GGXRD-R2/Elphelt Valentine

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Overview
Overview

Elphelt is a versatile character who has multiple weapons to get at 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.


Lore:Once the happy-go-lucky Valentine sister of Ramlethal, she was "activated" at the end of Xrd -SIGN- and fell under the control of the Universal Will, mother of the Valentines. Sol, Sin, and Ramlethal are now determined to free her.
Voice:Aya Suzaki
Playstyle
GGXRD-R2 Elphelt Valentine Icon.png Elphelt Valentine is a character with versatile tools for many situations and effective okizeme.
Pros Cons
  • Great Normals: Most of Elphelt's buttons have one or more of these traits: fast, disjointed, long range, or good cancel options.
  • Great Backdash: Elphelt's backdash has lots of invuln, moves far backwards, and has little recovery.
  • Great Corner Carry : Elphelt's combos and blockstrings push her opponents very far towards the corner.
  • High Average Damage: Elphelt's combos can do considerable damage, especially when involving Miss Confire (shotgun).
  • Powerful And Versatile OkizemeAttacking an opponent about to wake up, usually with meaty attacks or mixups.: Elphelt has access to great oki thanks to j.D YRC, IADInstant Air Dash
    An air dash performed from a standing position as fast and as low to the ground as possible. Done by pressing 956 to air dash forwards or 754 to air dash backwards.
    pineberry (grenade) safejumps, unblockables, and more.
  • Consistent Access To Knockdowns: Elphelt is able to convert most stray hits into a knockdown, especially with access to sufficient meter.
  • Strong Anti-airs: buttons such as c.S give Elphelt abnormally fast and rewarding options to anti-air opponents.
  • Great Risk-reward: In many scramble situations, the risk-reward of a trade or abareAn attack during the opponent's pressure, intended to interrupt it. is skewed in Elphelt's favor.
  • Diverse And Powerful Toolbox: Elphelt access to a powerful option for almost any situation such as a strong meterless projectile, powerful mixups, zoning, unblockables, frame traps, and more.
  • Looping Unblockables: Elphelt has access to unblockable setups, utilizing grenade and Miss Confire (sniper), that loop into themselves.
  • Grenade Can Be Detrimental: If Elphelt is carrying a grenade and is forced to block, the grenade explosion can rob her of her turn. If Elphelt is hit while carrying the grenade, the explosion can give opponents better combos than normal.
  • Prone To Trades on Anti-Air: Because Elphelt's anti-airs are not tied to the universal 6P system, and as such do not have upper-body invulnerability, a poorly spaced anti-air is more likely to trade.


Normal Moves

5P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
9 Mid 5 3 5 +2 -

Jab. Self, jump and special cancelable. It's quite fast but it doesn't hit crouchers except Potemkin and Bedman. The hitbox is actually the rose that Elphelt is holding. The active frames end as soon as the rose is dropped. Because of those properties, 5P is usually outclassed by her 5K in neutral despite being 2 frames faster and is not very useful in blockstrings. Has occasional applications at round start to stop moves where the hurtbox comes out first since it is slightly disjointed. It can be used as a pretty niche anti-air due to Elphelt lacking a conventional 6P but has no upper body invuln. Decent for confirming air combos at certain angles and sees some use as a move to fake her 6P overhead in okizeme situations.

5K

c.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
24 Mid 5 5 18 -6 -

Jump and special cancelable. Extremely versatile move. VERY fast anti-air and a great starter. Hits most opponents at the top of their jump but has no upper-body invulnerability. The hitbox behind her is pretty good too, allowing Elphelt to hit opponents on the opposite side of her. Creates a strong OS in 6H+S which allows you to either throw on the first frame or hit at the 5th frame with c.S. This OS is also useful against crossups, since as stated earlier, c.s can hit on either side. While useful on offense, it can also lead to high reward when calling out badly timed meaties or low airdash mixups on Elphelt's wakeup. Lack of proration and strong gatlings make this an excellent combo starter. Useful in pressure due to wide number of cancel options and being able to delay a gatling until near the end of its recovery animation.

f.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
28 Mid 9 5 16 -4 -

Jump and special cancellable. Excellent 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 or on counter hit by cancelling into 2H. Can also be cancelled into IAD combos if you have fast reactions on counter hit. It can be low-profiled by certain moves and Elphelt's foot extends the lower portion of the hurtbox forward, making this move vulnerable to sweeps, so don't be too predictable with it.

