FIGHTER GUIDE IORI'S STRATEGY

ELENA
エレナ

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for ELENA.

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Published data
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ELENAELENA character artwork
Home›Fighter Guides›ELENA›Combos & Okizeme
COMBO ROUTES

ELENA Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

Jump to a section (16)CONTENTS
ESSENTIAL ROUTES01

Notation

DR = raw Drive Rush CDR = Cancel Drive Rush PC = Punish Counter CH = Counter Hit

Rhino Horn = 236K Scratch Wheel = 623K Lynx Song = 236P Lynx Whirl = 6P during Lynx Song Leopard Snap = 6LK from the Lynx Song sequence Harvest Circle = 6MK from the Lynx Song sequence Mallet Smash = 6HK from the Lynx Song sequence Spinning Scythe = 214K Moon Glider = 214P Moon Glider follow-up = Moon Glider > 6P

SA1 Meteor Volley = 236236K SA2 Revival Dance = 236236P SA3 Song of the Grasslands = 214214K

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ESSENTIAL ROUTES02

Key changes in the 2026-8-3 version

cr.MK

Block disadvantage changed from -4F to -3F. Startup: 9F; on hit: +4F. A normal block no longer gives a 4F punish, making DR cr.MK a more useful low option.

cr.HP

The 2nd hit now launches into a knockdown on an airborne hit, making follow-ups easier even after an early anti-air. Anti-air invincibility: 8–20F. The 2nd hit can cancel into special moves and Super Arts.

OD Spinning Scythe and related routes

Hitbox improvements make combos less likely to drop. Follow-ups such as H Spinning Scythe > OD Rhino Horn > SA2 / SA3 connect more reliably.

SA2

Since March 2026, the healing follow-up also restores Drive meter.

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COMBO ROUTES03

10 essential starter combos

1 Basic light-attack route

cr.LPx1…3 > L Spinning Scythe

L Spinning Scythe leaves approximately +34F for wake-up pressure.

If you can confirm the opponent is standing:

cr.LPx1…3 > st.LK > L Rhino Horn

Be careful: Rhino Horn can miss crouching opponents.

Reliable option without checking standing/crouching state

cr.LP > st.LK > H Scratch Wheel

2. Basic low starter

cr.MK > cr.LP > L Spinning Scythe

Year 4 improved cr.MK to -3F on block.

3. st.MP target combo

st.MP > MP > M Rhino Horn

A grounded M Rhino Horn hit leaves approximately +39F.

4. Basic st.MK route

st.MK > cr.LP > st.LK > H Scratch Wheel

st.MK: 6F startup / +5 on hit / +1 on block.

5 st.MKCounter Hit

st.MK CH > st.MK / HK > H Rhino Horn

Meter-spending option

st.MK CH > st.MK / HK > OD Spinning Scythe > Lynx Whirl > Harvest Circle > M Rhino Horn

6. cr.MK target combo

cr.MK > HK > H Rhino Horn

Meter-spending option

cr.MK > HK > OD Rhino Horn > H Scratch Wheel

7. Main cr.MP Drive Rush route

cr.MP > CDR > st.MK > cr.HP > H Spinning Scythe > M Rhino Horn

Prioritizes corner carry

cr.MP > CDR > st.MK > cr.HP > H Spinning Scythe > DR cr.MP > H Rhino Horn

8 Okizeme focus

cr.MK / Medium-normal starter > OD Spinning Scythe > DR cr.MP > L Lynx Song > Harvest Circle

Creates wake-up pressure at approximately +41F.

9. Basic heavy-attack route

st.HP > HP (Turning Tail) > H Scratch Wheel

SA

st.HP > HP > SA3

Alternatively:

st.HP > HP > SA1 > H Scratch Wheel

10 Jump-in

j.HP > cr.HP > H Spinning Scythe > M Rhino Horn

Year 4 made cr.HP anti-airs and aerial follow-ups more reliable.

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ESSENTIAL ROUTES04

Using cr.MK in Year 4

cr.MK

startup 9F hit +4F block-3F

TC

cr.MK > HK

The 2nd hit can whiff against a crouching opponent.

From Drive Rush:

DR 6MK > overhead

vs

DR cr.MK > low

These form a strong overhead/low mix-up.

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ESSENTIAL ROUTES05

cr.HP anti-air (important in Year 4)

cr.HP anti-air > OD Rhino Horn > SA2

Routes like this are possible after the adjustments.

