Personally, I think Elisabeth's harder match ups are Daimon, King, Kim, Hwa Jai, Mr.Karate, EX Iori, and Kyo (both versions).
I think at least the King, Daimon, Hwa, and Kim match ups could get better with some additional information but not sure about Karate, Iori and Kyo. They just out prioritize Elisabeth's normals way too easily and can easily apply pressure on her.
In the wiki, I've posted the following information:
Andy Bogard
Blocked Zaneiken can be punished with Grand Rafale but the timing is tight.
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, c.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 c.B has good recovery on it so he can go transition to his c.C quickly to anti-air hop attempts on reaction. He can also cancel his c.C into f+A, creating a very effective wall of hit boxes to prevent you from pressuring him. It's difficult going air-to-air vs Billy because his j.C and j.CD have very large hit boxes but usually only covering a diagonal down approach. Ideally, you're looking to be above Billy's j.C and j.CD with Elisabeth's j.D, as it carries the most horizontal range.
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. Ideally, you're looking to space yourself just outside of his hcf+A or C range and throw out A Etincelles. If he does hcf+P at the wrong range he'll get hit by Etincelle and that'll give you an opportunity to close the distance on Billy. His hcf+A is safe on block but has limited range so it's a bit easier spacing yourself outside of the 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 then guard cancel roll forwards. If you see the qcf+P follow up you should guard cancel roll forward and then punish with a full combo. If they don't opt for the qcf+P follow up the guard cancel roll will at least get you closer to Billy, which is half the battle.
Reverie-Geler is, 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, c.B, c.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.
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 and his mix ups are pretty straight forward. 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 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. because she hits harder and has better mix ups. 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 c.B anti-airs into Coup De Vent combos to start your offensive momentum. 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.C, s.D, and c.C but the majority of them have slow start ups and can be stuffed with correct timing and spacing. His c.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. However, Duo Lon's game doesn't really incorporate this strategy unlike EX Iori. It's something you should be aware of but it's not something that you'll see very often.
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 c.B into HD activation but without any HD meter you're only looking at interrupting him to create offensive momentum. You can mash on c.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.