Elisabeth(KOFXI): Unterschied zwischen den Versionen

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|+Short List
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! Move !! S!! A!! Hit!! Grd!! Note
''Note: All Conqueror's Guide data (damage, stun, guard damage, gauge) needs double-checking.''<br>
! Move !! S!! A!! Hit!! Grd!! Dmg!! C-Dmg!! Stn!! C-Stn!! G-Dmg!! Gauge!! J-Type!! Air!! C-Air!! Note
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| '''Throw''' || 1 || 1 || <span style="color: blue;"> +14 </span>* || / ||*=with ukemi.
| '''Throw''' || 1 || 1 || <span style="color: blue;"> +14 </span>* || / ||16||0||0||0||0||0|| || || ||*=with ukemi.
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| 5A(c) ||5 || 2 || <span style="color: blue;">+8</span> || <span style="color: blue;">+7</span> ||
| 5A(c) ||5 || 2 || <span style="color: blue;">+8</span> || <span style="color: blue;">+7</span> ||5||6||7||12||6||6|| || || ||
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| 5A(f) ||7 || 3 || <span style="color: blue;">+1</span> || <span style="color: blue;">+0</span> ||
| 5A(f) ||7 || 3 || <span style="color: blue;">+1</span> || <span style="color: blue;">+0</span> ||6||7||9||14||8||8|| || || ||
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| 5B(c) ||12 || 4 || <span style="color: blue;">+2</span> || <span style="color: blue;">+1</span> ||Low Hit
| 5B(c) ||12 || 4 || <span style="color: blue;">+2</span> || <span style="color: blue;">+1</span> ||6||7||6||9||6||8|| || || ||Low Hit
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| 5B(f) ||12 || 4 || <span style="color: red;">-3</span> ||<span style="color: red;">-4</span> ||Low Hit
| 5B(f) ||12 || 4 || <span style="color: red;">-3</span> ||<span style="color: red;">-4</span> ||7||8||7||12||8||8|| || || ||Low Hit
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| 5C(c) ||6 || 3+3 || <span style="color: red;">-2</span> || <span style="color: red;">-3</span> ||2 Hits, both can be cancelled
| 5C(c) ||6 || 3+3 || <span style="color: red;">-2</span> || <span style="color: red;">-3</span> ||14||16||24||28||16||12|| || || ||2 Hits, both can be cancelled
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| 5C(f) ||11 || 2 || <span style="color: red;">-5</span> || <span style="color: red;">-6</span> ||
| 5C(f) ||11 || 2 || <span style="color: red;">-5</span> || <span style="color: red;">-6</span> ||15||18||16||22||13||13|| || || ||
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| 5D(c) ||10 || 6 || <span style="color: red;">-3</span> || <span style="color: red;">-4</span> ||
| 5D(c) ||10 || 6 || <span style="color: red;">-3</span> || <span style="color: red;">-4</span> ||15||17||17||22||12||14|| || || ||
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| 5D(f) ||18 || 4 || <span style="color: red;">-2</span> || <span style="color: red;">-3</span> ||Airborne F11-31. Standing recovery F32-41.
| 5D(f) ||18 || 4 || <span style="color: red;">-2</span> || <span style="color: red;">-3</span> ||17||19||20||26||14||14|| || || ||Airborne F11-31. Standing recovery F32-41.
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| 5E ||28 || 4 || KD || <span style="color: red;">-6</span> ||
| 5E ||28 || 4 || KD || <span style="color: red;">-6</span> ||20||27||20||26||16||14|| || || ||
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| GC ||9 || 6 || KD || <span style="color: red;">-14</span> ||F1-14 invul.
| GC ||9 || 6 || KD || <span style="color: red;">-14</span> ||5||5||0||0||0||0|| || || ||F1-14 invul.
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| 6A ||8 || 4 || <span style="color: blue;">+8</span> || <span style="color: blue;">+7</span> ||
| 6A ||8 || 4 || <span style="color: blue;">+8</span> || <span style="color: blue;">+7</span> ||12||14||18||22||8||10|| || || ||
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| 6A(can) ||6 || 4 || <span style="color: blue;">+8</span> || <span style="color: blue;">+7</span> ||Faster than regular version. Same hitbox as regular version.
| 6A(can) ||6 || 4 || <span style="color: blue;">+8</span> || <span style="color: blue;">+7</span> ||6||9||12||14||6||6|| || || ||Faster than regular version. Same hitbox as regular version.
