KOF XIII: Elisabeth Blanctorche

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KOF XIII: Elisabeth Blanctorche

Post by videoman190 » Wed Apr 28, 2010 15:36

Image

Elisabeth's Move List

Command moves:
En coupe de pierre - fwd .B

Special moves:
Etincelles - qcf .P
Reverie - Suete - qcf .K
Reverie - Plie - qcb .K
Reverie - Jure - qcb .P
Mistral - HCBFWD .P
Coupe de Veine - DP .P

DMs:
Noble Blanche - qcf qcf .P (has an EX version)
Grand Rafale - QCFHCB .P

NeoMAX DM:
Etoile Firant - QCBHCF .B .D

Console changes:
- Etincelle (qcf+P) builds up less meter
- Ex Reverie-Geler (qcb+P) has a longer recovery time on a success. Because of that, normal moves can’t be used to make an additional hit. The recovery time can be canceled with a special.
- An Ex version of her Reverie-Souhaiter (qcb+K) and Reverie-Prier (qcf+K) have been added in the game. It’s invincible while in movement and cancelable with a special. What’s more, the special will automatically come out as an Ex version without the cost of a meter. However, supers are an exception and will not turn into an Ex.
* Grand Rafale’s (qcf,hcb+P) damage has been dropped from 200 to 150.
- Noble-Blanche (qcf*2+P) has longer invincibility.
- Ex Noble-Blanche’s hitbox has been changed so that it’s easier to get in all the multiple hits. With this change, it lands full hit in the corner.
* Grand Rafale has more Max cancelable frames.

Producer Yamamoto says: With the new Ex version of Reverie-souhaiter and Reverie-prier, she has more options for attacks. It can even be used as a sort of running throw with Mistral (hcb~f+P), so please try things out. Grand Rafale’s damage has been reduced to 150, but it can be Max canceled even after the first hit now. Also, Noble-Blanche can be Max canceled as well, so it can be used in various situations such as the finishing touch on combos.
Movelist Vid
Trial Mode

Trial notes found here : http://orochinagi.com/forums/viewtopic. ... 629#p78629" onclick="window.open(this.href);return false;
EX Move and Cancel Timing Tutorial
Bala's 1024 combo

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Re: KOFXIII: Elisabeth

Post by Dark_Chaotix » Thu Jul 22, 2010 00:52



Eliz can sA into DM since her DM is an anywhere juggle?? Back to XI style sA counter poke from jumpins.

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Re: KOFXIII: Elisabeth

Post by Max » Thu Jul 22, 2010 19:50

How strict is the timing to follow-up her DP .P with her DM?

I've been wondering… if it were lax enough, you could potentially activate the gauge and Max Cancel after the DM, rather than having to do it on its own and be predictable.


From what I've seen, the DM has strange hit detection. In one video, it hit a falling Robert when it clearly overshot him, while in another video it stopped short and missed a falling Mai when it could've hit her without problems. Or… maybe it was the .A version or something like that.

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Re: KOFXIII: Elisabeth

Post by Dark_Chaotix » Fri Jul 23, 2010 01:19

Like kyo can don in 2k2um MM?? Thats interesting, would be good to test but looking at the vids it would be hard in timing and even if you could the walk forward in HD would make it hard to judge distance with the move you want to use.

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Re: KOFXIII: Elisabeth

Post by PenPen » Wed Jul 28, 2010 15:44

An Elizabeth HD corner combo from FightClub:

After BC and a dp+C: DC qcf+C>qcf+C>dp+A>DC qcf+B~qcf+C>qcf+C>dp+A>dp+A> Jump A>qcf,hcb+A>Close C>qcf,hcb+A

I don't use her however, so I don't know whether she does have a qcf+B to start with. Apparently the on the first DM, you are landing before the opponent, where you can follow with a close C into another DM (explained as such but I definitely don't know whether this really works or not).

