エレナ
Elena — 대책
Key Info
- Active-frames overhead into combo
- MK
- Overhead target combo
- 6MK→MK
- Defense
- OD invincible with 6F startup: 623KK
- Anti-air invincible with 5F startup: 623LK
- SA2 (236236K) has 9F startup — no projectile invincibility
- SA1 (236236P) has 12F startup — projectile invincible
- SA3 (214214K) has 8F startup — fully invincible
- Moves that are plus on block
- MK
- 236PP→6HK
- 236PP→6LK
Neutral Game (Focus Points)
- Watch for Sliding
- Elena's slide loses its punishability when only the late active frames connect
- Always fight at a range where the slide still creates risk for Elena
- When punishing a deep hit, remember it is -10F
- You can throw projectiles freely
- Elena can pass through fireballs with Spin Scythe (214K), but only as a preemptive placement — reacting on the fly is difficult
- Feel free to throw fireballs at a moderate pace
- Punish target combo errors consistently
- Elena frequently drops her hit-confirms — capitalize on these for damage
- MP→MP
- -10F on block
- 6MK→MK
- -14F on block
- MK→HK
- -8F on block (second hit)
- -18F on whiff
- 2MK→HK
- -9F on block
- HP→HP
- -17F on block
- 6HP→HP→HP
- -11F on block (second hit)
- -16F on block (third hit)
- Use Parry often
- Elena needs hit-confirms to play properly
- Press Parry at mid-range to bait hit-confirm errors
- Elena needs hit-confirms to play properly
236P
Elena's projectile-invincible movement special. Branches into 4 follow-ups. Delaying the follow-up input activates Link Whirl, which has OD-tier performance.
Normal version
- 236P
- 236P→6LK
- Advancing attack
- Elena is -5F on block
- 236P→MK
- Combo follow-up
- Elena is -9F on block
- 236P→6HK
- Okizeme follow-up
- Elena is -3F on block
- 214K→P
- Enhances the above three follow-ups
- Each upgraded to OD (236PP) tier performance
- 236P→6LK
OD version
- 236PP
- 236PP→6LK
- Elena is +1F on block
- 236PP→MK
- Elena is -4F on block
- 236PP→6HK
- Elena is +3F on block
- 236PP→6LK
Recommended Counter
When the move is not enhanced, blocking gives you the turn. Keep this in mind.
623K
Elena's anti-air invincible special.
- 623LK
- 623MK
- 623HK
- 623KK
- OD invincible version
Recommended Counter
Strong performance — do not jump in carelessly.
236P→6LK
Elena's advancing attack.
- 236P→6LK
- Normal version: Elena is -5F on block
- 236PP→6LK
- Enhanced version: Elena is +1F on block
For the non-enhanced 236P→6LK, if you block it up close and your character has a standing LK with 5F startup and long reach, go for the punish combo. Blocking the enhanced 236PP→6LK leaves Elena at +1F, which allows walk shimmy.
Recommended Counter
- 236P→6LK
- After blocking:
- If you have a standing LK with 5F startup and long reach, convert into a punish combo
- Avoid using Cancel Rush here — take maximum damage to gain the advantage in the next exchange
- Elena's slide threat means you want to fight at a closer range in this matchup
- If you have a standing LK with 5F startup and long reach, convert into a punish combo
- After blocking:
- 236PP→6LK
- After blocking:
- The low option is 2LK, but even if it hits, the follow-up 2LP will not connect
- 2MK is an option but requires tight hit-confirm — not worth accounting for
- Walk throw misses if the opponent back-walks
- Due to both reasons above, back-walking is extremely effective as a defensive response after blocking
- The low option is 2LK, but even if it hits, the follow-up 2LP will not connect
- Advanced counter:
- The above strategy works well against most Elena players, but may be insufficient against skilled ones
- A skilled Elena will try to hit-confirm the 2MK target combo against back-walking opponents
- Against those players, 4F back-walk → crouch guard → fuzzy attack is effective
- The reason to input fuzzy attack: to punish if they whiff the throw
- Confirming is possible but difficult — press the button at the timing you would guard their strike; if they strike you block it, if they whiff the throw you get a punish
- After blocking:
The video below shows the following recorded options after 236PP→6LK on block:
- Slight walk → throw
- 2LK→2LP
- 2MK
236P→6HK
Elena's overhead advancing attack.
