Difference between revisions of "The King of Fighters XIII/Elisabeth Branctorche"

From Dream Cancel Wiki
Jump to navigation Jump to search
Line 1,407: Line 1,407:
Billy out ranges Elisabeth with his long range pokes and specials. During the long range footsie game, you have to space yourself just outside of his hcf+P range and throw out A Etincelles. If he does hcf+P at the wrong range he'll get hit by Etincelle.  
Billy out ranges Elisabeth with his long range pokes and specials. During the long range footsie game, you have to space yourself just outside of his hcf+P range and throw out A Etincelles. If he does hcf+P at the wrong range he'll get hit by Etincelle.  


Reverie-Geler is surprisingly a really good tool in this match up. Making the right reads against his hcg~f+P or f+A nets you a back turn combo into a cross up setup.  
Reverie-Geler is surprisingly a really good tool in this match up. Making the right reads against his hcf+P or f+A nets you a back turn combo into a cross up setup.  


'''Chin Gentsai'''
'''Chin Gentsai'''
Line 1,483: Line 1,483:


'''Ryo Sakazaki'''
'''Ryo Sakazaki'''
During the neutral game, Ryo has the advantage with his active pokes cancelled into his fireball. He's able to create a wall of hit boxes to prevent Elisabeth from getting in easily. Unfortunately, Etincelles' aren't going to help you against his fireballs so their mostly for meter building purposes. Poorly spaced/timed jumps will get you hit by his fireball or his DP. It's best to just place yourself slightly outside of his fireball range (factor in the increase range he gets from whiff cancelling into his fireballs) and wait for him to whiff a fireball. Once he whiffs a fireball you can punish with Coup De Vent and then take the offensive momentum. Elisabeth's safe jump setups are really helpful to keep Ryo from trying to reversal out of your mix ups.
When Ryo is on the offensive be careful with your pokes as he might just run up parry xx DP or do a random EX Hienshippukyaku to blow through them. His jump CD has a really good horizontal and diagonal hit box on it; it's ideal at controlling aerial space, as well as a means for him to approach and apply pressure. If the opponent is abusing his j.CD it's best to play defensive and look for an opportunity to anti-air c.B. Otherwise, you can try to counter with any of Elisabeth's EX reversal options.
In the corner, Ryo can apply a lot of pressure and create guard break strings. If you find that the Ryo player is going for guard break with s.D xx Fireball you can back dash after the fireball. If they decide to throw another s.D xx Fireball you'll get hit by the s.D while in the air causing the fireball to whiff and leave Ryo open for punishment.


'''Saiki'''
'''Saiki'''

Revision as of 08:35, 19 November 2012

Elisabethxiii.jpgSpacer.gifFile:Elisabethkofxii.gif


Throws

Manier - Bk.gif/Fd.gif + C.gif/D.gif close


Command Normals

Un Coup De Pied - Fd.gif + B.gif


Special Moves

Etincelles - Qcf.gif + A.gif/C.gif *

Coup De Vent - Dp.gif + A.gif/C.gif *

Reverie-Souhaiter - Qcf.gif + B.gif/D.gif *

Reverie-Prier - Qcb.gif + B.gif/D.gif *

Reverie-Geler - Qcb.gif + A.gif/C.gif *

Mistral - Hcb.gif Fd.gif + A.gif/C.gif *


Desperation Moves

Grand Rafale - Qcf.gif,Hcb.gif + A.gif/C.gif

Noble Blanc - Qcf.gifQcf.gif + A.gif/C.gif *


Neomax

Etoile Filanto - Qcb.gifHcf.gif + B.gif+D.gif

[*] = EX version available

Quick Combo Reference

0 Stock, No Drive Gauge

Low, Anywhere
Anywhere
Corner

c.B, c.A xx dp+A, dp+A, j.C
Close s.C, f+B xx dp+C, dp+A, j.C
Close s.C, f+B xx dp+C, qcf+C, dp+A, j.C

1 Stock, No Drive Gauge

Anywhere
Corner

Close s.C, f+B xx dp+C, dp+A, j.C, qcf hcb+P
Close s.C, f+B xx dp+C, qcf+C, dp+A, j.C, qcf hcb+P

1 Stock, 1 Drive Gauge

Anywhere
Corner

Close s.C, f+B xx dp+C, dp+A, [DC], qcf+AC, qcf+K xx qcf+C, dp+A, j.C
Close s.C, f+B xx dp+C, dp+A, [DC], qcf+AC, qcf+C, qcf+C, dp+A, j.C

Console Changes

  • Etincelles (QCF+P) builds up less meter
  • EX Reverie-Geler (QCB+AC) has a longer recovery time on a success. Because of that, normal moves can't be used to make an additional hit. The recovery time can be canceled with a special.
  • An EX version of her Reverie-Souhaiter (QCB+BD) and Reverie-Prier (QCF+BD) have been added in the game. It's invincible while in movement and cancel-able with a special. What's more, the special will automatically come out as an EX version without the cost of a meter. However, supers are an exception and will not turn into an EX.
  • Grand Rafale's (QCF~HCB+P) damage has been dropped from 200 to 150.
  • Noble-Blanche (QCF,QCF+P) has longer invincibility.
  • Ex Noble-Blanche's hit box has been changed so that it's easier to get in all the multiple hits. With this change, it lands full hits in the corner.
  • Grand Rafale has more Max cancel-able frames.

Producer Yamamoto says: With the new EX version of Reverie-Souhaiter and Reverie-Prier, she has more options for attacks. It can even be used as a sort of running throw with Mistral (hcb~f+P), so please try things out. Grand Rafale's damage has been reduced to 150, but it can be Max canceled even after the first hit now. Also, Noble-Blanche can be Max canceled as well, so it can be used in various situations such as the finishing touch on combos.

Gameplay Overview

Elisabeth is an advanced character that requires good spacing and execution in order to be used effectively. She's equipped to handle a multitude of situations but is at her best when she's in close proximity. She requires smart reads and good spacing in order to create offensive momentum, due to the fact that her normals aren't the greatest and her special moves are situational. On the offensive, she's able to run a plethora of mix ups to disorientate her opponents, utilizing the juggle properties of her Coup De Vent, and her command throw - Mistral. She is a very scary character to jump-in against because of her ability to convert any stray hit into her Grand Rafale DM. Defensively, she can safely build meter and nullify projectiles with Etincelles, forcing opponents to make the first move. She can avoid and fake out opponents with her Reverie-Souhaiter/Prier but can also counter them to set-up combos with her Reverie-Geler. She has really basic HD combos for high damage but her advanced HD combos can lead into "Touch of Death" situations. Overall, she's a solid character but requires more effort.

Gameplay Notes

Pros

- Punishes jump-ins very well

- Very fast DP launcher

- Good mix-up capabilities

- Unique Maneuverability

- Very damaging juggle combos

- Quick meter build tools

- Can counter zoning with patient play

- Good counter lock-down

Cons

- Homogeneous offensive play-style

- Needs meter to do damage

- No reliable reactionary anti-airs without meter

Normals

Standing

Stand A: Elisabeth does a quick chopping attack with her left arm. Stand A is primarily used to control aerial space and is a quick anti-air against hops, or poorly spaced airborne special moves, such as Terry Bogard’s Crack Shoot. While you are at slight frame advantage on block, s.A is not a good pressure tool as it will whiff against all crouching characters except Raiden. This can leave Elisabeth susceptible to low hitting attacks; however, the lack of low vertical hit box can be used to your advantage by doing something such as crouch B, stand A (whiff), and then throw or command grab (Mistral) your opponent.

You can cancel her stand A into her command normal forward+B but there’s not enough frame advantage on hit for the two to combo.

  • Normal Hit: 25 Damage, 3 Stun
  • Counter Hit: 31 Damage, 3 Stun
  • Guard Damage: 0 Damage, 0 Stun
  • Guard Gauge Damage: 6%
  • Hit Detection: Mid
  • Special Properties: Chain-able. Cancel-able on block, hit, and whiff with a Special Move, Desperation Move, Neo Max, and Command Normal.


Stand B: Elisabeth does a mocking kick to the shins. Stand B is a low hit and is cancel-able, which makes it good for simple hit confirms but the range on it is very limited. Due to the fact that stand A whiffs on crouching characters, and the limited range of stand B, you can't really apply the low hitting properties in the same way that other characters, such as Claw Iori, EX Kyo, or Mr.Karate can. You can use it for frame traps but you might risk doing her command normal (F+B) instead. It's usually just best to stick to crouch B in those situations.

  • Normal Hit: 30 Damage, 3 Stun
  • Counter Hit: 37 Damage, 3 Stun
  • Guard Damage: 0 Damage, 0 Stun
  • Guard Gauge Damage: 6%
  • Hit Detection: Low
  • Special Properties: Chain-able, Cancel-able on block, hit, and whiff with a Special Move, Desperation Move, Neo Max, and Command Normal.


Close Stand C: Elisabeth does a sparkling striking attack with her left palm. This is one of Elisabeth's best standing normals. It carries a good sized hit box that can be used to anti-air hops. It doesn't cover as much vertical range as her stand A but it does cover her hurt box from the waist down. It also combos into her forward B command normal, which makes close stand C her primary normal for hit confirms. It's also quite good for frame traps after a EX Etincelle, or a meaty crouch B.

  • Normal Hit: 70 Damage, 7 Stun
  • Counter Hit: 87 Damage, 7 Stun
  • Guard Damage: 0 Damage, 0 Stun
  • Guard Gauge Damage: 12%
  • Hit Detection: Mid
  • Special Properties: Cancel-able on block and hit only, with a Special Move, Desperation Move, Neo Max and Command Normal.


Close Stand D: Elisabeth does a thrusting kick into the air. Combo's into her command normal, forward+B, but as mentioned earlier her close stand C is better suited for hit confirms. It carries a good upper vertical hit box but a poor lower vertical & horizontal hit box. It's best application is to anti-air higher jump arcs that close stand C can't reach, such as normal or super jumps. As I mentioned earlier, it has a poor lower vertical & horizontal hit box meaning you'll whiff this attack on a grounded opponent unless you're right next to them. It's proximity range is pretty bad, requiring you to be fairly close to the opponent for it to register as close instead of far making it difficult to time anti-airs. It's an important attack in her command throw mind games. If your opponent starts jumping out to escape the threat of Elisabeth's command throw you can start using stand D to hit them out of the air. Furthermore, if you have at least 1 meter you can combo into Grand Rafale by utilizing it's "anywhere juggle" properties.

  • Normal Hit: 70 Damage, 7 Stun
  • Counter Hit: 87 Damage, 7 Stun
  • Guard Damage: 0 Damage, 0 Stun
  • Guard Gauge Damage: 12%
  • Hit Detection: Mid
  • Special Properties: Cancel-able on block, hit, and whiff with a Special Move, Desperation Move, and Command Normal.


