Matrimelee/Elias

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Elias Patrick
Colors

Introduction

Elias participated in the Matrimelee tournament to take care of Anny Hamilton due to his friendship with the Hamilton family who gave a big donation to his church in the past. Now, Elias is a spiritual guide to Anny and can be found inside of Anny's waiting room. Elias will fight in Anny's place since she is taking a shower.

Overview

Strengths Weaknesses
  • Big normals with large frame advantage.
  • Excellent dash normals with huge hitboxes and frame advantage.
  • 236.A/C (Holy Flare) has a huge hitbox and 236.A can be followed up or used as a meaty.
  • Can recover health slight amounts of health with 41236.B/D (Hell or Heaven) or 632146.A/C (Stress Shot & Ippatsu Ougi).
  • 5.CD has a huge hitbox with lower body invincibility.
  • 2.B has huge frame advantage and enough hitstun to set-up a tic grab.
  • 8.B is a huge normal, good for air-to-airs.
  • Reliable block strings if ended with 3.B xx 214.A.
  • Can confirm into 632146.A/C (Stress Shot & Ippatsu Ougi) off of any normal.
  • 6.A overhead that covers a small amount of space but can be canceled off of most normals.
  • 623.A/C (Sinful) command grab that can easily open up blocking opponents.
  • 9.D has a huge hitbox and said hitbox is disjointed from his hurtbox.
  • 5.D can be used as an anti-air but does not cover above Elias's head.
  • No air grab. Loses an air-to-air option.
  • Struggles to reliably cross up. 9.D virtually cannot cross-up on shorter characters.
  • 5.C, cl.5C, 66.A/C all whiff on crouching Kanji, Ume, Tane, Clara & Hikaru forcing Elias to use 2.C.
  • Guard Cancel won't connect if the opponent is crouching or land before the 2nd hit.
  • Long start-up on 236.A/C (Holy Flare) that can easily be roll punished at close ranges.
  • Struggles to deal with close jumping opponents. 2.CD and 2.C have long start-up and cannot beat quicker jump moves.
  • Virtually no cross-ups huge to his jumping collision.
  • 6.A is easily punished before becoming active. Bad for Okizeme.
  • 632146.C (Ippatsu Ougi) does the same exact damage and health recovery as the 632146.A (Stress Shot). No need to use his level 2 super.
  • Dashing 214.A/C is punishable on hit in the corner due to the 2nd projectile missing the opponent.

Strategy

Elias is a neutral monster but can play defensively and offensively as well. It is best for Elias to adjust to the flow of the match; switching between offensive and defensive play.

Elias has great normals, specials, and supers. Rushing down is good, but risky for Elias thanks to how hard it is for 9.D to cross-up. However, he can still get thanks to his great 2.B and 5.B. Elias's 2.B has massive frame advantage, hitstun, can set up a tic grab, a low-overhead mixup, or a walk-up command grab. 2.B has such a good frame advantage you can mix it up regularly. Alternatively, you can also get in using 236.A in fullscreen and move in with it. It's best to use this on Okizeme so the opponent is forced to roll or block it. Be careful though, 236.A/C (Holy Flare) has some long start-up frames and can easily be roll punished. Elias's dashing normals are also a decent way of getting in at opponents. Be very careful of these match-ups: Kanji, Clara, Hikaru and Ume/Tane can low profile your cl.5C, 5.C, Dashing A/C, Dashing B/D and guard cancel. These characters can easily whiff punish these moves, so use 2.C as an alternative.

Elias can also play defensively but relies on neutral spacing. 8.B is your goto normal for anti-airs and air-to-airs. 2.CD is air unblockable and leads to a juggle combo, but has slow start-up and must be used to read a jump-in. Alternatively, you can also use 41236.B/D (hell or Heaven) or 632146.A (Stress Shot) to catch a jump-in and regain health but these moves can be hit out of easily by higher priority normals. If your opponent is point blank or you're backed in a corner, do not jump unless it's to punish. Use your 2.B, 2.C and a well-timed guard cancel to escape the corner.

