Elena Thread

Looking forward to it!

Another Lynx tidbit that is likely known by all, I will credit to Silph, is that switch canceling the HK version on hit the partner can dash them out of it if they have a strong dash and attempt a reset (not that there is much to reset. Can be somewhat sneaky since most opponents will not be expecting to guard so soon. Need to test if their hitstun carries.

Her standing lk is an awesome normal. Thanks to its speed and range, I like to use it to option select into manual launcher from one character’s length away.
Or, I just cancel into lk lynx tail.

Honestly, I get so much milage out of this move alone. Standing lk is godlike.

Anytime anyone jumps at me, it’s lk scratch wheel. That is a great anti air. Once you establish that they can’t jump at you for free, they have to approach you on the ground…which means they have to deal with standing lk. And, if someone manages to get in, her backdash is more like a back50yardsprint.

Crouch lk is my hit confirm of choice. Gives me plenty of time to confirm into cross rush, which doesn’t do much damage on it’s own…but it brings in my Christie, who is super scary on wake up.

I also like cr.mp > hit confirm > HK scratch wheel (linked, not cancelled)

I really enjoy Elena in this game. At first, I thought she was gimped, by time with her has shown her potential. Just don’t spam her mallet smash too much, because they can raw launch you for free.

Woo! Someone to share tech and compare notes with finally :smiley:

Yeah after some quality time with Elena in real matches I thinks she’s going to do just fine in this game!

I totally agree with you about st.LKs awesomeness. Other pokes I like to use (and have consistently good results with) are st.HK (great for spacing and beating lows, usually hit st.LK right afterwards to try and get a counter hit), st.MPs 2hits beats armour moves (Great against Hugo), st.MK moves Elena forward (nice for spacing as well)

J.HP is an amazing jump in (it’s reach and weird hit-box often catches peeps off guard) it’s also a great air to air, especially when back jumping, j.MK crosses up

Right now down to tech :slight_smile:

MK Rhino horn is AMAZING!!! Elena recovers from it really fast and it causes a hard knockdown, this opens many interesting follow ups:

  1. Safe tag out (there is enough time to raw tag from this move anywhere outside the corner)
  2. Safe counter-hit charge (yes you also have enough time for this :))
  3. Charged EX Rhino Horn (I use this to apply pressure to characters without invincible moves, it leaves you at plus frames making it a great frame trap, also unlike normal R.H’s it hits high and low)
  4. Roll Reset (if you do HK R.H. right after the medium version you will flip over your opponent causing a roll reset. It’s a slow one so it’s less of a mix up and more of a positioning tool because if you do it outside the corner your opponent will roll into the corner, you’re also left in a great position to apply pressure)

My team of Elena/Law allows get nice damage before going into MK Rhino Horn, I’m sure you’ll be able to work out something similar out with yours!

Other awesome things I’ll get into at a later date are:

  • LK Spin Scythe
  • Mallet Smash set ups
  • Other uses of Rhino Horn

Feel free to share some more of your Elena tips so we can get this thread going again!

What do you mean optionselect manual launcher after a st.lk?

As for the roll reset DRU I would be careful. Players only roll in the direction if they choose to, so a smart one will not roll into the corner and you will be left with the wall to your back, and an oblivious one will keep holding the first direction and get up normally. It is used more as a guarenteed normal wakeup oki situation, and if they do roll you can react and meaty st.lk.

This roll reset isn’t that bad tbh because it’s from a hard knockdown (more time to play with), I usually use it to limit their options rather than a stand alone reset, if they choose to roll they go into the corner, if not (which is usually the case) I have enough time for a j.HP, cross up j.MK or ground pressure. I usually do this mid screen or when taking them corner to corner so worse case scenario I still have a lot of space to play with as my back isn’t against the wall (so to speak).

Honestly, I don’t really use Rhino Horn much, because the regular ones hit high. It’s a bit of a pain. I don’t use Spin Scythe, either. All I really use with Elena are Lynx Tail, Scratch Wheel, and some Mallet Smashes. Lynx Tail knocks down, keeps people close, allows for roll resets, and is safe. Lol, I don’t need anything else!

And, I don’t really use Elena for damage…I use her for safe pressure, good anti-air, lots of multi-hitting moves, a million overheads, meter building, and easy hit confirm into cross rush to bring in Christie the Meter Munching Killer (and safely tag out Elena if she’s low on health).

But, other teams using Elena might work differently, I suppose.

Stand at a range where stand lk will barely whiff, and press lk~hp+hk. If the opponent doesn’t do anything, you’ll just whiff a standing lk, which is really fast and hard to punish. If the opponent dares to put out a limb or takes a step forward, they will eat the standing lk which will automatically combo into launcher.

Like at 9:34 in this video

Ah, thanks. Was wondering how it would be made safe and there ya go.

did not want to clutter the video topic with it but I just want to say: that Elena video of yours and that artist is really great.

Thanks!

What’s your opinion on Elena/Julia? Using Elena to open up opponents to then get Julia in and do big damage?

IMO that should be a pretty decent team, a similar concept to my Elena/Law team. Elena gets the opening & meter (using the methods mentioned above by T.L.D) and Law does the damage. Another positive with for Elena is that if you have a character with a crumple reset (I think Julia does) you can combo into it from LK Spin Scythe. I do this with Law’s crumple reset and it’s pretty deadly (you can easily get 700-800+ dmg depending how you lead into it and how much meter you want to spend). Julia is a great character in this game so she should work just fine with Elena :slight_smile:

Yeah I get this, but for the reasons mentioned above I don’t think Rhino Horn should be overlooked (the more tech the better right?)

