Profile
After losing her entire family to a celestial event triggered by demons, Elsa immediately joined the European branch of the Celestial Union. She can come across as somewhat indifferent to strangers, but she is known to be very caring towards her friends. However, she has a one-track mind and will frequently lose track of anything not related to her current tasks. She can be very serious at times, and is her own worst critic, which occasionally leads to radical mood swings.
In a desperate attempt to stay alive after her battle with the demon Clarice, she entered into a contract with Koshmar, the Arcana of Punishment. As a result of the agreement, Elsa was burdened not only with immortality, but with “Sin and Punishment” as well. She moved to Japan in order to help Rosenberg eliminate the Drexler Institute once and for all.
Overview
Elsa is a straightforward character with good tools who converts hard off of knockdowns. Though her normals don't have the greatest range and she can be considered somewhat meter hungry, she has a versatile move set including both zoning and rushdown attributes, as well as one of the best DPs in the game.
You might be interested in Elsa if you don't mind working to get in, but love running strong mixups that lead to high damage.
Recommended Arcana
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Under Construction
- The movelist below is pulled from the old LMSS page.
- Please replace with the new character template once there's reliable frame data for Xtend available.
- DO NOT CLICK ON "EDIT" FOR INDIVIDUAL MOVES! Otherwise, the changes would appear on the old LMSS pages. To update, delete the #lst call below and then edit page contents.
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Normal Moves
5A
5A
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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600
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All
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-
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5
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3
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11
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-2
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A
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Elsa throws a jab. This is slower than the average 5A and as such, it's primarily only used as a combo filler for one of her EFC and HC combos. It is jump-cancellable but it cannot chain into itself. This move hit really high up, it will actually whiff over most crouching opponents and small characters even if they are standing. You cannot really use this to anti air or to space, so use this for combos only.
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5B
5B
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1500
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All
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-
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7
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7
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13
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-2
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B
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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. Though the range is a bit lacking the hitbox is strong for what it is. You could use it to respond to IADs and low homing, places where 4C would be too slow. This move is jump cancellable and useful for your pressure and hit confirms. Use this as a combo starter when you have the chance.
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5C
5C
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2400
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All
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-
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11
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4
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19
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-2
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C
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A downward swipe with Crux while moving forward slightly. It isn't jump-cancellable but it does chain into her 2C and it can slam airborne opponents into the ground. This move comes out relatively fast and has more range than 5B. In fact, the range is pretty good on this and it does a lot of damage. There are very specific times where you could use this as an anti air. Think of kinds of situations where you might burst on the ground, and your opponent tries to move back you with slow direction homing. When your opponent is in that kind of zone, 5C will slap them right out of the air. The only problem is you won't get much out of it because of the ground slam. Still, this move is good for combos and ground spacing.
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5E
5E
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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Normal
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2300
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Mid
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-
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10
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3
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21
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-1
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D
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Charged
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2700
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Unb
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-
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30
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4
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28
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-
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E
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A powerful thrust. Looks very similar to her 5B but with more startup and range. This is your typical 5E attack. It depends on your arcana but this move can charge relatively fast for an E move, when you have the opponent pressured in the corner you can throw this move in at times.
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2A
2A
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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500
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Low/Air
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-
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4
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2
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14
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-4
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A
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A fast low kick. It's not jump-cancellable but it can chain into itself. This move has more range than 5A and due to its fast startup, it is Elsa's primary combo and string starter. The hitbox is thicker than it looks so you can actually pick up some JC ground slams with this in certain combos.
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2B
2B
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1400
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Low/Air
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-
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7
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4
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13
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-1
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B
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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 cancellable. This is a great move for pressure and you primary use this to confirm into the rest of your string. Use this move to hit confirm into 236A+B.
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2C
2C
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2200
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Low/Air
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-
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13
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1
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21
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-1
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C
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Elsa crouches and sweeps the opponent with her entire leg. The reach is not too much different from 2B, so you might even whiff it after a longer range 2B hit. You'll be OK if you are up close though. When you are trying to save meter or up close to the opponent, you want this move.
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2E
2E
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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Normal
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2200
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Mid
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-
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16
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2
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25
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-4
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D
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Charged
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2500
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Unb
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-
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37
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2
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26
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-
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E
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Elsa swings her cross upward while crouching. Pretty standard 2E attack - it launches and it's air unblockable. This is not a recommended anti air. Your own hitbox fills the space before the attack box, so you mostly just get counter hit out of it. The duration is also short so its hard to use as a tech punish. Still, this is an important combo route and does a ton of damage if you can use it as a starter.
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6B
6B
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1600
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All
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-
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11
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4
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11
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+1
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B
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Elsa performs a hopping roundhouse kick. This move useful for 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. It is +1 on block so you can almost do whatever you want from it. When midscreen, you can IAD cancel it into an ambiguous JC cross up. 6B has some lower body invincibility so you could use it avoid and counter some moves low hitting moves. This move can reflect projectiles as well. You can cancel this straight into her Es but not Cs normally. During Extend though, you can cancel this into any C move.
