Elena Frame data thread

Vitality: 950
Stun: 900
Forward Walking distance per frame 0.045
Backwards walking distance 0.03825
Dash duration in frames: 17
Dash Distance: 1.45182
Backdash duration in frames: 8 Invincible , 10 Airborne, 4 recovery (22 in total)
Backdash distance 1.34558
Pre-Jump frames: 4
Jump duration in frames: 43
Diagonal Jump distance: 2.05

Legend:
Normal / Hits / Block Level / Damage / Stun / Start Up / Active / Recovery / On Hit / On Block / Cancel / Notes* [ChainCancel or CH = Rapid fire normals], SP is special Cancel, SU is Super Cancel.

Standing Normals:

:lp: / 1 / HL / 30 / 50 / 5 / 4 / 11 / -1 / -4 / Sp, Su / -
:mp: / 1 / HL / 70 / 100 / 6 / 2,3 / 17 / -3 / -6 / Sp, Su / Cancelable only on its first hit
:hp: / 1 / HL / 100 / 200 / 13 / 5 /21 / -4 / -8 / Sp, Su / -
:lk: / 1 / HL / 30 / 50 / 4 / 2 / 8 / +2 / -1 / Sp, Su / -
:mk: / 1 / HL / 60 / 100 / 7 / 4 / 17 / -4 / -7 / Sp, Su / -
:hk: / 1 / HL / 100 / 200 /11 / 3 / 16 / +3 / -1 / - / (Guide doesn’t state when but it is considered airborne)

Crouching Normals:

:lp: / 1 / HL / 30 / 50 / 3 / 2 / 8 / +5 / +2 / Sp, Su / -
:mp: / 1/ HL / 60 / 100 / 5 / 5 / 11 / +1 / -2 / Sp, Su / -
:hp: / 1 / HL / 100 / 200 / 9 / 3 / 22 / -3 / -7 / - / -
:lk: / 1 / L / 30 / 50 / 4 / 4 / 5/ +3 / 0 / Sp, Su / -
:mk: / 1 / L / 60 / 100 / 6 / 3 / 15 / -1 / -4 / Sp, Su / -
:hk: / 1 / L / 100 / 200 / 8 / 4 / 30 / - / -16 / - / Hard Knockdown.

Jumping Normals:

:lp: / 1 / H / 30 / 50 / 4 / 10 / - / - / - / - / -
:mp: / 1 / H / 60 / 100 / 6 / 4 / - / - / - / - / -
:hp: / 1 / H / 90 / 150 / 6 / 4 / - / - / - / - / -
:lk: / 1 / H / 30 / 50 / 5 / 8 / - / - / - / - / -
:mk: / 1/ H / 60 / 100 / 7 / 4 / - / - / - / - / -
:hk: / 1 / H / 50,70 / 100,100 / 8 / 4(5)5 / - / - / - / - / 1st hit causes limited juggle state, 2nd hit juggle potential 1

Unique Attacks:

:f: :mp: / 1 / H / 70 / 100 / 20 / 3 / 19 / +3 / -2 / - / -
:f: :mk: / 1 / H / 50 / 100 / 12 / 3 / 20 / +2 / -3 / - /-
:b: :hk: / 1 / HL / 110 / 200 / 13 / 4 / 13 / +1 / 0 /- / Airborne 6~28f
:df: :hk: / 1 / L / 100 / 200 / 11 / 10 /25 / - / -10 / - / Hard knockdown

          Target Combos:

:hp: > :hk: / 2 / HL, HL / 100,50 / 200,25 / 13 / 5(8)3 / 19 / -1 / -4/ - / -
:mk: > :d: :hp: / 2 / HL, HL / 60,60 / 100,50 / 7 / 4(6)2/ 22 / - / -3 / - / Causes limited juggle state

During jump :lp: > :mk: 2 /H, H / 60,40 / 100, 50 / 4 / 10(2)6) / - / - / - / - / -
During jump :mp: > :hp: 2 / H,H / 60 , 40 / 50 , 100 / 6 / 4(2)3 / - / - / - / - / -

Normal Throws:

:lp: + :lk: / 120 / 120 / 3 / 2 / 20 / Range: 0.885
:b: :lp: + :lk: / 120 / 120 / 3 / 2 / 20 / Range: 1.045

Focus Attacks:

Level 1: / 1 / LH / 60 / 100 / 10+14 / 2 / 33 / -20(-1) / -20(-1) / Crumple on counter hit, hyper armor for 1 hit before release.
Level 2: / 1 / LH / 90 / 150 / 18+13 / 2 / 33 / - / -14(+5) / Crumple state on hit, hyper armor for 1 hit before release.
Level 3: / 1 / - / 150 / 200 / 67 / 2 / 35 / - / - / Unblockable, Crumple state on hit, hyper armor for 1 hit before release.

RF Level 1: / 1 / LH / 90 / 100 / 10+14 / 2 / 33 / -20(-1) / -20(-1) / Crumple state on counterhit or if used in combos, infinite hyper armor before release
RF Level 2: / 1 / LH / 135 / 150 / 18+13 / 2 / 33 / - / -14(+5) / Crumple state on hit, infinite hyper armor before release.
RF Level 3: / 1 / - / 225 / 200 / 67 / 2 / 33 / - / - / Unblockable, Crumples on hit, infinite hyper armor.

Special Moves:

:hcb: + :lp: 2 / H, H / 60,50 / 60,60 / 21 / 2,2 / 25 / 0 / -7 / - / 1st hit juggle potential 1, 2nd hit juggle potential 2 Forces stand
:hcb: + :mp: 2 / H, H / 70,50 / 70,60 / 25 / 2,2 / 24 / +3 /-5 / - / 1st hit juggle potential 1, 2nd hit juggle potential 2 Forces stand
:hcb: + :hp: 2 / H, H / 80, 50 / 80, 60 / 27 / 2,2 / 22/ +6 / -1 / - / 1st hit juggle potential 1, 2nd hit juggle potential 2 Forces stand
:hcb: :ex: 2 / H, H / 40, 40 / 50, 50 / 15 / 2,2 / 18 / +4 / -4 / - / 1st hit juggle potential 1, 2nd hit juggle potential 2 Forces stand

:dp: + :lk: 2 / HL, HL / 60,40 / 80,20 / 6 / 2,2 / 23+11 on the ground / - / -14 / Su / 2nd hit juggle potential 1
:dp: + :mk: 2 / HL, HL / 80,60 / 120,80 / 5 / 2,2 / 29+11 on the ground / - / -19 / Su / 2nd hit juggle potential 1
:dp: + :hk: 2 / HL, HL / 60,30, 30 / 100,50,50 / 4 / 1,1,2 / 35+11 on the ground / - / -23 / Su / 4~6 invincible to throws, 5~42 airborne, soft knockdown, 2nd hit juggle potential 1, 3rd hit juggle potential 2
:dp: + :ex: 2 / HL, HL, HL, HL / 60,30, 30, 30 / 80,30,30,40 / 4 / 1,1,2 / 34+11 on the ground / - / -25 / Su / 1~7f invincible, 5~41f airborne, 1st hit juggle potential 4, 2nd hit juggle potential 5, 3rd hit juggle potential 6, 4th hit juggle potential 7

:rdp: + :lk: 1 / L / 60 / 90 /10 / 3 / 25 / - / -7 / Su / -
:rdp: + :mk: 2 / L,L / 70,60 / 70,50 /10 / 3(7)3 / 21 / - / -9 / Su / Super cancelable on 2nd hit only
:rdp: + :hk: 4 / L,L,L,L / 60,20,20,30 / 50,30,20,20 /8 / 5(6)4(22)2(4)2 / 28 / - / -13 / Su / Super cancelable on 2nd and 3rd hits only
:rdp: + :ex: 5 / L,L,L,L,L / 40,10,10,20,20 / 50,20,20,20, 50 /10 / 4(4)4(23)3(5)3(23)5 / 29 / - / -9 / Su / Super cancelable on last hit only

