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, especially with counter hits.
  • Can convert off almost anything with 100 meter or chain shift.
  • Strong defensive options, including a metered DP that leads to a full combo.
  • Decent air options, such as an invincible air DP.
  • 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.
  • Good anti-zoning options with good reward on hit.
  • Rising j.A hits the deepest, only always whiffs on two characters.
  • Vorpal trait makes rebeat pressure scarier--can threaten to whiff cancel rebeats or not, giving an extra layer to the pressure.
  • Most strong pokes outside of 236A are low; prone to getting low crushed/assaulted.
  • Is prone to being zoned out, relies on winning GRD to get in against zoners.
  • High skill ceiling requiring strong GRD control and consistent execution, dropping combos will prevent reloads which hinders her damage, neutral and pressure.
  • Lacks a metered special to extend pressure with.
  • 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

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
  • Can perform 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 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

Normal Moves

Standing Normals

5A
UNI Eltnum 5A.png
UNI Eltnum 5A HB.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. Can also whiff cancel into a backdash cancel.
  • Whiff cancelling does not count as a reset string.
Toggle Hitboxes
Toggle Hitboxes
5B
UNI Eltnum 5B.png
UNI Eltnum 5B HB.png
Godlike Footsies Button
Godlike Footsies Button
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"
Toggle Hitboxes
Toggle Hitboxes
5C
UNI Eltnum 5C.png
5C
5C
UNI Eltnum 5CC.png
5CC
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 -

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
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 -

Increased 5C (5[C]) reaches significantly further, still doesn't cover too high

  • Mostly a combo tool with good damage
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 -

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
UNI Eltnum 2A.png
UNI Eltnum 2A HB.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. Can also whiff cancel into a backdash cancel.
Toggle Hitboxes
Toggle Hitboxes
2B
UNI Eltnum 2B.png
UNI Eltnum 2B HB.png
Great starter, greater abare tool
Great starter, greater 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.

Toggle Hitboxes
Toggle Hitboxes
2C
UNI Eltnum 2C 1.png
UNI Eltnum 2C 1 HB.png
1st hit
1st hit
UNI Eltnum 2C 2.png
UNI Eltnum 2C 2 HB.png
2nd hit
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, and both can be special cancelled/backdash cancelled. 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)
Toggle Hitboxes
Toggle Hitboxes

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
  • From Assault it hits on frame 23 making it a strong tool with CS
j.B
UNI Eltnum j.B.png
UNI Eltnum j.B HB.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
Toggle Hitboxes
Toggle Hitboxes
j.C
UNI Eltnum j.C.png
UNI Eltnum j.C HB.png
j.C
j.C
UNI Eltnum j.-C- HB .png
j.[C]
j.[C]
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 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)
Toggle Hitboxes
Toggle Hitboxes

Command Normals

6B
UNI Eltnum 6B.png
UNI Eltnum 6B HB.png
6B
6B
UNI Eltnum 6-B- 1 HB.png
6[B]
6[B]
UNI Eltnum 6-B- 2 HB.png
6B
Normal
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.
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

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.
Toggle Hitboxes
Toggle Hitboxes
3C
UNI Eltnum 3C.png
UNI Eltnum 3C HB.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

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.
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
  • 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
Toggle Hitboxes
Toggle Hitboxes
j.2B
UNI Eltnum j.2B.png
j.2B
Normal
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.
j.2[B]
Increased
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

[+3 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
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.

  • 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
UNI Eltnum 66C.png
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

Etherlite Shift
エーテライト・シフト
B+C
UNI Eltnum BC.png
Normal
Normal
UNI Eltnum BC IC.png
Increase
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 -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.
[B+C]
Increased
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
Throw
投げ
A+D
UNI Eltnum AD.png
UNI Eltnum AD HB.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.

Toggle Hitboxes
Toggle Hitboxes
Air Throw
Air Throw
空中投げ
j.A+D
UNI Eltnum j.AD.png
UNI Eltnum j.AD HB.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 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.
Toggle Hitboxes
Toggle Hitboxes
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.

  • 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.
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.