Far Stand C: Elisabeth thrusts forward with a striking palm attack with her left arm. This attack is, primarily, a poking tool because the hit box stretches a little further away from Elisabeth's palm, giving it surprisingly good range. That being said, the vertical hit box is small and will whiff on all crouching characters, except for Daimon, Maxima, and Raiden. This leaves Elisabeth susceptible to low hitting moves, much like her stand A. Use this normal sparingly, as it is punishable on block and whiff. On hit, you can combo into Coup De Vent and transition into a juggle combo; however, hit confirming from the stray hit is difficult. To make hit confirming from far stand C easier, you should buffer the Coup De Vent motion during the attack animation so you only need to push A, C, or AC after far stand C connects.

  • Normal Hit: 80 Damage, 7 Stun
  • Counter Hit: 100 Damage, 7 Stun
  • Guard Damage: 0 Damage, 0 Stun
  • Guard Gauge Damage: 12%
  • Hit Detection: Mid
  • Special Properties: Cancel-able on block and hit only, and only with a Special Move, Desperation Move, or Neo Max.


Far Stand D: Elisabeth does a thrusting spin kick. This is Elisabeth's longest reaching normal and is her primary footsie tool from mid-to-close range. It's a really solid poking tool, and can preemptively anti-air opponents from their pre-jump frames. It's versatile in the footsie game, as the correct spacing can option select a close stand D to anti-air jump ins or a far stand D to poke. The unique thing about far stand D is that it raises Elisabeth's hurt box off the ground; allowing her to go over low attacks, as well as ground fireballs, such as Kyo's or Terry Bogard's. The only downsides to this move is that it's not cancel-able, is slow on start up, and has lengthy recovery time. It can be punished on whiff and block but it's character specific. Generally, it's safe from a lot of things due to its range and push back.

  • Normal Hit: 80 Damage, 7 Stun
  • Counter Hit: 100 Damage, 7 Stun
  • Guard Damage: 0 Damage, 0 Stun
  • Guard Gauge Damage: 12%
  • Hit Detection: Mid
  • Special Properties: Raises Elisabeth's hurt box off the ground.

Crouching

Crouch A: Elisabeth does a quick striking chop while crouching. Elisabeth can link crouching A after a crouching B for a quick hit confirm into a special cancel for a small combo. It carries better frame advantage then her crouch B but it does not carry the low properties, which is not absolutely ideal in her pressure game.

  • Normal Hit: 25 Damage, 3 Stun
  • Counter Hit: 31 Damage, 3 Stun
  • Guard Damage: 0 Damage, 0 Stun
  • Guard Gauge Damage: 6%
  • Hit Detection: Mid
  • Special Properties: Chain-able, Cancel-able on block, hit, and whiff with a Special Move, Desperation Move, Neo Max, and Command Normal.


Crouch B: Elisabeth does a quick crouching kick. This is Elisabeth's best crouching normal as it does a lot of things for her. It's her fastest crouching normal, leaves her at frame advantage, hits low, sets up frame traps, and her primary crouching hit confirm normal. You're going to find yourself using this normal a lot. There are only two issues with this normal - it's not cancel-able and has short range.

  • Normal Hit: 30 Damage, 3 Stun
  • Counter Hit: 37 Damage, 3 Stun
  • Guard Damage: 0 Damage, 0 Stun
  • Guard Gauge Damage: 6%
  • Hit Detection: Low
  • Special Properties: Chain-able.


Crouch C: Elisabeth does a jutting upwards palm attack. This is a very situational normal as it's horizontal reach is bad and while the vertical reach is good the slow start up prevents it from being a consistent anti-air option. It's not reliable to anti-air small jump pressure, so you'll have to use stand A or close stand C in those situations; however, those anti-air options aren't good against normal or super jumps so this normal can occasionally fill in that gap. The timing is a bit weird and you'll need to experiment with it to get use to anti-airing with it. However, that being said, close stand D or Etincelle are probably more reliable anti-airs in those situations.

  • Normal Hit: 75 Damage, 7 Stun
  • Counter Hit: 100 Damage, 7 Stun
  • Guard Damage: 0 Damage, 0 Stun
  • Guard Gauge Damage: 6%
  • Hit Detection: Mid
  • Special Properties: Cancel-able on block, hit, and whiff with a Special Move, Desperation Move, Neo Max, and Command Normal.


Crouch D: Elisabeth propels herself slightly to do a tripping kick. This trip has horrendous range, reaching slightly less than her crouching B. It's very punishable on block or whiff, but it's cancel-able in either of those situations so you can mitigate your disadvantage by cancelling into Etincelle, Coup De Vent, or Reverie-Prier. The timing on the whiff cancel has to be done during the first few frames of start up or you're committed to the trip unless it hits or is blocked. It causes a soft knockdown on hit and is used during the footsie game, or guessing game of hi/low.

  • Normal Hit: 80 Damage, 7 Stun
  • Counter Hit: 100 Damage, 7 Stun
  • Guard Damage: 0 Damage, 0 Stun
  • Guard Gauge Damage: 10%
  • Hit Detection: Low
  • Special Properties: Cancel-able on block, hit, and whiff with a Special Move, Desperation Move, Neo Max, and Command Normal.

Jumping

Jump A: Elisabeth does a quick jumping strike with her left arm. The fast start up and higher hit box of this normal makes it important during aerial footsies. Her jumping A will whiff on crouching opponents but you're never going to use it for an air-to-ground approach. Use this normal only if you are going air-to-air against your opponent otherwise you're committed to it and are susceptible to trip guard punishes, as it doesn't have hit boxes from the waist down.

  • Normal Jump: 45 Damage, 3 Stun
  • Hop: 40 Damage, 3 Stun
  • Normal Jump Counter Hit: 56 Damage, 3 Stun
  • Hop Counter Hit: 50 Damage, 3 Stun
  • Guard Damage: 0 Damage, 0 Stun
  • Guard Gauge Damage: 5%
  • Hit Detection: High
  • Special Properties: None


Jump B: Elisabeth does a lounging knee in the air. This is Elisabeth's fastest aerial normal but it has a small horizontal hit box, so while it's ideal in air-to-air situations you'll have to be mindful of the spacing. Jump B is basically her best air-to-ground normal and crosses up extremely well due to her low hop arc. The block and hit stun from jump B is minimal so you have to hit it deep in order to combo or maintain frame advantage. If jump B doesn't hit/get blocked deep, Elisabeth becomes susceptible to throws and command grabs on recovery. You could use it as a tick throw setup but it becomes extremely risky if you're opponent is aware of the block/hit stun of jumping light normals.

  • Normal Hit: 45 Damage, 3 Stun
  • Hop: 40 Damage, 3 Stun
  • Normal Jump Counter Hit: 56 Damage, 3 Stun
  • Hop Counter Hit: 50 Damage, 3 Stun
  • Guard Damage: 0 Damage, 0 Stun
  • Guard Gauge Damage: 5%
  • Hit Detection: High
  • Special Properties: None.


Jump C: Elisabeth does a downward strike with her palm. This is Elisabeth's worst jumping normal and is not used that often outside of combos. It has some application in air-to-air situations but nothing that her other jumping normals can't handle. In a air-to-ground approach, Elisabeth's jump B, jump D, or jump CD is better but can be used to throw off anti-air timing. The active frames on this jumping normal is so short that if you are using it to approach an opponent on the ground you have to time it extremely late.

  • Normal Jump: 72 Damage, 5 Stun
  • Hop: 70 Damage, 5 Stun
  • Normal Jump Counter Hit: 90 Damage, 5 Stun
  • Hop Counter Hit: 87 Damage, 5 Stun
  • Guard Damage: 0 Damage, 0 Stun
  • Guard Gauge Damage: 10%
  • Hit Detection: High
  • Special Properties: None.


Jump D: Elisabeth does a jumping kick that looks very similar to a shoto's jumping roundhouse. It has really good horizontal range, but lacking vertically and the active frames is short. This makes jump D susceptible to trip guard punishes if not spaced and timed properly. That being said, it's one of Elisabeth's better approaches from air-to-ground and in air-to-air situations. Hyper hopping backwards with jump D is good for retreating, while controlling the space in front of her.

  • Normal Jump: 70 Damage, 7 Stun
  • Hop: 68 Damage, 7 Stun
  • Normal Jump Counter Hit: 87 Damage, 7 Stun
  • Hop Counter Hit: 85 Damage, 7 Stun
  • Guard Damage: 0 Damage, 0 Stun
  • Guard Gauge Damage: 10%
  • Hit Detection: High
  • Special Properties: None.

Blowback Attack

Stand CD: Elisabeth does a spin forwards before putting her weight into a thrusting kick. The actual attack looks very similar to her command normal - Un Cou de Pied (Forward+B) and can sometimes confuse opponents that are not familiar with Elisabeth. The thrust kick moves Elisabeth slightly forward giving the attack good range. During the actual kick, Elisabeth's lower hurt box is changed allowing her to avoid lows that don't reach her right leg, much like her far stand D or Hwa Jai's stand CD. It carries a good sized horizontal hit box that is active for a while, and when spaced correctly makes it good at controlling the space in front of her. On top of all this, you can special cancel on block or whiff (Only during the kick). Putting all of the various properties together makes this move quite versatile in both her footsie game and her mix-up game. However, you really need to be aware of the spacing of this move, as the slow start up leaves her susceptible to attacks.

What makes stand CD particularly useful is the ability to Kara-cancel on whiff. During the footsie game you can throw stand CD at max range and then Kara-cancel into Reverie-Souhaiter xx Etincelle as a means to approach your opponent quickly while being relatively safe. During mix ups you can space stand CD just outside of your opponents pokes and then kara-cancel into Reverie-Souhaiter and then cancel into Mistral. When the opponent is in the corner, alternating between Etincelle and Mistral can put them in a 50/50 between a command grab or getting counter hit/anti-air Etincelle if they push a button or jump to avoid the command grab. Of course, this can be countered if the opponent alternate guards or times an invincible reversal. Alternatively, you can bait your opponents approaches by kara-cancel into Reverie-Prier and then cancel into either Etincelle or Reverie-Geler.

While the timing is tricky, you can kara-cancel into C/EX Coup De Vent to punish fireballs that would normally be spaced properly against C Coup De Vent or EX Coup De Vent.

  • Normal Hit: 75 Damage, 10 Stun
  • Counter Hit: 93 Damage, 10 Stun
  • Guard Damage: 0 Damage, 0 Stun
  • Guard Gauge Damage: 16%
  • Hit Detection: High
  • Special Properties: Cancel-able on block, hit, and whiff with a Special Move, Desperation Move, and Neo Max. Juggle state on Counter Hit.


Jump CD: Elisabeth juts her left leg doing a strong diagonal kick in the air. This is one of Elisabeth's better jumping normals to approach from air-to-ground. Her jump CD has a larger lower hit box than her jump D, but it doesn't have the horizontal range that jump D has. This makes using her jump CD in aerial footsies tricky, and you'll have to alternate between her jump CD and her jump D, depending on the situation. The active frames of jump CD is limited and can be trip guarded if not spaced and timed properly.

On Counter Hit, jump CD places the opponent in a juggle state (like all other CH jump CD's) and creates new combo opportunities for Elisabeth. You can combo into A Coup De Vent and go into a drive cancel combo for high damage but recognizing the counter hit and getting the timing right for the lowest possible juggle height for A Coup De Vent can be difficult. In the corner you can squeeze out more damage by starting with C Etincelle then juggle with A Coup De Vent.

