GGXRD-R2/Elphelt Valentine: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=GGXRD-R2|chara=Elphelt Valentine|okizeme=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/318-elphelt-valentine/|videos={{KeeponrockinXRDLink|elphelt}}}}
{{Overview/navigation|okizeme=true}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
<div id="home-content" class="home-grid">
{{FlexContainer}}
{{card|width=4|height=1
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
{{FP Box
|header=Overview
|header=Overview
|content=Elphelt is a versatile character who has multiple weapons to get her opponents at any position. A shotgun used for close range bullying and dishing out monstrous damage, a free movement aim sniper rifle for picking opponents off at a distance, A handgun for normals, and her infamous grenade used to set up her offense game.
|content= '''Elphelt''' is a versatile stance character who has many tools for different situations. She has incredibly strong pokes and anti-airs for confirming into a knockdown (usually via {{MMC|input=214K|label=Bridal Express}}) where she can force mixups or extend pressure thanks to her Berry Pine grenade. Otherwise, she can choose to get into the close-range {{MMC|input=236H|label=Miss Travailler}} stance where opponent has to deal with even more obnoxious pressure options. The best part of these high damage options options are that they lead to more knockdowns where she can do it all over again.  


{{Bio
While trying to score a good hit, Elphelt also gains a lot of meter in the process which makes her even scarier. She can spend it on Berry Pine YRC to safely ready a grenade, functioning as a projectile, or she can increase her corner carry potential with Red Roman Cancel extensions.
| name = Elphelt Valentine
 
| game = GGXRD-R2
Once Elphelt has her opponent cornered is where she truly begins to unleash her full potential. On top of her regular pressure and mixups, she can terrorize her opponent on block with Shotgun pressure thanks to massive chip damage and huge tension drain if they FD all while being incredible difficult to contest, can go for high damage Shotgun loops, unblockable setups thanks to Berry Pine and her rifle stance {{MMC|input=236S|label=Miss Confille}}, or even more high/low/throw mix. Having these many strong options is powerful, but choosing the wrong ones can put Elphelt in undesirable situations, which without meter might be hard for her to escape.
| quote =  
}}
| voice = Aya Suzaki
{{GGXRD-R2/Infobox
| lore = Once the happy-go-lucky Valentine sister of Ramlethal, she was "activated" at the end of Xrd -SIGN- and fell under the control of the Universal Will, mother of the Valentines. Sol, Sin, and Ramlethal are now determined to free her.  
| fastestAttack = [[#2P|2P]] (4F)
| reversal = [[#Judge Better Half|236236K]] (3+1F)
}}
{{ProsAndCons
|intro= is a character with versatile tools for many situations and effective okizeme.
|pros=
* '''Top Tier Versatility''': Elphelt excels at just about anything. She can zone, pressure, play footsies, and mix opponents up, on top of having solid defensive options.
* '''Berry Pine''': Aka {{MiniMoveCard|input=Berry Pine 4P|label= grenade}}. Easily one of the best moves in ''Guilty Gear'' history. Excellent as an okizeme tool and can be YRC'd in neutral for control of the screen. Also infamous for beating out many other projectiles due to the large explosion it causes. Berry Pine gives Elphelt access to '''unblockable setups'''.
*  '''Great Normals''': Most of Elphelt's buttons have one or more of these traits: fast, disjointed, long range, or good cancel options. Buttons such as {{clr|3|c.S}} also give Elphelt abnormally fast and rewarding options to anti-air opponents.
* '''Extremely Rewarding Combos''': High damage, great meter gain and superb corner carry let Elphelt take any hit she gets and maximize the return. She also gains hard knockdown at the end of most of her combos, which leads into her great pressure game.
*  '''Superb Neutral''': In many scramble situations, the risk-reward of a trade or {{keyword|abare}} is skewed in Elphelt's favor. Her huge buttons synergize well with {{MiniMoveCard|input=236S|label=Miss Confille}}
*※'''Grenade Explosion can Save Her''': If Elphelt gets clipped with an attack while she is cooking her grenade, then the explosion can bail her out of a combo that would have been much more dangerous without the explosion.
|cons=※'''Grenade Explosion Can Hurt Her''': If Elphelt gets clipped with an attack while she is cooking her grenade, then the explosion can open her up to bigger punishes than the opponent would normally get without resources.
|footnote=※Pine Berry's self explosion can be both a blessing and a minor issue. In a lot of situations Elphelt is able to safely apply her grenade without much risk. In other situations, the grenade can help her out. Sometimes the explosion lets the opponent get a special or discounted punish.
}}
</div>
 
{{card|width=4
|header=[[File:Beginner.png|50px]] [[GGXRD-R2/Elphelt_Valentine/Starter|Starter Guide]]
|content= Need help getting started? Go to [[GGXRD-R2/Elphelt_Valentine/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
}}
{{FrameChartKey}}
 
==Normal Moves==
===<big>{{clr|1|5P}}</big>===
{{GGXRD-R2_Move_Card
|input=5P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 3
|recovery = 5
}}
Fast jab, but whiffs against crouching characters except Potemkin and Bedman. The active frames end as soon as the rose is dropped. {{clr|1|5P}} is usually outclassed by her {{clr|2|5K}} in neutral despite being 2 frames faster and is not very useful in blockstrings.
 
Has occasional applications at round start to stop moves where the hurtbox comes out first since it is slightly disjointed. It can also be used as a pretty niche anti-air due to Elphelt lacking a conventional {{clr|1|6P}}, but has no upper body invuln. Decent for confirming air combos at certain angles and sees some minor use as a move to fake her {{clr|1|6P}} overhead in okizeme situations.
*Jump cancellable
 
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|2|5K}}</big>===
{{GGXRD-R2_Move_Card
|input=5K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 4
|recovery = 5
}}
Standing low. Jump and special cancelable. Pretty good proration for a low.
 
Great for footsies when used to counter poke sweeps while being incredibly difficult to poke back at due to the complete lack of a hurtbox on Elphelt's leg. The small pushback, plus frames, and the decent amount of active frames makes it a great pressure starter and go-to meaty low.
 
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|3|c.S}}</big>===
{{GGXRD-R2_Move_Card
|input=c.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 5
|recovery = 18
}}
}}
{{StrengthsAndWeaknesses
An extremely versatile move and Elphelt's go-to anti air and incredibly fast for a close slash. Jump and special cancelable.
| intro = {{Character Label|GGXRD-R2|Elphelt Valentine|24px}} is a character with versatile tools for many situations and effective okizeme.
 
| pros =
Lack of proration and strong gatlings make this an excellent combo starter. Useful in pressure due to its wide number of cancel options and being able to delay a gatling until near the end of its recovery animation. While useful on offense, it can also lead to high reward defensively when calling out poorly timed meaties or low airdash mixups on Elphelt's wakeup.
*  '''Great Normals''': most of Elphelt's buttons have one or more of these traits: fast, has a strong hitbox, long range, or good cancel options.
 
*  '''Great Corner Carry'''
Creates a strong {{keyword|Option Select}} in {{clr|4|6H}}+{{clr|3|S}} which allows Elphelt to either throw on the first frame or hit at the 5th frame with {{clr|3|c.S}}. This OS is also useful against crossups, as {{clr|3|c.S}}'s wide hitbox can hit on either side.  
*  '''High Average Damage''': Elphelt's combos can do considerable damage, especially when involving [[GGXRD-R2/Elphelt_Valentine#Miss_Confire|Miss Confire]] (shotgun).
*Can hit most opponents at the top of their jump but has no upper-body invulnerability.  
*  '''Powerful And Versatile {{Tt|Okizeme|Attacking an opponent about to wake up, usually with meaty attacks or mixups.}}''': Elphelt has access to great oki thanks to {{clr|5|j.D}} YRC, {{Tt|IAD|Instant Air Dash<hr>An air dash performed from a standing position as fast and as low to the ground as possible. Done by pressing 956 to air dash forwards or 754 to air dash backwards.}} [[GGXRD-R2/Elphelt_Valentine#Pineberry|pineberry]] (grenade) safejumps, unblockables, and more.
 
*  '''Consistent Access To Knockdowns''': Elphelt is able to convert most stray hits into a knockdown, especially with access to sufficient meter.
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
*  '''Strong Anti-airs''': buttons such as {{clr|3|c.S}} give Elphelt abnormally fast and rewarding options to anti-air opponents.  
*  '''Great Risk-reward''': In many scramble situations, the risk-reward of a trade or {{Tt|abare|An attack during the opponent's pressure, intended to interrupt it.}} is skewed in Elphelt's favor.
* '''Diverse And Powerful Toolbox''': Elphelt access to a powerful option for almost any situation such as a strong meterless projectile, powerful mixups, zoning, unblockables, frame traps, and more.
*  '''Looping Unblockables''': Elphelt has access to unblockable setups, utilizing grenade and [[GGXRD-R2/Elphelt_Valentine#Miss_Confire|Miss Confire]] (sniper), that loop into themselves.  
| cons =
*  '''Lacks Reliable Reversals''': Elphelt's only invulnerable reversal is a super which becomes active after the superflash, and is very unsafe on block.
*  '''Grenade-pull Can Be Detrimental''': If Elphelt has pulled out a grenade and is forced to block at an inopprotune time for any reason, the grenade explosion can rob her of her turn.
*  '''Prone To Trades on Anti-Air''': because Elphelt's anti-airs are not tied to the universal {{clr|1|6P}} system, and as such do not have upper-body invulnerability, she is unusually prone to losing exchanges at certain jump angles, or trading at others.
}}
}}
===<big>{{clr|3|f.S}}</big>===
{{GGXRD-R2_Move_Card
|input=f.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 5
|recovery = 16
}}
}}
{{Closediv}}<!--END TOP SECTION-->
Excellent poke in terms of range, damage and speed. Jump and special cancellable.
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
 
{{FP TOC}}
Unlike most characters, Elphelt can get a knockdown at nearly max range against standing opponents by cancelling into {{clr|4|5H}} and at about 2/3s of the range if they're crouching or on counter hit by cancelling into {{clr|4|2H}}. Can also be cancelled into {{keyword|IAD}} combos with a fast reaction on counter hit.
{{FP Box
 
| padding=no
Despite its qualities, it can be low-profiled by certain moves and Elphelt's foot extends the lower portion of the hurtbox forward, making this move vulnerable to sweeps, so don't be too predictable with it.
| content={{CharaInfo
 
| game=GGXRD-R2
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|2D}}
| fullname=Elphelt Valentine
| nameplate=no
| defense = {{#lst:{{PAGENAME}}/Data|defense}}
| guts = {{#lst:{{PAGENAME}}/Data|guts}}
| weight = {{#lst:{{PAGENAME}}/Data|weight}}
| stunres = {{#lst:{{PAGENAME}}/Data|stunres}}
| prejump = {{#lst:{{PAGENAME}}/Data|prejump}}
| backdash = {{#lst:{{PAGENAME}}/Data|backdash}}
| wakeup = {{#lst:{{PAGENAME}}/Data|wakeup}}
| movement = {{#lst:{{PAGENAME}}/Data|movement}}
}}
}}
===<big>{{clr|4|5H}}</big>===
{{GGXRD-R2_Move_Card
|input=5H (1),5H (2-4),5H (5)
|versioned=input
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 1
|recovery = 28
}}
}}
{{Closediv}}<!--END FLEX SECTION-->
A great, fully disjointed normal that reaches half-screen and stuffs a LOT of things in neutral. Cancels into itself up to 5 times.
{{Closediv}}


==Normal Moves==
Excellent neutral and counterpoking tool. Extremely fast for the range it covers and the 5 hits alone do 76 damage (against Sol). With an RC, Elphelt can corner carry, get big damage, and still have a knockdown which is quite easy considering the time gained from 5 hits for hit confirming. A huge pain for big, slow characters to move around due to long range and long active time. It can easily be low profiled by some moves and on block, the opponent can crouch block to make later hits whiff. However, despite its excellent properties and hitbox, the move is coded to whiff on all crouching characters, even Potemkin. This also goes for crouching normals with hurtboxes that extend upwards, meaning it will lose against nearly any 2H.
======<span style="visibility:hidden;font-size:0">5P</span>======
 
{{MoveData
Keep in mind however that despite triggering Berry Pine explosion on contact and looking like a projectile, it is considered to be a normal attack and does not nullify other projectiles.
|name={{clr|1|5P}}
 
|image=GGXRD-R_Elphelt_5P.png |caption=Not particularly useful
Despite its weaknesses, the YRC window frame is lenient and seems to go up to the end of the active frames. This makes it possible in some situations to punish the opponent for attempting to low profile it and counter with their own {{clr|4|2H}}. It's also possible to use {{tt|YRC OS with it|{{clr|4|5H}}>{{clr|2|214K}}~RC}} thanks to the lenient YRC window. If {{clr|4|5H}} whiffs, she will get a YRC. If it gets blocked or it hits, she will do {{clr|2|214K}} instead. Unless the opponent is quite close, {{clr|4|5H}}>{{clr|2|214K}} on block is generally plus, and {{clr|4|5H}} CH > {{clr|2|214K}} combos even at max range, getting a knockdown.
|data=
*Special cancelable only for the first {{clr|H|5H}}
{{AttackDataHeader-GGXRD-R2}}
*5th hit blows away and knocks down on ground hit (Blows away but doesn't knock down on air hit)
{{!}}-
 
{{#lst:{{PAGENAME}}/Data|5P}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}} (2-5)
{{!}}-
{{Description|6|text=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. The active frames end as soon as the rose is dropped.
Because of those properties, {{clr|1|5P}} is quite bad for either neutral, offense or defense. Decent for confirming air combos at certain angles, but otherwise not terribly useful on its own. Sees some use as a move to fake an overhead in okizeme situations.
}}
}}
}}


