Color 9
BelladonnaColor 10
Relius Clover
Color 11
Dizzy
Color 15
Shinjiro Aragaki
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Overview
Elizabeth is a midrange character who prides herself on her explosive damage, passive meter gain, good effective range, and combo flexibility. Elizabeth has a good variety of tools to manipulate the opponent in neutral, including far reaching pokes, a fullscreen laser projectileGuard:
AllStartup:
23Recovery:
Total 64Advantage:
-14, a strong anti-air game, and good Persona harassment. Speaking of which, Thanatos is what truly allows Elizabeth to shine, with many great specials for many situations, access to poison, fear, shock, and freeze, access to the unique One Hand Sword Master (1HSM) buffGuard:
AllStartup:
31Recovery:
18Advantage:
-7, and the potential to lock the opponent down at fullscreen. Elizabeth's already good specials get a further increase in strength when Elizabeth hits Awakening, changing their properties. This might make it seem like Elizabeth is a comeback character, but she can force these buffs with Mind ChargeGuard:
Startup:
4Recovery:
Total 4+(83 Flash)+1Advantage:
, instantly dropping her health to enter Awakening early, and converting her lost health into meter.
Elizabeth isn't without her drawbacks, though, for she pays a heavy price for so much power. For starters, she lives and dies by Thanatos. If Thanatos is broken, she loses access to every single special and super move she has besides Mind Charge. Elizabeth's offense is fairly limited, too. While she still has options, you're mainly going to be sticking to 5AGuard:
AllStartup:
8Recovery:
12Advantage:
-1/2AGuard:
LowStartup:
7Recovery:
12Advantage:
-3 stagger pressure in offense. Pretty much all her buttons besides her A normals also have terrible recovery, leaving her susceptible to whiff punishes. Her defense is lackluster too, as she has below average health, a bad ReversalGuard:
ThrowStartup:
24Recovery:
29Advantage:
, a completely non-functional Guard Cancel AttackGuard:
ThrowStartup:
24Recovery:
29Advantage:
, and her fastest button (2A) being slow at 7 frames.
Despite her shortcomings, Elizabeth is a force to be reckoned with, as when she gets going, she REALLY gets going. Fitting for her position as she who resides over power, her damage overall is LUDICROUS, easily reaching 3K meterless. When she adds meter, expect to see completely red life bars, regardless of her position on the screen. This is even more absurd when you realize she has a variety of routes even off of identical starters to get you to that point. She also has access to fear and poison, which lets her set up for easy Fatal Counter combos, and free damage over time. Although Elizabeth's offense is limited, it's actually not too bad, as she can inflict shock and fear, leading to some good lockdown and mind games. If you master Elizabeth, you'll find an extremely freeform and expressive character that loves winning big, and dying hard.

Elizabeth is a mid-range character who excels in making the opponent explode off of just about anything.
- Zoning Potential: She can zone and punish opponent from very far range, forcing her opponent to respect the neutral and pick their options carefully. Thanatos normals and specials also help compliment this style of play.
- Forced Comebacks: Invigorate gives her constant access to meter, and Mind Charge lets her enter Awakening on demand. This also powers up her special moves.
- Meter Master: Having constant access to meter lets Elizabeth use her excellent SB moves and make difficult to burst combos.
- Status Effects: Elizabeth can inflict and stack multiple status effects, with the most notable being Fear. She can also inflict Negative Penalty on the opponent.
- Poor Defense: Liz's defensive buttons are slower than average, and both her Furious Action and broken Guard Cancel are relatively weak reversal options. Her lower health and longer recovery backdash do not help her case either.
- Poor Mobility: Her dash speeds on both the ground and in the air are incredibly sluggish.
- Meter is Queen: Elizabeth is very meter reliant, but system mechanics force her into constant meter cooldown.
- Persona Reliant: Her options in Persona Break are nearly non-existent, losing access to all of her specials and supers.
Unique Mechanics
Elizabeth uniquely gains meter passively over time. She gains 2.5% of her max SP every second; 2.5 SP per second Unawakened, and 3.75 SP per second Awakened. This means Elizabeth gets to 100 SP in 40 seconds normally, and in 26.5 seconds while Awakened. This allows her to pressure her opponent into making hasty decisions, as either doing nothing or zoning the opponent out proves advantageous for Liz.
However, to offset this, Elizabeth does not exactly gain SP in the normal way of landing hits or getting hit. She only gains meter in combos from the first raw hit she lands (which will always give her only 2 SP), and from then on she only gains SP mid-combo via what she builds passively with Invigorate. First Hit Bonus, Instant Blocking, and Autocombo Bonus do still give their normal amounts of SP though, and similarly to other characters, if she uses any resources in a combo (SP or OMBShorthand for "One More Burst", the system mechanic in the P4Arena games that lets the player launch the opponent into the air for a combo extension at the cost of the Burst gauge., Invigorate is disabled until the combo ends.
