GGST/Elphelt Valentine

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Revision as of 01:32, 25 December 2023 by Emo Tarquin (talk | contribs) (→‎Bomb-Bomb Chocolat: Reworked overview)

Overview

Overview

The bride searching for a husband returns to -STRIVE- as an adorable rock star! With her giant microphone rifle she charges into battle, shielded by impenetrable optimism.

Elphelt is a character focused on her rekka A series of special attacks that are only available after the first one is performed. style move Chain LollipopGGST Elphelt Valentine 214S.pngGuardAllStartup20Recovery16Advantage-2, where she gains mixups with Up High!GGST Elphelt Valentine 214SP.pngGuardHighStartup14Recovery24Advantage-10 & Down Low!GGST Elphelt Valentine 214SK.pngGuardLowStartup14Recovery24Advantage-10 and her reset with Here I Go!GGST Elphelt Valentine 214S.pngGuardAllStartup20Recovery16Advantage-2, giving her potential to frustrate her opponents when they just can't guess right. She also has Left/Right Mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.s with a well positioned Bomb-Bomb ChocolatGGST Elphelt Valentine 214H 2.pngGuardAllStartup29Recovery0Advantage+14 (mid air), decent zoning with Miss Charlotte, Bomb-BombnnièreGGST Elphelt Valentine 236236K Whiff.pngGuardGround ThrowStartup7+0Recovery50 (32 OH)Advantage- for strike/throw mix when she has tension, and great corner carry with Miss Charlotte (Out of Repair)GGST Elphelt Valentine 214K.pngGuardAllStartup14Recovery10Advantage-8~+3.

Elphelt is a well rounded rushdown character who can rely on her huge normals and consistent mix-up options to keep the advantage in her favor.
Elphelt Valentine


GGST Elphelt Valentine Portrait.png
Damage Received Mod
×1.09
Guts Rating
2
Prejump
4F
Backdash
20F Duration
1-5F Invuln
1-15F Airborne
Fastest Attack
2PGGST Elphelt Valentine 2P.pngGuardAllStartup5Recovery9Advantage-2 (5F)
5PGGST Elphelt Valentine 5P.pngGuardAllStartup5Recovery9Advantage-2 (5F)
Reversals
Juganto da parfeo (13F)
Elphelt Valentine Is a well rounded rushdown character with a diverse toolkit.
Pick if you like Avoid if you dislike
  • Quickly swapping between throwing your opponent into the blender, and patiently waiting for the perfect moment to strike.
  • Great corner carry off BnBs.
  • Big buttons with great range and disjoints.
  • Gameplan focused on mixup and crushing your opponent's mental stack.
  • Lacking defensive options without meter.
  • Having a worse (and metered) reversal than average, at 13F startup.
  • Lower health and having to face the music if you slip up.

Chain Lollipop

Unique Mechanic: Chain Lollipop
Here I Go! is your entry point into the Chain Lollipop state.

Using 214SGGST Elphelt Valentine 214S.pngGuardAllStartup20Recovery16Advantage-2, Elphelt can enter a rekka A series of special attacks that are only available after the first one is performed. state known as "Chain Lollipop". By pressing either P, K, S or H, she uses a corresponding move with a different effect:

Here I Go!GGST Elphelt Valentine 214S.pngGuardAllStartup20Recovery16Advantage-2 starts the Chain Lollipop sequence, and can be repeated without limit by pressing S afterwards. Using Here I Go!GGST Elphelt Valentine 214S.pngGuardAllStartup20Recovery16Advantage-2 resets the chain, allowing 2 other inputs to be used afterwards before the sequence ends, unless S is pressed again to reset.

Up High!GGST Elphelt Valentine 214SP.pngGuardHighStartup14Recovery24Advantage-10 is a multi-hitting overhead attack initiated by pressing P during Chain Lollipop. Pressing another button other than S afterwards will end the sequence.

Down Low!GGST Elphelt Valentine 214SK.pngGuardLowStartup14Recovery24Advantage-10 is the low-hitting K counterpart to Up High!GGST Elphelt Valentine 214SP.pngGuardHighStartup14Recovery24Advantage-10, using both in Chain Lollipop sequences is key to overwhelming the opponent. Again, pressing another button other than S afterwards will end the sequence.

