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 - - - - - *60 *100 *H - -
Target Combo 2 Up.gif/Upright.gifMp.png>Hp.png - - - - - *40 *50 *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 (free juggle state after FADC); 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, free juggle state after FADC vs. grounded opponents; 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; 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; KD Adv: +26
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; KD Adv: +25
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; KD Adv: +20
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; KD Adv: +44
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 100*80x2 - hit Ultra
(on Hit)
1-12f full invuln; suction effect, can whiff hits at max range; KD Adv: +77 (+62 into Quick Heal, -8 into Full Heal); only juggles to U1 on grounded connect
Brave Dance
(Ultra 1)
Qcf.pngQcf.png3k.png
236236+K
0+9 2 14+19 land -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

Note: ending in 2MP xx MK Scythe or 5LK xx HK Scratch Wheel is mostly preference; Scythe generally gives better midscreen oki

  • 2MP xx HK Scratch Wheel is stronger than both, but strict DP inputs make this more difficult to execute


Confirms:

  • 189/285, 0 bar -- 2LK, 2LP, 2MP xx MK Scythe
  • 186/280, 0 bar -- 2LK, 2LP, 5LK xx HK Scratch Wheel
  • 239/347, 1 bar -- 2LK, 2LP, 2MP xx EX Scythe, MK Scratch Wheel
  • 339/397, 2 bar -- 2LK, 2LP, 2MP xx EX Rhino Horn, EX Scratch Wheel
    • Drops midscreen vs. Cammy, (test others)
  • 362/180, 2 bar -- 2LP, 5LK xx MK Scratch Wheel xx FADC, Ultra 1
  • 365/440, 3 bar -- 2LK, 2LP, 2MP xx EX Scythe, EX Rhino Horn, EX Scratch Wheel
  • 547/230, 4 bar -- 2LP, 2MP xx MK Scythe (2 hit) xx P Super xx Ultra 1
    • Any extra hits significantly reduce damage due to scaling; do not cancel to U1 if you accidentally use 3rd hit of MK Scythe

  • 219/335, 0 bar --
  • 216/330, 0 bar --
  • 269/397, 1 bar --
  • 369/447, 2 bar --
  • 395/490, 3 bar --

  • 236/350, 0 bar --
  • 296/450, 1 bar --
  • 293/445, 1 bar --
  • 337/501, 2 bar --
  • 438/501, 3 bar --

  • 266/350, 2 bar --
  • 263/345, 2 bar --
  • 218/310, 0 bar --
  • 368/401, 2 bar --

  • 331/455, 2 bar --


Punishes:

  • 266/430, 0 bar -- 4HK, 2LP, 5LK xx HK Scratch Wheel
  • 269/435, 0 bar -- 4HK, 2LP, 2MP xx MK Scythe
  • 319/497, 1 bar -- 4HK, 2LP, 2MP xx EX Scythe, MK Scratch Wheel

  • 264/420, 0 bar -- 5MK~2HP (2 hit), MK Scratch Wheel
  • 408/501, 2 bar -- 5MK~2HP (1 hit) xx EX Rhino Horn, EX Scratch Wheel
    • Drops midscreen vs. Cammy, (test others)
  • 497/400, 4 bar -- 5MK~2HP (1 hit) xx HK Scythe ~ Extension xx K Super


-- Ranged Punishes --

  • 190/250, 0 bar -- 2MP xx MK Scythe
  • 254/330, 1 bar -- 2MP xx EX Scythe, MK Scratch Wheel
  • 394/398, 2 bar -- 2MP xx EX Rhino Horn, EX Scratch Wheel
    • Drops midscreen vs. Cammy, (test others)
  • 609/200, 4 bar -- 2MP xx MK Scythe (2 hit) xx P Super xx Ultra 1
    • If you accidentally cancel 3rd hit of MK Scythe, do not cancel to U1


Counterhit Confirms:

  • CH 2MK, link 2LP/2MP
  • CH 2MP, link 2HP/2MP
  • CH 5MK, link 2HP/2MP (input buffer bug not an issue)
  • CH 6MP Overhead, link 2MP
  • CH 6MK Overhead, link 2LP (no input buffer, 1f link)
  • CH 6HK, link 2LK/2LP
  • CH 4HK, link 2HP/2MP


Ultra Setups:

  • HP Lynx Tail (2nd/3rd hit) xx FADC, Ultra 1
    • Can also do 3rd hit xx Lv. 2 Focus crumple, but adds way more scaling
  • MK Scratch Wheel (1 hit) xx FADC, Ultra 1
  • EX Lynx Tail xx FADC, Ultra 1
  • P Super xx Ultra 1 / Ultra 2
    • For U1, must connect P Super on grounded opponent

Useful Info

Reversals:

