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- Etincelle or Reverie-Geler  
- Etincelle or Reverie-Geler  


'''Notes'''
'''Note:'''
 
The above mix up will only work if your opponent does a tech roll after the first dp+A.
The above mix up will only work if your opponent does a tech roll after the first dp+A.  
 


===Aerial Reset States===
===Aerial Reset States===

Revision as of 20:30, 19 February 2012

File:Elisabethkofxii.gif


Gameplay Overview

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

Gameplay Notes

Pros

- Punishes jump-ins very well

- Very fast dp launcher

- Good corner mix-up

- Unique Maneuverability

- Very damaging juggle combos

- Can build meter quick, and nullify projectiles

- Good counter lock-down

Cons

- Homogeneous offensive play-style

- Needs meter to do damage

- Mediocre Neo Max combos

Normals

Standing

st. A: 25 damage/31 damage (counter hit), 3 stun, chain/cancellable, hits high. A quick slap attack. A relatively basic poke and it's pretty fast but nothing fancy.

st. B: 30 damage/37 damage (counter hit), 3 stun, cancellable, hits low. A quick kick aimed towards the legs and hits low.

st. C: 80 damage/100 damage (counter hit), 7 stun, cancellable, hits high. 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.

st. D: 80 damage/100 damage (counter hit), hits high. High kick with good range. Vertical range is high enough to double as a decent AA.

cl. C: 70 damage/87 damage (counter hit), 7 stun, cancellable, hits high. Light palm attack with good range and fast start up. This will be your main BnB combo starter.

cl. D: 70 damage/87 damage (counter hit), 7 stun, cancellable, hits high. Same as the far version, except if you use it up close, it can hit crouching opponents as well.

Crouching

cr. A: 25 damage, chain/cancellable, hits high. It's the same as her st. A except she's crouching.

cr. B: 30 damage, chainable, hits low. A quick crouching kick. It's a pretty good poke that's great for chaining lights into combos.

cr. C: 75 damage, cancellable, hits high. Crouch light palm attack. The reach isn't too great but the vertical range is decent.

cr. D: 80 damage, (whiff) cancellable, hits low. Crouching kick. It's a soft knockdown on hit.


Jumping

j. A: 45(40) damage, hits overhead. Jumping light punch.A quick hit in the air, which is good for air-to-air hits.

j. B: 45(40) damage, hits overhead. Jump light kick.

j. C: 72(70) damage, hits overhead. Light palm attack in air. A pretty good attack in air-to-air if the opponent is close enough.

j. D: 70(68) damage, hits overhead. Good range, good priority, easily the preferred tool for jump-ins.


Blowback Attack

CD: 75 damage, (whiff) cancellable, hits high. A hard thrust kick attack with excellent reach. Can be whiff-canceled to give her special moves added range.

j. CD: 90(80) damage, hits high. Jumping hard kick which mimics her j.D with added knock back.

GCCD: 10 damage, hits high. Guard Cancel Blowback Attack

Throws

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

Command Moves

Cou de Pied Ann = f+B: 50 damage, cancellable, hits high. A hard thrust kick attack much like her CD attack. It has excellent reach and is good for stringing standing attacks into special attacks

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. C version stays out a bit longer but has a slower start-up. Nullifies ground and air projectiles. All versions soft 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. You can juggle the opponent in the corner after this move hits. Very safe on block as well.

- Super Cancellable

- Hit Detection: High

- Damage: 70/50+47/60+60+54

- Stun: 6/3+3

- Counter Hit Damage: 87/62+47/72+60+54

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

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

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 60/80


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

- Cancellable


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

- Cancellable


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

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

- Cancellable

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


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

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

- Hit Detection: Close

- Damage: 150/100

Desperation Moves

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


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

- Hit Detection: High

- Damage: 18x10/20x14+60


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

- Max Cancellable

- Hit Detection: High

- Damage: 40+10x13+30

Neomax

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

- Hit Detection: Hit

- Damage: 25x19

Combos

0 Stock, No Drive Gauge

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

Close st.C, f+B, dp+C, dp+A, dp+A, j.D = 284 Damage, 38 Stun

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

c.B, c.A, dp+A, dp+A, j.D = 183 Damage, 25 Stun

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

1 Stock, No Drive Gauge

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

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

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

cr.B, cr.A, dp+A, dp+A nj.D, qcf hcb+P = 291 Damage, 25 Stun

(Corner) Close st.C, f+B, dp+C, qcf+C, dp+A, dp+A, nj.D, qcf hcb+P = 441 Damage, 42 Stun

(Corner) Close st.C, f+B, dp+C, qcf+C, dp+A, dp+A, nj.D, qcf hcb+P = 440 Damage, 44 Stun

Notes

-The above combos can be done anywhere on the screen -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 midscreen, 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 or j.D to avoid that.

