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

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[[Image:Reverie_Prier.png]]
[[Image:Reverie_Prier.png]]


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


- Cancel-able
- Cancel-able

Revision as of 11:30, 18 July 2011

File:Elisabeth.png


Gameplay Overview

Elisabeth is a powerhouse character that revolves around punishing, counters, and juggles. She is a very scary character to jump-in against because of her Grand Rafale. She can safely build meter and nullify projectiles with Etincelles and Noble Blanc. She can avoid and fake out opponents with her Reverie-Souhaiter/Prier but also counter them to set-up BnBs/combos with her Reverie-jere. She can mix up in the corner with Mistral command grab and can carry/juggle the opponent to the corner with her Coup de Veine. Her HD combos consists of her doing her dp attack and Etincelles. Her play-style will fit anyone looking for a seek and destroy character, or just a great anchor.

Gameplay Notes

Pros

- Punishes jump-ins very well

- Very fast dp launcher

- Good corner mix-up

- Unique Maneuverability

- Very damaging juggle combos

- Can build meter quick, and nullify projectiles

- Good counter lock-down

Cons

- Homogeneous offensive play-style

- Needs meter to do damage

- Mediocre Neo Max combos

Normals

Standing

st. A - A quick slap attack. A relatively basic poke and it's pretty fast but nothing fancy.

- Chain/Cancellable

- Hit Detection: High

- Damage: 25


st. B - A quick kick aimed towards the legs and hits low.


- Cancellable

- Hit Detection: Low

- Damage: 30


st. C - Light palm attack. The range on it is a bit farther than it looks because the hitbox stretches a little further away from just her palm.

- Cancellable

- Hit Detection: High

- Damage: 80


st. D - High kick with good range. Vertical range is high enough to double as a decent AA.

- Hit Detection: High

- Damage: 80


cl. C - Light palm attack with good range and fast start up. This will be your main BnB combo starter.

- Cancellable

- Hit Detection: High

- Damage: 70

cl. D - Same as the far version, except if you use it up close, it can hit crouching opponents as well.

- Cancellable

- Hit Detection: High

- Damage: 70

Crouching

cr. A - It's the same as her st. A except she's crouching.

- Chain/Cancellable

- Hit Detection: High

- Damage: 25


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

- Chainable

- Hit Detection: Low

- Damage: 30


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

- Cancellable

- Hit Detection: High

- Damage: 75


cr. D - Crouching kick. It knocks standing opponents down when hit and is whiff cancel-able.

- Whiff/Cancellable

- Hit Detection: Low

- Damage: 80

Jumping

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

- Hit Detection: Mid

- Damage: 45(40)


j. B - Jump light kick.

- Hit Detection: Mid

- Damage: 45(40)


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

- Hit Detection: Mid

- Damage: 72(70)


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

- Hit Detection: Mid

- Damage: 70(68)

Blowback Attack

CD - A hard thrust kick attack with excellent reach.

- Whiff/Cancellable

- Hit Detection: High

- Damage: 75


j. CD - Jumping hard kick which mimics her j.D with added knock back.

- Hit Detection: High

- Damage: 90(80)


GCCD: Guard Cancel Blowback Attack

- Hit Detection: High

- Damage: 10

Throws

Manier = b/f + C/D close - A simple grab then smack.

- Can be broken

- Hit Detection: Close

- Damage: 100

Command Moves

Cou de Pied Ann = f+B - A hard thrust kick attack much like her CD attack. It has excellent reach, really good for stringing standing attacks into special attacks.

- Cancellable

- Hit Detection: High

- Damage: 50

Special Attacks

Etincelles = qcf+P - Light swipe attack. The A version comes out fairly quick so it can be safely be used to build meter when the opponent is on the other side of the screen or on the ground. C version stays out a bit longer but at the same time has a slower start-up so it may be difficult to combo into. It can also nullify projectiles whether they're on the ground or in the air. All versions knockdown standing opponents. Both the weak and strong versions are super cancel-able on the 2nd hit.


(EX) = qcf+AC - Does more hits and comes out just as fast as the weak version

- Super Cancellable

- Hit Detection: High

- Damage: 70/55x2/60x3


Coup De Veine = dp+P - A very fast light uppercut that juggles the opponent. A version goes about half screen but can be chained together twice; C version goes farther and can be chained to the A version and has start-up invincibility. Both version can be drive/super canceled on hit

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

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 60/80

- Combos from: Strong Normals, Cou de Pied Ann

- Combos into: Coup de Veine, Grand Rafale DM, jump resets


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

- Cancellable


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

- Cancel-able

- Combos Into: Grand Rafale after dash


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


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

- Cancellable

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


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


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

- Hit Detection: Close

- Damage: 150/100

Desperation Moves

Noble Blanc = qcfx2+P - Elisabeth steps forward and makes a large light energy ball. It nullifies all projectiles thrown at it, good for interrupting jump-ins and breaks opponent attacks.


