

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.