Anyways I may not have expressed what I meant well in my previous post, what I was mainly talking about was using Rhino Horn as a combo ender.

The go to Elena ender most peeps use is st.MK > cr.HP xx dp.LK this is deffo the best ender for raw damage (most of the time) BUT if you end your combo with MK Rhino Horn you get much better set-ups for sacrificing minimal damage (if any at all). An example of this is:

cr.MK xx hcf.MP xx cr.HP xx qcb+ K [switch] st.MK> cr.HP xx dp.LK

(Go to BnB, 443 dmg, 1 bar, techable knockdown, recover at pretty much the same time as your opponent giving poor OKI)

cr.MK xx hcf.MP xx cr.HP xx qcb+ K [switch] st.HP > st.HK, cr.MP xx hcf.MK

(444 dmg, 1 bar, hard knockdown, lots of options)

The above combo is of course team specific BUT even after a launch combo you only lose 52 damage:

[HP+HK] cr.MK, cr.MP xx hcf.MK = 278 dmg

[HP+HK] st.MK> cr.HP xx dp.LK = 330 dmg

Hope this clears up some of what I meant, one of the things I love about Elena in SFXT is her versatility so lets keep sharing tech and showing what’s possible with our teams :slight_smile:

PS when’s the next vid due? I loved the first one!
PPS what roll reset do you use?

Yea, the Swift Step Explosion (HCF+:hp:) has Julia hop forward a la Yun Lunge Punch and then does a overhead attack that crumples, the resulting damage is… pretty awesome really.

I actually ran Law/Julia for a bit for the same reason, cause Law’s Kicks could lead to some big damage, both as a reset and as a combo continuation (I think I could get 500-600 consistently for just 1 meter. It’s been a while)

I haven’t gotten the DLC characters yet, but the more I read about Elena (and some of the other characters) the more I want to get it. It’s just so dang tempting

Personally, I’m not usually too keen on sacrificing damage for hard knockdowns in this game because
a) wakeup rolls make the payoff smaller (even if you roll reset, people can predict this and roll the other way)
b) Elena isn’t exactly a damage powerhouse, so I like to get as much damage as I can from her combos (especially if I spent a bar to bring her in)

Also, depending on the juggle setup, you can replace the st.MK>cr.HP>DP+HK ender with st.HP>st.HK>DP+HK for slightly more damage. So, that’s even more damage you’d have to sacrifice.

And, it’s easier to tag cancel again if necessary off of DP+HK than it is to tag cancel again off a Rhino Horn. More flexibility in the heat of the moment.

But, it all depends on your playstyle. If you have consistent setups after Rhino Horn that connect more often than not, then maybe it’s worth it…

As for the next video, I’ll try to make something around the time of the Vita release for maximum interest!

yeah, I’ve got some pretty nice set ups. I’m surprised you weren’t more interested in the counter-hit store & safe tag though, anyways thanks for sharing the O.S. tech and the extra damage post tag, will be adding them to my repertoire. looking forward to the next vid :slight_smile:

BTW don’t st.MK > cr.HP [60/90] & st.HP > st.HK [90/60] do the same damage? Does the higher juggle allow for more hits from dp+HK?

I don’t know, what can Elena really get from counter hit store? I know it lets her combo off of f+mp overhead…but it’s a tight link…

Safe tag opportunity is nice, but in general I only tag Elena in to do more combo damage…so for me, sacrificing damage to safe tag her back out again kinda defeats the purpose of tagging her in at all.

I guess you could say, my gameplan revolves around maximizing damage, rather than setups.

But, you’re right, it’s always good to know her options!

Yes, they do the same damage raw, but the way damage scaling works in this game, it’s always better to do the harder hitting moves earlier in the combo.

In a combo, the second hit gets scaled more than the first hit, so you want the first hit to be the more damaging one (90>60 will do more damage in a combo than 60>90)

I think Ibuki/Elena is pretty sick, Elena doesn’t get a lotta damage off her overhead miscreen but with Ibuki, she can get 470 off her overhead midscreen with 1 bar, mallet smash > cr.mp xx hk dp tag cancel Ibuki > cl.hk JC > j.hk > hk dp.

I can’t remember the damage value in corner, I think it’s slightly more, mallet smash > cr.mp > cr.mp xx mk horn > hk dp tag cancel Ibuki > cl.hk > j.hk > hk dp.

She can also do this off lynx tail as well.

Obviously downside is low health, bad reversal options but 470 off overhead is pretty gdlk!

I am considering picking up Elena… And from what I am seeing here she might be worth a go. Really like her design and her moves. Especially St. LK. Plus, I’ll be the first Elena I’ve seen online in months. :slight_smile:

What gem loadouts do we use? Seems like she would be a good battery to me…

I use the “meter build after the opponent blocks a couple hits” gem, and a couple of life rebuilding gems (because she has 900 health).

She can build meter like crazy using lynx tail and st. lk.

Sounds godlike. I currently have something similar… I think Onslaught for connecting with two specials and also the blocking one you mentioned, along with Iron Wall for getting hit by two special moves.
Played some matches in Endless with her yesterday… Couldn’t find a partner I really liked other than Dudley. :wtf: I suppose any character who needs meter would benefit from her as a battery though. For some reason using an official team bugs me, but what the heck.