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Mistral or EX Mistral if the opponent does a tech roll they will get grabbed.
The above mix up will only work if your opponent does a tech roll after the first dp+A. Normally, recovering from a knockdown gives you a few frames of throw invulnerability; however, there are no throw invulnerability frames after a tech roll. This set up utilizes this information for an instant grab.
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I'm presuming this is against a cornered opponent.
Although the above setup is likely to score Elisabeth a Mistral or EX Mistral, there are some ways out. The main reason for this that characters still have 1 frame of throw invincibility on wakeup after tech rolling. Although it's obviously dangerous for the tech rolling player, the 1 frame gives the player enough time to wake up with a reversal that is throw-invincible or airborne upon activation. They can also hold up on wakeup to be airborne immediately and punish the whiffed command grab on the way down with a full combo.
After Elisabeth's opponent tech rolls, the Elisabeth player actually has to consider several scenarios that beat her Mistral and EX Mistral:
1.If you expect your opponent to use an unsafe physical wakeup, block to bait it(you could also backdash to make it an option select that beats wakeup throw too)
2.If you expect your opponent to use a wakeup invincible command grab, walk backwards out of range, backdash, or hop.
3.If you expect your opponent to jump on wakeup, you can (step back a bit if you want and) use Etincelle (any version) to start an anti-jump-escape combo;
a) Etincelle(EX), Etincelle(C), Etincelle(C), [dpA, dpA jC] or [dpA[DC]Etincelle(C or EX), etc.]
b) Etincelle(C), Etincelle(C), [dpA dpA jC] or [dpA[DC]Etincelle(C or EX), etc.]
c) Etincelle(A), [dpA, dpA, j.C] or [dpA[DC]Etincelle(C or EX), etc.]
Notes:
If hit at the wrong height, Etincelle(EX) allows only one Etincelle(C) followup.
If hit at the wrong height, Etincelle(C) allows no additional Etincelle(C) followup.
To keep things simple, you can leave out one of the followup Etincelle(C)'s for combos a) and b) based on reacting to how your first Etincelle connects.
To recap, although an opponent tech rolling makes them more vulnerable to throws, the throw isn't guaranteed, so doing a raw command grab is still generally risky.
The anti-tech roll setup is only better because they have less time to react to the throw and that they can't mash cr.B or cl.C on wakeup since they don't get up with throw invincibility.
Your opponent's options *are* more limited after tech rolling though so you can enjoy increased pressure for a few moments.