GGST/Elphelt Valentine

From Dustloop Wiki

Overview

Overview

The bride searching for a husband returns to -STRIVE- as an adorable rock star! With her giant microphone rifle she charges into battle, shielded by impenetrable optimism.

Elphelt is a character focused on her rekka A series of special attacks that are only available after the first one is performed. style move Chain LollipopGGST Elphelt Valentine 214S.pngGuardAllStartup20Recovery16Advantage-2, where she gains mixups with Up High!GGST Elphelt Valentine 214SP.pngGuardHighStartup14Recovery24Advantage-10 & Down Low!GGST Elphelt Valentine 214SK.pngGuardLowStartup14Recovery24Advantage-10 and her reset with Here I Go!GGST Elphelt Valentine 214S.pngGuardAllStartup20Recovery16Advantage-2, giving her potential to frustrate her opponents when they just can't guess right. She also has Left/Right Mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.s with a well positioned Bomb-Bomb ChocolatGGST Elphelt Valentine 214H 2.pngGuardAllStartup29Recovery0Advantage+14 (mid air), decent zoning with Miss Charlotte, Bomb-BombnnièreGGST Elphelt Valentine 236236K Whiff.pngGuardGround ThrowStartup7+0Recovery50 (32 OH)Advantage- for strike/throw mix when she has tension, and great corner carry with Miss Charlotte (Out of Repair)GGST Elphelt Valentine 214K.pngGuardAllStartup14Recovery10Advantage-8~+3.

Elphelt is a well rounded rushdown character who can rely on her huge normals and consistent mix-up options to keep the advantage in her favor.
Elphelt Valentine
GGST Elphelt Valentine Portrait.png
Damage Received Mod
×1.09
Guts Rating
2
Prejump
4F
Backdash
20F Duration
1-5F Invuln
1-15F Airborne
Fastest Attack
2PGGST Elphelt Valentine 2P.pngGuardAllStartup5Recovery9Advantage-2 (5F)
5PGGST Elphelt Valentine 5P.pngGuardAllStartup5Recovery9Advantage-2 (5F)
Reversals
Juganto da parfeo (13F)
 Elphelt Valentine Is a well-rounded rushdown with large attacks and an assortment of mixups.
Pick if you like Avoid if you dislike
  • A quick and easy to pick up gameplan, with reliable tools and combos.
  • High mobility, and the ability to launch yourself forward in various ways.
  • Powerful space control with large attacks.
  • An oppressive suite of mixup opportunities once you find your rhythm.
  • Low health and having to face the music if you slip up.
  • Very character-specific offense. You'll need to adjust heavily to their tune.
  • Staying on the ground, lacking the firepower to control the air.
  • Simple combos, without much room for complex sequences.

Chain Lollipop

Unique Mechanic: Chain Lollipop
Here I Go! is your entry point into the Chain Lollipop state.

Using 214SGGST Elphelt Valentine 214S.pngGuardAllStartup20Recovery16Advantage-2, Elphelt can enter a rekka A series of special attacks that are only available after the first one is performed. state known as "Chain Lollipop". By pressing either P, K, S or H, she uses a corresponding move with a different effect:

Here I Go!GGST Elphelt Valentine 214S.pngGuardAllStartup20Recovery16Advantage-2 starts the Chain Lollipop sequence, and can be repeated without limit by pressing S afterwards. Using Here I Go!GGST Elphelt Valentine 214S.pngGuardAllStartup20Recovery16Advantage-2 resets the chain, allowing 2 other inputs to be used afterwards before the sequence ends, unless S is pressed again to reset.

Up High!GGST Elphelt Valentine 214SP.pngGuardHighStartup14Recovery24Advantage-10 is a multi-hitting overhead attack initiated by pressing P during Chain Lollipop. Pressing another button other than S afterwards will end the sequence.

Down Low!GGST Elphelt Valentine 214SK.pngGuardLowStartup14Recovery24Advantage-10 is the low-hitting K counterpart to Up High!GGST Elphelt Valentine 214SP.pngGuardHighStartup14Recovery24Advantage-10, using both in Chain Lollipop sequences is key to overwhelming the opponent. Again, pressing another button other than S afterwards will end the sequence.

Nailed It!GGST Elphelt Valentine 214SH.pngGuardAllStartup13Recovery21Advantage-5 can be used at any time with H during Chain Lollipop and will always end the sequence. It's the go-to finisher, leaving Elphelt with the advantage after she's successfully mixed an opponent with Up High!GGST Elphelt Valentine 214SP.pngGuardHighStartup14Recovery24Advantage-10 or Down Low!GGST Elphelt Valentine 214SK.pngGuardLowStartup14Recovery24Advantage-10.


Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

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
20 All 5 3 9 -2
Total: 16

Fast and high-reward anti-air to quickly respond to opponents stalling above you.

