Under Night In-Birth/UNI2/Eltnum: Difference between revisions
(None of the old cons are really true anymore, so removing them. Even this con is kinda a stretch but I had to put something for now) |
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*'''Access to Plus Frames:''' Eltnum has access to multiple meterless plus frame moves, allowing her to run a tight offense without having to use much resources. While it does require having enhanced bullets most of the time, once she gets them and she's in, opponents can find themselves in difficult situations if they don't take risks in shielding or reversaling against her. | *'''Access to Plus Frames:''' Eltnum has access to multiple meterless plus frame moves, allowing her to run a tight offense without having to use much resources. While it does require having enhanced bullets most of the time, once she gets them and she's in, opponents can find themselves in difficult situations if they don't take risks in shielding or reversaling against her. | ||
|cons= | |cons= | ||
*''' | *'''Poor Midscreen Knockdown Sometimes''' Eltnum typically has to choose between resources and strong knockdown midscreen, as she usually can't end a combo with a reload to get a full clip of enhanced bullets while also getting a close meaty on backtech. | ||
}} | }} | ||
Revision as of 19:51, 13 February 2024
Under Construction
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Story
Eltnum is a guest character who wandered into this world and set herself to teach its rookie characters a lesson.
Her efforts have been fruitful, and the successful release of the second installment of this series marks ten years of Eltnum surviving in this strange world.
Eltnum never thought she'd find a place to go back to.
But now, one has appeared; a glorious, bright, some might say luminous place.
She deeply regrets her decisions, but all the regrets in the world won't send her back.
She must find her own way home--but not before giving the rookies of this world one last lesson, of course...
“ |
I have faith that you're finally capable |
” |
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.
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.
Strengths | Weaknesses |
---|---|
|
|
Eltnum's has 13 bullets indicated by a gauge below Eltnum's health bar. Each round starts with a full 13 bullets. When Eltnum uses gunshot moves (236A/B/C, 22A/B), the corresponding amount of bullets are consumed. If there aren't enough bullets to perform the move, Eltnum will enter a force reload animation (39f) after all bullets have been shot (in case of 236B and 22B).
Eltnum can also do a manual reload (22C, 236C) if there are missing bullets. When performing the reload move, a reload gauge will start rolling. If a button press (A/B/C) is timed properly in the white area of the reload gauge, bullets reloaded will become purple and have enhanced properties.
Eltnum can influence air momentum (Aerial Drift) by holding or after an jump, but not from a or input.
Eltnum can also do a Air Backdash by inputting or ++ while aerial. This air backdash can also be canceled into from jA, jB, jC and 421C.
Under Vorpal, Eltnum gains the ability to be able to whiff cancel 5A and 2A. Eltnum also can do Backdash cancel for any move that is special cancelable (with its restriction if any), but due to the button priority, for normals you can only use to cancel.
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
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
170 | Mid | 5 | 2 | 12 | -2 | SE, TH, (J), N, SP, EX, CS Vorpal: -SE-, TH, (J), -N-, -SP-, -EX-, -CS- |
Strike |
- Standard all-purpose 5A.
- In Vorpal, 5A can whiff cancel into itself, other normals, or specials to create frame traps. Can also whiff cancel into a backdash cancel.
- Whiff cancelling does not count as a reset string.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
18 | 11 | 95 | P1: 60 P2: 93 |
/Data#5A |
- Cancel Window: 5-13, in Vorpal 4-13 for whiff cancelable moves
- Counterhit state ends late, frames 7-10 (first 4 frames of recovery) is still CH state
5B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
490 | Mid | 8 | 4 | 18 | -6 | N, SP, CS | Strike |
- Mostly used for block strings and combos.
- Good poking tool in neutral.
- Long cancel window, which makes it a great tool during blockstrings. (To learn how it can be utalized during blockstrings check here).
- "2b but slightly worse"
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
29 | 15 | 90 | P1: 81 P2: 91 |
/Data#5B |
- Cancel Window: 8-23 On Hit
- Counterhit state ends late, frame 12-15 (first 4 frames of recovery) is still CH state
5C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5C | 680 | Mid | 13 | 4 | 22 | -10 | N, SP, CS | Strike |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5[C] | 720 | Mid | 24 | 4 | 20 | -6 | N, SP, CS | Strike |
- Mostly a combo tool with good damage
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5C~C | 450 | Low | 22 | 5 | 17 | +3 | N, SP, CS | Strike |
- 5C~C will vacuum the opponent in on block
- 5C~C has a 7 frame gap and can be jumped/assaulted out of to punish Eltnum. 5[C]~C has a 5 frame gap.
