The King of Fighters XIII/Elisabeth

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Elisabeth Blanctorche

KOFXIII-Elisabeth Face.png

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.

Elizabethkofxiii.gif

Video Walkthrough

Move List

Frames Advantage Properties Block Damage Notes
Standing Close
Snkc.gif 5/4/18 -1/-3 Cancel.png HL 70 Meaty one-handed palm attack. This starts up fast and has a large activation range, making it more useful for comboing than Close Snkd.gif. A standard but useful Close Heavy attack that combos into Elisabeth's Un Coup du Pied ( F.png + Snkb.gif ).
Snkd.gif 8/3/19 -1/-3 Cancel.png HL 70 High upward kick that has a solid vertical reach, though it doesn't hit directly above Elisabeth. This can also connect against grounded adversaries, although Close Snkc.gif 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 ( Qcf.pngDf.pngQcb.png + P.png ) should link afterward in most situations.
Standing Far
Snka.gif 4/4/7 +4/+2 Cancel.pngChaincancel.png HL 25 Basic, but scoffing jab that primarily functions as a fast short hop anti-air. A successful anti-air can be followed with Grand Rafale ( Qcf.pngDf.pngQcb.png + P.png ) for solid damage.
Snkb.gif 4/4/8 +3/+1 - Low.png 30 This kick has very little range but it does hit low can is cancelable unlike with her Crouching Snkb.gif. 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.
Snkc.gif 9/3/19 -1/-3 Cancel.png HL 80 Elisabeth 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 Snka.gif.
Snkd.gif 12/4/22 -5/-7 HL 80 Elisabeth 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. The forward reach is deceptively long, though the startup is just a bit lengthier than most other sobats in the game. Still, this is one of her best pokes and one of the better normals in the game.
    • If an Elisabeth player runs forward looking for a hop to anti-air with Close Snkd.gif 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 Snkd.gif.
Snkc.gif+Snkd.gif 14/6/25 KD/-8 Specialcancel.pngSoftknockdown.png HL 75 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.
Crouching
Snka.gif 5/4/8 +3/+1 Cancel.pngChaincancel.png HL 25 Elisabeth's low jab can be chained into from her Crouching Light Kick in order to start a combo from a low hitconfirm. Crouching Snka.gif can combo into her relatively safe Coup de Vent ( Dp.png + Snka.gif ) and even Mistral ( Hcb.pngF.png + P.png from close ranges. It also has better frame advantage on block than Crouching Snkb.gif.
Snkb.gif 4/4/8 +3/+1 Chaincancel.png Low.png 30 Elisabeth has an uncancelable Crouching Snkb.gif, but she can chain this into Crouching Snka.gif 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 Snkb.gifs.
Snkc.gif 8/4/20 -3/-5 Cancel.png HL 70 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.
Snkd.gif 7/3/25 KD/-9 Cancel.pngSoftknockdown.png Low.png 80 Elisabeth's sweep only reaches has far as her Crouching Snkb.gif, though it causes a soft knockdown and is cancelable on whiff and hit. As her Crouching Snkb.gif 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.
Jump/Hop
Snka.gif 5/5/-

5/3/-

- - High.png 45/40 Fast horizontal jab with a highest hitbox of all her jumping attacks, making this a good air-to-air.
Snkb.gif 4/10/-

4/8/-

-/- High.png 45/40 Flying knee that works best as a close-range air-to-ground. Elisabeth's vulnerable hitbox isn't as outstretched as with Jumping Snkd.gif so at times this attack can be safer against reversals against players expecting her Snkd.gif kick. A good alternative to Jumping Snkd.gif that can also cross up.
Snkc.gif 7/3/-

7/3/-

-/- High.png 72/70 Fast and lacking in active frames. Difficult to time as a jump-in though Jumping Snkb.gif/Snkd.gif function more competently. Somewhat applicable as an air-to-air against very close, lower opponents that can't be hit by Jumping Snka.gif.
Snkd.gif 6/7/-