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| 6B ||17 || 3 || <span style="color: red;">-6</span> || <span style="color: red;">-7</span> ||Overhead.
| 6B ||17 || 3 || <span style="color: red;">-6</span> || <span style="color: red;">-7</span> ||15||18||14||18||10||12|| || || ||Overhead.
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| 6B(can) ||11 || 3 || <span style="color: red;">-4</span> || <span style="color: red;">-5</span> ||Can be cancelled into 6A. Faster & less unsafe than regular version. Same hitbox as regular version.
| 6B(can) ||11 || 3 || <span style="color: red;">-4</span> || <span style="color: red;">-5</span> ||7||10||8||11||8||8|| || || ||Can be cancelled into 6A. Faster & less unsafe than regular version. Same hitbox as regular version.
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| Saving Shift ||0 || n* || / || / ||Active until landing. 5F/6F recovery (hit/whiff), less than most other characters.
| Saving Shift ||0 || n* || / || / || || || || || || || || || ||Active until landing. 5F/6F recovery (hit/whiff), less than most other characters.
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| Backdash|| / || 28 || / || / ||F5-24 invul on feet. F25-28 recovery. 190px distance.
| Backdash|| / || 28 || / || / || || || || || || || || || ||F5-24 invul on feet. F25-28 recovery. 190px distance.
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| 2A ||7 || 2 || <span style="color: blue;">+6</span> || <span style="color: blue;">+5</span> ||
| 2A ||7 || 2 || <span style="color: blue;">+6</span> || <span style="color: blue;">+5</span> ||6||7||8||12||6||8|| || || ||
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| 2B ||6 || 2 || <span style="color: blue;">+0</span> || <span style="color: red;">-1</span> ||
| 2B ||6 || 2 || <span style="color: blue;">+0</span> || <span style="color: red;">-1</span> ||7||8||8||12||6||8|| || || ||
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| 2C ||12 || 2+2 || <span style="color: red;">-2</span> || <span style="color: red;">-3</span> ||2 Hits, both have cancel.
| 2C ||12 || 2+2 || <span style="color: red;">-2</span> || <span style="color: red;">-3</span> ||16||18||24||28||18||16|| || || ||2 Hits, both have cancel.
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| 2D ||12 || 5 || KD || <span style="color: blue;">+1</span> ||
| 2D ||12 || 5 || KD || <span style="color: blue;">+1</span> ||14||16||15||20||12||28|| || || ||
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| small A ||5 || 3 || || ||All versions the same
| small A ||5 || 3 || || ||5||6||8||11||8||8|| || || ||All versions the same
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| back A ||5 || 3 || || ||hitbox 72x40
| back A ||5 || 3 || || ||5||6||8||11||8||8|| || || ||hitbox 72x40
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| up&fwd A ||5 || 3 || || ||hitbox 80x40
| up&fwd A ||5 || 3 || || ||5||6||8||13||8||8|| || || ||hitbox 80x40
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| small back B ||9 || 3 || || ||smaller hitbox than small up B
| small back B ||9 || 3 || || ||6||7||8||11||8||8|| || || ||smaller hitbox than small up B
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| small up B ||7 || 3 || || ||bigger hitbox than small back B
| small up B ||7 || 3 || || ||6||7||8||11||8||8|| || || ||bigger hitbox than small back B
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| small fwd B ||7 || 3 || || ||Same hitbox size as small up B, but differently placed
| small fwd B ||7 || 3 || || ||6||7||8||11||8||8|| || || ||Same hitbox size as small up B, but differently placed
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| back B ||9 || 6 || || ||hitbox 40x48
| back B ||9 || 6 || || ||7||8||8||11||8||8|| || || ||hitbox 40x48
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| up&fwd B ||9 || 6 || || ||hitbox 56x48
| up&fwd B ||9 || 6 || || ||7||8||8||12||8||8|| || || ||hitbox 56x48
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| small back C ||11 || 3 || || ||Same hitbox as small up C
| small back C ||11 || 3 || || ||12||14||15||20||14||14|| || || ||Same hitbox as small up C
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| small up C ||9 || 2 || || ||Same hitbox as small back C
| small up C ||9 || 2 || || ||12||14||15||20||14||14|| || || ||Same hitbox as small back C