5H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
1 20 Mid 11 1 28 -12 -
2-4 18×4 Mid 9 1 26 -10 -
5 18 Mid 9 1 33 -17 -

Special cancelable only for the first hit. Despite its hitbox, the move is coded to whiff on all crouchers, even Potemkin. (This also goes for crouching normals with hurtboxes that extend upwards, meaning it will lose to almost any 2H.) 5th hit blows away and knocks down on ground hit, blows away and doesn't knock down on air hit. A great normal that reaches half-screen and stuffs 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 huge pain for big, slow characters to move around due to long range and long active time. It can easily be low profiled by some moves and on block, the opponent can crouch block to make later hits whiff. However, the YRC window frame is lenient and seems to go up to the end of the active frames. This makes it possible in some situations to punish the opponent for attempting to low profile it and counter with their own 2H.

Keep in mind however that despite triggering pineberry and looking like a projectile, it is considered to be a normal attack and does not nullify other projectiles. Also, it extends her hurtbox by quite a bit. The hurtbox extends well past the edge of the gun. The vertical hitbox isn't as big as it looks, so it will only beat IAD but any other kind of air approach will make it whiff. Overall, a very strong neutral tool that becomes a nightmare for your opponent if you have 25% tension or more. It's possible to use an OS with it thanks to the lenient YRC window which is 5H>214K~YRC. If 5H whiffs, you will get a YRC. If it gets blocked or it hits, you will do 214K instead. Unless you're quite close, 5H>214K on block is + and 5H CH>214K combo even at max range allowing to get a knockdown.

6P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
24 High 23 4 22 -12 1-7F Upper Body
8-24F Above Knees

Very long range overhead. Special cancelable and faster than 5D. Lots of scaling and lots of pushback. No gatling options, so it should always be special canceled.

Can combo 6P>236H>SG-H on normal hit as of Rev2, allowing for conversions off grenade detonation and extremely high damage in the corner. Midscreen and without tension, Elphelt's only cancel options are 236H and 214K for minimal damage but a potentially decent knockdown. Scales heavily when RRC'd, so spending meter on a midscreen combo will give decent corner carry but low damage.

As of Rev2.1, has upper body invuln for some reason. Ground bounces on air counter hit and knocks down on normal air hit. Almost never worth going for.

6H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
50 Mid 15 10 30 -21 18-24 Foot

Special cancelable. Knocks down on normal hit. Ground bounce on CH. Huge normal that covers a wide area above and before her with quite a lot of active frames. Draws her hurtbox back slightly during startup, which can make some moves whiff at round start and then quickly whips forward. 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. Landing a counter hit with 6H leads to high damage and any setup you would want nearly anywhere on the screen. 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
22 High 24 6 16 -8 26, 33-35 Foot
27-23 Lower Body

While 5D can be more easily cancelled into than her other standing overhead, it is still perfectly reactable and is really only used as a cheap "gotcha" move. Unsafe on block and leads to mediocre reward on midscreen hit, but good reward on corner hit. Mostly useless against anyone who is paying attention. Can sometimes be useful for confirming stray corner hits into shotgun loops on the ground, but nearly everything Elphelt does for a combo ender in normal stance will blow away or knock down making this pretty situational.

2P

2K

2S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
26 Mid 8 6 18 -10 17-28 Above Knees

Special cancelable and staggers on CH. Fast move for the range and hits all the way to the floor unlike f.S and 5H. On CH, the stagger allows you to do 2S>5Hx5 at any range and 2S>2H true combos at just short of max range. Its ability to combo to 2H on counter hit makes it very rewarding to mash out of repressure attempts, but don't be predictable with it. On normal hit, you don't get much out of it unless you're very close or the opponent is standing. In pressure, the move frametraps into her low 2D or her advancing 2H, but it isn't as tight as f.S. From the last active frames to a bit before the recovery ends, Elphelt's hurtbox becomes really low allowing her to make a lot of moves whiff. Because it doesn't start 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 shouldn't be used as an AA. In some matchups (Ky, Sin and Zato mostly) this is your main ground poke as f.S and 5H is too risky against them and can be easily low profiled.

