Under Night In-Birth/UNIST/Eltnum

From Mizuumi Wiki
Jump to navigation Jump to search
Profile-eltnum.png

She slaughters. The path she carved for herself, and those who follow in it. The potential
hidden within the have-nots, she has come to witness for herself. The threads of fate play a
trick, and the actress must once more perform. The perfect distraction from certain boredom.
Until the curtains rise on her stage once more.

Story

A mysterious girl who is said to have saved a city from a dark vampire, once upon a time… At least, in appearance. Aside from the fact that she calls herself “Eltnum”, no one knows anything about this character. She suddenly appeared in the dark night, and then returned to darkness equally as fast, earning her the title of “Wanderer”. The Night of a city, which she claims to be her territory. It has become her mission to educate the young rookies in the strict ways of her industry.

My goodness...
Amateurs like you have no idea what I've seen in my years...

Gameplay

Eltnum is a well-rounded character who has tools for most situations, but excels as an “in your face” style rushdown character. With her 5A and 2A whiff cancel vorpal trait, it's extremely scary trying to challenge her meaty options. Eltnum can fight from a variety of ranges with the help of gun shots and ricochet shots. On defense, her kit includes both metered and meterless reversal options, decent anti-assault/throw OSes, and a 5 frame A button.

As well equipped as she is, Eltnum will struggle against a majority of stronger neutral characters in UNICLR. Outside of mid to close range, her moves have slow startup. Her pressure also requires lots of creativity in order to break patient defense, in the case of her strong staggers dissuading mashing. Lastly, Eltnum will suffer greatly from auto-piloting pressure, and needs to play in according to the opponent's shield habits. Overall, juggling resources while carefully watching your opponent is the core gameplan for Eltnum.

More info: Tensei & KFL's Eltnum Primer


Strengths Weaknesses
  • Scary close range pressure.
  • Fast running dash.
  • Multiple plus on block moves.
  • High corner carry in almost all combos.
  • With enhanced bullets, above average damage output.
  • Can convert off almost anything with 100 meter or chain shift.
  • Arguably strongest vorpal trait in the game.
  • Meterless reversal (B DP) and combo-able EX reversal (421C)
  • Multiple dive kicks to pressure the opponent with.
  • 6B overhead which can made safe on block with special cancels.
  • Fast air throw with high reward.
  • Fast gunshot projectiles which act as extended hitboxes.
  • Strong punish game with 22A counter hit.
  • Strong anti-zoning options with good reward on hit.
  • Slow 2C which has a large hurtbox; extremely prone to getting assaulted or whiff punished.
  • Most strong pokes outside of 236A are low; extremely prone to getting low crushed by the opponent.
  • Is prone to being zoned out, relies on winning GRD to get in against zoners.
  • High skill ceiling requiring strong GRD control and discipline, is much weaker without GRD compared to most characters.
  • Lacks a metered special to extend pressure with.
  • Requires consistent execution, dropping combos will also prevent reloading which will hinder future combos/neutral game.
  • Requires creativity and good risk/reward understanding to make the opponent unaware of when her pressure is actually over.
  • All plus frame moves are telegraphed, bringing risk to GRD upon using them repeatedly.
  • Poor advantageous matchup spread, but can go even with a majority of the cast.

Character Stats

Health
10400
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
800 -700 4 42
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
4 2200 220 3300
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
1 25 -38255 1~8 Full
9~10 Throw

Unique Trait

  • Can air throw.
  • Has 13 bullets indicated by a gauge below Eltnum's health bar.
    • When using gun moves, bullets are consumed.
    • When reloading bullets by either by command or consuming all bullets, a reload gauge appears below the bullet gauge.
    • If a button press is timed properly in the white area of the reload gauge, bullets reloaded will become purple which have enhanced properties.

