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= Elisabeth Blanctorche = | |||
{{KOFXIIIHyperGuideCharacterBox | KOFXIII-Elisabeth_Face.png}} | {{KOFXIIIHyperGuideCharacterBox | KOFXIII-Elisabeth_Face.png}} | ||
{{Nutshell| | {{Nutshell| | ||
Elisabeth "Betty" Blanctorche: noblewoman, equestrian, protagonist team leader, and dominating. Elisabeth's tools are pretty straightforward but quite effective for going on the offense, controlling the neutral game, and frustrating zoning characters. Known for her fast Grand Rafale anywhere juggle DM which can be landed 1,001 ways though the damage has been slightly toned down for the console release of XIII. In spite of her slight downtoning, she still manages to rival Shen in terms of damage and her utility is even stronger now with her new EX command dashes. Elisabeth's a mid-level execution character, though her reversals aren't very reliable and so players | Elisabeth "Betty" Blanctorche: noblewoman, equestrian, protagonist team leader, and dominating. Elisabeth's tools are pretty straightforward but quite effective for going on the offense, controlling the neutral game, and frustrating zoning characters. Known for her fast Grand Rafale anywhere juggle DM which can be landed 1,001 ways (though the damage has been slightly toned down for the console release of XIII). In spite of her slight downtoning, she still manages to rival Shen in terms of damage and her utility is even stronger now with her new EX command dashes. Elisabeth's a mid-level execution character, though her reversals aren't very reliable and so players need to be able to block with confidence and poise. | ||
}} | }} | ||
[[File:Elizabethkofxiii.gif]] | |||
= Video Walkthrough = | |||
<youtube>d1C63H3_Jb8</youtube> | |||
<youtube>y6Yv8zQP7_Y</youtube> | |||
<youtube>dkz6XYerlGo</youtube> | |||
== | = Move List = | ||
{|border="1" | |||
!width="9%"| | |||
! Frames | |||
! Advantage | |||
! Properties | |||
! Block | |||
! Damage | |||
! colspan="2"|Notes | |||
|- | |||
|colspan="8" align="center"| '''Standing Close''' | |||
|- | |||
! [[image:snkc.gif]] | |||
|align="center"| 5/4/18 | |||
|align="center"| -1/-3 | |||
|align="center"| [[File:Cancel.png]] | |||
|align="center"| HL | |||
|align="center"| 70 | |||
| Meaty one-handed palm attack. This starts up fast and has a large activation range, making it more useful for comboing than Close [[image:snkd.gif]]. A standard but useful Close Heavy attack that combos into Elisabeth's Un Coup du Pied ( [[File:F.png]] + [[File:snkb.gif]] ). | |||
|- | |||
! [[image:snkd.gif]] | |||
|align="center"| 8/3/19 | |||
|align="center"| -1/-3 | |||
|align="center"| [[File:Cancel.png]] | |||
|align="center"| HL | |||
|align="center"| 70 | |||
| High upward kick that has a solid vertical reach, though it doesn't hit directly above Elisabeth. This can also connect against grounded adversaries, although Close [[File:Snkc.gif]] is stronger for starting combos. Fully cancelable, like most Close normals. | |||
**This attack's upward hitbox makes it a strong anti-air when running underneath the opponent or when trying to stop a jump-away attempt in anticipation of her command grab or if the opponent tries jumping back into the corner. If this anti-airs, then Grand Rafale ( [[File:Qcf.png]][[File:df.png]][[File:Qcb.png]] + [[File:P.png]] ) should link afterward in most situations. | |||
|- | |||
|colspan="8" align="center"| '''Standing Far''' | |||
|- | |||
! [[image:snka.gif]] | |||
|align="center"| 4/4/7 | |||
|align="center"| +4/+2 | |||
|align="center"| [[File:Cancel.png]][[File:Chaincancel.png]] | |||
|align="center"| HL | |||
|align="center"| 25 | |||
| Basic, but scoffing jab that primarily functions as a fast short hop anti-air. A successful anti-air can be followed with Grand Rafale ( [[File:Qcf.png]][[File:df.png]][[File:Qcb.png]] + [[File:P.png]] ) for solid damage. | |||
|- | |||
! [[image:snkb.gif]] | |||
|align="center"| 4/4/8 | |||
|align="center"| +3/+1 | |||
|align="center"| - | |||
|align="center"| [[File:Low.png]] | |||
|align="center"| 30 | |||
| This kick has very little range but it does hit low can is cancelable unlike with her Crouching [[image:snkb.gif]]. When up close to the opponent this could be used to start a quick combo from a low by 2-in-1 canceling into a special. | |||
|- | |||
! [[image:snkc.gif]] | |||
|align="center"| 9/3/19 | |||
|align="center"| -1/-3 | |||
|align="center"| [[File:Cancel.png]] | |||
|align="center"| HL | |||
|align="center"| 80 | |||
| Elisabeth moves forward as she punches forward which adds a bit of extra range to this attack, although it doesn't connect against crouching hitboxes. This attack works as a preventive hop anti-air or as a quick poke against standing players, though it can be crouched and punished. Think of this attack as a more powerful, and risky Standing [[File:Snka.gif]]. | |||
|- | |||
! [[image:snkd.gif]] | |||
|align="center"| 12/4/22 | |||
|align="center"| -5/-7 | |||
|align="center"| | |||
|align="center"| HL | |||
|align="center"| 80 | |||
| Elisabeth sobats forward when kicking which adds further horizontal range to this already lengthy poke. This is her longest-reaching grounded normal that's capable of zoning and even anti-airing with proper spacing. The forward reach is deceptively long, though the startup is just a bit lengthier than most other sobats in the game. Still, this is one of her best pokes and one of the better normals in the game. | |||
**If an Elisabeth player runs forward looking for a hop to anti-air with Close [[image:snkd.gif]] and the opponent stays grounded, pressing [[File:snkd.gif]] will result in this great poke coming out instead. This is similar to the technique Iori can do with his Close and Far [[image:snkd.gif]]. | |||
|- | |||
! [[image:snkc.gif]]+[[image:snkd.gif]] | |||
|align="center"| 14/6/25 | |||
|align="center"| KD/-8 | |||
|align="center"| [[File:Specialcancel.png]][[File:Softknockdown.png]] | |||
|align="center"| HL | |||
|align="center"| 75 | |||
| Has a buff, horizontal hitbox. This can anti-air with proper timing and spacing and be used in blockstrings or as a long grounded poke. | |||
**Cancels on hit or whiff into specials. | |||
|- | |||
|colspan="8" align="center"| '''Crouching''' | |||
|- | |||
! [[image:snka.gif]] | |||
|align="center"| 5/4/8 | |||
|align="center"| +3/+1 | |||
|align="center"| [[File:Cancel.png]][[File:Chaincancel.png]] | |||
|align="center"| HL | |||
|align="center"| 25 | |||
| Elisabeth's low jab can be chained into from her Crouching Light Kick in order to start a combo from a low hitconfirm. Crouching [[File:Snka.gif]] can combo into her relatively safe Coup de Vent ( [[File:Dp.png]] + [[File:snka.gif]] ) and even Mistral ( [[File:Hcb.png]][[File:F.png]] + [[File:P.png]] from close ranges. It also has better frame advantage on block than Crouching [[File:Snkb.gif]]. | |||
|- | |||
! [[image:snkb.gif]] | |||
|align="center"| 4/4/8 | |||
|align="center"| +3/+1 | |||
|align="center"| [[File:Chaincancel.png]] | |||
|align="center"| [[File:Low.png]] | |||
|align="center"| 30 | |||
| Elisabeth has an uncancelable Crouching [[File:Snkb.gif]], but she can chain this into Crouching [[File:Snka.gif]] for combos. On its own, this attack has good range as a poke and it can be chained into itself, so it still performs all the basics in frametraps and as a tripguard anti-air; it's just not as menacing as other fully cancelable Crouching [[File:Snkb.gif]]s. | |||
|- | |||
! [[image:snkc.gif]] | |||
|align="center"| 8/4/20 | |||
|align="center"| -3/-5 | |||
|align="center"| [[File:Cancel.png]] | |||
|align="center"| HL | |||
|align="center"| 70 | |||
| An upward palm uppercut that is severely lacking in horizontal reach, though its vertical strength makes it a viable anti-air. Anti-airs best when deep or close to the opposing player, so that the attack isn't stuffed by an active hitbox. As with nearly every anti-air, players can link her anywhere juggle afterward. | |||
|- | |||
! [[image:snkd.gif]] | |||
|align="center"| 7/3/25 | |||
|align="center"| KD/-9 | |||
|align="center"| [[File:Cancel.png]][[File:Softknockdown.png]] | |||
|align="center"| [[File:Low.png]] | |||
|align="center"| 80 | |||
