| “ | Time for us to dance! | „ | |
| ~ Elena |
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Elena is a character from the Street Fighter series who debuted in Street Fighter III: New Generation. She is a cheerful capoeira practitioner from Kenya with a deep appreciation for nature, and she spends much of her time studying overseas.
| Elena | |
|---|---|
| Origin | |
| Origin | Street Fighter III: New Generation |
| Creator | Takashi Nishiyama, Hiroshi Matsumoto |
| First Appearance | Street Fighter III: New Generation (First game appearance), Street Fighter IV (First chronological appearance) |
| Voiced by | Japanese Kaoru Fujino (Street Fighter III: New Generation, Street Fighter III: Second Impact), Mie Midori (Street Fighter III: Third Strike), Saki Fujita (Street Fighter X Tekken, Ultra Street Fighter IV, Street Fighter 6) English Karen Dyer (Street Fighter X Tekken, Ultra Street Fighter IV, Street Fighter 6) |
| Characteristics | |
| Species | Human |
| Gender | Female |
| Pronouns | She/Her |
| Sexuality | Heterosexual |
| Age | 17 in Street Fighter III: New Generation, 18 in Street Fighter III: 3rd Strike |
| Birthday | September 19 |
| Height | 6'1" (185 cm) |
| Weight | 129 lbs (58 kg) |
| Ethnicity | African |
| Status | Alive |
| Alignment | Neutral Good |
| Archetype | The Heart / Wanderer |
| Occupation | N/A |
| Combat Style | Capoeira |
| Homeworld | Earth |
| Relationships | |
| Affiliations | Jafari (father), Amina (mother), Marcus (brother), Makoto, Akuma, Ryu, Sakura Kasugano, Ibuki, Hugo, Dee Jay, Dudley |
| Enemies | Gill, Seth |
| This dropdown contains the synopsis of Elena's story. Read at your own risk as you may be spoiled otherwise! |
|---|
|
Pre-Street Fighter Elena has a strong desire to explore the world and make new friends. She first studied abroad in Japan, where she met her closest friend, Narumi, before continuing her education in France. Ultra Street Fighter IV Convinced that this individual is linked to the upcoming S.I.N. tournament, Jafari announces that he has decided to enter Elena into the event. As the head of the tribe, he instructs her to observe the fighters and uncover “the truth,” despite Marcus’s objections. Elena happily accepts his decision. After the tournament, Elena tells her father that she made many new friends during her journey. She reflects on her encounters: dancing with Blanka, trying El Fuerte’s cooking, sharing afternoon tea with Dudley, and snapping a photo with a reluctant Akuma. Inspired by these experiences, she decides to keep traveling the world and make friends from every country. She chooses Japan as her next destination, and the final scene focuses on Sakura, hinting that she may be the one guiding Elena there. Street Fighter III In 3rd Strike, a year has passed since Elena left Japan to continue her studies in France. Before resuming her academic life, she decides to take part in street fighting again to meet new friends. In her ending, she writes a letter to Narumi after returning to France from spending her summer vacation in Japan and invites her to visit Africa during the winter break. Elena continues exploring France and mentions that she has a lot of hard work ahead as she resumes her studies. Street Fighter 6 Elena was added as a playable character on June 5th, 2025. A bright and joyful girl raised on the savannah, she comes from a proud warrior clan and possesses a natural gift for healing. She dreams of becoming a veterinarian. Elena later befriends Akuma after sparring with him in his cavern. Grateful for the match, she acknowledges that many fear him, while Akuma notes that her natural strength and the Satsui no Hado share a similar nature. Motivated by his words, Elena continues her journey to understand life and battle. Guided by Narumi during her time in Japan, she meets Ryu and seeks answers from him as well. Ryu agrees to fight her, promising to share his perspective afterward. Following their battle, Elena expresses her excitement at having fought him. Narumi arrives shortly after, worried about her friend. Elena casually remarks that Ryu and Akuma have similar personalities and predicts they will eventually become friends, prompting Ryu to disagree since they remain enemies. Elena laughs off his reaction, happily calling both Ryu and Akuma her friends despite his remark. In World Tour mode, the Avatar encounters Elena while traveling through Africa, finding her joyfully dancing to the rhythm of the surrounding music. |

General Description: Elena is notably tall, standing 6'1" (186 cm) in Street Fighter 6 and 6'0" in earlier titles. She has dark skin, short silvery-white hair, and blue eyes. Her build is lean and athletic, with long, powerful legs. She typically fights barefoot, and many official artworks depict her fingernails and toenails painted sky blue.
