input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
5LP | 300 | 5 | 4 | 8 | 16 | +4 | -2 | LH | Sp SA | 14 |
5MP | 600 | 8 | 5 | 15 | 27 | +3(+5) | -3(-1) | LH | SA TC | 18 SA / 18(20) TC |
5HP | 800 | 12 | 4 | 20 | 35 | +2 | -2 | LH | TC | 19 |
5LK | 300 | 5 | 3 | 11 | 18 | +2 | -4 | LH | Sp SA | 13 |
5MK | 500 | 6 | 4 | 13(15) | 22(24) | +5 | +1 | LH | Sp SA TC | 16 |
5HK | 900 | 12 | 4 | 19 | 34 | +2 | -4 | LH | - | |
2LP | 300 | 4 | 3 | 8 | 14 | +5 | -1 | LH | Chn Sp SA | 13 |
2MP | 600 | 8 | 3 | 20 | 30 | +1 | -4 | LH | Sp SA | 15 |
2HP | 400x2 | 9 | 3(4)3 | 20 | 38 | +6 | -7 | LH | Sp SA (2nd) | 26(13) |
2LK | 200 | 5 | 3 | 8 | 15 | +3 | -1 | L | Chn | |
2MK | 600 | 9 | 3 | 16(18) | 27(29) | +4 | -4 | L | TC | 15 |
2HK | 900 | 11 | 3 | 24 | 37 | KD +31 | -12 | L | - | |
j.LP | 300 | 5 | 6 | 3 land | - | +5(+10) | +1(+6) | H | TC | |
j.MP | 700 | 8 | 5 | 3 land | - | +11(+13) | +5(+7) | H | TC | |
j.HP | 800 | 10 | 7 | 3 land | - | +9(+15) | +5(+11) | H | - | |
j.LK | 300 | 5 | 6 | 3 land | - | +2(+9) | -2(+5) | H | - | |
j.MK | 500 | 7 | 5 | 3 land | - | +9(+13) | +5(+9) | H | - | |
j.HK | 400x2 | 10 | 2(1)8 | 3 land | - | +11(+15) | +7(+11) | H,H | - | |
6HP | 900 | 16 | 4 | 20 | 39 | +1 | -4 | LH | TC | 21 |
6MK | 600 | 20 | 3 | 19 | 41 | +2 | -2 | H | TC | 17 |
4HK | 900 | 14 | 4 | 17(19) | 34(36) | +3 | -3 | LH | - | |
3HK | 900 | 14 | 9 | 18(22) | 40(44) | HKD +31(+39) | -10(-2) | L | - | |
5MP~MP | 400 | 17 | 5 | 20 | 41 | -4 / -24 whiff | -10 / -30 whiff | LH | Sp SA | 48~50 (17) |
5HP~HP | 400x2 | 17 | 4(3)4 | 17 | 44 | KD +55(+45) | -3 / (-10/-23) | LH | - | |
5MK~HK | 400 | 12 | 3 | 24 | 38 | KD +33 | -8 | LH | Sp SA | 41 |
2MK~HK | 400(320) | 15 | 1 | 20(24) | 35(39) | +4 / -18 (whiff) | -9* / -24 (whiff) | LH | Sp SA | 41~42 (14*) |
6HP~HP | 500 | 13 | 3 | 26 | 41 | -2 | -11 | LH | TC | 43~49 |
6HP~HP~HP | 370,380 (296,304) | 7 | 3(5)3 | 27 | 44 | KD +40 | -16 | LH | - | |
6MK~MK | 600 | 14 | 3 | 26 | 42 | KD +29 | -14 | LH | - | |
j.LP~j.MK | 500 | 6 | 5 | 3 land | - | +12 | +8 | LH | - | |
j.MP~j.HP | 700 | 12 | 5 | 3 land | - | KD ~ | - | - | - |
< Street Fighter 6 | Elena
Frame Data Tables
Character Data
Elena | HP | Throw Range |
Fwd Walk Speed |
Back Walk Speed |
Fwd Dash Speed |
Back Dash Speed |
Fwd Dash Distance |
Back Dash Distance |
Jump Speed |
Fwd Jump Distance |
Back Jump Distance |
Jump Apex |
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
10000 | 0.80 | 0.048 | 0.033 | 20 | 23 | 1.43 | 1.139 | 4+38+3 | 1.90 | 1.52 | 2.115 |
Normals and Target Combos
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
---|---|---|---|---|---|---|---|---|---|---|
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
5LP | 20% Starter | +8 | -10 | +4 | -2 | +8 | +2 | 16 | 10 | 9 |
5MP | +7(+9) | -18(-16) | +7(+9) | +1(+3) | 23 | 17 | 11 | |||
5HP | KD +46 | -22 | +6 | +2 | 26 | 22 | 13 (PC 25) | |||
5LK | 20% Starter | +6 | -12 | +4 | -2 | +6 | 0 | 16 | 10 | 9 |
5MK | +9 | -15 | +12 | +8 | +9 | +5 | 22 | 18 | 11 | |
5HK | KD +53 | -21 | +6 | 0 | 25 | 19 | 13 (PC 25) | |||
2LP | 20% Starter | +9 | -9 | +5 | -1 | +9 | +3 | 16 | 10 | 9 |
2MP | +5 | -21 | +12 | +7 | +5 | 0 | 24 | 19 | 11 | |
2HP | 20% Starter | +10 | -21 | +19 | +6 | +10 | -3 | 36(29) | 23(16) | 6,9 |
2LK | 20% Starter | +7 | -9 | +7 | +3 | 14 | 10 | 9 | ||
2MK | 20% Starter | +8 | -19 | +8 | 0 | 23 | 17 | 11 | ||
2HK | HKD +46 | -25 | KD +31 | -8 | 15 | 13 | ||||
j.LP | +9(+14) | -7(-2) | 14 | 10 | 9 | |||||
j.MP | +15(+17) | -4(-2) | 17 | 11 | 11 | |||||
j.HP | +13(+19) | -8(-2) | 19 | 15 | 13 | |||||
j.LK | +6(+13) | -9(-2) | 13 | 9 | 9 | |||||
j.MK | +13(+17) | -6(-2) | 17 | 13 | 11 | |||||
j.HK | +15(+19) | -6(-2) | 19,19 | 15,15 | 10,13 | |||||
6HP | +5 | -22 | +5 | 0 | 25 | 20 | 13 | |||
6MK | +6 | -20 | +6 | +2 | 24 | 20 | 11 | |||
4HK | 20% Starter | KD +39 | -19 | +7 | +1 | 24 | 18 | 11 (PC 13) | ||
3HK | HKD +46(+54) | -29(-21) | HKD +31(+39) | -6(+2) | 17 | 13 | ||||
5MP~MP | 0 | -23 | +11 | +5 | 21 | 15 | 11 | |||
5HP~HP | 20% Starter | KD +45 | -19* | 25(18) | 5,8 | |||||
5MK~HK | KD +33 | KD +47 | +6 | 19 | 10 | |||||
2MK~HK | +8 / -14 (whiff) | -23* | +14 | +5* | 25 | 16* | 9 | |||
6HP~HP | +2 | 27 | 18 | 5 | ||||||
6HP~HP~HP | 22 total | 3,9 | ||||||||
6MK~MK | KD +29 | 15 | 8 | |||||||
j.LP~j.MK | +16 | 17 | 13 | 11 | ||||||
j.MP~j.HP | 11 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
5LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
5HP | 5000 | [8000] | 2000 | 1000 (700) | 500 (250) |
5LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MK | 2000 | [3000] | 1000 | 500 (350) | 250 (125) |
5HK | 6000 | [10000] | 3000 | 1000 (700) | 500 (250) |
2LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MP | 3000 | [4000] | 1000 | 600 (420) | 300 (150) |
2HP | 2500x2 | [4000x2] | 2000x2 | 500x2 (350x2) | 250x2 (125x2) |
2LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MK | 3000 | [4000] | 1000 | 600 (420) | 300 (150) |
2HK | 4000 | [10000] | 3000 | 1000 (700) | 500 (250) |
j.LP | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MP | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.LK | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MK | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HK | 2000,4000 | [2000,5000] | 1000x2 | 1000x2 (700x2) | 500x2 (250x2) |
6HP | 6000 | [10000] | 3000 | 1000 (700) | 500 (250) |
6MK | 2500 | [5000] | 1500 | 700 (490) | 350 (175) |
4HK | 6000 | [10000] | 3000 | 1000 (700) | 500 (250) |
