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Sd-elt

Introduction[]

Health: 9400
Play-style: Offensive, Rushdown, Pressure
Dash Type: Run
Specialty: Pistol, Chain Combo to Midair Throw

Elt-gauge

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
UNI A 160
Elt-5a Small punch jab. Same as classic Sion's old Crescent Moon Style 5A in Melty Blood. Can be rapid-fired.
Input Damage Guard Cancel
2UNI A 140
Elt-2a 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
UNI B 420
Elt-5b 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
2UNI B 360
Elt-2b 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 UNI B 640
Elt-db Jumping inward spin kick that goes over low attacks, done akin to her classic throw. Wallbounce on hit.
Input Damage Guard Cancel
UNI C (Hold to charge) 580 (720)
Elt-5c Slams Etherite forward, and shares both same input, target combo chains and charging property Sion's old Full Moon Style 5C in Melty Blood. A very good spacing tool that does a few hits and is a blockstring tool as well. Can be cancelled on hit or block, though it as a bit of start-up.
Input Damage Guard Cancel
2UNI C 400>340
Elt-2c Sweeps with Etherite via lasso whipping back with it just like Sion's old Full and Crescent Moon Styles 2C in Melty Blood. 2 hits and sets up for combos via knockdown. Cancellable on hit or block.
Input Damage Guard Cancel
Dash UNI C 420>800
Elt-dc 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. UNI A 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.
Input Damage Guard Cancel
j. UNI B 407
Elt-jb Kicks right before her. Good for cross-ups and air-to-air. Originally Sion's Half Moon Styles 5A~6A~6A Target Combo in Melty Blood, prior to being re-worked as an air normal move.
Input Damage Guard Cancel
j. UNI C (Hold to charge) 510 (970)
Elt-jc Sion's classic somersault kick, her old Full and Crescent Moon Styles j.C in Melty Blood. Like with Sion's, it's often a primary air combo tool. Decent aerial anti-air and jump-in for gimmicks involving the delay with the charge. Charged version no longer gives her an extra vertical boost in the air upon unleashing.


Throw[]

Input Damage Guard Cancel
UNI A+UNI D 2002
Elt-throw Grabs the opponent and kicks them away. Sion's classic Shining Wizard.
Input Damage Guard Cancel
j. UNI A+UNI D 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
UNI B+UNI C (Hold to charge) 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
6UNI B (Hold to charge) 815 (950)
Elt-6b Sion's classic overhead turning slam kick. Downs an aerial opponent and works wonders for mixup and combos.

Charged version can ground bounce the opponent straight-vertically.
Input Damage Guard Cancel
UNI C>UNI C 450
Elt-5cc 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
3UNI C 450
Elt-3c 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
8 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
236 UNI A/UNI B/UNI EX (hold to charge except EX version) Hollow Point ホローポイント 650(850)/957/1842
Elt-point Eltnum shots for only a short while, but fast recovery.
  • Non-Charged version is Sion's classic horizontal shot(s) from her Cresent. A is one shot, B is three shots, EX is laser with auto reload.
  • Charged version were added in UNIST, which is a vertical ricochet shot that bounce off the floor and the ceiling. More bullet bounce, the more damage with reinforced bullets.
Input English Name Japanese Name Damage Guard Cancel
22 UNI A/UNI B Warning Shot 威嚇射撃 880/951
Elt-shot Sion's classic okizeme tool for damage and meter from her Cresent Moon Style in Melty Blood, but reworked into shooting her gun to the ground instead of horizontal, along with different special moves direction input and no EX version. More damage with reinforced bullets. A is one shot. B is five shots.
Input English Name Japanese Name Damage Guard Cancel
22UNI C Reload リロード
Elt-reload 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 UNI A/UNI B/UNI C during Reload 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.
Input English Name Japanese Name Damage Guard Cancel
623UNI A/UNI B/UNI EX
Air OK
Etherite Air エーテライト・エア 1338/1707/2354
Elt-air Sion's original anti-air special. Eltnum wraps herself around the Etherite and jumps upwards. A version can be cancelled but has low invincibility. B has a lot more invincibility while doing more hits and being air-unblockable, while EX simply does more damage.
Input English Name Japanese Name Damage Guard Cancel
214UNI A/UNI B/UNI EX Etherite Ground エーテライト・グランド 700/1524
Elt-ground Another classic Sion move. Swings the Etherite, wraps the opponent around it and trips them. A has upper body, B has full body invincibility. EX version locks to the opponent and is easy to follow-up, as it's a main component to Eltnum's okizeme.
Input English Name Japanese Name Damage Guard Cancel
421UNI A/UNI B/UNI EX Cutting Sync カッティング・シンク -/886/1985
Elt-sync Sion's classic rushing dash move with a feint possible for crossups from her Crescent and Half Moon Styles in Melty Blood.

A version rushes towards the opponent while crouching and passes through the opponent. B version rushes towards the opponent while crouching and kicks them with an upward turning high kick and is jump cancellable. EX is a more damaging and faster version of the B version.
Input English Name Japanese Name Damage Guard Cancel
j. 214UNI A/UNI B/UNI EX Slide Air スライド・エア 1380/890/2324
Elt-slide Sion's old aerial command grab. Dives downwards from the air. On hit, grabs the opponent between her legs and backflip-slams the opponent to the ground. B version has slow start-up but is unblockable. EX version slams multiple times and its movement can be controlled.


Infinite Worth[]

Input English Name Japanese Name Damage Guard Cancel
41236 UNI D Barrel Replica バレルレプリカ 3063
Elt-iw Originally Sion's Last Arc Drive. Eltnum sets Etherite to the ground and fires a laser beam from her gun with maximum power. Fires horizontally, making it very practical in it's use.. Wallbounces on hit.


Infinite Worth EXS[]

Input English Name Japanese Name Damage Guard Cancel
UNI A+UNI B+UNI C+UNI D Tri Hermes Blackland トライヘルメス・ブラックランド 3601
Elt-iwe Usable only when your own health is under 30 %

Starts with a purple pillar of light. If it hits, a special animation will be shown and around 3500 damage is dealt. Use of the move will cause GRD Break, except if the user is in a Vorpal state before using it. If used within a combo, damage of the move is greatly reduced.
This move on summoning Hermes is commonly used by Sion's alternate future Tatari counterparts, Dust of Orsis.

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
Elt1 Elt2 Elt3 Elt4 Elt5
6. Transylvania Ghost 7. Wing of Horus 8. Aswan Falucca 9. Psycho Garden 10. Living Dead
Elt6 Elt7 Elt8 Elt9 Elt10
11. Dunkelheit 12. Burn Gem 13. Nostalgia 14. Silence Iceberg 15. Neo Venus
Elt11 Elt12 Elt13 Elt14 Elt15
16. Bello Girasole 17. Summer Vacation 18. Amore Pesco 19. Jet Black 20. Snow Fairy
Elt16 Elt17 Elt18 Elt19 Elt20
21. Celadon Narcissus 22. Nile Over Knee 23. Girl Scout 24. Somei Yoshino 25. Desert Platoon
Elt21 Elt22 Elt23 Elt24 Elt25
26. Blanc Neige 27. Gloom Neon 28. Peacock Leaf 29. Vivid Navy Blue 30. Phantasmal Candle
Elt26 Elt27 Elt28 Elt29 Elt30


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