Her free juggle DM seems to be pretty popular (obviously), a lot of people are putting her last and as long as she connects anything, instant DM! Playing her is kinda like standing pat or doing jump Ds to bait into DM. Retardedly easy to do.

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Re: KOFXIII: Elisabeth

Post by SonicTempest » Sun Aug 01, 2010 21:37

HD combo for Liz from Arcadia:

C, f+B (HD activate) dash C, f+B, dp+C, QCF+C, (dp+A xx QCF+C (1hit), QCF+C) x 4 , dp+A, dp+A, jump C, QCF,HCB + P

807 damage, corner only, 1 stock.

The combo will work as long as the opponent is cornered after the dp+C hits.

Also updated the first post with a complete movelist.

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Re: KOFXIII: Elisabeth

Post by ken_garou » Mon Aug 02, 2010 07:51

To Sonictempest , about the BC combo you posted from arcadia, what do you mean by the sign " x x" ? You mean to say that it is a drivecancel? About qcf C ( one hit ) into another qcf C , is that a drivecancel?

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Re: KOFXIII: Elisabeth

Post by SonicTempest » Mon Aug 02, 2010 08:33

xx means drive cancel, yes. And actually I looked it up and QCF+C into QCF+C isn't a drive cancel, just a juggle. I've edited the mistake - thanks.

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Re: KOFXIII: Elisabeth

Post by Perfect Stranger » Sat Aug 07, 2010 16:28

Elizabeth is VERY strong. All juggle DM that does good damage, good cross up with Jump .B / .D , command throw, builds up both power gauge and drive cancel gauge at an amazing rate, and guard crushes opponent with ease.

Main bread and butter (for those with poor/medium execution skills/timing like me):

DP .A , DP .A , uf .C , QCFHCB .A .

Preface as desired with:

1. (crossover air .B /air .D ) , close .C , fwd .B

2. dwn .B , dwn .A

Just do DP .A x2 as fast as you can, and it'll connect.

2 main sources of failure for this combo:
1. Jump C after the second DP .A . This has to be done as quickly as possible as well, else you will miss. I tend to do this by holding up uf after the second DP .A and spamming .C . Unfortunately sometimes the game will read the .C input first, resulting in a ground .C , which whiffs.
2. If too close and out of corner, (e.g. after starting combo from dwn .B dwn .A ), QCFHCB .A sometimes whiffs. You can kinda adjust for this by delaying the DM slightly, but too much and you end up whiffing the super, which is the meat of the damage. Also (and related to the above), you can try substituting uf .C for uf .D . uf .D pushed the opponent back more I think (I haven't whiffed the DM with D before), however D does *slightly* less damage than C, but more importantly, in the more advanced juggles Elizabeth has WILL NOT HIT.

Also note that starting this combo with the jump in gives you about ~80% stock, so you'll *almost* always have enough to do the DM follow up.

DP .A : The heart and soul of Elizabeth. Fast, nigh unpunishable on block, does good guard crush damage. Upon hit, opponent can be further juggled until just after the apex of his juggled animation (similar in theory to how Kyo's qcf .B used to work). Best thing about it is that you can do it again immediately upon a ground hit and it will connect. Upon an air hit, just follow up with jump .C and QCFHCB .A if you have gauge. When doing DP .A after other moves (e.g. DP .C ), you want to aim to hit the opponent *JUST* as he hits the ground: you can tell if you have succeeded correctly as the opponent's sprite will look as though it was being hit on the ground, as opposed to being hit mid air. If done correctly, you can again follow up with DP .A immediately.

As an example, try this combo instead:

Close .C , fwd .B , DP .C , (pause slightly), DP .A , DP .A , uf .C , QCFHCB .A .

If you delay the DP .A exactly correctly, you will hit the opponent just as he's landing, and you will be able to connect both the second DP .A and the uf .C later. If you delay incorrectly for the first DP .A , the second DP .A will not connect.