Nailed It!GGST Elphelt Valentine 214SH.pngGuardAllStartup13Recovery21Advantage-5 can be used at any time with H during Chain Lollipop and will always end the sequence. It's the go-to finisher, leaving Elphelt with the advantage after she's successfully mixed an opponent with Up High!GGST Elphelt Valentine 214SP.pngGuardHighStartup14Recovery24Advantage-10 or Down Low!GGST Elphelt Valentine 214SK.pngGuardLowStartup14Recovery24Advantage-10.


Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 All 5 3 9 -2
Total: 16

Fast and high-reward anti-air to quickly respond to opponents stalling above you.

A mostly standard 5P, but with generally good startup and reaches high up, making it a more reliable anti-air. On air hit it leads to very powerful combos with c.S, making it considerably higher reward than 6P if used. It is strongest against empty jumps and other tactics to stall above Elphelt; or cross-up behind her.

As an abare, it is generally overshadowed by 2P, as this is more susceptible to whiffing, and is not faster to recover.

  • Whiffs on crouching opponents.

Gatling Options: 5P, 2P, 6P, 6H

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25 All 7 3 13 -4
Total: 22

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 All 7 6 10 +1
Total: 22

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
31 All 11 3 18 -7
Total: 31

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
41 All 14 4 26 -11
Total: 43

5HH

H after 5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
46 All 15 1 31 -15
Total: 46

Useful when converting into anything else won't work or is too committal. Is often relatively safe despite its frame data due to 5HH having good pushback on block and fantastic range. However it does have a noticeably smaller window to use this follow-up option than special canceling.

  • Launches the opponent into a tumble on hit, allowing Elphelt to combo into Bomb-Bomb ChocolatGGST Elphelt Valentine 214H 2.pngGuardAllStartup29Recovery0Advantage+14 (mid air) in the corner if combo decay is very low.

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Dust Attack 45 High 20 3 26 -15
Charged Dust Attack 56 High 28 3 26 -10
Total: 48
Total: 56

Universal overhead attack. Tapping D gives a fast but weak overhead, while holding down D will give a much slower but much more powerful strike.


Uncharged Dust Attack

Upward swipe that hits overhead pretty quickly. Roman Cancels allow this attack to continue into further pressure or convert into a combo without charging it. Can gatling from 5K, 2K, or c.S for a mix-up.

  • Causes floating crumple on ground hit.
  • Launches opponent on air hit.

Charged Dust Attack

On-hit, holding 8 will activate Homing JumpHold any upwards direction after hitting an opponent with a raw, fully charged Dust Attack to leap into the air and chase them. for a large combo opportunity.

Significantly slower than an uncharged 5D, making it easier to react to. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Dust Attack 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged Dust Attack 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Dust Attack:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged Dust Attack:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
19 All 5 3 9 -2
Total: 16

All-around strongest abare An attack during the opponent's pressure, intended to interrupt it., with very fast startup and reliable confirms.

2P can be used to escape gaps in offense where the opponent is either very close, or extends an attack into the 2P. Its fast startup makes it ideal to exploit narrow gaps in offense, especially to interrupt Tick Throws A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. and stagger pressure.

Doubles as an alternative stagger pressure tool, being able to bait YRC and Burst, with a short enough blockstun to easily run in for a Throw before the opponent can react.

On hit, can combo with 2P > 6P > 214K for easy advantage. However, if you play for a Counter Hit, you can link into 2P CH > 2K > 2D for a stronger knockdown, and at point-blank range even get a combo with 2P CH > c.S.

Gatling Options: 5P, 2P, 6P, 6H

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
19 Low 6 3 12 -3
Total: 20

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
29 All 13 6 15 -7
Total: 33

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
37 All 18 6 15 -4
Total: 38

Forward advancing strike that launches on hit. Effective for corner carry after c.S with 214K, or starting a Chain LollipopGGST Elphelt Valentine 214S.pngGuardAllStartup20Recovery16Advantage-2 sequence. 2H carries a large amount of dash momentum and spaces Elphelt out of throw range, making it a surprisingly safe (albeit slow) approach option. It's also her main way to callout 6P mash in pressure as its highly rewarding on counter hit and will always frame trap opponent 6Ps when gatling'd into.

