Elisabeth Branctorche (XIII)

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Elisabethxiii.jpgSpacer.gifElisabethkofxii.gif


Throws

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


Command Normals

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


Special Moves

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

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

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

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

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

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


Desperation Moves

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

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


Neomax

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

[*] = EX version available

Elisabeth's Move List Video

Quick Combo Reference

0 Stock, No Drive Gauge

Low, Anywhere
Anywhere
Corner

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

1 Stock, No Drive Gauge

Anywhere
Corner

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

1 Stock, 1 Drive Gauge

Anywhere
Corner

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

Console Changes

  • Etincelles (QCF+P) builds up less meter
  • EX Reverie-Geler (QCB+AC) has longer recovery time after a successful counter, so you can't combo into a normal after wards but you can special cancel instead to continue the combo.
  • An EX version of her Reverie-Souhaiter (QCB+BD) and Reverie-Prier (QCF+BD) have been added in the game. It's invincible while in movement and cancel-able with a special. Furthermore, 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 their EX version.
  • Grand Rafale's (QCF~HCB+P) damage has been dropped from 200 to 150.
  • Noble-Blanche (QCF,QCF+P) has longer invincibility.
  • Ex Noble-Blanche's hit box has been changed so that it's easier to get in all the hits. With this change, it lands all the hits in the corner.
  • Grand Rafale is Max cancel-able after the first hit.

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

At a basic level, Elisabeth is an easy character to pick up for her rather straight forward game plan and easy entry level combos that do moderate damage. However, her advanced tactics and combos require good spacing, execution, and a keen eye for hit confirms off of stray hits (Abare). She's equipped to handle a multitude of situations but is at her best when she's in close proximity. She requires smart reads and good spacing in order to create offensive momentum, due to the fact that her normals aren't the greatest and her special moves are situational. On the offensive, she's able to run a plethora of mix ups to disorientate her opponents, utilizing the juggle properties of her Coup De Vent, and her command throw - Mistral. She is a very scary character to jump-in against because of her ability to convert stray hits into her Grand Rafale DM or aerial counter hits into high damage juggle combos. Defensively, she can safely build meter and nullify projectiles with Etincelles, forcing opponents to make the first move. She can avoid and fake out opponents with her Reverie-Souhaiter/Prier but can also counter them to set-up combos with her Reverie-Geler. She has really basic HD combos for high damage but her advanced HD combos can lead into "Touch of Death" situations.

Gameplay Notes

Pros

  • Good mix-up capabilities
  • Unique Maneuverability
  • Very damaging juggle combos
  • Quick meter build tools
  • Can counter zoning with patient play

Cons

  • Mediocre normals
  • Homogeneous offensive play-style
  • Needs meter to do damage
  • No reactionary anti-airs without meter
  • No good reversal options

Normals

Standing

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

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

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


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

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


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

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


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

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


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

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


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

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

Crouching

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

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


Crouch B: Elisabeth does a quick crouching kick. This is Elisabeth's best crouching normal as it does a lot of things for her. It's her fastest crouching normal, leaves her at frame advantage, hits low, sets up frame traps, and is her primary crouching hit confirm normal. There are only two issues with crouch B - it's not cancel-able and it has short range. In HD mode, crouch B becomes special cancel-able.

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


Crouch C: Elisabeth does a jutting upwards palm attack. This is a very situational normal as it's horizontal reach is bad and while the vertical reach is good the slow start up prevents it from being a consistent anti-air option. It's not reliable to anti-air small jump pressure on reaction but works well if done preemptively; 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 fill in that gap but needs to be timed later. This is probably the go to anti-air option when cornered and the opponent does normal or super jumps to throw off reversal or hop anti-air timings.

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


Crouch D: Elisabeth propels herself slightly to do a tripping kick. This trip has horrendous range, reaching slightly less than her crouching B. It's very punishable on block or whiff, but it's cancel-able in either of those situations so you can mitigate your disadvantage by cancelling into Etincelle, Coup De Vent, or Reverie-Prier. The timing on the whiff cancel has to be done during the first few frames of start up or you're committed to the trip unless it hits or is blocked. It causes a soft knockdown on hit. In general, there's not much use for this normal.

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

Jumping

Jump A: Elisabeth does a quick jumping strike with her left arm. The fast start up and higher hit box makes it good for preemptive air-to-air situations but requires good reads on your part. Her jumping A will whiff on crouching opponents but you're never going to use it for an air-to-ground approach. The most common use is to create a reset situation during her juggle combos after a dp+A. Use this normal either in combos, resets, or air-to-air against your opponent otherwise you're committed to it and are susceptible to crouching normal anti-airs, as it doesn't have a hit box from the waist down.

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


Jump B: Elisabeth does a lounging knee in the air. This is Elisabeth's fastest aerial normal and is active for a decent amount of time but it has a small horizontal hit box; while it's ideal in air-to-air situations you'll have to be mindful of the spacing. Jump B is her best air-to-ground normal at close ranges. It crosses up extremely well due to her low hop arc in comparison to other characters. The block and hit stun from jump B is minimal so you have to hit it deep in order to combo or maintain frame advantage. If jump B hits/blocked early, Elisabeth becomes susceptible to throws and command grabs on recovery. You could use it as a tick throw setup but it becomes extremely risky if you're opponent is aware of the block/hit stun of jumping light normals.

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


Jump C: Elisabeth does a downward strike with her palm. Among her aerial normals, jump C contains the largest upper vertical hit box and is really good in close proximity air-to-air situations against characters with really good long range jumping normals, such as EX Iori or Benimaru. In an air-to-ground approach, Elisabeth's jump B, jump D, or jump CD is better but jump C can be used to throw off the opponents anti-air timing. The active frames on this jumping normal is so short that if you are using it to approach an opponent on the ground you have to time it extremely late.

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


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

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

Blowback Attack

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

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

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

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


Jump CD: Elisabeth juts her left leg doing a strong diagonal kick in the air. This is one of Elisabeth's better jumping normals to approach from air-to-ground. Her jump CD has a larger lower hit box than her jump D, but it doesn't have the horizontal range that jump D has. This makes using her jump CD in aerial footsies tricky, and you'll have to alternate between her jump CD and her jump D, depending on the situation. The active frames of jump CD is limited and can be anti-aired by crouching normals if not spaced and timed properly. You want to time jump CD late in order to maximize your frame advantage on block when pressuring your opponent.

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

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


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

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

Throw

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

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

Command Moves

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

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

Special Moves

Etincelles - QCF+P

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

The hit box of Etincelles is the entire streak of light, making it pretty good at controlling the space in front and slightly above Elisabeth. At certain ranges, throwing Etincelles out can make it difficult for your opponent to approach Elisabeth. While it can be used to anti-air opponents, it's not her go-to anti-air move. Although, it can hit crouching opponents, the hit box of this move does not cover Elisabeth from the waist down leaving her susceptible to low attacks. An opponent who understands the range of Etincelles can space themselves just outside of it's reach and then sweep Elisabeth during her recovery or time their jumps to hit Elisabeth during her recovery.

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

Etincelles can nullify projectile based moves, (Note: you do not gain additional meter for nullifying a projectile) which helps her significantly against zoning based characters, such as Athena, Saiki, and King. 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 plan her approach.

At neutral position, Etincelles controls a lot of the key spaces in front and above her, making it difficult for your opponent to approach her directly. While your opponent is in the corner, you can stand just outside of their poke range and start throwing out Etincelles' to try to keep them pinned in the corner. At this particular range, varying between A and C Etincelles can cover direct approaches or poorly spaced jumps. You're doing this to limit your opponent's movements and have them second guess their escape options, allowing you to apply pressure or score an anti-air/counter hit Etincelle, which can be converted into a high damage juggle combos.

A Version

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

The A Version of Etincelle has fast start up and good recovery. On block, Elisabeth is at slight frame disadvantage but the push back moves her to a safe distance making it very difficult for your opponent to punish after wards. There's only a few characters who can punish Elisabeth on a blocked Etincelle but it requires meter or a raw Neomax. On hit, it knocks the opponent away from Elisabeth causing a soft knockdown, but it also puts your opponent in a full juggle state; however, you can't really combo from it on a grounded opponent. 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, 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.

This move becomes very deadly on Counter Hit because it knocks the opponent higher into the air and while maintaining the full juggle properties. 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. In the corner, a counter hit A Etincelle allows you to combo into C Etincelle into her corner BnB combos for significant damage.

The counter hit properties provides huge rewards so 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. When you have the opponent cornered, walking in and out of their poke/hop range is a good time to throw out A Etincelle. If they try to poke or hop at the wrong time, you'll land the counter hit/anti-air and can transition into a high damage juggle combo or an HD bypass combo. In combination with her command grab game this gives Elisabeth a unique tool set to play mind games with opponents.

C Version

  • Normal Hit: 50+47=97 Damage, 3+3=6 Stun
  • Counter Hit: 62+47=109 Damage, 3+3=6 Stun
  • Guard Damage: 8+8=16 Damage, 0 Stun
  • Guard Gauge Damage: 6%+6%=12%
  • Hit Detection: Mid
  • Special Properties: Full Juggle State on 2nd 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 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 you're trying to catch them off guard in their approach.

The first hit of the C version will knock the opponent up at the same height as the A version but the 2nd hit will launch them 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. A stray hit from the C version, can be converted into a high damage drive cancel combo and lead into a reset.