3HK | 4000 | [10000] | 3000 | 1000 (700) | 500 (250) |
5MP~MP | 2000 | [3000] | 1000 | 700 (490) | 350 (175) |
5HP~HP | 2000x2 | [4000] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
5MK~HK | 2000 | [7000] | 1000 | 700 (490) | 350 (175) |
2MK~HK | [3000] | 1000 | 600 (420) | 300* (150*) | |
6HP~HP | 2500 | [5000] | 1250 | 500 (350) | 250 (125) |
6HP~HP~HP | 1000x2 | 1000x2 | 350,500 (245,350) | 175,250 (87,125) | |
6MK~MK | 2500 | [5000] | 750 | 350 (245) | 175 (87) |
j.LP~j.MK | 1500 | 1000 | 500 (350) | 250 (125) | |
j.MP~j.HP | 1000 | 500 (350) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
5LP | 1.16 | 1 | 1 | 0 | |||
5MP | 1.765 (1.495) | 1 | 1 | 0 | |||
5HP | 1.729 | 1 | 1 | 0 | |||
5LK | 1.31 | 1 | 1 | 0 | |||
5MK | 1.11 | 1 | 1 | 0 | |||
5HK | 1.915 | 1 | 1 | 0 | |||
2LP | 1.07 | 1 | 1 | 0 | |||
2MP | 1.50 | 1 | 1 | 0 | |||
2HP | 1.195 (0.843) | 1,1 | 1,1 | 0,1 | |||
2LK | 1.09 | 1 | 1 | 0 | |||
2MK | 1.726 (1.669) | 1 | 1 | 0 | |||
2HK | 1.967 (1.962) | 1 | 1 | 5 | |||
j.LP | 0.55 | 1 | 1 | 0 | |||
j.MP | 1.21 | 1 | 1 | 0 | |||
j.HP | 1.20 | 1 | 1 | 0 | |||
j.LK | 0.82 | 1 | 1 | 0 | |||
j.MK | 1.17 | 1 | 1 | 0 | |||
j.HK | 1.27 (0.74) | 1,1 | 1,0 | 0,1 | |||
6HP | 2.01 | 1 | 1 | 0 | |||
6MK | 1.716 | 1 | 1 | 0 | |||
4HK | 0.790 | 1 | 1 | 0 | |||
3HK | 2.88 (1.69) | 1 | 1 | 0 | |||
5MP~MP | 1.94 (1.76) | 1 | 1 | 0 | |||
5HP~HP | 2.35 (1.79) | 1,1 | 0,1 | 1,2 | |||
5MK~HK | 1.612 | 1 | 1 | 2 | |||
2MK~HK | 2.00 | 1 | 1 | 2 | |||
6HP~HP | 1.90 (1.88) | 1 | 1 | 0 | |||
6HP~HP~HP | 1.43 (1.26) | 1 | 1,1 | 0,5 | |||
6MK~MK | 2.07 | 0 | |||||
j.LP~j.MK | 1.09 | ||||||
j.MP~j.HP | 2.01 (1.81) | 1 | 5 | 2 |
input | Notes |
---|---|
input | Notes |
5LP | Good range for a light normal; less range than 5LK, but leads to better 5f punish combos |
5MP | Strong neutral buffer tool; active frames 1-2 have shorter range (this close-range hitbox disappears after the 3rd active frame, making it less useful as a meaty); active frames 3-5 gain a longer range foot hitbox, but cannot hit crouching opponents and cannot hit cross-up; these later active frames result in 2f better frame advantage; the final 2 TC cancel frames do not combo without at least a Counter-hit starter; lenient hitconfirm window gives time to confirm a Super, or a TC follow-up if the opponent is standing; forces stand on Punish Counter, ensuring the TC will fully connect |
5HP | Forces stand; foot hitbox cannot hit crouching opponents (shorter range vs. crouching); Punish Counter puts opponent into limited juggle state; strong anti-air hitbox at longer ranges but cannot hit cross-up; extends hurtbox 1f before active that is vulnerable to projectiles |
5LK | Ranged light poke that gives Elena strong punishes and confirms; allows for 4-light confirm strings after chained 2LPs, but does not combo naturally into 214LK |
5MK | 2f extra recovery on whiff; useful combo and frame trap tool; short range for a 6-frame medium |
5HK | Low Crush 9-17f (not airborne); good mid-range poke; Punish Counter puts opponent into limited juggle state (combos reliably into 236KK or SA2 unless whiff punishing a ranged attack); also causes limited juggle state on airborne Counter-hit (into 623HK at close range) and Punish Counter (slightly better juggles than grounded PC); extends hurtbox 1f before active that is vulnerable to projectiles; hitbox does not move forward during the active frames (cannot be spaced in neutral for better advantage) |
2LP | Chains into 2LP/2LK; topmost hurtbox on frames 1-6 is vulnerable only to aerial attacks, preventing its use as an anti-air |
2MP | Great cancelable poke in neutral; not an anti-air despite the animation |
2HP | 2 hits; Upper Body/Legs are anti-air invuln on frames 8-19 (solid anti-air but cannot hit cross-up); causes air reset vs. airborne opponents; anti-airing with the first hit results in very little frame advantage as the 2nd hit continues to whiff; forces stand (important for 236K combo routes); cancel only comes out on the 2nd hit (will cancel on whiff if the first hit connects on airborne opponent); canceling into Lynx Song allows Elena to threaten with a meaty roll follow-up or feint to bait Parry (timing/advantage varies heavily based on anti-air timing); high pushback on hit; follow-up links require a Counter-hit, Punish Counter, Drive Rush starter into a ranged button; Counter-hit/Punish Counter bonus advantage carries through both hits; if 1st hit is Perfect Parried, opponent can interrupt 2nd hit with 5f or faster attack |
2LK | Chains into 2LP/2LK |
2MK | 2f extra recovery on whiff/block; good combo starter out of Drive Rush but leaves Elena neutral if blocked; can combo naturally into 2LP, but Elena is always punishable by the opponent's 4f normal at this range |
2HK | Long range sweep; has juggle potential; punishable by most other sweeps even at max range |
j.LP | Cross-up; can be used as a fuzzy instant overhead (except vs. Blanka); Target Combo extension can lead to better advantage vs. grounded opponents, giving more time to hitconfirm a follow-up |
j.MP | Puts airborne opponents into limited juggle state; shifts Elena's hurtbox upward during startup; at most air-to-air timings, Elena's only follow-up juggle is a Target Combo extension; whiffs against standard-sized crouching opponents |
j.HP | Elena's strongest overall jump-in (reaches downward faster than j.HK and deals all its damage in one hit) |
j.LK | Can be used as a fuzzy instant overhead; good downward hitbox priority (likely to beat or trade with anti-airs) |
