Proposed appearance:
A followup, pressure tool A followup, pressure tool B followup, combo move and gimmick mixup B followup, combo move and gimmick mixup Get out of jail free Get out of jail free
|
214A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
404
|
80% (O)
|
CH, -EX-, -FL-
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
8
|
18
|
-7
|
4.5%
|
-
|
~X
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
20
|
-2
|
-
|
-
|
Kind of a gimmick move that adds an occasional extra layer to your pressure. As Elbow’s hitbox advances forward, it usually won’t hit on the first frame, and hitting on the last frame is even on block, which will happen after (for instance) a close 5B > 2C > 214A if they don’t EX guard. You can discourage mashing against this by using its sometimes using its followup by tapping a button to teleport back, which will consistently put you at -2 if done during hitstop but will also put you at ideal 236B range, (or 5C range if done from deep in the opponent), allowing for an easy punish vs people mashing. You can also EX cancel or IH once it hits the active frames, before it hits, and using IH during travel before it hits into a throw into arc drive can catch the opponent off guard for great reward. But, you don’t really get anything if the elbow itself hits.
|
214B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
404
|
80% (O)
|
CH
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
8
|
18
|
-8
|
4.5%
|
-
|
~X
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
404
|
60%
|
EX, FL
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
28
|
5
|
17
|
-4
|
4.5%
|
Full 1-70
|
B elbow is primarily a combo tool. It launches on hit and isn’t EX cancelable, although its followup is; rather than teleporting back, Hime teleports forward, behind the opponent if they’re not cornered, and does a wallbouncing slam. You can use this to claim the corner with your back to the wall after a close 2C, linking to 236X, or you can use it relaunch a cornered opponent.
It also serves as weak mixup midscreen. The teleport hit is slow, but not immediately apparent, and hits as a crossup. Although B elbow is slower than A elbow, it has an identical beginning animation; it simply has no hitbox during the initial travel frames, instead traveling longer, so if they’re used to your 214A game, 214BX may be catch them off guard, and it’s only -4 on block and puts you out of range of throws and all 4f normals. Still, they can mash before it hits, and they may already want to mash vs elbow, so use it sparsely. If used near your own corner, you can combo to 236B like you would in a side-switch combo; midscreen you can fly cancel and ex pillar.
|
214C EX: "Meteor"
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700, 400, 700, 1000 (2414)
|
(1572)
|
100%
|
-
|
LH
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+4
|
8
|
14
|
-4
|
-100.0%
|
Full 5-15
|
Moves far forward. Not inv on startup, but inv while traveling; a reliable punish for many midscreen things, and gets you under a lot of things while recovering quickly and giving you plenty of options for your next move. Gives knockdown on hit and lets you meaty but doesn’t give strong oki. In particular, it cuts through EX projectiles on reaction to the flash very well.
Because it goes inv long before any or her normals would go active and because it hits very far forward, you can often treat it as a 5F startup long-ranged poke for the purposes of escaping pressure. However, it’s minus on block from up close, and although you usually have at least a little travel time, it is shield / ex guard bait if done standalone.
Very safe on block canceled from 22A/B with the sparks covering you, and it can sometimes even get you a throw on shield if spaced and timed right as the sparks lock them into additional shield frames. If they jump 22A/B and you cancel to this, they might find you’re suddenly somewhere else and in a position to use an air unblockable 236X or 623B, making this sort of setup a reasonable use of meter against most characters if you’re in MAX, or you want to shed meter to avoid entering MAX.
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|
Current appearance:
A followup, pressure tool A followup, pressure tool B followup, combo move and gimmick mixup B followup, combo move and gimmick mixup Get out of jail free Get out of jail free
|
214A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
404
|
80% (O)
|
CH, -EX-, -FL-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
8
|
18
|
-7
|
4.5%
|
-
|
~X
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
20
|
-2
|
-
|
-
|
Kind of a gimmick move that adds an occasional extra layer to your pressure. As Elbow’s hitbox advances forward, it usually won’t hit on the first frame, and hitting on the last frame is even on block, which will happen after (for instance) a close 5B > 2C > 214A if they don’t EX guard. You can discourage mashing against this by using its sometimes using its followup by tapping a button to teleport back, which will consistently put you at -2 if done during hitstop but will also put you at ideal 236B range, (or 5C range if done from deep in the opponent), allowing for an easy punish vs people mashing. You can also EX cancel or IH once it hits the active frames, before it hits, and using IH during travel before it hits into a throw into arc drive can catch the opponent off guard for great reward. But, you don’t really get anything if the elbow itself hits.
|
214B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
404
|
80% (O)
|
CH
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
8
|
18
|
-8
|
4.5%
|
-
|
~X
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
404
|
60%
|
EX, FL
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
28
|
5
|
17
|
-4
|
4.5%
|
Full 1-70
|
B elbow is primarily a combo tool. It launches on hit and isn’t EX cancelable, although its followup is; rather than teleporting back, Hime teleports forward, behind the opponent if they’re not cornered, and does a wallbouncing slam. You can use this to claim the corner with your back to the wall after a close 2C, linking to 236X, or you can use it relaunch a cornered opponent.
