Difference between revisions of "The King of Fighters XIII/Elisabeth Branctorche"

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[[Image:Far_Normals_1.png]]
[[Image:Far_Normals_1.png]]


'''st. A''' - A quick slap attack, a relatively basic poke and it's pretty fast but still nothing fancy
'''st. A''' - A quick slap attack. A relatively basic poke and it's pretty fast but nothing fancy.


- Chain/Cancellable
- Chain/Cancellable
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'''st. B''' - A kick aimed towards there legs (hits low), pretty quick
'''st. B''' - A quick kick aimed towards the legs and hits low.
 


- Cancellable
- Cancellable
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'''st. C''' - Light palm attack, the range on it is a bit farther than it looks because the hitbox stretches a little further away from just her palm
'''st. C''' - Light palm attack. The range on it is a bit farther than it looks because the hitbox stretches a little further away from just her palm.


- Cancellable
- Cancellable
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'''st. D''' - High kick, good range, goes high enough to double as a decent AA
'''st. D''' - High kick with good range. Vertical range is high enough to double as a decent AA.


- Hit Detection: High
- Hit Detection: High
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[[Image:Close_Normals_1.png]]
[[Image:Close_Normals_1.png]]


'''cl. C''' - Light palm attack, good range, fast, this will be your main BnB combo starter
'''cl. C''' - Light palm attack with good range and fast start up. This will be your main BnB combo starter.


- Cancellable
- Cancellable
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- Damage: 70
- Damage: 70


'''cl. D''' - Same as the far version, except if you use it up close it can hit crouching opponents as well
'''cl. D''' - Same as the far version, except if you use it up close, it can hit crouching opponents as well.


- Cancellable
- Cancellable
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[[Image:Crouch_Normals_1.png]]
[[Image:Crouch_Normals_1.png]]


'''cr. A''' - It's the same as her st. A except she's crouching now
'''cr. A''' - It's the same as her st. A except she's crouching.


- Chain/Cancellable
- Chain/Cancellable
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'''cr. B''' - A quick crouching kick, a pretty good poke that's great for chaining lights into combos
'''cr. B''' - A quick crouching kick. It's a pretty good poke that's great for chaining lights into combos.


- Chainable
- Chainable
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'''cr. C''' - Crouch light palm attack, the reach isn't too great but the vertical range is decent
'''cr. C''' - Crouch light palm attack. The reach isn't too great but the vertical range is decent.


- Cancellable
- Cancellable
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'''cr. D''' - Crouch kick, knocks standing opponents down when hit, whiff cancel-able
'''cr. D''' - Crouching kick. It knocks standing opponents down when hit and is whiff cancel-able.


- Whiff/Cancellable
- Whiff/Cancellable
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[[Image:Jump_Normals_1.png]]
[[Image:Jump_Normals_1.png]]


'''j. A''' - jump light punch, just a quick hit in the air, good for air-to-air hits, will be discussed later in the notes section
'''j. A''' - Jumping light punch.A quick hit in the air, which is good for air-to-air hits.


- Hit Detection: Mid
- Hit Detection: Mid
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'''j. B''' - jump light kick, a moderately simple move, has it's uses I suppose
'''j. B''' - Jump light kick.


- Hit Detection: Mid
- Hit Detection: Mid
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'''j. C''' - Light palm attack in air, a pretty good attack in air-to-air if you're close enough
'''j. C''' - Light palm attack in air. A pretty good attack in air-to-air if the opponent is close enough.


- Hit Detection: Mid
- Hit Detection: Mid
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'''j. D''' - Good range, good priority, easily the preferred tool for jump-ins
'''j. D''' - Good range, good priority, easily the preferred tool for jump-ins.


- Hit Detection: Mid
- Hit Detection: Mid
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[[Image:CD_1.png]]
[[Image:CD_1.png]]


'''CD''' - A hard thrust kick attack, excellent reach  
'''CD''' - A hard thrust kick attack with excellent reach.