- If the opponent respects it, pressure can be reset since it's +3 on block.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
5C | 38 | 15 | 89 | P1: 91 P2: 84 |
/Data#5C | |
5[C] | 47 | 17 | 90 | P1: 92 P2: 76 |
/Data#5[C] | |
5C~C | 43 | 17 | Vacuum, Knockdown | 95 | P1: 84 P2: 78 |
/Data#5C~C |
- Cancel Window: 13-20 On Hit
- Counterhit state 1-23
5[C] :
- Cancel Window: 24-37 On Hit
- Charged must be held frame 7-16
- Counterhit state 1-40
5C~C :
- Cancel Window: Normal: 22-43 On successful hit, Special: 22-35 On Hit, 36-43 On successful hit
- Counterhit state 1-35
Crouching Normals
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
140 | Low | 6 | 2 | 12 | -2 | N, SP, CS | Foot |
- In Vorpal, Eltnum can whiff the move and cancel into itself, other normals, or specials to create frame traps. Can also whiff cancel into a backdash cancel.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
19 | 11 | 95 | P1: 50 P2: 97 |
/Data#2A |
- Cancel Window: 6-13 On hit
- Counterhit state ends late, first 2 frames of recovery (8-9) is still CH state
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
430 | Low | 7 | 4 | 20 | -8 | N, SP, CS | Foot |
- Notoriously strong counterpoke, good poke in neutral.
- Moves Eltnum forward a great amount.
- Like 5B it has a big cancel window.
- To learn how the move can be used while applying pressure check Eltnum pressure premier: How to shoot the gun 101
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
30 | 15 | 90 | P1: 65 P2: 93 |
/Data#2B |
- Cancel Window: 7-24 On hit
- Counterhit state ends late, first 10 frames of recovery (11-20) is still CH state
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
350×2 | Low×2 | 13 | 2(6)4 | 16 | -4 | (N) (1), N (2), SP, CS | Foot, Strike |
- Both hits are lows, and both can be special canceled/backdash canceled. Can only gatling additional normals off the second hit.
- Despite having a long reach and great utility for pokes and confirms, use it with caution against low crushing options.
- 2nd hit damage has been nerfed in CLR, which is why optimal routing avoids using 2C(2)
- DON'T just throw out this move-in neutral without thinking, especially if you are in assault range.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
40 | 15, 15 | Launch, HKD (1) | 94×2 (once) | P1: 78, 78 P2: 92, 92 |
/Data#2C |
- Cancel Window: Normal: 13-17 On successful hit, 21-33 On hit, Special: 13-17, 21-33 On hit
- Counterhit state ends late, first 5 frames of recovery (25-29) is still CH state
Air Normals
j.A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
140 | High/Air Shield | 8 Assault: 21 |
8 | 9 [2 on landing] |
-4 on Assault | UNQ, N, SP, CS | Head |
- Can be air backdash cancelled
- From Assault it hits on frame 23 making it a strong tool with CS
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
24 | 11 | 97 | P1: 76 P2: 90 |
/Data#jA |
- Cancel Window: 8-21 On hit
- Counterhit state 1-26
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
400 | High/Air Shield | 10 Assault: 22 |
5 | 15 [3 on landing] |
0 on Assault | UNQ, N, SP, CS | Head |
- Can be air backdash cancelled
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
29 | 15 | 93 | P1: 78 P2: 88 |
/Data#jB |
- Cancel Window: 10-26 On hit
- Counterhit state 1-26
j.C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
jC | 580 | High/Air Shield | 12 Assault: 24 |
5 | 20 [4 on landing] |
+6 on Assault | N, SP, CS | Head |
- Can be air backdash cancelled
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[C] | 975 [750] | High/Air Shield | 19 Assault: 31 |
5 | 20 [4 on landing] |
+13 on Assault | N, SP, CS | Head |
- Can be air backdash cancelled
- Increased version changes her air momentum and launches the opponent.
- Raw j.[C] on air to air hit incurs hitstun until the opponent touches the ground.
- j.[C] will bounce Eltnum slightly upon becoming active. When done from grounded Assault, this bounce will not occur. In both scenarios, the opponent will be launched.