j.MK | Cross-up with a wide hitbox in both directions |
j.HK | 2 hits; 1st hit puts airborne opponents into limited juggle state; 2nd hit causes spike knockdown vs. airborne opponents; 2nd hit has the most horizontal range of Elena's air normals; overall weaker as an air approach due to the damage being split between 2 hits (very specific timing required to land both hits vs. grounded opponents); if 1st hit is stand blocked, the 2nd hit will not hit overhead against crouch block |
6HP | Forward-moving ranged poke that can be hitconfirmed into a TC knockdown follow-up; TC is always a true blockstring; pushback keeps Elena safe (except at close range vs. Marisa 2LP, E. Honda 2LP, and Zangief 2LK); pushback also prevents a follow-up link even with Drive Rush (+5), but can link 5LK after a corner Punish Counter |
6MK | Long-range overhead with fast startup and a hitconfirmable TC follow-up |
4HK | Low Crush 9-17f (not airborne); 2f extra recovery on whiff; Counter-hit/Punish Counter puts opponent into a limited juggle state that allows a corner 623MK/623KK if used at close range; Elena moves backward starting on frame 5 (can help avoid the opponent's attack or throw) |
3HK | 4f extra recovery on whiff or vs. armor; does not low profile under projectiles; reaches ~1/2 screen and is safe when spaced well |
5MP~MP | Whiffs on crouching opponents (but can force stand with Punish Counter 5MP); interruptible 6-8f gap between hits; does not combo from the final 2 cancelable frames of 5MP without at least a Counter-hit |
5HP~HP | Whiffs on crouch blocking opponents; puts opponents into limited juggle state with a much more rewarding juggle after Punish Counter 5HP; if 5HP is stand blocked, the first hit of the follow-up will also be stand blocked, but the last hit still whiffs leaving Elena unsafe; starter scaling only applies if the 2nd HP begins the combo (e.g. opponent tries to jump out after crouch blocking 5HP) |
5MK~HK | Puts opponent into limited juggle state; Elena's main Target Combo conversion on crouching opponents |
2MK~HK | () refers to scaled damage from 2MK combo starter; whiffs on crouching opponents (-18 after 2MK on hit, -24 after 2MK on block); 4f extra recovery on whiff or parry; the HK itself usually cannot be blocked since a blocked 2MK forces the opponent to crouch under it, but the entire sequence can be parried (block data notated with * refers to this scenario); if the TC is delayed as late as possible, the opponent can block 2MK and then Parry the follow-up or get hit while trying to jump |
6HP~HP | Hitconfirmable extension from long-range 6HP; has no juggle potential (will not juggle after DI wall splat); always a true blockstring from 6HP |
6HP~HP~HP | () refers to scaled damage after a 6HP combo starter; good corner carry and knockdown advantage that can lead to auto-timed Lynx Whirl pressure on the opponent's wakeup; always a true blockstring from 6HP~HP |
6MK~MK | Hitconfirmable Target Combo that makes Elena's long-range overhead more threatening even without Drive Rush |
j.LP~j.MK | Can hit after cross-up j.LP; can be done from any jump direction; does not work as an air-to-air even after a Forced Knockdown; will not connect if the j.LP hits a crouching opponent |
j.MP~j.HP | Knockdown ender from air-to-air j.MP that puts opponent into a limited juggle state; can be done from any jump direction; cannot connect on a grounded opponent |
Drive and Throw
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +24 | - | T |
4LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +19 | - | T |
HPHK | 800 | 26 | 2 | 35 | 62 | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | LH |
6HPHK | 500 recoverable | 20 | 3 | 26(31) | 48(53) | KD +23 | -6 | LH |
6HPHK | 500 recoverable | 18 | 3 | 26(31) | 46(51) | KD +23 | -6 | LH |
MPMK | - | 1 | 12 or until released | 33(1)(11) | 45(3) | - | - | - |
MPMK~66 | - | 3+8 | - | 15(37) | 26(48) | - | - | - |
MPMK or 66 | - | 9 | - | 15(37) | 24(46) | - | - | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
LPLK | 20% Immediate | HKD +24 | ||||
4LPLK | 20% Immediate | HKD +19 | ||||
HPHK | 200 | 20% Starter | Crumple (Standing +21, Juggle +46, HKD +104) | -35 | 34 | 25 |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
MPMK | 50% Multiplier (Perfect) | |||||
MPMK~66 | 15% Multiplier (Mid-Combo) | |||||
MPMK or 66 | 15% Multiplier (Mid-Combo) |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
4LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
HPHK | 5000 | 10000 [15000] | -10000 | [3000(2100)] |
6HPHK | -20000 | |||
6HPHK | -20000 | |||
MPMK | -5000,250~ | |||
MPMK~66 | -10000 | |||
MPMK or 66 | -30000 |
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
LPLK | 0.80 | |||||
4LPLK | 0.80 | |||||
HPHK | 1-27 | 2.541 | 0 | 1 | 0 | |
6HPHK | 1-22 Full | Break | 1.614 | 200 | 100 | 1 |
6HPHK | 1-20 Full | Break | 1.614 | 200 | 100 | 1 |
MPMK | 6 Full (after Perfect Parry) | |||||
MPMK~66 | ||||||
MPMK or 66 |
input | Notes |
---|---|
input | Notes |
LPLK | Grants a frame-perfect throw loop against Zangief (Dash + walk 2f); allows a frame-perfect corner throw loop with Drive Rush (more lenient vs. Marisa/Blanka/E.Honda/Zangief); throw pressure is more effective when mixed with other DR buttons, or feints like DR~214P); can also Dash + 5MK for weak pressure and a link to 5LK on hit; Lynx Song can be used for mixups (LP Roll into 6LK/6MK to beat reversal buttons, OD Roll into 6HK to beat throws, empty LP Roll to bait Perfect Parry at only -4 on whiff); a successful Throw Escape builds 1 Drive bar and 1000 Super gauge (10% bar); Throw Escape is awarded to a random player if input simultaneously |
