Under Night In-Birth/UNICLR/Eltnum
“ |
She slaughters. The path she carved for herself, and those who follow in it. The potential |
” |
Story
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... |
” |
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.
More info: Tensei & KFL's Eltnum Primer
Strengths | Weaknesses |
---|---|
|
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Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10400 | 5A 5B 2B 5C 2C 214A 214C | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
800 | -700 | 4 | 42 |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
4 | 2200 | 220 | 3300 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
1 | 25 | -38255 | 1~8 Full 9~10 Throw |
Throw Width (pixels) | Throw Range (pixels) | ||
200 | 100 | ||
Unique Trait |
| ||
Vorpal Trait |
|
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 SE = Self Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable J = Jump Cancelable (Hit cancelable only by default) (X) = Hit cancelable only -X- = 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 |
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160 | Mid | N, SP, EXS, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 12 | 18 | -2 | - |
A mid punch to Eltnum's side.
- Standard all-purpose 5A.
- In Vorpal, 5A can whiff cancel into itself, other normals, or specials to create frame traps. Can also whiff cancel into a backdash cancel.
- Whiff cancelling does not count as a reset string.
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | Mid | N, SP, EXS, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | 18 | 29 | -6 | - |
Standing kick that moves Eltnum slightly foward.
- Mostly used for block strings and combos.
- Good poking tool in neutral.
- Long cancel window, which makes it a great tool during blockstrings. (To learn how it can be utalized during blockstrings check here).
- "2b but slightly worse"
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
580 | Mid | N, SP, EXS, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 4 | 28 | 44 | -11 | - |
Eltnum takes a swing with her whip that covers a fair distance. Also has a follow up with 5C~C
- Doesn't cover assaults or jump ins despite of what the attacks shows, the hitbox doesn't reach very high.
- Poor frame data on block, should generally always be rebeated or followed up with 2C/specials
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
720 | Mid | N, SP, EXS, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
24 | 4 | 28 | 55 | -7 | - |
Increased 5C (5[C]) reaches significantly further, still doesn't cover too high
- Mostly a combo tool with good damage
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450 | Low | N, SP, EXS, CS | Vacuum, Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
22 | 5 | 17 | 43 | +3 | - |
5C follow up, has a gap between attacks and a common knowledge check.
- 5C~C will vacuum the opponent in on block
- 5C~C has a 7 frame gap and can be jumped/assaulted out of to punish Eltnum. 5[C]~C has a 5 frame gap.
- If the opponent respects it, pressure can be reset since it's +3 on block.
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | Low | N, SP, EXS, CS | - | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 12 | 19 | -2 | - |
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.
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
360 | Low | N, SP, EXS, CS | - | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | 4 | 20 | 30 | -8 | - |
Crouching jab that moves forward.
- Notoriously strong counterpoke, good poke in neutral.
- Moves Eltnum forward a great amount.
- Like 5B it has a big cancel window.
- To learn how the move can be used while applying pressure check Eltnum pressure premier: How to shoot the gun 101
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
350, 310 | Low | N, SP, EXS, CS | Launch | - | Strike, Foot (1st Hit) |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 2, (6), 4 | 17 | 41 | -5 | - |
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.
Air Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | High, Air Shield | UNQ, N, SP, EXS, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 8 | 15 [2 on landing] |
30 | Varies [-4 from Assult] | - |
Downward kick that can be used for fast overhead conversions by spending chain shift.
- Can be air backdash cancelled
- From Assault it hits on frame 23 making it a strong tool with CS
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
370 | High, Air Shield | UNQ, N, SP, EXS, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 5 | 15 [3 on landing] |
29 | Varies [0 from Assault] | - |
Horizontal kick with decent range. Has a deceptive hitbox that hits farther back than it looks. Can cross-up and be used as an air-to-air.
- Can be air backdash cancelled
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
510 | High, Air Shield | UNQ, N, SP, EXS, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | 20 [4 on landing] |
36 | Varies [+6 from Assault] | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
975 | High, Air Shield | N, SP, EXS, CS | Launch | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
19 | 4 | 20 [4 on landing] |
43 | Varies [+13 from Assault] | - |
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)
Command Normals
6B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
615 | High | N [hit only], SP, EXS, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
26 | 2 | 25 | 52 | -9 | - |
Eltnum swings her leg and brings it down as an overhead.
