Difference between revisions of "XV Broken/Elisabeth Blanctorche"
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Coliflowerz (talk | contribs) (Lis not liz) |
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|description= | |description= | ||
Elisabeth sticks her leg out. Less range than 2B, but can stop hops where 2B can't, so there's potential use in a block string. | |||
}} | }} | ||
====Far C==== | ====Far C==== | ||
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* Whiffs on crouchers. | * Whiffs on crouchers. | ||
A big high chop. Whiffing on crouchers makes this hard to use in the grounded neutral, but it being cancelable gives | A big high chop. Whiffing on crouchers makes this hard to use in the grounded neutral, but it being cancelable gives Elisabeth the potential to get combos where other characters may not. | ||
}} | }} | ||
====Far D==== | ====Far D==== | ||
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|description= | |description= | ||
A spin kick. Large hitbox and moves | A spin kick. Large hitbox and moves Elisabeth forward. The forward movement can be more of a hinderance when used at bad spots, as you can find yourself moving into your opponent's hitboxes. Nonetheless this is a fantastic poke that is hard to hop over and can lead to Quick Max conversions easily. | ||
}} | }} | ||
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* Links into cl. C. | * Links into cl. C. | ||
A small backhand. Elizabeth's most frame advantageous normal, frametrapping and linking on hit into cl.C. Also good at stopping opponents directly above | A small backhand. Elizabeth's most frame advantageous normal, frametrapping and linking on hit into cl.C. Also good at stopping opponents directly above Elisabeth's head. | ||
}} | }} | ||
====Close B==== | ====Close B==== | ||
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|description= | |description= | ||
A swipe to the abdomen. | A swipe to the abdomen. Elisabeth's fastest heavy and should be used to confirm from jump ins or off of cl.A. The hitbox is not that good for defense. | ||
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|description= | |description= | ||
An upwards kick. Great defensively, covering right above | An upwards kick. Great defensively, covering right above Elisabeth's head. You should tech throws with this button in case they decide to jump instead. Does more damage than cl. C and is cancellable, so use over cl. C when possible. | ||
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|description= | |description= | ||
An upwards palm thrust. Has a very wide hitbox, potentially being able to stop cross ups. The range in front of | An upwards palm thrust. Has a very wide hitbox, potentially being able to stop cross ups. The range in front of Elisabeth is not very good however; it's even smaller than the range at which close normals come out, so avoid using in grounded situations. | ||
}} | }} | ||
====Crouch D==== | ====Crouch D==== | ||
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|description2=* Cross up. | |description2=* Cross up. | ||
A knee thrust. Great cross-up hitbox, hard to low profile, fast at 5f, and easy to set up. One of | A knee thrust. Great cross-up hitbox, hard to low profile, fast at 5f, and easy to set up. One of Elisabeth's best tools for opening up her opponent. | ||
}} | }} | ||
====Jump C==== | ====Jump C==== | ||
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|description= | |description= | ||
A spinning roundhouse. Great range and hard to hop over. Unfortunately | A spinning roundhouse. Great range and hard to hop over. Unfortunately Elisabeth doesn't get much from a Blowback midscreen. | ||
}} | }} | ||
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|description= | |description= | ||
A kick to the back. Leaves | A kick to the back. Leaves Elisabeth closer than her forward throw, making for easier oki and cross up set-ups. | ||
}} | }} | ||
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* Juggles when it hits airborne | * Juggles when it hits airborne | ||
A blast of light from | A blast of light from the palms. Despite the visual effects, this is a simple move with little special properties. Outside of combos, it can be used when cancelled from her A normals to frame trap the opponent. | ||
}} | }} | ||
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|input=236A/C/AC | |input=236A/C/AC | ||
|description3=* Placed projectile | |description3=* Placed projectile | ||
* A version sets projectile close, C sets it further | |||
* EX version places two projectiles | * EX version places two projectiles | ||
Elisabeth tosses out a ball of light. This is an unconventional type of fireball that can be used to check an opponent when they don't want to approach. It hits multiple times, travels a set distance and is only active when it reaches its destination, and stays out even if Elizabeth is hit. This is particularly effective against playstyles that like to poke at midrange or against projectile zoning. You can also time this on a wake-up for frame advantage, as it gets more frame advantage the later it hits. This move is a committal option however, and Elizabeth can get punished hard if she's jumped on during this. | |||
