P4U2.5/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.


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, Launch×8 17, 50×8 Crumple, Launch×8 17, 50×8
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
2A 160 Low 7 2 12 -3 Foot 500 100 50 1 CSO 10 9 11 13 23 25
2B 450 Air Unblockable 9 18 15+10L -28 Body 5f airborne
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 400 200 500 5 (J)CSODB 18 13, 3 19 24, 34 + GBounce 31 44, 54 + GBounce
5D 0, 900×2 30 6 13 Throw 500, 0 500, 100 1000, 0 0, 4 0 17, Launch 35 29, Launch 55 + WBounce
2C 400 All 31 15 18 -7 Body 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 61~72 Guard 200 100 500 5 (C)(S)O 18 0/+7 Launch 38 Launch 58
2D 45 52 Total 36
j.C 850 All 13 3 28 Head 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, 100 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, 100 50, 0 0, 5 0 Launch 71 Launch 91 + WBounce
Air Throw j.CD 0, 1600 Throw 4 3 19 Throw 0 1200, 100 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 1200, 100 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 6A+C 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
Maziodyne 236A 700 All 23 8 Total 64 -14 Projectile 300 100 50 4 O 16 0/+10 Launch 19 Launch 39
Maziodyne 236A Awakening 700 All 14 2 Total 64 -31 Projectile 400 500 50 4 O 16 0/+3 Launch 19 Launch 39
Maziodyne j.236A 700 All 23 7 Total 62+5L Projectile 400 100 50 4 O 16 0/+10 Launch 19 Launch 39
Maziodyne j.236A Awakening 700 All 13 2 Total 61+5L Projectile 400 500 50 4 O 16 0/+3 Launch 19 Launch 39
Maziodyne 236B 180×10 All 33 1,2×9 Total 60 +6 Projectile 300 100 50 4 O 16 0 Launch 57 + WStick 27 Launch 77 + WStick 27
Maziodyne 236B Awakening 180×10 All 103 2×10 Total 48 Projectile 400 100 50 4 16 0 Launch 57 + WStick 27 Launch 77 + WStick 27
Maziodyne j.236B 180×10 All 33 1,2×9 Total 78+5L Projectile 400 100 50 4 16 0 Launch 57 + WStick 27 Launch 77 + WStick 27
Maziodyne j.236B Awakening 180, 90×9 All 103 2×10 Total 54+5L Projectile 400 100 50 4 16 0 Launch 57 + WStick 27 Launch 77 + WStick 27
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
Maziodyne 236AB Awakening 112×24 All 29 2×6,4,2×4,4(36)2×6,4,2×5 Total 75 +58 Projectile 400 100 1000 4 O 16 0 Launch 109×12, (66 + WStick 27)×12 Launch 129×12, (86 + WStick 27)×12
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
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 400 100 1000 4 O 16 0 Launch 109×12, (66 + WStick 27)×12 Launch 129×12, (86 + WStick 27)×12
Mabufudyne 214A 700 Air Unblockable 21 1 Total 59 -10 Body 300 100 500 4 O 16 0/+12 Launch 50 Launch 70
Mabufudyne 214A Awakening 300, 500 Air Unblockable 17 2,1 Total 62 -11 Body 300 300 500 4 O 16 0/+2, 0/+12 27, Launch 50 27, Launch 70
Mabufudyne 214B 500×2 Air Unblockable 38 1 Total 84 -15 Body, Projectile 300 100, 300 500, 50 4 -(SO) 16 0/+15, 0/+12 Launch 60, 19 + Down 10 Launch 80, 39 + Down 10
Mabufudyne 214B Awakening 300, 500×2 Air Unblockable 36 2, 1 Total 84 -16 Body×2, Projectile 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
Mabufudyne 214AB 500×2 Air Unblockable 28 2 Total 71 -15 Body, Projectile 300 100 50 4 -, SO 16 0/+12 Launch 60, 19 + Down 10 Launch 80, 39 + Down 10
Mabufudyne 214AB Awakening 300, 500×2 Air Unblockable 29 2×2 Total 71 -10 Body×2, Projectile 300 100 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
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
Magarudyne 236C Awakening 100×15 All 11 5×9,3 <2×14,5> Until L+9 -2 Projectile 200 500 1000 4 O 16 0 Launch 79×14, 69 Launch 99×14, 89
Magarudyne j.236C 100×10 All 14 5×9,3 Until L+9 Projectile 200 500 1000 4 O 16 0 Launch 42 Launch 62
Magarudyne j.236C Awakening 100×15 All 14 5×9,3 <2×14,5> Until L+9 Projectile 200 500 1000 4 O 16 0 Launch 79×14, 42 Launch 99×14, 62
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
Magarudyne 236D Awakening 100×15 All 20 5×6,4×4 <2×14,5> Until L+9 -3 Projectile 200 500 1000 4 O 21 0 Launch 79×14, 69 Launch 99, 89
Magarudyne j.236D 100×10 All 25 5×6,4×4 Until L+4 Projectile 200 600 1000 4 O 16 0 Launch 52 Launch 72
Magarudyne j.236D Awakening 100×15 All 25 5×6,4×4 <2×14,5> recovery=Until L+9 Projectile 200 500 1000 4 O 21 0 Launch 79×14, 69 Launch 99, 89
Magarudyne 236CD 100×10 All 15 5×10 4+2L +8 Projectile 500 100 1000 4 O 16 0 Launch 52 Launch 72
Magarudyne 236CD Awakening 100×20 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
Magarudyne j.236CD 100×10 All 14 5×10 4+2L Projectile 500 100 1000 4 O 16 0 Launch 52 Launch 72
Magarudyne j.236CD Awakening 100×20 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
Maragidyne 214C 250×5 All 38 5{(5)5}×4 Total 88 +18 Projectile 500 100 0 5 SO 18 0 Launch 50 Launch 70
Maragidyne 214C Awakening 200×8 All 38 X{(4)X}×7 Total 62 -11~+6 Projectile 500 300 0 5 SO 18 0 Launch 50 Launch 70
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
Maragidyne 214D Awakening 200×8 All 59 X{(4)X}×7 Total 88 +6 Projectile 100 300 50 5 SO 18 0 Launch 50 Launch 70
Maragidyne 214CD 200×10, 200×10 All Forward: 41
Backward: 42
5{(5)5}×9
5{(5)5}×9
Total 92 +58 Projectile 400 300 50 5 SO
Maragidyne 214CD Awakening 200×10, 200×10 All 41 5{(5)5}×9
5{(5)5}×9
Total 72 +28 Projectile 400 300 50 5 SO
Debilitate [2]8A Catch Total 50+9L 4~18 Guard Strike
Debilitate [2]8B Catch Total 61+9L 7~36 Guard Strike
Debilitate [2]8AB Catch All Total 46+9L 3~21 Guard Strike
Debilitate [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
Mind Charge 236236A 4 Total 4+(83 Flash)+1 4~5 All
Mind Charge 236236B 10 10+(83 Flash)+17 7~10 All
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
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
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
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
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
Ghastly Wail 214214C 0×2, 2500 4+(60 Flash)+4 2 43 Throw 1~11 All 0 1500, 100 50, 0 0, 4, 5 0×2, 0/+17 Launch 81 Launch 101
Ghastly Wail 214214D 0, 0, 2500 12+(60 Flash)+4 2 43 Throw 1~19 All 0 1500, 100 50, 0 0, 4, 5 0×2, 0/+17 Launch 81 Launch 101
Ghastly Wail 214214CD 0, 0, 2700 4+(60 Flash)+12 2 35 Throw 1~19 All 0 1500, 100 50, 0 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
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


P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5AP4Arena Elizabeth 5A.pngGuard:
All
Startup:
8
Recovery:
12
Advantage:
-1
2A, 5AA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5AAP4AU Elizabeth 5AA.pngGuard:
All
Startup:
12
Recovery:
23
Advantage:
-9
5AAA 5B, 2B 2C 5D, 2D AoA, Sweep Jump, Special, Super
5AAAP4AU Elizabeth 5AAA.pngGuard:
All
Startup:
10
Recovery:
Total 43
Advantage:
-17
- - - - AoA, Sweep[3] Special[-], Super[-]
2AP4Arena Elizabeth 2A.pngGuard:
Low
Startup:
7
Recovery:
12
Advantage:
-3
5A, 2A[+] 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special, Super
5BP4Arena Elizabeth 5B.pngGuard:
All
Startup:
11
Recovery:
Total 53
Advantage:
-5
- 5BB, 2B 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special, Super
5BBP4AU Elizabeth 5BB.pngGuard:
All
Startup:
11
Recovery:
17
Advantage:
-3
- 5BBB, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5BBBP4AU Elizabeth 5BBB.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-12
- - - 5D, 2D AoA, Sweep Jump, Special, Super
2BP4Arena Elizabeth 2B.pngGuard:
Air Unblockable
Startup:
9
Recovery:
15+10L
Advantage:
-28
- j.B j.C - - Jump, Special, Super
5CP4Arena Elizabeth 5C.pngGuard:
All
Startup:
15
Recovery:
23
Advantage:
-5
- - 2C 5D, 2D AoA Jump (2nd Hit)[-], Dash, Backdash, Special, Super
2CP4Arena Elizabeth 2C.pngGuard:
All
Startup:
31
Recovery:
18
Advantage:
-7
- - - - - Special[-], Super[-]
5DP4Arena Elizabeth 5D.pngGuard:
-
Startup:
30
Recovery:
13
Advantage:
-
- - - - - -
2DP4Arena Elizabeth 2D.pngGuard:
-
Startup:
45
Recovery:
Total 36
Advantage:
-
- - - - - -
All-Out AttackP4Arena Elizabeth AOA.pngGuard:
High
Startup:
30
Recovery:
32
Advantage:
-14
- - - - - -
SweepP4Arena Elizabeth Sweep.pngGuard:
Low
Startup:
11
Recovery:
11
Advantage:
-7
- - - 5D, 2D - Special, Super
Air P Combo Table
A B C D Cancels
j.AP4Arena Elizabeth jA.pngGuard:
High
Startup:
7
Recovery:
11
Advantage:
-
j.A[+] j.B, j.2B j.C j.D Jump, Special
j.BP4Arena Elizabeth jB.pngGuard:
All
Startup:
10
Recovery:
Total 42
Advantage:
-
- j.2B j.C j.D Jump, Special
j.2BP4Arena Elizabeth 2B.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-
- j.B j.C j.D Jump, Special
j.CP4Arena Elizabeth jC.pngGuard:
All
Startup:
13
Recovery:
28
Advantage:
-
- - - j.D Special
j.DP4Arena Elizabeth jD.pngGuard:
Throw
Startup:
18
Recovery:
20
Advantage:
-
- - - - -
  • 5A and 2A can only be done a max of 3 times per string total.
For example, 2A > 5A > 2A works, but 5A > 2A > 5A > 2A will not.
  • j.2B can only be canceled into j.B if j.B wasn't already used in the string before.
For example, j.2B > j.B > j.2B works, but j.B > j.2B > j.B will not.
X = X is available on hit or block
  • 5AAA, 5C, and 2C are not hop cancelable
X[-] = X is available only on hit
X[+] = X is available on whiff
X[2] = X can be done twice per string, but can not go from X > Y > X
Elizabeth doesn't have any attacks that fall under this category.
X[3] = X is available only on block
Special = Skill Attacks, Hops, and Furious Actions
Super = SP Skill Attacks


Navigation

Elizabeth
Ambox notice.png To edit frame data, edit values in P4U2.5/Elizabeth/Data.