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4C
4C
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2300
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All
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-
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14
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2
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18
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+1
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C
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Elsa swings her cross upward like a bat. This is quite possibly Elsa's best normal hands down. It has a decent hitbox, is air unblockable and has great upper body invincibility, making it a very good anti-air which leads into solid damage with the use of a homing cancel. If you hit with this in the corner, you can follow up with just 66 -> JB. 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 follow ups are very rewarding. Use this often.
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j.A
j.A
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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500
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High/Air
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-
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4
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4
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17
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-
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A
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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-cancellable and can chain into all her other air normals.
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j.B
j.B
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1500
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High/Air
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-
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6
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4
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22
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-
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B
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Looks very similar to her 2B except performed in the air. Has more range than JA but it's angled a little higher. One of her better air normals due to its horizontal reach.
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j.C
j.C
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2200
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High/Air
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-
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11
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2
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21
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-
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C
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A quick downward swipe with Crux. This move has as a ton of downward reach and a long amount of hitstun. Elsa's collision box also gets tucked under her so it becomes this amazing crossup tool that is easy to combo off of. This will ground slam opponents in the air (techable) but you can pick it up with 2A at certain heights.
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j.E
j.E
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2300
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High/Air
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-
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10
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3
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21
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-
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D
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Elsa spins around while holding her cross outward. This move will always knock the opponent down on hit. It has slightly more horizontal reach but less vertical reach than her JC. This can be used as a substitute for JC at the end of air combos for a little extra damage. This is also the best move to use to combo into communio with the max number of hits in your air combo.
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j.4B
j.4B
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1500
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High/Air
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-
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7
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4
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14
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-
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B
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Looks very similar to her 6B except performed in the air, it has a lot of untechable time attached to it. This move can be used to hit opponents that are slightly above you, but the hitbox is narrow and it's primarily just for extending combos or keeping you opponent under control during mid air block strings. Like 6B it can reflect projectiles.
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Throws
Neutral Throw
Throw
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2200
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Throw
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-
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5
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1
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23
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-
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-
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Leaves opponent airborne.
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Lever Throw
Lever Throw
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2500
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Throw
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-
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3
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1
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23
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-
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-
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Sideswaps and knocks down the opponent
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Air Throw
Air Throw
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2200
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Throw
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-
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3
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1
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23
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-
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-
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Special Moves
Sanctus
Sanctus 236X (air OK)
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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Ground
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500
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All
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-
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20
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-
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46F total
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-7
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A
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"Holy." 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. You can have 5 marks of light out at one time. When detonated with Benedictus, each area of light explodes for a total of 4 hits each. A and B normals will knock the bottle around, while moves that use the cross will break it on the spot.
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Air
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500
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All
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-
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18
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-
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Till L +11
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-
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A
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Like the grounded version, except the buttons used give vastly different trajectories. Don’t throw this out constantly, as there is significant recovery attached.
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Credo
Credo 623X (air OK)
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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A
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500, 1800
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All
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-
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3
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5(1)2
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21+8L
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-9
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C
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B
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600, 2000
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All
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-
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9
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4(1)2
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24+8L
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-12
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C
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C
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700, 1000, 2000
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All
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-
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11
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4(3)2(14)2
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49
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-67
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C
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j.A
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1600
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All
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-
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9
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2
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Till L+8
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-
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C
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j.B
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1800
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All
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-
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9
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2
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Till L+8
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-
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C
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j.C
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2000
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All
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-
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11
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2
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Till L+8
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-
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C
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"I believe." 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. However, all versions are air blockable. All versions are throw-invulnerable until activation. You can 8HC all versions on hit to extend your combo and HC it on block to make you safe. You cannot do anything if it whiffs though, so be careful. In the air, every version of this move does one hit.
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Gloria
Gloria 214X
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
|
A
|
2000
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All
|
-
|
19
|
3
|
17
|
+3
|
D
|
B
|
2400
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High/Air
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-
|
29
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3
|
20
|
±0
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D
|
C
|
2800
|
High/Air
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-
|
40
|
3
|
20
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±0
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D
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"Glory." A leap-and-slash attack. All versions of this move have some lower-body invincibility and are throw invincible. In the A version, Elsa slams the end of Crux down right in front of her and in the B and C versions she leaps forward. The B and C versions massive amounts of clash as soon as the move starts up and are overheads. The A version will connect from 5C and is useful for combos and pressure. If your opponent blocks it, you'll be at +3 in terms of frame advantage. All versions of this move are super cancellable. The C version moves quite a bit and ground slams so you could use it as a surprise attack everyone in a while. The C version has some invincibility to physical attacks. The A and B versions can combo from 4C.
