GGXRD-R2/Elphelt Valentine: Difference between revisions

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|image=GGXRD-R_Elphelt_5P.png |caption=
|image=GGXRD-R_Elphelt_5P.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=9 |tension= |risc= |prorate= |level=0 |guard=Mid
{{!}}-
|cancel=CSJ |roman=YRP |startup=5 |active=3 |recovery=5 |frameAdv=+2 |inv=
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|5P}}
|description=Jab. Self, jump and special cancelable.
{{!}}-
{{Description|7|Jab. Self, jump and special cancelable.
It's quite fast but it doesn't hit crouchers except Potemkin and Bedman.
It's quite fast but it doesn't hit crouchers except Potemkin and Bedman.
The hitbox is actually the rose that Elphelt is holding and only that which makes it quite awful. The active frames end as soon as the rose is dropped which doesn't seem to be that much.
The hitbox is actually the rose that Elphelt is holding and only that which makes it quite awful. The active frames end as soon as the rose is dropped which doesn't seem to be that much.
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|image=GGXRD-R_Elphelt_5K.png |caption=
|image=GGXRD-R_Elphelt_5K.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=14 |tension= |risc= |prorate=Initial 90% |level=0 |guard=Low
{{!}}-
|cancel=SJ |roman=YRP |startup=7 |active=4 |recovery=5 |frameAdv=+1 |inv=
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|5K}}
|description=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.
{{!}}-
{{Description|7|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.
The small pushback and the decent amount of active frames makes it a great pressure starter and the main move you will jump cancel for YRC mixups like j236P YRC>jS/5K.
The small pushback and the decent amount of active frames makes it a great pressure starter and the main move you will jump cancel for YRC mixups like j236P YRC>jS/5K.
  }}
  }}
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|image=GGXRD-R_Elphelt_c.S.png |caption= We poppin the BIGGEST bottles
|image=GGXRD-R_Elphelt_c.S.png |caption= We poppin the BIGGEST bottles
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=24 |tension= |risc= |prorate= |level=3 |guard=Mid
{{!}}-
|cancel=SJ |roman=YRP |startup=5 |active=5 |recovery=18 |frameAdv=-6 |inv=
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|c.S}}
|description=Jump and special cancelable. VERY fast and a great starter. Hits even opponents at the top of their jump but has no invul. The hitbox behind her is pretty good too so if they cross you up, there are high chances that they will get hit. The vertical hitbox allows to hit everyone at the peak of their jump except Chipp.
{{!}}-
{{Description|7|Jump and special cancelable. VERY fast and a great starter. Hits even opponents at the top of their jump but has no invul. The hitbox behind her is pretty good too so if they cross you up, there are high chances that they will get hit. The vertical hitbox allows to hit everyone at the peak of their jump except Chipp.
What makes this move awesome however is when it's used with the 6H+S OS which allows you to either throw on the first frame or hit at the 5th frame with cS. It allows to beat clean some fuzzy like land low meaty/airdash high ones as they will get thrown if they meaty or get stuffed by cS if they airdash.
What makes this move awesome however is when it's used with the 6H+S OS which allows you to either throw on the first frame or hit at the 5th frame with cS. It allows to beat clean some fuzzy like land low meaty/airdash high ones as they will get thrown if they meaty or get stuffed by cS if they airdash.
Particularly reliable AA despite having no invul.
Particularly reliable AA despite having no invul.
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|image=GGXRD-R_Elphelt_f.S.png  |caption=
|image=GGXRD-R_Elphelt_f.S.png  |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=28 |tension= |risc= |prorate= |level=3 |guard=Mid
{{!}}-
|cancel=SJ |roman=YRP |startup=9 |active=5 |recovery=16 |frameAdv=-4 |inv=
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|f.S}}
|description=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 5H and at about 2/3s of the range if they're crouching by cancelling into 2H.
{{!}}-
{{Description|7|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 5H and at about 2/3s of the range if they're crouching by cancelling into 2H.
However, it can be low-profiled by certain moves, so don't be too predictable with it.
However, it can be low-profiled by certain moves, so don't be too predictable with it.