| Elisabeth's sweep only reaches has far as her Crouching [[File:Snkb.gif]], though it causes a soft knockdown and is cancelable on whiff and hit. As her Crouching [[File:Snkb.gif]] requires in itself doesn't translate into decent damage from maximum spacing, her sweep can be a better tripguard anti-air against further out jump-ins. Note that her recovery is terrible on whiff, plus she slides forward slightly while recovering. | |||
|- | |||
|colspan="8" align="center"| '''Jump/Hop''' | |||
|- | |||
! [[image:snka.gif]] | |||
|align="center"| 5/5/- <Br> | |||
5/3/- | |||
|align="center"| - | |||
|align="center"| - | |||
|align="center"| [[File:High.png]] | |||
|align="center"| 45/40 | |||
| Fast horizontal jab with a highest hitbox of all her jumping attacks, making this a good air-to-air. | |||
|- | |||
! [[image:snkb.gif]] | |||
|align="center"| 4/10/- <Br> | |||
4/8/- | |||
|align="center"| -/- | |||
|align="center"| | |||
|align="center"| [[File:High.png]] | |||
|align="center"| 45/40 | |||
| Flying knee that works best as a close-range air-to-ground. Elisabeth's vulnerable hitbox isn't as outstretched as with Jumping [[File:Snkd.gif]] so at times this attack can be safer against reversals against players expecting her [[File:Snkd.gif]] kick. A good alternative to Jumping [[File:Snkd.gif]] that can also cross up. | |||
|- | |||
! [[image:snkc.gif]] | |||
|align="center"| 7/3/- <Br> | |||
7/3/- | |||
|align="center"| -/- | |||
|align="center"| | |||
|align="center"| [[File:High.png]] | |||
|align="center"| 72/70 | |||
| Fast and lacking in active frames. Difficult to time as a jump-in though Jumping [[File:Snkb.gif]]/[[File:Snkd.gif]] function more competently. Somewhat applicable as an air-to-air against very close, lower opponents that can't be hit by Jumping [[File:Snka.gif]]. | |||
|- | |||
! [[image:snkd.gif]] | |||
|align="center"| 6/7/- <Br> | |||
6/6/- | |||
|align="center"| -/- | |||
|align="center"| | |||
|align="center"| [[File:High.png]] | |||
|align="center"| 70/68 | |||
| Elisabeth's best jump-in that should look familiar to any 'Shoto' player. Jumping [[File:Snkd.gif]]'s vertical hitbox hits deeper than her other jump-ins (aside from her Jumping Blowback Attack, which doesn't hit high) and also has the longest horizontal range. Since this is her main overhead threat from a jump, it can be predictable at times which can lead to the opponent punishing it from below with a vertical anti-air or possibly a tripguard anti-air. | |||
|- | |||
! [[image:snkc.gif]]+[[image:snkd.gif]] | |||
|align="center"| 12/4/- <Br> | |||
12/3/- | |||
|align="center"| KD/- | |||
|align="center"| [[File:Softknockdown.png]] | |||
|align="center"| HL | |||
|align="center"| 90/80 | |||
| Elisabeth's most downward-angled kick in the air. Strong vertical and horizontal hitbox with less vulnerabilities than Jumping [[File:Snkd.gif]], although this attack can be blocked crouching. A good tool for getting in when spaced from maximum range or even when up close to hit earlier than Jumping [[File:Snkd.gif]] and get more frame advantage, but the lack of a high mixup with a deep vertical hitbox affects Elisabeth's overall offensive capabilities. | |||
**Also works as an air-to-air when above the opponent, such as from a neutral or backward hop/jump. | |||
**Confirmable on Counterhit, though Elisabeth can always follow with Grand Rafale ( [[File:Qcf.png]][[File:df.png]][[File:Qcb.png]] + [[File:P.png]] ). | |||
|- | |||
|colspan="8" align="center"| '''Command Normals''' | |||
|- | |||
! [[File:F.png]] + [[image:snkb.gif]] | |||
|align="center"| 15/3/25 | |||
|align="center"| -7/-9 | |||
|align="center"| [[File:Specialcancel.png]] | |||
|align="center"| HL | |||
|align="center"| 40 | |||
| '''Un Coup De Pied'''- Elisabeth's command normal only combos from Heavy normals—namely Close [[File:Snkc.gif]]—and cancels into specials as per usual. If uncanceled, the recovery is fairly lengthy and Elisabeth is left at a frame disadvantage afterward, though her safety primarily depends on the distance between the two players. Canceling into Coup de Vent ( [[File:Dp.png]] + [[File:P.png]] ) is generally safe on block or hit, though the player could cancel into a faster-recovering move such as Rêverie-Souhaiter ( [[File:Qcb.png]] + [[File:K.png]] ) to mix up her blockstrings or to avoid being punished on block. | |||
|- | |||
|colspan="8" align="center"| '''Throws''' | |||
|- | |||
! [[File:f.png]]/[[File:b.png]] + [[image:snkc.gif]]/[[image:snkd.gif]] | |||
|align="center"| 0 | |||
|align="center"| KD | |||
|align="center"| [[File:Softknockdown.png]] | |||
|align="center"| [[File:Throw.png]] | |||
|align="center"| 100 | |||
| '''Manier'''- Causes a soft knockdown. | |||
|- | |||
|colspan="8" align="center"| '''Special Moves''' | |||
|- | |||
! [[File:qcf.png]] + [[File:P.png]] | |||
|align="center"| [[image:snka.gif]]: 10/6/16 <BR> | |||
[[image:snkc.gif]]: 23/11/10 <BR> | |||
[[File:Ex.png]]: 11/9/12 | |||
|align="center"| [[image:snka.gif]]: KD/-4<BR> | |||
[[image:snkc.gif]]: KD/+1<BR> | |||
[[File:Ex.png]]: KD/+12 | |||
|align="center"| [[File:Projectileabsorb.png]][[File:Softknockdown.png]] | |||
|align="center"| HL | |||
|align="center"| [[image:snka.gif]]: 70 <BR> | |||
[[image:snkc.gif]]: 50*2 | |||
[[File:Ex.png]]: 60*3 | |||
| '''Etincelles'''- Elisabeth's riding crop sparks in a glowing arc with a strong hitbox that controls much of the aerial 'hop space' in front of her. [[image:snka.gif]] hits once and has less juggle capabilities, but the startup and recovery is very fast. On counterhit the [[image:snka.gif]] version launches the opponent higher and leaves them fully juggleable, allowing for a variety of follow ups. [[image:snkc.gif]] Étincelle has more delay to the startup but stays active for a longer time and connects in juggle combos. Both versions can easily anti-air which leaves the opponent vulnerable to a followup, manage to connect even against crouching hitboxes, plus whiffing this move builds meter incredibly fast. | |||
**The active hitbox will additionally nullify projectiles. | |||
**'''[[File:Ex.png]] Étincelle''' - Does a bit more damage and starts fast, though this move isn't meter-efficient to be using much outside of combos. | |||
|- | |||
! [[File:dp.png]] + [[File:P.png]] | |||
|align="center"| [[image:snka.gif]]: 13/3/19<BR> | |||
[[image:snkc.gif]]: 18/3/20<BR> | |||
[[File:Ex.png]]: 13/3/25 | |||
|align="center"| [[image:snka.gif]]: KD/-4<BR> | |||
[[image:snkc.gif]]: KD/-8<BR> | |||
[[File:Ex.png]]: KD/-10 | |||
|align="center"| [[File:Softknockdown.png]][[File:Drivecancel.png]] <Br> | |||
[[File:Ex.png]]:[[File:Startupinv.png]] | |||
|align="center"| HL | |||
|align="center"| [[image:snka.gif]]: 50 | |||
[[image:snkc.gif]]: 60<BR> | |||
[[File:Ex.png]]: 80 | |||
| '''Coup De Vent'''- Forward-sliding uppercut that launches the opponent. Elisabeth can combo into this attack from Light and Heavy hitconfirms which inevitably leads to a finishing hit reset which can be finished with her anywhere juggle DM. On block, Elisabeth is at a disadvantage though the special has enough pushback to keep her safe from most punishes. | |||
**[[File:snka.gif]] comes out faster and combos from lights, moving Elisabeth forward a good 1/3 of the screen. It also has the fastest recovery out of them all. | |||
**[[image:snkc.gif]] moves forward even further, though it will take a heavy amount of hitstun to combo into this attack. Launches the opponent higher on hit which allows for greater combo possibilities, though the recovery is worse on block. | |||
***The early startup frame are invulnerable, though this wears out long before the active frames come out. | |||
**'''[[File:Ex.png]] Coup de Vent''' - Fully invulnerable when sliding forward before attacking, and completely projectile invulnerable. This will additionally launch the opponent directly upward at a higher distance. Too slow to be a traditional reversal, but a powerful counter to projectiles. | |||
|- | |||
! [[File:qcf.png]] + [[File:K.png]] | |||
|align="center"| All: 20/-/8<BR> | |||
|align="center"| All: -<BR> | |||
|align="center"| [[File:Upperbodyinv.png]] | |||
[[File:Ex.png]]: [[File:Startupinv.png]][[File:Specialcancel.png]] | |||
|align="center"| - | |||
|align="center"| - | |||
| '''Reverie-Souhaiter'''- Forward command dash with upper body invulnerability. This can be used to get back in on the opponent at the end of a blockstring, though Elisabeth's advantage varies depending on the amount of blockstun inflicted by whichever moves this is canceled into. Cancels into specials which can sometimes benefit specials and it certainly helps Elisabeth blockstring into her safeÉtincelle from a cl.[[File:Snkc.gif]], [[File:F.png]]+[[File:Snkb.gif]] attack string. | |||
