Jambo!
If you’re reading this, then you’ve shown interest in Elena in Street Fighter x Tekken! While this is a first draft, done with Vanilla SFxT, hopefully, you will find use in these notes as you master the ways of the Swahili princess.
The guide has been updated for 2013 and while I don’t think anyone will be playing the 2012 version if possible, notes for both versions are here with notable 2013 notes in BOLD ITALICS
If you have any questions or would like to correct anything in this guide, please feel free to provide input as this has also been a learning experience for me as well. Without further ado…
Movement
Elena’s movement options are relatively good, considering all her tools. Her forward walk speed is decent, faster than Cody, but slower than Dudley, while her back walk speed is very fast that she’s not so much walking as she is skipping back, which is good as she’s a character with good pokes so her footsies are good in that regard. Her dashes both forward and backwards are fairly quickly with her backdash going nearly half the screen away
As far as bypassing projectiles, Elena has two main tools, EX Rhino Horn and her Slide. Both will result in a hard knock down and for all intensive purposes EX Rhino Horn is better, as it’ll hit crouchers unlike normal Rhino Horn, it is safe on block unlike the slide, deals more damage than slide, but it costs precious meter. It ultimately comes to where you are in relation to the opponent and the corner. More on that in the Mixups section of the guide.
Elena’s jump is probably the highest amongst the cast and this hurts her more than helps her. It was decreased in the 2013 patch and it’s not like jumping has no merits as Elena has some good air target combos. However, because of her high jump, it’s easy to pick her out the air if the opponent didn’t do something reckless.
Overall, Elena’s movement is pretty good. She has a good walk speeds to play with some of the more footsie oriented characters and she has ways to get around projectile heavy characters like Ryu and Alisa, but suffers from a long jump and more limb-based zoning characters like Dhalsim. If I gave her movement a grade, I’d give it a A-.
Normals
Standing
LP - It’s a decent, quick anti air. Special cancelable so you can combo into DP.LK for 130 damage
MP - High poking attack that hits twice and is special cancelable on the first hit. Special cancellable on second hit in 2013. Can be linked from cr.LK. Seconds as a anti air.
HP - Roundhouse kick. Target Combos into st.HK, but… the opponent must be standing to hit. But hey, if they are, go for it. If they aren’t, prepare to eat a combo. Overall, I see almost no reason to use this move on it’s own. Unless you can find a way to confirm it’s going to hit a standing opponent, ie. Ken cr.HP xx Tatsu, tag cancel, st.HP
LK - I. Love. This normal. Why? It’s 3 frame startup for one. It also has AMAZING reach. It’s also Special cancelable and combos into LK Spin Scythe, and all forms of Lynx Tail. It’s not without it’s problems however as it cannot link into anything, but with the beauty that is boost combos, you go into your partner for a healthy chunk of damage or an EX move.
MK - Elena shifts forward slightly and kicks upward. Target combos into Cr.HP to pt opponent in a juggle state, which is good for extending combos, post launch. Otherwise, I’d just prefer to use this normal to help advance Elena in the footsie department.
HK - Elena does a hopping roundhouse. Moves Elena forward a bit, does a good 90 damage. Has a small window of low invulnerability too. Can also link into cr.lk or st.lk, so you can combo from it.
Crouching
LP - A love tap, but not much else. Doesn’t link into anything and while special cancelable, st.LK is faster and farther reaching.
MP - Elena gives the boot, while squatting. An impressive feat on it’s own, but it helps how good this normal is. It combos into itself and is special cancelable, dealing a healthy 60 damage for each hit. Downsides is that the hitbox extends only to a little past Elena’s ankle but in 2013, the hitbox is extended so the move is just plain better, so it’s a great hit-confirming poking tool in that regard.
HP - Elena thrusts her leg into the air. Not sure how I feel about this one on it’s own. I suppose it can work as a decent anti air in the sense of how Vega’s cr.HP is a decent anti air
LK - Hit confirm poke of choice. good frames, decent reach (not Cody cr.LK good, but it serves its purposes), can link to cr.MP, is special cancelable.
MK - A decent poke, but altogether not very good. Not special cancelable, though can be boosted into st.HK to Launcher for a decent amount of damage. In 2013, the hitbox is extended.
HK - A good sweep altogether, very far reaching and relatively quick and safe at a far enough distance.
