P4AU/Elizabeth: Difference between revisions

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*Fear (Shuffle Time, Ground Throw, Air Throw, 2C, 5D, j.5D, Ghastly Wail)<br/>
*Fear (Shuffle Time, Ground Throw, Air Throw, 2C, 5D, j.5D, Ghastly Wail)<br/>
*Confusion (Shuffle Time)<br/>
*Confusion (Shuffle Time)<br/>
*Freeze (Mabufudyne)<br/>
*Shock (Maziodyne SB Version)<br/>
*Negative Penalty (Debilitate)<br/>
*Negative Penalty (Debilitate)<br/>
<br/>
<br/>

Revision as of 14:34, 26 July 2014

Elizabeth

Overview

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Health: 8000
Play-style: Placeholder
Movement Options: Double Jump or Air Dash, Run-type Dash

Persona: Thanatos
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Pros/Strengths:

  • Invigorate gives constant access to meter
  • Can inflict and stack multiple status ailments (especially Fear)
  • Only character who can inflict Negative Penalty (Through Debilitate)
  • Can force Awakening and recover health to maintain Awakening benefits
  • Six Persona Cards
  • Skill Attacks become significantly powered-up in Awakening


Cons/Weaknesses:

  • Low Health
  • Bad Mobility
  • SP/Meter Reliant
  • Very Persona Reliant


Status Ailments: Elizabeth has a multitude of ways to inflict and stack various status ailments including:

  • Charm (Shuffle Time)
  • Poison (Shuffle Time, 2D)
  • Fear (Shuffle Time, Ground Throw, Air Throw, 2C, 5D, j.5D, Ghastly Wail)
  • Confusion (Shuffle Time)
  • Freeze (Mabufudyne)
  • Shock (Maziodyne SB Version)
  • Negative Penalty (Debilitate)


External References:


Move List

See also: Elizabeth Full Frame Data

Normal Moves

5P
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

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Throws

5P
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

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Furious Action

5P
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

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Skill Attacks

5P
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Placeholder

SP Skill Attacks

5P
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Placeholder

Awakened Skill Attacks

5P
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

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Instant Kill

5P
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

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Strategy

Offense

In this part, you can talk about anything you feel like beginner players should know.

Split up your topics like this

  • And even further split it up
  • Like this.

Add more asterisks to further indent your text as necessary.

The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.


Defense


Neutral

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Midscreen to Corner

Corner Only