-Using a j.C instead of a j.D prior to Grand Rafale (qcf hcb+P) will net you 1-2 more points of damage but will give you 2 less points of stun. Those numbers are really negligible but if you are keeping track of stun then the difference is worth noting.

2 Stock, No Drive Gauge

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

hcb~f+AC, qcf+C, dp+A, dp+A, j.D, qcf~hcb+P = 419 Damage, 25 Stun

dp+AC, qcf+C, dp+A, dp+A, nj.D, qcf~hcb+P

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

(Combo Starter.X), dp+A, dp+A, nj.A (high as possible), qcf~hcb+P, qcf~hcb+P

(corner)hcb~f+AC, dp+C, qcf+C, dp+A, dp+A, nj.D, qcf~hcb+P


0 Stock, 1+ Drive Gauge

Close st.C, f+B, dp+C, dp+A, (DC) qcf+K, qcf+C, dp+A, dp+A, j.C


1 Stock, 1+ Drive Gauge

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

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

s.C, f+B, dp+C, dp+A, (DC) EX qcf+P, qcf+K, qcf+C, dp+A, dp+A, j.C

2 Stock, 1+ Drive Gauge

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

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


Hyper Drive Combos

1 Stock

(1) 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

3 Stock

(1) 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

(2) s.C, f+B, [HD], s.C, f+B, dp+C, (opponent in the corner), qcf+C, dp+A, [HDC], qcf+B, qcf+C, qcf+C, dp+A, [HDC], qcb+B, qcf+C, qcf+C, dp+A, [HDC], qcf+B, qcf+C, qcfx2+P, Neomax

4 Stock

(1) 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

(2) (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

(3) s.C, f+B, [HD] s.C, f+B, dp+C, (opponent in the corner), qcf+C, dp+A, [HDC], qcf+B, qcf+C, qcf+C, dp+A, [HDC], qcb+B, qcf+C, qcf+C, dp+A, [HDC], qcf+B, qcf+C, EX qcfx2+P, Neomax

(4) s.C, f+B, [HD] s.C, f+B, dp+C, (opponent in the corner), qcf+C, dp+A, [HDC], EX qcf+P, qcf+C, qcf+C, dp+A, [HDC], qcf+B, qcf+C, qcf+C, dp+A, [HDC], qcf+B, qcf+C, qcfx2+P, Neomax

5 Stock

(1) s.C, f+B, [HD], s.C, f+B, dp+C, (opponent in the corner), qcf+C, dp+A, [HDC], EX qcf+P, qcf+C, qcf+C, dp+A, [HDC], qcb+B, qcf+C, qcf+C, dp+A, [HDC], qcf+B, qcf+C, EX qcfx2+P, Neomax

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

Far Range

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


Mid Range

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


Close Range

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


Cornered Opponent

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


Cornered

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

Mix Ups

Mid-screen Mix Ups

1) c.B, c.B, whiff c.A, 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 small hop normal as a fake safe jump (normal will whiff) to bait certain reversals

- 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 at slight frame disadvantage.

Notes

C Etincelle is situational in this mix up and should be used when you have conditioned your opponent into certain actions. Due to the longer start up of C Etincelle it’s very possible for your opponent to hit you out of it. Ideally, you want your opponent to twitch at the wrong moment and get counter hit C Etincelle for a much more damaging combo option.


  • EX Etincelle:

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

- If it’s blocked, you’re at significant frame advantage and can transition into more pressure.

  • A/C/EX Coup de Vent:

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

- If it’s blocked, depending on which strength of Coup de Vent is used you may be punishable.

  • A/C/EX Reverie-Geler:

- If it’s the A or C version you may not be able to follow up with anything depending on what you countered.

- If it’s the EX version, C Coup de Vent into a juggle combo ending in an aerial reset state or a hard knockdown with Grand Rafale.

