The King of Fighters XIII/Elisabeth: Difference between revisions

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| Other than Standing [[image:snkc.gif]], this is Mai's best attempt to controlling the space right above her.  While pretty good, it's a bit short compared to other characters' Cl.[[image:snkc.gif]] such as Kyo's and Iori's, and Mai's Cl.[[image:snkc.gif]] may be prone to trading with deep vertical attacks such as Kula's Jumping [[image:snkc.gif]] or Leona's Neutral Jumping [[image:snkd.gif]].  Other than that, this is Mai's fastest heavy-hitting attack to follow a jump-in with to continue her pressure strings.
| Meaty one-handed palm attack. This starts up fast and has a large activation range, making it more useful for comboing than Close Heavy Kick. A standard but useful Close Heavy attack that combos into Elisabeth's Un Coup du Pied ( [[File:f.gif]] + [[File:snkb.gif]] ).
|-
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! [[image:snkd.gif]]
! [[image:snkd.gif]]
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| Similar to Standing [[image:snkd.gif]] but it's cancelable. If one is trying to run in with a Cl.[[image:snkc.gif]] to pressure the opponent but have an inkling that the opponent may hop back in retaliation, a Cl.[[image:snkd.gif]] may prove useful to tag the opponent horizontally.  If the opponent responds with a full jump instead, then stick with the Cl.[[image:snkc.gif]].
| 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 Heavy Punch 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.gif]][[File:downright.gif]][[File:qcb.gif]] + [[File:punch.gif]] ) should link afterward in most situations.  
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|colspan="8" align="center"| '''Standing Far'''
|colspan="8" align="center"| '''Standing Far'''
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| One of Mai's best normals. Functions in the similar manner such as most Standing [[image:snka.gif]]. It pressures standing and crouching characters from afar and is fast enough to lock down the opponent without much chances for the opponent to counter hit or escape via jumping. Also a good move to follow up meaty attacks. In some certain, few circumstances, this move could be swept or slid under. Upon trapping an opponent with a plethora of St. [[image:snka.gif]] and Standing [[image:snkb.gif]], Mai may earn the opportunity to lock the opponent from the air with early jump-in attacks such Jumping [[image:snkc.gif]] and Jumping [[image:snkd.gif]], or hop in anticipation against sweeps and slides that would normally punish St. [[image:snka.gif]].  <BR>
| 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.gif]][[File:downright.gif]][[File:qcb.gif]] + [[File:punch.gif]] ) for solid damage.
What's neat and new in The King of Fighters XIII is that St. [[image:snka.gif]] is now cancelable and attack strings easily into Ryuu Enbu ([[File:qcb.png]] + [[File:snka.gif]]) with safety, not taking Guard Counter Rolls into account.  Since this move is cancelable, the player could hitconfirm from about 1 or 2 Crouching [[image:snkb.gif]] (spacing dependent) into a St.[[image:snka.gif]] and combo into Hissatsu Shinobibachi ([[File:hcf.png]] + [[File:k.png]]) for the knockdown.
|-
|-
! [[image:snkb.gif]]
! [[image:snkb.gif]]
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|align="center"| [[File:Low.png]]
|align="center"| [[File:Low.png]]
|align="center"| 30
|align="center"| 30
| A great compliment to Mai's St.[[image:snka.gif]]. It covers that range right above Mai's St.[[image:snka.gif]] that St.[[image:snka.gif]] can't reach and works quite well as an anti-air attack. It catches most hops and works well against jumps and super jumps that were spaced to land about mid to mid-close range from Mai's position. If an opponent full neutral jumps in mid-close range, the tip of far Standing [[image:snkb.gif]] will anti-air that kind of jump as well. This move has been redesigned in The King of Fighters XIII to actually hit crouching opponents and force them to block; sweeping or counter poking it won't be easy in this game as it was previously.<BR>
| This kick has very little range but it does hit low can is cancelable unlike with her Crouching Light Kick. 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.
Stringing together St. [[image:snka.gif]] and St.[[image:snkb.gif]] is a great tool for controlling the frontal space and especially pressure cornered opponents. Whiffing just by a little bit against opponents may be used to give the opponent a false sense of freedom to try to move forward or attack and Mai may recover in time to punish an escape or counter poke with a Ryuu Enbu ([[File:qcb.png]] + [[File:snka.gif]]), Standing or Crouching [[image:snka.gif]], or running up with Crouching [[image:snkc.gif]] that is spaced near the tip (but not exactly at it) and canceled into Ryuu Enbu, or a whiffed Cr.[[image:snkc.gif]] canceled into Ryuu Enbu. <BR>
Mai can cancel her st.[[image:snkb.gif]] directly into her st.[[image:snkd.gif]]. While st.[[image:snkd.gif]] is normally uncancellable, this target combo is extremely useful for easily confirming into HD combos.
|-
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! [[image:snkc.gif]]
! [[image:snkc.gif]]
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| Mai slashes with her fan in a manner similar to her old attack from past games, Sachiyo Dori ([[File:qcb.png]] + [[File:k.png]]).  What this means is that she covers the vertical and horizontal space in front of her.  One of Mai's weaknesses is that her grounded, vertical space control is really weak and she has to supplement her spacing game with her great air-to-air normals and pro-actively control that area.  To give her a breather, Standing [[image:snkc.gif]] can cover that straight vertical space above her, but she has to preempt the opponent's jump and time it a bit early in order for the "far range activation."  Otherwise, this move covers a good frontal and vertical space and is good to use in attack strings now and then, but the frame disadvantage usually ends her offensive momentum.  So be sure to use this move a bit more sparingly and use it to check the opponent's ability to escape.
| 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 Light Punch.
|-
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! [[image:snkd.gif]]
! [[image:snkd.gif]]
