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.
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.
In KOF XI, Elisabeth turns her opponent around, then slaps them away with her crop. In KOF XV however, Elisabeth places her palm near her opponent's stomach, then blows them away with a small ball of light.
In KOF XI, Elisabeth thrusts her hand forward, releasing a cluster of light projectiles close to her. In KOF XII & XIII, Elisabeth slashes the air with a glowing hand. In KOF XV, Elisabeth throws a ball of rainbow-colored light. Uniquely, the ball of light will travel a portion of the screen and stop in place, with its hitbox not becoming active until after it stops. The version has her send out two projectiles at once.
Elisabeth rushes forward to uppercut her opponent, launching them. The version (in XV) has a "juggle anywhere" property, allowing her to juggle the opponent in place instead of pushing them closer to the corner.
Elisabeth puts up a defensive stance. If hit, she teleports behind her opponent. Unlike its spiritual predecessor in XII and XIII, this will also counter projectiles.
Elisabeth does an overhead slash with a hand shrouded in rainbow light. The version, while slower, is a proper overhead that leads to a hard knockdown on hit.
Elisabeth slashes the air upwards with rainbow light. Like Athena's Psycho Reflector and Rugal's Dark Barrier, this will deflect all incoming projectiles.
Elisabeth disappears for a moment in a glint of white light. If she is attacked during the brief moment, she fills the screen with the same light, which fills the entire screen and incinerates the opponent.
Elisabeth smacks the opponent up in the air, then creates a bow and out of light, firing an arrow that pierces through the opponent's chest before turning into a dove as the opponent falls.