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Kyrie
Kyrie 421X
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Damage
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Guard
|
Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
|
700
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All
|
-
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8
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10
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17
|
-15
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A
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"Lord." This is a quick whip attack the brings the opponent close to you, it is used a lot in combos after 2C to start an aerial combo. You can also use this to reflect projectiles or launch a Sanctus bottle farther. The B version will blow bottles forward and C version breaks the bottle on spot. Don't worry about which one to use for combos. Besides their differences in terms of what they do to Sanctus, they are all exactly the same.
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Benedictus
Benedictus 22X (air OK)
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Damage
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Guard
|
Cancel
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Startup
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Active
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Recovery
|
Frame Adv
|
Level
|
1000*4
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All
|
-
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7
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4*4
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Ground: 29F Total Air: 39F Total
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-
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B
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"Blessed one." Elsa opens a bible and chants. If there are any glowing areas made by a Sanctus bottle or Communio stake, they are activated and can hit multiple times. All versions are the same. This has CH frames all over so be careful about using it. Setting off the holy water is risky at neutral but really nice when the opponent is pressure or afraid to move. Not only do you get great frames off the activated water, it does a ton of damage. Especially when there are 2 or more spots of water around. You can also homing cancel this to increase the water's function as a pressure tool.
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Agnus
Agnus 28X
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Damage
|
Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
|
200
|
All
|
-
|
5
|
15
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45F Total
|
-21
|
A
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"Lamb." Throws a bullet upwards. Hits the opponent if close enough but it does minimal damage. Primarily used to activate her Critical Heart. All versions are the same.
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Communio
Communio j.214X
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Version
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Damage
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Guard
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Cancel
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Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
Stake
|
1000, 100
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All
|
-
|
9
|
-
|
45
|
-
|
B
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Wave
|
500
|
All
|
-
|
1
|
3
|
-
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-
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B
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"I share." Elsa's new move in AH3 that made her 2 tiers higher. In the air, Elsa throws a stake diagonally down at the opponent. The button used changes the trajectory of the move. When it hits an opponent on the ground, it enforces a lot of hitstun. When you use it as an air combo ender, you could use a charge move or A.Blaze after or IAD into a two way mix up. This move is a great addition to Elsa's game.
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Super Moves
Gladius
Gladius 623AB (air OK)
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
Ground
|
2000, 4000
|
All
|
-
|
0+6
|
2(12)4
|
29+8L
|
-34
|
C, E
|
Air
|
2000, 4000
|
All
|
-
|
0+5
|
2(12)4
|
Till L+8
|
-
|
C, E
|
Crux becomes a sword and slashes through your opponent. This is like a 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. You could even use it to break the Earth's Arcana hyper armor. 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.
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Gladius II
Gladius II 623AB after Gladius
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
4000
|
-
|
-
|
0
|
-
|
-
|
-
|
-
|
The follow slams the opponent to the ground and you can follow up after it.
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|
Securis
Securis 214AB
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
8000
|
High
|
-
|
0+21
|
2
|
70
|
-47
|
E
|
Elsa draws a sacred axe and strikes downward. This is almost like a super version of Gloria. This move is an overhead but it is very telegraphed and easily blocked. So, you should only use it for combos where it would hit or a follow up to Gier slime and so forth.
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|
Securis II
Securis II 214AB after Securis
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
6000
|
-
|
-
|
0+21
|
-
|
-
|
-
|
-
|
The follow up picks up your opponent and ground slams them behind you for an untechable down. Useful if you need that extra damage to finish them off.
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|
Lanceola
Lanceola 236AB
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
700*11, 1000
|
All
|
-
|
0+6
|
2*11, 2
|
26
|
-3
|
A*11, E
|
Crux takes on the form of a halberd while Elsa dashes forward striking the opponent multiple times. It is rather quick so you could aim for your opponents recovery at times and a very good super to use after a short combo when you're not within range to land a full BnB.
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|
Lanceola II
Lanceola II 236AB after Lanceola
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
5000
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
By inputting the same motion again afterward, Elsa blows the blows the opponent away for one more bar of meter. They cannot tech so if you do this in the corner, you can follow up.
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|
Critical Heart
Requiem 8246AB during Agnus
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
Normal
|
12800
|
Mid
|
-
|
40+0
|
1
|
48
|
-33
|
B
|
Extend Force
|
12800, 6400
|
Mid
|
-
|
40+0
|
5
|
50
|
-
|
B
|
Agnus Dei, dona eis... Requiem! While the bullet from Agnus is in the air, Elsa draws a sacred gun, loads it, and fires a huge blast forward. This attack is unblockable in the air, has infinite horizontal reach and does a considerable amount of damage. While the bullet is being loaded, Elsa uses Belmont's stopwatch so the opponent slows down regardless of their position on the screen. It looks big but it does not actually hit that high, so the move tends to whiff on people on the peak of their jump. During EF you lock the opponent with one shot, then fire another. Even if the opponent blocks the first shot, the second one is unblockable.
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General
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|
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Advanced
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Characters
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|
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Arcana
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