The New Elena Thread

up there where i said stand short is her only +frames advantage move, her back+HK also gives her +4 frames to work with.

throw -> healing is really obvious, and good too, but certain characters (chun in particular) can techroll and punish with super (but that’s where canceling healing comes in handy). anybody use healing-cancel as bait set-ups?

Yeah, all the time. If I ever finish the guide on my first post (I’d rather do it back home, where I have good competition), I have a section that I’m going to dedicate to setups and baiting. I like to do it against opponents where I’m having trouble getting in on them (cos when I get in on them and can start my game, I can get my meter back really fast).

Just wanted to ask for some assistance on this combo, I’m having trouble linking the Mk Spin Scythe after the C. Mp XX EX Spin Scythe. Yes, the obvious answer is for me to practice more, but I also wanted to ask if anyone else uses any visual or auditory queues on exactly when to execute the second Spin Scythe? Perhaps I’m simply playing like a scrub and can’t get the timing quite yet, but any help would be appreicated :tup:

Thanks in advance,

– manux

This is absolutely the hardest part of the combo. What I do is I wait to start the motion until I hear the sound effect for the last hit of the EX Spin Scythe (4 hits), and then I very quickly do the motion for the Mk Spin Scythe. Another way to do it is to do the motion as soon as the camera pans upwards. If you do it too soon, the Spin Scythe won’t even come out, as I’m sure you know.

BTW, I had a lot of trouble with the last two parts of it too, until I realized that the timing wasn’t as tight (i’d kind of panic on the Rhino Horn and the Scratch Wheel); for those, I reccomend finding out the timing so that you can do the motions right as the previous moves end, cos if you try to mash out the rest of the combo, you’ll find it not working that often. Good Luck!

^Hmm I tend to ‘buffer it in’ as the EX Spin Sychte ends, but I’ll use your tip. Thanks man.
BTW ComboVideos.com have a combo vid called JASMINE with a few Elena combos in it- worth the watch!

Yeah, you just have to time the MK spin scythe as early as possible. Just takes practice to get used to the timing. Go over it repeatedly in training mode until you get it down. It’s a corner only combo any ways so it’s not like you’ll utilize it a whole lot. Most of the time with Elena you’re just kinda poking and looking to get within kara throw range any ways.

Hmm in the JASMINE combo vid (found at ComboVideos.com), I saw a combo where you link 2 Standing HKs then perform an SA I- how do you do that? (my PS2’s busted >_<)

S. Mk -> C. Hp Target Combo

Hey, it’s been a while.

Does anyone use S. Mk -> C. Hp? I never used to use it before cos I thought you had to be REALLY close for it to work, but I’ve been testing it out lately, and if you do it on normal/heavy characters, it works surprisingly well; you can do it to the shotos at almost max range, even! Does anyone use this with success to start wakeup games or an SA3?

I use that combo but rarely… Sometimes its a useful way to mix up your moves and can sometimes hit jumping opponents

Yeah…I’ve been thinking of adding it to my repertoire in certain matchups, lke the Shotos and Urien, cos against them, you can land the target combo from almost max range! I’d probably say to still use it sparingly, since it’s a mid attack, and it’s better to play hi/low/throw with Elena, but it’d definitely be a nice thing to have against Ken, at the very least…

i use it but mos def not on wake it can be parry-eeeeed high or low
i find it can be helpful vs dudley when they shoot out and whiff hk i smack them with itcause the start up on mk is pretty cool

Oh lord no, not on wakeup. :stuck_out_tongue: The only mid attack I ever use on wakeup is C. Mp, but even then, I do it sparingly. I’m speaking specifically in footies situations, as you are. :smiley:

Well, I tried to update the first post, and with the strategy sections I’ve tried to add, the post is now too long. I think as soon as I finish the strategy section (two more sections), I’m gonna make a NEW New Elena Thread, so’s I can put all that shit right on the front. For now, the first post is kinda jacked up…sorry for the inconvenience.

cu, your lack of lazy-ness is setting a good example for us

meaty j.fierce is awesome :smiley:

Anyway anyone got Urine and Whore-li matchup tips?

