Elisabeth Blanctorche/Move List

Overview
Throughout the series, Elisabeth's gameplan has changed depending on the iteration of the game. Though in most cases, she's retained her core moveset consisting of Etincelles, Coup de Vent, and both of her supers Noble Blanche and Gran Rafale. While she had a riding crop on her that she used sparingly throughout the Tales of Ash Saga, she ends up losing it by XV, relying almost exclusively on her own moves.

The King of Fighters XI


To be added soon...

The King of Fighters XII-XIII


To be added soon...

The King of Fighters XV
In her most recent appearance, Elisabeth is an "Anti-Zoner" character, having special moves that make it quite difficult to keep her away. Her key moves in this respect are Aurore, a projectile reflector that can throw any projectile right back to its sender (including SDM projectiles such as Thermidor), and Illusion, which in addition to countering normal moves, will also counter projectiles, as Elisabeth can punish the opponent very easily for throwing out a projectile. Both of these moves are also new to her in KOF XV.

Additionally, her revised Etincelles works very differently compared to most conventional projectiles. Instead of going across the screen until it hits the opponent or misses, it'll simply stop in place in a certain position on the screen before becoming active and striking the opponent. In neutral range, the version stops right in front of the opponent while the  version stops right on top of them. This can also make waking up against Elisabeth difficult as a result, since she can throw out a projectile in advance after knocking down the opponent. Because of this, she lends herself very well to a mix-up game at range.

Her normals are also above average. Both standing and standing  are special cancelable, allowing her to play the footsies game well and whiff punish the opponent into burst damage via Coup de Vent with ease. Her crouching Lights are fairly standard (if somewhat lacking in range) and her crouching is an excellent anti-air, especially against hops. Finally, her standing Blowback is one with solid range (and completely safe on block on its own), allowing her to keep them at bay with the threat of a wall splat (on top of being special cancelable on whiff like most Blowbacks in the game) and the same can be said of her Sweep, which is also special cancelable on whiff.