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|image=GGXRD-R_Elphelt_5H.png |caption=Bang bang bang bang BANG!
|image=GGXRD-R_Elphelt_5H.png |caption=Bang bang bang bang BANG!
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=20, 18x1~4 |tension= |risc= |prorate= |level=3 |guard=Mid
{{!}}-
|cancel=S |roman=YRP |startup=11, 9(2~5) |active=1 |recovery=28, 26(2~4),33 |frameAdv=-12 |inv=
{{AttackVersion|name=1}}{{#lsth:GGXRD-R2/Elphelt Valentine/Data|5H (1)}}
|description=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.) 5th hit hard knockdown on ground and low air hit. Longest reaching normal.
{{!}}-
{{AttackVersion|name=2-4}}{{#lsth:GGXRD-R2/Elphelt Valentine/Data|5H (2-4)}}
{{!}}-
{{AttackVersion|name=5}}{{#lsth:GGXRD-R2/Elphelt Valentine/Data|5H (5)}}
{{!}}-
{{Description|7|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.) 5th hit hard knockdown on ground and low air hit. Longest reaching normal.
A great normal that reaches half-screen and stuff a LOT of things in neutral. Extremely fast for the range it covers and the 5 hits alone do 76 damage(Sol). With an RC, you can corner carry, get big damage and still have your knockdown which is quite easy considering the 5 hits for hitconfirming it.
A great normal that reaches half-screen and stuff a LOT of things in neutral. Extremely fast for the range it covers and the 5 hits alone do 76 damage(Sol). With an RC, you can corner carry, get big damage and still have your knockdown which is quite easy considering the 5 hits for hitconfirming it.
In several matchups, getting around it can be a pain for the opponent so make sure to watch your spacing and throw it out sometimes to annoy them. It can easily be low profiled by some moves and on block, the opponent can crouch block to make it completely whiff allowing them to get in(Difficult to whiff punish it on the ground.)
In several matchups, getting around it can be a pain for the opponent so make sure to watch your spacing and throw it out sometimes to annoy them. It can easily be low profiled by some moves and on block, the opponent can crouch block to make it completely whiff allowing them to get in(Difficult to whiff punish it on the ground.)
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|image=GGXRD-R_Elphelt_6P.png |caption=
|image=GGXRD-R_Elphelt_6P.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=24 |tension= |risc= |prorate=Initial 75% |level=2 |guard=High
{{!}}-
|cancel=S |roman=YRP |startup=23 |active=4 |recovery=22 |frameAdv=-12 |inv=
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|6P}}
|description=Overhead. Special cancelable. Faster than Dust but obvious animation. Bad proration and big pushback. Can't gatling into anything so you're always going to special cancel it.
{{!}}-
{{Description|7|Overhead. Special cancelable. Faster than Dust but obvious animation. Bad proration and big pushback. Can't gatling into anything so you're always going to special cancel it.
Can link 6P>236H>SG-P if you're point blank but Stagger recovery lvl2 is enough to shake out of it and block it in time.
Can link 6P>236H>SG-P if you're point blank but Stagger recovery lvl2 is enough to shake out of it and block it in time.
Tensionless, your only option is to do 6P>214K for only 54 dmg(Sol).
Tensionless, your only option is to do 6P>214K for only 54 dmg(Sol).
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|image=GGXRD-R_Elphelt_6H.png |caption=
|image=GGXRD-R_Elphelt_6H.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=50 |tension= |risc= |prorate=Initial 80% |level=4 |guard=Mid
{{!}}-
|cancel=S |roman=YRP |startup=15 |active=10 |recovery=30 |frameAdv=-21 |inv=
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|6H}}
|description=Special cancelable. Knockdown. Ground bounce on CH. Huge normal that covers a wide area above and before her with quite a lot of active frames. Can be used as a preemptive AA or as a poke. Very dangerous on whiff with a relatively bad YRC window. However, it's an attack level 5 move so canceling it into 236H makes it + on block and canceling it into 236P makes it slightly -. Throw it out in neutral only if you're certain it will hit or be blocked.
{{!}}-
{{Description|7|Special cancelable. Knockdown. Ground bounce on CH. Huge normal that covers a wide area above and before her with quite a lot of active frames. Can be used as a preemptive AA or as a poke. Very dangerous on whiff with a relatively bad YRC window. However, it's an attack level 5 move so canceling it into 236H makes it + on block and canceling it into 236P makes it slightly -. Throw it out in neutral only if you're certain it will hit or be blocked.
Pretty cool rewards on counter hit. On normal hit, you only get a knockdown.
Pretty cool rewards on counter hit. On normal hit, you only get a knockdown.
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.
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.
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|image=GGXRD-R_Elphelt_5D.png |caption=
|image=GGXRD-R_Elphelt_5D.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=22 |tension= |risc= |prorate=Initial 80% |level=2 |guard=High
{{!}}-
|cancel= |roman=YRP |startup=24 |active=6 |recovery=16 |frameAdv=-8 |inv=
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|5D}}
|description=Faster than average but punishable on block. Use it with caution.
{{!}}-
{{Description|7|Faster than average but punishable on block. Use it with caution.
  }}
  }}
}}
}}
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|image=GGXRD-R_Elphelt_2P.png |caption=