**'''[[File:ex.png]] Rêverie-Prier''' - Fully invulnerable forward dash; anytime this is special canceled, the resulting special becomes an EX move for free. Works as a reversal or somewhat like a faster Guard Cancel Roll that could be used to punish blockstrings with an EX command grab or Étincelle to start a juggle. | |||
**Her upper body invulnerability allows her to pass through non-grounded projectiles while moving closer to the opponent. | |||
|- | |||
! [[File:qcb.png]] + [[File:K.png]] | |||
|align="center"| All: 24/-/13<BR> | |||
|align="center"| All: - | |||
|align="center"| [[File:Lowerbodyinv.png]] | |||
[[File:Ex.png]]: [[File:Startupinv.png]][[File:Specialcancel.png]] | |||
|align="center"| - | |||
|align="center"| - | |||
| '''Reverie-Prier'''- Lower body invulnerable backward dash. An escape option against predicted low attacks, such as baiting slow sweeps and punishing the recovery with Coup de Vent for heavy damage. | |||
**'''[[File:ex.png]] Rêverie-Souhaiter''' - Fully invulnerable backwards dash that can be canceled into any special which will then in turn automatically be an EX special that costs no meter. A better reversal than the normal version or her backdash, and it can be canceled into [[File:Dp.png]] + [[File:K.png]] to really mess with the opponent's reactions due to the quick change of direction coupled with startup invuln. | |||
|- | |||
! [[File:qcb.png]] + [[File:P.png]] | |||
|align="center"| [[File:P.png]]: 2/15/14 (frame 2-16 counter upper/lower, depending on button)<BR> | |||
[[File:Ex.png]]: 1/16/19 (frame 1-16 counter | |||
|align="center"| [[image:snka.gif]]: - (recovery is 13 frames if activated) <BR> | |||
[[image:snkc.gif]]: - (recovery is 13 frames if activated)<BR> | |||
[[File:Ex.png]]: -1/- (recovery can be cancelled into special moves) | |||
|align="center"| [[image:snka.gif]]: [[File:Counter.png]] (High, some mids)<BR> | |||
[[image:snkc.gif]]: [[File:Counter.png]] (Low, some mids)<BR> | |||
[[File:Ex.png]]: [[File:Counter.png]][[File:Specialcancel.png]] | |||
|align="center"| - | |||
|align="center"| - | |||
|'''Reverie-Geler'''- An instant counter attack with a unique followup: Elisabeth teleports behind the opponent on success, which may or may not allow a combo followup depending on which move is countered. All versions of the counter are throw-vulnerable and have a punishable recovery if baited. | |||
**[[File:snka.gif]] counters high-hitting attacks, though the opponent can often recover from a countered jump-in before Elisabeth can get punish. Despite that, her high counter reverses the players' positions which means a successful counter can get her out of the corner. | |||
**[[File:snkc.gif]] counters low and mid attacks. Since these moves recover slower, this counter can more often allow Elisabeth to recover in time to land a combo starting with Close [[File:Snkc.gif]]. | |||
**'''[[File:Ex.png]] Rêverie-Geler ''' - Counters high/mid/low attacks. If the opponent's jump-in was countered, the opponent will be dragged to the ground so that Elisabeth can start a combo. The recovery period can be canceled into specials which allows Elisabeth to more consistently start a combo. | |||
|- | |||
! [[File:hcb.png]],[[File:f.png]] + [[File:P.png]] | |||
|align="center"| [[File:P.png]]: 7/1/30 | |||
[[File:Ex.png]]: 5/1/30 | |||
|align="center"| [[File:P.png]] KD/Unblockable | |||
[[File:Ex.png]]: KD/Unblockable | |||
|align="center"| [[File:Throw.png]][[File:Hardknockdown.png]] | |||
|align="center"| -- | |||
|align="center"| [[File:P.png]]: 150 | |||
[[File:Ex.png]]: 100 | |||
|'''Mistral'''- Non-instant command grab that sends the opponent flying upward with a white light. Though the startup speed is lacking, its reach is alright. Elisabeth can't follow up the normal version with anything. Not worth comboing into because of its speed; more of an occasional threat on its own. | |||
**'''[[File:Ex.png]] Mistral''' - Elisabeth recovers faster, allowing enough time for her to juggle the opponent for a heavy combo. | |||
|- | |||
|colspan="8" align="center"| '''DMs''' | |||
|- | |||
! [[File:qcf.png]] [[File:qcf.png]] + [[File:P.png]] | |||
|align="center"| [[File:P.png]]: 11/27/48<BR> | |||
[[File:Ex.png]]: 11/-/75 | |||
|align="center"| [[File:K.png]]: KD/-30 <BR> | |||
[[File:Ex.png]]: KD/-15 | |||
|align="center"| [[File:Startupinv.png]] [[File:Maxcancel.png]][[File:Hardknockdown.png]] | |||
|align="center"| HL | |||
|align="center"| [[File:P.png]]: 20*10<BR> | |||
[[File:Ex.png]]: 20*14+60 | |||
| '''Noble Blanc'''- A stationary, multi-hitting ball of light appears from Elisabeth's hand. This has a projectile hitbox and can nullify oncoming fireballs but the recovery isn't that great and the DMs range can't punish many attacks without being in close range. The startup is fast and this can connect from Light attacks and even anti-air, but overall her Grand Rafale can be used more freely as a better combo ender and for a more damaging and versatile anti-air. | |||
**'''[[File:Ex.png]] Noble Blanc''' - The light projectile travels forward, contributing to it's range and utility. Once it hits an opponent it will stop where it is, hitting them for full damage even in the corner. However, the further away the opponent is the less damage this move will do. | |||
|- | |||
! [[File:qcf.png]] [[File:hcb.png]] + [[File:P.png]] | |||
|align="center"| [[File:P.png]]: 6/7/24<BR> | |||
|align="center"| [[File:P.png]]: KD/-28<BR> | |||
|align="center"| [[File:Anywherejuggle.png]][[File:Maxcancel.png]][[File:Hardknockdown.png]] | |||
|align="center"| HL | |||
|align="center"| [[File:P.png]]: 30+10x3+(0+10)x5+40<BR> | |||
| '''Grand Rafale'''- Elisabeth's infamous anywhere juggle. Near instant startup, heavily damaging, and easily confirmable from combos or any anti-air. Elisabeth travels forward and performs an uppercut that triggers a booming white light followed by a volley of aerial sparks. | |||
**Connects from any hit reset, or any manner of aerial opponent. While this could anti-air in itself, confirming a grounded anti-air or jumping air-to-air is much safer as Elisabeth can be punished if this DM whiffs or blocks. | |||
|- | |||
! (airok) [[File:qcb.png]] [[File:hcf.png]] + [[image:snkb.gif]]+[[image:snkd.gif]] | |||
|align="center"| 1/24/25 (frame 1-24 counters) | |||
|align="center"| KD/- | |||
|align="center"| [[File:Counter.png]] | |||
|align="center"| - | |||
|align="center"| 25×18+25 (475) | |||
| '''Etoile Filanto'''- When not Max Canceled into, Etoile Filant is an instant counter move that can be triggered by any high, mid, or low attacks. A successful hit or Max Cancel sends a shower of falling star-like lights about the screen. | |||
|} | |||
= Console Changes = | |||
*Etincelles ([[File:Qcf.png]]+[[File:P.png]]) builds up less meter. | |||
*Added EX versions of her Reverie-Prier ([[File:Qcb.png]]+[[File:K.png]]) and Reverie-Souhaiter ([[File:Qcf.png]]+[[File:K.png]]). They are invincible while in movement and cancelable with a special move. The special will also automatically come out as an EX version without the cost of a meter. However, DM's are an exception and will not automatically be the EX version. | |||
*EX Reverie-Geler ([[File:Qcb.png]]+[[File:Snka.gif]][[File:Snkc.gif]]) has slower recovery when successful. Because of that, normal moves can't be used to follow up. The recovery can be canceled with a special move. | |||
*Noble Blanc ([[File:Qcf.png]] [[File:Qcf.png]]+[[File:P.png]]) has more invincibility. | |||
*EX Noble Blanc's ([[File:Qcf.png]] [[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]]) hitbox has been changed so that it is easier to get more hits. With this change, it lands every hit in the corner. | |||
*Grand Rafale's ([[File:Qcf.png]] [[File:Hcb.png]]+[[File:P.png]]) damage has been reduced from 200 (40+10×13+30) to 150. | |||
*Grand Rafale ([[File:Qcf.png]] [[File:Hcb.png]]+[[File:P.png]]) has more Max Cancelable frames. | |||
= Combos = | |||
Standard starters: | |||
== 0% Drive == | |||
'''0 Bar'''<BR> | |||
cr.[[File:Snkb.gif]], cr.[[File:Snka.gif]] xx [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]] = 184 | |||
*Elisabeth's basic combo from a low attack. | |||
