This page is for an outdated version of the game (UNIST). To see Eltnum's character page for the latest version (UNICLR), click here.
“
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.
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.
Has 13 bullets indicated by a gauge below Eltnum's health bar.
When using gun moves, bullets are consumed.
When reloading bullets by either by command or consuming all bullets, a reload gauge appears below the bullet gauge.
If a button press is timed properly in the white area of the reload gauge, bullets reloaded will become purple which have enhanced properties.
Vorpal Trait
2A/5A 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
5A
Damage
Guard
Cancel
Property
Cost
Attribute
160
H,L
N,SP,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
5
2
12
18
-2
-
A mid punch to Eltnums side. A standard combo starter. In Vorpal, you can whiff cancel into other normals or specials to create frame traps during pressure.
5B
5B
Damage
Guard
Cancel
Property
Cost
Attribute
420
H,L
N,SP,EX,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
5C
5C Normal
Damage
Guard
Cancel
Property
Cost
Attribute
580
H,L
N,SP,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
13
4
28
44
-16
-
5[C] Increase
Damage
Guard
Cancel
Property
Cost
Attribute
720
H,L
N,SP,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
24
4
28
55
-14
-
Eltnum takes a swing with her whip that covers a fair distance.
5CC
5CC
Damage
Guard
Cancel
Property
Cost
Attribute
450
L
SP,EX,CS
-
-
Foot
Startup
Active
Recovery
Overall
Advantage
Invul
22
5
17
43
+3
-
5C Follow-up where Eltnum pulls her whip back. It is a little slow, but if you make your opponent block this, you'll be at a frame advantage and reel them towards you. Be careful, as there is a gap between 5C and 5CC where the opponent can jump out. If used after 5[C], it can catch jump startup.
Crouching Normals
2A
2A
Damage
Guard
Cancel
Property
Cost
Attribute
140
L
N,SP,EX,CS
-
-
Foot
Startup
Active
Recovery
Overall
Advantage
Invul
6
2
12
19
-2
-
A self-cancelable, low kick. Has a fairly low profile. In Vorpal, you can whiff the move and cancel into other normals or specials to create frame traps during pressure.
2B
2B
Damage
Guard
Cancel
Property
Cost
Attribute
360
L
N,SP,EX,CS
-
-
Foot
Startup
Active
Recovery
Overall
Advantage
Invul
7
4
20
30
-8
-
Crouching jab that moves forward. Good poke in neutral. Can be used to move closer during a backstring so you can reverse beat into an A normal.
2C
2C
1st hit
1st hit
2nd hit
2nd hit
Damage
Guard
Cancel
Property
Cost
Attribute
350,310(641 2-hit)
L
N,SP,EX,CS
-
-
Foot (1st hit only)
Startup
Active
Recovery
Overall
Advantage
Invul
13
2(6)4
17
41
-5
-
Two hit sweep that launches the opponent. Has fairly far reach.
Air Normals
j.A
j.A
Damage
Guard
Cancel
Property
Cost
Attribute
140
H,AS
N,SP,EX,CS
-
-
Head
Startup
Active
Recovery
Overall
Advantage
Invul
8
8
15 [2 on landing]
30
Varies
-
Downward kick that can be used for an air-ground.
j.B
j.B
Damage
Guard
Cancel
Property
Cost
Attribute
370
H,AS
N,SP,EX,CS
-
-
Head
Startup
Active
Recovery
Overall
Advantage
Invul
10
5
15 [3 on landing]
29
Varies
-
Horizontal kick with pretty okay range. Has a deceptive hitbox that hits farther back than it looks. Can cross-up and be used as an air-to-air.
j.C
j.C
j.C Normal
Damage
Guard
Cancel
Property
Cost
Attribute
510
H,AS
N,SP,EX,CS
-
-
Head
Startup
Active
Recovery
Overall
Advantage
Invul
12
5
20 [4 on landing]
36
Varies
-
j.[C] Increase
Damage
Guard
Cancel
Property
Cost
Attribute
975
H,AS
N,SP,EX,CS
-
-
Head
Startup
Active
Recovery
Overall
Advantage
Invul
19
4
20 [4 on landing]
43
Varies
-
Aerial somersault that hits the area right in front of Eltnum. Increased version changes her air momentum and launches the opponent.
Command Normals
6B
6B
6B Normal
Damage
Guard
Cancel
Property
Cost
Attribute
615
H
SP,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
26
2
25
52
-9
-
6[B] Increase
Damage
Guard
Cancel
Property
Cost
Attribute
950
H
N,SP,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
33
8
19
59
-9
Foot invincible frames 26~34
Eltnum swings her leg and brings it down as an overhead. Somewhat slow but can be used to punish and GRD Break oponents who shield low. Charged version ground bounces and is mostly a combo tool.
3C
3C
3C Normal
Damage
Guard
Cancel
Property
Cost
Attribute
450
H,L
SP,EX,CS,?
