Difference between revisions of "BBTag/Elizabeth"

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
+
{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Elizabeth}}
 +
{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"
 
|-
 
|-
 
!Elizabeth
 
!Elizabeth
 
|-
 
|-
 
||
 
||
[[File:BBTag_Elizabeth_Portrait.png|350x500px|center]]
+
[[File:BBTag_Elizabeth_Portrait.png|300x500px|center]]
 
|-
 
|-
 
||
 
||
{{#lsth:BBTag/Elizabeth/Data|SystemData}}
+
{{#lst:BBTag/Elizabeth/Data|System Data}}
 
;Movement Options
 
;Movement Options
 
* Double Jump, 1 Airdash, Dash Type: Run
 
* Double Jump, 1 Airdash, Dash Type: Run
Line 15: Line 16:
  
 
;Team role
 
;Team role
:Point; Jiggly bits
+
:
 
|}
 
|}
 
<div style="float:left; margin-right:25px;">
 
<div style="float:left; margin-right:25px;">
Line 21: Line 22:
 
</div>
 
</div>
 
==Overview==
 
==Overview==
"I, Elizabeth, humbly accept your challenge."
+
{{Bio
 
+
| name = Elizabeth
===Backstory===
+
| game = BBTag
 +
| quote = I, Elizabeth, humbly accept your challenge.
 +
| lore =  
 
Known as "One Who Governs Power", Elizabeth is a resident of the Velvet Room who assists Igor in his endeavors to assist Velvet Room guests.
 
Known as "One Who Governs Power", Elizabeth is a resident of the Velvet Room who assists Igor in his endeavors to assist Velvet Room guests.
  
===Playstyle===
+
}}
Elizabeth is mostly a mid spacing character with a high risk high reward factor. With powerful zoning tools with an alright kit that shines when she reaches awakening but, will not survive a hit afterwords without alot of resources spent into healing. Speculation: She has a powerful oki game with spending a meter for Hama or in the corner with Agi but, lacking a overhead will be a big issue  for her. Her pressure game is mostly about stagger pressure just like her base game but, her improvements on her command grab make it so the opponent doesn't just low blow everything.
 
 
 
  
 
===Awakening===
 
===Awakening===
 
When Elizabeth is at low health (around 30%), a cut-in of her will appear on the screen that looks similar to the ones that appear when one of the Persona characters use their Astral Heat, and an icon of Elizabeth will appear above the Cross Gauge. This signifies that she has entered Awakening, a mechanic lifted from Persona 4 Arena/Ultimax. Elizabeth's moves gain several upgrades during this state. Once Awakening is achieved, it will last for the remainder of the match.
 
When Elizabeth is at low health (around 30%), a cut-in of her will appear on the screen that looks similar to the ones that appear when one of the Persona characters use their Astral Heat, and an icon of Elizabeth will appear above the Cross Gauge. This signifies that she has entered Awakening, a mechanic lifted from Persona 4 Arena/Ultimax. Elizabeth's moves gain several upgrades during this state. Once Awakening is achieved, it will last for the remainder of the match.
  
===Strengths/Weaknesses===
+
===Playstyle===
{|
+
{{StrengthsAndWeaknesses
|-style="text-align:left;"
+
|intro=
! Strengths !! Weaknesses
+
Elizabeth is mostly a mid spacing character with a high risk high reward factor. With powerful zoning tools with an alright kit that shines when she reaches awakening but, will not survive a hit afterwords without alot of resources spent into healing. Speculation: She has a powerful oki game with spending a meter for Hama or in the corner with Agi but, lacking a overhead will be a big issue  for her. Her pressure game is mostly about stagger pressure just like her base game but, her improvements on her command grab make it so the opponent doesn't just low blow everything.
|- style="vertical-align:top;text-alighn:left"
+
|pros=
| style="width: 50%;"|
+
* Far reaching normals which can pull your opponent towards you.
 
* High meter gain with Mind Charge.   
 
* High meter gain with Mind Charge.   
 
* Semi fast projectiles               
 
* Semi fast projectiles               
* One of the highest damaging solo zoners as of yet
+
* One of the highest damaging solo zoners  
|}
+
* Respectable combo damage, can freeze or drop the opponent in front of her using all of her specials allowing extensions.
 +
* Can issue commands to her persona to have it do the command where it is, allowing her to use specials and even command grabs anywhere on the screen.
 +
* Strong throw game :)
 +
|cons=
 +
*NO OVERHEADS aside from Clash(ja is technically an overhead but this is never useful)
 +
*Slow ground movement
 +
*Low hp, which could result in an early death (life or death playstyle).
 +
}}
  
{{#lst:BBTag/Elizabeth/Data|Links}}
 
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Normal Moves==
 
==Normal Moves==
  
====== <font style="visibility:hidden" size="0">4A</font> ======
+
====== <span style="visibility:hidden;font-size:0">4A</span> ======
 
