Advanced V.G. 2/Elirin/Move List

From SuperCombo Wiki

Move List

st.Lp.png
AVG2 Elirin stLP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A quick backhand jab, it looks stubby but it has a little more range than you would think. This will chain into all her other standing normals for a combo.

Chains to:
Lk.png > D.pngLk.png > Hk.png
Hp.png > Hk.png
cl.Hk.png > Hk.png > Hp.png

st.Lk.png
AVG2 Elirin stLK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid 5 - - -

A positively huge mid kick, it chains into itself, which allows you to easily confirm off of it. While it has no other standing chains, it can chain into 2LK.


cl.Hp.png
AVG2 Elirin clHP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

An elbow strike, looks almost identical to stHP but is special cancelable.

Chains to:
Hk.png

st.Hp.png
AVG2 Elirin stHP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

An acceptable standing poke, does not special cancel but does chain into 5HK.

Chains to:
Hk.png

cl.Hk.png
AVG2 Elirin clHK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A standing rising knee, special cancelable.

Chains to:
Hk.png

st.Hk.png
AVG2 Elirin stHK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A step-in oblique kick, great range but a bit slow to start up, however it definitely won't be low-profiled. This is special cancelable, but with it's range not a whole lot is going to connect.


cr.Lp.png
AVG2 Elirin crLP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid 4 - - -

A crouching elbow strike, chains into 2LK for a combo and into 2HK for a frame trap.

Chains to:
D.pngLk.png
D.pngHk.png

cr.Lk.png
AVG2 Elirin crLK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Low 4 - - -

A standard crouching kick, no chains or links from it but it is special cancelable. Much more useful as her OTG pickup tool.


cr.Hp.png
AVG2 Elirin crHP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid 10 - - -

A rising uppercut, Elirin's main anti-air tool and one that's not half bad. Launches on grounded hit and on anti-air, so she can get a juggle combo afterwards.


cr.Hk.png
AVG2 Elirin crHK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Low 8 - - -

A quick sweep with great range. Knocks down with OTG pickups afterwards.


j.Lp.png
AVG2 Elirin jLP.jpg
Damage Guard Startup Active Recovery Frame Adv
- High 6 - - -

A lighting fast elbow, chains into jHP and jHK but make sure to chain it fast because jLP is barely active. Is her best option for a rising air-to-air.

Chains to:
j.Hp.png / j.Hk.png

j.Lk.png
AVG2 Elirin jLK.jpg
Damage Guard Startup Active Recovery Frame Adv
- High 8 - - -

A staggeringly long aerial kick, this extends so far downward that she can instant overhead a crouching opponent with it. It's possible that it can cross up but not reliably enough to count on.

Chains to:
j.Hp.png / j.Hk.png

nj.Lk.png
AVG2 Elirin njLK.jpg
Damage Guard Startup Active Recovery Frame Adv
- High 4 - - -

A horizontal kick, nothing wrong with it but it doesn't fit much of a purpose other than presenting a decent stop sign in neutral.

Chains to:
j.Hp.png / j.Hk.png

j.Hp.png
AVG2 Elirin jHP.jpg
Damage Guard Startup Active Recovery Frame Adv
- High 6 - - -

A downward angled punch. Not the greatest hitbox, but is the preferred jump-in for combos as it has less pushback.


j.Hk.png
AVG2 Elirin jHK.jpg
Damage Guard Startup Active Recovery Frame Adv
- High - - -

The biggest air normal Elirin has, great for holding down space but does have a little more pushback on jump-in attempts that make make some combos be out of range.


Command Moves

F.png+Hk.png
AVG2 Elirin 6HK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A hop-in donkey kick, slow startup but holds down space very nicely.


F.pngF.png+Hp.png
AVG2 Elirin 66HP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid 1 - - -

Unique dashing attack where Elirin charges the opponent with her hands up. The hitbox on this is huge and with it's advancing momentum plus blistering speed it can catch from very far away. Knocks down on hit, so she can OTG combo afterwards. Special cancelable but not in any way that is humanly hit confirmable. If you want that EX Mach Punch you gotta say it with your chest.


Special Moves

Elirin Fire
AVG2 Elirin Elirin Fire.jpg
B.png(Charge)F.png + P.png
Version Damage Guard Startup Active Recovery Frame Adv
Lk.png N/A - - -

Short range blast of fire. Can be useful as a midrange poke, but you need to be careful with your spacing because the recovery is not great.