- Whiff/Cancellable
- Whiff/Cancellable
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[[Image:Jump_CD_1.png]]
[[Image:Jump_CD_1.png]]


'''j. CD''' - Jump hard kick, mimics her j.D except with knock back
'''j. CD''' - Jumping hard kick which mimics her j.D with added knock back.


- Hit Detection: High
- Hit Detection: High
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[[Image:Manier.png]]
[[Image:Manier.png]]


'''Manier = b/f + C/D''' close - A simple grab then smack, a pretty straight forward throw
'''Manier = b/f + C/D''' close - A simple grab then smack.


- Can be broken
- Can be broken
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[[Image:An_Cou_Dou_Pied.png]]
[[Image:An_Cou_Dou_Pied.png]]


'''Cou de Pied Ann = f+B''' - A hard thrust kick attack much like her CD attack, excellent reach, really good for stringing stand attacks into special attacks
'''Cou de Pied Ann = f+B''' - A hard thrust kick attack much like her CD attack. It has excellent reach, really good for stringing standing attacks into special attacks.


- Cancellable
- Cancellable
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[[Image:Etincelles.png]]
[[Image:Etincelles.png]]


'''Etincelles = qcf+P''' - Light swipe attack, the weak version comes out fairly quick so it can be safely be used to build meter when the opponent is on the other side of the screen or on the ground, the strong version stays out a bit longer but at the same time has a slower start-up so it may be difficult to combo into, it can also nullify projectiles whether they're on the ground or in the air, all versions knockdown standing opponents, both the weak and strong versions are super cancel-able on the 2nd hit
'''Etincelles = qcf+P''' - Light swipe attack. The A version comes out fairly quick so it can be safely be used to build meter when the opponent is on the other side of the screen or on the ground. C version stays out a bit longer but at the same time has a slower start-up so it may be difficult to combo into. It can also nullify projectiles whether they're on the ground or in the air. All versions knockdown standing opponents. Both the weak and strong versions are super cancel-able on the 2nd hit.




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[[Image:Coup_de_Veine.png]]
[[Image:Coup_de_Veine.png]]


'''Coup De Veine = dp+P''' - A very fast light uppercut that juggles the opponent, weak version goes about half screen but can be chained together twice, strong version goes farther and can be chained to the weak version also has start-up invincibility, both version can be drive/super canceled on hit
'''Coup De Veine = dp+P''' - A very fast light uppercut that juggles the opponent. A version goes about half screen but can be chained together twice; C version goes farther and can be chained to the Ak version and has start-up invincibility. Both version can be drive/super canceled on hit


(EX) = dp+AC - Has complete invincibility during the dash, goes pass projectiles and when it hits it launches the opponent into the air vertically
(EX) = dp+AC - Has complete invincibility during the dash, goes through projectiles and, when it hits, launches the opponent into the air vertically.


- Drive/Super Cancel-able
- Drive/Super Cancel-able
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[[Image:Reverie_Sutei.png]]
[[Image:Reverie_Sutei.png]]


'''Reverie-Sutei = qcf+K''' - Forward dash, has upper body invincibility
'''Reverie-Sutei = qcf+K''' - Forward dash, has upper body invincibility.


- Cancellable
- Cancellable
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[[Image:Reverie_Prier.png]]
[[Image:Reverie_Prier.png]]


'''Reverie-prier = qcb+K''' - Backward dash, has lower body invincibility, not only is it good for backing away from the opponent (jump-ins/etc.) it can also be used to bait slow crouch normals that can be punished by her dp, anytime you think they'll throw out a random slow normal use Reverie-prier to evade it then punish accrodingly with her dp + dp follow-ups and her Grand Rafalecombo ender.  
'''Reverie-prier = qcb+K''' - Backward dash, has lower body invincibility. Not only is it good for backing away from the opponent (jump-ins/etc.), it can also be used to bait slow crouch normals that can be punished by her dp. Anytime the opponent throws out a random slow normal, use Reverie-prier to evade it then punish accordingly with her dp + dp follow-ups and her Grand Rafalecombo ender.  


