GGXRD/Elphelt Valentine: Difference between revisions

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Revision as of 19:26, 21 December 2014

Elphelt

Overview

Placeholder

Strengths
Versatile neutral.
Strong pressure with plenty of options and mixups.
Great and safe okizeme.
Very high damage.
Easy and rewarding confirms.
High tension gain.
Easy execution.
Weaknesses
Weak/unreliable defensive options.
Numerous character specific combos.
Gameplan and useful tools are heavily matchup dependent.
Movement Options
Two jumps
One Airdash
Backdash and Run-type dash

Defense Modifier: x1.00

Guts Rating: 1

Stun Resistance: ??

Jump Startup: 3F

Backdash Time: 13F

Backdash Invincibility: 1-9F


Move List

See also: Elphelt Full Frame Data

Normal Moves

5P
5P
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
9 Mid CSJR - 5 3 5 +2

Jab. Self, jump and special cancelable. It's quite fast but it doesn't hit crouchers except Potemkin and Bedman. The hitbox is actually the rose that Elphelt is holding and only that which makes it quite awful. The active frames end as soon as the rose is dropped which doesn't seem to be that much. Because of those properties, 5P is quite bad for either neutral, offense or defense. Only thing good about it is its pushback but there are still better choices for stagger pressure. Mostly a combo filler.

5K
5K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
14 Low SJR - 7 4 5 +1

Standing low. Jump and special cancelable. Pretty good proration for a low. Unlike most 5K though, it's not that great for footsies and should be only used during pressure or for mixups.

c.S
c.5S
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24 Mid SJR - 5 5 18 -6

Jump and special cancelable. VERY fast and a great starter. Hits even opponents at the top of their jump but has no invul. The hitbox behind her is pretty good too so if they cross you up, there are high chances that they will get hit. What makes this move awesome however is when it's used with the 6H+S OS which allows you to either throw on the first frame or hit at the 5th frame with cS. It allows to beat clean some fuzzy like land low meaty/airdash high ones as they will get thrown if they meaty or get stuffed by cS if they airdash. Particularly reliable AA despite having no invul.

f.S
f.5S
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid SJR - 9 5 16 -4

Jump and special cancelable. Average poke in terms of range, damage and speed. However, unlike most characters, Elphelt can always combo off it and get a knockdown even at max range. Against standing opponents, you will rather go for fS>5Hx5 while you will pick fS>2H against crouchers. You won't be able to crouchconfirm fS>2H though with fS as a starter. fS>214K works on both standing and crouching however. fS doesn't prorate and leads to pretty good corner carry if you got 50 tension to RC making it a great starter. It can however be low-profiled by certain moves so don't be too predictable with it.

5H
5HS
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20x1~5 Mid SR - 11 1 28 -12

Special cancelable only for the first hit. Whiffs on every crouchers even Pot. 5th hit hard knockdown on ground and air hit. Longest reaching normal. A great normal that reaches half-screen and stuff a LOT of things in neutral. Extremely fast for the range it covers and the 5 hits alone do 76 damage(Sol). With an RC, you can corner carry, get big damage and still have your knockdown which is quite easy considering the 5 hits for hitconfirming it. In several matchups, getting around it can be a pain for the opponent so make sure to watch your spacing and throw it out sometimes to annoy them. It can easily be low profiled by some moves and on block, the opponent can crouch block to make it completely whiff allowing them to get in(Difficult to whiff punish it on the ground.) However, the YRC window frame is particularly lenient and seems to go up to the end of the active frames. Add the fact that it's self cancelable and with 25% tension, you got a huge window to YRC it for safety and potentially punish the opponent if he tried to low profile it.

To make it easier to understand: Mash the hell out of 5H if you got 25 tension or more. If it whiffed, YRC it and react to what your opponent is doing. Don't worry, you will have more than enough time.

Overall, a very strong neutral tool that becomes a nightmare for your opponent if you have 25% tension or more.

6P
6P
GGXRD Elphelt 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24 High SR - 23 4 22 -12

Overhead. Special cancelable. Faster than Dust but obvious animation. Bad proration and big pushback. Can't gatling into anything so you're always going to special cancel it. Can link 6P>236H>SG-P if you're point blank but Stagger recovery lvl2 is enough to shake out of it and block it in time. Tensionless, your only option is to do 6P>214K for only 54 dmg(Sol). With 50 tension, you will usually go the 6P>214K RC route but because of the bad proration, you won't get much. An overhead that you will throw out once in a while to surprise your opponent but that's it.