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| A higher risk yet higher reward version of St.[[image:snkb.gif]].  It has slightly more horizontal coverage than St.[[image:snkb.gif]] and does more damage as well. It's just that this attack is more prone to punishes, so please use it smartly. <BR>
| 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.
Mai can cancel her St.[[image:snkb.gif]] directly into her st.[[image:snkd.gif]]. While st.[[image:snkd.gif]] is normally uncancellable, this target combo is extremely useful for easily confirming into HD combos.
**If an Elisabeth player runs forward looking for a hop to anti-air with Close Heavy Kick 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 Heavy Kick.
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! [[image:snkc.gif]]+[[image:snkd.gif]]
! [[image:snkc.gif]]+[[image:snkd.gif]]
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| Essentially a Ryu Enbuu without flames. Can special cancel, and can combo from counterhit with [[File:Qcb.png]]+[[image:snkc.gif]]. Can also go over lows.
| 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.
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|colspan="8" align="center"| '''Crouching'''
|colspan="8" align="center"| '''Crouching'''
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| Effectively a crouching version of St.[[image:snka.gif]]. In comparison to St.[[image:snka.gif]] , Cr. [[image:snka.gif]] has slightly less range. Regardless, it still has its applications within pressure strings and hit confirms.
| Elisabeth's low jab can be chained into from her Crouching Light Kick in order to start a combo from a low hitconfirm. Crouching Light Punch can combo into her relatively safe Coup de Vent ( [[File:dp.gif]] + [[File:snka.gif]] ) and even Mistral ( [[File:hcb.gif]][[File:f.gif]] + [[File:punch.gif]] from close ranges. It also has better frame advantage on block than Crouching Light Kick.
|-
|-
! [[image:snkb.gif]]
! [[image:snkb.gif]]
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|align="center"| [[File:Low.png]]
|align="center"| [[File:Low.png]]
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| A standard Cr.[[image:snkb.gif]] for high and low mix-ups and pressuring the opponent.  Mai can also use this move in conjunction with running under to catch people doing sloppy jump-ins trying to get around Ryuu Enbu ([[File:qcb.png]] + [[File:snka.gif]]).  So, this move acts as one of Mai's lovely anti-air attacks that she could easily set up the opponent for and hit confirm into a knockdown combo.
| Elisabeth has an uncancelable Crouching Light Kick, but she can chain this into Crouching Light Punch 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 Light Kicks.
|-
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! [[image:snkc.gif]]
! [[image:snkc.gif]]
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| Mai's furthest reaching, hardest hitting, cancelable normal attack. It's great for poking and counter poking as well as for punishing opponents.  It's quite fast and it's hard for the opponent to gauge when or when not to try to Guard Cancel Roll against this move, suspecting that Mai will cancel into another attack afterwards.  If Mai doesn't cancel into another attack, she'll be left with enough frame advantage against a Guard Cancel Roll to meaty the recovery of the roll with another Cr.[[image:snkc.gif]] or another attack. So while at times it may seem contrived to attack and string with this attack, it's not a free ride to try to counter it at all.
| 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.
|-
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! [[image:snkd.gif]]
! [[image:snkd.gif]]
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|align="center"| [[File:Low.png]]
|align="center"| [[File:Low.png]]
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| A standard sweep with moderate range and speed.  It's cancel properties makes it good to pressure and attack string with, but of course will knockdown the opponent upon hit; as opposed to counter poking with a Cr.[[image:snkc.gif]], hitting, and canceling into Ryuu Enbu ([[File:qcb.png]] + [[File:snka.gif]]) for the knockdown.  So in comparison with Cr.[[image:snkc.gif]], Cr. [[image:snkd.gif]] has the advantage of hitting low but in return does less damage upon hit if the opponent just so happens to be caught by an attack. Generally it has about the same range and coverage as Cr.[[image:snkc.gif]] but might boast a slight range advantage over it.
| Elisabeth's sweep only reaches has far as her Crouching Light Kick, though it causes a soft knockdown and is cancelable on whiff and hit. As her Crouching Light Kick 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.
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|colspan="8" align="center"| '''Jump/Hop'''
|colspan="8" align="center"| '''Jump/Hop'''
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|align="center"| [[File:High.png]]
|align="center"| [[File:High.png]]
|align="center"| 45/40
|align="center"| 45/40
| A very quick attack that is great for limiting opponents' approach options.  Such as if the opponent is too fond of doing early, hop forward heavy attacks, Mai could just stick out an early neutral hop Jumping [[image:snka.gif]] or an early hop back J.[[image:snka.gif]] to preempt an opponent.
| Fast horizontal jab with a highest hitbox of all her jumping attacks, making this a good air-to-air.
|-
|-
! [[image:snkb.gif]]
! [[image:snkb.gif]]
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|align="center"| [[File:High.png]]
|align="center"| [[File:High.png]]
|align="center"| 45/40
|align="center"| 45/40
| Mai jumps and attacks with her knee. This move covers mainly the space below Mai's waist, near her knee and crosses up quite well.  Within closer ranges, trying to do this move as a hop-in attack will generally whiff most opponents due to Mai's unique hop arc so this move is usually spaced from about mid-close range or from full jumps to gain the cross-up.
| Flying knee that works best as a close-range air-to-ground. Elisabeth's vulnerable hitbox isn't as outstretched as with Jumping Heavy Kick so at times this attack can be safer against reversals against players execting her heavier kick. A good alternative to Jumping Heavy Kick that can also cross up.
|-
|-
! [[image:snkc.gif]]
! [[image:snkc.gif]]
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|align="center"| [[File:High.png]]
|align="center"| [[File:High.png]]
|align="center"| 72/70