|image=GGXRD-R_Elphelt_2P.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=8 |tension= |risc= |prorate=Initial 80% |level=0 |guard=Mid
{{!}}-
|cancel=CS |roman=YRP |startup=4 |active=2 |recovery=7 |frameAdv=+1 |inv=
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|2P}}
|description=Jab. Self and special cancelable. Elphelt's fastest normal in normal stance. Range is shorter than average but the pushback is also much shorter making it a decent stagger pressure tool. Also what you're going to mash if you have to in defense against pressure resets but because of its range, it's not that great.
{{!}}-
{{Description|7|Jab. Self and special cancelable. Elphelt's fastest normal in normal stance. Range is shorter than average but the pushback is also much shorter making it a decent stagger pressure tool. Also what you're going to mash if you have to in defense against pressure resets but because of its range, it's not that great.
  }}
  }}
}}
}}
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|image=GGXRD-R_Elphelt_2K.png |caption=
|image=GGXRD-R_Elphelt_2K.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=12 |tension= |risc= |prorate=Initial 70% |level=0 |guard=Low
{{!}}-
|cancel=S |roman=YRP |startup=5 |active=5 |recovery=6 |frameAdv=-1 |inv=
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|2K}}
|description=Low. Special cancelable. Normal with the worst proration. Worse damage and hitbox than 5K. Quite fast but nothing else interesting about it.
{{!}}-
{{Description|7|Low. Special cancelable. Normal with the worst proration. Worse damage and hitbox than 5K. Quite fast but nothing else interesting about it.
Gatling into 5K however which allow you to have 3 lows in a blockstring (2K>5K>2D for example) if you ever need it against players who likes fuzzy jumps a bit too much.
Gatling into 5K however which allow you to have 3 lows in a blockstring (2K>5K>2D for example) if you ever need it against players who likes fuzzy jumps a bit too much.
  }}
  }}
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|image=GGXRD-R_Elphelt_2S.png |caption=
|image=GGXRD-R_Elphelt_2S.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=26 |tension= |risc= |prorate= |level=2 |guard=Mid
{{!}}-
|cancel=S |roman=YRP |startup=8 |active=6 |recovery=18 |frameAdv=-10 |inv= Low profile 12~26
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|2S}}
|description=Special cancelable and staggers on CH.
{{!}}-
{{Description|7|Special cancelable and staggers on CH.
fS and 5H are great moves but their biggest weakness is that they can be low-profiled. 2S is here to be used against those moves. On CH, the stagger allow you at any range to do 2S>5Hx5.
fS and 5H are great moves but their biggest weakness is that they can be low-profiled. 2S is here to be used against those moves. On CH, the stagger allow you at any range to do 2S>5Hx5.
On normal hit though, you don't get much out of it unless you're very close or the opponent is standing.
On normal hit though, you don't get much out of it unless you're very close or the opponent is standing.
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|image=GGXRD-R_Elphelt_2H.png |caption=Slide under stuff then hit them
|image=GGXRD-R_Elphelt_2H.png |caption=Slide under stuff then hit them
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=22x2 |tension= |risc= |prorate=Initial 90% |level=3 |guard=Mid
{{!}}-
|cancel=S |roman=YRP |startup=18 |active=3 (3) 3 |recovery=18 |frameAdv=-4 |inv=Low profile 5~17f
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|2H}}
|description=2 hit sliding normal. Special cancelable. The sliding effect is enhanced if you do a microdash before inputting 2H making it your best way to low profile certain moves. It's slow but it's an attack level 5 meaning that cancelling into 236H makes it + on block. 2H>236H>SG-P got no gap making it one of the best way to switch into shotgun stance outside of okizeme situation.
{{!}}-
{{Description|7|2 hit sliding normal. Special cancelable. The sliding effect is enhanced if you do a microdash before inputting 2H making it your best way to low profile certain moves. It's slow but it's an attack level 5 meaning that cancelling into 236H makes it + on block. 2H>236H>SG-P got no gap making it one of the best way to switch into shotgun stance outside of okizeme situation.
Again, it's slow. You can be thrown and hit out of it quite easily and the hitbox isn't as great as it looks like so be careful with that in neutral.
Again, it's slow. You can be thrown and hit out of it quite easily and the hitbox isn't as great as it looks like so be careful with that in neutral.
In pressure, you can very easily frame trap with it by using strings like fS>2H and cancel 2H again into 236H for even more frame traps which makes it a very useful normal for Elphelt's pressure game.
In pressure, you can very easily frame trap with it by using strings like fS>2H and cancel 2H again into 236H for even more frame traps which makes it a very useful normal for Elphelt's pressure game.
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|image=GGXRD-R_Elphelt_2D.png |caption=
|image=GGXRD-R_Elphelt_2D.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=36 |tension= |risc= |prorate= |level=2 |guard=Low
{{!}}-
|cancel=SJ |roman=YRP |startup=8 |active=6 |recovery=18 |frameAdv=-10 |inv=
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|2D}}
|description=Low. Jump and special cancelable. REALLY fast for its range and can be used for ground footsies. Knockdown on both normal and counter hit but you can combo into 214K for more damage and corner carry. The fact that it's jump cancelable make it great and safe for pressure.