6H
6H
GGXRD Elphelt 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50 Mid SR - 15 7 33 -21

Special cancelable. Knockdown. Ground bounce on CH. Huge normal that covers a wide area above and before her with quite a lot of active frames. Can be used as a preemptive AA or as a poke. Very dangerous on whiff with a relatively bad YRC window. However, it's an attack level 5 move so canceling it into 236P or 236H makes it + on block. Throw it out in neutral only if you're certain it will hit or be blocked. Pretty cool reward on counter hit. You don't get anything out it on normal hit unless you decide to spend tension. It also looks like Elphelt is airborne while doing it. This is not the case and you can be thrown so don't use it to bait throws.

5D
5D
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 High R - 24 6 16 -8

Faster than average but punishable on block. Use it with caution.

2P
2P
GGXRD Elphelt 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 Mid CSR - 4 2 7 +1

Jab. Self and special cancelable. Elphelt's fastest normal in normal stance. Range is shorter than average but the pushback is also much shorter making it a decent stagger pressure tool. Also what you're going to mash if you have to in defense but because of its range, it's not that great.

2K
2K
GGXRD Elphelt 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 Low SR - 5 5 6 -1

Low. Special cancelable. Normal with the worst proration. Worse damage and hitbox than 5K. Quite fast but nothing else interesting about it.

2S
2S
GGXRD Elphelt 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 Mid SR - 8 6 15 -7

Special cancelable and staggers on CH. fS and 5H are great moves but their biggest weakness is that they can be low-profiled. 2S is here to be used against those moves. On CH, the stagger allow you at any range to do 2S>5Hx5. On normal hit though, you don't get much out of it unless you're very close.

The hitbox also is much lower vertically than it looks like so keep in mind that it loses hard to aerial approach.

2H
2H
GGXRD Elphelt 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22x2 Mid SR - 18 - 22 -2

2 hit sliding normal. Special cancelable. The sliding effect is enhanced if you do a microdash before inputting 2H making it your best way to low profile certain moves. It's slow but it's an attack level 5 meaning that cancelling into 236P or 236H make it + on block. 2H>236H>SG-P got a 2 frame gap making it one of the best way to switch into shotgun stance outside of okizeme situation. Again, it's slow. You can be thrown and hit out of it quite easily and the hitbox isn't as great as it looks like so be careful with that in neutral. In pressure, you can very easily frame trap with it by using strings like fS>2H and cancel 2H again into 236H for even more frame traps which makes it a very useful normal for Elphelt's pressure game. On counter hit, pops opponents off the ground, close enough to be followed by cS.

2D
2D
GGXRD Elphelt 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 Low SJR - 8 6 18 -10

Low. Jump and special cancelable. REALLY fast for its range and can be used for ground footsies. Knockdown on both normal and counter hit but you can combo into 214K for more damage and corner carry. The fact that it's jump cancelable make it great and safe for pressure.

j.P
j.P
GGXRD Elphelt jP.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 High CSJR - 6 6 9 -

Overhead jab. Self, jump and special cancelable. Can be used as an air-to-air but its range is worse than most jP and it can be stuffed very easily. Its downward hitbox make it better for airstring or 50/50 like jS>jP/5K.

j.K
j.K
GGXRD Elphelt jK.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18 High SR - 8 6 15 -

Overhead. Special cancelable. Damage is okay but hitbox is worse than the animation makes it look like. Mostly combo filler.

j.S
j.S
GGXRD Elphelt jS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 High SJR - 7 5 16 -

Overhead. Jump and special cancelable. By far Elphelt's best air normal. Hits above, before, below and even behind her ! Useful in every situation, got great gatlings, very nice damage, insane speed and recovery, important combo filler and a lot of active frames. Don't hesitate throwing it out in most air situations and press jP afterwards to make it easier to hitconfirm it. On air hit, either try to see if you're low enough to do a relaunch with jH/jD>2P or just go for a basic air combo.

j.H
j.H
GGXRD Elphelt jH.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
34 High SR - 10 6 18 -

Overhead. Special cancelable. More range than jS but less versatile. Important recovery. Only reward you will get out of it is just a knockdown as you need a specific height to do jH>jD.

j.D
j.D
GGXRD Elphelt jD.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
38 High SR - 11 - - -

Overhead. Special cancelable. Very good air-to-air but long recovery. Use it mostly in matchups were the opponent can get some kind of space control from the air like Venom or Ramlethal. Or against people who believe that Guilty Gear should be played like Mario Bros.