- Somewhat telegraphed but can be used to punish and GRD break low shields.
- Can be cancelled into 22A to end safe and gapless.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
950 | High | N, SP, EXS, CS | Ground Bounce | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
33 | 8 | 19 | 59 | -9 | 26-34 Foot |
Increased version of Eltnum's standing overhead, slow but on hit can lead to high damage combos.
- Slower and stronger version, good starter but a really slow one.
- Charged version ground bounces the opponent, is mostly used for combos.
- Can be cancelled into another normals if blocked to keep up pressure or end safe.
- Low crushes at the end of the charge.
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450 | Mid | N, SP, EXS, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 2 | 26 | 36 | -10 | 7-10 Head |
A low swing that launches and your dedicated anti air button.
- Decent anti air button to counter jump ins and assaults, has head invulnerability frames
- Now in CLR you can rebeat from it.
- Can be super jump cancelled, allowing a double jump.
- On Counter Hit it will not allow an air tech, so you can combo into it with ground normals.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520 | Mid | N, SP, EXS, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
18 | 2 | 26 | 45 | -10 | 17-19 Head |
- Can be super jump cancelled, allowing a double jump.
- The increased version also lets you cancel into another normals.
- On hit it gives more time than 3C to confirm it
j.2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
350 | Mid, Air Shield | SP [hit only], EXS, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | Until landing | 11 on landing | Varies | Varies [0 at best] | - |
Eltnum dives at a steep angle to the ground
- Has some uses as a follow up to j.A
- Done as a "Tiger Knee" (8j.2B) it's 0 on block.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
550 | Mid, Air Shield | SP [hit only], EXS, CS | Knockdown | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
19 | Until Landing | 8 on landing | Varies | Varies [+2 at best] | - |
Eltnum dives at a steep angle to the ground stalling a bit in the air
- Normally used in combos and really rare uses as an ender.
- On air hit j.2[B] will spike the opponent to the ground allowing you to OTG.
- From really close to the ground can be positive on block, normally +2 and can be +3.
Dash Moves
66B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640 | Mid | UNQ, SP, EXS, CS | Wall Bounce | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 4 | 13 | 27 | -5 | 10-14 Foot |
Eltnum short hops and then takes a swing with her leg.
- Eltnum is considered to be in the air during this move so it can avoid throws and command grabs
- On hit, this will wall bounce. Can be followed up with 5B almost anywhere on the screen. This it's also considerable easier on Counter Hit.
- Punishable by most cast members, but can be air backdash cancelled on block.
- Also it can be cancelled into j.214A to be safe, though this is easier on big hurtbox characters and harder on thin hurtbox characters.
- Has a potential frametrap option into j.623A on block.
66C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
860 | Mid (1st hit), High (2nd hit) | SP [hit only], EXS, CS | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 4, (10), 8 | 15 | 47 | -5 | 8-14 Foot |
- A rising attack followed by an overhead dive kick.
- Primarily used for combos, but can be used as a risky anti air/overhead.
- Mostly seen as a combo ender into reload.
- Can be used as a high risk anti-air since the hitbox reaches quite high.
Universal Mechanics
Force Function
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
798 | Mid | EX, CS | Wall Bounce | 1 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 2, (6), 5 | 25 | 48 | -6 | 11-21 Head |
Eltnum swings her whip forward while leaping back.
- Not the most useful attack in Eltnum's arsenal, but has some usage as an anti-air. Inferior to 3C due to worse routing as it sends the opponent away
- Requires meter to get a midscreen combo, such as 214C/236C.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1142 | Mid | N, SP, EX, CS | Wall Bounce | 1 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
22 | 3, (6), 4 | 33 | 67 | -1 | 22-34 Head |
Eltnum swings her whip forward while leaping back while reaching further. Now hits twice.
- Charged version hits further forward and can be normal, special or jump cancelled only on the first hit.