4LPLK | Side switches; no true throw oki even with Drive Rush (except frame-perfect DR~Throw vs. Zangief); in the corner, allows an auto-timed meaty DR~5MK that is +12 oH / +8 oB; a successful Throw Escape builds 1 Drive bar and 1000 Super gauge (10% bar); Throw Escape is awarded to a random player if input simultaneously |
HPHK | See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK | Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
6HPHK | Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK | See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66 | See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.548 (min/throw), 2.100 (min/block), 3.011 (max/final DR frame) |
MPMK or 66 | See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Specials
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
236LK | 400,700 | 13(28) | 5(10)6 | 3+13(16) land | 49(52) | KD +39~44 | -9(-4) | LH | SA3 | 45(23) |
236MK | 400,800 | 17(33) | 5(11)6 | 3+13(17) land | 54(58) | KD +39~44 | -9(-4) | LH | SA3 | 46(23) |
236HK | 400,900 | 21(37) | 5(11)6 | 3+13(17) land | 58(62) | KD +39~44 | -9(-4) | LH | SA3 | 46(23) |
236KK | 400x3 | 11(25) | 7(7)4,7 | 3+10(16) land | 48(54) | KD +43~49 | -9(-4) | LH | SA2 SA3 | 51(30/22) |
623LK | 1000 | 5 | 5 | 25+14 land | 48 | KD +36 | -24 | LH | - | |
623MK | 600x2 | 6 | 3,3 | 30+14 land | 55 | KD +26 | -30 | LH | - | |
623HK | 500,400,500 (1400) | 7 | 2,2,2 | 34+14 land | 60 | KD +23 | -33 | LH | - | |
623KK | 450,350x2,450 (1600) | 6 | 4,2(12)2(1)2 | 24+20 land | 72 | KD +25 | -46 | LH | - | |
214LK | 300x2,150x2 (900) | 15 | 4(14)3 (24)2(3)3 | 24 | 91 | KD +34 | -12(-35) | LH | SA3 | 78 SA / 35 ~6P |
214MK | 300x2,200x2 (1000) | 20 | 4(19)3 (22)5(2)2 | 27 | 103 | KD +42 | -14(-37) | LH | SA3 | 83 SA / 40 ~6P |
214HK | 400x2,200x2 (1200) | 24 | 4(17)3 (22)5(2)2 | 23 | 101 | KD +52 | -10(-33) | LH | SA3 | 81 SA / 38 ~6P |
214KK | 300x2,200x2 (1000) | 18 | 4(12)3 (24)2(3)3 | 22 | 90 | KD +52 | -10(-33) | LH | SA2 SA3 | 74 SA / 31 ~6P |
236LP | - | 13(16)~ | - | 28 total | 28 | - | - | - | - | |
236MP | - | 13(18)~ | - | 36 total | 36 | - | - | - | - | |
236HP | - | 16(19)~ | - | 38 total | 38 | - | - | - | - | |
236PP | - | 15(18)~ | - | 34 total | 34 | - | - | - | - | |
236P~6LP | - | 15(18)(20)~ | - | 28 total | 28 | - | - | - | - | |
236P~6MP | - | 15(18)(20)~ | - | 36 total | 36 | - | - | - | - | |
236P~6HP | - | 15(18)(20)~ | - | 38 total | 38 | - | - | - | - | |
236PP~6P | - | 15(18)(20)~ | - | 34 total | 34 | - | - | - | - | |
236P~6LK | 1000 | Roll+10 | 5 | 22 | 36 | KD +35 | -5 | LH | SA3 | 20 |
236PP~6LK or 236P~6P~6LK | 600x2 | Roll+10 | 5(5)3 | 14(15) | 36(37) | KD +48 | +1 | LH | SA3 | 38(17) |
236P~6MK | 900 | Roll+8 | 3 | 23 | 33 | KD +44 | -9 | LH | - | |
236PP~6MK or 236P~6P~6MK | 600,700 | Roll+8 | 3(6)3 | 14(16) | 33(35) | KD +50 | -4 | LH | - | |
236P~6HK | 800 | Roll+22 | 3 | 19 | 43 | +2 | -3 | H | - | |
236PP~6HK or 236P~6P~6HK | 500x2 | Roll+22 | 2(2)2 | 16 | 43 | +4 | +3 | H,H | - | |
214LP | 800 | 20 | 3 | 20 | 42 | +1 | -3 | LH | SA3 | 18 SA/~6P |
214MP | 800 | 24 | 3 | 19 | 45 | +2 | -2 | LH | SA3 | 18 SA/~6P |
214HP | 800 | 28 | 3 | 20 | 50 | +2 | -2 | LH | SA3 | 18 SA/~6P |
214PP | 800 | 23 | 3 | 20 | 45 | +1 | -3 | LH | SA2 SA3 | 18 SA/~6P |
214P~6P | 300x2 | 16 | 2(4)4 | 25 | 50 | KD +39 | -13 | LH | SA3 | 58-60 total |
214PP~6P | 300x2,500 (1100) | 16 | 2(4)4(19)3 | 35 | 82 | KD +42 | -19 | LH | SA2 SA3 | 98-100 total |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236LK | 100,175 | 30% Starter; Combo (2 hits) | KD +39~44 | -23(-18) | 31(16) | 7,12 |
236MK | 100,200 | Combo (2 hits) | KD +39~44 | -24(-19) | 33(17) | 7,12 |
236HK | 100,225 | Combo (2 hits) | KD +39~44 | -24(-19) | 33(17) | 7,12 |
236KK | 100x3 | 30% Starter; Combo (2 hits) | KD +43~49 | -21(-18) | 35(21/17) | 7,4,10 |
623LK | 250 | 30% Starter | KD +36 | -42 | 20 | 14 |
623MK | 150x2 | 30% Starter | KD +26 | -48 | 20(17) | 5,9 |
623HK | 125,100,125 (350) | 30% Starter | KD +23 | -52 | 21(18/17) | 5,3,10 |
623KK | 112,87 (199) | 30% Starter | KD +25 | -65 | 21(18/17) | 3,8,5,7 |
214LK | 75x2,37x2 (224) | 20% Starter | KD +34 | 1st: -16 4th: -23 | 42,20 | 4(6),4(6),3,10 |
214MK | 75x2,50x2 (250) | 20% Starter | KD +42 | 1st: -21 4th: -27 | 47,22 | 4(6),4(6),4,10 |
214HK | 100x2,50x2 (300) | Combo (2 hits) | KD +52 | 1st: -19 4th: -23 | 45,22 | 4(6),4(6),4,10 |
214KK | 75x2,50x2 (250) | Combo (2 hits) | KD +52 | 1st: -14 4th: -21 | 40,20 | 4(6),4(6),4,10 |
236LP | ||||||
236MP | ||||||
236HP | ||||||
236PP | ||||||
236P~6LP | ||||||
236P~6MP | ||||||
236P~6HP | ||||||
236PP~6P | ||||||
236P~6LK | 250 | KD +35 | -25 | 22 | 11 | |
236PP~6LK or 236P~6P~6LK | 150x2 | KD +48 | 1st: -8 2nd: -16 | 28(18) | 11,13(11) | |
236P~6MK | 225 | 30% Starter | KD +44 | -24 | 17 | 11 |
236PP~6MK or 236P~6P~6MK | 150,175 | 30% Starter | KD +50 | 1st: -7 2nd: -17 | 24 | 8,10 |
236P~6HK | 160 | 20% Starter | +6 | -20 | 19 | 10 |
236PP~6HK or 236P~6P~6HK | 100x2 | 20% Starter | +8 | -20 | 25(21) | 4,10 |
214LP | 200 | +5 | -21 | 20 | 13(11) | |
214MP | 200 | +6 | -20 | 20 | 13(11) | |
214HP | 200 | +6 | -21 | 21 | 13(11) | |
214PP | 200 | +5 | -21 | 20 | 13(11) | |
214P~6P | 75x2 | Combo (5% Extra) | KD +39 | 22 total | 13(11),3,12 | |
