Difference between revisions of "XV Broken/Elisabeth Blanctorche"
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* Links into cl. C. | * Links into cl. C. | ||
A small backhand. | A small backhand. Elisabeth's most frame advantageous normal, frametrapping and linking on hit into cl.C. Also good at stopping opponents directly above Elisabeth's head. | ||
}} | }} | ||
====Close B==== | ====Close B==== | ||
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* EX version places two projectiles | * EX version places two projectiles | ||
Elisabeth tosses out a ball of light. This is an unconventional type of fireball that can be used to check an opponent when they don't want to approach. It hits multiple times, travels a set distance and is only active when it reaches its destination, and stays out even if | Elisabeth tosses out a ball of light. This is an unconventional type of fireball that can be used to check an opponent when they don't want to approach. It hits multiple times, travels a set distance and is only active when it reaches its destination, and stays out even if Elisabeth is hit. This is particularly effective against playstyles that like to poke at midrange or against projectile zoning. You can also time this on a wake-up for frame advantage, as it gets more frame advantage the later it hits. This move is a committal option however, and Elisabeth can get punished hard if she's jumped on during this. | ||
The EX version has | The EX version has Elisabeth throw out two projectiles, one close and one far, and unlike the regular version, these will hit on their way forward, making it behave more like a traditional projectile. They will also knockdown if they hit. This can be useful for keeping an opponent locked in place, but the plus frames aren't enough to always justify the meter usage. There is also no way to combo from the knockdown outside of her anywhere juggle super. | ||
}} | }} | ||
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|name=Coup • de • Vent | |name=Coup • de • Vent | ||
|input=623A/C/AC | |input=623A/C/AC | ||
|description3=* Combo Starter | |description3= | ||
* Combo Starter | |||
* A/EX versions combo from lights. C version combos from heavies. | |||
Elisabeth teleports forward and does an uppercut. Despite its appearance, this move is only for combos; it's unsafe on block, has almost no pushback on block, and has no invincibility to speak of. The range and speed are good, especially for the A and EX versions, giving it potential use in whiff punishes or hitting errant buttons, but this shouldn't be relied upon. | Elisabeth teleports forward and does an uppercut. Despite its appearance, this move is only for combos; it's unsafe on block, has almost no pushback on block, and has no invincibility to speak of. The range and speed are good, especially for the A and EX versions, giving it potential use in whiff punishes or hitting errant buttons, but this shouldn't be relied upon. | ||
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|input=236B/D/BD | |input=236B/D/BD | ||
|description3=* Counters highs and mids. | |description3=* Counters highs and mids. | ||
* | * Elisabeth teleports behind the opponent upon activation | ||
Elisabeth readies herself for an attack. If she gets hit, she will teleport behind the opponent. The window for the counter is very small, but when used well, Elisabeth can punish things that many other characters can't, such as safe blockstrings or predictable pokes. When studying match-ups, see what common situations Elisabeth can get a guaranteed counter. The B and D versions work identically until the counter goes off; the B version has Elisabeth end up point blank while the D version has her a bit away from the opponent, unless she was fullscreen when she used the counter. The B version will usually be the preferred option. | Elisabeth readies herself for an attack. If she gets hit, she will teleport behind the opponent. The window for the counter is very small, but when used well, Elisabeth can punish things that many other characters can't, such as safe blockstrings or predictable pokes. When studying match-ups, see what common situations Elisabeth can get a guaranteed counter. The B and D versions work identically until the counter goes off; the B version has Elisabeth end up point blank while the D version has her a bit away from the opponent, unless she was fullscreen when she used the counter. The B version will usually be the preferred option. | ||
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|name=Grêle | |name=Grêle | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|description3=* C and EX versions are overheads | |description3=* C and EX versions are overheads. | ||
* C version causes a hard knockdown | * C version causes a hard knockdown. | ||
A downwards slam of light. One of Elisabeth's more frequent cancels. | A downwards slam of light. One of Elisabeth's more frequent cancels. | ||
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---- | ---- | ||
The C version is slower and hits overhead. It has about the same range as far D. This is Elisabeth's primary mix up option. Mixing this up with repeated 2B chains can be very annoying for your opponent to block. It is possible to react to however, and Elisabeth is punishable if it is blocked. Remember the move is not that rewarding, and you should be using the threat of this move more so than the move itself to get your openings. In combos, this sets up a hard knockdown which leads to great oki options. | The C version is slower and hits overhead. It has about the same range as far D. This is Elisabeth's primary mix up option. Mixing this up with repeated 2B chains can be very annoying for your opponent to block. It is possible to react to however, and Elisabeth is punishable if it is blocked. Remember the move is not that rewarding, and you should be using the threat of this move more so than the move itself to get your openings. In combos, this sets up a hard knockdown which leads to great oki options. If going for a super in juggles, avoid using this move because of an extra 25% damage scaling caused by combos following overheads. | ||