- Essentially allows bridging strings back into normals, such as 421B [B+C] 5A.
- Also used in high damage corner combos, mostly from a 22A Counter Hit starter. Trades a GRD block for notable damage increase.
Throw
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1142 | Unblockable | - | Knockdown | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
2 | 1 | 7 on landing | Varies | Varies | - |
She grabs the opponent and throws them diagonally downward.
- When performed as a starter, this can be followed up with a full combo.
- Cannot be comboed off if performed as the second hit. (or consequent hits)
- A+D air throw is unique to Eltnum and Akatsuki.
- Can be used as an anti air since it would be a 6f anti air (considering jump start up) but it doesn't have any kind of invulnerability.
Guard Thrust
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid | - | Launch | 100 EXS, GRD Break | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 5 | 26 | 45 | -12 | 1~15 Full, 16~45 Full on hit |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid | - | Launch | Vorpal | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | 26 | 42 | -12 | 1~12 Full, 13~42 Full on hit |
Blows the opponent away on hit.
- Usable only during blockstun.
- Generally better to use while in Vorpal as it's faster and costs less resources.
Veil Off
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid, Air | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | 2 | 7 (3 on hit) on landing | 58 (53 on hit) | -13 | 1~30 Full |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid, Air | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
68 | 2 | 7 (2 on hit) on landing | 108 (103 on hit) | -14 | 1~91 Full |
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.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid, Air | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
2 | 4 | 20 | 25 | +3 | 1~19 Full |
Cancels an action and launches the opponent high into the air on hit.
- Airborne: 1~25.
- CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
- Including in the air.
- Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
- Has a lot of hitstun, making it easy to combo from.
- Grants an additional bounce if both have been used in the combo so far.
- If the opponent does end up hitting the ground during the combo, damage is prorated.
- Pressing A+B+C can be used for a shortcut for Infinite Worth.
- Used mostly as a way to tack on extra damage, or to reliably close out the round.
Special Moves
Air Backdash
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 16 | - | - |
- Can be cancelled into from j.A, j.B, j.C, j,[C], 66B, 421C (Hit) and air assault
- Can only be used once per jump
- Causes assault scaling and is affected by cross-up protection
- Mostly used mid combos for CLR routes.
Hollow Point
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
650 | Mid, Air | EX [whiff OK], CS [whiff OK] | - | 1 Bullet | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 2 | 31 | 43 | -3 | - |
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.
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.
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.
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.
Hollow Point (EX)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1539 | Mid, Air | CS | Wall Bounce | 1 Bullet, 100 EXS | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 22 | 44 | 77 | -12 (-4~-8) | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1845 | Mid, Air | CS | Wall Bounce | 1 Bullet, 100 EXS | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 22 | 44 | 77 | -12 (-4~-8) | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2387 | Mid, Air | CS | Wall Bounce | 1 Bullet, 100 EXS | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 26 | 44 | 81 | -12 (-4~-8) | - |
Eltnum fires a full screen horizontal laser that causes a wall bounce. Will perform a reload afterwards.
- Can easily be used as a full screen punish or a metered confirm from 236A/B.
- Can be comboed off of in most cases after the reload.
- Gains additional damage (and visual effect) with an enhanced bullet.
- Has a fully enhanced version which requires all 13 enhanced bullets, doing significantly more damage.
- -4 to -8 frame advantage is with enhanced reload
Hollow Point (Increase)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
820 | Mid, Air | EX [whiff OK], CS [whiff OK] | Launch | 1 Bullet | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
24 | 4, 4, 5 | 20 | 56 | -4, 0, +4 | - |
Eltnum fires a ricochet shot 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.