6/6/-

-/- High.png 70/68 Elisabeth's best jump-in that should look familiar to any 'Shoto' player. Jumping Snkd.gif'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.
Snkc.gif+Snkd.gif 12/4/-

12/3/-

KD/- Softknockdown.png HL 90/80 Elisabeth's most downward-angled kick in the air. Strong vertical and horizontal hitbox with less vulnerabilities than Jumping Snkd.gif, 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 Snkd.gif and get more frame advantage, but the lack of a high mixup with a deep vertical hitbox affects Elisabeth'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 Elisabeth can always follow with Grand Rafale ( Qcf.pngDf.pngQcb.png + P.png ).
Command Normals
F.png + Snkb.gif 15/3/25 -7/-9 Specialcancel.png HL 40 Un Coup De Pied- Elisabeth's command normal only combos from Heavy normals—namely Close Snkc.gif—and cancels into specials as per usual. If uncanceled, the recovery is fairly lengthy and Elisabeth 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.png + P.png ) is generally safe on block or hit, though the player could cancel into a faster-recovering move such as Rêverie-Souhaiter ( Qcb.png + K.png ) to mix up her blockstrings or to avoid being punished on block.
Throws
F.png/B.png + Snkc.gif/Snkd.gif 0 KD Softknockdown.png Throw.png 100 Manier- Causes a soft knockdown.
Special Moves
Qcf.png + P.png Snka.gif: 10/6/16

Snkc.gif: 23/11/10
Ex.png: 11/9/12

Snka.gif: KD/-4

Snkc.gif: KD/+1
Ex.png: KD/+12

Projectileabsorb.pngSoftknockdown.png HL Snka.gif: 70

Snkc.gif: 50*2 Ex.png: 60*3

Etincelles- Elisabeth's riding crop sparks in a glowing arc with a strong hitbox that controls much of the aerial 'hop space' in front of her. Snka.gif hits once and has less juggle capabilities, but the startup and recovery is very fast. On counterhit the Snka.gif version launches the opponent higher and leaves them fully juggleable, allowing for a variety of follow ups. Snkc.gif 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 - Does a bit more damage and starts fast, though this move isn't meter-efficient to be using much outside of combos.
Dp.png + P.png Snka.gif: 13/3/19

Snkc.gif: 18/3/20
Ex.png: 13/3/25

Snka.gif: KD/-4

Snkc.gif: KD/-8
Ex.png: KD/-10

Softknockdown.pngDrivecancel.png

Ex.png:Startupinv.png

HL Snka.gif: 50

Snkc.gif: 60
Ex.png: 80

Coup De Vent- Forward-sliding uppercut that launches the opponent. Elisabeth can combo into this attack from Light and Heavy hitconfirms which inevitably leads to a finishing hit reset which can be finished with her anywhere juggle DM. On block, Elisabeth is at a disadvantage though the special has enough pushback to keep her safe from most punishes.
    • Snka.gif comes out faster and combos from lights, moving Elisabeth forward a good 1/3 of the screen. It also has the fastest recovery out of them all.
    • Snkc.gif 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 - 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.
Qcf.png + K.png All: 20/-/8
All: -
Upperbodyinv.png

Ex.png: Startupinv.pngSpecialcancel.png

- - Reverie-Souhaiter- 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 Elisabeth's advantage varies depending on the amount of blockstun inflicted by whichever moves this is canceled into. Cancels into specials which can sometimes benefit specials and it certainly helps Elisabeth blockstring into her safeÉtincelle from a cl.Snkc.gif, F.png+Snkb.gif attack string.
    • Ex.png Rêverie-Prier - Fully invulnerable forward dash; anytime this is special canceled, the resulting special becomes an EX move for free. Works as a reversal or somewhat like a faster Guard Cancel Roll that could be used to punish blockstrings with an EX command grab or Étincelle to start a juggle.
    • Her upper body invulnerability allows her to pass through non-grounded projectiles while moving closer to the opponent.
Qcb.png + K.png All: 24/-/13
All: - Lowerbodyinv.png

