Under Night In-Birth/UNI2/Eltnum: Difference between revisions

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(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=
*'''Lacks an Identity:''' While Eltnum has a lot of options, she doesn't necessarily excel at anything. While her up close pressure is notably strong, it pales in comparison to other oppressive rushdown character's offense. Her other tools in the midrange and fullscreen are all decent, but they are notably worse than characters who specialize in neutral control. She trades versatility for true strength in any one area.
*'''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.  
*'''Meter Issues:''' Eltnum requires meter to convert most of her mid-screen and full-screen pokes, causing her to become significantly less frightening in neutral when she has no meter. Additionally, she has no way to use meter to extend pressure, which can cause her to have to sit on her meter on offense if she can't find the opening.
*'''Needs Momentum:''' Eltnum's enhanced bullets improve her offense and neutral tremendously, but she generally requires a hit to get her enhanced bullets active in a meaningful way. If she can't find the hit or the opportunity to reload, she can often struggle to get her gameplan started.  
}}
}}



Revision as of 19:51, 13 February 2024

Eltnum

Uni2 profile Eltnum.png
Health
10400
Prejump
4f
Backdash
24f (1-8 Full, 9-10 Throw)
Unique Movement Options
Air backdash
Fastest Attack
5A (5f)
Reversals
623C (5f), 623B/412C (7f)

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
of putting up a moderately decent fight.

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
  • Plethora of Options: Eltnum has a variety of strong close-range and mid-range pokes, powerful reversal options, good tools while in the air, and even a few specials that reach fullscreen. No matter where Eltnum or her opponent is, Eltnum always has some kind of tool to deal with them.
  • Threatening Defense: Eltnum has great counterpokes with her fast 5A and 2B, while also having a meterless invincible DP. None of that compares to her 421C, which is a fast, highly invincible, far-reaching reversal that leads into a full combo. Leaving even a minor gap against Eltnum risks her using 421C to completely change the momentum of the game, especially when she has vorpal.
  • Scary Frame Traps: All of her A and B normals, and some of her C normals, have fantastic stagger windows allowing her to have highly ambiguous up-close pressure. Combine this with her high reward on hits, and opponents will often be scared to push buttons against Eltnum once she gets her offense going.
  • 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.
  • 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.
Unique Mechanics: Bullets

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.

Air momentum

Eltnum can influence air momentum (Aerial Drift) by holding 4 or 6 after an 8 jump, but not from a 7 or 9 input.

Eltnum can also do a Air Backdash by inputting 44 or 4+{{{2}}}+{{{2}}} while aerial. This air backdash can also be canceled into from jA, jB, jC and 421C.

Vorpal trait

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 44 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

5A
5A
Hitboxes Off
Hitboxes On
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
A mid punch to Eltnum's side.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
18 11 95 P1: 60
P2: 93
/Data#5A
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

5B
5B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
490 Mid 8 4 18 -6 N, SP, CS Strike
Standing kick that moves Eltnum slightly foward.
  • 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"
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
29 15 90 P1: 81
P2: 91
/Data#5B
5B :
  • Cancel Window: 8-23 On Hit
  • Counterhit state ends late, frame 12-15 (first 4 frames of recovery) is still CH state

5C

5C
5C
Hitboxes Off
Hitboxes On
Eltnum takes a swing with her whip that covers a fair distance. Also has a follow up with 5C~C.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5C 680 Mid 13 4 22 -10 N, SP, CS Strike
*Poor frame data on block, should generally always be rebeated or followed up with 2C/specials
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5[C] 720 Mid 24 4 20 -6 N, SP, CS Strike
Increased 5C (5[C]) reaches significantly further, still doesn't cover too high
  • 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 follow up, has a gap between attacks and a common knowledge check.
  • 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.
[Show/Hide Additional Data]
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
5C :
  • 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

2A
2A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
140 Low 6 2 12 -2 N, SP, CS Foot
A self-cancelable, low kick. Has a fairly low profile.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
19 11 95 P1: 50
P2: 97
/Data#2A
2A :
  • Cancel Window: 6-13 On hit
  • Counterhit state ends late, first 2 frames of recovery (8-9) is still CH state

