BBTag/Elizabeth

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Overview

Overview
Elizabeth is mostly a midscreen-heavy zoner with a high-risk-high-reward gameplan. Wielding strong zoning options alongside sturdy combo routes, she especially shines when she reaches her Awakening state, but must play carefully upon reaching it without the resources for Diarahan. Her lack of an overhead (sans 5C) causes her mixup to be weakened, but her powerful okizeme tools and crushing pressure makes her a force to be reckoned with. Making use of her incredible range and excellent stagger pressure to poke out and bait the opponent, anyone can dominate a match with her.
Elizabeth


BBTag Elizabeth Portrait.png
Health
16,000
Prejump
4F
Backdash
22F
Fastest Attack
2A (7F)
Reversals
A+D (Catch 1~25F)
236B+C (13F)
Pros
Cons
  • Long Engagement Range: Elizabeth's normals and specials have excellent range, allowing her to control the screen and initiate pressure from anywhere.
  • Mind Charge: This super converts your health into meter at a great rate, allowing Elizabeth near-constant access to her metered options. Its fast recovery also allows her to use it as a risky combo-extender.
  • Great Damage: Elizabeth's looping combos and strong specials (especially in Awakening state) provide excellent damage at any stage of the game.
  • Conversion Queen: Her card-throwing normals are extremely active and easily go into the huge sweeping range of her Persona normals, allowing any stray hit from either to become a full combo.
  • Amazing Anchor: Elizabeth sports an above-average assist toolkit, some of which is improved in Awakening, and can play solo very easily. She's especially scary in resonance, where any move can cancel into Mind Charge!
  • Frail: 16,000 HP is the lowest health tier in the game, only exacerbated by the health drain of Mind Charge.
  • Awkward Mixup Game: Other than 5C, Elizabeth has no Overhead attacks. This hurts her high-low mixups, instead having to rely on her strong strike-throw game.
  • Slow Speed: Elizabeth has few low-risk movement options, and her ground movement is slow.
  • Persona-Reliant: Long active and recovery frames on Persona attacks leave her vulnerable to being Persona-broken.


Unique Ability: AwakeningBBTag Elizabeth Awakening Icon.png
BBTag Elizabeth Awakening Cut-In.png

Upon reaching <35% HP and returning to a neutral state, Elizabeth enters Awakening, visually represented by a cut-in of her eyes across the screen and a small icon appearing next to your meters. Awakening remains active for the rest of the match, even if your health increases above 35%.

During Awakening, all of Elizabeth's special moves gain additional benefits

  • 236A MagarudyneP4Arena Elizabeth Magarudyne.pngGuardAllStartup15Recovery16+0LAdvantage-2 gains additional hits, and becomes safer when blocked.
  • 214A MabufudyneP4Arena Elizabeth Mabufudyne.pngGuardAllStartup21RecoveryTotal 51Advantage-8 has Thanatos travel fullscreen, gain projectile invulnerability, and freeze the opponent on the second hit.
  • 236B MaziodyneP4Arena Elizabeth Maziodyne.pngGuardAllStartup32RecoveryTotal 95Advantage-9 <-4>'s beam becomes much wider and fires an additional time, increasing in damage and stun time.
  • 214B MaragidyneP4Arena Elizabeth Maragidyne.pngGuardAllStartup41RecoveryTotal 92Advantage+21's fire pillars become much taller and deal increased damage.

These benefits will also apply in a minor way to both the Partner Skill versions of 4P MabufudyneP4Arena Elizabeth Mabufudyne.pngGuardAllStartup(18)+17RecoveryTotal (18)+71Advantage-24 and 6P MaziodyneP4Arena Elizabeth Maziodyne.pngGuardAllStartup(18)+62RecoveryTotal (18)+112Advantage-14 <-2>, as well as increasing the damage of her auto-combo ender Persona attacks by a small amount.

Finally, Elizabeth can use her Mind Charge super to drain her health to the <35% threshold, effectively forcing her into Awakening.

Normal Moves

4A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
4A 1000 All 8 2 14 -2 B
4AA 300×6 All 12 2×6 23 -8 B
4AAA 300, 200×8 All 10 22 Total: 43 -16 B
4AAAA 2500 [500, 3000] All 23 1 [1(1)1] 48 [46] -18 [-16] B

4A is a decent fast poke. The hitbox extends a little past the card, but still has fairly short range. While a frame slower than 2A, its longer range can see use against pressure.


4AA is just combo filler. The long active frames of the attack allow you to delay your next hit for some blockstring variations, but this moves will usually only see use being cancelled into 5A on block, or into the next move on hit.


4AAA Elizabeth blows out a single card. If it connects, the opponent is subject to an attack where they're surrounded by a vortex of cards. The animation is quite long, making it ideal for a Cross Combo scenario or a swap. You can even cancel this with your Reversal Action and continue the combo, since the vortex is independent of Elizabeth's actions once it's out!

If the card is blocked, you will not be able to cancel into 4AAAA afterwards.


4AAAA A Persona-based strike that becomes stronger in Awakening, freezing the opponent and leaving Elizabeth at +5.

Version Level P1 P2
4A 2 100 75
4AA 3 100 80
4AAA 3 100 100, 80
4AAAA 4 100 85

4A:
4AA:
4AAA:

  • Second group of hits (the card tornado) is considerd a separate hit with P2: 80%
  • Crumple Duration 30, Crumple Fall 63F


4AAAA:


5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 400×10 All 11 2×3,1,5,1,2×4 22 -5 B
5AA 200×10 All 5 6,1×9 17 -1 B
5AAA 250×12 All 9 1×11,2 23 -8 B
5AAAA 350×10 [300×16] All 12 2,5×9 [2,3×14,5] Until L P1

The party starter. On hit or block, 5A drags the the opponent to her, making it an excellent poke that can start your pressure. Due to its lengthy recovery, though, you shouldn't carelessly throw this out. Many of Elizabeth's specials will link into this move near the corner due to its excellent active frame, and it serves as the starter for her loop combos.


5AA is a wave of cards. Combo filler.


Due to 5AAA's lengthy animation, this is also ideal for Partner Calls to vary your combos or set up sandwich scenarios.


5AAAA is a move that's similar to her 236A, a vortex of wind that destroys most projectiles. Similar is the key word here, as it sends the opponent away instead of upwards, and this won't change even in Awakening. You won't really use this unless you want to Cross Raid.

Version Level P1 P2
5A 3 80 80
5AA 3 100 80
5AAA 3 100 80
5AAAA 4 100 85

5A:
5AA:
5AAA:
5AAAA:


5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1200×2 All 15 1(17)1 Total 56 -5 B
5BB 1700 All 23 15 Total 56 -15 B Persona 10~21 All Guard
5BBB 1700 [2000] All 19 7 Total 64 -27 P1

5B has pretty great range, making it a nice tool to have in neutral. Jump-Cancelable on hit as well!


5BB is combo filler. 5B>5BB has a natural gap in it, making it an easy frame trap. You can use this fact to your advantage by conditioning your opponent to block, and then using 5B again.


5BBB is similar to Maziodyne. It's not exactly Maziodyne, though, meaning that it doesn't gain Maziodyne's buffs. However, you can combo into Maziodyne from it.

Version Level P1 P2
5B 4 90 85
5BB 4 100 85
5BBB 4 100 85

5B:
5BB:

  • On Guard Point, hitstop for Persona is 0F. Opponent hitstop is unchanged


5BBB:


5B > 5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 2000, 1000×2 Throw 30 6 Total 48 T

This can only be done from either 5B or 5BB. A command grab, but not a hitgrab, so you can't combo into it. An important tool for Liz's mixup game, as you can combo from it from 2A when not in the corner. Mix this in with your other mix-up tools to keep your opponent guessing.

Level P1 P2
0×2, 4×3 100 50, 100×4


5B > 2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 Low 18 9 Total 60 -12 F

Hits low, and can only be done from 5B or 5BB. Only special or super cancellable, meaning you'll have to spend meter to get much damage out of this. If you notice your opponent jumping out from 5B to avoid getting grabbed by 5B>5C, using this will catch their jump frames. It also beats mashing if you happen to notice them pressing buttons to break Thanatos, but remember that 5BB naturally does this as well.

Level P1 P2
4 90 85


5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 26 3 18 -4 B

Standard overhead. Somewhat slow to come out, but safe on block.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 7 2 14 -2 F

Standard 2A. Also Elizabeth's fastest low, and go-to mash button when your opponent is on top of you. Slightly more range than the animation implies, but still a very stubby move.

Level P1 P2
2 90 75


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 9 18 13+10L -24 B 6~29 H

Anti-air and combo tool. 9f startup is actually pretty good for an anti-air, but the hitbox on this thing can be a bit awkward to get used to. For combo purposes this button is used a lot after 5AAA, typically you'll go into j.A>jc>j.AA>j.B>2A and continue the combo from there.

Level P1 P2
3 90 70


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 Low 11 15 8 -6 F

Hits low, surprisingly fast and active. Generally doesn't see much use in blockstrings as Liz has safer ways to go about trying to open someone up. Still, a low is a low. Primary use is as combo fodder, notably can be used after hitting an airborne opponent with 5AAA to continue the combo with either 4A or another 5A. Long active frames lets it be very plus when used for oki.

Level P1 P2
3 90 80


j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×6 All 10 1,2,9,2,2,2 15 H
1500 High 7 3 11 3 H

j.A will slightly halt you in the air, but you'll start to fall as soon as the cards become active. j.AAis barely useful as an overhead, and is usually reserved as combo filler. Mainly used to combo into j.B after 2B.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All 14 3 27 H

Also not a high, usually used in order to pick up with 2A. Hard knockdown allows you to set up 236C or j.236C alongside a Partner Call on a successful hit.

Level P1 P2
4 80 85


j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 2000, 1000×2 Throw 18 4 Total Until L + 6L T

Airthrow that allows for extensions using 2A. For use when your opponent is jumping around like a moron. Also usable as a combo tool, most notably from 5B. Can also be special canceled, allowing for a 214A follow-up, or for a Mind Charge extension.

Level P1 P2
0 100 50


Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T

Elizabeth transforms her opponent into a card before blowing them away into a wallbounce. Standard throw, links into 5A for a full combo.

Level P1 P2
0, 4 100 50
  • Minimum Damage 2000


Debilitate

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD Total: 45 1~25 All Guard
AD Attack 500, 2500 All 11 1 Until L+9L -20
j.AD Until L+6L 1~25 All Guard

Elizabeth's Counter Reversal Action. Extremely fast once activated, making it difficult to safejump. However, the hitbox on activation is relatively small, hits only in front of her, air blockable, and pretty minus on block, making it vulnerable to disjointed normals, crossups, and meaty assists. Can be used during 4AAA's vortex to cancel and go into 5AAA, extending your combo.

Version Level P1 P2
AD
AD Attack 4 80 100
j.AD

AD:
AD Attack:

  • Minimum Damage 25, 125 (150)


j.AD:

  • On Guard Point, hitstop for Elizabeth is 0F. Opponent hitstop is unchanged


Skills

Magarudyne

236A (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 250×15, 500 <230×20, 500> All 15 5×10 [5×11,2×3, 5] <5×11,2×9,5> 16+0L -2 P1
j.236A 250×15, 500 <230×20, 500> All 15 5×10 [5×11,2×3, 5] <5×11,2×9,5> Until L P1

Thanatos engulfs Elizabeth in a wind vortex projectile, causing her to fly towards her opponent. The vortex is treated as a projectile, allowing it to destroy incoming non-EX projectiles as she advances, punishing players using attempting to zone you without meter. Sees sparse use in combos outside of the corner, but can connect into 5A in the corner for a full extension.

In Awakening, Magarudyne gains additional hits, making the link into 5A in the corner easier to hit and allowing it to eat more projectiles along its approach.

Version Level P1 P2
236A 4 80 85 <75>
j.236A 4 80 85 <75>

236A:

  • Values in [] are on non-Awakening hit
  • Values in <> are during Awakening and on hit
  • Minimum Damage 12×15, 25 (205) <11×20, 25 (245)>


j.236A:

  • Values in [] are on non-Awakening hit
  • Values in <> are during Awakening and on hit
  • Minimum Damage 12×15, 25 (205) <11×20, 25 (245)>


Maziodyne

236B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236B 220×19 <210×24> All 32 2×19 <2,1×10,2(16)1×12> Total 95 -9 <-4> P1
j.236B 220×19 <210×24> All 32 2×19 <2,1×10,2(16)1×12> Total 84 +2[+7] at best P1

Fires a beam that hits fullscreen. While it has a long startup, the beam is quite active and allows for pretty easy partner setups. High pushback on both hit and block means it's not the best for combo extensions outside of the corner.

In Awakening, Thanatos fires an additional beam and the beams become much wider. In addition to being a decent damage increase, the increased hitstun makes the move into a much more consistent combo extender. The wider beam also allows for Maziodyne to combo on opponents launched higher than usual.

Version Level P1 P2
236B 4 80 85 <75>
j.236B 4 80 85 <75>

236B:

  • Values in <> are during Awakening
  • Minimum Damage 11×19 (209) <10×24 (240)>


j.236B:

  • Values in <> are during Awakening
  • Minimum Damage 11×19 (209) <10×24 (240)>


Mabufudyne

214A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800, 2000, 2000 <1000, 2500, 2000> All 21 2,2 Total 51 -8 B Persona 8~22 All

Thanatos swings upwards, following with an ice blast on hit. Serves as your main combo ender and secondary anti-air move after 2B. The extended hitstun allows you to approach quickly for an oki setup, but won't combo afterwards.

In Awakening, this move changes dramatically. Thanatos now dashes up to fullscreen to your opponent before striking, and the follow-up ice spike will freeze your opponent. He also gain projectile immunity during this dash, allowing you to blast through some zoning attempts (Elizabeth is still vulnerable during this time, so beams and some faster projectile can hit her and stop the move from coming out). The freeze also allows for Mabufudyne to become a combo extender rather than an ender, as it combos into 5A near the corner.

Level P1 P2
5×2, 4 80×2, 72 90×2 (Once), 100
  • Values in <> are during Awakening
  • Minimum Damage 40, 100, 100 (240) <50, 125, 100 (275)>


Maragidyne

214B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×N <550×N> All 41 5×N Total 92 +21 P1

Thanatos throws pillars of fire that travel fullscreen. Low damage and inability to combo from the move cause it to see little play in neutral. Instead, Maragidyne excels in locking down the screen to prevent your opponent's approach after a Partner Call, allowing them to tag out scot-free. Its huge pushback also forces your opponent into the corner, allowing you to begin your pressure game if you close in. Maragidyne also deals impressively high chip damage if all the pillars connect, noticeably more than all of her other specials in and out of Awakening.

In Awakening, this move doesn't change much. The fire pillars become bigger and deal more damage, allowing you to catch characters in the air more consistently and force them into the corner. Otherwise, the move is mostly relegated to the same purposes as it was before.

Level P1 P2
4 80 85
  • Values in <> are during Awakening
  • Minimum Damage 25×N <27×N>


Extra Skills

Mahamaon

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
330×17 All 107 5×16,10 Total 70 P1

After a long startup, Thanatos sets a crest on the ground that explodes into multiple rapid hits. This moves keeps the opponent locks down the opponent for an extremely long time on block, allowing you to setup mid-combo healing with 214C. On a hit, the last hit of this move launches the opponent, leading into a full combo from 5A or similar starter.

Due to the almost comically long startup, Elizabeth will need to call in a partner to cover her as she's entirely vulnerable for almost two seconds.

Level P1 P2
5 80 75
  • Minimum Damage 33×17 (561)


Mamudoon

j.236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700×9 All 94 5×8,70 Total 70 P1

After a long startup, Thanatos sets a sigil circle in the air that detonates into a spray of projectiles when the opponent enters its range. The last projectile deals more damage and wallbounces near the corner, allowing for combo extensions by launching the opponent into the crest.

Similar to its grounded counterpart, Mamudoon has a very long startup. Setting up this move will usually require a partner call to cover you, as Elizabeth is very easy to hit out. In addition to this shared weakness, Mamudoon's sigil will disappear if Elizabeth is hit, further limiting its use.

Level P1 P2
5 80 80
  • Minimum Damage 70×9 (630)


Diarahan

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
109~277
  • After an initial burst of healing 2500 HP, she recovers a steady rate of 25 hp per frame.
  • Elizabeth recovers a minimum of ~25% HP, and can hold the move to recover a total of 50% HP.

Thanatos channels healing energy into Elizabeth, restoring her HP.

Elizabeth is fully vulnerable during this animation, which limits its usage without partner setups or 236C/j.236C lockdown. Use it after a Mind Charge -> Partner Call for maximum effect.

Level P1 P2


Partner Skills

5P

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500×2 All (18)+15 1(17)1 Total (18)+93 -18 B

One of the best assists in the game! Its great range and multiple hits make is super easy to use in combos, and it's not that bad in neutral.

Level P1 P2
4 70 85
  • Minimum Damage 75×2 (150)


6P

Maziodyne

Damage Guard Startup Active Recovery On-Block Attribute Invuln
450×10 <310×16> All (18)+62 2×10 <2×16> Total (18)+112 -14 <-2> P1

Long startup really hurts the potential of this assist. Carries all the strengths and weaknesses of 236B otherwise. Good lockdown move and excellent screen presence.

Level P1 P2
4 70 85
  • Values in <> are during Awakening
  • Minimum Damage 22×10 (220) <15×16 (240)>

4P

Mabufudyne

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800 <1800, 1000> All (18)+17 1 Total (18)+71 -24 B

A slow but rewarding anti-air, the Awakening version of this move freezes the opponent and serves as an excellent combo extender.

Level P1 P2
4 70 85
  • Values in <> are during Awakening
  • Minimum Damage 90 <90, 50 (140)>


Distortion Skills

Ghastly Wail

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 8500 [0×2, 10000] Throw 13+(63 Flash)+0 1 39 T 1~17 All

Command throw super that's 0F after superflash, and can combo airborne opponents. Thanatos' hitbox for the grab can seem inconsistent at times, leading to silly situations where he hugs the air around the opponent. Great damage and great minimum damage make it a great combo ender, and serves as a decent reversal due to its invulnerability and fast startup.

Level P1 P2
0, 4, 5 80 100×2, 60
  • Values in [] are for Enhanced version
  • Minimum Damage 2125 [2300]
  • If opponent is in hitstun, active frames increased to 3, recovery reduced by 2


Mind Charge

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 7+(88 Flash)+0 7~7 All

The move that defines the character. Mind Charge drains Elizabeth's health down to 34%, granting approximately a quarter of a Skill Gauge per 3% HP drained (or a full meter every 12%). This drained HP is dealt to Elizabeth as both recoverable and unrecoverable HP, half of each kind, allowing you to recoup some of your investment by tagging her out (or just setup 214C). If Elizabeth is at 34% HP or below when using this move, it will play the animation but will not cause any health drain or meter gain.

Mind Charge is the centerpiece of Elizabeth's gameplan, and has various uses depending on her current health, meter, and state of the game. If she has a little more than 50% HP, Mind Charge becomes a free super cancel into a combo extender. At the start of a round, it can be used to force your Awakening after a combo, putting you at huge advantage. An incredibly versatile move, its usefulness is limited only by how you use it.

This all being said, using Mind Charge does immediately put you in Danger State, meaning most characters can land a stray hit on you and finish Elizabeth off. Be careful when using this move in combos, as one drop and a mistake afterwards can cost you a character.

Level P1 P2


Distortion Skill Duo

Ghastly Wail

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 2500 [0×2, 3000] All 1+(99 Flash)+1 3 34 -27 B 1~4 All

Ghastly Wail, but now a strike! As with every other Distortion Skill Duo, used to add unscaled damage to the end of a combo. If your opponent is low enough on health, go for broke. Great hitbox means it combos from more or less anything, but is horribly minus on block.

Level P1 P2
0×2, 4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage 2500 [3000]


Astral Heat

Megidolaon

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1+(50 Flash)+0 65 1~33 Guard All
All 1+1 3×8 Total 60 -21 P1 1~45 All

Counter astral, with the added benefit of being able to confirm into it much like Hakumen's. The confirm is stupidly easy, going seemingly fullscreen. If you hit someone while you're in resonance, landing this thing is actually rather simple with Elizabeth's high meter gain.

Version Level P1 P2
222BC
222BC Attack 3

222BC:
222BC Attack:


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