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Under Night In-Birth/UNICLR/Eltnum
She slaughters. The path she carved for herself, and those who follow in it. The potential
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.
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.
|Health||Smart Steer Route|
|10400||5A 5B 2B 5C 2C 214A 214C|
|Forward Walk Speed||Backward Walk Speed||Jump Startup||Jump Duration|
|Dash Startup||Initial Dash Speed||Dash Acceleration||Max Dash Speed|
|Backdash Startup||Backdash Duration||Backdash Distance||Backdash Invul|
|1||25||-38255||1-8 Full, 9-10 Throw|
|Throw Width (pixels)||Throw Range (pixels)|
- Has an air throw.
- 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
- Can also cancel into air backdash from some aerial normals
- 5A and 2A can be cancelled on whiff.
- Moves that are special cancellable can be cancelled into backdash.
|Frame Data Help|
|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.|
N = Normal Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
(X) = Hit canceleable only
-X- = Hit or Whiff cancelable
|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
Hollow Point (EX)
Hollow Point (Increase)
Etherlite Air (Air)
Infinite Worth EXS
Tri Hermes Blackland
Notable Rebeats and Gaps
- Eltnum's beginner guide by Tensei and KFL
- Eltnum's combo guide and document
- UNICLR Eltnum changes
- Trill's UNIST combo guide (outdated)
- Hirokawa's combo doc
- #CLR_EL Eltnum Twitter hashtag with different combos, concepts and ideas from different players
Customization Unlocks (2000 IP Each)
Eltnum Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2021-03-21 by Meta.