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

EX Version

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

The EX version of Etincelle is 1 frame slower than the A Version, has more active frames than the A version but less than the C version, 1 extra hit than the C version, knocks the opponent up the same height as the A version, and has the quickest recovery. Despite only knocking the opponent the same height as the A version, the faster recovery allows Elisabeth to combo into the A Coup De Vent on a grounded opponent or C Etincelle in the corner. The EX version can be used to anti-air jumps and super jumps but the timing can be tricky. From an anti-air, Elisabeth can cancel into Reverie-Souhaiter and combo into the C version of Etincelle to start her juggle combos. On block, Elisabeth is not pushed away from the opponent like the A and C versions, but she's at significant frame advantage after wards, allowing for continued offensive pressure. An overlooked aspect of EX Etincelle is that it can create really good guard break strings due to the frame advantage on block. A sample guard string would be jump CD, close s.C, f+B xx EX Reverie-Souhaiter xx EX Etincelle, s.C, f+B xx dp+A. This leaves the opponent in danger of a guard break after wards. This being said, the multi-hitting properties of EX Etincelle makes it easy for the opponent to guard cancel roll out of the string. There's virtually no difference between a counter hit and normal hit with EX Etincelle other than a damage increase on the first hit.


Coup De Vent - DP+P

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

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

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

A Version

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

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

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

On Counter Hit, it causes the opponent to be in a full juggle state, meaning you can juggle during the entirety of their descent. From mid screen, you no longer need to do an immediate A Coup De Vent and can actually time a deep A Coup De Vent and transition into her Drive Cancel combos. In the corner, you can juggle into C Etincelle and then transition into her corner juggle combos. You can usually set up these counter hits by taking advantage of the cancel properties of Reverie-Prier. For example, you do a block string, cancel into Reverie-Prier and then as she's sliding backwards cancel into A Coup De Vent. If the opponent is pushing buttons in between they could get counter hit by the Coup De Vent.

C Version

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

C Coup De Vent has longer start-up, travels slightly farther, and has start-up invincibility. The start-up invincibility is quite brief and shouldn't be used as a reversal due to it's slow start up. The invincibility is enough to allow Elisabeth to move through non-grounded projectiles and punish opponents who space them incorrectly. The timing for this is tight and has to be done just slightly before the fireball would hit but this is very useful against zoning characters, as it gives her another tool to handle their projectiles. 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 full juggle state, allowing you to combo into 2 A Coup De Vent's or her Drive Cancel combos. On block, it's very punishable and should not be used as a poking tool. It should primarily be used in punish scenarios or for combos.

EX Version

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

EX Coup De Vent has the same start up as the A Version, travels the least distance, but has brief start-up invincibility. It can be used as a reversal option but it's not particularly great, as it's easy to bait and is very punishable on block. However, the invincibility can be used to punish gaps in certain guard strings or phase through fireballs altogether. It's a useful tool against zoning characters, as she'll be able to punish poorly spaced fireballs on reaction.

On hit, it launches the opponent straight up instead of away from Elisabeth, leading into her more damaging combo options. You can use EX Coup De Vent as a situational anti-air and aim for the trade. What happens is that the opponent will be launched into the air but you'll recover from their hit in time to continue the combo.

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


Reverie-Souhaiter - QCF+K

B & D Versions

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

Elisabeth slides 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 on 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 way to go through opponent's low hitting normals, however, the forward dash itself covers a lot of ground and allows you to quickly close in on opponents.

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

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

EX Version

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

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

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

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


Reverie-Prier - QCB+K

B & D Versions

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

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

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

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

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

EX Version

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

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

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


Reverie-Geler - QCB+P

Elisabeth does a taunting expression leaving herself open for a strike, only to vanish in a sparkle of light and reappear behind the opponent. This is a counter special move that activates against strike attacks only, so you won't be able to counter projectiles with this move like Chin or Mr.Karate. When activated, the opponent will momentarily be stuck in their attack animation, while Elisabeth teleports behind the opponent. Once Elisabeth reappears the opponent's attack animation will resume. Under the right circumstances, you'll be able to punish your opponent with a back turn combo, which automatically leads into cross up setups. The A & C versions makes it difficult to use under offensive pressure circumstances due to the slow start up, the short active frames, the recovery doesn't guarantee a punish, and you have to guess between a high or low attack.

A Version

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

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

C Version

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

The C version activates against Mid/Low attacks only. The recovery isn't quick enough to punish crouching light normals but you can try to throw or command grab the opponent if the play defensively after the counter animation. If they're aware of how the Reverie-Geler works they can continue their offensive pressure depending on what was countered. In most cases, you'll be able to get a full combo off of a countered crouch D. Just like the A version, you'll be able to punish slow recovery mid attacks with a full combo.

EX Version

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

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

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


Mistral - HCB~F+P

Elisabeth grabs the opponent and launches them into the air in a pillar of light. This is a unblockable command throw that causes a hard knockdown. Unfortunately, it's not a 1 frame command throw, so you won't be able to punish certain attacks that are only unsafe against instant command throws, such as Hwa Jai's D Dragon Tail or Duo Lon's command dash.

Since Elisabeth's command throw is not central to her game, she has an interesting mind game that's very different from a grappler. The command throw is more of a compliment to her offensive game and allows you to condition your opponent into certain defensive patterns.

After landing Mistral, Elisabeth has a safe jump setup against 3 frame reversals or higher, allowing for continued offensive pressure (See 'Safe Jumps' Section). She also has several mix ups after landing Mistral.

A & C Version

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

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

EX Version

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

The EX version of Mistral has increased range, is 2 frames faster than the A & C versions, has full body invincibility, and has full juggle properties. If you have an additional meter and 1 drive gauge, you can deal around 450-500 damage leading into a reset situation or a hard knockdown. As mentioned under EX Reverie-Souhaiter, you can utilize the unique properties of EX Reverie-Souhaiter to go through certain attacks and then cancel into EX Mistral (without additional meter costs) to punish opponents during the recovery of their attacks. It's also a decent reversal options as EX Reverie-Souhaiter has upper body invincibility, while EX Mistral has full body invincibility.

Desperation Moves

Noble Blanc - QCF, QCF+P

A & C Versions

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

Elisabeth steps forward and emits a large sphere of light from her hands. The DM itself has full body invincibility so it can be used as a reversal option but it's not a fast reversal and can be safe jumped/baited. The sphere itself has a large hit box and is very useful as a reactionary anti-air against normal and super jumps but not so much against hops. Anti-airing hops with this DM requires some buffering and quick reactions, almost similar to Iori anti-airing hops with Maiden Masher. It nullifies projectiles and can be used to counter opponents who are throwing projectiles at close ranges.

You can juggle into this DM off of any of her Coup De Vents though it's not really worth it when you squeeze out more damage with Grand Rafale. You can also juggle into this DM off of certain counter hits such as jump CD, A Etincelle, A Coup De Vent, etc...

EX Version

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

Elisabeth steps forward and emits a large sphere of light from her hand and launches it towards her opponent. The EX version of Noble Blanche has faster start up and travels towards the opponent but will stop traveling as soon as it reaches the opponent. It has the same application as the normal version and doesn't really have any additional uses.

In the arcade version, the projectile would push the opponent to the other end of the screen when blocked leaving Elisabeth safe. In the console version, the sphere stops traveling when it reaches the opponent. When blocked at close distances, this leaves Elisabeth extremely susceptible to punishment.


Grand Rafale - QCF~HCB+P

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

Elisabeth does an uppercut and launches the opponent in a pillar of light before she spikes them to the ground with her palm. Grand Rafale is one of the faster DM's in the game and has good horizontal range, making it really good at punishing a variety of attacks that would normally be safe. On top of this, it has anywhere juggle properties meaning she can combo into this DM off of any stray hit in the air, granting her a hard knockdown for a mix up or safe jump setup.

The arcade version of Grand Rafale dealt more damage (200 damage instead of 150) making her a particular threat off of stray air-to-air hits. However, with the damage nerf, overall system changes, and new tactics discovered; Elisabeth players should shy away from spending the meter on Grand Rafale off of air-to-air hits. It's more advisable to use Grand Rafale when you want the hard knockdown or looking to finish off the opponent when they are low on life.

Grand Rafale was given more max cancel-able frames in the console version, allowing for a max cancel after the first hit. This creates some interesting hyper drive juggle combos.

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

Neomax

Etoile Filanto - QCB~HCF+BD

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

Elisabeth disappears only to reappear emitting rays of light from her body. When used as a standalone move, it is a 2 frame counter that activates against high/low/mid attacks; when max canceled, it completely bypasses the counter properties. The active frames are comparable to her other counter specials. It's mostly used for HD combos rather than for its counter properties.

