Rivals of Aether/Elliana: Difference between revisions

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{{RoA_Character_Subnav}}
{{ROA_Character_Intro
[[File:Roa ell portrait.png|<center><font size="4"><b>Elliana</b></font><br /><i>The Aerial Arsenal</i></center>|thumb|upright=1.0|right]]
| char            = Elliana  
== Story ==
| short          = mech
| tagline        = ''The Aerial Arsenal''
| stage          = Julesvale
| release_version = Release 1.3.5
| content        =
=Story=
Elliana is a snake from the burrows in the Eastern Wastelands who has always dreamt of flying. After her dreams of joining the Air Armada were crushed by an intolerant captain, she sought the aid of Ayala, a brilliant engineer. Together they built a steam-powered flying machine and with it, Elliana now plans to destroy the armada that rejected her.
Elliana is a snake from the burrows in the Eastern Wastelands who has always dreamt of flying. After her dreams of joining the Air Armada were crushed by an intolerant captain, she sought the aid of Ayala, a brilliant engineer. Together they built a steam-powered flying machine and with it, Elliana now plans to destroy the armada that rejected her.


* Fun fact: her mech is named YB-33.
* Fun fact: her mech is named YB-33.


== Gameplay ==
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Diam phasellus vestibulum lorem sed risus. Convallis posuere morbi leo urna molestie. Porttitor massa id neque aliquam vestibulum morbi blandit. Urna condimentum mattis pellentesque id nibh. Nisl tincidunt eget nullam non nisi est sit amet. Erat nam at lectus urna duis. Et malesuada fames ac turpis egestas. Quis risus sed vulputate odio ut enim. Quis vel eros donec ac odio tempor orci. Facilisi morbi tempus iaculis urna id volutpat. Urna nunc id cursus metus aliquam. Maecenas accumsan lacus vel facilisis volutpat. Sapien pellentesque habitant morbi tristique senectus et. Proin fermentum leo vel orci porta non pulvinar.


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=Gameplay=
Elliana is a unique take on the glass cannon archetype, who uses her Heat Gauge as a resource for one of the strongest punish games among the entire roster, but gets blown up when caught out without resources.


Scelerisque viverra mauris in aliquam sem fringilla ut morbi tincidunt. Non quam lacus suspendisse faucibus interdum posuere lorem. Elit ullamcorper dignissim cras tincidunt lobortis feugiat vivamus at augue. Nulla pellentesque dignissim enim sit amet. Cras pulvinar mattis nunc sed blandit libero volutpat sed cras. Congue nisi vitae suscipit tellus mauris a diam maecenas sed. Natoque penatibus et magnis dis parturient montes nascetur ridiculus mus. Sed lectus vestibulum mattis ullamcorper. Rhoncus urna neque viverra justo nec ultrices dui sapien. Eros donec ac odio tempor. Rhoncus urna neque viverra justo nec ultrices dui sapien. Maecenas pharetra convallis posuere morbi leo. Sed tempus urna et pharetra pharetra massa massa. Est velit egestas dui id ornare arcu odio. Pellentesque adipiscing commodo elit at imperdiet dui accumsan. Nibh tellus molestie nunc non blandit massa enim. Non pulvinar neque laoreet suspendisse interdum consectetur libero id. Quam adipiscing vitae proin sagittis nisl rhoncus. Volutpat est velit egestas dui id ornare arcu odio. Diam donec adipiscing tristique risus nec feugiat.
 
More than any other character, Elliana wants to skip the neutral game and immediately go to advantage, where she truly shines. Hover Aerials, Missiles and Hover by itself make it easy for her to follow her opponent's DI. Add Mine confirms on top of that, and sometimes Elli’s combos can feel impossible to escape. Her edgeguards are also phenomenal; Missiles and Overheat Strong Attacks cover a lot of space, while Mine, Down Tilt and Up Tilt are very good for setting up ledge traps.  
 
However, this ideal neutral-skipping playstyle comes with a massive caveat: This assumes Elliana uses all of her Heat Gauge for a massive punish. If Elli does manage to save all of her Heat for a big opening, it WILL delete stocks, but it also means that she's not gonna have Heat for poking with Missiles in neutral or for using Hover offstage in disadvantage. Heat Gauge is a resource for many things, and how you allocate it is up to you.
 
 
Elliana is surprisingly mobile, though not agile. Her Hover can cover great distances, she boasts one of the highest air speeds in the game, and her advanced Hover techniques only add to her mobility. Despite that, her ground speed is among the lowest in the game, which means she usually has to take a more reactive role in neutral. She likes to poke her opponent with her signature Missile projectile and occasionally threaten space with Aerials and Dash Attack to create openings for her devastating punish game. Zoning can find decent short term success, but is inherently limited by her Heat Gauge.
 
Elliana does not want to lose neutral. Her massive hitbox size and lack of strong escape options mean that if she does lose neutral, she'll get hit just as much as she could have hit them. Once out of a combo, Up Special is risky and Heat puts Elliana on a timer, so she has to be careful and adaptive in off-stage situations.
 