- Cancel-able
- Cancel-able
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[[Image:Reverie_Jere.png]]
[[Image:Reverie_Jere.png]]


'''Reverie-jere = qcb+P''' - Instant counter teleport that punishes normals to EX attacks, weak version works against air attacks although it's not fast enough to follow-up with a punish so it's more like a quick getaway move or reversal, strong version works against low/mid attacks and the recovery is good enough to follow-up with a punish or a throws
'''Reverie-jere = qcb+P''' - Instant counter teleport that punishes normals to EX attacks. A version works against air attacks although it's not fast enough to follow-up with a punish so it's more like a quick getaway move or reversal; C version works against low/mid attacks and the recovery is good enough to follow-up with a punish or a throw.




(EX) = qcb+AC - Instant counter that works on high/mid/low attacks, when successfully used it temporarily locks the opponent in hit-stun long enough for you to start a combo and punish accordingly, also when used on an air opponent it automatically pulls them to the ground
(EX) = qcb+AC - Instant counter that works on high/mid/low attacks. When successfully used, it temporarily locks the opponent in hit-stun long enough for you to start a combo and punish accordingly. When used on an airborn opponent, it automatically pulls them to the ground.


- Cancellable
- Cancellable
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[[Image:Mistral.png]]
[[Image:Mistral.png]]


'''Mistral = hcb f+P''' (close) - A light pillar instant command grab that launches the opponent into the air then they plummet to the ground
'''Mistral = hcb f+P''' (close) - A light pillar instant command grab that launches the opponent into the air.




(EX) = hcb f+AC - Launches the opponent higher into the air which allows you to combo afterward
(EX) = hcb f+AC - Launches the opponent higher into the air which allows you to combo afterward.


- Hit Detection: Close
- Hit Detection: Close
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[[Image:Noble_Blanc.png]]
[[Image:Noble_Blanc.png]]


'''Noble Blanc = qcfx2+P''' - Elisabeth steps forward and makes a large light energy ball, nullifies all projectiles thrown at it, good for interrupting jump-ins and attacks their attack
'''Noble Blanc = qcfx2+P''' - Elisabeth steps forward and makes a large light energy ball. It nullifies all projectiles thrown at it, good for interrupting jump-ins and breaks opponent attacks.




(EX) = qcfx2+AC - The light energy ball leaves her hand and hits the opponent 12 times, it also carries them to the other side of the screen whether they're on the ground or in the air
(EX) = qcfx2+AC - The light energy ball leaves her hand and hits the opponent 12 times. It also carries them to the other side of the screen whether they're on the ground or in the air.


- Hit Detection: High
- Hit Detection: High
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[[Image:Grand_Rafale.png]]
[[Image:Grand_Rafale.png]]


'''Grand Rafale = qcf hcb+P''' - Light uppercut to a light palm attack in the air, obscenely fast, it's so fast that it easily connects after the majority of air-to-air attacks along with her weak Coup de Veine, can be max-canceled on hit when in HD mode
'''Grand Rafale = qcf hcb+P''' - Light uppercut to a light palm attack in the air. It's obscenely fast so it easily connects after the majority of air-to-air attacks along with her weak Coup de Veine. It can be max-canceled on hit when in HD mode.


- Max Cancellable
- Max Cancellable
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[[Image:Etoile_Filanto.png]]
[[Image:Etoile_Filanto.png]]


'''Etoile Filanto = qcb hcf+BD''' - Instant counter to full screen light wave attack, when used as a standalone move it only activates as a counter, when max canceled it completely bypasses the counter aspect
'''Etoile Filanto = qcb hcf+BD''' - Instant counter to full screen light wave attack. When used as a standalone move, it only activates as a counter; when max canceled, it completely bypasses the counter properties.