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| small fwd C ||9 || 3 || || ||
| small fwd C ||9 || 3 || || ||12||14||15||20||14||14|| || || ||
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| back C ||11 || 5 || || ||Same hitbox as up j.C
| back C ||11 || 5 || || ||12||14||13||17||14||14|| || || ||Same hitbox as up j.C
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| up C ||11 || 6 || || ||Same hitbox as back j.C
| up C ||11 || 6 || || ||13||15||14||18||14||14|| || || ||Same hitbox as back j.C
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| fwd C ||8 || 3 || || ||
| fwd C ||8 || 3 || || ||13||15||14||18||14||14|| || || ||
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| small back D ||13 || 6 || || ||Same hitbox as small fwd D
| small back D ||13 || 6 || || ||13||15||15||20||14||14|| || || ||Same hitbox as small fwd D
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| small up D ||9 || 6 || || ||Hitbox placed behind back & fwd D
| small up D ||9 || 6 || || ||13||15||15||20||14||14|| || || ||Hitbox placed behind back & fwd D
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| small fwd D ||13 || 3 || || ||Same hitbox as small back D
| small fwd D ||13 || 3 || || ||13||15||15||20||14||14|| || || ||Same hitbox as small back D
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| back D ||9 || 6 || || ||hitbox 96x48
| back D ||9 || 6 || || ||12||14||15||20||14||14|| || || ||hitbox 96x48
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| up D ||9 || 6 || || ||hitbox 112x48
| up D ||9 || 6 || || ||13||15||16||20||14||14|| || || ||hitbox 112x48
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| fwd D ||9 || 6 || || ||hitbox 104x64
| fwd D ||9 || 6 || || ||13||15||16||22||14||14|| || || ||hitbox 104x64
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| small E ||13 || 3 || || ||hitbox 80x80
| small E ||13 || 3 || || ||16||21||18||23||14||14|| || || ||hitbox 80x80
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| j.E ||15 || 4 || || ||hitbox 96x96
| j.E ||15 || 4 || || ||16||21||18||23||14||14|| || || ||hitbox 96x96
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| 236A ||12 || 3*2 || KD || <span style="color: blue;">+4*</span> ||*=if all 3 hits connect. Negates projectiles from F10-18 (1F before and after active time). Last active frame is not in counterhit-state.
| 236A ||12 || 3*2 || KD || <span style="color: blue;">+4*</span> ||13||15||12||14||12||1/12|| || || ||*=if all 3 hits connect. Negates projectiles from F10-18 (1F before and after active time). Last active frame is not in counterhit-state.
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| 236C ||16 || 4*2 || KD || <span style="color: blue;">+2*</span> ||*=if all 5 hits connect. Has 5 hits but 4 distinct hitboxes. Negates projectiles from F14-24 (2F before and 1F after active time). Last active frame is not in counterhit-state.
| 236C ||16 || 4*2 || KD || <span style="color: blue;">+2*</span> ||19||21||20||22||20||1/15|| || || ||*=if all 5 hits connect. Has 5 hits but 4 distinct hitboxes. Negates projectiles from F14-24 (2F before and 1F after active time). Last active frame is not in counterhit-state.
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| 623A ||12 || 4 || KD || <span style="color: red;">-8</span> ||F1-6 upper body invul. F7-11 upper feet invul. F12-15 upper body invul. F16-27 head invul (crouched hurtbox). F28-36 upper body invul. F37-F40 standing recovery.
| 623A ||12 || 4 || KD || <span style="color: red;">-8</span> ||16||20||18||24||26||10/4|| || || ||F1-6 upper body invul. F7-11 upper feet invul. F12-15 upper body invul. F16-27 head invul (crouched hurtbox). F28-36 upper body invul. F37-F40 standing recovery.
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| 623C ||25 || 3 || KD || <span style="color: red;">-7</span> ||F1-9 fully invul. F10-15 invul on feet & upper body. F16-24 upper body invul. 25-39 head invul (crouched hurtbox). 40-48 upper body invul. F49-52 standing recovery.
| 623C ||25 || 3 || KD || <span style="color: red;">-7</span> ||18||23||19||25||28||13/6|| || || ||F1-9 fully invul. F10-15 invul on feet & upper body. F16-24 upper body invul. 25-39 head invul (crouched hurtbox). 40-48 upper body invul. F49-52 standing recovery.
