P4U2R/Elizabeth/Frame Data

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 Elizabeth



Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round. Shadow Type characters have +1000 more health. Shadow Akihiko and Shadow Kanji only have +500 more health.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
ComboRate Affects how much damage scaling in a combo - the larger the percentage, the more damage.
Persona Cards Number of Persona Cards this character has.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Invuln Attribute and Hitbox invincibility for this attack
P1 Damage proration that is applied only when this attack is used as a combo starter.
P2 Damage proration that is applied whenever this attack is used.
SMP Same Move Proration. Damage proration that is applied whenever this attack is used two or more times in a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
J jump cancellable
Sp special cancellable
S super cancellable
O One More! cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.


Attack Level Values
Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Blockstun
(Standing/Crouching)
10F 12F 14F 16F 18F
Hitstun
(Standing)
11F 13F 15F 17F 19F
Air Hitstun
(aka Untechable Time)
13F 15F 17F 19F 21F
Hitstop/Blockstop 9F 10F 11F 12F 13F
Counter Hit Hitstun +12F +12F +12F +12F +12F
Counter Hit Air Hitstun
(aka CH Untechable Time)
+12F +12F +20F +20F +20F
  • Hitting a crouching opponent adds 2F of hitstun
  • Instant Block Blockstun (Ground) = Blockstun - 2
  • Instant Block Blockstun (Air) = Air Blockstun - 4
For more values, see P4U2R/Frame Data


System Data

name health prejump backdash comborate personacards Unique Movement Options
Elizabeth 8,500 3F 29F (1~6F Inv All) 65% 6

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
5A 200 All 8 2 12 -1 Body 200 200 50 2 CJSO 12 10 13 15 25 27
5AA 120×6 All 12 2×6 23 -9 Body 0 100 50 3 CJSO 14 0/+1 23 25 25 45
5AAA 300, 144×8 All 10 10 <3×8> Total 43 -17 Chest 0 400, 0×8 1000, 50 3 CSO 14 0/+1, 0×8 Crumple 86, Launch×8 17, 50×8 Crumple 86, Launch×8 17, 50×8
2A 160 Low 7 2 12 -3 Foot 500 100 50 1 CSO 10 9 11 13 23 25
5B 150×10 All 11 2×3,1,5,1,2,2,2,2 Total 53 -5 Chest+Projectile 300 100 50 3 JCSOD 14 0/+2 15 17 27 37
5BB 100×9 All 11 1×9 17 -3 Body 200 100 50 3 JCSO 14 1 Launch 17 Launch 37
5BBB 50×12 All 9 1×11,2 25 -12 Body 200 100 50 3 CSO 14 1 15 30 27 50
2B 450 Air Unblockable 9 18 15+10L -28 Body 6~29 H 200 100 50 3 CJSO 14 7 15 22 27 42
j.A 200 High 7 3 11 Head 200 100 50 1 CJSO 10 9 11 13 23 25
j.B 100×6 All 10 1,2,9,2,2,2 Total 42 Head+Projectile 200 100 50 3 CSO 12 0/+9 14 18 26 38
j.2B 450 All 9 18 16 Head 200 100 50 3 CSO 14 7 15 25 27 45
5AB 300 High 30 1 32 -14 Body 10~35F Guard Strike 0 1000 10,000 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
2AB 700 Low 11 11 11 -7 Foot 4~17 C 200 100 50 3 CSO 14 11 Launch 25 Launch 45