- Hit Detection: Hit
- Hit Detection: Hit
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===Close Range===
===Close Range===
*Everyone hates Elisabeth in close range, Coup de Veine can be used to juggle your opponent a couple times so they'll be scared to jump especially if your not afraid to use an EX from time to time, Reverie-jere works very well as a reversal when they try a jump-in meaty attack, EX/Mistral can also be used but you would be better off using Grand Rafale to really finish the match, EX Noble Blanc is also good but it requires specific set-ups.
Everyone hates Elisabeth in close range. Coup de Veine can be used to juggle your opponent a couple times so they'll be scared to jump especially if you're not afraid to use an EX from time to time. Reverie-jere works very well as a reversal when opponents try a jump-in meaty attack. EX/Mistral can also be used but it's better to use Grand Rafale to really finish the match. EX Noble Blanc is also good but it requires specific set-ups.




'''Cornered Opponent'''
'''Cornered Opponent'''
*Same as close range, to get the full effect use HD mode.
Same as close range, to get the full effect use HD mode.




'''Cornered'''
'''Cornered'''
* Use EX/Reverie-jere to switch places with them then start a combo of your own, Reverie-souhaiter works too because of it's upper body invincibility.
Use EX/Reverie-jere to switch places with them then start a combo of your own. Reverie-souhaiter works too because of it's upper body invincibility.


==Tips==
==Tips==
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- When Jump A, Jump D, or Jump CD hit successfully air-to-air you can follow with the qcf hcb+P DM
- When Jump A, Jump D, or Jump CD hit successfully air-to-air you can follow with the qcf hcb+P DM.


- st.A, cl.D, and st.C when successfully used as an AA can also lead to the qcf hcb+P DM as well
- st.A, cl.D, and st.C when successfully used as an AA can also lead to the qcf hcb+P DM as well.


- qcf+A when used as an AA can lead to dp+A
- qcf+A when used as an AA can lead to dp+A.


- j.CD and dp+A on counter hit can lead to dp+C
- j.CD and dp+A on counter hit can lead to dp+C.


- If you use her dp and hit the opponent high enough into the air (in the corner) then follow-up with Grand Rafale, you can use her stand C to reset the opponents body then follow-up with another Grand Rafale
- If you use her dp and hit the opponent high enough into the air (in the corner,) then follow-up with Grand Rafale. Her stand C can be used to reset the opponent's body then follow-up with another Grand Rafale.


==Miscellaneous==
==Miscellaneous==

Revision as of 20:47, 16 July 2011

File:Elisabeth.png


Gameplay Overview

Elisabeth is a powerhouse character that revolves around punishing, counters, and juggles. She is a very scary character to jump-in against because of her Grand Rafale. She can safely build meter and nullify projectiles with Etincelles and Noble Blanc. She can avoid and fake out opponents with her Reverie-Souhaiter/Prier but also counter them to set-up BnBs/combos with her Reverie-jere. She can mix up in the corner with Mistral command grab and can carry/juggle the opponent to the corner with her Coup de Veine. Her HD combos consists of her doing her dp attack and Etincelles. Her play-style will fit anyone looking for a seek and destroy character, or just a great anchor.

Gameplay Notes

Pros

- Punishes jump-ins very well

- Very fast dp launcher

- Good corner mix-up

- Unique Maneuverability

- Very damaging juggle combos

- Can build meter quick, and nullify projectiles

- Good counter lock-down

Cons

- Homogeneous offensive play-style

- Needs meter to do damage

- Mediocre Neo Max combos

Normals

Standing

Far Normals 1.png

st. A - A quick slap attack. A relatively basic poke and it's pretty fast but nothing fancy.

- Chain/Cancellable

- Hit Detection: High

- Damage: 25


st. B - A quick kick aimed towards the legs and hits low.


- Cancellable

- Hit Detection: Low

- Damage: 30


st. C - Light palm attack. The range on it is a bit farther than it looks because the hitbox stretches a little further away from just her palm.

- Cancellable

- Hit Detection: High

- Damage: 80


st. D - High kick with good range. Vertical range is high enough to double as a decent AA.