{{MoveData
 
{{MoveData
|image=P4Arena_Elizabeth_5A.png |caption=
+
|image=P4Arena_Elizabeth_5A.png |caption=A little bop!
|image2=P4AU_Elizabeth_5AA.png |caption2=
+
|image2=P4AU_Elizabeth_5AA.png |caption2=A little swirl!
|image3=BBTag_Elizabeth_4AAA.png |caption3=
+
|image3=BBTag_Elizabeth_4AAA.png |caption3=A little tornado!
|name=4AA
+
|image4=BBTag_Elizabeth_4AAAA.png |caption4=A little chilly, huh?
 +
|name=4A
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag|version=yes}}
 
  {{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=4A}}
 
{{AttackVersion|name=4A}}
{{#lsth:BBTag/Elizabeth/Data|4A}}
+
{{#lst:BBTag/Elizabeth/Data|4A}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text= A tap with the card. Pretty decent poke due to its speed, but nothing special.
 +
 +
}}
 
{{AttackVersion|name=4AA}}
 
{{AttackVersion|name=4AA}}
{{#lsth:BBTag/Elizabeth/Data|4AA}}
+
{{#lst:BBTag/Elizabeth/Data|4AA}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text= Elizabeth throws out her book, which swirls around. Combo filler.
 +
 +
}}
 
{{AttackVersion|name=4AAA}}
 
{{AttackVersion|name=4AAA}}
{{#lsth:BBTag/Elizabeth/Data|4AAA}}
+
{{#lst:BBTag/Elizabeth/Data|4AAA}}
 +
{{!}}-
 +
{{Description|8|text= 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 DP and continue the combo, since the vortex is independent of Elizabeth's actions once it's out!
 +
 
 +
}}
 +
{{AttackVersion|name=4AAAA}}
 +
{{#lst:BBTag/Elizabeth/Data|4AAAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=Elizabeth calls upon Thanatos to knock the opponent up and freeze them. Becomes stronger in Awakening.
 +
 
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5A</font> ======
+
====== <span style="visibility:hidden;font-size:0">5A</span> ======
 
{{MoveData
 
{{MoveData
|image=P4Arena_Elizabeth_5B.png |caption=
+
|image=P4Arena_Elizabeth_5B.png |caption= Ah yes neutral
|image2=P4AU_Elizabeth_5BB.png |caption2=
+
|image2=P4AU_Elizabeth_5BB.png |caption2=Please read
|image3=P4AU_Elizabeth_5BBB.png |caption3=
+
|image3=P4AU_Elizabeth_5BBB.png |caption3=The storm before the storm
|image4=P4Arena_Elizabeth_Magarudyne.png |caption4=
+
|image4=P4Arena_Elizabeth_Magarudyne.png |caption4=Wheeeee!
|name=5A
+
|name=5A  
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag|version=yes}}
 
  {{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5A}}
 
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Elizabeth/Data|5A}}
+
{{#lst:BBTag/Elizabeth/Data|5A}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=Elizabeth tosses out a ring that returns to her after a set distance. On hit or block, the opponent gets dragged in 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.
 +
}}
 
{{AttackVersion|name=5AA}}
 
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Elizabeth/Data|5AA}}
+
{{#lst:BBTag/Elizabeth/Data|5AA}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=A wave of cards. Combo filler.
 +
}}
 
{{AttackVersion|name=5AAA}}
 
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Elizabeth/Data|5AAA}}
+
{{#lst:BBTag/Elizabeth/Data|5AAA}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text= Elizabeth sends out a swirl of cards. Due to its lengthy animation, this is also ideal for partner shenanigans.
 +
}}
 
{{AttackVersion|name=5AAAA}}
 
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Elizabeth/Data|5AAAA}}
+
{{#lst:BBTag/Elizabeth/Data|5AAAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text= Elizabeth uses a move that's similar to her 236A. ''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.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5B</font> ======
+
====== <span style="visibility:hidden;font-size:0">5B</span> ======
 
{{MoveData
 
{{MoveData
|image=P4Arena_Elizabeth_5C.png |caption=
+
|image=P4Arena_Elizabeth_5C.png |caption=Hack, slash
|image2=P4Arena_Elizabeth_2C.png |caption2=
+
|image2=P4Arena_Elizabeth_2C.png |caption2= Little roar
|image3=P4Arena_Elizabeth_Maziodyne.png |caption3=
+
|image3=P4Arena_Elizabeth_Maziodyne.png |caption3= BIG ROAR
 
|name=5B  
 
|name=5B  
 
|data=
 
|data=
Line 107: Line 134:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5B}}
 
{{AttackVersion|name=5B}}
{{#lsth:BBTag/Elizabeth/Data|5B}}
+
{{#lst:BBTag/Elizabeth/Data|5B}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=Elizabeth calls upon Thanatos to do a two hit swipe with its sword. Has pretty great range, making it a nice tool to have in neutral. Jump-Cancelable on hit as well!
 +
}}
 
{{AttackVersion|name=5BB}}
 
{{AttackVersion|name=5BB}}
{{#lsth:BBTag/Elizabeth/Data|5BB}}
+
{{#lst:BBTag/Elizabeth/Data|5BB}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=Thanatos roars, making a shockwave around it. 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.
 +
}}
 
