This is pure gold: https://www.youtube.com/channel/UCJOO5ezCyD6msj7KVv6YTIA/videos
I didn’t know she can slide under a Psycho Crusher and can’t slide under Chun’s fireball.
More can be found here, as Housecnb pointed out: https://www.youtube.com/channel/UCJOO5ezCyD6msj7KVv6YTIA/videos
edit
In the LATEST build of Ultra, Elena’s slide can punish Decapre’s fake up teleport. Not sure if you guys knew that already.
Also, her face is all kinds of fucked up on the loading screen.
Sup peeps, got a chance to play a ton of Elena matches this weekend up at NWM so here are some initial thoughts/impressions:
c.HP is no longer special cancelable in current decapre build, so max punishment damage is a bit up in the air at the moment. c.MP xx EX Rhino Horn (add EX Scratch Wheel in corner) was a solid damaging option for spending meter and cornering opponent.
LK Lynx Tail seemed punishable on block if too close. b+HK (one of my favorites) seemed about even on block or -1. Her largest threats come from her overheads, being able to combo f+MP and EX/HP Mallet Smash (Maybe LP/MP?) into c.LK xx HK Scratch Wheel.
Comboing into U1 was tricky. If I attempted to max range s.LK xx EX Lynx Tail, characters seemed to fall out of EX Lynx Tail after the first hit. f+MP, s.LK xx EX Lynx Tail, U1 maybe be possible at closer ranges. In the corner you can land U1 off of an EX Rhino Horn or s.MK>c.HP Target combo.
Other comments:
Slide is great, fireball difficulty in slide timing varies from character to character. It deals a lot of blockstun, which makes it interesting to punish on block.
EX Mallet, c.LP/c.LK xx HK Scratch Wheel seemed like a pretty tight link, but probably mostly to the goofy animation and involves a specific timing.
s.HK seemed like it had a great hitbox. s.LP and s.MK were good anti-airs. I don’t believe scratch wheel was invincible.
LK Lynx Tail builds meter pretty well and I feel like meter is a bit more valuable in Ultra due to red focus canceling.
This Elena player with a 26-game winning streak:
Part 1: http://www.nicovideo.jp/watch/sm23559410
Part 2: http://www.nicovideo.jp/watch/sm23559758
Part 3: http://www.nicovideo.jp/watch/sm23560120
There are 4 other parts, but those are the ones that I watched so far.
the fact that I never see anyone use b+HK really bums me out, its a pretty great move.
I think that player is Kazunoko
From my very limited knowledge of Japanese - can confirm. it is kazunoko.
Final changes according to the Japanese changelog (via Eventhubs):
*
• Movement speed slightly increased
• Sometimes, Elena would avoid moves when she was supposed to be blocking them - this has been fixed
• Standing light kick is now +2 instead of +4 on hit, -1 instead of +1 on block and active frames have been reduced to 2, from 4
• When trying to cancel Standing Heavy Punch into a special move and using Heavy Kick, Elena would perform her target combo instead - this has been fixed
• Crouching light punch is now +5 on hit instead of +4, +2 instead of +1 on block
• Crouching light kick is now +3 on hit instead of +5, ±0 on block instead of +2
• Crouching heavy punch can no longer be cancelled. Grants 30 meter instead of 20 on block.