Vorpal Trait

  • 2A/5A can be cancelled on whiff.
  • Moves that are special cancellable can be cancelled into backdash.
Frame Data Help
Header Tooltip
Damage Damage done by this attack.
(x) denotes combined damage
[x] denotes minimum damage
Guard The way this move must be blocked.
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
Cancel Actions this move can be canceled into on hit or block, unless specially noted.
N = Normal Cancelable
SE = Self Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
J = Jump Cancelable (Hit cancelable only by default)
(X) = Hit cancelable only
-X- = Can additionally be cancelled during whiff
Property Special properties this move has. Click on the property to navigate to an explanation.
Cost The resources this move costs to use.
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
Attribute Attributes of the attack. Mostly used in situations involving invul.
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
---
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
---
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
Startup Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
Overall Frames that this move takes from start to finish before the character returns to neutral.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
Invul The frames where this move cannot be hit by an attribute.
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible

Normal Moves

Standing Normals

5A
5A
UNI Eltnum 5A.png
Damage Guard Cancel Property Cost Attribute
160 H,L N,SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
5 2 12 18 -2 -

A mid punch to Eltnums side. A standard combo starter. In Vorpal, you can whiff cancel into other normals or specials to create frame traps during pressure.

5B
5B
UNI Eltnum 5B.png
Damage Guard Cancel Property Cost Attribute
420 H,L N,SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
8 4 18 29 -6 -

Standing kick that moves Eltnum slightly foward. Mostly used for block strings and combos.

5C
5C
UNI Eltnum 5C.png
5C
Normal
Damage Guard Cancel Property Cost Attribute
580 H,L N,SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
13 4 28 44 -16 -
5[C]
Increase
Damage Guard Cancel Property Cost Attribute
720 H,L N,SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
24 4 28 55 -14 -

Eltnum takes a swing with her whip that covers a fair distance.

5CC
5CC
UNI Eltnum 5CC.png
Damage Guard Cancel Property Cost Attribute
450 L SP,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
22 5 17 43 +3 -

5C Follow-up where Eltnum pulls her whip back. It is a little slow, but if you make your opponent block this, you'll be at a frame advantage and reel them towards you. Be careful, as there is a gap between 5C and 5CC where the opponent can jump out. If used after 5[C], it can catch jump startup.

Crouching Normals

2A
2A
UNI Eltnum 2A.png
Damage Guard Cancel Property Cost Attribute
140 L N,SP,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
6 2 12 19 -2 -

A self-cancelable, low kick. Has a fairly low profile. In Vorpal, you can whiff the move and cancel into other normals or specials to create frame traps during pressure.

2B
2B
UNI Eltnum 2B.png
Damage Guard Cancel Property Cost Attribute
360 L N,SP,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
7 4 20 30 -8 -

Crouching jab that moves forward. Good poke in neutral. Can be used to move closer during a backstring so you can reverse beat into an A normal.

2C
2C
UNI Eltnum 2C 1.png
1st hit
1st hit
UNI Eltnum 2C 2.png
2nd hit
2nd hit
Damage Guard Cancel Property Cost Attribute
350,310(641 2-hit) L N,SP,EX,CS - - Foot (1st hit only)
Startup Active Recovery Overall Advantage Invul
13 2(6)4 17 41 -5 -

Two hit sweep that launches the opponent. Has fairly far reach.

Air Normals

j.A
j.A
UNI Eltnum j.A.png
Damage Guard Cancel Property Cost Attribute
140 H,AS N,SP,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
8 8 15
[2 on landing]
30 Varies -

Downward kick that can be used for an air-ground.

j.B
j.B
UNI Eltnum j.B.png
Damage Guard Cancel Property Cost Attribute
370 H,AS N,SP,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
10 5 15
[3 on landing]
29 Varies -

Horizontal kick with pretty okay range. Has a deceptive hitbox that hits farther back than it looks. Can cross-up and be used as an air-to-air.

j.C
j.C
UNI Eltnum j.C.png
j.C
Normal
Damage Guard Cancel Property Cost Attribute
510 H,AS N,SP,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
12 5 20
[4 on landing]
36 Varies -
j.[C]
Increase
Damage Guard Cancel Property Cost Attribute
975 H,AS N,SP,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
19 4 20
[4 on landing]
43 Varies -

Aerial somersault that hits the area right in front of Eltnum. Increased version changes her air momentum and launches the opponent.