Ex.png: Startupinv.pngSpecialcancel.png

- - Reverie-Prier- 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.
    • Ex.png Rêverie-Souhaiter - Fully invulnerable backwards dash that can be canceled into any special which will then in turn automatically be an EX special that costs no meter. A better reversal than the normal version or her backdash, and it can be canceled into Dp.png + K.png to really mess with the opponent's reactions due to the quick change of direction coupled with startup invuln.
Qcb.png + P.png P.png: 2/15/14 (frame 2-16 counter upper/lower, depending on button)

Ex.png: 1/16/19 (frame 1-16 counter

Snka.gif: - (recovery is 13 frames if activated)

Snkc.gif: - (recovery is 13 frames if activated)
Ex.png: -1/- (recovery can be cancelled into special moves)

Snka.gif: Counter.png (High, some mids)

Snkc.gif: Counter.png (Low, some mids)
Ex.png: Counter.pngSpecialcancel.png

- - Reverie-Geler- An instant counter attack with a unique followup: Elisabeth teleports behind the opponent on success, which may or may not allow a combo followup depending on which move is countered. All versions of the counter are throw-vulnerable and have a punishable recovery if baited.
    • Snka.gif counters high-hitting attacks, though the opponent can often recover from a countered jump-in before Elisabeth can get punish. Despite that, her high counter reverses the players' positions which means a successful counter can get her out of the corner.
    • Snkc.gif counters low and mid attacks. Since these moves recover slower, this counter can more often allow Elisabeth to recover in time to land a combo starting with Close Snkc.gif.
    • Ex.png Rêverie-Geler - Counters high/mid/low attacks. If the opponent's jump-in was countered, the opponent will be dragged to the ground so that Elisabeth can start a combo. The recovery period can be canceled into specials which allows Elisabeth to more consistently start a combo.
Hcb.png,F.png + P.png P.png: 7/1/30

Ex.png: 5/1/30

P.png KD/Unblockable

Ex.png: KD/Unblockable

Throw.pngHardknockdown.png -- P.png: 150

Ex.png: 100

Mistral- Non-instant command grab that sends the opponent flying upward with a white light. Though the startup speed is lacking, its reach is alright. Elisabeth can't follow up the normal version with anything. Not worth comboing into because of its speed; more of an occasional threat on its own.
    • Ex.png Mistral - Elisabeth recovers faster, allowing enough time for her to juggle the opponent for a heavy combo.
DMs
Qcf.png Qcf.png + P.png P.png: 11/27/48

Ex.png: 11/-/75

K.png: KD/-30

Ex.png: KD/-15

Startupinv.png Maxcancel.pngHardknockdown.png HL P.png: 20*10

Ex.png: 20*14+60

Noble Blanc- A stationary, multi-hitting ball of light appears from Elisabeth's hand. This has a projectile hitbox and can nullify oncoming fireballs but the recovery isn't that great and the DMs range can't punish many attacks without being in close range. The startup is fast and this can connect from Light attacks and even anti-air, but overall her Grand Rafale can be used more freely as a better combo ender and for a more damaging and versatile anti-air.
    • Ex.png Noble Blanc - The light projectile travels forward, contributing to it's range and utility. Once it hits an opponent it will stop where it is, hitting them for full damage even in the corner. However, the further away the opponent is the less damage this move will do.
Qcf.png Hcb.png + P.png P.png: 6/7/24
P.png: KD/-28
Anywherejuggle.pngMaxcancel.pngHardknockdown.png HL P.png: 30+10x3+(0+10)x5+40
Grand Rafale- Elisabeth's infamous anywhere juggle. Near instant startup, heavily damaging, and easily confirmable from combos or any anti-air. Elisabeth travels forward and performs an uppercut that triggers a booming white light followed by a volley of aerial sparks.
    • Connects from any hit reset, or any manner of aerial opponent. While this could anti-air in itself, confirming a grounded anti-air or jumping air-to-air is much safer as Elisabeth can be punished if this DM whiffs or blocks.
(airok) Qcb.png Hcf.png + Snkb.gif+Snkd.gif 1/24/25 (frame 1-24 counters) KD/- Counter.png - 25×18+25 (475) Etoile Filanto- When not Max Canceled into, Etoile Filant is an instant counter move that can be triggered by any high, mid, or low attacks. A successful hit or Max Cancel sends a shower of falling star-like lights about the screen.