  • Gatlings from f.S or 2S will trade with 5f normals on hit.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
31 Low 12 4 18 -8
Total: 33

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
29 All 9 4 20 -10 1-2 Upper Body
3-12 Above Knee
Total: 32

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
52 All 25 9 25 -15
Total: 58

Your gateway to Elphelt's big combos, and a questionably extreme anti-air.

As Elphelt's only attack able to combo into Bomb-Bomb ChocolatGGST Elphelt Valentine 214H 2.pngGuardAllStartup29Recovery0Advantage+14 (mid air) outside of the corner, with very high damage, most of her biggest combos rely on accessing a comboable 6H, either using a Counter Hit c.S, an air-hit c.S, or the stagger from Wild Assault.

This technically can function as an anti-air thanks to its large range, enormous anti-air disjoint, high active time, and potentially lethal reward on hit. However, it will need to be extremely pre-emptive to stand a chance of working, and is very bad on whiff, making this high risk.

  • Launches the opponent on hit.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16 High 6 4 9
Total: 18

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
21 High 7 4 12 -1 (IAD)
Total: 22

Very weak jump-in, j.S and j.H are considerably more rewarding. Instead, j.K is mostly used in F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. setups thanks to its low-reaching hitbox and fast speed.

Gatling Options: j.D

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
29 High 11 6 18 +3 (IAD)
Total: 34

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 High 13 4 14 +5 (IAD)
Total: 30

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
23, 23 High 16 3,3 20 -1 (IAD)
Total: 41

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Ground Throw 2 3 38 none
Total: 42
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • Counter Hit state during recovery.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Air Throw 2 3 38 or Until Landing+10 none
Total: 42
Total: 14
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • Counter Hit state during recovery until landing.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +30 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage ?.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D with 50% Burst (Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236D 30 All (Guard Crush) 20~31 3 20 +13
236[D] 50 All (Guard Crush) 32 3 20 +17
Wild Assault
Total: 38
Fully Charged Wild Assault
Total: 54

Blue Wild Assault: Causes Guard Crush on block, and Stagger on uncharged hit. See here for more info on Wild Assault types.


A fast advancing strike at the cost of 50% Burst.

  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.
  • Still very cute.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236D 90% 4 Mid Stagger +12 2500 3000 700 25% 0
236[D] 100% 4 Mid HKD +71 2500 2000 700 25% 0

236D:

  • Guard crush duration: 35F
  • Adds additional momentum on cancels without backwards movement.
  • Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
  • Total stagger duration: 34F (1-26F hitstun, 27-34F can block only)
  • Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (30F and 34F respectively)
  • Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (39F and 44F respectively)


236[D]:

  • Guard crush duration: 39F
  • Adds additional momentum on cancels without backwards movement.

Special Moves

Miss Charlotte

236S or 236H (Air OK)

No results
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Numbers in [ ] indicate when the projectile turns.
Grounded (S and H) (Note Yellow underline indicates when the projectile will persist when RCd)
Total: 50
Aerial (S and H) (NoteInactive frames show minimum recovery from lowest height. Will be more if performed at a greater height. Yellow underline indicates when the projectile will persist when RCd)
Total: 50
S projectile (NoteGrounded version. Yellow underline indicates when the projectile changes direction)
Total: 18
H projectile (NoteGrounded version. Second yellow underline indicates when the projectile changes direction. First yellow underline indicates the earliest homing timing on the aerial version if performed at the lowest possible height.)
Total: 24

Elphelt shoots a projectile that homes in on the opponent after some time.

The projectile will move very rapidly to a spot some distance from Elphelt, then stop. At this point, it turns to face directly towards the opponent, and then moves in a straight line. To evade it in neutral, the opponent will want to make sure that they are moving at the moment it stops. This can be done fairly easily on reaction, but it will often hit preemptive jumps.

S version is useful for neutral situations, since it targets the opponent fairly quickly. H version is useful for okizeme and pressure, since it takes slightly longer to target the opponent, allowing Elphelt to strike before it hits.

Projectile goes away if Elphelt is hit, even after it's been launched from her rifle. Has a dead zone in front of her, meaning that if the opponent is point-blank, Miss Charlotte will fire behind the opponent. Even if the projectile goes off-screen, it's still active, and can come back to hit during corner pressure.

