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Elena

エレナ

Elena — 角色使用

H Rhino Horn

Rhino Horn is Elena's primary combo-ender and corner-carry tool. Use it after a hit-confirm to push the opponent to the corner with strong carry distance. All strengths are -9 on block, so always confirm a hit before committing. In the corner, Rhino Horn sets up strong wake-up pressure options.

H Lynx Whirl

Activate Lynx Whirl by delaying the follow-up input after Lynx Song. Once Lynx Whirl is active, the chosen follow-up (Leopard Snap, Harvest Circle, or Mallet Smash) gains OD-equivalent boosted properties — making blocked versions safer and hit versions launch higher. Use it when you have the Drive Gauge to spend on a powerful OD-level follow-up without burning OD directly.

前投げ

Usage notes to be added.

各種タゲコン対策

Usage notes to be added.

後ろ投げ

Usage notes to be added.

柔道

Usage notes to be added.

Jumping Heavy Punch

Use as a jump-in starter to confirm into ground combos on hit. Its wide hitbox also makes it viable for air-to-air situations.

Jumping Light Punch

Use for quick jump-in hit-confirms at close range. Its low active frames make it useful in tight jump-in timing situations.

Jumping Medium Punch

A reliable jump-in button that links into ground combos on hit. Useful when j.HP's startup is too slow for the jump arc.

Jumping Heavy Kick

Primary jump-in button for high damage confirms. Its downward angle makes it effective as a meaty on opponent wakeup.

Jumping Light Kick

Useful for same-side jump-ins at close range. Its fast startup covers short jump arcs where heavier air buttons are too slow.

Soaring Raid

Use as a jump-in string to increase air combo damage. The second hit provides additional blockstun for safer jump-in pressure.

Jumping Medium Kick

A solid all-purpose jump button. Use for jump-ins when j.HK's startup is too slow, or for air-to-air when more horizontal range is needed.

Raptor Range

Use as an air-to-ground combo extension when jumping in. The two-hit sequence increases damage and stun compared to a single air normal.

CA Song of the Grasslands

Activate to close out a round with maximum damage, or in a situation where surviving with recovered health changes the round outcome. Because it is only available at low HP, timing and resource management are crucial.

SA3 Song of the Grasslands

Use to extend a health lead or recover from a deficit and keep KO potential alive. Because activation requires time and can be interrupted at close range, find a safe moment with enough space before committing.

Spinning Scythe

Spinning Scythe is Elena's primary combo special. Use it as a cancel target from pokes for hit-confirm damage, and choose the follow-up (second hit or Lynx Whirl) based on the situation. On confirmed hits, the second hit allows combo extensions or wake-up pressure.

Moon Glider(2)

Commit to this follow-up only when the first hit is confirmed to land. On a confirmed hit it scores a knockdown for wake-up pressure opportunities. Stop at the first hit if the opponent is blocking to avoid the large punish window.

SA1 Meteor Volley

Use to punish whiffs and gaps with its fast 9F startup. In the corner it extends combos for additional damage. Its projectile invincibility also lets it pass through fireballs on reaction.

SA2 Revival Dance

Activate to recover health during a health lead or after taking chip damage. The projectile invincibility lets it pass through fireballs on reaction. Because the heal animation takes time and can be interrupted by the opponent, always confirm a safe distance before activating.

Lynx Song

Lynx Song is a projectile-invincible advancing move with four follow-up options. Use it to pass through fireballs on read or to approach from mid-range. Choose the follow-up based on the situation: Leopard Snap (6LK) for a rush, Harvest Circle (6MK) for a launcher combo, Mallet Smash (6HK) for an overhead, or delay the follow-up to transition into Lynx Whirl for boosted follow-up properties.

[Boosted]Mallet Smash

The boosted version of Mallet Smash is +3 on block and an overhead, creating a powerful mix-up situation after Lynx Whirl or OD Lynx Song. Use it to pressure opponents who are crouching-blocking, and follow up the +3 advantage with shimmy or throw mix-ups. Its 22F startup also makes it viable as a meaty on wakeup where opponents may not react in time.

[Boosted]Leopard Snap

The boosted version of Leopard Snap is +1 on block, giving Elena a slight advantage to continue offense. Use it after Lynx Whirl or OD Lynx Song to create shimmy/throw mix-up pressure. Walking back is the opponent's strongest defensive option, so mix in 2MK target combo hit-confirms against opponents who habitually walk back after blocking.

[Boosted]Harvest Circle

The boosted version of Harvest Circle is -4 on block — still punishable with a 4F normal, but much safer than the plain version's -9. Use it after Lynx Whirl or OD Lynx Song in situations where you want a launcher combo with reduced risk on block. On hit it launches for juggle follow-ups, making it a key combo tool at mid-screen and in the corner.