''Cl.[[File:Snkc.gif]], [[File:F.png]]+[[File:Snkb.gif]] xx [[File:Dp.png]]+[[File:Snkc.gif]], [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]]'' = 286 | |||
*The first [[File:Dp.png]]+[[File:Snka.gif]] must be timed later than usual. It usually helps to try whiffing a st.[[File:Snkb.gif]] before doing it, and then immediately input the second [[File:Dp.png]]+[[File:Snka.gif]]. | |||
st.[[File:Snkc.gif]][[File:Snkd.gif]] [[File:Counterhit.png]] xx [[File:Qcf.png]]+[[File:K.png]], [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]] = 290 | |||
j.[[File:Snkc.gif]][[File:Snkd.gif]] [[File:Counterhit.png]], [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]] = 239 | |||
[[File:Qcf.png]]+[[File:Snka.gif]] [[File:Counterhit.png]], [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]] = 226 | |||
Cl.[[File:Snkc.gif]], [[File:F.png]]+[[File:Snkb.gif]] xx [[File:Dp.png]]+[[File:Snkc.gif]] (Corner), [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits), [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]] = 351 | |||
(corner) st.[[File:Snkc.gif]][[File:Snkd.gif]] [[File:Counterhit.png]] xx [[File:Qcf.png]]+[[File:K.png]] xx [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits), [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]] = 309 | |||
(corner) j.[[File:Snkc.gif]][[File:Snkd.gif]] [[File:Counterhit.png]], [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits), [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]] = 316 | |||
(corner) [[File:Dp.png]]+[[File:Snka.gif]]/[[File:Qcf.png]]+[[File:Snka.gif]] [[File:Counterhit.png]], [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits), [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]] = 278/303 | |||
'''1 Bar'''<BR> | |||
''cr.[[File:Snkb.gif]], cr.[[File:Snka.gif]] xx [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]], [[File:Qcf.png]][[File:Hcb.png]]+[[File:P.png]]'' = 292 | |||
''Cl.[[File:Snkc.gif]], [[File:F.png]]+[[File:Snkb.gif]] xx [[File:Dp.png]]+[[File:Snkc.gif]], [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], nj.[[File:Snkd.gif]] , [[File:Qcf.png]][[File:Hcb.png]]+[[File:P.png]]'' - 389 | |||
''Cl.[[File:Snkc.gif]], [[File:F.png]]+[[File:Snkb.gif]] xx [[File:Dp.png]]+[[File:Snkc.gif]], [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]], [[File:Qcf.png]][[File:Hcb.png]]+[[File:P.png]]'' = 391 | |||
*Anywhere juggle extenders of the above combos. | |||
''Cl.[[File:Snkc.gif]], [[File:F.png]]+[[File:Snkb.gif]] xx [[File:Qcf.png]]+[[File:Snkb.gif]][[File:Snkd.gif]] xx [[File:Hcb.png]][[File:F.png]]+[[File:P.png]], [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits), [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]]'' = 387 | |||
*Does slightly less damage than comboing into super, builds more meter. | |||
Cl.[[File:Snkc.gif]], [[File:F.png]]+[[File:Snkb.gif]] xx [[File:Dp.png]]+[[File:Snkc.gif]] (Corner), [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits), [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]], [[File:Qcf.png]][[File:Hcb.png]]+[[File:P.png]] = 441 | |||
(Corner) st.[[File:Snkc.gif]], [[File:F.png]]+[[File:Snkb.gif]] xx [[File:Hcb.png]][[File:F.png]]+[[File:Snka.gif]][[File:Snkc.gif]], [[File:Dp.png]]+[[File:Snkc.gif]], [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits), [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]] = 426 | |||
(Corner) [[File:Hcb.png]][[File:F.png]]+[[File:Snka.gif]][[File:Snkc.gif]], [[File:Dp.png]]+[[File:Snkc.gif]] (2 hits), [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits), [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]] = 360 | |||
(Corner) cr.[[File:Snkb.gif]], cr.[[File:Snka.gif]] xx [[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]], [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits), [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]] = 370 | |||
(corner) st.[[File:Snkc.gif]][[File:Snkd.gif]] [[File:Counterhit.png]] xx [[File:Qcf.png]]+[[File:K.png]] xx [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits), [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]], [[File:Qcf.png]][[File:Hcb.png]]+[[File:P.png]] = 414 | |||
(corner) j.[[File:Snkc.gif]][[File:Snkd.gif]] [[File:Counterhit.png]], [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits), [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]], [[File:Qcf.png]][[File:Hcb.png]]+[[File:P.png]] = 421 | |||
(corner) [[File:Dp.png]]+[[File:Snka.gif]]/[[File:Qcf.png]]+[[File:Snka.gif]] [[File:Counterhit.png]], [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits), [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]], [[File:Qcf.png]][[File:Hcb.png]]+[[File:P.png]] = 383/408 | |||
st.[[File:Snkc.gif]][[File:Snkd.gif]] [[File:Counterhit.png]] xx [[File:Qcf.png]]+[[File:K.png]], [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]], [[File:Qcf.png]][[File:Hcb.png]]+[[File:P.png]] = 398 | |||
j.[[File:Snkc.gif]][[File:Snkd.gif]] [[File:Counterhit.png]], [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]], [[File:Qcf.png]][[File:Hcb.png]]+[[File:P.png]] = 359 | |||
[[File:Qcf.png]]+[[File:Snka.gif]] [[File:Counterhit.png]], [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]], [[File:Qcf.png]][[File:Hcb.png]]+[[File:P.png]] = 346 | |||
'''2 Bar'''<BR> | |||
(Corner) [[File:Hcb.png]][[File:F.png]]+[[File:Snka.gif]][[File:Snkc.gif]], [[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]], [[File:Qcf.png]]+[[File:Snkc.gif]] (1 or 2 hits), [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits), [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]] = 491 | |||
(Corner) Cl.[[File:Snkc.gif]], [[File:F.png]]+[[File:Snkb.gif]] xx [[File:Hcb.png]][[File:F.png]]+[[File:Snka.gif]][[File:Snkc.gif]], [[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]], [[File:Qcf.png]]+[[File:Snkc.gif]] (1 or 2 hits), [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits), [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]] = 534 | |||
Cl.[[File:Snkc.gif]], [[File:F.png]]+[[File:Snkb.gif]] xx [[File:Dp.png]]+[[File:Snkc.gif]] (Corner), [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits), [[File:Dp.png]]+[[File:Snka.gif]], [[File:Qcf.png]][[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]] = 537 | |||
[[File:Qcb.png]]+[[File:Snka.gif]][[File:Snkc.gif]] [[File:Counterhit.png]], [[File:Dp.png]]+[[File:Snkc.gif]], [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]], [[File:Qcf.png]][[File:Hcb.png]]+[[File:P.png]] = 296 | |||
== 50% Drive == | |||
'''O Bar'''<BR> | |||
Close s.C, f+B xx dp+C, dp+A, [DC], qcf+A, dp+A, dp+A, j.C = 367 Damage, 48 Stun | |||
cr.B, cr.A xx dp+A, [DC], qcf+A, dp+A, dp+A, j.C = 273 | |||
Close s.C, f+B xx dp+C (Corner), qcf+C (2 hits), dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 454 Damage, 57 Stun | |||
(Corner) cr.B, cr.A xx dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 317 Damage, 38 Stun | |||
(Corner) j.CD (Counter Hit), dp+A, [DC], qcf+A, dp+A, dp+A, j.C = 334 Damage, 37 Stun | |||
(Corner) qcf+A (Counter Hit), dp+A, [DC], qcf+A, dp+A, dp+A, j.C = 321 | |||
'''1 Bar'''<BR> | |||
Close s.C, f+B xx dp+C, dp+A, [DC], qcf+AC, qcf+K xx qcf+C (1 or 2 hits), dp+A, dp+A, j.C = 477 Damage, 48 Stun | |||
Close s.C, f+B xx dp+C, dp+A, [DC], qcf+A, dp+A, dp+A, j.C, qcf~hcb+P = 457 Damage, 49 Stun | |||
cr.B, cr.A xx dp+A, [DC], qcf+AC, qcf+K xx qcf+C (1 or 2 hits), dp+A, dp+A, j.C = 394 | |||
Close s.C, f+B xx dp+C, qcf+C (2 hits), dp+A, [DC], qcf+AC (Corner), qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 525 Damage, 57 Stun | |||
Close s.C, f+B xx dp+C (Corner), qcf+C (2 hits), dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 514 Damage, 57 Stun | |||
(Corner) cr.B, cr.A xx dp+A, [DC], qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 434 Damage, 41 Stun | |||
(Corner) cr.B, cr.A xx dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 395 | |||
j.CD (Counter Hit), dp+A, [DC], qcf+AC, dp+A, dp+A, j.C = 464 Damage, 37 Stun | |||
s.CD (Counter Hit) xx qcf+A, dp+A, [DC], qcf+AC, qcf+K xx qcf+C (1 or 2 hits), dp+A, dp+A, j.C = 500 Damage, 45 Stun | |||
qcf+A (Counter Hit), dp+A [DC], qcf+AC, dp+A, dp+A, j.C = 451 | |||
(Corner) s.CD (Counter Hit) xx qcf+K xx qcf+C (2 hits), dp+A, [DC], qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 519 Damage, 48 Stun | |||
= | (Corner)j.CD (Counter Hit), qcf+C (2 hits), dp+A, [DC], qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 526 Damage, 46 Stun | ||
