This is a comprehensive guide to the KOFXIII character known as Elisabeth (also known as Betty, according to Ash).
* Cou de Pied Ann
= QCF+A or C
NOTE: Very good for building meter - but certainly not as good as it was in the arcade version. Use this technique to continue combos, stop projectiles, and punish hops/jump-ins.
* Coup de Veine: DP+A or C
NOTE: This move is your best friend for counter attacks and... juggling!
= QCF+B or D
= QCB+B or D
NOTE: This is her unique method of movement. Reversie-prier gives her lower body invincibility. Reversie helps Betty close the gap between her and her opponent. EX version gives her full body invincibility. She can also cancel into any of her other special move during this move.
= QCB+A or C
NOTE: A reactionary counter movement. A version is meant for high/mid attacks while the C is meant for low. If done successfully, Betty teleport's and allows the player to punish accordingly. EX version is an instantaneous counter that works on all high, mid or low attacks - the opponent LOCKED into a hit-stun. On a mid-air opponent, they just stand on the ground again in the same hit stun as she teleports.
= HCB,F+A or C
NOTE: Her command grab... a 7 frame command grab. You can combo after the EX version.
DM: Noble Blanc:QCFx2+A or C.
DM: Grand Rapheal: QCFHCB+A or C.
Neo Max: Etoile Filanto: QCBHCF+B or D
NOTE: The Neo Max in itself works as a counter attack. If used in a HD combo as a Max Cancel however, the move will automatically trigger and cause a lot damage.
Betty is another character that can play a variety of roles as a team member, and is very powerful. To elaborate, she has very few weaknesses in her fighting style. Betty fits into any team position and does well. Betty also has a "Geese Howard" thing going on - she has a ton of methods of outright counteracting everything the opponent does. The fact that Betty has a command throw, a unique command dash, and viable anti-air options helps quite a bit. Very well balanced, relative easy to player, and becomes deadly in the right hands. Betty is made to juggle her opponent hopelessly, counter their movements, and punishing the opponents mistakes.
Betty's meter-less combos are very useful but her weaknesses stem from having limited methods of opening the opponent up for attack so to speak. Her normal moves are have relatively short range but her pressure game is very nice. While Betty does not have a true anti-air, her Etincelles can act as such and probably her s.A to stop a few airborne attacks or jump-ins. Otherwise you carefully space yourself from jumping opponents or counter with Reverie-Jere. Also, Betty has interesting command movement that can help her properly set the opponent up for painful punishment. Her DP+C sets the opponent into a juggle state. In the corner a good meter-less combo would be some like this - s.C, f.B, DP+C, QCF+C, DP+A, j.D. At midscreen, the ideal meter-less combo would be this - s.C, f.B, DP+C, DP+A, j.D. Another aspect that needs to be understood is that Betty has some of the best juggle combos, as well as the ability to have a good time using supers more than once in a combo. Betty is a very well rounded character who can devastate many opponents strategies and provide great possibilities for the player. Her HD combos require quite a bit of precision but they are generally damaging. Always keep in mind that her QCF,HCB+P has anywhere-juggle properties - this can be a very method of finishing a lot of combos.