KOF XIII: Elisabeth Blanctorche

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Re: KOFXIII: Elisabeth Brantorche

Post by Toxic Avanger » Mon Nov 22, 2010 15:47

Dark_Chaotix wrote:

definite Liz standout in these matches.

Provided by TA in the japan match thread.
I purposely left these unanswered on the video thread as not to overflow the topic there, so it's good that these popped out here.

TA - there is a liz combo in first vid at 4:45, is that like XI liz where you whiff cD into DM for you to QS from (well in this case making it comboable again?) it looks like she did DP +A, sB~ DP +A, DP +C etc??? Never seen that before.
Liz is known to be able to hit with 3 dps with the proper timing and the proper button strength.... What the player did here by missing that far standing B was not creating a bug that allowed him to land extra hits, but instead used the kick to measure the length of the delay that needs to be put between the first dp and the second one in order to enable a third one.

The combo itself has been pointed out by Perfect Stranger earlier in the thread.
Is that a back turn only combo at 6:34? Fuck me!!!!
I wouldn't know if it's back turned only, but it did looked like it was easier to pull of from the back. The true details of the combo haven't been explored as of yet, but what it is known is that at certain circumstances Liz OTG DM will whiff the last hit, if that happens the enemy is not slammed into the ground but is instead knocked to the floor softly, allowing Liz to land yet another punch and DM.

The fact that this follows conditions probably make it too specific to be an infinite, as of now I can only speculate that for the last hit to whiff, the DM must be landed as high as possible.... I suppose that I should search a jp bbs when I have the time as to uncover the secret.
Max wrote: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?
.... Hmmm, I'm not sure if this is exactly it, but for what I have gathered Liz is..... Extremely boring and somewhat vulnerable when she is with Zero stocks, so I suppose that players prefer to evade using that many stocks in one who for the sake of not losing functionality and offensive edge with the character. Spending the whole HD bar + 3 power bars sounds a lot in paper, compared to picking up the enemy 3 or 4 times separately (where each time can mean 30 % ~ 50 % damage )

For the record it is a counter, but it actually looks half decent (besides it's cost)

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Re: KOFXIII: Elisabeth Brantorche

Post by Kane317 » Mon Nov 22, 2010 22:08

Toxic Avanger wrote: I wouldn't know if it's back turned only, but it did looked like it was easier to pull of from the back. The true details of the combo haven't been explored as of yet, but what it is known is that at certain circumstances Liz OTG DM will whiff the last hit, if that happens the enemy is not slammed into the ground but is instead knocked to the floor softly, allowing Liz to land yet another punch and DM.

The fact that this follows conditions probably make it too specific to be an infinite, as of now I can only speculate that for the last hit to whiff, the DM must be landed as high as possible.... I suppose that I should search a jp bbs when I have the time as to uncover the secret.
We've seen her do a s.A after the DM so we knew it was possible but the conditions are uncertain and our local Liz player who can do the triple dp and the corner-only combos couldn't figure it out himself either.

---
As for her NeoMax, the reason it's so infrequently used is when it's canceled, it's very height/timing dependent when it comes to her damage, kinda like King's, so overall it's risky to "waste" her DM like that.

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Re: KOFXIII: Elisabeth Brantorche

Post by Toxic Avanger » Sun Dec 19, 2010 06:24


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Re: KOFXIII: Elisabeth Brantorche

Post by Dark_Chaotix » Tue Aug 09, 2011 03:41

So im not sure if in 1.1 that you can do the eliz 3x dp in a combo. Does that still work?

Also, is there a secret to connecting the dp+A jA, DM, sC, DM. I cant seem to make the opponent float from the DM to connect a second one.

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Re: KOFXIII: Elisabeth Brantorche

Post by Toxic Avanger » Tue Aug 09, 2011 09:17

Dark_Chaotix wrote:So im not sure if in 1.1 that you can do the eliz 3x dp in a combo. Does that still work?
You can do 3 DP in 1.1. In fact, I'm pretty sure that you have not seen that combo in 1.0, considering that that version only lasted for about a month in the arcades.
Also, is there a secret to connecting the dp+A jA, DM, sC, DM. I cant seem to make the opponent float from the DM to connect a second one.
This one is tricky, the few times that I have seen the DM leaving the enemy open, what happens is that the second part of the DM must hit pretty high, that way the enemy will be "pushed away" from the DM hit box and you will be able to land more attacks. For example :



Check how the DM pushes Iori outside the screen and thus it doesn't hit completely, allowing more attacks. You can also see clearly how the second DM doesn't push the enemy away from the screen.

Since I have only seen this happen by Accident I haven't properly identified what characteristics make the combo work, the first hit must be landed in a special position for the second part of the DM to push the enemy outside the screen.

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Re: KOFXIII: Elisabeth Brantorche

Post by Dark_Chaotix » Wed Aug 10, 2011 02:45

Ive done it practicing but it doesnt come out 100% of the time. Ill check and see what im doing wrong..

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Re: KOFXIII: Elisabeth Brantorche

Post by Dark_Chaotix » Wed Aug 10, 2011 09:37

So, I can do the 3x DP pretty easy now and its actually harder in the corner for some reason. The 2x DM, well I can get it but i dont know how to make it 100% of the time. All i know is that the last 2 hits have to miss (it normally does 15 hits). If you know the amount that is should do and does 2 less then you will def get the juggle.