Persona Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
5C 800×2 All 15 1(17)1 23 -5 Body Persona 1~Until Active All 300 100 500 5 (J)CSODB 18 13, 3 19 24, 34 + GBounce 31 44, 54 + GBounce
2C 400 All 31 15 18 -7 Body Persona 1~Until Active All
Persona 22~33 Guard
200 100 500 5 (C)(S)O 18 0/+7 Launch 38 Launch 58
2[C] 400 All 70 15 Total 56 Body Persona 1~Until Active All
Persona 61~72 Guard
200 100 500 5 (C)(S)O 18 0/+7 Launch 38 Launch 58
5D 0, 900×2 30 6 13 Throw 500, 0 500, 0 1000, 0 0, 4 0 17, Launch 35 29, Launch 55 + WBounce
2D 45 52 Total 36
j.C 850 All 13 3 28 Head Persona 1~Until Active All 200 100 50 4 SO 16 9 Launch 29 + Down 18 Launch 44 + Down 18
j.D 0, 900×2 Throw 18 4 20 Body 500, 0 500 1000, 0 0, 4×2 0 35 55 + WBounce

Universal Mechanics

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
Ground Throw CD 0, 1400 Throw 5 3 25 Throw 0 1000 50, 0 0, 5 0 Launch 71 Launch 91 + WBounce
Air Throw j.CD 0, 1600 Throw 4 3 19 Throw 0 1200 50, 0 0, 2 0 45 + Down 10 57 + GBounce + Down 10
Shuffle Time BD 0×2 Throw 24 3 29 Throw 1~26 All 0 1100 50 4 0 Launch 19 Launch 39
Guard Cancel Attack 6AB 0×2 Throw 24 3 29 Throw 1~21 Guard All 0 2000, 100 50 4 0 Launch 19 Launch 39
Guard Cancel Evasive Action 6AC Total 33