Jumping
LP - ELENA KNEE! Pretty quick, and looks like it should cross up, but it doesn’t. Still could be used for ambiguous mixups and TCs into j.MK
MP - Elena kicks upwards. Good air to air if the opponent is somehow higher than Elena. Even then, TCs into HP that can be done on standing opponents and some crouching ones.
HP - My personal favorite jumping normal. High damage, long reaching air-to-air and is pretty decent as a jump in.
LK - Elena sticks out her foot - Might work as a decent air-to-air, but would rather use j.MP or j.HP.
MK - Elena’s cross up jump in normal.
HK - Elena does a spin kick of sorts, Hitting twice, each for 50 damage. The first hit puts the opponent in a juggle state, but it’s a bit rough to confirm with and the extra hit shortens the combo overall.
Command Normals & Target Combos
j.lp>j.mk - Decent target combo, does 110 damage and is pretty quick
j.mp>j.hp - Okay air to air target combo, but has the flaw of not juggling on j.MP. That said, if done on Counter Hit, then the move connects for 187 damage and can be followed up. Can be used to extend combos after EX Lynx Tail in 2013.
St.MK > Cr.HP - Good target combo to combo into, whether through post launch or tag cancel from your partner. Deal 150 damage altogether and can be combo’d from, either through cr.HK or dp.HK if the opponent is close enough (ideally in a corner) Unfortunately, doesn’t combo on crouching opponents, so best to just use it to continue juggling a opponent.
St.HP > St.HK - Getting 180 target combo that links into cr.MP seems like it’d be really awesome, but the fact that st.HP misses on crouchers really hurts this target combo. Maybe if there was a stun mechanic in this game, this could seem more use, but alas - This is SFxT, not SF4. But if you can get your opponent to force stand and lock them down with say, Ken’s Tatsu, you can probably tag cancel into this.
B+HK - Elena does a quick hop hop kick. Does 80 damage and has a brief low invulnerability. Links into st.LK and cr.LK.
F+MP - Overhead #1. Handstand overhead. Links into st.lk on counter hit.*** In 2013, the frame advantage on hit and block have been increased to where you can combo st.LK off this move, normally.***
F+MK - Overhead #2. It’s very quick and has a decent range. Doesn’t combo into anything though, but it helps to keep opponents on their toes.
DF+HK - Elena’s slide. Good for finishing midscreen juggles as it results in a hard knockdown. It’s unsafe on block but it useful in that it lower Elena’s hurtbox so you can slide under projectiles. In the 2013 patch, this hurtbox was made lower so it’s even more effective for bypassing projectiles, including Guile’s Sonic Boom.
Specials
Spin Scythe (QCB+K) - One of Elena signature moves. Elena whips a kick out twice, can be done again for an additional two quick whips that makes a techable knockdown. Is a decent lockdown pressure tool that’s all right to use for tag in combos or potential cross up from your partner. However, the damage is low. Very low. Like 25 damage a hit, low. So low that I might not consider using it, if it weren’t for the lockdown aspect. That said, the EX version deals more damage and puts the opponent into a juggle state, so you can at least do a little combing afterwards. Further, Elena is considered to be crouching during the attack. What does this mean? It means that it can be raw launched out of, even between kicks of Spin Scythe. Yes, even the LK version. In other words, someone messed up in this move as it is pretty dang awful overall.
Scratch Wheel (DP+K) - Elena’s Anti-air special, which is all right as an anti-air. The LK version is best for that, due to it’s invincibility, but can’t be combo’d afterwards, even with tag canceling. However, the HK version can be followed up, depending on the speed of your partner and is the most damaging combo ender for Elena. EX version has invincibility, height, and damage, but might not be ideal for tag as you’ll end up spending 2 bars instead of 1.