- Hit Detection: High

- Damage: 80


Close Normals 1.png

cl. C - Light palm attack with good range and fast start up. This will be your main BnB combo starter.

- Cancellable

- Hit Detection: High

- Damage: 70

cl. D - Same as the far version, except if you use it up close, it can hit crouching opponents as well.

- Cancellable

- Hit Detection: High

- Damage: 70

Crouching

Crouch Normals 1.png

cr. A - It's the same as her st. A except she's crouching.

- Chain/Cancellable

- Hit Detection: High

- Damage: 25


cr. B - A quick crouching kick. It's a pretty good poke that's great for chaining lights into combos.

- Chainable

- Hit Detection: Low

- Damage: 30


cr. C - Crouch light palm attack. The reach isn't too great but the vertical range is decent.

- Cancellable

- Hit Detection: High

- Damage: 75


cr. D - Crouching kick. It knocks standing opponents down when hit and is whiff cancel-able.

- Whiff/Cancellable

- Hit Detection: Low

- Damage: 80

Jumping

Jump Normals 1.png

j. A - Jumping light punch.A quick hit in the air, which is good for air-to-air hits.

- Hit Detection: Mid

- Damage: 45(40)


j. B - Jump light kick.

- Hit Detection: Mid

- Damage: 45(40)


j. C - Light palm attack in air. A pretty good attack in air-to-air if the opponent is close enough.

- Hit Detection: Mid

- Damage: 72(70)


j. D - Good range, good priority, easily the preferred tool for jump-ins.

- Hit Detection: Mid

- Damage: 70(68)

Blowback Attack

CD 1.png

CD - A hard thrust kick attack with excellent reach.

- Whiff/Cancellable

- Hit Detection: High

- Damage: 75


Jump CD 1.png

j. CD - Jumping hard kick which mimics her j.D with added knock back.

- Hit Detection: High

- Damage: 90(80)


GCCD 1.png

GCCD: Guard Cancel Blowback Attack

- Hit Detection: High

- Damage: 10

Throws

Manier.png

Manier = b/f + C/D close - A simple grab then smack.

- Can be broken

- Hit Detection: Close

- Damage: 100

Command Moves

An Cou Dou Pied.png

Cou de Pied Ann = f+B - A hard thrust kick attack much like her CD attack. It has excellent reach, really good for stringing standing attacks into special attacks.

- Cancellable

- Hit Detection: High

- Damage: 50

Special Attacks

Etincelles.png

Etincelles = qcf+P - Light swipe attack. The A version comes out fairly quick so it can be safely be used to build meter when the opponent is on the other side of the screen or on the ground. C version stays out a bit longer but at the same time has a slower start-up so it may be difficult to combo into. It can also nullify projectiles whether they're on the ground or in the air. All versions knockdown standing opponents. Both the weak and strong versions are super cancel-able on the 2nd hit.


(EX) = qcf+AC - Does more hits and comes out just as fast as the weak version

- Super Cancellable

- Hit Detection: High

- Damage: 70/55x2/60x3


Coup de Veine.png

Coup De Veine = dp+P - A very fast light uppercut that juggles the opponent. A version goes about half screen but can be chained together twice; C version goes farther and can be chained to the Ak version and has start-up invincibility. Both version can be drive/super canceled on hit

(EX) = dp+AC - Has complete invincibility during the dash, goes through projectiles and, when it hits, launches the opponent into the air vertically.

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 60/80

- Combos from: Strong Normals, Cou de Pied Ann

- Combos into: Coup de Veine, Grand Rafale DM, jump resets


Reverie Sutei.png

Reverie-Sutei = qcf+K - Forward dash, has upper body invincibility.

- Cancellable


Reverie Prier.png

Reverie-prier = qcb+K - Backward dash, has lower body invincibility. Not only is it good for backing away from the opponent (jump-ins/etc.), it can also be used to bait slow crouch normals that can be punished by her dp. Anytime the opponent throws out a random slow normal, use Reverie-prier to evade it then punish accordingly with her dp + dp follow-ups and her Grand Rafalecombo ender.

