Matrimelee/Elias

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Elias Patrick

Overview

Strengths Weaknesses
  • Big normals with large frame advantage.
  • Good air-to-air option with J.B.
  • Holy Flare has a huge hitbox and can be used as Okizeme.
  • Recovers health on Hell or Heaven and Maximum Delirium.
  • Excellent command grab. Easy to open up turtling opponents or end combos with.
  • Great Attacks with huge hitboxes and frame advantage.
  • Reliable block strings ending with Light S-Magnus.
  • Can confirm into his supers off of any normal.
  • Supers have extremely fast run speed. Good for punishing projectiles full-screen.
  • Medium Health. (160)
  • Slow movement speed. It can be a problem against more mobile characters.
  • Some characters can duck under his Guard cancel, close C and 5D.
  • Slow and stubby anti-airs. Better off doing an air-to-air.
  • Poor juggle capability. Elias's complex juggles are difficult to pull off.
  • Struggles to cross-up with his J.D.
  • Cannot do much with his dashing attacks.
  • Dashing S-Magnus is punishable in the corner on hit.

Strategy

Elias can play both offensively and defensively. He has options almost across the board for every situation. It is best for Elias to adjust to the flow of the match; Playing offensive or defensively when the need arrises. His tools for offense are great and he has plenty of options for okizeme and sudden mix-ups. Elias can confirm both supers off of any normal; his combos are very easy but very grounded. Both of his supers are extremely fast and can be used to punish full-screen projectiles or even whiff for an escape.

However, Elias struggles to get a reliable juggle combo and it is best to keep it simple with a Hell or Heaven confirm off of Rage Explosion or a Crouching Great Attack (2CD). His anti-airs are not that strong, forcing him to air-to-air in most jump-in situations. His Crouching Great Attack is good as an anti-hop tool but gets beaten out by active moves. There is also no practical use to his level 2 super. It does the same damage and health recovery as the level 1.

Normal Moves

Coming soon.

Special Moves

Special Total Damage Permanant Damage Notes
Holy Flare
236A 16T 8P Slower projectile speed than the C version.
236C 16T 8P Faster projectile speed than the C version.
Hell or Heaven
41236B 23T 11P Recovers 9 Health.
412236D 23T 11P Recovers 9 health.
S-Magnus
214A 18T 9P
214C 18T 9P Impossible to combo into.
Dashing 214P 20T 10P Punishable in the corner if the 2nd hit doesn't connect.
Sinful
623A 20T 10P Command Grab. It can be comboed into.
623C 20T 10P Command Grab. It can be comboed into.


Super Moves

Super Total Damage Permanant Damage Notes
Maximum Delirum (Level 1)
632146A 45T 22P Recovers 27 Health.
Maximum Delirum (Level 2)
632146C 45T 22P Recovers 27 Health.


Combos

Combo Total Damage Permanant Damage Notes
Grounded Combos
9D > 2B > 2B > 3B xx 214A T P
9D > 2C > 3B xx 214A T P 2c is a good alternative for cl.5c & 5c against short characters.
9D > cl.5C > 5C > 3B xx 214A T P cl.5c hits twice.
9D > 2B > 2B > 3B xx 623A T P
9D > 2B > cl.5C xx 5C > 3B xx 41236B T P Must cancel cl.5C and 3B on the first hit.
9D > 66C > 6A xx 214A T P Corner Only.
9D > cl.5D > 3B xx 214A T P
236A >> 66C xx 214C T P 236A needs to be thrown full screen. Run to connect 66C.
9D > 2A > cl.5C > 3B xx 214A T P Requires CPS1 chaining for 2A > cl.5C.
9D > 2A > cl.5D > 3B xx 214A T P Requires CPS1 chaining for 2A > cl.5D.
Juggle Combos
9D > 2CD > 3B xx 214A T P 3B needs to be delayed.
2CD > 41236B/D T P
2CD > 6A xx 214A T P 6A xx 214A needs to be done fast.
Rage Explosion hit >> 5C xx 214A T P
Rage Explosion hit >> 41236B/D T P
Rage Explosion hit >> 632146B/D T P
Stress Shot & Ippatsu Ougi Combos
9D > cl.5C xx 5C > 6A > 632146A/C T P Must cancel cl.5C on the first hit.
9D > 2A > cl.5C > 3B xx 632146A/C T P Requires 2a cl.5c to be CPS1 chained.
9D > 2C > 3B xx 632146A/C T P
9.D > 2B > 2B > 3B xx 632146A/C T P
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