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Street Fighter 3: 3rd Strike/Elena/2021
Elena is a nature lover from Kenya. She employs Capoeira, a martial art that combines elements of dance, acrobatics and music which matches her light-hearted personality. She first appears in Street Fighter III: New Generation.
Elena is a rushdown and middle range poking character specialized in EX Move Combos, her main gameplan is a keepaway footsie and anti aerial counter defensive to gain stock for an offensive EX Moves and meaty rush plan. She has some very tricky animations that can be hard to keep up with, allowing her to make opponents trip themselves up with incorrect reads that she can then exploit.
SA1: Spinning Beat
SA2: Brave Dance
Infamous for it's USF4 iteration, Elena's Healing super is much less notable here but still occasionally favored by some players in 3s. It's large bar size has it's benefits for allowing more usage of EX moves, which is something that empowers Elena quite a bit.
|Super Art Stock/Size|
|Forward Dash duration/distance||13 (16)|
|Back Dash duration/distance||25 (112px)|
|Back Jump duration||39(4+33+2)|
|Neutral Jump duration||39(4+33+2)|
|Forward Jump duration||39(4+33+2)|
|Back Super Jump duration||55(7+46+2)|
|Neutral Super Jump duration||55(7+46+2)|
|Forward Super Jump duration||55(7+46+2)|
|Wake up duration||64|
|Quick rise duration||50|
|3S Frame Data Glossary|
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2)
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).
Available cancel options.
Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames.
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit.
"Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching.
Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel.
A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super.
This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching.
How many frames it takes for a move to finish after it's been active.
How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.
Amount of stun added to the opponent's stun bar on hit.
Range in pixels from the center of the character to the center of the opponent which allows a grab to connect.