Mallet Smash

Mallet Smash is Elena's overhead follow-up from Lynx Song. The plain version (-3 on block) is used for overhead mix-ups at close range or as a meaty on wakeup with its 22F startup. The boosted version (+3 on block) creates a strong throw or strike 50/50 situation. Always stand-block this move as it is an overhead.

Leopard Snap

Notes on how Elena uses Leopard Snap — combo routes, pressure, whiff punishes — to be added.

Harvest Circle

Harvest Circle is Elena's launcher follow-up from Lynx Song. Use it in combos after a Lynx Song confirm to launch the opponent for juggle extensions. The plain version is -9 on block so only use it on confirmed hits; the boosted version (236PP→6MK) is -4 and still punishable with a 4F normal.

Root Breaker

Use as a long-range poke and knockdown tool. On hit it knocks down for wake-up pressure. Cancel into special moves on close-range confirms for additional damage. Be cautious about spacing — tip range reduces the punish window for the opponent.

Crouching Heavy Punch

Use to punish whiffed moves at mid-range. Can also be used as a poke when closer buttons are out of range.

Crouching Light Kick

Use as a quick low poke to start hit-confirms into combos or tick into throw mix-ups. Its fast startup makes it a reliable reversal-attempt discourager.

Crouching Light Punch

Primary combo filler in light normal chains. Used after 2LK to extend hit-confirms and maintain blockstring pressure.

Crouching Medium Kick

Primary mid-range poke and Drive Rush cancel starter. Confirm 2MK on hit then cancel into Drive Rush for a reliable mid-screen damage route. The target combo 2MK→HK is also a strong hit-confirm option.

Fluttering Lark(2)

Use as a hit-confirm from 2MK. The combo ends in a knockdown, enabling wake-up pressure. Be aware it is -9 on block, so avoid using it without a confirmed hit.

Crouching Medium Punch

Use as a combo link in close-range hit-confirm strings. Connects into special moves for additional damage on confirmed hits.

Slide

Use at mid-range to surprise opponents with a low hit. At tip range the punish window shrinks significantly, making it relatively safe when spaced correctly.

Round Arch

Use to back off while maintaining a threatening hitbox. Good for catching opponents who press buttons during Elena's retreat. Can serve as a spacing tool in neutral.

Leg Lift Throw

Use to score a knockdown and set up wake-up pressure. In the corner, Drive Rush after the throw enables strong offensive sequences. Mid-screen, the opponent can escape with back tech, so read their response.

Scratch Wheel

Scratch Wheel is Elena's main anti-air and combo ender. Use the light version for fast anti-air reactions, and the medium or heavy versions as combo enders for additional damage and carry. OD Scratch Wheel adds invincibility for reversal situations. All versions are heavily minus on block, so only use them on confirmed hits or as anti-airs — never throw them out raw on the ground.

Trunk Slap(3)

Only complete the full string on confirmed hit. The three-hit sequence deals significant damage and leaves the opponent in a knockdown state. Avoid completing it on block due to the heavy -16F disadvantage.

Handstand Whip(2)

Only complete this target combo on confirmed hit. The overhead sequence is a key mix-up tool but carries heavy risk if blocked. Use the 6MK overhead alone or confirm the first hit before committing to the follow-up.

Standing Heavy Kick

Use as a far-range poke to control space. On hit, can be canceled into Spinning Scythe or Rhino Horn for combo damage. Also effective as a Punish Counter starter for big damage routes.

Standing Heavy Punch

Use as a combo part within pressure strings, or as the starter for the 6HP Trunk Slap target combo chain. On hit, confirms well into special moves for additional damage.

Turning Tail(2)

Only complete this target combo on confirmed hit. The two-hit string deals solid damage but is extremely risky on block. Confirm the first HP before deciding whether to follow up.

Standing Light Kick

Use as a fast low poke to start hit-confirm strings. Chains into 2LP or other light normals for combo extensions. Also useful for tick throw mix-ups in close-range offense.

Standing Light Punch

Primary combo starter at close range. Chains into other light normals for hit-confirms or blockstring pressure. Useful for challenging opponent mash attempts with its fast startup.

Leg Tackle

Use in close-range mix-ups between throw and strike. After landing, the opponent's back tech removes your pressure, so adapt to their habit — if they consistently back tech, adjust your offense accordingly.

Standing Medium Kick

A key pressure button that is advantageous on block. Use it to enforce frametraps and continue offense after blocked normals. Its sustained hitbox also gives it overhead properties during part of the animation.

Hind Kick(2)

Complete this combo only after confirming the first MK hits. The knockdown on hit opens wake-up pressure. Avoid completing on block due to the -8F disadvantage, and never whiff the second hit at range.

Standing Medium Punch

A primary combo starter in Elena's offense. Chains into HK for the MP→MP or MP→HK target combos on hit, and cancels into special moves for damage. A core button in her Lynx Style sequences.

Starling Beak(2)

Only complete this target combo on confirmed hit. The two-hit sequence is a staple combo link in Elena's Lynx Style system. Avoid completing on block due to the -10F disadvantage.