Under Night In-Birth/UNICLR/Eltnum

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Profile-eltnum.png

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.

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...
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.

More info: Tensei & KFL's Eltnum Primer


Strengths Weaknesses
  • Scary close range pressure.
  • Fast running dash.
  • Multiple plus on block moves.
  • High corner carry in almost all combos.
  • With enhanced bullets, above average damage output.
  • Can convert off almost anything with 100 meter or chain shift.
  • Arguably strongest vorpal trait in the game.
  • Meterless reversal (B DP) and combo-able EX reversal (421C)
  • Multiple dive kicks to pressure the opponent with.
  • 6B overhead which can made safe on block with special cancels.
  • Fast air throw with high reward.
  • Fast gunshot projectiles which act as extended hitboxes.
  • Strong punish game with 22A counter hit.
  • Strong anti-zoning options with good reward on hit.
  • Slow 2C which has a large hurtbox; extremely prone to getting assaulted or whiff punished.
  • Most strong pokes outside of 236A are low; extremely prone to getting low crushed by the opponent.
  • Is prone to being zoned out, relies on winning GRD to get in against zoners.
  • High skill ceiling requiring strong GRD control and discipline, is much weaker without GRD compared to most characters.
  • Lacks a metered special to extend pressure with.
  • Requires consistent execution, dropping combos will also prevent reloading which will hinder future combos/neutral game.
  • Requires creativity and good risk/reward understanding to make the opponent unaware of when her pressure is actually over.
  • All plus frame moves are telegraphed, bringing risk to GRD upon using them repeatedly.
  • Poor advantageous matchup spread, but can go even with a majority of the cast.

Character Stats

10400 5A 5B 2B 5C 2C 214A 214C 800 -700 4 42 4 2200 220 3300 1 25 -38255 1-8 Full, 9-10 Throw

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

Unique Trait

  • 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


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.
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

Normal Moves

Standing Normals

5A
UNI Eltnum 5A.png
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
  • Whiff cancelling does not count as a reset string.
5B
UNI Eltnum 5B.png
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.
5C
UNI Eltnum 5C.png
5C
UNI Eltnum 5CC.png
5CC
5C
Normal
Damage Guard Cancel Property Cost Attribute
580 Mid N, SP, EXS, CS - - Strike
Startup Active Recovery Overall Advantage Invul
13 4 28 44 -11 -
5[C]
Increased
Damage Guard Cancel Property Cost Attribute
720 Mid N, SP, EXS, CS - - Strike
Startup Active Recovery Overall Advantage Invul
24 4 28 55 -7 -
5C~C
Followup
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 -

Eltnum takes a swing with her whip that covers a fair distance.

  • Increased 5C reaches significantly further
  • 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.

Crouching Normals

2A
UNI Eltnum 2A.png
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.
2B
UNI Eltnum 2B.png
Abare tool
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.
2C
UNI Eltnum 2C 1.png
1st hit
UNI Eltnum 2C 2.png
2nd hit
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

Air Normals

j.A
UNI Eltnum j.A.png
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 Assault]

-

Downward kick that can be used for fast overhead conversions by spending chain shift.

  • Can be air backdash cancelled
j.B
UNI Eltnum j.B.png
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
UNI Eltnum j.C.png
j.C
Normal
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]

-
j.[C]
Increased
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 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.
  • j.[C] will do 750 damage when performed from a grounded assault.

Command Normals

6B
UNI Eltnum 6B.png
6B
Normal
Damage Guard Cancel Property Cost Attribute
615 High (N), SP, EXS, CS - - Strike
Startup Active Recovery Overall Advantage Invul
26 2 25 52 -9 -
6[B]
Increased
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

Eltnum swings her leg and brings it down as an overhead.

  • Somewhat telegraphed but can be used to punish and GRD break low shields.
  • Charged version ground bounces the opponent, is mostly used for combos.
3C
UNI Eltnum 3C.png
3C
Normal
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
3[C]
Increased
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

A low swing that launches.

  • Both versions can be super jump cancelled, allowing a double jump.
  • Can be used to stuff grounded assault attempts.
j.2B
UNI Eltnum j.2B.png
j.A j.2[B] x N
j.2B
Normal
Damage Guard Cancel Property Cost Attribute
350 Mid, Air Shield (SP), EXS, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
12 Until landing [11 on landing] Varies Varies

[0 at best]

-
j.2[B]
Increased
Damage Guard Cancel Property Cost Attribute
550 Mid, Air Shield (SP), EXS, CS Knockdown - Strike, Head
Startup Active Recovery Overall Advantage Invul
19 Until Landing [8 on landing] Varies Varies

[+3 at best]

-

Eltnum dives at a steep angle to the ground

  • On air hit j.2[B] will spike the opponent to the ground allowing you to OTG.

Dash Moves

66B
UNI Eltnum 66B.png
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.

