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[[File:GGXRD-R_Elphelt_Portrait.png|350x500px|center]] | [[File:GGXRD-R_Elphelt_Portrait.png|350x500px|center]] | ||
|- | |- | ||
||{{ | ||{{#lsth:GGXRD-R2/Elphelt Valentine/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
:Double Jump, 1 Air Dash, Dash Type: Run | :Double Jump, 1 Air Dash, Dash Type: Run | ||
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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. | 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 | <div class="center" style="width:auto; margin-left:auto; margin-right:auto;"> | ||
=== Strengths and Weaknesses === | |||
---- | |||
{| | {| | ||
|-style="text-align:left;" | |-style="text-align:left;" | ||
! Strengths !! Weaknesses | ! Strengths !! Weaknesses | ||
|- style="vertical-align:top;text- | |- style="vertical-align:top;text-align:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | * Very high damage. | ||
* | * Fast normals with good range. | ||
*Great and | * Able to convert almost any stray hit into knockdown. | ||
* | * Great corner carry. | ||
* Has a strong but unconventional anti-air game. | |||
* Very powerful and versatile okizeme. | |||
* Risk-Reward skewed heavily in her favor in many scramble situations | |||
* Has the right tools for almost any situation. | |||
* Has unblockable setups that loop into themselves. | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
*Unreliable reversal. | * Unreliable reversal that costs meter. | ||
* | * No invincible anti-air. | ||
* | * Midscreen pressure has holes. | ||
* Looks edgy, but isn't. | |||
|- | |- | ||
|} | |} | ||
{{ | </div> | ||
{{#lst:GGXRD-R2/Elphelt Valentine/Data|Links}} | |||
==Normal Moves== | ==Normal Moves== | ||
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|image=GGXRD-R_Elphelt_5P.png |caption= | |image=GGXRD-R_Elphelt_5P.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|5P}} | |||
{{!}}- | |||
{{Description|6|text=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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|5K}} | |||
{{!}}- | |||
{{Description|6|text=Standing low. Jump and special cancelable. Pretty good proration for a low. Great for footsies when used to counter poke sweeps due to the complete lack of a hurtbox on Elphelt's leg. | |||
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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|c.S}} | |||
{{!}}- | |||
{{Description|6|text=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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|f.S}} | |||
{{!}}- | |||
{{Description|6|text=Jump and special cancellable. Good poke in terms of range, damage and speed. Also, unlike most characters, Elphelt can get a knockdown at nearly max range if they're standing by cancelling into 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= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=1}} | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|5H (1)}} | |||
{{!}}- | |||
{{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|text=Special cancelable only for the first hit. Despite its hitbox, the move is coded to whiff on all crouchers, even Pot. (This also goes for crouching normals with hurtboxes that extend upwards.) 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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|6P}} | |||
{{!}}- | |||
{{Description|6|text=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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|6H}} | |||
{{!}}- | |||
{{Description|6|text=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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|5D}} | |||
{{!}}- | |||
{{Description|6|text=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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|2P}} | |||
{{!}}- | |||
{{Description|6|text=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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|2K}} | |||
{{!}}- | |||
{{Description|6|text=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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|2S}} | |||
{{!}}- | |||
{{Description|6|text=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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The hitbox also is much lower vertically than it looks like so keep in mind that it loses hard to aerial approach and thus, shouldn't be used as an AA. | The hitbox also is much lower vertically than it looks like so keep in mind that it loses hard to aerial approach and thus, shouldn't be used as an AA. | ||
In some matchups (Ky, Sin and Zato mostly) this is your main ground poke as fS and 5H is too risky against them and can be easily low profiled. | In some matchups (Ky, Sin and Zato mostly) this is your main ground poke as fS and 5H is too risky against them and can be easily low profiled. | ||
*As of 2.10, gatlings into 2H | |||
}} | }} | ||
}} | }} | ||
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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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|2H}} | |||
{{!}}- | |||
{{Description|6|text=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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|2D}} | |||
{{!}}- | |||
{{Description|6|text=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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|j.P}} | |||
{{!}}- | |||
