Under Night In-Birth/Eltnum/old

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Eltnum

Introduction

fluff

Story

lol anime story

Unique Trait/Health

Eltnum has two unique traits. The first is that she is one of two characters in the game to have an air throw. The second is her Bullet gauge.
If you look under Eltnums health you'll see a unique meter that displays twelve bullets and a horizontal meter underneath that with a white section. She can have up to 12 bullets at a time, that are consumed by 236x and 22A/B. Once you are out of bullets you need to manually reload with 22C before you can shoot any more, this is where that second bar with the white zone comes into play, after you initiate the reload you must hit a button to confirm the reload. If you confirm while it's in the white area you will be rewarded with a special reload (indicated by shiny/pulsing bullets) instead of regular ones.
Health: 9,400

Gameplay

Overview


Neutral

Overview

Approaching on Ground
  • Generally while approaching on the ground your going to be trying to land a whip to knock the opponent down or going for dashup 5a or 5b. If you are feeling risky you can try for 2c, dash b, or dash c but all as I mentioned risky. The dash moves are unsafe on block and if the opponent happens to jump when you 2c you will die.
Approacing from Air
  • j.b into j.c is going to be your bread and butter for approaching while you are in the air. j.b is faster for beating out opponents moves in air to air as well as having a crossup hitbox for those on the ground. J.c is great to follow up with to make conversions easier. You can use j.c into j.b if you know your spacing as j.c has an amazing hit box. but it is slower so you have to be careful for that. if the opponent is trying to run under you often good use of j.214a will make them scared of that.
Stopping Ground Approaches
  • Stopping the opponent is not too hard with Eltnum. 236a is very fast and can lead to damage with meter. same with 214a if the opponent relys on projectiles to approach. Even a raw 236c is great for stopping the opponent and making them think more.
Anti-Airing
  • Eltnum doesnt really have great anti airs. If you are ballsy you can try 3c to anti air with but you will most likely die if you whiff. DP is a decent anti air with its huge hitbox and the lack of air options in this game make it easy to predict opponent movement.

Offense

fluff

Defense

fluff

Move List

L = Low, H = High, UNB = Unblockable, CS = Chain Shift

Startup includes the first active frame.

Normal Moves

5A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
160 5 2 12 -2 Sp,EX,CS HL -

A mid punch to Eltnums side. Hits mid, Standard combo starter. In Vorpal, you can whiff the move and cancel into other normals or specials to create frame traps during pressure.

2A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
140 6 2 12 -2 Se,Sp,EX,CS L -

A low kick, self cancelable. 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.

5B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
420 8 3 19 -6 Sp,EX,CS HL -

Standing kick,moves Eltnum slightly foward. block string fodder.

2B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
360 7 4 20 -8 Sp,EX,CS L -

Crouching jab that pushes the player a bit forward. Good poke. Can also be used to move closer during a backstring so you can reverse beat into an A normal.

5C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
580 13 4 28 -16 Sp,EX,CS HL -

Unreal half screen normal, Eltnum takes a swing with her whip.

5[C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
720 24 4 28 -14 Sp,EX,CS HL -

Roughly the same as 5C, but makes the connection into 5CC almost airtight.

2C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
350, 310 13 2*2 27 -5 Sp,EX,CS L -

Two hit sweep, launches the opponent on hit. Hits low. On hit, 1st and 2 hit can be canceled. On block, only the second hit can be canceled. Has fairly far reach and can be used to punished whiffed moves such as Gordeau's 5C. Vital to your combo game and helpful at times in neutral

j.A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
140 8 6 X+2 Varies Sp,EX,CS H/AS -

Downward kick, can be used for air to ground.

j.B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
370 10 5 X+3 Varies Sp,EX,CS H/AS -

Horizontal kick with pretty okay range, has a deceptive hitbox that hits farther back than it looks. Can cross up and be used as air to air as well.

j.C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
510 12 5 X+4 Varies Sp,EX,CS H/AS -

Aerial somersault that hits the area right in front of Eltnum.

j.[C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
975 19 5 X+4 Varies Sp,EX,CS H/AS -

Same hitbox as j.C, keeps Eltnum in the air a little long which can help with avoiding some projectiles as well as alterating your jump arc. On hit, it pops the opponent up into the air.

Command Normals

6B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
615 27 2 25 -9 Sp,EX,CS H -

This is your overhead. Eltnum swings her leg and brings it down on the other players head. Somewhat slow but can be used to punish and GRD Break oponents who shield low. Can be followed up.

6[B]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
950 33 8 19 -9 Sp,EX,CS H -

This is your overhead, only a bit slower. This is mostly a combo utility, on charge this move now ground bounces allowing for much more freedom with comboing from the move.

5CC
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
450 22 5 17 +3 Sp,EX,CS L -

Follow up to 5C, 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. Unless you use 5[C], then there is gap between 5C and 5CC in which the opponent can jump out so be cautious about using this too much.

3C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
450 9 2 26 -10 Sp,EX,CS HL -

A low swing that launches, jump cancel can be buffered very early by holding 8 while the move is coming out. Can be used to stuff grounded assault attempts.

