Ultra Street Fighter IV/Elena/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Elena

SSFIV-Elena Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

Bafcord Omega Doc - Elena
Detailed Frame Data with USF4 Comparisons - Elena

  • Hurtbox: wider with a more consistent shape; taller head hurtbox when crouching
  • Throw: slightly shorter range
  • Movement Changes:
    • Jumps: 4f faster, shorter distance
    • Forward Dash: 1f faster (17f > 16f), slightly shorter distance
    • Backdash: slightly longer distance
  • Normal Move Changes:


  • Command Normal Changes:
    • Slide (3HK) - more recovery, worse on block
    • Round Arch (4HK) - faster, more active, better frame advantage makes it a really strong meaty
  • Special Move Changes:


  • Super/Ultra Changes:
    • Super (K) does more damage
    • Sylph Amulet - New Super (236236P) - sucks opponent in (relatively low damage), cancels into either Ultra on hit
    • Ultra 2 - lost most of its safe activation routes due to removal of hard knockdowns
      • P Super mitigates this problem, but this costs a ton of resources
  • Moves with ending Frame Buffer:

Character Specific Data

Elena

VITALS
Health: 950 Stun: 900
WALKING
Forward Walk Speed: 0.045 Back Walk Speed: 0.038
JUMPING
Jump Total Frames: 4+38+4 Jump Distance: 1.67 Forward/Back
DASHING
Forward Dash Frames: 16 Forward Dash Distance: 1.42
Back Dash Frames: 22 Back Dash Distance: 1.47
FA + Forward Dash Frames: 16 FA + Back Dash Frames: 18
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-18 FA + Back Dash Airborne: 5-15
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -1 Lv1 FA + Back Dash (Block): -3
Lv2 FA + Forward Dash (Block): +5 Lv2 FA + Back Dash (Block): +3

