BBTag/Elizabeth

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Overview

Overview

Elizabeth is mostly a midscreen-heavy zoner with a high-risk-high-reward gameplan. Wielding strong zoning options alongside sturdy combo routes, she especially shines when she reaches awakening, but must play carefully upon reaching it without the resources for Diarahan. Her lack of an overhead (sans 5C) causes her mixup to be weakened, but her powerful okizeme tools and crushing pressure makes her a force to be recokned with. Making use of her incredible range and excellent stagger pressure to poke out and bait the opponent, anyone can dominate a match with her.
Playstyle
Elizabeth
Pros Cons
  • Far-reaching normals which can pull your opponent towards you.
  • High meter gain with Mind Charge.
  • Semi-fast projectiles
  • Strong oki game
  • One of the most damage-heavy solo zoners
  • Respectable combo damage
  • All of her specials allow for extensions
  • Almost all of her Persona attacks disjoint
  • Strong throw game
  • NO OVERHEADS aside from Clash (j.A is technically an overhead but this is rarely useful)
  • Slow ground movement
  • Very Persona reliant
  • Life or death playstyle

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!


Elizabeth
BBTag Elizabeth Portrait.png
Health:16,000
Prejump:4F
Backdash:22F
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2A (7F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.A+D (Catch 1~25F)
236B+C (13F)

Normal Moves

4A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
4A 1000 All 8 2 14 -2 B
4AA 300×6 All 12 2×6 23 -8 B
4AAA 300, 200×8 All 10 22 Total: 43 -16 B
4AAAA 2500 [500, 3000] All 23 1 [1(1)1] 48 [46] -18 [-16] B

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


4AA is just combo filler.


4AAA 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. Encases the opponent in ice on hit, leaving elizabeth at +5, allowing for restand mixup.

Version Level P1 P2
4A 2 100 75
4AA 3 100 80
4AAA 3 100 100, 80
4AAAA 4 100 85

4A: 4AA: 4AAA:

  • Second group of hits (the card tornado) is considerd a separate hit with P2: 80%

4AAAA:


5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 400×10 All 11 2×3,1,5,1,2×4 22 -5 B
5AA 200×10 All 5 6,1×9 17 -1 B
5AAA 250×12 All 9 1×11,2 23 -8 B
5AAAA 350×10 [300×16] All 12 2,5×9 [2,3×14,5] Until L P1

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.

Version Level P1 P2
5A 3 80 80
5AA 3 100 80
5AAA 3 100 80
5AAAA 4 100 85

5A: 5AA: 5AAA: 5AAAA:


5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1200×2 All 15 1(17)1 Total 56 -5 B
5BB 1700 All 23 15 Total 56 -15 B Persona 10~21 All Guard
5BBB 1700 [2000] All 19 7 Total 64 -27 P1

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.

Version Level P1 P2
5B 4 90 85
5BB 4 100 85
5BBB 4 100 85

5B: 5BB:

  • On Guard Point, hitstop for Persona is 0F. Opponent hitstop is unchanged

5BBB:


5B > 5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 2000, 1000×2 Throw 30 6 Total 48 T

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.

Level P1 P2
0×2, 4×3 100 50, 100×4


5B > 2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 Low 18 9 Total 60 -12 F

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.

Level P1 P2
4 90 85


5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 26 3 18 -4 B

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

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 7 2 14 -2 F

Standard 2A. Also Elizabeth's fastest low

Level P1 P2
2 90 75


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 9 18 13+10L -24 B 6~29 H

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.

Level P1 P2
3 90 70


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 Low 11 15 8 -6 F

Hits low, surprisingly fast and active. 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. Long active frames lets it be very plus when used for oki.

Level P1 P2
3 90 80


j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×6 All 10 1,2,9,2,2,2 15 H
1500 High 7 3 11 3 H

Barely useful as an overhead. Mainly used to combo into j.B after 2B.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A: j.AA:


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All 14 3 27 H

Also not a high, usually used in order to pick up with 2A. Not many notable things about it.

Level P1 P2
4 80 85


j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 2000, 1000×2 Throw 18 4 Total Until L + 6L T

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.