  • Scratch Wheel (Dp.pngK.png / 623K) - HK is slightly invincible, EX is very invincible and can FADC on block
    • LK/MK versions are throw invincible
  • K Super (Qcf.pngQcf.pngK.png / 236236+K) - 4f startup, good damage, invincible
  • P Super (Qcf.pngQcf.pngP.png / 236236+P) - 4f startup, weaker on its own but cancels to U1 if it hits grounded opponent
  • Ultra 1 (Qcf.pngQcf.png3k.png / 236236+KKK) - 10f invincible, but slow enough for some meaties to block safely


Anti-Airs:

  • 5LP / 5MP / 2HP - all have a good hitbox above and slightly in front
  • 5HP - much harder to use than the others, but gives a juggle state if it connects
  • 5MK - works from very far range, not the most reliable
  • 4HK - the early active frames can AA and slam the opponent to the ground
  • Scratch Wheel (Dp.pngK.png / 623K) - HK and EX are invincible; HK should be timed late
    • LK/MK can be used if done early; only EX version can FADC on block
    • EX version is very weak if juggled too high, so delay as much as possible
  • K Super (Qcf.pngQcf.pngK.png / 236236+K) - fast and invincible with high damage
    • Do not attempt HK Scratch Wheel xx K Super as an AA juggle, as it will generally fall out
  • P Super (Qcf.pngQcf.pngP.png / 236236+P) - also fast and invincible, but empty jumps can land and block safely
  • Ultra 1 (Qcf.pngQcf.png3k.png / 236236+KKK) - works on mid/far range jumps, can whiff under opponent if too close


Anti-Focus:

  • Rhino Horn (Hcf.pngK.png / 41236K) - Armor Break; hitbox can be bad for hitting some focus charges
  • EX Mallet Smash (Hcb.png2p.png / 214PP) - hits twice, may hop over the focus release on some opponents if cancelled into
  • HP/EX Lynx Tail (Dp.pngHp.png/2p.png / 623HP/PP) - very quick multi-hit special, good for cancelling into on reaction to armor
  • HK/EX Scratch Wheel (Dp.pngHk.png/2k.png / 623HK/KK) - quick multiple hits with invincible startup
  • LK Spin Scythe (Qcb.pngLk.png / 214LK) - has 2 quick hits, can be good as a cancel when a poke is absorbed
  • K Super / P Super / Ultra 1 - all break armor and are invincible
  • Target Combo 4 (5MK~2HP) - 2nd hit comes out quickly, can do on reaction if 5MK is absorbed


Anti-Projectile:

  • Sliding (3HK) - low profiles under fireballs, easy to do on reaction from mid-far ranges
  • EX Rhino Horn (Hcf.png2k.png / 41236KK) - projectile invincible, but from farther ranges it becomes much slower and weaker as a reaction punish
  • HP/EX Mallet Smash (Hcb.pngHp.png/2p.png / 63214HP/PP) - high arc lets it hop over fireballs with a good prediction
  • Ultra 1 (Qcf.pngQcf.png3k.png / 236236+KKK) - works from a little over half screen; goes into a cinematic on any hit


Juggles:

  • EX Spin Scythe... - limited juggle starter
    • MK Scratch Wheel - strongest 1-bar juggle (HK Scratch Wheel misses a hit)
    • EX Rhino Horn, HK Scratch Wheel - works anywhere; EX Rhino Horn drops vs. E. Honda
    • EX Rhino Horn, EX Scratch Wheel - powerful 3 bar juggle; character-specific when midscreen
  • EX Rhino Horn... - limited juggle starter
    • HK Scratch Wheel - works anywhere
    • EX Scratch Wheel - strong 2 bar juggle; character-specific when midscreen
  • MK Scratch Wheel xx FADC - gives free juggle state on grounded hit; can juggle Ultra 1
  • 5HP - has juggle potential itself, and launches grounded opponents into limited juggle state
    • vs. airborne opponents, it will continue juggle state; if only 1 hit connects, it does not increase the juggle counter
    • Example: MK Scratch Wheel xx FADC, 5HP (1 hit), 5HP (2 hits), MK Scratch Wheel
      • This works because MK Scratch Wheel is a free juggle state; 5HP 1-hit continues the free juggle state; 5HP juggles again, adding 1 juggle point, allowing another MK Scratch Wheel to end the juggle. This is a very unusual juggle scenario in SF4.


Miscellaneous:

  • The input buffer after 5MK is glitched, causing any buffered followup to come out 1f later than usual. This means that to link into a 5f move after 5MK, the timing is frame perfect and must be done on the 4th possible frame (buffer is 3f).
  • 5LK has a tiny bit more range than 2MP, which may allow it to occasionally reach in situations where 2MP whiffs.


Game Navigation

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Abel
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Elena
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