Combos

Midscreen 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

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

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


1 Stock, 0 Drive

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

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

Close s.C, f+B xx qcf+BD xx hcb~f+P, qcf+C (2 hits), dp+A, dp+A, j.C = 387 Damage, 36 Stun

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

hcb~f+AC, qcf+C (2 hits), dp+A, dp+A, j.C = 316, 23 Stun


2 Stocks, 0 Drive

hcb~f+AC, qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 421 Damage, 23 Stun

hcb~f+AC, qcf+AC, qcf+K xx qcf+C (1 or 2 hits), dp+A, dp+A, j.C = 439 Damage, 23 Stun

dp+AC, qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 401 Damage, 23 Stun

Close s.C, f+B xx qcf+BD xx hcb~f+P, qcf+AC, qcf+K xx qcf+C (1 or 2 hits), dp+A, dp+A, j.C = 494 Damage, 36 Stun

Close s.C, f+B xx dp+C, dp+A, qcfx2+AC = 488 Damage, 25 Stun


0 Stock, 1 Drive

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

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


1 Stock, 1 Drive

Close s.C, f+B xx dp+C, dp+A, [DC], qcf+AC, qcf+K xx qcf+C (1 or 2 hits), 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

cr.B, cr.A xx dp+A, [DC], qcf+AC, qcf+K xx qcf+C (1 or 2 hits), dp+A, dp+A, j.C = 394 Damage, 35 Stun


2 Stocks, 1 Drive

Close s.C, f+B xx dp+C, dp+A, [DC], qcf+AC, qcf+K xx qcf+C (1 or 2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 537 Damage, 48 Stun

cr.B, cr.A xx qcf+AC, dp+A, [DC], qcf+AC, qcf+K xx qcf+C (1 or 2 hits), dp+A, dp+A, j.C = 473 Damage, 35 Stun

hcb~f+AC, qcf+C (2 hits), dp+A, [DC], qcf+AC, qcf+K xx qcf+C (1 or 2 hits), dp+A, dp+A, j.C = 421 Damage, 23 Stun


Notes

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

Corner Combos

0 Stock, 0 Drive

Close s.C, f+B xx dp+C (Corner), qcf+C (2 hits), dp+A, dp+A, j.C = 351 Damage, 42 Stun


1 Stock, 0 Drive

Close s.C, f+B xx dp+C (Corner), qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 441 Damage, 42 Stun

(Corner) s.C, f+B xx hcb~f+AC, dp+C, qcf+C (2 hits), dp+A, dp+A, j.C = 426 Damage, 42 Stun

(Corner) hcb~f+AC, dp+C (2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 360 Damage, 29 Stun

(Corner) cr.B, cr.A xx qcf+AC, qcf+C (2 hits), dp+A, dp+A, j.C = 370 Damage, 29 Stun


2 Stocks, 0 Drive

(Corner) hcb~f+AC, qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 491 Damage, 29 Stun

(Corner) Close s.C, f+B xx hcb~f+AC, qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 534 Damage, 42 Stun

Close s.C, f+B xx dp+C (Corner), qcf+C (2 hits), dp+A, qcfx2+AC = 537 Damage, 31 Stun


0 Stock, 1 Drive

Close s.C, f+B xx dp+C (Corner), qcf+C (2 hits), dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 454 Damage, 57 Stun

(Corner) cr.B, cr.A xx dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 317 Damage, 38 Stun


1 Stock, 1 Drive

Close s.C, f+B xx dp+C, qcf+C (2 hits), dp+A, [DC], qcf+AC (Corner), qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 525 Damage, 57 Stun

Close s.C, f+B xx dp+C (Corner), qcf+C (2 hits), dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 514 Damage, 57 Stun

(Corner) cr.B, cr.A xx dp+A, [DC], qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 434 Damage, 41 Stun

(Corner) cr.B, cr.A xx dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 395 Damage, 38 Stun


2 Stocks, 1 Drive

Close s.C, f+B xx dp+C, dp+A, [DC], qcf+AC (Corner), qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 596 Damage, 57 Stun

(Corner) Close s.C, f+B xx hcb~f+AC, qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 598 Damage, 57 Stun

(Corner) Close s.C, f+B xx qcf+AC, qcf+C (1 or 2 hits), dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), qcf+C (2 hits), [DC], dp+A, dp+A, j.C = 571 Damage, 57 Stun

(Corner) Close s.C, f+B xx dp+C, qcf+C (2 hits), dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), dp+A, qcfx2+AC = 616 Damage, 49 stun

(Corner) cr.B, cr.A xx qcf+AC, qcf+C (2 hits), dp+A, [DC], qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 516 Damage, 47 Stun

(Corner) hcb~f+AC, dp+C, qcf+C (2 hits), dp+A, [DC], qcf+AC, qcf+C (1 or 2 hits), dp+A, dp+A, j.C = 553 Damage, 44 Stun


Notes

  • 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.
  • 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 or a hard knockdown.

Counter Hit Combos

Midscreen

0 Stock, 0 Drive

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

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

qcf+A (Counter Hit), dp+A, dp+A, j.C = 226 Damage, 25 Stun


0 Stock, 1 Drive

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

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


1 Stock, 0 Drive

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

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

qcf+A (Counter Hit), dp+A, dp+A, j.C, qcf~hcb+P = 346 Damage, 25 Stun


2 Stock, 0 Drive

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


1 Stock, 1 Drive

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

s.CD (Counter Hit) xx qcf+A, dp+A, [DC], qcf+AC, qcf+K xx qcf+C (1 or 2 hits), dp+A, dp+A, j.C = 500 Damage, 45 Stun

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


2 Stock, 1 Drive

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

qcf+A (Counter Hit) , dp+A, [DC], qcf+AC, dp+A, dp+A, j.C, qcf~hcb+P = 526 Damage, 35 Stun


Corner

0 Stock, 0 Drive

s.CD (Counter Hit) xx qcf+K xx qcf+C (2 hits), dp+A, dp+A, j.C = 309 Damage, 33 Stun

j.CD (Counter Hit), qcf+C (2 hits), dp+A, dp+A, j.C = 316 Damage, 31 Stun

dp+A/qcf+A (Counter Hit), qcf+C (2 hits), dp+A, dp+A, j.C = 278/303 Damage, 29 Stun


1 Stock, 0 Drive

s.CD (Counter Hit) xx qcf+K xx qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 414 Damage, 33 Stun

j.CD (Counter Hit), qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 421 Damage, 31 Stun

dp+A/qcf+A (Counter Hit), qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 383/408 Damage, 29 Stun


1 Stock, 1 Drive

s.CD (Counter Hit) xx qcf+K xx qcf+C (2 hits), dp+A, [DC], qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 519 Damage, 48 Stun

j.CD (Counter Hit), qcf+C (2 hits), dp+A, [DC], qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 526 Damage, 46 Stun

dp+A/qcf+A (Counter Hit), qcf+C (2 hits), dp+A, [DC], qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 506/531 Damage, 47 Stun


2 Stock, 1 Drive

s.CD (Counter Hit) xx qcf+K xx qcf+C (2 hits), dp+A, [DC], qcf+AC, dp+A, dp+A, j.C, qcf~hcb+P = 597 Damage, 51 Stun

j.CD (Counter Hit), qcf+C (2 hits), dp+A, [DC], qcf+AC, dp+A, dp+A, j.C, qcf~hcb+P = 586 Damage, 46 Stun

dp+A/qcf+A (Counter Hit), qcf+C (2 hits), dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, qcfx2+AC = 584/609 Damage, 36 Stun

Double Grand Rafale Combos

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

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

Close s.C, f+B, dp+C, dp+A, dp+A, nj.A, qcf~hcb+P, cr.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 cr.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 (1 or 2 hits)] 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 (2 hits) [dp+A, [HDC], qcf+C (1 hit), qcf+C (2 hits)] 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


2 Stocks

Corner

j.D, close s.C, f+B, [HD] close s.C, f+B, DP+C, QCF+C, DP+A [HDC] QCF+Cx4, DP+A, QCFx2+AC = 722 damage http://www.youtube.com/watch?v=EccRZjQeTHc


3 Stocks

Mid-screen

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

Corner

Close s.C, f+B, [HD], Close or Far s.C xx dp+C (Corner), qcf+C (2 hits) [dp+A, [HDC], qcf+C (1 hit), qcf+C (2 hits)] x3, qcfx2+P (10 hits) xx Neomax = 875 Damage, 13 Stun


4 Stocks

Mid-screen

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

Corner

Close s.C, f+B, [HD], Close or Far s.C xx dp+C (Corner), qcf+C (2 hits) [dp+A, [HDC], qcf+C (1 hit), qcf+C (2 hits)] x3, qcfx2+AC xx Neomax = 967 Damage, 13 Stun

j.C, s.C, f+B, [HD], Far s.C xx dp+C (Corner), qcf+C (2 hits) [dp+A, [HDC], qcf+C (1 hit), qcf+C (2 hits)] x3, qcfx2+AC xx Neomax = 1005 Damage, 18 Stun

j.C, Close s.C, [HD], Close s.C xx dp+C, [HDC], qcf+A, [dp+A, [HDC], qcf+C (1 hit), qcf+C (2 hits)]x3, qcfx2+AC xx Neomax = 1000 damage

Notes

  • The EX DM (qcfx2+AC) stays on screen during the Neomax so even if you Neomax cancel on the first hit of the DM the opponent will be hit by both the DM and the Neomax at the same time.
  • Damage calculations for combos with 'Close or Far s.C' are taken with close s.C values. The far s.C adds roughly 9 points of extra damage.
  • The last 4 stock HD combo was created by Karn. Additionally notes on the combo:

1) To get the full mid-screen corner carry, delay the HD activation slightly.

2) You don't need to do any late HD Cancels from dp+A to get 2 hit qcf+C; it's actually better if you don't because more than one late HDC to get the 2 hit qcf+C will delay the combo enough to make you run out of meter by the time you get to the Max Cancel.