  • Normal Jump: 90 Damage, 8 Stun
  • Hop: 80 Damage, 8 Stun
  • Normal Jump Counter Hit: 112 Damage, 8 Stun
  • Hop Counter Hit: 100 Damage, 8 Stun
  • Guard Damage: 0 Damage, 0 Stun
  • Guard Gauge Damage: 15%
  • Hit Detection: Mid
  • Special Properties: Soft Knockdown, Juggle State on Counter Hit.


Guard Cancel CD: Elisabeth performs her standing CD knocking the opponent away from her. Unfortunately, Elisabeth's guard cancel CD is pretty bad because it has long start up. It can be baited out with a safe jump or deep jump in allowing the opponent to punish the recovery. It's not really ideal against jump-ins if your opponent is timing their attacks late and is mostly only good for grounded pressure strings.

  • Normal Hit: 4 Damage, 0 Stun
  • Counter Hit: NA
  • Guard Damage: 0 Damage, 0 Stun
  • Guard Gauge Damage: 0%
  • Hit Detection: Mid
  • Special Properties: None.

Throw

Manier - Back/Forward + C/D (When Close): Elisabeth grabs the opponent then back hand slaps them away. Elisabeth's throw causes a soft knockdown; while you can go for an ambiguous cross setup if they tech recovery, it's easy to escape or reversal the attempt. The recovery after the throw and the distance the opponent travels also doesn't allow her to run up command grab (Mistral) if they decide to tech roll, unless they are near the corner.

  • Damage: 100 Damage, 0 Stun
  • Counter Hit: NA
  • Guard Damage: NA
  • Guard Gauge Damage: NA
  • Hit Detection: NA
  • Special Properties: Throw, Unblockable, Soft Knockdown, Can be broken with Back/Forward + C/D.

Command Moves

Un Cou de Pied (Forward+B): Elisabeth performs a spinning thrust kick. Un Cou de Pied looks a bit similar to her stand CD, so opponents who are not familiar with Elisabeth's move set can get confused in some of her set ups. It has excellent reach and is her fastest long range poke; however, Elisabeth is completely committed to the attack, as it's not whiff cancel-able. This is a key normal for Elisabeth, as it's part of her hit confirm combo from close stand C or D. There's also enough frame advantage on hit to combo into her Coup De Vent or Reverie-Sutei xx Etincelle.

Un Cou de Pied'a use outside of combos is limited. In the long range game, you'll want to use stand CD because the hit box is larger, and you're not committed to the attack, as it can be whiff cancelled. During the mid range game, you'll want to use far stand D because of it's utility to preempt small hops and go over low attacks or ground traveling fireballs.

  • Normal Hit: 40 Damage, 6 Stun
  • Counter Hit: 50 Damage, 6 Stun
  • Guard Damage: 0 Damage, 0 Stun
  • Guard Gauge Damage: 8%
  • Special Properties: Cancel-able on hit and block with a Special Move, Desperation Move, and Neo Max.

Special Moves

Etincelles - QCF+P

Elisabeth does a swiping attack with her Riding Crop that creates a streak of light. This special move causes a soft knockdown on hit, nullifies projectile based moves, builds meter on whiff, and is super cancelable, but not drive cancelable.

Etincelles is a very versatile move making it one of Elisabeth’s key moves to use in her game. The hit box of Etincelles is the entire streak of light, meaning it controls the space in front and slightly above Elisabeth. At certain ranges, throwing Etincelles out can make it difficult for your opponent to approach Elisabeth. While it can be used to anti-air opponents, it’s not her go-to anti-air move. Although, it can hit crouching opponents, the hit box of this move does not cover Elisabeth from the waist down leaving her susceptible to low attacks. An opponent who understands the range of Etincelles can space themselves just outside of it's reach and then sweep Elisabeth during her recovery.

In the Arcade version of King of Fighters XIII, this move would build quite a bit of meter on whiff. The meter gain in the console version has been significantly decreased, only building a sliver of meter now. The A and C versions of Etincelles build exactly the same amount of meter.

Etincelles can nullify projectile based moves, (Note: you do not gain additional meter for nullifying a projectile) which helps her significantly against zoning based characters, such as Athena or Ash. This allows Elisabeth to play a more reactionary game in these match ups as she can stay stationary, nullify her opponent’s projectiles (while building meter in the process), and force the opponent to make a move.

At neutral position, Etincelles controls a lot of the key spaces in front and above her, making it difficult for your opponent to approach her directly. While your opponent is in the corner, you can stand just outside of their sweep range and start throwing out Etincelles' to effectively keep them pinned down in the corner. At this particular range, varying between A and C Etincelles can cover direct approaches or poorly timed jumps. You're not doing this to fish for a stray hit but instead, limit your opponent's movements by controlling the space in front of Elisabeth.

Etincelles can act as an anti-air but are not ideal for this purpose as it can't be used as a realiable anti-air on reaction. It's more of a preemptive anti-air against small hops or poorly timed/spaced jumps. Another bit of useful information is that if Etincelles' trade with an opponent's attack you can recover and then combo into a Coup De Vent juggle combo.

A Version

  • Normal Hit: 70 Damage, 6 Stun
  • Counter Hit: 87 Damage, 6 Stun
  • Guard Damage: 11 Damage, 0 Stun
  • Guard Gauge Damage: 8%
  • Hit Detection: Mid
  • Special Properties: Juggle State on hit.

The A Version of Etincelle has fast start up and recovery allowing you to be more reactive to your opponent’s actions. On block, Elisabeth is at slight frame disadvantage but the push back moves her to a safe distance making it very difficult to punish for the opponent. The only known punish is Mai Shiranui’s Neomax and only when Mai's in the corner. On hit, it knocks the opponent away from you causing a soft knockdown, but it also puts your opponent in a brief juggle state. From mid-screen on a grounded opponent, you can juggle into Grand Rafale or super cancel into Noble-Blanche. In the corner, you can combo into any close normal after wards. From mid-screen, if Etincelle hits an air borne opponent you can either follow up with a jumping normal and then go for a mix up after or combo into the A version of Coup De Vent and transition into a drive cancel juggle combo. Depending on when you hit the opponent out of the air you might need to dash forward slightly for Coup De Vent to hit.

In terms of its use within drive cancel or HD combos, it can help extend combos off the A version of Coup De Vent but there are there are other moves that can serve the same purpose and allow for better damage.

This move becomes very deadly on Counter Hit because it knocks the opponent high into the air, while maintaining the juggle state. From mid-screen on a grounded opponent, you can land a jumping normal into a mix up; go for a Grand Rafale juggle after the jumping normal, or instead of doing a jumping normal, combo into the A version of Coup De Vent and transition into a drive cancel combo. The key thing to note is that you no longer need the anti-air hit to combo into the A version of Coup De Vent.

Due to juggle properties of the move, staggering your guard strings into A Etincelle is really good to catch opponents trying to counter attack or jump away in anticipation of her command grab. If you counter hit a poke or catch a jump you'll be able to transition into juggle combos for really good damage. In combination with her command grab game this gives Elisabeth a really dangerous tool set to play mind games with the opponent.

C Version

  • Normal Hit: 50+47=97 Damage, 3+3=6 Stun
  • Counter Hit: 62+47=109 Damage, 3+3=6 Stun
  • Guard Damage: 8+8=16 Damage, 0 Stun
  • Guard Gauge Damage: 6%+6%=12%
  • Hit Detection: Mid
  • Special Properties: Juggle State on hit.

Here are the key differences of the C version of Etincelle from the A version:

• 2 hits

• More damage and stun

• More start up frames

• More active frames

• 2nd hit knocks the opponent higher in the air

On block, both hits form a true guard string; pushes Elisabeth away from the opponent, and leaves her at neutral frames, making this move completely safe on block. The C version of Etincelle allows Elisabeth to the control the space in front of her for a longer period of time, but it doesn't really allow her to play more reactionary due to the longer start up. Learning to alternate between the A and C version of Etincelle is key; as it will keep your opponent guessing when they try to approach Elisabeth.

The first hit of the C version will knock the opponent the same height as the A version but the 2nd hit will knock them up slightly higher. This is important to know as the 2nd hit's height allows Elisabeth to combo into the A version of Coup De Vent. This makes the C version particularly deadly, as a stray hit can be converted into big damage and positional advantage.

The C version is not a reactionary anti-air move but because it controls the vertical space for a longer period of time than the A version, it does carry anti-air capabilities. Elisabeth can convert the anti-air hit into the same combos as the A version.

In terms of its use in drive and HD combos, the C version is really good at extending combos and adds a lot of damage to her corner combos.

On counter hit, the first hit has additional hit stun to it, which allows for the 2nd part to hit more consistently during an anti-air. It doesn't open up new combo opportunities but allows for an easier hit confirm into her juggle combos.

EX Version

  • Normal Hit: 60+60+54=174 Damage, 0 Stun
  • Counter Hit: 72+60+54=186 Damage, 0 Stun
  • Guard Damage: 10*3=30 Damage, 0 Stun
  • Guard Gauge Damage: 6%*3=18%
  • Hit Detection: Mid
  • Special Properties: Juggle State on hit.

The EX version of Etincelle is 1 frame slower than the A Version, has more active frames than the A version but less than the C version, knocks the opponent up the same height as the A version, and has the quickest recovery. Despite only knocking the opponent the same height as the A version, the fast recovery allows Elisabeth to combo into the A Coup De Vent on a grounded opponent. On an air borne opponent, she can go into Reverie-Sutei and combo into the C version of Etincelle to extend the combo further. On block, Elisabeth is not pushed away from the opponent like the A and C versions, but she's at significant frame advantage after wards, allowing for continued offensive pressure.

The EX version of Etincelle can be used as an anti-air, due to its fast start up, long active frames, and fast recovery. You can bait out jumps with meter building A Etincelles, pause, then do an EX Etincelle if the opponent goes for the jump. Just be weary of moves with invincibility or projectile invincibility.

There's virtually no difference between a counter hit and normal hit with EX Etincelle other than a damage increase on the first hit.


Coup De Vent - DP+P

Elisabeth disappears momentarily before reappearing a set distance a ways with an uppercut. This is a really important special move for Elisabeth, as it the basis of her combos and starts her mix up games. Coup De Vent is actually quite tricky to use properly because there are several variables that need to be considered before you throw it out.

Each strength of Coupe De Vent has a specific use that you need to familiarize yourself with, which will be discussed in detail later on. All versions of Coup De Vent can be stuffed when Elisabeth reappears for the uppercut, which means you have to be mindful of the situation before you use it. Doing Coup De Vent against a jump in or when an opponent is spacing themselves with long active frame moves will usually result in Elisabeth getting hit. On block, Elisabeth is at frame disadvantage; depending on the match up, and which strength of Coup De Vent is used you can be punished severely for it.

Landing Coup De Vent, in general, creates a huge momentum shift in your favor because the damage output from the subsequent combo is significant and always leads into either a hard knockdown or air reset situation. Off a stray A Coup De Vent, you're roughly looking at 200-300 damage for 1 bar, no drive or an air reset situation that could lead into 500 damage with 1 bar, 1 drive. C and EX Coup De Vent, on hit, should lead into 500 damage with the appropriate meter, otherwise go into the mix-up situation for a potential chance to kill a character.