Elias's combos are rather easy and can allow for him to set-up some healing and a nice chunk of damage, too. Always try to heal unless it's to kill. Every little bit of health helps and could even land you a perfect in some cases. However, there are situations where you don't want to use your healing moves and that's in block strings. You'll want to use 3.B xx 214.A (Magnus) to end your blockstring since few characters can punish. I honestly can't find a use for 214.C (Heavy Magnus) since it's impossible to combo into thanks to its slight forward dash before the projectile comes out. Avoid using. Another thing to avoid, do not do the dash 214.A/C (dash magnus) in the corner. Dashing 214.A/C (Dashing Magnus) is unsafe on hit in the corner due to the 2nd hit whiffing. Most importantly, do not use Elias's 632146.C (Ippatsu Ougi). It's a big waste of meter due to it doing the exact same damage, healing rate, and properties of the 632146.A (Stress Shot). Juggles are a bit of a sore spot for Elias due to windows being tighter. If you ever land a juggle, like 2.CD > 3.B, you must delay 3.B and it'll only confirm off of the 2nd hit. Juggles are insanely simple but require the knowledge on how to do them properly.


In conclusion, remember to adapt to the match, always heal, use your 2.B & 5.B, remember the match-ups where you can't use GC, cl.5c, etc, don't use Ippatsu Ougi, and "Give Them A Lesson".

Normal Moves

Standing Normals

5.A
MM Elias 5A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
4 2 Special
Super
Mid - - - - - -

Air Unblockable.


5.B
MM Elias 5B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 Special
Super
Mid - - - - - -

Air Unblockable.


5.C
MM Elias 5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Mid - - - - - -

Air Unblockable.


5.D
MM Elias 5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 Special
Super
Mid - - - - - -

Air Unblockable.


5.CD
MM Elias 5CD.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
25 25 Special
Super
Mid - - - - - -

Air Unblockable.


Close Standing Normals

cl.5A
MM Elias cl5a.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
5 2 Self
Special
Super
Mid - - - - - -

Air Unblockable.


cl.5B
MM Elias cl5b.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 4 Special
Super
Low - - - - - -

Air Unblockable.
Natrually chains into 5.D.


cl.5C
MM Elias cl5c.png
First hit
First hit
MM Elias cl5c 2.png
Second hit
Second hit
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 Special
Super
Mid - - - - - -

Air Unblockable.
Natrually chains into 5.C.


cl.5D
MM Elias cl5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Mid - - - - - -

Air Unblockable.


Crouching Normals

2.A
MM Elias 2A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
5 2 Self
Special
Super
Mid - - - - - -

Air Unblockable.


2.B
MM Elias 2B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 4 Special
Super
Low - - - - - -


2.C
MM Elias 2C 1.png
First hit
First hit
MM Elias 2C 2.png
Second hit
Second hit
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 Special
Super
Mid - - - - - -

Air Unblockable.


2.D
MM Elias 2D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 Special
Super
Low - - - - - -


2.CD
MM Elias 2C 2.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Low - - - - - -

Air Unblockable.

Jumping Normals

8.A
MM Elias 8A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 4 N/A High - - - - - -


8.B
MM Elias 5CD.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 N/A High - - - - - -


8.C
MM elias 8C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
14 7 N/A High - - - - - -


8.D
MM Elias 5CD.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 N/A High - - - - - -


7.D or 9.D
MM Elias 79D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 N/A High - - - - - -


Command Normals

6.A
MM Elias CMD 6A.png
Start-up
Start-up
MM Elias CMD 6A 2.png
Hit
Hit
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
14 7 Special
Super
High - - - - - -

Air Unblockable.


3.B
MM Elias 5B.png
First hit
First hit
MM Elias cl5b.png
Second hit
Second hit
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Low - - - - - -

Air Unblockable.

Dash Normals

66.B or 66.D
MM Elias 5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Mid - - - - - -

Air Unblockable.


66.B or 66.D
MM Elias 5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
25 12 Special
Super
Mid - - - - - -

Air Unblockable.


