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Revision as of 17:25, 7 October 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.