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| One of Mai's best air-to-air attacks.  It covers a good "half-circular" range in front of Mai in the air and makes it's particularly good for air-to-air against jumps and hops while Mai commits to a hop. Upon an air-to-air hit, Mai can easily run under and go for cross-under Cr.[[image:snkb.gif]] mix-up and meaty from the other side of the opponent.  If the opponent is too close and tried to hit Mai early out of her J.[[image:snkc.gif]], the player could choose to do the J.[[image:snkc.gif]] while holding forward or back and "Option Select" with an air throw, Yumezakura (Air [[File:f.png]] or [[File:b.png]] + [[File:snkc.gif]] [while close]), at this moment.  While this move has a good downward hitbox, it doesn't reach the downward portion just as fast as J.[[image:snkd.gif]] or her other normals, so it's not entirely the preferred jump-in of choice.  Jumping [[image:snkc.gif]] is great for occupying multiple areas in a small amount of time that gives Mai optimal control.
| Fast and lacking in active frames. Difficult to time as a jump-in though Jumping Light/Heavy Kick function more competently. Somewhat applicable as an air-to-air against very close, lower opponents that can't be hit by Jumping Light Punch.
|-
|-
! [[image:snkd.gif]]
! [[image:snkd.gif]]
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|align="center"| [[File:High.png]]
|align="center"| [[File:High.png]]
|align="center"| 70/68
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| Mai's most standard jump-in attack.  Somewhat similar to J.[[image:snka.gif]] in application, this move could be used during early during a hop or so to preempt an opponent's approaching hop or attempt to run in.  From certain spacings, this attack may cancel into Musasabi no Mai (air) (Air [[File:qcb.png]] + [[File:p.png]]) as proper attack string to throw off the opponent's timing.  Just be wary of mis-spacing it or getting countered by a Guard Cancel Roll in the corner.  
| Elisabeth's best jump-in that should look familiar to any 'Shoto' player. Jumping Heavy Kick'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]]
! [[image:snkc.gif]]+[[image:snkd.gif]]
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|align="center"| HL
|align="center"| HL
|align="center"| 90/80
|align="center"| 90/80
| Effectively, this is an aerial Ryuu Enbu ([[File:qcb.png]] + [[File:snka.gif]]).  It has great air control and good enough speed; but to hit upon crouching opponents, it must be timed very late.  Late, to the point that the opponent could already react and it Mai with an anti-air normal or so.  So be sure to mix-up Mai's jump-in attacks so the opponent has to second guess whether or not if there is enough time to anti-air Mai from the correct angle or commit blocking while standing.
| Elisabeth's most downward-angled kick in the air. Strong vertical and horizontal hitbox with less vulnerabilities than Jumping Heavy Kick, 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 Heavy Kick 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.gif]][[File:downright.gif]][[File:qcb.gif]] + [[File:punch.gif]] ).
|-
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|colspan="8" align="center"| '''Command Normals'''
|colspan="8" align="center"| '''Command Normals'''
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| '''Ukihane'''- Mai uses her fans to slow her descent, altering her trajectory and falling onto her target with a knee-drop. This move has a massive hitbox that can stuff or trade with anti-airs and even stop air-to-air attempts to counter this attack. This move also causes a hard knockdown, which can set up Mai for offensive pressure or give her time to back off and reestablish her zoning.
| '''Un Coup De Pied'''- Elisabeth's command normal only combos from Heavy normals--namely Close Heavy Punch--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.gif]] + [[File:punch.gif]] ) is generally safe on block or hit, though the player could cancel into a faster-recovering move such as Rêverie-Souhaiter ( [[File:qcb.gif]] + [[File:kick.gif]] ) to mix up her blockstrings or to avoid being punished on block.
|-
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|colspan="8" align="center"| '''Throws'''
|colspan="8" align="center"| '''Throws'''
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|align="center"| [[File:Throw.png]]
|align="center"| [[File:Throw.png]]
|align="center"| 100
|align="center"| 100
| '''Fuusha Kuzushi-''' Breakable. Neckbreaker throw. After [[image:snkc.gif]] throw in the corner, you can roll for an ambiguous cross-up (crossunder [[File:D.png]]+[[File:Snkb.gif]]).
| '''Manier'''- Causes a soft knockdown.
|-
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|colspan="8" align="center"| '''Special Moves'''
|colspan="8" align="center"| '''Special Moves'''
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[[image:snkc.gif]]: 50*2
[[image:snkc.gif]]: 50*2
[[File:Ex.png]]: 60*3
[[File:Ex.png]]: 60*3
| '''Kachousen (fan toss)'''- Mai's fan projectile. Extremely important for Mai's game. [[File:Snka.gif]] version is slower, [[File:Snkc.gif]] version is faster. [[File:Snkc.gif]] can be comboed into with close normals. [[File:Snka.gif]] version actually sets up a frame trap with st.[[File:Snka.gif]]/cr.[[File:Snkc.gif]].
| '''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. The Weak version hits once and has less juggle capabilities, but the startup and recovery is very fast. On counterhit the Weak version launches the opponent higher and leaves them fully juggleable, allowing for a variety of follow ups. Her Strong 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.
[[File:Ex.png]] version cancels other projectiles, does more damage, and knocks down. However, it's generally not that useful.
**The active hitbox will additionally nullify projectiles.
**'''[[File:Ex.png]] &Eacute;tincelle ([[File:qcf.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - 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]]
! [[File:dp.png]] + [[File:P.png]]
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[[image:snkc.gif]]: 60<BR>
[[image:snkc.gif]]: 60<BR>
[[File:Ex.png]]: 80
[[File:Ex.png]]: 80
| '''Ryuu Enbu (flame tail)'''- Another trademark move. [[image:snka.gif]] is better in blockstrings, and is safe on block. [[image:snkc.gif]] hits twice if close, and is better in combos.
| '''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 hitreset 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:Ex.png]] + on block, and one of her main combo tools. Does quite a bit of damage, can combo afterward from it.