======<span style="visibility:hidden;font-size:0">5K</span>======
===<big>{{clr|5|5D}}</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name={{clr|2|5K}}
|input=5D
|image=GGXRD-R_Elphelt_5K.png |caption=She needs it
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 24
{{!}}-
|active  = 6
{{#lst:{{PAGENAME}}/Data|5K}}
|recovery = 16
{{!}}-
}}
{{Description|6|text=Standing low. Jump and special cancelable. Pretty good proration for a low. Great for footsies when used to counter poke sweeps due to the complete lack of a hurtbox on Elphelt's leg.
While {{clr|5|5D}} can be more freely cancelled into than her other standing overhead in {{clr|P|6P}}, it is still reactable and is really only used as a cheap "gotcha" move. Unsafe on block and leads to mediocre reward on midscreen hit, but good reward on corner hit. Mostly useless against anyone who is paying attention. Can sometimes be useful for confirming stray corner hits into shotgun loops on the ground, but nearly everything Elphelt does for a combo ender in normal stance will blow away or knock down, making {{clr|5|5D}} situational at best.
The small pushback, plus frames, and the decent amount of active frames makes it a great pressure starter and go-to meaty low.
}}
}}
}}


======<span style="visibility:hidden;font-size:0">c.S</span>======
===<big>{{clr|1|6P}}</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name={{clr|3|c.S}}
|input=6P
|image=GGXRD-R_Elphelt_c.S.png |caption= We poppin the BIGGEST bottles
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 23
{{!}}-
|active  = 4
{{#lst:{{PAGENAME}}/Data|c.S}}
|recovery = 22
{{!}}-
{{Description|6|text=Jump and special cancelable. Extremely versatile move. VERY fast anti-air and a great starter. Hits most opponents at the top of their jump but has no upper-body invulnerability. The hitbox behind her is pretty good too, allowing Elphelt to hit opponents on the opposite side of her.
Creates a strong OS in {{clr|4|6H}}+{{clr|3|S}} which allows you to either throw on the first frame or hit at the 5th frame with {{clr|3|c.S}}. While useful on offense, it can also lead to high reward when calling out badly timed meaties or low airdash mixups on Elphelt's wakeup.
Lack of proration and strong gatlings make this an excellent combo starter. Useful in pressure due to wide number of cancel options and being able to delay a gatling until near the end of its recovery animation.
}}
}}
}}
Very long range overhead with lots of scaling and lots of pushback.


======<span style="visibility:hidden;font-size:0">f.S</span>======
An unconventional {{clr|1|6P}}. While it still has upper body invuln, it's rather slow at 23f, so it is not advisable to use as an anti air or counterpoke.
{{MoveData
|name={{clr|3|f.S}}
|image=GGXRD-R_Elphelt_f.S.png  |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|f.S}}
{{!}}-
{{Description|6|text=Jump and special cancellable. Good poke in terms of range, damage and speed. Also, unlike most characters, Elphelt can get a knockdown at nearly max range if they're standing by cancelling into {{clr|4|5H}} and at about 2/3s of the range if they're crouching or on counter hit by cancelling into {{clr|4|2H}}.
It can be low-profiled by certain moves and Elphelt's foot extends the lower portion of the hurtbox forward, making this move vulnerable to sweeps, so don't be too predictable with it.


  }}
Instead, Elphelt's 6P is generally used as a mixup option due to the fact that it's an overhead. It can combo meterlessly on normal hit, allowing for conversions off grenade detonations and extremely high damage in the corner. Midscreen and without tension, Elphelt's only cancel options are {{clr|4|236H}} and {{clr|2|214K}} for minimal damage but a potentially decent knockdown. Scales heavily when RRC'd, so spending meter on a midscreen combo will give decent corner carry but low damage.
*Special cancelable
*Knocks down on air hit, ground bounces on air counter hit
}}
}}


======<span style="visibility:hidden;font-size:0">5H</span>======
===<big>{{clr|4|6H}}</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name={{clr|4|5H}}
|input=6H
|image=GGXRD-R_Elphelt_5H.png |caption=Bang bang bang bang BANG!
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2|version=yes}}
|startup  = 15
{{!}}-
|active  = 10
{{AttackVersion|name=1}}
|recovery = 30
{{#lst:{{PAGENAME}}/Data|5H (1)}}
}}
{{!}}-
Huge normal that covers a wide area above and in front of Elphelt with quite a lot of active frames.
{{AttackVersion|name=2-4}}
 
{{#lst:{{PAGENAME}}/Data|5H (2-4)}}
A highly rewarding counterhit option that is used as a risky frametrap or to catch a jumpout attempt in pressure. Can also be used as a neutral poke or preemptive anti air. As a level 5 attack, canceling it into {{clr|4|236H}} makes it plus on block while canceling it into {{clr|1|236P}} leaves Elphelt slightly minus. Also sees use in combo routes to cancel into {{clr|H|236H}}.
{{!}}-
 
{{AttackVersion|name=5}}
Landing a counter hit with {{clr|H|6H}} is one of Elphelt's most rewarding starters; it leads to high damage and any setup nearly anywhere on the screen. While it's a great haymaker option, it's high recovery and short YRC window makes it very dangerous to whiff, so throw it out in neutral only when certain it will either hit or be blocked.
{{#lst:{{PAGENAME}}/Data|5H (5)}}
 
{{!}}-
*Special cancelable.  
{{Description|7|text=Special cancelable only for the first hit. Despite its hitbox, the move is coded to whiff on all crouchers, even Pot. (This also goes for crouching normals with hurtboxes that extend upwards, meaning it will lose to almost any 2H.) 5th hit blows away and knocks down on ground hit, blows away and doesn't knock down on air hit. Longest reaching normal.
*Knocks down on normal hit, Ground bounce on Counter hit
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.
*Draws her hurtbox back slightly during startup, which can make some moves whiff at round start distance
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.
*While the animation may suggest Elphelt is airborne, it is not the case and she is vulnerable to throws.
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.
}}


Keep in mind however that despite triggering pineberry and looking like a projectile, it is considered to be a normal attack and will thus lose against any projectile. Also, it extends her hurtbox by quite a bit. Roughly half of the hitbox is actually her hurtbox. The vertical hitbox isn't also as big as it looks like so it will only beat IAD but any other kind of air approach will make it whiff.
===<big>{{clr|1|2P}}</big>===
Overall, a very strong neutral tool that becomes a nightmare for your opponent if you have 25% tension or more.
{{GGXRD-R2_Move_Card
It's possible to use an OS with it thanks to the lenient YRC window which is {{clr|4|5H}}>{{clr|2|214K}}~YRC. If {{clr|4|5H}} whiffs, you will get a YRC. If it gets blocked or it hits, you will do {{clr|2|214K}} instead. Unless you're quite close, {{clr|4|5H}}>{{clr|2|214K}} on block is + and {{clr|4|5H}} CH>{{clr|2|214K}} combo even at max range allowing to get a knockdown.
|input=2P
}}
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 4
|active  = 2
|recovery = 7
}}
}}
Standard crouching jab.


======<span style="visibility:hidden;font-size:0">6P</span>======
Elphelt's fastest normal outside of stances. Strong tool for stagger pressure, mashing out of fake pressure situations, and wakeup {{keyword|abare}}.
{{MoveData
|name={{clr|1|6P}}
|image=GGXRD-R_Elphelt_6P.png |caption=Your life ends 23 frames from now
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|6P}}
{{!}}-
{{Description|6|text=Overhead. Special cancelable. Faster than Dust but obvious animation. High proration and lots of pushback. No gatlings, so you're always going to special cancel it.
Can link {{clr|1|6P}}>{{clr|4|236H}}>SG-H on normal hit, allowing for conversions off grenade setups in the corner.
Midscreen and without tension, your only cancel options are {{clr|4|236H}} and {{clr|2|214K}} for minimal damage and middling reward.
Scales heavily when RC'd, so with tension, confirms will give decent corner carry but do little damage to the opponent.


As of 2.10 has, strangely, been given upper body invuln. Ground bounces on air counter hit and knocks down on normal air hit. Almost never worth going for.
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}
}}


======<span style="visibility:hidden;font-size:0">6H</span>======
===<big>{{clr|2|2K}}</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name={{clr|4|6H}}
|input=2K
|image=GGXRD-R_Elphelt_6H.png |caption=B I G
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 5
{{!}}-
|active  = 5
{{#lst:{{PAGENAME}}/Data|6H}}
|recovery = 6
{{!}}-
{{Description|6|text=Special cancelable. Knockdown on normal hit. 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 {{clr|4|236H}} makes it + on block and canceling it into {{clr|1|236P}} makes it slightly -. Throw it out in neutral only if you're certain it will hit or be blocked.
Landing a counter hit with 6H leads to high damage and an unblockable setup nearly anywhere on the screen.
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.
}}
}}
}}
Crouching low.
{{clr|K|2K}} has the worst proration of any of Elphelt's moves. Lower damage and worse hitbox than {{clr|2|5K}}, but it is quite fast, making it useful for high/low mixups. Gatlings into {{clr|2|5K}} which allows her to have 3 lows in a blockstring ({{clr|2|2K}}>{{clr|2|5K}}>{{clr|5|2D}} for example) to catch opponents attempting to fuzzy jump.


======<span style="visibility:hidden;font-size:0">5D</span>======
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{MoveData
|name={{clr|5|5D}}
|image=GGXRD-R_Elphelt_5D.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|5D}}
{{!}}-
{{Description|6|text=While 5D can be more easily cancelled into than her other standing overhead, it is still perfectly reactable and is really only used as a cheap "gotcha" move. Unsafe on block and leads to mediocre reward on midscreen hit, but good reward on corner hit. Mostly useless against anyone who is paying attention.
}}
}}
}}


======<span style="visibility:hidden;font-size:0">2P</span>======
===<big>{{clr|3|2S}}</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name={{clr|1|2P}}
|input=2S
|image=GGXRD-R_Elphelt_2P.png |caption=
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 8
{{!}}-
|active  = 6
{{#lst:{{PAGENAME}}/Data|2P}}
|recovery = 18
{{!}}-
{{Description|6|text=Jab. Self and special cancelable. Elphelt's fastest normal in normal stance. Strong tool for stagger pressure and mashing out of fake pressure situations.
}}
}}
}}
Fast mid-range move that hits all the way to the floor.
In neutral, it is mostly used as an alternative to {{clr|S|f.S}} to catch opponents that are attempting to low profile. On block, {{clr|3|2S}} naturally frame traps into a low {{clr|5|2D}} or advancing {{clr|4|2H}}, but the gap isn't as small as {{clr|3|f.S}} > {{clr|4|2H}}.


======<span style="visibility:hidden;font-size:0">2K</span>======
On normal hit, it can be awkward to convert into a combo due to its limited gatling options; {{clr|3|2S}} > {{clr|4|5H}} only hits on standing opponents, and {{clr|3|2S}} > {{clr|5|2D}} has limited range. On counter-hit however, the stagger property allows Elphelt to do {{clr|3|2S}}>{{clr|4|5H}}x5 at any range and {{clr|3|2S}}>{{clr|4|2H}} true combos at just short of max range. The combo to {{clr|4|2H}} on counter hit makes it very rewarding when used defensively.  
{{MoveData
 
|name={{clr|2|2K}}
During active and recovery, Elphelt's hurtbox shrinks vertically, allowing her to make a lot of moves whiff. Because {{clr|3|2S}} doesn't low profile until later frames, however, it's not very reliable as an anti-air or low profile option to slide under the opponent's moves.  
|image=GGXRD-R_Elphelt_2K.png |caption=
*Staggers on CH
|data=
 
{{AttackDataHeader-GGXRD-R2}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2K}}
{{!}}-
{{Description|6|text=Low. Special cancelable. Worst proration of any of Elphelt's moves. Worse damage and hitbox than {{clr|2|5K}}. Quite fast, making it useful for high/low mixups.
Gatlings into {{clr|2|5K}} which allows you to have 3 lows in a blockstring ({{clr|2|2K}}>{{clr|2|5K}}>{{clr|5|2D}} for example) if you ever need it against players who repeatedly fuzzy jump.
}}
}}
}}


======<span style="visibility:hidden;font-size:0">2S</span>======
===<big>{{clr|4|2H}}</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name={{clr|3|2S}}
|input=2H
|image=GGXRD-R_Elphelt_2S.png |caption=Never stop mashing
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 18
{{!}}-
|active  = 3
{{#lst:{{PAGENAME}}/Data|2S}}
|inactive2 = 3
{{!}}-
|active3 = 3
{{Description|6|text=Special cancelable and staggers on CH.
|recovery = 18
Fast move for the range and hits all the way to the floor unlike {{clr|3|f.S}} and {{clr|4|5H}}. On CH, the stagger allows you to do {{clr|3|2S}}>{{clr|4|5H}}x5 at any range and {{clr|3|2S}}>{{clr|4|2H}} true combos at just short of max range.
}}
On normal hit though, you don't get much out of it unless you're very close or the opponent is standing.
A two hit normal that slides Elphelt forward. Used as a low profile attack to close distance on the opponent and as a frametrap gatling option. Is also staple component of her bread and butter 50 tension combos.
In pressure, the move frametraps into her low {{clr|5|2D}} or her advancing {{clr|4|2H}}, but it isn't as tight as {{clr|3|f.S}}.
 
From the last active frames to a bit before the recovery ends, Elphelt's hurtbox becomes really low allowing to make a lot of moves whiff. Because it doesn't start during the startup frames however, it's not really something you will rely on.
A very useful pressure normal thanks to its evasive properties and attack level of 3, allowing {{clr|3|f.S}}>{{clr|4|2H}} cancelled into {{clr|4|236H}} to be a frame trap sequence that is plus on block and leaves Elphelt in prime position to pressure the opponent in Shotgun stance via more frame traps or her command grab. The sliding distance can be increased via a microdash before inputting {{clr|4|2H}}, making it a good way to low profile certain moves and get in on the opponent.  
The hitbox also is much lower vertically than it looks like so keep in mind that it shouldn't be used as an AA.
 
