In the early stages of the exploration of Jupiter, it was realized that almost no electronic equipment could function in the incredible storms of the planet's surface. Using a crystal found only on Jupiter's moon Io, scientists were able to create Electra, a HAR capable of withstanding any type of charged particle. Though the crystal is very strong, it is also one of the most expensive molecules in existence. Until this contest, the Electra unit was seldom seen in public.
As a combat robot, Electra is formidable. Not only is it fast, but even a touch from its hands can short circuit normal machinery. It can form a flying ball of lightening which lasts for a short duration and explodes for damage capable of turning a house into rubble. Electra can also fly forward, rolling itself into a ball and striking with considerable force. For defense, the unit can send small shards of electric force which do a small amount of damage but is good for keeping an enemy at arm's length.
The Electra, while great for use in Two Player Mode, requires taking advantage of a couple of those wonderful AI bugs that let us win when nothing else will in One Player & Tournament Mode. Relying primarily on lightning (yes, a pun WAS intended) fast moves and a great defensive Special Move(Electric Shards), the Electra is a 'bot for none but the most nimble of thumbs. Those of you destitute of the requisite motor skills may wish to choose a slower 'bot or go play Links 386.
Electra is weird, its play-style generally resolve around making use of its high priority attacks, and deceptively long range and medium damage. It has several good defensive moves, especially the Electric Shards special. The other specials are more situational, with the Ball Lightning mainly useful for pestering shy opponents. Many surprisingly good basic attacks, with reach, damage, and good angles to boot. Special mention for jumping punch, use it and abuse it. Try to stick to medium range where your longest range attacks can just barely harass them, and keep trying to lure him into making a mistake and punish him.
The AI likes to walk into Electric Shards, or medium range ball lightnings. You can usually take down most AI's with jump punch followed by jamming DFK until out of range and repeat.
Mostly same as general strategy.
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Bad:
Good:
This assumes default setting with Rehit mode on.
Nearly every move Electra has is good. When you combine them, you have a high- priority zoning powerhouse. Electra doesn't have any specific weaknesses except damage potential: he has to constantly be sticking out moves and guessing right, not capitalizing on one horrible mistake. Of course, letting you land a throw or b+K counts as a horrible mistake, which is what catapults Electra up into the domain of the best bots.
MOVE NAME | COMMAND | DAMAGE | TYPE -------------------------+-------------+----------+------------ Jump Punch | (air) P | 12.5 | Medium Jump Jump Kick | (air) K | 12.5 | Medium Jump Jab | P | 4 | Light AR Fierce | b+P | 15 | Medium AR Knee | f+K | 10 | Light AR Forward | K | 7+7 | Light AR Roundhouse | b+K | 17.5 | Medium KD Low Jab | df+P | 4 | Light AR Low Strong | d+P | 11.5 | Medium AR Low Fierce | db+P | 15 | Medium Low Short | df+K | 5 | Low AR Low Forward | d+K | 11 | Low AR Sweep | db+K | 17.5 | Low KD Electric Shards | qcf+K | 2+3 each | #1 Rolling Thunder | f,f+P | 15 | Medium Shadow Rolling Thunder | qcf,f+P | 15 | Heavy KD Air Rolling Thunder | (air) f,f+P | 15 | Medium E0 Ball Lightning | qcb+P | 15 | Medium Electric Shock Treatment | (close) f+P | 25 | Light Throw
Scrap: d,f+P Destruction: u,uf,f,df,d+P between 1st and 4th hit Fire & Ice: f,df,d+P during or just before and after 3rd lightning strike
#1: Light AR that counts as neither a physical nor a projectile attack
Notes: The Rolling Thunder (both versions) will rebound when blocked. The Ball Lightning can be controlled with the arrow keys in Hyper Mode. Each enhancement adds a projectile to the Ball Lightning and more hits to the Electric Shards. The Electric Shards breaks the one-hit rule for rehit combos.
Stats: Forward Speed: 4.8 Back Speed: 4.2 Jump Speed: 13.5 Fall Speed: 1.13 Armor: 95 Stun Res: 27.5
P: Jab. Most bots wish they had a jab with this kind of range, but Electra has so many other pokes that you'll usually end up using this to retaliate after blocking something. Chains into b+K but doesn't combo, which is quite useful in air combos.
b+P: Fierce. Electra does a nice wide uppercut that for some reason doesn't hit until it's fully extended. This makes it way slower than most of his moves, and since it doesn't combo and hits high, it's useful only in very specific combos.
f+K: Knee. Electra does a little hopping knee with very short range but insane priority. It launches under good conditions, will trade with or beat almost anything, but is quite unsafe when blocked or whiffed. Your main footsies weapon, but remember not to let it whiff. Combos from a close db+P for a ghetto knockdown.