{{!}}-
{{Description|7|Low. Jump and special cancelable. REALLY fast for its range and can be used for ground footsies. Knockdown on both normal and counter hit but you can combo into 214K for more damage and corner carry. The fact that it's jump cancelable make it great and safe for pressure.
2D>jP done quite close combo on May, Millia, Chipp, Faust and Potemkin allowing for big damage tensionless. It's possible to do 2D>jS if you're closer. Best way to abuse that is when you get a crouching confirm to go into ...>cS/fS>2H>2D>air combo for high damage and a knockdown.
2D>jP done quite close combo on May, Millia, Chipp, Faust and Potemkin allowing for big damage tensionless. It's possible to do 2D>jS if you're closer. Best way to abuse that is when you get a crouching confirm to go into ...>cS/fS>2H>2D>air combo for high damage and a knockdown.
  }}
  }}
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|image=GGXRD-R_Elphelt_j.P.png |caption=
|image=GGXRD-R_Elphelt_j.P.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=10 |tension= |risc= |prorate= |level=0 |guard=High
{{!}}-
|cancel=CSJ |roman=YRP |startup=6 |active=6 |recovery=9 |frameAdv= |inv=
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|j.P}}
|description=Overhead jab. Self, jump and special cancelable. Can be used as an air-to-air but its range is worse than most jP and it can be stuffed very easily. Its downward hitbox make it better for airstring or 50/50 like jS>jP/5K.
{{!}}-
{{Description|7|Overhead jab. Self, jump and special cancelable. Can be used as an air-to-air but its range is worse than most jP and it can be stuffed very easily. Its downward hitbox make it better for airstring or 50/50 like jS>jP/5K.
  }}
  }}
}}
}}
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|image=GGXRD-R_Elphelt_j.K.png |caption=
|image=GGXRD-R_Elphelt_j.K.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=18 |tension= |risc= |prorate= |level=1 |guard=High
{{!}}-
|cancel=S |roman=YRP |startup=8 |active=6 |recovery=15 |frameAdv= |inv=
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|j.K}}
|description=Overhead. Special cancelable. Damage is okay but hitbox is worse than the animation makes it look like. Mostly combo filler.
{{!}}-
{{Description|7|Overhead. Special cancelable. Damage is okay but hitbox is worse than the animation makes it look like. Mostly combo filler.
  }}
  }}
}}
}}
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|image=GGXRD-R_Elphelt_j.S.png |caption=
|image=GGXRD-R_Elphelt_j.S.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=28 |tension= |risc= |prorate= |level=2 |guard=High
{{!}}-
|cancel=SJ |roman=YRP |startup=7 |active=5 |recovery=16 |frameAdv= |inv=
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|j.S}}
|description=Overhead. Jump and special cancelable. By far Elphelt's best air normal. Hits above, before, below and even behind her ! Useful in every situation, got great gatlings, very nice damage, insane speed and recovery, important combo filler and a lot of active frames. Don't hesitate throwing it out in most air situations and press jP afterwards to make it easier to hitconfirm it.
{{!}}-
{{Description|7|Overhead. Jump and special cancelable. By far Elphelt's best air normal. Hits above, before, below and even behind her ! Useful in every situation, got great gatlings, very nice damage, insane speed and recovery, important combo filler and a lot of active frames. Don't hesitate throwing it out in most air situations and press jP afterwards to make it easier to hitconfirm it.
On air hit, either try to see if you're low enough to do a relaunch with jH/jD>2P or just go for a basic air combo.
On air hit, either try to see if you're low enough to do a relaunch with jH/jD>2P or just go for a basic air combo.
  }}
  }}
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|image=GGXRD-R_Elphelt_j.H.png |caption=
|image=GGXRD-R_Elphelt_j.H.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=34 |tension= |risc= |prorate= |level=2 |guard=High
{{!}}-
|cancel=S |roman=YRP |startup=10 |active=6 |recovery=18 |frameAdv= |inv=
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|j.H}}
|description=Overhead. Special cancelable. More range than jS but less versatile. Important recovery.
{{!}}-
{{Description|7|Overhead. Special cancelable. More range than jS but less versatile. Important recovery.
Only reward you will get out of it is just a knockdown as you need a specific height to do jH>jD.
Only reward you will get out of it is just a knockdown as you need a specific height to do jH>jD.
Untechable for 20f on normal hit.
Untechable for 20f on normal hit.
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|image=GGXRD-R_Elphelt_j.D.png |caption=
|image=GGXRD-R_Elphelt_j.D.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=38 |tension= |risc= |prorate= |level=2 |guard=High
{{!}}-
|cancel=S |roman=YR |startup=11 |active=3 |recovery=29+5 landing |frameAdv= |inv=
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|j.D}}
|description=Overhead. Special cancelable. Very good air-to-air but long recovery. Use it mostly in matchups were the opponent can get some kind of space control from the air like Venom or Ramlethal. Or against people who believe that Guilty Gear should be played like Mario Bros.
{{!}}-
{{Description|7|Overhead. Special cancelable. Very good air-to-air but long recovery. Use it mostly in matchups were the opponent can get some kind of space control from the air like Venom or Ramlethal. Or against people who believe that Guilty Gear should be played like Mario Bros.


