Line 329: | Line 329: | ||
|recovery=- | |recovery=- | ||
|frameAdv=- | |frameAdv=- | ||
|description= The fire blast hits multiple times now, leading to much better damage. | |description= The fire blast hits multiple times now, leading to much better damage. The range on this is more than double of the normal versions! | ||
}} | }} | ||
}} | }} |
Revision as of 22:34, 24 March 2023
Move List
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | 5 | - | - | - |
A positively huge mid kick, it chains into itself, which allows you to easily confirm off of it. While it has no other standing chains, it can chain into 2LK. |
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 |
---|---|---|---|---|---|
- | Low | 4 | - | - | - |
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 | 10 | - | - | - |
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 | 8 | - | - | - |
A quick sweep with great range. Knocks down with OTG pickups afterwards. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | 6 | - | - | - |
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 | 1 | - | - | - |
Unique dashing attack where Elirin charges the opponent with her hands up. The hitbox on this is huge and with it's advancing momentum plus blistering speed it can catch from very far away. Knocks down on hit, so she can OTG combo afterwards. Special cancelable but not in any way that is humanly hit confirmable. If you want that EX Mach Punch you gotta say it with your chest. |
Special Moves
Guard Cancels
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. |