:hcf: + :lk: 3 / HL, HL, HL / 40, 40, 40 / 50, 50, 50 / 14 / 2(2)2(8)5 / 7+15 on ground / - / -6 / - / Does not crouching opponents, 1st hit causes full jugle state, 2nd and 3rd hit juggle potential 1
:hcf: + :mk: 3 / HL, HL, HL / 50, 50, 50 / 50, 50, 50 / 18 / 2(2)2(9)5 / 9+12 on ground / - / -5 / - / Does not crouching opponents, 1st hit causes full juggle state, 2nd and 3rd hit juggle potential 1
:hcf: + :hk: 3 / HL, HL, HL / 60, 60, 60 / 50, 50, 50 / 23 / 2(2)2(12)5 / 11+8 on ground / - / -3 / - / Does not crouching opponents, 1st hit causes full juggle state, 2nd and 3rd hit juggle potential 1
:hcf: + :ex: 3 / HL, HL, HL / 50, 50, 50 / 50, 40, 40 / 10 / 2(2)2(8)5 / 5+14 on ground / - / -3 / - / 1-35f projectile invincible, does not crouching opponents, all hits have limited juggle, 2nd hit juggle potential 2, 3rd hit juggle potential 3

:qcb: + :lk: 2 / HL, HL / 30,30 / 75, 75 / 15 / 2(22)2 / 26 /-1 / -7 / Su / Super cancel only on first hit
:qcb: + :lk: extension 2 / HL, HL / 20,20 / 25,25 / 12 / 3 (9)2 / 25 / - / -6 / - / causes limited juggle state

:qcb: + :mk: 2 / HL, HL / 50,50 / 80, 80 / 14 / 2(21)2 / 27 /-4 / -7 / Su / Super cancel only on first hit
:qcb: + :mk: extension 2 / HL, HL / 30,30 / 25,25 / 12 / 3 (9)2 / 29 / - / -10 / - / causes limited juggle state

:qcb: + :hk: 2 / HL, HL / 60,60 / 90, 90 / 17 / 2(23)2 / 30 / -7 / -10 / Su / Super cancel only on first hit
:qcb: + :hk: extension 2 / HL, HL / 30,30 / 25,25 / 12 / 3 (9)2 / 29 / - / -10 / - / causes limited juggle state

:qcb: + :ex: 4 / HL, HL / 50, 50, 50 , 50 / 15 / 2(20)2(16)2(8)2 / 27 / - / -8 / - / Causes limited juggle state
Supers & Ultras:

Super / 7 / HLx7 / 50, 25 50, 25, 50, 75, 75 / 0 / 1+3 / 6(33) 8(33)8 / 61 / - / -44 / 1~9 Invincible sequential juggle potential starting from 1st hit, i.e. 1st hit has juggle potential 1, 4th hit has juggle potential 4
Ultra 1 / 15 / HLx15 / 60, 29x4,30x6, 23x3, 15 / 0 / 0+9 / 2 / 33 / - / -14 / Frames 1~9 invincible, juggle potential 2.

Ultra 2 / - / - / - / 0 / 1+7 (Frames before healing starts) / 31 (time spent healing) / 65 (recovery when healing finishes) / - / - / 1~4 invincible, at lowest level recovers 10 vitality points for every 2 frames, raises to 11 vatality every 7th frame then drops back down to 10 (233 total), at max level 12 vitality every 2 frames, raises to 15 every 7th frame (345 total), inputting :lp: :mp: :hp: enters 22 frame frame recovery and cancels vitality gain

Know your AAs:

st.lp : A pretty okay for what it is. Stop a lot of would be cross ups.
st.mp : stops a lot of jump ins but it also trades against strong jump ins like Vega jHp if not done early.
st.mk: good mindfuck AA for some reason it can low profile a lot of attacks and make them completely whiff.
cr.HK: A nice normal to low profile a jump in. (Not as wonky as st.mk which makes moves whiff randomly)
cr.HP: Your main AA even if it trades the damage is even it’s just slow as hell to get used to it’s start up.