The EX version has Elizabeth throw out two projectiles, and unlike the regular version, these will hit on their way forward, making it behave more like a traditional projectile. They will also knockdown if they hit. This can be useful for keeping an opponent locked in place, but the plus frames aren't enough to always justify the meter usage. There is also no way to combo from the knockdown outside of her anywhere juggle super. | The EX version has Elizabeth throw out two projectiles, one close and one far, and unlike the regular version, these will hit on their way forward, making it behave more like a traditional projectile. They will also knockdown if they hit. This can be useful for keeping an opponent locked in place, but the plus frames aren't enough to always justify the meter usage. There is also no way to combo from the knockdown outside of her anywhere juggle super. | ||
}} | }} | ||
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|description3=* Combo Starter | |description3=* Combo Starter | ||
Elisabeth teleports forward and does an uppercut. Despite its appearance, this move is only for combos; it's unsafe on block and has no invincibility to speak of. The range and speed are good, especially for the A and EX versions, giving it potential use in whiff punishes or hitting errant buttons, but this shouldn't be relied upon. | |||
}} | }} | ||
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* Elizabeth teleports behind the opponent upon activation | * Elizabeth teleports behind the opponent upon activation | ||
Elisabeth readies herself for an attack. If she gets hit, she will teleport behind the opponent. The window for the counter is very small, but when used well, Elisabeth can punish things that many other characters can't, such as safe blockstrings or predictable pokes. When studying match-ups, see what common situations Elisabeth can get a guaranteed counter. The B and D versions work identically until the counter goes off; the B version has Elisabeth end up point blank while the D version has her a bit away from the opponent, unless she was fullscreen when she used the counter. The B version will usually be the preferred option. | |||
The EX version counters all types of attacks, barring throws. | The EX version counters all types of attacks, barring throws. |
Revision as of 20:21, 22 March 2022
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Illusion - + / (In time with opponent's attack) (*)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
2BBB 214A |
153 dmg |
0.5 Meter |
2B 5B 623AC 6A 623C 214A |
275 dmg |
1 Meter |
2BBB 214A 236236C |
313 dmg |
2 Meters |
2B f.5B 623A 623AC 214BD 623C 214A 236236C |
472 dmg |
Gameplay Overview
Elisabeth Blanctorche is an XYZ charcter who does QWE using ASDF. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
A
A |
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Far B
far B
B
B |
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Far C
far C
C
C |
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Far D
far D
D
D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
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Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
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Crouch D
crouch D
2D
2D |
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Jump Normals
Jump A
jump A
j.A
j.A |
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Jump B
jump B
j.B
j.B |
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Jump C
jump C
j.C
j.C |
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Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
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Throws
Maniêre
Maniêre
(close) 4/6C
(close) 4/6C |
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Exil
Exil
(close) 4/6D
(close) 4/6D |
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Command Moves
Éclair
Éclair
6A
6A |
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Special Moves
Étincelle
Étincelle
236A/C/AC
236A/C/AC |
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Coup • de • Vent
Coup • de • Vent
623A/C/AC
623A/C/AC |
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Illusion
Illusion
236B/D/BD
236B/D/BD |
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Grêle
Grêle
214A/C/AC
214A/C/AC |
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Aurore
Aurore
214B/D/BD
214B/D/BD |
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Super Special Moves
Noble-Blancke
Noble-Blancke
236236A/C/AC
236236A/C/AC |
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Grand Rafale
Grand Rafale
2363214A/C/AC
2363214A/C/AC |
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Climax Super Special Moves
Fête de la Lumière
Fête de la Lumière
2141236CD
2141236CD |
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