Introduction
Elirin is an American whose real name is Eleanor. She insists that she's not a weeaboo because she was raised in Japan from a very young age, but I'm not so sure.
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
- basic combos require moderate execution skills
- slightly low damage output
Movelist
Command Moves
f+HK
f,f+HP
Target Combos
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
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 (charge b,f+LP)
HK: LP Elirin Tsutenkaku Otoshi (charge d,u+LP)
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 (charge b,f+P):
Elirin Mach Punch (LP/HPx4):
Elirin Tsutenkaku Otoshi (charge d,u+P):
Elirin Chop (hcb+P):
Elirin San Ranbu (qcb+K x3)
Super Moves
Elirin Smash (f,hcf+K):
Strategy
Combos
Basic Combos
s.LP > s.HP > s.HK xx San Ranbu (xx EX Mach Punch xx EX Fire xx EX Otoshi)
cr.LP > cr.LK xx San Ranbu (xx EX Mach Punch xx EX Fire xx EX Otoshi)
You can make the super cancel into EX Mach Punch much easier if you input it as [f,d,f,d,df+P].
Chop xx EX Mach Punch xx EX Fire
Cancelling into EX Mach Punch from Chop is very easy, since the first dp input is effectively covered by the input for Chop, so just input hcb+P~dp+P and you'll get the super cancel with no issue.
Anti-Air Combos
cr.HP, j.LK > j.HK, cl.HP > s.HK (whiffed) xx EX Mach Punch xx EX Fire / EX Otoshi
j.LK > j.HK, sj.LK > sj.HK, EX Otoshi / EX Fire
Throw Combos
(corner) Punch throw > walk cr.LK, s.LP > s.HP > s.HK xx EX Fire (xx EX Otoshi)
(corner) Punch throw > walk cr.LK, s.LP > s.HK > s.HK xx EX Otoshi
Frame Data
Soon.