Command Normals

6B
6B
UNI Eltnum 6B.png
6B
Normal
Damage Guard Cancel Property Cost Attribute
615 H SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
26 2 25 52 -9 -
6[B]
Increase
Damage Guard Cancel Property Cost Attribute
950 H N,SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
33 8 19 59 -9 Foot invincible frames 26~34

Eltnum swings her leg and brings it down as an overhead. Somewhat slow but can be used to punish and GRD Break oponents who shield low. Charged version ground bounces and is mostly a combo tool.

3C
3C
UNI Eltnum 3C.png
3C
Normal
Damage Guard Cancel Property Cost Attribute
450 H,L SP,EX,CS,? - - Strike
Startup Active Recovery Overall Advantage Invul
9 2 26 36 -10 Head invincible frames 7~10
3[C]
Increase
Damage Guard Cancel Property Cost Attribute
520 H,L SP,EX,CS,? - - Strike
Startup Active Recovery Overall Advantage Invul
18 2 26 45 -10 Head invincible frames 17~19

A low swing that launches. Has a special super jump cancel follow-up when neutral jump canceling which she can double jump. Can be used to stuff grounded assault attempts.

j.2B
j.2B
UNI Eltnum j.2B.png
j.2B
Normal
Damage Guard Cancel Property Cost Attribute
350 H,L (N),(SP),(EX),(CS) - - Head
Startup Active Recovery Overall Advantage Invul
12 until land [11 on landing] - -4~±0 -

Eltnum dives at a steep angle to the ground.

j.2[B]
Increase
Damage Guard Cancel Property Cost Attribute
550 H,L (N),(SP),(EX),(CS) - - Head
Startup Active Recovery Overall Advantage Invul
19 until land [8 on landing] - -1~+2 -

Similar to the normal version, except on air hit it will spike the opponent to the ground allowing you to OTG.

Dash Moves

66B
66B
UNI Eltnum 66B.png
Damage Guard Cancel Property Cost Attribute
640 H,L SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 4 13 27 -5 Foot invincible frames 10~14

Eltnum short hops and then takes a swing with her leg. On hit, this will wall bounce.

66C
66C
UNI Eltnum 66C.png
Damage Guard Cancel Property Cost Attribute
420,500(860 2-hit) H,L/H {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
11 4(10)8 15 47 -5 Foot invincible frames 8~14

A rising attack followed by an overhead dive kick. Mostly used for combos, but can be used as a risky 25 frame overhead.

Universal Mechanics

Force Function

Etherlite Shift
エーテライト・シフト
B+C
UNI Eltnum BC.png
Normal
Normal
UNI Eltnum BC IC.png
Increase
Increase
Damage Guard Cancel Property Cost Attribute
798 H,L SP,{EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
11 2(6)5 25 48 -12 Head invincible frames 11~21
Damage Guard Cancel Property Cost Attribute
1142 H,L N(first hit only),SP,{EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
22 3(6)4 33 67 -7 Head invincible frames 22~34

Eltnum swings her whip forward while leaping back. Mostly a combo tool. Charged version hits further forward and can be normal or jump cancelled only on the first hit.

Throw

Throw
A+D
UNI Eltnum AD.png
Damage Guard Cancel Property Cost Attribute
1621 UNB - - - Throw
Startup Active Recovery Overall Advantage Invul
4 1 22 26 +24 (hit) -

Eltnum kicks the opponent away.

j.A+D
Air Throw
j.A+D
UNI Eltnum j.AD.png
Damage Guard Cancel Property Cost Attribute
1160 UNB - - - Throw
Startup Active Recovery Overall Advantage Invul
2 1 [7 on landing] - ~+45 (hit) -

She grabs the opponent and throws them diagonally downward. As a starter, this can be followed up with a combo. Air throw is unique to Eltnum and one other character.