214PP~6P | 75x2,125 (275) | Combo (5% Extra) | KD +42 | 48 total | 13(11),3,7,11 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
236LK | 2500x2 | [4000x2] | 1000x2 | 400x2 (280x2) | 200x2 (100x2) |
236MK | 2500x2 | [4000x2] | 1000x2 | 400x2 (280x2) | 200x2 (100x2) |
236HK | 2500x2 | [4000x2] | 1000x2 | 400x2 (280x2) | 200x2 (100x2) |
236KK | 2500x3 | [4000x3] | -20000 | 400x3 (280x3) | 200x3 (100x3) |
623LK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
623MK | 2000x2 | [5000] | 500,1500 | 500x2 (350x2) | 250x2 (125x2) |
623HK | 2000x3 | [5000] | 500x2,1000 | 400x3 (280x3) | 200x3 (100x3) |
623KK | 2000x2 | -20000 | 400,200x3 (280,140x3) | 200,100 (100,50) | |
214LK | 1000x4 | [2000x2,3000x2] | 500x4 | 300x,200x2 (210x2,140x2) | 150x2,100x2 (75x2,50x2) |
214MK | 1000x4 | [2000x2,3000x2] | 500x4 | 300x,200x2 (210x2,140x2) | 150x2,100x2 (75x2,50x2) |
214HK | 1000x4 | [2000x2,3000x2] | 500x4 | 300x,200x2 (210x2,140x2) | 150x2,100x2 (75x2,50x2) |
214KK | 1000x4 | [2000x2,3000x2] | -20000 | 300x,200x2 (210x2,140x2) | 150x2,100x2 (75x2,50x2) |
236LP | |||||
236MP | |||||
236HP | |||||
236PP | -20000 | ||||
236P~6LP | |||||
236P~6MP | |||||
236P~6HP | |||||
236PP~6P | |||||
236P~6LK | 5000 | [10000] | 2000 | 600 (420) | 300 (150) |
236PP~6LK or 236P~6P~6LK | 2000x2 | [5000] | 1000x2 | 300x2 (210x2) | 150x2 (75x2) |
236P~6MK | 3000 | [5000] | 2000 | 600 (420) | 300 (150) |
236PP~6MK or 236P~6P~6MK | 2000x2 | [4000] | 1500,2000 | 500,600 (350,420) | 250,300 (125,150) |
236P~6HK | 4000 | [8000] | 2000 | 1000 (700) | 500 (250) |
236PP~6HK or 236P~6P~6HK | 2500x2 | [5000x2] | 2000x2 | 1000x2 (700x2) | 500x2 (250x2) |
214LP | 5000 | [8000] | 1500 | 1000 (700) | 500 (250) |
214MP | 5000 | [8000] | 1500 | 1000 (700) | 500 (250) |
214HP | 5000 | [8000] | 1500 | 1000 (700) | 500 (250) |
214PP | 5000 | [8000] | -20000 | 1000 (700) | 500 (250) |
214P~6P | 500x2 | [2000] | 750x2 | 350,200 (245,140) | 175,100 (87,50) |
214PP~6P | 500x2,1000 | [1000] | 350,200,600 (245,140,420) | 175,100,300 (87,50,150) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236LK | 13-36 (FKD) | 3.19 (1.53) | 1,2 | 0,5 | 15,15 | ||
236MK | 17-41 (FKD) | 3.64 (1.69) | 1,2 | 0,5 | 15,15 | ||
236HK | 21-45 (FKD) | 4.04 (3.37) | 1,2 | 0,5 | 15,15 | ||
236KK | 11-38 (FKD) | 4.02 (1.89) | 1,2,2 | 0,5,5 | 15,15,20 | ||
623LK | 1-9 Air | 7-34 (FKD) | 1.01 | 1 | 1 | 20 | |
623MK | 1-11 Air | 7-41 (FKD) | 1.03 | 1,1 | 1,1 | 20,21 | |
623HK | 1-12 Air | 7-46 (FKD) | 1.17 | 1,1,1 | 1,1,1 | 20,21,22 | |
623KK | 1-8 Full | 7-52 (FKD) | 1.10 | 1,1,1,1 | 1,1,1,1 | 20,21,22,23 | |
214LK | 4.07 (2.03) | 1,1,1,3 | 1,0,0,3 | 2,3,3,3 | |||
214MK | 4.07 (2.03) | 1,1,1,3 | 1,0,0,3 | 2,3,3,3 | |||
214HK | 4.07 (2.03) | 1,1,1,3 | 1,0,0,3 | 2,3,3,3 | |||
214KK | 4.07 (2.03) | 1,1,1,3 | 1,0,0,3 | 2,3,3,3 | |||
236LP | 11-21 Projectile | ||||||
236MP | 11-22 Projectile | ||||||
236HP | 11-24 Projectile | ||||||
236PP | 8-26 Projectile | ||||||
236P~6LP | 1-21 Projectile | ||||||
236P~6MP | 1-26 Projectile | ||||||
236P~6HP | 1-26 Projectile | ||||||
236PP~6P | 1-26 Projectile | ||||||
236P~6LK | 2.14 (+Roll) | 1 | 5 | 15 | |||
236PP~6LK or 236P~6P~6LK | 2.65 (2.14) (+Roll) | 1,1 | 5,10 | 15,15 | |||
236P~6MK | 1-10 Projectile | 1.43 (+Roll) | 1 | 3 | 11 | ||
236PP~6MK or 236P~6P~6MK | 1-10 Projectile | 1.74 (+Roll) | 1,4 | 0,3 | 11,11 | ||
236P~6HK | 5-24 Projectile* | 14-23 (FKD) | 2.33 (+Roll) | 1 | 1 | 5 | |
236PP~6HK or 236P~6P~6HK | 5-27 Projectile* | 9-22 (FKD) | 2.50 (2.24) (+Roll) | 1,1 | 1,1 | 5,6 | |
214LP | 1.45 | 1 | 1 | 5 | |||
214MP | 1.70 | 1 | 1 | 5 | |||
214HP | 1.84 | 1 | 1 | 5 | |||
214PP | 1.74 | 1 | 1 | 5 | |||
214P~6P | 2.79 (2.33) | 1,1 | 1,1 | 6,7 | |||
214PP~6P | 3.64 (2.33) | 1,1,1 | 1,1,3 | 6,21,11 |
input | Notes |
---|---|
input | Notes |
236LK | Shortest distance; whiffs on crouching opponents; Low Crush 15-34f; puts opponents into limited juggle state with follow-ups possible in the corner; 3f extra recovery on block/whiff; KD Advantage refers to grounded hits (varies against airborne opponents) |
236MK | Medium distance; whiffs on crouching opponents; Low Crush 19-39f; puts opponents into limited juggle state with follow-ups possible in the corner; 4f extra recovery on block/whiff; KD Advantage refers to grounded hits (varies against airborne opponents) |
236HK | Farthest distance; whiffs on crouching opponents; Low Crush 23-43f; puts opponents into limited juggle state with follow-ups possible in the corner; 4f extra recovery on block/whiff; KD Advantage refers to grounded hits (varies against airborne opponents) |
236KK | Whiffs on crouching opponents; Low Crush 13-35f; puts opponents into limited juggle state with follow-ups possible anywhere on the screen; some hits can whiff under high airborne opponents (at certain heights, allows a sideswitch juggle); 6f extra recovery on block/whiff; KD Advantage refers to grounded hits (varies against airborne opponents) |
623LK | Strong close-range anti air but cannot hit cross-up; can launch high airborne opponent high enough for a follow-up Scratch Wheel juggle (incurs starter scaling) |
623MK | Strong close/mid-range anti air but cannot hit cross-up; active frames 4-6 will only deal 1 hit for half damage, making early anti-air attempts weaker; can only incur starter scaling if trading with a grounded normal and landing a follow-up juggle |