In some matchups (Ky, Sin and Zato mostly) this is your main ground poke as {{clr|3|f.S}} and {{clr|4|5H}} is too risky against them and can be easily low profiled.
When used defensively, Its low-profile and advancing properties can allow it to also be used as a way to escape pressure and steal a turn back, but be cautious in using it that way as it is on the slower side at 18 frames, and Elphelt is considered crouching the entire duration of the move.
}}
 
On counter hit, pops opponents off the ground close enough to be followed by {{clr|3|c.S}}.
*First hit on CH is untechable, but the second one will make it air techable.
 
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|5|2D}}</big>===
{{GGXRD-R2_Move_Card
|input=2D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 6
|recovery = 18
}}
Elphelt's sweep. Fast for its range and is used for ground footsies due to its large disjointed hitbox.  
 
Knocks down on both normal and counter hit, but can be comboed into {{clr|2|214K}} for more damage and corner carry. The fact that it's jump cancelable makes it great for blockstring mixups and safe for pressure. This move is also an excellent starter for cancelling into {{clr|4|236H}} and detonating grenade in okizeme situations.
 
Certain characters get popped up so high by {{clr|5|2D}} that at close range they can be picked up into an air combo by some of Elphelt's air normals, allowing for high damage and a highly advantageous knockdown.
*Jump cancellable
}}
 
===<big>{{clr|1|j.P}}</big>===
{{GGXRD-R2_Move_Card
|input=j.P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active   = 6
|recovery = 9
}}
Downward angled air jab and Elphelt's fastest air normal.
 
While it can be used as an air-to-air if the speed is needed, its range is worse than most {{clr|P|j.P}}s and it can be stuffed very easily. Its downward hitbox make it more suited for air strings or 50/50s like {{clr|S|j.S}}>{{clr|P|j.P}}/land {{clr|2|5K}}.
*Jump cancellable
 
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
}}
}}


======<span style="visibility:hidden;font-size:0">2H</span>======
===<big>{{clr|2|j.K}}</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name={{clr|4|2H}}
|input=j.K
|image=GGXRD-R_Elphelt_2H.png |caption=Slide into their dms
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 8
{{!}}-
|active  = 6
{{#lst:{{PAGENAME}}/Data|2H}}
|recovery = 15
{{!}}-
{{Description|6|text=2 hit sliding normal. Special cancelable. Staple of Elphelt's bread and butter 50 meter combos. The sliding effect is enhanced if you do a microdash before inputting {{clr|4|2H}} making it a good way to low profile certain moves. It has attack level 3 meaning that cancelling into {{clr|4|236H}} is + on block. This makes it one of her best moves to cancel into shotgun with to either frametrap or go for a command grab.
In pressure, you can very easily frame trap with it by using strings like {{clr|3|f.S}}>{{clr|4|2H}} and cancel {{clr|4|2H}} into {{clr|4|236H}} for even more frame traps, which makes it a very useful normal for Elphelt's pressure game. However, due to its slow speed, an attentive opponent can see it coming and IB the previous move, then backdash/blitz, allowing them to get a full crouching punish due to its significant recovery.
On counter hit, pops opponents off the ground, close enough to be followed by {{clr|3|c.S}}. First hit on CH is untechable but the second one will make it air techable.
}}
}}
}}
Air attack that reaches downward, which is always nice to have. 
Occasionally useful for {{keyword|F-shiki}}s, but is mostly used as air combo filler.


======<span style="visibility:hidden;font-size:0">2D</span>======
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
{{MoveData
|name={{clr|5|2D}}
|image=GGXRD-R_Elphelt_2D.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2D}}
{{!}}-
{{Description|6|text=Low. Jump and special cancelable. REALLY fast for its range and can be used for ground footsies due to the disjointed hitbox. Knockdown on both normal and counter hit but you can combo into {{clr|2|214K}} for more damage and corner carry. The fact that it's jump cancelable make it great and safe for pressure. This move is also an excellent starter for cancelling into {{clr|4|236H}} and detonating grenade in okizeme situations.
Certain characters get popped up so high by 2D that at close range, they can be picked up into an air combo by some of Elphelt's air normals, allowing for high damage and a highly advantageous knockdown.
}}
}}
}}


======<span style="visibility:hidden;font-size:0">j.P</span>======
===<big>{{clr|3|j.S}}</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name={{clr|1|j.P}}
|input=j.S
|image=GGXRD-R_Elphelt_j.P.png |caption=
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 7
{{!}}-
|active  = 5
{{#lst:{{PAGENAME}}/Data|j.P}}
|recovery = 16
{{!}}-
{{Description|6|text=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/{{clr|2|5K}}.
}}
}}
}}
======<span style="visibility:hidden;font-size:0">j.K</span>======
Hits above, in front, below, and even behind her!
{{MoveData
 
|name={{clr|2|j.K}}
By far Elphelt's best air normal. High speed, great gatling options, jump cancellable, good combo filler, and lots of active frames. Can be easily hitconfirmed in air-to-air situations by buffering {{clr|P|j.P}}.
|image=GGXRD-R_Elphelt_j.K.png |caption=
 
|data=
This is also Elphelt's fastest reliable instant airdash overhead option when using {{clr|5|j.D}} YRC for fuzzies, coming out at a speed comparable to Millia's {{clr|2|6K}} when done as fast as possible.
{{AttackDataHeader-GGXRD-R2}}
*Jump cancellable
{{!}}-
 
{{#lst:{{PAGENAME}}/Data|j.K}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
{{!}}-
{{Description|6|text=Overhead. Special cancelable. Occassionally useful for fuzzies, but mostly used as air combo filler.
}}
}}
}}


======<span style="visibility:hidden;font-size:0">j.S</span>======
===<big>{{clr|4|j.H}}</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name={{clr|3|j.S}}
|input=j.H
|image=GGXRD-R_Elphelt_j.S.png |caption=
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 10
{{!}}-
|active  = 6
{{#lst:{{PAGENAME}}/Data|j.S}}
|recovery = 18
{{!}}-
{{Description|6|text=Overhead. Jump and special cancelable. By far Elphelt's best air normal. Hits above, before, below and even behind her! High speed, great gatlings, good combo filler, and lots of active frames. Can be easily hitconfirmed in air-to-air situations by buffering j.P
This is also Elphelt's fastest reliable instant airdash overhead option when using j.D YRC for fuzzies, coming out at a speed comparable to Millia's 6k when done as fast as possible.
}}
}}
}}
More range than {{clr|3|j.S}} but less versatile.


======<span style="visibility:hidden;font-size:0">j.H</span>======
Mostly used for air combo filler leading into {{clr|5|j.D.}}. Initial hitbox is respectably vertical, so its useful in situations where Elphelt wants to quickly knock an airborne opponent to the ground and take advantage of its 20f of untechable time on normal hit.
{{MoveData
 
|name={{clr|4|j.H}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|j.D}}
|image=GGXRD-R_Elphelt_j.H.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.H}}
{{!}}-
{{Description|6|text=Overhead. Special cancelable. More range than j.S but less versatile. Significant recovery. Hitbox is respectably vertical, so its useful in situations where you want to quickly knock an airborne opponent to the ground.
Mostly used for air combo filler leading into j.D.
Untechable for 20f on normal hit.
}}
}}
}}


======<span style="visibility:hidden;font-size:0">j.D</span>======
===<big>{{clr|5|j.D}}</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name={{clr|5|j.D}}
|input=j.D
|image=GGXRD-R_Elphelt_j.D.png |caption=
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 11
{{!}}-
|active  = 3
{{#lst:{{PAGENAME}}/Data|j.D}}
|recovery = 29
{{!}}-
|specialRecovery = 5
{{Description|6|text=Special cancelable. Don't try using this to hit crouchers without YRC. Completely disjointed air space control move with so many active frames, it can sometimes hit when the particle effect from the shot is no longer visible. Staple air combo ender move that grants very high frame advantage for grenade okizeme.
}}
Completely disjointed air space control move with good active frames.  


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.
Staple air combo ender move that grants very high frame advantage for Berry Pine okizeme. When used from a rising jump, the recovery is so long Elphelt won't be able to do anything until landing, so it's better to use it while falling unless without 25 meter to YRC the recovery. However, she can do high jump>rising {{clr|5|j.D}} and be able to airdash before landing to either get in or run away.
Untechable for 30f on normal hit.


As of 2.10, {{clr|5|j.D}} can be YRC'd and still have the hitbox come out - and it will even hit crouching opponents with a mid-hitting hitbox. If they block this standing, Elphelt can do fuzzies with instant airdash jump normals.
{{clr|5|j.D}} can be YRC'd and still have the hitbox come out. While it looks similar to {{clr|H|5H}}, it can still hit crouching opponents. If {{clr|5|j.D}} YRC is blocked standing, Elphelt can do fuzzies with instant airdash jump normals. It doesn't work if they block it crouching, but Elphelt can mix up her oki options and use an actual overhead to hit the opponent in those cases, making nearly any knockdown a very dangerous situation.
}}
*Untechable for 30F on normal hit.
|tablewidth=69
}}
}}


==Universal Mechanics==
==Universal Mechanics==
======<span style="visibility:hidden;font-size:0">Ground Throw</span>======
===<big>Ground Throw</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name=Ground Throw
|input=Ground Throw
|image=GGXRD-R_Elphelt_GroundThrow.png |caption= B-BAKAAA!
|description=
|data=
Elphelt's throw. Important for her Strike/throw mixup game when backed by Berry Pine. Has long recovery so she can usually only get okizeme in the corner.  
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
Like all throws, can be option selected with a button - Elphelt's generally best {{tt|throw OS option is {{clr|S|c.S}}|if you press {{clr|3|6S}}+{{clr|4|HS}}, you'll do {{clr|3|c.S}} in case your throw doesn't reach}}.  
{{#lst:{{PAGENAME}}/Data|Ground Throw}}
 
{{!}}-
In the corner, she can RC throw and go straight into Shotgun loops, or with 100 tension and an opponent in hellfire, do throw>RC>IK mode>{{clr|4|236236H}} for an unburstable instant kill combo.  
{{Description|6|text=Long recovery so you can only get oki in the corner; if you press {{clr|3|6S}}+HS, you'll do {{clr|3|c.S}} in case your throw doesn't reach. The hitstun on it is massive so RCing it leads to great rewards and corner carry. In the corner, you can RC it and go straight into shotgun loops or if you have 100 tension and the opponent is in hellfire, do throw>RC>IK mode>{{clr|4|236236H}} for an unburstable instant kill combo.
 
}}
Some very basic okizeme setups with grenade will enable Elphelt to get a meterless combo off of throw by chucking the opponent into the grenade explosion, granting her a very powerful strike/throw game.
}}
}}
======<span style="visibility:hidden;font-size:0">Air Throw</span>======
 
{{MoveData
===<big>Air Throw</big>===
|name=Air Throw
{{GGXRD-R2_Move_Card
|image=GGXRD-Elphelt_AirThrow.png |caption=
|input=Air Throw
|data=
|description=
{{AttackDataHeader-GGXRD-R2}}
Elphelt's air throw causes the opponent to be knocked down right next to her, so okizeme is possible. Can be RC'ed for an air combo.  
{{!}}-
 
{{#lst:{{PAGENAME}}/Data|Air Throw}}
Dunking the opponent into a grenade explosion properly will grant a meterless combo. Option selects well with {{clr|3|j.S}}.
{{!}}-
}}
{{Description|6|text=Gets a knockdown right next to you so oki is possible. Can be RC'ed for an air combo.
 
}}
===<big>Dead Angle Attack</big>===
{{GGXRD-R2_Move_Card
|input=DAA
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 4
|recovery = 18
}}
}}
======<span style="visibility:hidden;font-size:0">Dead Angle Attack</span>======
{{MoveData
|name=Dead Angle Attack
|image=GGXRD-R_Elphelt_6P.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|DAA}}
{{!}}-
{{Description|6|text=Same as {{clr|1|6P}}; has fast startup; good reach and hitbox; hard to punish because the DA pushes you away from the opponent.
Elphelt's most reliable defensive option with tension.
Elphelt's most reliable defensive option with tension.
}}
 
Same hitbox as {{clr|1|6P}}; has fast startup and good reach; hard to punish because the DA pushes Elphelt away from the opponent.
 
}}
 
===<big>Blitz Attack</big>===
{{GGXRD-R2_Move_Card
|input=Blitz,[Blitz]|versioned=name
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 28
|active  = 3
|recovery = 20
}}
}}
======<span style="visibility:hidden;font-size:0">Blitz Shield Charge Attack</span>======
Run of the mill Blitz. Use to call out loose blockstrings for a flashy reversal. Sometimes used to drain burst after a command grab.
{{MoveData
|name=Blitz Attack
|image=GGXRD-R_Elphelt_BlitzAttack.png |caption= Probably the cutest thing you've seen all week
|data=
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=Uncharged }}
{{#lst:{{PAGENAME}}/Data|Blitz Attack}}
{{!}}-
{{AttackVersion|name=Max Charge}}
{{#lst:{{PAGENAME}}/Data|Blitz Attack Max Charge }}
{{!}}-
{{Description|7|text=Run of the mill Blitz. Use to call out loose blockstrings for a flashy reversal.  
Very cute.
Very cute.
}}
|tablewidth=69
}}
}}


==Special Moves==
==Special Moves==
======<span style="visibility:hidden;font-size:0">Pineberry</span>======
===<big>Berry Pine</big>===
{{MoveData
{{InputBadge|{{clr|1|236P}} (Air OK)}}
|name=Pineberry
{{GGXRD-R2_Move_Card
|input={{clr|1|236P}} (air OK)
|input=236P, Berry Pine 4P, Berry Pine 2P, Berry Pine j.4P, Berry Pine Explosion, Shoot Berry Pine, Berry Pine Self-Explosion
|image=GGXRD-R_Elphelt_Pineberry.png |caption=It begins
|versioned=name
|image2=GGXRD-R_Elphelt_PineberryThrow.png
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2|version=yes}}
|startup =  
{{!}}-
|active  =
{{AttackVersion|name=Summon }}
|recovery = 19
{{#lst:{{PAGENAME}}/Data|236P }}
|isProjectile = yes
{{!}}-
}}
  {{AttackVersion|name=Overhand Throw}}
Berry Pine (AKA Pineberry) is a grenade that automatically detonates 3 seconds after it is input and can be thrown with {{clr|P|2P}} or {{clr|P|4P}}.
{{#lst:{{PAGENAME}}/Data|Pineberry 4P}}
{{!}}-
{{AttackVersion|name=Underhand Throw}}
{{#lst:{{PAGENAME}}/Data|Pineberry 2P}}
{{!}}-
{{!}}-
{{Description|7|text=* Once you input the command, you have 3 seconds until the grenade explodes.
* You can either do a lower throw ({{clr|1|2P}}) or a upper throw ({{clr|1|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 ({{clr|4|5H}}, jD, SG-H, Sniper shot) 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.
* Throwing the grenade when the timer is at or under 1 second makes it a level 3 move allowing Toss>Explosion to combo if the timer is under ~0.5s, or allowing Elphelt to poke the opponent between the toss and explosion if it is above ~0.5s.
* Grenade stays on screen if Elphelt is blocking, but disappears if she is hit.
* Grenade can be swatted away by opponents, but will remain onscreen to explode when the timer runs out.