A Version

  • Normal Hit: 50 Damage, 6 Stun
  • Counter Hit: 62 Damage, 6 Stun
  • Guard Damage: 8 Damage, 0 Stun
  • Guard Gauge Damage: 8%
  • Hit Detection: Mid
  • Special Properties: Drive Cancel-able, Super Cancel-able, Juggle State on hit.

The A version of Coup De Vent is the fastest version and causes Elisabeth to travel half the screen. It causes a juggle state on hit, which allows Elisabeth to follow up with either a jumping normal (except j.CD), another A Coup de Vent, or her Grand Rafale DM. On block, Elisabeth is at minor frame disadvantage (-4) and pushes herself away from the opponent. This is a very difficult move to punish, requiring either a fast DM or a long ranged normal that has a 4 frame or less start up. You're relatively safe when using this version of Coup De Vent; however, if you're opponent is aware of your tendencies, they can either throw out a move with long active frames to stuff it when Elisabeth reappears or position themselves to cause it to whiff and then punish the recovery.

A Coup De Vent is handy for catching opponents off guard with the distance it covers. In combination with s.CD Kara-cancels and Reverie-Sutei cancels you can really mislead your opponent on it's range. It's also pretty good for whiff punishing your opponent during the footsie game. You can do whiff punish setups by projecting a small hop and then A Coup De Vent when they throw out a normal in anticipation of the small hop. You'll want to do A Coup De Vent during the animation of your opponents normal as the start up is kind of slow.

C Version

  • Normal Hit: 60 Damage, 6 Stun
  • Counter Hit: 75 Damage, 6 Stun
  • Guard Damage: 10 Damage, 0 Stun
  • Guard Gauge Damage: 10%
  • Hit Detection: Mid
  • Special Properties: Drive Cancel-able, Super Cancel-able, Juggle State on hit - 2 Juggle Points.

C Coup De Vent has longer start-up, travels slightly farther, and has start-up invincibility. The start-up invincibility is quite brief and shouldn't be used as a reversal due to it's slow start up. Occasionally, it can be used to counter certain attacks but that's really match up dependent. The invincibility is enough to allow Elisabeth to go through projectiles and punish opponents who space them incorrectly. The timing for this is tight and has to be done just slightly before the fireball would hit you but this is very useful against zoning characters, as it gives her a tool to deal with projectiles. Furthermore, you can extend the distance by Kara-cancelling from stand CD; allowing you to punish fireballs that would normally be safe.

On hit, it causes a juggle state similar to the A version but will allow you to combo into 2 A Coup De Vent or her Drive Cancel combos. Outside of specific punish/counter situations, C Coup De Vent should not be used outside of combos.

EX Version

  • Normal Hit: 80 Damage, 0 Stun
  • Counter Hit: 100 Damage, 0 Stun
  • Guard Damage: 13 Damage, 0 Stun
  • Guard Gauge Damage: 16%
  • Hit Detection: Mid
  • Special Properties: Drive Cancel-able, Super Cancel-able, Juggle State on Hit.

EX Coup De Vent has the same start up as the A Version, travels the least distance, but has full start-up invincibility. The start-up invincibility is significant enough that it can be used as a reversal or as a situational anti-air. On hit, it launches the opponent straight up instead of away from Elisabeth, leading into her more damaging combo options.

In her command grab game, you can use this to counter opponents who jump away in anticipation of the command grab. It's more applicable if the opponent is in the corner, as they can neutral or forward jump to avoid EX Coup De Vent.


Reverie-Souhaiter - QCF+K

A & C Versions

  • Normal Hit: NA
  • Counter Hit: NA
  • Guard Damage: NA
  • Guard Gauge Damage: NA
  • Hit Detection: NA
  • Special Properties: Lower body invincibility, Special/Super Cancel-able during slide animation.

Elisabeth slides forwards in one swift motion, leaving a trail of light behind her. This is a quick forward moving command 'dash' for the lack of a better word. It contains very brief lower body invincibility and while it can evade a crouch A/B, if your opponent is spamming it Elisabeth will get hit anyways. It would be ideal to evade slower moves, such as a crouch D but unfortunately the active frames are most crouch D's are long enough that it will hit Elisabeth when the invincibility property wears off. This means you can't use Reverie-Souhaiter as a means to go through opponent's low hitting normals, however, the forward dash itself covers a lot of ground and allows you to quickly close in on opponents.

While the recovery of Reverie-Souhaiter is somewhat long it can be special or super cancelled anytime during the slide animation, which will cancel the move immediately. This lets you pseudo-Kara cancel into her specials to increase their range. Combining this with stand CD Kara-cancels lets Elisabeth cover a lot of ground in a short amount of time. During the neutral game, the most common thing to do is to cancel Reverie-Souhaiter with Etincelle, as it lets you approach your opponent with a protective hit box in front of you. During the footsie game, you can cancel Reverie-Souhaiter into A Coup De Vent or Mistral as a way to whiff punish opponents. Reverie-Souhaiter also provides several Mistral command grab setups.

There are no visible differences between the B and D version of Reverie-Souhaiter.

EX Version

  • Normal Hit: NA
  • Counter Hit: NA
  • Guard Damage: NA
  • Guard Gauge Damage: NA
  • Hit Detection: NA
  • Special Properties: Full body invincibility, EX Special/Super Cancel-able during slide animation.

This is a brand new move to the console version of King of Fighters XIII. Just like the non-EX versions, EX Reverie-Souhaiter is special/super cancel-able during the slide animation. Furthermore, the special move that cancels EX Reverie-Souhaiter will automatically come out as the EX version without consuming an additional meter. Keep in mind though, that super cancelling EX Reverie-Souhaiter will not turn the super into the EX version.

The EX version of Reverie-Souhaiter also has full body invincibility. On wake up, you can utilize the invincibility as a reversal, and then cancel into a free EX Mistral. It can also be used to counter certain offensive strings by using the invincibility to phase through slow attacks, and then cancel into EX Mistral/EX Coup De Vent to punish the opponents recovery. Against fireball characters, you can use the invincibility to pass through the fireball and then cancel into an EX Coup De Vent to punish them. This works incredibly well in conjunction with stand CD Kara-cancelling. This strategy will punish fireballs that would normally be safe just outside of C or EX Coup De Vent range. It can cause your opponent to second guess they're fireball spacing allowing you to get in or force them to come to you.

Keep in mind that the start up invincibility is not significant enough to go through everything. The invincibility is brief and attacks with long active frames will still hit her out of the slide. Furthermore, unlike the normal versions, Elisabeth is put into a counter hit state during the slide, so be weary with the timing of this move.


Reverie-Prier - QCB+K

B & D Versions

  • Normal Hit: NA
  • Counter Hit: NA
  • Guard Damage: NA
  • Guard Gauge Damage: NA
  • Hit Detection: NA
  • Special Properties: Lower body invincibility, Special/Super Cancel-able during slide animation.

Elisabeth slides backwards in one swift motion, leaving a trail of light in front of her. Reverie-Prier has the same properties and behavior as Reverie-Souhaiter. However, the use of Reverie-Prier is completely the opposite of Reverie-Souhaiter, focusing more on the neutral and defensive games rather than the offensive game.

In the neutral game, you're looking to throw off your opponent's spacing by positioning yourself in a favorable jumping position for your opponent. When they do a jump you can do Reverie-Prier to back yourself up and then cancel it into Etincelle to anti-air them. During the defensive game, if you use this tactic on wake up will often beat out cross up setups or people trying to do meaty low attacks on oki.

In the offensive game, you can use Reverie-Prier as a means to whiff punish attacks by baiting the attack and dodging it with Reverie-Prier and then cancelling it into Coup De Vent.

There's no noticeable difference between the C and D versions of Reverie-Pier.

EX Version

  • Normal Hit: NA
  • Counter Hit: NA
  • Guard Damage: NA
  • Guard Gauge Damage: NA
  • Hit Detection: NA
  • Special Properties: Full body invincibility, EX Special/Super Cancel-able during slide animation.

This is another brand new move to the console version of King of Fighters XIII. This has the same properties as the EX version of Reverie-Souhaiter, except as a backwards dash instead of a forward dash. The special move that cancels EX Reverie-Prier will also automatically come out as the EX version without consuming an additional meter. Again, super cancelling EX Reverie-Prier will not turn the super into the EX version.

Using the defensive tactics as the non-EX Version is still applicable, and gives you additional frames of invincibility to anti-air and get more damaging combos from the EX Etincelle.


Reverie-Geler - QCB+P

Elisabeth does a taunting expression leaving herself open for a strike, only to vanish in a sparkle of light and reappear behind the opponent. This is a counter special move that activates against strike attacks only, so you won't be able to counter projectiles with this move like Chin. When activated, the opponent will momentarily be stuck in their attack animation, while Elisabeth teleports behind the opponent. Once Elisabeth reappears the opponent's attack animation will resume. Under the right circumstances, you'll be able to punish your opponent with a back turn combo, which automatically leads into cross up setups. Unfortunately, the start up isn't instant, the active frames are short, and the recovery doesn't guarantee a punish. This makes Reverie-Geler difficult to use under offensive pressure circumstances.

A Version

  • Normal Hit: NA
  • Counter Hit: NA
  • Guard Damage: NA
  • Guard Gauge Damage: NA
  • Hit Activation: High/Mid
  • Special Properties: Counter, Causes back turn.

The A version activates against High/Mid attacks only. It'll work against jumping attacks but the recovery isn't quick enough to punish them. Against jumping attacks it's more of an escape to regain positional advantage, especially if you're in the corner. If you're opponent decides to block after getting a jumping attack countered by Reverie-Geler, you can try to surprise them with a throw or a command grab. Otherwise, the opponents who understand how Reverie-Geler work will just continue the offense or reversal out. Against special moves or slow recovery normals you'll be able to punish with a full combo.

C Version

  • Normal Hit: NA
  • Counter Hit: NA
  • Guard Damage: NA
  • Guard Gauge Damage: NA
  • Hit Activation: Mid/Low
  • Special Properties: Counter, Causes back turn.

The C version activates against Mid/Low attacks only. The recovery isn't quick enough to punish crouching light normals but you can try throw or command grab the opponent if the play defensively after the counter animation. If they're aware of how the Reverie-Geler works they can keep you'll be able to punish trips. Just like the A version, you'll be able to punish slow recovery mid attacks with a full combo. Overall, it's tough to use the A or C versions of Reverie-Geler under offensive pressure, as the start up isn't instant and you have to guess between High/Low.

EX Version

  • Normal Hit: NA
  • Counter Hit: NA
  • Guard Damage: NA
  • Guard Gauge Damage: NA
  • Hit Activation: High/Mid/Low
  • Special Properties: Counter, Special Cancel-able, Causes back turn.

The start up on the EX Version is 1 frame and works on high, mid, and low attacks. This is probably Elisabeth's most reliable reversal and anti-air option. Unfortunately, it doesn't work against cross ups and is very easy to bait out. It should be used sparingly to keep your opponent from being over aggressive.