Rage Explosion, Guard Cancel & Grabs

Grab
MM Elias Grab 1.png
4.C or 6.C
4.C or 6.C
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 N/A Grab - - - - - -


Guard Cancel
MM Elias 2C 2.png
First hit
First hit
MM Elias 5C.png
Second hit
Second hit
5.CD On Block
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
9 9 N/A Mid - - - - - -


Rage Explosion
MM Elias rage explosion.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
6 3 N/A Mid - - - - - -

Air Unblockable.

Special Moves

Holy Flare

236.A or 236.C
MM Elias 236P.png
Start-up
Start-up
MM Elias 236P 2.png
Projectile
Projectile
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 N/A Mid - - - - - -

Huge fireball with equally huge start-up and recovery frames.

  • 236.A's projectile travels much slower but can be followed up full-screen.
  • 236.C's projectile travels much faster but has the same start-up and recovery.

Magnus

214.A or 214.C
MM Elias 214K.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 N/A Mid - - - - - -

Extremely good grounded projectile. Excellent to finish combos or blockstrings with.

  • 214.B launches a projectile directly in front of Elias. You will use 214.B very often.
  • 214.D is impossible to combo into thanks to it's dash before the projectile comes out.
Dash 214.A or 214.C
MM Elias Dash 214K.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 N/A Mid - - - - - -

The dash enhanced version of Magnus. Has two projectiles instead of one and also has a dash similar to 214.C

If the final projectile doesn't connect it will be unsafe on hit. This happens often in the corner.

Hell or Heaven

41236.B or 41236.D
MM Elias HoHRun.png
start-up
start-up
MM Elias HoH hit.png
on hit
on hit
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
23 11 N/A Mid - - - - - -

This move heals Elias and is great to end combos with to regain a small amount of health.

The healing is also affected by IPS, GUTS, and damage scaling.

Sinful

623.A or 623.C
MM Elias 623P.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 N/A N/A - - - - - -

Very short ranged command grab. Can be used to end combos with or open up turtling opponents.

Super Moves

Stress Shot & Ippatsu Ougi

632146.A or 632146.C
MM Elias Stress Shot 1.png
First hit
First hit
MM Elias Stress Shot 2.png
Second hit
Second hit
Maximum Delirum
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
45 22 N/A Mid - - - - - -

Recovers three times more health than Hell or Heaven.

632146.C has no difference compared to 632146.A except using 2 Stress Meter. I suggest you don't use it.