---- | ---- | ||
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|moveId=elisabeth_236236a,elisabeth_236236c,elisabeth_236236ac | |moveId=elisabeth_236236a,elisabeth_236236c,elisabeth_236236ac | ||
|input=236236A/C/AC | |input=236236A/C/AC | ||
|description3=* Invincible | |description3= | ||
* Invincible | |||
* A version launches faster and combos from lights. Elisabeth takes a smaller step forwards, resulting in shorter range. | |||
* C version is much slower and can only combo via super cancels. Elisabeth takes a larger step forwards, resulting in greater range. The slower startup can actually be helpful during juggles and helps to avoid losing hits when the opponent is launched very high. | |||
A giant blast of light. Go-to reversal and damaging combo ender. The range and speed on this is quite good, letting this pick up some difficult punishes, such as Elisabeth's own 214B/D. | A giant blast of light. Go-to reversal and damaging combo ender. The range and speed on this is quite good, letting this pick up some difficult punishes, such as Elisabeth's own 214B/D. | ||
}} | }} | ||
===Grand Rafale=== | ===Grand Rafale=== | ||
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|description3=* Anywhere Juggle | |description3=* Anywhere Juggle | ||
* Goes fullscreen | * Goes fullscreen | ||
* A 25% scaling penalty is applied if Grand Rafale hits anywhere juggle. | |||
A large uppercut into an aerial blast of light. This super has anywhere juggle property, meaning it can connect with an opponent in an air reset state, such as after an anti-air normal. This allows Elisabeth to pick up comparatively huge damage off of stray hits if your reactions are on point. The damage for this super in general is not very high, so it should only be used in those abare situations where nothing else will allow a conversion. The move has a lot of range but no invincibility so it cannot be used in neutral that well. | A large uppercut into an aerial blast of light. This super has anywhere juggle property, meaning it can connect with an opponent in an air reset state, such as after an anti-air normal. This allows Elisabeth to pick up comparatively huge damage off of stray hits if your reactions are on point. The damage for this super in general is not very high, so it should only be used in those abare situations where nothing else will allow a conversion. The move has a lot of range but no invincibility so it cannot be used in neutral that well. Her other super is preferred in quick max combos as there no way to combo this move into Climax, even in corners. | ||
}} | }} | ||
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|description=* Invincible | |description=* Invincible | ||
Standard cinematic Climax. Large hitbox that makes it easy to land. Maybe she can use the bow in XVI. | Standard cinematic Climax. Large hitbox that makes it easy to land. Maybe she can use the bow in XVI. Does unusually high amount of minimum damage compared to other Climaxes. | ||
}} | }} | ||
Revision as of 13:30, 11 April 2022
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Illusion - + / (In time with opponent's attack) (*)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
2BBB 214A |
153 dmg |
0.5 Meter |
2B 5B 623AC 6A 623C 214A |
275 dmg |
1 Meter |
2BBB 214A 236236C |
313 dmg |
2 Meters |
2B f.5B 623A 623AC 214BD 623C 214A 236236C |
472 dmg |
Gameplay Overview
Elisabeth is a poking focused character with a slight emphasis on defense. She has great tools for pestering her opponent with hitboxes such as her 214K, 214A, and Far D. 214K is also a powerful disruptive tool that can shut down both projectile-focused and aerial-focused playstyles, forcing them to play on Elisabeth's terms. After pestering her opponent with pokes and cracking them open, Elisabeth is rewarded with some of the best meter gain and damage combos in the game. Elisabeth's primary weakness is a linear pressure game, due to her lack of plus frames and limited useful cancels on block. Elisabeth fits anywhere on a team, depending on how you like to use her, whether it's building meter and beating zoners on point, cashing out with powerful combos on anchor, or somewhere in between on mid, which is her most popular position. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
A
A |
---|
Far B
far B
B
B |
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Far C
far C
C
C |
---|
Far D
far D
D
D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Throws
Maniêre
Maniêre
(close) 4/6C
(close) 4/6C |
---|
Exil
Exil
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Éclair
Éclair
6A
6A |
---|
Special Moves
Étincelle
Étincelle
236A/C/AC
236A/C/AC |
---|
Coup • de • Vent
Coup • de • Vent
623A/C/AC
623A/C/AC |
---|
Illusion
Illusion
236B/D/BD
236B/D/BD |
---|
Grêle
Grêle
214A/C/AC
214A/C/AC |
---|
Aurore
Aurore
214B/D/BD
214B/D/BD |
---|
Super Special Moves
Noble-Blancke
Noble-Blancke
236236A/C/AC
236236A/C/AC |
---|
Grand Rafale
Grand Rafale
2363214A/C/AC
2363214A/C/AC |
---|
Climax Super Special Moves
Fête de la Lumière
Fête de la Lumière
2141236CD
2141236CD |
---|