2B

2B
2B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
430 Low 7 4 20 -8 N, SP, CS Foot
Crouching jab that moves forward.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
30 15 90 P1: 65
P2: 93
/Data#2B
2B :
  • Cancel Window: 7-24 On hit
  • Counterhit state ends late, first 10 frames of recovery (11-20) is still CH state

2C

2C
2C
Hitboxes Off
Hitboxes On
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
Two hit sweep that launches the opponent. Has fairly far reach and extended horizontal hurtbox. Unlike other sweeps, does not cause a tumbling counter hit on trade.
  • 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.
[Show/Hide Additional Data]
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
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

JA
(JA)
Hitboxes Off
Hitboxes On
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
Downward kick that can be used for fast overhead conversions by spending chain shift.
  • Can be air backdash cancelled
  • From Assault it hits on frame 23 making it a strong tool with CS
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
24 11 97 P1: 76
P2: 90
/Data#jA
jA :
  • Cancel Window: 8-21 On hit
  • Counterhit state 1-26

j.B

JB
(JB)
Hitboxes Off
Hitboxes On
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
Horizontal kick with decent range. Has a deceptive hitbox that hits farther back than it looks. Can cross-up and be used as an air-to-air.
  • Can be air backdash cancelled
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
29 15 93 P1: 78
P2: 88
/Data#jB
jB :
  • Cancel Window: 10-26 On hit
  • Counterhit state 1-26

j.C

jC
jC
Hitboxes Off
Hitboxes On
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
Horizontal kick with decent range. Has a deceptive hitbox that hits farther back than it looks. Can cross-up and be used as an air-to-air.
  • 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
Aerial somersault that hits the area right in front of Eltnum.
  • 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)
[Show/Hide Additional Data]
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]
jC :
  • 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

6B
6B
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
6B 615 High 26 2 25 -9 (N), SP, CS Strike
Eltnum swings her leg and brings it down as an overhead.
  • 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
Increased version of Eltnum's standing overhead, slow but on hit can lead to high damage combos.
  • 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.
[Show/Hide Additional Data]
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]
6B :
  • 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

6C
6C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
6C 590 Mid 22 4 17 -3 SP, CS Strike 8-19 Foot
The 6C bonk from Half-Moon Sion.
  • 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
Hits overhead this time and it's plus.
  • 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
[Show/Hide Additional Data]
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]
6C :
  • Uncancelable if Shielded

6[C] :

  • Uncancelable if Shielded

3C

3C
3C
Hitboxes Off
Hitboxes On
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
A low swing that launches and your dedicated anti air button.
  • 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
Can be super jump cancelled, allowing a double jump.
  • The increased version also lets you cancel into another normals.
  • On hit it gives more time than 3C to confirm it
[Show/Hide Additional Data]
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]
3C :
  • 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

J2B
j2B
Hitboxes Off
Hitboxes On
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
Eltnum dives at a steep angle to the ground
  • 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
Eltnum dives at a steep angle to the ground stalling a bit in the air
  • 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.
[Show/Hide Additional Data]
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]
j2b :
  • 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

66B
66B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
640 Mid 11 4 13 -5 SP, CS Strike 10-14 Foot
Eltnum short hops and then takes a swing with her leg.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
27 11 Wall Bounce 83(P1)/88(P2) P1: 81
P2: 90
/Data#66B
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

66C
66C
Hitboxes Off
Hitboxes On
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
A rising attack followed by an overhead dive kick.
  • 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.
[Show/Hide Additional Data]
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
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

B+C
エーテライト・シフト
B+C
Hitboxes Off
Hitboxes On
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)
Eltnum swings her whip forward while leaping back.
  • 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)
Eltnum swings her whip forward while leaping back while reaching further. Now hits twice.
  • 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.
[Show/Hide Additional Data]
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]
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

Throw
投げ
A+D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1621 Throw (100) 4 1 26 Throw
Eltnum kicks the opponent away.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
30 Knockdown /Data#A+D
A+D :

