Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo
Damage
Notes
2B > 2B > 5B
Standard low light confirm.
2B > 2B > 2B
2B > 2A
Heavy Starters
Combo
Damage
Notes
j.X > cl.C > 6A
176
Standard jump-in starter.
cl.D > 6A
122
Most damaging starter, but slow. Use after a deep jump-in or as a punish.
cl.A, cl.C > 6A
131
Jab link into cl.C from cl.A.
f.C
70
Other Starters
Combo
Damage
Notes
CD
75
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes:
Character Specific Route# = This route only works the characters listed below. On other characters, the first 236A whiffs.
Heidern, Dolores, Iori, Kukri, Yashiro, K', Maxima, Antonov, Dinosaur, Robert, Vanessa, Rock, Yamazaki, O.Yashiro, Darli, Duo Lon, Rugal, Goenitz
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
138
0
Rush combo ending in a 214A special move
cl.A > A > A > C
240
1
Rush combo ending in a 236236A super
cl.A > A > A > D
367
2
Rush combo ending in a 236236AC Max super
cl.A > A > A > A
458
3
Rush combo ending in a Climax super
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 623A, Far D/214A
162
160/170
0
25%
Anywhere
Optimal light confirm. 214A and f.D do equal damage. Choose between a soft knockdown or an air reset.
Light Starter > 214A
124
120
0
20%
Anywhere
Easy light confirm.
Heavy Starter > 623C, Far D/214A
243
240/230
0
35%
Anywhere
Heavy confirm.
Light Starter > 623A, 214K
170
180
0
30%
Corner
Heavy Starter > 623C, 623A, 214K
289
290
0
45%
Corner
CD, run, Far D
131
170
0
20%
Anywhere
CD confirm from anywhere.
CD, 6A > 623C, 623A, 214K
230
320
0
45%
Corner
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 623AC, 6A > 623C, Far D/214A
259
230/220
0.5
30%
Anywhere
Optimal light confirm. There's minimal buffer for command normals, so timing the 6A might be difficult.
Light Starter > 623A, 623AC, 214B/cl.D
221/214
280/270
0.5
30%
Anywhere
Easier light confirm. Choose your ender for an air reset or soft knockdown.
Heavy Starter > 623C, 623A, 623AC, 6A > 214B/214C
369/376
330
0.5
55%
Anywhere
Heavy BnB. Meter positive and great stun buildup. 214C grants a hard knockdown and slightly more damage.
Light Starter > 623A, 214BD, 6A > 214K, cl.C
311
390
0.5
40%
Corner
Light Starter > 623AC, 6A > 623C, 623A, 214K
296
280
0.5
45%
Corner
Slightly weaker light confirm, but transitions easier from optimal midscreen confirm.
Heavy Starter > 623C, 214BD, 6A > 623A, 214K, cl.C
432
400
0.5
60%
Corner
Delay the juggled 6A or the 214BD slightly to get the combo to work.
Heavy Starter > 623C, 623A, 214BD, 6A > 214K, cl.C
430
400
0.5
60%
Corner
Similar to above combo with no delays necessary, but requires no gap between 214BD and 6A. Notice how Elisabeth's combos can be shuffled around and still do similar damage. Adjust your combos based on comfort.
CD, run, 623AC, 6A > 623C, Far D/214A
239
270/260
0.5
30%
Anywhere
CD can convert into 623AC from anywhere. The combo will be the same as your light confirm.
CD, 6A > 623C, 623A, 214BD, 214B, cl.D
311
390
0.5
55%
Corner
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 214A > 236236C
284
120
1
20%
Anywhere
Simple super cancel combo. It is beneficial to get use to only using the C version of this super in combos because it works in every single situation a super cancel of the A version does except it doesn't lose hits if mistimed. It also makes cancelling into climax less likely to whiff.
Light Starter > 623A, 623AC, 214BD, 623C, Far D
322
230
1
40%
Anywhere
Optimal light confirm.
Heavy Starter > 623C, 623A, 623AC, 6A > 214BD, run, Far D
Remember that any stray hit can convert into 236214P.
CD, 6A > 623C, 623AC, 623A, 214BD, 214K, cl.D
337
390
1
55%
Corner
Technically going straight into 623C and doing the heavy corner combo is stronger, but learning this combo develops muscle memory for your Shatter Strike combos.
236CD, 6A > 623C, Far D/214A
258
170
1
70%
Anywhere
6A causing juggle makes Shatter Strike confirms fairly straight forward. This is doable from anti-air Shatter Strike as well, but you'll have to manually time the 6A low enough to the ground for the combo to work.
236CD, 6A > 623C, 623A, 214K
307
220
1
85%
Corner
Your corner Shatter Strike combos will match your CD combos.
Optimal confirm from heavies midscreen as well, dealing 536 damage.
Heavy Starter > 623C, 214A > 236236AC
523
230
2
35%
Anywhere
If you accidentally go into your regular Heavy Starter route, this is your best cash out for 2 bars, with just a small difference of damage to the optimal combo.
1000 Max Gauge combo. There are technically combos starting in 214BD that are optimal here, but barely so, and are much less consistent due to spacing.
Like with 236214P, any stray hit also converts into the MAX version. Due to better scaling, spending 2 meters is as exactly as efficient as spending 1. MAX supers usually deal only about 70%~80% more damage for double the meter.
Character Specific Route# Optimal corner combo with massive stun damage while building almost 75% of a bar back. Can be done starting with 1.5 bars.
3 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 623A, 214A > 236236C > 236214AC
536
160
3
30%
Anywhere
Optimal light confirm outside of Max Cancel. Quick Max combos are generally Elisabeth's strongest use of 3 bars, but non-Max combos can still be useful for her since she builds so much meter during them.
1000 Max Gauge combo. Requires a slight delay on the 6A, but not too long a delay to where you run out of Max Gauge before the Climax. Stick with the midscreen combo if you aren't confident in your timing.
1500 Max Gauge combo. Again, remember to maintain the good habit of using the C version of 236236 for combos so that you don't have to delay the previous moves.
More meter efficient. You must delay the 214A. 214C can also work for more consistency with less damage. If the 236236C version is used, 214A does not have to be delayed as much and the combo is much easier to land.