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
22×2 Mid 18 3 (3) 3 18 -4 5-17 Above Knees

2 hit sliding normal. Special cancelable. Staple of Elphelt's bread and butter 50 meter combos. The sliding effect is enhanced if you do a microdash before inputting 2H making it a good way to low profile certain moves. It has attack level 3 meaning that cancelling into 236H is + on block. This makes it one of her best moves to cancel into shotgun with to either frametrap or go for a command grab. Sees occassional use in stopping repressure attempts due to its low-profile and forward advancing properties, which can cause greedy opponents to run right into it, but be careful since getting hit out of it results in a crouch confirm. In pressure, you can very easily frame trap with it by using strings like f.S>2H and cancel 2H into 236H for even more frame traps, which makes it a very useful normal for Elphelt's pressure game. However, due to its slow speed, an attentive opponent can see it coming and IB the previous move, then backdash/blitz, allowing them to get a full crouching punish due to its significant recovery. On counter hit, pops opponents off the ground, close enough to be followed by c.S. First hit on CH is untechable but the second one will make it air techable.

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
36 Low 8 6 18 -10 1-5 Above Knees

Low. Jump and special cancelable. Fast for its range and can be used for ground footsies due to the disjointed hitbox. 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. This move is also an excellent starter for cancelling into 236H and detonating grenade in okizeme situations. Certain characters get popped up so high by 2D that at close range, they can be picked up into an air combo by some of Elphelt's air normals, allowing for high damage and a highly advantageous knockdown.

j.P

j.K

j.S

j.H

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
38 High / Air 11 3 29 + 5 after landing - -

Special cancelable. Don't try using this to hit crouchers without YRC. Completely disjointed air space control move with good active frames; it can sometimes hit when the particle effect from the shot is no longer visible. Staple air combo ender move that grants very high frame advantage for grenade okizeme.

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 j.D and be able to airdash before you land either to get in or run away. Untechable for 30f on normal hit.

As of 2.10, j.D can be YRC'd and still have the hitbox come out - and it will even hit crouching opponents with a mid-hitting hitbox. If they block this standing, Elphelt can do fuzzies with instant airdash jump normals. It doesn't work if they block it crouching but Elphelt can mix up her oki options and use an actual overhead to hit the opponent in those cases, making nearly any knockdown a very dangerous situation.

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
0,60 Throw: 75250 1 - - +49 -

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. Some very basic okizeme setups with grenade will enable you to get a meterless combo off of throw by chucking the opponent into the grenade explosion, granting Elphelt a very powerful strike/throw game.

Air Throw

Dead Angle Attack

Blitz Attack

Special Moves

Pineberry

236P (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Summon - - - - 19 - -
Overhand Throw 0 All 10 - Total: 33 -3 [+7] -
Underhand Throw 0 All 10 - Total: 33 -3 [+7] -

  • 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).
  • When the grenade is thrown, it has a hitbox until it touches the ground but deals 0 damage on hit.
  • If you don't throw the grenade in 3 seconds it will self-destruct on Elphelt. However, the explosion can be blocked. If hit while holding the grenade, it will self-destruct and launch Elphelt, granting the opponent potentially better combos, but could also create a scramble situation.
  • All Elphelt gun normals (5H, jD, SG-H, Sniper shot) can activate the explosion early by hitting the grenade during travel 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 makes it a level 3 move, allowing Toss > Explosion to combo if the timer is under ~0.5s, or allowing Elphelt to poke the opponent between the toss and explosion if it is above ~0.5s.
  • Grenade stays on screen if Elphelt is blocking, but disappears harmlessly if she is hit.
  • Grenade can be swatted away by opponents, but will remain onscreen to explode when the timer runs out.

