Chaos Breaker/Elion: Difference between revisions

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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.
*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. It is possible to link this move into his DP or super rather than cancelling it.


====Command====
====Command====

Revision as of 12:07, 8 September 2011

Introduction

The Basics

Combos

Mid-screen

5D xx 623X

  • Basic overhead into DP combo. It's a pretty easy link so you won't need to time it that carefully.

5D xx 214214X, dash, 623C or 6C

  • Overhead into super. Good for taking your opponent to the corner and for comboing into 214214X and getting all the hits. You can start moving again after the last pillar of water comes out or once Elion has finished turning around. Dash up and do the DP to catch your opponent on the way down or use 6C if they're already too low for the DP or you want to go for the reset.

Corner

j.C, 5C > 214214X, (236A, 236A, 214214X)x2, 236A, 623C

  • Elion's 100% combo if done correctly. The 5C should space you perfectly to get 4 hits on Elion's super if you cancelled it properly, which will allow you enough time to juggle your opponent twice with 236A before they're low enough for the super. Ideally, you want to get 4 hits off of your super every time in order to do the 2 Element Wall juggles for a total of 20 hits in the end. This is fairly difficult to accomplish, but you can keep the combo going by simply hitting them once with 236A if they're too low (because you only got 3 hits instead of 4) and still come out dealing a large amount of damage.

j.C, 5C > 623D, (214214X, 236A)x3, 623C

  • Another variation on Elion's loop. You need to wait until your opponent is low enough after the 623D before you do your super in order to get the 3 hits necessary. From there, use 236A to maintain the juggle and then immediately perform your super. Repeat until your meter is drained, then 236A juggle to DP finish.

Strategy

Item Compatibility

Ice Blade

  • Raises his attack power significantly and chipping normals make his 5A and 2A even more dangerous than usual.

Mana Potion

  • Keeps your Mana Gauge filled for his 214214X which works great as an anti-air, is easy to combo into and is used for devastating corner loops.

Talisman

  • If you successfully lock your opponent into place with the IB, following up with Force Dash to CCC is a powerful combo especially near the corner where you can follow-up with 623D into any number of other options.

Character Chemistry

Vargan

  • His assist is good at putting a lot of projectiles on-screen at once and if you combine this with Elion's Element Shot, you stand a good chance of messing up any attempts at clashing. Vargan's assist is also useful in the corner as his last shot floats on hit, allowing you to start your own combo.

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. Will link off of 5D if you're not sure about the hit or just want to tack on some chip if you have the Ice Blade equipped.

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. Useful for unblockable setups and starting up Elion's oki game.

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. It is possible to link this move into his DP or super rather than cancelling it.

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. If an opponent clashes with one of your fireballs, use this move to stab them in the face.

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

Attack Cancel State Total Start-up Active Hit Guard
5A No Mid 19 8 +4 -1
2A No Mid 18 6 +3 -1
j.A No Overhead 6
5B Yes Mid 9 -2
6B Yes Mid 32 11 -2 -4
2B Yes Mid 29 8 -4
j.B Yes Overhead 8
5C Yes Mid 35 15 +5
6C No Mid 15
2C No Low Knockdown
j.C Yes Overhead 13
5D No Overhead 36 23 +6 -3
6D No Mid Blowback
2D Yes Low
j.D Yes Overhead 9