{{AttackVersion|name=5BBB}}
 
{{AttackVersion|name=5BBB}}
{{#lsth:BBTag/Elizabeth/Data|5BBB}}
+
{{#lst:BBTag/Elizabeth/Data|5BBB}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=Thanatos fires a beam that's 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.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">5B>5C</font> ======
+
====== <span style="visibility:hidden;font-size:0">5B>5C</span> ======
 
{{MoveData
 
{{MoveData
|image=P4Arena_Elizabeth_5D.png |caption=
+
|image=P4Arena_Elizabeth_5D.png |caption="THANATOOOOOOOOOS"
 
|name=5B>5C
 
|name=5B>5C
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Elizabeth/Data|5B>5C}}
+
{{#lst:BBTag/Elizabeth/Data|5B 5C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=After a slight delay, Elizabeth calls on Thanatos to leap forward and grab the opponent. 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.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">5B>2C</font> ======
+
====== <span style="visibility:hidden;font-size:0">5B>2C</span> ======
 
{{MoveData
 
{{MoveData
|image=P4Arena_Elizabeth_2D.png |caption=
+
|image=P4Arena_Elizabeth_2D.png |caption=I need some MeMentos™, Mori
 
|name=5B>2C
 
|name=5B>2C
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Elizabeth/Data|5B>2C}}
+
{{#lst:BBTag/Elizabeth/Data|5B 2C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=Thanatos hunches down and lets out a poison-filled breath. 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.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5C</font> ======
+
====== <span style="visibility:hidden;font-size:0">5C</span> ======
 
{{MoveData
 
{{MoveData
|image=P4Arena_Elizabeth_AOA.png |caption=
+
|image=P4Arena_Elizabeth_AOA.png |caption=Take a look, it's in a book
 
|name=5C
 
|name=5C
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Elizabeth/Data|5C}}
+
{{#lst:BBTag/Elizabeth/Data|5C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=Standard overhead. Somewhat slow to come out, but safe on block.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2A</font> ======
+
====== <span style="visibility:hidden;font-size:0">2A</span> ======
 
{{MoveData
 
{{MoveData
|image=P4Arena_Elizabeth_2A.png |caption=
+
|image=P4Arena_Elizabeth_2A.png |caption=Pick a card.
 
|name=2A
 
|name=2A
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Elizabeth/Data|2A}}
+
{{#lst:BBTag/Elizabeth/Data|2A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2B</font> ======
+
====== <span style="visibility:hidden;font-size:0">2B</span> ======
 
{{MoveData
 
{{MoveData
|image=P4Arena_Elizabeth_2B.png |caption=
+
|image=P4Arena_Elizabeth_2B.png |caption=Don't whiff this.
 
|name=2B
 
|name=2B
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Elizabeth/Data|2B}}
+
{{#lst:BBTag/Elizabeth/Data|2B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=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.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2C</font> ======
+
====== <span style="visibility:hidden;font-size:0">2C</span> ======
 
{{MoveData
 
{{MoveData
 
|image=P4Arena_Elizabeth_Sweep.png |caption=
 
|image=P4Arena_Elizabeth_Sweep.png |caption=
Line 191: Line 224:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Elizabeth/Data|2C}}
+
{{#lst:BBTag/Elizabeth/Data|2C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text= Hits low, surprisingly fast. 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.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.A</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=P4Arena_Elizabeth_jB.png |caption=
 
|image=P4Arena_Elizabeth_jB.png |caption=
Line 206: Line 240:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=j.A}}
 
{{AttackVersion|name=j.A}}
{{#lsth:BBTag/Elizabeth/Data|j.A}}
+
{{#lst:BBTag/Elizabeth/Data|j.A}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=j.AA}}
 
{{AttackVersion|name=j.AA}}
{{#lsth:BBTag/Elizabeth/Data|j.AA}}
+
{{#lst:BBTag/Elizabeth/Data|j.AA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.B</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
 
{{MoveData
 
{{MoveData
|image=P4Arena_Elizabeth_jC.png |caption=
+
|image=P4Arena_Elizabeth_jC.png |caption= Why is this not an overhead?
 
|name=j.B
 
|name=j.B
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Elizabeth/Data|j.B}}
+
{{#lst:BBTag/Elizabeth/Data|j.B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text= Also not a high, usually used in order to pick up with 2A. Not many notable things about it.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.C</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
 
{{MoveData
 
{{MoveData
|image=P4Arena_Elizabeth_jD.png |caption=
+
|image=P4Arena_Elizabeth_jD.png |caption=If you ever wished for BBTag to have airthrows, I got good news for ya.
 
|name=j.C
 
|name=j.C
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Elizabeth/Data|j.C}}
+
{{#lst:BBTag/Elizabeth/Data|j.C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text= 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.
 