Air Throw

Air Throw
空中投げ
jA+D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1160 Throw (150) 2 [1] 1 [2] Until Landing+8 Throw
She grabs the opponent and throws them diagonally downward.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
Knockdown /Data#jA+D
jA+D :
  • Data in [] refers to the situation when throwing opponent in hitstun

Guard Thrust

Guard Thrust
Requires 100 EXS, All GRD
ガードスラスト
6A+B+C
Hitboxes Off
Hitboxes On
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
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
45 Launch /Data#6A+B+C
6A+B+C :

Veil Off

Veil Off
ヴェールオフ
A+B+C
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
Universal reversal that blows the opponent back on hit.
  • 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
Cancels an action and launches the opponent high into the air on hit.
  • 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.
[Show/Hide Additional Data]
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 :

A+B+C (during a move):

Special Moves

Air Backdash

Air Backdash
空中バックダッシュ
(J44)
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
Total 16
A traditional Air Backdash that is presented in much anime fighters.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
16 /Data#j44
j44 :


Hollow Point

ホローポイント;ホローポイント
236A/B
Hitboxes Off
Hitboxes On
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
Eltnum shoots one shot that travels round start distance which is an instant hitbox that is very safe on block being -3.Consumes 1 bullet.
  • 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
Eltnum shoots one shot that travels round start distance which is an instant hitbox but this time is plus on block being +1, allowing pressure to be continued. Consumes 1 bullet.
  • 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
Slower but farther than the A version; B shoots 3 times and can be special cancelled on any of the 3 hits.
  • 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
Slower but farther than the A version; B shoots 3 times and can be special cancelled on any of the 3 hits. Also with ENH bullets it becomes very safe on block.
  • 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.
[Show/Hide Additional Data]
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
236A :
  • 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)

Hollow Point (EX)
ホローポイント
236C
Hitboxes Off
Hitboxes On
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
Eltnum fires a full screen horizontal laser that causes a wall bounce. Will perform a reload afterwards.
  • 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
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
236C 77 Wall Bounce /Data#236C
236C
Enhanced
81 Wall Bounce /Data#236C
236C :
  • Numbers in [] are for partially Enhanced version (having between 1 and 12 Enhanced bullets)

236C Enhanced:

Hollow Point (Increase)

Hollow Point (Increase)
ホローポイント
236UNI Input Hold.png[A]/UNI Input Hold.png[B]
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
Eltnum fires a ricochet shot bounces off the floor and the ceiling. Can be converted off of meterlessly at close to medium range.
  • 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
Eltnum fires a faster ricochet shot that bounces off the floor and the ceiling. Can be converted off of meterlessly at close to medium range.
  • 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
Eltnum fires a ricochet shot bounces off the ceiling and the floor, covering another part of the screen contrary to the A version. Can be converted off of meterlessly at close to medium range.
  • 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
Eltnum fires a ricochet shot bounces off the ceiling and the floor, covering another part of the screen contrary to the A version. Can be converted off of meterlessly at close to medium range.
  • 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
[Show/Hide Additional Data]
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] :

236[A] Enhanced:

236[B] :

236[B] Enhanced:

Etherlite Air

Etherlite Air
エーテライト・エア
623X
Hitboxes Off
Hitboxes On
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
Rising attack with her whip. If EX or CS canceled early enough, Eltnum will stay grounded.
  • 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
Similar to the A version, but fully invincible on startup. Your standard DP move.
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
EX version that ends in Eltnum pulling the opponent back to the ground. Leads into a cinematic if any hits connect. Insanely fast at 3 frame startup, but the initial hitbox is really small.
  • 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
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
623A 49 Launch /Data#623A
623B 57 Launch /Data#623B
623C 74 Launch /Data#623C
623A :

623B :

623C :

Etherlite Air (Air)

j623A
エーテライト・エア
j623X
Hitboxes Off
Hitboxes On
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
Rising attack with her whip.
  • 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
Rising attack with her whip. Standard DP move but this time in the air
  • 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
Rising attack with her whip. EX version
  • It is Air Unblockable
  • Eltnum drags the opponent to the ground
  • Some uses as a combo ender in full resources combos
[Show/Hide Additional Data]
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
j623A :
  • Cancel Window: 7-28 any
  • Counterhit state 1-22

j623B :

j623C :

