SeenConnroy (talk | contribs) (Added some hitboxes, frame data, and updated some move descriptions, will add more later.) |
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{{AVG2 Character Subnav|char=elirin|short=eli|sub=1}} | {{AVG2 Character Subnav|char=elirin|short=eli|sub=1}} | ||
== Move List == | == Move List == | ||
=== Standing Normals === | |||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_stLP.jpg | |image=AVG2_Elirin_stLP.jpg | ||
|hitbox=AVG2_Elirin_stLPhitbox.jpg | |||
|caption= | |caption= | ||
|name=st.{{Icon-Capcom|LP}} | |name=st.{{Icon-Capcom|LP}} | ||
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|damage=- | |damage=- | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=4 | ||
|active= | |active=4 | ||
|recovery= | |recovery=6 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A quick backhand jab, it | |description= A quick backhand jab, hits as far as it suggests with a decent amount of disjoint. This will chain into all her other standing normals for a combo. | ||
'''Chains to:'''<br> | '''Chains to:'''<br> | ||
{{Icon-Capcom|LK}} > {{Motion|2}}{{Icon-Capcom|LK}} > {{Icon-Capcom|HK}}<br> | {{Icon-Capcom|LK}} > {{Motion|2}}{{Icon-Capcom|LK}} > {{Icon-Capcom|HK}}<br> | ||
{{Icon-Capcom|HP}} > {{Icon-Capcom|HK}}<br> | cl.{{Icon-Capcom|HP}} (if in range) or {{Icon-Capcom|HP}} > {{Icon-Capcom|HK}} > {{Icon-Capcom|HK}}<br> | ||
cl.{{Icon-Capcom|HK}} > {{Icon-Capcom|HK}} > {{Icon-Capcom|HP}} | cl.{{Icon-Capcom|HK}} (if in range) or {{Icon-Capcom|HK}} > {{Icon-Capcom|HK}} > {{Icon-Capcom|HP}} | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_stLK.jpg | |image=AVG2_Elirin_stLK.jpg | ||
|hitbox=AVG2_Elirin_stLKhitbox.jpg | |||
|caption= | |caption= | ||
|name=st.{{Icon-Capcom|LK}} | |name=st.{{Icon-Capcom|LK}} | ||
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|damage=- | |damage=- | ||
|guard= Mid | |guard= Mid | ||
|startup= 5 | |startup=5 | ||
|active= | |active=2 | ||
|recovery= | |recovery=13 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A positively huge mid kick, it chains into itself, which allows you to easily confirm off of it | |description= A positively huge mid kick, it chains into itself, which allows you to easily confirm off of it so it will be your primary poking tool along with 2LK. | ||
'''Chains to:'''<br> | |||
{{motion|2}}{{Icon-Capcom|LK}} | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_clHP.jpg | |image=AVG2_Elirin_clHP.jpg | ||
|hitbox=AVG2_Elirin_clHPhitbox.jpg | |||
|caption= | |caption= | ||
|name=cl.{{Icon-Capcom|HP}} | |name=cl.{{Icon-Capcom|HP}} | ||
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|damage=- | |damage=- | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=5 | ||
|active= | |active=6 | ||
|recovery= | |recovery=8 | ||
|frameAdv=- | |frameAdv=- | ||
|description= An elbow strike | |description= An elbow strike that's special cancellable.<br> | ||
'''Chains to:'''<br> | '''Chains to:'''<br> | ||
{{Icon-Capcom|HK}} | {{Icon-Capcom|HK}} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_stHP.jpg | |image=AVG2_Elirin_stHP.jpg | ||
|hitbox=AVG2_Elirin_stHPhitbox.jpg | |||
|caption= | |caption= | ||
|name=st.{{Icon-Capcom|HP}} | |name=st.{{Icon-Capcom|HP}} | ||
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|damage=- | |damage=- | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=4 | ||
|active= | |active=1 | ||
|recovery= | |recovery=21 | ||
|frameAdv=- | |frameAdv=- | ||
|description= | |description= A right straight, while absurdly fast, its single active frame and lengthy recovery means this is best for whiff punishing or when you know it will connect. Special cancellable but is best avoided due to how fast the move hits and HP Elirin Fire being the only special to connect reliably (unless at max range). | ||
'''Chains to:'''<br> | '''Chains to:'''<br> | ||
{{Icon-Capcom|HK}} | {{Icon-Capcom|HK}} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_clHK.jpg | |image=AVG2_Elirin_clHK.jpg | ||
|hitbox=AVG2_Elirin_clHKhitbox.jpg | |||
|caption= | |caption= | ||