 
Elliana is a very explosive character. If you enjoy getting creative with your combos and like managing resources, give her a try.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
|intro=
|intro=
Elliana is an X who does Y with Z
Elliana is a heavyweight glass cannon who rides & dies by her Heat Gauge.
|pros=
|pros=
*'''Pro:'''  
*'''Heat:''' At the cost of heat, Elli boasts powerful tools that no one else has. Proper resource management and timing is key.
*'''Broad Aerial Mobility:''' Hover, high air speed and acceleration, and a myriad of Hover techniques make Elli extremely flexible in the air.
*'''Nowhere to Hide:''' Missile can be controlled to hit anywhere. Combined with Elli’s aerial movement as well as her Mine, she can fully convert and extend off of nearly any hit.
*'''Overheat:''' Overheated Strong Attacks are big, disjointed and hit like a truck. Add Overheat Up Tilt's killpower on top of that, and Overheat can be just what you need to seal out a stock.
|cons=
|cons=
*'''Con:'''  
*'''Heat:''' While Heat can be used well, there is a limit to how much can be used. Proper Heat management is key to mastering Elli, but forcing improper Heat management is key to fighting her.
*'''Limited Mobility:''' Despite Elli's aerial prowess, Hover is limited to her Heat Gauge. To deal with Overheating, Elli will be forced to land and stay grounded where they are much less mobile.
*'''Combo Food:''' Her heavy status, big hurtbox, and lack of a traditional double jump make it easy to punish an Elli that’s caught out.
*'''Overheat:''' Losing access to Missiles and Hover gimps everything Elli wants to do. Most notably, it makes neutral much harder and her recovery horrible, leaving Elliana very vulnerable.
|tablewidth=80
|tablewidth=80
}}
}}
{{Content Box|header=Unique Mechanics|content=
== '''Heat Gauge''' ==
Elliana's main mechanic is her Heat Gauge. This Gauge is increased by hovering, every special except for Up Special, holding Dash Attack and Forward Tilt, and held ("hovered") aerials. Heat is decreased passively, faster on the ground than in the air, but can also be decreased by flat amounts by using Strong Attacks, Up Special, or Up Tilt.


==Heat==
When Elli's Heat Gauge reaches its maximum, she enters overheat. In this state, her usually weak, steam-emitting Strong Attacks instead become dangerous and lethal explosions. The downside is that Elliana can not use any Heat-increasing moves in Overheat state, including her hover. Instead, it's replaced by a small double jump.
Heat.


== Moveset ==
Managing your Heat Gauge is key not only to surviving with Elliana, but also to unlocking her quite literally explosive combo game. Reaching Overheat at the exact right time and in the correct place can lead to disgustingly early kills, but reaching it too early usually ends your combo prematurely, because the double jump only allows very limited follow-ups compared to Hover.


===Jabs===
For more details, check Elliana's strategy page (Editors note: there is no more details in the Strategy page right now, TBD)
 
== '''Hover''' ==
Insert description about Hover here!
}}
}}
 
=Notable Players=
{| class="wikitable"
!      Name    !! Color                                    !! Activity      !! Notes                                            !! Contact
|- <!------------------------------------------------------------------------------------------------------------------------------------->
|      Sparx21  || [[File:Roa mech col 01.png|center|32px]] || 2016 - Present || Also known as Sparx, #15 NA RCS S6, #9 NA RCS S4 || https://twitter.com/Sparx21RoA
|-
|      Halite  || [[File:Roa mech col 11.gif|center|32px]] || 2020 - 2023    || Sickest Elli known to man, #10 NA RCS S5        || https://twitter.com/OhHalite
|-
|      Seggo    || [[File:Roa mech col 00.png|center|32px]] || 2015 - Present || Currently mains [https://wiki.gbl.gg/w/Rivals%20of%20Aether/Olympia#Notable_Players Olympia], #2 NA RCS S7, #7 NA RCS S6 #4 NA RCS S5 || https://twitter.com/SeggoAhmet
|-
|      Bookworm || [[File:Roa mech col 01.png|center|32px]] || 2018 - 2022    || #17 NA RCS S6                                    || https://twitter.com/BookwormAwoo
|}
 
= Moveset =
<!-- This vardefine allows images to display correctly in preview -->
{{#vardefine:cargoTable|ROA_MoveData}}
===Jab===
{{MoveDataCargo
{{MoveDataCargo
| title    =  
| title    =  
| subtitle = Jab Combo
| subtitle =
| input    = Attack > Attack > Attack (Hold OK)
| input    = Attack
| images  =  
| images  =  
{{MoveDataCargoImage|el_a|caption= Jab 1}}
{{MoveDataCargoImage_ROA|mech_jab|caption= Jab}}
{{MoveDataCargoImage|el_a2|caption= Jab 2}}
{{MoveDataCargoImage|el_a3|caption= Jab 3 / Rapid Jab}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|el_a|caption= Jab 1|hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_jab|caption= Jab|hitbox=yes}}
{{MoveDataCargoImage|el_a2|caption= Jab 2|hitbox=yes}}
| info    =  
{{MoveDataCargoImage|el_a3|caption= Jab 3 / Rapid Jab|hitbox=yes}}
{{AttackDataCargo-ROA/Query|mech_jab}}
| info    = <br>
*Elliana's fastest ground move
====Jab 1====
*Decent get-off-me
{{AttackDataCargo-ROA/Query|el_a}}
*One of the rare single-hit jabs
Begin by explaining the move's purpose: is it a neutral tool? a kill move? a mobility option? is it useful for techchase / combo extensions / juggles / edgeguards / spacing?
 
What makes this move worth using? Highlight some key strengths (comes out quickly, has lots of active frames, has high knockback, etc.) that pertain to its function. What are some important details that are worth knowing (the sweetspot does X, the angle flipper allows it to do Y, the disjoint allows it to challenge Z, etc.)?
 
A mention of important combo routes can be helpful ("notably, this move combos into Up Strong for a reliable kill confirm"), but don't go into extensive detail outlining entire combo trees. Combo strategy is best saved for the Strategy pages.
 
