Street Fighter 6/Elena/Strategy

From SuperCombo Wiki


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
±0

This is useful to set up against opponents that use reversal SA.
The freeze occurs during the first frame of your attack, allowing it to be canceled into a higher priority input.
This is not effective against grab supers (Lily, Manon, Zangief SA3).

+1
  • Throw
    • Loses to 4 frame moves.
+2

Everything listed under +1 but with better results against 4 frame moves:

  • Throw
    • Beats 4 frame moves.
+3
  • Throw
+4
  • Throw (safe vs. all backdashes)
+5
  • Throw (safe vs. all backdashes)
+6
+7
+8
+9
+10
+11
+12
+13
+14
+15
+16
+17
+18
+19
+20
+21
+22

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
  • 6MK
2 22
  • 2LP~2LK~
  • 2LK~2LP~
42
  • 214LP
3
  • J.X
23
  • Backdash*
43
  • Empty Jump
4 24
  • 5MK
  • 2LP~2LP
  • 2LK~2LK~
44
  • 3HK
  • 236LP~6LP
5 25
  • 2LP~2LK
45
  • 214MP
6 26
  • 2LK~2LP
46
  • Jump J.X
7 27
  • 5MP
  • 2LK~2LK
47
  • 236HP~6LP
8 28
  • 236LP
48
  • 623LK
9 29
  • 2MK
49
10
  • 2LP~
30
  • 2MP
  • Throw
50
  • 214HP
11
  • DR
31
  • 2LK, 5LP
51
12
  • 2LK~
32
  • 5LP, 5LP
52
  • 236LK
  • 236LP~6MP
  • 236PP~6P
13 33
  • 2LK, 5LK
53
14
  • 2LP
34
  • 5HK
  • 236PP
54
  • 236LP~6HP
  • 236MP~6MP
15
  • 2LK
35
  • 5HP
55
  • 236HP~6MP
  • 623MK
16
  • 5LP
  • 2LP~DR
  • 236LP~
36
  • 236MP
  • 4HK*
56
  • 236MP~6HP
17
  • 5LK~DR
37
  • 2HK
57
  • 236HP~6HP
18
  • 5LK
  • 5LP~DR
  • 236MP~
  • 236PP~
38
  • 236HP
  • 2HP
58
  • 236MK
19
  • 236HP~
39
  • 2LK, 5MK
  • 6HP*
59
20
  • Dash
  • 2LP~2LK~
40 60
  • 623HK

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
Drive Rush Cancel - Blockstring Gaps
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.

Drive Rush Cancel - Combo Routes
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



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