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP st. Lp.png 5 2 13 -4 -1 30 50 M Sp Su Hits very high, whiffs on all crouchers except Hugo; primarily used for anti-air
5MP st. Mp.png 6 1*2 17 -5 -2 40x2 50x2 M Sp Su / - 2 hits, only 1st is cancellable
5HP st. Hp.png 11 1*2 22 -6 KD 70*40 150*50 M TC 2 hits, has juggle potential; launches grounded opponents into limited juggle state (if 1 hit connects vs. airborne, does not increase juggle counter); no longer special cancellable; KD Adv: +39 if no juggle
5LK st. Lk.png 4 2 9 -2 3 30 50 M Sp Su -
5MK st. Mk.png 8 2 10 2 5 60 100 M TC Sp Su Buffered followup attacks come out 1f late due to a bug; a frame-perfect input is required to link into 5f attacks like 2MP, 2MK, or EX Scratch Wheel (combo drops if you input these too early)
5HK st. Hk.png 9 2 20 -4 0 100 200 M - Whiffs on crouching opponents
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 3 2 7 2 5 20 50 M Sp Su -
2MP Down.gifMp.png 5 6 7 1 4 60 100 M Sp Su -
2HP Down.gifHp.png 6 1*3 22 -7 -3 70*50 150*50 M Sp Su / - 2 hits, only 1st is cancellable; 1st hit forces stand
2LK Down.gifLk.png 4 4 7 -2 3 30 50 L Sp Su -
2MK Down.gifMk.png 5 4 11 -1 2 70 100 L - No longer cancellable
2HK Down.gifHk.png 8 4 21 -7 KD 100 200 L - KD Adv: +17
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Handstand Kick
(Overhead)
Right.gifMp.png 20 3 19 -2 3 70 100 H - Slower overhead that links into 2LP if close enough
Handstand Whip
(Overhead)
Right.gifMk.png 12 3 20 -3 2 50 100 H - Faster overhead, but requires meaty timing in order to combo afterward
Sliding Downright.gifHk.png 11 10 29 -20(-11) KD 100 200 L - 8-31f low profile; KD Adv: +3~12
Round Arch Left.gifHk.png 11(13) 6 14 1 4 110 200 M - 9-27f airborne; first 2 active frames only hit airborne opponents; has juggle potential
Round Step Right.gifHk.png 16 4 17 -3 1 100 200 M - 12-28f airborne
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Target Combo 3 Hp.png>Hk.png 10 2 21 -5(-30) Reset *100 *200 M - HK whiffs on crouch block (more unsafe); around +11 after air reset; 5HP > 623MK is better meterless damage and grants KD
Target Combo 4 Mk.png>Down.gifHp.png 6 1*3 22 -5 KD *70*30 *150*50 M Sp Su / - 2HP has 2 hits; 1st is cancellable, 2nd launches for limited juggle; 1st hit of 2HP can whiff on some characters, making it much weaker; KD Adv: +39
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP Up.gif/Upright.gifLp.png 4 10 - - - 30 50 H - -
j.MP Up.gif/Upright.gifMp.png 6 4 - - - 60 100 H - -
j.HP Up.gif/Upright.gifHp.png 6 4 - - - 90 150 H - -
j.LK Up.gif/Upright.gifLk.png 5 8 - - - 30 50 H - -
j.MK Up.gif/Upright.gifMk.png 7 4 - - - 60 100 H - Crossup
j.HK Up.gif/Upright.gifHk.png 9 1*6 - - - 50*60 100x2 H - Hits twice, easier to land since there is no gap in active frames
Target Combo 1 Up.gif/Upright.gifLp.png>Mk.png - - - - - 30*60 50*100 H*H - -
Target Combo 2 Up.gif/Upright.gifMp.png>Hp.png - - - - - 60*40 100*50 H*H - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+14 2 34 -20 KD 80 150 M Dash KD Adv: +12; +31 after Forward Dash, +29 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+13 2 34 -14 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 67 2 34 crumple crumple 140 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Leg Lift Throw
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +5
Leg Hook
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +7
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Mallet Smash
(Hopping Overhead)
Hcb.pngP.png
63214+P
27 6 18 -3(-1) 2(5) 70 100 H - 12-30f airborne; strength determines distance; Frame Adv. varies based on height
Ex.png Mallet Smash
(Hopping Overhead)
Hcb.png2p.png
63214+PP
19 4*2 18 -1 5 50x2 50*100 H - 4-22f airborne; 2 hits; early active frames hit above Elena, so startup is really 21-22f on grounded characters
LP Giraffe Neck
(Handstand Overhead)
Qcf.pngLp.png
236+LP
27 2*2 20 -3 KD 70*40 50x2 H*H Su Both hits can Su/FA cancel; can combo after 1 hit + FADC; KD Adv: +25
MP Giraffe Neck
(Handstand Overhead)
Qcf.pngMp.png
236+MP
29 3*2 20 -3 KD 70*50 50x2 H*H Su Both hits can Su/FA cancel; can combo after 1 hit + FADC; KD Adv: +26
HP Giraffe Neck
(Handstand Overhead)
Qcf.pngHp.png
236+HP
34 3*2 20 -3 KD 70*60 50x2 H*H Su Both hits can Su/FA cancel; can combo after 1 hit + FADC; KD Adv: +26
