The King of Fighters XIII/Elisabeth Branctorche

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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

Elisabethxiiimoves.png

Console Changes

  • Etincelle (qcf+P) builds up less meter
  • Ex Reverie-Geler (qcb+P) 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+K) and Reverie-Prier (qcf+K) have been added in the game. It’s invincible while in movement and cancelable 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*2+P) has longer invincibility.
  • Ex Noble-Blanche’s hitbox has been changed so that it’s easier to get in all the multiple hits. With this change, it lands full hit in the corner.
  • Grand Rafale has more Max cancelable 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 a powerhouse character that revolves around punishing, counters, and juggles. She is a very scary character to jump-in against because of her ability to connect almost anything into Grand Rafale DM. She can safely build meter and nullify projectiles with Etincelles and Noble Blanc. She can avoid and fake out opponents with her Reverie-Souhaiter/Prier but also counter them to set-up BnBs/combos with her Reverie-jere. She can mix up in the corner with Mistral command grab and can carry/juggle the opponent to the corner with her Coup de Veine. Her HD combos consists of her doing her dp attack and Etincelles. Her play-style will fit anyone looking for a seek and destroy character, or just a great anchor.

Gameplay Notes

Pros

- Punishes jump-ins very well

- Very fast dp launcher

- Good corner mix-up

- Unique Maneuverability

- Very damaging juggle combos

- Can build meter quick, and nullify projectiles

- Good counter lock-down

Cons

- Homogeneous offensive play-style

- Needs meter to do damage

- No reliable reactionary anti-airs

Normals

Standing

Stand A: Elisabeth’s stand A is primarily used as an 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 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: 6%
  • Frame Advantage on Block: Approximately, +2 or 3.
  • Special Properties: Chain Cancelable. Cancelable on block, hit, and whiff with a Special Move, Desperation Move, Neo Max, and Command Normal.


Stand B: The low and cancelable properties of this move make it good for a simple hit confirm but the range on it is very limited. Due to the fact that stand A whiffs on crouching characters and combined with it's limited range, you can't really apply the low hitting properties of stand B into an up close mix up that other characters, such as Claw Iori, EX Kyo, or Mr.Karate can.

  • Normal Hit: 30 Damage, 3 Stun
  • Counter Hit: 37 Damage, 3 Stun
  • Guard Damage: 6%
  • Frame Advantage on Block: Approximately, neutral.
  • Special Properties: Hits Low. Cancelable on block, hit, and whiff with a Special Move, Desperation Move, Neo Max, and Command Normal.


Close Stand C: This is Elisabeth’s fastest normal, carrying a good sized hit box that can be used to anti-air hops. It doesn’t cover as much upper vertical range as her stand A but it does cover her hurt box from the waist down. It combos into her forward B command normal, this makes stand C her primary normal for hit confirms. It's also quite good for frame traps after a crouch A, EX Etincelle, or a meaty crouch B.

  • Normal Hit: 70 Damage, 7 Stun
  • Counter Hit: 87 Damage, 7 Stun
  • Guard Damage: 12%
  • Frame Advantage on Block: Approximately, -3.
  • Special Properties: Cancelable 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. It has a relatively fast start up, and 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 a versatile move and important in her command grab game. If your opponent has become conditioned to the command grab and starts jumping to counter it, you can start using stand D instead to hit them out of the air. If you have meter you can then follow up with her Grand Rafale super for a good punish into a hard knockdown allowing for a mix up after wards.

You can also combo into her command normal, forward+B, but as mentioned earlier her close stand C is better suited for hit confirms.

  • Normal Hit: 70 Damage, 7 Stun
  • Counter Hit: 87 Damage, 7 Stun
  • Guard Damage: 12%
  • Frame Advantage on Block: Approximately, -3.
  • Special Properties: Cancelable on block, hit, and whiff with a Special Move, Desperation Move, and Command Normal.


Far Stand C: 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 a 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: 12%
  • Frame Advantage on Block: Approximately, -4 or 5.
  • Special Properties: Cancelable on block and hit only, and only with a Special Move, Desperation Move, or Neo Max.


Far Stand D: This is Elisabeth’s longest reaching normal and is her primary footsie tool from close-to-mid 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 canceable, 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: 12%
  • Frame Advantage on Block: Approximately, -5 or 6 on block.
  • Special Properties: Raises Elisabeth's hurt box off the ground.

Crouching

Crouch A: It's the same as her st. A except she's crouching.

  • Normal Hit: 25 Damage
  • Counter Hit:
  • Guard Damage:
  • Frame Advantage on Block:
  • Special Properties: Chain Cancelable, Cancelable on block, hit, and whiff with a Special Move, Desperation Move, Neo Max, and Command Normal.


Crouch B: A quick crouching kick. It's a pretty good poke that's great for chaining lights into combos.

  • Normal Hit: 30 Damage
  • Counter Hit:
  • Guard Damage:
  • Frame Advantage on Block:
  • Special Properties: Chain Cancelable.


Crouch C: Crouch light palm attack. The reach isn't too great but the vertical range is decent.

  • Normal Hit: 75 Damage
  • Counter Hit:
  • Guard Damage:
  • Frame Advantage on Block:
  • Special Properties: Chain Cancelable, Cancelable on block, hit, and whiff with a Special Move, Desperation Move, Neo Max, and Command Normal.


Crouch D: Crouching kick. It's a soft knockdown on hit.

  • Normal Hit: 80 Damage
  • Counter Hit:
  • Guard Damage:
  • Frame Advantage on Block:
  • Special Properties: Chain Cancelable, Cancelable on block, hit, and whiff with a Special Move, Desperation Move, Neo Max, and Command Normal.

Jumping

Jump A: Jumping light punch. A quick hit in the air, which is good for air-to-air hits.

  • Normal Hit: 45(40)Damage
  • Counter Hit:
  • Guard Damage:
  • Frame Advantage on Block: NA
  • Special Properties: Hits overhead.


Jump B: Jump light kick. Her best jumping normal for cross ups.

  • Normal Hit: 45(40)Damage
  • Counter Hit:
  • Guard Damage:
  • Frame Advantage on Block: NA
  • Special Properties: Hits overhead.


Jump C: Light palm attack in air. A pretty good attack in air-to-air if the opponent is close enough.

  • Normal Hit: 72(70)Damage
  • Counter Hit:
  • Guard Damage:
  • Frame Advantage on Block: NA
  • Special Properties: Hits overhead.


Jump D: Good range, good priority, easily the preferred tool for jump-ins.

  • Normal Hit: 70(68)Damage
  • Counter Hit:
  • Guard Damage:
  • Frame Advantage on Block: NA
  • Special Properties: Hits overhead.

Blowback Attack

Stand CD: A hard thrust kick attack with excellent reach. Can be whiff-canceled to give her special moves added range.

  • Normal Hit: 75 Damage
  • Counter Hit:
  • Guard Damage:
  • Frame Advantage on Block: NA
  • Special Properties: Cancelable on block, hit, and whiff with a Special Move, Desperation Move, Neo Max, and Command Normal.


Jump CD: Jumping hard kick which mimics her Jump D with added knock back.

  • Normal Hit: 90(80) Damage
  • Counter Hit:
  • Guard Damage:
  • Frame Advantage on Block: NA
  • Special Properties: None.


Guard Cancel CD: Guard Cancel Blow Back attack.

  • Normal Hit: 10 Damage
  • Counter Hit: NA
  • Guard Damage:
  • Frame Advantage on Block:
  • Special Properties: None.

Throws

Manier = b/f + C/D close: 100 damage, throw. Can be broken with C or D. A simple grab then smack.

Command Moves

Cou de Pied Ann (Forward+B): A hard thrust kick attack much like her CD attack. It has excellent reach and is good for stringing standing attacks into special attacks

  • Normal Hit: 40 Damage, 6 Stun
  • Counter Hit: 50 Damage, 6 Stun
  • Guard Damage: 8%
  • Frame Advantage on Block:
  • Special Properties: Cancelable on block, hit, and whiff with a Special Move, Desperation Move, Neo Max, and Command Normal.

Special Moves

Etincelle - 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.

Etincelle is a very versatile move making it one of Elisabeth’s key moves to use in her game. The hit box of Etincelle is the entire streak of light, meaning it controls the space in front and slightly above Elisabeth. At certain ranges, throwing Etincelle 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 Etincelle 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 Etincelle build exactly the same amount of meter.

Etincelle 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, Etincelle 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 Etincelle 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.

Etincelle 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 Etincelle's trade with an opponent's attack you can recover and then combo into a Coup de Vent juggle combo.


A Version

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 (around -2) 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.

  • Normal Hit: 70 Damage, 6 Stun
  • Counter Hit: 87 Damage, 6 Stun


C Version

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 then 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.

  • Normal Hit: 50+47=97 Damage, 3+3=6 Stun
  • Counter Hit: 62+47=109 Damage, 3+3=6 Stun


EX Version

The EX version of Etincelle has the same start up frames as the A Version, is active a bit longer then 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 among the 3 versions. Despite only knocking the opponent the same height as the A version, the fast recovery allows Elisabeth to combo into the A version of 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 that you can continue offensive pressure safely or set up frame traps.

The EX version of Etincelle is a bit more reliable as an anti-air then the A version, due to its active frames and fast recovery.

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

  • Normal Hit: 60+60+54=174 Damage, 0 Stun
  • Counter Hit: 72+60+54=186 Damage, 0 Stun


Coup De Veine - dp+P - A very fast light uppercut that juggles the opponent. A version goes about half screen but can be chained together twice; C version goes farther and can be chained to the A version and has start-up invincibility. Both version can be drive/super canceled on hit. Combos from strong normals and Cou de Pied Ann. Combos into A Coupe de Veine, Grand Rafale DM and jump resets.

(EX) = dp+AC - Has complete invincibility during the dash, goes through projectiles and, when it hits, launches the opponent into the air vertically.

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 60/80


Reverie-Sutei = qcf+K - Forward dash, has lower body invincibility.

- Cancellable


Reverie-prier = qcb+K - Backward dash, has lower body invincibility. Not only is it good for backing away from the opponent (jump-ins/etc.), it can also be used to bait slow crouch normals that can be punished by her dp. Anytime the opponent throws out a random slow normal, use Reverie-prier to evade it then punish accordingly with her dp + dp follow-ups and her Grand Rafale combo ender.

- Cancellable


Reverie-jere = qcb+P - Instant counter teleport that punishes normals to EX attacks. A version works against air attacks although it's not fast enough to follow-up with a punish so it's more like a quick getaway move or reversal; C version works against low/mid attacks and the recovery is good enough to follow-up with a punish or a throw.

(EX) = qcb+AC - Instant counter that works on high/mid/low attacks. When successfully used, it temporarily locks the opponent in hit-stun long enough for you to start a combo and punish accordingly. When used on an airborn opponent, it automatically pulls them to the ground.

- Cancellable

- Hit Detection: Close High/Mid/Low on hit


Mistral = hcb f+P (close) - A light pillar instant command grab that launches the opponent into the air.

(EX) = hcb f+AC - Launches the opponent higher into the air which allows you to combo afterward.

- Hit Detection: Close

- Damage: 150/100

Desperation Moves

Noble Blanc = qcfx2+P - 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) = qcfx2+AC - The light energy ball leaves her hand and hits the opponent 12 times. It also carries them to the other side of the screen whether they're on the ground or in the air.

- Hit Detection: High

- Damage: 18x10/20x14+60


Grand Rafale = qcf hcb+P - 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 Veine. It can be max-canceled on hit when in HD mode.

- Max Cancellable

- Hit Detection: High

- Damage: 40+10x13+30

Neomax

Etoile Filanto = qcb hcf+BD - 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.

- Hit Detection: Hit

- Damage: 25x19

Combos

0 Stock, No Drive Gauge

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

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

j.CD (Aerial Counter Hit), dp+A, dp+A, j.C

qcf+A (Anti-Air or Counter Hit)/qcf+C, dp+A, dp+A, j.C

1 Stock, No Drive Gauge

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

cr.B, cr.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

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

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

j.CD (Aerial Counter Hit), dp+A, dp+A, j.C, qcf hcb+P

qcf+A (Anti-Air or Counter Hit)/qcf+C, dp+A, dp+A, j.C, qcf hcb+P


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 points of damage but will give you 2 less points of stun. Those numbers are really negligible but if you are keeping track of stun then the difference is worth noting.


2 Stocks, No Drive Gauge

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

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

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

(Corner) hcb~f+AC, dp+C, qcf+C, dp+A, dp+A, j.C, qcf hcb+P = 453 Damage, 29 Stun


Notes

- 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. Also, after Grand Rafale (qcf hcb+p) you'll land in the corner, which sets you up for a cross up j.B if your opponent wakes up crouch blocking.


0 Stock, 1 Drive Gauge

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

(Corner) Close s.C, f+B xx dp+C, 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

j.CD (Aerial Counter Hit), dp+A, [DC], qcf+A, dp+A, dp+A, j.C

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


1 Stock, 1 Drive Gauge

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+A~qcf+K, qcf+C, dp+A, dp+A, j.C, qcf hcb+P = 366 Damage, 35 Stun

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

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

(Corner) Close s.C, f+B xx dp+C, 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+C, qcf+C, dp+A, dp+A, j.C, qcf hcb+P = 395 Damage, 38 Stun

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

j.CD (Aerial Counter Hit), dp+A, [DC], qcf+A, dp+A, dp+A, j.C, qcf hcb+P

qcf+A (Anti-Air or Counter Hit)/qcf+C, dp+A, [DC], qcf+A, dp+A, dp+A, j.C, qcf hcb+P

j.CD (Aerial Counter Hit), dp+A, [DC], qcf+AC, dp+A, dp+A, j.C

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


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. See the mix-ups section to see the follow ups.

- An easy way to combo dp+A into qcf+A/C/AC is to roll the stick to forward after the dp+A. It would like this - forward, down, down~forward+P ~ forward+A/C/AC. The timing is really quick so you're doing the entire thing in one swift motion.

- You can also end in up~forward as well and this can help prevent overlapping with other special moves.


2 Stock, 1 Drive Gauge


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 dp+A, [DC], qcf+AC, qcf+K xx qcf+C, dp+A, dp+A, j.C, qcf hcb+P = 457 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

(Corner) Close s.C, f+B xx dp+C, dp+A, [DC], qcf+AC, qcf+C, qcf+C, dp+A, dp+A, j.C, qcf hcb+P = 585 Damage, 57 Stun

(Corner) c.B, c.A xx dp+A, [DC], qcf+AC, qcf+C, qcf+C, dp+A, dp+A, j.C, qcf hcb+P = 494 Damage, 41 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

j.CD (Aerial Counter Hit), dp+A, [DC], qcf+AC, dp+A, dp+A, j.C, qcf hcb+P

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


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

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

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


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 nj.A as early as possible to raise the opponent as high as possible before the first Grand Rafale hits.

- Essentially, what happens is that the last 2 hits of Grand Rafale whiff because the opponent is too high up. The result is an extended floating state instead of the normal hard knockdown. During this floating 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

1 Stock

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

c.Bx2, [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

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

c.Bx2, [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 easier hit confirms 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

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

c.Bx2, [HD], Close or Far s.C xx dp+C, qcfx2+P (10 hits) xx Neomax

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

c.Bx2, [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


4 Stocks

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

c.Bx2, [HD], Close or Far s.C xx dp+C, qcfx2+AC xx Neomax (qcb hcf+BD)

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

c.Bx2, [HD], Close or Far s.C xx dp+C, (Corner), qcf+C [dp+A [HDC] qcf+C, qcf+C] x3, qcfx2+AC xx Neomax

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

Notes

The EX DM (qcfx2+AC) stays on screen even after Neomax cancelling so you're free to Neomax cancel at any point during the DM. All of the hits on the EX DM may not hit so the damage of the combo may vary. It seems inconsistent to me, as I can time the EX DM the same way and get different results.


5 Stocks

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

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

Notes

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

Strategies

Far Range

Spam Etincelles like no tomorrow, does everything from building meter to zoning out your opponents projectiles.


Mid Range

Coup De Veine gets some use here, try to dp every single time your opponent jumps toward you, they'll hate it. Etincelles still can be used but not as much as it can in far range, Reverie-prier can also be used to weave through projectiles because of it's lower body invincibility.


Close Range

Everyone hates Elisabeth in close range. Coup de Veine can be used to juggle your opponent a couple times so they'll be scared to jump especially if you're not afraid to use an EX from time to time. Reverie-jere works very well as a reversal when opponents try a jump-in meaty attack. EX/Mistral can also be used but it's better to use Grand Rafale to really finish the match. EX Noble Blanc is also good but it requires specific set-ups.


Cornered Opponent

Same as close range, to get the full effect use HD mode.


Cornered

Use EX/Reverie-jere to switch places with them then start a combo of your own. Reverie-souhaiter works too because of it's upper body invincibility.

Mix-Ups & Set Ups

Mid-screen Mix-Ups

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


Note:

  • C Etincelle is situational in this set up because of it's long start up, which gives your opponent time to hit you or user an invincible reversal. Ideally, you want your opponent to twitch at the wrong time to land C Etincelle for a high damage juggle combo.


  • 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 significant frame advantage 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 blocked, depending on which strength of Coup de Vent is used you may be punishable

  • 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 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 jump C, normal jump B

- The normal jump B will cross up


3) Combo starter -> dp+A, dp+A, hyper hop 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 the 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 back dashing behind the opponent just as they land.
  • Doing a hop upon landing creates the ambiguous cross up. Depending on how much 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.


4) Combo starter -> dp+A, dp+A, hop 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) 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 Mix-Ups & Set Ups

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. Small jump C whiff, land, Mistal or EX Mistral (buffer Mistral during the small jump C whiff)

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

  • If C or EX Etincelle hit or A Etincelle hit as a Counter Hit or 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.


Aerial Reset States

Elisabeth has a lot of ways to convert stray hits into a juggle combo that places your opponent into an aerial reset state allowing you to repeat the mix-ups. The following is a list of the mix-ups after the opponent is placed into an aerial reset state from a sequence of A Coup de Vent, j.A/C/D.


1) Short hop or Hyper Hop j.B/C/D:

- If it hits, combo starter xx A Coup de Vent, j.A/C/D for the aerial reset

- If it’s blocked, you can do one of the following options:

i. Tick throw or EX/Mistral

ii. J.B/C/D or j.CD for better frame advantage into additional pressure

iii. Safe block string

iv. Frame traps


2) Empty Jump or Empty Hop

- c.B

i. If it hits, link into c.A or s.B xx A Coup de Vent, etc…

ii. If its blocked, refer to point 2 on “short hop or hyper hop j.B/C/D"


3) Run and do a meaty c.B

- If it hits, link into s.C, f+B, C Coup de Vent, etc… or link into c.A xx dp+A, etc…

- If it’s blocked, refer to point 2 on “short hop or hyper hop j.B/C/D"


4) Mistral or EX Mistral

- If EX Mistral lands, transition into a juggle combo ending in an aerial reset or a hard knockdown with Grand Rafale


5) Meaty C Etincelle (1st hit whiffs, 2nd hit hits)

- If it hits, delayed A Coup de Vent into a full juggle combo

- If it’s blocked, you’re pushed a character space away and are at +1 frame advantage

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 hold down anchor with 1 touch kill combos.

1st Position

As a starting character, she can act as a battery and build meter with Etincelle spam until she gains offensive momentum. Once offensive momentum is obtained, she'll be able to build a lot of meter with her juggle combos that lead into her mix-up game. In round one she won't be able to deal optimal damage so you'll need to rely on her mix up game to get through the first character until you have meter at your disposal. This also means that you won't have her best escape/reversal options available to you so you'll be in trouble if you get put on the defensive early on.

Since Elisabeth can be a meter hog you'll need to meter manage her early on and weigh the options of using meter to deal damage or save meter to have escape options against pressure situations. Again, team order and composition is important in this case as you can be a bit more flexible with your meter if you have a meter effective character in 2nd position.


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 with Meter. If your anchor character is not meter intensive, you can be more liberal with your meter usage as Elisabeth. She can convert stray hits into 20% damage with Grand Rafale's anywhere juggle properties; solid hits will lead into 40-50% drive cancel combos; and with 4 meters she gains access to her ToD combos. On top of this, she becomes hard to pressure with the majority of her EX moves containing invincibility frames.


3rd Position

As anchor, Elisabeth has no restrictions on her and can use the meter freely to escape bad situations or deal damage. She carries over the threat that she was as a 2nd position character but with no restrictions about conserving meter for other characters.

Personally, I don't feel this is her optimal position as the characters who are typical in anchor position can give Elisabeth a hard time. Placing Elisabeth as anchor will be dependent on your team composition and match ups.

Tips

- When Jump A, Jump D, or Jump CD hit successfully air-to-air you can follow with the qcf hcb+P DM.

- st.A, cl.D, and st.C when successfully used as an AA can also lead to the qcf hcb+P DM as well.

- qcf+A when used as an AA can lead to dp+A.

- j.CD and dp+A on counter hit can lead to dp+C.

- If you use her dp and hit the opponent high enough into the air (in the corner,) then follow-up with Grand Rafale. Her stand C can be used to reset the opponent's body then follow-up with another Grand Rafale.


Character Matchups

Andy Bogard

Ash Crimson

Athena Asamiya

Benimaru Nikaido

Billy Kane

Chin Gentsai

Clark Still

Duo Lon

Elisabeth Branctorche

Goro Daimon

Hwa Jai

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan

King

Kula Diamond

Kyo Kusanagi (XIII) (mirror match)

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

Mature

Maxima

Raiden

Ralf Jones

Robert Garcia

Ryo Sakazaki

Saiki

Shen Woo

Sie Kensou

Takuma Sakazaki

Mr. Karate

Terry Bogard

Vice

Yuri Sakazaki

Videos, Links & References

Elisabeth Master Class


Elisabeth 5 Stocks HD Combos by IGL Bala

Discussion Threads

Discuss at Dream Cancel

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