I feel the same way, at the moment she’s overshadowed by some of the DLC characters whose advantages are more apparent but I feel that if a little bit more time was invested in her we’d see her full potential more clearly. I’ll be trying my best to find Elena tech and I’m hoping other Elena fans will do the same.
Does Elena have any “meaty” moves against wake up? fMP looks like it might have some meaty properties, with it’s reach and slowness. Any1 able to test this? If so I’m starting to get a clear picture of how Elena is supposed to be played
for meaty pressure on wake up you can go for lynx tail after which you have a ton of options
[LIST]
[]cancel recovery with backdash to bait a uppercut
[]cancel into a jump and go for crossup lk or mk
[]cancel into foward dash and go for throw
[]cancel into mallet smash for quick high low
[/LIST]
if they choose to roll though you might be in some trouble, especially if you go for the hk, or ex version
because they will have enough time to punish you before it ends
a safer tactic would probably be to go for meaty s.hk or bk.hk to blow up lows and techs and then a cr.mp or lk buffered into spin sycthe
of course you could always go for raw mallet smash but anybody familiar with the character will see it coming a mile away
honestly I’ve had the most success in actual matches just going with cr.lk on wakeup, people like to jump and press buttons in this game so a cr.lk will beat both while keeping you relatively safe from the derp like wake up supers(some of them anyway), and people mashing dp on wakeup will sometimes get caught too because you actual have a small window on wake up to do a dp(especially if you roll), if you mash you may miss that window and a fast normal like cr.lk will catch you before your next dp motion can come out. so from a cr.lk cr.lk cr.lk you can confirm into cross rush, go into spin scythe, or go into an ex mallet smash for the reset, or even cadc foward dash into throw or backdash if you think they are mashing dp
Nice stuff bro, thanks for sharing. My theory is that Elena is a character designed to excel post knockdown and info like this builds my confidence in this theory. The fact that she has so many options post knockdown & so many ways to cause knockdowns is very encouraging.
Im curious as to what options she has in response to roll? Rhino horn allows for very quick and relatively safe movement, could it be used on reaction to roll to get Elena close without punish?
I use Law’s bMP in a similar way after a combo ended with shaoIin kicks to stay close to an opponent and bait DP’s. Could Elena do something similar with Rhino horn or anything else?
Not sure why people are using st MP for anti-air. In my experience st. LP works much more consistently. It works from somewhat close and from far (timing somewhat strict but snipes them out of the air better than st. MP) and you can combo off Counter Hit into cr. MP xx HK Scratch Wheel (209 dmg) (xx Switch Cancel to combo)or cr. MP xx Brace Dance (367 dmg). If you’re too far for cr. MP followup then just slide works.
As an anti-air, if you just want them to get off of you and don’t care about damage, LK Scratch Wheel works 100% of the time unless they’re right on top of you (it’s the only Scratch Wheel with invincibility)
At the beginning of the match I like to backdash and repeatedly LK Lynx Tail. It builds meter really fast.
Jump back Fierce is a good get-off-me air to air.
cr. LK, b+HK is a decent throw bait counter-hit setup. As you know this links to st.LK into cross rush.
Yeah. Wait until they drop almost all the way down then cr. MP xx MK Rhino Horn, MK Scratch Wheel. HK Scratch wheel does the same damage I just like using the same button for the combo.
You have to do the MK Scratch Wheel the instant you land from the MK Rhino Horn to get both hits.
nice post, some interesting combo enders for when I get back in training mode. Glad i’m not the only one who sees the potential of whiffing LK Lynx tail, it’s something I think you should be doing whenever you have the opportunity, especially since Elena relies on meter for switching.
No problem, thanx for the quick reply. Don’t have access to my ps3 until next week that’s why I’m just throwing ideas out there without testing them myself. I promise to make it up to you guys as soon as I get back in the lab though, promise to bring the goodies lol
One more thing.they seriously need to increase her hit box on cr.mp. after her :mk: :d::hp: target combo you can’t follow up if it is done mid screen only in the corner.
Also if you connect rhino horn on a juggle opponent it uses two point of your juggle instead of 1 boooooo lol
I take back the MK Scratch Wheel. HK Scratch Wheel is better because it does the same damage, but you can switch cancel instantly when HK version connects to get the full animation + high enough juggle for your partner to combo.
Well you can follow up with a St.lk in Hk.scratch wheel. That will work anywhere, but they need to let it hit crouching opponents and there is an issue where it will whiff for the sake of whiffing as well as whiffing on kuma…
A very easy tag combo to do is the Mk, cr.Hk target combo into Hk.scratch wheel, does the most damage, but most likely wont give out as much meter, and def wont cover as much screen
after a bit of testing i think lynx tail is neutral on block even after canceling into anything. Just putting it out there if anyone didnt already know
Wow. That st.lp is gold, also it will let you cancel from the anti air, so if its not a counter hit you can cancel it into a any mallet smash as a meaty follow up, it will still hit even on counter hit as well
It is good to see her in a new Street Fighter, especially since she was in SF3. More or less half of the characters from SF3 are forgotten; I’d like to see someone Q in a new SF game too.