One of her most important specials and the core of her okizeme game. The pineberry is so useful that it should be tossed nearly every time you get a knockdown, as the toss will always hit them on the first frame after they get up. Not only is it great for okizeme, but it also is an important part of her unblockable setups (more details below).
It is one of Elphelt's most important specials and the core of her okizeme game. Berry Pine is so useful that it should be tossed nearly every time she gets a knockdown, as the toss will always hit the opponent on the first frame after they get up. Not only is it great for okizeme, but it also is an important part of her unblockable setups (more details below).


In neutral, it becomes one of her best tools for space control and is extremely strong when tossed with a YRC in most matchups. The toss will clash with any projectile it will meet but the explosion will still happen, allowing her to toss the grenade into close-range projectile attempts and have the explosion counter hit the opponent, granting Elphelt a combo in most instances.
In neutral, it becomes one of her best tools for space control and is extremely strong when tossed with a YRC in most matchups. The toss will clash with any projectile it will meet but the explosion will still happen, allowing her to toss the grenade into close-range projectile attempts and have the explosion counter hit the opponent, granting Elphelt a combo in most instances.
Neither the toss nor the explosion prorate, allowing both to lead to solid damage.
Neither the toss nor the explosion prorate, allowing both to lead to solid damage.


Finally, {{clr|1|j236P}} stops momentum which can bait AAs, be useful in combos or allow some great 50/50 mixups with {{clr|1|j236P}} YRC. Air toss will also alter Elphelt's aerial momentum when done during an airdash, causing her to rocket towards the ground while letting go of it and allowing for continued pressure.
Finally, {{clr|1|j236P}} stops momentum which can bait anti airs, be useful in combos, or enable safejumps. Air toss will also alter Elphelt's aerial momentum when done during an airdash, causing her to rocket towards the ground while letting go of it and allowing for continued pressure.
 
* Can either do a lower toss ({{clr|1|2P}}) or a upper toss ({{clr|1|4P}}, air possible).
* When the grenade is thrown, it has a hitbox until it touches the ground but deals 0 damage on hit.
* If the grenade is not thrown within 3 seconds, it will detonate on Elphelt. However, she can block the explosion. If hit while holding the grenade, it will self-destruct and launch Elphelt, granting the opponent a combo or an advantageous scramble situation.
* All Elphelt gun normals ({{clr|4|5H}}, {{clr|5|jD}}, {{clr|4|sg.H}}, Sniper shot) can activate the explosion early by hitting the grenade during travel which also increases the explosion's damage.
* Throwing the grenade when the timer is at or under 1 second makes it a level 3 move, allowing Toss > Explosion to combo if the timer is under ~0.5s, or allowing Elphelt to poke the opponent between the toss and explosion if it is above ~0.5s.
* Grenade stays on screen if Elphelt is blocking, but disappears if she is hit.
* Grenade can be attacked and sent away by opponents, but will remain onscreen to explode when the timer runs out.
}}
 
===<big>Bridal Express</big>===
{{InputBadge|{{clr|2|214K}} (Air OK)}}
{{GGXRD-R2_Move_Card
|input=214K,j.214K|versioned=input
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|active  = 12
|recovery = 12
}}
;Ground version
Moves forward. Blows the opponent away and knocks down. Useful for corner carry.
 
In blockstrings, it can be a frightening way to reset pressure if used as far as possible and can frame trap at spacings where it is also plus on block. Spaced correctly, it is an effective way for Elphelt to deal with opponents who use FD early in her pressure. It is not foolproof however, because it's dangerous on whiff and a savvy opponent opponent will try to FD the last few normals of a blockstring, resulting in Elphelt landing in front of them without connecting, ready to be punished. The opponent could also opt to instant block it which nearly always allows for a throw punish.
*While it is be punishable when done point blank, it's plus when blocked in the move's later active frames and/or at the tip of the hitbox.
----
;Air version
Moves downwards towards the ground diagonally.  


}}
Its startup is slow but also hard to punish if the opponent isn't ready; since it stops air momentum for a bit before actually descending, it can be used to bait anti air moves accordingly. Hitting the opponent as low as possible will grant decent plus frames, but this is usually not practical. Try to be unpredictable with the air version, as it can be easily beaten by airthrows, DPs, or 6Ps if the opponent is ready for it.
}}
}}


======<span style="visibility:hidden;font-size:0">Bridal Express</span>======
===<big>Roll > Miss Travailler</big>===
{{MoveData
{{InputBadge|{{clr|2|236K}}}}
|name=Bridal Express
{{GGXRD-R2_Move_Card
|input={{clr|2|214K}} (air OK)
|input=236K
|image=GGXRD-R_Elphelt_GroundBridalExpress.png |caption=Ground
|description=
|image2=GGXRD-R_Elphelt_AirBridalExpress.png |caption2=Air
{{#invoke:FrameChart|drawFrameData
|data=
|startup  =
{{AttackDataHeader-GGXRD-R2|version=yes}}
|active  =  
{{!}}-
|recovery = 28
{{AttackVersion|name=Ground }}
}}
{{#lst:{{PAGENAME}}/Data|214K}}
Elphelt does her shotgun stance's roll from neutral and enters shotgun stance at the end of the roll's recovery.
{{!}}-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.214K }}
{{!}}-
{{Description|7|text=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 them, ready to be punished. The opponent could also opt to instant block it which nearly always allows for a throw punish.
It's an effective way for Elphelt to deal with opponents who abuse FD if they do it early in blockstrings.


Air version:
Useful for mixups when used in tandem with grenade pressure, as the explosion will either leave her plus on block or knock the opponent into the air where they can easily be combo'd with {{clr|3|sg.S}}.
* Moves downwards; its startup is slow but also hard to punish when spaced properly; since it stops air momentum for a bit before actually descending on the bouquet, it can be used to bait antiair moves accordingly. Hitting the opponent as low as possible will grant decent plus frames, but this is usually not practical. Do not use predictably, as it can be easily beaten by airthrows, DPs, or 6Ps if the opponent is ready for it.
 
}}
*Moves Elphelt forward and crosses up at close range.
|tablewidth=69
*Lacks the invulnerability of the shotgun stance version, making it mostly useful for mixups or avoiding projectiles in certain matchups.
*Can also be used to exit rifle stance in reaction to incoming moves
}}
}}


==Stance Moves==
==Stance Moves==
======<span style="visibility:hidden;font-size:0">Miss Confire</span>======
===<big>Miss Confille</big>===
{{MoveData
{{InputBadge|{{clr|3|236S}}}}
|name=Miss Confire
{{GGXRD-R2_Move_Card
|input={{clr|3|236S}}
|input=236S,Confire P/K/S/H,Confire P/K/S/H (Charged),Confire Fire > 46S,Confire D
|image=GGXRD-R_Elphelt_MissConfire.png |caption=Ready
|versioned=name
|image2=GGXRD-R_Elphelt_MissConfireReticule.png |caption2=Unblockable when reticle becomes big
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2|version=yes}}
|startup  = 3
{{!}}-
|active  = 3
{{AttackVersion|name=Ready}}
|recovery = 47
{{#lst:{{PAGENAME}}/Data|236S}}
}}
{{!}}-
Miss Confille is a long-range focused stance that prevents Elphelt from moving, jumping, or blocking while it is active. Instead, directional inputs will control a reticle that appears on the screen.
{{AttackVersion|name=Fire}}
{{#lst:{{PAGENAME}}/Data|Confire P/K/S/H}}
{{!}}-
{{AttackVersion|name=Reload}}
{{#lst:{{PAGENAME}}/Data|Confire Fire 46S}}
{{!}}-
{{AttackVersion|name=Cancel}}
{{#lst:{{PAGENAME}}/Data|Confire D}}
{{!}}-
{{!}}-
{{Description|7|text='''Characteristics'''
* 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 an unblockable move.
* Even if you RC while in rifle stance, she stays in the stance - however, it moves the target right onto the opponent.


'''{{clr|3|46S}}: Miss Confire - Reload'''
Elphelt can fire the rifle at the reticle's location by pressing any attack button ({{clr|P|P}}, {{clr|K|K}}, {{clr|S|S}} or {{clr|H|HS}}) other than {{clr|D|D}}.  When the target stays in place for 0.4 seconds (24 frames), it is upgraded to a level 2 shot; the target increases in size and the next rifle shot becomes unblockable.


* After shooting once, you need to input {{clr|3|46S}} in order to be able to shoot again.
Rifle is primarily used for unblockable setups in tandem with Berry Pine as okizeme, but also has some utility in anti-zoning, harassing low mobility characters from a distance, or contesting long-range setups (such as I-No's note or May's beach balls). It is not advisable to try and zone with it however, as the majority of opponents can move faster than the speed of the reticle, the level 1 shot give very little reward on hit, entering the stance is slow, and leaving it has significant recovery.
* If you take too long to reload Elphelt leaves the rifle stance automatically.
* Miss Confille can be cancelled by pressing {{clr|D|D}}, or by using {{clr|K|236K}} to enter shotgun stance.
* 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. To be more specific, a normal reload has 23f of recovery while a perfect one is 11f
* All Rifle shots are air unblockable (need FD to block it).
* Even if RCing while in rifle stance, she stays in the stance - however, it moves the target right on top of the opponent. Firing a shot and then RCing will either YRC on whiff or RRC on block.
* Can also YRC to make it easier to aim by slowing the opponent down.
* Level 2 shot has 70% initial proration.
----
;Miss Confille - Reload ({{clr|3|46S}})
After shooting once, The rifle needs to be reloaded by inputting {{clr|3|46S}} in order to be able to shoot again. If taking too long to reload, Elphelt will leave the rifle stance automatically.


'''Comment'''
By pressing 6 and {{clr|S|S}} at the same time, she gets a "Perfect Reload". The window for the Perfect Reload is 2 frames between 6 and S, and cannot be done immediately after shooting, but rather after waiting a little bit. By successfully performing a Perfect Reload, Elphelt swings and reloads her rifle MUCH FASTER than normal, allowing her to shoot again sooner than usual.  
Despite looking particularly good on paper, the reticle is actually quite slow compared to the speed of most of the cast and the faster characters can be really tough to properly hit on reaction. You can also YRC to make it easier to aim by slowing the opponent down.  
*Normal reload has 23f of recovery while a perfect reload is 11f.  
Main problem however is that the level 1 shot gives relatively poor reward and entering and/or leaving the stance has a significant recovery making it a low reward/high risk option in some matchups.
*The perfect reload also lacks an animation smear, to further identify when it is performed properly.
Level 1 shot is pretty much something you will use once in a while against characters like Venom or Ky to make them stop zoning, but it can also be key in matchups against bigger slower characters.
}}


Level 2 shot is completely unblockable and is used in specific okizeme situations with the pineberry. Please check the okizeme section at the bottom of the page for more details.
===<big>Miss Travailler</big>===
Unlike level 1 shot, level 2 shot actually has 70% initial proration.
{{InputBadge|{{clr|4|236H}}}}
  }}
{{GGXRD-R2_Move_Card
|input=236H,Travailler Fire > 46H
|versioned=name
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 6
|active  = 6
|recovery = 9
}}
}}
Miss Travailler is a close range focused Shotgun stance used in both neutral and offense, notably allowing high damage combos and scary pressure in the corner.
The stance prevents Elphelt from jumping, throwing, or entering IK mode. She can still block, crouch, dash, throw tech, and blitz, however. In Shotgun stance, all of Elphelt's normals change. Her specials remain the same, except for {{clr|4|236H}} which leaves Shotgun stance.
*Getting hit or teching a throw in Shotgun stance forces Elphelt to leave it.
*RCing during shotgun stance will keep Elphelt in it unless done after {{clr|H|sg.H}}
*Elphelt can't kara cancel normals into FD while in Shotgun stance. This means that, at neutral, FD must be cleanly input with both buttons pressed on the same frame or a Shotgun normal comes out.
----
;Power-Up mode
When Elphelt is not moving or performing any action in Shotgun stance, she enters a power-up mode that will enhance {{clr|H|sg.H}}'s damage, range and properties (visualized as a red aura).