A mostly standard 5P, but with generally good startup and reaches high up, making it a more reliable anti-air. On air hit it leads to very powerful combos with c.S, making it considerably higher reward than 6P if used. It is strongest against empty jumps and other tactics to stall above Elphelt; or cross-up behind her.

As an abare, it is generally overshadowed by 2P, as this is more susceptible to whiffing, and is not faster to recover.

  • Whiffs on crouching opponents.

Gatling Options: 5P, 2P, 6P, 6H

5K

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
25 All 7 3 13 -4
Total: 22

Fast, close-range poke in neutral and RPS.

Relatively large for its speed, it covers middleground between the short range of 2K and the long range of f.S with a low recovery on whiff. It is notably good during spaced RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. where opponents are unable to use their own 2K. This is notably helpful after spaced attacks such as 2H or Out of RepairGGST Elphelt Valentine 214K.pngGuardAllStartup14Recovery10Advantage-8~+3. On hit it provides a knockdown into 2D for okizeme.

Mediocre as a pressure tool. Its lack of variability on cancel timing combined with a generally weak options makes it not so useful for blockstring offense, but is often very safe when used at further range.

  • Cannot gatling or special cancel during recovery.

Gatling Options: 6P, 6H, 5D, 2D

c.S

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
38 All 7 6 10 +1
Total: 22

Okizeme tool to begin a standard offense, and fast punish combo starter.

Fairly standard c.S. With a high active time, very low recovery, and assortment of gatlings leading into Elphelt's core blockstrings, it makes a solid okizeme at close-rage when you're unable to set up Bomb-Bomb ChocolatGGST Elphelt Valentine 214H 2.pngGuardAllStartup29Recovery0Advantage+14 (mid air). On block it can be easily used to stagger pressure, go into 5H to enforce Chain Lollipop, or delay a gatling with 2S or 2D for a frametrap.

c.S is also the go-to punish for the majority of unsafe moves, with very fast startup and good combos. However, usually restricted by range.

While less reliable than alternatives, c.S can also function as an anti-air. It will face towards the opponent automatically, and hits relatively high up. It is a good answer to opponents directly above you, similar to 5P but with higher value on hit or block, and more commital recovery.

  • Forces crouch on grounded hit. This always increases hitstun by +1.
  • Ground bounce on air hit.

Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

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
31 All 11 3 18 -7
Total: 31

Long-range general purpose poke for use in neutral.

Thanks to its impressive range it can easily attack outside the range of other characters, making it hard to space around while being a reliable whiff punish attack. On hit, this easily confirms into 5H at all but the furthest ranges, and on Counter Hit leads into 2H for a large combo from very far away. However, more susceptible to low-profiles and 6P attacks due to attacking at mid-height.

Generally mediocre on block, as 5H becomes slightly unsafe to 6P attacks and and doesn't lead to anything particular at spacing. It has a niche over 2S thanks to its more forgiving range at the cost of being susceptible to 6P attacks.

  • Hurtbox remains extended for the entire recovery, despite how the animation appears.

Gatling Options: 5H, 2H

5H

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
41 All 14 4 26 -11
Total: 43

Huge poke and general confirm tool for simple knockdowns and pressure.

As one of Elphelt's single largest attacks her 5H makes a useful attack to out-range pokes and control neutral. However, due to its very long recovery it is risky to let it whiff the opponent, while being very suspectible to being low-profiled. It is also a common hitconfirm after f.S, especially to combo into Out of RepairGGST Elphelt Valentine 214K.pngGuardAllStartup14Recovery10Advantage-8~+3 for impressive corner carry.

In blockstrings, thanks to its high blockstun it is one of Elphelt's only ways to safely begin Chain Lollipop with Here I Go!GGST Elphelt Valentine 214S.pngGuardAllStartup20Recovery16Advantage-2 without risking a 6P, often used with c.S > 5H > 214S. Unfortunately, 5H is unable to hit any frame of 6P startup, making it a slightly flawed frametrap from 2S or f.S, and not very strong when delayed from c.S.

Gatling Options: 5HH

5HH

H after 5H

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
46 All 15 1 31 -15
Total: 46

Simple hitconfirm tool from 5H for combos in the corner or to push the opponent back.

Due to an unforgiving cancel window, it is impossible to frametrap with this. This means it serves no real purpose for pressure. However, using it on block will push the opponent much further. This can work to your favour, as it allows Out of RepairGGST Elphelt Valentine 214K.pngGuardAllStartup14Recovery10Advantage-8~+3 to be better on block, but it severely reduces your options from 5H.

On hit, it is only worth using 5H~H in the corner to use the Rolling Tumble effect. Early into combos this allows a confirm into Bomb-Bomb ChocolatGGST Elphelt Valentine 214H 2.pngGuardAllStartup29Recovery0Advantage+14 (mid air), while late into combos it can help break the wall, especially with a final cancel into Out of Repair.