Guard Thrust
Guard Thrust
ガードスラスト
214D
UNI Eltnum 3C.png
214D
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch 100 EXS, GRD Break Strike
Startup Active Recovery Overall Advantage Invul
15 5 26 45 -12 1~15 Full,
16~45 Full on hit
214D
Vorpal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch Vorpal Strike
Startup Active Recovery Overall Advantage Invul
12 5 26 42 -12 1~15 Full,
16~45 Full on hit

Blows the opponent away on hit.

  • Usable only during blockstun.
  • Generally better to use while in Vorpal as it's faster and costs less resources.
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNI Eltnum ABC.png
A+B+C
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
20 2 [7 (3 on hit) on landing] 58 (54 on hit) -13 1~30 Full
A+B+C
Full Charge
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
68 2 [7 (2 on hit) on landing] 108 (103 on hit) -14 1~91 Full

Universal reversal that blows the opponent back on hit.

  • Airborne: 1~52, Standing: 53~59.
    • For Full Charge version: Airborne: 1~101, Standing: 102~108.
  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
A+B+C
Cross Cast
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS, Vorpal Strike
Startup Active Recovery Overall Advantage Invul
2 4 20 25 +3 1~19 Full

Cancels an action and launches the opponent high into the air on hit.

  • Airborne: 1~25.
  • CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
    • Including in the air.
  • Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Grants an additional bounce if both have been used in the combo so far.
    • If the opponent does end up hitting the ground during the combo, damage is prorated.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.

Special Moves

Hollow Point
Hollow Point
ホローポイント
236X
UNI Eltnum 236X.png
236A
1 Bullet
Damage Guard Cancel Property Cost Attribute
650 H,L,A {EX},{CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
11 2 31 43 -4 -
236A
Enhanced
Damage Guard Cancel Property Cost Attribute
850 H,L,A {EX},{CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
11 2 26 38 +1 -

Eltnum takes 1 shot that travels forward a short distance. This attack has little duration but very good recovery. Consumes 1 bullet.

236B
3 Bullets
Damage Guard Cancel Property Cost Attribute
884 H,L,A {EX},{CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
13 2(7)2(10)2 34 69 -7 -
236B
Enhanced
Damage Guard Cancel Property Cost Attribute
979~1208 H,L,A {EX},{CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
13 2(7)2(10)2 29 64 -2 -

Similar to A version but shoots 3 times and has more range.

Hollow Point (EX)
Hollow Point(EX)
ホローポイント
236C
UNI Eltnum 236C.png
236C
EX Laser
Damage Guard Cancel Property Cost Attribute
1539 H,L,A (CS) - - Projectile
Startup Active Recovery Overall Advantage Invul
12 22 44 77 -12 -
236C
Enhanced
Damage Guard Cancel Property Cost Attribute
1845 H,L,A (CS) - - Projectile
Startup Active Recovery Overall Advantage Invul
12 22 44 77 -12 -
236C
EX All Enhanced
Damage Guard Cancel Property Cost Attribute
2387 H,L,A (CS) - - Projectile
Startup Active Recovery Overall Advantage Invul
12 26 44 81 -12 -

Etlnum fires a full screen horizontal laser that causes a wall bounce. Will perform a reload afterwards. Damage is buffed when used with all enhanced bullets. Can easily be used as a full screen punish or even confirm from 236A/B to go into a full combo.

