GGXRD-R2/Elphelt Valentine: Difference between revisions

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* All Elphelt gun normals (5HS, 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.  
* All Elphelt gun normals (5HS, 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 make it a level 4 move allowing Toss>Explosion to combo if the timer is under ~0,5s.
* Throwing the grenade when the timer is at or under 1 second make it a level 4 move allowing Toss>Explosion to combo if the timer is under ~0,5s.
* Doesn't disappear on block or hit forcing your opponent to respect it and try to get around it once tossed.
* Grenade stays on screen if Elphelt is blocking, but disappears if she is hit.


One of her most important specials and the core of her okizeme game. The pineberry is so useful that it should be tossed every time you get a knockdown, as the toss will always hit them on the first frame. The fact that it doesn't disappear on hit allows it to punish several reversals on whiff, hit or block. Not only is it great for okizeme but it also is an important part of her unblockable setups (more details below).
One of her most important specials and the core of her okizeme game. The pineberry is so useful that it should be tossed every time you get a knockdown, as the toss will always hit them on the first frame. The fact that it doesn't disappear on hit allows it to punish several reversals on whiff, hit or block. Not only is it great for okizeme but it also is an important part of her unblockable setups (more details below).

Revision as of 20:30, 15 February 2019

Elphelt Valentine
GGXRD-R Elphelt Portrait.png
Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Play-style
Pressure, Balanced

Overview

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. 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.

Strengths/Weaknesses

Strengths Weaknesses
  • Versatile neutral.
  • Strong pressure with plenty of options and mixups.
  • Great and safe okizeme including many reliable unblockable setups.
  • Very high damage.
  • VERY cute!
  • Unreliable reversal.
  • Numerous character specific combos.
  • Gameplan and useful tools are heavily matchup dependent.


Normal Moves

5P
5P
GGXRD-R Elphelt 5P.png
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
5P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
9 Mid 5 3 5 +2 0 -8/+3 CSJ YRP 144
GGXRD-R Elphelt 5P.png
GGXRD-R Elphelt 5P hitbox.png


{{{text}}}

5K
5K
GGXRD-R Elphelt 5K.png
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
5K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
14 Low 7 4 5 +1 0 -8/+3 SJ YRP 144 Initial: 90%
GGXRD-R Elphelt 5K.png
GGXRD-R Elphelt 5K hitbox.png


{{{text}}}

c.S
c.S
GGXRD-R Elphelt c.S.png
We poppin the BIGGEST bottles
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
c.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24 Mid 5 5 18 -6 3 -6/+14 SJ YRP 384
GGXRD-R Elphelt c.S.png
GGXRD-R Elphelt c.S hitbox.png


{{{text}}}

f.S
f.S
GGXRD-R Elphelt f.S.png
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
f.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 Mid 9 5 16 -4 3 -6/+14 SJ YRP 384
GGXRD-R Elphelt f.S.png
GGXRD-R Elphelt f.S hitbox.png


{{{text}}}

5H
5H
GGXRD-R Elphelt 5H.png
Bang bang bang bang BANG!
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
1


5H (1)
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20 Mid 11 1 28 -12 3 -6/+14 S YRP 384
GGXRD-R Elphelt 5H.png
GGXRD-R Elphelt 5H hitbox.png
Followup hits can be inputted on frames 22, 31, 40, 49
Can not hit crouching opponents
2-4


5H (2-4)
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18 Mid 9 1 26 -10 3 -6/+6 YRP 384
GGXRD-R Elphelt 5H.png
5


5H (5)
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18 Mid 9 1 33 -17 3 -6/+6 S YRP 384
GGXRD-R Elphelt 5H.png

{{{text}}}

6P
6P
GGXRD-R Elphelt 6P.png
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
6P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24 High 23 4 22 -12 2 10 7 S YRP 264 Initial: 75% 1-7F Upper Body
8-24F Above Knees
GGXRD-R Elphelt 6P.png
GGXRD-R Elphelt 6P hitbox1.pngGGXRD-R Elphelt 6P hitbox2.png
Staggers opponent on hit. Max duration 35F, Frame Adv: -8 to +10


{{{text}}}

6H
6H
GGXRD-R Elphelt 6H.png
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
6H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid 15 10 30 -21 4 20 6 S YRP 384 Initial: 80% 18-24 Foot
GGXRD-R Elphelt 6H.png
GGXRD-R Elphelt 6H hitbox1.pngGGXRD-R Elphelt 6H hitbox2.pngGGXRD-R Elphelt 6H hitbox3.png


{{{text}}}

5D
5D
GGXRD-R Elphelt 5D.png
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
5D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22 High 24 6 16 -8 2 10 20 YRP 264 Initial: 80% 26, 33-35 Foot
27-23 Lower Body
GGXRD-R Elphelt 5D.png
GGXRD-R Elphelt 5D hitbox1.pngGGXRD-R Elphelt 5D hitbox2.png