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 (2 hits), [HDC], dp+AC, [HDC], qcf+C (whiff), dp+A, [HDC], qcf+C (1 hit), qcf+C (2 hits), qcfx2+AC xx Neomax = 1003 Damage

Note

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

Tips

Cross Up Setups

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

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

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

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

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

5) dp+C, dash s/cr.A, super jump j.B

6) dp+C, dash s.B, super jump j.C/j.D

7) dp+C, dash s.A, dash hyper hop j.C (standing)

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

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

10) Mistral, small step back, j.B (crouching/standing)

11) Mistral, qcf+A, j.B (crouching/standing)

12) Mistral, qcb+p, hyper hop j.CD (crouching/standing)

13) Mistral, qcf+K, delayed hop j.CD (crouching/standing)


Safe Jump Setups

Elisabeth can create safe jump setups off of her Mistral command throw, Grand Rafale DM, EX Noble Blanche DM, and resets from A Coup De Vent.

1) A/C Mistral:

a) hop, hop j.B/D

3 frame safe jump. Only 1-2 frame counters, 2 frame Neo Maxes, and Kyo's 2 frame EX Orochinagi are beating this safe jump.

b) qcf+K, hop j.B/D

4 frame safe jump. You need to be aware of character specific reversal options.

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

3 frame safe jump off of a corner reset. There's enough time to block 3 frame reversals, hit confirm, and react to rolls.

3) Juggle into Grand Rafale, slightly delayed neutral j.B (corner only), or super jump j.B

3 frame safe jump but the j.B needs to be timed meaty. There is a slight delay on the neutral j.B and the timing is tricky. Again, only 1-2 frame counters, 2 frame Neo Maxes, and Kyo's 2 frame EX Orochinagi are beating this safe jump.

4) Corner combo, dp+A, EX Noble Blanche, qcf+K, slightly delayed j.D

3 frame safe jump but the j.D needs to be timed meaty. Again, only 1-2 frame counters, 2 frame Neo Maxes, and Kyo's 2 frame EX Orochinagi are beating this safe jump.


Frame Traps

1) s.A, close s.C - 3 frame gap between s.A and close s.C. Be aware that s.A whiffs on crouching characters, except on Raiden when he's in guard position.

2) cr.A, close s.C - 4 frame gap between cr.A and close s.C.

3) s.B, s.A - 3 frame gap between s.B and s.A. Again, be aware that s.A whiffs on crouching opponents, except on Raiden when he's in guard position.

4) s.B, cr.A - 4 frame gap between s.B and cr.A.

5) s.B, close s.C - 4 frame gap between s.B and close s.C.

6) cr.B, s.B - 2 frame gap between s.B and cr.B. Need to be really close to the opponent.

7) cr.B, close s.C - 3 frame gap between cr.B and close s.C.


Command Grab Mind Games

As mentioned earlier, Elisabeth's command grab (Mistral) isn't central to her game like a grappler character such as Daimon, but it compliments her offensive game. She can play similar mind games that a grappler has but her overall tool sets adds a different layer to the command grab mind game.

Since the command grab is not central to her game, an opponent is typically not looking out for it. Since the opponent is not looking out for the command grab they also won't be carrying out the typical counter measures, such as alternate guarding. While this allows you to land unorthodox command grab set ups more easily, it doesn't allow that aspect of the mind game where you can try to go low in between their alternate guarding.

Her command grab doesn't have a 1 frame start up nor does it have the range that a grappler character has, thus her ability to tick into it or threaten with it is not the same. That being said, she can still play similar mind games, such as buffering the command grab during her run or run up close stand C or D to anti-air opponents when they try to jump out. With additional meter she can convert those anti-air hits into Grand Rafale for a hard knockdown into a mix-up or safe jump setup.

Once you've established the threat of the command grab, that's when you can utilize Elisabeth's other tools in the mind game. For example, instead of running/command dash into the command grab, you could run into Etincelle or Coup De Vent. If the opponent tried to jump out they'll get anti-aired by either of those moves and you can transition into her high damage juggle combos that lead into her mix up game.

This gets particularly nasty once you have the opponent cornered. You can transition into counter hit setups with jump CD or Etincelles and get massive damage off of the subsequent juggle combo. Think of this as being something similar to the mind games that Takuma has between the command grab or fishing for the counter hit jump CD into his Zanretsuken drive cancel combos.

By putting all of this together with her general mix ups the goal is to cause sudden shifts in her offensive play style to disorient your opponent into landing a huge combo.

Strategies

Far Range

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

Mid Range

From mid range, you're going to be playing more of a neutral game and it's about jockeying for position to start your offense. Neutral jumping with j.D is good at controlling the aerial space when the opponent is trying an air-to-ground approach. It's also not bad in air-to-air situations but less applicable for this. You can start using s.A during your ground approaches to check hops to start the offensive pressure. Etincelles still have their use for catching jumps but this is also the range where throwing them out becomes dangers, as they can become anticipated and punished.

This is 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. Depending on the opponent's jump arcs (usually a super jump from far screen or a non-meaty jump in) you can use Reverie-Prier cancelled into an Etincelle to anti-air them and then transition into a juggle combo. This can cause your opponent to really second guess there jump ins and allow you to mix up your neutral game.

Far stand D can see some use at this range, as it controls a lot of horizontal space and goes 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. This being said, you have to be really careful with its use, as it's slow on start up and recovery and negative on block. If anticipated you can be punished at higher jump arcs.

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

Kara-cancelling her s.CD into Reverie-Souhaiter/Prier and/or Etincelles are good ways to get Elisabeth in close range. Cancelling the s.CD or Reverie-Souhaiter's into Etincelle's allows you to approach methodically while controlling space. If your opponent starts to play defensively you may be able to sneak in a Reverie-Souhaiter xx Mistral when they least expect it.

Random A Coupe De Vent's can get a lot of mileage at this range, as it starts her juggles and mix-up games.

Close Range

This is Elisabeth's ideal range, as this is the range where she can deal the brunt of her damage. When loaded with meter and drive any solid hit immediately becomes a 430-500+ damage corner carry combo into a plethora of option selected mix ups, or a 4 frame safe jump. This is also the range where she can start applying her command grab game in addition to her regular offensive tools so you're opponent is going to get antsy once you apply a few mix ups on them. You want to vary your offensive pressure with high/lows, frame traps, throws/command grabs, and baits to keep your opponent antsy at escaping your pressure. Being able to read your opponents escape patterns will reward you with huge damage if you can entice them into counter hit setups with A Etincelle or jump CD.

Mix-Ups

Mid-screen

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

  • EX/Mistral:

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

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

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

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

  • A Etincelle:

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

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

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

  • C Etincelle:

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

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

  • EX Etincelle:

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

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

  • A/C/EX Coup De Vent:

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

- If C or EX Coup De Vent is blocked, you're punishable

  • A/C/EX Reverie-Geler:

- If it's the A or C version, you may be able to get a close stand C combo starter 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 cr.A to make it look like cr.B is being special cancelled. If you do the sequence fast enough cr.A won't even be visible, and Elisabeth will just immediately do Reverie-Souhaiter. This allows you to cancel into Mistral quicker than if you did cr.B, cr.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 cr.B or close s.C

- Empty Hop, delayed Mistral or EX Mistral

- Do nothing and bait a reversal or a roll

Notes

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

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

- Reverie-Souhaiter/Prier xx Coup De Vent

- EX Reverie-Souhaiter/Prier xx EX Etincelle

Note

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

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

- cr.B or close s.C

- neutral hop j.B

- EX/Mistral

- EX/Reverie-Prier

Note

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

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

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

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

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

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

Note

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


Corner

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

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

  • If A Etincelle hits:

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

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

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

  • If A Etincelle Counter Hits:

- C Etincelle into a juggle combo ending in j.C/D or hop j.A aerial reset or a hard knockdown with Grand Rafale

  • If C/EX Etincelle hit or A Etincelle Anti-Airs:

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

2) Combo Starter xx dp+C, dp+A, dp+A, jump back A, land, EX Reverie Souhaiter xx EX Mistral/Coup De Vent

Notes:

  • This mix up works by placing the opponent in a 50/50 situation between command grab if they stay still or DP if they try to jump out

3) 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)

  • If C Etincelle hits:

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

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, a tech roll reduces the throw invulnerability frames greatly allowing for a command grab setup. An opponent can escape this command grab setup by either jumping on wake up or doing a reversal with some frames of invincibility. Using Etincelle's can catch them out of their jumps allowing you to capitalize with a juggle combo but using Etincelle's on an opponents wake up can leave you susceptible to reversals.
  • Stand CD can only be whiff cancelled during the first few start up frames and not at the end. This setup is only applicable when the opponent is either knockdown or is doing a tech roll, making 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.

Team Position

With the console changes, Elisabeth is a meter intensive character so she's most optimal in 2nd position where she should have some meter to work with. She can work in starting position but it's not really optimal, as she has no meter for damage or defense. If you do place her at front it'll be because of your team composition or to counter certain match ups. While she has ToD combos with 4-5 meters you should avoid placing Elisabeth in anchor position. She requires a lot of meter to be effective, which doesn't make her suited for reverse OCV situations. In an anchor vs anchor scenario, you'll have to consider that the most common anchor characters in the meta, at the moment, are bad match ups for Elisabeth.

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. If your anchor character is not meter intensive, you can be more liberal with your meter usage. That being said, you should not be afraid to use meter to create offensive momentum, as Elisabeth doesn't get many opportunities to pressure the opponent. You really want to capitalize off of all the counter hits you gain because she can convert those into 45-50% damage with reset options.

3rd Position

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

Character Matchups

Andy Bogard

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

Ash Crimson

1) Elisabeth needs to be focused on getting in on Ash. It is important to stay at the mid range against this character so that Elisabeth can punish reckless projectile use.

