Elsa La Conti
From Sugoi! Wikana Heart 2
Contents |
Profile
Age: Unknown
Birthday: Apr. 4
From: Vatican
Height: 161 cm
Weight: 52 kg
Bloodtype: A
B/W/H: 85/56/86
Weapon Name: Crux
Statistics
- Life Modifier: 528 HP
- Guts takes effect at: 30% HP
- Guts damage reduction at 0% HP: 35%
Move List
Throws
2/5A+D: Elsa performs a three hit combo that ends in a wall slam.
4/6A+D: Elsa lifts the opponent and tosses them behind her.
j.A+D: Elsa performs a two-hit air combo using j.4B then j.E. This throw causes floor bounce and you can follow it up with a combo if you use a homing cancel.
Normal Moves
5A: Elsa throws a jab. This is slower than the average 5A and as such, it's primarily used as a combo filler. It is jump-cancelable but it cannot chain into itself. Unlike most 5A attacks, this one can actually hit crouching opponents if they're not too small.
5B: Elsa thrusts the tip of her cross at the opponent's midsection. This move comes out relatively quick but it doesn't have much range. As a result, it's not that great of a poke. This move is jump cancelable.
5C: A downward horizontal swipe with Crux while moving forward slightly. This move comes out relatively fast and has more range than 5B. It isn't jump-cancelable but it does chain into her 2C and it can slam airborne opponents into the ground.
5E: A powerful thrust. Looks very similar to her 5B but with more startup and range. This is your typical 5E attack. Not much else to say about this move.
2A: A fast low kick. This move has more range than 5A and due to its faster startup, it is Elsa's primary combo and string starter. It's not jump-cancelable but it can chain into itself.
2B: Elsa pokes at the opponent's feet with the tip of her cross. Quite possibly one of Elsa's best normals. This move has pretty good range, comes out relatively fast, and it's jump-cancelable. Use this move to hit confirm into 236A+B.
2C: Elsa performs a sweep with Crux. This move has some pretty decent range for a sweep and not too much startup either. A very important move in Elsa's combos since it knocks the opponent into the air slightly. The recovery is pretty slow however so be careful if you think the opponent is going to activate. (S!AH2.6) This move has faster startup.
2E: Elsa swings her cross upward while crouching. Pretty standard 2E attack - it launches and it's air unblockable.
j.A: Elsa performs a kick angled downward. Pretty decent air-to-air attack and jump-in due to its angle but it doesn't have a lot of hit stun. This move is jump-cancelable and can chain into all her other air normals.
j.B: Looks very similar to her 2B except performed in the air. Has more range than j.A but it's angled a little higher. One of her better air normals due to its horizontal reach. This move is jump-cancelable.
j.C: A quick downward swipe with Crux. This move has more vertical range than horizontal and it has a large enough hitbox to be used as a crossup. This is a great move to use any time you are directly above the opponent. This is also a staple move for extending her combos as well as ending them.
j.E: Elsa spins around while holding her cross outward. This move will always knock the opponent down on hit and it has slightly more horizontal and less vertical reach than her j.C although it has more startup. This can be used as a substitute for j.C at the end of air combos for a little extra damage. (S!AH2.6) This move has shorter recovery.
Command Normals
6B: Elsa performs a hopping roundhouse kick. This move can be used in staggered strings to throw off the opponent's guard cancel timing and it allows you to stay close to the opponent due to its forward momentum. You can't chain into any other move from this but it is special cancelable.
4C: Elsa swings her cross upward like a bat. This is quite possibly one of Elsa's best normals hands down. It has a nice hitbox and it's air unblockable making it a very good anti-air which leads into solid damage with the use of a homing cancel. It can also be used to force a clash or deflect projectiles. It will even pass through a 623E love laser! The difficult part of using this move is the fact that there is some noticeable startup. So it will take some time to get used to but the followups are very rewarding. Use this often. (S!AH2.6) This move has faster startup.
j.4B: Looks very similar to her 6B except performed in the air. This move can be used to hit opponents that are slightly above you, but it's primarily used for extending combos. This move is jump-cancelable.
Special Moves
(j.)236A/B/C - Sanctus: Elsa throws a bottle of holy water that breaks on impact, leaving a purple glow on the point of impact for a while. The button defines the angle at which the bottle is thrown.
(j.)623A/B/C - Credo: Elsa does an upward jumping slash that looks similar to Ky's Vapor Thrust from the GG series. The button pressed determines the number of hits and the height at which she travels. The C version does the most hits, has quite a bit of invincibility and the last hit his air unblockable. (S!AH2.6) All versions are throw-invulnerable until activation.