  • 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

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
- - - 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.
236X
Hollow Point
ホローポイント
236X
UNI Eltnum 236X.png
Great round start option
Great round start option
236A
Normal
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.
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.
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 (-4~-8) -
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 (-4~-8) -
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 (-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
IC 236X
Hollow Point (Increase)
ホローポイント
236[X]
UNI Eltnum 236A IC.png
A version
A version
UNI Eltnum 236B IC.png
B version
B version
236[A]
Normal
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
236[A]
Enhanced
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, +8, +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
236[B]
Normal
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.
236[B]
Enhanced
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
623X
Etherlite Air
エーテライト・エア
623X
UNI Eltnum 623X.png
UNI Eltnum 623a 1 HB.png
UNI Eltnum 623a 2 HB.png
UNI Eltnum 623a 3 HB.png
623A
623A
623A Damage Guard Cancel Property Cost Attribute
1452 Mid EX [whiff OK], CS [whiff OK] 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.

  • Can be used on the first hits with CS to meaty.
623B 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.

623C 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
Toggle Hitboxes
Toggle Hitboxes
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 [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
623B 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
623C 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
214X
Etherlite Ground
エーテライト・グランド
214X
UNI Eltnum 214X.png
UNI Eltnum 214a 1 HB.png
UNI Eltnum 214a 2 HB.png
214A
214A
UNI Eltnum 214b 1 HB.png
UNI Eltnum 214b 2 HB.png
214B
214B
UNI Eltnum 214c 1 HB.png
UNI Eltnum 214c 2 HB.png
214C
214C
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.
  • 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
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.
  • 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.
Toggle Hitboxes
Toggle Hitboxes
421X
Cutting Sync
カッティング・シンク
421X
UNI Eltnum 421X 1.png
UNI Eltnum 421b 1 HB.png
Duck/Knee
Duck/Knee
UNI Eltnum 421X 2.png
UNI Eltnum 421b 2 HB.png
421B Kick
421B 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.

  • Anti projectile move since it can pass through them
  • Used in side switch combos
421B 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.
421C 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
Toggle Hitboxes
Toggle Hitboxes
22X
Warning Shot
威嚇射撃
22X
UNI Eltnum 22X.png
Top class Counter Hit starter
Top class Counter Hit starter
22A
(Enhanced)
Damage Guard Cancel Property Cost Attribute
800

(1100)

Low EX [whiff OK], CS [whiff OK] 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 which makes it Eltnum's best starter.
  • Can be used to frame trap when delay cancelling from normals.
22B
(Enhanced)
Damage Guard Cancel Property Cost Attribute
1085

(1433)

Mid EX [whiff OK], CS [whiff OK] - 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, it is an expensive pressure reset tool, but it is plus frames on demand.
22C
Reload
リロード
22C
UNI Eltnum 22C.png
RELOAD
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.214X
UNI Eltnum j.214X.png
UNI Eltnum j.214a HB.png
j.214a
j.214a
UNI Eltnum j.214b HB.png
j.214b
j.214b
UNI Eltnum j.214c.png
j.214c
j.214c
214A 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]

-

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.
214B 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.
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 +8 ~ +2

[+8 at best]

-

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
Toggle Hitboxes
Toggle Hitboxes

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+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

Rebeat Table
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
Gap Table
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

Eltnum Tutorial by Magnets

External Links

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
UNI Color Eltnum 21.png
Senaru Japan
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.
UNI Color Eltnum 10.png
Magnets United States
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 that’s mostly offensive. Not much CLR footage or streams.
  • Match Videos (Most of the footage is from UNIST, few from UNICLR)
UNI Color Eltnum 29.png
Muon Japan
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.
UNI Color Eltnum 17.png
UNICLR Player United States
United States
Semi-Active 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)
UNI Color Eltnum 20.png
Mooncookies United States
United States
Semi-Active Eltnum labber and with good defensive awarness to get out of pressure. Not much footage but very good player.
UNI Color Eltnum 26.png
Tensei United States
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)
UNI Color Eltnum 2.png
dmcAxle Canada
Canada
Active Very well rounded player from Canada with a clean and methodical gameplay, good amount of high level UNICLR footage.
  • Match Videos (All footage is from UNICLR)
  • Available in the main Under Night discord to answer any UNI gameplay related questions.
UNI Color Eltnum 21.png
Vynis United States
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.

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

DLC Colors

031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors
036 Royal Calibur
037 Stella Nest
038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast


Eltnum Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2021-11-27 by Vyspeiro.

53% complete
Page Completed To-do Score

Overview

  • Created base page with basic formatting
  • Add gameplay summary, frame data and new moves.
  • Review preliminary frame data
  • Remove ST data
30/50
Strategy
  • Created base pages
  • Fill in Strategies
0/25
Combos
  • Added Combos
  • We have more than enough combos, could add more though
23/25


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