Console Changes

  • Etincelles (Qcf.png+P.png) builds up less meter.
  • Added EX versions of her Reverie-Prier (Qcb.png+K.png) and Reverie-Souhaiter (Qcf.png+K.png). 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 (Qcb.png+Snka.gifSnkc.gif) 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 (Qcf.png Qcf.png+P.png) has more invincibility.
  • EX Noble Blanc's (Qcf.png Qcf.png+Snka.gifSnkc.gif) 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 (Qcf.png Hcb.png+P.png) damage has been reduced from 200 (40+10×13+30) to 150.
  • Grand Rafale (Qcf.png Hcb.png+P.png) has more Max Cancelable frames.

Combos

Standard starters:

0% Drive

0 Bar
cr.Snkb.gif, cr.Snka.gif xx Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif = 184

  • Elisabeth's basic combo from a low attack.

Cl.Snkc.gif, F.png+Snkb.gif xx Dp.png+Snkc.gif, Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif = 286

  • The first Dp.png+Snka.gif must be timed later than usual. It usually helps to try whiffing a st.Snkb.gif before doing it, and then immediately input the second Dp.png+Snka.gif.

st.Snkc.gifSnkd.gif Counterhit.png xx Qcf.png+K.png, Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif = 290

j.Snkc.gifSnkd.gif Counterhit.png, Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif = 239

Qcf.png+Snka.gif Counterhit.png, Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif = 226

Cl.Snkc.gif, F.png+Snkb.gif xx Dp.png+Snkc.gif (Corner), Qcf.png+Snkc.gif (2 hits), Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif = 351

(corner) st.Snkc.gifSnkd.gif Counterhit.png xx Qcf.png+K.png xx Qcf.png+Snkc.gif (2 hits), Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif = 309

(corner) j.Snkc.gifSnkd.gif Counterhit.png, Qcf.png+Snkc.gif (2 hits), Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif = 316

(corner) Dp.png+Snka.gif/Qcf.png+Snka.gif Counterhit.png, Qcf.png+Snkc.gif (2 hits), Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif = 278/303

1 Bar
cr.Snkb.gif, cr.Snka.gif xx Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif, Qcf.pngHcb.png+P.png = 292

Cl.Snkc.gif, F.png+Snkb.gif xx Dp.png+Snkc.gif, Dp.png+Snka.gif, Dp.png+Snka.gif, nj.Snkd.gif , Qcf.pngHcb.png+P.png - 389

Cl.Snkc.gif, F.png+Snkb.gif xx Dp.png+Snkc.gif, Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif, Qcf.pngHcb.png+P.png = 391

  • Anywhere juggle extenders of the above combos.

Cl.Snkc.gif, F.png+Snkb.gif xx Qcf.png+Snkb.gifSnkd.gif xx Hcb.pngF.png+P.png, Qcf.png+Snkc.gif (2 hits), Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif = 387

  • Does slightly less damage than comboing into super, builds more meter.

Cl.Snkc.gif, F.png+Snkb.gif xx Dp.png+Snkc.gif (Corner), Qcf.png+Snkc.gif (2 hits), Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif, Qcf.pngHcb.png+P.png = 441

(Corner) st.Snkc.gif, F.png+Snkb.gif xx Hcb.pngF.png+Snka.gifSnkc.gif, Dp.png+Snkc.gif, Qcf.png+Snkc.gif (2 hits), Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif = 426

(Corner) Hcb.pngF.png+Snka.gifSnkc.gif, Dp.png+Snkc.gif (2 hits), Qcf.png+Snkc.gif (2 hits), Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif = 360

