Weight (Horse): Heavy/Super Heavy
(Without Horse): Light
Speed (Horse): A bit-above average
(W/O Horse) Closer to Ganondorf
Crawl: No
Wall Jump: No
Jumps: 2 in each stance
Falling Speed: Average with Horse
(W/O Horse) Floaty
Pros:
+Attacks cover a lot of radius
+Can throw out a lot of those attacks
+Heavy-Weight
+Really Good recovery
+Can support herself, and her team
+Moves that can set back into neutral
Cons:
-Huge hurtbox
-Attacks not too strong
-Can be knocked out of Horse (Which gives her bad disadvantage state, as well as slower speed)
-Recovery can be exposed if taken long enough
Playstyle (Not Final): Elise focuses on a hybrid between Hit-And-Run, Support and Crowd Control. A bit reminiscent of how Healer Mounts work in FE. Going back, and forth between spaces to create distance, and heal their units.
Mechanics: Lily’s Poise: Any teammate that is around her AOE (Area of effect) will have their damage, and defense increased. However Elise herself will not get any of these buffs.
She also has a similar mechanic to Bowser Jr’s clown car, where she takes less damage if her horse is hit, but will deal about the same damage if struck on herself.
She also gets knocked out of her horse, but only if her body gets struck by a strong enough attack. This stance will increase her speed of when she turns around from dashing, as well as have a smaller hurtbox.
Normals:
Jab: Two magic circle swipes in front from her palm. Acts as a semi-get-off-me tool that puts the opponent in fly to medium range, and causes a knockdown.
Side Tilt; Moonlight (Arcfire): Similar to Robin’s, Elise would created a whirling fireball that shoots down into the ground, and creates a mini fire pillar, however the big difference is that the whirling part before he shoots it has a lingering hitbox on top of her. As well as the fire pillar itself covering a lot more ground than the other pillars (At the cost of lower hitstun, so think like Piranha’s side B but not as damaging)
Down TIlt; Moonlight: Elise points down to the ground, which causes multiple circular bolts to shoot and fly upwards from the floor, this move has a fixed range so it acts at a anti-air zoning hybrid tool, since some of the bolts will track to the opponent if it’s in it’s range. (Based on the 3rd attack of the magic mount unit combo from Warriors)
Up Tilt: Summons an Electric Barrier that covers her. Deals vertical knockback at the top of the barrier, while the sides would deal horizontal knockback. Also blocks projectiles.
Dash Attack: Twirls his horse forward while two circular magic bolts swirl around her. Acts specifically like Wolf’s dash attack in terms of knockback.
Forward Smash: Elise twirls her horse around before unleashing a short Light beam from her palm. She can control her horse while charging this attack to left, and right.
Down Smash: Summons shadowy thorns from the floor and rotate around her, does multiple hits and ends with a the enemy tripping instead of knockback.
Up Smash: Flashes upwards with her Freeze staff that stuns the opponent in place, lasts for 1 second, but cannot hit horizontally.
Down Air: Similar to Mr.G&W’s new Forward Air, Elise drops a small Light (Element) teardrop that goes far down. Deals average knockback, and can spike at later frames.
Up Air: Throws out a Wind rocket that acts similar to Isabelles mine. Has a tiny windbox around the sides, and has below average knockback, allowing for juggles.
Forward Air: Shoots out a bunch of fireballs in a Shotgun fashion, with the final hit doing knock back.
Neutral Air: Makes a "Strong Girl" posture with a cute "Serious" face, it's tension is strong enough to cause some good knockback. Although it is short ranged.
Back Air: Does a short arc leap that will cause a good amount of knockback to anyone that gets hit by it
Specials:
Neutral: Cloud Frenzy:
Elise summons a circle-shaped cloud that shoots out two short ranged beams, which circle around the cloud. The move doesn’t have great range, but acts as an annoying projectile.
Side: Red-Hot Ducks
Throws out a Red Rubber Ducky that can be picked up by anyone, and acts like a Franklin Badge. The opponent will have their weight/speed debuffed for 6 seconds if they attack anyone who is holding the ducky. Can be thrown at any angle, and Elise’s throw speed will increase if you hold the button longer. Projectiles won't activate the effect, and she can wear it herself at the cost of more start up.
Up: Warp Staff
Works similar to other teleport specials, with the major difference being that she can reach farther if she holds the special longer (Similar to Black Mages Up-B from Smash Flash 2)
Down: Live to Serve
Elise uses her healing staff to cause a split-second AOE that can heal her teammates for up to 10 seconds, her partners would get 0.9% for every 1 second while she herself gets 0.5% for every second (0.7% in 1v1). This move cannot stack.
Grabs
Elise, uses her Freeze staff to put the opponent in place, works similar to a tether grab.
Forward: Gently pokes her opponents forhead, which sends them flying straight forward.
Back: Whacks them with her healing staff, Homerun style.
Down: Her horse stomps with the opponent with both of it's front legs.
Up: Horse uses the back of it's head to launch the opponent upwards