Elena Combo Thread

Sorry, SRK gave me an error and said the message didn’t go through the first time. Guess that wasn’t the case.

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<div class=“QuoteAuthor”><a href="/profile/Forte%2C%20post%3A%207951209%2C%20member%3A%206907">Forte, post: 7951209, member: 6907</a> wrote:</div>
<div class=“QuoteText”>Edit: Speeding up slide also made [c.mp xx mk rhino horn, s.lk xx mk rhino horn, slide] much easier, give her that hard knock down.</div>
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Further, because of Cr.MP extended reach - you can do cr.MP instead of s.LK now midscreen.</blockquote>
Well damn, I figured this combo out during SRK’s downtime and thought I discovered something.

Anyway, I’ve been doing c.mp, c.mp xx mk rhino horn, c.mp xx mk rhino horn, MK/HK Scratch Wheel for 362 dmg anywhere on the screen. The linked c.mps at the beginning gives a good amount of time to visually hitconfirm before going into something unsafe, does more damage, and the MK/HK Scratch Wheel can be done anywhere on the screen, but it requires stricter timing when not in the corner.

You can also do c.mp, c.mp xx mk rhino horn, c.mp xx mk rhino horn, Brave Dance for 507 dmg anywhere on the screen for two meters. Then for three meters you can do c.mp, c.mp xx mk rhino horn, c.mp xx mk rhino horn, Lv3 Super - which’ll usually do just under 600 dmg. Omitting one of the c.mps at the beginning will give you slightly more damage.

Also, if you just want to do one c.mp at the beginning, keep in mind that you can just as easily replace it with st.mp. It does the same amount of damage and it can be cancelled on second hit now, and I know that for me personally, cancelling on the second hit makes it a lot easier for me to visually hit confirm. I still prefer linking two c.MPs as my visual hit confirm, though, and that does more damage anyway.

Anyone else having problems with c.mp xx mk rhino horn not comboing randomly after a grounded switch cancel? For example, after Dudley’s HP machinegun blow tag sometimes the combo drops after elenas c.mp. Am I just doing this wrong or is there another better tag in combo?

Wait, nevermind. I think I just need to wait until the end of the machinegun animation.

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<div class=“QuoteAuthor”><a href="/profile/67874/kronspik">kronspik</a> said:</div>
<div class=“QuoteText”>Anyone else having problems with c.mp xx mk rhino horn not comboing randomly after a grounded switch cancel? For example, after Dudley’s HP machinegun blow tag sometimes the combo drops after elenas c.mp. Am I just doing this wrong or is there another better tag in combo?<br>
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Wait, nevermind. I think I just need to wait until the end of the machinegun animation.</div>
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Yeah, you gotta wait for the last few hits before you use the c.MP otherwise MGB fucks up the hitstun.

I’m trying to find the best follow ups for cr.mp, cr.mp xx EX Lynx Tail midscreen. You can follow up with j.MP > j.HP, cr.MP xx DP HK, but the timing is very rough than if you just did one 1 cr.mp (stupid push back on hit :stuck_out_tongue: ).<br><br>That said, you can more easily follow up with cr.MP xx MK rhino Horn. I forget if you can do a slide afterwards or not (I believe you can).<br><br>The damage is technically smaller than using the air TC, but it’s more reliable. Will have to test some more later.<br>

if I recall correctly, yeah you can do slide and even Scratch Wheel after the MK Rhino Horn following a EX Lynx Tail.

That’s cool - though I think the Air TC follow up is more damaging. Eh, you can’t always get what you want there.<br><br>Maybe I’ll just have to force myself to get the timing down just like I do for every other link.<br>

This may seem random, but here is the highest meterless damage I have found in the corner (using a jump-in).<div><br></div><div>J. HP, Target Combo 2 (HP xx HK), cr. MP xx MK Rhino Horn, Target Combo 1 (MK xx D + HP), cr. MP, HK Scratch Wheel. 448 damage. And it looks fancy.</div>

I think that is the highest meterless damage and it’s pretty respectable. Also, st.hp misses all crouchers (except maybe like… Hugo or Gief) and the link between Target Combo 2 and cr.mp is super tight, so it’s a bit hard to rely on.<br><br>St.HK on the other hand is awesome as you can combo into cr.LK (though it’s easier to just do st.LK > cr.MP xx EX Lynxtail/Spinscythe)<br>

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<div class=“QuoteAuthor”><a href="/profile/30666/Jamp">Jamp</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/67874/kronspik">kronspik</a> said:</div>
<div class=“QuoteText”>Anyone else having problems with c.mp xx mk rhino horn not comboing randomly after a grounded switch cancel? For example, after Dudley’s HP machinegun blow tag sometimes the combo drops after elenas c.mp. Am I just doing this wrong or is there another better tag in combo?<br>
<br>
Wait, nevermind. I think I just need to wait until the end of the machinegun animation.</div>
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Yeah, you gotta wait for the last few hits before you use the c.MP otherwise MGB fucks up the hitstun.</div>
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<br><div>You could just do Mallet Smash first coming in off the tag cancel.  Don’t need to worry about timing then.</div>

Elena’s corner carry is sick. I almost always end midscreen combos in Rhino Horn -> Slide now just because it pushes my opponents back a good distance. <div><br></div><div>Also, I have taken to reseting during combos using Mallet Smash. It seems risky, but it usually pays off a lot. For instance, on an incoming Jack-X, you can take half his health using J. HP, cr. MP xx MP Mallet Smash (reset), cr. MP xx MK Rhino Horn, St. LK xx MK Rhino Horn, Slide. If he blocks or mashes DP, it isn’t worth it. Still, this leads to mindgames, so it’s worth a shot now and then IMO.</div>