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| 214B ||10 || 16 || <span style="color: blue;">+5/+23*</span> || / ||*=recovery can be cancelled, giving more advantage. Hitbox = 80x204. F1-3 upper body invul (crouching hurtbox). F4-9 upper body invul & hurtbox moved backwards. F26-38 recovery. 23F invul on hit. Attacking immediately removes invulnerability.
| 214B ||10 || 16 || <span style="color: blue;">+5/+23*</span> || / ||0||0||0||0||0||0/14|| || || ||*=recovery can be cancelled, giving more advantage. Hitbox = 80x204. F1-3 upper body invul (crouching hurtbox). F4-9 upper body invul & hurtbox moved backwards. F26-38 recovery. 23F invul on hit. Attacking immediately removes invulnerability.
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| 214D ||11 || 20 || <span style="color: blue;">+5/+23*</span> || / ||*=recovery can be cancelled, giving more advantage. Hitbox = 88x204. F1-3 upper body invul (crouching hurtbox). F4-10 upper body invul & hurtbox moved backwards. F31-43 recovery. 23F invul on hit. Attacking immediately removes invulnerability.
| 214D ||11 || 20 || <span style="color: blue;">+5/+23*</span> || / ||0||0||0||0||0||0/14|| || || ||*=recovery can be cancelled, giving more advantage. Hitbox = 88x204. F1-3 upper body invul (crouching hurtbox). F4-10 upper body invul & hurtbox moved backwards. F31-43 recovery. 23F invul on hit. Attacking immediately removes invulnerability.
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| 6321463214P ||1 || 1+6 || KD || / ||F1-2 invul. If throw does not hit on F1, a second throw triggers on F16.
| 6321463214P ||1 || 1+6 || KD || / ||39||39||0||0||0||0|| || || ||F1-2 invul. If throw does not hit on F1, a second throw triggers on F16.
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| 2363214A ||10 || 5* || KD || <span style="color: red;">-3</span> ||*=Hit only triggers on proximity. F1-2 invul. F3-13 invul above legs (if no proximity). F14-F26 recovery. On proximity, triggers 4F invulnerability, then 1F upper body invul, then the hit. Juggle anywhere.
| 2363214A ||10 || 5* || KD || <span style="color: red;">-3</span> ||36||40||0||0||0||0|| || || ||*=Hit only triggers on proximity. F1-2 invul. F3-13 invul above legs (if no proximity). F14-F26 recovery. On proximity, triggers 4F invulnerability, then 1F upper body invul, then the hit. Juggle anywhere.
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| 2363214C ||9 || 5* || KD || <span style="color: red;">-3</span> ||*=Hit only triggers on proximity. F1 invul. F2-16 invul on legs & head. F17-29 recovery. On proximity, triggers 4F invulnerability, then 1F upper body invul, then the hit. Juggle anywhere.
| 2363214C ||9 || 5* || KD || <span style="color: red;">-3</span> ||36||40||0||0||0||0|| || || ||*=Hit only triggers on proximity. F1 invul. F2-16 invul on legs & head. F17-29 recovery. On proximity, triggers 4F invulnerability, then 1F upper body invul, then the hit. Juggle anywhere.
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| 2363214P(can) ||4 || 3 || KD || <span style="color: red;">-5</span> ||Version cancelled out of a normal, eg. 2D. F1 invul. Upper body invul F1-12. Even smaller hurtbox F13-24. Upper body invul F25-28. 1F standing recovery. Allows QS.
| 2363214P(can) ||4 || 3 || KD || <span style="color: red;">-5</span> ||36||40||0||0||0||0|| || || ||Version cancelled out of a normal, eg. 2D. F1 invul. Upper body invul F1-12. Even smaller hurtbox F13-24. Upper body invul F25-28. 1F standing recovery. Allows QS.
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| 236236E ||11 || 2+2+2+90 || KD || <span style="color: blue;">+0</span> ||Invul F1-11. Negates projectiles F9-117 (from 1F before until 7F after active time). F111-139 recovery.
| 236236E ||11 || 2+2+2+90 || KD || <span style="color: blue;">+0</span> ||58||62||0||0||0||0|| || || ||Invul F1-11. Negates projectiles F9-117 (from 1F before until 7F after active time). F111-139 recovery.