623HK | Strong mid-range anti air but cannot hit cross-up; has the most range for grounded juggles and cancels; connecting with active frames 3-4 makes the first hit whiff (500 less damage), and active frames 5-6 make the first 2 hits whiff (900 less damage), making early anti-air attempts weaker |
623KK | Elena's primary reversal; cannot hit cross-up; connecting with active frames 5-6 makes the first hit whiff (450 less damage), making early anti-air attempts weaker |
214LK | Lynx Whirl Cancels (on Hit/on Block/on PC): ~6LP -3/-12/+1, ~6MP -11/-20/-7, ~6HP -13/-22/-9; first 2 hits force stand (last 2 hits will whiff vs. crouch block); first 2 hits have an extended foot hurtbox that can only hit standing opponents (shorter range vs. crouching); block disadvantage refers to stand(crouch); 2nd hit is cancelable into Lynx Whirl (enhanced Roll) on hit/block (but not whiff); all follow-ups are interruptible on block (even if opponent is in Burnout); Lynx Whirl cancel allows Elena to keep up pressure, but does not naturally combo into the follow-ups; Counter-hit/Punish Counter bonus advantage carries through first 2 hits (CH combos into ~6MK, PC combos into ~6LK); empty ~6LP Roll is safe on hit and can bait Parry/DI/Reversals; last hit puts opponent into limited juggle state (only SA3 cancel will combo unless 214LK connects in a high juggle) |
214MK | Lynx Whirl Cancels (on Hit/on Block/on PC): ~6LP -3/-12/+1, ~6MP -11/-20/-7, ~6HP -13/-22/-9; first 2 hits force stand (last 2 hits will whiff vs. crouch block); first 2 hits have an extended foot hurtbox that can only hit standing opponents (shorter range vs. crouching); block disadvantage refers to stand(crouch); 2nd hit is cancelable into Lynx Whirl (enhanced Roll) on hit/block (but not whiff); all follow-ups are interruptible on block (even if opponent is in Burnout); Lynx Whirl cancel allows Elena to keep up pressure, but does not naturally combo into the follow-ups; Counter-hit/Punish Counter bonus advantage carries through first 2 hits (CH combos into ~6MK, PC combos into ~6LK); empty ~6LP Roll is safe on hit and can bait Parry/DI/Reversals; last hit puts opponent into limited juggle state (only SA3 cancel will combo unless 214LK connects in a high juggle) |
214HK | Lynx Whirl Cancels (on Hit/on Block/on PC): ~6LP -3/-12/+1, ~6MP -11/-20/-7, ~6HP -13/-22/-9; first 2 hits force stand (last 2 hits will whiff vs. crouch block); first 2 hits have an extended foot hurtbox that can only hit standing opponents (shorter range vs. crouching); block disadvantage refers to stand(crouch); 2nd hit is cancelable into Lynx Whirl (enhanced Roll) on hit/block (but not whiff); all follow-ups are interruptible on block (even if opponent is in Burnout); Lynx Whirl cancel allows Elena to keep up pressure, but does not naturally combo into the follow-ups; Counter-hit/Punish Counter bonus advantage carries through first 2 hits (CH combos into ~6MK, PC combos into ~6LK); empty ~6LP Roll is safe on hit and can bait Parry/DI/Reversals; last hit puts opponent into limited juggle state, allowing follow-ups like 236MK, DR~2MP, SA2, canceled SA3, or corner 236LK~623HK |
214KK | Lynx Whirl Cancels (on Hit/on Block/on PC): ~6LP -3/-10/+1, ~6MP -11/-18/-7, ~6HP -13/-20/-9; first 2 hits force stand (last 2 hits will whiff vs. crouch block); first 2 hits have an extended foot hurtbox that can only hit standing opponents (shorter range vs. crouching); block disadvantage refers to stand(crouch); 2nd hit is cancelable into Lynx Whirl (enhanced Roll) on hit/block (but not whiff); all follow-ups are interruptible on block (except ~6MK trades with 4f normals if the opponent is in Burnout); Lynx Whirl cancel allows Elena to keep up pressure, but does not naturally combo into the follow-ups; Counter-hit/Punish Counter bonus advantage carries through first 2 hits (CH combos into ~6MK, PC combos into ~6LK); empty ~6LP Roll is safe on hit and can bait Parry/DI/Reversals; last hit puts opponent into limited juggle state, allowing follow-ups like 236MK, DR~2MP, SA2, canceled SA3, or corner 236LK~623HK |
236LP | Shortest total distance (1.37); 13f/0.72 distance before 6LK; 16f/0.87 distance before 6MK/6HK/6P; crouch-sized hurtbox 3-26f (but still considered standing); can execute the 6LK follow-up 3f earlier than the other follow-ups; Elena is in a Counter-hit state for the entire roll duration |
236MP | Medium total distance (1.72); 13f/0.66 distance before 6LK; 18f/0.98 distance before 6MK/6HK/6P; crouch-sized hurtbox 3-26f (but still considered standing); can execute the 6LK follow-up 5f earlier than the other follow-ups; Elena is in a Counter-hit state for the entire roll duration |
236HP | Longest total distance (2.21); 16f/1.08 distance before 6LK; 19f/1.35 distance before 6MK/6HK/6P; crouch-sized hurtbox 3-26f (but still considered standing); can execute the 6LK follow-up 3f earlier than the other follow-ups; Elena is in a Counter-hit state for the entire roll duration |
236PP | Follow-ups are enhanced like the Lynx Whirl versions after only one spin; total distance is between the MP/HP versions (2.02); 15f/0.93 distance before 6LK; 18f/1.19 distance before 6MK/6HK/6P; crouch-sized hurtbox 3-26f (but still considered standing); can execute the 6LK follow-up 3f earlier than the other follow-ups; this version is good for combos, pressuring from neutral, and punishing projectiles due to the faster startup on enhanced follow-ups; Elena is in a Counter-hit state for the entire roll duration |