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<div class=“QuoteAuthor”><a href="/profile/59565/Links">Links</a> said:</div>
<div class=“QuoteText”>Elena’s corner carry is sick. I almost always end midscreen combos in Rhino Horn -> Slide now just because it pushes my opponents back a good distance. <div><br></div><div>Also, I have taken to reseting during combos using Mallet Smash. It seems risky, but it usually pays off a lot. For instance, on an incoming Jack-X, you can take half his health using J. HP, cr. MP xx MP Mallet Smash (reset), cr. MP xx MK Rhino Horn, St. LK xx MK Rhino Horn, Slide. If he blocks or mashes DP, it isn’t worth it. Still, this leads to mindgames, so it’s worth a shot now and then IMO.</div></div>
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Just remember you can do cr.MP instead of st.LK after the first rhino horn, cause of the hitbox buff to cr.MP

Cr.mp is alot harder to time in some cases though and doesn’t add that much damage… Also stupid Rhino horn missing crouchers : (<br>

Instead of ending combos with c.MP xx MK Rhino Horn into Slide or whatever into HK Scrath Wheel , I have been ending combos with s.MK c.HP c.MP xx HP Mallet, then following untechable knockdown with LK, MK, or HK Rhino Horn. Should be about the same damage, probably builds more meter, sets up meaty timings + kills rolls, yada yada yada

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<div class=“QuoteAuthor”><a href="/profile/33509/SUPBABY">SUPBABY</a> said:</div>
<div class=“QuoteText”>Instead of ending combos with c.MP xx MK Rhino Horn into Slide or whatever into HK Scrath Wheel , I have been ending combos with s.MK c.HP c.MP xx HP Mallet, then following untechable knockdown with LK, MK, or HK Rhino Horn. Should be about the same damage, probably builds more meter, sets up meaty timings + kills rolls, yada yada yada</div>
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Wouldn’t ending the combo in s. MK c. HP c. MP xx MK Rhino Horn do the same thing as well, but with different timing and good corner carry?

Does that work midscreen?  or are you not talking about juggling it off cr.mp xx rhino horn?<br><br><br>Also I take back what I said about using st.lk… it doesn’t matter at all just gotta get the timing down onc eyou do you can hit this shit online.<br>

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<div class=“QuoteAuthor”><a href="/profile/2627/FullMetalRoss">FullMetalRoss</a> said:</div>
<div class=“QuoteText”>Does that work midscreen?  or are you not talking about juggling it off cr.mp xx rhino horn?<br><br><br>Also I take back what I said about using st.lk… it doesn’t matter at all just gotta get the timing down onc eyou do you can hit this shit online.<br></div>
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Well, I am still playing on PC, so I am not sure. For me, this combo is my usual corner ender because of the hard knockdown.

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<div class=“QuoteAuthor”><a href="/profile/17178/Gemakai">Gemakai</a> wrote: <a href="/discussion/comment/7953947#Comment_7953947" class=“QuoteLink”><span class=“ArrowLink”>»</span></a></div>
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<div class=“QuoteAuthor”><a href="/profile/East%2C%20post%3A%207953112%2C%20member%3A%208620">East, post: 7953112, member: 8620</a> wrote:</div>
<div class=“QuoteText”>If you’re trying to find a consistent way to combo after EX lynx tail midscreen, doing an instant backdash and c.MP seems to work well. s.MK > c.HP is a little harder.</div>
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<blockquote class=“UserQuote”>
<div class=“QuoteAuthor”><a href="/profile/vincinigton%2C%20post%3A%207953359%2C%20member%3A%2082646">vincinigton, post: 7953359, member: 82646</a> wrote:</div>
<div class=“QuoteText”>Also if after the move you just walk forward for a sec then jump with :hk: it will catch them in the air and connect with two hits and then you can hit them with what you like when they are coming down</div>
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OR! You can do j.MP>j.HP for even more damage! Which you can then follow up with cr.MP xx HK DP (possibly even st.mk>cr.HP, cr.HK)</div>
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I’ve been doing this, actually. Was working on combos starting with low hits.<br>cr.LK xx cr.MP xx EX Lynx Tail, Jump Toward Opponent, j.MP xx j.HP, cr.MP xx M (or H) Scratch Wheel for 339 dmg. <br>If you do the EX Lynx Tail raw, it’s 364 dmg. <br><br>st.MP (2 hits) or cr.MP xx EX Lynx Tail, Jump Toward Opponent, j.MP xx j.HP, cr.MP xx M (or H) Scratch Wheel for 382 dmg. <br>Does more damage, and gives you a hitconfirm to see if they were blocking high or low. If they were blocking high, you can still continue and get the same damage you’d get with a raw EX Lynx Tail starter.<br><br>I tried ending it with st.MK xx cr.HP and then either cr.HK, slide or a special, but it always seems to whiff everything after the Target Combo. I assume it hits the juggle limit at that point.<br><br>Works great anywhere, although if I’m in the corner and starting with cr.LK, I prefer to go with a simplier, less risky combo.<br>cr. LK xx cr.MP xx EX Spinning Scythe, st.Mk xx cr.HP, cr. MP xx M or H Scratch Wheel. 342 dmg.<br>

Yea, I think the air target combo practically caps out the juggle limit for combos, but at least you can do cr.MP xx DP.HK for a nice health chunk of damage.<br>

Right now using Elena/Christie<br><br>Christie starter <br>stHP tc (Elena) HP > HK > st.MP > MK Rhino horn > cr.MP > MK Rhino horn > Slide/ HK scratch wheel 430/436 off of a far reaching 6 frame move…I’m loving this team.<br>