Rivals of Aether/Elliana: Difference between revisions
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{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
|intro= | |intro= | ||
Elliana is a heavyweight glass cannon who deletes stocks with an oppressive advantage. | Elliana is a heavyweight glass cannon who deletes stocks with an oppressive advantage state. | ||
|pros= | |pros= | ||
*'''Shining Punish:''' Elliana's advantage is her defining trait. Her combo game is immensely open-ended and can take stocks from a hit as early as 40-50%. | *'''Shining Punish:''' Elliana's advantage is her defining trait. Her combo game is immensely open-ended and can take stocks from a hit as early as 40-50%. |
Revision as of 09:59, 31 January 2023
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 plays out as a unique take on the glass cannon archetype, who has both abhorrent disadvantage and perhaps the single strongest combo game among the entire roster.
You do not want to lose neutral with Elliana. Her massive hitbox size, high weight and general lack of strong escape options mean that if you do, you will get hit just as much as you could have hit them. Elli does actually have one very good escape tool in Eject, her Up Special, which is invulnerable frames 5-7. Be very conservative using this move, as it puts you into one of the most vulnerable states in the game. Jab gives you a good get-off-me tool, provided you can get some space to throw it out. And despite her impressive aerial mobility, hover moves slowly, Up Special is risky and heat puts Elliana on a timer, so you have to be careful and adaptive in off-stage situations.
Thanks to her hover and more advanced techniques using her heat mechanic, Elliana is surprisingly mobile, though not agile. Her ground and air speed are among the lowest in the game, which usually means she has to take a more reactive role in neutral, harassing her opponent with her signature Missile projectile and occasionally poking with Neutral Air to create openings for her devastating punish game. Zoning can find decent short term success, but is inherently limited by the heat mechanic and Elli's below average neutral.
More than any other character, Elliana wants to skip the neutral game and go immediately to advantage, where she truly shines. Even without a mine stuck to the opponent, her advantage state is unusually creative. Hover Aerials, missiles and hover by itself make it easy for her to follow her opponent's DI. When Elliana sticks you with a mine, however, your stock may as well be over. Additionally, a combo doesn't have to end in the blastzone to lead to a stock for Elli. Missiles and hover allow her great precision and flexibility in hitting off-stage opponents, while Mine and Up Tilt are very good for setting up ledge traps.
Elliana is a very explosive character. If you enjoy getting creative with your combos and like managing resources, give her a try.
Elliana is a heavyweight glass cannon who deletes stocks with an oppressive advantage state. | |
Pros | Cons |
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Heat
Heat.
Moveset
Jabs
Jab 1
Jab 2
Jab 3 / Rapid Jab
Jab 1
Jab 2
Jab 3 / Rapid Jab
Jab 1
No results 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
No results 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
No results
Dash Attack
Tilts
Forward Tilt
Up Tilt
Down Tilt
Strong Attacks
Forward Strong
Up Strong
Down Strong
Aerials
Neutral Air
Forward Air
Back Air
Up Air
Down Air
Specials
Neutral Special
Forward Special
sy_sb
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
8 | 4(7)4(7)4... | 30 | 45 | 8 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
17 | 53 | 0 | 1x |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
10 + 0.35 | Normal | 2 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 0 | N |