A paragraph should be sufficient for more simple moves, but feel free to use multiple to explain different features, functions, interactions, etc. as needed.
 
As always, give adequate detail, but be concise. Aim to be unbiased, but good use of flavorful descriptions can help emphasize key information.
 
* Make sure to double check your facts before posting!
 
* Don't overdo it with move captions! Consider adding captions which add additional info, emphasize a main takeaway, or some interesting trivia in the context of the character/game when appropriate, but not every move necessarily ''needs'' a caption. Feel free to inject some humor or jokes when appropriate for flavor, but keep these to a small handful at most.
 
* Feel free to include a few bullet points at the beginning or end to cover other key points that don't otherwise fit into the body of the text (for example, "fastest aerial", "can be canceled into X on hit", "has invulnerability on frames A thru B", etc.).
 
* If a Special Move has a known official name, list it in the Title field of the MoveDataCargo structure. Otherwise, use a common community-given name if such a name exists and is commonly understood. If a move has a known official name AND a DIFFERENT community name, list the official name in the Title field and include a bullet point at the beginning of the move's text field which indicates the commonly-used community term. See Sylvanos Down Special for an example.
====Jab 2====
{{AttackDataCargo-ROA/Query|el_a2}}
If a move consists of multiple distinct components, provide separate tables for each. In general, sweetspot/soutspot distinctions can be marked in one table in the character's Frame Data directly. (Discuss how to standardize this with brackets / slashes / parentheses)
 
====Jab 3 / Rapid Jab====
{{AttackDataCargo-ROA/Query|el_a3}}
 
<br>
}}
}}


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| input    = (while running) Attack
| input    = (while running) Attack
| images  =  
| images  =  
{{MoveDataCargoImage|el_ra|caption= }}
{{MoveDataCargoImage_ROA|mech_dattack|  caption= }}
{{MoveDataCargoImage_ROA|mech_dattack|2|caption= }}
{{MoveDataCargoImage_ROA|mech_dattack|3|caption= }}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|el_ra|caption=|hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_dattack|  caption=|hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_dattack|2|caption=|hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_dattack|3|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-ROA/Query|el_ra}}
{{AttackDataCargo-ROA/Query|mech_dattack}}
 
* Adds 100 Heat per extended hit of Dash Attack.
<br>
<br>
}}
}}


===Tilts===
==Tilts==
 
===Forward Tilt===
===Forward Tilt===
{{MoveDataCargo
{{MoveDataCargo
| title    =  
| title    =  
| subtitle =  
| subtitle = Forward/Back + Attack
| input    =
| input    =
| images  =  
| images  =  
{{MoveDataCargoImage|el_ft|caption=}}
{{MoveDataCargoImage_ROA|mech_ftilt|  caption=}}
{{MoveDataCargoImage_ROA|mech_ftilt|2|caption=}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|el_ft|caption=|hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_ftilt|  caption=|hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_ftilt|2|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-ROA/Query|el_ft}}
{{AttackDataCargo-ROA/Query|mech_ftilt}}
 
* Adds 200 Heat per extended 1-2 cycle of Forward Tilt.
<br>
<br>
}}
}}
Line 107: Line 131:
| title    =  
| title    =  
| subtitle =  
| subtitle =  
| input    =  
| input    = Up + Attack
| images  =  
| images  =  
{{MoveDataCargoImage|el_ut|caption= }}
{{MoveDataCargoImage_ROA|mech_utilt|  caption= }}
{{MoveDataCargoImage_ROA|mech_utilt|2|caption= }}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|el_ut|caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_utilt|  caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_utilt|2|caption= |hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-ROA/Query|el_ut}}
{{AttackDataCargo-ROA/Query|mech_utilt}}


<br>
<br>
Line 122: Line 148:
| title    =  
| title    =  
| subtitle =  
| subtitle =  
| input    =
| input    = Down + Attack
| images  =  
| images  =  
{{MoveDataCargoImage|el_dt|caption= }}
{{MoveDataCargoImage_ROA|mech_dtilt|  caption= }}
{{MoveDataCargoImage_ROA|mech_dtilt|2|caption= }}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|el_dt|caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_dtilt|  caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_dtilt|2|caption= |hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-ROA/Query|el_dt}}
{{AttackDataCargo-ROA/Query|mech_dtilt}}
 
*Elliana's main grounded combo starter
*Can pick up mines off the ground to juggle them
<br>
<br>
}}
}}


===Strong Attacks===
==Strong Attacks==
 
===Forward Strong===
===Forward Strong===
{{MoveDataCargo
{{MoveDataCargo
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| input    = (Forward/Back +) Strong
| input    = (Forward/Back +) Strong
| images  =  
| images  =  
{{MoveDataCargoImage|el_ss|caption= }}
{{MoveDataCargoImage_ROA|mech_fstrong|caption= }}
| hitboxes =
{{MoveDataCargoImage_ROA|mech_fstrong|caption= |hitbox=yes}}
| info    =
{{AttackDataCargo-ROA/Query|mech_fstrong}}
* Reduces 150 Heat uncharged, and up to 600 Heat on a full charge. Amount of Heat reduced scales based on charge duration.
* Consecutive Strong Attacks performed in the air have a penalty on how much Heat is reduced. The first Strong Attack used will reduce 1x the normal amount, then the second Strong Attack will reduce 0.7x, the third 0.4x, and every Strong Attack past that 0.1x. This count resets as soon as Elliana touches the ground, so in normal person terms, using a Strong Attack and then touching the ground after will ensure your Strong Attack always reduces the full amount of Heat.
<br>
}}
====Overheat====
{{MoveDataCargo
| title    =
| subtitle =
| input    = (Forward/Back +) Strong
| images  =
{{MoveDataCargoImage_ROA|mech_fstrongc|caption= }}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|el_ss|caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_fstrongc|caption= |hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-ROA/Query|el_ss}}
{{AttackDataCargo-ROA/Query|mech_fstrongc}}