If used on a rising jump, the recovery is so long you won't be able to do anything until you land so it's better to use it while falling. However, you can do high jump>rising jD and be able to airdash before you land either to get in or run away.


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Elphelt GroundThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- Ground throw - - 1 - - -

Long recovery so you can only get oki in the corner; if you press 6S+HS, you'll do c.S in case your throw doesn't reach.

Air Throw
Air Throw
GGXRD Elphelt AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- Air throw - - 1 - - -

Gets a knockdown right next to you so oki is possible

Dead Angle Attack
Dead Angle Attack
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- Mid - - 9 4 18 -8

Same as 6P; has fast startup; good reach and hitbox; hard to punish because the DA pushes you away from the opponent


Special Moves

Pineberry
Pineberry
236P (air OK)
GGXRD Elphelt Pineberry.png
Ready Overhand Underhand
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Summon
236P
- - - - - - 19 -
Overhand Throw
4P (air OK)
0,40 - - - 10 - 23 -
Underhand Throw
2P
0,40 - - - 10 - 23 -3
  • Once you input the command, you have 3 seconds until the grenade explodes.
  • You can either do a lower throw (2P) or a upper throw (4P, air possible).
  • When the grenade is thrown, it has a hitbox until it reaches the ground but deals 0 damage on hit.
  • If you don't throw the grenade in 3 seconds it'll self-destruct on Elphelt.
  • All Elphelt gun normals (5HS, jD) (Unclear if Shotgun / Sniper stance can activate it) can activate the explosion early by hitting the grenade when it's being thrown and the explosion's damage is bigger than it'd be when self-destructing on you.
  • IMPORTANT: Throwing the grenade as soon as possible is not necessarily good. If you hold the grenade until there's 1 second left on it's timer, the grenade starts shining. When thrown, the attack level and untechable time is increased. Even possible to combo grenade toss -> grenade explosion.
Bridal Express
Bridal Express
214K (air OK) Ground
GGXRD Elphelt AirBridalExpress.png
Air
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 45 Mid R - 14 12 12 -5
Air 40 Mid R - 26 - - +9

Ground version:

  • Moves forward. Blows the opponent away and knockdown. Useful for corner carrying. It can be punished at point blank but it's still + if it's blocked on the move's last active frames and/or at the tip of the hitbox.

Because of those properties, the ground version can be really annoying to deal with thanks to his big hitbox and the fact that it's + with the right spacing in neutral situations. In pressure, it can be a frightening way to reset pressure if you use it in a blockstring as far as possible and can be a frame trap while still being +. Do not abuse it however because it's dangerous on whiff and your opponent might try to FD your last normals resulting in you landing before him, ready to be punished. It's Elphelt's main way to deal with opponents who abuse FD however if they do it early in your blockstring.

Air version:

  • Moves downwards; its startup is slow but also hard to punish; since it stops air momentum for a bit before actually descending on the bouquet, it can be used to bait antiair moves accordingly.

Close to no landing recovery on it so on block, you will pretty much always be +. Do NOT abuse it however because you can easily airthrow/stuff it on reaction. The +9 value only concern tk 214K but its horizontal range is quite bad and easy to stuff so consider +9 to be the highest frame advantage you can get off the move.

You can also get a safe jump with the air version with something like 2D ender>high jump>air bridal express. Impossible to combo afterwards without a CH however. Can sometimes crossup too on block but you need a very specific angle.

Ready Miss Confire
Ready Miss Confire
236S
GGXRD Elphelt MissConfire.png
Ready
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ready
236S
- - - - - - 27 -
Fire
P/K/S/H after Ready
- - - - 3 3 42 -
Reload
46S during Fire
- - - - - - 23 -
Cancel
D after Ready
- - - - - - 27 -
  • You can't move while in the rifle stance.
  • Once in the stance, a target appears and you can freely move the target by pressing any directions.
  • To cancel the stance, press D.
  • By pressing any button (P, K, S or HS) other than D, Elphelt shoots with her rifle. Rifle shots are air unblockable (need FD to block it).
  • When the target stays in place for 0.4 seconds, you get the level 2 shot; the target increases in size and the next rifle shot becomes a unblockable move. (Unclear if you can move the target and get the the increased level shot)
  • Even if you RC while in rifle stance, she stays in the stance.
  • If the target is too far away from the opponent, it automatically moves to where the opponent is. (unclear if this is when you first go into the stance or after the stance has been active for a while)