Lynx Tail (RDP+K) - Elena’s main pressure tool. It reaches far, is easy to combo into, the damage is slightly better than Spin Scythe, causes a hard knockdown, and the LK version is safe on block (The HK version is as well but can be SRK’d or launched between the hits). The EX version is good for starting damage and can be combo’d from st.LK. In 2012, you could only combo after EX in the corner.*** In 2013, the opponent will be launched much closer after EX and can use one of Elena’s air TCs (j.mp>j.hp) for great damage***. Use this move to force your opponent to block low in a block string, only to eventually go to…
Mallet Smash (HCB+P) - An overhead special of Elena’s. Formerly, this was just a way to get decent overhead damage with Elena. Now, it’s an ideal combo starter, leading to big damage as it forces a stand for Elena, and both the LP and MP versions link to cr.MP, letting you combo into…
Rhino Horn (HCF+K) - Elena throws herself, foot-first, towards the opponent, resulting in a hard knockdown on hit and is safe on block. Ideal combo extender as it deals a nice 100 damage and can be combo’d afterwards. There’s just one problem and it’s the common problem with Elena, it doesn’t hit crouchers (Seriously, if just one of these damaging move hit a croucher, Elena would get so much respect I think). That said - this is a goto move for combos. The EX version has some projectile invulnerability in vanilla, but a lot of projectile invulnerability in 2013 so it’s a ideal counter to projectile based characters. Also, I have no idea what the HK version could be used for however, it’s too slow to combo into and doesn’t have any special properties. Maybe if one of Elena’s heavy normals was special cancelable, then it could be more useful, but currently I would only use it to advance on someone without a projectile and even then, I’m not sure about it’s safety as it can be ducked and punished on reaction.
Gameplan
Elena is a long reaching, mix up character the specializes in hitting the opponent at decent distances with relative safety. She isn’t necessarily a zoning character like Dhalsim or Juri, as she has no projectile, but instead commands the area with long normals and once she gets in, to frequently mix up the opponent with her plethora of high/low mix ups and then capitalize on the opening, whether through the meterless Rhino Horn combos on standing opponents or the likes of EX Spin Scythe or Lynx Tail.
Blockstrings
cr.LK, cr.LK, st.LK xx LK Lynx Tail - low ending safe block string. Low damage
cr.LK, cr.LK, st.LK xx QCB.LP/MP - Overhead ending block string. Potentially can be hit out of the Mallet Smash - but if they get caught by it, that’s a free 350+ combo.
Solo Combos
meterless jump in standing, corner
j.HP, st.HP > st.HK, cr.MP xx hcf.MK, cr.MP xx hcf.MK, dp.HK - 446 damage, 0 bars, techable KD
meterless jump in standing, midscreen
j.HP, st.HP > st.HK, cr.MP xx hcf.MK, cr.MP xx hcf.MK, df.HK - – damage, 0 bars, untechable KD
meterless jump in crouching
j.HP, cr.MP, cr.MP xx qcb.HK > qcb.HK - 278 damage, 0 bars, techable KD
j.HP, st.HK, st.LK xx qcb.LK > qcb LK - 272, 0 bars, techable KD
j.HP, st.HK, st.LK xx rdp.HK - 298 damage, 0 bars, untechable KD
j.HP, cr.MP, cr.MP xx rdp.HK - 292 damage, 0 bars, untechable KD
j.HP, cr.MP, cr.MP xx dp.HK - 306 damage, 0 bars, techable KD
j.HP, st.HK, st.LK xx dp.HK - 312 damage, 0 bars, techable KD
meterless hit-confirm crouching
cr.LK, cr.LK, cr.MP xx qcb.K > qcb.K - 176 damage, 0 bars, techable KD
cr.LK, cr.LK, cr.MP xx rdp.HK - 192 damage, 0 bars, untechable KD
cr.LK, cr.LK, cr.MP xx dp.HK - 206 damage, 0 bars, techable KD
cr.LK, cr.MP, cr.MP xx qcb.K > qcb.K - 206 damage, 0 bars, techable KD
cr.LK, cr.MP, cr.MP xx rdp.HK - 222 damage, 0 bars, untechable KD
cr.LK, cr.MP, cr.MP xx dp.HK - 236 damage, 0 bars, techable KD
1 meter on crouching
cr.lk, cr.lk, cr.mp xx qcb.KK, cr.mp xx hcf.MK, df.HK - --, 1 bar, untechable KD.
cr.lk, cr.mp, cr.mp xx qcb.KK, cr.mp xx hcf.MK, df.HK - --, 1 bar, untechable KD.