Ex.png Giraffe Neck
(Handstand Overhead)
Qcf.png2p.png
236+PP
25 3*2 20 -3 KD 80*70 100*50 H*H FA Both hits can FA cancel; can combo after 1 hit + FADC; KD Adv: +26
LP Lynx Tail
(Low Spins)
Dp.pngLp.png
623+LP
15 2 23 -8 KD 90 100 L Su Won't combo into Super despite being cancellable; KD Adv: +17
MP Lynx Tail
(Low Spins)
Dp.pngMp.png
623+MP
10 3(6)3 22 -8 KD 60x2 50x2 L Su 2 hits, only 2nd is cancellable; won't combo into Super; KD Adv: +17
HP Lynx Tail
(Low Spins)
Dp.pngHp.png
623+HP
8 5(6)3
(13)2(4)2
28 -14 KD 60*20x2*30 50*20x2*30 L Su 4 hits, only 2nd/3rd are cancellable; 3rd hit can combo into Lv 2 Focus; hits are a true blockstring, and will hit an opponent that stops crouching during the animation; KD Adv: +24
Ex.png Lynx Tail
(Low Spins)
Dp.png2p.png
623+PP
8 3(3)2(5)2(4)
2(5)2(4)2(5)
2(2)2(7)4
42 -27 KD 10x8*100 20x8*50 L FA 56f from beginning to end of active frames; final hit is FA cancellable and launches into free juggle state; KD Adv: +24
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Scratch Wheel
(Upkicks)
Dp.pngLk.png
623+LK
4 6 23+11 land -23 KD 100 150 M Su* 1-9f throw invuln; cancellable on hit only; KD Adv: +32
MK Scratch Wheel
(Upkicks)
Dp.pngMk.png
623+MK
3 3*3 29+11 land -26 KD 60*70 100*50 M Su* 1-8f throw invuln; 1st hit cancellable on hit only; KD Adv: +29
HK Scratch Wheel
(Upkicks)
Dp.pngHk.png
623+HK
3 1*2*2 35+11 land -31 KD 80*40x2 100*50x2 M Su* 1-4f full invuln, 5-7f throw invuln; 1st hit cancellable on hit only; better juggle potential than LK/MK versions; KD Adv: +24
Ex.png Scratch Wheel
(Upicks)
Dp.png2k.png
623+KK
5 4(26)4 35+11 land -27 KD 90*90 120*90 M FA 1-12f full invuln; performs 2 uppercuts, only the first can FADC; 7f gap between the 2 hits that can be interrupted on block; KD Adv: +22
LK Spin Scythe
(Mid Spin Kicks)
Qcb.pngLk.png
214+LK
8 5(2)2 22 -7 KD 60*50 100*50 M Su 2 hits, both cancellable; can FADC combo after 1st hit
MK Spin Scythe
(Mid Spin Kicks)
Qcb.pngMk.png
214+MK
14 2(17)2(4)3 22 -8 KD 40x2*50 50x3 M Su 3 hits, all cancellable; can FADC combo after 1st or 2nd hit
HK Spin Scythe
(Mid Spin Kicks)
Qcb.pngHk.png
214+HK
17 2(16)2 31 -7 -3 40x2 50x2 M Su 2 hits, only 1st is cancellable; FADC combo is possible on hit; 2nd hit can combo into a Spin Scythe followup
+ HK Scythe Followup + Qcb.pngK.png
+ 214+K
11 2(5)2 28 -13 KD 40*50 50x2 M Su 2 extra hits after HK Scythe; both hits are Su/FA cancellable
Ex.png Spin Scythe
(Mid Spin Kicks)
Qcb.png2k.png
214+KK
14 2(13)2(13)
2(17)2
26 -11 KD 20x3*30 20x3*50 M FA 4 hits, all FA cancellable; launches into limited juggle state
LK Rhino Horn
(Lunge Kicks)
Hcf.pngLk.png
41236+LK
11 2(1)1(8)3 9+15 land -6(-18) KD 25x2*100 50x3 M - 11-34f airborne; later hits whiff on crouching; KD Adv: +25
MK Rhino Horn
(Lunge Kicks)
Hcf.pngMk.png
41236+MK
16 2(1)1(8)3 9+15 land -6(-18) KD 30x2*100 50x3 M - 16-39f airborne; later hits whiff on crouching; KD Adv: +25
HK Rhino Horn
(Lunge Kicks)
Hcf.pngHk.png
41236+HK
19 2(2)1(8)3 9+15 land -6(-19) KD 30x2*110 50x3 M - 19-43f airborne; later hits whiff on crouching; KD Adv: +25
Ex.png Rhino Horn
(Lunge Kicks)
Hcf.png2k.png
41236+KK
13 2(2)2(8)5 5+13 land -2(-16) KD 50x2*90 50*40x2 M - 1-35f projectile invuln, 12-35f airborne; later hits whiff on crouching; KD Adv: +37
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Spinning Beat
(K Super)
Qcf.pngQcf.pngK.png
236236+K
1+3 6(18)9(22)9 46 -30 KD 100x2*200 - M - 1-9f full invuln; KD Adv: +37
Sylph Amulet
(P Super)
Qcf.pngQcf.pngP.png
236236+P
1+3 6*4 28 -9 KD 260 - hit Ultra
(on Hit)
1-12f full invuln; suction effect; KD Adv: +77 (+62 into Quick Heal, -8 into Full Heal)
Brave Dance
(Ultra 1)
Qcf.pngQcf.png3k.png
236236+K
0+9 2 33 -14 KD 60*378 - M - 1-10f full invuln; KD Adv: +16
Healing
(Ultra 2)
Qcf.pngQcf.png3p.png
236236+P
0+7 - 119 - - [345 max heal] - - Cancel 126f total post-flash, can start cancel on frame 34 at the earliest; Due to removal of most Hard Knockdowns in Omega, P Super xx U2 is the most reliable way to set this up
+ Healing cancel 3p.png - - 21 - - - - - - Stops healing animation; with max U2 meter, Elena heals 152 HP with fastest possible healing
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

Punishes:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


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