KOF XII - Elisabeth Thread

Once AGAIN I found a stronger variation of her midscreen CC on accident lol. Mistakes are awesome:rofl:

Anyway the combo goe like this:

CC, b+CD, qcf+c, run up (not command dash), qcf+a, running qcf+c, super

Does 516 and puts you in PERFECT position for an ambiguous crossup b.:lovin:

Also, an interesting tid-bit, she can cancel her counters (:qcb: / :qcf:+:k:) with the :snkb:+:snkd: parry at any point (very helpful to do during the recovery of a missed counter).

Furthermore, her counters / parry works on everything (yes, including airs, lows, projectiles and supers :tup:) aside from a throw / command throw.

With them Elizabeth can shut down a lot of games. Fireballs, pokes, supers, etc. all become -very- risky with her teleport / parry, even from full screen; so Elizabeth can force many (many, not all) characters to change their playstyles in order to deal with her. This is important because her range…well, sucks (use the riding crop, woman! :mad:).

Oh, and I almost forgot: if she’s hit during her tincelles (:qcf:+:p:) it won’t connect (even if the light comes out). It’s not often this happens, as the move has great priority, but it still happens on occasion.

Her combo / damage potential outside of the corner is limited (again due to her effective range), but her damage potential -skyrockets- when she’s in the corner, so her main objective is to lead the opponent into the corner in whatever way she can and keeping them off-balance with parries / teleports.

As I mentioned in another thread, her super: the Noble-Blanche is among the best in the game:

"The other nice thing is that for all her range issues, she’s extremely safe. If there is a safer, more versatile super in XII than the Noble Blanche, I don’t know what it is.

It’s the Boogeyman of supers: it’s fast / versatile enough to come from anywhere. Many things that are safe when she doesn’t have meter become unsafe when she does.

It stops virtually everything (I’ve not see anything that hits her out of this) and recovers quickly enough where the opponent can’t do anything to retaliate after blocking it.

Short of whiffing it completely she can throw it out with impunity (even if she whiffs, the window to hit her is quite small)."

There should be some more counter talk. It’s an effective move but the teleport is not active during the entire animation of the dash. I’m thinking that it has something to do with the little ā€œhmphā€ she does mid-dash. I would discuss frames but I am really bad at frame counting (I just follow the charts).

Her lk+hk has been the most effective so far for me. I can do it on reflex, like VF parries, and keep my forward momentum.

Im starting to really love this girl! She has insane damage potential just from her normal pokes!

Just to expand upon something I discovered earlier. Not only can Elisabeth cancel her :qcb: / :qcf:+:k: counters at any point with a parry at any point, she can cancel into any other special / super.

This helps with her pressure with block strings as it enables her to do something like…

A blocked jumping :snkd:, standing :snkc:, :qcf:+:k:, :hcb: :r:+:p: to keep the pressure and then command throw the instant they leave blockstun. And by varying the timing, they run the risk a counter / parry if they counterattack too soon.

It also creates a very nasty anti-wakeup game, as she can do a counter as they wake up, and if they do anything but a throw (always a risky wakeup-option) then they trigger the counter teleport. If they don’t, then you can immediately go into the command throw. Which puts them right back where they started.

Takes a little practice and getting used to, but it can give Elisabeth a very nasty pressure / mistake-punishing game. :wow:

Elisabeth was my favorite in KOFXI and I really am enjoying her KOFXII incarnation.

Here are a few tips I can offer, some stuff I found out while in training, sorry if any of this is redundant or common, but this may help some beginners:

Command throw does not have to be the full :hcb::r:+:p: it has an input shortcut of :qcb::r:+:p:

This really helps when being flush with the opponent in a crouching position. If you are using a stick I find quickly doing a reset to neutral position to get the command out is very awkward and creates major inconsistency. It helps to be in the crouching position for the :qcb: motion.

A lot of her combos tend to end in either her command throw or :qcf:+:p: Both of which knockdown, which seems to help Elisabeth maintain momentum over the other player even if the opponent fall breaks.

I firmly believe due to her :qcf:+:k: is the best tool in the game for getting out of the corner, if this is timed right, Liz will trade places with the opponent leaving them having to work their way out of the corner. Just add pressure with :qcf:+:p: and pokes. It’s important to keep flush with the opponent, don’t do too many attacks that leave you out of range, other then hops and Crouching :snkd: Liz does not have much at this range.

Some match-ups I’ve seen problematic with Liz are people with long range pokes i.e. Shen Woo & Duo Lon

Immaculate timing and consistency help against these guys, but at long range liz can only really rely on her j.:snkd: or j.CD and her :qcf:+:k:.

For a console character she has a lot of great qualities and her small moveset seems to make up for the ability to control the momentum of the match. Better option then Mature IMO, who really feels short changed in comparison to Iori.

Is it just me or can she store her command throw for a couple of frames? For example, I do the motion and hold forward only slightly, I can see her walk forward before I press punch to get the throw. It isn’t the grabbing animation either, she is walking forward.

I don’t think she actually stores the command throw but it has a large buffer window, but from what I can’t tell there is no difference from any other command throw with the same input. Virtually everything in this game you can buff, but if the move cannot be cancelled you must finish your animation before the next move will come out.

Elisabeth can cancel her lights/hards to command throw and most of all her special move inputs. Although some don’t properly distance her if you buff shortly after the first moves input then delay the punch it appears as if she stores the command throw.

Liz’s spot dodge (HK+LK) is the greatest move in XII… nobody else has one… you can link from it into her command throw but it’s easier said than done… her other teleporting dodges are incredible too… i personally find the side switching irritating and difficult to master but i’ll learn…

her ultimate fault is the lack of her DP from previous versions… oh and the short range of her super… also in comparison to the rest of the roster her movelist is kinda slim (the OP does indeed have all of her moves in it) so she doesn’t have many options… but she’s still boss as hell… im on the road to mastering her… wat normals do you guys recommend for antiair purposes?.. her qcf+p works well but it can be beat out by deep air attacks

j.B and j.C can be used as instant overheads. j.B will work off a hyperhop whereas j.C will only work off a regular hop. Actually j.C seems kinda weird. If you do it off a hyperhop backwards with the right timing, you will still see the light flash as if she hit the opponent, but the attack actually whiffs. Bug maybe?

What I use is:

CC, b+CD, qcf+C, run qcf+A, run qcf+A, run CD, super… hits 17 dmg 547

and for the corner 700+ CC I use qcf+A after super for a total of 22hits and dmg 728…

Damn. I’m glad I picked her on a whim. I like the classy ladies…

Good stuff guys. I think I’m gonna practice with her tonight.

You can hitconfirm an anti-air counterhit c.C, s.C or s.D into DM. You can also cancel your normal into the teleport to get you close enough to reset with a standing normal. If you’re feeling confident that you will land the counterhit, you can do something like c.C, qcf+C, DM but keep in mind didn’t get the counterhit you are gonna get punished. This is why it’s safer to just cancel into teleport or wait and hitconfirm into super or reset.

what are betty’s best pokes?

btw… am i the only person who has fashbacks to ashanti dying in resident evil exstinction when they elizabeth gets KOd?.. ā€˜BETTTTTTYYY! NOOOOOOOOOO!’ ala Mike Epps…

Cr.a , cr.b , cr,c , st.c, jumping c al work well for me

I’d go with :r:+:snkc:, :d:+:snkb:, hopping :snkd: / :snkc:+:snkd:, :qcf:+:snka: for purely poking purposes, as it has good priority and more range than it appears.