Hollow Point (Increase)
Hollow Point (Increase)
ホローポイント
236[X]
UNI Eltnum 236A IC.png
A version
A version
UNI Eltnum 236B IC.png
B version
B version
236[A]
Down,Up,Down
Damage Guard Cancel Property Cost Attribute
820 H,L,A {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
24 4,4,5 20 56 -4,±0,+4 -
236[A]
Enhanced
Damage Guard Cancel Property Cost Attribute
820 H,L,A {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
21 4,4,5 13 46 +3,+7,+11 -
236[B]
Up,Down,Up
Damage Guard Cancel Property Cost Attribute
820 H,L,A {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
24 4,4,5 22 58 -6,-2,+2 -
236[B]
Enhanced
Damage Guard Cancel Property Cost Attribute
820 H,L,A {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
24 4,4,5 16 52 ±0,+4,+8 -

Eltnum fires a richochet shot bounces off the floor and ceiling. Launches the opponent on counter hit to go into a full combo, even at full screen.

Etherlite Air
Etherlite Air
エーテライト・エア
623X
UNI Eltnum 623X.png
623A
Aerial Invul
Damage Guard Cancel Property Cost Attribute
1366 H,L {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
5 17 28 49 -15 Head invincible frames 11~16,
Dive invincible frames 5~16

Rising attack with her whip. If EX or CS canceled early enough, Eltnum will stay grounded.

623B
Invincible
Damage Guard Cancel Property Cost Attribute
1712 H,L (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
5 19 34 57 -25 Full invincible frames 1~9,
Head/Dive invincible frames 10~23

Similar to the A version, but fully invincible on startup.

623C
EX
Damage Guard Cancel Property Cost Attribute
1992 H,L (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
3 17(5)8 42 74 -29 Full invincible frames 1~27

EX version that ends in Eltnum pulling the opponent back to the ground. Damage is if all hits connect. The initial hitbox is really small, so startup increases depending on range.

Etherlite Ground
Etherlite Ground
エーテライト・グランド
214X
UNI Eltnum 214X.png
214A
Low
Damage Guard Cancel Property Cost Attribute
800 L {EX},{CS} - - Foot
Startup Active Recovery Overall Advantage Invul
13 4 24 40 -8 -

Eltnum swings her whip close to the ground snatching the opponent and tripping them.

214B
Far Reaching
Damage Guard Cancel Property Cost Attribute
960 H,L {EX},{CS} - - Foot
Startup Active Recovery Overall Advantage Invul
18 4 27 48 -11 -

Similar to the A version. Isn't a low, but reaches further.

214C
EX Restand
Damage Guard Cancel Property Cost Attribute
1850 L(Air) (CS) - - Foot
Startup Active Recovery Overall Advantage Invul
10 7 22 38 -9 -

Just like the other versions, but it leaves the opponent in a standing position so it gives you the options to follow up with a combo or go for a reset.

Cutting Sync
Cutting Sync
カッティング・シンク
421X
UNI Eltnum 421X 1.png
Duck
Duck
UNI Eltnum 421X 2.png
421B/C Kick
421B/C Kick
421A
Duck
Damage Guard Cancel Property Cost Attribute
- - - - - Strike
Startup Active Recovery Overall Advantage Invul
- - - 30 - Projectile invincible frames 4~21,
Throw invincible frames 8~21

Eltnum ducks and moves forward. You can pass through opponents.

421B
Kick
Damage Guard Cancel Property Cost Attribute
931 H,L (N),SP,{EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
25 2(2)3 26 57 -11 Projectile invincible frames 6~24,
Throw invincible frames 10~20

Like the A version, but does a kick afterwards. Normal and jump cancelable on hit, but not on block.

421C
EX Invul
Damage Guard Cancel Property Cost Attribute
1629 H,L (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
7 13 34 53 -20 Completely invincible frames 1~3,
Strike invincible frames 4~19

Reversal that moves forward quicker with a multi-hit kick. Can lead into a full combo.

Warning Shot
Warning Shot
威嚇射撃
22A/B
UNI Eltnum 22X.png
22A
1 Bullet
Damage Guard Cancel Property Cost Attribute
800 L {EX},{CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
10 2 26 37 -1 -
22A
Enhanced
Damage Guard Cancel Property Cost Attribute
1100 L {EX},{CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
10 2 26 37 -1 -

Eltnum takes 1 shot in front of her feet. Can be used to frame trap after some moves.