Miss Charlotte (Out of Repair)

214K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 All 14 12 10 -8~+3
Total: 35

Elphelt's gun seems to misfire, with the recoil sending her flying across the stage. This move has solid corner carry, making it useful as a combo ender and allowing her to get some form of okizeme. If spaced correctly, this move can be very plus on block, allowing her to extend pressure while also making it a decent neutral skip option due to how fast and far Elphelt moves. However, it is quite slow, so it can be easily called out and/or stuffed in situations like roundstart.

Bomb-Bomb Chocolat

214H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 All 29 10 0 +14 (mid air) Airborne, Below Waist 7-38
Total: 38
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

Okizeme tool and pressure reset to set up mixups, doubling as a callout move.

With its strong air advantage, Bomb-Bomb Chocolat easily sets up some of Elphelt's best offense. Following up with j.H leaves her +10 to easily jail into her c.S, but she can easily bait out defensive options by stalling herself in the air with various air movement options. On okizeme, the bomb can be hit meaty from OTGs The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." to create completely safe mixups with j.D and 2K, while being a functional safejump, with a large variety of Roman Cancel options.

Cancelling into Bomb-Bomb Chocolat on block is very dangerous. Universally opponents can easily react late with a jump to Air Throw, but quicker reactions net very powerful punishes. Despite this, it can work as a callout against opponents thanks to how easily Elphelt jumps over attacks, including most 6P attacks. It can also double as a cross-up tool to cause whiffs or surprise unsuspecting opponents.

While it can be rocket-proppelled by dash momentum, Bomb-Bomb Chocolat is very rare in neutral, as the bomb doesn't hit as far as Elphelt travels, usually leaving her easily punishable.

Here I Go!

214S or S during Chain Lollipop

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 20 3 16 -2 10-23 Airborne
Here I Go! (on hit) (NoteThe square with a yellow underline indicates the cancel window into Chain Lollipop follow-ups.)
Total: 39
Here I Go! (on whiff) (NoteThe square with a yellow underline indicates the cancel window into Chain Lollipop follow-ups.)
Total: 39

Begin or reset Chain Lollipop, for a powerful mix-up layered offense.

Once it begins, Elphelt can use her follow-ups for strong High and Low mixups, or go into a Tick Throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. using the low recovery. While none of these options are particularly good damage, it can be very hard to escape the pressure once it begins, and generates a lot of Tension in the process. The attack is slightly slow, making it always possible to interrupt with a 6P unless cancelled into from 5H or 6H. The mere threat of this makes it very important to play around opponents predicting with 6P.

It can also be used during Chain Lollipop to reset the pressure. This is especially good midscreen after hitting the mixup, instead of Nailed It! (H)GGST Elphelt Valentine 214SH.pngGuardAllStartup13Recovery21Advantage-5. This lets you prolong the offense for even more value, without resetting to neutral. Using it after a Chain Lollipop attack is blocked will risk a 6F gap that can be hit by a 5P/2P, for a potentially devastating counter-attack.

  • Can be cancelled on whiff, 6 frames later than if the attack connects.
  • May cancel into itself, giving a 6 frame gap.
  • Can be kara cancelled A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. into Overdrives by inputting alongside any follow-up.

Up High!

P during Chain Lollipop

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Up High! 10×3 High 14 2,2,3 24 -10
Up High! (Finisher) 10×3 High 14 2,2,3 32 -18
Up High! (on hit) (NoteThe square with a yellow underline indicates the cancel window into Chain Lollipop follow-ups.
Cancelling into Up High! or Down Low! will result in their rekka ender versions.
)
Total: 44
Up High! (on whiff) (NoteThe square with a yellow underline indicates the cancel window into Chain Lollipop follow-ups.
Cancelling into Up High! or Down Low! will result in their rekka ender versions.
)
Total: 44
Up High! (after Up High! or Down Low!)
Total: 52

A fast, multi-hitting overhead followup available during Chain Lollipop strings.

The first hit whiffs on crouchers, making it effectively 16F when used as an overhead mixup.

There are two versions of this move depending on whether it was used after Here I Go!GGST Elphelt Valentine 214S.pngGuardAllStartup20Recovery16Advantage-2 or one of the high-low followups in Chain Lollipop. The latter is a "finisher" version of the move that has worse recovery, making it more punishable on block. This also ends the Chain Lollipop sequence.

