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The King of Fighters XIII/Elisabeth Branctorche/Combos
Notation
Legend
(3) = The number of hits needed to Drive Cancel
DC = Drive Cancel
HD = HD Activate
HDC = Hyper Drive Cancel
SC = Super Cancel
CH = Counter Hit
MC = Max Cancel
Non-HD Combos
Midscreen Combos
0 Stock, 0 Drive
Close s.C, f+B xx dp+C, dp+A, dp+A, j.C = 286 Damage, 36 Stun
cr.B, cr.A xx dp+A, dp+A, j.C = 184 Damage, 23 Stun
1 Stock, 0 Drive
Close s.C, f+B xx dp+C, dp+A, dp+A, j.C, qcf~hcb+P = 391 Damage, 36 Stun
Close s.C, f+B xx dp+C, dp+A, dp+A, nj.D , qcf~hcb+P = 389 Damage, 38 Stun
Close s.C, f+B xx qcf+BD xx hcb~f+P, qcf+C (2 hits), dp+A, dp+A, j.C = 387 Damage, 36 Stun
cr.B, cr.A xx dp+A, dp+A, j.C, qcf~hcb+P = 292 Damage, 23 Stun
hcb~f+AC, qcf+C (2 hits), dp+A, dp+A, j.C = 316, 23 Stun
2 Stocks, 0 Drive
hcb~f+AC, qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 421 Damage, 23 Stun
hcb~f+AC, qcf+AC, qcf+K xx qcf+C (1 or 2 hits), dp+A, dp+A, j.C = 439 Damage, 23 Stun
dp+AC, qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 401 Damage, 23 Stun
Close s.C, f+B xx qcf+BD xx hcb~f+P, qcf+AC, qcf+K xx qcf+C (1 or 2 hits), dp+A, dp+A, j.C = 494 Damage, 36 Stun
Close s.C, f+B xx dp+C, dp+A, qcfx2+AC = 488 Damage, 25 Stun
0 Stock, 1 Drive
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 Damage, 35 Stun
1 Stock, 1 Drive
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 Damage, 35 Stun
2 Stocks, 1 Drive
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 Damage, 23 Stun
Notes
- To get two consecutive dp+A's after the dp+C you need to hit the opponent slightly before they touch the ground. To help with the timing, after the dp+C, you can whiff a s.B then whiff cancel into the dp+A.
- From mid screen, if you are trying to land Grand Rafale (qcf hcb+P) immediately after a forward j.C or j.D, 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 neutral j.D will always put you at the right distance for an immediate Grand Rafale, however, if your dp+A did not hit the opponent from lowest possible juggle point the nj.D will whiff because the opponent is too high. This is why it’s preferable to do a forward j.C to avoid that.
- Using a j.C instead of a j.D prior to Grand Rafale (qcf hcb+P) 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 qcb+AC (EX Counter) when you do j.C or j.D you'll need to do a jump back j.C or j.D. If you neutral jump or jump forward you'll put yourself in the corner, which will reverse the motions.
- The mid screen combos involving qcf+AC 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.
Corner Combos
0 Stock, 0 Drive
Close s.C, f+B xx dp+C (Corner), qcf+C (2 hits), dp+A, dp+A, j.C = 351 Damage, 42 Stun
1 Stock, 0 Drive
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 Damage, 29 Stun
2 Stocks, 0 Drive
(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 Damage, 31 Stun
0 Stock, 1 Drive
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
1 Stock, 1 Drive
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 Damage, 38 Stun
2 Stocks, 1 Drive
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 Damage, 44 Stun
Notes
- An easy way to combo dp+A into qcf+A, C, or AC is to roll the stick to forward after the dp+A. It would look like this - forward, down, down~forward+P ~ forward+A, C, or AC. 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.
Counter Hit Combos
Midscreen
0 Stock, 0 Drive
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 Damage, 25 Stun
0 Stock, 1 Drive
j.CD (Counter Hit), dp+A, [DC], qcf+A, dp+A, dp+A, j.C = 334 Damage, 37 Stun
qcf+A (Counter Hit), dp+A, [DC], qcf+A, dp+A, dp+A, j.C = 321 Damage, 35 Stun
1 Stock, 0 Drive
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 Damage, 25 Stun
2 Stock, 0 Drive
qcb+AC (Counter Hit), dp+C, dp+A, dp+A, j.C, qcf~hcb+P = 296 Damage, 23 Stun
1 Stock, 1 Drive
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 Damage, 35 Stun
2 Stock, 1 Drive
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 Damage, 35 Stun
Corner
0 Stock, 0 Drive
s.CD (Counter Hit) xx qcf+K xx qcf+C (2 hits), dp+A, dp+A, j.C = 309 Damage, 33 Stun
j.CD (Counter Hit), qcf+C (2 hits), dp+A, dp+A, j.C = 316 Damage, 31 Stun
dp+A/qcf+A (Counter Hit), qcf+C (2 hits), dp+A, dp+A, j.C = 278/303 Damage, 29 Stun
1 Stock, 0 Drive
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
j.CD (Counter Hit), qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 421 Damage, 31 Stun
dp+A/qcf+A (Counter Hit), qcf+C (2 hits), dp+A, dp+A, j.C, qcf~hcb+P = 383/408 Damage, 29 Stun
1 Stock, 1 Drive
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
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
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, 47 Stun
2 Stock, 1 Drive
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
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
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, 36 Stun
Double Grand Rafale Combos
cr.B, cr.A, dp+A, dp+A, nj.A, qcf~hcb+P, cr.C, qcf~hcb+P = 309 Damage, 28 Stun
Close s.C, f+B, dp+A, dp+A, nj.A, qcf~hcb+P, cr.C, qcf~hcb+P = 364 Damage, 35 Stun
Close s.C, f+B, dp+C, dp+A, dp+A, nj.A, qcf~hcb+P, cr.C, qcf~hcb+P = 410 Damage, 41 Stun
qcb+AC (Counter), dp+A, dp+A, nj.A, qcf~hcb+p, qcf~hcb+p = 256 Damage, 15 Stun
Notes
- 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 neutral j.A 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 qcfx2+P DM or any special moves.