46S: Miss Confire - Reload

  • After shooting once, you need to input 46S in order to be able to shoot again.
  • If you take too long to reload Elphelt leaves the rifle stance automatically.
  • By pressing 6 and S at the same time, you get a "Perfect Reload". The window for the Perfect Reload is 2 frames between 6 and S, and needs to be done not right after shooting, but after waiting a little bit. By successfully performing a Perfect Reload, Elphelt swings and reloads her rifle MUCH FASTER than normal, letting you shoot again sooner than usual.
Ready Miss Travailler
Ready Miss Travailler
236H
GGXRD Elphelt MissTravailler.png
Ready
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ready
236H
- - - - - - 14 -
Fire or SG-H
H after Ready
20(far),40(close)[40(far),70(close)] All R - 3 [1] 1 [1] 28 -2 [+5]
Reload
46H during Fire
- - - - - - 17 -
Thrust or SG-P
P after Ready
18 Mid CSR - 3 3 6 +1
Roll or SG-K
K after Ready
- - - - - - 24 -
Launch or SG-S
S after Ready
30 Mid SR - 11 7 7 +3
Demolish or SG-D
D after Ready
32,11 Command Throw - - 16 3 34 -
  • You can move (walk, run, backdash) and FD in shotgun stance but you CANNOT jump.
  • Much like in her rifle stance, if you RC while in shotgun stance you don't leave it.
  • If you stay still without any kind of movement for 0.2 seconds, Elphelt enters a "powered up stance" where her body shines red and HS follow-up is more powerful than usual. If you move or crouch, Elphelt lose the power-up.
  • Can use special moves (236P / 214K) in shotgun stance. Supposedly able to cancel the shotgun stance normals into these special moves.
  • Jab (P while in Shotgun stance): Self cancelable normal; special cancelable; extremely fast; can be followed up with HS; doesn't chip damage
  • Roll (K while in Shotgun stance): Considered a special move; Rolls forward; full invul at the start and later becomes just strike invul; you can't jump while rolling; useful for dodging projectiles; if Elphelt is at point blank distance when rolling, she can crossup the opponent (grenade + roll can lead to ambiguous mix-up)
  • Push Up (S while in Shotgun stance): Considered a normal; special cancelable; has upper body invul after a while; it's + on block; useful for stopping jumps; its upper hitbox isn't very good so using it defensively is not recommended; can be followed up with powered up HS; doesn't chip damage
  • Cancel Stance (236HS while in Shotgun stance): Considered a special move, so you can cancel into it from P or S in shotgun stance
  • Shoot (HS while in Shotgun stance): counts as a projectile; fast startup; high damage and knockdowns when close to the opponent/low damage and staggers when far away; can be used to clash with other projectiles; deals a lot of chip damage; automatically cancels the stance after shooting if you don't reload
  • Powered up Shoot: huge hitbox; EXTREMELY FAST startup; higher attack damage; blows enemy away farther than normal and wallsticks if close to the corner on a close-range hit; can be used to clash with other projectiles; deals a lot of chip damage; automatically cancels the stance after shooting if you don't reload
  • Reload (46HS while in Shotgun stance): used after shooting to reload your shotgun; it's more efficient to reload than to wait until Elphelt automatically cancels the stance
  • Guard Break (D while in Shotgun stance): a slow command throw; has throw invul from the start; 2nd hit is special cancelable; wall sticks on corner hit


Overdrives

Judge Better Half
Judge Better Half
236236D
GGXRD Elphelt JudgeBetterHalf.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- Mid R - - - - -

Reversal. 1st hit triggers a cinematic and deals a LOT of damage. Invul seems to disappear a bit before the active frames. Doesn't trigger the cinematic if it trades. Bad hitbox and horrible on whiff or block. If the cinematic isn't triggered, do a shoryuken like move that hits 5 times maximum for moderate damage.Problem is that the opponent can air tech before your face while you're still in recovery allowing some characters to punish you on HIT.

This is probably the worst reversal in the game and if you need to use meter in defense, consider using Faultless Defense or Dead Angle Attack instead. It's good as a combo filler however and will provide you a knockdown.

Genoise
Genoise
632146HS
GGXRD Elphelt Genoise.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- All R - - - - -

Multihit projectile super. Deals okay damage and is + on block. However, you got better option with RC to get more damage and more corner carry. Will have to see how her combo routes evolve to conclude whether this super is worth doing as a combo filler or not.


Instant Kill

Magnum Wedding
in IK mode: 236236H
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Strategy

General Tactics

Tips and Tricks

Combos


Guilty Gear Xrd -SIGN-e
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