======<span style="visibility:hidden;font-size:0">Miss Travailler</span>======
*Moving or crouching after entering power-up mode will immediately cancel it and Elphelt will have to stay idle again to get it back.
{{MoveData
*Every normal in shotgun stance except {{clr|H|sg.H}} will maintain the power-up.
|name=Miss Travailler
*Performing {{clr|H|sg.H}} during power-up mode will do the enhanced version called Powered {{clr|H|sg.H}} and will cancel power-up mode.
|input={{clr|4|236H}}
*Pressing up and then moving to up-back is a powerful {{keyword|option select}} that will allow Elphelt to stand in place while charging and block any mid or high attack that makes contact.
|image=GGXRD-R_Elphelt_MissTravailler.png |caption=The fun stops here
----
|data=
;Miss Travailler Reload ({{clr|H|46H}})
{{AttackDataHeader-GGXRD-R2|version=yes}}
Like rifle stance, Elphelt must reload between shots.
{{!}}-
{{AttackVersion|name=Ready|subtitle=236H}}
{{#lst:{{PAGENAME}}/Data|236H}}
{{!}}-
{{AttackVersion|name=Roll > Ready|subtitle=236K }}
{{#lst:{{PAGENAME}}/Data|236K}}
{{!}}-
{{Description|7|text='''Characteristics'''
*All normals change in Shotgun stance. The specials are all the same except that {{clr|4|236H}} leaves Shotgun stance.
*You CANNOT jump, throw or enter IK mode in Shotgun stance but you can do anything else like blocking, crouching or dashing.
*Getting hit in Shotgun stance makes you leave it.
*Any kind of RC in Shotgun stance will keep it unless you did SG-H>RC.
*Not moving or performing any action in Shotgun stance makes you enter a power-up mode that will enhance SG-H's damage, range and properties characterized by a red aura.
*Moving or crouching after entering power-up mode will immediately cancel it and you will have to stay idle again to get it back.
*Every normal in shotgun stance except SG-H will keep the power-up.
*Performing SG-H during power-up mode will do the enhanced version called Powered SG-H and will cancel power-up mode right away.


Shotgun stance can be used in both neutral and offense, more notably allowing high damage and scary pressure in the corner.
Reload can only be used right after {{clr|H|sg.H}} and allows Elphelt to remain in shotgun stance to repeatedly shoot the opponent. Understanding the rhythm for Shotgun reloads is key for mastering shotgun loops.
}}
{{!}}-
{{AttackVersion|name=Reload|subtitle={{clr|4|46H}} after SG-H}}
{{#lst:{{PAGENAME}}/Data|Travailler 46H}}
{{!}}-
{{Description|7|text=Can only be used right after SG-H and allows you to keep being in shotgun stance for repeatedly shooting the opponent.
Important to master and knowing the rhythm for reloads is key for mastering shotgun loops.
}}
}}
}}
{{MoveData
 
|name=Miss Travailler Fire
===<big>{{clr|4|sg.H}} Miss Travailler Fire</big>===
|input={{clr|4|236H}}~H
{{InputBadge|{{clr|4|H}} during Miss Travailler}}
|image=GGXRD_Elphelt_Fire.png |caption=She's just standing there... MENACINGLY!!
{{GGXRD-R2_Move_Card
|data=
|input=Travailler H,Travailler H (Charged),Travailler Fire > 46H|versioned=name
{{AttackDataHeader-GGXRD-R2|version=yes}}
|description=
{{!}}-
{{#invoke:FrameChart|drawFrameData
{{AttackVersion|name=Normal|subtitle=}}
|startup  = 3
{{#lst:{{PAGENAME}}/Data|Travailler H}}
|active  = 1
{{!}}-
|recovery = 31
{{AttackVersion|name=Charged|subtitle=}}
}}
{{#lst:{{PAGENAME}}/Data|Travailler H (Charged)}}
A very large close-range and highly disjointed attack out of Shotgun stance.
{{!}}-
 
{{Description|7|text=The most important Shotgun stance normal and has 2 versions; normal SG-H and powered SG-H.
The most important Shotgun stance normal and has 2 versions; normal sg.H and powered sg.H.
Both versions have the same pushback on block, hit, and whiff, which isn't affected by faultless defense. They are also considered to be projectiles, and will cancel any projectile that hits once (except overdrives).
Both versions have the same pushback on block, hit, and whiff, which isn't affected by faultless defense. They are also considered to be projectiles, and will cancel any projectile that hits once (except overdrives).
{{clr|4|46H}} has to be done right afterwards if you want to keep shotgun stance.
Reload ({{clr|4|46H}}) has to be done right afterwards to remain in stance. If reload is not performed after firing, Elphelt will exit the stance.
----
;Normal {{clr|H|sg.H}}
3f normal. Extremely fast for its range. When hit close, gives a hard knockdown, but air hits near the edges of the hitbox will allow the opponent to tech out.
 
Generally a combo filler that is used either at the end of {{clr|P|sg.P}} strings for a knockdown or looped on air hit for more damage. Useful for combos involving grenade detonation in okizeme or neutral situations.


'''Normal SG-H'''
Elphelt can loop [{{clr|H|sg.H}}>{{clr|H|46H}}]xN during corner pressure, but each shot is -5 on instant block, giving the opponent an opportunity to escape or challenge the attack. However, the hitbox is so disjointed that mashing out of it becomes a big risk. Past a certain distance however, it won't knockdown and will need a RC to combo afterwards. The main reason to keep looping it is because of the chip damage, the ridiculous tension gain and the fact that the pushback isn't affected by faultless defense. If the opponent intends to block and wait for Elphelt to end up too far to loop it, she can do {{clr|S|sg.S}} or run up to reset pressure for more loops.
3f normal. Extremely fast for its range. When done close, will give you a hard knockdown, but air hits near the edges of the hitbox will allow the opponent to tech out.
----
Generally a combo filler that is used either at the end of SG-P strings for a knockdown or looped on air hit for more damage. Useful for combos involving grenade detonation in okizeme or neutral situations.
;Powered {{clr|H|sg.H}}
Only one word is necessary to describe this move: Ridiculous. Ridiculous speed, damage, hitstun and hitbox. Once Elphelt has the charge, {{clr|H|sg.H}} comes out in ''one frame'' after pressing {{clr|H|H}}.


You can loop {SG-H>46H}xN during corner pressure if you want to, but each shot is -5 on instant block, giving the opponent an opportunity to escape or challenge the attack. However, the hitbox is so big that mashing out of it becomes a big risk. Past a certain distance however you won't get a knockdown and will need a RC to combo afterwards. The main reason why you would still keep looping it however is because of the chip damage, the ridiculous tension gain it gives and the fact that the pushback isn't affected by faultless defense. If the opponent intends to block and wait for you to end up too far to loop it, you can do SG-S and reset pressure for more loops.
Midscreen, Elphelt won't really get much out of it aside from a knockdown. In the corner however, if done close enough, she gets a 35f wallsplat on normal hit and a 71f long one on counter hit, allowing her to loop powered {{clr|H|sg.H}} into itself for huge damage. Landing a charged shot on the edges of the hitbox is also used in some "sourspot" unblockable setups.


'''Powered SG-H'''
Powered {{clr|H|sg.H}} can be particularly strong during pressure, as well as easy and low risk way to finish off an opponent with low health.
Only one word is necessary to describe this move: Ridiculous.
*On deep counter hit, Blows the opponent away and causes them to tumble when they land.
Ridiculous speed, damage, hitstun and hitbox.
*Deals huge guts-ignoring chip damage
Once Elphelt has the charge, SG-H comes out in ONE FRAME after you press the button.
*Removes 20% tension if the opponent FDs it
Midscreen, you won't really get much out of it aside from a knockdown. Also blows the opponent away and causes them to tumble when they land if it lands as a counter hit in the deeper part of the hitbox.
*As mentioned in the Stance's description, a strong OS with Powered {{clr|4|sg.H}} is to hold up and then move to upback to block mids and highs while charging.
In the corner however, if done close enough, you will get a 35f wallsplat on normal hit and a 71f long one on CH allowing Elphelt to loop powered SG-H into itself for huge damage. Landing a charged shot on the edges of the hitbox is also used in some "sourspot" unblockable setups.
}}


Powered SG-H can be particularly strong during pressure too and an easy and low risk way to finish off an opponent with low health.
===<big>{{clr|1|sg.P}} Miss Travailler Thrust</big>===
It deals 8% chip damage alone (ignores guts rating) and removes 20% tension if the opponent FD it while being +5 on normal block.
{{InputBadge|{{clr|1|P}} during Miss Travailler}}
  }}
{{GGXRD-R2_Move_Card
|input=Travailler P
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 3
|active  = 3
|recovery = 6
}}
}}
{{MoveData
Arguably the best 3F normal in the game. {{clr|P|sg.P}} has a great hitbox and damage for its range while still being +1 on block with little pushback making it an excellent move for stagger pressure. It also cancels into itself gaplessly which is great for hitconfirming. Can be special-cancelled, which includes {{clr|K|sg.K}} and {{clr|H|sg.H}}.
|name=Miss Travailler Thrust
 
|input={{clr|4|236H}}~P
{{clr|D|sg.D}} can be used after {{clr|P|sg.P}} if noticing that the opponent respects it too much for some corner carry midscreen and high damage in the corner.
|image=GGXRD-R_Elphelt_Thrust.png |caption=Ya!
 
|data=
Despite what its speed would suggest, {{clr|P|sg.P}} doesn't prorate.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|sg.P}}, {{clr|2|sg.K}}, {{clr|4|sg.H}}
{{#lst:{{PAGENAME}}/Data|Travailler P}}
{{!}}-
{{Description|6|text=Arguably the best 3f normal in the game. SG-P has a great hitbox and damage for its range while still being +1 on block with little pushback making it an excellent move for stagger pressure.
However, the only combo that you will get out of it will generally be SG-P xN>SG-H which deals average damage. Thankfully and despite its speed, SG-P doesn't prorate so RCing the final SG-H allow you to get some great damage.
The main reasons why you should use this move is mostly for tension gain and you can use SG-D if you notice that the opponent respects too much for some corner carry midscreen and high damage in the corner.
}}
}}
}}
{{MoveData
|name=Miss Travailler Roll
|input={{clr|4|236H}}~K
|image=GGXRD-R_Elphelt_Roll.png |caption=Crossup and evasion tool
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|Travailler K}}
{{!}}-
{{Description|6|text=Despite being a roll, this move has invulnerability frames instead of low profiling certain attacks. It is also affected by dash momentum so you will generally use it with a microdash.
This move is the sole reason why the opponent has to be very careful when dealing with Elphelt's shotgun in neutral situations as she will be able to whiff punish pretty much anything with an SG-H CH and it only has 14 vulnerable frames.
You will mostly use it in reaction against projectiles in some matchups. Any other situations will generally require a hard read which makes it really useful only in certain matchups.


During pressure, Elphelt can cross-up the opponent with it and make quite a lot of reversals whiff thanks to its invul frames. It will however lose quite badly against {{clr|1|2P}} mashing so you will have to make sure that your opponent respects your pressure before using it.
===<big>{{clr|2|sg.K}} Miss Travailler Roll</big>===
{{InputBadge|{{clr|2|K}} during Miss Travailler}}
{{GGXRD-R2_Move_Card
|input=Travailler K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  =
|active  =
|recovery = 24
}}
Elphelt rolls forward while maintaining shotgun stance.


Overall, a rather matchup dependent tool with situational crossup mixup applications when grenade is out.
This move is a major reason why the opponent has to be very careful when attempting to deal with Elphelt's shotgun stance in neutral situations, as she will be able to roll through and then whiff punish many slower moves with an {{clr|H|sg.H}} CH. In matchups against characters that have projectiles, it can be used on reaction to close distance safely. Other situations may require a hard read, which makes its use cases vary greatly depending on the matchup.
}}
 
During pressure, Elphelt can cross-up the opponent with it and make quite a lot of reversals whiff thanks to its invul frames. Just like the {{clr|K|236K}} version, using it in tandem with grenade can lead to powerful combos off a crossup mixup. It loses to {{clr|1|2P}} mashing though, so Elphelt will have to make sure that the opponent respects her other pressure options before using it as a mixup tool.
 
*Despite being a roll, this move has full invulnerability frames instead of low profile.
*Affected by dash momentum so it is generally best used with a microdash for greater distance.
}}
}}
{{MoveData
|name=Miss Travailler Launch
|input={{clr|4|236H}}~S
|image=GGXRD-R_Elphelt_Launch.png |caption=The one button infinite
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|Travailler S}}
{{!}}-
{{Description|6|text=Doesn't gatling from anything and only gatling into SG-K.
Can be used in neutral with a microdash for more range. Lots of untechable frames on air hit. Excellent move for confirming grenade explosions into air combos or shotgun loops.
You can however be thrown or hit out of it quite easily during pressure, and it is -4 on instant block. Don't rely on it too much.


During pressure, the fact that it's slow makes it great against opponents who think that they can fuzzy jump SG-D. Use SG-S to prove how wrong they are.
===<big>{{clr|3|sg.S}} Miss Travailler Launch</big>===
{{InputBadge|{{clr|3|S}} during Miss Travailler}}
{{GGXRD-R2_Move_Card
|input=Travailler S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 7
|recovery = 7
}}
}}
}}
Miss Travailler Launch is a forward moving upward strike that is useful for closing distance on the opponent during Shotgun stance pressure while maintaining power-up charge, being a frametrap tool, and situational anti air.
{{MoveData
 
|name=Miss Travailler Demolish
Great combo filler due to its movement, hitbox, and juggle properties. Like {{clr|P|sg.P}}, it can be cancelled into special moves. Excellent frametrap option due to its slow startup, especially in catching jump out attempts against opponents expecting {{clr|D|sg.D}}, which will lead to high reward due to long untechable frames on air hit. Also Notably strong for confirming grenade explosions into air combos or shotgun loops, as the move will autocorrect its travel direction.
|input={{clr|4|236H}}~D
 
|image=GGXRD-R_Elphelt_Demolish.png |caption=Command grab, slow but scary
Like many forward lunging moves, it can be grabbed before it becomes active if done too close on block, and while it is normally +0, instant block will leave Elphelt at -3. When expecting the opponent to punish with a grab attempt, {{clr|K|sg.K}} can be used as a risky means to avoid it and get a punish of her own depending on the opponent's character.
|data=
*Staggers on hit.
{{AttackDataHeader-GGXRD-R2}}
*If the opponent isn't mashing out of stagger, {{clr|S|sg.S}} will grey combo into itself indefinitely on the ground.
{{!}}-
*Can microdashed for more range.
{{#lst:{{PAGENAME}}/Data|Travailler D}}
 
{{!}}-
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|sg.K}}
{{Description|6|text=Slow command grab that is special cancelable.
}}
Generally, your only combo(tensionless) midscreen is SG-D>{{clr|2|214K}} which leads to poor damage but great corner carry. With tension, one can cancel into 236S and RC it to re-enter normal stance and perform an air combo.
 
