 |
Outdated Version
- This page is for an outdated version of the game (UNIST). To see Eltnum's character page for the latest version (UNICLR), click here.
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“
|
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.
|
”
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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.
“
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My goodness...
Amateurs like you have no idea what I've seen in my years...
|
”
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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
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- 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.
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Character Stats
Forward Walk Speed
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Backward Walk Speed
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Jump Startup
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Jump Duration
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800
|
-700
|
4
|
42
|
Dash Startup
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Initial Dash Speed
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Dash Acceleration
|
Max Dash Speed
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4
|
2200
|
220
|
3300
|
Backdash Startup
|
Backdash Duration
|
Backdash Distance
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Backdash Invul
|
1
|
25
|
-38255
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1~8 Full 9~10 Throw
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Unique Trait
- Can air throw.
- 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
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Header
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Tooltip
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Damage
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Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage
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Guard
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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
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Cancel
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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
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Property
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Special properties this move has. Click on the property to navigate to an explanation.
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Cost
|
The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break
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Attribute
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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
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Startup
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Frame when the first hitbox is present. + denotes the frames before and after super flash.
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Active
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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.
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Recovery
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Frames that this move has after the active frames if not canceled.
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Overall
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Frames that this move takes from start to finish before the character returns to neutral.
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Advantage
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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).
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Invul
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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
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Normal Moves
Standing Normals
5A
5A
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Damage
|
Guard
|
Cancel
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Property
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Cost
|
Attribute
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160
|
H,L
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N,SP,EX,CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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5
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2
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12
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18
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-2
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-
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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.
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5B
5B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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420
|
H,L
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N,SP,EX,CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
|
8
|
4
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18
|
29
|
-6
|
-
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Standing kick that moves Eltnum slightly foward. Mostly used for block strings and combos.
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5C
5C
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5C Normal
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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580
|
H,L
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N,SP,EX,CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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13
|
4
|
28
|
44
|
-16
|
-
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5[C] Increase
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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720
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H,L
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N,SP,EX,CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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24
|
4
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28
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55
|
-14
|
-
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Eltnum takes a swing with her whip that covers a fair distance.
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|
5CC
5CC
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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450
|
L
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SP,EX,CS
|
-
|
-
|
Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
|
22
|
5
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17
|
43
|
+3
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-
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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.
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Crouching Normals
2A
2A
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Damage
|
Guard
|
Cancel
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Property
|
Cost
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Attribute
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140
|
L
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N,SP,EX,CS
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-
|
-
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Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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6
|
2
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12
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19
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-2
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-
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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
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Damage
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Guard
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Cancel
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Property
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Cost
|
Attribute
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360
|
L
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N,SP,EX,CS
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-
|
-
|
Foot
|
Startup
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Active
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Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
4
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20
|
30
|
-8
|
-
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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.
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|
2C
2C 1st hit 1st hit 2nd hit 2nd hit
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Damage
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Guard
|
Cancel
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Property
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Cost
|
Attribute
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350,310(641 2-hit)
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L
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N,SP,EX,CS
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-
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-
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Foot (1st hit only)
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Startup
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Active
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Recovery
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Overall
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Advantage
|
Invul
|
13
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2(6)4
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17
|
41
|
-5
|
-
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Two hit sweep that launches the opponent. Has fairly far reach.
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|
Air Normals
j.A
j.A
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
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140
|
H,AS
|
N,SP,EX,CS
|
-
|
-
|
Head
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Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
8
|
15 [2 on landing]
|
30
|
Varies
|
-
|
Downward kick that can be used for an air-ground.
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|
j.B
j.B
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Damage
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Guard
|
Cancel
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Property
|
Cost
|
Attribute
|
370
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H,AS
|
N,SP,EX,CS
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
5
|
15 [3 on landing]
|
29
|
Varies
|
-
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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.
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|
j.C
j.C
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j.C Normal
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Damage
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Guard
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Cancel
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Property
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Cost
|
Attribute
|
510
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H,AS
|
N,SP,EX,CS
|
-
|
-
|
Head
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Startup
|
Active
|
Recovery
|
Overall
|
Advantage
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Invul
|
12
|
5
|
20 [4 on landing]
|
36
|
Varies
|
-
|
j.[C] Increase
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
975
|
H,AS
|
N,SP,EX,CS
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
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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.
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|
Command Normals
6B
6B
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6B Normal
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Damage
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Guard
|
Cancel
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Property
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Cost
|
Attribute
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615
|
H
|
SP,EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
26
|
2
|
25
|
52
|
-9
|
-
|
6[B] Increase
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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
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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.
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|
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.
|
|
Guard Thrust
|
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
|
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.
- 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.
|
|
Cutting Sync
Cutting Sync カッティング・シンク 421X Duck Duck 421B/C Kick 421B/C Kick
|
421A Duck
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
30
|
-
|
Projectile invincible frames 4~21, Throw invincible frames 8~21
|
Eltnum ducks and moves forward. You can pass through opponents.
|
421B Kick
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
931
|
H,L
|
(N),SP,{EX},{CS}
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
25
|
2(2)3
|
26
|
57
|
-11
|
Projectile invincible frames 6~24, Throw invincible frames 10~20
|
Like the A version, but does a kick afterwards. Normal and jump cancelable on hit, but not on block.
|
421C EX Invul
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1629
|
H,L
|
(CS)
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
13
|
34
|
53
|
-20
|
Completely invincible frames 1~3, Strike invincible frames 4~19
|
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.
|
|
Infinite Worth EXS
|
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.
|
|
Videos
Eltnum Tutorial by Magnets
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
External Links