2) Build meter gradually at longer ranges with qcf+A. Elisabeth's qcf+A and qcf+C will also stop projectiles and prevent reckless rush down to a degree if Ash is on the offensive.

3)When Ash has two bars, be careful. Because, he can get a lot of damage from Sans-Culotte which is also used as anti-air and for setting up juggle states on hit. Don't get too jumpy and don't let Ash get any confirms if he two bars available. Don't ever forget about Elisabeth's counters.

4)Elisabeth can easily bait out flash kick attempts and punish/whiff punish accordingly. Also, if the Ash player is getting too defensive, Elisabeth can catch Ash off guard with her command throw.

5) Elisabeth's EX qcf (or qcb)+K will go through projectiles. The following special used after the fact will also count as a EX move but Elisabeth is still only spending one bar of super meter. This is part of the reason why Elisabeth should simply retain the mid range distance against Ash. Elisabeth meter is generally dangerous in a lot of situations.

Athena Asamiya

1) Retain distance at the mid range until Elisabeth is able to close in on Athena. Be prepared to punish projectiles while at this range.

2) Athena has a rather floaty jump. Use this to your advantage and maintain Elisabeth's mix ups and offense.

3) Punish Athena' f+B with qcfhcb+P or EX qcfx2+P.

4) When Athena is going for something obvious from up close, Elisabeth's counters will discourage reckless use of normals, forcing the player to have some discretion while trying to rush down. Due to Athena's floaty jump, it is a little easier to see what is coming next but be careful. Athena also has a command grab that which also has invincibility start up.

5) Carefully use Elisabeth's counters when making a read or EX qcf (or qcb)+K to blow up Athena's options from short distance and cover space.

Benimaru Nikaido

Benimaru's normals and specials have really good hit boxes on them, which allows him to control the space in front of him. On top of this, he has a really good DP, and 2 supers that are exceptional at anti-airing people. This makes approaching him head on difficult and you'll find that a lot of his attacks will out prioritize Elisabeth's unless you space and time your attacks properly. To fight Benimaru you really have to understand his best tool sets and the ways around them.

1) Stand B - This is an exceptional normal for his footsie game that acts as a good poke and a means to check hops. It has a fast start up and recovers quickly making it difficult to whiff punish Benimaru. During the neutral game, you'll have to position yourself just outside of stand B's range and use crouch D to trip him out of it. You can also use far stand D as a means to whiff punish his stand B; however, the timing is tricky but if far stand D connects you can transition into a HD combo if you have the meter. You can also fish for the counter hit with Etincelles at the same range. The other approach is to time a Coupe De Veine or hyper hop during the tail end of the active frames to either whiff punish him or force offensive momentum in your favor. Unfortunately, this is easier said than done as the recovery of stand B is fast and if you mistime your attack you'll get hit by stand B instead. You can also use Reverie-Prier to cause it to whiff than cancel into Coupe De Veine to whiff punish him. During the up close game, if you find the opponent is using stand B to check your hops then you can start using jumps and super jumps to throw their anti-air timing and spacing off.

2) Far Stand D - This carries a larger horizontal hit box than his stand B and has way more active frames but the start up and recovery is significantly slower than stand B. On block, he's completely safe from Elisabeth but he's at slight frame disadvantage, which basically resets things back to neutral. However, if spaced at max range he still out ranges you so you can't directly approach him after wards.

It goes over low attacks so this will beat out your crouch D's if they anticipate on you trying to trip their stand B's. It'll also beat out your Coup De Veine's with it's long active frames; however, readjusting the timing of your Coup De Veine can whiff punish his Far Stand D. Again, in the up close range, if they are throwing this move out as a means to preempt a hop, you can jump or super jump instead to cause it to whiff and either punish or force momentum back if your favor.

If you make the read on far stand D you can use Reverie-Geler to counter it, then do a full back turn combo while he's in the middle of the whiff animation.

3) Raijinken and Air Raijniken - Both of these control the space in front of him so if you mistime a jump in or a Coupe De Veine you'll end up getting hit by this. The recovery of the grounded Raijinken is pretty bad and he can actually be tripped (crouch D) out of it. You can also time a Coup De Veine to whiff punish him but the timing is pretty tight unless you're using the EX version to blow through it utilizing it's invincibility frames. The air Raijinken also has bad recovery as he has to wait until he touches the ground before he can block. If the opponent is throwing these out to control jump ins you can dash in and Coup De Veine them before they land. If an opponent starts doing block strings into Raijinken, you can actually EX Coup De Veine in between the last normal and Raijinken to punishim into a full combo.

4) Iado Kick - It has a fast start up and a good horizontal hit box on it. It has a follow up attack (d, u+K) that can be delayed to act as a frame trap. A lot of the top players will use Iado Kick as a means to check hops or catch people pushing buttons after certain attack strings so be aware of this. On block, you can punish with Grand Rafale and swing momentum into your favor.

5) Benimaru Lancer - The normal version is a vertical lightning strike on Benimaru while the EX version will home in on you briefly. The normal version is used to check jump ins but is something that's done proactively rather in reaction to your jump. The EX version takes some time before the lightning strike comes out but it's quick enough to catch people off guard. If you don't react quickly enough its better to just block it. Otherwise, the most optimal way to punish this is to run towards Benimaru and then roll forwards at the last minute. The lightning will whiff and you'll be able to land a punish on Benimaru depending on the spacing. You could also use EX Coup De Veine to avoid the lightning strike and hit Benimaru.

6) Jump D - One of the best jumping normals in the game, it carries a ridiculous horizontal hit box on it that will out prioritize a lot of Elisabeth's jumping normals. It's also his best jumping normal to cross up with and it crosses up incredibly easily, so be aware of this. You can try to avoid the cross up with a roll, anti-airing it with close s.C/D (mixed results depending on timing and spacing), or jumping out with a preemptive j.C/D/CD (mixed results depending on timing and spacing). In air-to-air battles, you can do an early jump C at closer ranges to beat his jump D before it comes out. Otherwise, you'll need to position yourself higher than Benimaru in order to beat out his jump D with Elisabeth's jumping normals. This is difficult to do as Benimaru's jump arc is higher than Elisabeths.

During the neutral game, you'll want to remain within a character space away from Benimaru, and utilize neutral hop/jump D to control his air approaches. If the Benimaru player starts using jump D at higher altitudes to beat your air-to-air approaches, you can use Etincelle or crouch B to anti-air him. Also, EX Reverie-Geler comes into play if the Benimaru player is being overly aggressive with jump D's, as this counter his jump D and net you a back turn combo into a safe jump reset.

Billy Kane

Billy has some of the best normals in the game that can create a wall of hit boxes, making it difficult for Elisabeth to approach and pressure him. That being said, some of Billy's long range pokes and pressuring tools have lengthy recovery time though he's completely safe on block with a lot of these moves; however, if he whiffs these moves he's susceptible to punishment. This requires you to make good reads on the Billy player's attack patterns to create offense but doing this is easier said than done.

Billy's best pokes from mid-range is his hcf+P, cr.A, b+A, f+A, j.C, and j.CD. There's not a lot you can do to maneuver around these pokes and jumping on Billy is very difficult with Elisabeth, as her normals don't have the range and angles to compete with Billy's. Billy's cr.B has good recovery on it so he can go transition to his cr.C quickly to anti-air hop attempts on reaction. He can also cancel his cr.C into f+A, creating a very effective wall of hit boxes to prevent you from pressuring him. Billy's hcf+P is a pretty quick and long range poke that can catch you out of your typical approaches. The A version is meant for poking, while the C+EX versions are usually meant for combos. The A version is safe on block but has limited range so it's a bit easier to space yourself outside of its range. If the opponent opts to poke with the C or EX versions you should wait briefly to see if they will follow up with qcf+P. If they do the qcf+P follow up, guard cancel roll forwards and you'll be able to punish Billy with a full combo.

During the neutral game you're looking to space yourself just outside of Billy's hcf+A/C, j.C, and j.CD range and throw out A/C Etincelles. A Etincelles will beat these poke at max range causing a soft knockdown and allows you to close the distance instantly. This is a preemptive approach against Billy but if the Billy player catches on he can adjust the timing of his pokes and catch you in between Etincelles. This is when Reverie-Geler becomes, surprisingly, a really good tool in this match up. If it counters his hcf+P or f+A, Billy is committed to the move, which nets you a back turned combo into a cross up/safe jump setup.

You'll want to avoid getting stuck in the corner against Billy because his f+A, cr.B, cr.C, j.C, and j.CD are really good tools at just keeping you in the corner. Billy's f+A will keep you locked down and if they read a jump to escape the corner his j.C or j.CD will beat most anything you throw out. It's extremely bad if you get Counter Hit by his j.CD in the corner, as it allows him to transition into a full combo. At this point, you're really just looking to guard cancel roll or guard cancel blow back out. Alternatively, you can use Reverie-Geler to try and turn things around but there's a significant amount of risk/reward with this move.

Elisabeth's safe jump set ups work really against Billy's DP but punishing his DP's is much different than other characters. Billy briefly tracks you before he leaves the screen. To get the most optimal punish you have to wait until Billy leaves the screen then walk forward slightly. If you space this correctly, Billy will come back down landing behind you and you'll get a full back turn combo punish.