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
9
2
26
36
-10
Head invincible frames 7~10
3[C] Increase
Damage
Guard
Cancel
Property
Cost
Attribute
520
H,L
SP,EX,CS,?
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
18
2
26
45
-10
Head invincible frames 17~19
A low swing that launches. Has a special super jump cancel follow-up when neutral jump canceling which she can double jump. Can be used to stuff grounded assault attempts.
j.2B
j.2B
j.2B Normal
Damage
Guard
Cancel
Property
Cost
Attribute
350
H,L
(N),(SP),(EX),(CS)
-
-
Head
Startup
Active
Recovery
Overall
Advantage
Invul
12
until land
[11 on landing]
-
-4~±0
-
Eltnum dives at a steep angle to the ground.
j.2[B] Increase
Damage
Guard
Cancel
Property
Cost
Attribute
550
H,L
(N),(SP),(EX),(CS)
-
-
Head
Startup
Active
Recovery
Overall
Advantage
Invul
19
until land
[8 on landing]
-
-1~+2
-
Similar to the normal version, except on air hit it will spike the opponent to the ground allowing you to OTG.
Dash Moves
66B
66B
Damage
Guard
Cancel
Property
Cost
Attribute
640
H,L
SP,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
11
4
13
27
-5
Foot invincible frames 10~14
Eltnum short hops and then takes a swing with her leg. On hit, this will wall bounce.
66C
66C
Damage
Guard
Cancel
Property
Cost
Attribute
420,500(860 2-hit)
H,L/H
{EX},{CS}
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
11
4(10)8
15
47
-5
Foot invincible frames 8~14
A rising attack followed by an overhead dive kick. Mostly used for combos, but can be used as a risky 25 frame overhead.
Universal Mechanics
Force Function
Etherlite Shift エーテライト・シフト B+C
Normal
Normal
Increase
Increase
Damage
Guard
Cancel
Property
Cost
Attribute
798
H,L
SP,{EX},{CS}
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
11
2(6)5
25
48
-12
Head invincible frames 11~21
Damage
Guard
Cancel
Property
Cost
Attribute
1142
H,L
N(first hit only),SP,{EX},{CS}
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
22
3(6)4
33
67
-7
Head invincible frames 22~34
Eltnum swings her whip forward while leaping back. Mostly a combo tool. Charged version hits further forward and can be normal or jump cancelled only on the first hit.
Throw
Throw A+D
Damage
Guard
Cancel
Property
Cost
Attribute
1621
UNB
-
-
-
Throw
Startup
Active
Recovery
Overall
Advantage
Invul
4
1
22
26
+24 (hit)
-
Eltnum kicks the opponent away.
j.A+D
Air Throw j.A+D
Damage
Guard
Cancel
Property
Cost
Attribute
1160
UNB
-
-
-
Throw
Startup
Active
Recovery
Overall
Advantage
Invul
2
1
[7 on landing]
-
~+45 (hit)
-
She grabs the opponent and throws them diagonally downward. As a starter, this can be followed up with a combo. Air throw is unique to Eltnum and one other character.
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.
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
Hollow Point
Hollow Point ホローポイント 236X
236A 1 Bullet
Damage
Guard
Cancel
Property
Cost
Attribute
650
H,L,A
{EX},{CS}
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
11
2
31
43
-4
-
236A Enhanced
Damage
Guard
Cancel
Property
Cost
Attribute
850
H,L,A
{EX},{CS}
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
11
2
26
38
+1
-
Eltnum takes 1 shot that travels forward a short distance. This attack has little duration but very good recovery. Consumes 1 bullet.
236B 3 Bullets
Damage
Guard
Cancel
Property
Cost
Attribute
884
H,L,A
{EX},{CS}
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
13
2(7)2(10)2
34
69
-7
-
236B Enhanced
Damage
Guard
Cancel
Property
Cost
Attribute
979~1208
H,L,A
{EX},{CS}
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
13
2(7)2(10)2
29
64
-2
-
Similar to A version but shoots 3 times and has more range.
Hollow Point (EX)
Hollow Point(EX) ホローポイント 236C
236C EX Laser
Damage
Guard
Cancel
Property
Cost
Attribute
1539
H,L,A
(CS)
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
12
22
44
77
-12
-
236C Enhanced
Damage
Guard
Cancel
Property
Cost
Attribute
1845
H,L,A
(CS)
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
12
22
44
77
-12
-
236C EX All Enhanced
Damage
Guard
Cancel
Property
Cost
Attribute
2387
H,L,A
(CS)
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
12
26
44
81
-12
-
Etlnum fires a full screen horizontal laser that causes a wall bounce. Will perform a reload afterwards. Damage is buffed when used with all enhanced bullets. Can easily be used as a full screen punish or even confirm from 236A/B to go into a full combo.