Good normals:

cr.lp : great advantage on hit and block abuse it as much as possible without seeming to predictible.
cr.mp: beats a lot of strong normals notably shoto cr.mk
cr.mk: this is great because it is reels you back which is a saving grace if you cancel it into mallet smash up close making it hit . Any other normal canceled into mallet up close causes you to fly over the opponent leaving you vulnerable.
cr.lk: it’s okay for what it is. The fact that it can’t cancel into itself really hurts this move’s utility.

st.HK amazing hitbox on this move and it beats out many other attacks.

Slide: Pretty good, not as amazing post nerf, but it can be made safe and it’s really easy to utilize against slow fireball characters. Just don’t get predictable otherwise you eat a level 2 focus attack.

F+MK: Great move 12 frame start up with a very solid range (slightly outside of Ryu’s cr.mk), the damage kind of sucks but at least you can link into cr.lp on CH or when done meaty.

F+MP: Honestly this move is far worse worse than f+mk the start up is terrible in comparison and it’s only 20 damage more. What keeps this move from being ass is the fact that it’s always shoryu safe and it has a lot of range, but I would use this move far less than F+mk

jHP: Brilliant A2A it beats out so many other air attacks it’s not as strong as it was in xT but it’s still her best jump attack.


Ass moves:

B+HK: st.HK’s lesser cousin I see no reason to use this over st.HK, which has better hit advantage and is airborne all the same.

St.Hp : Just why?
St.hp >HK: Fucking awful.

jHK: I don’t know if this move is good or ass.Nevermind it’s ass. If only the first hit lands then you get a free ultra or super. Which sounds amazing but that’s rarely going to happen because most of the time the second hit automatically comes out which uses up the juggle. And with it’s lengthy start up it won’t be anywhere near as useful as say Vega’s njHK for scoring an easy hit into a float. In all honesty if they removed the 2nd part of this move and made it slightly faster it would be infinitely better.

LK Spin Scythe: Love watching people fall out of a move you successfully hit? Why then this is the perfect special for you!

HK Lynx: it would be an awesome move if it people didn’t fall out of it randomly
Target combo 4 (air mp >HP) This move shouldn’t be allowed to exist. Limited utility, less damage in comparison to it’s counter part, same stun and can only be used on big crouching characters. Why? Just why?

LK/MK/HK Scratch wheel: A DP with no invincibility really terrible hitbox which causes people to fall out often only useful in combos and to be honest I would just use EX scratch wheel. This move isn’t even worth whiffing to get meter just use lk lynx for that.

Rhino horn: Where do I start? Outside of specific combos it sucks, especially the EX. At least the EX needs to hit crouchers. Sagat can just low tiger shot elena all day and she doesn’t have much defense against it outside of focus dash through fireballs.Also for some fucking reason characters that go low during their focus can just level 3 Elena for making a correct read (Juri) that shit is just dumb and at the very least her EX needs to hit crouching characters.


My impression of Elena for those who care

I feel like Elena could’ve been a strong character who wasn’t overpowered. However, Capcom dropped the ball on this. Her frame trap game revolves around 1 normal, cr.lp. And they need to make cr.lk +4 on hit so at the very least you can threaten your opponent with lows. Also I watched a stream where combo said she needed a safe way to chip an opponent so they made EX mallet safe. Since when is -4 safe? I know it’s not his call but there’s no reason to be dishonest about it. >_>
Above all else what obviously needs fixing is her hitboxes. People shouldn’t fall out of your moves. There’s no fucking reason why the first 2 hits of HK lynx tail or spin LK scythe hit but not the 3rd and 4th. That’s just nonsense, and if they fix that alone she would be a far better character.

Overall, she seems very unpolished in comparison to Poison, Hugo, or Rolento.

I think it’s worth noting that mallet smash causes force stand. Allows you to combo into Rhino Horn, which is useful for corner carry.

The st.HP > st.HK target combo, the only thing I can see it being useful for is for a gimmicky frame trap. Whiffing the st.HP causes someone to flinch and the HK tags them.

I’d also list st.LK as a pretty good move, super good range for the speed. really good at making people stop what they’re doing and make them keep blocking to mix them up with the high/low game

Is there data on when you’re airborne for st.HK?