  }}
 
  }}
 
}}
 
}}
Line 244: Line 278:
 
==Universal Moves==
 
==Universal Moves==
  
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
+
====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ======
 
{{MoveData
 
{{MoveData
|image=P4Arena_Elizabeth_GroundThrow.png |caption=
+
|image=P4Arena_Elizabeth_GroundThrow.png |caption= "Your fate is..."
 
|name=Ground Throw
 
|name=Ground Throw
 
|input=5B+C
 
|input=5B+C
Line 252: Line 286:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Elizabeth/Data|BC}}
+
{{#lst:BBTag/Elizabeth/Data|BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Debilitate</font> ======
+
====== <span style="visibility:hidden;font-size:0">Debilitate</span> ======
 
{{MoveData
 
{{MoveData
 
|image=P4AU_Elizabeth_Debilitate.png |caption=
 
|image=P4AU_Elizabeth_Debilitate.png |caption=
 
|name=Debilitate
 
|name=Debilitate
|input=5A+D
+
|input=5A+D (Air OK)
 
|data=
 
|data=
  {{AttackDataHeader-BBTag}}
+
  {{AttackDataHeader-BBTag|version=yes}}
 +
{{!}}-
 +
{{AttackVersion|name=Ground}}
 +
{{#lst:BBTag/Elizabeth/Data|AD}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Elizabeth/Data|AD}}
+
{{AttackVersion|name=Air}}
 +
{{#lst:BBTag/Elizabeth/Data|j.AD}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|8|text= A pretty decent dp! Can be used during 4AAA to cancel and go into 5AAA.
 
  }}
 
  }}
 
}}
 
}}
Line 275: Line 313:
  
 
==Skills==
 
==Skills==
====== <font style="visibility:hidden" size="0">???</font> ======
+
====== <span style="visibility:hidden;font-size:0">Magarudyne</span> ======
 
{{MoveData
 
{{MoveData
|image=P4Arena_Elizabeth_Magarudyne.png |caption=
+
|image=P4Arena_Elizabeth_Magarudyne.png |caption=WOOOSH
 
|input=236A(Air OK)
 
|input=236A(Air OK)
 
|name=Magarudyne
 
|name=Magarudyne
Line 283: Line 321:
 
  {{AttackDataHeader-BBTag|version=yes}}
 
  {{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=A}}
+
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Elizabeth/Data|236A}}
+
{{#lst:BBTag/Elizabeth/Data|236A}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=B}}
+
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Elizabeth/Data|236B}}
+
{{#lst:BBTag/Elizabeth/Data|j.236A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text= This move is plus in awakening, tracks, and can sideswitch. Have fun. (rather long and obvious startup tho)
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">???</font> ======
+
====== <span style="visibility:hidden;font-size:0">Maziodyne</span> ======
 
{{MoveData
 
{{MoveData
|image=P4Arena_Elizabeth_Mabufudyne.png |caption=
+
|image=P4Arena_Elizabeth_Maziodyne.png |caption= "Crackle crack." Or if you're Japanese, "Vika vika vika!"
|input=214A
+
|input=236B(Air OK)
|name=Mabufudyne
+
|name=Maziodyne
 
|data=
 
|data=
 +
 
  {{AttackDataHeader-BBTag|version=yes}}
 
  {{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=A}}
+
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Elizabeth/Data|214A}}
+
{{#lst:BBTag/Elizabeth/Data|236B}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=B}}
+
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Elizabeth/Data|214B}}
+
{{#lst:BBTag/Elizabeth/Data|j.236B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text= Shoots two lasers in awakening, chips a bit. Great as a neutral/active switch tool, as well as tacking on extra damage if you do the full 5B string. If Thanatos gets hit, Liz will stand there posing in Ch state for the rest of the move, so be careful to not let that happen
 
  }}
 
  }}
 
}}
 
}}
====== <font style="visibility:hidden" size="0">???</font> ======
+
<nowiki/>
 +
====== <span style="visibility:hidden;font-size:0">Mabufudyne</span> ======
 
{{MoveData
 
{{MoveData
|image=P4Arena_Elizabeth_Maziodyne.png |caption=
+
|image=P4Arena_Elizabeth_Mabufudyne.png |caption= "Towering wall of ice"
|input=236B(Air OK)
+
|input=214A
|name=Maziodyne
+
|name=Mabufudyne
 
|data=
 
|data=
  {{AttackDataHeader-BBTag|version=yes}}
+
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=A}}
+
{{#lst:BBTag/Elizabeth/Data|214A}}
{{#lsth:BBTag/Elizabeth/Data|j.236A}}
 
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=B}}
+
{{Description|7|text= I love this move so much. Outside of awakening it works as a servicable anti air, but you are usually better off using 2B. In awakening the fun starts. It moves fullscreen and freezes, letting you combo if you are close, go for a reset, or cancel into Ghastly Wail if the opponent is too far and you are in res. Overall a great special. Thanotos is also invincible to projectiles during awakening.
{{#lsth:BBTag/Elizabeth/Data|j.236B}}
 
{{!}}-
 
{{Description|7|text=
 
 
  }}
 
  }}
 
}}
 
}}
====== <font style="visibility:hidden" size="0">???</font> ======
+
<nowiki/>
 +
====== <span style="visibility:hidden;font-size:0">Maragidyne</span> ======
 