Whenever Elizabeth uses her 2C
AllStartup:
31Recovery:
18Advantage:
-7 at all (hit/block/whiff doesn't matter), it adds a stack to the "One-Handed Sword Master" ("1HSM") count that appears next to her Invigorate icon. Each stack of 1HSM will buff a specific sword-based attack that Thanatos has when he uses it, giving them all a damage bonus and then unique additional properties for each:
- 5C
Guard:
AllStartup:
15Recovery:
23Advantage:
-5 gains a 1.5x damage buff and now ground bounces the opponent on hit, allowing for more combo potential. - Mabufudyne (214A/B)
Guard:
Air UnblockableStartup:
21Recovery:
Total 59Advantage:
-10 gains a 1.5x damage buff, and launches opponents higher as well. - Ghastly Wail (214214C/D)
Guard:
Startup:
4+(60 Flash)+4Recovery:
43Advantage:
gets an incredible damage buff, that also stacks with the Fear damage buff.
Elizabeth can hold up to 9 1HSM stacks at a time, and they are only consumed on hit.
When Elizabeth enters Awakening, her Skills become much stronger, opening up more combo options. This pairs well with her ability to force herself into Awakening by using Mind Charge.
Normal Attacks
5A
- 5A
- Jump cancelable
Elizabeth does a quick chop forward with a Persona card
Elizabeth's main jab. An attack with a deceptively high hitbox, and is both good for pressure and safe. It's relatively fast compared to Elizabeth's other buttons, but at 8 frames, this isn't exactly a fast 5A. Liz's only REAL pressure is 5a,2a, so make good use of it.
- 5AA
- Jump cancelable
Elizabeth spins a Persona card in front of herself, dealing multi-hitting damage.
Good combo filler. Can be used to either reach 5AAA, or sweep. Forces standing on hit.
Can whiff after 5A if the opponent is hit too high, though you won't see this happen often.
- 5AAA
- Can be cancelled into sweep
- The vortex of Persona cards only appears on hit, not on block.
- Autocombos into all of her SB specials in a sequence. DO NOT DO THIS!!
- Pressing 4A after this attack will perform A Mabufudyne and grant the autocombo bonus instead.
Elizabeth blows a Persona card forward, causing a vortex of Persona cards to rise up out of the ground. This button is one of her best meterless combo tools, as it combos into Magarudyne which lets her extend into pretty much any route she wants. Also a good combo ender since it combos into Mabufudyne, allowing for freeze setups and Ghastly Wail confirms. Don't use this attack on block, though.
2A
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
160 | Low | 7 | 2 | 12 | -3 | Foot |
Liz's fastest grounded normal, and by extension, her fastest low. Can chain into itself up to two additional times and is safe on block. The fact that it's a low isn't as helpful as one would think due to Liz's lack of good overheads to encourage opponents to block standing, but can still catch people off guard if they aren't careful. Can be good for stagger pressure as well.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
500 | 100 | 50 | 1 |
5B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
5B | 150×10 | All | 11 | 2×3,1,5,1,2,2,2,2 | Total 53 | -5 | Chest+Projectile | |
5BB | 100×9 | All | 11 | 1×9 | 17 | -3 | Body | |
5BBB | 50×12 | All | 9 | 1×11,2 | 25 | -12 | Body |
- 5B
- Dash Cancel is -8 on block
Good poke button, it displaces the opponent so be cautious when canceling into other moves. Can be rolled through as is VERY punishable on whiff, so be careful throwing it out.
- 5BB
Mostly filler, but has routes that work with this instead of 5BBB. Additionally good for catching people mashing after 5B.
- 5BBB
- Jump cancelable.
Mostly used to combo into j.D.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5B | 300 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
5BB | 200 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
5BBB | 200 | 100 | 50 | 3 |
5B:
- Dash Cancel is -8 on block
2B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
450 | Air Unblockable | 9 | 18 | 15+10L | -28 | Body | 6~29 H |
- Jump cancelable on block
- Elizabeth becomes airborne starting on frame 5
One of the best anti-airs in the game due to it's big hitbox and fast startup.
2B is actually a great tool to mash out of pressure, it's only one frame slower than her jab. It's an amazing tool for beating any throws or small hitbox lows. Additionally it is a great combo starter that leads to TONS of damage.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 50 | 3 |
j.A
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
200 | High | 7 | 3 | 11 | Head |
Fast aerial poke for use in close quarters. Notable, Liz's only high attack besides AoA. Hard to hit crouching players with this move, but it's good for air to air pressure.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 50 | 1 |
j.B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
100×6 | All | 10 | 1,2,9,2,2,2 | Total 42 | Head+Projectile |
- Jump cancelable on hit
Similar to Elizabeth's 5B but in the air, a very good air poke. Can also hit grounded opponents on descent and can be used to manage space between the range if timed correctly.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 50 | 3 |
j.2B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
450 | All | 9 | 18 | 16 | Head |
Not used often except for in combos. Really good for combo filler.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 50 | 3 |
Persona Attacks
5C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
800×2 | All | 15 | 1(17)1 | 23 | -5 | Body | Persona 1~Until Active All |
Hits twice, changes when you have Sword Buff (look at 2C). Great button in neutral.
