BBTag/Elizabeth/Strategy

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 Elizabeth


Team Synergy

Point

Elizabeth's main strength on point is her great Active Switch tools. Most of her specials, her command grabs and 5B all have strong synergy with Active Switch as they lockdown the opponent and let you run your gameplan. 5B and 236B > Active Switch let  Blitztank set up unlockables and 5C/j.C > Active Switch let  Celica A. Mercury heal and continue the combo as just 2 examples as what Elizabeth can allow her partner to do.

As for what Elizabeth wants in a partner.

  • Matchups - Elizabeth has really bad matchups against certain characters. Partners that can help even out her matchups spread or can specifically help in those bad matchups are extremely useful.
  • Neutral - Elizabeth's neutral has some holes in it that she's reliant on assists to solve. Characters with fast projectiles can help her approach and give her a better fullscreen presence. Characters with anti-zoning tools are also welcome.
  • Pressure - Elizabeth lacks a strong high/low mix, making her reliant on her strike/mixups which in turn makes those mixups more predictable. Characters that can easily set up sandwiches or just make Elizabeth's own mix more effective are useful.

Anchor

Elizabeth is decent on point but her true strength is as an anchor as she has great assists and has scary potential in Resonance Blaze.

5P - A decent lockdown assist as it ignores pushblock forcing the opponent to block both hits. It's also good for combos thanks to the ground bounce it does and not to bad for neutral as the persona will block projectiles.

6P - An amazing assist for neutral as it covers a large portion of the screen for a long time letting your point approach. It's good for lockdown letting your point pressure and it also covers the point adding visual confusion. Deals the most damage out of all of her assists making a high-damage combo extender. In Awakening, it deals more hits giving it more damage,blockstun and active frames making it better at what it does.

4P - A great anti-air. Has somewhat slow startup but has great vertical and horizontal range and uses her persona so it acts as a shield for Elizabeth. In Awakening, it deals an additional dealing more damage and making it a great combo extender.

Finally, in Resonance, Elizabeth can cancel any attack into Mind Charge letting ignore the recovery and extend pressure. She can also do high damage combos by looping 236C and using j.236C to combo after 236B+C .

Recommended Partners

 Nine the Phantom

A team that excels in setplay and has amazing snowball potential. Elizabeth greatly enables Nine with her assists and specials. 5P and 6P allow for strong mixups when combined with Nine's IOH j.B and teleports for both high/low and left/right mixes. Nine and Elizabeth's 6Ps let both of them get confirms of hits from anywhere, even fullscreen. They both have great Active Switch synergy with both having great lockdown tools. Both characters have good damage output on their own but when together, they have extremely high damage, especially thanks to Elizabeth's high meter gain allowing for Nephrite combos. Elizabeth can allow Nine to do Morganite unlockables midscreen that are hard to escape from thanks to Mahamaon and Cross Combo. This team can snowball off a single hit and make comebacks hard for the opponent. Both characters make for good anchors and they also have a good matchup spread. This isn't perfect though. While Elizabeth greatly enables Nine, Nine's assist don't help Elizabeth that much making their synergy, while strong not very double-sided. They also have poor reversal options giving them a hard time getting out of pressure. Still, if you want a team that can completely dominate the opponent and give them a bad time, this is it.




https://cdn.discordapp.com/attachments/625158004102266891/682662091584438316/Liz_Teams.png

General Tactics

Neutral

Elizabeth is very reliant on assists for neutral as her slow movement and high recovery on her normals make her neutral game poor. Because of this, you'll need to be patient.

Your neutral tools are 4A, j.A, 2B, the occasional 5A and 214A while in Awakening. 4A has fast startup, good range and one of the few normals Elizabeth can whiff in neutral and not die. 2B is your anti-air and is used to punish reckless approaches from the air and to encourage your opponent to stay on the ground. 5A has great range and leads to damage and pressure but its high recovery makes it dangerous to whiff. As such, use it carefully and at its maximum distance where it's at its safest. j.A has the same strengths as 5A but it 1. retains air momentum letting you stay more mobile 2. has less recovery than 5A and said recovery can be cancelled by landing. This makes it a better poke than 5A and is one of Elizabeth's most used normals in neutral. 214A is invincible during Awakening letting you use it as an anti-zoning tool helping Elizabeth in those matchups. Overall, your goal is to get into the midrange when you can then use 5B to go for mixups.

Meter Usage

Elizabeth has the highest meter gain in the game thanks to her multi-hitting moves and Mind Charge. This gives her plenty of flexibility with how she can use meter which leaves it up to preference.

  • Reject Gaurd is a good universal use of meter.
  • 236C lets you get high damage when looped, set up mixups for your partner and let them use high startup moves like  Hakumen's Shippu.
  • 214C lets you recover health when Elizabeth is on point. This lets here negate the effects of Mind Charge and is best with assist or 236C to let you heal mid-combo.
  • j.236C sees use in max damage routes to combo after 236B+C. Outside of that, it's not used often and is her worst use of meter.
  • 236B+C is a combo ender and is Elizabeth best reversal.



Elizabeth guide:
https://www.evernote.com/shard/s652/sh/d1558809-b3d8-457b-8c17-0f29064ff925/414cf6e872ceda3e34bcecf75add3331

Offense

Mixups

One of Elizabeth's main weaknesses is her poor high/low mixup making her reliant on strike/throw mixups which in turn makes them poor predictable. As such, it's important that you mix up your options to keep your opponent on their toes and know what options your opponent has to deal with mixups.

We'll go over her mixup options so you know what to use them for.

5C

5C is Elizabeth's only overhead and is in the slow but safe kind. It should only be used occasionally when your opponent has been conditioned to expect your other mixups. Elizabeth's high meter makes Extra Assault more practical so you can get good reward from it.

5BB

Beats mashing and jumping for characters with 6f prejump. Loses to blocking and jumping for characters with 4f prejump. Also loses to fullscreen projectiles supers like  Vatista's Laser SuperBBTag Vatista LacteusOrbis.pngGuardAllStartup4+(51 Flash)+13Recovery51Advantage-38

5B > 2C

Beats jump for all characters and mashing. Loses to blocking. If Thantoes is close to the opponent and done immediately after 5B, it's a true blockstring and you can still special and super cancel making it a decent way of ending pressure.

5B > 5C

Beats blocking but loses to mashing, jumping and fullscreen projectile supers. This leads to great reward but is the slowest out of all of your mixup options so you'll have to condition your opponent to expect the other options to use this.

j.C

Beats jumping and has more reward than Persona 2C outside the corner but has more startup and is more punishable.

214A

Can be used as a frame trap after Persona 2C to punish people attempting to break the persona.

236B+C

A faster, more damaging version of 5C and can be used in the same situations.

Tips and Tricks

Fighting Elizabeth

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