{{MoveData
 
{{MoveData
|image=P4Arena_Elizabeth_Maragidyne.png |caption=
+
|image=P4Arena_Elizabeth_Maragidyne.png |caption=did someone hail a taxi to the corner?
 
|input=214B
 
|input=214B
 
|name=Maragidyne
 
|name=Maragidyne
 
|data=
 
|data=
  {{AttackDataHeader-BBTag|version=yes}}
+
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=A}}
+
{{#lst:BBTag/Elizabeth/Data|214B}}
{{#lsth:BBTag/Elizabeth/Data|j.214A}}
 
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=B}}
+
{{Description|7|text= This move doesn't see much usage in neutral, outide of assist covered zoning. it is used in some corner carry setups to deliver the opponent to the corner because it is quite easy to pickup.
{{#lsth:BBTag/Elizabeth/Data|j.214B}}
 
{{!}}-
 
{{Description|7|text=
 
 
  }}
 
  }}
 
}}
 
}}
Line 347: Line 380:
  
 
==Extra Skills==
 
==Extra Skills==
====== <font style="visibility:hidden" size="0">???</font> ======
+
====== <span style="visibility:hidden;font-size:0">???</span> ======
 
{{MoveData
 
{{MoveData
|image=P4Arena_Elizabeth_Mahamaon.png |caption=
+
|image=P4Arena_Elizabeth_Mahamaon.png |caption=I'm sorry, everyone... I had to trade in the insta-kill for better start-up
 
|input=236C
 
|input=236C
 
|name=Mahamaon
 
|name=Mahamaon
Line 355: Line 388:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Elizabeth/Data|236C}}
+
{{#lst:BBTag/Elizabeth/Data|236C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text= Typically used for oki or other setups, but also used for setting up either high damage or healing during combos!
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">???</font> ======
+
====== <span style="visibility:hidden;font-size:0">???</span> ======
 
{{MoveData
 
{{MoveData
 
|image=P4Arena_Elizabeth_Diarahan.png |caption=
 
|image=P4Arena_Elizabeth_Diarahan.png |caption=
Line 369: Line 402:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Elizabeth/Data|214C}}
+
{{#lst:BBTag/Elizabeth/Data|214C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
  }}
 
  }}
 
}}
 
}}
Line 377: Line 410:
  
  
====== <font style="visibility:hidden" size="0">???</font> ======
+
====== <span style="visibility:hidden;font-size:0">???</span> ======
 
{{MoveData
 
{{MoveData
|image=P4Arena_Elizabeth_Mamudoon.png |caption=
+
|image=P4Arena_Elizabeth_Mamudoon.png |caption=Don't lie, you forgot she had this move too
|input=J.236C
+
|input=j.236C
 
|name=Mamudoon
 
|name=Mamudoon
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Elizabeth/Data|J.236C}}
+
{{#lst:BBTag/Elizabeth/Data|j.236C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text= a good combo tool if you can set it up
 
  }}
 
  }}
 
}}
 
}}
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==Partner Skills==
 
==Partner Skills==
  
====== <font style="visibility:hidden" size="0">5P</font> ======
+
====== <span style="visibility:hidden;font-size:0">5P</span> ======
 
{{MoveData
 
{{MoveData
 
|image=P4Arena_Elizabeth_5C.png |caption=
 
|image=P4Arena_Elizabeth_5C.png |caption=
Line 402: Line 435:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Elizabeth/Data|5P}}
+
{{#lst:BBTag/Elizabeth/Data|5P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">6P</font> ======
+
====== <span style="visibility:hidden;font-size:0">6P</span> ======
 
{{MoveData
 
{{MoveData
 
|image=P4Arena_Elizabeth_Maziodyne.png |caption=
 
|image=P4Arena_Elizabeth_Maziodyne.png |caption=
Line 416: Line 449:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Elizabeth/Data|6P}}
+
{{#lst:BBTag/Elizabeth/Data|6P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">4P</font> ======
+
====== <span style="visibility:hidden;font-size:0">4P</span> ======
 
{{MoveData
 
{{MoveData
 
|image=P4Arena_Elizabeth_Mabufudyne.png |caption=
 
|image=P4Arena_Elizabeth_Mabufudyne.png |caption=
Line 430: Line 463:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Elizabeth/Data|4P}}
+
{{#lst:BBTag/Elizabeth/Data|4P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
  }}
 
  }}
 
}}
 
}}
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==Distortion Skills==
 
==Distortion Skills==
====== <font style="visibility:hidden" size="0">???</font> ======
+
====== <span style="visibility:hidden;font-size:0">???</span> ======
 
{{MoveData
 
{{MoveData
|image=P4Arena_Elizabeth_GhastlyWail.png |caption=
+
|image=P4Arena_Elizabeth_GhastlyWail.png |caption= Yes the tank somehow fits into the coffin
 
|input=236B+C
 
|input=236B+C
 
|name=Ghastly Wail
 
|name=Ghastly Wail
Line 447: Line 480:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Elizabeth/Data|236BC}}
+
{{#lst:BBTag/Elizabeth/Data|236BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">???</font> ======
+
====== <span style="visibility:hidden;font-size:0">???</span> ======
 
