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{{MoveData | {{MoveData | ||
|image=P4Arena_Elizabeth_Sweep.png |caption= | |image=P4Arena_Elizabeth_Sweep.png |caption=Holy shit this thing is 5 frames? | ||
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{{#lsth:BBTag/Elizabeth/Data|2C}} | {{#lsth:BBTag/Elizabeth/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|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. | ||
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Revision as of 06:06, 14 December 2019
Elizabeth |
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Overview
"I, Elizabeth, humbly accept your challenge."
Backstory
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
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
Strengths | Weaknesses |
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Normal Moves
4A
4A | Template:AttackDataHeader-BBTag |
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5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5B>5C
5B>5C | Template:AttackDataHeader-BBTag |
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5B>2C
5B>2C | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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2A
2A | Template:AttackDataHeader-BBTag | ||||
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2B
2B | Template:AttackDataHeader-BBTag | ||||
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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
2C |
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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
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag | ||||
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Also not a high, usually used in order to pick up with 2A. Not many notable things about it. |
j.C
j.C |
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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
Ground Throw
Ground Throw 5B+C |
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Debilitate
Debilitate 5A+D (Air OK) |
Template:AttackDataHeader-BBTag |
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Skills
Magarudyne
Magarudyne 236A(Air OK) |
Template:AttackDataHeader-BBTag |
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Maziodyne
Maziodyne 236B(Air OK) |
Template:AttackDataHeader-BBTag |
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Mabufudyne
Mabufudyne 214A |
Template:AttackDataHeader-BBTag | ||||
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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. |
Maragidyne
Maragidyne 214B |
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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
???
Mahamaon 236C |
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Typically used for oki or other setups, but also used for setting up either high damage or healing during combos! |
???
Diarahan 214C |
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???
Mamudoon J.236C |
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Partner Skills
5P
5P 5B |
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6P
6P Maziodyne |
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4P
4P Mabufudyne |
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Distortion Skills
???
Ghastly Wail 236B+C |
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???
Mind Charge 214B+C |
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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
Ghastly Wail P during Main Character's Distortion Skill |
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Astral Heat
Megidolaon 222B+C |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •