Advanced V.G. 2/Elirin/Move List

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Move List

Standing Normals

st.Lp.png
AVG2 Elirin stLP.jpg
AVG2 Elirin stLPhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 4 4 6 -

A quick backhand jab, hits as far as it suggests with a decent amount of disjoint. This will chain into all her other standing normals for a combo.

Chains to:
Lk.png > D.pngLk.png > Hk.png
cl.Hp.png (if in range) or Hp.png > Hk.png > Hk.png
cl.Hk.png (if in range) or Hk.png > Hk.png > Hp.png

st.Lk.png
AVG2 Elirin stLK.jpg
AVG2 Elirin stLKhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 5 2 13 -

A positively huge mid kick, it chains into itself, which allows you to easily confirm off of it so it will be your primary poking tool along with 2LK. Chains to:

D.pngLk.png

cl.Hp.png
AVG2 Elirin clHP.jpg
AVG2 Elirin clHPhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 5 6 8 -

An elbow strike that's special cancellable.

Chains to:
Hk.png

st.Hp.png
AVG2 Elirin stHP.jpg
AVG2 Elirin stHPhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 4 1 21 -

A right straight, while absurdly fast, its single active frame and lengthy recovery means this is best for whiff punishing or when you know it will connect. Special cancellable but is best avoided due to how fast the move hits and HP Elirin Fire being the only special to connect reliably (unless at max range).

Chains to:
Hk.png

cl.Hk.png
AVG2 Elirin clHK.jpg
AVG2 Elirin clHKhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 4 3 19 -

A standing rising knee that's special cancelable.

Chains to:
Hk.png

st.Hk.png
AVG2 Elirin stHK.jpg
AVG2 Elirin stHKhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 14 3 19 -

A step-in oblique kick, great range but a bit slow to start up, however it definitely won't be low-profiled. This is special cancellable, but with it's range not a whole lot is going to connect.


Crouching Normals

cr.Lp.png
AVG2 Elirin crLP.jpg
AVG2 Elirin crLPhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 4 4 13 -

A crouching elbow strike that's special cancellable and chains into 2LK for a combo or into 2HK for a frame trap.

Chains to:
D.pngLk.png
D.pngHk.png

cr.Lk.png
AVG2 Elirin crLK.jpg
AVG2 Elirin crLKhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Low 4 6 7 -

A standard crouching kick that compliments your 5LK pokes with its range (same as far HP!) and being special cancellable, despite having no chains or links.


cr.Hp.png
AVG2 Elirin crHP.jpg
AVG2 Elirin crHPhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 10 3 23 -

A rising uppercut, Elirin's main grounded anti-air tool and one that's not half bad if it connects. Launches on grounded hit and on anti-air, so she can get a juggle combo afterwards. Is still in crouching state after recovering so you will have to wait a frame if you want standing buttons.


cr.Hk.png
AVG2 Elirin crHK.jpg
AVG2 Elirin crHKhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Low 7 3 22 -

A quick sweep with great range. Knocks down allowing OTG pickups afterwards, can cancel into H Elirin Fire for reliable damage and get OTG pickups afterwards on no-techs.


Jumping Normals

j.Lp.png
AVG2 Elirin jLP.jpg
AVG2 Elirin jLPhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- High 6 4 0 -

A fast elbow with zero recovery, is her best option for aggressive air to airing, but beware doing so as the range is not great.

Chains to:
j.Hp.png / j.Hk.png

j.Lk.png
AVG2 Elirin jLK.jpg
AVG2 Elirin jLKhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- High 8 15 8 -

A staggeringly long aerial kick, in both terms of reach and active frames that, besides aggressive air to airing, will do just about anything you need it to well. A deceptively large button for a light kick, this extends so far downward that she can instant overhead crouching opponents, it also 'can' be used for crossups but needs a bit of finesse to do so.

Chains to:
j.Hp.png / j.Hk.png

nj.Lk.png
AVG2 Elirin njLK.jpg
AVG2 Elirin njLKhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- High 4 12 4 -

A horizontal kick, your primary defensive air to air for when you want to contest your airspace due to it's speed, active frames, and how high it hits, compared to using 7jLK, or to put a falling button to deter reckless ground approaches.

Chains to:
j.Hp.png / j.Hk.png

j.Hp.png
AVG2 Elirin jHP.jpg
AVG2 Elirin jHPhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- High 6 4 15 -

A downward angled punch. Not the greatest hitbox, but is the preferred jump-in for combos as it has less pushback.


j.Hk.png
AVG2 Elirin jHK.jpg
AVG2 Elirin jHKhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- High 8 4 20 -

Elirin's other large air normal, great for holding down space after jLK, or for defensive air to airing, but does have a little more pushback on jump-in attempts than jHP so it can make some combos whiff. Can also be used for crossups but is more difficult to do so than jLK.