22B
5 Bullets
Damage Guard Cancel Property Cost Attribute
1085 H,L {EX},{CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
17 28(1)2 19 66 +8 -
22B
Enhanced
Damage Guard Cancel Property Cost Attribute
1422 H,L {EX},{CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
17 28(1)2 19 66 +8 -

Just like the A version, but uses 5 bullets. Mainly used in combos, so keep an eye on your bullets. Because this uses 5 bullets, you might not want to use this for blockstrings.

Reload
Reload
リロード
22C
UNI Eltnum 22C.png
22C
Normal
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 44 - -
22C
Clip already full
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 30 - -
22C
Forced Reload
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 64 - -

Eltnum reloads her 13 bullets. See Character Trait for bullet gauge details. For perfect reload, duration is reduced by 4~8 frames and GRD increases. If you try use bullets with an empty gauge, you'll be forced to reload at a much slower speed.

Slide Air
Slide Air
スライド・エア
j.214A
UNI Eltnum j.214X.png
j.214A
Fast
Damage Guard Cancel Property Cost Attribute
1500 H,L,AS (CS) - - Dive
Startup Active Recovery Overall Advantage Invul
12 until land [10 on landing] - +1~+7 -
j.214B
Unblockable
Damage Guard Cancel Property Cost Attribute
1280 UNB (CS) - - Dive/Throw
Startup Active Recovery Overall Advantage Invul
28 until land [19 on landing] - +19(hit) -

Eltnum dives and on hit, grabs the opponent to slam them into the ground. Slam direction can be changed with left/right direction input.

j.214C
EX Multi
Damage Guard Cancel Property Cost Attribute
1938 H,L (CS) - - Dive
Startup Active Recovery Overall Advantage Invul
10 until land [9 on landing] - +3~+8 -

Similar to the other versions, but will slam the opponent multiple times.

Super Moves

Infinite Worth

Barrel Replica
バレルレプリカ
41236D
UNI Eltnum 41236D.png
Damage Guard Cancel Property Cost Attribute
3063 H,L - - - Strike
Startup Active Recovery Overall Advantage Invul
12 54 38 104 -22 Full invincible frames 1~31,
Strike invincible frames 32~45

Eltnum supports her body in place with etherlite then fires a huge beam.

Infinite Worth EXS

Tri Hermes Blackland
トライヘルメス・ブラックランド
A+B+C+D
UNI Eltnum ABCD.png
Damage Guard Cancel Property Cost Attribute
3750 Mid, Air - Knockdown 200 EXS, Vorpal or GRD Break Strike
Startup Active Recovery Overall Advantage Invul
1+15 6 46 67 -25 1~26 Full

Eltnum becomes surrounded by a pillar of light which goes into a cinematic on hit.

  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.

Videos

Eltnum Tutorial by Magnets

Colors

Default Unlocks

001 Alchemist
002 Black Barrel
003 Fleeting Lover
004 Great Sphynx
005 Fang and Nail
006 Transylvania Ghost
007 Wing of Horus
008 Aswan Falucca
009 Psycho Garden
010 Living Dead

Customization Unlocks (2000 IP Each)

011 Dunkelheit
012 Burn Gem
013 Nostalgia
014 Silence Iceberg
015 Neo Venus
016 Bello Girasole
017 Summer Vacation
018 Amore Pesco
019 Jet Black
020 Snow Fairy
021 Celadon Narcissus
022 Nile Over Knee
023 Girl Scout
024 Somei Yoshino
025 Desert Platoon
026 Blanc Neige
027 Gloom Neon
028 Peacock Leaf
029 Vivid Navy Blue
030 Phantasmal Candle

External Links


General
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Eltnum
Akatsuki