= | (Corner) dp+A/qcf+A (Counter Hit), qcf+C (2 hits), dp+A, [DC], qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 506/531 Damage | ||
'''2 Bar'''<BR> | |||
Close s.C, f+B xx dp+C, dp+A, [DC], qcf+AC, qcf+K xx qcf+C (1 or 2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 537 Damage, 48 Stun | |||
= | cr.B, cr.A xx qcf+AC, dp+A, [DC], qcf+AC, qcf+K xx qcf+C (1 or 2 hits), dp+A, dp+A, j.C = 473 Damage, 35 Stun | ||
hcb~f+AC, qcf+C (2 hits), dp+A, [DC], qcf+AC, qcf+K xx qcf+C (1 or 2 hits), dp+A, dp+A, j.C = 421 | |||
= | Close s.C, f+B xx dp+C, dp+A, [DC], qcf+AC (Corner), qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 596 Damage, 57 Stun | ||
(Corner) Close s.C, f+B xx hcb~f+AC, qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 598 Damage, 57 Stun | |||
= | (Corner) Close s.C, f+B xx qcf+AC, qcf+C (1 or 2 hits), dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), qcf+C (2 hits), [DC], dp+A, dp+A, j.C = 571 Damage, 57 Stun | ||
(Corner) Close s.C, f+B xx dp+C, qcf+C (2 hits), dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), dp+A, qcfx2+AC = 616 Damage, 49 stun | |||
= | (Corner) cr.B, cr.A xx qcf+AC, qcf+C (2 hits), dp+A, [DC], qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 516 Damage, 47 Stun | ||
(Corner) hcb~f+AC, dp+C, qcf+C (2 hits), dp+A, [DC], qcf+AC, qcf+C (1 or 2 hits), dp+A, dp+A, j.C = 553 | |||
j.CD (Counter Hit), dp+A, [DC], qcf+AC, dp+A, dp+A, j.C, qcf~hcb+P = 539 Damage, 37 Stun | |||
= | qcf+A (Counter Hit) , dp+A, [DC], qcf+AC, dp+A, dp+A, j.C, qcf~hcb+P = 526 | ||
= | (Corner) s.CD (Counter Hit) xx qcf+K xx qcf+C (2 hits), dp+A, [DC], qcf+AC, dp+A, dp+A, j.C, qcf~hcb+P = 597 Damage, 51 Stun | ||
(Corner) j.CD (Counter Hit), qcf+C (2 hits), dp+A, [DC], qcf+AC, dp+A, dp+A, j.C, qcf~hcb+P = 586 Damage, 46 Stun | |||
(Corner) dp+A/qcf+A (Counter Hit), qcf+C (2 hits), dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, qcfx2+AC = 584/609 Damage | |||
== 100% Drive == | |||
'''1 Stock'''<BR> | |||
Cl.[[File:Snkc.gif]], [[File:F.png]]+[[File:Snkb.gif]], HD st.[[File:Snkc.gif]] xx [[File:Dp.png]]+[[File:Snkc.gif]] ([[File:Dp.png]]+[[File:Snka.gif]], xx [[File:Qcf.png]]+[[File:K.png]] xx [[File:Qcf.png]]+[[File:Snkc.gif]] (1 or 2 hits)] x1~2 [[File:Dp.png]]+[[File:Snka.gif]], j.[[File:Snkc.gif]], [[File:Qcf.png]][[File:Hcb.png]]+[[File:P.png]] | |||
(Corner) Cl.[[File:Snkc.gif]], [[File:F.png]]+[[File:Snkb.gif]], HD st.[[File:Snkc.gif]] xx [[File:Dp.png]]+[[File:Snkc.gif]] (Corner), [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits) ([[File:Dp.png]]+[[File:Snka.gif]], xx [[File:Qcf.png]]+[[File:Snkc.gif]] (1 hit), [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits)] x3, [[File:Qcf.png]][[File:Hcb.png]]+[[File:P.png]] | |||
'''2 Stock'''<BR> | |||
j.[[File:Snkd.gif]], cl.[[File:Snkc.gif]], [[File:F.png]]+[[File:Snkb.gif]], HD cl.[[File:Snkc.gif]], [[File:F.png]]+[[File:Snkb.gif]], [[File:Dp.png]]+[[File:Snkc.gif]], [[File:Qcf.png]]+[[File:Snkc.gif]], [[File:Dp.png]]+[[File:Snka.gif]] xx [[File:Qcf.png]]+[[File:Snkc.gif]]x4, [[File:Dp.png]]+[[File:Snka.gif]], [[File:Qcf.png]][[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]] = 722 | |||
'''3 Stock'''<BR> | |||
Cl.[[File:Snkc.gif]], [[File:F.png]]+[[File:Snkb.gif]], HD st.[[File:Snkc.gif]] xx [[File:Dp.png]]+[[File:Snkc.gif]], [[File:Qcf.png]][[File:Qcf.png]]+[[File:P.png]] (10 hits) xx [[File:Qcb.png]][[File:Hcf.png]]+[[File:Snkb.gif]][[File:Snkd.gif]] = 767 | |||
(Corner) Cl.[[File:Snkc.gif]], [[File:F.png]]+[[File:Snkb.gif]], HD st.[[File:Snkc.gif]] xx [[File:Dp.png]]+[[File:Snkc.gif]] (Corner), [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits) ([[File:Dp.png]]+[[File:Snka.gif]], xx [[File:Qcf.png]]+[[File:Snkc.gif]] (1 hit), [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits)] x3, [[File:Qcf.png]][[File:Qcf.png]]+[[File:P.png]] (10 hits) xx [[File:Qcb.png]][[File:Hcf.png]]+[[File:Snkb.gif]][[File:Snkd.gif]] = 875 | |||
'''4 Stock'''<BR> | |||
Cl.[[File:Snkc.gif]], [[File:F.png]]+[[File:Snkb.gif]], HD st.[[File:Snkc.gif]] xx [[File:Dp.png]]+[[File:Snkc.gif]] xx [[File:Qcf.png]][[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]] xx [[File:Qcb.png]][[File:Hcf.png]]+[[File:Snkb.gif]][[File:Snkd.gif]] = 891 | |||
(Corner) Cl.[[File:Snkc.gif]], [[File:F.png]]+[[File:Snkb.gif]], HD st.[[File:Snkc.gif]] xx [[File:Dp.png]]+[[File:Snkc.gif]] (Corner), [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits) ([[File:Dp.png]]+[[File:Snka.gif]], xx [[File:Qcf.png]]+[[File:Snkc.gif]] (1 hit), [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits)] x3, [[File:Qcf.png]][[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]] xx [[File:Qcb.png]][[File:Hcf.png]]+[[File:Snkb.gif]][[File:Snkd.gif]] = 967 | |||
(Corner) j.[[File:Snkc.gif]], st.[[File:Snkc.gif]], [[File:F.png]]+[[File:Snkb.gif]], HD st.[[File:Snkc.gif]] xx [[File:Dp.png]]+[[File:Snkc.gif]] (Corner), [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits) ([[File:Dp.png]]+[[File:Snka.gif]], xx [[File:Qcf.png]]+[[File:Snkc.gif]] (1 hit), [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits)] x3, [[File:Qcf.png]][[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]] xx [[File:Qcb.png]][[File:Hcf.png]]+[[File:Snkb.gif]][[File:Snkd.gif]] = 1005 | |||
(Corner) j.[[File:Snkc.gif]], Cl.[[File:Snkc.gif]], HD Cl.[[File:Snkc.gif]] xx [[File:Dp.png]]+[[File:Snkc.gif]], xx [[File:Qcf.png]]+[[File:Snka.gif]], ([[File:Dp.png]]+[[File:Snka.gif]], xx [[File:Qcf.png]]+[[File:Snkc.gif]] (1 hit), [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits)]x3, [[File:Qcf.png]][[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]] xx [[File:Qcb.png]][[File:Hcf.png]]+[[File:Snkb.gif]][[File:Snkd.gif]] = 1000 | |||
'''5 Stock'''<BR> | |||
j.[[File:Snkc.gif]], Cl.[[File:Snkc.gif]], [[File:F.png]]+[[File:Snkb.gif]], HD St.[[File:Snkc.gif]] xx ([[File:Dp.png]]+[[File:Snka.gif]] xx [[File:Qcf.png]]+[[File:Snka.gif]]) x5, j.[[File:Snkc.gif]][[File:Snkd.gif]], [[File:Qcf.png]][[File:Hcb.png]]+[[File:P.png]] (1 hit) xx [[File:Qcb.png]][[File:Hcf.png]]+[[File:Snkb.gif]][[File:Snkd.gif]], [[File:Qcf.png]][[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]] = 1026 | |||
(Corner) j.[[File:Snkc.gif]], Cl.[[File:Snkc.gif]], [[File:F.png]]+[[File:Snkb.gif]], HD st.[[File:Snkc.gif]] xx [[File:Dp.png]]+[[File:Snkc.gif]] (Corner), [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits), xx [[File:Dp.png]]+[[File:Snka.gif]][[File:Snkc.gif]], xx [[File:Qcf.png]]+[[File:Snkc.gif]] (whiff), [[File:Dp.png]]+[[File:Snka.gif]], xx [[File:Qcf.png]]+[[File:Snkc.gif]] (1 hit), [[File:Qcf.png]]+[[File:Snkc.gif]] (2 hits), [[File:Qcf.png]][[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]] xx [[File:Qcb.png]][[File:Hcf.png]]+[[File:Snkb.gif]][[File:Snkd.gif]] = 1003 | |||
= Team Order = | |||
== 1st position == | |||
Elizabeth is a meter hungry character, making her a poor 1st character. She can sit back and build meter by whiffing Etincelle (QFC+P). The only reason she should be point is to take advantage of a particularly good matchup; which Betty has few of, due to her nerfs from the arcade edition. | |||
== 2nd position == | |||
Definitely Elizabeth's best position. She'll have a lot of options once she gets meter, and her damage will be significantly higher. You'll have the option to use HD combos for the kill, or sit on the meter for your anchor. | |||
== 3rd position == | |||
Like practically every character in the game, Elizabeth can do very good damage with 3–4 meters and HD mode; however, if there is a situation where you have Elizabeth left against 2/3 enemy characters you'll probably have trouble. If you use the HD combo to kill the first character, suddenly the last character will be like playing Elizabeth 1st against an opponent with full meter. Elizabeth's toolkit is not really designed to reverse OCV a team. | |||
= Strategy = | |||
== Offense == | |||
== Defense/Neutral == | |||
== Advanced Strategy == | |||
=== Frame Traps === | |||
Frame Traps | |||
1) st.[[File:Snka.gif]], cl.[[File:Snkc.gif]] - 3 frame gap between st.[[File:Snka.gif]] and cl.[[File:Snkc.gif]]. Be aware that st.[[File:Snka.gif]] whiffs on crouching characters, except on Raiden when he's in guard position. | |||
2) cr.[[File:Snka.gif]], cl.[[File:Snkc.gif]] - 4 frame gap between cr.[[File:Snka.gif]] and cl.[[File:Snkc.gif]]. | |||
3) st.[[File:Snkb.gif]], st.[[File:Snka.gif]] - 3 frame gap between st.[[File:Snkb.gif]] and st.[[File:Snka.gif]]. | |||