Command Normals

F.png+Hk.png
AVG2 Elirin 6HK.jpg
AVG2 Elirin 6HKhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 17 3 21 -

A hop-in donkey kick, slow startup but holds down space very nicely. Does not special cancel.


F.pngF.png+Hp.png
AVG2 Elirin 66HP.jpg
AVG2 Elirin 66HPhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 1 11 16 -

Unique dashing attack where Elirin charges the opponent with her hands up. The advancing momentum plus its instant startup and lengthy active frames allows it to connect from farther ranges than you may think. Knocks down on hit, so she can OTG combo afterwards on no-techs. Special cancellable but not in any way that is humanly hit confirmable, if you want that EX Mach Punch you gotta bet your life on it.


Throws

Elirin Dynamic
AVG2 Elirin PThrow.jpg
cl. B.png/F.png + P.png
Damage Guard Startup Active Recovery FrameAdv

Elirin throws the opponent over her head, she throws them too far away to get OTG extensions unless in the corner. In the corner you can OTG 2LK into 5LP juggle and let them restand into a looping high/low/throw situation. Worth noting that Elirin has a wider throw range the the cast (needs testing).


Guard Cancels

Lp.png Guard Cancel
AVG2 Elirin stHP.jpg
AVG2 Elirin clHP.jpg
AVG2 Elirin stHPhitbox.jpg
AVG2 Elirin clHPhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv

Uses Elirin's far Hp.png unless in range for cl.Hp.png. Fast, but unreliable, as the far version has a propensity for whiffing over crouching opponents.


Lk.png Guard Cancel
AVG2 Elirin stHK.jpg
AVG2 Elirin clHK.jpg
AVG2 Elirin stHKhitbox.jpg
AVG2 Elirin clHKhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv

Uses Elirin's far Hk.png unless in range for cl.Hk.png. Her most reliable and preferred guard cancel, but very slightly on the slow side, and can't score a combo without meter if you don't get cl.HK.


Hp.png Guard Cancel
AVG2 Elirin Elirin Fire.jpg
AVG2 Elirin Firehitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv

Uses Elirin's Lp.png Elirin Fire. Best guard cancel in terms of range, but doesn't knock down, so you need to spend extra meter to get a knockdown and not make it punishable on hit.


Hk.png Guard Cancel
AVG2 Elirin Elirin Tsutenkaku Otoshi.jpg
AVG2 Elirin TsutenkakuOtoshihitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv

Uses Elirin's Lp.png Elirin Tsutenkaku Otoshi. Her fastest guard cancel, but the range on the first hit is extremely short, which makes this guard cancel more likely to kill you than anything.


Special Moves

Elirin Fire
AVG2 Elirin Elirin Fire.jpg
B.png(Charge)F.png + P.png
AVG2 Elirin Firehitbox.jpg
AVG2 Elirin EXFirehitbox.jpg
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Version Damage Guard Startup Active Recovery FrameAdv
Lk.png Mid 13 23 35 -

Short range blast of fire. Can be useful as a midrange poke thanks to its disjoint and Elirin slightly leaning back, but you need to be careful with your spacing because it hits as high as it suggests. Both L and H versions are useful after an air juggle if Tsutenkaku will whiff. Is a projectile so it can clash with other projectiles, useful to keep your space if you have a charge on hand. Can be used via SP1.

Hp.png Mid 17 23 38 -

A slower blast with not too much more range, but it does knockdown on hit so it can be more lucrative. Is a projectile so it can clash with other projectiles, although L Fire is better for this unless you're in range to hit the opponent's recovery.

Lp.png + Hp.png Mid 2 + 12 23 35 -

Not too bad of an EX, even if it's contending with EX Mach Punch, sporting practically double the range of L fire and hitting 5 times, shredding fireballs in the process, this is a very consistent way to tack on damage at ranges where EX Mach Punch would not connect. Also useful for punishing whiffed moves and/or the opponent tossing fireballs.


Elirin Mach Punch
AVG2 Elirin Elirin Mach Punch.jpg
P.png x3
AVG2 Elirin MachPunchhitbox.jpg
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Version Damage Guard Startup Active Recovery FrameAdv
Lp.png Mid 8 4, (4), 4, (12) x3 36* -

A flurry of punches that really isn't much good for anything. Only 3 hits will connect when done raw due to pushback, even less when cancelled into, making it death on use more often than not.

  • Despite visually looking like 8 hits, only 6 are actually active, so her recovery is listed as the gap (12) before the last 2 hits + total frames of the last 2 hits (24).
Hp.png Mid 6 3, (3), 3, (9) x3 27* -

Knocks the opponent down, unlike the L version, which would make occasionally useful if it wasn't contending with her rekka series for meterless combos.

