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The King of Fighters XIII/Elisabeth Branctorche: Difference between revisions
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==Desperation Moves== | ==Desperation Moves== | ||
'''Noble Blanc | '''Noble Blanc = qcfx2+P''' - Elisabeth steps forward and makes a large light energy ball, nullifies all projectiles thrown at it, good for interrupting jump-ins and attacks their attack | ||
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'''Grand Rafale | '''Grand Rafale = qcf hcb+P''' - Light uppercut to a light palm attack in the air, obscenely fast, it's so fast that it easily connects after the majority of air-to-air attacks along with her weak Coup de Veine, can be max-canceled on hit when in HD mode | ||
==Neomax== | ==Neomax== |
Revision as of 08:28, 5 September 2010
Gameplay Overview
Gameplay Notes
Pros
Cons
Normals
Standing
st. A - A quick slap attack, a relatively basic poke and it's pretty fast but still nothing fancy
st. B - A kick aimed towards there legs (hits low), quick and cancel-able
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
st. D - High kick, good range, goes high enough to double as a decent AA, cancel-able
cl. C - Light palm attack, good range, fast, cancel-able, this will be your main BnB combo starter
cl. D - Same as the far version, except if you use it up close it can hit crouching opponents as well
Crouching
cr.A - It's the same as her st. A except she's crouching now, can be canceled and chained
cr. B - A quick crouching kick, a pretty poke that's good for chaining lights into combos
cr. C - Crouch light palm attack, the reach isn't too great but the vertical range is decent, cancel-able
cr. D - Crouch kick, knocks standing opponents down when hit, whiff cancel-able
Jumping
j. A - jump light punch, just a quick hit in the air, good for air-to-air hits, will be discussed later in the notes section
j. B - jump light kick, a moderately simple move, has it's uses I suppose
j. C - Light palm attack in air, a pretty good attack in air-to-air if you're close enough
j. D - Good range, good priority, easily the preferred tool for jump-ins
Blowback Attack
CD - A hard thrust kick attack, excellent reach and whiff cancel-able
j. CD - Jump hard kick, mimics her j.D except with knock back
Throws
Manier = b/f + C/D close - A simple grab then smack, a pretty straight forward throw
Command Moves
Cou de Pied Ann = f+B - A hard thrust kick attack much like her CD attack, excellent reach, really good for stringing stand attacks into special attacks
Special Attacks
Etincelles = qcf+P - Light swipe attack, the weak 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, the strong 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
Coup De Veine = dp+P - A very fast light uppercut that juggles the opponent, weak version goes about half screen but can be chained together twice, strong version goes farther and can be chained to the weak version also has start-up invincibility, both version can be drive/super canceled on hit
(EX) = dp+AC - Has complete invincibility during the dash, goes pass projectiles and when it hits it launches the opponent into the air vertically
Reverie-souhaiter = qcf+K - Forward dash, upper body invincibility, cancel-able
Reverie-prier = qcb+K - Backward dash, lower body invincibility, cancel-able
Reverie-jere = qcb+P - Instant counter teleport that punishes normals to EX attacks, weak 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, strong version works against low/mid attacks and the recovery is good enough to follow-up with a punish or a throws
(EX) = qcb+AC - Instant counter that works on high/mid/low attacks, when successfully used it temporarily locks the opponent in hitstun long enough for you to start a combo and punish accordingly, also when used on an air opponent it automatically pulls them to the ground
Mistral = hcb f+P (close) - A light pillar instant command grab that launches the opponent into the air then they plummet to the ground
(EX) = hcb f+AC - Launches the opponent higher into the air which allows you to combo afterward
Desperation Moves
Noble Blanc = qcfx2+P - Elisabeth steps forward and makes a large light energy ball, nullifies all projectiles thrown at it, good for interrupting jump-ins and attacks their attack
(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
Grand Rafale = qcf hcb+P - Light uppercut to a light palm attack in the air, obscenely fast, it's so fast that it easily connects after the majority of air-to-air attacks along with her weak Coup de Veine, can be max-canceled on hit when in HD mode
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 aspect
Gameplay Notes
Pros
Cons
Combos
- cr.B, cr.A, dp Ax2, JD, qcf hcb P
- cr. B, dp Ax2, JD, qcf hcb P
- (corner) JD, st. C, f B, dp C, qcf C, dp A, JD, qcf hcb P
- JD, st. C, f B, dp C, dp A, JD, qcf hcb P
- st.C, f B, dp C, dp A×2, JD, qcf hcb P
- (close) hcb f AC, qcf C, dp Ax2, JD, qcf hcb P
- (close) hcb f AC, dp C, qcf C, dp A, JD, qcf hcb P
- dp AC, qcf C, dp Ax2, JD, qcf hcb P
- qcb AC (counter), st. C, f B, dp C, dp A, JD, qcf hcb P
HD Combos
- cr. Bx2, [HD] st. C, f B, dp C, (dp A, [HDC] qcf K, qcf C×1~2) dp A, JD, qcf hcb P
- cr. Bx2, [HD] st. C, f B, dp C,(dp A, [HDC] qcf K, qcf C×1~2) dp A, JD, 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, JD, qcf hcb P
- JB, 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
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
INCOMPLETE