- j.[C] will do 750 damage when performed from a grounded assault.
- j.[C] on stand shield will still be advantageous on block. (+2)
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
jC | 36 | 17 | Launch | 90 | P1: 70 P2: 93 |
/Data#jC |
j[C] | 43 | 17 | Launch | 85 [88] | P1: 77 [0?] P2: 82 [80] |
/Data#j[C] |
- Cancel Window: 6-19 On hit
- Counterhit state 1-19
- Numbers in [] are untech for the super jump after 3C
j[C] :
- Cancel Window: 19-37 On hit
- Counterhit state 1-32
- Values in [] are for Assault values
Command Normals
6B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
6B | 615 | High | 26 | 2 | 25 | -9 | (N), SP, CS | Strike |
- Somewhat telegraphed but can be used to punish and GRD break low shields.
- Can be cancelled into 22A to end safe and gapless.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
6[B] | 950 | High | 33 | 8 | 19 | -9 | N, SP, CS | Strike | 26-34 Foot |
- Slower and stronger version, good starter but a really slow one.
- Charged version ground bounces the opponent, is mostly used for combos.
- Can be cancelled into another normals if blocked to keep up pressure or end safe.
- Low crushes at the end of the charge.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
6B | 52 | 17 | 86 | P1: 60 P2: 70 |
/Data#6B | |
6[B] | 59 | 17 | Launch, Ground Bounce, HKD | 84 | P1: 68 P2: 75 |
/Data#6[B] |
- Cancel Window: Normal: 26-39 On successful hit, Special: 26-39 On hit
- Counterhit state ends late, first 6 frames of recovery (28-33) is still CH state
6[B] :
- Cancel Window: 33-46 On hit
6C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
6C | 590 | Mid | 22 | 4 | 17 | -3 | SP, CS | Strike | 8-19 Foot |
- Links into 5A on hit; can use it to end pressure from a distance while moving closer
- Low crushes, but does not hit overhead
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
6[C] | 900 | High | 36 | 4 | 12 | +2 | SP, CS | Strike | 15-33 Foot |
- If you can't reach with 6B, this is an option if you want to risk eating a reversal for a high mixup or extending blockstrings
- Bounces on hit, letting you convert into a full juggle combo
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
6C | 42 | 17 | 90 | P1: 60 P2: 90 |
/Data#6C | |
6[C] | 51 | 17 | Ground Bounce | 85 | P1: 68 P2: 85 |
/Data#6[C] |
- Uncancelable if Shielded
6[C] :
- Uncancelable if Shielded
3C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
3C | 470 | Mid | 9 | 2 | 22 | -6 | N, SP, CS | Strike | 7-10 Head |
- Decent anti air button to counter jump ins and assaults, has head invulnerability frames
- Now in CLR you can rebeat from it.
- Can be super jump cancelled, allowing a double jump.
- On Counter Hit it will not allow an air tech, so you can combo into it with ground normals.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
3[C] | 520 | Mid | 18 | 2 | 24 | -8 | N, SP, CS | Strike | 17-19 Head |
- The increased version also lets you cancel into another normals.
- On hit it gives more time than 3C to confirm it
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
3C | 25 | 17 | Launch | 93 | P1: 83 P2: 92 |
/Data#3C |
3[C] | 43 | 17 | Launch | 93 | P1: 84 P2: 92 |
/Data#3[C] |
- Cancel Window: Normal: 9-14 On hit, 15-21 On successful hit, Special: 9-21 On hit
- Counterhit state ends late, first 11 frames of recovery (11-21) is still CH state
3[C] :
- Cancel Window: Normal: 18-23 On hit, 24-30 On successful hit, Special: 18-30 On hit
- Counterhit state ends late, first 11 frames of recovery (20-30) is still CH state
j.2B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j2b | 350 | Mid/Air Shield | 12 | Until landing | 11 | -1 on Assault | (N), (SP), EXS, (CS) | Head |
- Has some uses as a follow up to j.A
- Done as a "Tiger Knee" (8j.2B) it's 0 on block.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j2[B] | 550 | Mid/Air Shield | 19 | Until Landing | 8 | +1 on Assault | (N), (SP), EXS, (CS) | Head |
- Normally used in combos and really rare uses as an ender.
- On air hit j.2[B] will spike the opponent to the ground allowing you to OTG.
