This page is Elphelt Valentine's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review.
For simplicity's sake; anything you would want pinned in your character channel or character Discord can go here, such as:
- Character Discord pins
- Links or transcriptions of external personal documents and / or Dustloop User Docs
- Tech videos, especially from Twitter hashtags
- One-off or niche combo routes
- Set-ups (for pressure, mix-ups, okizeme, or setplay)
- Video analyses of matches and sets
Documents
You can embed links to external documents or User Docs here.
Elphelt guide (CT Warrior, 2017)
Elphelt Unblockable Compendium (2017)
Elphelt Oki Doc (Hardly, 2018)
Elphelt Combo Doc (Hardly, 2018)
Elphelt Knowledge Reference (Jaxas, 2018)
Anti Elphelt Shotgun Stance Counter-Measures by Ruu (11th Feb '16) Part I & II (Hotashi, 2016)
Videos
You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed.
Playlists
"WORK IN PROGRESS Playlist Featuring Lab Work Against Elphelt Pressure" (Hardly, 2020)
Video explaining how to input a perfect reload (SmashSK, 2017)
anti-shotgun summary by LK (meh, 2017)
Delaying normals to score knockdowns during air combos (Saybell, 2022)
Controlling opponent height (Saybell, 2022)
Plain Text
You can write your own content here, or post transcriptions of content from potentially impermanent sources here.
Frame advantage from cancels
frame advantage on shotgun cancel:
Level 4 = +4
Level 3 = +2
Level 2 = -1
Level 1 = -3
Level 0 = -5
on a grenade cancel:
Level 4 = -1
Level 3 = -3
Level 2 = -6
Level 1 = -8
Level 0 = -10
for reference:
level 4: 6HS
level 3: c.S, f.S, 5HS, 2HS
level 2: 2S, 6P, 2D
level 1: -
level 0: 5P, 5K, 2P, 2K
--Autodidact, 2018
Grenade Oki vs Safe Jump Oki
I'll re-explain for the grenade oki vs safe jump oki but basically
It's all a question of risk/reward ratio
And obviously, mixups
With grenade oki, you either want to hold on your grenade and meaty or just throw it right away as an oki tool.
The issue with holding on the grenade is that you have to obviously go with the usual mind games when it comes to meatying which is obviously either meaty, or try to bait for DPs etc
It's completely basic so I won't explain the pros and cons
With throwing it out
You can get rid of the reversal wake up mindgames but issue is what happens next
If the toss was level 4 which means you weren't in typical oki situations, you're fine
Otherwise, if you're in a situation like let's say
214K ender>236P
Your toss will be level 0
On a character like Sol, he can midscreen IB the meaty toss lvl 0 and then decide to either VV or fuzzy jump out
Which bring more mind games
The big advantage of grenade oki in both cases
Is that the explosion will allow you to extend your pressure
It was a great option in 1.0 because the grenade didn't disappear on hit
That means that even if you lost the mind game, the opponent had to GTFO otherwise the explosion will make it in your favour anyway
In 1.1, the grenade now disappears on hit which is, honestly, what should have always been.
Anyway, point of grenade oki in 1.1
is whether you want to acknowledge the risk and go for better pressure options or not
For safe jump oki
It works on everyone off almost any starters
Except 5hx5 midscreen and throw midscreen
In the corner, both lead to safe jump
It's not technically something you should call a safe jump but safe jump SETUP is a better term
I've made a small guide on the El board showing the possibilites off that but what it allows to do is to have mind games completely in your favour and start your pressure right off the bat with a mixup
Obviously, you can fuzzy guard jS safejump/ empty low
If you just consider it that way, it might not seem that great
But the 50/50 part would rather be empty low/airdash jSPS
Which, the airdash itself if blocked can also lead into more mixups
Because on most chars, you can do jSPPS
Or do for instance jSP>land 2K
Obviously, that's if you want to go for a mixup right away
You can also just as well go for safe jump jS or crossup safe jump jS if you feel like it midscreen
Something to keep in mind is that yo ushouldn't autopilot the safe jump
Or just only do either safe jump or crossup safe jump
Because Blitz will beat both
That's why you have to vary but hey, varying is something you will always do if you know what you're doing
In terms of potential mixup, you can do
No crossup jS, no crossup empty low, no crossup airdash
OR
Crossup jS, crossup empty low, crossup airdash
That's, if we only consider highs and lows
A 2-way mixup
If you want to add throws, you get a 3-way mixup
Though, there is throw invul to keep in mind and Elphelt need tension to combo after the throw (The rewards are huge on it though so adding that in your game is a great idea anyway)
If somehow the opponent block it right, then you have to pressure with Elphelt as usual
Though, her pressure got a ton of great cancels and nice frame traps so honestly, that's not an issue at all
So really, it depends on what you want
If you want to play it safe and go for a pure vortex
Safe jump setups are the way to go
If you want a crazy pressure
Grenade oki is what you want
--Magaki, 2015
Shotgun Stance block OS
This is explained in Miss Travailler's description, but here's a video demonstrating the block OS:
https://twitter.com/autodidact_xrd/status/1098045242991890433
--Autodidact, 2019
Elphelt Unblockable Escapes for People Trying to Learn More About the Elphelt MU:
Escape 1: https://twitter.com/HardlyHanzo/status/860309942150066176
For tight setups, where the shot can be fired immediately to combo into the grenade explosion, usually set up with a short combo into j.psd into grenade pull, then j.k/s to j.h
Escape 2: https://twitter.com/HardlyHanzo/status/861728152523071491
For loose setups where the shot requires a little bit of a delay in order to combo into grenade explosion, usually after a charged SG-H ender.
--Hardly, 2018
Universal Faust Punish Video Document
Please note that the unblockable setups will only work in REV1, but the catch for all of Faust's teleports works regardless of version.
https://twitter.com/oimo555go/status/790395673103306753
--Hotashi, 2017
SAFE JUMP OKI
https://twitter.com/MergicMagaki/status/890257871581175808
--Magaki, 2016
Depreciated Resources
Beginner combos by Hino (Baf0, 2016)