Combos

Combo Total Damage Permanant Damage Notes
Basic Combos
9.D >> 2.B > 2.B > 3.B (1 hit) xx 41236.B 43 21
9.D >> 2.B > 2.B > 3.B xx 214.A 46 23
9.D >> 2.B > 2.B > 3.B (1 hit) xx 623.A 42 21
9.D >> 2.B > 2.B > 3.B xx 632146.A 59 29 Requires 1 Stress Meter.
9.D >> 2.C > 3.B (1 hit) xx 41236.B 46 23
9.D >> 2.C > 3.B xx 214.A 50 25
9.D >> 2.C > 3.B xx 632146.A 64 32 Requires 1 Stress Meter.
9.D >> 66.P xx 41236.B 47 23
9.D >> 66.P xx 214.P 43 21 DO NOT DO IN CORNER, 2ND HIT OF DASH 214.K WHIFFS AND IS UNSAFE!
9.D >> 66.P xx 632146.A 63 31 Requires 1 Stress Meter
9.D >> 66.P > 3.B (1 hit) xx 41236.B 47 23
9.D >> 66.P > 3.B xx 214.A 52 26
9.D >> 66.P > 3.B xx 632146.A 66 33 Requires 1 Stress Meter.
9.D >> 2.CD xx 41236.B 46 23
9.D >> 2.CD xx 214.A 43 21
9.D >> 2.CD xx 632146.A 64 32 Requires 1 Stress Meter.
6.A xx 214.A 27 18
6.A xx 623.A 29T 14P
6.A xx 632146.A 47 23 Requires 1 Stress Meter.
Intermediate Combos
9.D >> cl.5C > 3.B (1 hit) xx 41236.B 38 19 Does not work in the corner, 3.B whiffs.
9.D >> cl.5C > 3.B (1 hit) xx 214.A 43 21 Does not work in the corner, 3.B whiffs.
9.D >> cl.5C > 3.B xx 632146.A 64 32 Does not work in the corner, 3.B whiffs.
Requires 1 Stress Meter.
9.D >> cl.5C > C xx 632146.A 58 29 Requires 1 Stress Meter.
9.D >> cl.5C (1 hit) > C > 3.B (1 hit) xx 41236.B 44 22
9.D >> cl.5C (1 hit) > C > 3.B (1 hit) xx 214.A 46 23
9.D >> cl.5C (1 hit) > C > 3.B xx 632146.A 59 29 Requires 1 Stress Meter
9.D >> 2.CD > 3.B xx 214.A 46 23 Delay 3.B, 1st hit whiffs.
9.D >> 2.CD > 3.B xx 632146.A 59 28 Delay 3.B, 1st hit whiffs.
Requires 1 Stress Meter.
9.D >> 2.CD > 3.B xx 41236.B 48 24 Delay 3.B, 1st hit whiffs.
Corner Only.
Advanced Combos
9.D >> 2.A ~> 5.C xx 632146.A 55 27 Requires 1 Stress Meter.
2.A ~> 5.C is a Rapid Chain Cancel.
2.A ~> cl.5C (1 hit) > C > 3.B xx 214.A 35 17 2.A ~> cl.5C is a Rapid Chain Cancel.
2.A ~> cl.5C (1 hit) > C > 3.B xx 632146.A 49 24 Requires 1 Stress Meter.
2.A ~> cl.5C is a Rapid Chain Cancel.
2.A ~> cl.5C (1 hit) > C > 3.B xx 41236.B 33 16 2.A ~> cl.5C is a Rapid Chain Cancel.
5.A ~> 2.C > 3.B xx 214.A 39 19 5.A ~> 2.C is a Rapid Chain Cancel.
5.A ~> 2.C > 3.B xx 632146.A 53 26 Requires 1 Stress Meter.
5.A ~> 2.C is a Rapid Chain Cancel.
2.A > 2.A ~> 5.B > 3.B xx 214.A 33 16 2.A ~> 5.B is a Rapid Chain Cancel.
2.A > 2.A ~> 5.B > 3.B (1 hit) xx 41236.B 48 24 2.A ~> 5.B is a Rapid Chain Cancel.
2.A ~> cl.5D > 3.B xx 214.A 41 20 2.A ~> cl.5D is a Rapid Chain Cancel.
2.A ~> cl.5D > 3.B xx 41236.B 36 18 2.A ~> cl.5D is a Rapid Chain Cancel.
2.A ~> cl.5D > 3.B xx 632146.A 55 27 Requires 1 Stress Meter.
2.A ~> cl.5D is a Rapid Chain Cancel.
2.A ~> cl.5C > 3.B xx 214.A 40 20 Corner only.
2.A ~> cl.5C is a Rapid Chain Cancel.
2.A ~> cl.5C > 3.B (1 hit) xx 41236.B 35 17 Corner only.
2.A ~> cl.5C is a Rapid Chain Cancel.
2.A ~> cl.5C > 3.B xx 632146.A 53 26 Corner only. Requires 1 Stress Meter
2.A ~> cl.5C is a Rapid Chain Cancel.
236.A >> 66.K 35 17 Must immediately run after 236.A to follow-up. Fullscreen Only.
236.A >> 66.P xx 214.P 43 21 Must immediately run after 236.A to follow-up. Fullscreen Only.
236.A >> 66.P xx 632146.A 63 31 Must immediately run after 236.A to follow-up. Fullscreen Only.
Requires 1 Stress Meter.


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Anny
Buntaro
Chinnen
Clara
Elias
Hikaru
Jimmy
Jones
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Keith
Lynn
Olof
Poochy
Reiji
Saizo
Sissy
Shintaro
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