Skill Attacks

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
A Maziodyne 236A 700 All 23 8 Total 64 -14 Body Persona 1~Until Active All 300 100 50 4 O 16 0/+10 Launch 19 Launch 39
Awakening A Maziodyne 236A Awakening 700 All 14 2 Total 64 -31 Body Persona 1~Until Active All 300 100 50 4 O 16 0/+3 Launch 19 Launch 39
Air A Maziodyne j.236A 700 All 23 7 Total 62+5L Body Persona 1~Until Active All 300 100 50 4 O 16 0/+10 Launch 19 Launch 39
Awakening Air A Maziodyne j.236A Awakening 700 All 13 2 Total 61+5L Body Persona 1~Until Active All 300 100 50 4 O 16 0/+3 Launch 19 Launch 39
B Maziodyne 236B 180×10 All 33 1,2×9 Total 60 +6 Projectile Persona 1~Until Active All 300 100 50 4 O 16 0 Launch 57 + WStick 27 Launch 77 + WStick 27
Awakening B Maziodyne 236B Awakening 180×10 All 103 2×10 Total 48 Projectile Persona 1~Until Active All 300 100 50 4 16 0 Launch 57 + WStick 27 Launch 77 + WStick 27
Air B Maziodyne j.236B 180×10 All 33 1,2×9 Total 78+5L Projectile Persona 1~Until Active All 300 100 50 4 16 0 Launch 57 + WStick 27 Launch 77 + WStick 27
Awakening Air B Maziodyne j.236B Awakening 180, 90×9 All 103 2×10 Total 54+5L Projectile Persona 1~Until Active All 300 100 50 4 16 0 Launch 57 + WStick 27 Launch 77 + WStick 27
SB Maziodyne 236AB 134×19 All 32 2×19 Total 84 +1 Projectile 300 100 500 4 O 16 0 Launch 66 + WStick 40 Launch 86 + WStick 40
Awakening SB Maziodyne 236AB Awakening 112×24 All 29 2×6,4,2×4,4(36)2×6,4,2×5 Total 75 +58 Projectile 300 100 1000 4 O 16 0 Launch 109×12, (66 + WStick 27)×12 Launch 129×12, (86 + WStick 27)×12
Air SB Maziodyne j.236AB 134×19 All 30 2×19 Total 84+5L Projectile 300 100 1000 4 O 16 0 Launch 66 + WStick 40 Launch 86 + WStick 40
Awakening Air SB Maziodyne j.236AB Awakening 112, 56×23 All 29 2×6,4,2×4,4(36)2×6,4,2×5 Total 75+5L Projectile 300 100 1000 4 O 16 0 Launch 109×12, (66 + WStick 27)×12 Launch 129×12, (86 + WStick 27)×12
A Mabufudyne 214A 700 Air Unblockable 21 1 Total 59 -10 Body Persona 1~Until Active All 300 100 500 4 O 16 0/+12 Launch 50 Launch 70
Awakening A Mabufudyne 214A Awakening 300, 500 Air Unblockable 17 2,1 Total 62 -11 Body Persona 1~Until Active All 300 100 500 4 O 16 0/+2, 0/+12 27, Launch 50 27, Launch 70
B Mabufudyne 214B 500×2 Air Unblockable 38 1 Total 84 -15 Body, Projectile Persona 1~Until Active All 300 100, 300 500, 50 4 -(SO) 16 0/+15, 0/+12 Launch 60, 19 + Down 10 Launch 80, 39 + Down 10
Awakening B Mabufudyne 214B Awakening 300, 500×2 Air Unblockable 36 2, 1 Total 84 -16 Body×2, Projectile Persona 1~Until Active All 300 100, 300 500, 50 4 -, SO 16, 13 0/+2, 0/+15, 0/+12 27, Launch×2 60×2, 19 + Down 10 39, Launch×2 80×2, 39 + Down 10
SB Mabufudyne 214AB 500×2 Air Unblockable 28 2 Total 71 -15 Body, Projectile Persona 1~Until Active All 300 100,300 50,50 4 -, SO 16 0/+12 Launch 60, 19 + Down 10 Launch 80, 39 + Down 10
Awakening SB Mabufudyne 214AB Awakening 300, 500×2 Air Unblockable 29 2×2 Total 71 -10 Body×2, Projectile Persona 1~Until Active All 300 100,300 50,50 4 -×2, SO 16, 13 0/+2, 0/+15, 0/+12 27, Launch×2 60×2, 19 + Down 10 39, Launch×2 80×2, 39 + Down 10
C Magarudyne 236C 100×10 All 11 5×9,3 Until L+9 -2 Projectile 500 100 1000 4 O 16 0 Launch 42 Launch 62
Awakening C Magarudyne 236C Awakening 100×12 All 11 5×9,3 <2×14,5> Until L+9 -2 Projectile 500 100 1000 4 O 16 0 Launch 79×14, 69 Launch 99×14, 89
Air C Magarudyne j.236C 100×10 All 14 5×9,3 Until L+9 Projectile 500 100 1000 4 O 16 0 Launch 42 Launch 62
Awakening Air C Magarudyne j.236C Awakening 100×12 All 14 5×9,3 <2×14,5> Until L+9 Projectile 500 100 1000 4 O 16 0 Launch 79×14, 42 Launch 99×14, 62
D Magarudyne 236D 100×10 All 20 5×6,4×4 Until L+4 -3 Projectile 500 100 1000 4 O 16 0 Launch 52 Launch 72
Awakening D Magarudyne 236D Awakening 100×12 All 20 5×6,4×4 <2×14,5> Until L+9 -3 Projectile 500 100 1000 4 O 21 0 Launch 79×14, 69 Launch 99, 89
Air D Magarudyne j.236D 100×10 All 25 5×6,4×4 Until L+4 Projectile 500 100 1000 4 O 16 0 Launch 52 Launch 72
Awakening Air D Magarudyne j.236D Awakening 100×12 All 25 5×6,4×4 <2×14,5> recovery=Until L+9 Projectile 500 100 1000 4 O 21 0 Launch 79×14, 69 Launch 99, 89
SB Magarudyne 236CD 100×10 All 15 5×10 4+2L +8 Projectile 500 100 1000 4 O 16 0 Launch 52 Launch 72
Awakening SB Magarudyne 236CD Awakening 100×15 All 14 5×10 <2×19,5> 4+2L -20 Projectile 500 100 1000 4 O 16 0 Launch 69×19, 79 Launch 89×19, 99
Air SB Magarudyne j.236CD 100×10 All 14 5×10 4+2L Projectile 500 100 1000 4 O 16 0 Launch 52 Launch 72
Awakening Air SB Magarudyne j.236CD Awakening 100×15 All 14 5×10 <2×19,5> 4+2L Projectile 500 100 1000 4 O 16 0 Launch 69×19, 79 Launch 89×19, 99
C Maragidyne 214C 250×5 All 38 5{(5)5}×4 Total 88 +18 Projectile 100 500 50 5 SO 18 0 Launch 50 Launch 70
Awakening C Maragidyne 214C Awakening 200×8 All 38 P{(4)P}×7 Total 62 -11~+6 Projectile 100 500 50 5 SO 18 0 Launch 50 Launch 70
D Maragidyne 214D 250×6 All 59 5{(5)5}×5 Total 88 +39 Projectile 100 500 50 5 SO 18 0 Launch 50 Launch 70
Awakening D Maragidyne 214D Awakening 200×8 All 59 P{(4)P}×7 Total 88 +6 Projectile 100 500 50 5 SO 18 0 Launch 50 Launch 70
SB Maragidyne 214CD 200×10, 200×10 All Forward: 41
Backward: 42
5{(5)5}×9
5{(5)5}×9
Total 92 +58 Projectile 100 300 50 5 SO
Awakening SB Maragidyne 214CD Awakening 200×10, 200×10 All 41 5{(5)5}×9
5{(5)5}×9
Total 72 +28 Projectile 100 500 50 5 SO
A Debilitate [2]8A Catch Total 50+9L 4~18 Guard Strike
B Debilitate [2]8B Catch Total 61+9L 7~36 Guard Strike
SB Debilitate [2]8AB Catch All Total 46+9L 3~21 Guard Strike
Debilitate (Attack) [2]8A Attack 0, 1000 All 1 1 35+9L Body 1~22 All 1000 100 50 4 0 Launch 600, 120 Launch 620, 140