{{Description|6|text=Overhead jab. Self, jump and special cancelable. Can be used as an air-to-air but its range is worse than most jP and it can be stuffed very easily. Its downward hitbox make it better for airstring or 50/50 like jS>jP/5K. | |||
}} | }} | ||
}} | }} | ||
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|image=GGXRD-R_Elphelt_j.K.png |caption= | |image=GGXRD-R_Elphelt_j.K.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|j.K}} | |||
{{!}}- | |||
{{Description|6|text=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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|j.S}} | |||
{{!}}- | |||
{{Description|6|text=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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|j.H}} | |||
{{!}}- | |||
{{Description|6|text=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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|j.D}} | |||
{{!}}- | |||
{{Description|6|text=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. | ||
Untechable for 30f on normal hit. | Untechable for 30f on normal hit. | ||
As of Rev2.1, j.D can be YRC'd and still have the hitbox come out. | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
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{{MoveData | {{MoveData | ||
|name=Ground Throw | |name=Ground Throw | ||
|image=GGXRD-R_Elphelt_GroundThrow.png |caption= | |image=GGXRD-R_Elphelt_GroundThrow.png |caption= B-BAKAAA! | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Ground Throw}} | |||
{{!}}- | |||
{{Description|6|text=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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Air Throw}} | |||
{{!}}- | |||
{{Description|6|text=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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|DAA}} | |||
{{!}}- | |||
{{Description|6|text=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= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Uncharged }} | |||
{{ | {{#lsth:GGXRD-R2/Elphelt Valentine/Data|Blitz Attack}} | ||
{{!}}- | |||
{{AttackVersion|name=Max Charge}} | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Blitz Attack Max Charge }} | |||
{{!}}- | |||
{{Description|7|text=Run of the mill Blitz. Use to call out loose blocktrings for a flashy reversal. | |||
Very cute. | Very cute. | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Special Moves== | ==Special Moves== | ||
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|image2=GGXRD-R_Elphelt_PineberryThrow.png | |image2=GGXRD-R_Elphelt_PineberryThrow.png | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Summon }} | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|236P }} | |||
{{!}}- | |||
{{AttackVersion|name=Overhand Throw}} | |||
| | {{#lsth:GGXRD-R2/Elphelt Valentine/Data|Pineberry>4P}} | ||
{{!}}- | |||
{{AttackVersion|name=Underhand Throw}} | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Pineberry>2P}} | |||
| | {{!}}- | ||
{{!}}- | |||
{{Description|7|text=* Once you input the command, you have 3 seconds until the grenade explodes. | |||
* You can either do a lower throw (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. | ||
* If you don't throw the grenade in 3 seconds it'll self-destruct on Elphelt. | * If you don't throw the grenade in 3 seconds it'll self-destruct on Elphelt. | ||
* 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 | * Throwing the grenade when the timer is at or under 1 second makes it a level 4 move allowing Toss>Explosion to combo if the timer is under ~0.5s. | ||
* | * 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 | 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. Not only is it great for okizeme but it also is an important part of her unblockable setups (more details below). | ||
In neutral, it becomes one of her best tools for space control and is extremely strong when tossed with a YRC in most matchups. The toss will clash with any projectile it will meet but the explosion will still happen. | In neutral, it becomes one of her best tools for space control and is extremely strong when tossed with a YRC in most matchups. The toss will clash with any projectile it will meet but the explosion will still happen. | ||
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|image2=GGXRD-R_Elphelt_AirBridalExpress.png |caption2=Air | |image2=GGXRD-R_Elphelt_AirBridalExpress.png |caption2=Air | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground }} | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|214K}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|j.214K }} | |||
{{!}}- | |||
{{Description|7|text=Ground version: | |||
*Moves forward. Blows the opponent away and knockdown. Useful for corner carrying. It can be punished at point blank but it's still + if it's blocked on the move's last active frames and/or at the tip of the hitbox. | *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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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Stance Moves== | ==Stance Moves== | ||
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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= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ready}} | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|236S}} | |||
{{!}}- | |||
{{AttackVersion|name=Fire}} | |||
| | {{#lsth:GGXRD-R2/Elphelt Valentine/Data|Confire>P/K/S/H}} | ||
| | {{!}}- | ||
{{AttackVersion|name=Reload}} | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Confire Fire>46S}} | |||
{{!}}- | |||
