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 rangeā¦well, sucks (use the riding crop, woman! :mad:).
Oh, and I almost forgot: if sheās hit during her tincelles (:qcf:+:p:) it wonāt connect (even if the light comes out). Itās 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 sheās 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, sheās extremely safe. If there is a safer, more versatile super in XII than the Noble Blanche, I donāt know what it is.
Itās the Boogeyman of supers: itās fast / versatile enough to come from anywhere. Many things that are safe when she doesnāt have meter become unsafe when she does.
It stops virtually everything (Iāve not see anything that hits her out of this) and recovers quickly enough where the opponent canāt 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)."