In rare cases like  Asuka and  Jack-O' it is possible to cancel 5H without hitting the opponent. In these cases it can act as a ginormous poke for impressive screen-clearing.

  • Launches the opponent into a Rolling Tumble on hit, giving a knockdown with a momentarily comboable state.
  • May only cancel from 5H during active frames.

5D

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 45 High 20 3 26 -15
Charged 56 High 28 3 26 -10
Total: 48
Total: 56

Universal overhead attack. Tapping D gives a fast but weak overhead, while holding down D will give a much slower but much more powerful strike.


Uncharged Dust Attack

Fast overhead mixup, exclusively used with a Roman Cancel. Can make for a surprise mixup out of point-blank 2K and c.S. However, it always creates a gap and due to its short range it is very easy to whiff on Faultless Defense, making it often risky to use.

  • Causes floating crumple on ground hit.

Charged Dust Attack

On-hit, holding 8 will activate Homing JumpHold any upwards direction after hitting an opponent with a raw, fully charged Dust Attack to leap into the air and chase them. for a large combo opportunity.

Very slow overhead mixup with a high return on hit. With similar problems, but very easy to react to and interrupt, it is generally not a very effective mixup despite its high potential combo damage. However, it has some use in combos as a high-damage extender off very high launches.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Uncharged 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P

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
19 All 5 3 9 -2
Total: 16

All-around strongest abare An attack during the opponent's pressure, intended to interrupt it., with very fast startup and reliable confirms.

2P can be used to escape gaps in offense where the opponent is either very close, or extends an attack into the 2P. Its fast startup makes it ideal to exploit narrow gaps in offense, especially to interrupt Tick Throws A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. and stagger pressure.

Doubles as an alternative stagger pressure tool, being able to bait YRC and Burst, with a short enough blockstun to easily run in for a Throw before the opponent can react.

On hit, can combo with 2P > 6P > 214K for easy advantage. However, if you play for a Counter Hit, you can link into 2P CH > 2K > 2D for a stronger knockdown, and at point-blank range even get a combo with 2P CH > c.S.

Gatling Options: 5P, 2P, 6P, 6H

2K

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
19 Low 6 3 12 -3
Total: 20

Fast low for mixups and general-purpose punish.

As Elphelt's fastest low available, many setups include the use of 2K to threaten High-Low mixups. On hit it confirms into 2D for a hard knockdown to reset okizeme. It is very low damage, and a poor starter with Roman Cancels, but an essential part of locking down the opponent. Its fast speed also allows it to be a standard punish to many unsafe attacks to get a knockdown.

On block, it has a frametrap with 2D, and at close-range can act as a tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from., making it a workable stagger pressure tool.

  • Can only cancel during active frames.

2S

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
29 All 13 6 15 -7
Total: 33

Low hitting strike for close-range offense and defensive neutral coverage.

A useful okizeme and gatling off c.S, with good reward on hit, and high active frames to easily punish backdashing. Its large range means it can often be used on weaker okizeme, such as dashing up after Out of RepairGGST Elphelt Valentine 214K.pngGuardAllStartup14Recovery10Advantage-8~+3 or Up High! (Finisher)GGST Elphelt Valentine 214SPP.pngGuardHighStartup14Recovery32Advantage-18. On block, it can go into 5H to potentially set up a safer Here I Go!GGST Elphelt Valentine 214S.pngGuardAllStartup20Recovery16Advantage-2 for Chain Lollipop, or 2H to punish opponents trying to use 6P.

In neutral it is a powerful defensive poke. Its decent range, disjoint, and long active time makes it especially good at catching approaching opponents. It also reliably catches low-profile attacks, while incidentally being a functional anti-air thanks to how tall it is relative to Elphelt, giving it a versatile coverage of different approach angles. However, its slower startup and shorter range than f.S makes it more prone to being outclassed in the midrange by other pokes.

Gatling Options: 5H, 2H

2H

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
37 All 18 6 15 -4
Total: 38

Slow advancing attack to call out attacks, but is risky to being interrupted on startup.

Most common in pressure as a callout to 6P and backdashes, netting enormous reward for Counter Hit while remaining safe on block. Can always be thrown on startup, and its lower blockstun compared to 5H makes it easier to counter Here I Go!GGST Elphelt Valentine 214S.pngGuardAllStartup20Recovery16Advantage-2 or Bomb-Bomb ChocolatGGST Elphelt Valentine 214H 2.pngGuardAllStartup29Recovery0Advantage+14 (mid air). Therefore, it is nessecary to balance both options.

In neutral, it has a niche has a crouch-height advancing attack to get under various high-hitting projectiles. Especially useful due to how tall Elphelt's dash is, substituting in for other dashing attacks. However, the attack hits deceptively late into the movement, making it often fall into lingering attacks without trading.

