imo elena is awful. i hope someone proves me wrong.
-c.mp is a really buff poke (beats shoto c.mk free)
-c.lp reaches far and has good priority
-s.hp has a good hitbox, is airborne
-has a really difficult hitbox to combo (esp. crouching)
-is really annoying due to low profile moves and ranged slide being safe + difficult to react to
-ex mallet is very fast and goes far (but unsafe)
-super is really fast (1+3) and goes quite far (reaches all ranges of fei lp rekka on block)
-command overheads reach far
-j.hp reaches far, is a strong a2a option
-900 stun (in a game with RFC into 800+ stun combos)
the worst jump in the game:
-by far the worst jump in the game, no way to alter her jump arc, no boss jumpins ala vega j.hp
-ken (for example) can punish all specials (except one) on block, and some on hit. when spaced ‘safely’ the last hits of lynx tail and spin scythe whiff, leaving her open.
-her only safe special is hp mallet smash, which is -1 on block; except it’s extremely slow and loses to everything (including, somehow, shoto c.mk)
shitty low options:
-c.lk is her only low combo starter and can’t chain, and is a 1f unplinkable link into c.lp (which is another 1f into c.mp)
-makes abare crouch tech basically impossible (c.lk is 0f on block and starts in 4f)
-this wouldn’t be so bad if she had rekka or galactic tornado, but everything is unsafe so you can’t afford to miss a link
-sweep/slide are v. unsafe (sweep is -16)
-c.mk is another low, but you can’t link into or out of it so you have to cancel immediately into an unsafe special
-only ex scratch has any invincibility, all other dps have 0 and get stuffed/thrown free
-ex scratch wheel is an ass-tier reversal; many times you’ll make the correct read, land 1-2 of the hits and whiff the rest leaving her open for a huge punish; far more often than characters like ken/akuma fierce dp might in similar situations
no real AA:
-ex scratch is the only AA i found that doesn’t trade or lose to good jumpins
-s.mk /s.mp sometimes works but have few active frames and do no damage
-early lk dp sometimes works, but because of the damage distribution and poor health you almost always lose in the trade
ultras are …:
-u1 (brave dance) is actually not bad, fast + goes far. but invincibility only extends to 1st active frame, many times i’ve done AA ultra and traded (and lost the exchange). i did ultra vs. lv3 hugo focus and traded. c’mon.
-u2 (healing) has almost no setups; even if you RFC something to get a full crumple + backdash and ultra 2 most characters can punish. full super into u2 has the same problem. you have to cancel early just to not die, which nets you very little health.
-i have never seen any character in any game drop opponents out of multihitting specials more than elena in this game; hk lynx tail and all versions of spin scythe from range are extra guilty of this
-s.hp is supposed to be her cancellable heavy (gateway into heavy versions of specials) but it starts in 13f, doesn’t hit most crouchers, and you often can’t even get it on a crumple
-she can’t reliably combo many crouching characters (gen, chun, herself) because spin scythe 2nd hit whiffs, and cancelling into dp doesn’t reach.
-she has 4 input mapped to kicks (dp, reverse dp, hcf, qcb + K) and in an attempt to make this manageable capcom decided to make lynx tail (rev. dp) have no shortcut, but also have priority over dp when the inputs overlap, so you sometimes get hit in the face when you try to AA dp from walking back. i played elena in sfxt and she definitely did not have this many problems getting the correct specials out.
-has no chains (like honda) therefore can’t do chain OS slide or ultra or whatever
-ALL her normals are minus on block except c.lp (+2) and c.lk (0) so it’s difficult to make people stop pressing buttons
-no consistency on her backthrow (try it midscreen, then try it w/ opponent in the corner, completely different distances) making oki/safejump pressure difficult
-c.mp is great! cool. it beats a lot of pokes. but from the range you’re doing that, that’s it. you don’t have rekka or fireball to combo into. scythe and dp whiff. lynx tail will drop the opponent midway or just not reach. rhino horn only hits standing opponents. so you can’t convert these stray hits into actual damage, which is what good characters do (think sakura c.mk into sho FADC damage, or eryu c.mk into whatever, or cammy c.mk into drill into oki). sure, chun doesn’t need to do that, but chun also has way better buttons / movement to land those hits more often. rose has a similar gameplan (annoy, poke, maintain max poke distance, convert here and there) but again, has normals that are much better suited for this; faster and more range.