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Version vom 5. August 2026, 11:34 Uhr

Elisabeth Blanctorche
エリザベート・ブラントルシュ
KOFXI elisabeth full.png
Tiers & Ranking
Tier: C+ to D
Ratio Cost: 4 Points
Properties
Damage Modifier: 1.02
Stun Modifier: 0.98
Crouch height (Tier): F

Colors

KOFXI Elisabeth S.png KOFXI Elisabeth X.png KOFXI Elisabeth T.png KOFXI Elisabeth C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI Elisabeth R1S.png KOFXI Elisabeth R1X.png KOFXI Elisabeth R1T.png KOFXI Elisabeth R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI Elisabeth L1S.png KOFXI Elisabeth L1X.png KOFXI Elisabeth L1T.png KOFXI Elisabeth L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Note: All Conqueror's Guide data (damage, stun, guard damage, gauge) needs double-checking.
Short List
Move S A Hit Grd Dmg C-Dmg Stn C-Stn G-Dmg Gauge J-Type Air C-Air Note
Throw 1 1 +14 * / 16 0 0 0 0 0 *=with ukemi.
5A(c) 5 2 +8 +7 5 6 7 12 6 6
5A(f) 7 3 +1 +0 6 7 9 14 8 8
5B(c) 12 4 +2 +1 6 7 6 9 6 8 Low Hit
5B(f) 12 4 -3 -4 7 8 7 12 8 8 Low Hit
5C(c) 6 3+3 -2 -3 14 16 24 28 16 12 2 Hits, both can be cancelled
5C(f) 11 2 -5 -6 15 18 16 22 13 13
5D(c) 10 6 -3 -4 15 17 17 22 12 14
5D(f) 18 4 -2 -3 17 19 20 26 14 14 Airborne F11-31. Standing recovery F32-41.
5E 28 4 KD -6 20 27 20 26 16 14
GC 9 6 KD -14 5 5 0 0 0 0 F1-14 invul.
6A 8 4 +8 +7 12 14 18 22 8 10
6A(can) 6 4 +8 +7 6 9 12 14 6 6 Faster than regular version. Same hitbox as regular version.
6B 17 3 -6 -7 15 18 14 18 10 12 Overhead.
6B(can) 11 3 -4 -5 7 10 8 11 8 8 Can be cancelled into 6A. Faster & less unsafe than regular version. Same hitbox as regular version.
Saving Shift 0 n* / / Active until landing. 5F/6F recovery (hit/whiff), less than most other characters.
Backdash / 28 / / F5-24 invul on feet. F25-28 recovery. 190px distance.
2A 7 2 +6 +5 6 7 8 12 6 8
2B 6 2 +0 -1 7 8 8 12 6 8
2C 12 2+2 -2 -3 16 18 24 28 18 16 2 Hits, both have cancel.
2D 12 5 KD +1 14 16 15 20 12 28
small A 5 3 5 6 8 11 8 8 All versions the same
back A 5 3 5 6 8 11 8 8 hitbox 72x40
up&fwd A 5 3 5 6 8 13 8 8 hitbox 80x40
small back B 9 3 6 7 8 11 8 8 smaller hitbox than small up B
small up B 7 3 6 7 8 11 8 8 bigger hitbox than small back B
small fwd B 7 3 6 7 8 11 8 8 Same hitbox size as small up B, but differently placed
back B 9 6 7 8 8 11 8 8 hitbox 40x48
up&fwd B 9 6 7 8 8 12 8 8 hitbox 56x48
small back C 11 3 12 14 15 20 14 14 Same hitbox as small up C
small up C 9 2 12 14 15 20 14 14 Same hitbox as small back C
small fwd C 9 3 12 14 15 20 14 14
back C 11 5 12 14 13 17 14 14 Same hitbox as up j.C
up C 11 6 13 15 14 18 14 14 Same hitbox as back j.C
fwd C 8 3 13 15 14 18 14 14
small back D 13 6 13 15 15 20 14 14 Same hitbox as small fwd D
small up D 9 6 13 15 15 20 14 14 Hitbox placed behind back & fwd D
small fwd D 13 3 13 15 15 20 14 14 Same hitbox as small back D
back D 9 6 12 14 15 20 14 14 hitbox 96x48
up D 9 6 13 15 16 20 14 14 hitbox 112x48
fwd D 9 6 13 15 16 22 14 14 hitbox 104x64
small E 13 3 16 21 18 23 14 14 hitbox 80x80
j.E 15 4 16 21 18 23 14 14 hitbox 96x96
236A 12 3*2 KD +4* 13 15 12 14 12 1/12 *=if all 3 hits connect. Negates projectiles from F10-18 (1F before and after active time). Last active frame is not in counterhit-state.