j.hp, st.hk, cr.lk/st.lk > cr.MP xx RDP.KK, j.MP>j.HP, cr.MP xx dp.HK - – Damage, 1 bar, techable KD
j.hp, cr.MP, cr.MP xx RDP.KK, cr.MP xx hcf.MK, df.HK, – Damage, 1 bar, untechable KD, corner only
j.hp, st.hk, cr.lk/st.lk > cr.MP xx QCB.KK, cr.MP xx hcf.MK, df.HK - 400, 1 bar, untechable KD
LP/MP Mallet Smash combos
Midscreen
hcb.LP/MP, cr.MP xx hcf.MK, cr.MP xx hcf.MP, df.HK - 351/372, 0 bars, untechable KD
Corner
hcb.MP, cr.MP, cr.MP xx hcf.MK, st.MK > cr.HP, cr.MP xx dp.HK - 419, 0 bars, techable KD
Super Combo Ender
Because of the start up buff Elena’s super, Brave Dance, it now more reliably combos in nearly every situation and works anywhere on screen, typically adding on 150+ damage at the end of a combo depending on number of hits before hand.
(on juggled opponent), cr.MP xx hcf.MK, hcf.KKK
(on juggled opponent), st.MK > cr.HP, cr.MP, hcf.KKK
Partners
Elena’s position on a team is relatively flexible as she has good footsie and evasion tools to warrant playing her on point with a damaging post tag character backing her up. Alternatively, she’s also a character that benefits a good bit from having meter to use, so a character who builds meter for her is also beneficial for her. Another factor to consider is having someone who forces opponents onto their feet and locks them down while Elena comes in and performs a combo or a potential mix up and lays on the pain for the opponent. With those factors in mind, who are some examples of who make good partners?
Elena/Paul - Paul is a tank, but he’s a bit cumbersome to play the footsie game with and has issues when dealing with more zoney characters. As such Elena’s projectile evasion and long reaching limbs to boost into Paul can lay on some serious damage and if you guess right with Paul’s follow up mix up, an entire game can be turned around in the course of seconds.
Dudley/Elena - This can go either way with Dudley on Point or as anchor, since he can manage with or without meter and has some ways of getting in. He also does respectable damage post launch, has great pressure/mixup all of which lead to what I think is probably one of the best reasons to partner him with Elena: Machine Gun Blow in general forces stand. You don’t even need to combo into st.HK to get the stand just some good footsies with Dudley to combo into MGB, tag cancel to Elena will get you around 450 damage. That is pretty freaking awesome.
Vega (Claw)/Elena - What do you know? Vega is a great point character for Elena too, but that’s not terribly surprising if you’re familiar with the masked matador. His long reaching pokes can lead to a decent boost combo and if you get a jump into st.HP, then that can lead to near 500 damage with a tag cancel to Elena and her j.MP>j.HP TC. The main problem with Vega is that like Elena, he doesn’t get too much damage on a crouching opponent, except for HK.ST which with a tag cancel should be decent damage regardless.
Elena/Grappler - With Elena’s ability to bypass projectiles, it should be no surprise that slower burly grappler character would benefit from the Kenyan princess’ reach and tricks.
Tricks and Mixups with Elena!
Recently a lot of new tech has been found and developed with Elena, so this section is dedicated to all the nice tricks to use.
Ex Rhino Horn Mixup (Credit to KitL19 for finding this)
Normally, Ex Rhino Horn is a move with two purposes A) Hit crouchers for a decent chunk of damage, or B) Bypass Projectile happy players. It helps that it’s safe for these purposes too. However, a third purpose has been discovered: If you use the move against the opponent in the corner, they’ll be in a knockdown state that allows Elena to quite literally walk over the opponent, crossing to the their other side. This leads to some pretty nasty mix up options. You can read more about it in his thread here:
Ex Rhino Horn Oh you
Testing it out, it’s pretty awesome. Depending on the amount of meter you have to use post mix up, you can do up to 700+ damage with this mix up. Definitely worth checking out.
Safe jumps
(Credit to Housecnb for these)
Unfortunately, Elena’s throws doesn’t give her much frame advantage and they also push the opponents way to far, even on corner. The following setup works nicely against characters with slow reversals, such as Law, Chun, Nina, Julia, Alisa, Ogre, meterless Elena and more.
B.throw: dash, f.jump hp (Safe from 6 frame reversals, empty jump is safe from all reversals.)
Sweep: wait a bit, f.jump mk (Safe from 5 frame reversals, a bit hard to do, you have to “cancel” the end of the animation… sometimes the visuals of this game doesn’t help much.)