you sure he’s not talking about the lp, mk air chain? i don’t think she has lp, lk.
Youre right, my mistake. I had forgotten Id already partway figured this out last week:lol:.
I meant to say that I can get the chain to come out , but I cant get the MK to hit. It always seems to whiff no matter what height I start the chain at.
Try to use that air combo (LP,MK) to a standing Hugo player. After hitting Hugo’s head with the LP… quickly press MK… then You’ll see the combo
Ill try that , thanks. Is that the only situation that it works in? Id assume that might work on Urien as well?
it works on standing ryu which would lead me to believe shotos in general.
use the lp, mk air chain as a way to pester people who like to parry and set them up for super. if they parry the lp, they may get hit by the mk, but it really doesn’t matter because you are using this move to set up your opponent to miss time a parry…
if your opponent thinks that you are jumping in with the lp, mk, and will try to parry again 'cause they are really smart and onto you, you can…
1.) do a deep fierce and hit confirm into super (hopefully, they will miss the parry because they are expecting you to do the lp, mk chain, and since you have to start the lp early right? (you’ll get them on the “left side of the parry”, just after they made a parry attempt, where they are vulnerable) so hit 'em with a deep fierce instead
2.) deep roundhouse, 1 or 2 hits, depending on your you timed it, you can confirm this one into super as well. you can change the timing on this jump into make it a different parry timing than the lp,mk chain. giving you an opportunity to land super as well.
3.) if your opponent gets hit by the mid kick in the lp,mk chain you can hit confirm mk into super.
4.) empty jump in, low short then throw, then you can start wake-up games.
5.) empty jump in, throw, (you can also do a low parry just before the throw if you wanna be a fancy lad.) then you can start wake-up games.
those are some uses for her lp, mk chain, that work on all characters. you can also use to for air to air mix ups. it’s not good to jump anyway, unless it’s against say, Hugo, otherwise STAY ON THE FRIGGIN’ ground. she has really good normals. the stuff above is only suggested when you are playing against someone who likes to guess/parry alot. which is becoming less and less common as people learn about the game.
Awesome, I tried it out on Hugo and got it. Also worked on Ryu, as you said, and I went ahead and tested the rest of the shotos (Sean included), and Urien and it worked for them too. I think I also tried it on Q but oddly I can’t remember if it worked:lol:
Anyways, thanks for demystifiying this chain for me everyone:tup:
edit:thanks for a very good explanation Kingraoh (left side of the parry lol:lol: ) I learned a lot from that post(I thought that jumping roundhouse should hit confirm, but never got around to trying it.
Me personally I would use healing for these reasons
1.Elena’s a genarally weak character so having the ability to heal help even the odds
2.The spinning Beat is a weak super(but it is easy to combo into)
3.I find the brave dance difficult to hit people with
Best time to heal is when you knock your opponent down since you’ll be done when he gets up
yeah, who needs ex.
You said spinning beat = easy to combo into but brave dance is difficult to hit with…unless you only use cr.LK to combo into SA1, I dont see what the problem is, cr.MP for each.
And the best time to heal is immidiatly after a throw, like as they fly towards the ground. Sorry to nitpick your post but I just had to. :karate:
edit:I agree with you that Healing is a good super, but its harder to use than the others because of the meter building, you have to be able to rush down and mix it up really well to build meter, cause any smart opponant will rush you down if they see you standing in the corner building that long ass bar. Theres also, as Lazy mentioned, the issue of EX. I didnt think she needed it either when I started using her, but , as you said, she does weak damage, she needs all the help she can get!
Anyways. Im by no means saying Healing is impossible to use, and if youre having success with it the more power to you! But if youre just getting lucky against players who dont know what to do against a Healing Elena, I would recommend you seriously think about this. Again , Im really not trying to be a dick here, just trying to help out a fellow Elena (hence the title of the thread, Elena User UNITE!):lol::tup:
Healing can be used as a way to make your opponents uncomfortable in playing… hence it is basically a good tool for mind games. Also, it is a good super for those opponents who are very defensive(they oly wait for u to attack). Well you can fight fire with fire(defensively that is)… Build meter and wait for his attacks… hope your confident with your parrying skills. Just remember that you are also in defense mode… You can switch to offense anytime that you see your opponent is getting annoyed in which would affect his gameplay.
This strategy often works with me when playing with those players with very tight defense… turtle types
Healing is absurdly easy to combo.
- Throw -> Healing
- MK, down+HP (TC) -> Healing
- (c.MP), dp+LK -> Healing
- (c.MP), rdp+LK -> Healing
- hcf+LK -> Healing
- qcb+LK, qcb+LK (finisher) -> Healing
- c.HK -> Healing
- oc.HK (slide) -> Healing
A full heal does the same ammount of (reverse) damage as Brave Dance. And it’s the easiest hit confirm in the game.
However, EX is very valueable for Elena. Having EX gives her the wake-up option of using dp+2K (EX uppercut). Without EX, she has very limited wake-up options, since nothing she has will beat meaty attacks except dp+2K. Also, her EX combos do tons of damage and stun and are very easy to land. But without qcb+2K (EX Spin Scythe) she has no way of launching to set up juggles.
IMO, I think both supers are character-specific, though. For example, against Hugo you’re obviously better off with healing. But against Ken, you’re probably going to want to use Brave Dance.
Just my thoughts.
I always use Healing, in the spirit of developing consistent strategies against all forms of competition.
konichiwa bitches
Some help with urien would be nice
he has longer legs than elena so getting close enough to hit confirm can be difficult
his c.mk gets beaten out by elena’s c,mp but he is too far away ususally for the hit confirmed brave dance to hit
I know the match up should be played carefully so you don’t get knocked into a heart stopping juggle, but is there a common strategy used to fight urien
If you are playing against an Urien SA3 stay away from the corner coz he’ll pressure you more once you’re there. Try to anticipate his attacks… that is parry his c.mk then do the c. mp xx SA2… works for me.
Urien players always try to make you jump for an attack… Too bad for Elena, she is hard to use offensively without jumping that much… But parrying an attack could give you an edge. Still, its up to you how you chip off his strong vitality.
Uh, regular Rhino Horn? I use the LK version after I land a super, just to build a little meter while I get closer.