Hollow Point (Increase)
Hollow Point (Increase) ホローポイント 236[X]
A version
A version
B version
B version
236[A] Down,Up,Down
Damage
Guard
Cancel
Property
Cost
Attribute
820
H,L,A
{EX},{CS}
-
-
Strike
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
H,L,A
{EX},{CS}
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
21
4,4,5
13
46
+3,+7,+11
-
236[B] Up,Down,Up
Damage
Guard
Cancel
Property
Cost
Attribute
820
H,L,A
{EX},{CS}
-
-
Strike
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
H,L,A
{EX},{CS}
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
24
4,4,5
16
52
±0,+4,+8
-
Eltnum fires a richochet shot bounces off the floor and ceiling. Launches the opponent on counter hit to go into a full combo, even at full screen.
Etherlite Air
Etherlite Air エーテライト・エア 623X
623A Aerial Invul
Damage
Guard
Cancel
Property
Cost
Attribute
1366
H,L
{EX},{CS}
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
5
17
28
49
-15
Head invincible frames 11~16, Dive invincible frames 5~16
Rising attack with her whip. If EX or CS canceled early enough, Eltnum will stay grounded.
623B Invincible
Damage
Guard
Cancel
Property
Cost
Attribute
1712
H,L
(CS)
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
5
19
34
57
-25
Full invincible frames 1~9, Head/Dive invincible frames 10~23
Similar to the A version, but fully invincible on startup.
623C EX
Damage
Guard
Cancel
Property
Cost
Attribute
1992
H,L
(CS)
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
3
17(5)8
42
74
-29
Full invincible frames 1~27
EX version that ends in Eltnum pulling the opponent back to the ground. Damage is if all hits connect. The initial hitbox is really small, so startup increases depending on range.
Etherlite Ground
Etherlite Ground エーテライト・グランド 214X
214A Low
Damage
Guard
Cancel
Property
Cost
Attribute
800
L
{EX},{CS}
-
-
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.
214B Far Reaching
Damage
Guard
Cancel
Property
Cost
Attribute
960
H,L
{EX},{CS}
-
-
Foot
Startup
Active
Recovery
Overall
Advantage
Invul
18
4
27
48
-11
-
Similar to the A version. Isn't a low, but reaches further.
214C EX Restand
Damage
Guard
Cancel
Property
Cost
Attribute
1850
L(Air)
(CS)
-
-
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.
Reversal that moves forward quicker with a multi-hit kick. Can lead into a full combo.
Warning Shot
Warning Shot 威嚇射撃 22A/B
22A 1 Bullet
Damage
Guard
Cancel
Property
Cost
Attribute
800
L
{EX},{CS}
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
10
2
26
37
-1
-
22A Enhanced
Damage
Guard
Cancel
Property
Cost
Attribute
1100
L
{EX},{CS}
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
10
2
26
37
-1
-
Eltnum takes 1 shot in front of her feet. Can be used to frame trap after some moves.
22B 5 Bullets
Damage
Guard
Cancel
Property
Cost
Attribute
1085
H,L
{EX},{CS}
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
17
28(1)2
19
66
+8
-
22B Enhanced
Damage
Guard
Cancel
Property
Cost
Attribute
1422
H,L
{EX},{CS}
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
17
28(1)2
19
66
+8
-
Just like the A version, but uses 5 bullets. 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.
Reload
Reload リロード 22C
22C Normal
Damage
Guard
Cancel
Property
Cost
Attribute
-
-
-
-
-
-
Startup
Active
Recovery
Overall
Advantage
Invul
-
-
-
44
-
-
22C Clip already full
Damage
Guard
Cancel
Property
Cost
Attribute
-
-
-
-
-
-
Startup
Active
Recovery
Overall
Advantage
Invul
-
-
-
30
-
-
22C Forced Reload
Damage
Guard
Cancel
Property
Cost
Attribute
-
-
-
-
-
-
Startup
Active
Recovery
Overall
Advantage
Invul
-
-
-
64
-
-
Eltnum reloads her 13 bullets. See Character Trait for bullet gauge details. For perfect reload, duration is reduced by 4~8 frames and GRD increases. If you try use bullets with an empty gauge, you'll be forced to reload at a much slower speed.
Slide Air
Slide Air スライド・エア j.214A
j.214A Fast
Damage
Guard
Cancel
Property
Cost
Attribute
1500
H,L,AS
(CS)
-
-
Dive
Startup
Active
Recovery
Overall
Advantage
Invul
12
until land
[10 on landing]
-
+1~+7
-
j.214B Unblockable
Damage
Guard
Cancel
Property
Cost
Attribute
1280
UNB
(CS)
-
-
Dive/Throw
Startup
Active
Recovery
Overall
Advantage
Invul
28
until land
[19 on landing]
-
+19(hit)
-
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.214C EX Multi
Damage
Guard
Cancel
Property
Cost
Attribute
1938
H,L
(CS)
-
-
Dive
Startup
Active
Recovery
Overall
Advantage
Invul
10
until land
[9 on landing]
-
+3~+8
-
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
Damage
Guard
Cancel
Property
Cost
Attribute
3063
H,L
-
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
12
54
38
104
-22
Full invincible frames 1~31, Strike invincible frames 32~45
Eltnum supports her body in place with etherlite then fires a huge beam.