Elizabeth is a resource-based character that uses her SP and her ability to inflict status effects to gain tremendous momentum while both dealing high damage and positioning the opponent where she wants them. While Elizabeth is not a runaway character nor is she rushdown, she is supposed to use her long-range normals combined with Thanatos' skills to control various areas of the screen. Not getting into the fray immediately gives Elizabeth time to chip away at her opponent while she gains SP and attempts to stack status effects.
Once Elizabeth gets rolling, the damage she deals is off the charts and just one good Fatal Counter combo off of a good starter can spell the end of the round for her opponent. With Elizabeth, patience is key; the success of the character depends heavily on intelligent decision-making on the part of the player. Just one mistake (no exaggeration) can mean Elizabeth is packing it up and moving on to round two. Elizabeth truly relies on being "better" than her opponent. Once she can establish her dominance, she essentially turns into a Boss-level character that is not easily overcome.
- - 7500 HP.
- - Invigorate grants Elizabeth constant access to SP Skills and Skill Boost attacks.
- - Elizabeth has a multitude of ways to inflict and stack status effects, especially Fear.
- - Elizabeth can force herself into Awakening to gain access to some great SP Skills, one of which allows her to recover health without losing the Awakening state nor its benefits.
- - Elizabeth has the lowest health in the game, with second place being a tie between Naoto Shirogane and Shadow Labrys at 8000 HP.
- - Elizabeth's mobility is very average; she specializes more in moving her opponents than she does moving herself.
- - Elizabeth is dependent on Thanatos for victory. While losing Thanatos doesn't leave Elizabeth totally helpless, she is unable to mount any sort of offense without it.
- Movement Options
- - Double Jump or Airdash
- - Run-type Dash
- - Invigorate is a permanent passive status buff that constantly generates SP for Elizabeth to use.
- - While Elizabeth gains SP passively through Invigorate, she does not gain SP from attacking, blocking, getting hit, or getting her attacks blocked.
- - Elizabeth can gain SP, however, outside of Invigorate from the following: Charm, her Auto Combo, Instant Blocking and activating the Awakening state.
- - After using an SP Skill or a Skill Boost attack, Invigorate is put on a temporary cooldown. Keep an eye on that meter usage!
- - While Elizabeth can inflict and stack many status effects, the easiest to inflict and perhaps most beneficial for her is Fear.
- - Elizabeth can inflict Fear with the following attacks: Ground Throw, Air Throw, 2C, 5D, j.D and Furious Action (SP dependent).
- - The Fear effect allows Elizabeth's damage to shoot straight through the roof off of almost any starter and extends combos longer than usual through the Fatal Counter mechanic--truly, your opponent will learn to fear this status effect!
- Mind Charge + Diarahan = ♥
- - Mind Charge is one of Elizabeth's most potent tools, but needs to be used with extreme caution. With Mind Charge, Elizabeth exchanges her health for blue health and SP in order to force herself into the Awakening state.
- - Diarahan can be used once Elizabeth is awakened to regain some of her health; this HP recovery is not limited to recovering only blue health, so even if Elizabeth gets hit, she can still push her health beyond the maximum allowed to enter the Awakening state.
- - Awakening's SP Gauge boost, defense boost and delivery of some great SP Skills makes Awakening a very tempting state for Elizabeth to achieve. Imagine obtaining such a state while having more health than the small amount needed to activate it...Elizabeth is capable of reaching this state and she can even combo into and out of both Mind Charge and Diarahan in the same combo!
- - Please be careful when using Mind Charge, as one touch after Mind Charge is used will obliterate all of Elizabeth's blue health. When using Diarahan, comboing into it is optimal; Elizabeth stands to lose more health than she would have gained from Diarahan if she is hit during its recovery.
- Projectile Destruction
- - Elizabeth has several moves at her disposal that are actually capable of destroying of the game's projectiles. Some projectiles are too strong and cannot be destroyed. A very small group of projectiles actually will not interact with the moves that destroy projectiles, going right through them.
- - Elizabeth can destroy most projectiles with the following moves: 5B, j.B, Maziodyne and Magarudyne.
- See also: Elizabeth Full Frame Data
|Guard Cancel Attack|
| All Out Attack
| Ground Throw
| Air Throw
| Shuffle Time
236A/B air OK
236C/D air OK
| Mind Charge
| Ghastly Wail
While on the offense, Elizabeth’s greatest asset is forcing her opponent to make mistakes. When Elizabeth finally gets in the mind of her opponent, she can truly be a fearsome opponent due to her breadth of reset options, as well as her high damage output. Pressure usually starts with 5A due to its speed, or 5B. From here, Liz can mix things up with 5C, 2C, 5D, and 2D. If the opponent is jumping out of 5C > 5D, you can opt for 5C > 2C to beat their chicken block attempt. Alternatively, 214A may also be used to catch an opponent that is jumping due to its air unblockable property. Once the opponent is committed to the ground, it’s easier to catch them with 5D. As Elizabeth gains meter passively, it is a useful tool for mindgames to use 5C > OMC > 2C/5D. If the opponent is already expecting 5C > 5D, they may not be expecting 5C > OMC > 5D. While it is a tad costly in meter, the meter may be gained back in a short period of time. Alternatively, 2D may be used as “bait” of sorts, and as the opponent attacks a vulnerable Thanatos, Liz may move in for a counterhit combo for huge damage. Elizabeth also retains okizeme options in the corner, in the form of 214C. If a combo is ended with 2C, 214C can be used to make your opponent block for some time, as 214C is hugely plus on hit. You can be creative with your mix ups here.