|name=cl.{{Icon-Capcom|HK}} | |name=cl.{{Icon-Capcom|HK}} | ||
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|damage=- | |damage=- | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=4 | ||
|active= | |active=3 | ||
|recovery= | |recovery=19 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A standing rising knee | |description= A standing rising knee that's special cancelable.<br> | ||
'''Chains to:'''<br> | '''Chains to:'''<br> | ||
{{Icon-Capcom|HK}} | {{Icon-Capcom|HK}} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_stHK.jpg | |image=AVG2_Elirin_stHK.jpg | ||
|hitbox=AVG2_Elirin_stHKhitbox.jpg | |||
|caption= | |caption= | ||
|name=st.{{Icon-Capcom|HK}} | |name=st.{{Icon-Capcom|HK}} | ||
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|damage=- | |damage=- | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=14 | ||
|active= | |active=3 (1, 2) | ||
|recovery= | |recovery=19 | ||
|frameAdv=- | |frameAdv=- | ||
|description= 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 | |description= 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 === | |||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_crLP.jpg | |image=AVG2_Elirin_crLP.jpg | ||
|hitbox=AVG2_Elirin_crLPhitbox.jpg | |||
|caption= | |caption= | ||
|name=cr.{{Icon-Capcom|LP}} | |name=cr.{{Icon-Capcom|LP}} | ||
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|damage=- | |damage=- | ||
|guard= Mid | |guard= Mid | ||
|startup= 4 | |startup=4 | ||
|active= | |active=4 | ||
|recovery= | |recovery=13 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A crouching elbow strike | |description= A crouching elbow strike that's special cancellable and chains into 2LK for a combo or into 2HK for a frame trap.<br> | ||
'''Chains to:'''<br> | '''Chains to:'''<br> | ||
{{Motion|2}}{{Icon-Capcom|LK}}<br> | {{Motion|2}}{{Icon-Capcom|LK}}<br> | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_crLK.jpg | |image=AVG2_Elirin_crLK.jpg | ||
|hitbox=AVG2_Elirin_ | |||
|caption= | |caption= | ||
|name=cr.{{Icon-Capcom|LK}} | |name=cr.{{Icon-Capcom|LK}} | ||
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|damage=- | |damage=- | ||
|guard= Low | |guard= Low | ||
|startup= 4 | |startup=4 | ||
|active= | |active=6 | ||
|recovery= | |recovery=7 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A standard crouching kick, no chains or links | |description= 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. | ||
}} | }} | ||
}} | }} | ||
---- | ---- | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_crHP.jpg | |image=AVG2_Elirin_crHP.jpg | ||
|hitbox=AVG2_Elirin_ | |||
|caption= | |caption= | ||
|name=cr.{{Icon-Capcom|HP}} | |name=cr.{{Icon-Capcom|HP}} | ||
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|damage=- | |damage=- | ||
|guard= Mid | |guard= Mid | ||
|startup= 10 | |startup=10 | ||
|active= | |active=3 (1, 2) | ||
|recovery= | |recovery=23 | ||
|frameAdv=- | |frameAdv=- | ||
|description= 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. | |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. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_crHK.jpg | |image=AVG2_Elirin_crHK.jpg | ||
|hitbox=AVG2_Elirin_ | |||
|caption= | |caption= | ||
|name=cr.{{Icon-Capcom|HK}} | |name=cr.{{Icon-Capcom|HK}} | ||
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|damage=- | |damage=- | ||
|guard= Low | |guard= Low | ||
|startup= | |startup=7 | ||
|active= | |active=3 | ||
|recovery= | |recovery=22 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A quick sweep with great range. Knocks down | |description= A quick sweep with great range. Knocks down allowing OTG pickups afterwards, can cancel into HP Elirin Fire for reliable damage and get OTG pickups afterwards on no-techs. | ||
}} | }} | ||
}} | }} | ||
---- | ---- | ||
=== Jumping Normals === | |||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_jLP.jpg | |image=AVG2_Elirin_jLP.jpg | ||
|hitbox=AVG2_Elirin_ | |||
|caption= | |caption= | ||
|name=j.{{Icon-Capcom|LP}} | |name=j.{{Icon-Capcom|LP}} | ||