  • Despite visually looking like 8 hits, only 6 are actually active, so her recovery is listed as the gap (9) before the last 2 hits + total frames of the last 2 hits (18).
Lp.png + Hp.png Mid 1 + 4 2, (2), 2, (6) x5 18* -

Now this is the real hotness, the EX version (input with Dp.png+Lp.pngHp.png) moves Elirin forward and makes it your primary metered combo ender, setting up for cancelling into EX Tsutenkaku Otoshi for additional damage. It is also your main metered reversal due to being LDP unblockable.

  • Despite visually looking like 12 hits, only 10 are actually active, so her recovery is listed as the gap (6) before the last 2 hits + total frames of the last 2 hits (12).

Elirin Tsutenkaku Otoshi
AVG2 Elirin Elirin Tsutenkaku Otoshi.jpg
D.png(Charge)U.png + P.png
AVG2 Elirin TsutenkakuOtoshihitbox.jpg
AVG2 Elirin TsutenkakuOtoshi2hitbox.jpg
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Version Damage Guard Startup Active Recovery FrameAdv
Lp.png Mid, High 12 12, (11), 4 22 -

Elirin leaps into the air and comes down with a clubbing swing. Only somewhat useful after an anti-air 2hp or corner routing due to it's extremely poor range. Despite looking like a flashkick style anti-air, Elirin does not sport any form of invulnerability or anti-air capabilities, oddly enough she has some low crush before she goes airbourne (not that you can capitalize on it). Can be done via SP2.

Hp.png Mid, High 12 12 , (11), 4 22 -

Identical to the L version besides doing more damage, so you should try and combo into this version instead.

Lp.png + Hp.png Mid, High 1 + 12 12, (16), 4 25 -

Primarily used as a combo ender after EX Mach Punch due to it still having poor range, but can sometimes be used as a metered ender from air juggles. Is your other metered reversal due to it being LDP unblockable, but is not reliable due to the aforementioned poor range.


Elirin Chop
AVG2 Elirin Elirin Chop.jpg
Hcb.png + P.png
AVG2 Elirin Chophitbox.jpg
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Version Damage Guard Startup Active Recovery FrameAdv
Lp.png High 8 7 10

The skull cracker, forces the opponent to guess between this, a low 2LK, or her regular throw. Very scary, especially in the corner, as she's still in range to loop the situation (expanded on in her strategy page). Respectable damage on it's own, and even more if she's willing to super cancel from it. It also has the ability to reflect projectiles, very useful option in neutral to keep your position without trying to jump over the fireball.

Hp.png High 10 5 15

Does more damage than L Chop with the only trade of being ever so slightly slower overall and not as active, otherwise functions the same and can be used interchangeably.


Elirin San Ranbu
AVG2 Elirin Elirin San Ranbu.jpg
Qcb.png + K.png x3
AVG2 Elirin Rekkahitbox.jpg
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Version Damage Guard Startup Active Recovery FrameAdv
Lk.pngx1 Mid 9 5 16 -

A three-stage rekka. An easy confirm from most normals you'll be landing in footsies and pressure, can chain into any version of the next followup as long as you do not fully recover, leads to solid damage.

Version Damage Guard Startup Active Recovery FrameAdv
Lk.pngx2 Mid 5 3 20 -

Standard rekka followup, can chain into H ender.

Version Damage Guard Startup Active Recovery FrameAdv
Lk.pngx3 Mid 16 2 31 -

Standard rekka ender, knocks down for OTG followups on no-techs in the corner, otherwise you can cancel into EX Mach Punch for extra damage.

Version Damage Guard Startup Active Recovery FrameAdv
Hk.pngx1 Mid 11 6 20 -

The HK version goes further and deals more damage, otherwise functions the same, you'll mostly be using this version as it still reliably combos from Elirin's normals, unless you prefer speed and being somewhat safer on block/whiff with the L version.

Version Damage Guard Startup Active Recovery FrameAdv
Hk.pngx2 Mid 5 5 24 -

Same function as L version.

Version Damage Guard Startup Active Recovery FrameAdv
Hk.pngx3 Mid 17 2 31 -

Same function as L version.

Super Moves

Elirin Smash
AVG2 Elirin Elirin Smash.jpg
cl.F.pngHcf.png + K.png
Damage Guard Startup Active Recovery FrameAdv
N/A 1 N/A N/A -

2 bar super. Elirin's proximity unblockable super has a lot of things going for it,1F startup, no whiff animation, solid damage and great range. This is a really important burst damage option for Elirin, since her access to damage is somewhat limited otherwise.


Game Navigation

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Kyoko
Chiho
Tamao
Yuka
Satomi
Manami
Saki
Ayako
Elirin
Jun
Kaori
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Boss Characters
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Miranda