Under Night In-Birth/UNIEL/Eltnum

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Eltnum

Introduction

Cool ground-based versatile character that's both A tier and S tier at the same time.

Story

Unique Trait/Health

Eltnum has two unique traits. The first is whiff cancellable lights in vorpal. The second is her Bullet gauge.
If you look under Eltnums health you'll see a unique meter that displays twelve bullets and a horizontal meter underneath that with a white section. She can have up to 12 bullets at a time, that are consumed by 236x and 22A/B. Once you are out of bullets you need to manually reload with 22C before you can shoot any more, this is where that second bar with the white zone comes into play, after you initiate the reload you must hit a button to confirm the reload. If you confirm while it's in the white area you will be rewarded with a special reload (indicated by shiny/pulsing bullets) instead of regular ones.
Health: 9,400

Gameplay

Overview


Neutral

Overview Eltnum can play at all ranges, both offensively and defensively, with the best option varying depending on the matchup. This only stays true as long as things stay grounded, as she has mediocre air options and a weak anti-air game. Despite having a lot of options, they are all situational and inconsistent, so she relies a lot on anti-air shields and suffers against multi-hits aerials and air specials that ignore it. She can also be meter hungry for confirms and her amazing 421C so managing GRD and screen control is important to keep her fed.

Offense

Eltnum will rarely get in on her opponent directly, she'll either wait for them to come to her or use a knockdown earned from mid to long range. She has forward momemntum and extremely long cancel windows on most of her normals giving her amazing stagger pressure, but using 5A, 2A and throw will often be good enough especially in matchups where the frame disadvantage on her moves is an issue. 22A and 236A can work as anything, from frametrap to safe/plus (why) true blockstring pressure enders.

Defense

While mediocre for offense her movement options work for defense. Strong neutral jump at mid range, great backdash that puts her in the air making it harder to punish and a fast run to crossunder and cut the distance when interrupting. When pressured 5A, 2B and 623B are strong meterless post-shield options. With meter 421C works for everything and flips the risk-reward of defense in her favor.

Move List

L = Low, H = High, UNB = Unblockable, CS = Chain Shift

Startup includes the first active frame.

Normal Moves

5A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
160 5 2 12 -2 Se,Sp,EX,CS HL -

Fast 5F jab with solid range and height, great for interrupting, punishing, starting pressure, using the auto combo string and threatening throws. In Vorpal, you can whiff cancel into normals, specials and supers. On block, hold up and press it again to cancel it into itself, not as useful as with Orie but still worth knowing.

2A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
140 6 2 12 -2 Se,Sp,EX,CS L -

A slower low-hitting kick. Outside its obvious uses it's used to reduce the recovery of certain moves (2C etc) through rebeat to make them safer as its animation is less obvious and 5A is more useful in pressure. In Vorpal, you can whiff cancel into normals, specials and supers.

5B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
420 8 3 19 -6 Sp,EX,CS HL -

Standing mid kick, moves Eltnum slightly foward. block string fodder.

2B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
360 7 4 20 -8 Sp,EX,CS L -

The one that makes people angry. Strong forward movement, low profile, long cancel window, low, goes into big damage, its main disadvantage is being weak to high-profile moves and its high frame disadvantage on block.

5C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
580 13 4 28 -16 Sp,EX,CS HL -

Awkward move. Can be cancelled into as a frametrap when far, and has some canned situation with 5CC but nothing reliable, not even combo routes from it.

5[C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
720 24 4 28 -14 Sp,EX,CS HL -

5C with more priority which shouldn't affect many situations, but makes the connection into 5CC almost airtight. As it's a charge move playing with half-charges can add to your pressure.

2C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
350, 310 13 2*2 27 -5 Sp,EX,CS L -

Two hits low sweep. First hit can be cancelled on hit but not on block. Two hits means easy to shield, and at -8 it is very risky to use without having lights to reverse beat into. As a poke it can be jumped over but the range, low hit and ease of confirming makes it a great.

j.A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
140 8 6 X+2 Varies Sp,EX,CS H/AS -

Panic kick used for its speed and downard range in misread situations. Works as an instant jump move on bigger characters which allows Eltnum to go over reversals and other moves but on block the situation becomes awkward.

j.B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
370 10 5 X+3 Varies Sp,EX,CS H/AS -

Eltnum's crossup. Tends to be more consistent than j.C in air to air situations.

j.C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
510 12 5 X+4 Varies Sp,EX,CS H/AS -

Aerial somersault that hits the area right in front of Eltnum.

j.[C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
975 19 5 X+4 Varies Sp,EX,CS H/AS -

Same hitbox as j.C, pops Eltnum back up which can be used as a last effort attempt to safe yourself from doom. Landing during the charge allows for a j.C/j.[C] whiff>2A empty jump mixup. Would have worked as a great command grab super punish if it wasn't for the damage nerf on rising moves when the opponent is down-backing, even during recovery.