One of her most important specials and the core of her okizeme game. The pineberry is so useful that it should be tossed nearly every time you get a knockdown, as the toss will always hit them on the first frame after they get up. 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, allowing her to toss the grenade into close-range projectile attempts and have the explosion counter hit the opponent, granting Elphelt a combo in most instances. Neither the toss nor the explosion prorate, allowing both to lead to solid damage.

Finally, j236P stops momentum which can bait AAs, be useful in combos, or enable safejumps. Air toss will also alter Elphelt's aerial momentum when done during an airdash, causing her to rocket towards the ground while letting go of it and allowing for continued pressure.

Bridal Express

214K (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
236K - - - - Total 28 - 1-4F Upper Body
5-11F Low Profile
12-13F Above Knees

Ground version:

  • Moves forward. Blows the opponent away and knocks down. Useful for corner carry. 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 its big hitbox and the fact that it's + with the right spacing in neutral situations. In pressure, it can be a frightening way to reset pressure if you use it in a blockstring as far as possible and can be a frame trap while still being +. Do not abuse it however, because it's dangerous on whiff and your opponent might try to FD your last normals resulting in you landing in front of them, ready to be punished. The opponent could also opt to instant block it which nearly always allows for a throw punish. It's an effective way for Elphelt to deal with opponents who abuse FD if they do it early in blockstrings.

Air version:

  • Moves downwards; its startup is slow but also hard to punish if the opponent isn't ready; since it stops air momentum for a bit before actually descending, it can be used to bait antiair moves accordingly. Hitting the opponent as low as possible will grant decent plus frames, but this is usually not practical. Do not use predictably, as it can be easily beaten by airthrows, DPs, or 6Ps if the opponent is ready for it.

Roll > Miss Travailler

236K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
- - - - Total 28 - 1-4F Upper Body
5-11F Low Profile
12-13F Above Knees

  • New move added in Rev2. Elphelt does her shotgun stance roll from normal stance and enters shotgun stance at the end of the recovery period
  • Moves Elphelt forward and crosses up at close range. Useful for mixups when used in tandem with grenade pressure, as the explosion will either leave you plus or knock the opponent into the air where they can easily be combo'd with SG.S.
  • Lacks the invulnerability of the shotgun stance version, making it mostly useful for mixups or avoiding projectiles in certain matchups.
  • Can also be used to exit rifle stance, in case a projectile is coming your way

Stance Moves

Miss Confire

236S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Ready - - - - - - -
Fire 35 Mid 3 3 Total 47 -14 -
Charged Fire 45 Unblockable 3 3 Total 47 - -
Reload - - - - 39 [27] - -
Cancel - - - - 27 - -
Roll > Miss Travailler - - - - Total 28 - 1-4F Upper Body
5-11F Low Profile
12-13F Above Knees

Characteristics

  • 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.
  • To cancel the stance, press D or use 236K to enter shotgun stance.
  • By pressing any button (P, K, S or HS) other than D, Elphelt shoots with her rifle. Rifle shots are air unblockable (need FD to block it).
  • When the target stays in place for 0.4 seconds, you get the level 2 shot; the target increases in size and the next rifle shot becomes an unblockable move.
  • Even if you RC while in rifle stance, she stays in the stance - however, it moves the target right onto the opponent. Firing a shot and then RC'ing will either YRC on whiff or RRC on block.

46S: Miss Confire - Reload

  • After shooting once, you need to input 46S in order to be able to shoot again.
  • If you take too long to reload Elphelt leaves the rifle stance automatically.
  • By pressing 6 and S at the same time, you get a "Perfect Reload". The window for the Perfect Reload is 2 frames between 6 and S, and needs to be done not right after shooting, but after waiting a little bit. By successfully performing a Perfect Reload, Elphelt swings and reloads her rifle MUCH FASTER than normal, letting you shoot again sooner than usual. To be more specific, a normal reload has 23f of recovery while a perfect one is 11f. The perfect reload also lacks an animation smear, to further identify when it is performed properly.

Comment Despite looking particularly good on paper, the reticle is actually quite slow compared to the speed of most of the cast and the faster characters can be really tough to properly hit on reaction. You can also YRC to make it easier to aim by slowing the opponent down. Main problem however is that the level 1 shot gives relatively poor reward and entering and/or leaving the stance has a significant recovery making it a low reward/high risk option in some matchups. Level 1 shot is pretty much something you will use once in a while against characters like Venom or Ky to make them stop zoning, but it can also be key in matchups against bigger slower characters, like Faust.

