P4U2R/Elizabeth

From Dustloop Wiki

Overview

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 projectileP4Arena Elizabeth Maziodyne.pngGuardAllStartup23RecoveryTotal 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) buffP4Arena Elizabeth 2C.pngGuardAllStartup31Recovery18Advantage-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 ChargeP4Arena Elizabeth MindCharge.pngGuardStartup4RecoveryTotal 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 5AP4Arena Elizabeth 5A.pngGuardAllStartup8Recovery12Advantage-1/2AP4Arena Elizabeth 2A.pngGuardLowStartup7Recovery12Advantage-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 ReversalP4Arena Elizabeth BD.pngGuardThrowStartup24Recovery29Advantage-, a completely non-functional Guard Cancel AttackP4Arena Elizabeth BD.pngGuardThrowStartup24Recovery29Advantage-, 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.
P4U2R Elizabeth Nameplate.png
P4U Elizabeth Portrait.png
Health
8,500
Backdash
29F (1~6F Inv All)
Persona Cards
6
Combo Rate
65%
Fastest Attack
2A (7F)
Reversal Type
Throw (24F)
Fatal Starters
214B/AB
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.
[2]8A/B
214214C/D

 Elizabeth is a mid-range character who excels in making the opponent explode off of just about anything.

Pros
Cons
  • 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

P4U2R Invigorate Icon.png Invigorate

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 OMB Shorthand 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.
P4U2R 1HSM Icon.png One-Handed Sword Master

Whenever Elizabeth uses her 2CP4Arena Elizabeth 2C.pngGuardAllStartup31Recovery18Advantage-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:

  • 5CP4Arena Elizabeth 5C.pngGuardAllStartup15Recovery23Advantage-5 gains a 1.5x damage buff and now ground bounces the opponent on hit, allowing for more combo potential.
  • Mabufudyne (214A/B)P4Arena Elizabeth Mabufudyne.pngGuardAir UnblockableStartup21RecoveryTotal 59Advantage-10 gains a 1.5x damage buff, and launches opponents higher as well.
  • Ghastly Wail (214214C/D)P4Arena Elizabeth GhastlyWail.pngGuardStartup4+(60 Flash)+4Recovery43Advantage- 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.
Powered-Up Skills During Awakening
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.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Attacks

5A

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.
5A 200 All 8 2 12 -1 Body
5AA 120×6 All 12 2×6 23 -9 Body
5AAA 300, 144×8 All 10 10 <3×8> Total 43 -17 Chest
5A
Total: 21
  • Jump cancelable

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
Total: 46
  • Jump cancelable

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
Total: 43
  • 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.

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

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
Total: 53
  • 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
Total: 36

Mostly filler, but has routes that work with this instead of 5BBB. Additionally good for catching people mashing after 5B.


5BBB
Total: 46
  • Jump cancelable.

Mostly used to combo into j.D.

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
Total: 51
  • Jump cancelable on block
  • Elizabeth becomes airborne starting on frame 5

One of the best anti-airs in the game due to its big hitbox and long active frames.

2B is actually a great tool for Liz to mash out of pressure with at times since it's only one frame slower than her jab and also puts her airborne, allowing her to dodge throws and small hitbox lows such as  Chie and  Minazuki's 2As at the same time. The airborne property also lets her do 2B > OMC > j.A on block for an instant overhead during close-range pressure.

On hit, 2B is a great combo starter that can lead to above average damage.

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

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

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

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
Total: 56

Great button in neutral due to its range and speed. Benefits greatly from persona displacement as it lets you do your persona mix-ups anywhere. Also very good for combos(especially with 1HSM)


  • 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!)
  • Jump Cancelable

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
Total: 63

Great multi-purpose button as it is used for combos, mixups and neutral. Thanatos has armour which lets you stop attempts to break them.

The longer 2C is held, the safer 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.

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

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 2CP4Arena Mitsuru 2C.pngGuardUnblockableStartup47 [62]RecoveryTotal 31 [Total 46]Advantage-. It sees use after a knockdown or in the middle of combos after Mabufudyne or SB Magarudyne where it has time to set up and add some guaranteed unscaled damage.

Can be comboed into after Awakening SB Garudyne, Fatal Counter throw, Bufudyne, and a few other things.