K: Forward. Electra hits once with his knee and once with his leg extended outward. The two hits combo, but that's it. The first hit of this move, like most bots' equivalent attacks, hits mid and stuffs almost anything else in the game. The second hit is rather slow, but has good reach. Proper timing is required to get this to work as a poke, but if you know when to use it, it's great.
b+K: Roundhouse. The move your opponents should fear. The roundhouse is extremely vulnerable (it's airborne on startup) and is very slow if it's not used from point-blank range, but it launches and it brings you physically forward. It's good for throw setups in the corner, as it's hard to punish when blocked. It's also amazing in air combos.
df+P: Low jab. It doesn't have as much range as it looks, but it's Electra's fastest move and its range is great regardless. Combos into itself or db+P. Use in punishment situations or if the opponent has trained himself to react to df+K's startup. Goes under fireballs.
d+P: Low strong. Considerably slower than low jab, same animation. Not impressive.
db+P: Low fierce. Electra leans forward and sticks out both arms. One of the game's best pokes, this move has superb range, good priority, and does plenty of damage. Did I mention it's fast? Combos into db+K at point-blank range, but unsafe at close range, where you should be using jabs anyway.
df+K: Low short. Not fast, but the absurd range on this move still makes it worthwhile. Use to keep the opponent blocking low.
d+K: Low forward. Low short but slower. It doesn't really chain into anything, so it's not that great, except in air combos.
db+K: Sweep. Like Electra's other low moves, it has great range and is fairly quick, plus it knocks down, something Electra usually has trouble doing. Throw one out after low pokes occasionally to make sure the opponent never punishes you.
f,f+P: Rolling Thunder. Reminiscent of the SF2:WW Blanka ball, this move gets outprioritized right and left, is likely to stop before it hits the opponent, and puts you at risk of being comboed even if it hits. It has exactly one use, and that's after Electric Shards.
qcf,f+P: Shadow Rolling Thunder. The better version of Rolling Thunder, it's faster, travels farther, knocks down and back, and rebounds when blocked so it's difficult to really punish. It's also totally invincible for a couple frames during startup, so it's good for going through projectiles or pokes db+P won't beat. If Electra didn't already have so many good moves, you'd be using this much more often.
qcf+P: Electric Shards. Fires small electric bits out of the lightning between Electra's outstretched arms. This move is programmed so that nothing (except the Rising Blade) is invincible to it, and Electra's hands hit as well as the projectiles, so it's amazing defense. It cancels into Rolling Thunder if you use it as anti-air, which is especially useful against crossups or fake crossups. Since you're shutting down their options on the ground, they have to jump or charge a lot. It doesn't matter that the Shards does virtually zero damage, its consistency makes up for it. Watch out for fireballs, which punish extravagant Shards attempts easily.
qcb+P: Ball Lightning. A slow projectile that has so much lag on the end you'll be hard-pressed to use it as a setup for anything. It leaves you at a disadvantage even when it hits, actually. But it does do chip damage, and it can be controlled, and a projectile is never to be overlooked. Opponent doing something you don't like against your pokes? Get outside of poke range and fireball to at least trade hits. It's also difficult to jump against, because it's so achingly slow.
(close) f+P: Throw. Electra electrocutes the opponent, which (oddly) juggles them quite nicely for a huge combo. Electra can only do serious round-ending damage two ways, and this is the most reliable one. However, Electra doesn't want to get close enough to throw, so use it defensively or against a stunned opponent.
P: The jump punch of doom. That's all there is to it. Electra creates lightning between his hands at a shallow angle and gradually expands them. Fully extended, the jump punch has godlike priority. Yes, it telegraphs itself, but there's often nothing the opponent can do to beat it. You can use it as a jump- in if you want, but often just jumping straight up and jump punching works too.
K: Overshadowed by his jump punch, Electra's jump kick is an attack most bots envy. The angle isn't the greatest, which means it'll often trade hits, but it stays out for almost the entire duration of his jump, making it a very safe jump-in.
f,f+P: Air Rolling Thunder. Don't use this move unless you're in some wacky situation like trying to catch a Fire Pit sphere. Jump punch is better.
Instant Kill Combo throw or b+K → P → b+K → b+P → db+P. Repeat. Depending on your opponent, you can vary the order of this, mix in f+K, etc.
Most Powerful Ground Combo df+P → d+P → d+K (omit d+K against some bots)
Chain Combos and Special Move Cancels: P → P df+P → P df+P → df/d/db+P df+P → K d+P → d+K d+P → db+K (close) db+P → f+K (close) db+P → df+K (close) db+P → db+K (close) K → d/df+K df+K → d/df+K (close) P, d+P, df+P, d+K, or df+K → qcf+P qcf+P → f,f+P
* (close) f+P → b+K → qcf,f+P The stylish throw combo, surprisingly reliable and causes a wall hit.
* b+K → P → f+K → uf,P Standard midscreen b+K combo. The f+K may be too much for some bots.
* (close, wall) f+P → b+K → b+P → f+K → db+P This combo dishes out more damage than most bots could dream of, and it's really easy. Skip the b+P if you don't want to take chances. Add df+K at the end if you really want to show off.
* (air) K → b+P x4 → f+K → f+K → b+P → K → b+K → qcb+P In Tournament Mode, you can do some truly amazing stuff with an Electra. This one requires both enhancements (so that all three hits of the Ball Lightning will connect); if you don't have it, end with db+P instead of qcb+P.
* qcb+P,b → uf,P → df+P → db+P Not a knockdown, but serious damage. Note that you must direct the projectile backwards to make it hit as a combo. If you want a knockdown, go with a sweep instead of df+P.
* b+K (close) → [P → b+K] (repeat if recovery attempted) → db+P Basic semi-infinite setup, also works after throw or b+K against a wall. Slow pilots (except Katana, Garg, Jag) will get stuffed by b+K every time they try to do an air move; if they don't, you have enough time after the whiffed b+K to pull off a db+P. For faster pilots, replace P with f+K. Use this to convince your opponent not to try escaping your combos.