We’ll see this weekend. If I don’t get to test it myself at SCR, some one will hopefully!
With the change to her f+mp making it +3 and the nerf to rolls, charging up that counter hit will be pretty useful in 2013. Now, she will have a close range 50/50 that leads to cross rush on wakeup.
This is going to be so good in 2013. Her oki will be really good. Since rolls are nerfed, if you can convince the other player not to roll you can do all sort of stuff on their wakeup:
[LIST]
[]Cross-up or not jump-in
[]Overhead (into combo if it hits!)
[]Cr. LK
[]Grab
[*]Ambiguous cross-over Rhino Horn into stuff
[/LIST]
The guessing games are going to be in her favor, clearly.
The only issue I have is, to be fair, virtually every character thread has “omg with 2013 look at how good our oki will be!” It’s like lauding a tekken aair buff when the entire cast got them.
That being said I totally agree. Elena already has a strong oki game and it should become very formidable.
Well, whatever overhead is buffed, that’s fine by me. I think the whip kick is faster anyway, so I like it.
That EX Lynxtail buff though, I didn’t think much of it, but I think it’s going to be a good source of damage against crouchers for Elena, especially since it provides usefulness to her air TCs
the over head they showed in the video is definitely faster it just has less range.
ex lynx change is great. it launches them sky high.this time. I think you be able to start a combo after it hits with her mallet mash. Big damage.
Projectile invincibility is great on ex rhino but I still wanted to be able to combo off of it when it hit. Even though the damage on it is high al ready
Range on crouching normals are great.
I still wanted them to make :hk: and :hk: have some type of lower body invincibility. on start up. Getting crouch jab from it is very annoying
I’m not sure if Mallet is the best combo extender. One theory combo for me is st.LK xx ex Lynx Tail, Air Target Combo (Lets say j.mp>j.hp), cr.MP xx HK.DP.
That should be (and correct me on my math if I’m wrong) oh… 30+100 + 80+56 + 36 + 70 = 342 - Not bad for damage on a crouching opponent
I hear ya on that, but any tool vs projectiles is appreciated. Her slide is also supposed to be better for bypassing projectiles but they didn’t cover it for some reason.
That feel when all your cr.mp combos work now. More reach on cr.mk is nice too
Yea, that would be nice. BTW, what’re the frames on :hk: anyway? It seems like a underappreciated move. I know st.LK links with it, but how good is it really?
Not sure but :hk: is definitely faster. I find it easier to combo after :hk:: than:b::k::. I think :hk: goes air Borne faster and recovers faster if wiffed.y
You might be right about combo after ex lynx tail. If heavy mallet smash had bound properties for air Borne opponents than that could be used.
My guess is it is that both attacks are 0 or -1 on block ( because sometimes jab beat st:lk: and cr:lk:) but is completely safe from reversal 1 frame supers o_O .
:hk: On hit it between 3 and 4 (going with 4) because I can connect with a :h:dp and ex dp which i believe is 4 frames
hk: Safe on block no punish by reversal super by julia (1 frame).
punishable by Zangief Punishble reversal super (0 Frame) Not sure on the start up of jump frames
Trades with3f jab, sometimes gets beat
:f::hk: Safe on block no punish by reversal super by julia (1 Frame)
punishable by Zangief Punishble reversal super (0 Frame). Not sure on the start up of jump frames
Trades with 3f jab, sometimes gets beat
Both moves have at least 4 frames advantage on hit as you can combo into cr.LK from it. This actually opens a fairly good number of damaging combos for Elena if she gets, say, a jump in of sorts.
Also, going to post my first draft of Elena notes somewhere. I realize it’ll only be decent for another week, but hey, info is info.
Should I make a new thread for it or post it elsewhere?
Ha I knew it. The handstand whip :f::mk: is +3 on hit. Time to learn how to plink :lk: hope it 's possible probably not but what the hell.
Elena
Jump Total frames for jump decreased from 45F⇒41F
MP Startup decreased from 6F⇒5F
2nd hit can now be cancelled
cr. MP Hit box enlarged
Frames increased by 5F for boost combos (On hit -3F/ On block-7F)
cr. MK Hit box enlarged
Target Combo 4(MK→2HP) Hit box enlarged
Sliding Startup decreased from 14F⇒10F
Hurt box area above neck now invincible to projectiles
Handstand Kick Decreased frames by 3F (On hit +3F/On block 0F)
M/H Lynx Tail Decreased frames for block stun by 2F (M -4F⇒-6F、H -2F⇒ -4F)
EX Lynx Tail Final hit now knocks opponents behind Elena
Damage decreased from 150⇒100
EX Scratch Wheel Length of invincibility changed from 1~5F⇒1~6F
EX Rhino Horn Now invincible against projectiles from the first frame of the move until the second frame of the start of the final attack
Leg Lift Throw/Leg Hook Damage increased 120⇒130
Brave Dance Startup decreased from 14F⇒5F