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

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

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
Total: 62

Elizabeth does a short hop before slamming her book into the opponent's head. A 30F overhead is not that good in Persona even if armored, but Elizabeth lacks other overheads and gets unique utility out of her AoA as a combo tool, similar to Mitsuru. She can combo into AoA on an opponent by restand This keyword does not have an entry in the Glossarying them with Freeze status, and then OMC'ing the spin state into 5D or Ghastly Wail for a high damage unburstable combo ender, and make that VERY HIGH if the opponent is still afflicted with Fear.

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
Total: 32

One of her best combo tools. Good as a starter which leads to great damage and filler since it goes into MagarudyneP4Arena Elizabeth Magarudyne.pngGuardAllStartup11RecoveryUntil L+9Advantage-2 and the awakening version of A MabufudyneP4Arena Elizabeth Mabufudyne.pngGuardAir UnblockableStartup21RecoveryTotal 59Advantage-10. Can also go into A Mind ChargeP4Arena Elizabeth MindCharge.pngGuardStartup4RecoveryTotal 4+(83 Flash)+1Advantage- and MahamaonP4Arena Elizabeth Mahamaon.pngGuardAllStartup4+(106 Flash)+16RecoveryTotal 68Advantage+45.

It's also decent as oki as if you hit it as a meaty, you can be up to +4 on block.

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

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

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

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 GCA Shorthand 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.

"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
A video example of GCA losing to basic staggers.

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 Roll Shorthand 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 the hard-coded GCA guardpoint not accounting for her animation length, 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.

Skill Attacks

Maziodyne

Persona Required 236A/B (Air OK)

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

This is one of Elizabeth's main zoning and setplay tools as well as an anti-zoning tools as beat through other projectiles.


A Version

Has the fastest startup making it good for stopping careless approaches and moves with high startup/recovery. Is very minus on block so never use it up close.

Awakening

Is even faster than the normal version making it better for zoning. Has the same weakness of being minus and easily rolled through and the laser is smaller.

  • Counts as a physical hit so it can beat moves with projectile invuln.

B Version

Is slower than the A version but the laser lasts longer and is positive on block. Can be used to catch opponents trying to roll through the A version. Can also be used for combos in the corner.

Awakening

Thanatos stalls the laser long enough for Elizabeth to recover and move before it fires. Is a great setplay tool as it can be used for oki, you can use it to cover the ground while Elizabeth covers the air (or vice versa) or use it to enhance mixups by having the laser cover Elizabeth. Just remember to protect Thanatos before they fire.


AB Version

Is basically the B version but more damaging and shocks the opponents so it can be used in most of the same situations. Also good as a combo ender since they can't move after.

Awakening

The move becomes slightly faster and Thanatos fires two lasers. Elizabeth can't move during the first laser but she can during the second, making it more positive on block and giving it more combo potential. When you're in awakening, use this version to catch rolls.

  • Shocks
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
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236A 300 100 50 4
236A Awakening 300 100 50 4
j.236A 300 100 50 4
j.236A Awakening 300 100 50 4
236B 300 100 50 4
236B Awakening 300 100 50 4
j.236B 300 100 50 4
j.236B Awakening 300 100 50 4
236AB 300 100 500 4
236AB Awakening 300 100 1000 4
j.236AB 300 100 1000 4
j.236AB Awakening 300 100 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

Persona Required 214A/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.
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

Mabufudyne is a very versatile special being useful for combos thanks to its freeze effect and neutral since you can use it as an alternative anti-air alongside 2B . 1HSM causes the move to launch the opponent higher and deal more damage.

  • Air Unblockable
  • Freezes
  • Is affected by 1HSM

A Version

This is the fastest version but also the weakest and freezes the opponent for the shortest amount. Its main purpose is as an anti-air and situationally combo tool with 5C.

Awakening

The move goes up to half-screen and is even faster making it a better anti-air. Also becomes more useful as a combo tool along with sweep.

  • Doesn't fire the ice spears that the other versions do.

B Version

This version is slower but the freeze last longer, making it much better as a combo tool especially against airborne opponents. It's also better as a combo ender as it lets you end with a safejump.

Awakening

Same as the A version making it even better for combos.

  • Fatal Counter

AB Version

Has a startup in between the two versions and freezes the opponent slightly longer than the B version. As such it can be used for the same proposes.

Awakening

Thanatos travels nearly fullscreen which combined with them being invincible makes for a great anti-zoning tool which can lead to high damage combos with MaragidyneP4Arena Elizabeth Maragidyne.pngGuardAllStartup38RecoveryTotal 88Advantage+18.