When successfully triggered the opponent's attack is cancelled and they are momentarily in hit stun animation. Against jumping attacks, the opponent is automatically brought to the ground, attack is cancelled, and they are momentarily in hit stun animation. In both cases, you are guaranteed a back turn combo punish. The only catch is that you have to cancel the recovery into a special move for the punish and the timing is somewhat tricky. This was an unlisted nerf from the arcade version as previously, you were guaranteed a close stand C, Forward+B starter after the counter was triggered.


Mistral - HCB~F+P

Elisabeth grabs the opponent and launches them into the air in a pillar of light. This is a unblockable command throw that causes a hard knockdown. Unfortunately, it's not a 1 frame command throw, so you won't be able to punish certain attacks that are only unsafe against instant command throws, such as Hwa Jai's D Dragon Tail or Duo Lon's command dash. On the plus side, Elisabeth has a stronger mind game than grapplers, when it comes to a command throw game because her overall strategy doesn't rely on it. It's more of a compliment to her offensive game and allows you to condition your opponent into getting hit by her more damaging options if they try to escape it.

After landing Mistral, Elisabeth has a safe jump setup against 3 frame reversals or higher allowing for continued offensive pressure. Just like other grapplers, she can setup tricky left/right mix ups after landing Mistral.

A & C Version

  • Normal Hit: 150 Damage, 0 Stun
  • Counter Hit: NA
  • Guard Damage: NA
  • Guard Gauge Damage: NA
  • Hit Detection: NA
  • Special Properties: Throw, Unblockable, Hard Knockdown.

There's no visible difference between the A & C versions of Mistral.

EX Version

  • Normal Hit: 100 Damage, 0 Stun
  • Counter Hit: NA
  • Guard Damage: NA
  • Guard Gauge Damage: NA
  • Hit Detection: NA
  • Special Properties: Throw, Unblockable, Hard Knockdown.

The EX version of Mistral has increased range, is 2 frames faster than the A & C versions, and allows for combos after wards. If you have an additional meter and 1 drive gauge, you can deal around 430 damage leading into a reset or a hard knockdown. As mentioned under EX Reverie-Souhaiter, you can utilize the unique properties of EX Reverie-Souhaiter to go through certain attacks and then cancel into EX Mistral (without additional meter costs) to punish the opponent during their recovery.

Desperation Moves

Noble Blanc - QCF, QCF+P

A & C Versions

  • Normal Hit: 20*10=200 Damage, 0 Stun
  • Counter Hit: 25+20*9=205 Damage, 0 Stun
  • Guard Damage: 4*10=40 Damage, 0 Stun
  • Guard Gauge Damage: 0 Damage
  • Hit Detection: Mid
  • Special Properties: Soft Knockdown

Elisabeth steps forward and makes a large light energy ball. It nullifies all projectiles thrown at it, good for interrupting jump-ins and breaks opponent attacks.

EX Version

  • Normal Hit: 20*14+60=340 Damage, 0 Stun
  • Counter Hit: 25+20*13+60=345 Damage, 0 Stun
  • Guard Damage: 4*14+10=66 Damage, 0 Stun
  • Guard Gauge Damage: 0 Damage
  • Hit Detection: Mid
  • Special Properties: Hard Knockdown

The light energy ball leaves her hand and hits the opponent 15 times. It also carries them to the other side of the screen whether they're on the ground or in the air.


Grand Rafale - QCF~HCB+P

  • Normal Hit: 30+10*8+40=150 Damage, 0 Stun
  • Counter Hit: 37+10*8+40=157 Damage, 0 Stun
  • Guard Damage: 0 Damage, 0 Stun
  • Guard Gauge Damage: 0 Damage
  • Hit Detection: Mid
  • Special Properties: Anywhere Juggle, Hard Knockdown, Max Cancel-able

Light uppercut to a light palm attack in the air. It's obscenely fast so it easily connects after the majority of air-to-air attacks along with her weak Coup De Vent. It can be max-canceled on hit when in HD mode.

The console version of Grand Rafale had it's damage nerfed from 200 damage to 150 damage. Funny fact, the damage math doesn't add up in training mode if you turn on the display. The attack display will show Grand Rafale hitting 15 times with the first hit dealing 30 damage, hits 2-13 deal 10 damage each, and the last hit deals 40 damage. This adds up to the arcade versions 200 damage; however, the total damage is actually 150. The damage calculations had to be modified as a result of this.

Neomax

Etoile Filanto - QCB~HCF+BD

  • Normal Hit: 25*19=475 Damage, 0 Stun
  • Counter Hit: NA
  • Guard Damage: 0 Damage (From Max Cancel)
  • Guard Gauge Damage: 0 Damage (From Max Cancel)
  • Hit Detection: Mid (From Max Cancel)
  • Hit Activation: High/Mid/Low
  • Special Properties: Counter, Counter properties bypass during Max Cancel.

Instant counter to full screen light wave attack. When used as a standalone move, it only activates as a counter; when max canceled, it completely bypasses the counter properties.

Combos

No Drive Combos

Notes

  • In the listed combos, "xx" stands for a cancel, and [DC] stands for Drive Cancel.
  • Special/Super moves are referred to by their command and not by name. Please refer to the move list section if you are having difficulties.

0 Stock, 0 Drive

Mid-screen

Close s.C, f+B xx dp+C, dp+A, dp+A, j.C = 286 Damage, 36 Stun

c.B, c.A xx dp+A, dp+A, j.C = 184 Damage, 23 Stun

Mid-screen Counter Hit

s.CD (Counter Hit) xx qcf+A, dp+A, dp+A, j.C = 290 Damage, 33 Stun

j.CD (Counter Hit), dp+A, dp+A, j.C = 239 Damage, 25 Stun

qcf+A (Counter Hit or Anti-Air)/qcf+C, dp+A, dp+A, j.C = 226 Damage, 25 Stun

Corner

Close s.C, f+B xx dp+C (Corner) qcf+C, dp+A, dp+A, j.C = 351 Damage, 42 Stun

Corner Counter Hit

s.CD (Counter Hit) xx qcf+K xx qcf+C, dp+A, dp+A, j.C = 309 Damage, 33 Stun

j.CD (Counter Hit), qcf+C, dp+A, dp+A, j.C = 316 Damage, 31 Stun

1 Stock, 0 Drive

Mid-screen

Close s.C, f+B xx dp+C, dp+A, dp+A, j.C, qcf hcb+P = 391 Damage, 36 Stun

Close s.C, f+B xx dp+C, dp+A, dp+A, nj.D , qcf hcb+P = 389 Damage, 38 Stun

Close s.C, f+B xx qcf+BD xx hcb~f+P, qcf+C, dp+A, dp+A, j.C = 387 Damage, 36 Stun

c.B, c.A xx dp+A, dp+A, j.C, qcf hcb+P = 292 Damage, 23 Stun

hcb~f+AC, qcf+C, dp+A, dp+A, j.C = 316, 23 Stun

Mid-screen Counter Hit

s.CD (Counter Hit) xx qcf+A, dp+A, dp+A, j.C, qcf hcb+P = 398 Damage, 33 Stun

j.CD (Counter Hit), dp+A, dp+A, j.C, qcf hcb+P = 359 Damage, 25 Stun

qcf+A (Counter Hit or Anti-Air)/qcf+C, dp+A, dp+A, j.C, qcf hcb+P = 346 Damage, 25 Stun

Corner

Close s.C, f+B xx dp+C (Corner) qcf+C, dp+A, dp+A, j.C, qcf hcb+P = 441 Damage, 42 Stun

(Corner) s.C, f+B xx hcb~f+AC, dp+C, qcf+C, dp+A, dp+A, j.C = 426 Damage, 42 Stun

(Corner) hcb~f+AC, dp+C, qcf+C, dp+A, dp+A, j.C = 360 Damage, 29 Stun

(Corner) c.B, c.A xx qcf+AC, qcf+C, dp+A, dp+A, j.C = 370 Damage, 29 Stun

Corner Counter Hit

s.CD (Counter Hit) xx qcf+K xx qcf+C, dp+A, dp+A, j.C, qcf hcb+P = 414 Damage, 33 Stun

j.CD (Counter Hit), qcf+C, dp+A, dp+A, j.C, qcf hcb+P = 421 Damage, 31 Stun

Notes

  • To get two consecutive dp+A's after the dp+C you need to hit the opponent slightly before they touch the ground. To help with the timing, after the dp+C, you can whiff a s.B then whiff cancel into the dp+A.
  • From mid screen, if you are trying to land Grand Rafale (qcf hcb+P) immediately after a forward j.C or j.D, it will whiff and you’ll be open for punishment by your opponent. Delay the super just slightly and you’ll avoid whiffing it. A neutral j.D will always put you at the right distance for an immediate Grand Rafale, however, if your dp+A did not hit the opponent from lowest possible juggle point the nj.D will whiff because the opponent is too high. This is why it’s preferable to do a forward j.C to avoid that.
  • Using a j.C instead of a j.D prior to Grand Rafale (qcf hcb+P) will net you 1-2 more damage but will give you 2 less stun. Those numbers are really negligible but if you are keeping track of stun than the difference is worth noting.


2 Stocks, 0 Drive

Mid-screen

hcb~f+AC, qcf+C, dp+A, dp+A, j.C, qcf hcb+P = 421 Damage, 23 Stun

hcb~f+AC, qcf+AC, qcf+K xx qcf+C, dp+A, dp+A, j.C = 439 Damage, 23 Stun

dp+AC, qcf+C, dp+A, dp+A, j.C, qcf hcb+P = 401 Damage, 23 Stun

Close s.C, f+B xx qcf+BD xx hcb~f+P, qcf+AC, qcf+K xx qcf+C, dp+A, dp+A, j.C = 494 Damage, 36 Stun

Close s.C, f+B xx dp+C, dp+A, qcf qcf+AC = 488 Damage, 25 Stun

Mid-screen Counter Hit

qcb+AC (Counter Hit), dp+C, dp+A, dp+A, j.C, qcf hcb+P = 296 Damage, 23 Stun

Corner

(Corner) hcb~f+AC, qcf+AC, qcf+C, qcf+C, dp+A, dp+A, j.C = 491 Damage, 29 Stun

(Corner) Close s.C, f+B xx hcb~f+AC, qcf+AC, qcf+C, qcf+C, dp+A, dp+A, j.C = 534 Damage, 42 Stun

Close s.C, f+B xx dp+C (Corner), qcf+C, dp+A, qcf qcf+AC = 537 Damage, 31 Stun

Note

  • With the combos starting with qcb+AC (EX Counter) when you do j.C or j.D you'll need to do a jump back j.C or j.D. If you neutral jump or jump forward you'll put yourself in the corner, which will reverse the motions.