SP Skill Attacks

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
A Mind Charge 236236A 4 Total 4+(83 Flash)+1 4~5 All
B Mind Charge 236236B 10 10+(83 Flash)+17 7~10 All
SB Mind Charge 236236AB 10 Total 10+(83 Flash)+3 7~10
Mahamaon 236236C 140, 70×15, 0* All 4+(106 Flash)+16 5×16,10 Total 68 +45 Projectile 4~4 All 500 500 1000 3 14 0 15×16, Launch 75 27×16, Launch 95
Mamudoon 236236D 2000, 0* Unblockable 4+(56 Flash)+599 10 Total 57 Projectile 1~43 All 1000 500 1000 5 18 0 Launch 71 + WStick 30 Launch 91 + WStick 30
SB Mamudoon 236236CD 2000, 0* Unblockable 4+(56 Flash)+599 10 82 Projectile 1-104f 1000 500 1000 5 18 0 Launch 71 + WStick 30 Launch 91 + WStick 30
A Diarahan 214214A 100 All 13+(60 Flash)+17 4 Total 108+6L -64 Projectile 9~13 All 300 300 50 5 18 0/+13 Launch 36 + WBounce Launch 56 + WBounce
B Diarahan 214214B 100 All 12+(60 Flash)+14 4 Total 104+6L -54 Projectile 9~12 All 300 300 50 5 18 0/+13 Launch 36 + WBounce Launch 56 + WBounce
SB Diarahan 214214AB 100 All 13+(60 Flash)+8 4 Total 104+6L -58 Projectile 4~12 All
13~56 Guard P
300 300 50 5 18 0/+13 Launch 36 + WBounce Launch 56 + WBounce
C Ghastly Wail 214214C 0×2, 2500 4+(60 Flash)+4 2 43 Throw 1~11 All 0 1500 50 0, 4, 5 0×2, 0/+17 Launch 81 Launch 101
D Ghastly Wail 214214D 0, 0, 2500 12+(60 Flash)+4 2 43 Throw 1~19 All 0 1500 50 0, 4, 5 0×2, 0/+17 Launch 81 Launch 101
SB Ghastly Wail 214214CD 0, 0, 2700 4+(60 Flash)+12 2 35 Throw 1~19 All 0 1500 50 0, 4, 5 0×2, 0/+17 Launch 81 Launch 101

