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Elena

エレナ

Elena — 对策

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

Normal versions

  • 236LK (L Rhino Horn)
    • Elena is -9 on block
    • A heavy normal gets a guaranteed punish
  • 236MK (M Rhino Horn)
    • Elena is -9 on block
    • A heavy normal gets a guaranteed punish
  • 236HK (H Rhino Horn)
    • Elena is -9 on block
    • A heavy normal gets a guaranteed punish

OD version

  • 236KK (OD Rhino Horn)
    • Elena is -9 on block
    • A heavy normal gets a guaranteed punish

Recommended counters

  • All versions — L, M, H, and OD — are uniformly -9 on block
    • Punish with a heavy normal starter regardless of which version she used
    • After blocking, it's your turn; make sure to convert

After Lynx Whirl activates, all follow-up options perform at OD-equivalent strength. Treat them exactly like the 236PP OD versions: walking back is the strongest defense after boosted Leopard Snap (+1), boosted Harvest Circle (-4) still allows a 4F punish, and boosted Mallet Smash (+3) requires standing block and throw tech focus.

前投げ

Elena is at +24F advantage after landing this throw. Back tech removes all wake-up pressure.

Recommended counters

  • Always back tech — this eliminates Elena's wake-up pressure entirely

各種タゲコン対策

Once you get the hang of it, punishing Elena's target combos on block is straightforward — but the 6MK→MK and 2MK→HK targets do not result in a clean block, so they need separate recognition. Practice each one in training mode to learn the motion.

  • MP→MP: -10 on block
  • 6MK→MK: -14 on block
  • MK→HK: -8 on block (2nd hit); -18 on whiff
  • 2MK→HK: -9 on block
  • HP→HP: -17 on block
  • 6HP→HP→HP: -11 on block (2nd hit); -16 on block (3rd hit)

Recommended counters

Learn each target combo's animation and always take the guaranteed punish.

後ろ投げ

Elena is at +19F advantage after this throw. Back tech removes all wake-up pressure even if she uses Drive Rush. In the corner, if Elena Drive Rushes you can confirm it and land an OD reversal for a guaranteed punish.

Recommended counters

  • Mid-screen: always back tech — eliminates wake-up pressure even with Drive Rush
  • In the corner: watch for Drive Rush and confirm into an OD reversal

柔道

After a corner throw, Elena needs Drive Rush to make her throw meaty — without it, the timing doesn't overlap. However, forward step naturally buries MK as a meaty, so her corner oki is still threatening compared to characters with no judo at all.

Recommended counters

  • When Elena uses forward step: you are at +4F disadvantage — her MK hits as a meaty and is combo-able
  • When Elena uses Drive Rush: Rush MK hits meaty; on block she gets +5 to +8F advantage — use Just Parry or an OD reversal to steal the turn back

All strengths (L/M/H/OD) are punishable on block with a heavy normal starter — crouch while punishing to prevent the third hit from connecting and resetting the situation. There is also a risk of combo-break attempts during the combo, so keep pressing Drive Impact as an escape option.

Unlike similar retreating moves, Moon Glider cannot stop mid-animation — respond with a vertical jump or Drive Impact when you read it.

Frame advantage by strength:

  • 214LP: Elena is -3 on block
  • 214MP: Elena is -2 on block
  • 214HP: Elena is -2 on block
  • 214PP (OD): Elena is -3 on block

If Elena completes the second hit (214P→6P), she is -13 on block — punish with a heavy normal. OD second hit (214PP→6P) is -19 on block.

Recommended counters

Unlike slower retreating moves, Moon Glider's fast startup means raw Drive Rush will often get hit. When you read 214LP, use:

  • Drive Impact
  • Vertical jump

The first hit has no guaranteed punish, but the second hit follow-up is always punishable — always respond with a heavy normal.

When unboosted, all three follow-ups leave Elena at disadvantage on block — be ready to take your turn back. Treat the normal and boosted (OD) versions completely differently as the frame data changes significantly. When you read Lynx Song coming, Drive Impact or staying calm and blocking is reliable.