Can cancel into 2C,2D after first hit or even run cancel
- Each swipe takes away 1HSM stack (on hit, not on block)
- Dash Cancel is -3 on block
- Backdash Cancel is -8 on block
- Staggers on counterhit (but only without 1HSM!)
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
300 | 100 | 500 | 5 |
- Dash Cancel is -3 on block
- Backdash Cancel is -8 on block
- The 1HSM version does not share SMP with the standard version, and only has 100 SMP
2C
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
2C | 400 | All | 31 | 15 | 18 | -7 | Body | Persona 1~Until Active All Persona 22~33 Guard |
2[C] | 400 | All | 70 | 15 | Total 56 | Body | Persona 1~Until Active All Persona 61~72 Guard |
Rather slow with small hitbox. Also has armor as the attack comes out. Useful for stopping attempts to break Thanatos.
The longer 2C is held, the more safe it becomes, to a point that max held 2C into 5C has no gaps.
Adds 1hsm (the sword icon by Elizabeth's meter) every instance it is used regardless of whether it whiffed or blocked. Moves that use 1hsm will deplete a stack 1hsm only on hit.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2C | 200 | 100 | 500 | 5 | ||||||||||||||||||||||||||||||||||||
2[C] | 200 | 100 | 500 | 5 |
2C:
- Inflicts Fear for 360F on hit
- Increases the damage of next Sword Attack by 50%
2[C]:
- Inflicts Fear for 360F on hit
- Increases the damage of next Sword Attack by 50%
5D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
0, 900×2 | 30 | 6 | 13 | Throw |
A slow grab that applies fear and side switches, can be combo'd after.
It has a slow startup, but on top of her other tools it's a great tool to keep opponents on their feet.
Can be confirmed into after freezing with Mabufudyne, even at fullscreen.
Thanatos will always throw the opponent behind him.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
500, 0 | 500, 0 | 1000, 0 | 0, 4 |
- Inflicts Fear for 427F on hit
- Wallbounces on CH
2D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
45 | 52 | Total 36 |
- Inflicts Poison on hit for 240F (~6 seconds)
Thanatos spews a poison puddle along the ground that does no direct damage or hitstun, but applies the status on hit, similar to Mitsuru's 2C
Guard:
UnblockableStartup:
47 [62]Recovery:
Total 31 [Total 46]Advantage:
. Only sees use after a knockdown, where it can add some guaranteed unscaled damage.
Can be comboed into after Awakening SB Garudyne, Fatal Counter throw, Bufudyne, and a few other things.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Inflicts Poison for 240F if opponent touches puddle
}}
j.C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
850 | All | 13 | 3 | 28 | Head | Persona 1~Until Active All |
- Groundbounces on CH. One of Elizabeth's best and most common enders.
- Additionally a great combo starter
- Hits grounded opponent if low enough.
- Not an overhead
- Retains air action if hit on block
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 50 | 4 |
- Groundbounces on CH
j.D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
0, 900×2 | Throw | 18 | 4 | 20 | Body |
A faster airborne version of 5D. One of Elizabeth's easiest ways of inflicting fear. Good for comboing after Bufudyne.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
500, 0 | 500, 100 | 1000, 0 | 0, 4×2 |
- Inflicts Fear on hit
- Wallbounces on CH
Universal Mechanics
All Out Attack
5A+B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
300 | High | 30 | 1 | 32 | -14 | Body | 10~35F Guard Strike |
Elizabeth does a short hop before slamming her book into the opponent's head.
Can be One More Cancelled to cause stagger, allowing for a combo into 5D or Ghastly Wail.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1000 | 10,000 | 5 |
Sweep
2A+B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
700 | Low | 11 | 11 | 11 | -7 | Foot | 4~17 C |
Can be cancelled into specials and supers, with some of the more notable options being D and SB Magarudyne. When in awakening, can also be comboed into A Mabufudyne (Awakened).
Can also be comboed into Mahamaon or A version Mind Charge.
This is one of her best starters that lead to great damage
Using it in a combo will also put the opponent in an aerial state, allowing a much wider range of combos to work.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 50 | 3 |
Ground Throw
C+D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
0, 1400 | Throw | 5 | 3 | 25 | Throw |
Inflicts Fear. Can combo into Maha (236236C) after the throw.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1000, 100 | 50, 0 | 0, 5 |
- Inflicts Fear on hit
Air Throw
j.C+D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
0, 1600 | Throw | 4 | 3 | 19 | Throw |
Inflicts Fear.