  • Launches the opponent on hit.

2D

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
31 Low 12 4 18 -8
Total: 33

Follow-up after 2K and a slightly faster substitute to 2S.

On hit sets up a very strong knockdown giving time for c.S or 2H OTG okizeme, as powerful midscreen offense. Its exact 1F frametrap timing from 5K/2K also makes it your go-to combo and pressure option. However, its poor blockstun makes it dangerous when blocked at close range as you will not have easy answers to certain punishes.

In neutral it is similar to 2S with better startup and Counter Hit reward, while being a Low guard to catch opponents walking backwards; at the cost of slightly worse range, lack of disjoint, and weaker on-block. Works best when spaced, making it a good defensive option and RPS tool in the midrange.

  • Launches into a hard knockdown on grounded hit.

6P

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
29 All 9 4 20 -10 1-2 Upper Body
3-12 Above Knee
Total: 32

Exceptionally good anti-air and counterpoke, able to crush airborne and mid-height attacks with ease.

A cut above other 6P attacks, with tied for the best startup and invuln, with good recovery and enormous vertical range. In addition, confirms into a knockdown on hit and combos on Counter Hit. Like most 6P attacks, its is upper-body invulnerable during startup and actives, making it your go-to option to challenge opponents jumping directly in with airborne attacks or mid-height pokes such as f.S and 5H attacks.

The only notable downside is the general lower reward compared to other anti-airs due to worse combo potential, and on grounded block is a very precarious position thanks to its awful blockstun reminiscent of 2D, but with more recovery, sometimes making a punish unavoidable.

6H

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
52 All 25 9 25 -15
Total: 58

Your gateway to Elphelt's big combos, and a questionably extreme anti-air.

As Elphelt's only attack able to combo into Bomb-Bomb ChocolatGGST Elphelt Valentine 214H 2.pngGuardAllStartup29Recovery0Advantage+14 (mid air) outside of the corner, with very high damage, most of her biggest combos rely on accessing a comboable 6H, either using a Counter Hit c.S, an air-hit c.S, or the stagger from Wild Assault.

This technically can function as an anti-air thanks to its large range, enormous anti-air disjoint, high active time, and potentially lethal reward on hit. However, it will need to be extremely pre-emptive to stand a chance of working, and is very bad on whiff, making this high risk.

  • Launches the opponent on hit.

j.P

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
16 High 6 4 9
Total: 18

High-reaching and fast air-to-air attack for preemptive checks.

Hitting higher than Air Throw, it is easier to catch airborne opponents but is slower if the opponent is already in range. It sacrifices some value on hit, as j.P is inconsistent to confirm into a good combo or knockdown. However, its hugely lowered recovery allows a preemptive attack to then safely recover mid-air, to block or evade anti-airs, or drop down into a new attack.

It is best used from a dash jump, as the added momentum can enable better confirms and avoids j.P sending the opponent too far.

Gatling Options: j.P

j.K

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
21 High 7 4 12 -1 (IAD)
Total: 22

Versatile and extremely multi-purpose, but hard to get reward from.

j.K has an impressive hitbox, able to catch standing opponents even from a grounded jump. This allows it to doubles as both as a frustratingly hard to challenge counterpoke in neutral, and an instant overhead mixup tool in blockstrings. Unfortunately, in both cases you will need a Roman Cancel to get any value whatsoever.

In addition it is Elphelt's fastest jump-in attack by a large margin, and is especially good after empty jumping in neutral. From an airdash it lacks any reward on hit, but instead it threatens a frametrap j.D to be +10 on block to begin your advantage.

Gatling Options: j.D

j.S

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
29 High 11 6 18 +3 (IAD)
Total: 34

Cross-up attack able to hit behind Elphelt, and a very far-range jump-in.

Hitting it on cross-up is most commonly set up during Bomb-Bomb Chocolat. When used this way it is very reliant on spacing and timing. Depending on how late into Elphelt's movement it connects, it can potentially link into c.S, 5K, or f.S for varying amounts of value on hit or block.

When used from an airdash from very far range, it covers substantially more range than j.H and is +6 on block. However, if the airdash is too close it trades significant frame advantage on hit and block for slightly faster startup, which is rarely preferable. If airdashing over the opponent instead, it can be used to quickly hit cross-up, however this will virtually always space too far to combo, and is instead to secure slight frame advantage after escaping the corner.

Can also act as a relatively large but very slow preemptive air-to-air, hitting the furthest of Elphelt's air normals from frame 14 onwards.

  • Hits behind Elphelt during first 3 active frames. Hits much further and slightly upwards during final 3 active frames.

Gatling Options: j.H, j.D

j.H

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
35 High 13 4 14 +5 (IAD)
Total: 30

Slow-hitting jump-in for mid-range approaches.