Hp.png N/A - - -

A slower blast with not too much more range, but it does knockdown on hit so it can be more lucrative.

Lp.png + Hp.png N/A - - -

The fire blast hits multiple times now, leading to much better damage. The range on this is more than double of the normal versions, nearly full screen!


Elirin Mach Punch
AVG2 Elirin Elirin Mach Punch.jpg
P.png x4
Version Damage Guard Startup Active Recovery Frame Adv
Lp.png Mid - - -

A flurry of punches that really isn't much good for anything, the normal versions are far too unsafe in any context to be worth using.

Hp.png Mid - - -

You will never want to use these. You will only get them on accident from mashing and you will promptly die from it

Lp.png + Hp.png Mid - - -

Unlike the normal versions, the EX version (input with Dp.png+Lp.pngHp.png) is very useful, this series of punches moves Elirin forward, allowing her to use it in combos to convert for damage.


Elirin Tsutenkaku Otoshi
AVG2 Elirin Elirin Tsutenkaku Otoshi.jpg
D.png(Charge)U.png + P.png
Version Damage Guard Startup Active Recovery Frame Adv
Lp.png Mid, High - - -

Elirin leaps into the air and comes down with a clubbing swing. As she hits on the way up it looks like it's supposed to be an anti-air but it's mostly used in combos, its slow startup, poor horizontal range and lack of invincibility make it pretty worthless defensively.

Hp.png Mid, High - - -

Elirin leaps higher and does not noticeably make the move any better.

Lp.png + Hp.png Mid, High - - -

The EX version can see some use thanks to it being an instant super, but it still sees the bulk of its use as a combo ender thanks to it's great damage.


Elirin Chop
AVG2 Elirin Elirin Chop.jpg
Hcb.png + P.png
Version Damage Guard Startup Active Recovery Frame Adv
Lp.png High - - -

A basically unreactable overhead. Because it's so fast, Elirin can use this to blow people up for down-backing, especially if she's willing to super cancel from it. It also has the ability to reflect projectiles, which can be a useful option for Elirin's neutral.

Hp.png High - - -

You would think this version would be slower, you would be wrong, this will still not be blocked.


Elirin San Ranbu
AVG2 Elirin Elirin San Ranbu.jpg
Qcb.png + K.png x3
Version Damage Guard Startup Active Recovery Frame Adv
Lk.png Mid - - -

A three-stage rekka. An easy confirm from most normals you'll be landing in footsies, and leads to solid damage if you super cancel the third hit. Even if you don't super cancel, the third hit knocks down so you can get an OTG combo.

Hk.png Mid - - -

The HK version goes further and is deals more damage.


Guard Cancels

Lp.png Guard Cancel
AVG2 Elirin stHP.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Elirin's Hp.png. Fast, but unreliable, as it has a propensity for whiffing over crouching opponents.


Lk.png Guard Cancel
AVG2 Elirin stHK.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Elirin's Hk.png. Her most reliable and preferred guard cancel, but very slightly on the slow side, and can't score a combo without meter if you don't get cl.HK.5


Hp.png Guard Cancel
AVG2 Elirin Elirin Fire.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Elirin's Lp.png Elirin Fire. Best guard cancel in terms of range, but doesn't knock down, so you need to spend extra meter to make it worth anything.


Hk.png Guard Cancel
AVG2 Elirin Elirin Tsutenkaku Otoshi.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Elirin's Lp.png Elirin Tsutenkaku Otoshi. Her fastest guard cancel, but the range on the first hit is extremely short, which makes this guard cancel more likely to kill you than anything.


Super Moves

Elirin Smash
AVG2 Elirin Elirin Smash.jpg
cl.F.pngHcf.png + K.png
Damage Guard Startup Active Recovery Frame Adv
N/A 1 - - -

2 bar super. Elirin's proximity unblockable super has a lot of things going for it,1F startup, no whiff animation, solid damage and great range. This is a really important burst damage option for Elirin, since her access to damage is somewhat limited otherwise.


Game Navigation

General
Controls
HUD
System
Advanced Mechanics
FAQ
Characters
Kyoko
Chiho
Tamao
Yuka
Satomi
Manami
Saki
Ayako
Elirin
Jun
Kaori
Reimi
Boss Characters
Material
Miranda