<br>
<br>
Line 156: Line 199:
| input    = Up + Strong
| input    = Up + Strong
| images  =  
| images  =  
{{MoveDataCargoImage|el_us|caption=}}
{{MoveDataCargoImage_ROA|mech_ustrong|caption=}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|el_us|caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_ustrong|caption= |hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-ROA/Query|el_us}}
{{AttackDataCargo-ROA/Query|mech_ustrong}}
* Reduces 150 Heat uncharged, and up to 600 Heat on a full charge. Amount of Heat reduced scales based on charge duration.
* Consecutive Strong Attacks performed in the air have a penalty on how much Heat is reduced. The first Strong Attack used will reduce 1x the normal amount, then the second Strong Attack will reduce 0.7x, the third 0.4x, and every Strong Attack past that 0.1x. This count resets as soon as Elliana touches the ground, so in normal person terms, using a Strong Attack and then touching the ground after will ensure your Strong Attack always reduces the full amount of Heat.
<br>
}}
====Overheat====
{{MoveDataCargo
| title    =
| subtitle =
| input    = (Forward/Back +) Strong
| images  =
{{MoveDataCargoImage_ROA|mech_ustrongc|caption= }}
| hitboxes =
{{MoveDataCargoImage_ROA|mech_ustrongc|caption= |hitbox=yes}}
| info    =
{{AttackDataCargo-ROA/Query|mech_ustrongc}}


<br>
<br>
Line 171: Line 229:
| input    = Down + Strong
| input    = Down + Strong
| images  =  
| images  =  
{{MoveDataCargoImage|el_ds|caption= }}
{{MoveDataCargoImage_ROA|mech_dstrong|caption= }}
| hitboxes =
{{MoveDataCargoImage_ROA|mech_dstrong|caption= |hitbox=yes}}
| info    =
{{AttackDataCargo-ROA/Query|mech_dstrong}}
* Reduces 150 Heat uncharged, and up to 600 Heat on a full charge. Amount of Heat reduced scales based on charge duration.
* Consecutive Strong Attacks performed in the air have a penalty on how much Heat is reduced. The first Strong Attack used will reduce 1x the normal amount, then the second Strong Attack will reduce 0.7x, the third 0.4x, and every Strong Attack past that 0.1x. This count resets as soon as Elliana touches the ground, so in normal person terms, using a Strong Attack and then touching the ground after will ensure your Strong Attack always reduces the full amount of Heat.
<br>
}}
====Overheat====
{{MoveDataCargo
| title    =
| subtitle =
| input    = (Forward/Back +) Strong
| images  =
{{MoveDataCargoImage_ROA|mech_dstrongc|caption= }}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|el_ds|caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_dstrongc|caption= |hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-ROA/Query|el_ds}}
{{AttackDataCargo-ROA/Query|mech_dstrongc}}


<br>
<br>
}}
}}


===Aerials===
==Aerials==
 
===Neutral Air===
===Neutral Air===
{{MoveDataCargo
{{MoveDataCargo
Line 188: Line 260:
| input    = (while airborne) Attack
| input    = (while airborne) Attack
| images  =  
| images  =  
{{MoveDataCargoImage|el_na|caption=}}
{{MoveDataCargoImage_ROA|mech_nair|caption=}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|el_na|caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_nair|caption= |hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-ROA/Query|el_na}}
{{AttackDataCargo-ROA/Query|mech_nair}}
 
*Excellent poke due to hover reversing
*Enables combos, especially with Missile > Neutral Air
<br>
<br>
}}
}}
Line 203: Line 276:
| input    = (while airborne) Forward + Attack
| input    = (while airborne) Forward + Attack
| images  =  
| images  =  
{{MoveDataCargoImage|el_fa|caption= }}
{{MoveDataCargoImage_ROA|mech_fair|  caption= }}
{{MoveDataCargoImage_ROA|mech_fair|2|caption= }}
{{MoveDataCargoImage_ROA|mech_fair|3|caption= }}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|el_fa|caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_fair|  caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_fair|2|caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_fair|3|caption= |hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-ROA/Query|el_fa}}
{{AttackDataCargo-ROA/Query|mech_fair}}


<br>
<br>
Line 218: Line 295:
| input    = (while airborne) Back + Attack
| input    = (while airborne) Back + Attack
| images  =  
| images  =  
{{MoveDataCargoImage|el_ba|caption= }}
{{MoveDataCargoImage_ROA|mech_bair|caption= }}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|el_ba|caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_bair|caption= |hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-ROA/Query|el_ba}}
{{AttackDataCargo-ROA/Query|mech_bair}}


<br>
<br>
Line 233: Line 310:
| input    = (while airborne) Up + Attack
| input    = (while airborne) Up + Attack
| images  =  
| images  =  
{{MoveDataCargoImage|el_ua|caption= }}
{{MoveDataCargoImage_ROA|mech_uair|  caption= }}
{{MoveDataCargoImage_ROA|mech_uair|2|caption= }}
{{MoveDataCargoImage_ROA|mech_uair|3|caption= }}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|el_ua|caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_uair|  caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_uair|2|caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_uair|3|caption= |hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-ROA/Query|el_ua}}
{{AttackDataCargo-ROA/Query|mech_uair}}
 