{{MoveData
 
{{MoveData
|image=P4Arena_Elizabeth_MindCharge.png |caption= Atarax570 putting fear into his opponents.
+
|image=P4Arena_Elizabeth_MindCharge.png |caption= Atarax570 putting fear into his opponents. also the closest to RC we gonna get
 
|input=214B+C
 
|input=214B+C
 
|name=Mind Charge
 
|name=Mind Charge
Line 461: Line 494:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Elizabeth/Data|214BC}}
+
{{#lst:BBTag/Elizabeth/Data|214BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= Drains Elizabeth’s health and converts it to meter. Allows her to enter Awakening if her health is low enough, though it naturally also means that she will have low health when this happens. The health drained is shown as red health, meaning it can be restored if she tags out for long enough, though this means that you have to be really careful when using Partner Skills/Cross Combo or else Elizabeth will be KO’d really easily.
+
{{Description|7|text= Drains Elizabeth’s health and converts it to meter. Allows her to enter Awakening if her health is low enough, though it naturally also means that she will have low health when this happens. The health drained is shown as red health, meaning it can be restored if she tags out for long enough, though this means that you have to be really careful when using Partner Skills/Cross Combo or else Elizabeth will be KO’d really easily.
 
  }}
 
  }}
 
}}
 
}}
Line 470: Line 503:
 
==Distortion Skill Duo==
 
==Distortion Skill Duo==
 
{{MoveData
 
{{MoveData
|image=P4Arena_Elizabeth_GhastlyWail.png |caption=
+
|image=P4Arena_Elizabeth_GhastlyWail.png |caption= ''"Memento Mori."''
 
|input=P during Main Character's Distortion Skill  
 
|input=P during Main Character's Distortion Skill  
 
|name=Ghastly Wail
 
|name=Ghastly Wail
Line 476: Line 509:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Elizabeth/Data|Distortion Skill Duo}}
+
{{#lst:BBTag/Elizabeth/Data|Distortion Skill Duo}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
  }}
 
  }}
 
}}
 
}}
Line 485: Line 518:
 
==Astral Heat==
 
==Astral Heat==
 
{{MoveData
 
{{MoveData
|image=P4Arena_Elizabeth_Megidolaon.png |caption=
+
|image=P4Arena_Elizabeth_Megidolaon.png |caption= I now present to you... Megidolaon, MONEY SHOT!!!
 
|input=222B+C
 
|input=222B+C
 
|name=Megidolaon
 
|name=Megidolaon
 
|data=  
 
|data=  
  {{AttackDataHeader-BBTag}}
+
  {{AttackDataHeader-BBTag|version=yes}}
 +
{{!}}-
 +
{{AttackVersion|name=Catch}}
 +
{{#lst:BBTag/Elizabeth/Data|222BC}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Elizabeth/Data|222BC}}
+
{{AttackVersion|name=Attack}}
 +
{{#lst:BBTag/Elizabeth/Data|222BC Attack}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|8|text=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.
 
  }}
 
  }}
 
}}
 
}}
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
 +
 +
==Roadmap==
 +
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
 +
{{Roadmap}}
  
 
==Navigation==
 
==Navigation==
{{#lsth:BBTag/Elizabeth/Data|Links}}
+
{{#lst:BBTag/Elizabeth/Data|Links}}
 
{{notice|To edit frame data, edit values in [[BBTag/Elizabeth/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{notice|To edit frame data, edit values in [[BBTag/Elizabeth/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{Navbar-BBTag}}
 
{{Navbar-BBTag}}
[[Category:BlazBlue Cross Tag Battle]]
 
[[Category:Elizabeth]]
 

Latest revision as of 20:59, 17 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Elizabeth
BBTag Elizabeth Portrait.png

Health: 16,000
Prejump: 4F
Backdash Time 29F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Mid-range, Aggressive
Team role

Overview[edit]


"I, Elizabeth, humbly accept your challenge."
Lore:Known as "One Who Governs Power", Elizabeth is a resident of the Velvet Room who assists Igor in his endeavors to assist Velvet Room guests.

Awakening[edit]

When Elizabeth is at low health (around 30%), a cut-in of her will appear on the screen that looks similar to the ones that appear when one of the Persona characters use their Astral Heat, and an icon of Elizabeth will appear above the Cross Gauge. This signifies that she has entered Awakening, a mechanic lifted from Persona 4 Arena/Ultimax. Elizabeth's moves gain several upgrades during this state. Once Awakening is achieved, it will last for the remainder of the match.