| | {{AttackVersion|name=Cancel}} | ||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Confire>D}} | |||
{{!}}- | |||
{{!}}- | |||
{{Description|7|text='''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= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ready|subtitle=236H}} | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|236H}} | |||
{{!}}- | |||
{{AttackVersion|name=Roll > Ready|subtitle=236K }} | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|236K}} | |||
{{!}}- | |||
{{Description|7|text='''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. | ||
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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. | ||
}} | }} | ||
{{ | {{AttackVersion|name=Reload|subtitle=46H after SG-H}} | ||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Travailler>46H}} | |||
{{!}}- | |||
{{Description|7|text=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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}-{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Travailler>H}} | |||
{{!}}- | |||
{{Description|6|text=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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Travailler>P}} | |||
{{!}}- | |||
{{Description|6|text=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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Travailler>K}} | |||
{{!}}- | |||
{{Description|6|text=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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Travailler>S}} | |||
{{!}}- | |||
{{Description|6|text=Doesn't gatling from anything and only gatling into SG-K. | |||
Can be used in neutral with a microdash for more range. 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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Travailler>D}} | |||
{{!}}- | |||
{{Description|6|text=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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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Overdrives== | ==Overdrives== | ||
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|image2=GGXRD_Elphelt_JudgeBetterHalf.png |caption2= Barely useful | |image2=GGXRD_Elphelt_JudgeBetterHalf.png |caption2= Barely useful | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Normal|subtitle=236236K}} | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|236236K}} | |||
{{!}}- | |||
{{AttackVersion|name=Burst|subtitle=236236D}} | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|236236D}} | |||
{{!}}- | |||
{{Description|7|text=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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|632146H}} | |||
{{!}}- | |||
{{Description|6|text=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. | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==[[GGXRD/Offense#Instant Kill|Instant Kill]]== | ==[[GGXRD/Offense#Instant Kill|Instant Kill]]== | ||
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|name=Magnum Wedding | |name=Magnum Wedding | ||
|input=in IK mode: 236236H | |input=in IK mode: 236236H | ||
|image=GGXRD-R_Elphelt_MagnumWedding1.png |caption= | |image=GGXRD-R_Elphelt_MagnumWedding1.png |caption="Shot trough the heart... | ||
|image2=GGXRD_Elphelt_MagnumWedding2.png |caption2= | |image2=GGXRD_Elphelt_MagnumWedding2.png |caption2=...And you're to blame... | ||
|image3=GGXRD_Elphelt_MagnumWedding3.png |caption3= | |image3=GGXRD_Elphelt_MagnumWedding3.png |caption3=...Darling you give love a bad name!" | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|IK}} | |||
{{!}}- | |||
{{Description|6|text=*[ ] 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. | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
--- | |||
{{ | ==[[Dustloop_Wiki:Roadmap/GGXRD-R2#Elphelt|Roadmap]]== | ||
{{#lst:Dustloop_Wiki:Roadmap/GGXRD-R2|Elphelt}} | |||
==Navigation== | |||
{{#lsth:GGXRD-R2/Elphelt Valentine/Data|Links}} | |||
{{notice|To edit frame data, edit values in [[GGXRD-R2/Elphelt Valentine/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | |||
{{Navbar-GGXRD-R2}} | {{Navbar-GGXRD-R2}} | ||
[[Category: Guilty Gear Xrd REV 2]] | [[Category: Guilty Gear Xrd REV 2]] | ||
[[Category:Elphelt Valentine]] | [[Category:Elphelt Valentine]] |
Revision as of 04:23, 17 September 2019
Elphelt Valentine |
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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 and Weaknesses
Strengths | Weaknesses |
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Normal Moves
5P
5K
5K |
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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. |
c.S
c.S |
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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. Particularly reliable AA despite having no invul. It also doesn't have any proration and got good gatlings making it one of your best ground starter. The recovery is also quite small which makes it really hard to punish on whiff. Definetely one of her best and most important normal ! |
f.S
f.S |
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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. |
5H
5H |
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6P
6P |