236C 16 4*2 KD +2* 19 21 20 22 20 1/15 *=if all 5 hits connect. Has 5 hits but 4 distinct hitboxes. Negates projectiles from F14-24 (2F before and 1F after active time). Last active frame is not in counterhit-state.
623A 12 4 KD -8 16 20 18 24 26 10/4 F1-6 upper body invul. F7-11 upper feet invul. F12-15 upper body invul. F16-27 head invul (crouched hurtbox). F28-36 upper body invul. F37-F40 standing recovery.
623C 25 3 KD -7 18 23 19 25 28 13/6 F1-9 fully invul. F10-15 invul on feet & upper body. F16-24 upper body invul. 25-39 head invul (crouched hurtbox). 40-48 upper body invul. F49-52 standing recovery.
214B 10 16 +5/+23* / 0 0 0 0 0 0/14 *=recovery can be cancelled, giving more advantage. Hitbox = 80x204. F1-3 upper body invul (crouching hurtbox). F4-9 upper body invul & hurtbox moved backwards. F26-38 recovery. 23F invul on hit. Attacking immediately removes invulnerability.
214D 11 20 +5/+23* / 0 0 0 0 0 0/14 *=recovery can be cancelled, giving more advantage. Hitbox = 88x204. F1-3 upper body invul (crouching hurtbox). F4-10 upper body invul & hurtbox moved backwards. F31-43 recovery. 23F invul on hit. Attacking immediately removes invulnerability.
6321463214P 1 1+6 KD / 39 39 0 0 0 0 F1-2 invul. If throw does not hit on F1, a second throw triggers on F16.
2363214A 10 5* KD -3 36 40 0 0 0 0 *=Hit only triggers on proximity. F1-2 invul. F3-13 invul above legs (if no proximity). F14-F26 recovery. On proximity, triggers 4F invulnerability, then 1F upper body invul, then the hit. Juggle anywhere.
2363214C 9 5* KD -3 36 40 0 0 0 0 *=Hit only triggers on proximity. F1 invul. F2-16 invul on legs & head. F17-29 recovery. On proximity, triggers 4F invulnerability, then 1F upper body invul, then the hit. Juggle anywhere.
2363214P(can) 4 3 KD -5 36 40 0 0 0 0 Version cancelled out of a normal, eg. 2D. F1 invul. Upper body invul F1-12. Even smaller hurtbox F13-24. Upper body invul F25-28. 1F standing recovery. Allows QS.
236236E 11 2+2+2+90 KD +0 58 62 0 0 0 0 Invul F1-11. Negates projectiles F9-117 (from 1F before until 7F after active time). F111-139 recovery.
Standing Attacks
Attack Hitbox Startup Active Hit Guard Note
5A(c) Kofxi elisabeth 5A(c).png 5 2 +8 +7
5A(f) Kofxi elisabeth 5A(f).png 7 3 +1 +0
5B(c) Kofxi elisabeth 5B(c).png 12 4 +2 +1 Low Hit
5B(f) Kofxi elisabeth 5B(f).png 12 4 -3 -4 Low Hit
5C(c) Kofxi elisabeth 5C(c) 1.pngKofxi elisabeth 5C(c) 2.png 6 3+3 -2 -3 2 Hits, both have cancel
5C(f) Kofxi elisabeth 5C(f).png 11 2 -5 -6
5D(c) Kofxi elisabeth 5D(c).png 10 6 -3 -4
5D(f) Kofxi elisabeth 5D(f) 1.pngKofxi elisabeth 5D(f) 2.png 18 4 -2 -3 Airborne F11-31. Standing recovery F32-41.
5E Kofxi elisabeth 5E.png 28 4 KD -6
GC Kofxi elisabeth GC.png 9 6 KD -14
6A Kofxi elisabeth 6A.png 8 4 +8 +7
6A(cancel) Kofxi elisabeth 6A(cancel).png 6 4 +8 +7 Faster than the regular version. Same hitbox as regular version.