*Juggle tool
*Notoriously hard to DI due to its angle flipper
<br>
<br>
}}
}}
Line 248: Line 330:
| input    = (while airborne) Down + Attack
| input    = (while airborne) Down + Attack
| images  =  
| images  =  
{{MoveDataCargoImage|el_da|caption= }}
{{MoveDataCargoImage_ROA|mech_dair|  caption= }}
{{MoveDataCargoImage_ROA|mech_dair|2|caption= }}
{{MoveDataCargoImage_ROA|mech_dair|3|caption= }}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|el_da|caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_dair|  caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_dair|2|caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_dair|3|caption= |hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-ROA/Query|el_da}}
{{AttackDataCargo-ROA/Query|mech_dair}}
 
*General combo tool
*Notably useful for juggling mines either from a fresh down special or a kicked up mine from down tilt
<br>
<br>
}}
}}


===Specials===
==Specials==
 
===Neutral Special===
===Neutral Special===
{{MoveDataCargo
{{MoveDataCargo
Line 265: Line 351:
| input    = Special (Air OK)
| input    = Special (Air OK)
| images  =  
| images  =  
{{MoveDataCargoImage|el_nb|caption= }}
{{MoveDataCargoImage_ROA|mech_nspecial|  caption= }}
{{MoveDataCargoImage_ROA|mech_nspecial|2|caption= }}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|el_nb|caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_nspecial|  caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_nspecial|2|caption= |hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-ROA/Query|el_nb}}
{{AttackDataCargo-ROA/Query|mech_nspecial}}
 
* Adds a flat 600 Heat.
<br>  
<br>  
}}
}}
Line 280: Line 368:
| input    = Forward/Back + Special (Air OK) (Hold OK)
| input    = Forward/Back + Special (Air OK) (Hold OK)
| images  =  
| images  =  
{{MoveDataCargoImage|sy_sb|caption= }}
{{MoveDataCargoImage_ROA|mech_fspecial|caption= }}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|sy_sb|caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_fspecial|caption= |hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-ROA/Query|sy_sb}}
{{AttackDataCargo-ROA/Query|mech_fspecial}}
 
* Uncharged Missile adds a flat 300 Heat.
* Charged Missile adds a flat 600 Heat.
<br>
<br>
}}
}}
Line 295: Line 384:
| input    = Up + Special (Air OK)
| input    = Up + Special (Air OK)
| images  =  
| images  =  
{{MoveDataCargoImage|el_ub|caption= }}
{{MoveDataCargoImage_ROA|mech_uspecial|caption= }}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|el_ub|caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_uspecial|caption= |hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-ROA/Query|el_ub}}
{{AttackDataCargo-ROA/Query|mech_uspecial}}


<br>
<br>
Line 310: Line 399:
| input    = Down + Special (Air OK)
| input    = Down + Special (Air OK)
| images  =  
| images  =  
{{MoveDataCargoImage|el_db|caption= }}
{{MoveDataCargoImage_ROA|mech_dspecial|  caption= }}
{{MoveDataCargoImage_ROA|mech_dspecial|2|caption= }}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|el_db|caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_dspecial|  caption= |hitbox=yes}}
{{MoveDataCargoImage_ROA|mech_dspecial|2|caption= |hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-ROA/Query|el_db}}
{{AttackDataCargo-ROA/Query|mech_dspecial}}
* Adds a flat 300 Heat.
<br>
}}


<br>
=Alternate Palettes=
 
==Default Colors==
{{Content Box|header=|content=
'''Unlockable Skins'''
* Custom Color 2: Beat story mode.
* Abyss: Reach Abyss level 10 with Elli.
* Ranked: Reach Gold rank with Elli.
* Ayala: Get 250 kills with Elli (Milestone).
}}
 
{{ColorGallery | filePrefix=ell_col_ | colors=
{{ColorGallery/Color|default| text = Default}}
{{ColorGallery/Color|blue|    text = Alt Blue}}
{{ColorGallery/Color|red|    text = Alt Red}}
{{ColorGallery/Color|green|  text = Alt Green}}
{{ColorGallery/Color|grey|    text = Alt Grey}}
{{ColorGallery/Color|pink|  text = Alt Pink}}
{{ColorGallery/Color|cc1|    text = Custom Color 1}}
{{ColorGallery/Color|cc2|    text = Custom Color 2}}
{{ColorGallery/Color|abyss|  text = Abyss}}
{{ColorGallery/Color|rank|    text = Ranked}}
{{ColorGallery/Color|aya|    text = Ayala}}
}}
 
==Seasonal Colors==
{{Content Box|header=|content=
'''Current seasonal skins rotate every 3 months in the following order (hemisphere dependent):'''
* Valentines (Feb-Apr)/(Aug-Oct)
* Summer (May-Jul)/(Nov-Jan)
* Halloween (Aug-Oct)/(Feb-Apr)
* Christmas (Nov-Jan)/(May-Jul)
}}
 
{{ColorGallery | filePrefix=ell_col_ | colors=
{{ColorGallery/Color|genesis4|    text = Genesis Old (removed)}}
{{ColorGallery/Color|valentines| text = Valentines}}
{{ColorGallery/Color|summer|    text = Summer}}
{{ColorGallery/Color|halloween|  text = Halloween}}
{{ColorGallery/Color|christmas|  text = Christmas}}
}}
}}