Drive Cancel Combos

0 Stock, 1 Drive

Mid-screen

Close s.C, f+B xx dp+C, dp+A, [DC], qcf+A, dp+A, dp+A, j.C = 367 Damage, 48 Stun

c.B, c.A xx dp+A, [DC], qcf+A, dp+A, dp+A, j.C = 273 Damage, 35 Stun

Mid-screen Counter Hit

j.CD (Counter Hit), dp+A, [DC], qcf+A, dp+A, dp+A, j.C = 334 Damage, 37 Stun

qcf+A (Counter Hit or Anti-Air)/qcf+C, dp+A, [DC], qcf+A, dp+A, dp+A, j.C = 321 Damage, 35 Stun

Corner

Close s.C, f+B xx dp+C (Corner) qcf+C, dp+A, [DC], qcf+C, qcf+C, dp+A, dp+A, j.C = 454 Damage, 57 Stun

(Corner) c.B, c.A xx dp+A, [DC], qcf+C, qcf+C, dp+A, dp+A, j.C = 317 Damage, 38 Stun


1 Stock, 1 Drive

Mid-screen

Close s.C, f+B xx dp+C, dp+A, [DC], qcf+AC, qcf+K xx qcf+C, dp+A, dp+A, j.C = 477 Damage, 48 Stun

Close s.C, f+B xx dp+C, dp+A, [DC], qcf+A, dp+A, dp+A, j.C, qcf hcb+P = 457 Damage, 49 Stun

c.B, c.A xx dp+A, [DC], qcf+AC, qcf+K xx qcf+C, dp+A, dp+A, j.C = 394 Damage, 35 Stun

Mid-screen Counter Hit

j.CD (Counter Hit), dp+A, [DC], qcf+AC, dp+A, dp+A, j.C = 464 Damage, 37 Stun

s.CD (Counter Hit) xx qcf+A, dp+A, [DC], qcf+AC, qcf+K xx qcf+C, dp+A, dp+A, j.C = 500 Damage, 45 Stun

qcf+A (Counter Hit or Anti-Air)/qcf+C, dp+A, [DC], qcf+AC, dp+A, dp+A, j.C = 451 Damage, 35 Stun

Corner

Close s.C, f+B xx dp+C, dp+A, [DC], qcf+AC (Corner) qcf+C, qcf+C, dp+A, dp+A, j.C = 525 Damage, 57 Stun

Close s.C, f+B xx dp+C (Corner) qcf+C, dp+A, [DC], qcf+C, qcf+C, dp+A, dp+A, j.C, qcf hcb+P = 514 Damage, 57 Stun

(Corner) c.B, c.A xx dp+A, [DC], qcf+AC, qcf+C, qcf+C, dp+A, dp+A, j.C = 434 Damage, 41 Stun

(Corner) c.B, c.A xx dp+A, [DC], qcf+C, qcf+C, dp+A, dp+A, j.C, qcf hcb+P = 395 Damage, 38 Stun

Corner Counter Hit

s.CD (Counter Hit) xx qcf+K xx qcf+C, dp+A, [DC], qcf+AC, qcf+C, qcf+C, dp+A, dp+A, j.C = 519 Damage, 48 Stun

j.CD (Counter Hit), qcf+C, dp+A, [DC], qcf+AC, qcf+C, qcf+C, dp+A, dp+A, j.C = 526 Damage, 46 Stun

Notes

  • The mid screen combos involving qcf+AC will carry the opponent from corner-to-corner and leave you in positional advantage with an aerial reset. Check the mix-ups section to see follow ups.
  • An easy way to combo dp+A into qcf+A, C, or AC is to roll the stick to forward after the dp+A. It would look like this - forward, down, down~forward+P ~ forward+A, C, or AC. The timing is really quick so you're doing the entire thing in one swift motion.
  • You can also end in up~forward to help prevent input overlaps with other special moves.


2 Stocks, 1 Drive

Mid-screen

Close s.C, f+B xx dp+C, dp+A, [DC], qcf+AC, qcf+K xx qcf+C, dp+A, dp+A, j.C, qcf hcb+P = 537 Damage, 48 Stun

c.B, c.A xx qcf+AC, dp+A, [DC], qcf+AC, qcf+K xx qcf+C, dp+A, dp+A, j.C = 473 Damage, 35 Stun

hcb~f+AC, qcf+C, dp+A, [DC], qcf+AC, qcf+K xx qcf+C, dp+A, dp+A, j.C = 421 Damage, 23 Stun

Mid-screen Counter Hit

j.CD (Counter Hit), dp+A, [DC], qcf+AC, dp+A, dp+A, j.C, qcf hcb+P = 539 Damage, 37 Stun

qcf+A (Counter Hit or Anti-Air)/qcf+C, dp+A, [DC], qcf+AC, dp+A, dp+A, j.C, qcf hcb+P = 526 Damage, 35 Stun

Corner

Close s.C, f+B xx dp+C, dp+A, [DC], qcf+AC (Corner) qcf+C, qcf+C, dp+A, dp+A, j.C, qcf hcb+P = 596 Damage, 57 Stun

(Corner) Close s.C, f+B xx hcb~f+AC, qcf+AC, qcf+C, qcf+C, dp+A, [DC]. qcf+K, qcf+C, qcf+C, dp+A, dp+A, j.C = 598 Damage, 57 Stun

(Corner) Close s.C, f+B xx qcf+AC, qcf+C, dp+A, [DC], qcf+C, qcf+C, [DC], dp+A, dp+A, j.C = 571 Damage, 57 Stun

(Corner) c.B, c.A xx qcf+AC, qcf+C, dp+A, [DC], qcf+AC, qcf+C, qcf+C, dp+A, dp+A, j.C = 516 Damage, 47 Stun

(Corner) hcb~f+AC, dp+C, qcf+C, dp+A, [DC], qcf+AC, qcf+K, qcf+C, dp+A, dp+A, j.C = 553 Damage, 44 Stun

Corner Counter Hit

s.CD (Counter Hit) xx qcf+K xx qcf+C, dp+A, [DC], qcf+AC, dp+A, dp+A, j.C, qcf hcb+P = 597 Damage, 51 Stun

j.CD (Counter Hit), qcf+C, dp+A, [DC], qcf+AC, dp+A, dp+A, j.C, qcf hcb+P = 586 Damage, 46 Stun

Note

  • The Grand Rafale DM at the end of the combos is significantly scaled so it's best not to use the extra bar unless you want to guarantee the kill.

Double Grand Rafale Combos

c.B, c.A, dp+A, dp+A, nj.A, qcf hcb+P, c.C, qcf hcb+P = 309 Damage, 28 Stun

Close s.C, f+B, dp+A, dp+A, nj.A, qcf hcb+P, c.C, qcf hcb+P = 364 Damage, 35 Stun

Close s.C, f+B, dp+C, dp+A, dp+A, nj.A, qcf hcb+P, c.C, qcf hcb+P = 410 Damage, 41 Stun

qcb+AC (Counter), dp+A, dp+A, nj.A, qcf hcb+p, qcf hcb+p = 256 Damage, 15 Stun

Notes

  • To combo 2 Grand Rafale's you need to first, be at least 2 normal jumps away from the corner that is facing the opponents back. Second, you need to hit the neutral j.A as early as possible to raise the opponent as high as possible before the first Grand Rafale hits.
  • What happens is the opponent is so high up that the last 2 hits of Grand Rafale whiff. The result is the opponent slowly falls to the ground instead of the immediate hard knockdown. During this extended falling state, you can combo a normal or Grand Rafale but you can't combo into her qcfx2+P DM or any special moves.
  • If you are too far away from the corner you'll have to omit the c.C and just combo into another Grand Rafale.

Hyper Drive Combos

Notes:

  • In the listed combos, [HD] stands for HD Activation (BC), and [HDC] stands for Hyper Drive Cancel.
  • The HD combos listed here can be activated off of cr.Bx2, unless otherwise specified, at the expense of damage
  • The HD combos listed here can be made to use more or less meter


1 Stock

Mid-screen

Close s.C, f+B, [HD], Close or Far s.C xx dp+C [dp+A [HDC] qcf+K xx qcf+C] x1~2 dp+A, j.C, qcf hcb+P

Corner

Close s.C, f+B, [HD], Close or Far s.C xx dp+C (Corner) qcf+C [dp+A [HDC] qcf+C, qcf+C] x3, qcf hcb+P

Notes

  • For an easier hit confirm you can add a f+B after the HD close s.C. The f+B's are omitted to reduce damage scaling
  • Using a far s.C in a HD combo will maximize the damage but the timing can be difficult. In order to get a far s.C after the HD activation you need to be holding back to stop the forward dash momentum
  • Use this as a guideline to learning the far s.C timing; if Elisabeth doesn't move forward after the HD activation but she does close s.C it means you pressed C too soon. If you get a far s.C but it didn't combo you pressed C too late. Experimenting between these two extremes should help you find the correct timing


3 Stocks

Mid-screen

Close s.C, f+B, [HD], Close or Far s.C xx dp+C, qcfx2+P (10 hits) xx Neomax = 767 Damage, 13 Stun

Corner

Close s.C, f+B, [HD], Close or Far s.C xx dp+C (Corner) qcf+C [dp+A [HDC] qcf+C, qcf+C] x3, qcfx2+P (10 hits) xx Neomax = 875 Damage, 13 Stun


4 Stocks

Mid-screen

Close s.C, f+B, [HD], Close or Far s.C xx dp+C, qcfx2+AC xx Neomax (qcb hcf+BD) = 891 Damage, 13 Stun

Corner

Close s.C, f+B, [HD], Close or Far s.C xx dp+C (Corner) qcf+C [dp+A [HDC] qcf+C, qcf+C] x3, qcfx2+AC xx Neomax = 967 Damage, 13 Stun

j.C, s.C, f+B, [HD], Far s.C xx dp+C (Corner) qcf+C [dp+A [HDC] qcf+C, qcf+C] x3, qcfx2+AC xx Neomax = 1005 Damage, 18 Stun

Notes

  • The EX DM (qcfx2+AC) stays on screen during the Neomax so even if you Neomax cancel on the first hit of the DM the opponent will be hit by both the DM and the Neomax at the same time.
  • Damage calculations for combos with 'Close or Far s.C' are taken with close s.C values. The far s.C adds roughly 9 points of extra damage.

5 Stocks

Mid-screen

j.C, Close s.C, f+B, [HD], Far s.C xx [dp+A [HDC] qcf+A] x5, j.CD, qcf hcb+P (1 hit) xx Neomax, qcfx2+AC = 1026 Damage

Corner

j.C, Close s.C, f+B, [HD], Far s.C xx dp+C (Corner) qcf+C [HDC] dp+AC [HDC] qcf+C (whiff), dp+A [HDC] qcf+C, qcf+C, qcfx2+AC xx Neomax = 1003 Damage

Note

  • The 5 Stocks HD combos were created by IGL B.A.L.A

Strategies

Far Range

At the beginning of a round if you want to see what kind of player your opponent is you can sit back and build meter with Etincelle's; alternating between the A and C version based on your opponent's movements to catch poorly spaced approaches. Against fireball characters this is the preferred strategy while you slowly approach them; however, against the rest of the cast, Elisabeth needs to be up close to run her offense. If you're looking for ways to quickly approach your opponent you can Kara-cancel her s.CD into her command dashes (Reverie-Souhaiter/Prier) but you need to observe your opponent before you do this as you don't want to command dash into a jump in. Command dashes cancelled into Etincelles are also good ways to screw up your opponents spacing and score hits to swing offensive momentum in your favor or create huge damage from anti-airs or counter hits. Alternatively, you can go for more risky maneuvers by cancelling the command dash into her counter (Reverie-Prier) and potentially score a damaging combo from that.