214A/B/C - Gloria: A leap-and-slash attack. The button used defines how far and how high Elsa travels. The A version is the fastest, but the B and C versions hit overhead, knock down, and can hop over some attacks. All versions of this move are super-cancelable. (S!AH2.6) The A and B versions are throw-invulnerable until activation.
421A/B/C - Kirie: A quick whip attack. Used a lot in combos after 2C to start an aerial combo. The B version is able to throw a Sanctus bottle farther. The C version breaks the bottle.
22A/B/C - Benedictus: Elsa opens a bible and chants a little. If there are any glowing areas made by a Sanctus bottle, they are activated and can hit multiple times.
28A/B/C - Agnus: Throws a bullet upwards. Hits the opponent if close enough. Primarily used to activate her Critical Heart.
Super Moves
(j.)623A+B - Gladius: The super version of Credo. If the first hit connects, the second hit can't be canceled using a homing bar. This move is a pretty good reversal against certain meaty attacks because the first hit comes out really fast and automatically causes the 2nd hit to connect. Be very careful using this against opponents who are very low to the ground because it will whiff and you can't homing cancel to make it safe.
214A+B - Securis: Elsa draws a magical axe and strikes downward. This move has some noticeable startup but must be blocked high. Can be used after a short combo if you have no homing meters available.
236A+B - Rankeora(?): Crux takes on the form of a halberd while Elsa dashes forward striking the opponent multiple times. Very good super to use after a short combo when you're not within range to land a full BnB.
Critical Heart
During 28X, 8246A+B - Requiem: While the bullet from Agnus is in the air, Elsa draws a magical gun, loads it, and fires a huge blast forward. This attack is unblockable in the air and does a considerable amount of damage. While the bullet is being loaded, the opponent slows down regardless of their position on the screen.
Strategy
Character Summary
Elsa is a fairly straightforward character to play and not very confusing to use. She doesn't rely on overly complicated setups or gimmicks and her attacks are relatively easy to perform. Her advanced combos can be pretty difficult to execute but it is possible to resort to simpler combos for a little less damage and still have some success.
Instant Air Dash Game
Since her pressure isn't exactly amazing, Elsa uses textbook IAD pressure to force mistakes. Her IAD options are the following:
It all starts with IAD j.A ...
- IAD j.A j.B
This IAD string hits high and the hits occur pretty fast. When timed correctly, the opponent may try and crouch immediately after the j.A and they will get hit by the j.B which you can convert into a combo immediately upon landing.
- IAD j.A j.C
This IAD string can be divided into two situations depending on how high you hit with the j.A
1) Hitting with the j.A at the very top of the opponent's hitbox will cause the j.C to hit high. This option works very similar to the j.A j.B string except there is a little more delay between the j.A and j.C which can really throw off the opponent's blocking position.
2) Hitting with the j.A closer to the middle of the opponent's hitbox will cause the j.C to come out but it will NOT hit the opponent. As a result, you have one of two options at this point. You can either a) throw them as soon as you land, or b) use 2A to go for a low -> combo.
- IAD j.A ...
This option is simpler than the above two because it only involves one hit. Depending on how the IAD j.A hits the opponent, you can omit j.B or j.C and simply go for a low vs throw option just like #2 of the above option. You can also jump cancel the j.A to jump over the opponent. This can be used to bait some reversals such as DPs or against people who like to mash out while allowing you to land behind them where you can connect with the combo of your choice during their recovery.
Mixing up the above options well keep the opponent on their toes and allow you to keep your pressure rolling.
Anti-Air
Elsa has a nice selection of anti-airs. Each of them is described below:
- 623A/B/C ; 623A+B
These are the very obvious choices because they are basically DPs. These aren't as good as Heart's DPs but they are nonetheless good to have since other characters don't really have the luxury of a DP. The A version comes out the fastest while the C version has the most invincibility. Note that the C version hits up to 5 times and the last hit is air unblockable. The super variant is useful since the first hit comes out REALLY fast and will vacuum them into the 2nd hit automatically while doing fair damage. Use it to fend off pesky IAD pressure strings since you're unable to block during an air dash. Be wary about using these against crouching opponents because these have the tendency to miss opponents who are very low to the ground (Ky's Vapor Thrust in GG suffers from the EXACT same problem, ever wonder why this move looks SO similar to it? Now you know :| ).
- 4C
As explained above, this move is tailor-made for anti-air. Sizable hitbox, air unblockable, deflects projectiles, and forces clashes. This option is just as effective (and arguably better) than the one above because you do not leave the ground. However, since this is a command normal, it makes for a poor reversal. When this move connects, the opponent is sent flying across the screen and they are unable to tech for a while. This gives you ample time to follow up with a homing cancel into the combo of your choice. Since 4C doesn't prorate that much either, you can get some pretty good damage if you have a stock of meter.