- From really close to the ground can be positive on block, normally +2 and can be +3.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j2b | 11 | 94 | P1: 60 P2: 90 |
/Data#j2b | ||
j2[B] | 11 | Knockdown | 94 | P1: 60 P2: 90 |
/Data#j2[B] |
- Cancel Window: Normal: L+5-11 on successful hit, Special: L+0-11 on successful hit
j2[B] :
- Cancel Window: Normal: L+3-8 on successful hit, Special: L+0-8 on successful hit
Dash Moves
66B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
640 | Mid | 11 | 4 | 13 | -5 | SP, CS | Strike | 10-14 Foot |
- Eltnum is considered to be in the air during this move so it can avoid throws and command grabs
- On hit, this will wall bounce. Can be followed up with 5B almost anywhere on the screen. This it's also considerable easier on Counter Hit.
- Punishable by most cast members, but can be air backdash cancelled on block.
- Also it can be cancelled into j.214A to be safe, though this is easier on big hurtbox characters and harder on thin hurtbox characters.
- Has a potential frametrap option into j.623A on block.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
27 | 11 | Wall Bounce | 83(P1)/88(P2) | P1: 81 P2: 90 |
/Data#66B |
- Cancel Window: 11-20 on hit
- Counterhit state ends late, first 8 frames of recovery (15-23) is still CH state
- Airborne frame 4-27
66C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
420, 500 | Mid, High | 10 | 4(10)8 | 15 | -5 | SP, -EX- (2), CS | Strike | 7-13 Foot |
- Primarily used for combos, but can be used as a risky anti air/overhead.
- Mostly seen as a combo ender into reload.
- Can be used as a high risk anti-air since the hitbox reaches quite high.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
46 | 17, 17 | Launch, Knockdown(2) | 92, 89 (1 hit) | P1: 83, 83 P2: 93, 93 |
/Data#66C |
- Cancel Window: Special: 10-15, 32-43 on successful hit
- EX: 10-15 on hit, 32-43 any
- CS: 10-15 on hit, 24-31 on successful hit, 32-43 any
- Second hit uncancelable if shielded
Universal Mechanics
Force Function
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
B+C 1 GRD |
250, 560 | Mid | 11 | 4(4)5 | 15 | -2 | SP (2), -EX-, -CS- | Strike | 11-21 Head (11-23 Projectile upon successful projectile clash) |
- Not the most useful attack in Eltnum's arsenal, but has some usage as an anti-air. Inferior to 3C due to worse routing as it sends the opponent away
- Requires meter to get a midscreen combo, such as 214C/236C.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
[B]+[C] 1 GRD |
270, 920 | Mid | 22 | 3(7)5 | 25 | -1 | N (1), (J) (1), SP, -EX-, -CS- | Strike | 22-34 Head (22-38 Projectile upon successful projectile clash) |
- Charged version hits further forward and can be normal, special or jump cancelled only on the first hit.
- Essentially allows bridging strings back into normals, such as 421B [B+C] 5A.
- Also used in high damage corner combos, mostly from a 22A Counter Hit starter. Trades a GRD block for notable damage increase.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
B+C | 38 | 17, 17 | Wall Bounce | 98, 90 | P1: 0, 0 P2: 98, 92 |
/Data#B+C |
[B]+[C] | 61 | 17, 17 | Wall Bounce | 97, 87 | P1: 0, 0 P2: 96, 88 |
/Data#[B]+[C] |
- Cancel Window: SP: 19-38 on hit
- EX/CS: 11-14, 19-38 any
- Ground special cancelable anytime after a successful projectile clash
[B]+[C] :
- Cancel Window: J: 22-27 on successful hit
- N: 22-27 on hit
- SP: 22-27, 50-59 on hit
- EX/CS: 22-27, 32-59 any
- Ground special cancelable anytime after a successful projectile clash
Throw
Air Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
1160 | Throw (150) | 2 [1] | 1 [2] | Until Landing+8 | Throw |
- When performed as a starter, this can be followed up with a full combo.
- Cannot be comboed off if performed as the second hit. (or consequent hits)
- A+D air throw is unique to Eltnum and Akatsuki.
- Can be used as an anti air since it would be a 6f anti air (considering jump start up) but it doesn't have any kind of invulnerability.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
Knockdown | /Data#jA+D |
- Data in [] refers to the situation when throwing opponent in hitstun
Guard Thrust
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
0 | Mid | 15 | 5 | 26 | -12 | Strike | 1~15 Full, 16~45 Full on hit |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
45 | Launch | /Data#6A+B+C |
Veil Off
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
A+B+C 100+ EXS |
0 | All | 15 | 2 | Total 64 (54 on hit) | -23 | Strike | 1~30 Full |
- 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).