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Overhead. Special cancelable. Faster than Dust but obvious animation. Bad proration and big pushback. Can't gatling into anything so you're always going to special cancel it. Can link 6P>236H>SG-P if you're point blank but Stagger recovery lvl2 is enough to shake out of it and block it in time. Tensionless, your only option is to do 6P>214K for only 54 dmg(Sol). With 50 tension, you will usually go the 6P>214K RC route but because of the bad proration, you won't get much. An overhead that you will throw out once in a while to surprise your opponent but that's it. |
6H
6H |
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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. It also looks like Elphelt is airborne while doing it. This is not the case and you can be thrown so don't use it to bait throws. |
5D
5D |
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Faster than average but punishable on block. Use it with caution. |
2P
2P |
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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. |
2K
2K |
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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. |
2S
2S |
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Special cancelable and staggers on CH. fS and 5H are great moves but their biggest weakness is that they can be low-profiled. 2S is here to be used against those moves. On CH, the stagger allow you at any range to do 2S>5Hx5. On normal hit though, you don't get much out of it unless you're very close or the opponent is standing. Another thing to mention is that from the last active frames to a bit before the recovery ends, Elphelt's hurtbox becomes really low allowing to make a lot of moves whiff. Because it doesn't starts during the startup frames however, it's not really something you will rely on. The hitbox also is much lower vertically than it looks like so keep in mind that it loses hard to aerial approach and thus, shouldn't be used as an AA. In some matchups (Ky, Sin and Zato mostly) this is your main ground poke as fS and 5H is too risky against them and can be easily low profiled.
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2H
2H |
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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. In pressure, you can very easily frame trap with it by using strings like fS>2H and cancel 2H again into 236H for even more frame traps which makes it a very useful normal for Elphelt's pressure game. On counter hit, pops opponents off the ground, close enough to be followed by cS. First hit on CH is untechable but the second one will make it air techable. 2H(1) CH>shotgun loops in the corner generally leads to hilarious damage and tension gain. |
2D
2D |
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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. |
j.P
j.P |
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Overhead jab. Self, jump and special cancelable. Can be used as an air-to-air but its range is worse than most jP and it can be stuffed very easily. Its downward hitbox make it better for airstring or 50/50 like jS>jP/5K. |
j.K
j.K |
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Overhead. Special cancelable. Damage is okay but hitbox is worse than the animation makes it look like. Mostly combo filler. |
j.S
j.S |
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Overhead. Jump and special cancelable. By far Elphelt's best air normal. Hits above, before, below and even behind her ! Useful in every situation, got great gatlings, very nice damage, insane speed and recovery, important combo filler and a lot of active frames. Don't hesitate throwing it out in most air situations and press jP afterwards to make it easier to hitconfirm it. On air hit, either try to see if you're low enough to do a relaunch with jH/jD>2P or just go for a basic air combo. |
j.H
j.H |
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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. Untechable for 20f on normal hit. |
j.D
j.D |
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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. Untechable for 30f on normal hit. As of Rev2.1, j.D can be YRC'd and still have the hitbox come out. |
Universal Mechanics
Ground Throw
Ground Throw |
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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. |
Air Throw
Air Throw |
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Gets a knockdown right next to you so oki is possible. Can be RC'ed for an air combo. |
Dead Angle Attack
Dead Angle Attack |
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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. |
Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Pineberry
Pineberry 236P (air OK) |
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Bridal Express
Bridal Express 214K (air OK) |
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Stance Moves
Miss Confire
Miss Confire 236S |
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Miss Travailler
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
Judge Better Half 236236K / 236236D |
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Genoise
Genoverse 632146HS |
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Multihit projectile super. Deals okay damage and is + on block. However, you got better option with RC to get more damage and more corner carry. Will have to see how her combo routes evolve to conclude whether this super is worth doing as a combo filler or not. |
Instant Kill
Magnum Wedding in IK mode: 236236H |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.