Chin Gentsai

Clark Still Clark's overall game plan is to utilize his long range normals to create offensive momentum in order to score a knockdown of any type that leads directly into his oki game. This is a very momentum based match up because both characters have weak reversal options against each other after being knocked down. Clark can put you in perpetual mix ups if he lands a command grab but his over all damage output from a successful mix up is low. It's just that the damage adds up very quickly if he lands consecutive mix ups, which often happens. The plus side for Elisabeth is that if she lands one mix up and has 1 bar, 1 drive she can even out the damage immediately. The neutral game is really key in this match up because it dictates who gains offensive momentum. Unfortunately, the neutral game is in Clark's favor, as his normals have longer range than yours.

During the neutral game, Clark will primarily use far s.C, far s.D, s.CD, j.D, and j.CD in his approaches. Far s.C is good at preempting hops but it has a bit of a recovery to it so if he whiffs far s.C outside of your range you can actually whiff punish with A Coup De Vent and start Elisabeth's mix up game. If Clark is taking to the air, you'll need to space yourself outside of his range and either neutral j.D/j.CD to control your space or use A/C Etincelle's to try an anti-air him but this is a risky option as the opponent can time their attacks between Etincelles or during the recovery.

You want to stay in the air in this match up, as Elisabeth has limited ground tools that can compete with Clark's ground tools. In order to win the air-to-air game you'll need to either preempt Clark's jumps or stay above Clark and come down with j.D or j.CD. If the Clark player starts adapting to your jump angles they can use a preemptive j.A, j.B or OS j.C/air throw to beat out your jumps. If you notice this trend, you can start using j.A/j.B to try and win the air-to-air confrontations or stay grounded and have them commit to the jump, allowing you to anti-air them with cr.B.

As you get closer to Clark, his far s.D, and s.CD will see more play than his far s.C. His s.CD has fast start up and goes over low attacks since it lifts him in the air momentarily. He can then cancel into his Step command normal, which is a sort of like a command dash and from there he can apply pressure. Again, s.CD has recovery off of it so if he whiffs it you can punish with Coup De Vent if you react quickly enough. Otherwise, you want to avoid being in this range unless you're on the offensive.

As you start applying pressure to Clark, he can use Gatling Attack (back (charge), forward+P) as a semi-reversal option to stop hops or catch a mistimed normal. Depending on how far you are when you block Gatling Attack it may or may not be punishable. If you manage to block the C version point blank you can get a full punish from it. The A version is mostly safe and you'll need to be aware of this, as the opponent can try a gimmick and do B SAB to auto guard through your punish attempt. The EX version has faster start up and contains brief start up invincibility but it's extremely punishable on block.

When on the offensive against Clark in close range, he's weak to jump ins, as his anti-air options against normal and super jumps are mediocre. His s.A and EX Gatling Attack is good against hops but bad against normal and super jump heights. He has to rely on cr.C to anti-air at those heights but the recovery is pretty bad. If you bait and space yourself outside of that range you can whiff punish him for it. His other option is to do a preemptive j.A or OS j.C/air throw, which isn't bad but can leave him susceptible to a cr.B anti-air. The worst option he has to counter your pressure is to use the auto guard properties of B SAB to go through attacks. If you see the auto guard you can immediately hop again and punish him for it. In most cases, the Clark player needs to make reads and commit to them in order to return to neutral or claim offensive momentum.

Once you're caught in Clark's oki game, it's incredibly difficult to get out of and you pretty much have to make the right reads to escape. All of Elisabeth's reversal options lose to B SAB but the opponent needs to make those reads in order to stop them. At midscreen, if you get caught by B SAB he has a ton of oki options after wards. He can run forward and roll to do an ambiguous left/right cross over set up that allows him to combo into D SAB to repeat the process. If he reads that you'll hold up in fear of a raw B SAB he can j.CD or OS j.C/air throw to catch you out of the air. He can do meaty attacks to prevent the jump outs as well and again combo into D SAB to repeat the process. You need to understand his options in order to properly defend against them and then look for an opportunity to escape. If you fear the B SAB you can use alternate guarding to punish it but again the opponent can adapt and start using cr.B to catch you in between. Your options to escape are back dashes, alternate guarding, rolls, jumps, EX reversals, guard cancel roll/block back. None of these are fool proof but one of these options will cover one of Clark's mix up options but this is just a guessing game between the two of you. Some of Clark's advance options requires reads and commitments from him but if he reads wrong, he'll lose the offensive momentum. While the damage output of Clark's oki game is low he's able to create successive opportunities to continue the mix up, which can quickly become disorienting. In most cases it's just best to look for an opportunity to Guard Cancel Roll or Blow Back to reset to neutral.

When in Clark's oki game in the corner, he loses the ambiguous roll setups but since you have no movement options out of the corner his pressure become especially deadly. Jumping out becomes dangerous with his j.CD or OS j.C/air throw options. EX reversals are definitely not advised in the corner and it's best to just save the meter for an opportunity to Guard Cancel Roll/Blow Back.

Duo Lon

Duo Lon's overall game plan is to utilize his quick movement and ranged pokes to force a reaction from you so he can create offensive momentum by punishing rash play. What really dictates this match up is the neutral game and who can create offensive momentum.

In the neutral game, Duo Lon has a slight advantage, as he's faster than Elisabeth and has more range on his attacks; however, he doesn't hit very hard but the damage adds up if he lands a few successful mix ups. Duo Lon gets the brunt of the damage by annoying you and capitalizing off of your mistakes if you get flustered. As long as you understand his tool sets and remain calm you can usually turn the match in your favor once you contain him.

His j.CD carries a really good horizontal hit box so you can't really challenge him with Elisabeth aerial normals unless you make the read and go for a preemptive j.A or j.D. Jump CD doesn't carry as good of a lower hit box on it and most Duo Lon players will use j.CD preemptively to win air-to-air battles. This means you should be on the look out for cr.B anti-airs into Coup De Vent combos to start your offensive momentum or space neutral j.D to control the aerial space. Once you've demonstrated that you can anti-air their j.CD's you'll need to be on the look out for j.f+B or j.D. When they start using these aerial normals, you'll be able to play the air-to-air game with j.D as it carries better horizontal hit boxes than Duo Lon's j.f+B and j.D.

Duo Lon doesn't have any good reversal or anti-air options and is susceptible to extended pressure. His best normals for anti-airs are s.A, s.D, and cr.C but the majority of them have slow start up and can be stuffed with correct timing and spacing. His cr.C is probably his best anti-air against normal and super jumps but it's slow on start up and has lengthy recovery time; baiting this out can net a good whiff punish. Otherwise, the Duo Lon player will need to make certain gambles such as a preemptive super jump CD or an EX command dash.

Duo Lon's rekkas carry a pretty good hit box on them and can be used to preemptively anti-air hops, similar to how EX Iori uses his Rekkas as a poking/pressure tool.

All of his rekkas are unsafe on block but he can mitigate this by using his qcf+K command dash after the 3rd rekka. The thing you need to understand is that he can't really frame trap between the first and second rekka like other characters can because the period at which he can cancel into his second rekka is pretty tight and still creates a true block string when delayed. After the first Rekka, the most optimal punish is cr.B into HD activation but without any HD meter you're only looking at interrupting him to create offensive momentum. You can mash on cr.B when you block the first rekka and not worry about getting frame trapped until after you block the second rekka. Very rarely will someone stop after the second rekka, as it's heavily punishable on block so they'll either immediately do the third rekka into command dash or delay the third rekka to try and frame trap you. It's best to just wait for the third rekka to gauge how the opponent plays. In any case the command dashes are punishable so it's usually just best to wait and react to it.

Punishing Command Dash (QCF+K) after blocked rekkas:

1) B Version - You can punish the recovery of the B version of the command dash with EX Coup De Vent or Grand Rafale. The most optimal punish is the EX Coup De Vent, as you can transition into a full combo from there.

2) D Version - You can throw Duo Lon out of the start up of the D version of the command dash, as it has a longer start up than the B version but travels outside the range of Coup De Vent and Grand Rafale. It's difficult to visually confirm whether the opponent is doing the B or D version of the command dash; however, you can mash on throw after the third rekka and then react with EX Coup De Vent if the throw didn't come out.

3) EX Version - Much like the D version of the command dash you can throw Duo Lon out of the start up. The EX Version of the command dash is very punishable during it's recovery and depending on the range you can get a close s.C combo starter. Any version of Coup De Vent or Grand Rafale will punish the EX command dash that is outside of s.C range. The only thing that makes EX command dash tricky to punish is that it's fast on start up and not something you expect.

Elisabeth Branctorche

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

Goro Daimon

Hwa Jai

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan

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

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

Kim has several 3+ frame safe jumps after his Air QCB+B, Air QCB+D, d~u+D~d+D, d~u+BD, Throw and Neomax. He also has a 2 frame safe jump off of a corner throw as well. Never try a reversal EX Coup De Vent (DP+AC) on wake up after getting knocked down by any of the above otherwise you'll get punished for it. You can try a EX Reverie-Souhaiter xx EX Mistral but remember that Elisabeth can be hit during the slide animation. What will beat all of his safe jump setups, though, is EX Reverie-Geler and EX Mistral. EX Reverie-Gelere is 1 frame start up counter so it'll beat the safe jump but you run the risk of the opponent empty jumping into a full punish HD combo. EX Mistral is a more reliable reversal against the safe jump/empty jump as it has a few frames of start up invincibility which will beat the safe jump and the empty jump low. You can buffer the motion and utilize the button hold trick to make it more of a reactionary response to the hop vs being a guess. The opponent can adapt to EX mistral with a double hop, delaying an air Hangetsuzan, or option selecting a hangetsuzan on the jump in.

