Movelist
Impact
Command Normals
Special Moves
Super Moves
Close Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | - | - | 0 | -1 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 4 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | - | - | 0 | -1 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 8 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | - | - | +2/+5 | -1 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
18 | Mid | 10 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | 0 | -6 |
Standing Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | - | - | +1 | 0 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | Mid | 5 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | - | - | -8 | -9 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
18 | Mid | 10 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
9 | - | - | -1 | -7 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
20 | Mid | 12 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
11 | - | - | -9/-6 | -12 |
Crouching Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
8 | - | - | +2 | +1 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Low | 4 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | - | - | +3 | +2 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 8 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | - | - | -6/-3 | -9 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
20 | Low | 15 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
7 | - | - | KD | -4 |
Jumping Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | High/Air | 6 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
3 | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | High/Air | 8 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
3 | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
14 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | - | - | - | - |
Command Normals
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
12 | High | 12 | Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
23 | - | - | -3 | -9 | |
Downward punch overhead. Used to mixup with 6B, which should train the opponent to block low and not mash out. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 (10+10) | Low | 12 (6+6) | Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
13 | - | - | -22 | -28 | |
Double low kicks. Both hits can be cancelled. Elias's main combo glue. |
Throws
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KD | - | |
Punches the opponent three quarters of the screen away. |
System
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 0 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 (1-10 invuln) | 2 | 25 | KD | -10 |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
10 | Mid | 10 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
13 (1-15 invuln) | - | - | KD | -8 | |
Necessary because it's a guard cancel, but bad because the second hit whiffs on low crouchers. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
5+5×5 | Mid | 0 | Hit: Command, Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
14 | - | - | KD | -19 | |
One of the best First Impacts in the game for its low profile and high hitbox. This helps Elias play a tremendous corner game, especially given how it combos into both his healing moves. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
30 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
4 | 60 | 29 | KD | -13 | |
Your partner must be alive and able to tag in. | |||||
Damage | Guard | Stun | Cancel | ||
27 (27 with Alice) | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | KD | - | |
Follow up with another 236BC for more damage. Costs an extra bar. |
Special Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 (0×3+20) | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KD | - | |
Fast command grab. Great to mix up your offensive options. Leaves them marginally closer than the normal throw, but still far away, so it can only continue your offense in the corner. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | Mid/Air | 10 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
13 | - | - | KD | -8 | |
Upward punch followed by a short fire geyser. Elias's main combo tool. Both versions low profile while he approaches. | |||||
Damage | Guard | Stun | Cancel | ||
20 | Mid/Air | 10 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
25 | - | - | KD | -8 | |
Elias dashes before he strikes with the geyser, which makes the startup take too long, so the heavy version is pretty useless. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
14 | Mid/Air | 8 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
24 | ∞ | - | -8/-5 | -11 | |
Big wheel of fire. Slow startup, but can be followed up on or be used for oki pressure. Hit and blockstun is massive; if blocked in the air, you can score a super or special move hit. | |||||
Damage | Guard | Stun | Cancel | ||
14 | Mid/Air | 8 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
24 | ∞ | - | -8/-5 | -11 | |
Moves much faster than the light version, so Elias can't run behind this one. Note the hitbox isn't active while the fireball is in his hands, but starts when it begins to move. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
25 (5+20) | Mid | 4 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
15 | - | - | KD | -7 | |
Hitgrab. Elias runs and steals your life force. Returns 40% of your total combo damage back to your health. On the ground, it only combos from 6B's first hit, but Elias can juggle into it from Ground Impact. | |||||
Damage | Guard | Stun | Cancel | ||
25 (5+20) | Mid | 4 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
15 | - | - | KD | -7 | |
Runs fullscreen rather than just three quarters. |
Super Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
30 (0+30) | Mid | 4 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
3 | - | - | KD | - | |
Elias books it right at the opponent, grabs them and steals their life force — again. 50% of your combo damage dealt is added to your life. Absolutely NO INVINCIBILITY FRAMES ON THIS SUPER! It's good for punishing whiffed normals or hops, however. Thanks to the faster startup, it's much more flexible than 41236B/D, as it can combo from anything on the ground and link from Air Impact. | |||||
Damage | Guard | Stun | Cancel | ||
45 (0+45) | Mid | 4 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
3 | - | - | KD | -7 | |
The heavy version deals more damage and uses two bars. |