- If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
A+B+C (during a move) 100+ EXS |
0 | All | 2 | 4 | 20 | +3 | Strike | 1~19 Full |
- 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.
- Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
- 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.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
A+B+C | 64 (54 on hit) | Launch | /Data#A+B+C | |||
A+B+C (during a move) |
25 | Launch | /Data#A+B+C |
A+B+C (during a move):
Special Moves
Air Backdash
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
Total 16 |
- Can be cancelled into from j.A, j.B, j.C, j,[C], 66B, 421C (Hit) and air assault
- Can only be used once per jump
- Causes assault scaling and is affected by cross-up protection
- Mostly used mid combos for CLR routes.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
16 | /Data#j44 |
Hollow Point
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236A 1 Bullet |
650 | All | 11 | 2 | 31 | -3 | -EX-, -CS- | Projectile | |
236A Enhanced 1 Enhanced Bullet |
850 | All | 11 | 2 | 26 | +1 | -EX-, -CS- | Projectile |
- One of Eltnum's signature moves, it can be used to pressure people at a distance, force approaches and "zone" out characters with short hitboxes.
- Since the projectile doesn't have any travel time and the hitbox appears in front of Eltnum it can win against a lot of projectiles in mid range in spite of having similar frame data.
- Can be confirmed with resources, but most commonly done with 236C.
- Can be used to hit people ground assaulting on the start up of it.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236A 1 Bullet |
650 | All | 11 | 2 | 31 | -3 | -EX-, -CS- | Projectile | |
236A Enhanced 1 Enhanced Bullet |
850 | All | 11 | 2 | 26 | +1 | -EX-, -CS- | Projectile |
- ENH 236A becomes even better to pressure people at mid range and bullying them at said distance.
- Has more hitstun so it's easier to confirm with. Also more damage.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236B 3 Bullets |
270×2, 450 | All | 13 | 2(7)2(10)2 | 34 | -6 | -EX-, -CS- | Projectile |
- Further reaching than the A version
- Can delete some projectiles and still hit them since the other 2 bullets will hit (e.g: Hyde's Orbitar or Akatsuki's Fireball)
- Can be confirmed with resources just like the A version.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236B Enhanced 3 Bullets |
350×2, 620 | All | 13 | 2, (7), 2, (10), 2 | 34 | -1 | -EX-, -CS- | Projectile |
- With ENH bullet it can be used for pressure since it's -1 which is very safe considering the distance it has. This still is MU dependant.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
236A | 42 | 17 | 91 | P1: 90 P2: 86 |
/Data#236A | |
236A Enhanced |
38 | 17 | 88 | P1: 90 P2: 87 |
/Data#236A | |
236B | 68 | 92×3 (1 hit) | /Data#236B | |||
236B Enhanced |
63 | /Data#236B |
- Cancel Window: 11-26 any
- Counterhit state 1-26
236A Enhanced:
- Cancel Window: 11-24 any
- Counterhit state 1-24
236B :
236B Enhanced:
Hollow Point (EX)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236C 1 Bullet, 100 EXS |
330×6 [380×6] [Min: 492 [570] (82×6 [95×6])] |
All | 12 | 22 | 44 | -12 (-4~-8) | CS | Projectile | |
236C Enhanced 1 Bullet, 100 EXS |
400×6, 500 [Min: 638 (88×6, 110)] |
All | 12 | 26 | 44 | -12 (-4~-8) | CS | Projectile |
- Can easily be used as a full screen punish or a metered confirm from 236A/B.
- Can be comboed off of in most cases after the reload.
- Gains additional damage (and visual effect) with an enhanced bullet.
- Has a fully enhanced version which requires all 13 enhanced bullets, doing significantly more damage.
- -4 to -8 frame advantage is with enhanced reload
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
236C | 77 | Wall Bounce | /Data#236C | |||
236C Enhanced |
81 | Wall Bounce | /Data#236C |
- Numbers in [] are for partially Enhanced version (having between 1 and 12 Enhanced bullets)
236C Enhanced:
Hollow Point (Increase)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236[A] 1 Bullet |
820 | All | 24 | 4, 4, 5 | 20 | -4, 0, +4 | -EX-, -CS- | Projectile |
- On counter hit, provides ample untech time to go into a full combo, even at full screen.