4) st.[[File:Snkb.gif]], cr.[[File:Snka.gif]] - 4 frame gap between st.[[File:Snkb.gif]] and cr.[[File:Snka.gif]]. | |||
5) st.[[File:Snkb.gif]], cl.[[File:Snkc.gif]] - 4 frame gap between st.[[File:Snkb.gif]] and cl.[[File:Snkc.gif]]. | |||
6) cr.[[File:Snkb.gif]], st.[[File:Snkb.gif]] - 2 frame gap between cr.[[File:Snkb.gif]] and st.[[File:Snkb.gif]]. Need to be really close to the opponent. | |||
7) cr.[[File:Snkb.gif]], cl.[[File:Snkc.gif]] - 3 frame gap between cr.[[File:Snkb.gif]] and cl.[[File:Snkc.gif]]. | |||
=== Safe Jump Setups === | |||
1) [[File:Snka.gif]]/[[File:Snkc.gif]] Mistral: | |||
a) hop, hop j.[[File:Snkb.gif]]/[[File:Snkd.gif]] | |||
3 frame safe jump. Only 1-2 frame counters, 2 frame Neo Maxes, and Kyo's 2 frame EX Orochinagi are beating this safe jump. | |||
b) [[File:Qcf.png]]+[[File:K.png]], hop j.[[File:Snkb.gif]]/[[File:Snkd.gif]] | |||
4 frame safe jump. You need to be aware of character specific reversal options. | |||
2) Corner combo into [[File:Dp.png]]+[[File:Snka.gif]], hyper hop j.[[File:Snka.gif]], delayed neutral hop j.[[File:Snkb.gif]] | |||
3 frame safe jump off of a corner reset. There's enough time to block 3 frame reversals, hit confirm, and react to rolls. | |||
3) Juggle into Grand Rafale, slightly delayed nj.[[File:Snkb.gif]] (corner only), or sj.[[File:Snkb.gif]] | |||
3 frame safe jump but the j.[[File:Snkb.gif]] needs to be timed meaty. There is a slight delay on the neutral j.[[File:Snkb.gif]] and the timing is tricky. Again, only 1-2 frame counters, 2 frame Neo Maxes, and Kyo's 2 frame EX Orochinagi are beating this safe jump. | |||
4) Corner combo, [[File:Dp.png]]+[[File:Snka.gif]], EX Noble Blanche, [[File:Qcf.png]]+[[File:K.png]], slightly delayed j.[[File:Snkd.gif]] | |||
=== | 3 frame safe jump but the j.[[File:Snkd.gif]] needs to be timed meaty. Again, only 1-2 frame counters, 2 frame Neo Maxes, and Kyo's 2 frame EX Orochinagi are beating this safe jump. | ||
=== Tips and Tricks === | |||
''' | * To get the timing of the first [[File:Dp.png]]+[[File:Snka.gif]] right in the combo cl.[[File:Snkc.gif]] [[File:F.png]]+[[File:Snkb.gif]] [[File:Dp.png]]+[[File:Snkc.gif]], [[File:Dp.png]]+[[File:Snka.gif]], [[File:Dp.png]]+[[File:Snka.gif]], nj.[[File:Snkd.gif]] [[File:Qcf.png]] [[File:Hcb.png]]+[[File:P.png]], it is best to whiff cancel st.[[File:Snkb.gif]] after [[File:Dp.png]]+[[File:Snkc.gif]] into the first [[File:Dp.png]]+[[File:Snka.gif]] | ||
* | * Due to the anywhere juggle property on here [[File:Qcf.png]] [[File:Hcb.png]]+[[File:P.png]], Elisabeth can connect it after just about anything. Any air-to-air at the right range pretty much gives a guaranteed super. Normals used as anti-air cancelled or simply juggled into the same super works as well. | ||
''' | * The EX DM ([[File:Qcf.png]][[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]]) stays on screen during the Neomax so even if you Neomax cancel on the first hit of the DM the opponent will be hit by both the DM and the Neomax at the same time. | ||
* For an easier hit confirm you can add a [[File:F.png]]+[[File:Snkb.gif]] after the HD cl.[[File:Snkc.gif]]. The [[File:F.png]]+[[File:Snkb.gif]]'s are omitted to reduce damage scaling | |||
* Using a st.[[File:Snkc.gif]] in a HD combo will maximize the damage but the timing can be difficult. In order to get a st.[[File:Snkc.gif]] after the HD activation you need to be holding back to stop the forward dash momentum | |||
* Use this as a guideline to learning the st.[[File:Snkc.gif]] timing; if Elisabeth doesn't move forward after the HD activation but she does cl.[[File:Snkc.gif]] it means you pressed [[File:Snkc.gif]] too soon. If you get a far st.[[File:Snkc.gif]] but it didn't combo you pressed [[File:Snkc.gif]] too late. Experimenting between these two extremes should help you find the correct timing | |||
* To combo 2 Grand Rafale's you need to first, be at least 2 normal jumps away from the corner that is facing the opponents back. Second, you need to hit the nj.[[File:Snka.gif]] as early as possible to raise the opponent as high as possible before the first Grand Rafale hits. | |||
* What happens is the opponent is so high up that the last 2 hits of Grand Rafale whiff. The result is the opponent slowly falls to the ground instead of the immediate hard knockdown. During this extended falling state, you can combo a normal or Grand Rafale but you can't combo into her [[File:Qcf.png]][[File:Qcf.png]]+[[File:P.png]] DM or any special moves. | |||
* If you are too far away from the corner you'll have to omit the cr.[[File:Snkc.gif]] and just combo into another Grand Rafale. | |||
* An easy way to combo [[File:Dp.png]]+[[File:Snka.gif]] into [[File:Qcf.png]]+[[File:Snka.gif]], [[File:Snkc.gif]], or [[File:Snka.gif]][[File:Snkc.gif]] is to roll the stick to forward after the [[File:Dp.png]]+[[File:Snka.gif]]. It would look like this - [[File:F.png]], [[File:D.png]], [[File:df.png]]+[[File:P.png]] ~ [[File:F.png]]+[[File:Snka.gif]], [[File:Snkc.gif]], or [[File:Snka.gif]][[File:Snkc.gif]]. The timing is really quick so you're doing the entire thing in one swift motion. | |||
* You can also end in up~forward to help prevent input overlaps with other special moves. | |||
* The Grand Rafale DM at the end of the combos is significantly scaled so it's best not to use the extra bar unless you want to guarantee the kill or a hard knockdown. | |||
* To get two consecutive [[File:Dp.png]]+[[File:Snka.gif]]'s after the [[File:Dp.png]]+[[File:Snkc.gif]] you need to hit the opponent slightly before they touch the ground. To help with the timing, after the [[File:Dp.png]]+[[File:Snkc.gif]], you can whiff a st.[[File:Snkb.gif]] then whiff cancel into the [[File:Dp.png]]+[[File:Snka.gif]]. | |||
* From mid screen, if you are trying to land Grand Rafale ([[File:Qcf.png]] [[File:Hcb.png]]+[[File:P.png]]) immediately after a forward j.[[File:Snkc.gif]] or j.[[File:Snkd.gif]], 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 nj.[[File:Snkd.gif]] will always put you at the right distance for an immediate Grand Rafale, however, if your [[File:Dp.png]]+[[File:Snka.gif]] did not hit the opponent from lowest possible juggle point the nj.[[File:Snkd.gif]] will whiff because the opponent is too high. This is why it’s preferable to do a forward j.[[File:Snkc.gif]] to avoid that. | |||
* Using a j.[[File:Snkc.gif]] instead of a j.[[File:Snkd.gif]] prior to Grand Rafale ([[File:Qcf.png]] [[File:Hcb.png]]+[[File:P.png]]) will net you 1-2 more damage but will give you 2 less stun. Those numbers are really negligible but if you are keeping track of stun than the difference is worth noting. | |||
* With the combos starting with [[File:Qcb.png]]+[[File:Snka.gif]][[File:Snkc.gif]] (EX Counter) when you do j.[[File:Snkc.gif]] or j.[[File:Snkd.gif]] you'll need to do a jump back j.[[File:Snkc.gif]] or j.[[File:Snkd.gif]]. If you neutral jump or jump forward you'll put yourself in the corner, which will reverse the motions. | |||
The mid screen combos involving [[File:Qcf.png]]+[[File:Snka.gif]][[File:Snkc.gif]] will carry the opponent from corner-to-corner and leave you in positional advantage with an aerial reset. Check the mix-ups section to see follow ups. | |||
==== | = Matchups = | ||
== Strategy with Elizabeth == | |||
=== vs Grappler === | |||
==== | === vs Zoner === | ||
=== | === vs Rushdown === | ||
=== | == Strategy against Elizabeth == | ||
=== as Grappler === | |||
=== as Zoner === | |||
=== | === as Rushdown === | ||
{{Navbox-KOF13}} | |||
[[Category:The King of Fighters XIII]] | [[Category:The King of Fighters XIII]] |
Latest revision as of 02:12, 6 January 2021


Elisabeth Blanctorche
In a nutshell
Elisabeth "Betty" Blanctorche: noblewoman, equestrian, protagonist team leader, and dominating. Elisabeth's tools are pretty straightforward but quite effective for going on the offense, controlling the neutral game, and frustrating zoning characters. Known for her fast Grand Rafale anywhere juggle DM which can be landed 1,001 ways (though the damage has been slightly toned down for the console release of XIII). In spite of her slight downtoning, she still manages to rival Shen in terms of damage and her utility is even stronger now with her new EX command dashes. Elisabeth's a mid-level execution character, though her reversals aren't very reliable and so players need to be able to block with confidence and poise.
