Passive: Tension Points, doing damage and using specials will give you TP up to 100, slower than Limit but better pay-off, explained on down-b.
Burst fire: Some moves will use her guns, in each move the bullets of the gun are relatively the same, it's a short burst of rapid fire shots that do no knockback, low damage, and high range. It's used to rack up damage safely which aids in TP gain. Similar to Fox laser/Bayo bullet arts, has a projectile speed unlike Bayo but faster than Fox.
Neutral-B: Violent Streak, like a Dancing Blade with guns. Walks forward while going through the motions with each hit doing a burst fire, each gun hit combos in the next with a final hit that does decent knockback.
Side-B Sliding Stinger, a bit like Bayo's side-b without the kick up and faster movement and less end-lag, the burst fire is sustained throughout the move. Doing this in the air will make Elma do the move head-first with guns stretched out passed her head, same speed and still goes straight horizontal.
Up-B: Shadowstrike, like how it is in XCX except the jump is a lot higher and worked in to the first hit. Different from other jump-then-dive recoveries like Cloud/Ike because the dive is diagonal.
Down-B: Blood Sacrifice/Activate Overdrive, damage yourself for 30% to gain 30 TP, 100 TP required to activate overdrive, percentage cost reduced if less than 30 needed e.g. you have 80 TP down-b will damage you for 20%. During Overdrive all specials can be cancelled by another special and have drastically reduced start-up and end-lag for 12 seconds. Using Blood Sacrifice during Overdrive will result in an energy explosion, dealing large damage and shield damage in a relatively small hitbox around Elma and dealing 30% damage to her, strong game finisher where the large percent cost won't matter.
Jab: First hit with hilt, second with blade of other, rapid jab is done with kicks, or gentleman with both blades slashing in an X.
Down-tilt: Slashes both swords across the ground very quickly, combo at low percents. 2 hits.
Forward-tilt: Quickly swings gun forward and burst fires. Auto-combos in to a hit with the other gun with another bullet burst.
Up-tilt: Quick roundhouse kick upward, high vertical hitbox.
Nair: Sex kick with relatively low duration, combos in to down-tilt at low percents
Fair: Slash vertically, starting low and swinging high, great for shortstop attacks, auto-cancelled and low landing lag.
Bair: Stab both blades behind, decent range.
Dair: Spin upside down with both guns out stretched to the side, shoot horizontally forward and backward.
Uair: Swing gun upward and across, burst fires in an arc up, hitting with the gun is a good juggle tool.
Grab: One hand out stretched.
Pummel: Fast but weak, beat with hilt of sword.
Forward throw: Throw forward and shoot the the enemy with both guns. (Mewtwo-ish)
Back throw: Throw back and slash them away.
Down throw: Kick down, can be comboed in to fair at low percents.
Up throw: Throw up and slash 3 times, kill throw at 150% on most stages.
Forward smash: Jump forward with 2 slashes downward, unsafe but large hitboxes.
Down smash: Swing both guns down on either side, hitting with one of the guns is strong with almost entirely horizontal knockback, burst fire does more damage based on smash charge. Guns are angled down so burst fire hits the ground after a few feet.
Up-smash: Cartwheel kick upward followed by two rising sword slashes.
Rolls and air dodges have unique visuals based on Ghost Factory, leaving trails of transparent fake Elmas.