- Can catch people jumping or doing aerial moves from afar
- At fullscreen you can confirm with 236C even on a non counter hit
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236[A] Enhanced 1 Bullet |
820 | All | 21 | 4, 4, 5 | 13 | +3, +7, +11 | -EX-, -CS- | Projectile |
- On counter hit, provides ample untech time to go into a full combo, even at full screen.
- Awesome move for pressure overall, 2C(1) 236[A] ENH is gapless and with purple bullets 236[A] being +3 it's a great pressure reset. This is also stronger in corner pressure.
- Depending on the MU it can be used to zone or anti zone some characters since it has faster start up and less recovery, but still it has a long start up with 21f
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236[B] 1 Bullet |
820 | All | 24 | 4, 4, 5 | 22 | -6, -2, +2 | -EX-, -CS- | Projectile |
- On counter hit, provides ample untech time to go into a full combo, even at full screen.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236[B] Enhanced 1 Bullet |
820 | All | 24 | 4, 4, 5 | 16 | 0, +4, +8 | -EX-, -CS- | Projectile |
- On counter hit, provides ample untech time to go into a full combo, even at full screen.
- Less recovery makes it more usable to intercept obvious air approaches
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
236[A] | 56 | Launch | /Data#236[A] | |||
236[A] Enhanced |
46 | Launch | /Data#236[A] | |||
236[B] | 58 | Ground Bounce | /Data#236[B] | |||
236[B] Enhanced |
52 | Ground Bounce | /Data#236[B] |
236[A] Enhanced:
236[B] :
236[B] Enhanced:
Etherlite Air
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623A | 375×2, 350×3 | Mid | 5 | 17 | 28 | -15 | -EX-, -CS- | Strike | 1-16 Head, Dive |
- Can be used on the first hits with CS to meaty.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623B | 600, 280×5 | Mid | 6 | 19 | 34 | -25 | (CS) | Strike | 1-9 Full, 10-23 Head, Dive |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623C 100 EXS |
190×10, 100, 1300 [Min: 595 (38×10, 20, 195)] |
Mid | 5 | 17, (5), 8 | 42 | -29 | (CS) | Strike | 1-27 Full |
- Has some rare uses as combo enders and meter dumps but leaves with really bad oki
- Normally seen in full resources combos into IW or IWEX
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
623A | 49 | Launch | /Data#623A | |||
623B | 57 | Launch | /Data#623B | |||
623C | 74 | Launch | /Data#623C |
623B :
623C :
Etherlite Air (Air)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j623A | 375×4, 330 | All | 7 | 3,3,5 | Until Landing+6 | -EX-, -CS- | Strike | 5~17 Head, Dive |
- Eltnum will air recover
- Only usable once per air jump
- Is air blockable, but only the A version.
- TK 623A is plus on block being +2
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j623B | 360×3, 400×2, 310 | Mid | 7 | 14 | Until landing | -25 ~ -35 | (CS) | Strike | 1~20 Head |
- It is Air Unblockable
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j623C 100 EXS |
190×10, 100, 1300 | Mid | 5 | 16 | Until Landing | -32 ~ -59 | (CS) | Strike | 1~28 Full, 1~3 / 8~9 Throw |
- It is Air Unblockable
- Eltnum drags the opponent to the ground
- Some uses as a combo ender in full resources combos
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j623A | 17×5 | Launch | 93×4, 95 | P1: 80×5 P2: 90×5 |
/Data#j623A | |
j623B | Launch | /Data#j623B | ||||
j623C | Knockdown | /Data#j623C |
- Cancel Window: 7-28 any
- Counterhit state 1-22
j623B :
j623C :
Etherlite Ground
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214A | 420, 640 | Low | 13 | 4 | 24 | -8 | EX, CS | Foot |
- Places Eltnum a short distance away from the opponent relative to their positioning when hit.
- Catches backdashes and walk backs.
- Both A and B versions can be used to win against projectiles if they catch their start up or recovery. Eltnum has no hurtbox during the successful hit animation and many projetiles will pass through her.
- Comboable with resources, normally with 421C and 214C.
- Can be consistently comboed off of on a raw 214A hit with microdash 2B. This is though a 2f link.