(Corner) cr.Snkb.gif, cr.Snka.gif xx Qcf.png+Snka.gifSnkc.gif, Qcf.png+Snkc.gif (2 hits), Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif = 370

(corner) st.Snkc.gifSnkd.gif Counterhit.png xx Qcf.png+K.png xx Qcf.png+Snkc.gif (2 hits), Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif, Qcf.pngHcb.png+P.png = 414

(corner) j.Snkc.gifSnkd.gif Counterhit.png, Qcf.png+Snkc.gif (2 hits), Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif, Qcf.pngHcb.png+P.png = 421

(corner) Dp.png+Snka.gif/Qcf.png+Snka.gif Counterhit.png, Qcf.png+Snkc.gif (2 hits), Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif, Qcf.pngHcb.png+P.png = 383/408

st.Snkc.gifSnkd.gif Counterhit.png xx Qcf.png+K.png, Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif, Qcf.pngHcb.png+P.png = 398

j.Snkc.gifSnkd.gif Counterhit.png, Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif, Qcf.pngHcb.png+P.png = 359

Qcf.png+Snka.gif Counterhit.png, Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif, Qcf.pngHcb.png+P.png = 346

2 Bar
(Corner) Hcb.pngF.png+Snka.gifSnkc.gif, Qcf.png+Snka.gifSnkc.gif, Qcf.png+Snkc.gif (1 or 2 hits), Qcf.png+Snkc.gif (2 hits), Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif = 491

(Corner) Cl.Snkc.gif, F.png+Snkb.gif xx Hcb.pngF.png+Snka.gifSnkc.gif, Qcf.png+Snka.gifSnkc.gif, Qcf.png+Snkc.gif (1 or 2 hits), Qcf.png+Snkc.gif (2 hits), Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif = 534

Cl.Snkc.gif, F.png+Snkb.gif xx Dp.png+Snkc.gif (Corner), Qcf.png+Snkc.gif (2 hits), Dp.png+Snka.gif, Qcf.pngQcf.png+Snka.gifSnkc.gif = 537

Qcb.png+Snka.gifSnkc.gif Counterhit.png, Dp.png+Snkc.gif, Dp.png+Snka.gif, Dp.png+Snka.gif, j.Snkc.gif, Qcf.pngHcb.png+P.png = 296

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.Snkc.gif, F.png+Snkb.gif, HD st.Snkc.gif xx Dp.png+Snkc.gif (Dp.png+Snka.gif, xx Qcf.png+K.png xx Qcf.png+Snkc.gif (1 or 2 hits)] x1~2 Dp.png+Snka.gif, j.Snkc.gif, Qcf.pngHcb.png+P.png

(Corner) Cl.Snkc.gif, F.png+Snkb.gif, HD st.Snkc.gif xx Dp.png+Snkc.gif (Corner), Qcf.png+Snkc.gif (2 hits) (Dp.png+Snka.gif, xx Qcf.png+Snkc.gif (1 hit), Qcf.png+Snkc.gif (2 hits)] x3, Qcf.pngHcb.png+P.png

2 Stock
j.Snkd.gif, cl.Snkc.gif, F.png+Snkb.gif, HD cl.Snkc.gif, F.png+Snkb.gif, Dp.png+Snkc.gif, Qcf.png+Snkc.gif, Dp.png+Snka.gif xx Qcf.png+Snkc.gifx4, Dp.png+Snka.gif, Qcf.pngQcf.png+Snka.gifSnkc.gif = 722

3 Stock
Cl.Snkc.gif, F.png+Snkb.gif, HD st.Snkc.gif xx Dp.png+Snkc.gif, Qcf.pngQcf.png+P.png (10 hits) xx Qcb.pngHcf.png+Snkb.gifSnkd.gif = 767