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|damage=- | |damage=- | ||
|guard=High | |guard=High | ||
|startup= 6 | |startup=6 | ||
|active= | |active=4 | ||
|recovery= | |recovery=0 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A | |description= A fast elbow with '''zero''' recovery, is her best option for aggressive air to airing, but beware doing so as the range is not great. | ||
'''Chains to:'''<br> | '''Chains to:'''<br> | ||
j.{{Icon-Capcom|HP}} / j.{{Icon-Capcom|HK}} | j.{{Icon-Capcom|HP}} / j.{{Icon-Capcom|HK}} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_jLK.jpg | |image=AVG2_Elirin_jLK.jpg | ||
|hitbox=AVG2_Elirin_ | |||
|caption= | |caption= | ||
|name=j.{{Icon-Capcom|LK}} | |name=j.{{Icon-Capcom|LK}} | ||
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|damage=- | |damage=- | ||
|guard= High | |guard= High | ||
|startup= 8 | |startup=8 | ||
|active= | |active=15 | ||
|recovery= | |recovery=8 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A staggeringly long aerial kick, this extends so far downward that she can instant overhead | |description= A staggeringly long aerial kick, in both terms of reach and active frames that, besides aggressive air to airing, will do just about anything you need it to well. A deceptively large button for a light kick, this extends so far downward that she can instant overhead crouching opponents, it also 'can' be used for crossups but needs a bit of finesse to do so. | ||
'''Chains to:'''<br> | '''Chains to:'''<br> | ||
j.{{Icon-Capcom|HP}} / j.{{Icon-Capcom|HK}} | j.{{Icon-Capcom|HP}} / j.{{Icon-Capcom|HK}} | ||
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----{{MoveData | ----{{MoveData | ||
|image=AVG2_Elirin_njLK.jpg | |image=AVG2_Elirin_njLK.jpg | ||
|hitbox=AVG2_Elirin_ | |||
|caption= | |caption= | ||
|name=nj.{{Icon-Capcom|LK}} | |name=nj.{{Icon-Capcom|LK}} | ||
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|damage=- | |damage=- | ||
|guard= High | |guard= High | ||
|startup= 4 | |startup=4 | ||
|active= | |active=12 | ||
|recovery= | |recovery=4 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A horizontal kick, | |description= A horizontal kick, your primary defensive air to air for when you want to contest your airspace due to it's speed, active frames, and how high it hits, compared to using 7jLK, or to put a falling button to deter reckless ground approaches. | ||
'''Chains to:'''<br> | '''Chains to:'''<br> | ||
j.{{Icon-Capcom|HP}} / j.{{Icon-Capcom|HK}} | j.{{Icon-Capcom|HP}} / j.{{Icon-Capcom|HK}} | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_jHP.jpg | |image=AVG2_Elirin_jHP.jpg | ||
|hitbox=AVG2_Elirin_ | |||
|caption= | |caption= | ||
|name=j.{{Icon-Capcom|HP}} | |name=j.{{Icon-Capcom|HP}} | ||
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|damage=- | |damage=- | ||
|guard= High | |guard= High | ||
|startup= 6 | |startup=6 | ||
|active= | |active=4 | ||
|recovery= | |recovery=15 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A downward angled punch. Not the greatest hitbox, but is the preferred jump-in for combos as it has less pushback. | |description= A downward angled punch. Not the greatest hitbox, but is the preferred jump-in for combos as it has less pushback. | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_jHK.jpg | |image=AVG2_Elirin_jHK.jpg | ||
|hitbox=AVG2_Elirin_ | |||
|caption= | |caption= | ||
|name=j.{{Icon-Capcom|HK}} | |name=j.{{Icon-Capcom|HK}} | ||
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|damage=- | |damage=- | ||
|guard= High | |guard= High | ||
|startup= | |startup=8 | ||
|active= | |active=4 | ||
|recovery= | |recovery=20 | ||
|frameAdv=- | |frameAdv=- | ||
|description= | |description= 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 | === Command Normalss === | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_6HK.jpg | |image=AVG2_Elirin_6HK.jpg | ||
|hitbox=AVG2_Elirin_ | |||
|caption= | |caption= | ||
|name={{Motion|6}}+{{Icon-Capcom|HK}} | |name={{Motion|6}}+{{Icon-Capcom|HK}} | ||