If used on a rising jump, the recovery is so long you won't be able to do anything until you land so it's better to use it while falling. However, you can do high jump>rising jD and be able to airdash before you land either to get in or run away.
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.
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|image=GGXRD-R_Elphelt_GroundThrow.png |caption= GET OFF!
|image=GGXRD-R_Elphelt_GroundThrow.png |caption= GET OFF!
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage= |tension= |risc= |prorate=Initial 65% |level= |guard=Ground throw
{{!}}-
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv=
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Ground Throw}}
|description=Long recovery so you can only get oki in the corner; if you press 6S+HS, you'll do c.S in case your throw doesn't reach. 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>236236H for an unburstable instant kill combo.
{{!}}-
{{Description|7|Long recovery so you can only get oki in the corner; if you press 6S+HS, you'll do c.S in case your throw doesn't reach. 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>236236H for an unburstable instant kill combo.
  }}
  }}
}}
}}
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|image=GGXRD-Elphelt_AirThrow.png |caption=
|image=GGXRD-Elphelt_AirThrow.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage= |tension= |risc= |prorate= Initial 65% |level= |guard=Air throw
{{!}}-
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv=
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Air Throw}}
|description=Gets a knockdown right next to you so oki is possible. Can be RC'ed for an air combo.
{{!}}-
{{Description|7|Gets a knockdown right next to you so oki is possible. Can be RC'ed for an air combo.
  }}
  }}
}}
}}
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|image=GGXRD-R_Elphelt_6P.png |caption=
|image=GGXRD-R_Elphelt_6P.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage= |tension= |risc= |prorate= |level=2 |guard=Mid
{{!}}-
|cancel= |roman= |startup=9 |active=4 |recovery=18 |frameAdv=-8 |inv=
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Dead Angle Attack}}
|description=Same as 6P; has fast startup; good reach and hitbox; hard to punish because the DA pushes you away from the opponent.
{{!}}-
{{Description|7|Same as 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.
  }}
  }}
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|image=GGXRD-R_Elphelt_BlitzAttack.png |caption=  
|image=GGXRD-R_Elphelt_BlitzAttack.png |caption=  
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackDataHeader-GGXRD-R2|version=yes}}
|version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid
{{!}}-
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv= }}
{{AttackVersion|name=Uncharged }}{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Blitz Attack}}
{{AttackData-GGXRD-R2
{{!}}-
|header=no
{{AttackVersion|name=Max Charge}}{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Blitz Attack Max Charge }}
|version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid
{{!}}-
|cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=?
{{Description|7|Run of the mill Blitz. Use to call out loose blocktrings for a flashy reversal.  
|description= Run of the mill Blitz. Use to call out loose blocktrings for a flashy reversal.  
Very cute.
Very cute.
  }}
  }}
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|image2=GGXRD-R_Elphelt_PineberryThrow.png
|image2=GGXRD-R_Elphelt_PineberryThrow.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2|version=yes}}
|version=Summon |subtitle=236P |damage= |tension= |risc= |prorate= |level= |guard=
{{!}}-
|cancel= |roman=Y |startup= |active= |recovery=19 |frameAdv= |inv=
{{AttackVersion|name=Summon }}{{#lsth:GGXRD-R2/Elphelt Valentine/Data|236P }}
|description= }}
{{!}}-
{{AttackData-GGXRD-R2
  {{AttackVersion|name=Overhand Throw}}{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Pineberry>4P}}
|header=no
{{!}}-
  |version=Overhand Throw |subtitle=4P (air OK) |damage=0,40 |tension= |risc= |prorate= |level=0 [3] |guard=
  {{AttackVersion|name=Underhand Throw}}{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Pineberry>2P}}
|cancel= |roman=YRP |startup=10 |active= |recovery=23 |frameAdv=-3 [+7] }}
{{!}}-
{{AttackData-GGXRD-R2
{{!}}-
|header=no
{{Description|7|* Once you input the command, you have 3 seconds until the grenade explodes.
  |version=Underhand Throw |subtitle=2P |damage=0,40 |tension= |risc= |prorate= |level=0 [3] |guard=
|cancel= |roman=YRP |startup=10 |active= |recovery=23 |frameAdv=-3 [+7] |inv=
|description=* Once you input the command, you have 3 seconds until the grenade explodes.
* You can either do a lower throw (2P) or a upper throw (4P, air possible).
* You can either do a lower throw (2P) or a upper throw (4P, air possible).
* When the grenade is thrown, it has a hitbox until it reaches the ground but deals 0 damage on hit.
* When the grenade is thrown, it has a hitbox until it reaches the ground but deals 0 damage on hit.
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|image2=GGXRD-R_Elphelt_AirBridalExpress.png |caption2=Air
|image2=GGXRD-R_Elphelt_AirBridalExpress.png |caption2=Air
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2|version=yes}}
|version=Ground |damage=45 |tension= |risc= |prorate= |level= |guard=All
{{!}}-
|cancel= |roman=YRP |startup=14 |active=12 |recovery=12 |frameAdv=-7 }}
{{AttackVersion|name=Ground }}{{#lsth:GGXRD-R2/Elphelt Valentine/Data|214K}}
{{AttackData-GGXRD-R2
{{!}}-
|header=no
{{AttackVersion|name=Air}}{{#lsth:GGXRD-R2/Elphelt Valentine/Data|j.214K }}
|version=Air |damage=40 |tension= |risc= |prorate= |level= |guard=All
{{!}}-
|cancel= |roman=YRP |startup=26 |active=Until landing |recovery=7 After landing |frameAdv=+10 |inv=
{{Description|7|Ground version:
|description=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.
*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.
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|image2=GGXRD-R_Elphelt_MissConfireReticule.png |caption2=Unblockable when reticule becomes big