Instant Kill

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
Megidolaon (Catch) 222CD Catch All Total: 1+(40 Flash)+99 Body 2~56 Guard All
Megidolaon (Attack) 222CD Attack Death All 1+(40 Flash)+10 1 60 Body 1~10 All

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5AP4Arena Elizabeth 5A.pngGuardAllStartup8Recovery12Advantage-1[3] 2A, 5AA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5AAP4AU Elizabeth 5AA.pngGuardAllStartup12Recovery23Advantage-9 5AAA 5B, 2B 2C 5D, 2D AoA, Sweep Jump, Special, Super
5AAAP4AU Elizabeth 5AAA.pngGuardAllStartup10RecoveryTotal 43Advantage-17 - - - - AoA, Sweep[*] Special[-], Super[-]
2AP4Arena Elizabeth 2A.pngGuardLowStartup7Recovery12Advantage-3[3] 5A, 2A[+] 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special, Super
5BP4Arena Elizabeth 5B.pngGuardAllStartup11RecoveryTotal 53Advantage-5 - 5BB, 2B 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special, Super
5BBP4AU Elizabeth 5BB.pngGuardAllStartup11Recovery17Advantage-3 - 5BBB, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5BBBP4AU Elizabeth 5BBB.pngGuardAllStartup9Recovery25Advantage-12 - - - 5D, 2D AoA, Sweep Jump, Special, Super
2BP4Arena Elizabeth 2B.pngGuardAir UnblockableStartup9Recovery15+10LAdvantage-28 - j.B j.C - - Jump, Special, Super
5CP4Arena Elizabeth 5C.pngGuardAllStartup15Recovery23Advantage-5 - - 2C 5D, 2D AoA Jump (2nd Hit)[-], Dash, Backdash, Special, Super
2CP4Arena Elizabeth 2C.pngGuardAllStartup31Recovery18Advantage-7 - - - - - Special[-], Super[-]
5DP4Arena Elizabeth 5D.pngGuardStartup30Recovery13Advantage- - - - - - -
2DP4Arena Elizabeth 2D.pngGuardStartup45RecoveryTotal 36Advantage- - - - - - -
All-Out AttackP4Arena Elizabeth AOA.pngGuardHighStartup30Recovery32Advantage-14 - - - - - -
SweepP4Arena Elizabeth Sweep.pngGuardLowStartup11Recovery11Advantage-7 - - - 5D, 2D - Special, Super
Air P Combo Table
A B C D Cancels
j.AP4Arena Elizabeth jA.pngGuardHighStartup7Recovery11Advantage- j.A[+] j.B, j.2B j.C j.D Jump, Special
j.BP4Arena Elizabeth jB.pngGuardAllStartup10RecoveryTotal 42Advantage-[1] - j.2B j.C j.D Jump, Special
j.2BP4Arena Elizabeth 2B.pngGuardAllStartup9Recovery16Advantage- - j.B j.C j.D Jump, Special
j.CP4Arena Elizabeth jC.pngGuardAllStartup13Recovery28Advantage- - - - j.D Special
j.DP4Arena Elizabeth jD.pngGuardThrowStartup18Recovery20Advantage- - - - - -
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
X[2*] = X can be done twice per string, but can not go from X > Y > X
Elizabeth does not have any attacks that fall under this category..
X[*] = X is available only on block
Special = Skill Attacks, Hops, and Furious Actions
Super = SP Skill Attacks
  • 5A and 2A are tied together - they can be used a combined total of 3 times per string
  • 5AAA, 5C, and 2C are not hop cancelable


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 Elizabeth



To edit frame data, edit values in P4U2R/Elizabeth/Data.