It is best used from an airdash where you would otherwise hit the early frames of j.S. Thanks to its slower startup it will hit deeper and maintain a better frame advantage on hit and block, giving a frametrap if linked into 2K and a combo into c.S.

Has some niche after Bomb-Bomb Chocolat, autotiming to hit on the last possible frame for even more frame advantage. Its slower startup also helps for certain height-based setups without manually timing j.S.

Gatling Options: j.D

j.D

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
23, 23 High 16 3,3 20 -1 (IAD)
Total: 41

Universal Mechanics

Ground Throw

6D or 4D

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
80 Ground Throw 2 3 38 none
Total: 42

Universal throw. A valuable mixup and punish tool.

A good way to open up opponents and vary your pressure after c.S, Here I Go!GGST Elphelt Valentine 214S.pngGuardAllStartup20Recovery16Advantage-2, Bomb-Bomb ChocolatGGST Elphelt Valentine 214H 2.pngGuardAllStartup29Recovery0Advantage+14 (mid air), and any other time you can quickly dash in in on the opponent. It plays a key role in general offense. Its incredibly short startup also makes it a useful defensive tool to punish moves or interrupt gaps in pressure at point-blank range.

On hit, gives time to use 2H OTG for powerful Bomb-Bomb Chocolat okizeme from anywhere.

  • Can throw the opponent either forward (6D) or backward (4D) based on the input used.
  • Hard knockdown on hit.
  • Counter Hit state during recovery.

Air Throw

j.6D or j.4D

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
80 Air Throw 2 3 38 or Until Landing+10 none
Total: 42
Total: 14

Universal Air Throw. A fast and powerful air-to-air.

It is especially good in conjunction with Bomb-Bomb ChocolatGGST Elphelt Valentine 214H 2.pngGuardAllStartup29Recovery0Advantage+14 (mid air) to grab opponents jumping out of blockstrings, and makes a good substitute for j.P when used to air-to-air an opponent closer to the ground quickly.

On hit in the corner it grants a meaty Bomb-Bomb ChocolatGGST Elphelt Valentine 214H 2.pngGuardAllStartup29Recovery0Advantage+14 (mid air). But, at midscreen the throw sends the opponent unreasonably far, making it hard to secure any okizeme. The only particular option is a very tight microdash Miss Charlotte (Out of Repair)GGST Elphelt Valentine 214K.pngGuardAllStartup14Recovery10Advantage-8~+3 to be slightly plus on block.

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • Counter Hit state during recovery until landing.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +30 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage ?.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D with 50% Burst (Hold OK)

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
236D 30 All 20~31 3 20 +13
236[D] 50 32 3 20 +17
Wild Assault
Total: 38
Fully Charged Wild Assault
Total: 54

Blue Wild Assault: Causes Guard Crush on block, and Stagger on uncharged hit. See here for more info on Wild Assault types.


A valuable frametrap and pressure reset to create offense where you otherwise can't, at the cost of 50% Burst.

Wild Assault can be used to frametrap moves like 5P or 6P at any moment even late into strings after 2H and 5H~H, making it an ideal pressure reset to keep available. On block it completely jails into Here I Go!GGST Elphelt Valentine 214S.pngGuardAllStartup20Recovery16Advantage-2 or Bomb-Bomb ChocolatGGST Elphelt Valentine 214H 2.pngGuardAllStartup29Recovery0Advantage+14 (mid air) to further improve your offense, while draining the opponent's Burst to ensure they can't Burst out of the upcoming mixups.

In addition it provides Elphelt's access to improved grounded combos, as a grounded Wild Assault always combos into c.S or 6H as needed, and may act as a substitute for breaking the wall to conserve Tension.

  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236D 90% 4 Mid Stagger +12 2500 3000 700 25% 0
236[D] 100% 4 Mid HKD +71 2500 2000 700 25% 0

236D:

  • Guard crush duration: 35F
  • Adds additional momentum on cancels without backwards movement.
  • Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
  • Total stagger duration: 34F (1-26F hitstun, 27-34F can block only)
  • Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (30F and 34F respectively)
  • Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (39F and 44F respectively)


236[D]:

  • Guard crush duration: 39F
  • Adds additional momentum on cancels without backwards movement.

Special Moves

Miss Charlotte

236S or 236H (Air OK)

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
Miss Charlotte 27 All 16 8→9→66 [14→9→66] Total 50 -15
Air Miss Charlotte 27 All 14 8→9→66 [14→9→66] Until Landing + 7 -17 (IAS)
----
Grounded (S and H) (Note Yellow underline indicates when the projectile will persist when RCd)
Total: 50
S projectile (NoteGrounded version. Yellow underline indicates when the projectile slows down before redirecting.)
Total: 83

A weak and basic projectile with a much more powerful homing ricochet effect.