{{{text}}}

2P
2P
GGXRD-R Elphelt 2P.png
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
2P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
8 Mid 4 2 7 +1 0 -8/+3 CS YRP 144 Initial: 80%
GGXRD-R Elphelt 2P.png
GGXRD-R Elphelt 2P hitbox.png


{{{text}}}

2K
2K
GGXRD-R Elphelt 2K.png
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
2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 Low 5 5 6 -1 0 -8/+3 S YRP 144 Initial: 70%
GGXRD-R Elphelt 2K.png
GGXRD-R Elphelt 2K hitbox.png


{{{text}}}

2S
2S
GGXRD-R Elphelt 2S.png
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
2S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
26 Mid 8 6 18 -10 2 -7/+10 S YRP 264 Initial: 90% 17-28 Above Knees
GGXRD-R Elphelt 2S.png
GGXRD-R Elphelt 2S hitbox1.pngGGXRD-R Elphelt 2S hitbox2.png


{{{text}}}

2H
2H
GGXRD-R Elphelt 2H.png
Slide under stuff then hit them
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
2H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22×2 Mid 18 3 (3) 3 18 -4 3 -6/+20 S YRP 384 Initial: 90% 5-17 Above Knees
GGXRD-R Elphelt 2H.png
GGXRD-R Elphelt 2H hitbox1.pngGGXRD-R Elphelt 2H hitbox2.png


{{{text}}}

2D
2D
GGXRD-R Elphelt 2D.png
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
2D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36 Low 8 6 18 -10 2 10 7 SJ YRP 264 1-5 Above Knees
GGXRD-R Elphelt 2D.png
GGXRD-R Elphelt 2D hitbox.png


{{{text}}}

j.P
j.P
GGXRD-R Elphelt j.P.png
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
j.P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10 High / Air 6 6 9 0 -8/+3 CSJ YRP 144
GGXRD-R Elphelt j.P.png
GGXRD-R Elphelt j.P hitbox.png


{{{text}}}

j.K
j.K
GGXRD-R Elphelt j.K.png
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
j.K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18 High / Air 8 6 15 1 -7/+6 S YRP 264
GGXRD-R Elphelt j.K.png
GGXRD-R Elphelt j.K hitbox.png


{{{text}}}

j.S
j.S
GGXRD-R Elphelt j.S.png
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
j.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 High / Air 7 5 16 2 -7/+10 SJ YRP 264
GGXRD-R Elphelt j.S.png
GGXRD-R Elphelt j.S hitbox1.pngGGXRD-R Elphelt j.S hitbox2.png


{{{text}}}

j.H
j.H
GGXRD-R Elphelt j.H.png
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
j.H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
34 High / Air 10 6 18 2 -7/+10 S YRP 264
GGXRD-R Elphelt j.H.png
GGXRD-R Elphelt j.H hitbox1.pngGGXRD-R Elphelt j.H hitbox2.png


{{{text}}}

j.D
j.D
GGXRD-R Elphelt j.D.png
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
j.D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
38 High / Air 11 3 29 + 5 after landing 2 10 7 S YR 264
GGXRD-R Elphelt j.D.png
GGXRD-R Elphelt j.D hitbox.png
On YRC, the attack can be blocked Mid


{{{text}}}


Universal Mechanics

Ground Throw
Ground Throw
GGXRD-R Elphelt GroundThrow.png
GET OFF!
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
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,60 Throw: 75250 1 +49 4 NA 6, 0 R 0,480 Forced: 65%
GGXRD-R Elphelt GroundThrow.png
Stun: 30


{{{text}}}

Air Throw
Air Throw
GGXRD-Elphelt AirThrow.png
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
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,60 Air Throw: 192500 1 4 NA 6, 0 R 0,480 Forced: 65%
GGXRD-Elphelt AirThrow.png
Stun: 30


{{{text}}}

Dead Angle Attack
Dead Angle Attack
GGXRD-R Elphelt 6P.png
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

{{{text}}}

Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Elphelt BlitzAttack.png
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
Uncharged


Blitz
Blitz Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid (15-48)+13 3 20 -2 1 R Initial: 55% 1~Button release: Blitz
GGXRD-R Elphelt BlitzAttack.png
GGXRD-R Elphelt BlitzAttack hitbox.png
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)
Max Charge


[Blitz]
Blitz Attack (Max Charge)
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid 50+13 3 20 +5 4 R 1~50: Blitz
GGXRD-R Elphelt BlitzAttack.png
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

{{{text}}}


Special Moves

Pineberry
Pineberry
236P (air OK)
GGXRD-R Elphelt Pineberry.png
Ready
GGXRD-R Elphelt PineberryThrow.png
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
Summon


236P
Berry Pine
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
19 Y 150
GGXRD-R Elphelt Pineberry.png
GGXRD-R Elphelt Pineberry hitbox.pngGGXRD-R Elphelt PineberryExplosion hitbox.png
Overhand Throw
Underhand Throw

{{{text}}}

Bridal Express
Bridal Express
214K (air OK)
GGXRD-R Elphelt GroundBridalExpress.png
Ground
GGXRD-R Elphelt AirBridalExpress.png
Air
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
Ground