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|damage=- | |damage=- | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=17 | ||
|active= | |active=3 | ||
|recovery= | |recovery=21 | ||
|frameAdv=- | |frameAdv=- | ||
|description= A hop-in donkey kick, slow startup but holds down space very nicely. | |description= A hop-in donkey kick, slow startup but holds down space very nicely. | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_66HP.jpg | |image=AVG2_Elirin_66HP.jpg | ||
|hitbox=AVG2_Elirin_ | |||
|caption= | |caption= | ||
|name={{Motion|6}}{{Motion|6}}+{{Icon-Capcom|HP}} | |name={{Motion|6}}{{Motion|6}}+{{Icon-Capcom|HP}} | ||
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|damage=- | |damage=- | ||
|guard= Mid | |guard= Mid | ||
|startup= 1 | |startup=1 | ||
|active= | |active=11 | ||
|recovery= | |recovery=16 | ||
|frameAdv=- | |frameAdv=- | ||
|description= Unique dashing attack where Elirin charges the opponent with her hands up. The | |description= 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 == | === Special Moves === | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_Elirin_Fire.jpg | |image=AVG2_Elirin_Elirin_Fire.jpg | ||
|hitbox=AVG2_Elirin_ | |||
|caption= {{Motion|4}}(Charge){{Motion|6}} + {{Icon-Capcom|P}} | |caption= {{Motion|4}}(Charge){{Motion|6}} + {{Icon-Capcom|P}} | ||
|name=Elirin Fire | |name=Elirin Fire | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_Elirin_Mach_Punch.jpg | |image=AVG2_Elirin_Elirin_Mach_Punch.jpg | ||
|hitbox=AVG2_Elirin_ | |||
|caption= {{Icon-Capcom|P}} x4 | |caption= {{Icon-Capcom|P}} x4 | ||
|name=Elirin Mach Punch | |name=Elirin Mach Punch | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_Elirin_Tsutenkaku_Otoshi.jpg | |image=AVG2_Elirin_Elirin_Tsutenkaku_Otoshi.jpg | ||
|hitbox=AVG2_Elirin_ | |||
|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 | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_Elirin_Chop.jpg | |image=AVG2_Elirin_Elirin_Chop.jpg | ||
|hitbox=AVG2_Elirin_ | |||
|caption= {{Motion|63214}} + {{Icon-Capcom|P}} | |caption= {{Motion|63214}} + {{Icon-Capcom|P}} | ||
|name=Elirin Chop | |name=Elirin Chop | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_Elirin_San_Ranbu.jpg | |image=AVG2_Elirin_Elirin_San_Ranbu.jpg | ||
|hitbox=AVG2_Elirin_ | |||
|caption= {{Motion|214}} + {{Icon-Capcom|K}} x3 | |caption= {{Motion|214}} + {{Icon-Capcom|K}} x3 | ||
|name=Elirin San Ranbu | |name=Elirin San Ranbu | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_stHP.jpg | |image=AVG2_Elirin_stHP.jpg | ||
|hitbox=AVG2_Elirin_ | |||
|caption= | |caption= | ||
|name={{Icon-Capcom|LP}} Guard Cancel | |name={{Icon-Capcom|LP}} Guard Cancel | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_stHK.jpg | |image=AVG2_Elirin_stHK.jpg | ||
|hitbox=AVG2_Elirin_ | |||
|caption= | |caption= | ||
|name={{Icon-Capcom|LK}} Guard Cancel | |name={{Icon-Capcom|LK}} Guard Cancel | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_Elirin_Fire.jpg | |image=AVG2_Elirin_Elirin_Fire.jpg | ||
|hitbox=AVG2_Elirin_ | |||
|caption= | |caption= | ||
|name={{Icon-Capcom|HP}} Guard Cancel | |name={{Icon-Capcom|HP}} Guard Cancel | ||
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{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_Elirin_Tsutenkaku_Otoshi.jpg | |image=AVG2_Elirin_Elirin_Tsutenkaku_Otoshi.jpg | ||
|hitbox=AVG2_Elirin_ | |||
|caption= | |caption= | ||
|name={{Icon-Capcom|HK}} Guard Cancel | |name={{Icon-Capcom|HK}} Guard Cancel | ||
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---- | ---- | ||
== Super Moves == | === Super Moves === | ||
{{MoveData | {{MoveData | ||
|image=AVG2_Elirin_Elirin_Smash.jpg | |image=AVG2_Elirin_Elirin_Smash.jpg |
Revision as of 09:55, 27 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. |
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 HP 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 Normalss
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 | - | - | - | |
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. |