Down Low!

K during Chain Lollipop

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Down Low! 30 Low 14 3 24 -10
Down Low! (Finisher) 30 Low 14 3 30 -16
Down Low! (on hit) (NoteThe square with a yellow underline indicates the cancel window into Chain Lollipop follow-ups.
Cancelling into Up High! or Down Low! will result in their rekka ender versions.
)
Total: 40
Down Low! (on whiff) (NoteThe square with a yellow underline indicates the cancel window into Chain Lollipop follow-ups.
Cancelling into Up High! or Down Low! will result in their rekka ender versions.
)
Total: 40
Down Low! (after Up High! or Down Low!)
Total: 46

A fast low counterpart to Up High!GGST Elphelt Valentine 214SP.pngGuardHighStartup14Recovery24Advantage-10 accessible during Chain Lollipop.

There are two versions of this move depending on whether it was used after Here I Go!GGST Elphelt Valentine 214S.pngGuardAllStartup20Recovery16Advantage-2 or one of the high-low followups in Chain Lollipop. The latter is a "finisher" version of the move that has worse recovery, making it more punishable on block. This also ends the Chain Lollipop sequence.

Nailed It!

H during Chain Lollipop

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 All 13 3 21 -5
Total: 36

Overdrives

Juganto da parfeo

632146H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
126 All 9+4 3 60 -39 1-15F Full

A slow but long-range invulnerable reversal and combo ender.

At 13F startup, Elphelt's reversal is susceptible to powerful safe-meaty attacks. On top of generally bad vertical range, this is particularly weak as a wakeup option. However, its enormous range allows it to retaliate even from very far away. In addition, it launches very far, with time to get okizeme, easily shifting the momentum from the corner.

It is common to end combos by using Juganto da parfeo to break the wall, getting to reset offense with Positive Bonus. This can even be done during Chain Lollipop by timing your input as a Kara Cancel.

  • Triggers an instaneous Wall Break. Results in a Hard Knockdown for +36 frame advantage.
  • Uniquely the attack is a projectile, meaning it cannot be interrupted after super-flash or Red Roman Cancelled.

Bomb-Bombnnière

236236K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Bomb-Bombnnière 50 Ground Throw 7+0 2 50 (32 OH) - 1-8F Throw
Bomb-Bombnnière Explosion 80 All 113 15

Command Grab Overdrive that attaches a grenade belt on the opponent and staggers them. The grenades explode after some time, launching the opponent high into the sky, allowing Elphelt to combo off the explosion. The belt stays even if Elphelt is hit, meaning that counter-attacking is risky and unrewarding.

  • Can't be jumped out of after super flash
  • Grenade belt explodes 81f after Elphelt recovers.
  • Your opponent can time their burst correctly to allow them to negate the damage from the explosion of the grenade belt. Additionally Anji's Kachoufuugetsu Kai is able to parry the explosion
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Bomb-Bombnnière 50% 4 Very Small Stagger +20 - 2500
Bomb-Bombnnière Explosion 100% 4 Very Small 500 1000 12%

Bomb-Bombnnière:

  • Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
  • Total stagger duration: 52F (1-44F hitstun, 45-52F can block only)
  • Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (48F and 52F respectively)
  • Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (57F and 62F respectively)

Colors

GGST Elphelt Valentine color 1.png
GGST Elphelt Valentine color 2.png
GGST Elphelt Valentine color 3.png
GGST Elphelt Valentine color 4.png
GGST Elphelt Valentine color 5.png
GGST Elphelt Valentine color 6.png
Color 1
Color 2Her pallete from Xrd -SIGN-
Color 3
Color 4
Color 5
Color 6
GGST Elphelt Valentine color 7.png
GGST Elphelt Valentine color 8.png
GGST Elphelt Valentine color 9.png
GGST Elphelt Valentine color 10.png
GGST Elphelt Valentine color 11.png
GGST Elphelt Valentine color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Elphelt Valentine color 13.png
GGST Elphelt Valentine color 14.png
GGST Elphelt Valentine color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in Season Pass 3
Colors 14 and 15 are included in Season Pass 3
Colors 7-11 are included in Additional Colors Pack #3
Color 12 is included in Additional Color Pack #3

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