Command Normals

6B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
615 27 2 25 -9 Sp,EX,CS H -

Overhead kick. Moves forward and has all kind of weird interactions with lower-hitting moves. Cancelling into 22A/enhanched 236A makes it a very safe mixup option.

6[B]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
950 33 8 19 -9 Sp,EX,CS H -

This is your overhead, only a bit slower. This is mostly a combo utility unless your opponent is really bad at dealing with delay in strings. Cancellable into normals on block but too slow for this to be practical.

5CC
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
450 22 5 17 +3 Sp,EX,CS L -

Follow up to 5C, Eltnum pulls her whip back. It is a little slow and jumpable, but if you make your opponent block this, you'll be at a frame advantage and reel them towards you. Cancel into 214X or 2C instead if they start jumping whenever they see 5C, but don't rely on either.

3C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
450 9 2 26 -10 Sp,EX,CS HL -

A swing that launches, jump cancel can be buffered very early by holding 8 while the move is coming out, allows a double jump on hit. Despite having anti-air invul, it is terrible at acting as one due to the range, lacking active frames and forward movement making a bunch of jump-ins go over. More useful to catch jumpouts and other options Eltnum's kit of low-hitting moves isn't suited for.


Dash Normals

66B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
640 11 4 13 -5 Sp,EX,CS HL -

Unsafe horizontal hop kick, on hit this will wall bounce and it's possible to combo after. Can be cancelled into j.214X.

66C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
420, 500 11 4 33
Landing: 15
-5 (Sp),(EX),CS H -

An rising attack followed by an overhead dive kick. Also unsafe but the angle of the rising attack is one of Eltnum's weakspots so it finds its niche in stopping jumps from characters like Waldstein. Be careful to not input it too early in long combos as you can end up being minus or even punisable after the reload, if they wake up with grab they could even beat your meaty at 0.


Universal Mechanics

Forward dash
66/6A+B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 ?? ?? ?? ?? - HLA -

Fast run, starts instantly and seemingly low to the ground. If you crossunder, holding it will automatically block crossups. Get the habit of buffering it during blockstun to interrupt and punish.

Backdash
44/4A+B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 ?? 8 25 ?? - HLA -

Second shortest duration tier at 25f, with 8f of invuls and is airborne, one of the better "dodge" type backdashes. Remember that wakeup backdash has the same GRD cost as backtech so avoid using both.

Force Function
B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 ?? ?? ?? ?? - HLA -

Sion attacks diagonally with her whip for two hits. Looks like an anti-air, but it's not. Mostly combo fodder. You can cancel it with an air EX move. but not normal specials.

Force Function (charged)
[B+C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
920 33 4 31
Landing: 18
-7 EX,CS HL -

A farther reaching version of her force function. Becomes a single hit. Acts as a projectile so it can add damage if cancelled into supers and on chain shift can act as a safe meaty. Has enough frame advantage on CS to land a safe 6B if you REALLY want to make Vatista lose her charge.

Throw
A+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1501 5 1 22 +24 (hit) - UNB -

On the ground, Sion kicks and knocks her opponent down. Remember, throws beat normals when trading, so counts as 4F when interrupting pressure.

Air Throw
j.A+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1160 3 1 X+11 +45 (combo stun) EX,CS UNB -

Very Melty. Can be comboed into. On a raw hit you can combo after. One of Eltnum's situational anti-airs, most uses require hard reads.

Guard Cancel
214D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 16 5 27 Blocked: -14
Hit: +40
- HL -

Why are they so bad in this game can we play HFTF instead

Veil Off
A+B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 21 (min)
69 (max)
2 37 Blocked: -13
Hit: +36
- HLA -

Universal reversal. Invincible from start-up until the first active frame. Not throw invincible. You can delay the start-up until the 69th frame, but there's no real incentive to do so outside of thwarting meaty attacks.


Special Moves

Hollow Point
「ホローポイント」

236X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 650 11 2 31 -4[+1] EX,CS HLA -

Projectile poke. +1 on block with purple bullets how is this allowed. Confirm air-blocked bullets into 214C or 421C to remind your opponent jumping back is not smart. Goes great with dash specials (23B~6A to get 236A with dash momentum from neutral).