== Alternate Palettes ==
==Premium Skins==
{{Content Box|header=|content=
'''How to Get'''
* Champion: Obtainable via the developers.
* EA: Purchase a Steam key for RoA via [https://www.humblebundle.com/store/rivals-of-aether?hmb_source=search_bar/ Humble Bundle].
* Arcade: Obtainable via the [https://store.steampowered.com/app/915090/Rivals_of_Aether_Arcade_Elliana/ Steam Store].
* On The Edge: Purchase as a donation to charity via the [https://www.gamersontheedge.com/store/p24/RoA_Charity_Skin_-_Elliana_on_The_Edge.html/ Gamers On the Edge website].
* Golden: Purchase a Fors plush from [https://www.symbiotestudios.com/online-store/Rivals-of-Aether-Forsburn-Plush-Pin-and-DLC-p432601622/ Symbiote Studios].
}}


=== Palette options ===
{{ColorGallery | filePrefix=ell_col_ | colors=
{{ColorGallery | filePrefix=RoA_Color_Elliana_| colors=
{{ColorGallery/Color|rcs|  text = Champion}}
{{ColorGallery/Color|1| text=Default}}
{{ColorGallery/Color|ea|   text = Early Access Promo}}
{{ColorGallery/Color|2| text=Alt Blue}}
{{ColorGallery/Color|arcblue|     text = Arcade (Blue)}}
{{ColorGallery/Color|3| text=Alt Red}}
{{ColorGallery/Color|arcgreen|     text = Arcade (Green)}}
{{ColorGallery/Color|4|  text=Alt Green}}
{{ColorGallery/Color|arcpink|     text = Arcade (Pink)}}
{{ColorGallery/Color|5| text=Alt White}}
{{ColorGallery/Color|gote|  text = On The Edge}}
{{ColorGallery/Color|6|  text=Alt Purple}}
{{ColorGallery/Color|inf|     text = Infamous (unobtainable)}}
{{ColorGallery/Color|promo|  text = [https://www.symbiotestudios.com/online-store/Rivals-of-Aether-Elliana-Plush-Pin-and-DLC-p379857561/ Golden Promo]}}
}}
}}


==Navigation==
=Navigation=
{{Navbox-ROA}}
{{Navbox-ROA}}


[[Category:Elliana]]
[[Category:Elliana]]
[[Category:Rivals of Aether]]
[[Category:Rivals of Aether]]

Latest revision as of 15:44, 31 January 2024





Story

Elliana is a snake from the burrows in the Eastern Wastelands who has always dreamt of flying. After her dreams of joining the Air Armada were crushed by an intolerant captain, she sought the aid of Ayala, a brilliant engineer. Together they built a steam-powered flying machine and with it, Elliana now plans to destroy the armada that rejected her.

  • Fun fact: her mech is named YB-33.


Gameplay

Elliana is a unique take on the glass cannon archetype, who uses her Heat Gauge as a resource for one of the strongest punish games among the entire roster, but gets blown up when caught out without resources.


More than any other character, Elliana wants to skip the neutral game and immediately go to advantage, where she truly shines. Hover Aerials, Missiles and Hover by itself make it easy for her to follow her opponent's DI. Add Mine confirms on top of that, and sometimes Elli’s combos can feel impossible to escape. Her edgeguards are also phenomenal; Missiles and Overheat Strong Attacks cover a lot of space, while Mine, Down Tilt and Up Tilt are very good for setting up ledge traps.

However, this ideal neutral-skipping playstyle comes with a massive caveat: This assumes Elliana uses all of her Heat Gauge for a massive punish. If Elli does manage to save all of her Heat for a big opening, it WILL delete stocks, but it also means that she's not gonna have Heat for poking with Missiles in neutral or for using Hover offstage in disadvantage. Heat Gauge is a resource for many things, and how you allocate it is up to you.


Elliana is surprisingly mobile, though not agile. Her Hover can cover great distances, she boasts one of the highest air speeds in the game, and her advanced Hover techniques only add to her mobility. Despite that, her ground speed is among the lowest in the game, which means she usually has to take a more reactive role in neutral. She likes to poke her opponent with her signature Missile projectile and occasionally threaten space with Aerials and Dash Attack to create openings for her devastating punish game. Zoning can find decent short term success, but is inherently limited by her Heat Gauge.

Elliana does not want to lose neutral. Her massive hitbox size and lack of strong escape options mean that if she does lose neutral, she'll get hit just as much as she could have hit them. Once out of a combo, Up Special is risky and Heat puts Elliana on a timer, so she has to be careful and adaptive in off-stage situations.


Elliana is a very explosive character. If you enjoy getting creative with your combos and like managing resources, give her a try.