- Also since the hitbox reaches somewhat high it can catch ground assaults start ups
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214B | 440, 710 | Low | 18 | 4 | 24 | -8 | EX, CS | Foot |
- Places Eltnum a far distance away from the opponent relative to their positioning when hit.
- Identical to A version in practice but more negative on block
- C normals into 214B is a natural frame trap
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214[B] | 922×2 | Gold Throw | 33 | Total 72 | EX, CS | Throw |
- Mainly useful for dealing with Shield mid-blockstring, as it is a gold throw and will GRD break a shielding opponent.
- Much more telegraphed than 214B and easy to react to and jump over when not committed to anything.
- On hit, it side switches and can be followed up in a similar fashion to 236C, such as with 665B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214C 100 EXS |
400, 290×5 [Min: 100, 72×5 (460)] |
Low | 9 | 7 | 18 | -6 | CS | Foot |
- Can be used as a follow up with a combo or go for a reset.
- Sometimes used as a meter dump for added damage at the end of combos.
- At ranges outside of 421C this move can function as Eltnum's fastest long range move as it has 2 frames less startup than 236C. This can give unique punishes or give you a bit more time to punish the recovery an opponent's move.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
214A | 40 | Knockdown | /Data#214A | |||
214B | 45 | Knockdown | /Data#214B | |||
214[B] | 72 | Wall Bounce | /Data#214[B] | |||
214C | 34 | Restand | 100×5, 45 | /Data#214C |
214B :
214[B] :
214C :
Cutting Sync
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
421A | Total 30 | 4-21 Projectile, 8-21 Throw |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
421B | 320, 650 | Mid | 25 | 2, (2), 3 | 26 | -11 | (N), SP, EX, CS | Strike | 6-24 Projectile, 10-20 Throw |
- Used as an anti projectile move and way of approaching, also a good combo starter
- Can be special cancelled to remain safe.
- Most used as a combo tool. Also some rare uses as a risky pressure extender.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
421C 100 EXS |
400×3, 850 | Mid | 4+(20 Flash)+3 | 13 | 34 | -20 | (UNQ), (N), (SP), (CS) | 1-3 Full, 4-19 Strike |
- Great reversal since it can lead into a full combo.
- Whiffs when opponents are near you and in the air.
- Cancellable into air options on hit.
- Vulnerable to A+D throws frames 4~6, but remains invulnerable against command grabs through frame 19.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
421A | 30 | No Collision | /Data#421A | |||
421B | 57 | Launch | /Data#421B | |||
421C | 53 | Launch | /Data#421C |
421B :
421C :
Warning Shot
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22A 1 Bullet |
800 (1100) | Low | 10 | 2 | 26 | -1 | -EX-, -CS- |
- A godsend as a punish tool, incurs tumbling hitstun on counter hit with great damage proration which makes it Eltnum's best starter.
- Can be used to frame trap when delay cancelling from normals.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22B 5 Bullets |
170×4, 460 [240×4, 550] | Mid | 17 | 28, (1), 2 | 19 | +10 | -EX-, -CS- |
- Mainly used in combos, so keep an eye on your bullets.
- Because this uses 5 bullets, it is an expensive pressure reset tool, but it is plus frames on demand.
Reload
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
See notes |
- Has three different versions based on Clip level. Normal reload, bullets full and manual reload, and forced reload when attempting to use a bullet without any bullets
- For perfect reload, duration is reduced by 4~8 frames and GRD increases.
- 22C with a full magazine does not affect bullets, and Eltnum does a short animation.
- If you try use bullets with an empty gauge, you'll be forced to reload at a slower speed.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
/Data#22C |
- Reload Clean Hit Possible frame 18-24
- Recovery is 36/37/38/39/40f if button is pressed frame 18/19-20/21/22-23/24
- Recovery is 43f otherwise
- Recovery is 30f if clip is already full
- A clean hit reload gains 5000 * (1 + (Reloaded Bullets) / 13) GRD Gauge
Slide Air
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j214A | 400, 1100 | Mid/Air Shield | 12 | Until Landing | [10 on landing] |
Varies [+7 at best] | (CS) | Dive | 0 |
- Can be special cancelled, namely into 214C midscreen and 421C in the corner.
- Can be converted off resources and CS for a combo but uses one bounce.
