Advanced V.G. 2/Elirin/Move List

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< Advanced V.G. 2‎ | Elirin
Revision as of 09:55, 27 August 2024 by SeenConnroy (talk | contribs) (Added some hitboxes, frame data, and updated some move descriptions, will add more later.)

Move List

Standing Normals

st.Lp.png
AVG2 Elirin stLP.jpg
AVG2 Elirin stLPhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 4 4 6 -

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:
Lk.png > D.pngLk.png > Hk.png
cl.Hp.png (if in range) or Hp.png > Hk.png > Hk.png
cl.Hk.png (if in range) or Hk.png > Hk.png > Hp.png

st.Lk.png
AVG2 Elirin stLK.jpg
AVG2 Elirin stLKhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 5 2 13 -

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:

D.pngLk.png

cl.Hp.png
AVG2 Elirin clHP.jpg
AVG2 Elirin clHPhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 5 6 8 -

An elbow strike that's special cancellable.

Chains to:
Hk.png

st.Hp.png
AVG2 Elirin stHP.jpg
AVG2 Elirin stHPhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 4 1 21 -

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:
Hk.png

cl.Hk.png
AVG2 Elirin clHK.jpg
AVG2 Elirin clHKhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 4 3 19 -

A standing rising knee that's special cancelable.

Chains to:
Hk.png

st.Hk.png
AVG2 Elirin stHK.jpg
AVG2 Elirin stHKhitbox.jpg
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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

cr.Lp.png
AVG2 Elirin crLP.jpg
AVG2 Elirin crLPhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 4 4 13 -

A crouching elbow strike that's special cancellable and chains into 2LK for a combo or into 2HK for a frame trap.

Chains to:
D.pngLk.png
D.pngHk.png

cr.Lk.png
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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.


cr.Hp.png
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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.


cr.Hk.png
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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

j.Lp.png
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Damage Guard Startup Active Recovery FrameAdv
- High 6 4 0 -

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:
j.Hp.png / j.Hk.png

j.Lk.png
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Damage Guard Startup Active Recovery FrameAdv
- High 8 15 8 -

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:
j.Hp.png / j.Hk.png

nj.Lk.png
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Damage Guard Startup Active Recovery FrameAdv
- High 4 12 4 -

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:
j.Hp.png / j.Hk.png

j.Hp.png
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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.


j.Hk.png
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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

F.png+Hk.png
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Damage Guard Startup Active Recovery FrameAdv
- Mid 17 3 21 -

A hop-in donkey kick, slow startup but holds down space very nicely.


F.pngF.png+Hp.png
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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

Elirin Fire
AVG2 Elirin Elirin Fire.jpg
B.png(Charge)F.png + P.png
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Version Damage Guard Startup Active Recovery FrameAdv
Lk.png N/A - - -

Short range blast of fire. Can be useful as a midrange poke, but you need to be careful with your spacing because the recovery is not great.

Hp.png N/A - - -

A slower blast with not too much more range, but it does knockdown on hit so it can be more lucrative.

Lp.png + Hp.png N/A - - -

The fire blast hits multiple times now, leading to much better damage. The range on this is more than double of the normal versions, nearly full screen!


Elirin Mach Punch
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Version Damage Guard Startup Active Recovery FrameAdv
Lp.png Mid - - -

A flurry of punches that really isn't much good for anything, the normal versions are far too unsafe in any context to be worth using.

Hp.png Mid - - -

You will never want to use these. You will only get them on accident from mashing and you will promptly die from it

Lp.png + Hp.png Mid - - -

Unlike the normal versions, the EX version (input with Dp.png+Lp.pngHp.png) is very useful, this series of punches moves Elirin forward, allowing her to use it in combos to convert for damage.


Elirin Tsutenkaku Otoshi
AVG2 Elirin Elirin Tsutenkaku Otoshi.jpg
D.png(Charge)U.png + P.png
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Version Damage Guard Startup Active Recovery FrameAdv
Lp.png Mid, High - - -

Elirin leaps into the air and comes down with a clubbing swing. As she hits on the way up it looks like it's supposed to be an anti-air but it's mostly used in combos, its slow startup, poor horizontal range and lack of invincibility make it pretty worthless defensively.

Hp.png Mid, High - - -

Elirin leaps higher and does not noticeably make the move any better.

Lp.png + Hp.png Mid, High - - -

The EX version can see some use thanks to it being an instant super, but it still sees the bulk of its use as a combo ender thanks to it's great damage.


Elirin Chop
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Version Damage Guard Startup Active Recovery FrameAdv
Lp.png High - - -

A basically unreactable overhead. Because it's so fast, Elirin can use this to blow people up for down-backing, especially if she's willing to super cancel from it. It also has the ability to reflect projectiles, which can be a useful option for Elirin's neutral.

Hp.png High - - -

You would think this version would be slower, you would be wrong, this will still not be blocked.


Elirin San Ranbu
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Version Damage Guard Startup Active Recovery FrameAdv
Lk.png Mid - - -

A three-stage rekka. An easy confirm from most normals you'll be landing in footsies, and leads to solid damage if you super cancel the third hit. Even if you don't super cancel, the third hit knocks down so you can get an OTG combo.

Hk.png Mid - - -

The HK version goes further and is deals more damage.


Guard Cancels

Lp.png Guard Cancel
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Damage Guard Startup Active Recovery FrameAdv

Uses Elirin's Hp.png. Fast, but unreliable, as it has a propensity for whiffing over crouching opponents.


Lk.png Guard Cancel
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Damage Guard Startup Active Recovery FrameAdv

Uses Elirin's Hk.png. Her most reliable and preferred guard cancel, but very slightly on the slow side, and can't score a combo without meter if you don't get cl.HK.5


Hp.png Guard Cancel
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Damage Guard Startup Active Recovery FrameAdv

Uses Elirin's Lp.png Elirin Fire. Best guard cancel in terms of range, but doesn't knock down, so you need to spend extra meter to make it worth anything.


Hk.png Guard Cancel
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Damage Guard Startup Active Recovery FrameAdv

Uses Elirin's Lp.png Elirin Tsutenkaku Otoshi. Her fastest guard cancel, but the range on the first hit is extremely short, which makes this guard cancel more likely to kill you than anything.


Super Moves

Elirin Smash
AVG2 Elirin Elirin Smash.jpg
cl.F.pngHcf.png + K.png
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.


Game Navigation

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Kyoko
Chiho
Tamao
Yuka
Satomi
Manami
Saki
Ayako
Elirin
Jun
Kaori
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Miranda