It also serves as weak mixup midscreen. The teleport hit is slow, but not immediately apparent, and hits as a crossup. Although B elbow is slower than A elbow, it has an identical beginning animation; it simply has no hitbox during the initial travel frames, instead traveling longer, so if they’re used to your 214A game, 214BX may be catch them off guard, and it’s only -4 on block and puts you out of range of throws and all 4f normals. Still, they can mash before it hits, and they may already want to mash vs elbow, so use it sparsely. If used near your own corner, you can combo to 236B like you would in a side-switch combo; midscreen you can fly cancel and ex pillar.
|
214C (EX)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700, 400, 700, 1000 (2414)
|
(1572)
|
100%
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+4
|
8
|
14
|
-4
|
-100.0%
|
Full 5-15
|
Moves far forward. Not inv on startup, but inv while traveling; a reliable punish for many midscreen things, and gets you under a lot of things while recovering quickly and giving you plenty of options for your next move. Gives knockdown on hit and lets you meaty but doesn’t give strong oki. In particular, it cuts through EX projectiles on reaction to the flash very well.
Because it goes inv long before any or her normals would go active and because it hits very far forward, you can often treat it as a 5F startup long-ranged poke for the purposes of escaping pressure. However, it’s minus on block from up close, and although you usually have at least a little travel time, it is shield / ex guard bait if done standalone.
Very safe on block canceled from 22A/B with the sparks covering you, and it can sometimes even get you a throw on shield if spaced and timed right as the sparks lock them into additional shield frames. If they jump 22A/B and you cancel to this, they might find you’re suddenly somewhere else and in a position to use an air unblockable 236X or 623B, making this sort of setup a reasonable use of meter against most characters if you’re in MAX, or you want to shed meter to avoid entering MAX.
|
|
Version of proposal without repeating headers
A followup, pressure tool A followup, pressure tool B followup, combo move and gimmick mixup B followup, combo move and gimmick mixup Get out of jail free Get out of jail free
|
214A |
Damage |
Red Damage |
Proration |
Cancel |
Guard |
---|
800 |
404 |
80% (O) |
CH, -EX-, -FL- |
LH |
Startup |
Active |
Recovery |
Frame Adv |
Circuit |
Invuln |
9 |
8 |
18 |
-7 |
4.5% |
- |
~X |
- |
- |
- |
- |
- |
- |
- |
20 |
-2 |
- |
- |
Kind of a gimmick move that adds an occasional extra layer to your pressure. As Elbow’s hitbox advances forward, it usually won’t hit on the first frame, and hitting on the last frame is even on block, which will happen after (for instance) a close 5B > 2C > 214A if they don’t EX guard. You can discourage mashing against this by using its sometimes using its followup by tapping a button to teleport back, which will consistently put you at -2 if done during hitstop but will also put you at ideal 236B range, (or 5C range if done from deep in the opponent), allowing for an easy punish vs people mashing. You can also EX cancel or IH once it hits the active frames, before it hits, and using IH during travel before it hits into a throw into arc drive can catch the opponent off guard for great reward. But, you don’t really get anything if the elbow itself hits. |
214B |
Damage |
Red Damage |
Proration |
Cancel |
Guard |
---|
800 |
404 |
80% (O) |
CH |
LH |
Startup |
Active |
Recovery |
Frame Adv |
Circuit |
Invuln |
11 |
8 |
18 |
-8 |
4.5% |
- |
~X |
700 |
404 |
60% |
EX, FL |
LH |
28 |
5 |
17 |
-4 |
4.5% |
Full 1-70 |
B elbow is primarily a combo tool. It launches on hit and isn’t EX cancelable, although its followup is; rather than teleporting back, Hime teleports forward, behind the opponent if they’re not cornered, and does a wallbouncing slam. You can use this to claim the corner with your back to the wall after a close 2C, linking to 236X, or you can use it relaunch a cornered opponent.
It also serves as weak mixup midscreen. The teleport hit is slow, but not immediately apparent, and hits as a crossup. Although B elbow is slower than A elbow, it has an identical beginning animation; it simply has no hitbox during the initial travel frames, instead traveling longer, so if they’re used to your 214A game, 214BX may be catch them off guard, and it’s only -4 on block and puts you out of range of throws and all 4f normals. Still, they can mash before it hits, and they may already want to mash vs elbow, so use it sparsely. If used near your own corner, you can combo to 236B like you would in a side-switch combo; midscreen you can fly cancel and ex pillar. |
214C (EX) |
Damage |
Red Damage |
Proration |
Cancel |
Guard |
---|
700, 400, 700, 1000 (2414) |
(1572) |
100% |
- |
LH |
Startup |
Active |
Recovery |
Frame Adv |
Circuit |
Invuln |
3+4 |
8 |
14 |
-4 |
-100.0% |
Full 5-15 |
Moves far forward. Not inv on startup, but inv while traveling; a reliable punish for many midscreen things, and gets you under a lot of things while recovering quickly and giving you plenty of options for your next move. Gives knockdown on hit and lets you meaty but doesn’t give strong oki. In particular, it cuts through EX projectiles on reaction to the flash very well.
Because it goes inv long before any or her normals would go active and because it hits very far forward, you can often treat it as a 5F startup long-ranged poke for the purposes of escaping pressure. However, it’s minus on block from up close, and although you usually have at least a little travel time, it is shield / ex guard bait if done standalone.
Very safe on block canceled from 22A/B with the sparks covering you, and it can sometimes even get you a throw on shield if spaced and timed right as the sparks lock them into additional shield frames. If they jump 22A/B and you cancel to this, they might find you’re suddenly somewhere else and in a position to use an air unblockable 236X or 623B, making this sort of setup a reasonable use of meter against most characters if you’re in MAX, or you want to shed meter to avoid entering MAX. |
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|