Playstyle
Elliana is a heavyweight glass cannon who rides & dies by her Heat Gauge.
Pros Cons
  • Heat: At the cost of heat, Elli boasts powerful tools that no one else has. Proper resource management and timing is key.
  • Broad Aerial Mobility: Hover, high air speed and acceleration, and a myriad of Hover techniques make Elli extremely flexible in the air.
  • Nowhere to Hide: Missile can be controlled to hit anywhere. Combined with Elli’s aerial movement as well as her Mine, she can fully convert and extend off of nearly any hit.
  • Overheat: Overheated Strong Attacks are big, disjointed and hit like a truck. Add Overheat Up Tilt's killpower on top of that, and Overheat can be just what you need to seal out a stock.
  • Heat: While Heat can be used well, there is a limit to how much can be used. Proper Heat management is key to mastering Elli, but forcing improper Heat management is key to fighting her.
  • Limited Mobility: Despite Elli's aerial prowess, Hover is limited to her Heat Gauge. To deal with Overheating, Elli will be forced to land and stay grounded where they are much less mobile.
  • Combo Food: Her heavy status, big hurtbox, and lack of a traditional double jump make it easy to punish an Elli that’s caught out.
  • Overheat: Losing access to Missiles and Hover gimps everything Elli wants to do. Most notably, it makes neutral much harder and her recovery horrible, leaving Elliana very vulnerable.
Unique Mechanics

Heat Gauge

Elliana's main mechanic is her Heat Gauge. This Gauge is increased by hovering, every special except for Up Special, holding Dash Attack and Forward Tilt, and held ("hovered") aerials. Heat is decreased passively, faster on the ground than in the air, but can also be decreased by flat amounts by using Strong Attacks, Up Special, or Up Tilt.

When Elli's Heat Gauge reaches its maximum, she enters overheat. In this state, her usually weak, steam-emitting Strong Attacks instead become dangerous and lethal explosions. The downside is that Elliana can not use any Heat-increasing moves in Overheat state, including her hover. Instead, it's replaced by a small double jump.

Managing your Heat Gauge is key not only to surviving with Elliana, but also to unlocking her quite literally explosive combo game. Reaching Overheat at the exact right time and in the correct place can lead to disgustingly early kills, but reaching it too early usually ends your combo prematurely, because the double jump only allows very limited follow-ups compared to Hover.

For more details, check Elliana's strategy page (Editors note: there is no more details in the Strategy page right now, TBD)

Hover

Insert description about Hover here!



Notable Players

Name Color Activity Notes Contact
Sparx21
Roa mech col 01.png
2016 - Present Also known as Sparx, #15 NA RCS S6, #9 NA RCS S4 https://twitter.com/Sparx21RoA
Halite
Roa mech col 11.gif
2020 - 2023 Sickest Elli known to man, #10 NA RCS S5 https://twitter.com/OhHalite
Seggo
Roa mech col 00.png
2015 - Present Currently mains Olympia, #2 NA RCS S7, #7 NA RCS S6 #4 NA RCS S5 https://twitter.com/SeggoAhmet
Bookworm
Roa mech col 01.png
2018 - 2022 #17 NA RCS S6 https://twitter.com/BookwormAwoo

Moveset

Jab

Attack
Roa mech jab.png
Jab
Roa mech jab h.png
Jab
Hitboxes Off
Hitboxes On

mech_jab

Damage Active Endlag Angle KB (Base+Scaling)
5 2 13 [20] 361 7 * 0.55
Startup Landing Lag FAF Angle Flipper Hitstun
4 0 1x

Hitpause (Base + Scaling) Parry Stun Type Priority
8 * 0.50 6
Hit Lockout Force Flinch Value Kills Projectiles?
6 0 Y


  • Elliana's fastest ground move
  • Decent get-off-me
  • One of the rare single-hit jabs

Dash Attack

(while running) Attack
Roa mech dattack1.png
Roa mech dattack2.png
Roa mech dattack3.png
Roa mech dattack1 h.png
Roa mech dattack2 h.png
Roa mech dattack3 h.png
Hitboxes Off
Hitboxes On

mech_dattack

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • Adds 100 Heat per extended hit of Dash Attack.

Tilts

Forward Tilt

Forward/Back + Attack
Roa mech ftilt1.png
Roa mech ftilt2.png
Roa mech ftilt1 h.png
Roa mech ftilt2 h.png
Hitboxes Off
Hitboxes On

mech_ftilt

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • Adds 200 Heat per extended 1-2 cycle of Forward Tilt.

Up Tilt

Up + Attack
Roa mech utilt1.png
Roa mech utilt2.png
Roa mech utilt1 h.png
Roa mech utilt2 h.png
Hitboxes Off
Hitboxes On

mech_utilt

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Down Tilt

Down + Attack
Roa mech dtilt1.png
Roa mech dtilt2.png
Roa mech dtilt1 h.png
Roa mech dtilt2 h.png
Hitboxes Off
Hitboxes On

mech_dtilt

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • Elliana's main grounded combo starter
  • Can pick up mines off the ground to juggle them

Strong Attacks

Forward Strong

(Forward/Back +) Strong
Roa mech fstrong.png
Roa mech fstrong h.png
Hitboxes Off
Hitboxes On

mech_fstrong

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • Reduces 150 Heat uncharged, and up to 600 Heat on a full charge. Amount of Heat reduced scales based on charge duration.
  • Consecutive Strong Attacks performed in the air have a penalty on how much Heat is reduced. The first Strong Attack used will reduce 1x the normal amount, then the second Strong Attack will reduce 0.7x, the third 0.4x, and every Strong Attack past that 0.1x. This count resets as soon as Elliana touches the ground, so in normal person terms, using a Strong Attack and then touching the ground after will ensure your Strong Attack always reduces the full amount of Heat.