When shot directly at the opponent, it is a fairly weak poke for a very small amount of damage and Tension, and niche homing ability. Not particularly effectve due to its very poor frame data. But, it can be a serviable interrupt to character-specific setups that disappear on hit or block.

If the initial shot whiffs, the projectile will home in and redirect at the opponent after a short delay. This is especially useful when used in the air, as you can fire over the opponent and have it return to leave you reasonably advantaged. This can be used as part of some Throw bait setups, or in neutral to bait anti-airs. Unfortunately this leaves you incredibly vulnerable, making it very risky. Whiffing the shot while grounded can also be done in some niche okizeme situations.

The version you want will depend a lot on timing and movement. Generally, S is faster and easier to use, while H is riskier but more advantageous. The S version also travels less distance before stopping, potentially creating a ricochet even without whiffing past the opponent, for better screen control but a slower hit.

  • The timing of when the shot will stop, pause, and redirect is determined by the input used. The H version will travel faster, and for longer before redirecting, shown by the data in [ ].
  • Air version projectiles automatically stop and redirect if it hits the ground.
  • The air version momentarily slows momentum before sending Elphelt backwards.
  • The projectile will disappear if Elphelt is hit, but not on block.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Miss Charlotte 80% 2 Very Small -12 500 1000 300 12% 100
Air Miss Charlotte 80% 2 Very Small -14 (IAS) 500 1000 300 12% 100

Miss Charlotte:

  • Projectile locks its homing direction in on the first 'pause' frame (9F / 15F)
  • The move cannot be re-input for the full active duration (83F / 89F) on whiff, even if the projectile travels off-screen.
  • During the 'pause' frames the projectile does continue to move extremely slowly, reducing its speed by 40% per frame. In addition it begins moving at only 10% speed for the first 2 frames of the ricochet.
  • The attack is actually formed of 2 animations. The very large and prominent muzzle flash and beam graphic is tied to Elphelt and has no hitbox. The projectile is a small fireball moving behind it, which is almost invisible in the H version until later into the animation. During certain frames the two can be misaligned, meaning the attack hitbox does not nessecarily match the animation being played.


Air Miss Charlotte:

  • Due to the faster movement of the H projectile, it may hit the ground sooner at a low height, and thus redirect faster than the S version.

Miss Charlotte (Out of Repair)

214K

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
35 All 14 12 10 -8~+3
Total: 35

Bolt forward with an extreme rush of movement. More powerful the further away you are.

The further out you hit the more advantageous you are, at its maximum range you will naturally outspace Throws and have time to c.S or 2K. At close-range, you are extremely punishable, so use with care. In neutral this makes for a great surprise attack to close the distance, either to interrupt setups, or disrupt their approach.

Also acts as your go-to frametrap special and long-distance pressure tool. After 5H~H it can catch opponents from extremely far away while staying safe—or even plus—on block. While from weaker blockstun with moves like 6P or 2D it acts as a risky frametrap to prevent opponents attacking.

Doubles up as a strange command dash, usable on knockdowns to close distance faster than running normally, or to slip under airborne opponents from very far away. Its low recovery makes it hard to catch on whiff and can turn full-screen positions into a close-range interaction extremely quickly.

Bomb-Bomb Chocolat

214H

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
45 All 29 10 0 +14 (mid air) Airborne, Below Waist 7-38
Total: 38
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

Okizeme tool and pressure reset to set up mixups, doubling as a callout move.

With its strong air advantage, Bomb-Bomb Chocolat easily sets up some of Elphelt's best offense. Following up with j.H leaves her +10 to easily jail into her c.S, but she can easily bait out defensive options by stalling herself in the air with various air movement options. On okizeme, the bomb can be hit meaty from OTGs The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." to create completely safe mixups with j.D and 2K, while being a functional safejump, with a large variety of Roman Cancel options.

Cancelling into Bomb-Bomb Chocolat on block is very dangerous. Universally opponents can easily react late with a jump to Air Throw, but quicker reactions net very powerful punishes. Despite this, it can work as a callout against opponents thanks to how easily Elphelt jumps over attacks, including most 6P attacks. It can also double as a cross-up tool to cause whiffs or surprise unsuspecting opponents.

While it can be rocket-proppelled by dash momentum, Bomb-Bomb Chocolat is very rare in neutral, as the bomb doesn't hit as far as Elphelt travels, usually leaving her easily punishable.

Here I Go!

214S or S during Chain Lollipop

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
30 All 20 3 16 -2 10-23 Airborne
Here I Go! (on hit) (NoteThe square with a yellow underline indicates the cancel window into Chain Lollipop follow-ups.)
Total: 39
Here I Go! (on whiff) (NoteThe square with a yellow underline indicates the cancel window into Chain Lollipop follow-ups.)
Total: 39

Begin or reset Chain Lollipop, for a powerful mix-up layered offense.

