

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 should be able to block with confidence and poise.
Video Walkthrough
Move List
Copied from the Mai page- don't worry if this template looks strange for now.
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
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
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.