  • Holding down either of the two buttons will cause Thantoes not to fire the ice spears
  • 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
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
214A 300 100 500 4
214A Awakening 300 100 500 4
214B 300 100, 300 500, 50 4
214B Awakening 300 100, 300 500, 50 4
214AB 300 100,300 50,50 4
214AB Awakening 300 100,300 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

Persona Required 236C/D (Air OK)

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

This is one of Elizabeth's main combo tools to the point that nearly every combo you have uses it. Can also be used as a mobility tool to mitigate Elizabeth's poor speed. It's mostly useless for pressure however.


C Version

This is the fastest of all versions but has the shortest duration. This is the most useless out of all the versions due to having very low combo potential.

Awakening

The duration is slightly longer and the opponent stays stuck in the tornado making them unlikely to fall out. This version is much more useful for combos and allows for some of Elizabeth's highest-damaging combos.


D Version

  • If you end the air version with downward momentum against a crouching, you can be up to +7 on block which is this move one use for pressure.

Deals the same damage as the C version and is slower(both startup and movement speed) but gives you more control over your movement which makes it much better for combos than the normal C version.

Awakening

Same as the C version.


CD Version

  • If you don't hold a direction, it goes upwards while the others go forward.

Has startup between the two versions. Is mainly used as a combo extender as it can lead to good damage for 25 meter. Elizabeth recovers in the air making it good for mobility.

Awakening

Deals 15 hits making it deal the most damage. Has the same uses as the normal version.

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
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236C 500 100 1000 4
236C Awakening 500 100 1000 4
j.236C 500 100 1000 4
j.236C Awakening 500 100 1000 4
236D 500 100 1000 4
236D Awakening 500 100 1000 4
j.236D 500 100 1000 4
j.236D Awakening 500 100 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

Persona Required 214C/D

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 and zoning special for Elizabeth. Can also deal high chip damage. All versions have high startup so be careful and don't spam it.


C Version

The flames go away from Elizabeth and towards the opponent. Is used to push the opponent away where you can go into zoning or to stop an approach as they'll have to jump over the fire where you can anti-air them.

Awakening

The flames go across the entire screen and are much faster. Elizabeth also has less recovery making it better at what it already did.


D Version

The flames come from the other end of the screen and come towards Elizabeth. This is another zoning tool along with Maziodyne. You can use it to counter opponents trying to run away and pressure them since you're positive. It can also be used for oki after 2C or as a combo tool after 214A+B to capitalize on persona mixups.

Awakening

Same as the C Version.


CD Version

  • The flames appear at Thantoes position instead of Elizabeth like the other versions.

Elizabeth does the C and D version at the same time. This version is great for screen control and is very positive making it great mixups. In most cases, it will pull the opponent towards you even if they're close to you.

Awakening

Rather than doing both versions at the same time, she does the C version first and the D version after. The flames move much faster in this version than the others. This is great for pulling opponents towards you faster than the D version and as a high-damage combo tool.

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
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
214C 100 500 50 5
214C Awakening 100 500 50 5
214D 100 500 50 5
214D Awakening 100 500 50 5
214CD 100 300 50 5
214CD Awakening 100 500 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 Counter Hit 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.

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
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
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

Persona Required 236236C

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.
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.

Mamudoon

Persona Required 236236D

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.
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.
  • Unblockable

236236D

Its main use is as a combo tool which allows her to get high-damage combos for relatively low meter.


236236C+D

Is more situational than the base version but is good as oki as you can do a reset combo where as soon as they recover, Mudo goes off letting get another combo.

Awakened SP Skill Attacks

Diarahan

Persona Required 214214A/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.
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. When combined with defense boost of awakening, it can make Elizabeth hard to kill. However, it's somewhat situational and not something that naturally fits inside your moveset. You can use it if you want but if you don't, save your meter for something else. Check the Evernote Doc for Diarahan combos.

  • 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
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
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

Persona Required 214214C/D

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.

With proper routing, this move leads to some of Elizabeth's highest damage combos which can turn the tide of the match. It's also a decent reversal and Elizabeth can use every defensive 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 4,680 with fear, 4,050 with 1hsm and 7,800 damage with both
  • When going into this move from AoA, a shortcut you can do to make the inputs easier is 5A+B>214>OMC>214C/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
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
214214C 0 1500 50 0, 4, 5
214214D 0 1500 50 0, 4, 5
214214CD 0 1500 50 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

Persona Required 222C+D when IK Conditions are met

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

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 kunais &  Yukari arrow zoning,  Narukami abusing reversal D Ziodyne, or against  Aigis's lead showers.

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