Facial Features: Elena’s hair varies slightly between appearances, ranging from short and silvery-white to a longer shoulder-length bob in some artwork. Her eye color remains blue across all depictions.
Clothing/Outfit:
Special Features: Elena is frequently depicted with colored bands on her limbs, painted nails, and barefoot fighting attire across multiple games.
Alternate Forms/Disguises: Her childhood appearance is shown with a simple white cloth during her christening.
During her travels Elena befriended many fighters, including the likes of Akuma[3]. This extends even into Street Fighter 6 where both have a bout[4] with Elena having fun from the match and Akuma calling her peculiar[5]. She notes how everyone talks about how terrfying Akuma is but Akuma was nice enough to fight her with Akuma simply replying that he fights those who are willing to wager their life in battle[6]. Elena is surprised to hear this saying she wasn't looking to fight to the death, calling Akuma her friend[7]. Akuma responds with how Elena's combat emanates the very force of life itself while it is in opposition to the force to take a life, noting they are both in truth one and the same[8]. Elena feels Akuma is trying to teach her an important lesson but she cannot understand it and decides to go on a journey to figure it out.
Name: Elena
Origin: Street Fighter III: New Generation
Overall Series: Street Fighter
Greater Franchise: Capcom
First Appearance: Street Fighter III: New Generation (First game appearance), Street Fighter IV (First chronological appearance)
Latest Appearance:
Company: Capcom
Creator: Takashi Nishiyama, Hiroshi Matsumoto
Actor
Gender: Female
Sexuality: Heterosexual (Noted that Elena prefers a man with an unbeatable heart[9])
Pronouns: She/Her
Handedness: Ambidextrous
Age: 17[10] in Street Fighter III: A New Generation, 18 in Street Fighter III: 3rd Strike (One year has passed)[11]
3 Sizes: B83cm/W58cm/H88cm[13]
Birthday: September 19th[14]
Time Period
Timeline: Main Timeline
Homeworld: Earth
Residence
Story Role: Fighter, Playable Fighter, Supporting Protagonist
Legacy: Global Legacy (Elena is everybody's favorite Kenyian fighter[23])
Influence: Event Influence
Language: Swahili/Japanese/French/English
Ethnicity: African
Religion: Unknown
Classification: Daughter of an African Savannah Tribal Chief[24], Student[25], Princess, Ally of Nature[26]
Species: Human
State of Being: Regular
Physiology: Humanoid Physiology
In-Universe Creator: Unknown
Occupation: N/A
Ranking: N/A
Affiliations: Jafari (Her father[28]), Amina (Her mother[29]), Marcus (Her brother[30]), Makoto, Akuma, Ryu, Sakura Kasugano, Ibuki, Hugo, Dee Jay, Dudley
Enemies: Gill, Seth
Height:
Weight:
Status: Alive
Alignment: Neutral Good (Elena follows the mantra of "Friendship is universal"[34], making friends with everyone she fights against[35]. Elena does not view martial arts as a tool to hurt others, disliking and trying to put a stop to anyone who uses it for such[36]. Elena even avoids harming flowers[37])
Protection Level: Global Protector (Hearing the trees warn of a dark force, she entered a tournament throughout the world to find and stop the arbiter of death[38])
Archetypal Tiering: The Heart / Wanderer
Key: Street Fighter IV-V | Street Fighter III | Street Fighter VI
Key Information
Grade: A | A | S
Tier: 9-A | At most 7-B | 7-B
Cardinality: Finite
Dimensionality: 3-D
Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[43]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[44])
Attack Potency: Room level (Potency) (Fought and defeated Street Fighter IV Sakura[45], who fought and harmed Street Fighter IV Ryu, ending up defeating him[46], who is comparable to Chun-Li, who can[47] fight against[48], Juri Han, who can blow up the inside of a building[49] and cause a jet plane to explode[50]. Can destroy barrels in a single hit[51]. The Street Fighter cast can break[52] apart cars overtime with various hits[53]. They can also destroy metal barrels[54]. Along with destroy stone walls overtime[55]. Can fight and harm Sagat[56], who broke a large rock in half[57]. Can destroy barrels in a single hit[58], Can fight and harm Zangief[59], who overpowered a large bear[60]. Superior to Street Fighter 1 Ryu, who broke multiple stone tiles[61], and broke three cinderblocks with one attack[62]. Should be comparable to Adon[63], who broke a chunk off a statue's head[64]. Should be comparable to characters like Birdie, who bent a large piece of metal[65]. The cast is able to destroy barrels with a single hit[66]) | At most City level (Potency) (Fought and defeated Street Fighter III Era Ryu[67]. Fought against and defeated[68] Street Fighter III Era Makoto, who fought against and defeated Street Fighter III Era Ryu[69], along with Ryu being one of the warriors shown to be in the pile that Elena defeated in her ending[70], where this Ryu has likely somewhat merged with his Power of Nothingness, where The Power of Nothingness' power was scanned to be greater than[71] the Satsui no Hado[72], which would make this state superior to the hypothetical Evil Ryu, who fought against Street Fighter Alpha 3 Akuma and directly countered and defeated him[73], who could destroy Gotenkou island overtime, which is of this size[74]. Later fought and defeated Gouken, who fought and defeated[75] Street Fighter IV Era Akuma, who through just flaring up his power, destroyed a forest[76]) | City level (Potency) (Foguht against and defeated Street Fighter VI Ryu[77], who fought against Akuma[78], where Ryu could sense within Akuma how he was reveling for this fight and excited for it[79], with Akuma considering Ryu one of the five strongest warriors he's ever faced[80], who used his ultimate technique, the "Kongou-kokuretsuzan" in order to split ayers rock[81] which resulted in this levels of energy. As before, the Street Fighter cast can break apart cars overtime with multiple hits[82]. Legendary Fighter's masters actions make their student able to destroy objects they couldn't prior such as wooden boxes and barrels[83])
