Elena General Discussion

Not sure if this was posted yet, but you can link a cr.jab after her f.MP overhead

Close ST HK cr LP CR MP Links

I have the frame data I’ll post it in a bit. And st.hk is +3 on hit so yeah it links.

She can connect U1 meterless after her target combo.

Ok I’m about halfway done with her frame data now I just need to finish target combos and specials…

Lots of frustrating things:

  • Mallet Smash, including the LP version, hopping over people if you’re too close. This is just completely absurd. The LP one isn’t supposed to move her anywhere horizontally. Why am I unable to actually cancel into this special effectively while close to an opponent?

  • EX Spin Scythe dropping people out in the middle if you don’t start off close enough to them. If the first half was close enough to hit, the second half shouldn’t leave me open to be punished on hit. Thought after all the time of this thing not working right on crouching Chun/Yun/Yang in 3rd strike that we’d be past this kind of issue by now.

  • j.lp doesn’t cross up anymore, so air target combo crossups are gone. As was said earlier, j.mp xx j.hp air target combo seems to have no purpose whatsoever since it won’t hit a grounded character except the tallest characters while they’re standing, and in the air it’s a normal air to air reset

  • Inability to use a normal to reset after an EX Rhino Horn or a Mallet Smash that catches someone out of the air, which it now doesn’t seem to ever do. Little resets like this were really useful in 3s, unfortunate to see that ability go away. I also miss the s.mp antiair xx Mallet Smash reset into overhead that worked in SFxT.

  • cr.HP not being special cancelable means there is no such thing as a punish starting with a heavy normal in 95% of circumstances. S.HP just does not cut it, since it only hits standing characters and hits super late. It even seems to be inconsistent at hitting people after a crumple. If you can’t use it after a reliable jumpin (j.hk is not reliable imo), after a crumple, or as a big punish against most things, then what’s the point of the special cancel? I can’t see a real time for this to be useful, so we’re pretty much still stuck with cr.mp as our special cancelable normal for almost everything.

On the bright side, from a little bit of testing, it looks like her bnb should probably actually be:
cr.lk cr.lp cr.mp xx mk spin scythe + extension

That does 214 and hits from roughly the same ranges as ending in uppercut, but without the problem of whiffing a whole damn uppercut when you’re a tiny bit too far away for it to work.

Done with frame data now I will do a notable normals section and I’m done foreverrrrrrr.

@Kamano‌ fun fact her mp>Hp serves no purpose at all it does the same damage as her lp> mk =D

And maybe you could try cr.Mk xx lp Mallet since it reels you back you might not go over the opponent.

just played around a bit in training mode, she can do retarded damage

like punish a DP with sHP xx EX mallet, cLP cMP xx MK spin scythe. 336 damage and more than 500 stun for a single EX meter. Add a jump-in and the damage flies over 400

Anyone know the purpose of her Rhino Horn? I have no idea what it’s really useful for. Neutral tool if spaced correctly?

The regular one doesn’t have too much purpose except to sometimes catch neutral jumps or stuff like that, maybe there’s a combo purpose for it we haven’t found yet. EX one goes through fireballs.

Can combo lk normal rhino horn from close cr.mp or st.hp, and then juggle with ex scratch wheel from anywhere on the screen.

Anyone know what to punish Rolento’s dumbass rolling with?

It’s garbage IMO. EX is okay against some fireball characters (Although I’m just being generous because I witnessed it whiff on Ryu’s focus attack and Ryu when he threw a fireball, because of that I think it’s ass). Sagat and juri can low fireball you all day. Also with cr.hp no longer being cancelable it’s a risky way to land damage off of a cr.mp if the opponent is standing. If it whiffs you get Ultra’d though. In fact it’s so bad that it consistently gets beaten by any crouching and jumping normal. Some focus attacks go low enough to make the move whiff (even EX) so you get punished with a level 3 focus. Don’t use it in neutral.

elena notes:

  • c.LP
    — great range, outranges good pokes like fei c.MP

  • c.LK
    — seems good, possible 1f (?) into c.LP, her only low starter

  • c.MP
    — beats shoto c.MK free (tested ken, ryu), only trades if spaced poorly.