**The weak upper 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.
**Her stronger launcher 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 ([[File:dp.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - 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]]
! [[File:qcf.png]] + [[File:K.png]]
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|align="center"| HL
|align="center"| HL
|align="center"| -
|align="center"| -
| '''Hissatsu Shinobibachi'''- Don't use this move in neutral, it's quite punishable. Her highest damage special move. Good for punishing some moves from far away.
| '''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 safe&Eacute;tincelle from a ''cl.C f+B'' attack string.
[[File:Ex.png]] is safe against everything except some command grabs, does a lot of damage.
**'''[[File:ex.png]] R&ecirc;verie-Prier ([[File:qcf.gif]] + [[File:kick.gif]])''' - 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 &Eacute;tincelle 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]]
! [[File:qcb.png]] + [[File:K.png]]
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|align="center"| HL
|align="center"| HL
|align="center"| [[File:P.png]]: -
|align="center"| [[File:P.png]]: -
| '''Musabi no Mai'''- Diving attack. This move is unsafe if done too high off the ground. It's safer if Tk'd (2367+P) really close to the ground, hitting extended limbs or near a standing opponents feet. Good for some mixups, but don't do it too much. Can also be cancelled from normal jump [[File:Snkb.gif]], [[File:Snkc.gif]], or [[File:Snkd.gif]].
| '''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]] is safer than the normal version, also causes a juggle which is easy to follow up in the corner.
**'''[[File:ex.png]] R&ecirc;verie-Souhaiter ([[File:qcb.gif]] + [[File:kick.gif]])''' - 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.gif]] + [[File:kick.gif]] 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]]
! [[File:qcb.png]] + [[File:P.png]]
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|align="center"| --
|align="center"| --
|align="center"| -
|align="center"| -
|'''Musabi no Mai'''- Mai jumps to the wall really fast, and then comes back down with the same attack as air [[File:qcb.png]] + [[File:P.png]]. It's good for running away.
|'''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:qcb.gif]] + [[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:qcb.gif]] + [[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 Heavy Punch.
**'''[[File:Ex.png]] R&ecirc;verie-Geler ([[File:qcb.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - 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]]
! [[File:hcb.png]],[[File:f.png]]  + [[File:P.png]]
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|align="center"| [[File:P.png]]: 150
|align="center"| [[File:P.png]]: 150
[[File:Ex.png]]: 100
[[File:Ex.png]]: 100
|'''Musabi no Mai- Feint'''- Same as the above, but Mai doesn't dive. Even better for running away, probably better than the non-feint version.
|'''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 forth comboing into because of its speed; more of an occasional threat on its own.
**'''[[File:Ex.png]] Mistral ([[File:hcb.gif]][[File:right.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - Elisabeth recovers faster, allowing enough time for her to juggle the opponent for a heavy combo.
|-
|-
|colspan="8" align="center"| '''DMs'''
|colspan="8" align="center"| '''DMs'''
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|align="center"| [[File:P.png]]: 20*10<BR>
|align="center"| [[File:P.png]]: 20*10<BR>
[[File:Ex.png]]: 20*14+60
[[File:Ex.png]]: 20*14+60
| '''Chou Hissatsu Shinobibachi'''- Mai's entire body lights on fire and she launches herself at her opponent similar to [[File:hcf.png]] + [[File:K.png]]. Good for punishing stuff far away. Has low priority.
| '''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]]- has startup invincibility, can be followed up with air throw.
**'''[[File:Ex.png]] Noble Blanc ([[File:qcf.gif]][[File:qcf.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - 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.
|-
|-
! (air) [[File:qcf.png]] [[File:hcb.png]] + [[File:P.png]]
! [[File:qcf.png]] [[File:hcb.png]] + [[File:P.png]]
|align="center"| [[File:K.png]]: 10/28/-<BR>
|align="center"| [[File:K.png]]: 10/28/-<BR>
|align="center"| [[File:K.png]]: KD/-3<BR>
|align="center"| [[File:K.png]]: KD/-3<BR>
Line 292: Line 303:
|align="center"| HL
|align="center"| HL
|align="center"| [[File:P.png]]: 30+10x3+(0+10)x5+40<BR>
|align="center"| [[File:P.png]]: 30+10x3+(0+10)x5+40<BR>
| '''Chou Hissatsu Shinobibachi'''- She can also do this super in the air. Has the same properties as the grounded version.
| '''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.
[[File:Ex.png]]- has startup invincibility, can be comboed from if the opponent is hit mid-air.
**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]]
! (airok) [[File:qcb.png]] [[File:hcf.png]] + [[image:snkb.gif]]+[[image:snkd.gif]]
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|align="center"| -
|align="center"| -
|align="center"| 25×18+25 (475)
|align="center"| 25×18+25 (475)
| '''Shiranui Ryuu: Kunoichi no Mai'''- Mai dives toward the wall, and comes back down basically hitting full screen. Can punish just about anything. One of the few Neomax supers that can be done raw. Also a great ender for HD combos, has good damage scaling.
| '''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 =
= Console Changes =
*&Eacute;tincelle (qcf+P) builds up less meter.
*Etincelles (qcf+P) builds up less meter.
*Added EX versions of her R&ecirc;verie-Souhaiter (qcb+BD) and R&ecirc;verie-Prier (qcf+BD). 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.
*Added EX versions of her Reverie-Prier (qcb+BD) and Reverie-Souhaiter (qcf+BD). 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 R&ecirc;verie-Geler (qcb+AC) 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.
*EX Reverie-Geler (qcb+AC) 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 (qcf qcf+P) has more invincibility.
*Noble Blanc (qcf qcf+P) has more invincibility.
*EX Noble Blanc's (qcf qcf+AC) hitbox has been changed so that it is easier to get more hits. With this change, it lands every hit in the corner.
*EX Noble Blanc's (qcf qcf+AC) hitbox has been changed so that it is easier to get more hits. With this change, it lands every hit in the corner.
Line 313: Line 324:
*Grand Rafale (qcf hcb+P) has more Max Cancelable frames.
*Grand Rafale (qcf hcb+P) has more Max Cancelable frames.