Video Walkthrough
Move List
Console Changes
- Etincelles (
+
) builds up less meter.
- Added EX versions of her Reverie-Prier (
+
) and Reverie-Souhaiter (
+
). They are invincible while in movement and cancelable with a special move. The special will also automatically come out as an EX version without the cost of a meter. However, DM's are an exception and will not automatically be the EX version.
- EX Reverie-Geler (
+
) has slower recovery when successful. Because of that, normal moves can't be used to follow up. The recovery can be canceled with a special move.
- Noble Blanc (
+
) has more invincibility.
- EX Noble Blanc's (
+
) hitbox has been changed so that it is easier to get more hits. With this change, it lands every hit in the corner.
- Grand Rafale's (
+
) damage has been reduced from 200 (40+10×13+30) to 150.
- Grand Rafale (
+
) has more Max Cancelable frames.
Combos
Standard starters:
0% Drive
0 Bar
cr., cr.
xx
+
,
+
, j.
= 184
- Elisabeth's basic combo from a low attack.
- The first
+
must be timed later than usual. It usually helps to try whiffing a st.
before doing it, and then immediately input the second
+
.
Cl.,
+
xx
+
(Corner),
+
(2 hits),
+
,
+
, j.
= 351
(corner) st.
xx
+
xx
+
(2 hits),
+
,
+
, j.
= 309
(corner) j.
,
+
(2 hits),
+
,
+
, j.
= 316
(corner) +
/
+
,
+
(2 hits),
+
,
+
, j.
= 278/303
1 Bar
cr., cr.
xx
+
,
+
, j.
,
+
= 292
Cl.,
+
xx
+
,
+
,
+
, nj.
,
+
- 389
Cl.,
+
xx
+
,
+
,
+
, j.
,
+
= 391
- Anywhere juggle extenders of the above combos.
Cl.,
+
xx
+
xx
+
,
+
(2 hits),
+
,
+
, j.
= 387
- Does slightly less damage than comboing into super, builds more meter.
Cl.,
+
xx
+
(Corner),
+
(2 hits),
+
,
+
, j.
,
+
= 441
(Corner) st.,
+
xx
+
,
+
,
+
(2 hits),
+
,
+
, j.
= 426
(Corner) +
,
+
(2 hits),
+
(2 hits),
+
,
+
, j.
= 360
(Corner) cr., cr.
xx
+
,
+
(2 hits),
+
,
+
, j.
= 370
(corner) st.
xx
+
xx
+
(2 hits),
+
,
+
, j.
,
+
= 414
(corner) j.
,
+
(2 hits),
+
,
+
, j.
,
+
= 421
(corner) +
/
+
,
+
(2 hits),
+
,
+
, j.
,
+
= 383/408
2 Bar
(Corner) +
,
+
,
+
(1 or 2 hits),
+
(2 hits),
+
,
+
, j.
= 491
(Corner) Cl.,
+
xx
+
,
+
,
+
(1 or 2 hits),
+
(2 hits),
+
,
+
, j.
= 534
Cl.,
+
xx
+
(Corner),
+
(2 hits),
+
,
+
= 537
50% Drive
O Bar
Close s.C, f+B xx dp+C, dp+A, [DC], qcf+A, dp+A, dp+A, j.C = 367 Damage, 48 Stun
cr.B, cr.A xx dp+A, [DC], qcf+A, dp+A, dp+A, j.C = 273
Close s.C, f+B xx dp+C (Corner), qcf+C (2 hits), dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 454 Damage, 57 Stun
(Corner) cr.B, cr.A xx dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 317 Damage, 38 Stun
(Corner) j.CD (Counter Hit), dp+A, [DC], qcf+A, dp+A, dp+A, j.C = 334 Damage, 37 Stun
(Corner) qcf+A (Counter Hit), dp+A, [DC], qcf+A, dp+A, dp+A, j.C = 321
1 Bar
Close s.C, f+B xx dp+C, dp+A, [DC], qcf+AC, qcf+K xx qcf+C (1 or 2 hits), dp+A, dp+A, j.C = 477 Damage, 48 Stun
Close s.C, f+B xx dp+C, dp+A, [DC], qcf+A, dp+A, dp+A, j.C, qcf~hcb+P = 457 Damage, 49 Stun
cr.B, cr.A xx dp+A, [DC], qcf+AC, qcf+K xx qcf+C (1 or 2 hits), dp+A, dp+A, j.C = 394
Close s.C, f+B xx dp+C, qcf+C (2 hits), dp+A, [DC], qcf+AC (Corner), qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 525 Damage, 57 Stun
Close s.C, f+B xx dp+C (Corner), qcf+C (2 hits), dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 514 Damage, 57 Stun
(Corner) cr.B, cr.A xx dp+A, [DC], qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 434 Damage, 41 Stun
(Corner) cr.B, cr.A xx dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 395
j.CD (Counter Hit), dp+A, [DC], qcf+AC, dp+A, dp+A, j.C = 464 Damage, 37 Stun
s.CD (Counter Hit) xx qcf+A, dp+A, [DC], qcf+AC, qcf+K xx qcf+C (1 or 2 hits), dp+A, dp+A, j.C = 500 Damage, 45 Stun
qcf+A (Counter Hit), dp+A [DC], qcf+AC, dp+A, dp+A, j.C = 451
(Corner) s.CD (Counter Hit) xx qcf+K xx qcf+C (2 hits), dp+A, [DC], qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 519 Damage, 48 Stun
(Corner)j.CD (Counter Hit), qcf+C (2 hits), dp+A, [DC], qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 526 Damage, 46 Stun
(Corner) dp+A/qcf+A (Counter Hit), qcf+C (2 hits), dp+A, [DC], qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 506/531 Damage
2 Bar
Close s.C, f+B xx dp+C, dp+A, [DC], qcf+AC, qcf+K xx qcf+C (1 or 2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 537 Damage, 48 Stun
cr.B, cr.A xx qcf+AC, dp+A, [DC], qcf+AC, qcf+K xx qcf+C (1 or 2 hits), dp+A, dp+A, j.C = 473 Damage, 35 Stun
hcb~f+AC, qcf+C (2 hits), dp+A, [DC], qcf+AC, qcf+K xx qcf+C (1 or 2 hits), dp+A, dp+A, j.C = 421
Close s.C, f+B xx dp+C, dp+A, [DC], qcf+AC (Corner), qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 596 Damage, 57 Stun
(Corner) Close s.C, f+B xx hcb~f+AC, qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 598 Damage, 57 Stun
(Corner) Close s.C, f+B xx qcf+AC, qcf+C (1 or 2 hits), dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), qcf+C (2 hits), [DC], dp+A, dp+A, j.C = 571 Damage, 57 Stun
(Corner) Close s.C, f+B xx dp+C, qcf+C (2 hits), dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), dp+A, qcfx2+AC = 616 Damage, 49 stun
(Corner) cr.B, cr.A xx qcf+AC, qcf+C (2 hits), dp+A, [DC], qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 516 Damage, 47 Stun
(Corner) hcb~f+AC, dp+C, qcf+C (2 hits), dp+A, [DC], qcf+AC, qcf+C (1 or 2 hits), dp+A, dp+A, j.C = 553
j.CD (Counter Hit), dp+A, [DC], qcf+AC, dp+A, dp+A, j.C, qcf~hcb+P = 539 Damage, 37 Stun
qcf+A (Counter Hit) , dp+A, [DC], qcf+AC, dp+A, dp+A, j.C, qcf~hcb+P = 526
(Corner) s.CD (Counter Hit) xx qcf+K xx qcf+C (2 hits), dp+A, [DC], qcf+AC, dp+A, dp+A, j.C, qcf~hcb+P = 597 Damage, 51 Stun
(Corner) j.CD (Counter Hit), qcf+C (2 hits), dp+A, [DC], qcf+AC, dp+A, dp+A, j.C, qcf~hcb+P = 586 Damage, 46 Stun
(Corner) dp+A/qcf+A (Counter Hit), qcf+C (2 hits), dp+A, [DC], qcf+K xx qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, qcfx2+AC = 584/609 Damage
100% Drive
1 Stock
Cl.,
+
, HD st.