OD version

  • 236PP→6HK ([Boosted] Mallet Smash)
    • Elena is +3 on block
    • Advantaged — do not mash

Recommended counters

  • +3 on block — Elena has the advantage; do not press buttons
  • This is an overhead so you must stand-block
  • +3 puts her in shimmy range; focus on teching throws and reading the 50/50

OD version

  • 236PP→6LK ([Boosted] Leopard Snap)
    • Elena is +1 on block
    • Advantaged — do not mash

Recommended counters

  • +1 on block — Elena has the advantage; do not press buttons
  • Her low option is 2LK, but even on hit her 2LP doesn't reach (2MK is hard to hit-confirm and can be ignored)
  • Walking back is the strongest defensive option — a walk-up throw whiffs if you walk back
  • Advanced answer against sharper Elenas: 4F back-walk → crouch-block → fuzzy attack
    • This covers the case where Elena whiffs a throw, giving you a counter-punish

OD version

  • 236PP→6MK ([Boosted] Harvest Circle)
    • Elena is -4 on block
    • A 4F move gets a guaranteed punish

Recommended counters

  • -4 on block — punish with a 4F normal
  • Less minus than the plain version (-9), but a 4F punish is still guaranteed
    • Always respond with a 4F normal

Normal version

  • 236P→6HK (Mallet Smash)
    • Elena is -3 on block
    • Only a 3F move gets a guaranteed punish

OD version

  • 236PP→6HK ([Boosted] Mallet Smash)
    • Elena is +3 on block
    • Advantaged — do not mash

Recommended counters

  • 236P→6HK (plain): -3 on block — you move first; punish with a 3F jab or take a throw
    • Startup is 22F, so if used as a meaty on wakeup you can realistically just-parry it on reaction
  • 236PP→6HK (boosted): +3 on block — do not mash; expect a shimmy/throw 50/50
    • This is an overhead so you must stand-block; focus on teching throws

Leopard Snap (236P→6LK) is Elena's rushing follow-up. The plain version is -5 on block, the boosted version (236PP→6LK) is +1. Treat the two states completely differently.

Recommended counters

After blocking the plain 236P→6LK

  • Elena is -5 on block
  • Characters with a 5F long-reach standing LK get a guaranteed punish combo here
  • Don't burn cancel-rush — take the maximum raw punish for the best follow-up situation
  • Elena also has slide, so play at a closer range where her tools become risky

After blocking the boosted 236PP→6LK

  • Elena is +1, in walk-shimmy range
  • Her low option is 2LK, but even on hit her 2LP doesn't reach (2MK is hard to hit-confirm and can be ignored)
  • Walk-up throw whiffs if you walk back
  • Walking back is the strongest defensive option here

The advanced answer for sharper Elenas

Walking back works against most Elenas, but a sharp Elena will start hit-confirming 2MK target combos against your back-walk.

  • Mix in 4F back-walk → crouch-block → fuzzy attack
  • The fuzzy attack covers the case where Elena whiffs a throw — you get a counter-punish
  • Press the button on the timing you'd block her strike: strikes get blocked, whiffed throws eat the punish

The clip below records the following options after blocking 236PP→6LK:

  • Tiny walk → throw
  • 2LK → 2LP
  • 2MK

Normal version

  • 236P→6MK (Harvest Circle)
    • Elena is -9 on block
    • A heavy normal gets a guaranteed punish

Recommended counters

  • -9 on block — punish with a heavy normal starter
  • Note that the boosted version (236PP→6MK) is only -4 on block, so the punish window is much tighter

Normal versions

  • 623LK (L Scratch Wheel)
    • Elena is -24 on block
    • Full combo punish guaranteed
  • 623MK (M Scratch Wheel)
    • Elena is -30 on block
    • Full combo punish guaranteed
  • 623HK (H Scratch Wheel)
    • Elena is -33 on block
    • Full combo punish guaranteed

OD version

  • 623KK (OD Scratch Wheel)
    • Elena is -46 on block
    • Full combo punish guaranteed

Recommended counters

  • All versions are heavily minus on block (L: -24, M: -30, H: -33, OD: -46) — always convert to a full combo when you block it on the ground
  • Its anti-air invincibility is strong, so avoid jumping recklessly — bait the reversal from the ground instead