6B Kofxi elisabeth 6B.png 17 3 -6 -7 Overhead.
6B(cancel) Kofxi elisabeth 6B(cancel).png 11 3 -4 -5 Can be cancelled into 6A. Faster & less unsafe than the regular version. Same hitbox as regular version.
Saving Shift Datei:Kofxi elisabeth saving.png ? n* / / Active until landing. 5F/6F recovery (hit/whiff), less than most other characters.
Crouching Attacks
Attack Hitbox Startup Active Adv Cancel Note
2A Kofxi elisabeth 2A.png 7 2 +6 +5
2B Kofxi elisabeth 2B.png 6 2 +0 -1 Old japanese data says 7F startup (mistake, 6 is correct)
2C Kofxi elisabeth 2C 1.pngKofxi elisabeth 2C 2.png 12 2+2 -2 -3 2 hits, both have cancel
2D Kofxi elisabeth 2D.png 12 5 KD +1
Jump Attacks
Attack Hitbox Startup Active Note
Small A Kofxi elisabeth smalljump A.png 5 3 All smalljump A variations are the same.
Jump back A Kofxi elisabeth jump back A.png 5 3 Hitbox 72x40
Jump up A Kofxi elisabeth jump up A.png 5 3 Hitbox 56x48. Same as jump forward A.
Jump fwd A Kofxi elisabeth jump forward A.png 5 3 Hitbox 56x48. Same as jump up A.
Small back B Kofxi elisabeth smalljump back B.png 9 3 smaller hitbox than small up B
Small up B Kofxi elisabeth smalljump up B.png 7 3 bigger hitbox than small back B
Small fwd B Kofxi elisabeth smalljump forward B.png 7 3 Same hitbox size as small up B, but differently placed
Jump back B Kofxi elisabeth jump back B.png 9 6 hitbox 40x48
Jump up B Kofxi elisabeth jump up B.png 9 6 hitbox 56x48. Same as jump forward B.
Jump fwd B Kofxi elisabeth jump forward B.png 9 6 hitbox 56x48. Same as jump up B.
Small back C Kofxi elisabeth smalljump back C.png 11 3 Same hitbox as small up C
Small up C Kofxi elisabeth smalljump up C.png 9 2 Same hitbox as small back C
Small fwd C Kofxi elisabeth smalljump forward C.png 9 3 Unique hitbox
Jump back C Kofxi elisabeth jump back C.png 11 5 Same hitbox as jump up C
Jump up C Kofxi elisabeth jump up C.png 11 6 Same hitbox as jump back C
Jump fwd C Kofxi elisabeth jump forward C.png 8 3 Unique hitbox
Small back D Kofxi elisabeth smalljump back D.png 13 6 Same hitbox as small fwd D
Small up D Kofxi elisabeth smalljump up D.png 9 6 Hitbox placed behind back & fwd D
Small fwd D Kofxi elisabeth smalljump forward D.png 13 3 Same hitbox as small back D
Jump back D Kofxi elisabeth jump back D.png 9 6 hitbox 96x48
Jump up D Kofxi elisabeth jump up D.png 9 6 hitbox 112x48
Jump fwd D Kofxi elisabeth jump forward D.png 9 6 hitbox 104x64
Small E Kofxi elisabeth smalljump E.png 13 3 Hitbox 80x80. All smalljump E variations are the same.
Jump E Kofxi elisabeth jump E.png 15 4 Hitbox 96x96. All jump E variations are the same.
Specials & Supers
Move Hitbox Startup Active Hit Guard Note
236A Kofxi elisabeth 236A 1.pngKofxi elisabeth 236A 2.pngKofxi elisabeth 236A 3.pngKofxi elisabeth 236A gif.gif 12 2+2+2 KD +4* *=if all 3 hits connect. Negates projectiles from F10-18 (1F before and after active time). Last active frame is not in counterhit-state.
236C Kofxi elisabeth 236C 1.pngKofxi elisabeth 236C 2.pngKofxi elisabeth 236C 3.pngKofxi elisabeth 236C 4.pngKofxi elisabeth 236C gif.gif 16 2+2+2+2 KD +2* *=if all 5 hits connect. Has 5 hits but 4 distinct hitboxes. Negates projectiles from F14-24 (2F before and 1F after active time). Last active frame is not in counterhit-state.