My understanding is that you have to do jA as early as possible and hits them as high as possible and the DM hits them as high as possible (buffer DM and when you land hit the button for it to come out straight away). The most important is where the jA hits I believe.

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Re: KOFXIII: Elisabeth Brantorche

Post by Dark_Chaotix » Wed Aug 17, 2011 13:59

So i made this.



After extensive testing, this is what found and help me get the double DM.

Basically Terry, Leona and Elizabeth frame for the combo to work is the same as the previous frame for it to not work. So checking to see the falling frame as DM is initiated wont work in this case (really hard to confirm). It works for the rest of the cast tho.

I cant find a way to write it correctly but i hope you guys understand.

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Re: KOFXIII: Elisabeth Brantorche

Post by MichelS » Mon Sep 05, 2011 18:50

Question about the console version ...
Does anyone really know is the timing has changed for Elizabeth combos and proprieties?
I know that damaged have been reduced but ... what about the moves, timing, priorities etc...

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Re: KOFXIII: Elisabeth Brantorche

Post by hadoolket » Mon Nov 28, 2011 04:39

can anyone give tips on how to do her trial 2? either the command grab whiffs or never comes out.

it's .C into fwd .B into qcf .B / .D into HCBFWD .A + .C

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Re: KOFXIII: Elisabeth Brantorche

Post by kadosho » Mon Nov 28, 2011 05:43

Don't feel bad I'm also having trouble. That input for the trial #2 set is so fast.
I keep screwing up near the end. Guess the timing has to be very precise, or we're missing a movement.

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Re: KOFXIII: Elisabeth Brantorche

Post by Dark_Chaotix » Mon Nov 28, 2011 13:17

Just have to be done quick by the looks of it....

I dont have the game yet so I cant say definitely.

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Re: KOFXIII: Elisabeth Brantorche

Post by Bugle/Hawk'M » Tue Nov 29, 2011 01:19

Yeah, it just needs to be done very quickly.

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Re: KOFXIII: Elisabeth Brantorche

Post by Dark_Chaotix » Sat Dec 17, 2011 04:13



Elisabeth trial notes

1. Pretty straight forward, just have to press jD early.

2. Ugh, this was a nightmare to figure out and do. The demo trial is an illusion and idk if anyone can get the cancel as quick as it shows. Anyways, the way to do this is to cancel the qcf+B on the last frames of f+B. Then its a matter of doing the hcbf+A. Get used to it because there is a longer trial with this start in it. Just be quick and precise.

3. The demo shows elis running to connect the dp+A after dp+C, but i did the sB~dp+A method. To link the qcf+A, just have to press the A button as the dp hits. The rest of combo is self explanatory.

4. Normal jump to start this off as hyper jump or small jump wont get you the crossup. Pretty easy. Do the qcf+C as the EX grab finishes and have to hit the dp+A low so you dont super cancel the DM.

5. Trick for this one is linking the dp+A with qcf+AC. To do that, just do dp+A~AC. No need to repeat another qcf motion as it will do the DM. Also, for you to get the double qcf+C after qcf+AC you have to do the dp+A to hit low and immediately do qcf+C as qcf+AC finishes. If you dont, the second qcf+C will whiff.

6. Prob one of the hardest combo I've come across so far (Mature trial 9 is up there too with it). Getting the throw is hard enough let alone trying to figure out the rest of the combo. Same technique as above, have to do dp+A~AC and the second dp+A has to be hit low so you get the DM. Note that you can SC into the DM and its still counts as completing the trial.

7. Fairly easy. For this to work properly have to do jA as early as possible. And to tell that you have done it right, the combo counter will say 17. If it says 19 then the opponent wont float as you didnt hit them high / early enough.

8. This trial is kinda weird as I had to do 2 separate techniques for the dp+A~qcf+A. First one IS a dp+A, qcf+A. There is enough time to HDC with a qcf+A motion. The second one is done by dp+A~uf+A. For some reason, I couldnt get it to come out by pressing just 'A' on hit. Holding uf helped with that. The rest of the combo you just have to hit opponent late and HDC into SDM then into NM.

9. This combo wasnt as hard as I thought. If you have all the factors in place its not hard to do. The 2 factors in making this combo work is height and timing. after you do first dp+C, qcf+C has to be done early (even tho it looks like it is late.) and the dp+A has to be hit as low to ground as possible. This has to be done 4 times. If there arent hit low enough you will get missed qcf+C, missed dp+A and sometimes you get dp+A~dp+AC. As like the above trials, dp+A~AC is needed. Once you get timing right, its easy enough, but still easy to stuff it up.

10. Only difficult things about this one is the start and the linking of DM. The start is done by cB, cB~B+C, f+B. This will give you a sC while getting to BC mode. The DM after the sC has to be done straight away. Unlike the other float DM combos, this one you dont really have time to wait to do the DM motion. Buffering is needed. Other then that, simple.

Hopefully the above helps and ask if you have more questions.

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Re: KOF XIII: Elisabeth Blanctorche

Post by Dark_Chaotix » Mon Dec 19, 2011 14:07

Added her movelist vid and console changes to first post. All under spoiler tags

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