Notes

What makes this setup effective is that you are utilizing the whiff cancel properties of Elisabeth’s c.A to make it look like c.B is being special cancelled. If you do the sequence fast enough, c.A won’t even be visible and Elisabeth will just immediately do Reverie-Souhaiter. This allows you to cancel into Mistral quicker than if you did c.B, c.A xx Reverie-Souhaiter, Mistral. Using A Etincelle occasionally in this setup is also good for catching people who want to jump out of Mistral, push buttons, or are alternate guarding.

Alternatively, you can use EX Reverie-Souhaiter and take advantage of its invincibility frames when doing the above mix ups. 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 additional frame advantage some EX moves get.


2) Combo starter -> dp+A, dp+A, normal jump C, normal jump B

- The normal jump B will cross up the opponent regardless if they are standing or crouching. Just time the jump B late so that you can combo after wards.


3) Combo starter -> dp+A, dp+A, hyper hop A, land:

- Back dash, small hop j.B/C/D

- Back dash, tick throw or Mistral

- Do nothing and bait a reversal

- Normal jump B, hits overhead but will never cross up. Good to throw in once in a while if the opponent was accustomed to the mix up from number 2.

Notes

You will land behind your opponent, briefly, after the hyper hop A. Doing a run will come out as a back dash instead, and you will back dash behind your opponent.


4) Counter Hit j.CD, Hyper Hop j.D, land:

- Run underneath the opponent and cross them over, then use a meaty close s.C or c.B.

- Run and stop in front of your opponent, then use a meaty close s.C or c.B.

Note

Time the hyper hop j.D as late as possible to make the running cross over possible.


Corner Mix Ups & Set Ups

The brunt of Elisabeth’s damage comes from the corner, as she is capable of running a multitude of high/low/throw games in rapid succession on top of additional mind games thanks to the threat of Mistral.

1) Guard String, EX/Reverie-Souhaiter, EX/Etincelle

  • If A Etincelle hits:

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

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

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

  • If C or EX Etincelle hit or A Etincelle hit as a Counter Hit or Anti-Air:

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


2) Combo Starter xx dp+C, dp+A, whiff dp+A

  • Stand CD whiff, whiff cancel:

- Mistral or EX Mistral if the opponent does a tech roll they will get grabbed

- Etincelle or Reverie-Geler

Note: The above mix up will only work if your opponent does a tech roll after the first dp+A.

Aerial Reset States

Essentially, a stray hit can lead into a juggle combo that places your opponent into an aerial reset state allowing you to repeat the mix ups. The following is a list of the mix ups after the opponent is placed into an aerial reset state from a sequence of A Coup de Vent, j.C/D.


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

- If it hits, juggle combo back into A Coup de Vent, j.C/D into the aerial reset state

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

i. Tick throw or Mistral or EX Mistral

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

iii. Safe block string, ie. c.B, c.A, A Etincelle

iv. Frame traps, ie. c.B, slight delay, close s.C


2) Empty Jump or Empty Hop

- c.B

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

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

- Throw

- Mistral or EX Mistral

- Do nothing to bait a reversal


3) Run and do a meaty c.B

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

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


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

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

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

Tips

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

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

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

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

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


Console Changes

  • Etincelle (qcf+P) builds up less meter
  • Ex Reverie-Geler (qcb+P) has a longer recovery time on a success. Because of that, normal moves can’t be used to make an additional hit. The recovery time can be canceled with a special.
  • An Ex version of her Reverie-Souhaiter (qcb+K) and Reverie-Prier (qcf+K) have been added in the game. It’s invincible while in movement and cancelable with a special. What’s more, the special will automatically come out as an Ex version without the cost of a meter. However, supers are an exception and will not turn into an Ex.
  • Grand Rafale’s (qcf,hcb+P) damage has been dropped from 200 to 150.
  • Noble-Blanche (qcf*2+P) has longer invincibility.
  • Ex Noble-Blanche’s hitbox has been changed so that it’s easier to get in all the multiple hits. With this change, it lands full hit in the corner.
  • Grand Rafale has more Max cancelable frames.

Producer Yamamoto says: With the new Ex version of Reverie-souhaiter and Reverie-prier, she has more options for attacks. It can even be used as a sort of running throw with Mistral (hcb~f+P), so please try things out. Grand Rafale’s damage has been reduced to 150, but it can be Max canceled even after the first hit now. Also, Noble-Blanche can be Max canceled as well, so it can be used in various situations such as the finishing touch on combos.


Videos, Links & References

'Elisabeth Master Class

Discussion Threads

Discuss at Dream Cancel

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