Elsa

Official Render for Elsa

**Elsa Bucciarati** is a playable character in *Madwatch 2: Elysium*.

## **Attributes**

[Character Overview]

WORK IN PROGRESS

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 * **Extreme Combo Ability**: Elsa's greatest claim to fame is her incredible ability to combo opponents with exceptionally long strings. What is particularly unique to Elsa is the ability to go from ground to air to ground again and repeat the cycle, meaning that the time in which Elsa can end her combos is variable. Additionally due to her unique resource in the form of Tension, Elsa can cancel nearly any move into another, making her combo game the most open ended out of any other character on the roster.
* **Aerial Mobility**: While her standard air speed is rather average, Elsa can uniquely both Air Dash and Float in the air, making her tricky to pin down while also making her able to follow up on launch angles that would be impossible for most other characters. It also greatly assists her recovery by providing non-commital options for getting back to stage, granting her one of the best recoveries in the game as a result.
* **Kill Power**: Unlike some other combo characters, Elsa will rarely struggle to kill the opponent, having a variety of potent combo finishers such as Up Smash, Sky Stealer, Down Aerial, or Voyager of the Stars. With certain setups or simply Roman Cancelling, Elsa can true combo into these finishing moves with consistency.
* **Master of All Trades**: In Neutral, Elsa can pressure with Sunflower and Sea Dog's Garden from afar or tease with her swift Aerials combined with her air dashes. In Disadvantage, Elsa can Air Dodge + Air Dodge from a combo, jump away with Wild Hunt, or simply Float outside of an opponent's jump height. Elsa's greatest strength is her suffocating advantage due her all of her tools combined with her unique Tension mechanic. Essentially, Elsa always had a notable tool for each state of the game.
* **Tension**: Elsa's Aether System ***STRIVE*** grants her one of the most flexible passive abilities in the game. At the cost of meter, Elsa gains unique options both offensive and defensive unavailable to any other character, such as Spotdodge and Rolling Attacks, and most famously: Roman Cancelling. For 50% Meter, Elsa can essentially guarentee a stock off of any stray hit provide she reacts on time beyond a certain damage threshold.
* **Enforces a Certain Playstyle**: Despite being able to function very well in all stages of the game, the demerits of Tension require Elsa to frequently play aggressively, openning her up to punishment, as the only other option is to lose 'Hype' and suffer a Negative Penalty, locking Elsa out of Tension outright for a duration. This means that Elsa will usually HAVE to engage the opponent sooner rather than later and when she fails, the punishment is even worse than with other characters as it draws her even closer to a Negative Penaltry. Which is an issue because...
* **Poor Shield Pressure**: Aside from Tipper Forward Smash and El Draque, Elsa has overall mediocre shield damage. Coupled with the slowest non-tether Grab in the game, Elsa has difficulty actually openning up opponents to combo this. This is very problematic due to the fact that Elsa's frame data metaphorically falls off a cliff if the opponent shields her attacks, making them incredibly unsafe, even her aerials which are usually safe on shield, and requiring her to consume Tension to escape or bait the opponent into an unsafe option. Her best combo starters and kill tools are exceptionally punishable on whiff or block, making Elsa's rewarding offense tricky to get into in the first place compared to other combo characters.
* **Exploitable Recovery**: As amazing as Elsa's journey back to the stage can be when recovering from ABOVE the ledge, she is much more vulnerable when recovering from below stage due to the linear travel of Sky Stealer, which offers a small amount of invincibility frames but entirely no disjoint. Elsa cannot Air Dash again until she at least touches the ledge or wall jumps, meaning that if it gets snuffed out midair, she can struggle to cover horizontal distance as Wild Hunt's endlag and predictable travel arc make her vulnerable.
* **Poor Ground Mobility**: Elsa's ground physics are substancially more sluggish than her aerial prowesss, making her struggle to approach from the ground at times and be forced to commit to a jump or Wild Hunt to reach the opponent. While she has solid projectiles in Sunflower and Sea Dog's Garden, she cannot reasonably dash back to avoid attacks from opponents if they whiff due her weak initial dash. These flaws are additionally notable for her offense as Elsa's best combo starters are all grounded, meaning that she needs to be close to the opponent on the start to initiate her maximum damage strings.

## **Tension**

Elsa has a unique resource called **Tension** or "**Meter**", represented in the form of a gauge. Tension ranges from 0.0% to 100.0%.

Tension gain is affected by **Hype**, which is 1.0x by default and ranges between 0.25x and 1.5x.

Performing aggressive actions such as moving toward the opponent, attacking the opponent, and parrying attacks will grant Elsa Tension and Hype. Standing still while close to an opponent, and teching will also grant Elsa Hype and/or Tension. Certain attacks grant a certain amount of flat Tension and/or Hype on hit, such as a Perfect Wavedash Attack which grants both, or landing a spike. Counter attacks and Punishes raise her hype as well.

Performing 'defensive' actions such as moving away from the opponent, rolling(but not spotdodging, or standing still while far away from the opponent will lower Elsa's Hype. She will also lose Hype if she misses a tech, hangs from ledge too long, or goes too long without damaging the opponent.

Upon being KO'd or KO'ing an opponent, all Tension is immediately depleted. If Elsa is the one who scored the KO, she gains HP based on her tension before being drained, also affected how much tension she had used recently.

#### Spending Tension

She can spend Tension in different ways:

Certain attacks cost Tension to use, such as Roll Attack or Supers.

Enables Elsa to use Aggro Shield, which makes her Shield HP value decrease at a much lower rate, negates Shield Drop frames entirely(while granting her exactly 1 frame of Parry once dropping the shield), and allows Elsa to slightly reposition herself during shieldstun while negating shield push from attacks. Tension is drained while using Aggro Shield and will also be depleted fster while under the shieldstun of the incoming attack. Upon dropping Aggro Shield, Tension Gain is reduced to 20% for 1 second. Cannot be activated if Tension is 5% or less.

#### Roman Cancel

With 50% Tension, Elsa can Roman Cancel with the Taunt button. Any version of the cancel will inflict Elsa with 20% reduced Tension gain for 7 seconds, but the timing will affect the properties:

**Neutral**(Elsa has not attacked and is in a 'neutral state' or taunting): After a delay, Elsa releases a shockwave around her that puts enemies in a brief slowdown for 1 second.

**Panic**(Elsa is attacking and opponent is not in hitlag any form of hitstun): Immediately releases a shockwave that puts enemies in slow motion for 40 frames. For 6 seconds afterwards, Elsa deals 20% reduced damage.

**Romantic**(Opponent is in hitlag or hitstun): Immediately releases a shockwave that puts enemies into slow motion for 40 frames. For 8 seconds, Elsa deals 20% reduced damage.

Any version of Roman Cancelling will also clear the internal cooldowns of Elsa's moves, aside from her Up Special. Specially, Up Special will be put onto a 3 second cooldown if Elsa enters Roman Cancel from that state.

If Hype drops to 0.2x, it will become locked for 10 seconds and deplete all Tension, before resetting up to 1.0x.

If Elsa has 100% Damage or above, Elsa gains 1.2x Increased Damage and Tension.

## **Moveset**

Note: Elsa can Air Dash while airborne by pressing Grab while holding a horizontal direction. She can Float by holding the Jump button as well.