- If you are too far away from the corner you'll have to omit the cr.C and just combo into another Grand Rafale.
Hyper Drive Combos
Notes:
- In the listed combos, [HD] stands for HD Activation (BC), and [HDC] stands for Hyper Drive Cancel.
- The HD combos listed here can be activated off of cr.Bx2, unless otherwise specified, at the expense of damage
- The HD combos listed here can be made to use more or less meter
1 Stock
Mid-screen
Close s.C, f+B, [HD], Close or Far s.C xx dp+C [dp+A, [HDC], qcf+K xx qcf+C (1 or 2 hits)] x1~2 dp+A, j.C, qcf~hcb+P
Corner
Close s.C, f+B, [HD], Close or Far s.C xx dp+C (Corner), qcf+C (2 hits) [dp+A, [HDC], qcf+C (1 hit), qcf+C (2 hits)] x3, qcf~hcb+P
Notes
- For an easier hit confirm you can add a f+B after the HD close s.C. The f+B's are omitted to reduce damage scaling
- Using a far s.C in a HD combo will maximize the damage but the timing can be difficult. In order to get a far s.C after the HD activation you need to be holding back to stop the forward dash momentum
- Use this as a guideline to learning the far s.C timing; if Elisabeth doesn't move forward after the HD activation but she does close s.C it means you pressed C too soon. If you get a far s.C but it didn't combo you pressed C too late. Experimenting between these two extremes should help you find the correct timing
2 Stocks
Corner
j.D, close s.C, f+B, [HD] close s.C, f+B, DP+C, QCF+C, DP+A [HDC] QCF+Cx4, DP+A, QCFx2+AC = 722 damage http://www.youtube.com/watch?v=EccRZjQeTHc
3 Stocks
Mid-screen
Close s.C, f+B, [HD], Close or Far s.C xx dp+C, qcfx2+P (10 hits) xx Neomax = 767 Damage, 13 Stun
Corner
Close s.C, f+B, [HD], Close or Far s.C xx dp+C (Corner), qcf+C (2 hits) [dp+A, [HDC], qcf+C (1 hit), qcf+C (2 hits)] x3, qcfx2+P (10 hits) xx Neomax = 875 Damage, 13 Stun
4 Stocks
Mid-screen
Close s.C, f+B, [HD], Close or Far s.C xx dp+C xx qcfx2+AC xx Neomax (qcb~hcf+BD) = 891 Damage, 13 Stun
Corner
Close s.C, f+B, [HD], Close or Far s.C xx dp+C (Corner), qcf+C (2 hits) [dp+A, [HDC], qcf+C (1 hit), qcf+C (2 hits)] x3, qcfx2+AC xx Neomax = 967 Damage, 13 Stun
j.C, s.C, f+B, [HD], Far s.C xx dp+C (Corner), qcf+C (2 hits) [dp+A, [HDC], qcf+C (1 hit), qcf+C (2 hits)] x3, qcfx2+AC xx Neomax = 1005 Damage, 18 Stun
j.C, Close s.C, [HD], Close s.C xx dp+C, [HDC], qcf+A, [dp+A, [HDC], qcf+C (1 hit), qcf+C (2 hits)]x3, qcfx2+AC xx Neomax = 1000 damage
Notes
- The EX DM (qcfx2+AC) 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.
- Damage calculations for combos with 'Close or Far s.C' are taken with close s.C values. The far s.C adds roughly 9 points of extra damage.
- The last 4 stock HD combo was created by Karn. Additionally notes on the combo:
1) To get the full mid-screen corner carry, delay the HD activation slightly.
2) You don't need to do any late HD Cancels from dp+A to get 2 hit qcf+C; it's actually better if you don't because more than one late HDC to get the 2 hit qcf+C will delay the combo enough to make you run out of meter by the time you get to the Max Cancel.
5 Stocks
Mid-screen
j.C, Close s.C, f+B, [HD], Far s.C xx [dp+A [HDC] qcf+A] x5, j.CD, qcf~hcb+P (1 hit) xx Neomax, qcfx2+AC = 1026 Damage
Corner
j.C, Close s.C, f+B, [HD], Far s.C xx dp+C (Corner), qcf+C (2 hits), [HDC], dp+AC, [HDC], qcf+C (whiff), dp+A, [HDC], qcf+C (1 hit), qcf+C (2 hits), qcfx2+AC xx Neomax = 1003 Damage
Note
- The 5 Stocks HD combos were created by B.A.L.A