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 884 13 2*3 55 -7[-2] EX,CS HLA -

3 shots and has more range. If you have purple or enchanted bullets available, the frame advantage becomes -2. Not as good, gives you more time to confirm and can punish single projectiles if you're out of meter to use 236A instead but that's about it.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1539 12 22 39 -7 (CS) HLA -

Fullscreen punish! Both in neutral and on block. Gives a wall-bounce and auto-reloads.

Warning Shot
「威嚇射撃」

22X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 800 10 3 25 -1 EX,CS L -

Sion shoots 1 shot at her feet, low. Easy way to end a string safely. Low and amazing CH starter so works in a lot of other roles too.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1085 17 32 18 +8 EX,CS HL -

Shoots 5 shots at the opponent's feet. Super plus on block but has considerable amount of pushback. The last hit hits farther, taking a cue from Vatista.

Reload
「リロード」

22C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
- 1 - 27 - - - -

There is a small frame and a white bar under Sion's bullet stock. Should you press A, B, or C to match the white bar, it will allow Sion to load a stronger set of bullets. Sion's reinforced bullets glow in the bullet meter and have improved abilities.

Etherlite Air
「エーテライト・エア」

623X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1366 5 17 28
Landing: 6
-15 EX,CS HL -

Looks like a dp, isn't. Can be EX or CS cancelled in the first 3 hits.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1712 5 19 34
Landing: 11
-25 (CS) HL -

Looks like a dp, is. Doesn't appear to have anti-air invul so not a great anti-air against moves with a lot of priority. Can chain shift on hit but can only only be followed up if it's a counter. The follow up is different depending on if you landed the first hit or not.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1992 3 17 56
Landing: 11
-28 (CS) HL -

Very fast dp. Good for when you need the speed (punishing empty jumps or otherwise safe moves) and combo enders for extra damage. As a reversal 421C has more invulnerability, goes farther and can be followed up without resources.

Etherlite Ground
「エーテライト・グランド」

214X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 800 13 4 24 -8 (EX),(CS) L -

Sion lays some etherlite to trip up the opponent. The A version is a low and if spaced properly is tough to punish on block but you are at a frame disadvantage. Catches people trying to stand at the end of blockstrings. Hitgrab so also useful to win trades and go through projectiles. Raw hit can be followed up with an instant dash 2B against most of the cast, difficulty varies with hurtboxes.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 960 18 4 27 -11 (EX),(CS) HL -

B version is a mid and has more range. Good for catching people jumping back.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1850 10 7 22 -9 (CS) HL -

Confirm any awkward situation at the cost of 100 meter and slightly worse combo potential. It leaves the opponent in a standing position so you can follow up with a combo or go for a reset. Don't go for the second though.

Cutting Sync
「カッティング・シンク」

421X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A - 1 - 19 - - - -

Command dash. The A version makes her duck and move forward. Sion can go through her opponent with this. You could avoid some moves this way but it has no practical uses.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 931 25 2 35 -15 Sp,EX,CS
(J),(Normals)
HL -

The B version makes her kick straight up after the dash. You can cancel into specials on block but it's too slow for pressure. Has uses as a low profile counterpoke in some matchups like against Orie's thrusts.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1995 7 13 34
Landing: 10
-20 (CS)
(Jump Normals)
HL -

BEST MOVE Fast horizontal reversal with enough invulnerability frames to beat most other reversals and go through the others safely. This would have been enough to make it great but it's also possible to follow it up without any resources, making Eltnum's defense extremely dangerous the moment she gets 100 meter. Knowing when to use it can make you win matches on defense alone. It is however vulnerable to throws during startup, making it perfectly balanced.

Slide Air
「スライド・エア」

j.214X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1500 12 9 (max) 10 +7 to +1 (CS) HL/AS -

Dive catch-grab kick. Better on block than hit. Weird pressure move whose use is being weird.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1208 32 9 (max) 19 +19 (combo stun) (CS) UNB -

The B version is slower but unblockable. If you read an anti-air shield early you could use this to beat it from the air, otherwise avoid it.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1938 10 7 (max) 9 +6 to +3 (CS) HL -

The EX version will multi-hit, and you can change the direction of the subsequent hits left or right.


Infinite Words

Barrel Replica
「バレルレプリカ」

41236D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3063 13 54 38 -22 - HLA -

Sion supports her body in place with etherlite then fires a huge beam. Rarely useful in neutral when 421C and 236C exist.