In the corner however, it leads straight into shotgun loops and unblockable setups, and allows the highest damage output for a command grab in the game thanks to the fact that it only has 70% initial proration. It should also be noted that the loops following SG-D generally allow you to get up to 90% tension.
===<big> {{clr|5|sg.D}} Miss Travailler Demolish</big>===
A frightening mixup tool when you consider how strong her stagger pressure and okizeme is.
{{InputBadge|{{clr|5|D}} during Miss Travailler}}
{{GGXRD-R2_Move_Card
|input=Travailler D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|active  = 3
|recovery = 35
}}
Slow command grab that is special cancelable. The first hit can only cancelled into High Toss/Low Toss if you already have a grenade out. The second hit, unlike {{clr|P|sg.P}} and {{clr|S|sg.S}}, cannot be cancelled into {{clr|K|sg.K}} and {{clr|H|sg.H}}.
 
A frightening mixup tool in Shotgun stance which complements her powerful stagger pressure and okizeme. Its throw invuln on startup will allow Elphelt to beat reversal throw attempts while she is close to the opponent during pressure.
 
Generally, her only meterless combo midscreen on success is {{clr|D|sg.D}}>{{clr|2|214K}} which leads to poor damage but great corner carry. With tension, she can cancel into {{clr|S|236S}} and RC the startup to re-enter normal stance and perform an air combo.
 
In the corner however, it leads straight into shotgun loops and unblockable setups, and allows for some of the highest damage output from a command grab starter in the game thanks to the fact that it only has 70% initial proration. It should also be noted that the shotgun loops following {{clr|D|sg.D}} generally allow Elphelt to rack up an enormous amount of Tension, which adds a lot of threat of her Shotgun stance pressure.


Frame advantage listed is when throw is successful. [ ] value is when opponent is in the corner.
Frame advantage listed is when throw is successful. [ ] value is when opponent is in the corner.
}}
|tablewidth=69
}}
}}


==Overdrives==
==Overdrives==
======<span style="visibility:hidden;font-size:0">Judge Better Half</span>======
===<big>Judge Better Half</big>===
{{MoveData
{{InputBadge|{{clr|2|236236K}}\{{clr|5|236236D}}}}
|name=Judge Better Half
{{GGXRD-R2_Move_Card
|input={{clr|2|236236K}} / {{clr|5|236236D}}
|input=236236K,236236D|versioned=input
|image=GGXRD_Elphelt_JudgeBetterHalf2.png |caption= "People fall in love, some never get out!"
|description=
|image2=GGXRD_Elphelt_JudgeBetterHalf.png |caption2=
Elphelt's only invulnerable reversal.
|data=
 
{{AttackDataHeader-GGXRD-R2|version=yes}}
The first hit triggers a cinematic, knocks down, and deals high damage. If the first hit whiffs, Elphelt becomes airborne on the 10th frame, performing a rising attack at an angle similar to Volcanic Viper, and the move will not knock down. Has very little horizontal reach and is highly disadvantageous on whiff or block. If used at the end of a long combo, whiffing the first hit but landing the rest can sometimes cause situations where Elphelt can be punished on hit.
{{!}}-
 
{{AttackVersion|name=Normal|subtitle=236236K}}
While occasionally useful on defense, Elphelt would usually be better off using her meter for Faultless Defense or Dead Angle attacks.
{{#lst:{{PAGENAME}}/Data|236236K}}
*Counterhit state during recovery
{{!}}-
}}
{{AttackVersion|name=Burst|subtitle=236236D}}
{{#lst:{{PAGENAME}}/Data|236236D}}
{{!}}-
{{Description|7|text=Reversal. 1st hit triggers a cinematic, knocks down, and deals high damage. Burst version does an even greater amount of damage, dealing ridiculous amounts to more fragile characters in hellfire state. If the first hit whiffs, Elphelt does a rising attack at an angle similar to Volcanic Viper, and the move will not knock down. Hitbox doesn't extend far in front of Elphelt, and it is horrible on whiff or block. If used at the end of a long combo, whiffing the first hit but landing the rest can sometimes cause situations where Elphelt can be punished on hit.


While occassionally useful on defense, Elphelt would usually be better off using her meter for Faultless Defense or Dead Angle attacks.
===<big>Genoverse</big>===
}}
{{InputBadge|{{clr|4|632146H}}}}
{{GGXRD-R2_Move_Card
|input=632146H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  =
|recovery = 39
|isProjectile = yes
}}
}}
Multihit projectile super that travels fullscreen at high speed.


======<span style="visibility:hidden;font-size:0">Genoise</span>======
Deals good damage and is plus on block. Useful for confirming into off {{clr|H|5H}} at maximum range in certain matchups, as the rocket's velocity is higher than Bridal Express. If a Berry Pine grenade is out, it will continue to move during superflash, enabling setups where if the opponent is doing something that isn't blocking, the grenade will hit them during the flash and automatically confirm the rocket.
{{MoveData
|name=Genoverse
|input={{clr|4|632146H}}
|image=GGXRD_Elphelt_Genoise.png |caption=We're gonna need a bigger gun.
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|632146H}}
{{!}}-
{{Description|6|text=Multihit projectile super. Deals good damage and is + on block. Useful for confirming 5H at maximum range in certain matchups, as the rocket's velocity is higher than Bridal Express. If grenade is out, it will continue to move during superflash, enabling setups where if the opponent is doing something that isn't blocking, the grenade will hit them during the flash and automatically confirm the rocket.
}}
|tablewidth=69
}}
}}


==[[GGXRD/Offense#Instant Kill|Instant Kill]]==
==Instant Kill==
{{MoveData
===<big>Magnum Wedding</big>===
|name=Magnum Wedding
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
|input=in IK mode: {{clr|4|236236H}}
{{GGXRD-R2_Move_Card
|image=GGXRD-R_Elphelt_MagnumWedding1.png  |caption="Shot trough the heart...
|input=236236H
|image2=GGXRD_Elphelt_MagnumWedding2.png  |caption2=...And you're to blame...
|description=
|image3=GGXRD_Elphelt_MagnumWedding3.png |caption3=...You give love a bad name!"
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 22
{{AttackDataHeader-GGXRD-R2}}
|active  = 4
{{!}}-
|recovery = 21
{{#lst:{{PAGENAME}}/Data|IK}}
{{!}}-
{{Description|6|text=*[ ] Indicates during Hell Fire
*Uses the animation of her {{clr|3|f.S}}, which has generous range.
*If the opponent is in Hellfire state, it's only possible to combo into it in the corner.
*The most used Hellfire IK combos are generally throw>RC>IK mode>IK for 100 tension and an unburstable IK combo and anything into Powered SG-H>RC>IK mode>IK which is particularly easy to do.
}}
|tablewidth=69
}}
}}
If the opponent is in Hellfire state, it's only possible to combo into it in the corner.


The most used Hellfire IK combos are generally throw>RC>IK mode>IK for 100 tension and an unburstable IK combo and anything into Powered {{clr|H|sg.H}}>RC>IK mode>IK which is particularly easy to do.


In situations where Elphelt can combo into {{clr|4|2H}} after an air sequence ending with a {{clr|5|j.D}}, she can usually use grenade to confirm into gold IK as long as she builds 50 meter by the end.
* Animation is her {{clr|3|F.S}}
}}


==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
<center>{{Character Label|GGXRD-R2|Elphelt Valentine|size=42px}}</center>
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{GGXRD-R2/CharacterLinks}}
{{Navbar-GGXRD-R2}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{GGXRD-R2/Navigation}}
[[Category:Unga]]
[[Category:Guilty Gear|Elphelt Valentine]]

Latest revision as of 14:14, 12 February 2024

Overview

Elphelt is a versatile stance character who has many tools for different situations. She has incredibly strong pokes and anti-airs for confirming into a knockdown (usually via Bridal ExpressGGXRD-R Elphelt GroundBridalExpress.pngGuardAllStartup14Recovery12Advantage-7) where she can force mixups or extend pressure thanks to her Berry Pine grenade. Otherwise, she can choose to get into the close-range Miss TravaillerGGXRD-R Elphelt MissTravailler.pngGuardStartupRecovery14Advantage- stance where opponent has to deal with even more obnoxious pressure options. The best part of these high damage options options are that they lead to more knockdowns where she can do it all over again.

While trying to score a good hit, Elphelt also gains a lot of meter in the process which makes her even scarier. She can spend it on Berry Pine YRC to safely ready a grenade, functioning as a projectile, or she can increase her corner carry potential with Red Roman Cancel extensions.

Once Elphelt has her opponent cornered is where she truly begins to unleash her full potential. On top of her regular pressure and mixups, she can terrorize her opponent on block with Shotgun pressure thanks to massive chip damage and huge tension drain if they FD all while being incredible difficult to contest, can go for high damage Shotgun loops, unblockable setups thanks to Berry Pine and her rifle stance Miss ConfilleGGXRD-R Elphelt MissConfire.pngGuardStartupRecoveryAdvantage-, or even more high/low/throw mix. Having these many strong options is powerful, but choosing the wrong ones can put Elphelt in undesirable situations, which without meter might be hard for her to escape.
Elphelt Valentine
GGXRD-R Elphelt Portrait.png
Defense
x1.03
Guts Rating
0
Weight
[105] Light
Stun Resistance
60
Prejump
3F
Backdash
13F (1~9F invuln)
Wakeup Timing
27F (Face Up)/ 27F (Face Down)
Fastest Attack
2P (4F)
Reversals
236236K (3+1F)

 Elphelt Valentine is a character with versatile tools for many situations and effective okizeme.

Pros
Cons
  • Top Tier Versatility: Elphelt excels at just about anything. She can zone, pressure, play footsies, and mix opponents up, on top of having solid defensive options.
  • Berry Pine: Aka grenadeGGXRD-R Elphelt PineberryThrow.pngGuardAllStartup10RecoveryTotal: 33Advantage-3 [+7]. Easily one of the best moves in Guilty Gear history. Excellent as an okizeme tool and can be YRC'd in neutral for control of the screen. Also infamous for beating out many other projectiles due to the large explosion it causes. Berry Pine gives Elphelt access to unblockable setups.
  • Great Normals: Most of Elphelt's buttons have one or more of these traits: fast, disjointed, long range, or good cancel options. Buttons such as c.S also give Elphelt abnormally fast and rewarding options to anti-air opponents.
  • Extremely Rewarding Combos: High damage, great meter gain and superb corner carry let Elphelt take any hit she gets and maximize the return. She also gains hard knockdown at the end of most of her combos, which leads into her great pressure game.
  • Superb Neutral: In many scramble situations, the risk-reward of a trade or abare An attack during the opponent's pressure, intended to interrupt it. is skewed in Elphelt's favor. Her huge buttons synergize well with Miss ConfilleGGXRD-R Elphelt MissConfire.pngGuardStartupRecoveryAdvantage-
  • Grenade Explosion can Save Her: If Elphelt gets clipped with an attack while she is cooking her grenade, then the explosion can bail her out of a combo that would have been much more dangerous without the explosion.

Grenade Explosion Can Hurt Her: If Elphelt gets clipped with an attack while she is cooking her grenade, then the explosion can open her up to bigger punishes than the opponent would normally get without resources.

Note: ※Pine Berry's self explosion can be both a blessing and a minor issue. In a lot of situations Elphelt is able to safely apply her grenade without much risk. In other situations, the grenade can help her out. Sometimes the explosion lets the opponent get a special or discounted punish.


Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
9 Mid 5 3 5 +2
Total: 12

Fast jab, but whiffs against crouching characters except Potemkin and Bedman. The active frames end as soon as the rose is dropped. 5P is usually outclassed by her 5K in neutral despite being 2 frames faster and is not very useful in blockstrings.

Has occasional applications at round start to stop moves where the hurtbox comes out first since it is slightly disjointed. It can also be used as a pretty niche anti-air due to Elphelt lacking a conventional 6P, but has no upper body invuln. Decent for confirming air combos at certain angles and sees some minor use as a move to fake her 6P overhead in okizeme situations.

  • Jump cancellable

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

5K

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24 Mid 5 5 18 -6
Total: 27

An extremely versatile move and Elphelt's go-to anti air and incredibly fast for a close slash. Jump and special cancelable.

Lack of proration and strong gatlings make this an excellent combo starter. Useful in pressure due to its wide number of cancel options and being able to delay a gatling until near the end of its recovery animation. While useful on offense, it can also lead to high reward defensively when calling out poorly timed meaties or low airdash mixups on Elphelt's wakeup.

Creates a strong Option Select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. in 6H+S which allows Elphelt to either throw on the first frame or hit at the 5th frame with c.S. This OS is also useful against crossups, as c.S's wide hitbox can hit on either side.

  • Can hit most opponents at the top of their jump but has no upper-body invulnerability.

Gatling Options: 6P, f.S, 2S, 5H, 2H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Mid 9 5 16 -4
Total: 29

Excellent poke in terms of range, damage and speed. Jump and special cancellable.

Unlike most characters, Elphelt can get a knockdown at nearly max range against standing opponents by cancelling into 5H and at about 2/3s of the range if they're crouching or on counter hit by cancelling into 2H. Can also be cancelled into IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. combos with a fast reaction on counter hit.

Despite its qualities, it can be low-profiled by certain moves and Elphelt's foot extends the lower portion of the hurtbox forward, making this move vulnerable to sweeps, so don't be too predictable with it.