= Section that will be removed =
= Combos =
Standard starters:


== Move Analysis ==
== 0% Drive ==
'''0 Bar'''<BR>
cr.B, cr.A xx dp+A, dp+A, j.C = 184
**Elisabeth's basic combo from a low attack.


=== Normal Moves ===
*''Close s.C, f+B xx dp+C, dp+A, dp+A, j.C = 286''
*'''Standing Light Punch ([[File:snka.gif]])''' - 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.gif]][[File:downright.gif]][[File:qcb.gif]] + [[File:punch.gif]] ) for solid damage.
**The first dp+A must be timed later than usual. It usually helps to try whiffing a st.B before doing it, and then immediately input the second dp+A.


*'''Standing Light Kick ([[File:snkb.gif]])''' - This kick has very little range but it does hit low can is cancelable unlike with her Crouching Light Kick. 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.
s.CD (Counter Hit) xx qcf+K, dp+A, dp+A, j.C = 290 Damage, 33 Stun


*'''Standing Heavy Punch ([[File:snkc.gif]])''' - 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 Light Punch.
j.CD (Counter Hit), dp+A, dp+A, j.C = 239 Damage, 25 Stun


*'''Close Heavy Punch (Close [[File:snkc.gif]])''' - Meaty one-handed palm attack. This starts up fast and has a large activation range, making it more useful for comboing than Close Heavy Kick. A standard but useful Close Heavy attack that combos into Elisabeth's Un Coup du Pied ( [[File:f.gif]] + [[File:snkb.gif]] ).
qcf+A (Counter Hit), dp+A, dp+A, j.C = 226 Damag


*'''Standing Heavy Kick ([[File:snkd.gif]])''' - 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.
Close s.C, f+B xx dp+C (Corner), qcf+C (2 hits), dp+A, dp+A, j.C = 351
**If an Elisabeth player runs forward looking for a hop to anti-air with Close Heavy Kick 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 Heavy Kick.


*'''Close Heavy Kick (Close [[File:snkd.gif]])''' - 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 Heavy Punch is stronger for starting combos. Fully cancelable, like most Close normals.
(corner) s.CD (Counter Hit) xx qcf+K xx qcf+C (2 hits), dp+A, dp+A, j.C = 309 Damage, 33 Stun
**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.gif]][[File:downright.gif]][[File:qcb.gif]] + [[File:punch.gif]] ) should link afterward in most situations.  


*'''Crouching Light Punch ([[File:down.gif]] + [[File:snka.gif]])''' - Elisabeth's low jab can be chained into from her Crouching Light Kick in order to start a combo from a low hitconfirm. Crouching Light Punch can combo into her relatively safe Coup de Vent ( [[File:dp.gif]] + [[File:snka.gif]] ) and even Mistral ( [[File:hcb.gif]][[File:f.gif]] + [[File:punch.gif]] from close ranges. It also has better frame advantage on block than Crouching Light Kick.
(corner) j.CD (Counter Hit), qcf+C (2 hits), dp+A, dp+A, j.C = 316 Damage, 31 Stun


*'''Crouching Light Kick ([[File:down.gif]] + [[File:snkb.gif]])''' - Elisabeth has an uncancelable Crouching Light Kick, but she can chain this into Crouching Light Punch 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 Light Kicks.
(corner) dp+A/qcf+A (Counter Hit), qcf+C (2 hits), dp+A, dp+A, j.C = 278/303


*'''Crouching Heavy Punch ([[File:down.gif]] + [[File:snkc.gif]])''' - 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.
'''1 Bar'''<BR>
*''cr.B, cr.A xx dp+A, dp+A, j.C, qcf~hcb+P'' = 292


*'''Crouching Heavy Kick ([[File:down.gif]] + [[File:snkd.gif]])''' - Elisabeth's sweep only reaches has far as her Crouching Light Kick, though it causes a soft knockdown and is cancelable on whiff and hit. As her Crouching Light Kick 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.
*''Close s.C, f+B xx dp+C, dp+A, dp+A, nj.D , qcf~hcb+P'' - 389


*'''Blowback Attack ([[File:snkc.gif]] + [[File:snkd.gif]])''' - 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.
*''Close s.C, f+B xx dp+C, dp+A, dp+A, j.C, qcf~hcb+P'' = 391
**Cancels on hit or whiff into specials.
**Anywhere juggle extenders of the above combos.


*'''Jumping Light Punch (Air [[File:snka.gif]])''' - Fast horizontal jab with a highst hitbox of all her jumping attacks, making this a good air-to-air.
*''Close s.C, f+B xx qcf+BD xx hcb~f+P, qcf+C (2 hits), dp+A, dp+A, j.C'' = 387
Does slightly less damage than comboing into super, builds more meter.


*'''Jumping Light Kick (Air [[File:snkb.gif]])''' - Flying knee that works best as a close-range air-to-ground. Elisabeth's vulnerable hitbox isn't as outstretched as with Jumping Heavy Kick so at times this attack can be safer against reversals against players execting her heavier kick. A good alternative to Jumping Heavy Kick that can also cross up.
Close s.C, f+B xx dp+C (Corner), qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 441 Damage, 42 Stun


*'''Jumping Heavy Punch (Air [[File:snkc.gif]])''' - Fast and lacking in active frames. Difficult to time as a jump-in though Jumping Light/Heavy Kick function more competently. Somewhat applicable as an air-to-air against very close, lower opponents that can't be hit by Jumping Light Punch.
(Corner) s.C, f+B xx hcb~f+AC, dp+C, qcf+C (2 hits), dp+A, dp+A, j.C = 426 Damage, 42 Stun


*'''Jumping Heavy Kick (Air [[File:snkd.gif]])''' - Elisabeth's best jump-in that should look familiar to any 'Shoto' player. Jumping Heavy Kick'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.
(Corner) hcb~f+AC, dp+C (2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 360 Damage, 29 Stun


*'''Jumping Blowback Attack (Air [[File:snkc.gif]] + [[File:snkd.gif]])''' -  Elisabeth's most downward-angled kick in the air. Strong vertical and horizontal hitbox with less vulnerabilities than Jumping Heavy Kick, 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 Heavy Kick and get more frame advantage, but the lack of a high mixup with a deep vertical hitbox affects Elisabeth's overall offensive capabilities.
(Corner) cr.B, cr.A xx qcf+AC, qcf+C (2 hits), dp+A, dp+A, j.C = 370
**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.gif]][[File:downright.gif]][[File:qcb.gif]] + [[File:punch.gif]] ).