- Can catch people jumping or doing aerial moves from afar
- At fullscreen you can confirm with 236C even on a non counter hit
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
820 | Mid, Air | EX [whiff OK], CS [whiff OK] | Launch | 1 Bullet | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 | 4, 4, 5 | 13 | 46 | +3, +7, +11 | - |
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
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
820 | Mid, Air | EX [whiff OK], CS [whiff OK] | Ground Bounce | 1 Bullet | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
24 | 4, 4, 5 | 22 | 58 | -6, -2, +2 | - |
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.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
820 | Mid, Air | EX [whiff OK], CS [whiff OK] | Ground Bounce | 1 Bullet | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
24 | 4, 4, 5 | 16 | 52 | 0, +4, +8 | - |
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
Etherlite Air
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1452 | Mid | EX [whiff OK], CS [whiff OK] | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 17 | 28 | 49 | -15 | 1-16 Head, Dive |
Rising attack with her whip. If EX or CS canceled early enough, Eltnum will stay grounded.
- Can be used on the first hits with CS to meaty.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1712 | Mid | CS [hit only] | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 19 | 34 | 57 | -25 | 1-9 Full, 10-23 Head, Dive |
Similar to the A version, but fully invincible on startup. Your standard DP move.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1992 | Mid | CS [hit only] | Launch | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
3 | 17, (5), 8 | 42 | 74 | -29 | 1-27 Full |
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
Etherlite Air (Air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1560 | Mid, Air | EX [whiff OK], CS [whiff OK] | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | 11 | 11 | 28 | +2 ~ -3 | 5~17 Head |
Rising attack with her whip.
- Eltnum will air recover
- Only usable once per air jump
- Is air blockable, but only the A version.
- TK 623A is plus on block being +2
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1798 | Mid | CS [hit only] | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | 14 | Until landing | - | -25 ~ -35 | 1~20 Head |
Rising attack with her whip. Standard DP move but this time in the air
- It is Air Unblockable
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1992 | Mid | CS [hit only] | Knockdown | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 16 | Until Landing | - | -32 ~ -59 | 1~28 Full, 1~3 / 8~9 Throw |
Rising attack with her whip. EX version
- It is Air Unblockable
- Eltnum drags the opponent to the ground
- Some uses as a combo ender in full resources combos
Etherlite Ground
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | Low | EX, CS | Knockdown | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 4 | 24 | 40 | -8 | - |
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
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
960 | Low | EX, CS | Knockdown | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
18 | 4 | 27 | 48 | -11 | - |
Similar to the A version but reaches further.
- 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
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.
Cutting Sync
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | No Collision | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 30 | - | 4-21 Projectile, 8-21 Throw |
Eltnum ducks and moves forward. You can pass through opponents.
- Anti projectile move since it can pass through them
- Used in side switch combos
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
931 | Mid | N [hit only], SP, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
25 | 2, (2), 3 | 26 | 57 | -11 | 6-24 Projectile, 10-20 Throw |
Like the A version, but does a kick afterwards. Normal and jump cancelable on hit, but not on block.
- Used as an anti projectile move and way of approaching, also a good combo starter
- Can be special cancelled to remain safe.
- Most used as a combo tool. Also some rare uses as a risky pressure extender.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1629 | Mid | UNQ [hit only], N [hit only], SP [hit only], CS [hit only] | Launch | 100 EXS | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | 13 | 34 | 53 | -20 | 1-3 Full, 4-19 Strike |
Reversal that moves forward quicker with a multi-hit kick.
- Great reversal since it can lead into a full combo.
- Whiffs when opponents are near you and in the air.
- Cancellable into air options on hit.
- Vulnerable to A+D throws frames 4~6, but remains invulnerable against command grabs through frame 19.
Warning Shot
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 (1100) | - | Low | EX [whiff OK], CS [whiff OK] | Tumble on Counter | 1 Bullet |
Startup | Active | Recovery | Overall | Advantage | Invul |
0 | 10 | 2 [26 on landing] |
- | 37 | -1 |
Eltnum takes 1 low shot in front of her feet.
- A godsend as a punish tool, incurs tumbling hitstun on counter hit with great damage proration which makes it Eltnum's best starter.
- Can be used to frame trap when delay cancelling from normals.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1085 (1433) | - | Mid | EX [whiff OK], CS [whiff OK] | - | 5 Bullets |
Startup | Active | Recovery | Overall | Advantage | Invul |
0 | 17 | 28, (1), 2 [19 on landing] |
- | 66 | +8 |
Similar to the A version, but uses 5 bullets and hits mid.