Gatling Options: 2S, 5H, 2H, 2D

5H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5H (1) 20 Mid 11 1 28 -12
5H (2-4) 18 Mid 9 1 26 -10
5H (5) 18 Mid 9 1 33 -17
Total: 39

A great, fully disjointed normal that reaches half-screen and stuffs a LOT of things in neutral. Cancels into itself up to 5 times.

Excellent neutral and counterpoking tool. Extremely fast for the range it covers and the 5 hits alone do 76 damage (against Sol). With an RC, Elphelt can corner carry, get big damage, and still have a knockdown which is quite easy considering the time gained from 5 hits for hit confirming. A huge pain for big, slow characters to move around due to long range and long active time. It can easily be low profiled by some moves and on block, the opponent can crouch block to make later hits whiff. However, despite its excellent properties and hitbox, the move is coded to whiff on all crouching characters, even Potemkin. This also goes for crouching normals with hurtboxes that extend upwards, meaning it will lose against nearly any 2H.

Keep in mind however that despite triggering Berry Pine explosion on contact and looking like a projectile, it is considered to be a normal attack and does not nullify other projectiles.

Despite its weaknesses, the YRC window frame is lenient and seems to go up to the end of the active frames. This makes it possible in some situations to punish the opponent for attempting to low profile it and counter with their own 2H. It's also possible to use YRC OS with it5H>214K~RC thanks to the lenient YRC window. If 5H whiffs, she will get a YRC. If it gets blocked or it hits, she will do 214K instead. Unless the opponent is quite close, 5H>214K on block is generally plus, and 5H CH > 214K combos even at max range, getting a knockdown.

  • Special cancelable only for the first 5H
  • 5th hit blows away and knocks down on ground hit (Blows away but doesn't knock down on air hit)

Gatling Options: 5H (2-5)

5D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 High 24 6 16 -8 26, 33-35 Foot
27-23 Lower Body
Total: 45

While 5D can be more freely cancelled into than her other standing overhead in 6P, it is still reactable and is really only used as a cheap "gotcha" move. Unsafe on block and leads to mediocre reward on midscreen hit, but good reward on corner hit. Mostly useless against anyone who is paying attention. Can sometimes be useful for confirming stray corner hits into shotgun loops on the ground, but nearly everything Elphelt does for a combo ender in normal stance will blow away or knock down, making 5D situational at best.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24 High 23 4 22 -12 1-7F Upper Body
8-24F Above Knees
Total: 48

Very long range overhead with lots of scaling and lots of pushback.

An unconventional 6P. While it still has upper body invuln, it's rather slow at 23f, so it is not advisable to use as an anti air or counterpoke.

Instead, Elphelt's 6P is generally used as a mixup option due to the fact that it's an overhead. It can combo meterlessly on normal hit, allowing for conversions off grenade detonations and extremely high damage in the corner. Midscreen and without tension, Elphelt's only cancel options are 236H and 214K for minimal damage but a potentially decent knockdown. Scales heavily when RRC'd, so spending meter on a midscreen combo will give decent corner carry but low damage.

  • Special cancelable
  • Knocks down on air hit, ground bounces on air counter hit

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 Mid 15 10 30 -21 18-24 Foot
Total: 54

Huge normal that covers a wide area above and in front of Elphelt with quite a lot of active frames.

A highly rewarding counterhit option that is used as a risky frametrap or to catch a jumpout attempt in pressure. Can also be used as a neutral poke or preemptive anti air. As a level 5 attack, canceling it into 236H makes it plus on block while canceling it into 236P leaves Elphelt slightly minus. Also sees use in combo routes to cancel into 236H.

Landing a counter hit with 6H is one of Elphelt's most rewarding starters; it leads to high damage and any setup nearly anywhere on the screen. While it's a great haymaker option, it's high recovery and short YRC window makes it very dangerous to whiff, so throw it out in neutral only when certain it will either hit or be blocked.

  • Special cancelable.
  • Knocks down on normal hit, Ground bounce on Counter hit
  • Draws her hurtbox back slightly during startup, which can make some moves whiff at round start distance
  • While the animation may suggest Elphelt is airborne, it is not the case and she is vulnerable to throws.

2P

2K

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Mid 8 6 18 -10 17-28 Above Knees
Total: 31

Fast mid-range move that hits all the way to the floor.

In neutral, it is mostly used as an alternative to f.S to catch opponents that are attempting to low profile. On block, 2S naturally frame traps into a low 2D or advancing 2H, but the gap isn't as small as f.S > 2H.

On normal hit, it can be awkward to convert into a combo due to its limited gatling options; 2S > 5H only hits on standing opponents, and 2S > 2D has limited range. On counter-hit however, the stagger property allows Elphelt to do 2S>5Hx5 at any range and 2S>2H true combos at just short of max range. The combo to 2H on counter hit makes it very rewarding when used defensively.

During active and recovery, Elphelt's hurtbox shrinks vertically, allowing her to make a lot of moves whiff. Because 2S doesn't low profile until later frames, however, it's not very reliable as an anti-air or low profile option to slide under the opponent's moves.

  • Staggers on CH

Gatling Options: 5H, 2H, 5D, 2D

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22×2 Mid 18 3 (3) 3 18 -4 5-17 Above Knees
Total: 44

A two hit normal that slides Elphelt forward. Used as a low profile attack to close distance on the opponent and as a frametrap gatling option. Is also staple component of her bread and butter 50 tension combos.

A very useful pressure normal thanks to its evasive properties and attack level of 3, allowing f.S>2H cancelled into 236H to be a frame trap sequence that is plus on block and leaves Elphelt in prime position to pressure the opponent in Shotgun stance via more frame traps or her command grab. The sliding distance can be increased via a microdash before inputting 2H, making it a good way to low profile certain moves and get in on the opponent.

When used defensively, Its low-profile and advancing properties can allow it to also be used as a way to escape pressure and steal a turn back, but be cautious in using it that way as it is on the slower side at 18 frames, and Elphelt is considered crouching the entire duration of the move.

On counter hit, pops opponents off the ground close enough to be followed by c.S.

  • First hit on CH is untechable, but the second one will make it air techable.

Gatling Options: 5D, 2D

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 Low 8 6 18 -10 1-5 Above Knees
Total: 31

Elphelt's sweep. Fast for its range and is used for ground footsies due to its large disjointed hitbox.

Knocks down on both normal and counter hit, but can be comboed into 214K for more damage and corner carry. The fact that it's jump cancelable makes it great for blockstring mixups and safe for pressure. This move is also an excellent starter for cancelling into 236H and detonating grenade in okizeme situations.

Certain characters get popped up so high by 2D that at close range they can be picked up into an air combo by some of Elphelt's air normals, allowing for high damage and a highly advantageous knockdown.

  • Jump cancellable

j.P

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 High / Air 8 6 15
Total: 28

Air attack that reaches downward, which is always nice to have.

Occasionally useful for F-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.s, but is mostly used as air combo filler.

Gatling Options: j.P, j.S, j.H, j.D

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 High / Air 7 5 16
Total: 27

Hits above, in front, below, and even behind her!

By far Elphelt's best air normal. High speed, great gatling options, jump cancellable, good combo filler, and lots of active frames. Can be easily hitconfirmed in air-to-air situations by buffering j.P.

This is also Elphelt's fastest reliable instant airdash overhead option when using j.D YRC for fuzzies, coming out at a speed comparable to Millia's 6K when done as fast as possible.

  • Jump cancellable

Gatling Options: j.P, j.S, j.H, j.D

j.H

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 High / Air 11 3 29 + 5 after landing
Total: 47

Completely disjointed air space control move with good active frames.

Staple air combo ender move that grants very high frame advantage for Berry Pine okizeme. When used from a rising jump, the recovery is so long Elphelt won't be able to do anything until landing, so it's better to use it while falling unless without 25 meter to YRC the recovery. However, she can do high jump>rising j.D and be able to airdash before landing to either get in or run away.

j.D can be YRC'd and still have the hitbox come out. While it looks similar to 5H, it can still hit crouching opponents. If j.D YRC is blocked standing, Elphelt can do fuzzies with instant airdash jump normals. It doesn't work if they block it crouching, but Elphelt can mix up her oki options and use an actual overhead to hit the opponent in those cases, making nearly any knockdown a very dangerous situation.

  • Untechable for 30F on normal hit.

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0,60 Throw: 75250 1 +49

Elphelt's throw. Important for her Strike/throw mixup game when backed by Berry Pine. Has long recovery so she can usually only get okizeme in the corner.

Like all throws, can be option selected with a button - Elphelt's generally best throw OS option is c.Sif you press 6S+HS, you'll do c.S in case your throw doesn't reach.

In the corner, she can RC throw and go straight into Shotgun loops, or with 100 tension and an opponent in hellfire, do throw>RC>IK mode>236236H for an unburstable instant kill combo.

Some very basic okizeme setups with grenade will enable Elphelt to get a meterless combo off of throw by chucking the opponent into the grenade explosion, granting her a very powerful strike/throw game.

Air Throw

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack (Max Charge) 50 Mid 50+13 3 20 +5 1~50: Blitz
Total: 50

Run of the mill Blitz. Use to call out loose blockstrings for a flashy reversal. Sometimes used to drain burst after a command grab. Very cute.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack (Max Charge) 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Berry Pine

236P (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Berry Pine 19
High Toss 0 All 10 Total: 33 -3 [+7]
Low Toss 0 All 10 Total: 33 -3 [+7]
Air High Toss All 13 Total: 36
Berry Pine Explosion (Throw) 40 All 1 11
Berry Pine Explosion (Shoot) 50 All 1 11
Berry Pine Explosion (Self) Self 10 All 1 1
Total: 19

Berry Pine (AKA Pineberry) is a grenade that automatically detonates 3 seconds after it is input and can be thrown with 2P or 4P.

It is one of Elphelt's most important specials and the core of her okizeme game. Berry Pine is so useful that it should be tossed nearly every time she gets a knockdown, as the toss will always hit the opponent on the first frame after they get up. Not only is it great for okizeme, but it also is an important part of her unblockable setups (more details below).

In neutral, it becomes one of her best tools for space control and is extremely strong when tossed with a YRC in most matchups. The toss will clash with any projectile it will meet but the explosion will still happen, allowing her to toss the grenade into close-range projectile attempts and have the explosion counter hit the opponent, granting Elphelt a combo in most instances. Neither the toss nor the explosion prorate, allowing both to lead to solid damage.

Finally, j236P stops momentum which can bait anti airs, be useful in combos, or enable safejumps. Air toss will also alter Elphelt's aerial momentum when done during an airdash, causing her to rocket towards the ground while letting go of it and allowing for continued pressure.

  • Can either do a lower toss (2P) or a upper toss (4P, air possible).
  • When the grenade is thrown, it has a hitbox until it touches the ground but deals 0 damage on hit.
  • If the grenade is not thrown within 3 seconds, it will detonate on Elphelt. However, she can block the explosion. If hit while holding the grenade, it will self-destruct and launch Elphelt, granting the opponent a combo or an advantageous scramble situation.
  • All Elphelt gun normals (5H, jD, sg.H, Sniper shot) can activate the explosion early by hitting the grenade during travel which also increases the explosion's damage.
  • Throwing the grenade when the timer is at or under 1 second makes it a level 3 move, allowing Toss > Explosion to combo if the timer is under ~0.5s, or allowing Elphelt to poke the opponent between the toss and explosion if it is above ~0.5s.
  • Grenade stays on screen if Elphelt is blocking, but disappears if she is hit.
  • Grenade can be attacked and sent away by opponents, but will remain onscreen to explode when the timer runs out.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Berry Pine
High Toss 0 [3] 2 8 [6]
Low Toss 0 [3] 2 8 [6]
Air High Toss 0 [3]
Berry Pine Explosion (Throw) 2 10 7
Berry Pine Explosion (Shoot) 2 10 7
Berry Pine Explosion (Self) Initial: 80% 2 NA 7

236P: Berry Pine 4P:

  • [ ] Values are when Berry Pine is thrown with under 1 second left on timer

Berry Pine 2P:

  • [ ] Values are when Berry Pine is thrown with under 1 second left on timer

Berry Pine j.4P:

  • [ ] Values are when Berry Pine is thrown with under 1 second left on timer

Berry Pine Explosion: Shoot Berry Pine:

  • Shoot the Berry Pine with 5H, j.D, Miss Travallier, Miss Confire, or Genoise
  • Opponent can detonate the Berry Pine with their own projectiles

Berry Pine Self-Explosion:

  • Opponent gains Tension listed

Bridal Express

214K (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214K 45 All 14 12 12 -7 7-29 Foot
j.214K 40 All 26 Until Landing 7 after landing +6
Total: 37
Ground version

Moves forward. Blows the opponent away and knocks down. Useful for corner carry.

In blockstrings, it can be a frightening way to reset pressure if used as far as possible and can frame trap at spacings where it is also plus on block. Spaced correctly, it is an effective way for Elphelt to deal with opponents who use FD early in her pressure. It is not foolproof however, because it's dangerous on whiff and a savvy opponent opponent will try to FD the last few normals of a blockstring, resulting in Elphelt landing in front of them without connecting, ready to be punished. The opponent could also opt to instant block it which nearly always allows for a throw punish.

  • While it is be punishable when done point blank, it's plus when blocked in the move's later active frames and/or at the tip of the hitbox.

Air version

Moves downwards towards the ground diagonally.

Its startup is slow but also hard to punish if the opponent isn't ready; since it stops air momentum for a bit before actually descending, it can be used to bait anti air moves accordingly. Hitting the opponent as low as possible will grant decent plus frames, but this is usually not practical. Try to be unpredictable with the air version, as it can be easily beaten by airthrows, DPs, or 6Ps if the opponent is ready for it.