214K
Bridal Express
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
45 All 14 12 12 -7 3 14 6 YRP 200/720 Initial: 90% 7-29 Foot
GGXRD-R Elphelt GroundBridalExpress.png
GGXRD-R Elphelt GroundBridalExpress hitbox.png
Air


j.214K
Air Bridal Express
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 All 26 Until Landing 7 after landing +6 2 10 7 YRP 200/720 Initial: 90%
GGXRD-R Elphelt AirBridalExpress.png
GGXRD-R Elphelt AirBridalExpress hitbox.png
Frame Advantage Listed is from Tiger Knee-ing this attack

{{{text}}}


Stance Moves

Miss Confire
Miss Confire
236S
GGXRD-R Elphelt MissConfire.png
Ready
GGXRD-R Elphelt MissConfireReticule.png
Unblockable when reticule becomes big
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
Ready


236S
Miss Confire
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Y 150/-
GGXRD-R Elphelt MissConfire.pngGGXRD-R Elphelt MissConfireReticule.png
Rifle Stance
GGXRD-R Elphelt MissConfire hitbox1.pngGGXRD-R Elphelt MissConfire hitbox2.png
Can Cancel and move reticule on 13F
Can Fire on 28F
Hold reticule in place for 35F to become Powered Up
Fire


Confire P/K/S/H
Fire
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35 Mid 3 3 Total 47 -14 3 2 6 YRP 200/120
GGXRD-R Elphelt MissConfire.pngGGXRD-R Elphelt MissConfireReticule.png
20F onwards can cancel into Reload
Fastest Neutral > Fire is 30F
Reload
Cancel

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Miss Travailler
Miss Travailler
236H
GGXRD-R Elphelt MissTravailler.png
Ready
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
Ready
236H


236H
Miss Travailler
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
14 Y 50
GGXRD-R Elphelt MissTravailler.png
Shotgun Stance
GGXRD-R Elphelt MissTravailler hitbox.png
Stand still for 13F to power up shot
14F onwards Can cancel into Reload
Roll > Ready
236K


236K
Roll > Miss Travalier
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 28 Y 1-4F Upper Body
5-11F Low Profile
12-13F Above Knees
GGXRD-R Elphelt Roll.png
GGXRD-R Elphelt Roll hitbox.png

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Reload
46H after SG-H

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Miss Travailler Fire
236H~H
GGXRD Elphelt Fire.png
Stand still for powered up shot
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

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Miss Travailler Thrust
236H~P
GGXRD-R Elphelt Thrust.png
Fast, frame trap
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

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Miss Travailler Roll
236H~K
GGXRD-R Elphelt Roll.png
Crossup and evasion tool
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

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Miss Travailler Launch
236H~S
GGXRD-R Elphelt Launch.png
Anti jump, moves forward
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

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Miss Travailler Demolish
236H~D
GGXRD-R Elphelt Demolish.png
Command grab, slow but scary
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

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Overdrives

Judge Better Half
Judge Better Half
236236K / 236236D
GGXRD Elphelt JudgeBetterHalf2.png
"People fall in love, some never get out!"
GGXRD Elphelt JudgeBetterHalf.png
Barely useful
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
Normal
236236K


236236K
Judge Better Half
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20, 140 [20×6] Mid, All*5 3+1 3(3)3,3,3,3,3 43 + 6 After landing -39 4 [4,0×5] 20 [20,3×5] 6 [6, 8×5] YRP -5000 1-9 All
10~ Airborne
GGXRD Elphelt JudgeBetterHalf2.pngGGXRD Elphelt JudgeBetterHalf.png
GGXRD Elphelt JudgeBetterHalf hitbox1.pngGGXRD Elphelt JudgeBetterHalf hitbox2.png
[ ] Vales are when first hit is blocked or misses
Minimum damage: 20%
Burst
236236D


236236D
Judge Better Half (Burst)
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25, 175 [22×6] Mid, All*5 3+1 3(3)3,3,3,3,3 43 + 6 After landing -39 4 [4,0×5] -6[-6,-8]/+20[+20,+3×5] YRP -5000 1-9 All
10~ Airborne
GGXRD Elphelt JudgeBetterHalf2.pngGGXRD Elphelt JudgeBetterHalf.png
[ ] Vales are when first hit is blocked or misses
Minimum damage: First hit 20% the rest 50%

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Genoise
Genoverse
632146HS
GGXRD Elphelt Genoise.png
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
632146H
Genoverse
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
55, 17×5 All 9+3 Until Hit(3)15 Total:39 +27 2 10 7 YRP -5000
GGXRD-R Elphelt Genoise.png
GGXRD-R Elphelt Genoise hitbox.png
Minimum damage: 20%


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Instant Kill

Magnum Wedding
in IK mode: 236236H
GGXRD-R Elphelt MagnumWedding1.png
GGXRD Elphelt MagnumWedding2.png
GGXRD Elphelt MagnumWedding3.png
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

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Navigation

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To edit frame data, edit values in GGXRD-R2/Elphelt Valentine/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.