|image2=GGXRD-R_Elphelt_MissConfireReticule.png |caption2=Unblockable when reticule becomes big
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2|version=yes}}
|version=Ready |subtitle=236S |damage= |tension= |risc= |prorate= |level= |guard=
{{!}}-
|cancel= |roman=Y |startup= |active= |recovery=27 |frameAdv= |inv=
{{AttackVersion|name=Ready}}{{#lsth:GGXRD-R2/Elphelt Valentine/Data|236S}}
|description= }}
{{!}}-
{{AttackData-GGXRD-R2
  {{AttackVersion|name=Fire}}{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Confire>P/K/S/H}}
|header=no
{{!}}-
  |version=Fire |subtitle=P/K/S/H after Ready |damage=35<br/>45 |tension= |risc= |prorate=Nonebr/>Initial: 65% |level= |guard=Mid<br/>Unblockable
  {{AttackVersion|name=Reload}}{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Confire Fire>46S}}
  |cancel= |roman=YRP |startup=3 |active=3 |recovery=47 |frameAdv=-14<br/>- }}
{{!}}-
{{AttackData-GGXRD-R2
  {{AttackVersion|name=Cancel}}{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Confire>D}}
  |header=no
{{!}}-
|version=Reload |subtitle=46S during Fire |damage= |tension= |risc= |prorate= |level= |guard=
{{!}}-
|cancel= |roman=Y |startup= |active= |recovery=39 [27] |frameAdv= }}
{{Description|7|'''Characteristics'''
{{AttackData-GGXRD-R2
|header=no
|version=Cancel |subtitle=D after Ready |damage= |tension= |risc= |prorate= |level= |guard=
|cancel= |roman=Y |startup= |active= |recovery=27 |frameAdv= |inv=
|description='''Characteristics'''
* You can't move while in the rifle stance.
* 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.
* Once in the stance, a target appears and you can freely move the target by pressing any directions.
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|image=GGXRD-R_Elphelt_MissTravailler.png |caption=Ready
|image=GGXRD-R_Elphelt_MissTravailler.png |caption=Ready
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2|version=yes}}
|version=Ready |subtitle=236H
{{!}}-
|damage= |tension= |risc= |prorate= |level= |guard=
{{AttackVersion|name=Ready|subtitle=236H}}{{#lsth:GGXRD-R2/Elphelt Valentine/Data|236H}}
|cancel= |roman=Y |startup= |active= |recovery=14 |frameAdv= |inv= }}
{{!}}-
{{AttackData-GGXRD-R2
{{AttackVersion|name=Roll > Ready|subtitle=236K }}{{#lsth:GGXRD-R2/Elphelt Valentine/Data|236K}}
|version=Roll > Ready |subtitle=236K |header=no
{{!}}-
|damage= |tension= |risc= |prorate= |level= |guard=
{{Description|7|'''Characteristics'''
|cancel= |roman=Y |startup= |active= |recovery=28 |frameAdv= |inv=
|description='''Characteristics'''
*All normals change in Shotgun stance. The specials are all the same except that 236H leaves Shotgun stance.
*All normals change in Shotgun stance. The specials are all the same except that 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.
*You CANNOT jump, throw or enter IK mode in Shotgun stance but you can do anything else like blocking, crouching or dashing.
Line 490: Line 503:
Unlike Rifle stance that is purely situationnal, Shotgun stance can be used in both neutral and offense and allow her in the corner to get one of the highest damage output in the game. It also allows her to have a very strong pressure in the corner that is quite hard to disrespect and leads into big rewards.  
Unlike Rifle stance that is purely situationnal, Shotgun stance can be used in both neutral and offense and allow her in the corner to get one of the highest damage output in the game. It also allows her to have a very strong pressure in the corner that is quite hard to disrespect and leads into big rewards.  
  }}
  }}
  {{AttackData-GGXRD-R2
  {{AttackVersion|name=Reload|subtitle=46H after SG-H}}{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Travailler>46H}}
|header=no
{{!}}-
|version=Reload |subtitle=46H after SG-H |damage= |tension= |risc= |prorate= |level= |guard=
{{Description|7|Nothing really special about it. It can only be used right after SG-H and allow you to keep being in shotgun stance without SG-H's recovery to end and pressing 236H again.
|cancel= |roman=YRP |startup= |active= |recovery=17 |frameAdv=
|description=Nothing really special about it. It can only be used right after SG-H and allow you to keep being in shotgun stance without SG-H's recovery to end and pressing 236H again.
Still quite important as it is a move that will be used often in shotgun loops.
Still quite important as it is a move that will be used often in shotgun loops.
In order to reload as fast as possible, it's better to press 46H right after doing SG-H which is mandatory for normal SG-H loops.
In order to reload as fast as possible, it's better to press 46H right after doing SG-H which is mandatory for normal SG-H loops.
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|image=GGXRD_Elphelt_Fire.png |caption=Stand still for powered up shot
|image=GGXRD_Elphelt_Fire.png |caption=Stand still for powered up shot
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|header=no
{{!}}-{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Travailler>H}}
|version=Fire or SG-H |subtitle=H with Shotgun |damage= 20(far),30(close)<br/>[35(far),55(close)] |tension= |risc= |prorate=Initial 90%(normal only) |level=2 [4] |guard=Mid
{{!}}-
|cancel= |roman=YRP |startup=3 [1] |active=1 [1] |recovery=31 [29] |frameAdv=-2 [+5]
{{Description|6|The most important Shotgun stance normal and possess 2 versions, normal SG-H and powered SG-H. The value in [] concern the powered-up version.
|description=The most important Shotgun stance normal and possess 2 versions, normal SG-H and powered SG-H. The value in [] concern the powered-up version.
All version got the same pushback on block, hit or whiff and isn't affected by faultless defense. Both version are also considered to be projectiles and will cancel any projectile that hit once (except overdrives).
All version got the same pushback on block, hit or whiff and isn't affected by faultless defense. Both version are also considered to be projectiles and will cancel any projectile that hit once (except overdrives).