Roll > Miss Travailler

236K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total 28 1-4F Upper Body
5-11F Low Profile
12-13F Above Knees
Total: 28

Elphelt does her shotgun stance's roll from neutral and enters shotgun stance at the end of the roll's recovery.

Useful for mixups when used in tandem with grenade pressure, as the explosion will either leave her plus on block or knock the opponent into the air where they can easily be combo'd with sg.S.

  • Moves Elphelt forward and crosses up at close range.
  • Lacks the invulnerability of the shotgun stance version, making it mostly useful for mixups or avoiding projectiles in certain matchups.
  • Can also be used to exit rifle stance in reaction to incoming moves

Stance Moves

Miss Confille

236S

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Miss Confire
Fire 35 Mid 3 3 Total 47 -14
Fire (Powered Up) 45 Unblockable 3 3 Total 47
Reload 39 [27]
Cancel 27
Total: 52

Miss Confille is a long-range focused stance that prevents Elphelt from moving, jumping, or blocking while it is active. Instead, directional inputs will control a reticle that appears on the screen.

Elphelt can fire the rifle at the reticle's location by pressing any attack button (P, K, S or HS) other than D. When the target stays in place for 0.4 seconds (24 frames), it is upgraded to a level 2 shot; the target increases in size and the next rifle shot becomes unblockable.

Rifle is primarily used for unblockable setups in tandem with Berry Pine as okizeme, but also has some utility in anti-zoning, harassing low mobility characters from a distance, or contesting long-range setups (such as I-No's note or May's beach balls). It is not advisable to try and zone with it however, as the majority of opponents can move faster than the speed of the reticle, the level 1 shot give very little reward on hit, entering the stance is slow, and leaving it has significant recovery.

  • Miss Confille can be cancelled by pressing D, or by using 236K to enter shotgun stance.
  • All Rifle shots are air unblockable (need FD to block it).
  • Even if RCing while in rifle stance, she stays in the stance - however, it moves the target right on top of the opponent. Firing a shot and then RCing will either YRC on whiff or RRC on block.
  • Can also YRC to make it easier to aim by slowing the opponent down.
  • Level 2 shot has 70% initial proration.

Miss Confille - Reload (46S)

After shooting once, The rifle needs to be reloaded by inputting 46S in order to be able to shoot again. If taking too long to reload, Elphelt will leave the rifle stance automatically.

By pressing 6 and S at the same time, she gets a "Perfect Reload". The window for the Perfect Reload is 2 frames between 6 and S, and cannot be done immediately after shooting, but rather after waiting a little bit. By successfully performing a Perfect Reload, Elphelt swings and reloads her rifle MUCH FASTER than normal, allowing her to shoot again sooner than usual.

  • Normal reload has 23f of recovery while a perfect reload is 11f.
  • The perfect reload also lacks an animation smear, to further identify when it is performed properly.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Miss Confire
Fire 3 2 6
Fire (Powered Up) Initial: 65% 4 NA 6
Reload
Cancel

236S:

  • Can Cancel and move reticule on 13F
  • Can Fire on 28F
  • Hold reticule in place for 35F to become Powered Up

Confire P/K/S/H:

  • 20F onwards can cancel into Reload
  • Fastest Neutral &gt
  • Fire is 30F

Confire P/K/S/H (Charged):

  • 20F onwards can cancel into Reload
  • Fastest Neutral &gt
  • Fire (Powered Up) is 62F

Confire Fire > 46S:

  • [ ] values are for Perfect Reload
  • Press 6 and S within 2F of each other to execute a Perfect Reload

Confire D:

Miss Travailler

236H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Miss Travailler 14
Reload 17 -1 [+6]
Total: 20

Miss Travailler is a close range focused Shotgun stance used in both neutral and offense, notably allowing high damage combos and scary pressure in the corner.

The stance prevents Elphelt from jumping, throwing, or entering IK mode. She can still block, crouch, dash, throw tech, and blitz, however. In Shotgun stance, all of Elphelt's normals change. Her specials remain the same, except for 236H which leaves Shotgun stance.

  • Getting hit or teching a throw in Shotgun stance forces Elphelt to leave it.
  • RCing during shotgun stance will keep Elphelt in it unless done after sg.H
  • Elphelt can't kara cancel normals into FD while in Shotgun stance. This means that, at neutral, FD must be cleanly input with both buttons pressed on the same frame or a Shotgun normal comes out.

Power-Up mode

When Elphelt is not moving or performing any action in Shotgun stance, she enters a power-up mode that will enhance sg.H's damage, range and properties (visualized as a red aura).

  • Moving or crouching after entering power-up mode will immediately cancel it and Elphelt will have to stay idle again to get it back.
  • Every normal in shotgun stance except sg.H will maintain the power-up.
  • Performing sg.H during power-up mode will do the enhanced version called Powered sg.H and will cancel power-up mode.
  • Pressing up and then moving to up-back is a powerful option select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. that will allow Elphelt to stand in place while charging and block any mid or high attack that makes contact.

Miss Travailler Reload (46H)

Like rifle stance, Elphelt must reload between shots.

Reload can only be used right after sg.H and allows Elphelt to remain in shotgun stance to repeatedly shoot the opponent. Understanding the rhythm for Shotgun reloads is key for mastering shotgun loops.

sg.H Miss Travailler Fire

H during Miss Travailler

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Fire Close: 30
Far: 20
All 3 1 Total 31 -2
Fire (Powered Up) Close: 55
Far: 35
All 1 1 Total 29 +5
Reload 17 -1 [+6]
Total: 34

A very large close-range and highly disjointed attack out of Shotgun stance.

The most important Shotgun stance normal and has 2 versions; normal sg.H and powered sg.H. Both versions have the same pushback on block, hit, and whiff, which isn't affected by faultless defense. They are also considered to be projectiles, and will cancel any projectile that hits once (except overdrives). Reload (46H) has to be done right afterwards to remain in stance. If reload is not performed after firing, Elphelt will exit the stance.


Normal sg.H

3f normal. Extremely fast for its range. When hit close, gives a hard knockdown, but air hits near the edges of the hitbox will allow the opponent to tech out.

Generally a combo filler that is used either at the end of sg.P strings for a knockdown or looped on air hit for more damage. Useful for combos involving grenade detonation in okizeme or neutral situations.

Elphelt can loop [sg.H>46H]xN during corner pressure, but each shot is -5 on instant block, giving the opponent an opportunity to escape or challenge the attack. However, the hitbox is so disjointed that mashing out of it becomes a big risk. Past a certain distance however, it won't knockdown and will need a RC to combo afterwards. The main reason to keep looping it is because of the chip damage, the ridiculous tension gain and the fact that the pushback isn't affected by faultless defense. If the opponent intends to block and wait for Elphelt to end up too far to loop it, she can do sg.S or run up to reset pressure for more loops.


Powered sg.H

Only one word is necessary to describe this move: Ridiculous. Ridiculous speed, damage, hitstun and hitbox. Once Elphelt has the charge, sg.H comes out in one frame after pressing H.

Midscreen, Elphelt won't really get much out of it aside from a knockdown. In the corner however, if done close enough, she gets a 35f wallsplat on normal hit and a 71f long one on counter hit, allowing her to loop powered sg.H into itself for huge damage. Landing a charged shot on the edges of the hitbox is also used in some "sourspot" unblockable setups.

Powered sg.H can be particularly strong during pressure, as well as easy and low risk way to finish off an opponent with low health.

  • On deep counter hit, Blows the opponent away and causes them to tumble when they land.
  • Deals huge guts-ignoring chip damage
  • Removes 20% tension if the opponent FDs it
  • As mentioned in the Stance's description, a strong OS with Powered sg.H is to hold up and then move to upback to block mids and highs while charging.

sg.P Miss Travailler Thrust

P during Miss Travailler

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 Mid 3 3 6 +1
Total: 11

Arguably the best 3F normal in the game. sg.P has a great hitbox and damage for its range while still being +1 on block with little pushback making it an excellent move for stagger pressure. It also cancels into itself gaplessly which is great for hitconfirming. Can be special-cancelled, which includes sg.K and sg.H.

sg.D can be used after sg.P if noticing that the opponent respects it too much for some corner carry midscreen and high damage in the corner.

Despite what its speed would suggest, sg.P doesn't prorate.

Gatling Options: sg.P, sg.K, sg.H

sg.K Miss Travailler Roll

K during Miss Travailler

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24 1-10 All
Total: 24

Elphelt rolls forward while maintaining shotgun stance.

This move is a major reason why the opponent has to be very careful when attempting to deal with Elphelt's shotgun stance in neutral situations, as she will be able to roll through and then whiff punish many slower moves with an sg.H CH. In matchups against characters that have projectiles, it can be used on reaction to close distance safely. Other situations may require a hard read, which makes its use cases vary greatly depending on the matchup.

During pressure, Elphelt can cross-up the opponent with it and make quite a lot of reversals whiff thanks to its invul frames. Just like the 236K version, using it in tandem with grenade can lead to powerful combos off a crossup mixup. It loses to 2P mashing though, so Elphelt will have to make sure that the opponent respects her other pressure options before using it as a mixup tool.

  • Despite being a roll, this move has full invulnerability frames instead of low profile.
  • Affected by dash momentum so it is generally best used with a microdash for greater distance.

sg.S Miss Travailler Launch

S during Miss Travailler

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Mid 11 7 7 +0 7-10 Upper Body
Total: 24

Miss Travailler Launch is a forward moving upward strike that is useful for closing distance on the opponent during Shotgun stance pressure while maintaining power-up charge, being a frametrap tool, and situational anti air.

Great combo filler due to its movement, hitbox, and juggle properties. Like sg.P, it can be cancelled into special moves. Excellent frametrap option due to its slow startup, especially in catching jump out attempts against opponents expecting sg.D, which will lead to high reward due to long untechable frames on air hit. Also Notably strong for confirming grenade explosions into air combos or shotgun loops, as the move will autocorrect its travel direction.

Like many forward lunging moves, it can be grabbed before it becomes active if done too close on block, and while it is normally +0, instant block will leave Elphelt at -3. When expecting the opponent to punish with a grab attempt, sg.K can be used as a risky means to avoid it and get a punish of her own depending on the opponent's character.

  • Staggers on hit.
  • If the opponent isn't mashing out of stagger, sg.S will grey combo into itself indefinitely on the ground.
  • Can microdashed for more range.

Gatling Options: sg.K

sg.D Miss Travailler Demolish

D during Miss Travailler

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0, 47, 16 Throw 120000 15 3 35 +57 [+46] 1-17 Throw
Total: 52

Slow command grab that is special cancelable. The first hit can only cancelled into High Toss/Low Toss if you already have a grenade out. The second hit, unlike sg.P and sg.S, cannot be cancelled into sg.K and sg.H.

A frightening mixup tool in Shotgun stance which complements her powerful stagger pressure and okizeme. Its throw invuln on startup will allow Elphelt to beat reversal throw attempts while she is close to the opponent during pressure.

Generally, her only meterless combo midscreen on success is sg.D>214K which leads to poor damage but great corner carry. With tension, she can cancel into 236S and RC the startup to re-enter normal stance and perform an air combo.

In the corner however, it leads straight into shotgun loops and unblockable setups, and allows for some of the highest damage output from a command grab starter in the game thanks to the fact that it only has 70% initial proration. It should also be noted that the shotgun loops following sg.D generally allow Elphelt to rack up an enormous amount of Tension, which adds a lot of threat of her Shotgun stance pressure.

Frame advantage listed is when throw is successful. [ ] value is when opponent is in the corner.

Overdrives

Judge Better Half

236236K or 236236D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236236K 20, 140 [20×6] Mid, All*5 3+1 3(3)3,3,3,3,3 43 + 6 After landing -39 1-9 All
10~ Airborne
236236D 25, 175 [22×6] Mid, All*5 3+1 3(3)3,3,3,3,3 43 + 6 After landing -39 1-9 All
10~ Airborne

Elphelt's only invulnerable reversal.

The first hit triggers a cinematic, knocks down, and deals high damage. If the first hit whiffs, Elphelt becomes airborne on the 10th frame, performing a rising attack at an angle similar to Volcanic Viper, and the move will not knock down. Has very little horizontal reach and is highly disadvantageous on whiff or block. If used at the end of a long combo, whiffing the first hit but landing the rest can sometimes cause situations where Elphelt can be punished on hit.

While occasionally useful on defense, Elphelt would usually be better off using her meter for Faultless Defense or Dead Angle attacks.

  • Counterhit state during recovery
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
236236K 4 [4,0×5] 20 [20,3×5] 6 [6, 8×5]
236236D 4 [4,0×5] -6[-6,-8]/+20[+20,+3×5]

236236K:

  • [ ] Vales are when first hit is blocked or misses
  • Minimum damage: 20%

236236D:

  • [ ] Vales are when first hit is blocked or misses
  • Minimum damage: First hit 20% the rest 50%

Genoverse

632146H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
55, 17×5 All 9+3 Until Hit(3)15 Total:39 +27
Total: 50

Multihit projectile super that travels fullscreen at high speed.

Deals good damage and is plus on block. Useful for confirming into off 5H at maximum range in certain matchups, as the rocket's velocity is higher than Bridal Express. If a Berry Pine grenade is out, it will continue to move during superflash, enabling setups where if the opponent is doing something that isn't blocking, the grenade will hit them during the flash and automatically confirm the rocket.

Instant Kill

Magnum Wedding

During IK Mode: 236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
K.O. All 9+13
[5+9]
4 21 -8 9-36 All
[5-28 All]
Total: 46

If the opponent is in Hellfire state, it's only possible to combo into it in the corner.

The most used Hellfire IK combos are generally throw>RC>IK mode>IK for 100 tension and an unburstable IK combo and anything into Powered sg.H>RC>IK mode>IK which is particularly easy to do.

In situations where Elphelt can combo into 2H after an air sequence ending with a j.D, she can usually use grenade to confirm into gold IK as long as she builds 50 meter by the end.

  • Animation is her F.S

Navigation

 Elphelt Valentine


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