236P~6LP | Accessible from a previous Lynx Song or Spin Scythe; performs an extra spin, enhancing the follow-up specials (~6LK, ~6MK, ~6HK); can continue rolling indefinitely with repeated ~6P inputs; crouch-sized hurtbox 1-26f (but still considered standing); startup refers to minimum number of frames before each follow-up can come out (15-21f ~6LK, 18-21f ~6MK/~6HK, 20-21f ~6P); total roll distance: 1.43; Elena is in a Counter-hit state for the entire roll duration; safest version of empty Roll to cancel into (e.g. Spinning Scythe ~ empty Lynx Whirl to bait DI/Parry/reversal) |
236P~6MP | Accessible from a previous Lynx Song or Spin Scythe; performs an extra spin, enhancing the follow-up specials (~6LK, ~6MK, ~6HK); can continue rolling indefinitely with repeated ~6P inputs; crouch-sized hurtbox 1-26f (but still considered standing); startup refers to minimum number of frames before each follow-up can come out (15-21f ~6LK, 18-21f ~6MK/~6HK, 20-21f ~6P); total roll distance: 1.94; Elena is in a Counter-hit state for the entire roll duration |
236P~6HP | Accessible from a previous Lynx Song or Spin Scythe; performs an extra spin, enhancing the follow-up specials (~6LK, ~6MK, ~6HK); can continue rolling indefinitely with repeated ~6P inputs; crouch-sized hurtbox 1-26f (but still considered standing); startup refers to minimum number of frames before each follow-up can come out (15-21f ~6LK, 18-21f ~6MK/~6HK, 20-21f ~6P); total roll distance: 2.46; Elena is in a Counter-hit state for the entire roll duration |
236PP~6P | Nearly identical to meterless versions except that the cancel window into follow-up specials is extended 3f longer; accessible from a previous OD Lynx Song; performs an extra spin, enhancing the follow-up specials (~6LK, ~6MK, ~6HK); can continue rolling indefinitely with repeated ~6P inputs; crouch-sized hurtbox 1-26f (but still considered standing); startup refers to minimum number of frames before each follow-up can come out (15-24f ~6LK, 18-24f ~6MK/~6HK, 20-24f ~6P); total roll distance: 2.59; Elena is in a Counter-hit state for the entire roll duration |
236P~6LK | Elena immediately loses crouch-sized hurtbox and projectile invuln from Lynx Song (hard to use vs. projectiles); generally safe on block if spaced as a poke; punishable by most characters at closer ranges (notable exceptions: A.K.I. only gets 2LK, Mai gets nothing); combos when buffered from 2MP or 2MK~HK in neutral; puts the opponent into a limited juggle state (only into SA3 cancel except in high corner juggles); total minimum startup depends on which strength of Lynx Song was used (LP 13+10, MP 13+10, HP 16+10, OD 15+10) |
236PP~6LK or 236P~6P~6LK | Elena immediately loses crouch-sized hurtbox and projectile invuln from Lynx Song (hard to use vs. projectiles); strong ender from Spinning Scythe on hit (3f gap) to reset pressure (but does not frame trap on block); useful for pressure on block (can beat 4f normals with 2LP but cannot guarantee throw pressure); 1f extra recovery on whiff; the version used from OD Lynx Song is not considered an OD move for cancel purposes (no SA2 cancel); puts the opponent into a limited juggle state |
236P~6MK | Extended kicking foot hurtbox is anti-air invuln while active on frames 8-10 (can anti-air opponents jumping out of roll pressure, but cannot hit cross-up); maintains projectile invuln from Lynx Song to counter fireballs more effectively; Elena immediately loses crouch-sized hurtbox from Lynx Song; total minimum startup depends on which strength of Lynx Song was used (LP 16+8, MP 18+8, HP 19+8, OD 18+8); puts opponent into a limited juggle state |
236PP~6MK or 236P~6P~6MK | 2f extra recovery on block/whiff; 1st hit pulls opponents inward on hit/block for combo consistency; extended kicking foot hurtbox is anti-air invuln while active on frames 8-10 (can anti-air opponents jumping out of roll pressure, but cannot hit cross-up); maintains projectile invuln from Lynx Song/Whirl to counter fireballs more effectively; Elena immediately loses crouch-sized hurtbox from Lynx Song; can combo from Spinning Scythe ~ Lynx Whirl on Counter-hit/Punish Counter; puts opponent into a limited juggle state |
236P~6HK | Low Crush 14-24f (final active frame is considered standing but still has a high hurtbox); projectile invuln disappears for a brief period after Lynx Song (less effective as a fireball counter); projectile invuln does not apply to the top of Elena's head; Elena immediately loses crouch-sized hurtbox from Lynx Song; safe overhead that can lead to a 5MK combo after baiting the opponent's throw tech; puts airborne opponents into limited juggle state on hit (can always pick up corner juggles, but midscreen juggles depend on height/spacing); total minimum startup depends on which strength of Lynx Song was used (LP 16+22, MP 18+22, HP 19+22, OD 18+22) |
236PP~6HK or 236P~6P~6HK | 2 hits (if 1st hit is blocked, 2nd hit is no longer an overhead); Low Crush 5-22f (can avoid moves before becoming airborne); projectile invuln disappears for a brief period after Lynx Song/Whirl (less effective as a fireball counter); projectile invuln does not apply to the top of Elena's head; Elena immediately loses crouch-sized hurtbox from Lynx Song; overhead that gives strong follow-up pressure on block, a 2LP on hit, and a medium combo after baiting the opponent's low buttons or throw tech; puts airborne opponents into limited juggle state on hit (can always pick up a juggle, but exact route depends on height and distance) |