Once it begins, Elphelt can use her follow-ups for strong High and Low mixups, or go into a Tick Throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. using the low recovery. While none of these options are particularly good damage, it can be very hard to escape the pressure once it begins, and generates a lot of Tension in the process. The attack is slightly slow, making it always possible to interrupt with a 6P unless cancelled into from 5H or 6H. The mere threat of this makes it very important to play around opponents predicting with 6P.

It can also be used during Chain Lollipop to reset the pressure. This is especially good midscreen after hitting the mixup, instead of Nailed It! (H)GGST Elphelt Valentine 214SH.pngGuardAllStartup13Recovery21Advantage-5. This lets you prolong the offense for even more value, without resetting to neutral. Using it after a Chain Lollipop attack is blocked will risk a 6F gap that can be hit by a 5P/2P, for a potentially devastating counter-attack.

  • May cancel into any other Chain Lollipop attack, including itself, giving a 6 frame gap.
  • Can be cancelled on whiff, 6 frames later than if the attack connects.
  • Can be kara cancelled A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. into Overdrives by inputting alongside any follow-up.

Up High!

P during Chain Lollipop

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
Up High! 10×3 High 14 2,2,3 24 -10
Up High! (Finisher) 10×3 High 14 2,2,3 32 -18
Up High! (on hit) (NoteThe square with a yellow underline indicates the cancel window into Chain Lollipop follow-ups.
Cancelling into Up High! or Down Low! will result in their rekka ender versions.
)
Total: 44
Up High! (on whiff) (NoteThe square with a yellow underline indicates the cancel window into Chain Lollipop follow-ups.
Cancelling into Up High! or Down Low! will result in their rekka ender versions.
)
Total: 44
Up High! (Finisher)
Total: 52

The version of the move depends on what it is canceled from. The "Finisher" variant occurs if canceled into from either Up High! or Down Low!


Overhead mixup and frametrap tool during Chain Lollipop.

If the opponent crouch blocked, the first hit will whiff, making it effectively 2F slower and creating a slight gap. This can be useful as it automatically frametraps opponents predicting a reset with Here I Go!GGST Elphelt Valentine 214S.pngGuardAllStartup20Recovery16Advantage-2 or trying to punish it on block with Throw. However, this opens up problems as it can be reliably hit by reversals or fuzzy blocked A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right.. Alternatively, if the opponent stand blocked, the first hit will connect, allowing it to line up perfectly with Down Low!GGST Elphelt Valentine 214SK.pngGuardLowStartup14Recovery24Advantage-10 for a true unfuzziable mixup.

When hitting only Chain Lollipop midscreen, it is often best confirmed into an Up High! Finisher for its short-launching knockdown to keep basic okizeme, usually with time to use 2K or 2D, at the cost of damage and corner carry. On block it is extremely risky to go for another mixup unless you can Roman Cancel where it becomes a very powerful asset.

  • Standard version may cancel into any other Chain Lollipop attack, including the 'Finisher' version of itself.
  • Can be cancelled on whiff, 4 frames later than if the attack connects.
  • Finisher version launches the opponent on the final hit.

Down Low!

K during Chain Lollipop

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
Down Low! 30 Low 14 3 24 -10
Down Low! (Finisher) 30 Low 14 3 30 -16
Down Low! (on hit) (NoteThe square with a yellow underline indicates the cancel window into Chain Lollipop follow-ups.
Cancelling into Up High! or Down Low! will result in their rekka ender versions.
)
Total: 40
Down Low! (on whiff) (NoteThe square with a yellow underline indicates the cancel window into Chain Lollipop follow-ups.
Cancelling into Up High! or Down Low! will result in their rekka ender versions.
)
Total: 40
Down Low! (Finisher)
Total: 46

The version of the move depends on what it is canceled from. The "Finisher" variant occurs if canceled into from either Up High! or Down Low!


Low mixup and combo tool during Chain Lollipop.

Mostly identical to its sibling Up High!GGST Elphelt Valentine 214SP.pngGuardHighStartup14Recovery24Advantage-10, with minor differences. The attack is gapless on crouching opponents. This makes it worth delaying the attack to match the timing of the overhead or create frametraps. However, be wary being punished by Throws and invulnerable reversals. Similar to Up High!, the Finisher on block is extremely risky, but is hugely powerful when combined with Roman Cancel to combo on hit and reset on block.

By comparison, it is usually slightly better to use Down Low! during longer combos as it is not as affected by unfavourable damage rounding down and launches slightly higher to hit Nailed It!GGST Elphelt Valentine 214SH.pngGuardAllStartup13Recovery21Advantage-5

  • Standard version may cancel into any other Chain Lollipop attack, including the 'Finisher' version of itself.
  • Can be cancelled on whiff, 4 frames later than if the attack connects.
  • Finisher version launches the opponent.