- j.A j.4B [...]
Elsa's j.A comes out pretty fast and has decent priority that can stuff some attacks. Converting a random j.A hit into a combo is key. If the opponent blocks the j.A, you can delay the j.4B to keep them in block stun while you land before them. Upon landing you can go for a quick guard break attempt with 5A-4C, 2E, or 623C.
- 82X, 8246A+B
Elsa's critical heart is unblockable in the air. This move has its uses because it slows the opponent down as the bullet is being loaded into the gun. This can be difficult to use effectively due to the awkward input but the damage makes this move a big threat against players who poorly space their air dashes. If the opponent is homing at you from full screen or they're jumping away after exhausting all their jump options, they're in for a nasty surprise.
Misc.
- Know the range of your attacks. Show off your Third Strike skills and be able to hit confirm 2B into 236A+B super if you're too far away to connect with a 2C -> air string.
Arcana Evaluation
Wind/Tempestas: Elsa deals horrible damage off her 2A especially without a super. This arcana allows her combos to pack a little more punch since she can make good use of the fastfall to extend her combos. Double air dash and j.2D fastfall give her a stronger oki game and the push block is pretty nifty since she doesn't really have strong guard cancel options. Wind's 236E is a decent zoning tool and can provide a little extra cover after a homing cancel since it follows you around. All of this comes at a price, the smallest life bar in the game. Wind's options are so versatile that you can not afford to take any stray hits, let alone trade blows with anyone. This is a fairly popular choice for Elsa players.
Gier/Shadow: Since most of Elsa's air strings end in knockdown, you can apply Gier pressure with 236236E after every air combo. Gier is a pretty strong arcana and Elsa's offensive options increase with the aid of a meaty Gier super.
Fire/Lang-Gong: The fire super does a fair bit of damage, which can also add a bit of damage to Elsa's combos. The fireballs are great zoning tools and the standard 236E gives Elsa yet another option to her seemingly long list of anti-airs.
Combos
Note: Most of Elsa's air strings can end with j.E for a little extra damage. Also, since Elsa's combos don't really use dash-jumps, her combos are greatly affected close to the corner. So adjust accordingly.
No Homing B&B: (0 Homing bars, 1 super)
- 2A 2B 2C xx 421A xx 214A+B
This combo does a fair bit of damage for one stock of meter. Use this when you have a super but no homing meters available.
Basic B&B: (1 Homing bar, 0 supers)
- 2A 2B 2C xx 421A > 6D > 5A > j.A j.B j.4B > dj.A dj.B dj.4B dj.C
This combo is a great place to start, and it doesn't require you to delay any inputs.
Alternate B&B: (1 Homing bar, 0 supers)
- 2A 2B 2C > 6D > 5A 5B > iad. j.A j.B > (land) dash 5A > j.A j.B j.4B > dj.A dj.B dj.4B dj.C
Advanced B&B: (1 Homing bar, 0 supers)
- 2A 2B 2C xx 421A > 6D > 5A > j.A ... j.4B...j.C > (land) 2A 5A (2A whiff) 5A > j.A j.B j.4B > dj.A dj.B dj.4B dj.C
Note: The "..." means you're supposed to delay the j.C so that you're below them when it connects
The Advanced B&B and the one used mostly in matches. This can be really annoying to do since the links aside, there are so many places where it can go wrong since Elsa's 2C, 421A, and j.C lag half the time during this combo. The trickiest part is the relaunch that starts with the 2A. When the 2nd 2A whiffs, do not wait for it to recover. Instead, press the 5A immediately after the 2A whiffs and it will connect as if the 2A actually hit them. The relaunch can also be done using 5A (2A whiff) 5A which makes it a little easier.
Meter B&B: (1 Homing bar, 1 super)
- 2A 2B 2C xx 421A > 6D > 5A > j.A ... j.4B ... j.C > (land) 2A 5B 4C xx 214A xx 236A+B
If you can connect with the 2A after the j.C, this combo isn't too hard and it does some reasonable damage.
Floor Bounce Relaunch: (2 Homing bars, 1 super)
- 2A 2B 4C > 5D > j.A ... j.4B ... j.623B xx j.623A+B > 5D > j.B > (land) 5A j.A j.B j.4B > dj.A dj.B dj.4B dj.C
The timing after the 1st homing is tricky, but when done right the Gladius super will make the opponent bounce. The super can only be homing canceled if only the second hit connects. This combo can also be done after an anti-air 4C for increased damage. Against large characters (Kira, Catherine) it's recommended to use j.B instead of j.4B after the first homing cancel.