(Corner) Cl.Snkc.gif, F.png+Snkb.gif, HD st.Snkc.gif xx Dp.png+Snkc.gif (Corner), Qcf.png+Snkc.gif (2 hits) (Dp.png+Snka.gif, xx Qcf.png+Snkc.gif (1 hit), Qcf.png+Snkc.gif (2 hits)] x3, Qcf.pngQcf.png+P.png (10 hits) xx Qcb.pngHcf.png+Snkb.gifSnkd.gif = 875

4 Stock
Cl.Snkc.gif, F.png+Snkb.gif, HD st.Snkc.gif xx Dp.png+Snkc.gif xx Qcf.pngQcf.png+Snka.gifSnkc.gif xx Qcb.pngHcf.png+Snkb.gifSnkd.gif = 891

(Corner) Cl.Snkc.gif, F.png+Snkb.gif, HD st.Snkc.gif xx Dp.png+Snkc.gif (Corner), Qcf.png+Snkc.gif (2 hits) (Dp.png+Snka.gif, xx Qcf.png+Snkc.gif (1 hit), Qcf.png+Snkc.gif (2 hits)] x3, Qcf.pngQcf.png+Snka.gifSnkc.gif xx Qcb.pngHcf.png+Snkb.gifSnkd.gif = 967

(Corner) j.Snkc.gif, st.Snkc.gif, F.png+Snkb.gif, HD st.Snkc.gif xx Dp.png+Snkc.gif (Corner), Qcf.png+Snkc.gif (2 hits) (Dp.png+Snka.gif, xx Qcf.png+Snkc.gif (1 hit), Qcf.png+Snkc.gif (2 hits)] x3, Qcf.pngQcf.png+Snka.gifSnkc.gif xx Qcb.pngHcf.png+Snkb.gifSnkd.gif = 1005

(Corner) j.Snkc.gif, Cl.Snkc.gif, HD Cl.Snkc.gif xx Dp.png+Snkc.gif, xx Qcf.png+Snka.gif, (Dp.png+Snka.gif, xx Qcf.png+Snkc.gif (1 hit), Qcf.png+Snkc.gif (2 hits)]x3, Qcf.pngQcf.png+Snka.gifSnkc.gif xx Qcb.pngHcf.png+Snkb.gifSnkd.gif = 1000

5 Stock
j.Snkc.gif, Cl.Snkc.gif, F.png+Snkb.gif, HD St.Snkc.gif xx (Dp.png+Snka.gif xx Qcf.png+Snka.gif) x5, j.Snkc.gifSnkd.gif, Qcf.pngHcb.png+P.png (1 hit) xx Qcb.pngHcf.png+Snkb.gifSnkd.gif, Qcf.pngQcf.png+Snka.gifSnkc.gif = 1026

(Corner) j.Snkc.gif, Cl.Snkc.gif, F.png+Snkb.gif, HD st.Snkc.gif xx Dp.png+Snkc.gif (Corner), Qcf.png+Snkc.gif (2 hits), xx Dp.png+Snka.gifSnkc.gif, xx Qcf.png+Snkc.gif (whiff), Dp.png+Snka.gif, xx Qcf.png+Snkc.gif (1 hit), Qcf.png+Snkc.gif (2 hits), Qcf.pngQcf.png+Snka.gifSnkc.gif xx Qcb.pngHcf.png+Snkb.gifSnkd.gif = 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.Snka.gif, cl.Snkc.gif - 3 frame gap between st.Snka.gif and cl.Snkc.gif. Be aware that st.Snka.gif whiffs on crouching characters, except on Raiden when he's in guard position.

2) cr.Snka.gif, cl.Snkc.gif - 4 frame gap between cr.Snka.gif and cl.Snkc.gif.

3) st.Snkb.gif, st.Snka.gif - 3 frame gap between st.Snkb.gif and st.Snka.gif.

4) st.Snkb.gif, cr.Snka.gif - 4 frame gap between st.Snkb.gif and cr.Snka.gif.

5) st.Snkb.gif, cl.Snkc.gif - 4 frame gap between st.Snkb.gif and cl.Snkc.gif.