Playstyle[edit]

Playstyle
Elizabeth is mostly a mid spacing character with a high risk high reward factor. With powerful zoning tools with an alright kit that shines when she reaches awakening but, will not survive a hit afterwords without alot of resources spent into healing. Speculation: She has a powerful oki game with spending a meter for Hama or in the corner with Agi but, lacking a overhead will be a big issue for her. Her pressure game is mostly about stagger pressure just like her base game but, her improvements on her command grab make it so the opponent doesn't just low blow everything.
Pros Cons
  • Far reaching normals which can pull your opponent towards you.
  • High meter gain with Mind Charge.
  • Semi fast projectiles
  • One of the highest damaging solo zoners
  • Respectable combo damage, can freeze or drop the opponent in front of her using all of her specials allowing extensions.
  • Can issue commands to her persona to have it do the command where it is, allowing her to use specials and even command grabs anywhere on the screen.
  • Strong throw game :)
  • NO OVERHEADS aside from Clash(ja is technically an overhead but this is never useful)
  • Slow ground movement
  • Low hp, which could result in an early death (life or death playstyle).


Normal Moves[edit]

4A[edit]
4A
P4Arena Elizabeth 5A.png
A little bop!
P4AU Elizabeth 5AA.png
A little swirl!
P4AU Elizabeth 5AAA.png
A little tornado!
P4Arena Elizabeth Mabufudyne.png
A little chilly, huh?
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4A 1000 All 8 2 14 -2 -

A tap with the card. Pretty decent poke due to its speed, but nothing special.

4AA 300*6 All 12 2*6 23 -8 -

Elizabeth throws out her book, which swirls around. Combo filler.

4AAA 300, 200*8 All 10 22 Total: 43 -16 -

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 DP and continue the combo, since the vortex is independent of Elizabeth's actions once it's out!

4AAAA 2500 [3500] All 25 1 46 -16 -

Elizabeth calls upon Thanatos to knock the opponent up and freeze them. Becomes stronger in Awakening.

5A[edit]
5A
P4Arena Elizabeth 5B.png
Ah yes neutral
P4AU Elizabeth 5BB.png
Please read
P4AU Elizabeth 5BBB.png
The storm before the storm
P4Arena Elizabeth Magarudyne.png
Wheeeee!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 400*10 All 11 2*3,1,5,1,2*4 22 -5 -

Elizabeth tosses out a ring that returns to her after a set distance. On hit or block, the opponent gets dragged in 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.

5AA 200*10 All 5 6,1*9 17 -1 -

A wave of cards. Combo filler.

5AAA 250*12 All 9 1*11,2 23 -8 -

Elizabeth sends out a swirl of cards. Due to its lengthy animation, this is also ideal for partner shenanigans.

5AAAA 350*10 [300*16] All 12 2,5*9 [2,3*14,5] Until L - -

Elizabeth uses a move that's similar to her 236A. 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.

5B[edit]
5B
P4Arena Elizabeth 5C.png
Hack, slash
P4Arena Elizabeth 2C.png
Little roar
P4Arena Elizabeth Maziodyne.png
BIG ROAR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1200*2 All 15 1(17)1 Total 56 -5 -

Elizabeth calls upon Thanatos to do a two hit swipe with its sword. Has pretty great range, making it a nice tool to have in neutral. Jump-Cancelable on hit as well!

5BB 1700 All 23 15 Total 56 -15 Persona 10-21 All Guard

Thanatos roars, making a shockwave around it. 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 1700 [2000] All 19 7 Total 64 -18 -

Thanatos fires a beam that's 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.

5B>5C[edit]
5B>5C
P4Arena Elizabeth 5D.png
"THANATOOOOOOOOOS"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0*2, 2000, 1000*2 Throw 30 6 Total 48 - -

After a slight delay, Elizabeth calls on Thanatos to leap forward and grab the opponent. 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.

5B>2C[edit]
5B>2C
P4Arena Elizabeth 2D.png
I need some MeMentos™, Mori
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000 Low 18 9 Total 60 -11 -

Thanatos hunches down and lets out a poison-filled breath. 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.

5C[edit]
5C
P4Arena Elizabeth AOA.png
Take a look, it's in a book
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800 High 26 3 18 -4 -

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

2A[edit]
2A
P4Arena Elizabeth 2A.png
Pick a card.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000 Low 7 2 14 -2 -

2B[edit]
2B
P4Arena Elizabeth 2B.png
Don't whiff this.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 All 9 18 13+10L -24 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.

2C[edit]
2C
P4Arena Elizabeth Sweep.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 Low 11 15 8 -6 -

Hits low, surprisingly fast. 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.

j.A[edit]
j.A
P4Arena Elizabeth jB.png
P4Arena Elizabeth jA.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.A 500*6 All 10 1,2,9,2,2,2 15 - -
j.AA 1500 High 7 3 11 3 -

j.B[edit]
j.B
P4Arena Elizabeth jC.png
Why is this not an overhead?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 All 14 3 27 - -

Also not a high, usually used in order to pick up with 2A. Not many notable things about it.

j.C[edit]
j.C
P4Arena Elizabeth jD.png
If you ever wished for BBTag to have airthrows, I got good news for ya.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0*2, 2000, 1000*2 Throw 18 4 Total Until L + 6L - -

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.


