GGXRD-R2/Elphelt Valentine/Starter

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Key Moves
  • f.SGGXRD-R Elphelt f.S.pngGuardMidStartup9Recovery16Advantage-4 is your primary poking tool when your opponent doesn't have strong low-profile moves.
  • 5KGGXRD-R Elphelt 5K.pngGuardLowStartup7Recovery5Advantage+1 is a strong low counterpoke which is extremely good at baiting other low pokes and is generally a good place to start your blockstrings.
  • j.DGGXRD-R Elphelt j.D.pngGuardHigh / AirStartup11Recovery29 + 5 after landingAdvantage- is an entirely disjointed air normal which covers the space in front of you with a hitbox to prevent opponents from approaching you in the air.
  • 236PGGXRD-R Elphelt Pineberry.pngGuardStartupRecovery19Advantage- Pineberry is a non-standard projectile which controls space independently of you. Can be thrown to control space on the screen or held onto to extend blockstrings/force mixups.
  • 5HGGXRD-R Elphelt 5H.pngGuardMidStartup11Recovery28Advantage-12 is a long ranged, semi disjointed normal which is very strong against slow characters but very risky against fast characters. Hard coded to whiff on crouchers and whiffs on some characters running. Usage depends on the matchup, don't overuse it.
  • 6HGGXRD-R Elphelt 6H.pngGuardMidStartup15Recovery30Advantage-21 is a very large move that covers space from roughly 1o'clock to 3o'clock. Can be used to prevent reckless approaches in neutral and cashes out to massive damage on counter hit. Really bad on whiff, do not whiff it.
  • 2SGGXRD-R Elphelt 2S.pngGuardMidStartup8Recovery18Advantage-10 is f.SGGXRD-R Elphelt f.S.pngGuardMidStartup9Recovery16Advantage-4's twin sister when your opponent is able to low profile your f.SGGXRD-R Elphelt f.S.pngGuardMidStartup9Recovery16Advantage-4. Also a really good defensive mashing move.
  • 2DGGXRD-R Elphelt 2D.pngGuardLowStartup8Recovery18Advantage-10 is a good counterpoke for moves like 6Ps which give upper body invuln.
    Anti-Airs
  • c.SGGXRD-R Elphelt c.S.pngGuardMidStartup5Recovery18Advantage-6 is Elphelt's go-to grounded anti-air and an extremely versatile move, with an amazing hitbox that leads to big damage.
  • j.SGGXRD-R Elphelt j.S.pngGuardHigh / AirStartup7Recovery16Advantage- is your go-to air-to-air option. It's fast, active, and has a plethora of gatling options allowing for easy combos.
  • Learn to jump forwards and Air ThrowGGXRD-Elphelt AirThrow.pngGuardAir Throw: 192500Startup1RecoveryAdvantage-. It can be hard, but it's very fast and reliable, and gives a knockdown.
  • 6HGGXRD-R Elphelt 6H.pngGuardMidStartup15Recovery30Advantage-21, while not explicitly for anti-airing, covers a large amount of space and leads to good reward on counter hit, so it can be a good tool if used sparingly.
Combos
Combos

Elphelt's basic routes change depending on if the opponent is hit standing or crouching.

  • (starter) > f.S > 5H > 214K — Simple combo into knockdown. Keep in mind this combo only works on standing opponents, as the 5H will whiff on crouching.
  • (starter) > f.S > 2H > 2D > 214K — Simple combo into knockdown. As opposed to the previous combo, this only works on crouching opponents, as f.S > 2H only works with the extra frame of hitstun crouching gives.
  • Air Hit Starter > j.S > j.P > j.S > Double Jump > j.S > j.P > j.S > j.H > j.D — Basic anti-air confirm. Leads to decent damage and knockdown.

Starting combos

  • 5KGGXRD-R Elphelt 5K.pngGuardLowStartup7Recovery5Advantage+1 and f.SGGXRD-R Elphelt f.S.pngGuardMidStartup9Recovery16Advantage-4 are your main neutral pokes and can convert easily into knockdown combos.
  • c.SGGXRD-R Elphelt c.S.pngGuardMidStartup5Recovery18Advantage-6 and air normals such as j.PGGXRD-R Elphelt j.P.pngGuardHigh / AirStartup6Recovery9Advantage- and j.SGGXRD-R Elphelt j.S.pngGuardHigh / AirStartup7Recovery16Advantage- are your common anti-air and air-to-air combo starters and lead into air hit combos.
    Spending Meter
  • Red Roman Cancel is a good use for meter for combo extensions, and can lead to good damage and corner carry for 50% tension.
  • j.DGGXRD-R Elphelt j.D.pngGuardHigh / AirStartup11Recovery29 + 5 after landingAdvantage- YRC on oki in the corner is very good for pressure and mixups.
Okizeme
What to do after a knockdown
  • After j.DGGXRD-R Elphelt j.D.pngGuardHigh / AirStartup11Recovery29 + 5 after landingAdvantage-: Pull out grenade (236PGGXRD-R Elphelt Pineberry.pngGuardStartupRecovery19Advantage-) and throw it at your opponent. It will make them block it on wakeup and you get a free combo if they attempt to mash. Midscreen this may not work, and you may need to do dash up meaty 5KGGXRD-R Elphelt 5K.pngGuardLowStartup7Recovery5Advantage+1.
  • After 214KGGXRD-R Elphelt GroundBridalExpress.pngGuardAllStartup14Recovery12Advantage-7: Do a small run forward and jump and press j.SGGXRD-R Elphelt j.S.pngGuardHigh / AirStartup7Recovery16Advantage- as you fall. Hold downback during all of this, and if timed correctly, you will meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. them if they block but will also block their reversal if they wake up with one. This is what is commonly referred to as a safe jump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening..

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