Elisabeth(KOFXI)

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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

Short List
Move S A Hit Grd Note
5A(c) 5 2 +8 +7
5A(f) 7 3 +1 +0
5B(c) 12 4 +2 +1 Low Hit
5B(f) 12 4 -3 -4 Low Hit
5C(c) 6 3+3 -2 -3 2 Hits, both can be cancelled
5C(f) 11 2 -5 -6
5D(c) 10 6 -3 -4
5D(f) 18 4 -2 -3 Airborne F11-31. Standing recovery F32-41.
5E 28 4 KD -6
GC 9 6 KD -14
6A 8 4 +8 +7
6A(can) 6 4 +8 +7 Faster than regular version. Same hitbox as regular version.
6B 17 3 -6 -7 Overhead.
6B(can) 11 3 -4 -5 Can be cancelled into 6A. Faster & less unsafe than regular version. Same hitbox as regular version.
Saving Shift ? n* / / Active until landing. 5F/6F recovery (hit/whiff), less than most other characters.
2A 7 2 +6 +5
2B 6 2 +0 -1
2C 12 2+2 -2 -3 2 Hits, both have cancel.
2D 12 5 KD +1
small A 5 3 All versions the same
back A 5 3 hitbox 72x40
up&fwd A 5 3 hitbox 80x40
small back B 9 3 smaller hitbox than small up B
small up B 7 3 bigger hitbox than small back B
small fwd B 7 3 Same hitbox size as small up B, but differently placed
back B 9 6 hitbox 40x48
up&fwd B 9 6 hitbox 56x48
small back C 11 3 Same hitbox as small up C
small up C 9 2 Same hitbox as small back C
small fwd C 9 3
back C 11 5 Same hitbox as up j.C
up C 11 6 Same hitbox as back j.C
fwd C 8 3
small back D 13 6 Same hitbox as small fwd D
small up D 9 6 Hitbox placed behind back & fwd D
small fwd D 13 3 Same hitbox as small back D
back D 9 6 hitbox 96x48
up D 9 6 hitbox 112x48
fwd D 9 6 hitbox 104x64
small E 13 3 hitbox 80x80
j.E 15 4 hitbox 96x96
236A 12 3*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 16 4*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 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 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 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 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.
6321463214P 1 1+6 KD / F1-2 invul. If throw does not hit on F1, a second throw triggers on F16.
2363214A 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 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(can) 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 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.
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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