Infinite Words EXS

Tri Hermes Blackland
「トライヘルメス・ブラックランド」

A+B+C+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3601 16 3 49 -26 - HLA -

Same properties as everyone else's. 3601 damage raw.


Matchups

Combos

Basic
A>2B>5B>5C>3C>jc>JB>JC>jc>JB>JC>J.A+D
2A>2B>2C(2)>5[C]>421B>5A(whiff)>DC>22B>dash>2B>3C>8jc>J[C]>jc>J[C]>J.A+D
Intermediate
2A>2B>2C(2)>5[C]>421B>6[B]>2A(whiff)>22B>dash C>22B>dash C>22C
2B>2C(2)>J.[C]>J.A (whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>dash C>22B>dash C>22C
3C>J.[C]>DJ.[C]>J.214A (whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>dash C>22B>dash C>22C

A starters:

2A*n(up to 3)>2C>JB>JA>JC>66C>22B>66C>22B>66C>22C

  • From blockstring when 2A hits more than twice. JB has to be slightly delayed.

5A>2B>2C>5[C}>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • This is your punish combo from max range 5A, and works well in frame traps for example, after 5CC)
  • The 6[B] will whiff on hyde, linne, and hilda, instead of 6[B], do JB>JC>66C>etc


B starters:

2B>2C(2)>J[C]>JA (whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • This game for Eltnum is all about landing this combo. High damage, works everywhere, character non-specific.


2B>2C(2)>J[C]>JA (whiff)>5B>5[C]>421B>6[B]>2A(whiff)>3C>J[C]>jc>J[C]>air throw

  • Same as above but when you are out of bullets and want to end the round. No time for reload, so use it sparingly.


2A>2C>5[C]>421B>6[B]>5A(whiff)>22B>66C>22B>66C>22C

  • Similar to above, but when you start with 2A, this is easier to execute since 5B>5[C] link can get dropped because of hitstun proration.


C starters:

2C>5[C]>214B>214C>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • Useful combos for when 2C hits (but not when it hits at its tip).


236 starters:

236A/B>236C>66C>22B>66C

  • When 236B hits, use this for carry. Good neutral tool. You can start with 236C too for full screen punish.


236A/B>236C>2C>5[C]>214B

  • Similar to above, but when you see the wall bounce is not enough for


236A/B>236C>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • Similar to above, but only when you are cornering your opponent close to wall.


421 starters:

421B>J[C]>JA (whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • Same as the first one, but with 421B starter. Does over 3.5k even without any buff.


421C>delayed J[C]>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • Quite some damage from a reversal. Works everywhere. delay J[C] as much as possible.


Assault starters:

6D>JC>2C>JB>JA>JC>66C>22B>66C>22B>66C>22C

  • From assult JC.


6D>deep JB>2C>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • (full BNB off Assault only possible with deep jB land 2C. 6[B] whiffs against Linne / Hyde / Hilda. Omit 6[B] and use jABC > 66C instead)


Air throw starters:

air throw>2C>9jc>J[C]>delayed JA(whiff)>5B>5[C]>421B>6[B]>2C(1)>22B>66C>22C

  • From air throw at any height. You can punish assaults if you see it during Chain Shift.


air throw>dash 2B>9jc>J[C]>delayed JA(whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22C

  • From air throw at low heights.


Chain Shift Combos:

214A/B>CS>microdash 2C>J[C]>delayed JA(whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • If 2C hits OTG, omit the second 22B>66C.


j214A/B>CS>2C>J[C]>delayed JA(whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

Colors

Alchemist Black Barrel Fleeting Lover Great Sphynx Fang and Nail
Eltnum-1.png
Eltnum-2.png
Eltnum-3.png
Eltnum-4.png
Eltnum-5.png
Transylvania Ghost Wing of Horus Aswan Falucca Psycho Garden Living Dead
Eltnum-6.png
Eltnum-7.png
Eltnum-8.png
Eltnum-9.png
Eltnum-10.png
Dunkelheit Burn Gem Nostalgia Silence Iceberg Neo Venus
Eltnum-11.png
Eltnum-12.png
Eltnum-13.png
Eltnum-14.png
Eltnum-15.png
Bello Girasole Summer Vacation Amore Pesco Jet Black Snow Fairy
Eltnum-16.png
Eltnum-17.png
Eltnum-18.png
Eltnum-19.png
Eltnum-20.png


General
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Eltnum
Akatsuki