xx
+
(
+
, xx
+
xx
+
(1 or 2 hits)] x1~2
+
, j.
,
+
(Corner) Cl.,
+
, HD st.
xx
+
(Corner),
+
(2 hits) (
+
, xx
+
(1 hit),
+
(2 hits)] x3,
+
2 Stock
j., cl.
,
+
, HD cl.
,
+
,
+
,
+
,
+
xx
+
x4,
+
,
+
= 722
3 Stock
Cl.,
+
, HD st.
xx
+
,
+
(10 hits) xx
+
= 767
(Corner) Cl.,
+
, HD st.
xx
+
(Corner),
+
(2 hits) (
+
, xx
+
(1 hit),
+
(2 hits)] x3,
+
(10 hits) xx
+
= 875
4 Stock
Cl.,
+
, HD st.
xx
+
xx
+
xx
+
= 891
(Corner) Cl.,
+
, HD st.
xx
+
(Corner),
+
(2 hits) (
+
, xx
+
(1 hit),
+
(2 hits)] x3,
+
xx
+
= 967
(Corner) j., st.
,
+
, HD st.
xx
+
(Corner),
+
(2 hits) (
+
, xx
+
(1 hit),
+
(2 hits)] x3,
+
xx
+
= 1005
(Corner) j., Cl.
, HD Cl.
xx
+
, xx
+
, (
+
, xx
+
(1 hit),
+
(2 hits)]x3,
+
xx
+
= 1000
5 Stock
j., Cl.
,
+
, HD St.
xx (
+
xx
+
) x5, j.
,
+
(1 hit) xx
+
,
+
= 1026
(Corner) j., Cl.
,
+
, HD st.
xx
+
(Corner),
+
(2 hits), xx
+
, xx
+
(whiff),
+
, xx
+
(1 hit),
+
(2 hits),
+
xx
+
= 1003
Team Order
1st position
Elizabeth is a meter hungry character, making her a poor 1st character. She can sit back and build meter by whiffing Etincelle (QFC+P). The only reason she should be point is to take advantage of a particularly good matchup; which Betty has few of, due to her nerfs from the arcade edition.
2nd position
Definitely Elizabeth's best position. She'll have a lot of options once she gets meter, and her damage will be significantly higher. You'll have the option to use HD combos for the kill, or sit on the meter for your anchor.
3rd position
Like practically every character in the game, Elizabeth can do very good damage with 3–4 meters and HD mode; however, if there is a situation where you have Elizabeth left against 2/3 enemy characters you'll probably have trouble. If you use the HD combo to kill the first character, suddenly the last character will be like playing Elizabeth 1st against an opponent with full meter. Elizabeth's toolkit is not really designed to reverse OCV a team.
Strategy
Offense
Defense/Neutral
Advanced Strategy
Frame Traps
Frame Traps
1) st., cl.
- 3 frame gap between st.
and cl.
. Be aware that st.
whiffs on crouching characters, except on Raiden when he's in guard position.
2) cr., cl.
- 4 frame gap between cr.
and cl.
.
3) st., st.
- 3 frame gap between st.
and st.
.
4) st., cr.
- 4 frame gap between st.
and cr.
.
5) st., cl.
- 4 frame gap between st.
and cl.
.
6) cr., st.
- 2 frame gap between cr.
and st.
. Need to be really close to the opponent.
7) cr., cl.
- 3 frame gap between cr.
and cl.
.
Safe Jump Setups
3 frame safe jump. Only 1-2 frame counters, 2 frame Neo Maxes, and Kyo's 2 frame EX Orochinagi are beating this safe jump.
4 frame safe jump. You need to be aware of character specific reversal options.
2) Corner combo into +
, hyper hop j.
, delayed neutral hop j.
3 frame safe jump off of a corner reset. There's enough time to block 3 frame reversals, hit confirm, and react to rolls.
3) Juggle into Grand Rafale, slightly delayed nj. (corner only), or sj.
3 frame safe jump but the j. needs to be timed meaty. There is a slight delay on the neutral j.
and the timing is tricky. Again, only 1-2 frame counters, 2 frame Neo Maxes, and Kyo's 2 frame EX Orochinagi are beating this safe jump.
4) Corner combo, +
, EX Noble Blanche,
+
, slightly delayed j.
3 frame safe jump but the j. needs to be timed meaty. Again, only 1-2 frame counters, 2 frame Neo Maxes, and Kyo's 2 frame EX Orochinagi are beating this safe jump.
Tips and Tricks
- To get the timing of the first
+
right in the combo cl.
+
+
,
+
,
+
, nj.
+
, it is best to whiff cancel st.
after
+
into the first
+
- Due to the anywhere juggle property on here
+
, Elisabeth can connect it after just about anything. Any air-to-air at the right range pretty much gives a guaranteed super. Normals used as anti-air cancelled or simply juggled into the same super works as well.
- The EX DM (
+
) stays on screen during the Neomax so even if you Neomax cancel on the first hit of the DM the opponent will be hit by both the DM and the Neomax at the same time.
- For an easier hit confirm you can add a
+
after the HD cl.
. The
+
's are omitted to reduce damage scaling
- Using a st.
in a HD combo will maximize the damage but the timing can be difficult. In order to get a st.
after the HD activation you need to be holding back to stop the forward dash momentum
- Use this as a guideline to learning the st.
timing; if Elisabeth doesn't move forward after the HD activation but she does cl.
it means you pressed
too soon. If you get a far st.
but it didn't combo you pressed
too late. Experimenting between these two extremes should help you find the correct timing
- To combo 2 Grand Rafale's you need to first, be at least 2 normal jumps away from the corner that is facing the opponents back. Second, you need to hit the nj.
as early as possible to raise the opponent as high as possible before the first Grand Rafale hits.
- What happens is the opponent is so high up that the last 2 hits of Grand Rafale whiff. The result is the opponent slowly falls to the ground instead of the immediate hard knockdown. During this extended falling state, you can combo a normal or Grand Rafale but you can't combo into her
+
DM or any special moves.
- If you are too far away from the corner you'll have to omit the cr.
and just combo into another Grand Rafale.
- An easy way to combo
+
into
+
,
, or
is to roll the stick to forward after the
+
. It would look like this -
,
,
+
~
+
,
, or
. The timing is really quick so you're doing the entire thing in one swift motion.
- You can also end in up~forward to help prevent input overlaps with other special moves.
- The Grand Rafale DM at the end of the combos is significantly scaled so it's best not to use the extra bar unless you want to guarantee the kill or a hard knockdown.
- To get two consecutive
+
's after the
+
you need to hit the opponent slightly before they touch the ground. To help with the timing, after the
+
, you can whiff a st.
then whiff cancel into the
+
.
- From mid screen, if you are trying to land Grand Rafale (
+
) immediately after a forward j.
or j.
, 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 nj.
will always put you at the right distance for an immediate Grand Rafale, however, if your
+
did not hit the opponent from lowest possible juggle point the nj.
will whiff because the opponent is too high. This is why it’s preferable to do a forward j.
to avoid that.
- Using a j.
instead of a j.
prior to Grand Rafale (
+
) will net you 1-2 more damage but will give you 2 less stun. Those numbers are really negligible but if you are keeping track of stun than the difference is worth noting.
- With the combos starting with
+
(EX Counter) when you do j.
or j.
you'll need to do a jump back j.
or j.
. If you neutral jump or jump forward you'll put yourself in the corner, which will reverse the motions.
The mid screen combos involving +
will carry the opponent from corner-to-corner and leave you in positional advantage with an aerial reset. Check the mix-ups section to see follow ups.