  • s.HK
    — trades or beats shoto c.MK
    — loses to shoto c.MP
    — beats fei LP rekka
    — usually elena air resets if you trade or lose

  • round arch (b+HK)
    — goes over shoto c.MK completely and always beats it from all ranges if timed correctly
    — beats shoto c.mp clean, beats shoto sweep
    — is airborne during active frames, if you trade or lose you’re air reset

  • slide
    — must be done quite early to catch fireballs
    — not at all like it’s sfxt iteration :frowning:

  • focus
    — extremely far reaching, leans back
    — tied or beats fei’s focus range (hard to test due to stupid elena standing animation swaying in and out)

  • super
    — all versions seem identical?
    — all versions at least 5f startup or faster
    — all versions can punish fei LP rekka from any range

  • max meterless punish i could find
    — HP mallet smash, c.LP c.MP xx HK scratch wheel = 292dmg / 410stun

  • throws
    — backthrow, take a (tiny) step, jump HP = ~4f safejump, tested on fei
    — backthrow is not consistent, throws opponent MUCH farther if they start in the corner (similar to rose’s b.throw)
    — forward throw, wait 1f(?), jump = ~4f safe jump, v. awkward timing due to animation, possibly can setup meaty lows if empty jump instead?

  • antiair
    — scratch wheel sucks
    — lk scratch can maybe be ok if used very early, but can also get stuffed on the ground
    — ex scratch is good, fair invincibility
    — s.MK is an ok antiair
    — can low profile / tripguard many jumpins with early c.HK

  • air to air
    — j.MP / j.FP seems ok, j.MP is quite fast

===

  • overall thoughts
    — rhino horn is useless? (literally useless)
    — really wish they kept c.HP cancellable
    — really really wish they kept c.HP cancellable
    — opponents often drop out of lynx tail / spin scythe
    — not sure where this train is headed

For the meterless punish she can get a cr. Mp after her heavy mallet smash. So something like hp mallet smash cr. Mp mk. Dp does 302.

I see ex rhino as a wall carry move.

fwd throw,/ slide might allow for meaties / OS ; kind of like Dee Jay using untechable knockdown, slide, then os

Like I said earlier, cr.mp xx mk spin scythe + extension does more than ending in dp

HP Mallet Smash, cr.lp, cr.mp xx mk spin sycthe extend does 314. If you omit the cr.lp it does 312, so you might as well just do it

How do you feel like hitting that sweet spot with using footsies? I’m afraid to jump with her and its difficult dealing with heavy pressure since her dp sucks.

The damage Elena can do off overheads is INSANE

playing around with HP mallet smasher:

HP MS, c.MP xx MK Scythe = 312 dmg / 404 stun - meterless
HP MS, c.MP xx LK Rhino Horn, EX scratch wheel = 391dmg / 486 stun - 1 meter
HP MS, c.MP xx EX Scythe, U1 = 553dmg / 400 stun - 1 meter (corner only)
HP MS, c.MP xx HK lynx xx FADC, s.HP xx HK Scythe = 426 dmg / 570 stun - 2 meters
HP MS, c.MP xx HK lynx xx FADC, U1 - 521 dmg / 296 stun - 2 meters
HP MS, c.MP xx EX MS, c.LP, c.MP xx EX Scythe, U1 = 505dmg / 515 stun - 3 meters (corner only)
HP MS, c.MP xx HK lynx xx FADC, s.HP xx EX Scythe, U1 = 543 dmg / 506 stun - 3 meters (corner only)
HP MS, c.MP xx EX MS, c.LP, c.MP xx LK Rhino Horn, EX scratch wheel = 431 dmg / 562 stun - 3 meters
HP MS, c.MP xx HK lynx xx FADC, s.HP xx MK Rhino Horn, EX scratch wheel = 489 dmg / 616 stun - 3 meters

EX MS, c.LP, c.MP xx MK Scythe = 264 dmg / 372 stun - 1 meter
EX MS, c.LP, c.MP xx EX MS, c.LP, c.MP xx MK scythe = 320 dmg / 460 stun - 2 meters
EX MS, c.LP, c.MP xx LK rhino horn, EX scratch wheel = 332dmg / 443 stun - 2 meters
EX MS, c.LP, c.MP xx EX scythe, U1 = 466dmg / 370 stun - 2 meters (corner only)
EX MS, c.LP, c.MP xx HK Lynx xx FADC, U1 - 438 dmg / 279 stun - 3 meters
EX MS, c.LP, c.MP xx EX MS, c.LP, c.MP xx EX scythe, U1 = 400dmg / 460 stun - 3 meters (corner only)
EX MS, c.LP, c.MP xx HK lynx xx FADC, s.HP xx HK Scythe = 358 dmg / 509 stun - 3 meters
EX MS, c.LP, c.MP xx HK lynx xx FADC, s.HP xx MK Rhino Horn, EX scratch wheel = 409 dmg / 546 stun - 4 meters

So what are people using for her AA’s?

Her diagonal j.hk creates a juggle state if you hit with the first hit only. I was able to combo her DP and Ultra1 but no normals.
Her c.mk and her neutral hp can combo into ex mallet smash after which you can link lk or c.lk into whatever ( i like ex lynx tail into U1 :P)
Also if you cancel close mp into mallet smash (any iirc) she passes over, maybe some tricky things can be done with this.