Universal Moves[edit]

Ground Throw[edit]
Ground Throw
5B+C
P4Arena Elizabeth GroundThrow.png
"Your fate is..."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0, 2000 Throw 7~30 3 23 - -

Debilitate[edit]
Debilitate
5A+D (Air OK)
P4AU Elizabeth Debilitate.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground - - - - Total: 45 - 1-25 All Guard
Air - - - - Until L+6L - 1-25 All Guard

A pretty decent dp! Can be used during 4AAA to cancel and go into 5AAA.


Skills[edit]

Magarudyne[edit]
Magarudyne
236A(Air OK)
P4Arena Elizabeth Magarudyne.png
WOOOSH
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 250*15, 500 <230*20, 500> All 15 5*10 [5*11,2*3, 5] <5*11,2*9,5> 16+0L -2 -
Air 250*15, 500 <230*20, 500> All 15 5*10 [5*11,2*3, 5] <5*11,2*9,5> Until L - -

This move is plus in awakening, tracks, and can sideswitch. Have fun. (rather long and obvious startup tho)

Maziodyne[edit]
Maziodyne
236B(Air OK)
P4Arena Elizabeth Maziodyne.png
"Crackle crack." Or if you're Japanese, "Vika vika vika!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 220*19 <210*24> All 32 2*19 <2,1*10,2(16)1*12> Total 95 -9 <-4> -
Air 220*19 <210*24> All 32 2*19 <2,1*10,2(16)1*12> Total 84 - -

Shoots two lasers in awakening, chips a bit. Great as a neutral/active switch tool, as well as tacking on extra damage if you do the full 5B string. If Thanatos gets hit, Liz will stand there posing in Ch state for the rest of the move, so be careful to not let that happen

Mabufudyne[edit]
Mabufudyne
214A
P4Arena Elizabeth Mabufudyne.png
"Towering wall of ice"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800, 2000, 2000 <1000, 2500, 2000> All 21 2,2 Total 51 -8 Persona 8-22 All

I love this move so much. Outside of awakening it works as a servicable anti air, but you are usually better off using 2B. In awakening the fun starts. It moves fullscreen and freezes, letting you combo if you are close, go for a reset, or cancel into Ghastly Wail if the opponent is too far and you are in res. Overall a great special. Thanotos is also invincible to projectiles during awakening.

Maragidyne[edit]
Maragidyne
214B
P4Arena Elizabeth Maragidyne.png
did someone hail a taxi to the corner?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500*10 <550*10> All 41 5*10 Total 92 +21 -

This move doesn't see much usage in neutral, outide of assist covered zoning. it is used in some corner carry setups to deliver the opponent to the corner because it is quite easy to pickup.


Extra Skills[edit]

???[edit]
Mahamaon
236C
P4Arena Elizabeth Mahamaon.png
I'm sorry, everyone... I had to trade in the insta-kill for better start-up
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
330*17 All 107 5*16,10 Total 70 - -

Typically used for oki or other setups, but also used for setting up either high damage or healing during combos!

???[edit]
Diarahan
214C
P4Arena Elizabeth Diarahan.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - - 109~277 - -



???[edit]
Mamudoon
j.236C
P4Arena Elizabeth Mamudoon.png
Don't lie, you forgot she had this move too
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700*9 All 94 5*8,70 Total 70 - -

a good combo tool if you can set it up


Partner Skills[edit]

5P[edit]
5P
5B
P4Arena Elizabeth 5C.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500*2 All (18)+15 1(17)1 Total (18)+93 -18 -

6P[edit]
6P
Maziodyne
P4Arena Elizabeth Maziodyne.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
450*10 <310*16> All (18)+62 2*10 <2*16> Total (18)+112 -14 <-2> -

4P[edit]
4P
Mabufudyne
P4Arena Elizabeth Mabufudyne.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1800 <1800, 1000> All (18)+17 1 Total (18)+71 -24 -


Distortion Skills[edit]

???[edit]
Ghastly Wail
236B+C
P4Arena Elizabeth GhastlyWail.png
Yes the tank somehow fits into the coffin
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0*2, 8500 [0*2, 10000] Throw 13+0 1 39 - 1-17 All

???[edit]
Mind Charge
214B+C
P4Arena Elizabeth MindCharge.png
Atarax570 putting fear into his opponents. also the closest to RC we gonna get
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- All 7+0 - - - 7-7 All

Drains Elizabeth’s health and converts it to meter. Allows her to enter Awakening if her health is low enough, though it naturally also means that she will have low health when this happens. The health drained is shown as red health, meaning it can be restored if she tags out for long enough, though this means that you have to be really careful when using Partner Skills/Cross Combo or else Elizabeth will be KO’d really easily.


Distortion Skill Duo[edit]

Ghastly Wail
P during Main Character's Distortion Skill
P4Arena Elizabeth GhastlyWail.png
"Memento Mori."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0*2, 2500 [0*2, 3000] All 1+1 3 34 -27 -


Astral Heat[edit]

Megidolaon
222B+C
P4Arena Elizabeth Megidolaon.png
I now present to you... Megidolaon, MONEY SHOT!!!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Catch - - 1+0 - 65 - 1-33 Guard All
Attack - All 1+1 3*8 Total 60 -21 -

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.


Roadmap[edit]

Template:Roadmap

Navigation[edit]


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