Just wanted to add my two cents, having played Elena almost exclusively for the past 3-4 years. She’s solid mid-tier with SA2 and can hang with the top although any solid Chun or Ken makes it an uphill battle for Elena. I mainly rely on cr. MP xx SA2, mixing up karathrows and tick-throwing, counter-poking, and using her slide at max range. SA3 is when I want to play for fun and if I’m trying for perfects.
cr.WK can’t combo into EX Spin Scythe although i wish it did. WK in general is really useful for hit confirming into Scratch Wheel (MK). If you ever land a MP/HP/EX Mallet Punch on someone crouching link into stand LK, HK Scratch Wheel. Standing WK is also her best normal to tick, stutter step, then karathrow. St.WK at +4 frames is the only, non-meaty, grounded normal attack that gives her frame advantage.
Standing MP is my usual all-purpose, “safe” anti-air. You can wait until the last second to use it, and the opponent has to parry two hits. Otherwise cr.HP or st.MK->cr.HP for anti-air depending on what angle the opponent is coming from. B+HK is always an option, but don’t forget her jump kicks. Straight up jump HP works well and jump back MK is good too.
Standing WP and MP are pretty good anti-cross-ups or dash-under anti-airs. Sometimes you can anti-air then dash cross-under and go low or mix-up throws. Her dash cross-under mix-up works really well if you land an air-to-air j.MP->j.HP. You can also delay your dash so you don’t cross-up if you want to further mix it up.
Lynx Tail can be comboed from cr.MP. Semi-useful if you’re looking for it or if you combo into it from a jump-in or cross-up. Plus it knocks down, keeps the opponent pretty close, and doesn’t need meter. Other random tricks: chip with the LK version a couple of times (cancel it from a crouching strong when they don’t have meter or are afraid to punish), then chip with HK (after the first two hits are blocked they’ll stand up thinking they can punish and get hit with the next two).
Rhino Horn can be used as an anti-air (you have to use it fairly early). If it you can juggle with Scratch Wheel, and if you’re feeling flashing juggle with another Rhino Horn into a Scratch Wheel. Actually, here’s some random slightly difficult juggles if only to be thorough (I don’t know if they work on everybody; i haven’t tested this stuff in a while):
Anti-Air Rhino Horn:
WK.Rhino Horn (1 hit) - MK.Scratch Wheel (2 hits)
*HCF+WK, RDPM+MK
WK.Rhino Horn (2 hits) - WK.Lynx Tail
*HCF+WK, DPM+WK
WK.Rhino Horn (2 hits; distanced) - WK.Scratch Wheel (1 hit)
WK.Rhino Horn (2 hits; distanced) - MK.Scratch Wheel (2 hits)
*HCF+WK, DPM+WK_MK
MK.Rhino Horn (2 hits) - (pause) MK.Scratch Wheel
*HCF+MK, RDPM+MK
Follow-ups to an anti-air Rhino Horn or Mallet Punch:
*cr_st.MP, reset…
*cr.HK
*Scratch Wheel
*Lynx Tail
*Spinning Scythe
Her j.WP->j.MK can cross-up (the distances are kind of tough) on Remy, Urien, Dudley, Hugo, and Twelve while they are standing (it can cross up Hugo crouching, too). If you really want to be thorough or you’re going all out for damage you can cross up with j.HP and j.HK. The distances on these are pretty funky. You have to aim her foot for the back of their head and you’ll land on the other side.
I’d say picking SA2 is more geared towards tourneys and playing to win. If you’re confident in your poking and throwing ability and your ability to land cr.MP xx EX Spin Scythe combos, and playing a different style then pick SA3. If you’re looking to win by damage through supers and the ability to hit confirm cr.MP, mixing up karathrows, and different meaty attacks and counterpoking to get that cr.MP xx damage, pick SA2.
UOH link into super is buff. The damage barely scales, it’s a high attack, and you can also hit confirm (by the actual UOH itself or by linking a cr.MP xx super after hitting the overhead). Both SA1 and 2 can do this so if you pick 1 for it’s extra meter for EX juggles you can still land supers.
Other random stuff- links if you’re feeling ballsy: meaty st.HK or meaty toward + MK link into SA2; st.HP->st.HK can link into SA2 on crouching opponents (sometimes you need to hit the st.HP meaty for it to hit them crouching). Not finishing EX Juggles and using normals to reset the opponent makes for good mix-up opportunities. You can try dashing and crossing-under, or walk forward to set-up the UOH xx super or karathrowing.
Concerning match-ups:
vs. Yun - Elena’s best pokes: cr.WK, cr.MP, down-towards + HK slide. If the Yun you’re playing doesn’t get aggressive, then it just makes it easier for you but when he’s built meter and gets aggressive, he needs to get in close to do any real damage. Back + Roundhouse his divekicks or jump Fierce him which should keep you ahead. If you’re on the offensive and the opponent wants to start turtling up, karathrow to open up his shell, then use cr.MP xx SA2 to counter-poke when he starts to stick stuff out to counter your karathrows. If the Yun goes on the offensive on the ground cr.MP and cr.WK will keep him out and away from you. It depends on the momentum in this match, like if Yun lands a dive kick and knocks you down he’s in a much better position to continue his rush. If Elena can knock down (like with an EX Mallet Punch or Rhino Horn anti-air juggle) you’re in a much better to continue your mixup game. This stuff pretty much applies to Yang as well, but you’ll need to watch out for the low MK xx slashes. Don’t forget that a well-spaced HK or a UOH will go over it.
vs. Makoto - Makoto dash makes her very quick. She needs to get in and grab to do damage and start her mix-ups so you need to keep her out. WK can keep you safe, but Elena’s HK and B + HK really help her in this match. Be careful when you’re throwing out pokes because if you whiff expect a dash punch or dash grab. Once Makoto knocks you down it’s 50/50: if she goes for a grab counter with Elena’s HK. If she goes meaty st.MP or low LK block; if you block a dash punch and have meter punish with super. Crazy rushdown mix-up Makotos are tough when they’re guessing right; watch out for Makoto’s crazy stun combos, because they hurt, so if your stun bar’s getting full try to keep away or throw them to get some breathing room.
vs. Elena - mirror matches are weird. All I can really say is know Elena’s pokes and counterpokes. Focus on your ability to stay ahead with safe poking and anti-airing and try to land as much cr.MP xx SA2 as you can. Mix up your throws, your overheads, UOH, and poking low or sweeping. If you give me an idea of what kind of Elena you’re facing, maybe I can help.
Okay, this post has gotten too long. Next time I play I’m going for more anti-air Mallet Punches and try to get fancy with the juggles. Keep up the discussion!