- Groundbounces on counter hit and Fatal counter
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1200, 100 | 50, 0 | 0, 2 |
- Inflicts Fear on hit
Shuffle Time
B+D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
0×2 | Throw | 24 | 3 | 29 | Throw | 1~26 All |
Elizabeth's Furious Action is a "command grab" that traps the opponent in a card, and then applies a status effect to them depending on how much SP he has stocked, before launching them away fullscreen. Overall considered a piss poor FA due to being so slow to come out, only being effective on grounded opponents, dealing no damage and having no combo potential, and also oddly being throw breakable if it doesn't grab as a Counter Hit. For these reasons, it doesn't see much use as opposed to simply blocking and waiting for an opening to escape pressure with other free defensive options such as Evasive Action.
If it is used, the forward movement of Shuffle Time can help it to reach the opponent if they are trying to space their strings against 5A/2A abare, and if it does hit, resetting to neutral is often a good thing against a lot of the cast.
The status ailments and SP totals required for them is as follows:
SP | 0-49 | 50-99 | 100-149 | 150 |
---|---|---|---|---|
Ailment | Charm | Poison | Fear | Confuse |
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1200, 100 | 50 | 4 |
- Inflicts various Ailments depending on Elizabeth's current SP.
- 0~49 inflicts Charm (600F), 50~99 inflicts Poison (300F), 100~149 inflicts Fear (600F), 150 inflicts Panic (360F).
Guard Cancel Evasive Action
6A+C while blocking
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
Total 33 |
A nice defensive option for Elizabeth, and is basically her only Guard Cancel option. Not too much special about it compared to other GC Rolls, but she is more likely to use hers to get out of a pinch than many other characters, out of necessity due to her subpar defense (thanks GCAShorthand for "Guard Cancel Attack", the system mechanic in the P4Arena games that lets a defending player perform an invulnerable counterattack out of grounded blockstun at the cost of 50 SP.!) and the fact that it travels further distance than a standard roll in a gap in pressure. Liz is also a little more privileged in how liberally she can use this, since she does build meter for free, after all.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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"Guard Cancel Attack"...
6A+B while blocking
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
0×2 | Throw | 24 | 3 | 29 | Throw | 1~21 Guard All |
Liz's Guard Cancel Attack is almost the exact same move as her Furious Action, but has some quirks that make it even worse of a move. It's a completely dysfunctional Guard Cancel Attack, that doesn't require matchup awareness or even a competent player at all to outplay it. It's so pitiful that we are listing her GC RollShorthand for "Guard Cancel Evasive Action", the system mechanic in the P4Arena games that lets a defending player perform an invulnerable dodge out of grounded blockstun at the cost of 50 SP. on this wiki page to remind you that it exists, and to make sure that you know to use that GC option instead of this one.
The new downsides include:
- Guardpoint instead of invuln, which means the opponent's attacks will be considered "blocked" and then they can avoid the GCA with jump/backdash/One More cancels, either inadvertently or on reaction due to hitstop.
- Guardpoint ends too early due to an oversight in the hard-coded GCA invulnerability, so Elizabeth has ~2F towards the end of the start-up where she can be hit, and it will result in a CH starter on her. This can be hit easily by stagger pressure, or even on accident in autopiloted strings. You also just never know what you might unfortunately be CH by.
- You're spending 50 SP for a worse version of a meterless attack.
Elizabeth's Guard Cancel Attack is a troll move that should never be used. Use GC Roll instead.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 2000, 100 | 50 | 4 |
Skill Attacks
Maziodyne
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
236A | 700 | All | 23 | 8 | Total 64 | -14 | Body | Persona 1~Until Active All |
236A Awakening | 700 | All | 14 | 2 | Total 64 | -31 | Body | Persona 1~Until Active All |
j.236A | 700 | All | 23 | 7 | Total 62+5L | Body | Persona 1~Until Active All | |
j.236A Awakening | 700 | All | 13 | 2 | Total 61+5L | Body | Persona 1~Until Active All | |
236B | 180×10 | All | 33 | 1,2×9 | Total 60 | +6 | Projectile | Persona 1~Until Active All |
236B Awakening | 180×10 | All | 103 | 2×10 | Total 48 | Projectile | Persona 1~Until Active All | |
j.236B | 180×10 | All | 33 | 1,2×9 | Total 78+5L | Projectile | Persona 1~Until Active All | |
j.236B Awakening | 180, 90×9 | All | 103 | 2×10 | Total 54+5L | Projectile | Persona 1~Until Active All | |
236AB | 134×19 | All | 32 | 2×19 | Total 84 | +1 | Projectile | |
236AB Awakening | 112×24 | All | 29 | 2×6,4,2×4,4(36)2×6,4,2×5 | Total 75 | +58 | Projectile | |
j.236AB | 134×19 | All | 30 | 2×19 | Total 84+5L | Projectile | ||
j.236AB Awakening | 112, 56×23 | All | 29 | 2×6,4,2×4,4(36)2×6,4,2×5 | Total 75+5L | Projectile |
- Really strong zoning tool, B and AB versions wallstick for easy combo extensions.