=== Unique Attacks ===
(corner) s.CD (Counter Hit) xx qcf+K xx qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 414 Damage, 33 Stun


*'''Un Coup du Pied ([[File:right.gif]] + [[File:snkb.gif]])''' - Elisabeth's command normal only combos from Heavy normals--namely Close Heavy Punch--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.gif]] + [[File:punch.gif]] ) is generally safe on block or hit, though the player could cancel into a faster-recovering move such as Rêverie-Souhaiter ( [[File:qcb.gif]] + [[File:kick.gif]] ) to mix up her blockstrings or to avoid being punished on block.
(corner)j.CD (Counter Hit), qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 421 Damage, 31 Stun


=== Throw ===
(corner)dp+A/qcf+A (Counter Hit), qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 383/408


*'''Manier ([[File:right.gif]] or [[File:left.gif]] + [[File:snkc.gif]] or [[File:snkd.gif]] [while close])''' - Causes a soft knockdown.
s.CD (Counter Hit) xx qcf+K, dp+A, dp+A, j.C, qcf~hcb+P = 398 Damage, 33 Stun
 
=== Special Moves ===
*'''&Eacute;tincelle ([[File:qcf.gif]] + [[File:punch.gif]])''' - 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. The Weak version hits once and has less juggle capabilities, but the startup and recovery is very fast. On counterhit the Weak version launches the opponent higher and leaves them fully juggleable, allowing for a variety of follow ups. Her Strong 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]] &Eacute;tincelle ([[File:qcf.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - Does a bit more damage and starts fast, though this move isn't meter-efficient to be using much outside of combos.
*'''Coup de Vent ([[File:dp.gif]] + [[File:punch.gif]])''' - Forward-sliding uppercut that launches the opponent. Elisabeth can combo into this attack from Light and Heavy hitconfirms which inevitably leads to a finishing hitreset 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.
**The weak upper 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.
**Her stronger launcher 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 ([[File:dp.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - 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.
*'''R&ecirc;verie-Prier ([[File:qcf.gif]] + [[File:kick.gif]])''' - 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 safe&Eacute;tincelle from a ''cl.C f+B'' attack string.
**'''[[File:ex.png]] R&ecirc;verie-Prier ([[File:qcf.gif]] + [[File:kick.gif]])''' - 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 &Eacute;tincelle to start a juggle.
**Her upper body invulnerability allows her to pass through non-grounded projectiles while moving closer to the opponent.
*'''R&ecirc;verie-Souhaiter ([[File:qcb.gif]] + [[File:kick.gif]])''' - 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]] R&ecirc;verie-Souhaiter ([[File:qcb.gif]] + [[File:kick.gif]])''' - 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.gif]] + [[File:kick.gif]] to really mess with the opponent's reactions due to the quick change of direction coupled with startup invuln.
*'''R&ecirc;verie-Geler ([[File:qcb.gif]] + [[File:punch.gif]])''' - 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:qcb.gif]] + [[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:qcb.gif]] + [[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 Heavy Punch.
**'''[[File:Ex.png]] R&ecirc;verie-Geler ([[File:qcb.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - 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.
*'''Mistral ([[File:hcb.gif]][[File:right.gif]] + [[File:punch.gif]])''' - 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 forth comboing into because of its speed; more of an occasional threat on its own.
**'''[[File:Ex.png]] Mistral ([[File:hcb.gif]][[File:right.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - Elisabeth recovers faster, allowing enough time for her to juggle the opponent for a heavy combo.


=== Desperation Moves ===
j.CD (Counter Hit), dp+A, dp+A, j.C, qcf~hcb+P = 359 Damage, 25 Stun
*'''Noble Blanc ([[File:qcf.gif]][[File:qcf.gif]] + [[File:punch.gif]])''' - 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 ([[File:qcf.gif]][[File:qcf.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - 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.
*'''Grand Rafale ([[File:down.gif]][[File:downright.gif]][[File:hcb.gif]] + [[File:punch.gif]])''' - 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.
*'''Etoile Filant ([[File:down.gif]][[File:downleft.gif]][[File:hcf.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - 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.


qcf+A (Counter Hit), dp+A, dp+A, j.C, qcf~hcb+P = 346


'''2 Bar'''<BR>
(Corner) hcb~f+AC, qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 491 Damage, 29 Stun


= Combos =
(Corner) Close s.C, f+B xx hcb~f+AC, qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 534 Damage, 42 Stun
Standard starters:


== 0% Drive ==
Close s.C, f+B xx dp+C (Corner), qcf+C (2 hits), dp+A, qcfx2+AC = 537
'''0 Bar'''
*''cr.B cr.A dp+Ax2 vj.D''
**Elisabeth's basic combo from a low attack.
*''cl.C f+B xx dp+C, dp+A vj.D''
**Easier heavy combo than the below version. Simple to hitconfirm ''cl.C f+B'' into a blockstring or combo.
*''cl.C f+B xx dp+C, dp+A, dp+A vj.D''
**The first dp+A must be timed later than usual. It usually helps to try whiffing a st.B before doing it, and then immediately input the second dp+A.


'''1 Bar'''
qcb+AC (Counter Hit), dp+C, dp+A, dp+A, j.C, qcf~hcb+P = 296
*''cr.B cr.A dp+Ax2 vj.D, qcf hcb+P''
*''cl.C f+B xx dp+C, dp+A, vj.D, qcf hcb+P''
*''cl.C f+B xx dp+C, dp+A, dp+A, vj.D qcf hcb+P''
**Anywhere juggle extenders of the above combos.
*''(jump attack) cl.C f+B xx hcb~f+AC, qcf+C, dp+A, dp+A, nj.D'' (386, 38)
Does slightly less damage than comboing into super, builds more meter.


== 50% Drive ==
== 50% Drive ==

Revision as of 22:12, 28 June 2020

The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



Elisabeth Blanctorche

KOFXIII-Elisabeth Face.png

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 should be able to block with confidence and poise.

Elizabethkofxiii.gif

Video Walkthrough

Move List

Copied from the Mai page- don't worry if this template looks strange for now.