What do I do after I score a knock-down on my opponent?

mix it up, alter your spacing
and smoke some weed

basically there are many things you can do vs a knockdown. i am gonna list some describe the pros, cons, of some of these things
Attack high
attack low
block high
block low
do nothing
throw
guess parry low
guess parry high

For this post i am gonna look at the mix ups for c.lk or c.short
Attack low
c.lk or c.short
C.lk, kara throw: since c.lk has such good FA(frame advantage)going for a thow is good. if your opp blocks the c.lk high than he/she ( but most likely he) will get hit by the c.lk and ergo will be in hit stun and cannot be thrown, pause for just a sec when this happens before the throw or you will wiff. your opp blocks low and blocks the c.lk then wait till they are out of block stun before you go for the throw. your opp guess parries high then they get it same thing as if they blocked high happens. your opp guess parries low your c.lk get parried and depenind on what they do you might eat a super or if they parry and counter with a slow move than your throw may counter it. your opp anticipated a throw then the same thing happen as if they blocked high, unless you timed your cr.lk to late and your close enough for your opps throw to get you
c.lk, block: they block high, they get hit and you have FA. if they block low your hit gets blocked and you have FA, they anticipate throw the get and you have FA. OK all that was pretty pointless they important thing about c.lk block is if your opp has gotten tired of your mix up and tries a reversal move out of desperation such has a super or a upper cut if you block it then you get a free punishment for those random basterds. Now i realize the risk/reward situation for this move isn’t very great but the point of this version of the mixup i your ability to analyze your opp who is getting frustrated because you are outplaying and out thinking them.
(more to come but i am tired now if i go to long without updating PM me i would love to hear feed back please excuse me lack of grammer and poor spelling )
next update hopefully wil be
c.lk, b-hk
c.lk, uoh

cr.lk to b-hk
this is one of by favorite things to do, when teamed up with withc.lk kara throw among the millions of things you can do vs a rising opp often these two basic mixups can get your opp low on life and will find themselves at a loss of there coolness. b-hk cannot be raved about enough the pros of this move greatly outway the cons so any way the anal-lis-is continues
your opp blocks high and gets hit by c.lk and if the continue to block then your b-hk gets blocked and you get FA. your opp blocks low blocks both hits and you get FA, your opp blocks and anticipates throw or counter poke then they eat a reversal b-hk. if your opp guess parries low then you may eat a super or a uppercut but what makes this mix-up so great for this situation is that the b-hk may often trade with whatever they do, guess parry high then they get hit with c.lk and depeing on whether they cont to block or not life continues

vs. Chun: Sliding (Elena’s down-toward + roundhouse kick) is probably your best way in, in this match-up. Either that or dash up karathrow (learn elena’s dash distance + max karathrow distance to punish whiffed chun pokes from afar). Stand roundhouse and back + roundhouse are good IF they hit or are blocked (stand HK leaves you at -2/-1/0, and back + HK gives +4 on block). If you whiff any roundhouse and chun has meter be prepared to eat super, and if she doesn’t have meter you’re probably going to eat a fierce or roundhouse, so don’t whiff! Basically, I get into range to hit with Sliding (outside of chun’s low forward range) and try to tag her if she’s walking/standing or throwing out whiffed pokes. When you get in close, mix-up throws, universal overheads (I find a lot of chuns will crouch block and turtle a lot), and low strong SA2–note: low strong into EX spin scythe for juggle combos tend to whiff entirely on a crouching chun and sometimes low strong xx SA2 will whiff or jump over chun if she’s crouching and sticking out an attack that makes her small. If you’re close enough, with meter, and chun whiffs back + fierce, you can punish with cr. short super. Standing roundhouse when done early enough can completely stuff or trade with chun’s neutral fierce. Punish chun’s whiffed standing roundhouse with crouching strong or dash in throw. If you block any crouching jab from chun, firstly, stay in crouch block (any poke you try will eat a back + fierce or low forward xx super) and get ready to tech her karathrow; once i’ve blocked a crouch jab from chun I just keep blocking or tech until I’m out of range of low forward. Basically i try to keep in the max range of elena’s sliding to go for the knockdown and work on the mix up all while trying to land low strong xx SA2.

vs. Urien: (i haven’t played this match up very often lately, but I’ll try to give some generic tricks) Stand roundhouse is your friend in this match, beats out a lot of urien’s low stuff, and set up with frame advantage (from back + roundhouse or standing short) works well to take chunks out of his healthbar. If you’re pushed into the corner and you think urien’s going to aegis you can use toward + forward to move a bit out of the corner while still staying on the offense (sort of) or EX rhino horn out of there. Once you get a knockdown on urien if you want to be really fancy you could go for cross-up jumping LP target chain jumping MK into low strong super/EX spin scythe/lynx tail/scratch wheel. also, off a knock down, dash up, jump straight up and tick into throw or use her target chains then combo afterwards. just be sure to mix up your timing on the chains to prevent parry happy fools from punishing you. you could also empty jump straight up, land then throw, or land and go low short into super/scratch wheel. if you’re jumping a lot against urien, input parries and watch out for headbutts or fireballs.

just remember, your mileage may vary with this stuff.

umm, according to karathrow and the sf: anniversary collection guidebook, crouching short leaves you at -2 hit or blocked, so there’s actually frame disadvantage. regardless, cr. short tick into throw is still good.