  • On hit, this will wall bounce. Can be followed up with 5B almost anywhere on the screen.
  • Punishable by many cast members, but can be air backdash cancelled on block.
66C
UNI Eltnum 66C.png
Damage Guard Cancel Property Cost Attribute
860 Mid (1st hit), High (2nd hit) (SP), 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.

Universal Mechanics

Force Function

Etherlite Shift
エーテライト・シフト
B+C
UNI Eltnum BC.png
Normal
UNI Eltnum BC IC.png
Increase
B+C
Normal
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 -12 11-21 Head
[B+C]
Increased
Damage Guard Cancel Property Cost Attribute
1142 Mid N, SP, EX, CS Wall Bounce 0.5 GRD Strike
Startup Active Recovery Overall Advantage Invul
22 3, (6), 4 33 67 -7 22-34 Head

Eltnum swings her whip forward while leaping back. Mostly a combo tool.

  • Charged version hits further forward and can be normal, special or jump cancelled only on the first hit.
Throw
Throw
投げ
A+D
UNI Eltnum AD.png
Damage Guard Cancel Property Cost Attribute
1621 Unblockable - Knockdown - Throw
Startup Active Recovery Overall Advantage Invul
4 1 22 26 +33 -

Eltnum kicks the opponent away.

Air Throw
Air Throw
空中投げ
j.A+D
UNI Eltnum j.AD.png
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 combo.
  • Cannot be comboed off if performed as the second hit. (or consequent hits)
  • A+D air throw is unique to Eltnum and Akatsuki.
Guard Thrust
Guard Thrust
ガードスラスト
214D
UNI Eltnum 3C.png
214D
Normal
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
214D
Vorpal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch Vorpal Strike
Startup Active Recovery Overall Advantage Invul
12 5 26 42 -12 1~15 Full,
16~45 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
Veil Off
ヴェールオフ
A+B+C
UNI Eltnum ABC.png
A+B+C
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
20 2 [7 (3 on hit) on landing] 58 (54 on hit) -13 1~30 Full
A+B+C
Full Charge
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 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.

  • 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.
A+B+C
Cross Cast
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS, Vorpal 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.

  • Usable only when you'd be able to use chain shift.
  • 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

j.44
Air Backdash
空中バックダッシュ
j.44
UNI Eltnum j.44.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
  • 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
236X
Hollow Point
ホローポイント
236X
UNI Eltnum 236X.png
Every round start
236A
Normal
Damage Guard Cancel Property Cost Attribute
650 Mid, Air -EX-, -CS- - 1 Bullet Projectile
Startup Active Recovery Overall Advantage Invul
11 2 31 43 -3 -
236A
Enhanced
Damage Guard Cancel Property Cost Attribute
850 Mid, Air -EX-, -CS- - 1 Bullet Projectile
Startup Active Recovery Overall Advantage Invul
11 2 26 38 +1 -

Eltnum shoots one shot that travels round start distance. This attack has little duration but is very safe on block. The enhanced version is plus, allowing pressure to be continued. Consumes 1 bullet.

236B
Normal
Damage Guard Cancel Property Cost Attribute
884 Mid, Air -EX-, -CS- - 3 Bullets Projectile
Startup Active Recovery Overall Advantage Invul
13 2, (7), 2, (10), 2 34 69 -6 -
236B
Enhanced
Damage Guard Cancel Property Cost Attribute
1208 Mid, Air -EX-, -CS- - 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.

236C
Hollow Point (EX)
ホローポイント
236C
UNI Eltnum 236C.png
236C
Normal
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 -
236C
Partially Enhanced
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 -
236C
Fully Enhanced
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 -

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.
IC 236X
Hollow Point (Increase)
ホローポイント
236[X]
UNI Eltnum 236A IC.png
A version
UNI Eltnum 236B IC.png
B version
236[A]
Normal
Damage Guard Cancel Property Cost Attribute
820 Mid, Air -EX-, -CS- Launch 1 Bullet Projectile
Startup Active Recovery Overall Advantage Invul
24 4, 4, 5 20 56 -4, 0, +4 -
236[A]
Enhanced
Damage Guard Cancel Property Cost Attribute
820 Mid, Air -EX-, -CS- Launch 1 Bullet Projectile
Startup Active Recovery Overall Advantage Invul
21 4, 4, 5 13 46 +3, +8, +11 -
236[B]
Normal
Damage Guard Cancel Property Cost Attribute
820 Mid, Air -EX-, -CS- Ground Bounce 1 Bullet Projectile
Startup Active Recovery Overall Advantage Invul
24 4, 4, 5 22 58 -6, -2, +2 -
236[B]
Enhanced
Damage Guard Cancel Property Cost Attribute
820 Mid, Air -EX-, -CS- 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 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.

623X
Etherlite Air
エーテライト・エア
623X
UNI Eltnum 623X.png
623A Damage Guard Cancel Property Cost Attribute
1452 Mid -EX-, -CS- Launch - Strike
Startup Active Recovery Overall Advantage Invul
6 17 28 49 -15 1-16? Head, Dive

Rising attack with her whip. If EX or CS canceled early enough, Eltnum will stay grounded.

