Move List
Standing Normals
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
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. |
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. |
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
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | 4 | 12 | 4 | - |
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. |
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
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. |
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
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
Special Moves
Version | Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|---|
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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.
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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.
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Mid | 1 + 4 | 2, (2), 2, (6) x5 | 18* | - | |
Now this is the real hotness, the EX version (input with
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Version | Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|---|
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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. | ||||||
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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. | ||||||
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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. |
Super Moves
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. |