- SB version applies Shock on hit.
- Awakened B version is a great setplay tool due to its large amount of hitstun.
Laser is a great tool for keeping opponents away from Liz. The A version of Mazio is physical, so it can shoot through moves that may be projectile invuln.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236A | 300 | 100 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
236A Awakening | 400 | 500 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
j.236A | 400 | 100 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
j.236A Awakening | 400 | 500 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
236B | 300 | 100 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
236B Awakening | 400 | 100 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
j.236B | 400 | 100 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
j.236B Awakening | 400 | 100 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
236AB | 300 | 100 | 500 | 4 | ||||||||||||||||||||||||||||||||||||
236AB Awakening | 400 | 100 | 1000 | 4 | ||||||||||||||||||||||||||||||||||||
j.236AB | 300 | 100 | 1000 | 4 | ||||||||||||||||||||||||||||||||||||
j.236AB Awakening | 400 | 100 | 1000 | 4 |
236AB:
- Inflicts Shock for 120F on hit
236AB Awakening:
- Inflicts Shock for 120F on hit
j.236AB:
- Inflicts Shock for 120F on hit
j.236AB Awakening:
- Inflicts Shock for 120F on hit
Mabufudyne
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
214A | 700 | Air Unblockable | 21 | 1 | Total 59 | -10 | Body | Persona 1~Until Active All |
214A Awakening | 300, 500 | Air Unblockable | 17 | 2,1 | Total 62 | -11 | Body | Persona 1~Until Active All |
214B | 500×2 | Air Unblockable | 38 | 1 | Total 84 | -15 | Body, Projectile | Persona 1~Until Active All |
214B Awakening | 300, 500×2 | Air Unblockable | 36 | 2, 1 | Total 84 | -16 | Body×2, Projectile | Persona 1~Until Active All |
214AB | 500×2 | Air Unblockable | 28 | 2 | Total 71 | -15 | Body, Projectile | Persona 1~Until Active All |
214AB Awakening | 300, 500×2 | Air Unblockable | 29 | 2×2 | Total 71 | -10 | Body×2, Projectile | Persona 1~Until Active All |
- Freezes
An alternative anti-air option, which freezes the opponent to start or extend combos.
In awakening, this move is an amazing anti air option, due to how quick and how much space they travel across the screen.
Its important to make sure the ice spears from the B and AB connect before canceling this move.
- A, B, and SB unawakening versions hit right next to Liz
- A and B awakening versions travels half screen and tracks the opponent in the distance between
- SB version travels full screen.
- This move is air unblockable
- B and SB versions are fatal counter.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214A | 300 | 100 | 500 | 4 | ||||||||||||||||||||||||||||||||||||
214A Awakening | 300 | 300 | 500 | 4 | ||||||||||||||||||||||||||||||||||||
214B | 300 | 100, 300 | 500, 50 | 4 | ||||||||||||||||||||||||||||||||||||
214B Awakening | 300 | 100, 300 | 500, 50 | 4 | ||||||||||||||||||||||||||||||||||||
214AB | 300 | 100,100 | 50,50 | 4 | ||||||||||||||||||||||||||||||||||||
214AB Awakening | 300 | 100,100 | 50, 50 | 4 |
214A:
- Freezes opponent for 34F
214A Awakening:
- Second hit Freezes opponent for 44F
214B:
- Fatal Counter
- Freezes opponent for 55F, 53F
214B Awakening:
- Fatal Counter
- Second and third hit Freeze opponent for 55F, 53F
214AB:
- Freezes opponent for 85F, 53F
214AB Awakening:
- Second and third hit Freeze opponent for 85F, 83F
Magarudyne
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
236C | 100×10 | All | 11 | 5×9,3 | Until L+9 | -2 | Projectile | |
236C Awakening | 100×12 | All | 11 | 5×9,3 <2×14,5> | Until L+9 | -2 | Projectile | |
j.236C | 100×10 | All | 14 | 5×9,3 | Until L+9 | Projectile | ||
j.236C Awakening | 100×12 | All | 14 | 5×9,3 <2×14,5> | Until L+9 | Projectile | ||
236D | 100×10 | All | 20 | 5×6,4×4 | Until L+4 | -3 | Projectile | |
236D Awakening | 100×12 | All | 20 | 5×6,4×4 <2×14,5> | Until L+9 | -3 | Projectile | |
j.236D | 100×10 | All | 25 | 5×6,4×4 | Until L+4 | Projectile | ||
j.236D Awakening | 100×12 | All | 25 | 5×6,4×4 <2×14,5> | recovery=Until L+9 | Projectile | ||
236CD | 100×10 | All | 15 | 5×10 | 4+2L | +8 | Projectile | |
236CD Awakening | 100×15 | All | 14 | 5×10 <2×19,5> | 4+2L | -20 | Projectile | |
j.236CD | 100×10 | All | 14 | 5×10 | 4+2L | Projectile | ||
j.236CD Awakening | 100×15 | All | 14 | 5×10 <2×19,5> | 4+2L | Projectile |
You can move while this move is active, last hit sends opponent upwards. Garudyne is used in almost every Liz combo and is also a decent air mobility option.
If j.236C/D is ended with downwards momentum, the recovery is greatly reduced, with j.236D being up to +7 if the last hit is blocked by a crouching opponent with maximum downwards momentum.
C version has more movement speed and range, can be use to escape from corner (pls use with caution)
- SB version gives you an extra air action
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236C | 500 | 100 | 1000 | 4 | ||||||||||||||||||||||||||||||||||||
236C Awakening | 200 | 500 | 1000 | 4 | ||||||||||||||||||||||||||||||||||||
j.236C | 200 | 500 | 1000 | 4 | ||||||||||||||||||||||||||||||||||||
j.236C Awakening | 200 | 500 | 1000 | 4 | ||||||||||||||||||||||||||||||||||||
236D | 500 | 100 | 1000 | 4 | ||||||||||||||||||||||||||||||||||||
236D Awakening | 200 | 500 | 1000 | 4 | ||||||||||||||||||||||||||||||||||||
j.236D | 200 | 600 | 1000 | 4 | ||||||||||||||||||||||||||||||||||||
j.236D Awakening | 200 | 500 | 1000 | 4 | ||||||||||||||||||||||||||||||||||||
236CD | 500 | 100 | 1000 | 4 | ||||||||||||||||||||||||||||||||||||
236CD Awakening | 500 | 100 | 1000 | 4 | ||||||||||||||||||||||||||||||||||||
j.236CD | 500 | 100 | 1000 | 4 | ||||||||||||||||||||||||||||||||||||
j.236CD Awakening | 500 | 100 | 1000 | 4 |
236C Awakening:
- On hit immediately goes into active frames in <>
j.236C Awakening:
- On hit immediately goes into active frames in <>
236D Awakening:
- On hit immediately goes into active frames in <>
j.236D Awakening:
- On hit immediately goes into active frames in <>
Maragidyne
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
214C | 250×5 | All | 38 | 5{(5)5}×4 | Total 88 | +18 | Projectile | |
214C Awakening | 200×8 | All | 38 | P{(4)P}×7 | Total 62 | -11~+6 | Projectile | |
214D | 250×6 | All | 59 | 5{(5)5}×5 | Total 88 | +39 | Projectile | |
214D Awakening | 200×8 | All | 59 | P{(4)P}×7 | Total 88 | +6 | Projectile | |
214CD | 200×10, 200×10 | All | Forward: 41 Backward: 42 |
5{(5)5}×9 5{(5)5}×9 |
Total 92 | +58 | Projectile | |
214CD Awakening | 200×10, 200×10 | All | 41 | 5{(5)5}×9 5{(5)5}×9 |
Total 72 | +28 | Projectile |
Another space control special for Elizabeth, either to send the opponent out to be zoned or drag them in for pressure. All versions are very plus on block.
C version starts from Elizabeth and moves forwards, while the D version starts from the corner opposite Elizabeth and moves towards her.
- Summons 12 fire pillars
- D version is good for oki after a 2C combo ender
- SB is good quick move for pulling opponents towards you
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214C | 500 | 100 | 0 | 5 | ||||||||||||||||||||||||||||||||||||
214C Awakening | 500 | 300 | 0 | 5 | ||||||||||||||||||||||||||||||||||||
214D | 100 | 500 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214D Awakening | 100 | 300 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214CD | 400 | 300 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214CD Awakening | 400 | 300 | 50 | 5 |
214C:
- Flame pillars appear from Thanatos' location and move forward
214C Awakening:
- Each P in active frames represents a projectile spawned
- Flame pillars appear from Thanatos' location and move forward
- Each flame pillar is active for 5F
214D:
- Flame pillars appear from the opponent's corner and move towards Elizabeth
214D Awakening:
- Each P in active frames represents a projectile spawned
- Flame pillars appear from the opponent's corner and move towards Elizabeth
- Each flame pillar is active for 5F
214CD:
- Throws out two groups of pillars - one group moves forwards, one backwards
214CD Awakening:
- Throws out two groups of pillars - one group moves forwards, one backwards
- Secong group of pillars starts after opponent gets hit or after first group of pillars finishes
- Each flame pillar is active for 5F
Debilitate
[2]8A/B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
[2]8A Catch | Total 50+9L | 4~18 Guard Strike | ||||||
[2]8B Catch | Total 61+9L | 7~36 Guard Strike | ||||||
[2]8AB Catch | All | Total 46+9L | 3~21 Guard Strike | |||||
[2]8A Attack | 0, 1000 | All | 1 | 1 | 35+9L | Body | 1~22 All |
- Elizabeth goes airborne on frame 1, effectively making her additionally dodge throws at the same time.
