BBTag/Elizabeth

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Revision as of 13:31, 14 January 2021 by 73.119.87.123 (talk)
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Overview
Overview
"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.

 Elizabeth 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).


Elizabeth
BBTag Elizabeth Portrait.png
Awakening, Mind Charge, and Healing

When Elizabeth is at low health (around 30%), she enters Awakening. Elizabeth's moves gain several upgrades during Awakening that improve her combos and zoning. Awakening lasts for the remainder of the match.

She can use Mind Charge to convert her health to meter and force herself into Awakening.

Afterwards, she can tag out or use Diarahan to heal herself as well!

Normal Moves

4A

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4A
4AA
4AAA
4AAAA

4A is pretty decent poke due to its speed, but nothing special.


4AA is just combo filler.


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 Becomes stronger in Awakening.

5A

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5A
5AA
5AAA
5AAAA

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.


5AA is a wave of cards. Combo filler.


Due to 5AAA's lengthy animation, this is also ideal for partner shenanigans.


5AAAA is 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

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5B
5BB
5BBB

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.

5B>5C

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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

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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

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

2A

2B

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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

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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

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j.A
j.AA

Barely useful as an overhead

j.B

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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

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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

5B+C

Debilitate

5A+D (Air OK)

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Ground
Air

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


Skills

Magarudyne

236A(Air OK)

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Ground
Air

This move is plus if it hits an assist, tracks, and can sideswitch. Have fun. (rather long and obvious startup tho)

Maziodyne

236B(Air OK)

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Ground
Air

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

214A

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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. Thanotos is also invincible to projectiles during awakening.

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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Since this heals, you might wanna use it before/after mind charge. You get the meter back anyway!...probably.


Mamudoon

j.236C

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a good combo tool if you can set it up


Partner Skills

5P

5B

6P

Maziodyne

4P

Mabufudyne


Distortion Skills

Ghastly Wail

236B+C

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  • Minimum damage: 2125 [2300]

Command throw super that's 0F after superflash, but can still combo airborne opponents

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 Partner's Distortion Skill


Astral Heat

Megidolaon

222B+C

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Catch
Attack

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.



External References

Navigation

To edit frame data, edit values in BBTag/Elizabeth/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.