Level 2 shot is completely unblockable and is used in specific okizeme situations with the pineberry. Please check the okizeme section at the bottom of the page for more details. Unlike level 1 shot, level 2 shot actually has 70% initial proration.

Miss Travailler

236H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Ready
236H
- - - - 14 - -
Roll > Ready
236K
- - - - Total 28 - 1-4F Upper Body
5-11F Low Profile
12-13F Above Knees
Reload
46H after SG-H
- - - - 17 -1 [+6] -

Characteristics

  • 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.
  • Getting hit in Shotgun stance makes you leave it.
  • Any kind of RC in Shotgun stance will keep it unless you did SG-H>RC.
  • Not moving or performing any action in Shotgun stance makes you enter a power-up mode that will enhance SG-H's damage, range and properties characterized by a red aura.
  • Moving or crouching after entering power-up mode will immediately cancel it and you will have to stay idle again to get it back.
  • Every normal in shotgun stance except SG-H will keep the power-up.
  • Performing SG-H during power-up mode will do the enhanced version called Powered SG-H and will cancel power-up mode right away.
  • Pressing up and then moving to up-back is a powerful option select that will allow Elphelt to stand in place while charging SG-H and block any mid or high attack that makes contact.

Shotgun stance can be used in both neutral and offense, more notably allowing high damage and scary pressure in the corner.


Reload can only be used right after SG-H and allows you to keep being in shotgun stance to repeatedly shoot the opponent. Understanding the rhythm for reloads is key for mastering shotgun loops.

Miss Travailler Fire

236H~H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Normal Close: 30
Far: 20
All 3 1 Total 31 -2 -
Charged Close: 55
Far: 35
All 1 1 Total 29 +5 -

The most important Shotgun stance normal and has 2 versions; normal SG-H and powered SG-H. Both versions have the same pushback on block, hit, and whiff, which isn't affected by faultless defense. They are also considered to be projectiles, and will cancel any projectile that hits once (except overdrives). 46H has to be done right afterwards if you want to keep shotgun stance.

Normal SG-H: 3f normal. Extremely fast for its range. When done close, will give you a hard knockdown, but air hits near the edges of the hitbox will allow the opponent to tech out. Generally a combo filler that is used either at the end of SG-P strings for a knockdown or looped on air hit for more damage. Useful for combos involving grenade detonation in okizeme or neutral situations.

You can loop {SG-H>46H}xN during corner pressure if you want to, but each shot is -5 on instant block, giving the opponent an opportunity to escape or challenge the attack. However, the hitbox is so disjointed that mashing out of it becomes a big risk. Past a certain distance however you won't get a knockdown and will need a RC to combo afterwards. The main reason why you would still keep looping it however is because of the chip damage, the ridiculous tension gain it gives and the fact that the pushback isn't affected by faultless defense. If the opponent intends to block and wait for you to end up too far to loop it, you can do SG-S or run up to reset pressure for more loops.

Powered SG-H: Only one word is necessary to describe this move: Ridiculous. Ridiculous speed, damage, hitstun and hitbox. Once Elphelt has the charge, SG-H comes out in ONE FRAME after you press the button. Midscreen, you won't really get much out of it aside from a knockdown. Also blows the opponent away and causes them to tumble when they land if it lands as a counter hit in the deeper part of the hitbox. In the corner however, if done close enough, you will get a 35f wallsplat on normal hit and a 71f long one on CH allowing Elphelt to loop powered SG-H into itself for huge damage. Landing a charged shot on the edges of the hitbox is also used in some "sourspot" unblockable setups. As mentioned earlier, a strong OS with Powered SG-H is to hold up and then move to upback to block mids and highs while charging the attack.

Powered SG-H can be particularly strong during pressure too and an easy and low risk way to finish off an opponent with low health. It deals huge guts-ignoring chip damage and removes 20% tension if the opponent FD it while being +5 on normal block.