- Cancel-able

- Combos Into: Grand Rafale after dash


Reverie Jere.png

Reverie-jere = qcb+P - Instant counter teleport that punishes normals to EX attacks. A version works against air attacks although it's not fast enough to follow-up with a punish so it's more like a quick getaway move or reversal; C version works against low/mid attacks and the recovery is good enough to follow-up with a punish or a throw.


(EX) = qcb+AC - Instant counter that works on high/mid/low attacks. When successfully used, it temporarily locks the opponent in hit-stun long enough for you to start a combo and punish accordingly. When used on an airborn opponent, it automatically pulls them to the ground.

- Cancellable

- Hit Detection: Close High/Mid/Low on hit


Mistral.png

Mistral = hcb f+P (close) - A light pillar instant command grab that launches the opponent into the air.


(EX) = hcb f+AC - Launches the opponent higher into the air which allows you to combo afterward.

- Hit Detection: Close

- Damage: 150/100

Desperation Moves

Noble Blanc.png

Noble Blanc = qcfx2+P - Elisabeth steps forward and makes a large light energy ball. It nullifies all projectiles thrown at it, good for interrupting jump-ins and breaks opponent attacks.


(EX) = qcfx2+AC - The light energy ball leaves her hand and hits the opponent 12 times. It also carries them to the other side of the screen whether they're on the ground or in the air.

- Hit Detection: High

- Damage: 18x10/20x14+60


Grand Rafale.png

Grand Rafale = qcf hcb+P - Light uppercut to a light palm attack in the air. It's obscenely fast so it easily connects after the majority of air-to-air attacks along with her weak Coup de Veine. It can be max-canceled on hit when in HD mode.

- Max Cancellable

- Hit Detection: High

- Damage: 40+10x13+30

Neomax

Etoile Filanto.png

Etoile Filanto = qcb hcf+BD - Instant counter to full screen light wave attack. When used as a standalone move, it only activates as a counter; when max canceled, it completely bypasses the counter properties.

- Hit Detection: Hit

- Damage: 25x19

Combos

Elisabeth normal.png

"Learning these will greatly assist you in your struggle towards victory."


Abbreviations

(HD) - Activate Hyperdrive

(HDC) - Hyperdrive Cance

(DC) - Drive Cancel

(SC) - Super Cancel

(MC) - MAX Cancel


BnB's

- cr.B, cr.A, dp+Ax2, nj.D, qcf hcb+P

- cr.B, dp+Ax2, nj.D, qcf hcb+P

- st.C, f+B, dp+C, dp+A×2, nj.D, qcf hcb+P

- (corner) j.D, st.C, f+B, dp+C, qcf+C, dp+A, nj.D, qcf hcb+P

- j.D, st.C, f+B, dp+C, dp+A, nj.D, qcf hcb+P

- st.C, f+B, dp+C, dp+A×2, nj.D, qcf hcb+P

- (close) hcb f+AC, qcf+C, dp+Ax2, nj.D, qcf hcb+P

- (close) hcb f+AC, dp+C, qcf+C, dp+A, nj.D, qcf hcb+P

- dp+AC, qcf+C, dp+Ax2, nj.D, qcf hcb+P

- qcb+AC (counter), st.C, f+B, dp+C, dp+A, nj.D, qcf hcb+P

- (Corner) hcb f+AC, dp+C/qcf+AC~qcf+C, qcf+C, dp+A×2, j.C, qcf hcb+P

- (Combo Starter.X), dp+A×2, nj.A, qcf hcb+P, (hit) qcf hcb+P/[Corner] st.C, qcf hcb+P


Drive Gauge Combos

- (Combo Starter.X), dp+A, (DC) qcf+A/qcf+AC~qcf+K, qcf+C, dp+A×2, nj.D, qcf hcb+P

- (Corner) Combo Starter.X, dp+A, (DC) qcf+K/qcf+AC, qcf+C×2, dp+A×2, j.C, qcf hcb+P


