< GGXRD-R2
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*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. | *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. | 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 | 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 Elphelt | It's an effective way for Elphelt to deal with opponents who abuse FD if they do it early in blockstrings. | ||
Air version: | Air version: | ||
* Moves downwards; its startup is slow but also hard to punish; since it stops air momentum for a bit before actually descending on the bouquet, it can be used to bait antiair moves accordingly. | * 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. | ||
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Revision as of 06:12, 22 September 2020
Overview | Combos | Strategy/Counter Strategy | Okizeme | Full Frame Data | Forums | Videos |
Overview
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.
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. |
Voice: | Aya Suzaki |
Elphelt Valentine Elphelt Valentine is a character with versatile tools for many situations and effective okizeme.
Pros
Cons
- 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
- High Average Damage: Elphelt's combos can do considerable damage, especially when involving Miss Confire (shotgun).
- Powerful And Versatile OkizemeAttacking an opponent about to wake up, usually with meaty attacks or mixups.: Elphelt has access to great oki thanks to j.D YRC, IADInstant Air Dash
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. 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.
- Strong Anti-airs: buttons such as 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 abareAn 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 Miss Confire (sniper), that loop into themselves.
- 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 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.
Normal Moves
5P |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6H |
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5D |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Blitz Attack |
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Special Moves
Pineberry 236P (air OK) |
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Bridal Express 214K (air OK) |
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Stance Moves
Miss Confire 236S |
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Miss Travailler 236H |
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Miss Travailler Fire 236H~H |
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Miss Travailler Thrust 236H~P |
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Miss Travailler Roll 236H~K |
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Miss Travailler Launch 236H~S |
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Miss Travailler Demolish 236H~D |
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Overdrives
Judge Better Half 236236K / 236236D |
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Genoverse 632146H |
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Instant Kill
Magnum Wedding in IK mode: 236236H |
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