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

- Hit Detection: High

- Damage: 18x10/20x14+60


Grand Rafale = qcf hcb+P - Light uppercut to a light palm attack in the air. It's obscenely fast so it easily connects after the majority of air-to-air attacks along with her weak Coup de Veine. It can be max-canceled on hit when in HD mode.

- Max Cancellable

- Hit Detection: High

- Damage: 40+10x13+30

Neomax

Etoile Filanto = qcb hcf+BD - Instant counter to full screen light wave attack. When used as a standalone move, it only activates as a counter; when max canceled, it completely bypasses the counter properties.

- Hit Detection: Hit

- Damage: 25x19

Combos

"Learning these will greatly assist you in your struggle towards victory."


Abbreviations

(HD) - Activate Hyperdrive

(HDC) - Hyperdrive Cance

(DC) - Drive Cancel

(SC) - Super Cancel

(MC) - MAX Cancel


BnB's

- cr.B, cr.A, dp+Ax2, nj.D, qcf hcb+P

- cr.B, dp+Ax2, nj.D, qcf hcb+P

- st.C, f+B, dp+C, dp+A×2, nj.D, qcf hcb+P

- (corner) j.D, st.C, f+B, dp+C, qcf+C, dp+A, nj.D, qcf hcb+P

- j.D, st.C, f+B, dp+C, dp+A, nj.D, qcf hcb+P

- st.C, f+B, dp+C, dp+A×2, nj.D, qcf hcb+P

- (close) hcb f+AC, qcf+C, dp+Ax2, nj.D, qcf hcb+P

- (close) hcb f+AC, dp+C, qcf+C, dp+A, nj.D, qcf hcb+P

- dp+AC, qcf+C, dp+Ax2, nj.D, qcf hcb+P

- qcb+AC (counter), st.C, f+B, dp+C, dp+A, nj.D, qcf hcb+P

- (Corner) hcb f+AC, dp+C/qcf+AC~qcf+C, qcf+C, dp+A×2, j.C, qcf hcb+P

- (Combo Starter.X), dp+A×2, nj.A, qcf hcb+P, (hit) qcf hcb+P/[Corner] st.C, qcf hcb+P


Drive Gauge Combos

- (Combo Starter.X), dp+A, (DC) qcf+A/qcf+AC~qcf+K, qcf+C, dp+A×2, nj.D, qcf hcb+P

- (Corner) Combo Starter.X, dp+A, (DC) qcf+K/qcf+AC, qcf+C×2, dp+A×2, j.C, qcf hcb+P


HD Combos

- cr.B×2/st.C~f+B, [HD] st.C, f+B, dp+C, [dp+A, (HDC) qcf+K/qcf+AC, qcf+C×1~2]×3~4, dp+A×2, j.C, qcf hcb+P

- cr.Bx2, [HD] st.C, f+B, dp+C, [dp+A, [HDC] qcf+K, qcf+C×1~2] dp+A, nj.D, qcf hcb+P, [MC] qcb hcb+BD

- st.C, f+B, [HD] st.C, f+B, dp+C, [dp+A, [HDC] qcf+K, qcf+C×1~2) dp+A, nj.D, qcf hcb+P

- j.B, st.C, f+B, [HD] st.C, f+B, dp+C, qcf+C, dp+A, [HDC] qcf+K, qcf+C×2, st.A, qcf hcb+P, [MC) qcb hcb+BD

- (Corner) st.C, f+B, (HD) st.C, f+B, dp+C, qcf+C, dp+A, (HDC) qcf+K, qcf+C×2, st.A, qcf hcb+P, [MC] qcb hcf+BD


Rear Combo Bug

- (Combo Starter.X), dp+A×2, mid j.A

- (Combo Starter.X), dp+AC, st.C, qcf+K/qcf hcb+P

- (Combo Starter.X), hcb f+AC, qcf+K, qcf+A, dp+A×2, j.D, qcf hcb+P

- st.A/cr.B, st.C


Combo Links/Combo Enders

- j.X (Air Hit), qcf hcb+P

- j.CD/qcf+A, qcf hcb+P

- qcf+A (High Air Hit), dp+A

- j.CD/qcf+A/dp+A (Counter hit), dp+A

Strategies

"Impresssive."

Far Range

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


Mid Range

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


Close Range

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


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


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

Tips

"Pay attention, and no slacking off!"


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

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

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

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

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

Miscellaneous

Character Sprite

File:Elisabethkofxii.gif

Colors

Other

Taunt

First Row: Standing/Crouching/Evasive Roll

Second Row: Walking (forward/Walking (Backward)/Safe Roll

Third Row: Running/Back Step/Throw Break

Fourth Row: Standing Guard/Crouching Guard/Guard Crush

Fifth Row: Dizzy/Downed/Hyper Drive Activation

Last Row: Win Pose/Knock Out/Time Up Pose

Links & References

Technical Reference

http://www.youtube.com/watch?v=gFX8UBiyo8w


Discussion Threads

Discuss at Dream Cancel

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