Advanced V.G. 2/Elirin

From SuperCombo Wiki

Introduction

Pros:
- pokes have good reach
- has close heavy normals
- cr.HP is a good anti-air
- has an overhead
- has a command throw
- has an instant super

Cons:
- low stamina
- has no meterless reversal
- moderately high learning curve

Movelist

Target Combos

  • Ground

- 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

  • Air

- 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
HK: LP Elirin Tsutenkaku Otoshi

LK Guard Cancel is the safest option, because it has good range and leads to her combos regardless of the spacing.

Special Moves

Elirin Fire
- [b],f+P

Elirin Mach Punch
- Press LP or HP 4 times quickly (not both or alternately)

Elirin Tsutenkaku Otoshi
- [d],u+P

Elirin Chop
- hcb+P

Elirin San Ranbu
- qcb+K (x3)

Super Moves

Level 1
Elirin Fire
- [b],f,b,f+P or [b],f+PP

Elirin Mach Punch
- dp,dp+P or dp+PP

Elirin Tsutenkaku Otoshi
- [db],df,db,uf+P or [d],u+PP

Level 2
Elirin Smash
- f,hcf+K

Combos

Basic Combos
- s.LP > s.HP > s.HK > qcb+K (x3) > dp+PP > [b],f,b,f+P > [db],df,db,uf+P
- cr.LP > cr.LK > qcb+K (x3) > dp+PP > [b],f,b,f+P > [db],df,db,uf+P

Anti-Air Combos
- cr.HP > j.LK > j.HK > cl.HP > s.HK (whiffed) > dp+PP > [b],f,b,f+P / [db],df,db,uf+P
- j.LK > j.HK (land) sj.LK > sj.HK > dp+PP / [b],f+P

Throw Combos
- (corner) Punch throw > cr.LK > s.LP > s.HP > s.HK > [b],f+P > [db],df,db,uf+P
- (corner) Punch throw > cr.LK > s.LP > s.HK > s.HK > [db],df,db,uf+P

Misc. Combo
- hcb+P > dp+PP > [b],f,b,f+P (overhead combo)

Frame Data

Soon.

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