Depending on height:

cr.HP > H Spinning Scythe > Rhino Horn > SA1 / SA2 / SA3

Continue into these options.

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ESSENTIAL ROUTES06

st.HK Punish Counter

st.HK PC > restricted follow-up opportunity at +53F

basic

st.HK PC > OD Rhino Horn > H Scratch Wheel

With Super meter, follow OD Rhino Horn with SA2 / SA3.

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COMBO ROUTES07

Invincible-Reversal Punishes

stable route

st.MK PC > cr.HP > H Spinning Scythe > M Rhino Horn

Alternative

st.MK PC > cr.HP > Lynx Song > Harvest Circle > H Scratch Wheel

For higher damage, use st.HP PC or DR to extend through Spinning Scythe > Rhino Horn > SA3.

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COMBO ROUTES08

Corner combos

Light attacks

cr.LK > cr.LP > L Rhino Horn > M Scratch Wheel

Medium attacks

st.MP > MP > M Rhino Horn > M Scratch Wheel

cr.MK

cr.MK > HK > H Rhino Horn > M Scratch Wheel

Meter-spending option

st.MK / HK > OD Spinning Scythe > Lynx Whirl > Harvest Circle > L Scratch Wheel > H Scratch Wheel

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COMBO ROUTES09

SA2 Revival Dance

SA2

Startup: 12F. Regular damage: 2800. Healing-follow-up damage: 1950.

SA2 > hit after +25F

Healing follow-up: hold down to restore 1600 health and recover Drive meter. The resulting wake-up situation is +1F.

Choosing an ender

Choose regular SA2 for damage and wake-up pressure.

Choose healing when health recovery matters more.

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SETPLAY10

Key Frame Advantage by Ender

L Spinning Scythe > +34F

M Spinning Scythe > +42F

H Spinning Scythe > follow-up opportunity at +52F

OD Spinning Scythe > follow-up opportunity at +52F

Grounded L / M Rhino Horn > approximately +39F

Grounded H Rhino Horn > approximately +40F

Grounded OD Rhino Horn > +43F

L Scratch Wheel > +36F…

M Scratch Wheel > +26F…

H Scratch Wheel > +23F…

OD Scratch Wheel > +25F…

Moon Glider follow-up > +39F

OD Moon Glider follow-up > +42F

Enhanced Leopard Snap > +48F

Enhanced Harvest Circle > follow-up opportunity at +50F

6HP TC > +40F

cr.HK > +31F

forward throw > +24F

back throw > +19F

SA1 > +42F

SA2 > +25F

SA3 > +24F

CA > +29F

Rhino Horn and Scratch Wheel advantage varies with airborne hit height.

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SETPLAY11

Setplay

1 M Spinning Scythe +42F: Important

M Spinning Scythe grounded hit > +42F

corner

> immediateforward jump HP > safe jump

Midscreen

two forward dashes > +2F

From there:

• throw • cr.LP • cr.LK

2 L Spinning Scythe +34F

L Spinning Scythe > +34F

corner

forward dash > +14F > st.HP active-frame meaty

Approximate values

hit: +5F block: +1F

Alternative option

Whiff cr.LP > chain-cancel into cr.LK > meaty low

Midscreen

cr.LPx2whiff > +10F > cr.MK active frames

3. Rhino Horn at +39F into Lynx Song

Rhino Horngrounded hit > +39F

L Lynx Song > +11F

> Mallet Smashactive-frame meaty

Approximate values

hit: +4F block: -1F

4. Enhanced Leopard Snap

Enhanced Leopard Snap > +48F

On block, Elena is +1F.

After a hit

• forward dash > DR > throw • immediate cr.MK • strike

Choose an appropriate follow-up.

5. Enhanced Harvest Circle

After going through Lynx Whirl

Enhanced Harvest Circle > follow-up available at +50F

block > -4F

On hit

• Rhino Horn • Scratch Wheel • SA

Choose an appropriate follow-up.

6. Enhanced Mallet Smash

Regular Mallet Smash

hit +2 block-3

Enhanced Mallet Smash

hit +4 block +3

An overhead that is also plus on block.

Lynx Song wake-up pressure

Choose enhanced Mallet Smash, cr.MK, throw, or stop Lynx Whirl early and shimmy.

