:05, 14 March 2023
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, focused primarily on establishing a strong midrange presence, walling people out with her myraid ways to control horizontal and vertical space. 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.
Pros | Cons |
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Movelist
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A quick backhand jab, it looks stubby but it has a little more range than you would think. This will chain into all her other standing normals for a combo. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A positively huge mid kick, it does not have any standing chains but it easily links into itself multiple times, can do it 4 times even at point blank. This allows you to easily confirm off of it. While it has no standing chains, it can chain into crLK. You can also chain into crHP and crHK, but for some reason both those chains result in crLK instead of their actual buttons. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
An elbow strike, looks almost identical to stHP but is special cancelable. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
An acceptable standing poke, does not special cancel but does chain into stHK. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A standing rising knee, special cancelable. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
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 cancelable, but with it's range not a whole lot is going to connect. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A crouching elbow strike, chains into crLK for a combo and into crHK for a frame trap. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - | |
A standard crouching kick, no chains or links from it but it is special cancelable. Much more useful as her OTG pickup tool. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A rising uppercut, Elirin's main anti-air tool and one that's not half bad. Launches on grounded hit and on anti-air, so she can get a juggle combo afterwards. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - | |
A quick sweep with great range. Knocks down with OTG pickups afterwards. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - | |
A lighting fast elbow, chains into jHP and jHK but make sure to chain it fast because jLP is barely active. Is her best option for a rising air-to-air. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - | |
A staggeringly long aerial kick, this extends so far downward that she can instant overhead a crouching opponent with it. Chains into jHP and jHK. It's possible that it can cross up but not reliably enough to count on. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - | |
A horizontal kick, nothing wrong with it but it doesn't fit much of a purpose other than presenting a decent stop sign in neutral. Chains into jHP and jHK. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - | |
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 | - | - | - | |
The biggest air normal Elirin has, great for holding down space but does have a little more pushback on jump-in attempts that make make some combos be out of range. |
Command Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A hop-in donkey kick, slow startup but holds down space very nicely. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
Unique dashing attack where Elirin charges the opponent with her hands up. The hitbox on this is huge and with it's advancing momentum it can catch from very far away. Knocks down on hit, so she can OTG combo afterwards. |
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
Super Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
N/A | 1 | - | - | - | |
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. |
Strategy
Elirin's footsie tools are nothing to sneeze at, so it's best to take advantage of them -- jumping kicks, cr.LK, dash HP and HP Fire can be used to establish a midrange presence. If you find yourself playing at longer distances, try to find opportunities to reflect fireballs with Chop. cr.HP is also a reliable anti-air option as long as you're willing to pre-empt the jump a little. From here, you more or less want to wall the opponent out with your space control tools, and if you find yourself any closer, you can cash out some damage from Chop or your super. It's important to maintain momentum in this regard, because if Elirin is put on the back foot, she has precious few ways of getting out of pressure, and any mistakes will cost her dearly.
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