214LP | Forces stand; sways back slightly (can avoid attacks); sways on frames 5-14 (max distance of 0.40 on frame 5); the final 2 cancelable frames only cancel on hit, allowing for auto-hitconfirms with 2f timing; puts airborne opponents into limited juggle state; safe option out of Drive Rush that can bait the opponent's button/throw and grants a light combo extension after a whiff punish |
214MP | Forces stand; sways back a moderate distance (can avoid attacks); sways on frames 5-18 (max distance of 0.50 on frame 9); the final 2 cancelable frames only cancel on hit, allowing for auto-hitconfirms with 2f timing; puts airborne opponents into limited juggle state; safe option out of Drive Rush that can bait the opponent's button/throw and grants a 5MK combo extension after a whiff punish |
214HP | Forces stand; sways back significantly (can avoid attacks); sways on frames 5-23 (max distance of 0.71 on frames 14-16); the final 2 cancelable frames only cancel on hit, allowing for auto-hitconfirms with 2f timing; puts airborne opponents into limited juggle state; safe option out of Drive Rush that can bait the opponent's button/throw and grants a 5MK combo extension after a whiff punish |
214PP | Forces stand; sways back a moderate distance (can avoid attacks); sways on frames 5-19 (max distance of 0.56 on frame 9); the final 2 cancelable frames only cancel on hit, allowing for auto-hitconfirms with 2f timing; puts airborne opponents into limited juggle state; safe option out of Drive Rush that can bait the opponent's button/throw and grants a light combo extension after a whiff punish |
214P~6P | Hitconfirmable follow-up from safe sway starter; puts opponents into limited juggle state (into SA3) |
214PP~6P | Hitconfirmable follow-up from safe sway starter; puts opponents into limited juggle state (into SA2/SA3); sets up a safe jump vs. grounded opponents near the corner |
Supers
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
236236K | 250,750,800 (1800) | 9 | 5(6)4(16)2 | 24+31 land | 96 | KD +42 | -68 | LH |
236236P | 2800 | 12 | 6 | 62 | 79 | HKD +25 | -47 | LH |
236236P~[2] | 1950 [+1300 Heal] | 12 | 6 | 62 | 79 | HKD +1 | -47 | LH |
214214K | 4000 | 8 | 4 | 68 | 79 | HKD +24 | -54 | LH |
214214K | 4500 | 8 | 4 | 68 | 79 | HKD +29 | -54 | LH |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236236K | 500 | 30% Minimum; 30% Starter; 10% Immediate; Combo (2 hits) | KD +42 | -86 | 20 | 4,3,15 |
236236P | 750 | 40% Minimum | HKD +25 | -66 | 21 | 10 |
236236P~[2] | 750 | 40% Minimum | HKD +1 | -66 | 21 | 10 |
214214K | 1000 | 50% Minimum; 10% Immediate (Sp) | HKD +24 | -70 | 18 | 17 |
214214K | 1250 | 50% Minimum; 10% Immediate (Sp) | HKD +29 | -70 | 18 | 17 |
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
236236K | 2500 | 1500x2,2000 (5000) | -10000 | -10000 |
236236P | 5000 | 10000 | -20000 | -20000 |
236236P~[2] | 5000 | 10000 | -20000 | -20000 |
214214K | 7500 | 15000 | -30000 | -30000 |
214214K | 10000 | 20000 | -30000 | -30000 |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236236K | 1-23 Air | Break | 9-65 (FKD) | 1.458 | 2,2,1 | 0,0,6 | 11x3 |
236236P | 1-17 Full | Break | 2.92 (2.15) | 99 | |||
236236P~[2] | 1-17 Full | Break | 2.92 (2.15) | 99 | |||
214214K | 1-11 Full | Break | 1.726 | 99 | |||
214214K | 1-11 Full | Break | 1.726 | 99 |
input | Notes |
---|---|
input | Notes |
236236K | Good anti-air with air invuln that fully covers the first 2 hits; cannot be used as an invincible reversal against grounded strikes/throws/projectiles (making it much more dangerous to be in Burnout); cannot hit cross-up; puts opponents into limited juggle state (better follow-ups are possible on a higher juggle); extreme block disadvantage allows many characters to set activate installs without sacrificing optimal punish starters |
236236P | Excellent anti-fireball tool due to its invincibility and forward movement; slow startup makes it risky as a reversal (can be safely meatied by light normals); leaves Elena farther away than the Healing version, but with more advantage for Lynx Song or Drive Rush pressure; generally a poor anti-air but can catch some mid-range neutral jumps or divekick landing recovery; has a large combo-only hitbox that makes it more consistent in juggles; opponents can jump after the Super freeze to avoid a chip KO |
236236P~[2] | Sacrifices damage and oki in exchange for healing 1300 HP; the healing amount is not affected by damage scaling, making it more useful in a highly scaled combo; excellent anti-fireball tool due to its invincibility and forward movement; slow startup makes it risky as a reversal (can be safely meatied by light normals); opponents can jump after the Super freeze to avoid a chip KO |
214214K | Cinematic time regenerates ~2.1 Drive bars for Elena; large combo-only hitbox makes it more consistent in juggles; reliable but expensive reversal when in Burnout; very consistent anti-air at mid to long range, but cannot hit cross-up and can whiff under closer jumps; opponents cannot avoid a chip KO by jumping after the Super freeze |
214214K | Available at 25% HP or below; cinematic time regenerates ~2.1 Drive bars for Elena; large combo-only hitbox makes it more consistent in juggles; reliable but expensive reversal when in Burnout; very consistent anti-air at mid to long range, but cannot hit cross-up and can whiff under closer jumps; opponents cannot avoid a chip KO by jumping after the Super freeze |