Neutral
TO-DO
Offense
Frame Traps
TO-DO
Okizeme and Mixups
TO-DO
Knockdown Advantage: All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.
Setup | Adv. | Follow-ups |
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±0 |
This is useful to set up against opponents that use reversal SA. |
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+1 |
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+2 |
Everything listed under +1 but with better results against 4 frame moves:
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+3 |
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+4 |
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+5 |
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+6 |
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+7 |
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+8 |
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+9 |
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+10 |
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+11 |
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+12 |
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+13 |
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+14 |
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+15 |
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+16 |
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+17 |
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+18 |
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+19 |
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+20 |
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+21 |
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+22 |
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Frame Kills
This section covers move sequences that can be used to take up a specific amount of frames to set up the perfect timing for Elena's various mixup options.
The following chart is split into columns of 20 frames, which is the duration of Elena's forward dash.
Performing a sequence before or after a forward dash will increase the total duration to the value directly to the right.
For example, 35 frames can be killed with 5HP, and also with Dash 2LK or 2LK Dash.
Sequences ending with "~" mean a chain cancel is required. Such sequences are only compatible with setting up chained meaty light attacks.
Other sequences that end with a cancelable light normal are not compatible with setting up meaty light attacks.
The same "~" notation is also used for chaining Lynx Whirl.
e.g. 236LP~6LP is equal to 236LP~ (16) + 236LP (28) = 44 frames.
Frames | Sequence | Frames | Sequence | Frames | Sequence | ||
---|---|---|---|---|---|---|---|
1 | 21 | 41 |
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2 | 22 |
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42 |
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3 |
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23 |
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43 |
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4 | 24 |
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44 |
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5 | 25 |
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45 |
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6 | 26 |
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46 |
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7 | 27 |
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47 |
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8 | 28 |
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48 |
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9 | 29 |
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49 | ||||
10 |
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30 |
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50 |
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11 |
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31 |
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51 | |||
12 |
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32 |
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52 |
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13 | 33 |
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53 | ||||
14 |
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34 |
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54 |
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15 |
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35 |
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55 |
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16 |
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36 |
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56 |
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17 |
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37 |
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57 |
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18 |
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38 |
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58 |
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19 |
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39 |
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59 | |||
20 |
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40 | 60 |
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There are some move specific quirks to take account of when setting up a frame kill.
- Using certain moves (*) will push Elena away from the opponent when performed close to them.
- 4HK and 6HP always leave Elena outside her throw range.
- Empty Jump is stricter than other frame kills. There is a 3 frame timing window on the followup to get the optimal 43 frame delay.
- Inputting the followup too early results in an air attack, resulting in 3 frames of non-cancelable landing recovery.
- Empty Jump into a movement action (Jump, Dash, Backdash) is subject to a 2 frame delay.
vs. Burnout
TO-DO
Drive Rush
When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
2LP | 5LP/5LK/2LK | 5MK | 5MP/2MP | 2MK/2HP | 2HK | 5HP/5HK | 4HK/3HK | 6HP | 6MK | |
---|---|---|---|---|---|---|---|---|---|---|
5LP~DRC | 6 | 7 | 8 | 10 | 11 | 13 | 14 | 16 | 18 | 22 |
5LK~DRC | 6 | 7 | 8 | 10 | 11 | 13 | 14 | 16 | 18 | 22 |
2LP~DRC | 5 | 6 | 7 | 9 | 10 | 12 | 13 | 15 | 17 | 21 |
5MP~MP~DRC | 0 | 0 | 1 | 3 | 4 | 6 | 7 | 8 | 11 | 15 |
2HP~DRC | 0 | 0 | 0 | 2 | 3 | 5 | 6 | 8 | 10 | 14 |
5MK~HK~DRC | 0 | 0 | 0 | 2 | 3 | 5 | 6 | 8 | 10 | 14 |
2MP~DRC | 0 | 0 | 0 | 1 | 2 | 4 | 5 | 7 | 9 | 13 |
5MK~DRC | 0 | 0 | 0 | 0 | 1 | 3 | 4 | 6 | 8 | 12 |
The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP~DRC | +4 | DRC~2LP, 2HP DRC~2LP, 5MK |
5LK~DRC | ||
2LP~DRC | +5 | |
5MP~MP~DRC | +11 | DRC~2HP DRC~5MK, 2HP |
5MK~DRC | +12 | DRC~2HP DRC~5MK, 2HP DRC~5HK, 5MK |
2MP~DRC | ||
2MK~HK~DRC | +14 | |
2HP~DRC | +19 | |
5MK~HK~DRC | Free Juggle | DRC~5HP~HP |
Defense
Reversals
TO-DO
Anti-Airs
TO-DO
Anti-Projectile
TO-DO
Fighting vs. Elena
TO-DO