In addition to basic gatlings while on the offense, Elizabeth can use a bunch of neat tricks to open her opponents up. Bufu can be used as an air unblockable reset, making opponents think twice about teching in the air, or jumping out of pressure. j.D can be used after 5C in the corner to discourage aerial techs as well. Maragidyne is also a useful tool to pull enemies towards you. If 214CD is blocked full screen, you can OMC it or use mind charge, do a 214C, and cross the opponent up. If you think the opponent will block the cross up, you can IAD and go for a j.A overhead. 2B is also a very good tool on offense. When OMC’d 2B can either be used for a twitch grab setup, or as an instant overhead. Both are very good options.
If your opponents begin to anti-air your jump ins, you can use 236C/D to beat their anti-airs, and hit confirm for massive damage.
Elizabeth’s defensive abilities are very lacking. Her R-Action is a glorified grab, and her guard cancel is practically worthless. However, her 2B is one of the best in the game. It has a very large hitbox, and it puts her in the air (useful against characters like Kanji who can command grab you for big damage). What has to be Elizabeth’s most useful tool on defense is her mind charge super. This super pauses the game during superflash, effectively buying you a second or two to think out your next move. Lost Persona cards are regained during superflash as well, so if you’re one or two cards short of regaining Thanatos, mind charge may be a viable option. As a last resort, 214214C can be used as an invulnerable reversal.
If you want to keep the opponent away from you, j.B is an excellent tool as well. It has a very nice hitbox, and it stays out for a while. 236A is faster than B, but it recovers much slower. If you’re trying to keep your opponent on their toes, then 236A is a better option. The Maragidyne series is okay for keep away, but the C version starts up very slowly. It should be used with caution.
Also be aware that protecting Elizabeth is logically equivalent to protecting Thanatos, unless you are very confident with using her simple B attacks for half the match. You should never be afraid to use persona attacks, but try not to send Thanatos on pointless suicide missions, e.g. using 5D when the opponent is in the air or trying to chase down Naoto or Yukiko with 5C. When Thanatos reaches the opponent, it is often optimal to use 2C. During the first part of this attack, when Thanatos is holding its head, it is mostly invulnerable and will absorb attacks and punish afterward, so 2C can be thought of as Thanatos's own personal furious action. And of course, if 2C hits, the opponent will be airborne, under Fear, and facing a supercharged Thanatos, at which point defense should not be your concern. If you expect the opponent to keep guarding through the 2C, you should use 5D instead, as Thanatos is sure to be punished on block or whiff. When the God of Death dies (and trust me, it will) your skills in the abovementioned tactics of j.B and 2B will truly be put to the test.
The following will contain basic combos for you to learn, and if you would like to take experiment with harder combos, please look at the Elizabeth Combo Thread.
For some visual aid, please take a lookat the various combo videos in the Elizabeth Video Thread for insight.
- 5B > 5C(2) > JC / A.Zio
- 5AA/5B > Sweep > SB.Garu then  > 5A/5B > 5C(2) > 2C > B.Bufu > B.Bufu > JC
- 5AA/5B > Sweep > SB.Garu then  > 5A/5B > 5C(2) > 2C > B.Bufu > SB.Zio
- 5AA/5B > Sweep > SB.Garu then  > 5A/5B > 5C(2) > 2C > B.Bufu > SB.Agi > Sweep
- 5C(2) CH > 2C (Thanatos needs to be close to opponent) > B.Bufu > SB.Agi > 5C(2) > 2C > SB.Zio [50 SP]
- 5D/JD > JA > JB > dj.A > JB > JC
- 2B CH > JB > 5A > 5B > Sweep > SB.Garu then  > 5B > 5C(2) > 2C > B.Bufu > SB.Agi > 2C [4.1K DM] [50 SP]
- 2B (AA) > JC > SB.Garu > D.Garu > (Sweep > D.Garu > 2A > 5B) > 5A > 5C(2) > 2C > B.Bufu > B.Bufu > JC [25 SP]
- 2C > B.Bufu (When Thanatos is at other side of screen)> SB.Agi > 5B > 5C(2) > 2C > SB.Zio [4582 DM] [50 SP]
- AOA-C > JA > JA > JA > JB > dj.A > JB > JC
- Throw (CH) > Dash 5C(2) > A.Zio [2508 DM]
- Air Throw (CH) > 5A > 5C(2) > 2C > B.Bufu > B.Zio
- 5AA > 5B > Sweep > SB.Garu then  > 5B > 5C(2) > 2C > B.Bufu > 2C > B.Zio > 2B > JB > JC [25 SP]
- 5B > Sweep > SB.Garu then  > 5B > 5C(2) > 2C > B.Bufu > 2C > B.Zio > 2B > JB > JC > SB.Garu > JB > JC [4800 DM] [50 SP]
- 5B > 5C(2) > A.Zio > OMC > 5B > 5C(2) > 2C > B.Bufu > 2C > SB.Zio
- 5C(2) (Air hit) > 2C > B.Bufu > 2C > SB.Zio > 2B > JB > JC > SB.Garu > JC [4417 DM] [50 SP]
- 2C > B.Bufu > 5B > Sweep > SB.Garu then  > 5B > 5C(2) > 2C > SB.Zio > 2B > JC [4900 DM] [50 SP]
- AOA-D > 5A > 5C(2) > 2C > B.Bufu > SB.Zio > 2B > JB > JC > SB.Garu > JC [4000 DM] [50 SP]
- Throw > OMC > 5C(2) > 2C > B.Bufu > 2C > SB.Zio > 5B > 2B > JB > JC [3957 DM] [75 SP]
- Throw CH > 5C(2) > 2C > B.Bufu > 2C > B.Zio > 2B > JB > JC