HD Combos

- cr.B×2/st.C~f+B, [HD] st.C, f+B, dp+C, [dp+A, (HDC) qcf+K/qcf+AC, qcf+C×1~2]×3~4, dp+A×2, j.C, qcf hcb+P

- cr.Bx2, [HD] st.C, f+B, dp+C, [dp+A, [HDC] qcf+K, qcf+C×1~2] dp+A, nj.D, qcf hcb+P, [MC] qcb hcb+BD

- st.C, f+B, [HD] st.C, f+B, dp+C, [dp+A, [HDC] qcf+K, qcf+C×1~2) dp+A, nj.D, qcf hcb+P

- j.B, st.C, f+B, [HD] st.C, f+B, dp+C, qcf+C, dp+A, [HDC] qcf+K, qcf+C×2, st.A, qcf hcb+P, [MC) qcb hcb+BD

- (Corner) st.C, f+B, (HD) st.C, f+B, dp+C, qcf+C, dp+A, (HDC) qcf+K, qcf+C×2, st.A, qcf hcb+P, [MC] qcb hcf+BD


Rear Combo Bug

- (Combo Starter.X), dp+A×2, mid j.A

- (Combo Starter.X), dp+AC, st.C, qcf+K/qcf hcb+P

- (Combo Starter.X), hcb f+AC, qcf+K, qcf+A, dp+A×2, j.D, qcf hcb+P

- st.A/cr.B, st.C


Combo Links/Combo Enders

- j.X (Air Hit), qcf hcb+P

- j.CD/qcf+A, qcf hcb+P

- qcf+A (High Air Hit), dp+A

- j.CD/qcf+A/dp+A (Counter hit), dp+A

Strategies

Elisabeth impressed.png

"Impresssive."

Far Range

  • Spam Etincelles like no tomorrow, does everything from building meter to zoning out your opponents projectiles.


Mid Range

  • Coup De Veine gets some use here, try to dp every single time your opponent jumps toward you, they'll hate it. Etincelles still can be used but not as much as it can in far range, Reverie-prier can also be used to weave through projectiles because of it's lower body invincibility.


Close Range

Everyone hates Elisabeth in close range. Coup de Veine can be used to juggle your opponent a couple times so they'll be scared to jump especially if you're not afraid to use an EX from time to time. Reverie-jere works very well as a reversal when opponents try a jump-in meaty attack. EX/Mistral can also be used but it's better to use Grand Rafale to really finish the match. EX Noble Blanc is also good but it requires specific set-ups.


Cornered Opponent Same as close range, to get the full effect use HD mode.


Cornered Use EX/Reverie-jere to switch places with them then start a combo of your own. Reverie-souhaiter works too because of it's upper body invincibility.

Tips

Elisabeth angry.png

"Pay attention, and no slacking off!"


- When Jump A, Jump D, or Jump CD hit successfully air-to-air you can follow with the qcf hcb+P DM.

- st.A, cl.D, and st.C when successfully used as an AA can also lead to the qcf hcb+P DM as well.

- qcf+A when used as an AA can lead to dp+A.

- j.CD and dp+A on counter hit can lead to dp+C.

- If you use her dp and hit the opponent high enough into the air (in the corner,) then follow-up with Grand Rafale. Her stand C can be used to reset the opponent's body then follow-up with another Grand Rafale.

Miscellaneous

Character Sprite

File:Elisabethkofxii.gif

Colors

Colors 1.png

Other

Elisabeth Taunt.png

Taunt

Other Animations 1.png

First Row: Standing/Crouching/Evasive Roll

Second Row: Walking (forward/Walking (Backward)/Safe Roll

Third Row: Running/Back Step/Throw Break

Fourth Row: Standing Guard/Crouching Guard/Guard Crush

Fifth Row: Dizzy/Downed/Hyper Drive Activation

Last Row: Win Pose/Knock Out/Time Up Pose

Links & References

Technical Reference

http://www.youtube.com/watch?v=gFX8UBiyo8w


Discussion Threads

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