Nailed It!

H during Chain Lollipop

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
50 All 13 3 21 -5
Total: 36

Pressure ender and corner knockdown confirm during Chain Lollipop.

The Finisher versions of Up High! and Down Low! are extremely unsafe, making it almost always better to confirm into Nailed It! unless you have 50% Tension for a Roman Cancel to safely enforce a mixup. With huge pushback, it easily spaces out to avoid being punished or put into pressure. It is not flawless, however, as when Instant Blocked it can be Throw punished. In addition it quickly whiffs on 6P attacks, making it less reliable when used with large delays.

If confirming in the corner, it is always best to use Nailed It!, as it gives by far the highest damage, and the best knockdown. Depending on matchup, it can often provide time to set up Bomb-Bomb ChocolatGGST Elphelt Valentine 214H 2.pngGuardAllStartup29Recovery0Advantage+14 (mid air), or run in for a meaty c.S. Midscreen, however, it launches the opponent too far to do anything.

Overdrives

Juganto da parfeo

632146H

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
126 All 9+4 3 60 -39 1-15F Full

A slow but long-range invulnerable reversal and combo ender.

At 13F startup, Elphelt's reversal is susceptible to various safe-meaty attacks. On top of generally bad vertical range, this is weaker as a wakeup option compared to most invulnerable Overdrives. However, its enormous horizontal range allows it to retaliate even from very far away. In addition, it launches very far, with time to get okizeme, easily shifting the momentum from the corner.

It is common to end combos by using Juganto da parfeo to break the wall, getting to reset offense with Positive Bonus. This can even be done during Chain Lollipop by timing your input as a Kara Cancel.

  • Triggers an instaneous Wall Break. Results in a Hard Knockdown for +36 frame advantage.
  • Uniquely the attack is a projectile, meaning it cannot be interrupted after super-flash or Red Roman Cancelled.

Bomb-Bombnnière

236236K

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
Bomb-Bombnnière 50 Ground Throw 7+0 2 50 (32 OH) - 1-8F Throw
Bomb-Bombnnière Explosion 80 All 113 15

Command Grab, setting up a boosted mixup or as a combo confirm. However, almost never worth the high cost.

When the grab lands Elphelt attaches timed explosives that will detonate after a short delay. This cannot be teched out with a Throw Clash, making it a counter to fuzzy Throw Tech.

By resetting into a mixup, you gain higher damage potential than comboing directly from the grab. Unfortunatey, the damage remains low for the cost even if the mixup works, struggling to match that of Throw into a fast RC, despite being significantly riskier and much more expensive. Combined with other problems, like being vulnerable to Psych Burst before the explosion even goes off, this makes it rarely see use as a mixup tool in Elphelt's otherwise very resource-efficient offense. While it has a small niche in some grounded combos, this can only be done from a Wild Assault at closer range, requiring a huge amount of resources to set up.

In more advanced play, Bomb-Bombnnière primarily serves a niche as a whiff cancel (not kara) during Chain Lollipop, allowing it to option select against backdashes.

  • Cannot be jumped or otherwise evaded after super flash begins.
  • Upon hitting the grab, applies a Stagger effect, leaving the opponent momentarily comboable.
  • Grenade belt explodes 81f after Elphelt recovers, even if Elphelt gets hit.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Bomb-Bombnnière 50% 4 Very Small Stagger +20 - 2500
Bomb-Bombnnière Explosion 100% 4 Very Small 500 1000 12%

Bomb-Bombnnière:

  • Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
  • Total stagger duration: 52F (1-44F hitstun, 45-52F can block only)
  • Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (48F and 52F respectively)
  • Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (57F and 62F respectively)

Colors

GGST Elphelt Valentine color 1.png
GGST Elphelt Valentine color 2.png
GGST Elphelt Valentine color 3.png
GGST Elphelt Valentine color 4.png
GGST Elphelt Valentine color 5.png
GGST Elphelt Valentine color 6.png
Color 1
Color 2Elphelt's color scheme from  Xrd -SIGN-
Color 3
Color 4
Color 5
Color 6
GGST Elphelt Valentine color 7.png
GGST Elphelt Valentine color 8.png
GGST Elphelt Valentine color 9.png
GGST Elphelt Valentine color 10.png
GGST Elphelt Valentine color 11.png
GGST Elphelt Valentine color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Elphelt Valentine color 13.png
GGST Elphelt Valentine color 14.png
GGST Elphelt Valentine color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in Season Pass 3
Colors 14 and 15 are included in Season Pass 3
Colors 7-11 are included in Additional Colors Pack #3
Color 12 is included in Additional Color Pack #3

Navigation

To edit frame data, edit values in GGST/Elphelt Valentine/Data.
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