• Jumping medium punch forward hitbox slightly reduced. Active frames reduced to 4, from 7
• Jumping medium kick active frames reduced to 4, from 6
• Jumping heavy punch forward hitbox slightly reduced. Active frames reduced to 4, from 6
• Jumping heavy kick first hit active frames increased to 4, from 1
• First hit of Jumping Heavy Kick when hitting an airborne opponents properties changed from “opponent will fall in an invincible state” to “opponent will fall in a juggle state”, allowing her to juggle
• If the first hit of Jumping Heavy Kick hits an airborne opponent, the second hit will now do so as well
• Sliding changed so that Elena won’t become lower until right before the attack hits. Active frames changed to 10 frames, from 13
• Light Lynx Tail is now -7 on block, instead of -9
• Light Lynx Tail now gives 30 meter instead of 40 on hit, 15 meter instead of 20 on block
• Medium Lynx Tail now gives 20+30 meter on hit instead of 20+40, 10+15 on block instead of 20+10
• Heavy Lynx Tail now gives 20+15+15+15 meter on hit instead of 30+20+20+20, 10+7+7+7 on block instead of 15+10+10+10
• EX Lynx Tail now does 100 damage instead of 130
• Light Mallet Smash is now -7 on block instead of -5
• Light Mallet Smash now gives 20 meter instead of 30 on whiff, 15+15 on hit instead of 40+20 and 7+7 on block instead of 20+10
• Medium Mallet Smash is now -5 on block instead of -3
• Medium Mallet Smash now gives 20 meter instead of 35 on whiff, 15+15 on hit instead of 45+20 and 7+7 on block instead of 22+10
• Heavy Mallet Smash now gives 20 meter instead of 40 on whiff, 15+15 instead of 50+30 on hit and 7+7 on block instead of 25+15
• Light Scratch Wheel now gives 20+10 meter on hit instead of 30+10 and 10+5 on block instead of 15+5
• Medium Scratch Wheel now gives 20+15 meter on hit instead of 30+16 and 10+7 on block instead of 15+5
• Heavy Scratch Wheel now gives 20+10+10 meter on hit instead of 30+10+10 and 10+5+5 on block instead of 15+5+5
• Light, Medium and Heavy Scratch Wheel have all had their invincibility frames removed - previously, light, medium and heavy had invincibility on frames 1~4, 1~3 and 1~3, respectively, but that is no longer the case
• EX Scratch Wheel invincibility duration increased to frames 1~7 , up from 1~3
• EX Scratch Wheel now does 4 hits instead of 3, damage is divied 60+30+30+30 (150)
• Light Rhino Horn now does 40x3 damage instead of 50x3
• Medium Rhino Horn now does 50x3 damage instead of 60x3
• Heavy Rhino Horn now does 60x3 damage instead of 70x3
• EX Rhino Horn now does 50x3 damage instead of 60x3
• Light Spin Scythe now does 100 damage instead of 140
• Medium Spin Scythe now has 29 frames of recovery instead of 27
• EX Spin Scythe now does 30x4 damage instead of 40x4
• Spinning Beat, when hitting an airborne opponent, will now continue to juggle after the second hit
• Brave Dance damage reduced to 440 from 465
• Lvl1 Red Focus Attack could previously be followed up against airborne opponents with moves that do not normally combo airborne opponents - this bug has been fixed
• Lvl1 Red Focus Attack now has the same recovery on block as Lvl1 Focus Attack
• Red Focus Attack now comes out at the same speed as Lvl2 Focus Attack*
Crazy amount of nerfs. Was Elena really that strong before?
It seems like they are intending to nerf combos from non-ex mallet smash. But at a decent level of play, that move will be like chun’s hazanshu - it will always be blocked. These nerfs are, like Capcom seems to always do, catering to new players who can’t block overheads. In the kazunoko vids above, Kazunoko almost never did a normal mallet smash against a decent player because the move is too easy to block.
This is pretty disappointing, didn’t get to play Elena before she got destroyed. She was looking so fun, too. Surprised she got this batch of nerfs while Yun gets +1 ex lunge punch and crossup j.Mk.
I don’t understand all these Elena nerfs. I haven’t seen a nerf list that long since AE Yang to AE2012 Yang.
well the nerf on her slide does it mean that she cant last second slide under a fireball? or she cant slide under it at all
I’m pretty upset about these change… I can understand a few of them but combined this is over kill.
First Gen and now my girl Elena. My feels are hurt. It’s almost like capcom drowned my favorite hamster and after I got a dog to replace him they cut his leg off and said “look he can still heal it. right?”.
On a serious note I’ll have to play the game to judge these nerfs.
I have the strongest feeling that it basically works like Juri’s cr.mk. If she hits then the fireball whiffs over her, but otherwise she just gets hit… No real confirmable low, a high low game that can be punished by raw super/ ultra, a special overhead that is at best 0 on block and has a 29 frame startup/ 25 and -7/27 and -5, and no dp so characters with great jump normals probably wreck her. I’m glad I like Poison as well.
To me it sounds more like the former. Slide no longer enters low state until it’s active frames, whereas before it was low state almost immediately, so now you have to do it sooner to make it underneath things. Might require it to be used on prediction rather than reaction to the vast majority of fireballs now. Also, I’m assuming the decrease in active frames also means it covers less ground, but it could just move faster in a shorter span of time (very unlikely judging by the nature of the rest of the changes).