Frames Advantage Properties Block Damage Notes
Standing Close
Snkc.gif 3/5/14 +2/0 Cancel.png HL 70 Meaty one-handed palm attack. This starts up fast and has a large activation range, making it more useful for comboing than Close Heavy Kick. A standard but useful Close Heavy attack that combos into Elisabeth's Un Coup du Pied ( F.gif + Snkb.gif ).
Snkd.gif 6/4/17 0/-2 Cancel.png HL 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 Heavy Punch 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 ( Qcf.gifDownright.gifQcb.gif + Punch.gif ) should link afterward in most situations.
Standing Far
Snka.gif 4/4/8 +3/+1 Cancel.pngChaincancel.png HL 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 ( Qcf.gifDownright.gifQcb.gif + Punch.gif ) for solid damage.
Snkb.gif 6/4/9 +2/0 - Low.png 30 This kick has very little range but it does hit low can is cancelable unlike with her Crouching Light Kick. 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.
Snkc.gif 8/6/18 -3/-5 Cancel.png HL 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 Light Punch.
Snkd.gif 8/7/19 -5/-7 HL 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 Heavy Kick and the opponent stays grounded, pressing 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 Heavy Kick.
Snkc.gif+Snkd.gif 13/7/12 KD/+4 Specialcancel.pngSoftknockdown.png HL 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.
Crouching
Snka.gif 5/3/8 +4/+2 Cancel.pngChaincancel.png HL 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 Light Punch can combo into her relatively safe Coup de Vent ( Dp.gif + Snka.gif ) and even Mistral ( Hcb.gifF.gif + Punch.gif from close ranges. It also has better frame advantage on block than Crouching Light Kick.
Snkb.gif 4/4/9 +2/0 Chaincancel.png Low.png 30 Elisabeth has an uncancelable Crouching Light Kick, but she can chain this into Crouching Light Punch 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 Light Kicks.
Snkc.gif 4/7/17 -3/-5 Cancel.png HL 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.
Snkd.gif 7/8/21 KD/-10 Cancel.pngSoftknockdown.png Low.png 80 Elisabeth's sweep only reaches has far as her Crouching Light Kick, though it causes a soft knockdown and is cancelable on whiff and hit. As her Crouching Light Kick 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.
Jump/Hop
Snka.gif 5/12/-

5/10/-

- - High.png 45/40 Fast horizontal jab with a highest hitbox of all her jumping attacks, making this a good air-to-air.
Snkb.gif 5/12/-

5/10/-

-/- High.png 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 Heavy Kick so at times this attack can be safer against reversals against players execting her heavier kick. A good alternative to Jumping Heavy Kick that can also cross up.
Snkc.gif 7/7/-

7/7/-

-/- High.png 72/70 Fast and lacking in active frames. Difficult to time as a jump-in though Jumping Light/Heavy Kick function more competently. Somewhat applicable as an air-to-air against very close, lower opponents that can't be hit by Jumping Light Punch.
Snkd.gif 7/8/-

7/8/-

-/- High.png 70/68 Elisabeth's best jump-in that should look familiar to any 'Shoto' player. Jumping Heavy Kick'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.
Snkc.gif+Snkd.gif 9/5/-

10/5/-

KD/- Softknockdown.png HL 90/80 Elisabeth's most downward-angled kick in the air. Strong vertical and horizontal hitbox with less vulnerabilities than Jumping Heavy Kick, 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 Heavy Kick 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 ( Qcf.gifDownright.gifQcb.gif + Punch.gif ).
Command Normals
F.png + Snkb.gif 10/-/- +3 (at best) Specialcancel.png HL 40 Un Coup De Pied- Elisabeth's command normal only combos from Heavy normals--namely Close Heavy Punch--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 ( Dp.gif + Punch.gif ) is generally safe on block or hit, though the player could cancel into a faster-recovering move such as Rêverie-Souhaiter ( Qcb.gif + Kick.gif ) to mix up her blockstrings or to avoid being punished on block.
Throws
F.png/B.png + Snkc.gif/Snkd.gif 0 KD Softknockdown.png Throw.png 100 Manier- Causes a soft knockdown.
Special Moves
Qcf.png + P.png Snka.gif: 15/-/30

Snkc.gif: 14/-/34
Ex.png: 9/-/33

Snka.gif: +1/-2

Snkc.gif: -3/-6
Ex.png: KD/-5

Projectileabsorb.pngSoftknockdown.png HL Snka.gif: 70

Snkc.gif: 50*2 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. The Weak version hits once and has less juggle capabilities, but the startup and recovery is very fast. On counterhit the Weak version launches the opponent higher and leaves them fully juggleable, allowing for a variety of follow ups. Her Strong 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.
    • Ex.png Étincelle (Qcf.gif + Snka.gif + Snkc.gif) - Does a bit more damage and starts fast, though this move isn't meter-efficient to be using much outside of combos.
Dp.png + P.png Snka.gif: 15/9/25

Snkc.gif: 9/3(15)9/31
Ex.png: 7/3(15)11/15

Snka.gif: KD/-1

Snkc.gif: KD/-7
Ex.png: KD/+7

Softknockdown.pngDrivecancel.png

Ex.png:Startupinv.png

HL Snka.gif: 50

Snkc.gif: 60
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 hitreset 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.
    • The weak upper 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.
    • Her stronger launcher 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.
    • Ex.png Coup de Vent (Dp.gif + Snka.gif + Snkc.gif) - 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.
Qcf.png + K.png Snkb.gif: 6/2(4)2(10)22/17

Snkd.gif: 9/5(2)3(11)23/17
Ex.png: 9/10(11)24/19

Snkb.gif: KD/-21

Snkd.gif: KD/-22
Ex.png: KD/-2

K.png: Upperbodyinv.png

Ex.png: Startupinv.pngSpecialcancel.png

HL - 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.C f+B attack string.
    • Ex.png Rêverie-Prier (Qcf.gif + Kick.gif) - 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.
Qcb.png + K.png P.png: 21/-/17

Ex.png: 16/-/17

P.png: KD/-

Ex.png: KD/-

Lowerbodyinv.png

Ex.png: Startupinv.pngSpecialcancel.png

HL P.png: - 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.
    • Ex.png Rêverie-Souhaiter (Qcb.gif + Kick.gif) - 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 Dp.gif + Kick.gif to really mess with the opponent's reactions due to the quick change of direction coupled with startup invuln.
Qcb.png + P.png Snka.gif: 15/9/25

Snkc.gif: 9/3(15)9/31
Ex.png: 7/3(15)11/15

Snka.gif: KD/-1

Snkc.gif: KD/-7
Ex.png: KD/+7

[image:snka.gif]]: Counter.png (High, some mids)