You can only do it on hit. Which is why I’m wondering what their plan for it was. At least in SFxT you could link after it.

B+HK is NOT ass. It use to punish crouching whiffed attacks like Ryu/E.Ryu/Thawk/Rolento/Gen’s Crouching MK. and can be comboed into crouching LP. Also can punish hakan’s slide if timed right.

So can far HK which has more frame advantage and it starts up quicker.

4HK probably goes airborne faster. It feels that way, at least.

Maybe, but I’ll wait until we have more accurate data from the PC files before I change my opinion.

So I don’t have the game, but I understand Lynx is super unsafe now. In SFXT ending combos in HK Lynx Tail was a great way to keep the pressure on. Also, her Cr. MP was +6/+2, which was awesome for combos and frame traps. These things combined made her high low game strong since it wasn’t as risky on block. Now that she has a cancelable Cr. MK, that’s nice - but nothing she cancels into from it is safe, not even the LK Lynx Tail (which was -2 in SFXT). So when at Elena’s “ideal range” according to Combofiend, you can just block high, unless I am missing something. The only thing to fear at that range is Cr. HK, which is -16. Not only that, but none of her buttons are + on block except Cr. LP without meaty setups.

If this is the case, what is the gameplan? Poking? Buffering? Whiff punishing? Occasional random EX Mallet?

I believe her game is a mix off all that stuff.

Call me crazy but is her cr. Lp the same range as cr. Mp?

Sometimes it feels like her c.:lp: and her c.:mp: are the same range or that either one could be longer than the other. Not complaining, but I do sense some inconsistency between the two.

I honestly think her gameplan revolves strictly around landing Ultra 1. While you don’t have revenge meter, you’re using the walkspeed/dashspeed of kings to whiff/block punish mostly with 150-200 damage combos and keep people in check with s.:lk:, c.:mp:, s.:mp: and meaty overheads. On stuff you can’t/won’t/shouldn’t punish, you’re using her baller ass focus to build revenge meter and super meter so you can confirm into Ultra 1 from her meterless setups or her more easily confirmed EX Lynx Tail.

Links stick to xT. You must be the last survivor of the Elena defense force… Honestly though It’s hard to say what her gameplan is. I just chip people and focus absorb until I have a full U2 and heal at 10 seconds forcing people to play sloppily. Otherwise, she’s just extremely unsafe and other characters play her game better IMO. Less active frames on her b.HK in comparison to what we’re used to makes it a pretty meh tool IMO. And the worst part is a lot of her moves don’t get all of the hits eg. the first part of HK Lynx has further reach than the second part. Just stick to xT. =(

You have to be able to read your opponent like an open book to do anything with Elena. Everything that she can do at her “ideal range” is comically unsafe except for st.HK and f.MP, which if you get predictable with is going to get you Focus Attacked.

After spending so long with the damn links (which each combo seems to have 4 or more 1 to 2 frame links) I think I just realized that it was all pointless considering you’ll never really be at that range unless it’s right after an EX Mallet.

(If you got people to play, keep playing xT. I’d still be playing it if I had local comp.)

her c.lp actually has a quite a bit more range than her c.mp

That’s pretty sick and 3 frames.

c.lp and st.lk are better as pokes, with st.lk having the most range out of all her normals(goes a tad farther than a shoto sweep). c.mp is her primary counter poke tool.

Apparently there are several errors on the ios app. Once it is updated I’ll update this thread if there are any changes.

Edit: wrong post.

if you get one hit of fierce mallet smash it’s either even or +/- 1
one hit on block is something like -6 or worse

didnt test the other versions too much cause it’s hard to get it to only hit once but i would expect similar results (i.e. 1 hit = worse than when both hit). might be worth checking though, might find some random hit that’s +10 or something stupid. the ex version still seems almost as + on 1 hit as 2 but it’s hard to tell if you can combo because of the range.

Yeah, I don’t have much of a local scene for XT, but all right. :slight_smile:

So it sounds like Elena is a real honest character after all. I’ll give her a shot when the PC version drops.