7 +41F Setplay

Example

OD Spinning Scythe > DR cr.MP > L Lynx Song > Harvest Circle

> +41F

From +41:

Options: M Lynx Song into a late-active heavy follow-up; forward dash to leave approximately +21F; or a safe jump against 6F reversals.

etc.

8. Airborne Spinning Scythe hit into Lynx Whirl pressure

Spinning Scytheairborne hit after

L Lynx Whirl > +30F

M Lynx Whirl > +22F

H Lynx Whirl > +20F

Adding L Lynx Whirl can leave approximately +10F for:

Late-active cr.MK, enhanced Mallet Smash overhead, throw, or walk-back shimmy.

Continue into these options.

9 L Scratch Wheel +36F > active framesoverhead

corner

L Scratch Wheel > +36F

cr.LK whiff > +21F

6MK as a late-active-frame overhead

Approximate values

hit: +4F block: 0F

10 L Scratch Wheel > Lynx Song > st.MK

L Scratch Wheel > +36F

L Lynx Song > +8F

st.MK on its last active frame

Approximate values

hit: +8F block: +4F

From there:

Options: throw, cr.MP, or another st.MK.

11 forward throw

forward throw > +24F

corner

forward dash 20F > +4F

However, the forward dash leaves you outside throw range.

Main options

Meaty st.MK, meaty cr.LP, or walk back slightly to shimmy.

12. Sweep at +31F

cr.HK > +31F

forward dash 20F > +11F

From there:

Options: walk-up throw, walk into st.MK, or DR cr.MK.

13 6HP TC +40F

6HP > HP > HP

> +40F

Example timing moves

st.LPx2whiff > +8F

st.HK whiff > +6F

st.HP whiff > +5F

From there:

• throw • shimmy • strike

14 SA1 +42F

SA1 > +42F

corner

Forward j.HP: the baseline for a safe jump.

15 SA2 after

SA2 > +25F

Immediate DR st.HK connects on a later active frame.

Approximate values

hit: +9F block: +3F

Healing follow-up > +1F

This does not allow the same setplay.

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COMBO ROUTES12

After SA3

SA3 > +24F

immediate DR > st.HK active frames

Approximate values

hit: +10F block: +2F

Because the approach uses DR, you can switch to blocking if you expect an invincible OD reversal.

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ESSENTIAL ROUTES13

10 Practical Starter Routes

1. cr.LPx2…3 > L Spinning Scythe

2. cr.MK > cr.LP > L Spinning Scythe

3. st.MP / MP > M Rhino Horn

4. st.MK > cr.LP > st.LK > H Scratch Wheel

5. st.MK CH > st.MK / HK > H Rhino Horn

6. cr.MK / HK > H Rhino Horn

7. cr.MP > CDR > st.MK > cr.HP > H Spinning Scythe > M Rhino Horn

8. M Spinning Scythe +42 > corner / forward jump HPsafe jump

9. Rhino Horn +39 > L Lynx Song > Mallet Smashactive frames

10. Lynx Song > enhanced Mallet Smash / cr.MK / throw / shimmy

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ESSENTIAL ROUTES14

Current Game Plan

Play grounded neutral with long normals and cr.MK > carry with Rhino Horn on hit > choose Spinning Scythe / Harvest Circle enders when prioritizing wake-up pressure > Lynx Song > enhanced Mallet Smash overhead / cr.MK low / throw / shimmy > +42 safe jump in the corner > when SA2 is available, choose regular damage or 1600 health recovery.

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ESSENTIAL ROUTES15

Notes for Older Guides

Use the following current-version replacements.

cr.MK is now -3F on block.

cr.HP's 2nd airborne hit causes a knockdown, making anti-air follow-ups easier.

OD Spinning Scythe routes became more reliable.

OD Rhino Horn connects more easily into SA2 / SA3.

SA2 healing also restores Drive meter from March 2026 onward.

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ESSENTIAL ROUTES16

References

Sources: official Street Fighter 6 battle adjustments; Ultimate Frame Data, August 2026 version; Elena combo material updated 2026-8-14; Classic Elena research updated 2026-8-19; practical notes dated 2026-8-30; 2026-8-3 adjustment differences.

Combo and setplay conditions and advantage can vary with spacing, late-active timing, airborne hit height, corner position, and enhancement from Lynx Whirl.

Recheck in Training Mode before using these routes in matches.

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Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.