46H has to be done right afterwards if you want to keep shotgun stance.
46H has to be done right afterwards if you want to keep shotgun stance.
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|image=GGXRD-R_Elphelt_Thrust.png |caption=Fast, frame trap
|image=GGXRD-R_Elphelt_Thrust.png |caption=Fast, frame trap
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|header=no
{{!}}-
|version=Thrust or SG-P |subtitle=P with Shotgun |damage=18 |tension= |risc= |prorate= |level=0 |guard=Mid
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Travailler>P}}
|cancel=CS |roman=YRP |startup=3 |active=3 |recovery=6 |frameAdv=+1
{{!}}-
|description=Arguably the best 3f normal in the game. SG-P got a great hitbox and damage for its range while still being +1 on block with a small pushback making it the best move for stagger pressure in the game.
{{Description|6|Arguably the best 3f normal in the game. SG-P got a great hitbox and damage for its range while still being +1 on block with a small pushback making it the best move for stagger pressure in the game.
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 to get some great damage.
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 to get some great damage.
The main reasons why you should 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.
The main reasons why you should 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.
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|image=GGXRD-R_Elphelt_Roll.png |caption=Crossup and evasion tool
|image=GGXRD-R_Elphelt_Roll.png |caption=Crossup and evasion tool
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|header=no
{{!}}-
|version=Roll or SG-K |subtitle=K with Shotgun |damage= |tension= |risc= |prorate= |level= |guard=
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Travailler>K}}
|cancel= |roman=Y |startup= |active= |recovery=24 |frameAdv= |inv=Full 1~10
{{!}}-
|description=Despite being a roll, this move got some invuls instead of low profiling certain attacks. It is also affected by dash momentum so you will generally use it with a microdash.
{{Description|6|Despite being a roll, this move got some invuls 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.
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.
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.
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|image=GGXRD-R_Elphelt_Launch.png |caption=Anti jump, moves forward
|image=GGXRD-R_Elphelt_Launch.png |caption=Anti jump, moves forward
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|header=no
{{!}}-
|version=Launch or SG-S |subtitle=S with Shotgun |damage=30 |tension= |risc= |prorate=Initial 80% |level=2 |guard=Mid
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Travailler>S}}
|cancel=S |roman=YRP |startup=11 |active=7 |recovery=7 |frameAdv=0
{{!}}-
|description=Doesn't gatling from anything and only gatling into SG-K.
{{Description|6|Doesn't gatling from anything and only gatling into SG-K.
Can be used in neutral with a microdash for more range. Fully untechable on air hit.
Can be used in neutral with a microdash for more range. Fully untechable on air hit.
You can however be thrown or hit out of it quite easily so don't rely on it too much.
You can however be thrown or hit out of it quite easily so don't rely on it too much.
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|image=GGXRD-R_Elphelt_Demolish.png |caption=Command grab, slow but scary
|image=GGXRD-R_Elphelt_Demolish.png |caption=Command grab, slow but scary
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|header=no
{{!}}-
|version=Demolish or SG-D |subtitle=D with Shotgun |damage=0, 47,16 |tension= |risc= |prorate=Forced 70% |level= |guard=Ground Throw
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Travailler>D}}
|cancel= |roman=YRP |startup=15 |active=3 |recovery=35 |frameAdv=+57 [+46] |inv=
{{!}}-
|description=Slow command grab that is special cancelable.
{{Description|6|Slow command grab that is special cancelable.
Generally, your only combo(tensionless) midscreen is SG-D>214K which leads to poor damage but great corner carry.
Generally, your only combo(tensionless) midscreen is SG-D>214K which leads to poor damage but great corner carry.
In the corner however, it leads straight into shotgun loops 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.
In the corner however, it leads straight into shotgun loops 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.
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|image2=GGXRD_Elphelt_JudgeBetterHalf.png |caption2= Barely useful
|image2=GGXRD_Elphelt_JudgeBetterHalf.png |caption2= Barely useful
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2|version=yes}}
|damage=20, 140 |tension=-5000 |risc= |prorate= |level=4 |guard=Mid, All*5
{{!}}-
|cancel= |roman=YRP |startup=3+1 |active=3(3)3,3,3,3,3 |recovery=43+6 after landing |frameAdv=-39 |inv=1-9 All
{{AttackVersion|name=Normal|subtitle=236236K}}{{#lsth:GGXRD-R2/Elphelt Valentine/Data|236236K}}
|description=Reversal. 1st hit triggers a cinematic and deals a LOT of damage. Invul seems to disappear a bit before the active frames. Doesn't trigger the cinematic if it trades. Bad hitbox and horrible on whiff or block. If the cinematic isn't triggered, do a shoryuken like move that hits 5 times maximum for moderate damage.Problem is that the opponent can air tech before your face while you're still in recovery allowing some characters to punish you on HIT.
{{!}}-
{{AttackVersion|name=Burst|subtitle=236236D}}{{#lsth:GGXRD-R2/Elphelt Valentine/Data|236236D}}
{{!}}-
{{Description|7|Reversal. 1st hit triggers a cinematic and deals a LOT of damage. Invul seems to disappear a bit before the active frames. Doesn't trigger the cinematic if it trades. Bad hitbox and horrible on whiff or block. If the cinematic isn't triggered, do a shoryuken like move that hits 5 times maximum for moderate damage.Problem is that the opponent can air tech before your face while you're still in recovery allowing some characters to punish you on HIT.