Durability: Room level | At most City level | City level
Striking Strength: Room Class (Potency) | At most City Class (Potency) | City Class (Potency)
Lifting Strength: Class 50 (Comparable to Hugo, who can lift a semi-truck[84]) | Class 50 | Class 50
Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[85]. Faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[86]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[87]) | At least Superhuman | At least Superhuman
Attack Speed: Transonic | Transonic | Transonic
Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[88], even during the Alpha series[89]) | Transonic | Transonic
Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[90]. Can go through intense battles and long periods of training)
Range: Standard Melee
Intelligence: Unknown Intelligence
At least Master level (Elena wanted to travel the world and see everything it has to offer after entering the fighting tournament in Street Fighter IV[91], moving to Japan[92], and studying there as a student[93]. Elena is noted to have an accent, one she must have picked up during her travels around the world[94]. She has also been shown to be studying in France[95])
At least Master level (Throughout her journey she's made friends with most of the Street Fighter cast[96], including the likes of Akuma[97]. She has even made friends with Makoto even when the latter initially refused saying she could never understand her[98])
At least Master level (For Elena's tribe, martial arts are a source of pride, from childhood, the entire Tribe works as one to instill martial arts in their children[99]. To Elena, Capoeira is a martial art that allows her to compensate for her weaknesses by using her legs and above all, beautiful because of the way it makes one dance, she immediately wanted to master it the first time she saw it[100]. Noted by Akuma that the way Elena fights emanates the very force of life[101]. Elena is a technical character who controls the beat of battle with her numerous kicks and an array of unpredictable special moves that keep her opponent on their toes[102], with a wealth of target combos and special moves that chain into other moves, Elena has the attack options to deal with any situation[103]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments[104]. Fighters are able to fight against Rose whose visions show her from where a fighter will attack before they even move[105]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[106]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[107]. Fighters get stronger as they learn various and more powerful techniques[108]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[109])
Nothing notable.
Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.
When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.
←↙↓ + any Punch button
When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.
Press Directional Button away from opponent. Fighters can even block in mid-air.
Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.
Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.
Through using the above throw command to reduce damage from throws where the character safely falls to the ground.
When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.



Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.
When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.


When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.
When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.
Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

To do some serious trash talking, press SELECT.
The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

Custom Combos are available with V-Ism characters only.
When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.
When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength
This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.
Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).
When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).
Use a defense fall to avoid an opponent's additional attacks.
When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).
→ or ← + 2 Punch or Kick buttons simultaneously.
This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.
Press the Directional buttons, Punch or Kick buttons rapidly.
This counter move reduces the damage when the fighter is under attack or blocking.
There are three basic punches:
Press the Y button. The jab is very quick, but does little damage.
Press the X button. The strong punch does a fair amount of damage.
Press the L button. The fierce punch does a large amount of damage, but is slow.