- Mainly used in combos, so keep an eye on your bullets.
- Because this uses 5 bullets, it is an expensive pressure reset tool, but it is plus frames on demand.
Reload
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 44 (Normal) 30 (Clip Already Full)
~39 (Forced Reload) |
0 | 0 |
Eltnum reloads her 13 bullets.
- 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.
Slide Air
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | Mid, Air Shield | CS [hit only] | Knockdown | - | Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | Until Landing | 10 on landing | Varies | Varies [+7 at best] | 0 |
Eltnum dives and on hit, grabs the opponent to slam them into the ground. Slam direction can be changed with left/right direction input.
- Can be special cancelled, namely into 214C midscreen and 421C in the corner.
- Can be converted off resources and CS for a combo but uses one bounce.
- Tiger Knee j.214A (TK) is +7 on block. No longer horribly punishable on shield as of CLR.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1279 | Unblockable | CS [hit only] | Knockdown | - | Dive, Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
28 | Until Landing | 19 on landing | Varies | - | - |
Eltnum dives and on hit, grabs the opponent to slam them into the ground. Slam direction can be changed with left/right direction input.
- j.214B is significantly slower, (and significantly more recovery) but is an unblockable grab.
- Cannot hit airborne opponents.
- Unlike the A version, it is only comboable from CS.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1938 | Mid | CS | Knockdown | 100 EXS | Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | Until landing | 9 on landing | Varies | +8 ~ +2 [+8 at best] | 0 |
Similar to the other versions, but will slam the opponent multiple times.
- Most common metered ender since CLR
- You can choose which side does every hit with left and right
- Leaves decent knockdown for a perfect reload and a meaty
Super Moves
Infinite Worth
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3063 | Mid | - | Knockdown | 200 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | - | - | 104 | -22 | 1-31 Full, 32-45 Strike |
Infinite Worth EXS
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3750 | Mid, Air | - | Knockdown | 200 EXS, Vorpal or GRD Break | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+15 | 6 | 46 | 67 | -25 | 1~26 Full |
Eltnum becomes surrounded by a pillar of light which goes into a cinematic on hit.
- Must have less than 30% health (orange health) to use.
- After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
- Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5C/2C/5B/2B | 5A | -3 |
5C/2C/5B/2B | 2A | -4 |
5[C]/3C/3[C] | 5A | -1 |
5[C]/3C/3[C] | 2A | -2 |
[FF](1) | 5A | -1 |
[FF](1) | 2A | -2 |
Attack | Chain | Frame Gap |
---|---|---|
5A/2A | 5C/2C | 2f |
5A/2A | 3[C] | 7f |
5B/2B | 3[C] | 3f |
5B/2B | 236[A] | 9f |
2C(1) | 236[A] | 3f |
3C/3[C] | 236[A] | 7f |
[FF](1) | 236[A] | 7f |
5C/2C | 236[A] ENH | 6f |
5B/2B | 236[A] ENH | 6f |
3C/3[C] | 236[A] ENH | 4f |
[FF](1) | 236[A] ENH | 4f |
3C/3[C] | [FF](1) | 5f |
2C(1) | [FF](1) | 1f |
5C/2C | 214B | 3f |
5[C] | 214B | 1f |
Videos
External Links
- Eltnum's beginner guide by Tensei and KFL
- Tensei's combo guide and document
- UNICLR Eltnum changes
- Trill's UNIST combo guide (outdated)
- Hirokawa's combo doc
- Eltnum pressure guide/premier by Meta
- #CLR_EL Eltnum Twitter hashtag with different combos, concepts and ideas from different players
Notable Players
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.
| |
Magnets | United States |
Semi-Active | Top US Eltnum that has performed well in tournaments in UNIST days and still active in UNICLR. Well rounded player with a strong gameplan thats mostly offensive. Not much CLR footage or streams.
| |
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.
| |
UNICLR Player | United States |
Inactive | 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.
| |
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 Eltnums divekicks.
| |
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.
| |
OmniDeag | United States |
Active | 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.
|
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
DLC Colors
Eltnum Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2024-01-18 by RadMadDad.
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