Overheat

(Forward/Back +) Strong
Roa mech fstrongc.png
Roa mech fstrongc h.png
Hitboxes Off
Hitboxes On

mech_fstrongc

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Up Strong

Up + Strong
Roa mech ustrong.png
Roa mech ustrong h.png
Hitboxes Off
Hitboxes On

mech_ustrong

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • Reduces 150 Heat uncharged, and up to 600 Heat on a full charge. Amount of Heat reduced scales based on charge duration.
  • Consecutive Strong Attacks performed in the air have a penalty on how much Heat is reduced. The first Strong Attack used will reduce 1x the normal amount, then the second Strong Attack will reduce 0.7x, the third 0.4x, and every Strong Attack past that 0.1x. This count resets as soon as Elliana touches the ground, so in normal person terms, using a Strong Attack and then touching the ground after will ensure your Strong Attack always reduces the full amount of Heat.

Overheat

(Forward/Back +) Strong
Roa mech ustrongc.png
Roa mech ustrongc h.png
Hitboxes Off
Hitboxes On

mech_ustrongc

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Down Strong

Down + Strong
Roa mech dstrong.png
Roa mech dstrong h.png
Hitboxes Off
Hitboxes On

mech_dstrong

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • Reduces 150 Heat uncharged, and up to 600 Heat on a full charge. Amount of Heat reduced scales based on charge duration.
  • Consecutive Strong Attacks performed in the air have a penalty on how much Heat is reduced. The first Strong Attack used will reduce 1x the normal amount, then the second Strong Attack will reduce 0.7x, the third 0.4x, and every Strong Attack past that 0.1x. This count resets as soon as Elliana touches the ground, so in normal person terms, using a Strong Attack and then touching the ground after will ensure your Strong Attack always reduces the full amount of Heat.

Overheat

(Forward/Back +) Strong
Roa mech dstrongc.png
Roa mech dstrongc h.png
Hitboxes Off
Hitboxes On

mech_dstrongc

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Aerials

Neutral Air

(while airborne) Attack
Roa mech nair.png
Roa mech nair h.png
Hitboxes Off
Hitboxes On

mech_nair

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • Excellent poke due to hover reversing
  • Enables combos, especially with Missile > Neutral Air

Forward Air

(while airborne) Forward + Attack
Roa mech fair1.png
Roa mech fair2.png
Roa mech fair3.png
Roa mech fair1 h.png
Roa mech fair2 h.png
Roa mech fair3 h.png
Hitboxes Off
Hitboxes On

mech_fair

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Back Air

(while airborne) Back + Attack
Roa mech bair.png
Roa mech bair h.png
Hitboxes Off
Hitboxes On

mech_bair

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Up Air

(while airborne) Up + Attack
Roa mech uair1.png
Roa mech uair2.png
Roa mech uair3.png
Roa mech uair1 h.png
Roa mech uair2 h.png
Roa mech uair3 h.png
Hitboxes Off
Hitboxes On

mech_uair

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • Juggle tool
  • Notoriously hard to DI due to its angle flipper

Down Air

(while airborne) Down + Attack
Roa mech dair1.png
Roa mech dair2.png
Roa mech dair3.png
Roa mech dair1 h.png
Roa mech dair2 h.png
Roa mech dair3 h.png
Hitboxes Off
Hitboxes On

mech_dair

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • General combo tool
  • Notably useful for juggling mines either from a fresh down special or a kicked up mine from down tilt

Specials

Neutral Special

Special (Air OK)
Roa mech nspecial.png
Roa mech nspecial explode.png
Roa mech nspecial h.png
Roa mech nspecial explode h.png
Hitboxes Off
Hitboxes On

mech_nspecial

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • Adds a flat 600 Heat.

Forward Special

"Missile"
Forward/Back + Special (Air OK) (Hold OK)
Roa mech fspecial.png
Roa mech fspecial h.png
Hitboxes Off
Hitboxes On

mech_fspecial

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • Uncharged Missile adds a flat 300 Heat.
  • Charged Missile adds a flat 600 Heat.

Up Special

Abandon Ship
Up + Special (Air OK)
Roa mech uspecial.png
Roa mech uspecial h.png
Hitboxes Off
Hitboxes On

mech_uspecial

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Down Special

Mine Lay
Down + Special (Air OK)
Roa mech dspecial.png
Lua error in Module:MoveDataParser_ROA at line 211: attempt to concatenate local 'targetImage' (a nil value).
Roa mech dspecial h.png
Lua error in Module:MoveDataParser_ROA at line 211: attempt to concatenate local 'targetImage' (a nil value).
Hitboxes Off
Hitboxes On

mech_dspecial

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • Adds a flat 300 Heat.

Alternate Palettes

Default Colors

Unlockable Skins

  • Custom Color 2: Beat story mode.
  • Abyss: Reach Abyss level 10 with Elli.
  • Ranked: Reach Gold rank with Elli.
  • Ayala: Get 250 kills with Elli (Milestone).
Default
Alt Blue
Alt Red
Alt Green
Alt Grey
Alt Pink
Custom Color 1
Custom Color 2
Abyss
Ranked
Ayala

Seasonal Colors

Current seasonal skins rotate every 3 months in the following order (hemisphere dependent):

  • Valentines (Feb-Apr)/(Aug-Oct)
  • Summer (May-Jul)/(Nov-Jan)
  • Halloween (Aug-Oct)/(Feb-Apr)
  • Christmas (Nov-Jan)/(May-Jul)
Genesis Old (removed)
Valentines
Summer
Halloween
Christmas

Premium Skins

How to Get

Champion
Early Access Promo
Arcade (Blue)
Arcade (Green)
Arcade (Pink)
On The Edge
Infamous (unobtainable)
Golden Promo

Navigation

General
FAQ
Controls
Glossary
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Links
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Ori and Sein
Shovel Knight
Stages
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The Rock Wall
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Tempest Peak
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Mechanics