I like Elenas target combos, one hits twice when jumping, which is good for characters with bad anti-airs and another one leads
into ultra on the ground MK, D+HP.
6 Top Japanese USF4 players talk about the new characters. They say some things about Elena.
Doesn’t work on everybody, it seems. Could do it to Ryu, Cammy and Elena, but not El Fuerte or Decapre. It’s weird, you’d figure it’d work on Cammy and Decapre the same way, but Cammy kinda floats after it while Decapre sinks like a rock.
For some reason, it always feels quicker for me to just test it out than to find the combo thread and search through all the lines of text. I know it isn’t actually quicker, but that’s just how I feel.
Is there a list of what characters have a floaty spin after :lk: spin scythe? I’d like to make a video with those characters for reference showing meterless U1 setups off BnBs
I was just gonna say that. If you are at a little past mid range, and you see the start up of the fireball from your opponent that is the best time to do your slide. You can still react to them, but it’s much more difficult than it used to be. Just have to work on the timing.
So after watching those Topanga team matches, I have to say I really like Osyo’s use of neutral jump roundhouse. He was putting up a pretty big wall, but it also looked like very few players really knew how to space against it.
Osyo’s set against the Topanga team also saw him use virtually zero command overheads and no real lows. He just rinsed EX Mallet Smash and chained from s.:lk: into Lynx Tail every now and then. I think he was getting away a little bit with his chains into H.Mallet Smash, but that’s how he ended up getting most of his chip. Made some clutch focus crumples and took the little health he could get off of his backthrow heal cancels (except against Nemo, when he knew he could gamble on getting the whole thing).
For sure though, his links were extra crispy. Good spacing, max meter gain, smart DPs and a bit of luck and character novelty got him some great wins. Not a very exciting Elena style, but that’s a given considering the need to offset her risks, faults and the fact that U2 automatically makes everyone play much more conservatively. The real excitement was seeing when someone would crack under all the EX Mallet Smashes, watching him bully people in the corner with neutral jumps and watching him consistently nail those 1 framers.
Just do meaty c.lk (or c.lp, c.mp, w/e), then hit c.hk just before hitting c.lp at the normal timing to link off of c.lk. If c.lk connects, the “hitstop” from the attack connecting, hit or block, should prevent the c.hk from coming out, and then your c.lp should come out at the right timing to link or continue the blockstring. If c.lk whiffs, you should get c.hk to catch the backdash. You can also use slide, but it starts up a bit slower so it’s easier to mess up, and it’s probably easier to punish if you mess it up somehow. You don’t want to hit them so close together that you’re plinking them, you want it to be spaced out just a bit more. c.lk is the easiest to use since you’re probably used to the link timing and it has 4 active frames to make it easier to meaty, as well as only 5 recovery to make it easy to catch the backdash, but you can use c.lp if you want or even c.mp, but it’ll get progressively harder to time the sweep correctly afterwards since they have more recovery. I don’t know if this is technically an option select since you aren’t inputting two things simultaneously to have the game choose from, but it serves the same purpose. Some of my terminology may be off, apologies.
You could also do option selects from safejumps of course, if you have the proper setups. You could buffer in U1 or maybe even EX Mallet Smash on landing to activate if your jump-in whiffs due to backdash.
Thanks! Weird OS, but it works all the same. Much more difficult to pull off than the usual standard sweep OS though. With some practice it’ll be doable
If the opponent stands the hits won’t all connect, giving the opponent a free punish on you. Its use is pretty much limited to online where people wont know that they have to keep blocking the other two hits when crouch blocking or during BnB variations on characters where mk SS wont hit when the opponent is crouching or if you’re going for an FADC combo. Outside of that its useless. Offline, if you’re not using it for a BnB crouching variation or FADC combo you’re just asking to be punished every time.
It’s a pretty terrible move all things considered. I think the Capcom employees were on coke or something when they implemented the move. Same with s.hp
Like I said though, if you’re playing anyone that knows what Elena can do, you’re still asking for a punish, especially offline. It’s useful as a ranked online thing when you’re disrespecting the player a ton and you think they dont know the very basics of how Elena works.(Which admittedly, is most people at this point lol) Sorta like how useful HP mallet smash is online vs offline. Although I’d even say HP mallet smash can still be useful if used very sparingly offline because at least that isnt punishable and the reward is much higher, vs hk lynx tail, which you’ll pretty much never see anyone use outside an online environment.