Mid Range

From mid range, Etincelles are important at making your opponent rethink their approaches but don't abuse them, as this is the range where they can become anticipated and punished. This is also the range where hops, hyper hops, and jumps become more applicable so when you're spacing yourself out, use stand A and far stand D to keep those jumps in check. Backward command dashes cancelled into Etincelle can also be used to screw up and punish your opponent's approaches.

Far stand D is really good in this range, as it controls a lot of horizontal space and hops over low attacks. It anti-airs opponent's jumps during their pre-jump frames or if they poorly spaced a jump, hop, or hyper hop. Be careful on the spacing of far stand D because you can't cancel it on block or whiff, which leaves you vulnerable to higher jump arcs. Also, depending on the match up, it can be punished on block with fast specials or supers.

In terms of your approaches against your opponent, j.CD, j.B and j.D are your best air-to-ground approaches. In the aerial footsie game you are looking to preempt your opponent with early j.A's or j.D's but remember that you have to commit to these moves and if you read your opponent wrong you'll be eating a trip guard punish.

Kara-cancelling her s.CD into command dashes and Etincelles are also good ways to get Elisabeth in close range. All it takes is once blocked Etincelle to put Elisabeth at the range she wants to be in.

Random Coupe De Vent's can get a lot of mileage here; Etincelles keep your opponent on their toes, since any conversion from a Etincelle hit can quickly swing the offensive momentum in Elisabeth's favor.

Close Range

This is Elisabeth's ideal range, as this is the range where she can deal the brunt of her damage. When loaded with meter and drive any solid hit immediately becomes a 430-500+ damage corner carry combo into a mix up or 3 frame safe jump. You want to vary your offensive pressure with frame traps, mix-ups, and baits to keep your opponent second guessing their escape options, allowing you to maintain offensive momentum for an extended period of time. Also, don't be afraid to spend meter with Elisabeth to create an opening because it only takes 1 combo and 1 mix up to kill a character with her, so she's fully capable of making clutch comebacks.

Mix-Ups

Mid-screen

1) c.B, c.B, c.A (whiff), whiff cancel into EX/Reverie-Souhaiter:

  • EX/Mistral:

- Take a step forward and roll, you'll be behind your opponent

- Wait briefly and roll, you'll be in front of your opponent

- Take a step back and do a normal jump B for a cross up

- If it's EX Mistral you can transition into a combo ending in an aerial reset state or a hard knockdown with Grand Rafale

  • A Etincelle:

- If it hits grounded and is a not a counter hit, nothing can be done after wards

- If it hits the opponent out of a jump or is a counter hit, you can transition into a A Coup De Vent juggle combo, and end in an aerial reset state or a hard knockdown with Grand Rafale

- If it's blocked, you're at neutral positioning

  • C Etincelle:

- If at least the 2nd hit of C Etincelle hits, you can transition into a A Coup De Vent juggle combo, and end in an aerial reset state or a hard knockdown with Grand Rafale

- If it's blocked, you're safe but are at slight frame disadvantage

  • EX Etincelle:

- If at least the 3rd hit of EX Etincelle hits, you can transition into a A Coup De Vent juggle combo, and end in an aerial reset state or a hard knockdown with Grand Rafale

- If it's blocked, you're at +12 and can transition into more pressure

  • A/C/EX Coup De Vent:

- If it hits, juggle combo into an aerial reset or Grand Rafale

- If it's C or EX Coup De Vent is blocked, you're at enough frame disadvantage to be punished

  • A/C/EX Reverie-Geler:

- If it's the A or C version you may not be able to follow up with anything depending on what you countered

- If it’s the EX version, C Coup De Vent into a juggle combo ending in an aerial reset state or a hard knockdown with Grand Rafale

Notes:

  • This set up works by utilizing the whiff cancel properties of Elisabeth's c.A to make it look like c.B is being special cancelled. If you do the sequence fast enough c.A won't even be visible, and Elisabeth will just immediately do Reverie-Souhaiter. This allows you to cancel into Mistral quicker than if you did c.B, c.A xx Reverie-Souhaiter xx Mistral. Using A Etincelle in this set up is also good for catching people trying jump out of Mistral or are pushing buttons.
  • You can also use EX Reverie-Souhaiter and take advantage of its invincibility frames when doing the above set up. Keep in mind that any special move used during EX Reverie-Souhaiter will automatically be an EX move at 0 meter cost. You can use this for more damaging options should they hit or push the offense by utilizing the frame advantage of EX Etincelle.

2) Combo starter -> dp+A, dp+A, normal j.C, normal j.B

- The normal j.B will cross up

3) Combo starter -> dp+A, dp+A, hyper hop j.A, land:

- Back dash, neutral hop j.B/C/D

- Back dash, throw or Mistral

- Hop j.B for an ambiguous cross up/non-cross up

- Walk forward, meaty c.B or close s.C

- Empty Hop, Mistral or EX Mistral

- Do nothing and bait a reversal or a roll

Notes

  • This set up creates Elisabeth's most ambiguous cross ups & cross unders because when you land from the hyper hop A you will be behind your opponent for a brief moment.
  • Doing a run upon landing will cause Elisabeth to do a back dash and she'll end up behind the opponent just as they land.
  • Doing a hop upon landing creates the ambiguous cross up. Depending on how you delay the hop, Elisabeth can look like she's landing on the opponent in the same direction they are facing.
  • Walking forward creates the ambiguous cross under or non-cross under mix-up. If you land the meaty c.B, you can link into close s.C.

4) Combo starter -> dp+A, dp+A, hop j.A, land:

- Run and cross under your opponent, meaty close s.C or c.B

- Run and stop in front of your opponent, meaty close s.C or c.B.

- Either of the above option into a tick throw or Mistral.

5) Combo starter -> dp+A, dp+A, sj.C, land:

- Reverie-Souhaiter/Prier xx Coup De Vent

- EX Reverie-Souhaiter/Prier xx EX Etincelle

Note

  • When Elisabeth lands, she'll be briefly behind your opponent and depending on how quickly you input QCF+K you'll get Reverie-Prier. In either case with EX/QCF+K, Elisabeth will cross under the opponent. You're then cancelling Reverie-Souhaiter/Prier into Coup De Vent/EX Etincelle as quickly as possible to capitalize on the cross under.
  • Unfortunately, this mix-up doesn't set up the perfect timing for Mistral because the opponent will land just as Elisabeth crosses under so they still have throw invulnerability.

6) Combo starter -> dp+C, run close s.C xx C Coup De Vent (whiff) or EX Etincelle, run up close s.C xx C Coup De Vent (whiff)

- c.B or close s.C

- neutral hop j.B

- EX/Mistral

- EX/Reverie-Prier

Note

  • When Elisabeth whiffs C Coup De Vent it appears that she ends up behind the opponent causing confusion on how to block upon landing. However, when the opponent lands she'll remain in front of them. This is a gimmick that will probably work only once, as the opponent should recognize the setup and be able to block/counter accordingly.

7) Combo starter -> dp+C, run s.B, sj.C

  • This is a cross up setup but it'll bait out anti-air normals and some DP's, such as Claw Iori's.

8) Counter Hit j.CD, hyper hop j.D, land:

- Run and cross under your opponent, meaty close s.C or c.B.

- Run and stop in front of your opponent, meaty close s.C or c.B.

Note

  • Time the hyper hop j.D as late as possible to make the cross under possible.


Corner

The brunt of Elisabeth's damage comes from the corner, as she is capable of running a multitude of high/low/throw games in rapid succession. She also gains additional mind games with the opponent's limited movement options and the threat of Mistral.

1) Guard String -> EX/Reverie-Souhaiter xx EX/Etincelle

  • If A Etincelle hits:

- Stand A/C to place the opponent in an aerial reset:

i. Hop jump C whiff, land, Mistal or EX Mistral (buffer Mistral during the whiffed hop jump C)

ii. Hop jump B, confirm into a combo or a block string

  • If C/EX Etincelle hit or A Etincelle is a Counter Hit/Anti-Air:

- Delayed A Coup De Vent into a juggle combo ending in j.C/j.D aerial reset or a hard knockdown with Grand Rafale

2) Combo Starter xx dp+C, dp+A, whiff dp+A

  • Stand CD (whiff), whiff cancel:

- Mistral or EX Mistral if the opponent does a tech roll they will get grabbed

- Reverie-Souhaiter xx C Etincelle (Meaty)

Notes:

  • 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.
  • The s.CD can only whiff at point blank range and this only occurs when the opponent is either knockdown or is doing a tech roll. This makes it difficult for an opponent to detect the command grab.
  • You can't use the s.CD whiff cancel as a means to Kara-Mistral as the game will detect the opponent's hurt boxes before you can whiff cancel s.CD in time.
  • You can only cancel s.CD during the attack and not at the end, so you can't do Hwa Jai-esque s.CD command grab set ups even on a hard knockdown.

Cross Up Setups

Elisabeth has a multitude of cross up set ups thanks to her small jump arcs, juggle capabilities, and easy ability to get back turn combos.

1) c.Bx3, hyper hop j.B/j.D (crouching only)

2) c.Bx2, j.B/C/D (crouching and standing)

3) hop j.CD, hop j.B (crouching only)

4) dp+A, dp+A, hyper hop j.A, hop deep j.B (crouching and standing)

5) EX/Reverie-Prier, back turn combo into dp+A, j.A/C, j.B/C/D (crouching and standing)

6) EX/Reverie-Prier, back turn combo into dp+A, hyper hop j.A, delayed neutral hop j.B (corner only - crouching and standing)

7) Mistral, small step back, j.B

Safe Jump Setups

Elisabeth can create safe jump setups off of her Mistral command throw and off of resets from A Coup De Vent.

1) A/C Mistral, hop, hop j.B/D

3 frame safe jump that will let you block a good portion of reversals.

2) Corner combo into dp+A, hyper hop j.A, delayed neutral hop j.B

4 frame safe jump off of a corner reset. There's enough time to block certain reversals, hit confirm, and react to rolls.

Team Position

Elisabeth is versatile enough that she can be placed in any position on your team to counter pick or be moved away from bad match ups; however, the optimal placement of her will be dependent on the rest of your team composition based on meter requirements. She can be a good battery for meter dependent characters like Claw Iori; hold down middle with cost effective 1 bar & drive combos, or anchor a team with 1 touch kill combos.

1st Position

As a starting character, she can build good meter with Etincelle's and juggle combos. In the early-to-mid game of round one, Elisabeth won't be able to deal optimal damage so you'll have to rely on her mix up game until you have meter to work with. This also means that you won't have her reversal options available to you so you'll be in trouble if you get put on the defensive early on. On the flip side, your opponent also doesn't have meter for reversal options, allowing Elisabeth to play a more aggressive game at the beginning. Since Elisabeth is meter dependent to deal high damage, create openings, or have reversal options, you'll need to meter manage her early on depending on the rest of the team line-up.

2nd Position

As a second position character, Elisabeth gains full access to all of her offensive and defensive tools that make her a threat that is equivalent to Shen/Claw Iori with Meter. If your anchor character is not meter intensive, you can be more liberal with your meter usage. She can convert stray hits into 20% damage with Grand Rafale's anywhere juggle properties; solid hits will lead into 500+ damage drive cancel combos; and with 4 meters she gains access to her ToD HD combos. On top of this, she becomes harder to pressure with the majority of her EX moves having invincibility frames.

3rd Position

As anchor, her options doesn't change from being a 2nd position character besides not having to meter manage for other characters. The only meter management concern she has, is to either spend meter to create openings, escape pressure, or to save it for the one chance ToD HD combo.

Character Matchups

Andy Bogard

Blocked Zaneiken can be punished with Grand Rafale but the timing is tight.

Ash Crimson

Athena Asamiya

Benimaru Nikaido

Billy Kane

Billy out ranges Elisabeth with his long range pokes and specials. During the long range footsie game, you have to space yourself just outside of his hcf+P range and throw out A Etincelles. If he does hcf+P at the wrong range he'll get hit by Etincelle.

Reverie-Geler is surprisingly a really good tool in this match up. Making the right reads against his hcf+P or f+A nets you a back turn combo into a cross up setup.

Chin Gentsai

Clark Still

Duo Lon

A typical block string for Duo Lon is QCF+Px3 into his QCF+K, command dash. You can punish the recovery of the B command dash with EX Coup De Vent.

Elisabeth Branctorche

Blocked A Coup De Vent can be punished with Grand Rafale. Blocked C or EX Coup De Vent can be punished with far stand C xx C Coup De Vent or far stand C into HD activation.

Goro Daimon

Hwa Jai

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan

Kim's qcb+B (Hangetsuzan) when spaced at max range is safe on block; however, if the opponent does it too close you can punish with Grand Rafale DM, c.A xx DP+A, or c.A, HD activation. Be weary of frame trap/gimmicks of Kim's doing max spaced qcb+B into d, u+K when you try to punish. The D version of Hangetsuzan, on block, can be punished with DP+A or EX DP into a full combo. Understand the ranges and punish accordingly.

There's a few ways to stuff a Hangetsuzan if you anticipate on it. First way is to time a late DP+C or EX DP to utilize the start up invincibility. Second way is to utilize the invincibility frames of EX QCF+K then cancel into into Mistral and then transition into a full combo. Third way is to counter it with QCB+P, which will net you a huge punish. Final way is to do a Reverie-Prier (qcb+K) and then cancel into Etincelle (qcf+P) to stuff the Hangetsuzan, you can transition into a full juggle combo from this, as it'll be a counter hit.

Kim has several 3+ frame safe jumps after his Air QCB+B, Air QCB+D, d~u+D~d+D, d~u+BD, Throw and Neomax. He also has a 2 frame safe jump off of a corner throw as well. Never try a reversal EX Coup De Vent (DP+AC) on wake up after getting knocked down by any of the above otherwise you'll get punished for it. You can try a EX Reverie-Souhaiter xx EX Mistral but remember that Elisabeth is can be hit during the slide animation. What will beat all of the safe jump setups though is EX Reverie-Geler since it has a 1 frame start up. That being said, if you get too predictable or the opponent reads this they can just empty jump, empty jump low, empty jump throw. The empty jump and empty jump low options are the worst scenario because it can lead into Kim's HD combos.

Kim's far stand D is a two kick attack and is one of his best overall tools. The first kick whiffs on crouching but goes under low attacks, the second kick hits mid and leaves him at +3 on block. You never want to get hit by this move grounded, as he can link c.B/s.C after wards into a hard knockdown that will start his safe jump pressure. It anti-airs small hops and is a really good frame trap tool for him. Overall, it's a very annoying normal to deal with if you're not familiar with it.

The key thing to remember about Kim's far stand D is that the first hit whiffs on crouching and goes over lows. This means he's susceptible to crouching mid attacks so the easiest way to deal with far stand D pressure is to use c.A or c.C to hit him out of it. Always buffer in the Coup De Vent motion so you can easily hit confirm after wards. The other ways to deal with far stand D is to time an EX Coup De Vent, EX Reverie-Souhaiter xx EX Mistral, or EX Reverie-Geler in between the first and second kick. It's tricky to time if you're not looking out for it but it's definitely doable.

None of Elisabeth's safe jump set ups will work on Kim because his flash kick special is too fast.

King

Typical block string for King is c.B, c.B, s.B, df+D xx Venom Strike. The universal punish is to do a late guard cancel roll on the df+D so that you give enough time for your opponent to cancel and commit to a Venom Strike. If they cancel into Venom Strike you'll roll through the Venom Strike and be able to punish their recovery. Alternatively, you can visually confirm the Venom Strike then EX Coup De Vent through.

To deal with Venom Strike zoning from full screen just slowly approach King and use Etincelles to nullify the projectiles. If King decides to jump during this process, you'll be able to react with EX Etincelle to anti-air King.

Once you are closer you can start using C or EX Coup De Vent to go through and punish the fireballs. The trickier thing is to use stand CD Kara-cancel into C or EX Coup De Vent to punish Venom Strikes that are normally spaced safely. Another way to punish Venom Strikes to is to use EX Reverie-Souhaiter to phase through the fireball and then cancel into a EX Coup De Vent. Combining this with stand CD Kara-cancelling will greatly extend your punishment range.

Kula Diamond

Kyo Kusanagi (XIII)

One of Kyo's risky block strings is c.A, c.B, df+D (1st hit) xx Kai (QCF+K). Kai can be punished between the first and second kick with EX Coup De Vent, EX Reverie-Geler, EX/Noble Blac, and Neo Max. You can also delay a guard cancel roll on the df+D before they cancel into Kai, then run up and punish him during the recovery of Kai. You'll also get the added benefit of landing the combo with their back turned and go for a cross up setup after wards.

The best option depends on how much meter and drive Elisabeth has at the time; however, EX Reverie-Geler and EX Coup De Vent are more ideal if you have less meter plus both options gives you a free cross up setup.

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

Mature

Maxima

Mr.Karate

Raiden

Ralf Jones

Robert Garcia

Ryo Sakazaki

During the neutral game, Ryo has the advantage with his active pokes cancelled into his fireball. He's able to create a wall of hit boxes to prevent Elisabeth from getting in easily. Unfortunately, Etincelles' aren't going to help you against his fireballs so their mostly for meter building purposes. Poorly spaced/timed jumps will get you hit by his fireball or his DP. It's best to just place yourself slightly outside of his fireball range (factor in the increase range he gets from whiff cancelling into his fireballs) and wait for him to whiff a fireball. Once he whiffs a fireball you can punish with Coup De Vent and then take the offensive momentum. Elisabeth's safe jump setups are really helpful to keep Ryo from trying to reversal out of your mix ups.

When Ryo is on the offensive be careful with your pokes as he might just run up parry xx DP or do a random EX Hienshippukyaku to blow through them. His jump CD has a really good horizontal and diagonal hit box on it; it's ideal at controlling aerial space, as well as a means for him to approach and apply pressure. If the opponent is abusing his j.CD it's best to play defensive and look for an opportunity to anti-air c.B. Otherwise, you can try to counter with any of Elisabeth's EX reversal options.

In the corner, Ryo can apply a lot of pressure and create guard break strings. If you find that the Ryo player is going for guard break with s.D xx Fireball you can back dash after the fireball. If they decide to throw another s.D xx Fireball you'll get hit by the s.D while in the air causing the fireball to whiff and leave Ryo open for punishment.

Saiki

Shen Woo

Sie Kensou

Takuma Sakazaki

Terry Bogard

Vice

Yuri Sakazaki

Move Metadata

Move Damage Stun Startup On Guard Remarks
s.A 25 3 4 +2 Short range, but frame adv.
d.A 25 3 5 +1
far A 25 3 4 +2
j.A 45 3 5 -
h.A 40 3 5 -
s.B 30 3 4 +1
d.B 30 3 4 +2 Short range, but frame adv.
far B 30 3 4 +1
j.B 45 3 4 -
hop B 40 3 4 -
s.C 70 7 5 -3 Fastest Str attack
d.C 70 7 8 -5
far C 80 7 5 -3
j.C 72 7 7 -
hop C 70 7 7 -
s.D 80 7 8 -3
d.D 80 7 7 -9
far D 80 7 12 -7
j.D 70 7 6 -
hop D 68 7 6 -
st.CD 75 10 14 -8 Now kara-cancellable
j.CD 90 8 12 -
hop CD 80 8 12 -
Un Cou De Pied 40 6 15 -9
Manier (throw) 100 0 1 -
GCCD 4 0 13 -15 vs: Wk 13, Str 17, Jump 17 attacks
A Etincelles 70 6 10 -4
C Etincelles (1st Hit) 50 3 23 -
C Etincelles (2nd Hit) 47 3 - +1
Mistral 150 0 7 - Whiff 37
A Coup De Vent 50 6 13 -4
A Coup De Vent (High) 35 6 13 -4 When hitbox high
C Coup De Vent 60 6 18 -8
Reverie-Geler 0 0 1-16 - Full animation 30
Reverie-Prier 0 0 - - Full animation 37
Reverie-Souhaiter 0 0 - - Full animation 28
EX Etincelles (1st Hit) 60 0 11 -
EX Etincelles (2nd and 3rd Hit) 60 0 - +12
EX Mistral 100 0 5 - Whiff 35
EX Coup De Vent 80 0 13 -10
EX Reverie-Geler 0 0 1-16 - As 1 hit, Full animation 35
EX Reverie-Prier 0 0 - - Full animation 37
EX Reverie-Souhaiter 0 0 - - Full animation 28
Noble Blanche (1st Hit) 20 0 40(11) - Freeze 29
Noble Blanche (Hits 2-9) 20 0 - -
Grand Rafale (1st Hit) 30 0 35(6)-38(9) - Freeze 29, Distance change on start
Grand Rafale (Hits 2-9) 10 0 - -
Grand Rafale (Hits 10-14) 0 0 - -
Grand Rafale (15th Hit) 40 0 - -
EX Noble Blanche (1st Hit) 20 0 39(10) - Freeze 29
EX Noble Blanche (Hits 2-14) 20 0 - -
EX Noble Blanche (15th Hit) 60 0 - -
Etoile Filante (1st Hit) 25 0 1-24 - Whiff 49
Etoile Filante (Hits 2-19) 25 0 - -

Videos, Links & References

Elisabeth Master Class Video

http://www.youtube.com/watch?v=EMzh14ZVWhY

Elisabeth Practical Combos

http://youtu.be/xAJuDgxLy5o

Elisabeth 5 Stock HD Combos by IGL Bala

http://www.youtube.com/watch?v=N3kOHkCzGu4

Elisabeth 5 Stock HD Combo by IGL Bala

http://www.youtube.com/watch?v=W-rMwP_oLhI

Elisabeth Resets & Setups

http://www.youtube.com/watch?v=rr3bB_x2L9Y

Elisabeth Mistral Safe Jump Setup

http://youtube.com/watch/HIsCxVrnMIw

  • Credit to Sharnt for posting this

Discussion Threads

Discuss at Dream Cancel

Navigation

The King of Fighters XIII
System

FAQControlsMovementOffenseDefenseMeters and GaugesHitboxes

Characters