- This move does not catch crossups, leaving her in a fatal recovery state.
- The catch has a hitbox of less than mid-screen.
Elizabeth's counter special, which can sometimes get her out of a pinch but is difficult since it doesn't have frame 1 guardpoint. The counter-attack on catch is unavoidable by the opponent and inflicts Negative Penalty on them.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[2]8A Catch | ||||||||||||||||||||||||||||||||||||||||
[2]8B Catch | ||||||||||||||||||||||||||||||||||||||||
[2]8AB Catch | ||||||||||||||||||||||||||||||||||||||||
[2]8A Attack | 1000 | 100 | 50 | 4 |
[2]8A Attack:
- Inflicts Negative Penalty on hit for 9900F
SP Skill Attacks
Mind Charge
236236A/B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
236236A | 4 | Total 4+(83 Flash)+1 | 4~5 All | |||||
236236B | 10 | 10+(83 Flash)+17 | 7~10 All | |||||
236236AB | 10 | Total 10+(83 Flash)+3 | 7~10 |
Elizabeth sacrifices her ability to get a perfect in the round in exchange for meter and entering the Awakening state. Sets her HP down to 35% (does nothing if HP is below that point) and gives meter proportional to the amount of HP lost this way, in addition to the natural Awakening 50 meter bonus if available.
- A Version
Fastest version and has the best conversion rate (~1.6 meter per 1% HP). Can act as an OMC due to its high speed.
- B Version
Slowest version with a bad conversion rate (~.6 meter per 1% HP), but all health lost is in the form of blue health.
- SB Version
The best of both worlds. A bit slower than the A version, with a bit worse conversion rate (~1.2 meter per 1% HP), but all health lost becomes blue health.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236236A | ||||||||||||||||||||||||||||||||||||||||
236236B | ||||||||||||||||||||||||||||||||||||||||
236236AB |
236236A:
- Decreases HP to 2800. No blue health
- Fills 2.63 SP for every 119 HP converted (P4A Estimate)
236236B:
- Decreases HP to 2800. Health lost converted to blue health
- Fills 2.63 SP for every 119 HP converted (P4A Estimate)
236236AB:
- Decreases HP to 2800. Health lost converted to blue health
- Health begins to recover faster compared to B version
- Fills 2.63 SP for every 119 HP converted (P4A Estimate)
Mahamaon
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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140, 70×15, 0* | All | 4+(106 Flash)+16 | 5×16,10 | Total 68 | +45 | Projectile | 4~4 All |
- Persists if Elizabeth blocks.
- Persona always appears on the ground.
- Fixed hitstun.
- Only instant KOs if there is less than 10 seconds on the clock.
Mahamaon is a good combo extender, but has pretty terrible scaling. It can track, but it'll stop tracking from slightly beyond midscreen distance. It can also be used to combo from debilitate.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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500 | 500 | 1000 | 3 |
- Final hit does 20,000 damage if there is less than 10 seconds left in the round
- Minimum damage 42, 21×15 (357)
Mamudoon
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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236236D | 2000, 0* | Unblockable | 4+(56 Flash)+599 | 10 | Total 57 | Projectile | 1~43 All | |
236236CD | 2000, 0* | Unblockable | 4+(56 Flash)+599 | 10 | 82 | Projectile | 1-104f |
- Persists if Elizabeth blocks.
- Persona always appears on the ground.
- Fixed hitstun.
- Only instant KOs if there is less than 10 seconds on the clock.
- Provides great oki if used as a combo ender
- 236236CD version appears on ground level and it is unblockable
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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236236D | 1000 | 500 | 1000 | 5 | ||||||||||||||||||||||||||||||||||||
236236CD | 1000 | 500 | 1000 | 5 |
236236D:
- Final hit does 20,000 damage if there is less than 10 seconds left in the round
- Minimum damage 2000
236236CD:
- Appears in front of Elizabeth
- Final hit does 20,000 damage if there is less than 10 seconds left in the round
- Minimum damage 2000
Awakened SP Skill Attacks
Diarahan
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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214214A | 100 | All | 13+(60 Flash)+17 | 4 | Total 108+6L | -64 | Projectile | 9~13 All |
214214B | 100 | All | 12+(60 Flash)+14 | 4 | Total 104+6L | -54 | Projectile | 9~12 All |
214214AB | 100 | All | 13+(60 Flash)+8 | 4 | Total 104+6L | -58 | Projectile | 4~12 All 13~56 Guard P |
Dia is a healing super that now has a hitbox.
- A version can now be comboed into after D garudyne.