Snkc.gif: Counter.png (Low, some mids)
Ex.png: Counter.pngSpecialcancel.png

-- - 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.
    • Qcb.gif + 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.
    • Qcb.gif + 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 Heavy Punch.
    • Ex.png Rêverie-Geler (Qcb.gif + Snka.gif + Snkc.gif) - 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.
Hcb.png,F.png + P.png 33-46 - Throw.pngHardknockdown.png -- P.png: 150

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 forth comboing into because of its speed; more of an occasional threat on its own.
    • Ex.png Mistral (Hcb.gifRight.gif + Snka.gif + Snkc.gif) - Elisabeth recovers faster, allowing enough time for her to juggle the opponent for a heavy combo.
DMs
Qcf.png Qcf.png + P.png P.png: 11/3(3)32/29

Ex.png: 7/3(3)32/29

K.png: KD/-11

Ex.png: KD/-9

Startupinv.png Maxcancel.pngHardknockdown.png HL P.png: 20*10

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.
    • Ex.png Noble Blanc (Qcf.gifQcf.gif + Snka.gif + Snkc.gif) - 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.
Qcf.png Hcb.png + P.png K.png: 10/28/-
K.png: KD/-3
Anywherejuggle.pngMaxcancel.pngHardknockdown.png HL P.png: 30+10x3+(0+10)x5+40
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) Qcb.png Hcf.png + Snkb.gif+Snkd.gif 1/10/28 KD/-15 Counter.png - 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 (qcf+P) builds up less meter.
  • Added EX versions of her Reverie-Prier (qcb+BD) and Reverie-Souhaiter (qcf+BD). 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 (qcb+AC) 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 (qcf qcf+P) has more invincibility.
  • EX Noble Blanc's (qcf qcf+AC) 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 (qcf hcb+P) damage has been reduced from 200 (40+10×13+30) to 150.
  • Grand Rafale (qcf hcb+P) has more Max Cancelable frames.

Combos

Standard starters:

0% Drive

0 Bar
cr.B, cr.A xx dp+A, dp+A, j.C = 184

    • Elisabeth's basic combo from a low attack.
  • Close s.C, f+B xx dp+C, dp+A, dp+A, j.C = 286
    • The first dp+A must be timed later than usual. It usually helps to try whiffing a st.B before doing it, and then immediately input the second dp+A.

s.CD (Counter Hit) xx qcf+K, dp+A, dp+A, j.C = 290 Damage, 33 Stun

j.CD (Counter Hit), dp+A, dp+A, j.C = 239 Damage, 25 Stun

qcf+A (Counter Hit), dp+A, dp+A, j.C = 226 Damag

Close s.C, f+B xx dp+C (Corner), qcf+C (2 hits), dp+A, dp+A, j.C = 351

(corner) s.CD (Counter Hit) xx qcf+K xx qcf+C (2 hits), dp+A, dp+A, j.C = 309 Damage, 33 Stun

(corner) j.CD (Counter Hit), qcf+C (2 hits), dp+A, dp+A, j.C = 316 Damage, 31 Stun

(corner) dp+A/qcf+A (Counter Hit), qcf+C (2 hits), dp+A, dp+A, j.C = 278/303

1 Bar

  • cr.B, cr.A xx dp+A, dp+A, j.C, qcf~hcb+P = 292
  • Close s.C, f+B xx dp+C, dp+A, dp+A, nj.D , qcf~hcb+P - 389
  • Close s.C, f+B xx dp+C, dp+A, dp+A, j.C, qcf~hcb+P = 391
    • Anywhere juggle extenders of the above combos.
  • Close s.C, f+B xx qcf+BD xx hcb~f+P, qcf+C (2 hits), dp+A, dp+A, j.C = 387

Does slightly less damage than comboing into super, builds more meter.

Close s.C, f+B xx dp+C (Corner), qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 441 Damage, 42 Stun

(Corner) s.C, f+B xx hcb~f+AC, dp+C, qcf+C (2 hits), dp+A, dp+A, j.C = 426 Damage, 42 Stun

(Corner) hcb~f+AC, dp+C (2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 360 Damage, 29 Stun

(Corner) cr.B, cr.A xx qcf+AC, qcf+C (2 hits), dp+A, dp+A, j.C = 370

(corner) s.CD (Counter Hit) xx qcf+K xx qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 414 Damage, 33 Stun

(corner)j.CD (Counter Hit), qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 421 Damage, 31 Stun

(corner)dp+A/qcf+A (Counter Hit), qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 383/408

s.CD (Counter Hit) xx qcf+K, dp+A, dp+A, j.C, qcf~hcb+P = 398 Damage, 33 Stun

j.CD (Counter Hit), dp+A, dp+A, j.C, qcf~hcb+P = 359 Damage, 25 Stun

qcf+A (Counter Hit), dp+A, dp+A, j.C, qcf~hcb+P = 346

2 Bar
(Corner) hcb~f+AC, qcf+AC, qcf+C (1 or 2 hits), qcf+C (2 hits), dp+A, dp+A, j.C = 491 Damage, 29 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, dp+A, j.C = 534 Damage, 42 Stun

Close s.C, f+B xx dp+C (Corner), qcf+C (2 hits), dp+A, qcfx2+AC = 537

qcb+AC (Counter Hit), dp+C, dp+A, dp+A, j.C, qcf~hcb+P = 296

50% Drive

1 Bar

  • cl.C f+B xx dp+C, dp+A, (DC) qcf+AC, qcf+K, qcf+C, dp+A, dp+A, vj.D - ( , )
  • (corner only) cl.C f+B xx dp+C, qcf+C, dp+A (DC) qcf+AC, qcf+C, qcf+C, dp+A, dp+A vj.C - (537, 60)

100% Drive

Team Order

1st position

2nd position

3rd position

Strategy

Offense

Defense/Neutral

Advanced Strategy

Tips and Tricks

  • To get the timing of the first dp+A right in the combo cl.C f+B dp+C, dp+A, dp+A, vj.D qcf hcb+P, it is best to whiff cancel st.B after dp+C into the first dp+A
  • Due to the anywhere juggle property on here qcf hcb + P, 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.

Matchups

Strategy with Elizabeth

vs Grappler

vs Zoner

vs Rushdown

Strategy against Elizabeth

as Grappler

as Zoner

as Rushdown