This is probably the worst reversal in the game and if you need to use meter in defense, consider using Faultless Defense or Dead Angle Attack instead.
This is probably the worst reversal in the game and if you need to use meter in defense, consider using Faultless Defense or Dead Angle Attack instead.
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|image=GGXRD_Elphelt_Genoise.png |caption=
|image=GGXRD_Elphelt_Genoise.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=55, 17*5 |tension=-5000 |risc= |prorate= |level=2 |guard=All
{{!}}-
|cancel= |roman=YRP |startup=9+3 |active= |recovery=Total:39 |frameAdv=+27 |inv=
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|632146H}}
|description=Multihit projectile super. Deals okay damage and is + on block. However, you got better option with RC to get more damage and more corner carry. Will have to see how her combo routes evolve to conclude whether this super is worth doing as a combo filler or not.
{{!}}-
{{Description|7|Multihit projectile super. Deals okay damage and is + on block. However, you got better option with RC to get more damage and more corner carry. Will have to see how her combo routes evolve to conclude whether this super is worth doing as a combo filler or not.
  }}
  }}
}}
}}
Line 636: Line 650:
|image3=GGXRD_Elphelt_MagnumWedding3.png |caption3=
|image3=GGXRD_Elphelt_MagnumWedding3.png |caption3=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=DESTROY |tension= |risc= |prorate= |level= |guard=All
{{!}}-
|cancel= |roman= |startup=9+13[5+9] |active=4 |recovery=21 |frameAdv=-8 |inv=10-36 All<br/>[10-32 All]
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|IK}}
|description=*[ ] Indicates during Hell Fire
{{!}}-
{{Description|7|*[ ] Indicates during Hell Fire
*Uses the animation of her f.S, which has generous range.
*Uses the animation of her f.S, which has generous range.
*If the opponent is in Hellfire state, it's only possible to combo into it in the corner.
*If the opponent is in Hellfire state, it's only possible to combo into it in the corner.

Revision as of 03:15, 11 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

{{{text}}}

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

{{{text}}}

Reload
46H after SG-H

{{{text}}}

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

{{{text}}}

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

{{{text}}}

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.