- 236P→6HK
- Normal version: Elena is -3F on block
- 236PP→6HK
- Enhanced version: Elena is +4F on block
Recommended Counter
- 236P→6HK
- After blocking:
- You can act first after 236P→6HK — attack back
- 236PP→6HK leaves Elena at +3F, enabling shimmy — play the mixup
- Startup is 22F, so when used as okizeme you can realistically Just Parry it by focusing only on this move
- 236PP→6HK
- After blocking
214K
Elena's combo special.
- 214LK
- 214MK
- 214HK
- 214KK
If it hits you take damage, but there is a chance of a combo drop reset. Also remember that blocking any strength of Spin Scythe allows a heavy-attack punish — but you must be crouching when you punish, or the third hit will connect on you. Use a heavy attack that you can execute while crouching for the punish.
Recommended Counter
- There is a chance of a combo drop reset — keep pressing buttons even during the combo
- Drive Impact is a good choice
- After blocking Spin Scythe, punish with a heavy attack while crouching
214P
A special cancellable from various normals. Elena retreats backward and the move hits opponents who try to retaliate. Unlike Josie's comparable move, it cannot stop partway through — use neutral jump or Drive Impact to counter.
Frame advantage varies by strength:
- 214LP
- Elena is -3F
- 214MP
- Elena is -2F
- 214HP
- Elena is -2F
- 214PP
- Elena is -3F
Follow-up moves:
- 214P→6P
- Elena is -13F
- 214PP→6P
- Elena is -19F
Recommended Counter
Unlike comparable moves, Elena's Moon Glide is fast — Raw Rush will often get caught by it. When you read 214LP, take the following options:
- Drive Impact
- Neutral jump
The first hit has no punish, but if the follow-up is performed, it is punishable. Do not forget to punish with a heavy attack.
Sliding
Elena's slide loses its punishability when only the late active frames connect. Always fight at a range where the slide still creates risk for Elena. When punishing a deep hit, remember it is -10F.
Recommended Counter
- Do not fight at the range where only Elena's maximum-range slide frames can connect
- Depending on how deep it hits, the frame disadvantage may be less than -10F, making the read difficult
- On the second hit, aim to punish assuming Punish Counter for maximum damage
2HK
-12F on block. Long range — at tip range, heavy attacks may not reach.
Recommended Counter
- For a safe punish, use your own character's 2HK
- At close range, convert into a heavy combo for big damage
Target Combo Counter Guide
Once you are used to the matchup, punishing the blockstun after target combos is not difficult. However, the c.MK target combo and 6MK target combo cannot be blocked during certain parts, making them tricky. Learn the visual cue for each in training mode.
- MP→MP
- -10F on block
- 6MK→MK
- -14F on block
- MK→HK
- -8F on block (second hit)
- -18F on whiff
- 2MK→HK
- -9F on block
- HP→HP
- -17F on block
- 6HP→HP
- -11F on block (second hit)
- -16F on block (third hit)
Recommended Counter
Learn the visual cues and consistently land the punish.
Throw Game (Okizeme)
After a corner throw, Elena cannot directly meaty with a throw unless she uses Rush — but forward step into MK lands as a meaty, so she is still stronger than characters with no corner oki at all.
Recommended Counter
- When Elena takes a forward step, she is at +4F
- MK lands as a meaty and is plus enough to combo
- After Rush:
- Rush MK lands as a meaty and leaves Elena +5 to +8F on block
- Just Parry or OD reversal is your best option to steal the turn back
Forward Throw (LPLK)
Elena is at +24F advantage. Taking back wakeup removes her okizeme.
Recommended Counter
- Take back wakeup.
Back Throw (4LPLK)
Elena is at +19F advantage.
Taking back wakeup removes her okizeme even when she uses Rush. In the corner, if she uses Rush, OD reversal is guaranteed — confirm it and do not slack.
Recommended Counter
- In midscreen, take back wakeup.
- If your back is to the wall, confirm her Rush and land the OD reversal — do not skip this.