- Tiger Knee j.214A (TK) is +7 on block. No longer horribly punishable on shield as of CLR.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j214B | 400, 1100 | Throw | 28 | Until Landing | [19 on landing] |
(CS) | Dive, Throw |
- j.214B is significantly slower, (and significantly more recovery) but is an unblockable grab.
- Cannot hit airborne opponents.
- Unlike the A version, it is only comboable from CS.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j214C 100 EXS |
400, 275×4, 600 [Min: 576 (100, 77×4, 168)] |
Mid | 5 | Until landing | [9 on landing] |
+8 ~ +2 [+8 at best] | CS | Dive | 0 |
- Most common metered ender since CLR
- You can choose which side does every hit with left and right
- Leaves decent knockdown for a perfect reload and a meat
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j214A | Knockdown | /Data#j214A | ||||
j214B | Knockdown | /Data#j214B | ||||
j214C | Knockdown | /Data#j214C |
j214B :
j214C :
Super Moves
Infinite Worth
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
386×10, 770 [Min: 108×10, 215 (1295)] |
All | 1+(60 Flash)+9 | Total 104 | -22 | Strike | 1-31 Full, 32-45 Strike |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
104 | Knockdown | /Data#41236D |
Infinite Worth EXS
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
3750 | All | 3+14 | 2 | 51 | -25 | Strike | 1~? Full |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
69 | Knockdown | /Data#A+B+C+D |
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5C/2C/5B/2B | 5A | -3 |
5C/2C/5B/2B | 2A | -4 |
5[C]/3C/3[C] | 5A | -1 |
5[C]/3C/3[C] | 2A | -2 |
[FF](1) | 5A | -1 |
[FF](1) | 2A | -2 |
Attack | Chain | Frame Gap |
---|---|---|
5A/2A | 5C/2C | 2f |
5A/2A | 3[C] | 7f |
5B/2B | 3[C] | 3f |
5B/2B | 236[A] | 9f |
2C(1) | 236[A] | 3f |
3C/3[C] | 236[A] | 7f |
[FF](1) | 236[A] | 7f |
5C/2C | 236[A] ENH | 6f |
5B/2B | 236[A] ENH | 6f |
3C/3[C] | 236[A] ENH | 4f |
[FF](1) | 236[A] ENH | 4f |
3C/3[C] | [FF](1) | 5f |
2C(1) | [FF](1) | 1f |
5C/2C | 214B | 3f |
5[C] | 214B | 1f |
Videos
External Links
- Eltnum's beginner guide by Tensei and KFL
- Tensei's combo guide and document
- UNICLR Eltnum changes
- Trill's UNIST combo guide (outdated)
- Hirokawa's combo doc
- Eltnum pressure guide/premier by Meta
- #CLR_EL Eltnum Twitter hashtag with different combos, concepts and ideas from different players
Notable Players
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
---|---|---|---|---|
Senaru | Japan |
Inactive/Retired | Considered the strongest Eltnum in Japan in UNIST era and been around since the UNIEL days, nowdays not playing UNICLR. Strong neutral and solid understanding of system mechanics. Despite all his footage is from ST is the recommended player to watch for strong Eltnum footage and neutral. Unorthodox combos.
| |
Magnets | United States |
Semi-Active | Top US Eltnum that has performed well in tournaments in UNIST days and still active in UNICLR. Well rounded player with a strong gameplan that's mostly offensive. Not much CLR footage or streams.
| |
Muon | Japan |
Inactive | Strong Eltnum from Japan, especially at the end of UNIST era. Solid neutral and good match up knowledge paired with good combos, more balanced between aggressive and defensive. Few CLR footage if any.
| |
UNICLR Player | United States |
Inactive | Very good Eltnum from US that got good results in tournaments. More on the aggressive side playstyle and sometimes wild decisions. Also known as UNIST Player and Shaquille_UNIEL.
| |
Tensei | United States |
Active | Strong player from NorCal and Eltnum pioneer that has made a lot of resources for the character. Solid foundations and pressure, infamous for using Eltnum's divekicks.
| |
Vynis | United States |
Retired | Strong US Eltnum with a wild playstyle but that shows a deep understanding of the character and the game. Crazy decisions and ideas but solid neutral and MU knowledge. Still plays sometimes and CLR footage can be found.
| |
OmniDeag | United States |
Active | Consistent player with an understanding of fundamental UNI. A CLR newcomer that has also incorporated more new stuff and really active in post covid pandemic. Good watch for an "updated" look on the character.
|