There are three basic kicks:
Press the B button. The short kick is very quick, but does very little damage.
Press the A button. The forward kick is strong and is fairly quick.
Press the R button. This roundhouse kick is powerful, but very slow.
Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.
Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.
Holds allow fighters to grab an opponent and then hit or bite them again and again.
Press a Punch (P) or Kick (K) button.
Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.
Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.
↓↑ Jump higher than a regular jump.
→→ or ←←

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.
↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.
All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.
LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.
MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.
HP + HK simultaneously Each character has an individual Personal Action with a unique effect.
Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.
2P or 2K buttons
When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.
Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.
If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".
Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.
Some attacks, such as throws, do not allow a recovery to be performed after them.
While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.
Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.
There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.
| Levels | ||
|---|---|---|
| Attack Level | Main Benefits of Focus Attack performed | |
| Level 1 |
| |
| Level 2 |
| |
| Level 3 (Keep holding until performed) |
| |
When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.
The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.
Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.
Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.
Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.
Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.
These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.
Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.
Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.
Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.
Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.
Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.
Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.
There are two kinds of blocks: Standing Blocks and Crouching Blocks.
When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.
If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.
Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.
Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.
The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.
All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.
This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.
Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.
While Drive Parries are powerful, they can't defend against throws.
Elena flips into a handstand and strikes the opponent with a backward kick.
Elena balances on one hand and lashes out with a quick kick.
Elena jumps forward and connects with a rotating kick.
Elena performs a low slide that sweeps the opponent off their feet.
Elena spins and delivers a rising roundhouse kick.
A powerful strike that grants brief defensive reinforcement and causes a crumple when it connects.
Elena knocks the opponent off balance, then lands three roundhouse kicks to the face, sending them to the ground with the final hit.
Elena forces the opponent backward, then flips them over her head using the top of her foot before tossing them behind her.
Elena lifts into a short cartwheel and brings her leading foot down onto the opponent.
Elena spins into a roundhouse and then lunges forward foot-first to strike the target.
Elena leaps into a high split kick aimed upward.
Elena delivers two spinning kicks toward the opponent’s upper body, finishing with a dual-leg spin attack.
Elena swings her lower body around, striking with a sequence of rapid low kicks.
Elena moves into a handstand and kicks downward with both feet in a sharp angle.
A swirl of wind gathers around Elena, forming a vortex that pulls the opponent in and flings them into the air.
Elena executes three successive Scratch Wheel kicks.
Elena jumps forward with a knee strike, unleashing alternating low and high kicks before sending the opponent upward with the finishing hit.
SPECIAL MOVES
SUPER ARTS (CHOOSE ONE)
| “ | This move can't hit crouching opponents, but deals powerful damage! It's great for launching enemies into the air, or as part of a combo when you can be sure they'll be standing. The stronger the kick, the farther forward you jump! The light version is easy to intergrate into combos, so I recommend practicing with that one first! If you corner the opponent, try using Scratch Wheel! | „ |
| ~ Elena |
| “ | (Overdrive) The Overdrive version activates faster and hits more times! This gives you a wealth of combo options, so try chaining moves off of it! |
„ |
| ~ Elena |
A series of quick, forward-moving kicks. Effective at sending the opponent flying back and into the corner.
| “ | The light and medium versions strike fast, so are good for a quick anti-air! The heavy version is powerful and has reach, so use it on airborne opponents who are farther away! | „ |
| ~ Elena |
| “ | (Overdrive) The Overdrive version makes you invincibile as you rise into the air. But be careful! If you miss the attack, you'll be wide open! |
„ |
| ~ Elena |
A powerful rising kick. It is invincible against jumping attacks, making it useful as an anti-air attack.
| “ | This skill allows you to chain in a variety of follow-up attacks. In addition, you can close the gap between you and your opponent, and you're invincible to projectiles while you're spinning. Punch strength determines its distance. The first follow-up attack option is Leopard Snap. It has a far reach and strikes quickly. It's great for getting a hit in from far away. Next is Harvest Circle. It hits the opponent up in the air, so it provides a good opportunity to combo. You'll maintain your invincibility to projectiles from Lynx Song until the attack hits. The third follow-up attack is Mallet Smash. It's an overhead attack, so it's great for getting past opponents' guards. While in the air, you can also dodge throws and low attacks. The fourth move, Lynx Whirl, is extra important! The added momentum from it will make the attacks performed out of it hit harder, and more times! Let's go over that now! Leopard Snap out of Lynx WHirl gives you the ability to move immediately even if the attack was blocked, so you can stay on the offense no matter how many times the attack lands! Harvest Circle after Lynx Whirl gives you more time to perform follow-up attacks on hit, which really opens up your options for combos! When you use Mallet Smash after Lynx Whirl, you jump up faster, making it easier to dodge attacks. Also, you'll be able to keep attacking whether Mallet Smash hits or is blocked! | „ |
| ~ Elena |
| “ | (Overdrive) You'll have the all benefits of Lynx Whirl from the start, as well as quickly become invincibile to projectiles! |
„ |
| ~ Elena |
A spinning rush forward that can be followed up by one of four different techniques.
