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The King of Fighters XIII/Elisabeth Branctorche
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, chain/cancellable, hits high. A quick slap attack. A relatively basic poke and it's pretty fast but nothing fancy.
st. B: 30 damage, cancellable, hits low. A quick kick aimed towards the legs and hits low.
st. C: 80 damage, 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, hits high. High kick with good range. Vertical range is high enough to double as a decent AA.
cl. C: 70 damage, 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, 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.
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.
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
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