She slaughters. The path she carved for herself, and those who follow in it. The potential
hidden within the have-nots, she has come to witness for herself. The threads of fate play a
trick, and the actress must once more perform. The perfect distraction from certain boredom.
Until the curtains rise on her stage once more.
A mysterious girl who is said to have saved a city from a dark vampire, once upon a time… At least, in appearance. Aside from the fact that she calls herself “Eltnum”, no one knows anything about this character. She suddenly appeared in the dark night, and then returned to darkness equally as fast, earning her the title of “Wanderer”. The Night of a city, which she claims to be her territory. It has become her mission to educate the young rookies in the strict ways of her industry.
“
My goodness...
Amateurs like you have no idea what I've seen in my years...
”
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.
As well equipped as she is, Eltnum will struggle against a majority of stronger neutral characters in UNICLR. 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.
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.
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.
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.
Weak to Shielding: Eltnum struggles to hard punish green shields during her pressure with throws due to her normals having poor frame advantage on block and her telegraphed specials. Opponents can green shield Eltnum’s B and C buttons, forcing Eltnum to either slow her pressure down with no cancels to bait green shields and give them an opportunity to abare out, or continue her pressure and risk losing Vorpal. Many of her plus-on-block options are easily nullified by shields, making her pressure weaker against experienced opponents.
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.
Has 13 bullets indicated by a gauge below Eltnum's health bar.
When using gun moves, bullets are consumed.
When reloading bullets manually or by consuming all bullets, a reload gauge appears below the bullet gauge.
During manual reload, if a button press is timed properly in the white area of the reload gauge, bullets reloaded will become purple which have enhanced properties.
Can influence air momentum (Aerial Drift) by holding 4 or 6 after an 8 jump (neutral and super jump cancel off 3C).
Can air backdash by inputting 44 or 4AB while aerial.
Can also cancel into air backdash from some aerial normals.
Vorpal Trait
5A and 2A can be cancelled on whiff.
Moves that are special cancellable can be cancelled into backdash.
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 SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable X [hit only] = Hit canceleable only X [whiff OK] = 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
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.
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.
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)
Universal reversal that blows the opponent back on hit.
Airborne: 1~52, Standing: 53~59.
For Full Charge version: Airborne: 1~101, Standing: 102~108.
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).
You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
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.
236A Enhanced
Damage
Guard
Cancel
Property
Cost
Attribute
850
Mid, Air
EX [whiff OK], CS [whiff OK]
-
1 Bullet
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
11
2
26
38
+1
-
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.
236B Normal
Damage
Guard
Cancel
Property
Cost
Attribute
884
Mid, Air
EX [whiff OK], CS [whiff OK]
-
3 Bullets
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
13
2, (7), 2, (10), 2
34
69
-6
-
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.
236B Enhanced
Damage
Guard
Cancel
Property
Cost
Attribute
1208
Mid, Air
EX [whiff OK], CS [whiff OK]
-
3 Bullets
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
13
2, (7), 2, (10), 2
34
64
-1
-
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.
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
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.
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
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
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
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
214C
Damage
Guard
Cancel
Property
Cost
Attribute
1850
Low, Air
CS
Restand
100 EXS
Strike, Foot
Startup
Active
Recovery
Overall
Advantage
Invul
10
7
22
38
-9
-
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.
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.
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
Senaru
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.
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)
Muon
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.
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)
Tensei
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)
Vynis
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.
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.