| “ | Spinning Scythe has one trait I want you to remember: You're much more likely to successfully combo when canceling from a normal into the special using the same button. Don't forget that you will also have a chance to follow up with an attack after the heavy version! You can also transition into Lynx Whirl after the second hit of Spinning Scythe, so there are plenty of options to make strong combos with it! | „ |
| ~ Elena |
| “ | (Overdrive) You perform the attack faster than normal and can hit crouched opponents. You can also perfrorm follow-ups if this attack lands. |
„ |
| ~ Elena |
A series of spinning kicks, the second of which can transition into another technique on hit. Closing combos with this allows Elena to continue her offense or aim for follow-up attacks.
| “ | This move keeps you safe from counterattacks if it gets blocked, so don't worry about cancelling into it! You'll also have longer than normal to follow-up, so you have time to decide if you want to keep pressing! | „ |
| ~ Elena |
| “ | (Overdrive) The Overdrive version has a great balance between speed and reach. It also hits more times than usual, so use it to gain the edge on the opponent! |
„ |
| ~ Elena |
A technique that steps back before performing a vertical spinning kick. Allows Elena to avoid attacks and then blow away opponents with the follow-up.
| “ | If you land the hit, follow up with Scratch Wheel! You'll also be invincible to air attacks while performing this move, so it can come in handy against aerial enemies. But remember, you can still be hit by attacks on the ground! | „ |
| ~ Elena |
Leap diagonally into the air with a series of powerful rising kicks. It's invincible against jumping attacks and allows for follow-up attacks on hit.
| “ | This move has long reach and is invincible to all attacks, so it's great as both a follow-up attack when you've hit your opponent far away, or when they're flinging projectiles at you from a distance! If you input down after you land the move, you'll recover some health! You'll deal less damage, however, so only use it when you need to! | „ |
| ~ Elena |
Launch forward with a leaping attack followed by a wild flurry of kicks. After landing the first hit, hold down during the attack to restore vitality.
| “ | This is a powerful move you can use when your SA gauge has three bars filled. You'll be wide open if it's blocked, so it's best to use in a combo to finish off the opponent! | „ |
Launch the opponent into the air, then deliver a series of nature-powered kicks. It has invincibility at the beginning, making it useful as an anti-air, or as a way to turn the tables on Elena's opponent.
Standard Tactics: Elena uses her Capoeira techniques, using constant kicks and flips to the beat of the rhytm and calling upon nature itself to help her.
Weaknesses
The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[274]
| Abbreviations | |||||||||||||||||
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The following messages will appear on screen when certain conditions are fufilled, an example can be found here[275] and here[276]
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| Profiles |
Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[282]?
A: Akuma's punch causes the island to start collapsing[283], and specifically causes an explosion of this size in comparisson to the island[284], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[285]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.
Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[286], which was calculated to be 8-B?
A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[287]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[288] and cause a jet plane to explode[289], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.
Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[290]?
A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.
Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[291]?
A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.
Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?
A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[292], his ending in Alpha 3 has him easily kill M. Bison[293]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[294], and ends up winning[295], and him calling the Raging Demon a pitifully weak move[296]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[297], while Groan only plays when he's fighting Gen or Evil Ryu[298], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.
Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?
A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[299]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.
Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?
A: While some statements[300] suggest it to be equal[301] in power to[302] Akuma, several[303] characters[304] note[305] that[306] it isn't[307], as strong[308] as the[309] real Akuma[310]. The real Akuma even considers SiRN Akuma a mockery[311]. C. Viper notes the simulation is only passable as a simulation[312].
Q: Isn't Menat's statement of fighters always fighting against their destiny[313] usable?
A: Menat still can't see the future well[314], having a hard time seeing fighter's futures like F.A.N.G.[315], and can't properly see into the future[316]. This is more due to her being a rookie then the fighters resistances.
6 - 1 - 0
None.