Dash Normals

66B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
640 11 4 13 -5 Sp,EX,CS HL -

Eltnum short hops and then takes a swing with her leg, on hit this will wall bounce.

66C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
420, 500 11 4 33
Landing: 15
-5 (Sp),(EX),CS H -

A rising attack followed by a dive kick. Just as it's described it has a hitbox while she's rising as well as on the dive kick. Second hit is an overhead. Mostly used for combos. It can only be cancelled into Chain Shift on block so don't rely to much on this when not in Vorpal.

Universal Mechanics

Force Function
B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
810 11 2*2 36
Landing: 16
-12 EX,CS HL -

Sion attacks with her whip for two hits. Mostly combo fodder. You can cancel it with an air EX move. but not normal specials.

Force Function (charged)
[B+C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
920 33 4 31
Landing: 18
-7 EX,CS HL -

A farther reaching version of her force function. Becomes a single hit.

Throw
A+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1501 5 1 22 +24 (hit) - UNB -

On the ground, Sion kicks and knocks her opponent down.

Air Throw
j.A+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1160 3 1 X+11 +45 (combo stun) EX,CS UNB -

Sion is also one of the only characters with an air grab. You can follow raw air grabs up with a combo.corner.

Guard Cancel
214D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 16 5 27 Blocked: -14
Hit: +40
- HL -

Fluff

Veil Off
A+B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 21 (min)
69 (max)
2 37 Blocked: -13
Hit: +36
- HLA -

Universal reversal. Invincible from start-up until the first active frame. Not throw invincible. You can delay the start-up until the 69th frame, but there's no real incentive to do so outside of thwarting meaty attacks.

Special Moves

Hollow Point
「ホローポイント」

236X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 650 11 2 31 -4[+1] EX,CS HLA -

Sion shoots out horizontally. Pew pew. This attack has little duration but very good recovery. Shoots 1 bullet. If you have purple or enchanted bullets available, the frame advantage becomes +1.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 884 13 2*3 55 -7[-2] EX,CS HLA -

3 shots and has more range. If you have purple or enchanted bullets available, the frame advantage becomes -2.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1539 12 22 39 -7 (CS) HLA -

laser that wall slams and gives you a free reload.

Warning Shot
「威嚇射撃」

22X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 800 10 3 25 -1 EX,CS L -

Sion shoots 1 shot at her feet. It's not punishable on block and can be used again or with other moves to create frame traps

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1085 17 32 18 +8 EX,CS HL -

Shoots 5 shots at the opponent's feet. Super safe on block but has considerable amount of pushback. This is 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
「リロード」

22C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
- 1 - 27 - - - -

There is a small frame and a white bar under Sion's bullet stock. Should you press A, B, or C to match the white bar, it will allow Sion to load a stronger set of bullets. Sion's reinforced bullets glow in the bullet meter and have improved abilities.

Etherlite Air
「エーテライト・エア」

623X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1366 5 17 28
Landing: 6
-15 EX,CS HL -

This is a DP, has upper body invincibility, and can be EX or CS cancelled in the first 3 hits.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1712 5 19 34
Landing: 11
-25 (CS) HL -

has full body invincibility but cannot be canceled at all on block or whiff. Can chain shift on hit but can only only be followed up if it's a counter.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1992 3 17 56
Landing: 11
-28 (CS) HL -

This move has fast start up with invicibilty. Good for reversals and combo enders for extra damage. Can be CS canceled once she lands.

Etherlite Ground
「エーテライト・グランド」

214X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 800 13 4 24 -8 (EX),(CS) L -

Sion lays some etherlite to trip up the opponent. The A version is a low and if spaced properly is tough to punish on block but you are at a frame disadvantage.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 960 18 4 27 -11 (EX),(CS) HL -

B version is a mid and has more range. Good for catching people jumping.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1850 10 7 22 -9 (CS) HL -

The EX version hits mid and is air unblockable. It leaves the opponent in a standing position so you can follow up with a combo or go for a reset.

Cutting Sync
「カッティング・シンク」

421X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A - 1 - 19 - - - -

Command dash. The A version makes her duck and move forward. Sion can move through her opponent with this.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 931 25 2 35 -15 Sp,EX,CS
(J),(Normals)
HL -

The B version makes her kick straight up after the dash. You can jump or reverse-beat cancel this on hit. On block this move can cancel into other special moves which makes it possible to stagger pressue, though it's not recommended.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1995 7 13 34
Landing: 10
-20 (CS)
(Jump Normals)
HL -

The EX version make her move forward at double speed, then rise up with a multi-hitting kick. You can reverse-beat cancel this on hit as well.

Slide Air
「スライド・エア」

j.214X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1500 12 9 (max) 10 +7 to +1 (CS) HL/AS -

Dive catch-grab kick. A successful hit will have you slam the opponent into the ground. The A version is the fastest.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1208 32 9 (max) 19 +19 (combo stun) (CS) UNB -

The B version is slower but unblockable.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1938 10 7 (max) 9 +6 to +3 (CS) HL -

The EX version will multi-hit, and you can change the direction of the subsequent hits left or right.

