Street Fighter 6/Elena/Frame data

From SuperCombo Wiki


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
SF6 Elena Portrait.png 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 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 ~ - - -

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



SF6 Navigation

General
FAQ
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Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Elena
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
Zangief
Data
Akuma
Cammy
Ed
Elena
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry