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 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 (qcfx2+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 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 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: 6%
  • Special Properties: Chain Cancelable. Cancelable 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 cancelable, 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 combined with it's limited range, you can't really apply the low hitting properties of stand B into a high/low 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%
  • Special Properties: Hits Low. Cancelable 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 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 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: 12%
  • 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 activation range is pretty bad requiring you to be fairly close to the opponent for it to activate so while it can be used to anti-air you have to know the distance and timing to apply it. It's also important in her command grab game, as you'll be using it when your opponent has been conditioned to Mistral, and starts jumping to counter it. You can use stand D instead to hit them out of the air, and if you have meter you can then follow up with her Grand Rafale for a solid punish.

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%
  • Special Properties: Cancelable 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 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%
  • Special Properties: Cancelable 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 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%
  • 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: 6%
  • Special Properties: Chain Cancelable, Cancelable 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, as it's so integral to her game. There are only two issues with this normal - it's not canceable and has short range.

  • Normal Hit: 30 Damage, 3 Stun
  • Counter Hit: 37 Damage, 3 Stun
  • Guard Damage: 6%
  • Special Properties: Chain Cancelable.


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: 6%
  • Special Properties: Chain Cancelable, Cancelable 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 canceable in either of those situations so you can minimize 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 basically only used during the guessing game of going low or small hopping.

  • Normal Hit: 80 Damage, 7 Stun
  • Counter Hit: 100 Damage, 7 Stun
  • Guard Damage: 10%
  • Special Properties: Chain Cancelable, Cancelable 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 for a 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 really 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: 5%
  • Special Properties: None


Jump B: Elisabeth does a lounging knee in the air. This is Elisabeth's fastest aerial normal but has small horizontal hit box on it 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.

  • 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: 5%
  • Special Properties: Hits overhead.


Jump C: Elisabeth does a downward strike with her palm in air. 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 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: 10%
  • Special Properties: Hits overhead.


Jump D: Elisabeth does a jumping kick that looks very similar to a shoto's jumping roundhouse. It has really good horizontal range but a bit lacking vertically so it can be susceptible to trip guard punishes. It's one of Elisabeth's better approaches from air-to-ground.

  • 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: 10%
  • Special Properties: Hits overhead.

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 - Cou de Pied Ann (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-Sutei 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-Sutei 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-jere.

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

  • Normal Hit: 75 Damage, 10 Stun
  • Counter Hit: 93 Damage, 10 Stun
  • Guard Damage: 16%
  • Special Properties: Cancelable 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 Veine 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 Veine can be difficult. In the corner you can squeeze out more damage by starting with C Etincelle then juggle with A Coup de Veine.

  • 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: 15%
  • 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%
  • Special Properties: None.

Throws

Manier = Close b/f + C/D : Elisabeth grabs the opponent then back hand slaps them away. Unfortunately, Elisabeth's throw causes a soft knockdown, which doesn't allow her to set up any cross ups. 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
  • Special Properties: Throw, Unblockable, Soft Knockdown, Can be broken with b/f + C/D.

Command Moves

Cou de Pied Ann (Forward+B): Elisabeth performs a spinning thrust kick. Cou de Pied Ann 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 Veine or Reverie-Sutei xx Etincelle.

Cou de Pied Ann's 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: 8%
  • Special Properties: Cancelable on hit and block with a Special Move, Desperation Move, and Neo Max.

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 Veine juggle combo.

A Version

  • Normal Hit: 70 Damage, 6 Stun
  • Counter Hit: 87 Damage, 6 Stun
  • Guard Damage: 8%
  • 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 Veine 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 Veine 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 Veine 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 Veine 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 Veine.

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: 6%+6%=12%
  • 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 Veine. 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.

EX Version

  • Normal Hit: 60+60+54=174 Damage, 0 Stun
  • Counter Hit: 72+60+54=186 Damage, 0 Stun
  • Guard Damage: 6%+6%+6%=18%
  • Special Properties: Juggle State on hit.

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 Veine 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.

Coup De Veine - 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 Veine 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 Veine has a specific situation and use that you need to familiarize yourself with, which will be discussed in detail later on. All versions of Coup De Veine 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 Veine 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 Veine is used you can be punished severely for it.

Landing Coup De Veine, 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 Veine, 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 Veine, 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%
  • Special Properties: Drive Cancel-able, Super Cancel-able, Juggle State on hit.

The A version of Coup De Veine 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 Venie, 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 Veine; 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 Veine 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 Veine when they throw out a normal in anticipation of the small hop. You'll want to do A Coup De Veine 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%
  • Special Properties: Drive Cancel-able, Super Cancel-able, Juggle State on hit - 2 Juggle Points.

C Coup De Veine 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; however, the invincibility is enough to allow Elisabeth to go through projectiles and potentially punish an opponent. 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 another 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 Veine or her Drive Cancel combos. Outside of punishing fireballs, C Coup De Veine should not be used outside of combos.

EX Version

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

EX Coup De Veine 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 even an anti-air.

Reverie-Souhaiter - QCF+K

  • Normal Hit: NA
  • Counter Hit: NA
  • Guard Damage: 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. 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 Veine 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
  • 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. The EX version of Reverie-Souhaiter has brief full body invincibility. You can utilize the full body invincibility as a reversal and then cancel into free EX Mistral and combo from there. The invincibility is not significant enough to go through jumping attacks though and Elisabeth is put into a counter hit state during the slide so be weary with the timing of this move.

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.

Reverie-Prier - QCB+K

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

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.

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.

A Version

  • Normal Hit: NA
  • Counter Hit: NA
  • Guard Damage: NA
  • Special Properties: High Hit Detection

C Version

  • Normal Hit: NA
  • Counter Hit: NA
  • Guard Damage: NA
  • Special Properties: Low Hit Detection

EX Version

  • Normal Hit: NA
  • Counter Hit: NA
  • Guard Damage: NA
  • Special Properties: High/Mid/Low Hit Detection, Special Cancel-able

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.

Mistral - HCB~F+P

  • Normal Hit:
  • Counter Hit:
  • Guard Damage: NA
  • Special Properties: Throw, Unblockable, Hard Knockdown.

A command grab that launches the opponent into the air in a light pillar.

A Version

  • Normal Hit:
  • Counter Hit:
  • Guard Damage: NA
  • Special Properties: Throw, Unblockable, Hard Knockdown.

C Version

  • Normal Hit:
  • Counter Hit:
  • Guard Damage: NA
  • Special Properties: Throw, Unblockable, Hard Knockdown.

EX Version

  • Normal Hit:
  • Counter Hit:
  • Guard Damage: NA
  • Special Properties: Throw, Unblockable, Hard Knockdown.

Launches the opponent higher into the air which allows you to combo afterward.

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

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

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

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

Corner

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

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

Mid-screen Counter Hit

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

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

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) hcb~f+AC, dp+C, qcf+C, dp+A, dp+A, j.C = 360 Damage, 29 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 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, 0 Drive

Mid-screen

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

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, dp+C, qcf+C, dp+A, dp+A, j.C, qcf hcb+P = 453 Damage, 29 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

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

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

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

Mid-screen Counter Hit

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

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

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

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

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

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

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

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 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

Mid-screen Counter Hit

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

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

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 = 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

Corner Counter Hit

j.CD (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

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

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

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)

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

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 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.

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 s.CD into her command dashes 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.

Mid Range

From mid range, Etincelle's 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's 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 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 or special cancelling s.CD into command dashes and Etincelle's are also good free in's for Elisabeth at this range. All it takes is once blocked Etincelle to put Elisabeth at the range she wants to be in.

Random Coupe de Veine's can get a lot of mileage here as it keeps your opponent on their toes and any stray hit can lead into Elisabeth's mix up game.

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 450-500+ damage corner carry combo into a mix up. 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 full capable of making clutch comebacks.

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.

With No Meter/No Drive

With 1+ Meter/No Drive

With No Meter/50%-100% Drive

With 1+ Meter/50%-100% Drive

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

  • 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 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 back dashing 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.


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-Sutei/Prier xx Coup de Vent

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 QCF+K, Elisabeth will cross under the opponent. You're then cancelling Reverie-Sutei/Prier into Coup de Vent 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) 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 into 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. Safe block string

iii. 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"

  • Mistral or EX Mistral

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


3) Run -> 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) Meaty C Etincelle (1st hit whiffs, 2nd hit hits - Corner Only)

- 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

Note

  • To get the meaty C Etincelle you need to do create the aerial reset state with a neutral hop j.A

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.

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)

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

Mature

Maxima

Mr.Karate

Raiden

Ralf Jones

Robert Garcia

Ryo Sakazaki

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 -
An Cou de Pied Ann 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 Etincelles1 50 3 23 -
C Etincelles2 47 3 - +1
Mistral 150 0 7 - Whiff 37
A Coup De Veine 50 6 13 -4
A Coup De Veine (high) 35 6 13 -4 When hitbox high
C Coup De Veine 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 Etincelles1 60 0 11 -
EX Etincelles2,3 60 0 - +12
EX Mistral 100 0 5 - Whiff 35
EX Coup De Veine 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 Blanche1 20 0 40(11) - Freeze 29
Noble Blanche2-9 20 0 - -
Grand Rafale1 30 0 35(6)-38(9) - Freeze 29, Distance change on start
Grand Rafale2-9 10 0 - -
Grand Rafale10-14 0 0 - -
Grand Rafale15 40 0 - -
EX Noble Blanche1 20 0 39(10) - Freeze 29
EX Noble Blanche2-14 20 0 - -
EX Noble BlancheB15 60 0 - -
Etoile Filante1 25 0 1-24 - Whiff 49
Etoile Filante2-19 25 0 - -

Videos, Links & References

Elisabeth Master Class


Elisabeth 5 Stocks HD Combos by IGL Bala

Discussion Threads

Discuss at Dream Cancel

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