Another example to help illustrate (this one also features the second "advanced execution trick" for Elizabeth):
Arcadia combo:

dwn .B , dwn .A , DP .A , drive cancel qcf .A , DP .A , DP .A , uf .C , QCFHCB .A .

To do the drive cancel correct, Arcadia advises doing fwd dwn df .A , fwd .A . I *still* have problems doing this consistently even after practicing. This drive cancel and variants of it are the main bread and butter of her Hyper Drive mode combos, so if you want to get good at them, start practicing now!

Corner only juggle:

DP .C , qcf .C , DP .A , DP .A , uf .C , QCFHCB .A .

Again the tricky thing about this is the delay for the DP .A .


Another corner only juggle:
DP .A , drive cancel EX qcf .A .C , qcf .C , qcf .C , DP .A , DP .A , uf .C , QCFHCB .A .
Need to do both qcf .C as quickly as possible, then the same tricky delay with DP .A . To be honest this one features timing too strict for me to use in actual matches.


Another HD combo from Arcadia, this one does *not* need the opponent to be in the corner:
Close .C , fwd .B , Hyper Drive Activate, dash, Close .C , fwd .B , [ DP .A , drive cancel qcf .A ]x4, (by this time you'll reach the corner), DP .A . drive cancel qcf .C , DP .A , DP .A , uf .C , QCFHCB .A . 798 damage, 1 stock.


With all that said however, I find Elizabeth doesn't really need all that extra stuff with drive cancels and HD combos. I place her first and just let her charge up stock for my other characters who need it more.


Other tidbits:
qcf k: .B version moves less forward than .D version. Both can be cancelled out of into special moves or DMs/Neo Max. Supposedly has invulnerability around her head aread when moving, but don't depend on this to evade air attacks! dwn .B , dwn .A , qcf .D cancel into EX HCBFWD .A .C connects.


HCBFWD .A .C: After landing this, if you have no confidence in the DP .A delay timing, just do vertical .C .D , QCFHCB .A . Otherwise, do qcf .C , delay slightly DP .A , DP .A , uf .C , QCFHCB .A


After a blocked close .C , fwd .B , DP .A , you can do:

1. dwn .B (stop them from trying to tick throw you/see if they're blocking low)

2. qcf .A (stop hop attempts, opponent sticking out poke)

3. qcf .C (stops jump attempts, more mind games potential since it starts up slower than qcf .A )

4. short hop .D / .C .D (Overhead, but even better: if they block correctly you just resetted the situation while doing *massive* guard crush damage)

5. Normal jump .B (aim for crossup)

6. Do nothing (hope they throw out an uppercut!)

7. Dash HCBFWD .C / QCFHCB .A .C .

I think that's all I can think of for now. Hopefully others find this useful!

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Re: KOFXIII: Elisabeth

Post by Dark_Chaotix » Sun Aug 08, 2010 10:14

Holy fuck...All i see is red and green everywhere ;)

Nice work PS

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Re: KOFXIII: Elisabeth

Post by Aion » Sat Aug 14, 2010 17:17

@ Perfect Stranger

Thanks! I was always wondering how they were doing the 3dp juggle. Great write-up!

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Re: KOFXIII: Elisabeth

Post by fiol » Thu Aug 19, 2010 12:59

eliz combo video from snkhk:
http://www.youtube.com/watch?v=Q5Qs-T30Ynk

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Re: KOFXIII: Elisabeth

Post by Koun » Fri Aug 27, 2010 03:51

http://www.youtube.com/watch?v=TL1Q4erRacM&feature=sub" onclick="window.open(this.href);return false;
Z betty is really good

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Re: KOFXIII: Elisabeth Brantorche

Post by Dark_Chaotix » Mon Nov 22, 2010 03:32



definite Liz standout in these match.

Provided by TA in the japan match thread.

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Re: KOFXIII: Elisabeth Brantorche

Post by Max » Mon Nov 22, 2010 03:36

I have to ask.

Why does nobody ever use her NeoMAX, in spite of having stocks to spare? Is it a lousy counter? Or what?

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