6) cr.Snkb.gif, st.Snkb.gif - 2 frame gap between cr.Snkb.gif and st.Snkb.gif. Need to be really close to the opponent.

7) cr.Snkb.gif, cl.Snkc.gif - 3 frame gap between cr.Snkb.gif and cl.Snkc.gif.

Safe Jump Setups

1) Snka.gif/Snkc.gif Mistral:

a) hop, hop j.Snkb.gif/Snkd.gif

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.

b) Qcf.png+K.png, hop j.Snkb.gif/Snkd.gif

4 frame safe jump. You need to be aware of character specific reversal options.

2) Corner combo into Dp.png+Snka.gif, hyper hop j.Snka.gif, delayed neutral hop j.Snkb.gif

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.Snkb.gif (corner only), or sj.Snkb.gif

3 frame safe jump but the j.Snkb.gif needs to be timed meaty. There is a slight delay on the neutral j.Snkb.gif 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, Dp.png+Snka.gif, EX Noble Blanche, Qcf.png+K.png, slightly delayed j.Snkd.gif

3 frame safe jump but the j.Snkd.gif 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 Dp.png+Snka.gif right in the combo cl.Snkc.gif F.png+Snkb.gif Dp.png+Snkc.gif, Dp.png+Snka.gif, Dp.png+Snka.gif, nj.Snkd.gif Qcf.png Hcb.png+P.png, it is best to whiff cancel st.Snkb.gif after Dp.png+Snkc.gif into the first Dp.png+Snka.gif
  • Due to the anywhere juggle property on here Qcf.png Hcb.png+P.png, 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 (Qcf.pngQcf.png+Snka.gifSnkc.gif) 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 F.png+Snkb.gif after the HD cl.Snkc.gif. The F.png+Snkb.gif's are omitted to reduce damage scaling
  • Using a st.Snkc.gif in a HD combo will maximize the damage but the timing can be difficult. In order to get a st.Snkc.gif 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.Snkc.gif timing; if Elisabeth doesn't move forward after the HD activation but she does cl.Snkc.gif it means you pressed Snkc.gif too soon. If you get a far st.Snkc.gif but it didn't combo you pressed Snkc.gif 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.Snka.gif 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 Qcf.pngQcf.png+P.png DM or any special moves.
  • If you are too far away from the corner you'll have to omit the cr.Snkc.gif and just combo into another Grand Rafale.
  • An easy way to combo Dp.png+Snka.gif into Qcf.png+Snka.gif, Snkc.gif, or Snka.gifSnkc.gif is to roll the stick to forward after the Dp.png+Snka.gif. It would look like this - F.png, D.png, Df.png+P.png ~ F.png+Snka.gif, Snkc.gif, or Snka.gifSnkc.gif. 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 Dp.png+Snka.gif's after the Dp.png+Snkc.gif you need to hit the opponent slightly before they touch the ground. To help with the timing, after the Dp.png+Snkc.gif, you can whiff a st.Snkb.gif then whiff cancel into the Dp.png+Snka.gif.
  • From mid screen, if you are trying to land Grand Rafale (Qcf.png Hcb.png+P.png) immediately after a forward j.Snkc.gif or j.Snkd.gif, 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.Snkd.gif will always put you at the right distance for an immediate Grand Rafale, however, if your Dp.png+Snka.gif did not hit the opponent from lowest possible juggle point the nj.Snkd.gif will whiff because the opponent is too high. This is why it’s preferable to do a forward j.Snkc.gif to avoid that.
  • Using a j.Snkc.gif instead of a j.Snkd.gif prior to Grand Rafale (Qcf.png Hcb.png+P.png) 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.png+Snka.gifSnkc.gif (EX Counter) when you do j.Snkc.gif or j.Snkd.gif you'll need to do a jump back j.Snkc.gif or j.Snkd.gif. 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.png+Snka.gifSnkc.gif 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.

Matchups

Strategy with Elizabeth

vs Grappler

vs Zoner

vs Rushdown

Strategy against Elizabeth

as Grappler

as Zoner

as Rushdown

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