Introduction[]
Health: 9400
Play-style: Offensive, Rushdown, Pressure
Dash Type: Run
Specialty: Pistol, Chain Combo to Midair Throw
Eltnum's pistol has gauge of 13 shots. Bullets are consumed when you input the command for the move. Game forces you to do Reload if runs out of bullets. Normal bullets are white, used bullets are black and reinforced bullets are purple. Eltnum is also one of the two characters in the game who possesses a midair throw move, carried straight from Melty Blood.
Eltnum is a speedy standard character who can fight well on any range, but her primary duty is to rush into the opponent's face and land a ton of gimmicky whip combos.
She has a bullet-limit on her shooting moves. Shoot Hollow Point at your opponent and then get close to them with her very fast dash and crush their guard with normal moves. 6B is a very effective overhead. You can also use Cutting Sync's A version to get behind your opponent. Etherite Ground, with long reach is a good to pick at long range.
A majority of Eltnum's gameplan is not much different from her predecessor, Sion Eltnam Atlasia pre-Melty Blood: Actress Again (playing like her Crescent Moon Style for any Actress Again veterans, or as her usual base-self in older games), being a high reward character with a ton of execution needed. She is a very strong rushdown character with a bit of zoning with her gun, though it needs to be managed well. The reward is often high damage from many of her combos.
However, she relies very much on okizeme more than any other character, and if momentum is lost with her, she can be in trouble. Along with her tight execution, low reach on most of her moves, weak mixups, and easy-to-drop combos, Eltnum requires a dedicated offensive mindset, and is a bit of a risk, though most of her problems in Melty Blood as Sion may have been fixed as Eltnum in Under Night In-Birth.
Move List[]
Normal Moves[]
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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160 | ||||||||||||||
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Small punch jab. Same as classic Sion's old Crescent Moon Style 5A in Melty Blood. Can be rapid-fired. |
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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140 | ||||||||||||||
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Typical low poking kick in a pose, also just like Sion's old Crescent Moon Style 2A in Melty Blood. Hits low can be rapid-fired. Standard poking tool. |
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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420 | ||||||||||||||
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Low hitting standing kick. Good for OTG pickups. Reworked version of Sion's old Full Moon Style 5A in Melty Blood. |
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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360 | ||||||||||||||
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Crouches and punches like Sion's old Full and Crescent Moon Styles 2B in Melty Blood. Moves a bit forward and good for pokes and hit confirms. |
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dash ![]() |
640 | ||||||||||||||
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Jumping inward spin kick that goes over low attacks, done akin to her classic throw. Wallbounce on hit. |
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dash ![]() |
420>800 | ||||||||||||||
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Jumps a little and does a downward kick. Ascend and descend part both have hitbox, and ground bounces the opponent on it. Often used for juggle combos. |
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j. ![]() |
140 | ||||||||||||||
File:Elt-ja.png | Kicks downwards, like with Sion's old Full and Half Moon Styles j.A in Melty Blood. The to-go move for air-to-ground. |
Throw[]
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() ![]() |
2002 | ||||||||||||||
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Grabs the opponent and kicks them away. Sion's classic Shining Wizard. |
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j. ![]() ![]() |
1501 | ||||||||||||||
File:Elt-throwa.png | Sion's old air throw. Grabs the opponent and slams them below her. Can be followed if used raw. |
Force Function[]
Input | English Name | Japanese Name | Damage | Guard | Cancel | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Etherite Shift | エーテライト・シフト | 900(1100) | ||||||||||||
File:Elt-ff.png | Swings Etherite forward while doing a little back jump. Cancelable with Specials. Smaller reach than 5C. Charged version slams the opponent horizontally. |
Command Normals/Unique Arts[]
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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450 | ||||||||||||||
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Pulls the Etherite back, a lot like Sion's 6C>4C. Slow start-up but drags the opponent close even if blocked. |
Input | Damage | Guard | Cancel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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450 | ||||||||||||||
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Sion's classic double-fist volleyball launcher. Launches the opponent airborne. Can be follow-up to the air with 8, and then with double jump. |
Input | English Name | Japanese Name | Damage | Guard | Cancel | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Aerial Jump | エリアルジャンプ | |||||||||||||
File:Elt-jump.png | Follow-up of 3C, a lot like many jump cancellable launchers in fighting games. Eltnum can perform the "Unique Two-Level Jump" (特殊二段ジャンプ) only after this move. |
Special Moves/Sure-Killing Arts[]
Input | English Name | Japanese Name | Damage | Guard | Cancel | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Reload | リロード | |||||||||||||
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Like with Sion's original gun, Eltnum loads more bullets. You can't reload more bullets than you're missing. |
Input | English Name | Japanese Name | Damage | Guard | Cancel | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Press down ![]() ![]() ![]() |
Load Reinforced Bullets | 強化弾装填 | |||||||||||||
File:Elt-reinforce.png | During the Reload a white block comes from the corner of the bar below the bullet counter. If you press the button down when the white block overlaps with the gray block on the bar this move successes. Successfully set bullets shine in a purple. |
Infinite Worth[]
Infinite Worth EXS[]
Basic Combos[]
2A→5B→5C→214A→236C
5B→2B→3C→input 8(↑)→j.B→j.C→Double Jump→j.B→j.C→Air Throw
2B→5B→5C→236B→421C→j.214A(Whiff)→Landing→5B→j.A→JB→j.C→Air Throw
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
Notable Players[]
Colors[]
1. Alchemist | 2. Black Barrel | 3. Fleeting Lover | 4. Great Sphynx | 5. Fang and Nail |
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6. Transylvania Ghost | 7. Wing of Horus | 8. Aswan Falucca | 9. Psycho Garden | 10. Living Dead |
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11. Dunkelheit | 12. Burn Gem | 13. Nostalgia | 14. Silence Iceberg | 15. Neo Venus |
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16. Bello Girasole | 17. Summer Vacation | 18. Amore Pesco | 19. Jet Black | 20. Snow Fairy |
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21. Celadon Narcissus | 22. Nile Over Knee | 23. Girl Scout | 24. Somei Yoshino | 25. Desert Platoon |
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26. Blanc Neige | 27. Gloom Neon | 28. Peacock Leaf | 29. Vivid Navy Blue | 30. Phantasmal Candle |
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System | Basics · Offense · Defense · System |
---|---|
Movelists | Hyde · Linne · Waldstein · Carmine · Orie · Gordeau · Merkava · Vatista · Seth · Yuzuriha · Hilda · Chaos · Nanase · Byakuya · Phonon · Mika · Wagner · Enkidu · Londrekia · Tsurugi · Kaguya · Kuon · Uzuki · Ogre · Izumi · Eltnum · Akatsuki |
Trophies | UNDER NIGHT IN-BIRTH Exe:Late/Trophies · UNDER NIGHT IN-BIRTH Exe:Latest/Trophies · UNDER NIGHT IN-BIRTH II Sys:Celes/Trophies |
Other | Menu · Modes · Stages |