623A Kofxi elisabeth 623A 1.pngKofxi elisabeth 623A 2.pngKofxi elisabeth 623A 3.pngKofxi elisabeth 623A gif.gif 12 4 KD -8 F1-6 upper body invul. F7-11 upper feet invul. F12-15 upper body invul. F16-27 head invul (crouched hurtbox). F28-36 upper body invul. F37-F40 standing recovery.
623C Kofxi elisabeth 623C 1.pngKofxi elisabeth 623C 2.pngKofxi elisabeth 623C 3.pngKofxi elisabeth 623C 4.pngKofxi elisabeth 623C gif.gif 25 3 KD -7 F1-9 fully invul. F10-15 invul on feet & upper body. F16-24 upper body invul. 25-39 head invul (crouched hurtbox). 40-48 upper body invul. F49-52 standing recovery.
214B Kofxi elisabeth 214K 1.pngKofxi elisabeth 214K 2.pngKofxi elisabeth 214B 3.pngKofxi elisabeth 214B gif.gif 10 16 +5/+23* / *=recovery can be cancelled, giving more advantage. Hitbox = 80x204. F1-3 upper body invul (crouching hurtbox). F4-9 upper body invul & hurtbox moved backwards. F26-38 recovery. 23F invul on hit. Attacking immediately removes invulnerability.
214D Kofxi elisabeth 214K 1.pngKofxi elisabeth 214K 2.pngKofxi elisabeth 214D 3.pngKofxi elisabeth 214D gif.gif 11 20 +5/+23* / *=recovery can be cancelled, giving more advantage. Hitbox = 88x204. F1-3 upper body invul (crouching hurtbox). F4-10 upper body invul & hurtbox moved backwards. F31-43 recovery. 23F invul on hit. Attacking immediately removes invulnerability.
63214,63214P Kofxi elisabeth 6321463214P 1.pngKofxi elisabeth 6321463214P 2.pngKofxi elisabeth 6321463214P gif.gif 1/16* 1+6 KD / F1-2 invul. If throw does not hit on F1, a second throw triggers on F16.
2363214A Kofxi elisabeth 2363214A 1.pngKofxi elisabeth 2363214A 2.pngKofxi elisabeth 2363214A gif.gif 10 5* KD -3 *=Hit only triggers on proximity. F1-2 invul. F3-13 invul above legs (if no proximity). F14-F26 recovery. On proximity, triggers 4F invulnerability, then 1F upper body invul, then the hit. Juggle anywhere.
2363214C Kofxi elisabeth 2363214C 1.pngKofxi elisabeth 2363214C 2.pngKofxi elisabeth 2363214C gif.gif 9 5* KD -3 *=Hit only triggers on proximity. F1 invul. F2-16 invul on legs & head. F17-29 recovery. On proximity, triggers 4F invulnerability, then 1F upper body invul, then the hit. Juggle anywhere.
2363214P(cancel) Kofxi elisabeth 2363214P(cancel).pngKofxi elisabeth 2363214P(cancel) gif.gif 4 3 KD -5 Version cancelled out of a normal, eg. 2D. F1 invul. Upper body invul F1-12. Even smaller hurtbox F13-24. Upper body invul F25-28. 1F standing recovery. Allows QS.
236236E Kofxi elisabeth 236236E 1.pngKofxi elisabeth 236236E 2.pngKofxi elisabeth 236236E 3.pngKofxi elisabeth 236236E gif.gif 11 2+2+2+90 KD +0 Invul F1-11. Negates projectiles F9-117 (from 1F before until 7F after active time). F111-139 recovery.

Special Attributes & Bugs

  • Wakes up 4F faster on face up knockdown
  • Has a smaller than normal vertical collision during wakeup (128px instead the usual 160px), which allows smalljump crossups.
  • Elisabeth's Front Ukemi takes 26+1F instead of the regular 22+1F
  • Elisabeth has no invulnerability at the end of her back GC-Roll.
  • Elisabeth has NO invulnerability if doing a regular shift to her, while she is jumping in.
  • Has less landing recovery after Saving Shift: only 5F/6F (hit/whiff) instead of the usual 9F/10F

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