P4U2R/Elizabeth: Difference between revisions

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{{MFlag|cleanup|stub}}
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{{Overview
{{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 {{MMC|input=236A|label=fullscreen laser projectile}}, 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 {{MMC|input=2C|label=One Hand Sword Master (1HSM) buff}}, 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 {{MMC|input=236236A|label=Mind Charge}}, instantly dropping her health to enter Awakening early, and converting her lost health into meter.
|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 {{MMC|input=236A|label=fullscreen laser projectile}}, 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 {{MMC|input=2C|label=One Hand Sword Master (1HSM) buff}}, 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 {{MMC|input=236236A|label=Mind Charge}}, 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 {{MMC|input=5A|label={{clr|1|5A}}}}/{{MMC|input=2A|label={{clr|1|2A}}}} stagger pressure in offense. Pretty much all her buttons besides her {{clr|1|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 {{MMC|input=BD|label=Reversal}}, a completely non-functional {{MMC|input=6AB|label=Guard Cancel Attack}}, and her fastest button ({{clr|1|2A}}) being slow at 7 frames.
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 {{MMC|input=5A|label={{clr|1|5A}}}}/{{MMC|input=2A|label={{clr|1|2A}}}} stagger pressure in offense. Pretty much all her buttons besides her {{clr|1|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 {{MMC|input=BD|label=Reversal}}, a completely non-functional {{MMC|input=6AB|label=Guard Cancel Attack}}, and her fastest button ({{clr|1|2A}}) being slow at 7 frames.
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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.
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.
| lore = As 'One Who Resides Over Power' she aided the Blue Haired Boy in his struggle to erase the Dark Hour, she then oversaw Aigis awaken to the power of the Wild Card. Following which, she left the Velvet Room, forsaking her duties to find a way to help her former guest. She was drawn to the P1 Grand Prix to see the power of Bonds once more, and returns to the P1 Climax to also see the power of solitude, in hopes both will lead her to her Answer.
| lore = As 'One Who Resides Over Power' she aided the Blue Haired Boy in his struggle to erase the Dark Hour, she then oversaw Aigis awaken to the power of the Wild Card. Following which, she left the Velvet Room, forsaking her duties to find a way to help her former guest. She was drawn to the P1 Grand Prix to see the power of Bonds once more, and returns to the P1 Climax to also see the power of solitude, in hopes both will lead her to her Answer.
| quote = Veeeeeelvet oh, Veeeeeelvet...
|quote = Veeeeeelvet oh, Veeeeeelvet...
| summary = is a Midrange character who excels in making the opponent explode off of just about anything.
|summary = is a Midrange character who excels in making the opponent explode off of just about anything.
| pros =  
|pros =  
*'''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.
*'''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 [[P4U2.5/Elizabeth#Mind Charge|Mind Charge]] lets her enter Awakening on demand. This also powers up her special moves.
*'''Forced Comebacks:''' Invigorate gives her constant access to meter, and [[P4U2.5/Elizabeth#Mind Charge|Mind Charge]] lets her enter Awakening on demand. This also powers up her special moves.
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*'''Meter is Queen:''' Elizabeth is very meter reliant, but system mechanics force her into constant meter cooldown.
*'''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.
*'''Persona Reliant:''' Her options in Persona Break are nearly non-existent, losing access to ''all'' of her specials and supers.
| unique_mechanic1_name=[[File:P4U2R_Invigorate_Icon.png]] Invigorate
|unique_mechanic1_name=[[File:P4U2R_Invigorate_Icon.png]] Invigorate
| unique_mechanic1= Elizabeth 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 Elizabeth to pressure her opponent into making hasty decisions, as either doing nothing or zoning the opponent out proves advantageous for Elizabeth. However, she does not gain SP in the normal way. (getting hits and being hit) To compensate, however, she does gain 2 SP whenever she lands a raw hit. She does not gain any meter in combos after that besides what she naturally builds with Invigorate. First Hit Bonus, Instant Blocking, and Autocombo Bonus do still give SP, though. Just like other characters, if she spends meter in a combo, or if she uses One More Burst, Invigorate is disabled until the combo ends to prevent her from getting meter mid-combo.
|unique_mechanic1= Elizabeth 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 Elizabeth to pressure her opponent into making hasty decisions, as either doing nothing or zoning the opponent out proves advantageous for Elizabeth. However, she does not gain SP in the normal way. (getting hits and being hit) To compensate, however, she does gain 2 SP whenever she lands a raw hit. She does not gain any meter in combos after that besides what she naturally builds with Invigorate. First Hit Bonus, Instant Blocking, and Autocombo Bonus do still give SP, though. Just like other characters, if she spends meter in a combo, or if she uses One More Burst, Invigorate is disabled until the combo ends to prevent her from getting meter mid-combo.
| unique_mechanic2_name=Powered-Up Skills During Awakening
|unique_mechanic2_name=Powered-Up Skills During Awakening
| unique_mechanic2=
|unique_mechanic2=
When Elizabeth enters Awakening, her Skills become much stronger, opening up more combo options. She can even force herself to enter Awakening by using [[#Mind Charge|Mind Charge]]!
When Elizabeth enters Awakening, her Skills become much stronger, opening up more combo options. She can even force herself to enter Awakening by using [[#Mind Charge|Mind Charge]]!
| fastestAttack = {{clr|1|2A}} (7F)
|fastestAttack = {{clr|1|2A}} (7F)
| reversalType = Throw (24F)
|reversalType = Throw (24F)
| fatalStarter = {{clr|2|214B/}}{{clr|1|A}}{{clr|2|B}}
|fatalStarter = {{clr|2|214B/}}{{clr|1|A}}{{clr|2|B}}
| fatalRecovery = {{clr|1|[2]8A/}}{{clr|2|B}} <br/> {{clr|3|222C}}{{clr|4|D}}
|fatalRecovery = {{clr|1|[2]8A/}}{{clr|2|B}} <br/> {{clr|3|222C}}{{clr|4|D}}
}}
}}
<br clear="both"/>


==Normal Attacks==
==Normal Attacks==
===<big>{{clr|1|5A}}</big>===
===<big>{{clr|1|5A}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5A,5AA,5AAA|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_5A.png| Give 'em a quick chop! Part 1 of the stagger pressure duology
;{{clr|1|5A}}
P4AU_Elizabeth_5AA.png| Reinventing the wheel since 2012!
P4AU_Elizabeth_5AAA.png| The buff she didn't know she needed
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5A" or input="5AA" or input="5AAA")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
{{clr|1|5A}}
*Jump cancelable
*Jump cancelable
Elizabeth does a quick chop forward with a Persona card
Elizabeth does a quick chop forward with a Persona card
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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.
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.
----
----
{{clr|1|5AA}}
;{{clr|1|5AA}}
*Jump cancelable
*Jump cancelable
Elizabeth spins a Persona card in front of herself, dealing multi-hitting damage.
Elizabeth spins a Persona card in front of herself, dealing multi-hitting damage.
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Can whiff after {{clr|1|5A}} if the opponent is hit too high, though you won't see this happen often.
Can whiff after {{clr|1|5A}} if the opponent is hit too high, though you won't see this happen often.
----
----
{{clr|1|5AAA}} <br/> Elizabeth blows a Persona card forward, causing a vortex of Persona cards to rise up out of the ground.
;{{clr|1|5AAA}}
Elizabeth blows a Persona card forward, causing a vortex of Persona cards to rise up out of the ground.


This button went from being mostly useless in 1.1 to one of Elizabeth's best meterless confirms in 2.0. Confirming into Magarudyne lets her extend into pretty much any combo 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.
This button went from being mostly useless in 1.1 to one of Elizabeth's best meterless confirms in 2.0. Confirming into Magarudyne lets her extend into pretty much any combo 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.
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*Autocombos into all of her SB specials in a sequence. DO NOT DO THIS.
*Autocombos into all of her SB specials in a sequence. DO NOT DO THIS.
*If you want an Autocombo Bonus, press 4A after this attack to do {{clr|1|A}} Mabufudyne.
*If you want an Autocombo Bonus, press 4A after this attack to do {{clr|1|A}} Mabufudyne.
{{CloseCard}}
}}


===<big>{{clr|1|2A}}</big>===
===<big>{{clr|1|2A}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_2A.png| Watch your toes! Part 2 of the stagger pressure duology
Liz's fastest grounded normal, and by extension, her fastest low. Can chain into itself up to two additional times and is safe on block.
</gallery>
The fact that it's a low isn't as helpful as one would think due to Liz's lack of good overheads to encourage opponents to block standing, but can still catch people off guard if they aren't careful. Can be good for stagger pressure as well.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2A")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
Liz's fastest grounded normal, and by extension, her fastest low. Can chain into itself up to two additional times and is safe on block.
The fact that it's a low isn't as helpful as one would think due to Liz's lack of good overheads to encourage opponents to block standing, but can still catch people off guard if they aren't careful.
Can be good for stagger pressure as well.
{{CloseCard}}


===<big>{{clr|2|5B}}</big>===
===<big>{{clr|2|5B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5B,5BB,5BBB|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_5B.png| Why is this a projectile? Decent midrange whiff punish. Just don't whiff this
;{{clr|2|5B}}
P4AU_Elizabeth_5BB.png| She gets two autocombos! Mostly filler, but has routes that work with this instead of {{clr|2|5BBB}}
*Dash Cancel is -8 on block
P4AU_Elizabeth_5BBB.png| You getting dizzy yet? Mostly used to combo into {{clr|4|j.D}}
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.
</gallery>
----
</div>
;{{clr|2|5BB}}
<div class="attack-info">
Mostly filler, but has routes that work with this instead of {{clr|2|5BBB}}.
{| class="wikitable attack-data"
----
{{AttackDataHeader-P4U2|version=yes}}
;{{clr|2|5BBB}}
|-
*Jump cancelable.
{{#cargo_query:tables=MoveData_P4U2R
Mostly used to combo into {{clr|4|j.D}}.
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5B" or input="5BB" or input="5BBB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
Good poke button, it displaces the opponent so be cautious when canceling into other moves
*{{clr|2|5B}} can be rolled through as is VERY punishable on whiff, so be careful throwing it out
*{{clr|2|5B}} Dash Cancel is -8 on block
*{{clr|2|5BBB}} is jump cancelable.
{{CloseCard}}


===<big>{{clr|2|2B}}</big>===
===<big>{{clr|2|2B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_2B.png| That's 72 persona cards in 1 attack.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
 
One of the best anti-airs in the game due to it's big hitbox and fast startup.
One of the best anti-airs in the game due to it's big hitbox and fast startup.


{{clr|2|2B}} is actually a great tool to mash out of pressure, it's only one frame slower than her jab. It's an amazing tool for beating any throws or small hitbox lows.
{{clr|2|2B}} is actually a great tool to mash out of pressure, it's only one frame slower than her jab. It's an amazing tool for beating any throws or small hitbox lows. Additionally it is a great combo starter that leads to TONS of damage.
 
}}
Additionally it is a great combo starter that leads to TONS of damage.
{{CloseCard}}


===<big>{{clr|1|j.A}}</big>===
===<big>{{clr|1|j.A}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_jA.png| Who knew papercuts could stab? Your only overhead other than All Out Attack
Fast aerial poke for use in close quarters. Notable, Liz's only high attack besides AoA. Hard to hit crouching players with this move, but it's good for air to air pressure.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.A")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
Fast aerial poke for use in close quarters. Notable, Liz's only high attack besides AoA. Hard to hit crouching players with this move, but it's good for air to air pressure.
{{CloseCard}}


===<big>{{clr|2|j.B}}</big>===
===<big>{{clr|2|j.B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_jB.png| I'll leave the cost. That cost is your airspace.
*Jump cancelable on hit
</gallery>
Similar to Elizabeth's 5B but in the air, a very good air poke. Can also hit grounded opponents on descent and can be used to manage space between the range if timed correctly.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Jump cancelable on it
Similar to Elizabeth's 5B but in the air, a very good air poke. Can also hit grounded opponents on descent and can be used to manage space between the range if timed correctly.
{{CloseCard}}


===<big>{{clr|2|j.2B}}</big>===
===<big>{{clr|2|j.2B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.2B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_2B.png| Ever wonder which persona cards she uses for her attacks?
Only real use is in air combos either to combo into j.C or jump cancel into j.B.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.2B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Only real use is in air combos either to combo into j.5C or jump cancel into j.5B
{{CloseCard}}


===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|5A}}+{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5AB
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_AOA.png| A little bit of blunt force trauma never hurt anyone! It's the grab that does.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
Elizabeth does a short hop before slamming her book into the opponent's head.
Elizabeth does a short hop before slamming her book into the opponent's head.


Can be One More Cancelled to cause stagger, allowing for a combo into 5D or Ghastly Wail.
Can be One More Cancelled to cause stagger, allowing for a combo into 5D or Ghastly Wail.
{{CloseCard}}
}}


===<big>Sweep</big>===
===<big>Sweep</big>===
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|2A}}+{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2AB
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_Sweep.png| Might as well cut off the legs of anyone who gets hit by this
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
Can be cancelled into specials and supers, with some of the more notable options being A and SB Magarudyne. When in awakening, can also be comboed into A Mabufudyne.
Can be cancelled into specials and supers, with some of the more notable options being A and SB Magarudyne. When in awakening, can also be comboed into A Mabufudyne.


Line 269: Line 136:


Using it in a combo will also put the opponent in an aerial state, allowing a much wider range of combos to work.
Using it in a combo will also put the opponent in an aerial state, allowing a much wider range of combos to work.
{{CloseCard}}
}}
 
<br clear=all/>


==Persona Attacks==
==Persona Attacks==
===<big>{{clr|3|5C}}</big>===
===<big>{{clr|3|5C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_5C.png| Go, Thanatos, and harass them at fullscreen!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
Hits twice, changes when you have Sword Buff (look at 2C). Great button in neutral.
Hits twice, changes when you have Sword Buff (look at 2C). Great button in neutral.


Line 299: Line 150:
*Backdash Cancel is -8 on block
*Backdash Cancel is -8 on block
*Staggers on counterhit (but only without 1HSM!)
*Staggers on counterhit (but only without 1HSM!)
{{CloseCard}}
}}


===<big>{{clr|3|2C}}</big>===
===<big>{{clr|3|2C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2C,2[C]|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_2C.png|Now here's where the fun begins. Can be held to delay the attack
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2C" or input="2[C]")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Rather slow with small hitbox. Also has armor as the attack comes out. Useful for stopping attempts to break Thanatos.
Rather slow with small hitbox. Also has armor as the attack comes out. Useful for stopping attempts to break Thanatos.


Line 326: Line 162:
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.
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.
The following moves change properties and gives '''x1.5 Damage Multiplier''' with use of a 1hsm stack:
The following moves change properties and gives '''x1.5 Damage Multiplier''' with use of a 1hsm stack:
* 5C now bounces the opponent allowing for more combo potential and does more damage.
*5C now bounces the opponent allowing for more combo potential and does more damage.
* 214A/B launches opponents higher as well as doing more damage.
*214A/B launches opponents higher as well as doing more damage.
* Ghastly Wail gets an incredible damage buff.
*Ghastly Wail gets an incredible damage buff.


1hsm can now stack 9 times.
1hsm can now stack 9 times.
{{CloseCard}}
}}


===<big>{{clr|4|5D}}</big>===
===<big>{{clr|4|5D}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_5D.png| Breaking news: Danger! This warning will take 15 frames to reach yo-aaaand rollback exists now.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5D")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
A slow grab that applies fear and side switches, can be combo'd after.
A slow grab that applies fear and side switches, can be combo'd after.


Line 358: Line 180:


Thanatos will always throw the opponent behind him.
Thanatos will always throw the opponent behind him.
{{CloseCard}}
}}


===<big>{{clr|4|2D}}</big>===
===<big>{{clr|4|2D}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_2D.png| Ever wanted an easy way to get some extra free damage without proration? Well here you go.
Thanatos spews a poison puddle along the ground, poisoning the opponent if they step in it. Can be comboed into after Awakening SB Garudyne, Fatal Counter throw, Bufudyne, and a few other things.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2D")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Thanatos spews a poison puddle along the ground, poisoning the opponent if they step in it. Can be comboed into after Awakening SB Garudyne, Fatal Counter throw, Bufudyne, and a few other things.
{{CloseCard}}


===<big>{{clr|3|j.C}}</big>===
===<big>{{clr|3|j.C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_jC.png| BOINK!!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
*Groundbounces on CH. One of Elizabeth's best and most common enders.
*Groundbounces on CH. One of Elizabeth's best and most common enders.
*Additionally a great combo starter
*Additionally a great combo starter
*Hits grounded opponent if low enough.
*Hits grounded opponent if low enough.
*Not an overhead
*Not an overhead
{{CloseCard}}
}}


===<big>{{clr|4|j.D}}</big>===
===<big>{{clr|4|j.D}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_jD.png| Now how do you want your fear served to you?
A faster airborne version of 5D. One of Elizabeth's easiest ways of inflicting fear.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.D")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
A faster airborne version of 5D. One of Elizabeth's easiest ways of inflicting fear.
{{CloseCard}}
<br clear=all/>


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span>
{{InputBadge|{{clr|3|C}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=CD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_GroundThrow.png| Lolli, Lolli, Lolli..
Inflicts Fear. Can combo into Maha (236236C) after the throw.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Inflicts Fear.
Can combo into Maha (236236C) after the throw
{{CloseCard}}


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span>
{{InputBadge|{{clr|3|j.C}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.CD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_AirThrow.png| Slam dunk!
Inflicts Fear.
</gallery>
*Groundbounces on counter hit and Fatal counter
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Inflicts Fear.
* Groundbounces on counter hit and Fatal counter
{{CloseCard}}


===<big>Shuffle Time</big>===
===<big>Shuffle Time</big>===
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span>
{{InputBadge|{{clr|2|B}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=BD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_BD.png| Who thought making this techable was a good idea?
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="BD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
Elizabeth winds up, moves forwards and traps the opponent in a card, which will then deal the corresponding ailment depending on how much SP she has. Invincible during its startup, and is a throw, which is quite unique. However, this means it can be throw broken unless this counterhits.  
Elizabeth winds up, moves forwards and traps the opponent in a card, which will then deal the corresponding ailment depending on how much SP she has. Invincible during its startup, and is a throw, which is quite unique. However, this means it can be throw broken unless this counterhits.  


{| class="wikitable" style="text-align:center"
{{(!}} class="wikitable" style="text-align:center"
|-
{{!}}-
! SP !! 0-49 !! 50-99 !! 100-149 !! 150  
! SP !! 0-49 !! 50-99 !! 100-149 !! 150  
|-
{{!}}-
! [[P4U2.5/Ailments|Ailment]] ||[[P4U2.5/Ailments#Charm|Charm]] || [[P4U2.5/Ailments#Poison|Poison]] || [[P4U2.5/Ailments#Fear|Fear]] || [[P4U2.5/Ailments#Panic|Confuse]]
! [[P4U2.5/Ailments|Ailment]] {{!}}{{!}}[[P4U2.5/Ailments#Charm|Charm]]{{!}}{{!}}[[P4U2.5/Ailments#Poison|Poison]]{{!}}{{!}}[[P4U2.5/Ailments#Fear|Fear]]{{!}}{{!}} [[P4U2.5/Ailments#Panic|Confuse]]
|-
{{!}}-
|}
{{!)}}
 
}}
{{CloseCard}}


===<big>[[P4U2.5/Gauges#Guard_Cancel_Evasive_Action|Guard Cancel Evasive Action]]</big>===
===<big>[[P4U2.5/Gauges#Guard_Cancel_Evasive_Action|Guard Cancel Evasive Action]]</big>===
<span class="input-badge">'''{{clr|1|6A}}+{{clr|3|C}} while blocking'''</span>
{{InputBadge|{{clr|1|6A}}+{{clr|3|C}} while blocking}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=6AC
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2_Elizabeth_6AC.png|
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!) 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.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="6A+C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
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!) 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.
{{CloseCard}}
<br clear=all/>


===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|"Guard Cancel Attack"...]]</big>===
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|"Guard Cancel Attack"...]]</big>===
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span>
{{InputBadge|{{clr|1|6A}}+{{clr|2|B}} while blocking}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=6AB
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_BD.png| do not use this DO NOT USE THIS DO NOT USE THIS
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="6AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
Literally the exact same move as her Furious Action, but with some quirks that make it even more of a liability! As a result, it's a completely dysfunctional Guard Cancel Assault, 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 on this wiki page, and above this move.
Literally the exact same move as her Furious Action, but with some quirks that make it even more of a liability! As a result, it's a completely dysfunctional Guard Cancel Assault, 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 on this wiki page, and above this move.
It has many, many issues, but to summarize:
It has many, many issues, but to summarize:
* Far too slow to hit your opponent reliably, and also too easy for the opponent to counterplay it, both pre-emptively and on reaction.
*Far too slow to hit your opponent reliably, and also too easy for the opponent to counterplay it, both pre-emptively and on reaction.
* Guardpoint ends too early due to an oversight in the hard-coded GCA invulnerability, so ''Elizabeth has ~2F towards the end of her start-up where she can be hit'', and it will result in a CH starter on her. This can be hit easily, or even on accident in autopiloted strings. You also just never know what you might unfortunately be CH by.
*Guardpoint ends too early due to an oversight in the hard-coded GCA invulnerability, so ''Elizabeth has ~2F towards the end of her start-up where she can be hit'', and it will result in a CH starter on her. This can be hit easily, or even on accident in autopiloted strings. You also just never know what you might unfortunately be CH by.
* Throw-type, but specifically ''not'' a command throw, so it is ''techable'' and thus ''counterable even if it lands'' in some situations.
*Throw-type, but specifically ''not'' a command throw, so it is ''techable'' and thus ''counterable even if it lands'' in some situations.
* She has to pay 50 SP for all the liabilities above, so it can end up being a complete waste of meter.
*She has to pay 50 SP for all the liabilities above, so it can end up being a complete waste of meter.
Elizabeth's Guard Cancel Attack is quite literally a gamble on already bad odds every time you use it. '''Please, just stick to GC Roll.'''
Elizabeth's Guard Cancel Attack is quite literally a gamble on already bad odds every time you use it. '''Please, just stick to GC Roll.'''
{{CloseCard}}
}}
<br clear=all/>
{{clear}}


==[[P4U2.5/Offense#Skills|Skill Attacks]]==
==[[P4U2.5/Offense#Skills|Skill Attacks]]==
===<big>Maziodyne</big>===
===<big>Maziodyne</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (air OK)'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|1|236A}}/{{clr|2|B}} (Air OK)}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236A,236A Awakening,j.236A,j.236A Awakening,236B,236B Awakening,j.236B,j.236B Awakening,236AB,236AB Awakening,j.236AB,j.236AB Awakening|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_Maziodyne.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236A Awakening" or input="236B" or input="236B Awakening" or input="236AB" or input="236AB Awakening" or input="j.236A" or input="j.236A Awakening" or input="j.236B" or input="j.236B Awakening" or input="j.236AB" or input="j.236AB Awakening")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
*Really strong zoning tool, B and AB versions wallstick for easy combo extensions.
*Really strong zoning tool, B and AB versions wallstick for easy combo extensions.
*SB version applies Shock on hit.
*SB version applies Shock on hit.
*Awakened B version is a great setplay tool due to its large amount of hitstun.
*Awakened B version is a great setplay tool due to its large amount of hitstun.
Laser is a great tool for keeping opponents away from Liz. The A version of Mazio is physical, so it can shoot through moves that may be projectile invuln.
Laser is a great tool for keeping opponents away from Liz. The A version of Mazio is physical, so it can shoot through moves that may be projectile invuln.
 
}}
 
{{CloseCard}}


===<big>Mabufudyne</big>===
===<big>Mabufudyne</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=214A,214A Awakening,214B,214B Awakening,214AB,214AB Awakening|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_Mabufudyne_1.png|
P4Arena_Elizabeth_Mabufudyne.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214A Awakening" or input="214B" or input="214B Awakening" or input="214AB" or input="214AB Awakening")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
*Freezes
*Freezes
An alternative anti-air option, which freezes the opponent to start or extend combos.
An alternative anti-air option, which freezes the opponent to start or extend combos.
Line 626: Line 290:
*This move is air unblockable
*This move is air unblockable
*B and SB versions are fatal counter.
*B and SB versions are fatal counter.
{{CloseCard}}
}}


===<big>Magarudyne</big>===
===<big>Magarudyne</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|236C}}/{{clr|4|D}} (Air OK)}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236C,236C Awakening,j.236C,j.236C Awakening,236D,236D Awakening,j.236D,j.236D Awakening,236CD,236CD Awakening,j.236CD,j.236CD Awakening|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_Magarudyne.png| move the stick to control the tornado
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236C Awakening" or input="236D" or input="236D Awakening" or input="236CD" or input="236CD Awakening" or input="j.236C" or input="j.236C Awakening" or input="j.236D" or input="j.236D Awakening" or input="j.236CD" or input="j.236CD Awakening")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
You can move while this move is active, last hit sends opponent upwards. Garudyne is used in almost every Liz combo and is also a decent air mobility option.
You can move while this move is active, last hit sends opponent upwards. Garudyne is used in almost every Liz combo and is also a decent air mobility option.


Line 653: Line 302:


*SB version gives you an extra air action
*SB version gives you an extra air action
{{CloseCard}}
}}


===<big>Maragidyne</big>===
===<big>Maragidyne</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|214C}}/{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=214C,214C Awakening,214D,214D Awakening,214CD,214CD Awakening|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_Maragidyne.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214C" or input="214C Awakening" or input="214D" or input="214D Awakening" or input="214CD" or input="214CD Awakening")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
 
==== ====
Another space control special for Elizabeth, either to send the opponent out to be zoned or drag them in for pressure. All versions are very plus on block.
Another space control special for Elizabeth, either to send the opponent out to be zoned or drag them in for pressure. All versions are very plus on block.


C version starts from Elizabeth and moves forwards, while the D version starts from the corner opposite Elizabeth and moves towards her.
C version starts from Elizabeth and moves forwards, while the D version starts from the corner opposite Elizabeth and moves towards her.
*Summons 12 fire pillars
*Summons 12 fire pillars
*D version is good for oki after a 2C combo ender
*D version is good for oki after a 2C combo ender
*SB is good quick move for pulling opponents towards you
*SB is good quick move for pulling opponents towards you
{{CloseCard}}
}}


===<big>Debilitate</big>===
===<big>Debilitate</big>===
<span class="input-badge">'''{{clr|1|[2]8A}}/{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|[2]8A}}/{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=[2]8A Catch,[2]8B Catch,[2]8AB Catch,[2]8A Attack|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Elizabeth_Debilitate.png| Don't let this cute face deceive you, this move is still pretty bad
*Elizabeth goes airborne on frame 1, effectively making her additionally dodge throws at the same time.
P4AU_Elizabeth_Debilitate_Catch.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="[2]8A Catch" or input="[2]8B Catch" or input="[2]8AB Catch")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|-
{{AttackVersion|name=Attack|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="[2]8A Attack")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
* Elizabeth goes airborne on frame 1, effectively making her additionally dodge throws at the same time.
*This move does not catch crossups, leaving her in a fatal recovery state.
*This move does not catch crossups, leaving her in a fatal recovery state.
*The catch has a hitbox of less than mid-screen.
*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.
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.
{{CloseCard}}
}}
<br clear=all/>


==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==
===<big>Mind Charge</big>===
===<big>Mind Charge</big>===
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|236236A}}/{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236236A,236236B,236236AB|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_MindCharge.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236236A" or input="236236B" or input="236236AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
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.
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.
----
----
;{{clr|1|A}} Version
;{{clr|1|A}} Version
Line 753: Line 344:
;SB Version
;SB Version
The best of both worlds. A bit slower than the {{clr|1|A}} version, with a bit worse conversion rate (~1.2 meter per 1% HP), but all health lost becomes blue health.
The best of both worlds. A bit slower than the {{clr|1|A}} version, with a bit worse conversion rate (~1.2 meter per 1% HP), but all health lost becomes blue health.
 
}}
{{CloseCard}}


===<big>Mahamaon</big>===
===<big>Mahamaon</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|236236C}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236236C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_Mahamaon.png|No this doesn't instakill anymore
*Persists if Elizabeth blocks.
</gallery>
*Persona always appears on the ground.
</div>
*Fixed hitstun.
<div class="attack-info">
*Only instant KOs if there is less than 10 seconds on the clock.
{| class="wikitable attack-data"
Mahamaon is a good combo extender, but has pretty terrible scaling. It can also be used to come after debilitate.
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236236C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* 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 also be used to come after debilitate.
{{CloseCard}}


===<big>Mamudoon</big>===
===<big>Mamudoon</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|4|236236D}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|4|236236D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236236D,236236CD|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_Mamudoon.png| If you miss 1.1 Mahamaon, this sort of fills that gap
*Persists if Elizabeth blocks.
</gallery>
*Persona always appears on the ground.
</div>
*Fixed hitstun.
<div class="attack-info">
*Only instant KOs if there is less than 10 seconds on the clock.
{| class="wikitable attack-data"
*Provides great oki if used as a combo ender
{{AttackDataHeader-P4U2|version=yes}}
*236236CD version appears on ground level and it is unblockable
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236236D" or input="236236CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Persists if Elizabeth blocks.
* Persona always appears on the ground.
* Fixed hitstun.
* Only instant KOs if there is less than 10 seconds on the clock.
* Provides great oki if used as a combo ender
* 236236CD version appears on ground level and it is unblockable
{{CloseCard}}
<br clear=all/>


==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==
===<big>Diarahan</big>===
===<big>Diarahan</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|214214A}}/{{clr|2|B}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|1|214214A}}/{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=214214A,214214B,214214AB|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_Diarahan.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214214A" or input="214214B" or input="214214AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
Dia is a healing super that now has a hitbox.
Dia is a healing super that now has a hitbox.
*A version can now be comboed into after D garudyne.
*A version can now be comboed into after D garudyne.
*B and SB versions can be held
*B and SB versions can be held
*SB version is projectile invuln.
*SB version is projectile invuln.
 
}}
{{CloseCard}}


===<big>Ghastly Wail</big>===
===<big>Ghastly Wail</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214214C}}/{{clr|4|D}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|214214C}}/{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=214214C,214214D,214214CD|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_GhastlyWail.png|Get in the box
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214214C" or input="214214D" or input="214214CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Inflicts Fear unless the opponent is already inflicted with fear, in which case it will do greatly increased damage.
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.
If used when Elizabeth has 1hsm, It will deal heavily increased damage that can be stacked with fear to take around 80% of most character's health.
* Decent reversal on a character who needs every reversal option she can get.
*Decent reversal on a character who needs every reversal option she can get.
* C and D versions deal 3,900 with fear, 3,750 with 1hsm, and 6,240 damage with both
*C and D versions deal 3,900 with fear, 3,750 with 1hsm, and 6,240 damage with both
* SB version deals deals 4,680 with fear, 4,050 with 1hsm and 7,800 damage with both  
*SB version deals deals 4,680 with fear, 4,050 with 1hsm and 7,800 damage with both  
 
}}
{{CloseCard}}
 
</div>
<br clear=all/>


==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==
===<big>Megidolaon</big>===
===<big>Megidolaon</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|222C}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=222CD Catch,222CD Attack|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Elizabeth_Megidolaon.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{AttackVersion|name=Activation|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="222CD Catch")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Attack|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="222CD Attack")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
*Has Fatal Recovery now.
*Has Fatal Recovery now.
*Requires 3 hits to activate.  
*Requires 3 hits to activate.
 
Note that the Instant Kill is still just an attack that triggers when the 3 hit condition is met, Meaning it can be blocked even if triggered just like Debilitate.  
Note that the Instant Kill is still just an attack that triggers when the 3 hit condition is met, Meaning it can be blocked even if triggered just like Debilitate.  
{{CloseCard}}
}}
<br clear=all/>


==Colors==
==Colors==
Line 977: Line 474:
*[http://www.dustloop.com/ Character Video Thread]
*[http://www.dustloop.com/ Character Video Thread]


<br clear="both"/>
==Navigation==
==Navigation==
<center>{{Character Label|P4U2R|Elizabeth|36px|P4AU_Elizabeth_portrait.png}}</center>
<center>{{Character Label|P4U2R|Elizabeth|36px|P4AU_Elizabeth_portrait.png}}</center>

Revision as of 17:21, 25 September 2022



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.

 Elizabeth  Elizabeth is a Midrange 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.
Elizabeth 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 Elizabeth to pressure her opponent into making hasty decisions, as either doing nothing or zoning the opponent out proves advantageous for Elizabeth. However, she does not gain SP in the normal way. (getting hits and being hit) To compensate, however, she does gain 2 SP whenever she lands a raw hit. She does not gain any meter in combos after that besides what she naturally builds with Invigorate. First Hit Bonus, Instant Blocking, and Autocombo Bonus do still give SP, though. Just like other characters, if she spends meter in a combo, or if she uses One More Burst, Invigorate is disabled until the combo ends to prevent her from getting meter mid-combo.
When Elizabeth enters Awakening, her Skills become much stronger, opening up more combo options. She can even force herself to enter Awakening by using Mind Charge!
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
Reversal Type
Fatal Starters
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2A (7F)
Reversal Type:Throw (24F)
Fatal Starters:214B/AB
Fatal Recovery:Any moves that put this character in a state where any Counter Hit will force a Fatal Counter.[2]8A/B
222CD

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
  • Jump cancelable

Elizabeth does a quick chop forward with a Persona card

Elizabeth's main jab. An attack with a deceptively high hitbox, and is both good for pressure and safe. It's relatively fast compared to Elizabeth's other buttons, but at 8 frames, this isn't exactly a fast 5A. Liz's only REAL pressure is 5a,2a, so make good use of it.


5AA
  • Jump cancelable

Elizabeth spins a Persona card in front of herself, dealing multi-hitting damage.

Good combo filler. Can be used to either reach 5AAA, or sweep. Forces standing on hit.
Can whiff after 5A if the opponent is hit too high, though you won't see this happen often.


5AAA

Elizabeth blows a Persona card forward, causing a vortex of Persona cards to rise up out of the ground.

This button went from being mostly useless in 1.1 to one of Elizabeth's best meterless confirms in 2.0. Confirming into Magarudyne lets her extend into pretty much any combo 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.

  • 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.
  • If you want an Autocombo Bonus, press 4A after this attack to do A Mabufudyne.

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

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

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

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

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

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

2C

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
2C 400 All 31 15 18 -7 Body Persona 1~Until Active All
Persona 22~33 Guard
2[C] 400 All 70 15 Total 56 Body Persona 1~Until Active All
Persona 61~72 Guard

Rather slow with small hitbox. Also has armor as the attack comes out. Useful for stopping attempts to break Thanatos.

The longer 2C is held, the more safe it becomes, to a point that max held 2C into 5C has no gaps.

Adds 1hsm (the sword icon by Elizabeth's meter) every instance it is used regardless of whether it whiffed or blocked. Moves that use 1hsm will deplete a stack 1hsm only on hit. The following moves change properties and gives x1.5 Damage Multiplier with use of a 1hsm stack:

  • 5C now bounces the opponent allowing for more combo potential and does more damage.
  • 214A/B launches opponents higher as well as doing more damage.
  • Ghastly Wail gets an incredible damage buff.

1hsm can now stack 9 times.

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

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

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 winds up, moves forwards and traps the opponent in a card, which will then deal the corresponding ailment depending on how much SP she has. Invincible during its startup, and is a throw, which is quite unique. However, this means it can be throw broken unless this counterhits.

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!) 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

Literally the exact same move as her Furious Action, but with some quirks that make it even more of a liability! As a result, it's a completely dysfunctional Guard Cancel Assault, 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 on this wiki page, and above this move. It has many, many issues, but to summarize:

  • Far too slow to hit your opponent reliably, and also too easy for the opponent to counterplay it, both pre-emptively and on reaction.
  • Guardpoint ends too early due to an oversight in the hard-coded GCA invulnerability, so Elizabeth has ~2F towards the end of her start-up where she can be hit, and it will result in a CH starter on her. This can be hit easily, or even on accident in autopiloted strings. You also just never know what you might unfortunately be CH by.
  • Throw-type, but specifically not a command throw, so it is techable and thus counterable even if it lands in some situations.
  • She has to pay 50 SP for all the liabilities above, so it can end up being a complete waste of meter.

Elizabeth's Guard Cancel Attack is quite literally a gamble on already bad odds every time you use it. Please, just stick to GC Roll.

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
  • Really strong zoning tool, B and AB versions wallstick for easy combo extensions.
  • SB version applies Shock on hit.
  • Awakened B version is a great setplay tool due to its large amount of hitstun.

Laser is a great tool for keeping opponents away from Liz. The A version of Mazio is physical, so it can shoot through moves that may be projectile invuln.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
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
  • Freezes

An alternative anti-air option, which freezes the opponent to start or extend combos.

In awakening, this move is an amazing anti air option, due to how quick and how much space they travel across the screen.

Its important to make sure the ice spears from the B and AB connect before canceling this move.

  • A, B, and SB unawakening versions hit right next to Liz
  • A and B awakening versions travels half screen and tracks the opponent in the distance between
  • SB version travels full screen.
  • This move is air unblockable
  • B and SB versions are fatal counter.
Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
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

You can move while this move is active, last hit sends opponent upwards. Garudyne is used in almost every Liz combo and is also a decent air mobility option.

C version has more movement speed and range, can be use to escape from corner (pls use with caution)

  • SB version gives you an extra air action
Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
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 special for Elizabeth, either to send the opponent out to be zoned or drag them in for pressure. All versions are very plus on block.

C version starts from Elizabeth and moves forwards, while the D version starts from the corner opposite Elizabeth and moves towards her.

  • Summons 12 fire pillars
  • D version is good for oki after a 2C combo ender
  • SB is good quick move for pulling opponents towards you
Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
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 fatal recovery state.
  • The catch has a hitbox of less than mid-screen.

Elizabeth's counter special, which can sometimes get her out of a pinch but is difficult since it doesn't have frame 1 guardpoint. The counter-attack on catch is unavoidable by the opponent and inflicts Negative Penalty on them.

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

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.
  • Provides great oki if used as a combo ender
  • 236236CD version appears on ground level and it is unblockable

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.

  • 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.

  • Decent reversal on a character who needs every reversal option she can get.
  • C and D versions deal 3,900 with fear, 3,750 with 1hsm, and 6,240 damage with both
  • SB version deals deals 4,680 with fear, 4,050 with 1hsm and 7,800 damage with both
Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
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

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

Colors


Players To Cite/Watch

Note: This section is a work in progress


Name Color Location Where to find Notes RT Link
Tori
(鳥)
P4U2R Elizabeth color 25.png
Japan PS4
YouTube
Twitter
Currently considered the best Elizabeth player. Streams on Youtube and frequently enters Aoi's Tournament. RT Link


ryo
(りょう)
P4U2R Elizabeth color 16.png
Japan PS4 (cefca_ryo)
YouTube
Twitter
The ever iconic pillar of Elizabeth. Also enters Aoi's Tournament. Plays a bit more aggressively than most Elizabeths. RT Link


Atarax570
P4U2R Elizabeth color 6.png
USA PS4
PC
P4U2R Discord
YouTube
Twitter
Currently the best Elizabeth player in NA. He can be found fairly frequently in the P4U2R Discord. Might be the reason you play Elizabeth. RT Link


Ethral
(Ethral Atheon)
P4U2R Elizabeth color 7.png
USA PS4
P4U2R Discord
YouTube
Twitter
The Messiah for all new Elizabeth players. Found frequently in the P4U2R Discord and loves to help people learn Elizabeth. Has her own detailed combo doc with video examples, many of which can be found on her YouTube. RT Link


Naked Black Man
(N.B.M)
P4U2R Elizabeth color 27.png
USA PS4
PC
P4U2R Discord
 
Prominent netplay Elizabeth player. Very active in the P4U2R discord. RT Link

External References

Navigation

 Elizabeth



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