Street Fighter 3: 3rd Strike/Elena/Archive

From SuperCombo Wiki
Elena's Character Select Portrait
Elena's Neutral Stance


Moves List

Normal Moves

Throws

Leg Lift Throw LP + LK

Command Normals

Handstand Kick F + MP
Handstand Whip F + MK
Round Arch B + HK
Sliding DF + HK

Target Combos

  • In air, LP -> MK
  • In air, MP -> HP
  • HP -> HK
  • MK -> D + HP

Special Moves

Mallet Smash F, DF, D, DB, B + P (EX)
Rhino Horn B, DB, D, DF, F + K (EX)
Scratch Wheel F, D, DF + K (EX)
Spin Scythe D, DB, B + K (EX)
Lynx Tail B, D, DB + K (EX)

Super Arts

I Spinning Beat D, DF, F, D, DF, F + K 3 stocks
II Brave Dance D, DF, F, D, DF, F + K 2 stocks
III Healing D, DF, F, D, DF, F + P 1 stock


Strategies

Normals You Should Be Using

I think Elena has a lot of really useless normals. That seems to be more common in this game than in other games; I'm not really sure why. But, in any case, here are the normals I use...some, more often than others:

1. S.Lk - Cos sometimes, it's just nice to have a standing normal that cancels into stuff. In any case, I don't use this very much.

2. C.Lk - This move is kinda funny. It can go under fireballs at point blank (not all that useful), and it can combo into EX Spin Scythe or SA2. In fact, it's her only low cancelable normal. It's really a shame that this one is really hard to hit confirm, but in any case, it's probably good to know about it.

3. S.Mp - One of my other less-frequently-used normals, this one is nice when your opponent jumps in from too close to use Back Roundhouse effectively, and I don't have enough time to dash under my opponent.

4. C.Mp - This one is nice. It's got almost as long of range as C. Mk (on characters with straighter stances, there really is no difference, and on characters with less-straighter stances like Chun-Li, the difference is negligable), it's actually pretty nice anti-air, and it's her only hit-confirmable move. This one's very important.

5. F+Mp Overhead - It's an overhead. It's a little slower, or maybe as fast as her UOH, but the range on it is quite long, and it doesn't move her forward at all. I use this one less than her F+Mk Overhead, but this one has its uses, mainly in countering slow crouching attacks.

6. S.Mk - This isn't half bad for stopping special moves that move your opponents forward (Hurricane Kicks). Other than that, I don't use it.

7. F+Mk Overhead - Oh man...I love this move. It's got about the same range as the F+Mp Overhead (surprisingly; I thought this move had much better range), and it comes out waaay faster. The only trouble with this move is that it recovers a bit slower, and it moves Elena forward, which can put her in trouble sometimes...If this move gets parried, you're in a lot of trouble. Just learn when it's safe to follow up and when it isn't, and you'll be fine.

8. S.Hk - One of Elena's important normals for her defense. This one send Elena forward, and can go over some low attacks. This beats quite a lot of stuff on ground AND air, but is VERY slow to recover, and the range isn't quite as long as it looks. Use this if you're sure your opponent is gonna attack, so you can counter it. Otherwise, use it in close proximity. If you whiff this, it's GONNA hurt. Another thing...While this can be used as anti-air, you don't wanna use it as anti-air on closer jump-ins. Stick to S. Mp for that kinda stuff!

9. B+Hk - The other important defense normal. B. Hk moves Elena slightly backwards, giving her throw invulnerability. Is also goes over a lot of low attacks. As if that wasn't enough, it has crazy priority (better than normal S. Hk!), and does crazy large amounts of stun. Just like S. Hk, you don't wanna use this on close jump-ins, so watch out. Be sure to use her Hks along with S. Mp and C. Mp for a surprisingly solid defensive game.

10. C.Hk - A quick sweep that's pretty effective at far ranges, and even goes under fireballs on occassion. Going under fireballs isn't very practical, but it can be useful to remember. This move comes out pretty fast, and is surpsingly safe on block, considering you didn't do it too close to the opponent.

11. OC.Hk - A sliding kick that knocks down and has decent range. While the range is better than her C. Hk sweep, it's not really a lot safer, and you can't abuse it quite as much as some people's slide kicks (Dhalsim or Guy, anyone?). The range isn't quite as long as it looks (her foot doesn't actually hit the opponent), and it can whiff pretty easily. If it does whiff, btw, you're screwed - this move has horrible recovery time. Be sure to use this only when you've got a clear shot.

12. J.Mp - I use this when I'm going to jump up and immediately try and hit someone out of the air, especially because you can link it into J.Hp. This can also be useful when someone tries to parry the attack, but don't rely on that to help you very much, because once someone learns that trick, it's not very dangerous anymore. Just remind your opponent every once in a while. Overall, I stick to using it as a surprise manuver.

13. J.Hk - This is a nice, nice move. It's good anti-air, it's a good jump-in, it can be easily followed up with a combo, and it can hit either once or twice. It's good to try and learn how you can control that (because you can to an extent) to try and fool people that whore parries all day. This is a nice way to screw up their rhythm, and I prefer it move than J.Mp -> J.Hp because it's more ambiguous.

14. J.Lp and J.Mk - I guess I should mention these, since they're her crossups...but I don't use them. Oddly enough, you can link these two moves, but you can't do it when you cross up. I don't ever go for crossups with Elena, though.

Special Move Breakdown

Which Super Art?

Combos

Miscellaneous

Strategy Part 1 - Turling Game

Strategy Part 2 - Offensive Game

  • Personal Action: Stun Damage up.

Match-ups

Serious Advantage Match-ups

Advantage Match-ups

Fair Match-ups

Disadvantage Match-ups

Serious Disadvantage Match-ups