623B Damage Guard Cancel Property Cost Attribute
1712 Mid (CS) 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.

623C Damage Guard Cancel Property Cost Attribute
1992 Mid (CS) 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.

623X
Etherlite Air (Air)
エーテライト・エア
j.623X
UNI Eltnum 623X.png
623A Damage Guard Cancel Property Cost Attribute
1560 Mid, Air -EX-, -CS- Launch - Strike
Startup Active Recovery Overall Advantage Invul
- - - - +2 5-? Head
  • Eltnum will air recover
  • Only usable once per air jump
  • Is air blockable, but only the A version.
623B Damage Guard Cancel Property Cost Attribute
1798 Mid (CS) Launch - Strike
Startup Active Recovery Overall Advantage Invul
- - Until Landing + ? - - 1-? Head
623C Damage Guard Cancel Property Cost Attribute
1992 Mid (CS) Knockdown 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
- - Until Landing + ? - - 1-? Full
  • Eltnum drags the opponent to the ground
214X
Etherlite Ground
エーテライト・グランド
214X
UNI Eltnum 214X.png
214A 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.
  • Can be consistently comboed off of on a raw 214A hit with microdash 2B.
214B 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.
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 so it gives you the options to follow up with a combo or go for a reset.

421X
Cutting Sync
カッティング・シンク
421X
UNI Eltnum 421X 1.png
Duck
UNI Eltnum 421X 2.png
421B/C Kick
421A 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.

421B Damage Guard Cancel Property Cost Attribute
931 Mid (N), 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.

421C Damage Guard Cancel Property Cost Attribute
1629 Mid (UNQ), (N), (SP), (CS) 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.

  • Can lead into a full combo.
  • Cancellable into air options on hit
22X
Warning Shot
威嚇射撃
22X
UNI Eltnum 22X.png
Don't move
22A
(Enhanced)
Damage Guard Cancel Property Cost Attribute
800

(1100)

Low -EX-, -CS- Tumble on Counter 1 Bullet Projectile
Startup Active Recovery Overall Advantage Invul
10 2 26 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.
  • Can be used to frame trap when delay cancelling from normals.
22B
(Enhanced)
Damage Guard Cancel Property Cost Attribute
1085

(1433)

Mid -EX-, -CS- - 5 Bullets Projectile
Startup Active Recovery Overall Advantage Invul
17 28, (1), 2 19 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, you might not want to use this for blockstrings.
22C
Reload
リロード
22C
UNI Eltnum 22C.png
RELOAD
22C Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 44 (Normal)

30 (Clip Already Full)

~39 (Forced Reload)

- -

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.
j.214X
Slide Air
スライド・エア
j.214A
UNI Eltnum j.214X.png
RIP j.214A BDC
7/20/2017-2/20/2020
214A Damage Guard Cancel Property Cost Attribute
1500 Mid, Air Shield (CS) Knockdown - Dive
Startup Active Recovery Overall Advantage Invul
12 Until Landing [10 on landing] Varies Varies

[+7 at best]

-

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.
214B Damage Guard Cancel Property Cost Attribute
1279 Unblockable (CS) 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.
  • Cannot be special cancelled off of, can be CS cancelled on hit.
214C 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 Varies

[+8 at best]

-

Similar to the other versions, but will slam the opponent multiple times.

Super Moves

Infinite Worth

Barrel Replica
バレルレプリカ
41236D
UNI Eltnum 41236D.png
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

Eltnum supports her body in place with etherlite then fires a huge beam.

Infinite Worth EXS

Tri Hermes Blackland
トライヘルメス・ブラックランド
A+B+C+D
UNI Eltnum ABCD.png
Damage Guard Cancel Property Cost Attribute
3750 Mid, Air - Knockdown 200 EXS, Vorpal or GRD Break Strike
Startup Active Recovery Overall Advantage Invul
1+14 6 47 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

Rebeat Table
Attack Chain Advantage
5C 5A -x
X X X
X X X
Gap Table
Attack Chain Frame Gap
5A 5C x
X X X
X X X

Videos

External Links

Colors

Default Unlocks

001 Alchemist
002 Black Barrel
003 Fleeting Lover
004 Great Sphynx
005 Fang and Nail
006 Transylvania Ghost
007 Wing of Horus
008 Aswan Falucca
009 Psycho Garden
010 Living Dead

Customization Unlocks (2000 IP Each)

011 Dunkelheit
012 Burn Gem
013 Nostalgia
014 Silence Iceberg
015 Neo Venus
016 Bello Girasole
017 Summer Vacation
018 Amore Pesco
019 Jet Black
020 Snow Fairy
021 Celadon Narcissus
022 Nile Over Knee
023 Girl Scout
024 Somei Yoshino
025 Desert Platoon
026 Blanc Neige
027 Gloom Neon
028 Peacock Leaf
029 Vivid Navy Blue
030 Phantasmal Candle


Eltnum Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2020-07-05 by Johhny.

31% complete
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Overview

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Combos
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