- B and SB versions can be held
- SB version is projectile invuln.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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214214A | 300 | 300 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214214B | 300 | 300 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214214AB | 300 | 300 | 50 | 5 |
214214A:
- Gains 15 health per frame for 67F starting 12F after superflash (1005 health total)
- Minimum damage 40
214214B:
- Gains 10 health per frame starting 1F after superflash
- Healing lasts for 141F if button not held (1410 health total)
- Hold buttons to extend healing in 74F increments (740 health per extension)
- Minimum damage 40
214214AB:
- Gains 14 health per frame starting 1F after superflash
- Healing lasts for 64F if buttons not held (896 health total)
- Hold buttons to extend healing and Guard Point in 74F increments (1036 health per extension)
- Minimum damage 40
Ghastly Wail
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
214214C | 0×2, 2500 | 4+(60 Flash)+4 | 2 | 43 | Throw | 1~11 All | ||
214214D | 0, 0, 2500 | 12+(60 Flash)+4 | 2 | 43 | Throw | 1~19 All | ||
214214CD | 0, 0, 2700 | 4+(60 Flash)+12 | 2 | 35 | Throw | 1~19 All |
Inflicts Fear unless the opponent is already inflicted with fear, in which case it will do greatly increased damage. If used when Elizabeth has 1hsm, It will deal heavily increased damage that can be stacked with fear to take around 80% of most character's health.
- Decent reversal on a character who needs every reversal option she can get.
- C and D versions deal 3,900 with fear, 3,750 with 1hsm, and 6,240 damage with both
- SB version deals deals 4,680 with fear, 4,050 with 1hsm and 7,800 damage with both
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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214214C | 0 | 1500, 100 | 50, 0 | 0, 4, 5 | ||||||||||||||||||||||||||||||||||||
214214D | 0 | 1500, 100 | 50, 0 | 0, 4, 5 | ||||||||||||||||||||||||||||||||||||
214214CD | 0 | 1500, 100 | 50, 0 | 0, 4, 5 |
214214C:
- Inflicts Fear on hit for 540F
- Increases damage to 3750 if 1-Handed Swordmaster is active
- Increases damage to 3900 if opponent is already in Fear
- Increases damage to 6240 if both active
- Minimum damage 1250/1875/1950/3120
214214D:
- Inflicts Fear on hit for 540F
- Increases damage to 3750 if 1-Handed Swordmaster is active
- Increases damage to 3900 if opponent is already in Fear
- Increases damage to 6240 if both active
- Minimum damage 1250/1875/1950/3120
214214CD:
- Inflicts Fear on hit for 540F
- Increases damage to 4050 if 1-Handed Swordmaster is active
- Increases damage to 4680 if opponent is already in Fear
- Increases damage to 7800 if both active
- Minimum damage 1350/2025/2340/3900
Instant Kill
Megidolaon
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
222CD Catch | All | Total: 1+(40 Flash)+99 | Body | 2~56 Guard All | ||||
222CD Attack | Death | All | 1+(40 Flash)+10 | 1 | 60 | Body | 1~10 All |
- Fatal Recovery
Liz's Instant Kill is fairly unique, as it's a counter that triggers its fullscreen attack after she is hit 3 times by anything. Due to this it's already not appealing even for an IK, but just like her GCA, it has even more issues on top.
- Catch frames aren't frame 1, so Liz can't use this as a wake-up reversal.
- Has a super flash on start-up and is a guardpoint, making it easy for the opponent to react and counterplay with dash/jump cancels or OMC/OMB.
- Counterattack is not instant, has only one active frame, and is blockable. Opponents can block or dodge roll the follow-up attack during its 10 frames of start-up.
Despite being unfavorable, Liz IK still sees some use as a surprise tactic in certain match-ups such as versus Yosuke kunai zoning,
Narukami abusing reversal D Ziodyne, or against
Aigis's lead showers.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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222CD Catch | ||||||||||||||||||||||||||||||||||||||||
222CD Attack |
222CD Catch:
- Fatal Recovery
- Must guard 3 hits before attack activates
222CD Attack:
- Will whiff on an opponent that's at neutral
Colors

Aigis[★]
Akihiko Sanada[★]
Chie Satonaka[★]
Elizabeth[★]
Junpei Iori[★]
Kanji Tatsumi[★]
Ken Amada[★]
Labrys[★]
Margaret[★]
Marie[★]
Minazuki[★]
Mitsuru Kirijo[★]
Naoto Shirogane[★]
Rise Kujikawa[★]
Shadow Labrys[★]
Sho[★]
Teddie[★]
Tohru Adachi[★]
Yosuke Hanamura[★]
Yu Narukami[★]
Yukari Takeba[★]
Yukiko Amagi[★]
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Attack Attributes •
SP/Persona/Burst Gauge Usage •
Status Ailments •
Detailed & Advanced Information
• Damage/Combo System • Frame Data & System Data • Universal Strategy • Misc •
Archived Information
• Patch Notes •
Tier Lists •
Golden Arena •