Elena Thread

Shoulda done like 3S and have her throw with her legs.

Then again, with all these changes, I think giving her the 3S throw would make her too obviously powerful. Better to have a weak throw so she remains a secret top tier. (I don’t think it’ll be a secret for too much longer though.)

Just played her on point for the first time in a while tonight after using her in the back before the patch. Man, combos off of Handstand Kick, projectile-punish slidekick, st.MP being special cancellable on second hit and fast-as-hell Brave Dance make her the best she’s ever been. Absolutely amazed. Hope they don’t nerf her too hard on the next patch.

It can combo into st.Lk or cr.LK, so I’m a advocate for the move.

My opinion for playing Elena aggressively is to frequent throw out your longer reaching moves like st.LK and cr.MP (now anyway) and do a mix up special on connect, namely Lynx Tail or Mallet Smash. LK Lynx Tail is safe so that’s probably the best one to use. cr.LK is also good as you can hitconfirm into st.LK and do whatever: Boost chain into a launcher or a EX spin scythe/lynx tail or one of your mix up moves.

All my notes since tuesday:

Elena

Solo
[232 DMG] c.MP, c.MP xx DP+HK
[390 DMG] [SO] s.HP > s.HK, c.MP xx QCF+MK, c.MP xx QCF+MK, c.HK
[409 DMG] [SO c] s.HP > s.HK, c.MP xx QCF+MK, s.MK > c.HP, c.MP xx DP+HK
[357 DMG] [1M] c.MP, c.MP xx QCB+KK, s.MK > c.HP, c.HK

Team
[205 DMG] c.MP, c.MP > s.HP xx Launch
[??? DMG] [L…E]s.MK > c.HP, c.MP xx DP+HK
[323 DMG] HCB+LP, s.LK > s.MP > s.HK > Launch [Dudley] f.MK, f.MK, c.MP xx DP+MP

Notes

c.LK and c.MP buffered into LK Spinscythe is really good in footsies

You can spend meter depending on what facet of your game is working. Allows you to get minimum 330 off of any EX alone.
-Footsies: EX Spin Scythe
-Lows: EX Lynx Tail
-Highs: EX Mallet Smash

s.HK
-Goes over lows
-Moves forward
-can combo into s.LK
-on counterhit can combo into c.MP
-safe on block

Tags
-Spin Scythe [Both versions]
-Airbounded Rhino horn.

c.MP, c.MP xx HCF+MK, c.MP xx HCF+MK, c.HK
-regular jump is safe jump
-super jump is hittable

Forward throw
-dash up s.HK can counter hit and combo into c.MP…

Back throw, f.dash, f.jump
-If you press a button, not a safe jump
-If you don’t press a button, safe jump.

LK Lynx Tail
-Super Neutral jump for safe jump

Anti Airs
-s.MP xx HCB+LP
-LK+DP
-j.HK [2 hits]

[397 DMG] j.HK [2 hits], c.MP xx HCF+MK [Tag Dudley] f.MP, f.MP, c.MP xx HCF+HP

Gotta go ZzzZZzzzzZzzzz… Will answer any questions tomorrow.

Good notes. You might find some more in my guide thread, but you’re on the right track I’d say.

I’ve discovered that because df.HK startup is so much faster now, you can use it after any st.MK>cr.HP juggle mid combo, so all the instances where you do

cr.MP, st.MK>cr.HP, cr.HK can be cr.MP, st.MK>cr.HP, df.HK for a tiny bit more damage.

Also, while it’s easier to link st.LK off LP Mallet Smash, you can still link cr.MP off it and thus go into one of her Rhino Horn combos. If you want to bring in your guy for these combos, do the tag on the second Rhino Horn as they’re still quite afloat for your partner to get a clean hit in.

Good stuff on the safe jumps too!

Not really a good use of meter but just a showcase that she can do it.

cr.mp > cr.mp xx mk rhino horn > cr.mp xx mk rhino horn > super works, midscreen and corner, does 507 damage or cross art for 595.

cr.mp > st.mk cr.hp > super for 431.

cr.mp > cr.mp xx ex lynx tail > really delay jump back j.mp j.hp > cr.mp xx hk dp for 387.

Still exploring a bit.

How is 150+ additional damage a waste of meter? :open_mouth:

And the ex lynxtail combo seems like a good bit of damage as a hit confirm on a crouching opponent.

Can probably get around similar or slightly less damage by just tag cancelling, I guess everyone has their own meter/damage ratio.

Ok some tidbits from the lab. A lot of this is probably already known.

LP Mallet Smash is +, Ex mallet is safe

Cr.mp is at least 0 (Gief couldn’t grab it)

Lk lynx tail is safe, mk and hk could be punished with Julia’s 3f super, although the pushback for MK/HK might make it awkward for some characters to punish

HK Lynx tail has a gap in it, ex has 2 gaps in it, meaning an invincible move can break through it.

Ex Rhino Horn hits crouchers but cannot be comboed off.

Slide can be made safe but the spacing is very tight.

Specifically MK is -6 on block (previous -4), HK is -4 (prev -2)

Yea unfortunately. Though if it safe on block. I only ask cause of the likes of Guile’s super quick recovery

Oh Ex lynx tail is safe if you let it finish.

We should probably work together to compile frame data for Elena.

I’ll try. Most of the info is what I heard in passing and some minor testing. The frames on LynxTail is from the patch notes though.

I’ll try compiling what I can and adding it to my guide.

About this… I’ve found that for this combo, it’s much easier and safer to simply hold up to neutral jump as soon as possible out of the ex lynx tail, and delay the air target combo a bit. This way, the worst case is that you screw up and do the target combo a bit early and only land the j.mp, but then you still get to land and get the cr.mp xx dp for a total of 355 damage. That’s a much better mistake scenario than trying to delay the angled jump the correct amount, where if you mess up you might not be able to do anything more from it.

Jwong showing everyone what’s up with Elena. Peep is archive on twitch.

Thanks for this info. Definitely useful stuff to know

How close elena’s mallet smash to Adon’s jaguar kick?

Jwong playing my team…

I was the 1st elena alisa player

:frowning:

Can you clarify the question?

Arrrm, as I recall Jaguar Kick is stupidly good footsies tool, is that clarify the question?

I think I understand. I don’t think it’s Jaguar Kick levels of pressure, but it’s a decent overhead attack that has the advantage that if you hit with the LP or MP versions, you got a 380+ damage meterless combo on your hands. While there’s no confirmation on this, it also is safe on block and potentially even has frame advantage. The main problem with it is that the move itself is a little slow, so you need to train your opponent into blocking low with Lynx Tail for a while, then go in for the overhead for massive damage.

Does that answer your question?

Could you tell me where can I find this video, I’m trying to look up some strategies and how she should be played as I just got the game roughly Friday. I’m loving it so far, especially with my Elena/Paul team though I feel that it could be much better if I can actually pull off combos for her rather than just play footsies and spacing all day with her. Mind you, its pretty funny when your opponent tries to jump in and all they get in return is a chocolatey foot to the mouth. Or even if they approach me on the ground I poke them with st and cr Lk, along with cr Mk, its pretty amazing.

Also could I also get some advice on links is it? I seem to be having trouble with those because they are really awkward to me, thanks again in advance. I deeply appreciate it and this thread.