Etherlite Ground

Etherlite Ground
エーテライト・グランド
214X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214A 420, 640 Low 13 4 24 -8 EX, CS Foot
Eltnum swings her whip close to the ground snatching the opponent and tripping them.
  • 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
Similar to the A version but reaches further.
  • 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
Unblockable version of Etherlite Ground
  • 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
Just like the other versions, but it leaves the opponent in a standing position and approaching you.
  • 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.
[Show/Hide Additional Data]
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
214A :

214B :

214[B] :

214C :

Cutting Sync

Cutting Sync
カッティング・シンク
421X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
421A Total 30 4-21 Projectile, 8-21 Throw
Eltnum ducks and moves forward. You can pass through opponents.
  • Anti projectile move since it can pass through them
  • Used in side switch combos
  • Also Low-profiles 8-21, meaning it can dodge certain strikes like 4BUNI2 Phonon 4B Hitbox.pngGuardStartupMid14RecoveryAdvantage35-19's close part, if spaced properly,
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
Like the A version, but does a kick afterwards. Normal and jump cancelable on hit, but not on block.
  • 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
Reversal that moves forward quicker with a multi-hit kick.
  • 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.
[Show/Hide Additional Data]
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
421A :

421B :

421C :

Warning Shot

Warning Shot
威嚇射撃
22A/B
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
22A
1 Bullet
800 (1100) Low 10 2 26 -1 -EX-, -CS-
Eltnum takes 1 low shot in front of her feet.
  • 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-
Similar to the A version, but uses 5 bullets and hits mid.
  • 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
22A 37 Tumble on Counter /Data#22A
22B 66 /Data#22B
22A :

22B :

Reload

Reload
リロード
22C
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
See notes
Eltnum reloads her 13 bullets.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#22C
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

Slide Air
スライド・エア
j214X
Hitboxes Off
Hitboxes On
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
Eltnum dives and on hit, grabs the opponent to slam them into the ground. Slam direction can be changed with left/right direction input.
  • 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
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.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
Similar to the other versions, but will slam the opponent multiple times.
  • 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
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j214A Knockdown /Data#j214A
j214B Knockdown /Data#j214B
j214C Knockdown /Data#j214C
j214A :

j214B :

j214C :

Super Moves

Infinite Worth

Barrel Replica
Requires 200 EXS
バレルレプリカ
41236D
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
Eltnum supports her body in place with etherlite then fires a huge beam.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
104 Knockdown /Data#41236D
41236D :

Infinite Worth EXS

Tri Hermes Blackland
Requires 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit)
トライヘルメス・ブラックランド
A+B+C+D
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
3750 All 3+14 2 51 -25 Strike 1~? 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
69 Knockdown /Data#A+B+C+D
A+B+C+D (while at orange health):

Notable Rebeats and Gaps

Rebeat Table
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
Gap Table
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

Eltnum Tutorial by Magnets

External Links

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
Eltnum-21.png
Senaru Japan
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.
Eltnum-10.png
Magnets United States
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.
  • Match Videos (Most of the footage is from UNIST, few from UNICLR)
Eltnum-29.png
Muon Japan
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.
Eltnum-17.png
UNICLR Player United States
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.
  • Match Videos (Most of the footage is from UNIST, few from UNICLR)
Eltnum-26.png
Tensei United States
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.
  • Match Videos (Most of the footage is from UNIST, few from UNICLR)
Eltnum-21.png
Vynis United States
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.
Eltnum-29.png
OmniDeag United States
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.

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
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
031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors
036 Royal Calibur
037 Stella Nest
038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast
Starter and Resources
Getting Started
FAQ
Controls
HUD & UI
Strategy
Frame Data
Glossary
Resources and Links
Mechanics
Movement
Offense
Defense
Gauges
Damage and Combo System
Attack Attributes
Characters