Infinite Words

Barrel Replica
「バレルレプリカ」

41236D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3063 13 54 38 -22 - HLA -

Sion supports her body in place with etherlite then fires a huge beam.

Infinite Words EXS

Tri Hermes Blackland
「トライヘルメス・ブラックランド」

A+B+C+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3601 16 3 49 -26 - HLA -

Same properties as everyone else's. 3601 damage raw.

Combos

Basic
A>2B>5B>5C>3C>jc>JB>JC>jc>JB>JC>J.A+D
2A>2B>2C(2)>5[C]>421B>5A(whiff)>DC>22B>dash>2B>3C>8jc>J[C]>jc>J[C]>J.A+D
Intermediate
2A>2B>2C(2)>5[C]>421B>6[B]>2A(whiff)>22B>dash C>22B>dash C>22C
2B>2C(2)>J.[C]>J.A (whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>dash C>22B>dash C>22C
3C>J.[C]>DJ.[C]>J.214A (whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>dash C>22B>dash C>22C

A starters:

2A*n(up to 3)>2C>JB>JA>JC>66C>22B>66C>22B>66C>22C

  • From blockstring when 2A hits more than twice. JB has to be slightly delayed.

5A>2B>2C>5[C}>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • This is your punish combo from max range 5A, and works well in frame traps for example, after 5CC)
  • The 6[B] will whiff on hyde, linne, and hilda, instead of 6[B], do JB>JC>66C>etc


B starters:

2B>2C(2)>J[C]>JA (whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • This game for Eltnum is all about landing this combo. High damage, works everywhere, character non-specific.


2B>2C(2)>J[C]>JA (whiff)>5B>5[C]>421B>6[B]>2A(whiff)>3C>J[C]>jc>J[C]>air throw

  • Same as above but when you are out of bullets and want to end the round. No time for reload, so use it sparingly.


2A>2C>5[C]>421B>6[B]>5A(whiff)>22B>66C>22B>66C>22C

  • Similar to above, but when you start with 2A, this is easier to execute since 5B>5[C] link can get dropped because of hitstun proration.


C starters:

2C>5[C]>214B>214C>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • Useful combos for when 2C hits (but not when it hits at its tip).


236 starters:

236A/B>236C>66C>22B>66C

  • When 236B hits, use this for carry. Good neutral tool. You can start with 236C too for full screen punish.


236A/B>236C>2C>5[C]>214B

  • Similar to above, but when you see the wall bounce is not enough for


236A/B>236C>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • Similar to above, but only when you are cornering your opponent close to wall.


421 starters:

421B>J[C]>JA (whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • Same as the first one, but with 421B starter. Does over 3.5k even without any buff.


421C>delayed J[C]>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • Quite some damage from a reversal. Works everywhere. delay J[C] as much as possible.


Assault starters:

6D>JC>2C>JB>JA>JC>66C>22B>66C>22B>66C>22C

  • From assult JC.


6D>deep JB>2C>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • (full BNB off Assault only possible with deep jB land 2C. 6[B] whiffs against Linne / Hyde / Hilda. Omit 6[B] and use jABC > 66C instead)


Air throw starters:

air throw>2C>9jc>J[C]>delayed JA(whiff)>5B>5[C]>421B>6[B]>2C(1)>22B>66C>22C

  • From air throw at any height. You can punish assaults if you see it during Chain Shift.


air throw>dash 2B>9jc>J[C]>delayed JA(whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22C

  • From air throw at low heights.


Chain Shift Combos:

214A/B>CS>microdash 2C>J[C]>delayed JA(whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

  • If 2C hits OTG, omit the second 22B>66C.


j214A/B>CS>2C>J[C]>delayed JA(whiff)>5B>5[C]>421B>6[B]>2A(whiff)>22B>66C>22B>66C>22C

Colors

Alchemist Black Barrel Fleeting Lover Great Sphynx Fang and Nail
Eltnum-1.png
Eltnum-2.png
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Eltnum-4.png
Eltnum-5.png
Transylvania Ghost Wing of Horus Aswan Falucca Psycho Garden Living Dead
Eltnum-6.png
Eltnum-7.png
Eltnum-8.png
Eltnum-9.png
Eltnum-10.png
Dunkelheit Burn Gem Nostalgia Silence Iceberg Neo Venus
Eltnum-11.png
Eltnum-12.png
Eltnum-13.png
Eltnum-14.png
Eltnum-15.png
Bello Girasole Summer Vacation Amore Pesco Jet Black Snow Fairy
Eltnum-16.png
Eltnum-17.png
Eltnum-18.png
Eltnum-19.png
Eltnum-20.png
UNDER NIGHT IN-BIRTH Exe:Late
General

ControlsFAQGlossaryHUDSystem

Characters

HydeLinneWaldsteinCarmineOrieGordeauMerkavaVatistaSethYuzurihaHildaEltnumChaosAkatsukiNanaseByakuya