The King of Fighters XIII/Elisabeth

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Elisabeth Blanctorche

KOFXIII-Elisabeth Face.png

In a nutshell

Fill this in with a general overview of the character.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
25
chaincancel cancel
Standing Light Kick
kof.lk
30
low
Standing Heavy Punch
kof.sp
80
cancel
Close Heavy Punch
Close kof.sp
70
cancel
Standing Heavy Kick
kof.sk
80
Close Heavy Kick
Close kof.sk
70
cancel
Crouching Light Punch
d + kof.lp
25
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel
Crouching Heavy Punch
d + kof.sp
75
cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
Air kof.lp
Jump: 45
Hop: 40
high
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
high
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Un Coup du Pied
f + kof.lk
50
specialcancel

Throw

Name
Command
Damage
Special Properties (glossary)
Manier
f or b + kof.sp or kof.sk (while close)
100
throw softknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Étincelle
qcf + p
kof.lp : 70
kof.sp : 55×2
ex : 60×3
softknockdown projectileabsorb
Coup de Vent
dp + p
p : 60
ex : 80
softknockdown drivecancel
ex : startupinv
Rêverie-Prier
qcf + k
-
upperbodyinv
Rêverie-Souhaiter
qcb + k
-
lowerbodyinv
Rêverie-Geler
qcb + p
-
kof.lp : counter (High and Certain Mid Attacks)
kof.sp : counter (Low and Certain Mid Attacks)
ex : counter
Mistral
hcb f + p
p : 150
ex : 100
throw hardknockdown

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Noble Blanc
qcf qcf + p
p : 18×10
ex : 20×14+60
Grand Rafale
qcf hcb + p
40+10×13+30
anywherejuggle maxcancel
Etoile Filant
qcb hcf + kof.lk + kof.sk
25×19
counter

Apprentice Combos

Strategy

Move Analysis

Normal Moves

  • Standing Light Punch (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]]Downright.gifQcb.gif + Punch.gif ) for solid damage.
  • Standing Light Kick (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.
  • Standing Heavy Punch (Snkc.gif) - Elizabeth 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.
  • Close Heavy Punch (Close 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 Elizabeth's Un Coup du Pied ( F.gif + Snkb.gif ).
  • Standing Heavy Kick (Snkd.gif) - Elizabeth 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.
    • If an Elizabeth 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.
  • Close Heavy Kick (Close Snkd.gif) - High upward kick that has a solid vertical reach, though it doesn't hit directly above Elizabeth. 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]]Downright.gifQcb.gif + Punch.gif ) should link afterward in most situations.
  • Crouching Light Punch (Down.gif + Snka.gif) - Elizabeth'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.
  • Crouching Light Kick (Down.gif + Snkb.gif) - Elizabeth 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.
  • Crouching Heavy Punch (Down.gif + 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.
  • Crouching Heavy Kick (Down.gif + Snkd.gif) - Elizabeth'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.
  • Blowback Attack (Snkc.gif + 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.
    • Cancels on hit or whiff into specials.
  • Jumping Light Punch (Air Snka.gif) - Fast horizontal jab with a highst hitbox of all her jumping attacks, making this a good air-to-air.
  • Jumping Light Kick (Air Snkb.gif) - Flying knee that works decently as a short-range air-to-ground. Elizabeth's vulnerable hitbox isn't as outstretched as with Jumping Heavy Kick so at times this attack can be safer against reversals against pleyers execting her heavier kick.
  • Jumping Heavy Punch (Air 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.
  • Jumping Heavy Kick (Air Snkd.gif) - Elizabeth'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.
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) - Elizabeth'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 Elizabeth'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 Elizabeth can always follow with Grand Rafale ( [File:qcf.gif]]Downright.gifQcb.gif + Punch.gif ).

Unique Attacks

  • Un Coup du Pied (Right.gif + Snkb.gif) - Elizabeth'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 Elizabeth 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.

Throw

  • Manier (Right.gif or Left.gif + Snkc.gif or Snkd.gif [while close]) - Causes a hard knockdown.

Special Moves

  • Étincelle (Qcf.gif + Punch.gif) - Elizabeth'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. 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.
  • Coup de Vent (Dp.gif + Punch.gif) - Forward-sliding uppercut that launches the opponent. Elizabeth 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, Elizabeth 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 Elizabeth 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.
  • Rêverie-Prier (Qcf.gif + 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 Elizabeth's advantage varies depending on the amount of blockstun inflicted by whichever moves this is canceled into.
    • Her upper body invulnerability allows her to pass through non-grounded projectiles while moving closer to the opponent.
  • Rêverie-Souhaiter (Qcb.gif + 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.
  • Rêverie-Geler (Qcb.gif + Punch.gif) - An instant counter attack with a unique followup: Elizabeth teleports behind the opponent on success, which may or may not allow a combo followup. 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 Elizabeth 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 Elizabeth 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 Elizabeth can start a combo. Overall, the recovery is much better on hit which allows Elizabeth to more consistently start a combo.
  • Mistral (Hcb.gifRight.gif + Punch.gif) - Fast command grab that sends the opponent flying upward with a white light. Elizabeth is stuck in recovery until the opponent hits the ground, meaning she can't follow up the normal version.
    • Her throw range is also shorter than other command grabs, meaning she can't really hitconfirm into this nor link into it.
    • Ex.png Mistral (Hcb.gifRight.gif + Snka.gif + Snkc.gif) - Elizabeth recovers faster, allowing enough time for her to juggle the opponent for a heavy combo.

Desperation Moves

  • Noble Blanc (Qcf.gifQcf.gif + Punch.gif) -
    • Ex.png Noble Blanc (Qcf.gifQcf.gif + Snka.gif + Snkc.gif) -
  • Grand Rafale (Down.gifDownright.gifHcb.gif + Punch.gif) -
  • Etoile Filant (Down.gifDownleft.gifHcf.gif + Snkb.gif + Snkd.gif) -

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.

Combos

0% Drive

0 Bar

  • cr.B cr.A dp+Ax2 vj.D
  • cl.C f+B xx dp+C, dp+A vj.D
  • cl.C f+B xx dp+C, dp+A, dp+A vj.D

1 Bar

  • 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

50% Drive

100% Drive

4 Bar

  • [cr.BB] or [cl.C f+B] (HD) cl.C f+B xx dp+C, dp+A, dp+A vj.D qcf hcb+P (MC) qcb hcf+BD

Basic Strategy

Advanced Strategy

  • Instill fear in the opponent.

Frame Data