Kim's far stand D is a two kick attack and is one of his best overall normals that cover a variety of situations. The first kick whiffs on crouching but goes under low attacks; the second kick hits mid and leaves him at +3 on block. You want to avoid getting hit by this normal grounded, as he can link cr.B/s.C after wards into an HD combo or a hard knockdown that will start his safe jump game. Far s.D is a good frame trap tool for Kim but it also anti-airs small hops, normal jumps, or comes out as a close s.D option select that can anti-air normal and super jumps. For these reasons, you'll see beginner Kim players abuse this normal and even mash it when on the defensive.

If you know the properties of Kim's far s.D you can start to play around it and beat it altogether. The key thing to remember is that the first hit of Kim's far s.D whiffs on crouching opponents and goes over low attacks. This means he's susceptible to crouching mid attacks so the easiest way to deal with far stand D pressure is to use cr.A or cr.C to hit him during the whiffed first kick. You want to play within Kim's far stand D range and start fishing with primarily cr.A, as cr.C is too slow on start up, and then buffer A Coup De Vent/Etincelle for the easier hit confirm. The other ways to deal with far stand D is to time an EX Coup De Vent, EX Reverie-Souhaiter xx EX Mistral, or EX Reverie-Geler in between the first and second kick. It's tricky to time but remember to use the button hold technique to make the timing easier. It's easiest to punish this if you block the first kick standing. While on the offensive and you know your opponent is mashing on D you can do a true block string that leaves you at Kim's far s.D range then leave a gap while poking with cr.A/C or use A Reverie-Geler to counter the second kick than punish with far s.C xx C Coup De Veine if you counter the first kick you can get a close s.C, f+B combo.

King

King is a very frustrating match up for Elisabeth, as you want to rush her down but her zoning game is hard to get around without any meter. Elisabeth does have the tools to fight King but the key thing to remember during the match up is not to fall into Kings pacing.

To deal with Venom Strike zoning from full screen, slowly approach King and use Etincelles to nullify the projectiles. King can either sit back and start alternating the timing of her fireballs to throw you off or follow her fireball and try to read/react to your actions. If King continues to throw fireballs alternate between A and C Etincelles while moving forward, and don't get too worried if you get hit by several fireballs. If you get hasty after getting hit by a few fireballs you'll fall into her pacing.

Once you are closer to King you can start using C or EX Coup De Vent to go through and punish the fireballs. A useful but tricky method to punish normally safe Venom Strikes is to use the forward momentum and kara-cancel properties of her stand CD to extend the range of C/EX Coup De Vent. Another way to punish Venom Strikes to is to use EX Reverie-Souhaiter to phase through the fireball and then cancel into a EX Coup De Vent. Combining this with the stand CD Kara-cancelling technique will greatly extend your punishment range against King.

If King starts following her fireballs you'll have to worry about max spaced D Tornado Kicks, s.C/D, df.D, j.CD, j.D, or air Venom Strikes. If you nullify the Venom Strike, you should be able to block anything she does after wards. If King does a max spaced D Tornado Kick you can punish with Grand Rafale but you should be able to react in time with A/EX Reverie Geler or A Etincelle. If they spaced their D Tornado Kick properly you should be countering the 2nd hit of the kick, in which you can punish after wards with A Coup De Vent into a back turn combo. If they didn't space it properly and you counter the 1st hit, you can punish with C Coup De Vent into a back turn combo. However, if you end up blocking the full 2 hits of Tornado Kick you get a full combo punish after wards.

King will use s.C/D, j.D/CD, or Air Venom Strikes to counter any jump attempts you do against the incoming Venom Strike. It's best to Etincelle the Venom Strike and depending on their position you may have an opportunity to punish their incorrect read.

Against Air Venom Strikes, you have to check the spacing between you and King. In some cases you can actually punish the Air Venom Strike before or after with C or EX Coup De Vent. If they are outside of this range you can usually crouch underneath the Air Venom Strikes unless they are done low to the ground. After crouching underneath the Air Venom Strike you can start closing the gap against King, as there's a significant amount of recovery after wards. King has a couple of options at this point but it's mostly going to be a guessing game between the two of you. A preemptive j.CD, j.D, jump back air venom strike, or tornado kick are some probable actions as these will beat most jump in attempts from you. It doesn't hurt to sit back and wait for them to act first, as it could open a momentum shift if they guess wrong.

A Typical block string for King is cr.B, cr.B, s.B, df+D xx Venom Strike. The universal punish is to do a late guard cancel roll on the df+D so that you give enough time for your opponent to cancel and commit to a Venom Strike. If they cancel into Venom Strike you'll roll through the Venom Strike and be able to punish their recovery. Alternatively, you can wait until you see the Venom Strike come out and then do a reversal EX Coup De Vent to punish King. The df+D is punishable on block if they don't cancel into a special after wards; however, that's part of the mind game. This block string is particularly tricky to deal with when they are on the offensive, as her s.B hits low and they can stagger the string to frame trap you or catch you blocking high if you anticipate on a jump in.

When King is on the defensive, her far s.C and far s.D are really good at controlling space and can preemptively anti-air hops but they have a lot of recovery on whiff. Once you get within that jump range you can try and bait out these normals, then whiff punish with A Coup De Vent. Normal jumps at this range are also viable, as both normals will not reach you at this height. King has other options like reacting to your jumps with cr.C, which is good against most jump ins. They can also try a jump back normal or air venom strike, which will also beat your jump in options but pushes her close to the corner. Sitting back and waiting could lead into offensive momentum or a punish depending on what they go for at that specific range.

Kula Diamond

Kyo Kusanagi (XIII)

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

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

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

Mature

Maxima

Mr.Karate

Raiden

Ralf Jones

Robert Garcia

Ryo Sakazaki

This is a match up that can be difficult if you're not familiar with Ryo's tool set. Overall, Ryo is a simple character with very straight forward but effective tools. Knowing the spacing game is very important in the match up, as it's key to knowing how to effectively defend and punish him.

During the neutral game, Ryo has the advantage with his long ranged pokes that have long active frames. He can also create a wall of hit boxes in front of him with normal whiff cancels into fireballs, which prevents Elisabeth from getting in easily. Poorly spaced/timed jumps will get you hit by his fireball or his DP so don't recklessly rush in. The best thing to do in the neutral game is to build meter with Etincelles and slowly approach Ryo. The ideal range you want to be at is just outside of his fireball range (factor in the increase range he gets from whiff cancelling into his fireballs) and just wait for him to whiff a fireball. Once he whiffs a fireball you can punish with Coup De Vent and then take the offensive momentum. If you block a max ranged s.D xx C Fireball you can EX Coup De Vent in between. Normally, they'll have to do C Fireball at that range as A Fireball will whiff leaving them expose to a Coup De Vent punish. If they do s.D xx C Fireball at point blank range you can punish with close s.C into your combo of choice. Elisabeth's safe jump setups are really helpful during this match up, as it prevents Ryo from trying to reversal out of your mix ups, allowing for sustained offense.

When Ryo is on the offensive be careful with your pokes as he might just run up parry xx DP or do a random EX Hienshippukyaku to blow through them. Slightly pausing in ideal poke situations will let you bait out the parry or the Hienshippukyaku, allowing for big punishes. His jump CD has a really good horizontal and diagonal hit box on it. It's extremely good in air-to-air situations, as well as a means for him to approach. If the opponent is abusing j.CD to control the air-to-air game than it's best to play defensive and look for an opportunity to anti-air cr.B. Alternatively, you can try to counter with any of Elisabeth's EX reversal options.

In the corner, Ryo can apply a lot of pressure and create guard break strings utilizing s.C/D xx Fireball. If you find that the Ryo player is going for a guard break with this, you can back dash after the fireball. If they decide to throw another s.C/D xx Fireball you'll get hit by the s.C/D during the back dash causing the fireball to whiff, and leaving Ryo open for punishment. Alternatively, you can EX Reverie-Souhaiter after the blocked fireball and if they throw out another s.C/D you'll phase through the attack, allowing you to punish with EX Mistral.

Saiki

Shen Woo

Sie Kensou

You have to be very careful of Kensou's fireball zoning game and not fall into the traps. At certain ranges, Kensou can recover from his fireball and follow behind it to try to force you to make a bad decision against this wall of hit boxes. If you attempt to jump after Kensou throws the fireball, he'll be able to DP you for free. You can use Etincelle's to nullify the projectile and put up a wall against Kensou's approaches. If Kensou tries to follow up the fireball with a normal xx fireball block string, you can EX Coup De Veine in between to punish him severely for being predictable.

Kensou's rekka string is not safe at all but he can create the frame trap game by adding delays between the rekkas. After the first rekka, you can crouch B into an HD combo, otherwise the crouch B is just a means to interrupt Kensou. If they do the second rekka, you get a free close stand C combo starter. At this point the Kensou player is committed to the rekka string and will try to add delays in between the 2nd and 3rd rekka, which causes a hard knockdown. However, the 3rd rekka has a bit of a start up on it, as he takes to the air. You can use close stand C as a means to anti-air him out of the 3rd Rekka. If you mistime the stand C you can either lose or trade with the 3rd rekka. If you block the 3rd rekka you can dash in do a close stand C combo starter.

His Ryusogeki can be used to check jump ins and is pretty useful with his fireball zoning/lockdown game. The C version is completely unsafe and lets you get a free combo after wards but the A version is completely safe and it's hard to tell the difference between the two versions. In most cases, it's better off to not try and punish it because if it's the A version, the opponent could go for a gimmick DP/EX DP to beat out any button you throw out.