Miss Travailler Thrust

236H~P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
18 Mid 3 3 6 +1 -

Arguably the best 3f normal in the game. SG-P has a great hitbox and damage for its range while still being +1 on block with little pushback making it an excellent move for stagger pressure. It also cancels into itself gaplessly which is great for hitconfirming. However, the only combo that you will get out of it will generally be SG-P xN>SG-H which deals pretty high damage with or without grenade. Despite its speed, SG-P doesn't prorate so RCing the final SG-H allow you to get some great damage. The main reasons why you should use 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.

Miss Travailler Roll

236H~K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
- - - - 24 - 1-10 All

Despite being a roll, this move has invulnerability frames 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. 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.

During pressure, Elphelt can cross-up the opponent with it and make quite a lot of reversals whiff thanks to its invul frames. Just like the 236K version, using it in tandem with grenade can lead to powerful combos off the crossup mixup. It will however lose quite badly against 2P mashing so you will have to make sure that your opponent respects your pressure before using it.

Overall, a rather matchup dependent tool with situational crossup mixup applications when grenade is out.

Miss Travailler Launch

236H~S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
30 Mid 11 7 7 +0 7-10 Upper Body

Doesn't gatling from anything and only gatlings into SG-K. Staggers on hit. Can be used in neutral with a microdash for more range. Lots of untechable frames on air hit. Excellent move for confirming grenade explosions into air combos or shotgun loops as well as situational anti-air purposes, since the move will autocorrect its travel direction. You can however be thrown or hit out of it quite easily during pressure, and it is -3 on instant block. Don't rely on it too much.

During pressure, the fact that it's slow makes it great against opponents who think that they can fuzzy jump SG-D. Use SG-S to prove how wrong they are.

Amusingly, if the opponent isn't mashing out of stagger, SG-S will grey combo into itself indefinitely on the ground.

Miss Travailler Demolish

236H~D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
0, 47, 16 Throw 120000 15 3 35 +57 [+46] 1-17 Throw

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. With tension, one can cancel into 236S and RC the startup to re-enter normal stance and perform an air combo. In the corner however, it leads straight into shotgun loops and unblockable setups, 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 rack up an enormous amount of meter. A frightening mixup tool when you consider how strong her stagger pressure and okizeme is.

The move having throw invuln on startup makes it very easy to beat people attempting to mash throw during shotgun pressure.

Frame advantage listed is when throw is successful. [ ] value is when opponent is in the corner.

Overdrives

Judge Better Half

236236K / 236236D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
236236K 20, 140 [20×6] Mid, All*5 3+1 3(3)3,3,3,3,3 43 + 6 After landing -39 1-9 All
10~ Airborne
236236D 25, 175 [22×6] Mid, All*5 3+1 3(3)3,3,3,3,3 43 + 6 After landing -39 1-9 All
10~ Airborne

Reversal. 1st hit triggers a cinematic, knocks down, and deals high damage. Burst version does an even greater amount of damage, dealing ridiculous amounts to more fragile characters in hellfire state. If the first hit whiffs, Elphelt does a rising attack at an angle similar to Volcanic Viper, and the move will not knock down. Hitbox doesn't extend far in front of Elphelt, and it is horrible on whiff or block. If used at the end of a long combo, whiffing the first hit but landing the rest can sometimes cause situations where Elphelt can be punished on hit.

While occassionally useful on defense, Elphelt would usually be better off using her meter for Faultless Defense or Dead Angle attacks.

Genoverse

632146H

Instant Kill

Magnum Wedding

in IK mode: 236236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
K.O. All 9+13
[5+9]
4 21 -8 9-36 All
[5-28 All]

  • [ ] Indicates during Hell Fire
  • 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.
  • The most used Hellfire IK combos are generally throw>RC>IK mode>IK for 100 tension and an unburstable IK combo and anything into Powered SG-H>RC>IK mode>IK which is particularly easy to do.
  • In situations where Elphelt can combo into 2H after an air sequence ending with a j.D, she can usually use grenade to confirm into gold IK as long as she builds 50 meter by the end.

External References

Navigation

Ambox notice.png To edit frame data, edit values in GGXRD-R2/Elphelt Valentine/Data.