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. |