Takuma Sakazaki

Terry Bogard

Vice

Yuri Sakazaki

This is a match up where you need to control the neutral game to prevent Yuri from establishing her mix up game, as well as understanding how her pressure game works in order to counter and/or avoid it.

Yuri's game plan is to get in close and start her pressure game but her standing and crouching normals don't have good range on them so she can have issues getting in if you can space her out. From full screen, the only thing she can really do is try to build meter with Saiha's. She'll actually build more meter than you with whiffed Saihas than whiffed Etincelles. From mid range, Yuri still can't do a whole lot as she's still not within poking range with her s.B or cr.D. She might whiff Saiha's at this range to try and catch your jump ins but if she starts doing this you can actually whiff punish with Elisabeth's Coup De Veine (DP+P). Yuri's C Fireball actually travels pretty far and is useable within this range to throw up a wall of hit boxes. You can time your approach and punish the fireball with a jump in or you can time C Coup De Veine to go through the fireball and punish Yuri. Most Yuri's won't use the fireball for too long as it's not particularly safe in this range and it's not designed to operate as a keep away tool. You might see whiff s.CD's as it carries a large hit box and is actually really good at anti-airing opponents. The whiff s.CD can be whiff cancelled into her specials as well so you'll have to keep an eye on Yuri to see if they go for the dive kick. This mid range is where Yuri wants to start her jumping game as her j.B and j.CD carry amazing hit boxes on them and her jump height and arc accommodate these normals well. You'll want to avoid going air-to-air against these normals but if the opponent starts abusing these normals you can spot a change to crouching normal anti-air them.

When Yuri is on the offensive she'll want to establish the ambiguous dive kick cross ups by cancelling her normals into her 'demon flip' (dp+K) and then delaying the dive kick to cross up. This is the nature of Yuri's design as her hops travel pretty far so her block strings into a hop actually cause her to travel over crouching characters. Her dive kick pressure is what allows her to establish any sort of offensive momentum.

Yuri players will mostly cancel into this demon flip off of her s.B or close s.C so you should try to identify these normals so you can react to the possible mix up easier. The dive kick puts Yuri at frame advantage regardless of the height you blocked it so she can maintain the dive kick pressure if you just sit back and block. None of her normals cancelled into the demon flip ~ dive kick is a true block string or a true combo string so if you can react to the normal used to cancel into the demon flip you can either escape or counter the dive kick.

There's a couple of general escape options against the dive kick pressure.

1) You can jump after blocking/getting hit by the s.B or close s.C and then counter with j.D or j.CD if they commit to the dive kick mix up. That being said, the Yuri player can instead do j.C during the demon flip to try and hit you out of the air. They can also stagger their attack string and use a second s.B or a run into a close s.C to catch your jump and then cancel into a demon flip ~ air grab that causes a hard knockdown into her oki game.

2) You can roll during the demon flip animation to avoid the dive kick but this needs to be done during the demon flip animation so reactions are important in this otherwise the opponent will recover before you do and just continue to pressure.

3) Delayed guard cancel roll on the s.B or close s.C so the opponent commits to the demon flip, which will allow you to reset to neutral.

4) An immediate guard cancel blow back on the s.B or close s.C to reset to neutral. If you're slow on the blow back the demon flip will cause the blow back to whiff and you'll get punished instead.

Elisabeth's specific counters to the dive kick are:

1) EX Etincelle after blocking/getting hit by the s.B or close s.C. This is a trained response to the s.B or close s.C and you can buffer the motion during the attack and then use the button hold trick to ensure EX Etincelle comes out on the first available frame. This will counter hit Yuri out of the air leading into a big damage juggle combo. If they try to stagger the string with a s.B you'll trade but you can continue to the combo after the trade.

2) EX Reverie-Geler will counter the dive kick but you must manually correct the inputs if you want to counter the cross up. If she doesn't cross up you'll get EX Etincelle instead, which may or may not beat the front hitting dive kick. It depends on when you timed it.

Be aware that they Yuri player may try to go for a few of these dive kick cross ups even the subsequent combo starter hits. This is what makes Yuri very explosive as she can do several resets in succession to deal a lot damage in a short amount of time. These resets can even occur during her HD combos so be aware. It's really important that you keep an eye on Yuri during her dive kick pressure to prevent getting reset multiple times.

Move Metadata

Move Damage Stun Startup On Guard Remarks
s.A 25 3 4 +2 Short range, but frame adv.
d.A 25 3 5 +1
far A 25 3 4 +2
j.A 45 3 5 -
h.A 40 3 5 -
s.B 30 3 4 +1
d.B 30 3 4 +2 Short range, but frame adv.
far B 30 3 4 +1
j.B 45 3 4 -
hop B 40 3 4 -
s.C 70 7 5 -3 Fastest Str attack
d.C 70 7 8 -5
far C 80 7 5 -3
j.C 72 7 7 -
hop C 70 7 7 -
s.D 80 7 8 -3
d.D 80 7 7 -9
far D 80 7 12 -7
j.D 70 7 6 -
hop D 68 7 6 -
st.CD 75 10 14 -8 Now kara-cancellable
j.CD 90 8 12 -
hop CD 80 8 12 -
Un Cou De Pied = f+B 40 6 15 -9
Manier (throw) = b/f+C/D 100 0 1 -
GCCD 4 0 13 -15 vs: Wk 13, Str 17, Jump 17 attacks
A Etincelles = qcf+A 70 6 10 -4
C Etincelles (1st Hit) = qcf+C 50 3 23 -
C Etincelles (2nd Hit) = qcf+C 47 3 - +1
Mistral = hcb,f+A/C 150 0 7 - Whiff 37
A Coup De Vent = dp+A 50 6 13 -4
A Coup De Vent (High) = dp+A 35 6 13 -4 When hitbox high
C Coup De Vent = dp+C 60 6 18 -8
Reverie-Geler = qcb+A/C 0 0 1-16 - Full animation 30
Reverie-Prier = qcb+B/D 0 0 - - Full animation 37
Reverie-Souhaiter = qcf+B/D 0 0 - - Full animation 28
EX Etincelles (1st Hit) = qcf+AC 60 0 11 -
EX Etincelles (2nd and 3rd Hit) = qcf+AC 60 0 - +12
EX Mistral = hcb,f+AC 100 0 5 - Whiff 35
EX Coup De Vent = dp+AC 80 0 13 -10
EX Reverie-Geler = qcb+AC 0 0 1-16 - As 1 hit, Full animation 35
EX Reverie-Prier = qcb+BD 0 0 - - Full animation 37
EX Reverie-Souhaiter = qcf+BD 0 0 - - Full animation 28
Noble Blanche (1st Hit) = qcfx2+AC 20 0 40(11) - Freeze 29
Noble Blanche (Hits 2-9) 20 0 - -
Grand Rafale (1st Hit) = qcf~hcb+AC 30 0 35(6)-38(9) - Freeze 29, Distance change on start
Grand Rafale (Hits 2-9) 10 0 - -
Grand Rafale (Hits 10-14) 0 0 - -
Grand Rafale (15th Hit) 40 0 - -
EX Noble Blanche (1st Hit) = qcfx2+AC 20 0 39(10) - Freeze 29
EX Noble Blanche (Hits 2-14) 20 0 - -
EX Noble Blanche (15th Hit) 60 0 - -
Etoile Filante (1st Hit) = qcb~hcf+BD 25 0 1-24 - Whiff 49
Etoile Filante (Hits 2-19) 25 0 - -

Videos, Links & References

Juicy Bits - Elisabeth

http://www.youtube.com/watch?v=d1C63H3_Jb8

  • Credit to Juicebox Abel

Elisabeth Master Class Video

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

Elisabeth Practical Combos

http://youtu.be/xAJuDgxLy5o

Elisabeth 5 Stock HD Combos by IGL Bala

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

Elisabeth 5 Stock HD Combo by IGL Bala

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

Elisabeth Resets & Setups

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

Elisabeth Mistral Safe Jump Setup

http://youtube.com/watch/HIsCxVrnMIw

  • Credit to Sharnt for posting this

Elisabeth Safe Jump Setups

http://www.youtube.com/watch?v=c-cCJeAdEts (0:00 to 1:24)

  • Credit to AmedoS310

Elisabeth Safe Jump Setups, Cross Up Setups, and HD Combos

http://www.youtube.com/watch?v=75YuPSrIrUw

  • Credit to MisterinTorres

Elisabeth Hit Boxes

https://www.youtube.com/watch?v=y6Yv8zQP7_Y

  • Credit to Lazie Freddy

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIII
Andy Bogard · Ash Crimson · Athena Asamiya · Benimaru Nikaido · Chin Gentsai · Clark Still · Duo Lon · Elisabeth Branctorche · Goro Daimon
Hwa Jai · Iori Yagami · Joe Higashi · K' · Kim Kaphwan · King · Kula Diamond · Kyo Kusanagi · Leona Heidern · Mai Shiranui · Mature
Maxima · Raiden · Ralf Jones · Robert Garcia · Ryo Sakazaki · Shen Woo · Sie Kensou · Takuma Sakazaki · Terry Bogard · Vice · Yuri Sakazaki

DLC Characters: Billy Kane · Saiki · EX Iori · Mr. Karate · EX Kyo
General: Notation · FAQ · Frame Data · Hitboxes · Movement · Defensive Systems · Offensive Systems · Meters and Gauges