Level P1 P2
0 100 50


Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T
Level P1 P2
0, 4 100 50
  • Minimum Damage 2000


Debilitate

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD Total: 45 1~25 All Guard
AD Attack 500, 2500 All 11 1 Until L+9L -20
j.AD Until L+6L 1~25 All Guard

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

Version Level P1 P2
AD
AD Attack 4 80 100
j.AD

AD: AD Attack:

  • Minimum Damage 25, 125 (150)

j.AD:

  • On Guard Point, hitstop for Elizabeth is 0F. Opponent hitstop is unchanged


Skills

Magarudyne

236A (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 250×15, 500 <230×20, 500> All 15 5×10 [5×11,2×3, 5] <5×11,2×9,5> 16+0L -2 P1
j.236A 250×15, 500 <230×20, 500> All 15 5×10 [5×11,2×3, 5] <5×11,2×9,5> Until L P1

Though this move has sizeable startup, has decent frame data, tracks, and can sideswitch. The wind hitbox also eats projectiles. Have fun.

The awakening version is comboable on hit. Hitting an assist makes this move plus.

Version Level P1 P2
236A 4 80 85 <75>
j.236A 4 80 85 <75>

236A:

  • Values in [] are on non-Awakening hit
  • Values in <> are during Awakening and on hit
  • Minimum Damage 12×15, 25 (205) <11×20, 25 (245)>

j.236A:

  • Values in [] are on non-Awakening hit
  • Values in <> are during Awakening and on hit
  • Minimum Damage 12×15, 25 (205) <11×20, 25 (245)>


Maziodyne

236B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236B 220×19 <210×24> All 32 2×19 <2,1×10,2(16)1×12> Total 95 -9 <-4> P1
j.236B 220×19 <210×24> All 32 2×19 <2,1×10,2(16)1×12> Total 84 +2[+7] at best P1

Shoots two lasers in awakening and becomes taller. 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 counter hit state for the rest of the move, so be careful to not let that happen. Air version becomes plus if done close to the ground.

Version Level P1 P2
236B 4 80 85 <75>
j.236B 4 80 85 <75>

236B:

  • Values in <> are during Awakening
  • Minimum Damage 11×19 (209) <10×24 (240)>

j.236B:

  • Values in <> are during Awakening
  • Minimum Damage 11×19 (209) <10×24 (240)>


Mabufudyne

214A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800, 2000, 2000 <1000, 2500, 2000> All 21 2,2 Total 51 -8 B Persona 8~22 All

Outside of Awakening this works as a servicable anti air, but you are usually better off using 2B. In Awakening, 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 Resonance. Overall a great special. Thanotos is also invincible to projectiles while moving, making this a good anti-zoning tool in Awakening.

Level P1 P2
5×2, 4 80×2, 72 90×2 (Once), 100
  • Values in <> are during Awakening
  • Minimum Damage 40, 100, 100 (240) <50, 125, 100 (275)>


Maragidyne

214B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×N <550×N> All 41 5×N Total 92 +21 P1

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.

The fire pillars become much taller in awakening.

Level P1 P2
4 80 85
  • Values in <> are during Awakening
  • Minimum Damage 25×N <27×N>


Extra Skills

Mahamaon

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
330×17 All 107 5×16,10 Total 70 P1

Typically used for oki or other setups, but also used for setting up either high damage or healing during combos!

Level P1 P2
5 80 75
  • Minimum Damage 33×17 (561)


Mamudoon

j.236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700×9 All 94 5×8,70 Total 70 P1

a good combo tool if you can set it up

Level P1 P2
5 80 80
  • Minimum Damage 70×9 (630)


Diarahan

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
109~277

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

Level P1 P2


Partner Skills

5P

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500×2 All (18)+15 1(17)1 Total (18)+93 -18 B

One of the best assists in the game! Super easy to use in combos and it's not that bad in neutral.

Level P1 P2
4 70 85
  • Minimum Damage 75×2 (150)


6P

Maziodyne

Damage Guard Startup Active Recovery On-Block Attribute Invuln
450×10 <310×16> All (18)+62 2×10 <2×16> Total (18)+112 -14 <-2> P1

Long startup really hurts the potential of this assist. Carries all the strengths and weaknesses of 236B

Level P1 P2
4 70 85
  • Values in <> are during Awakening
  • Minimum Damage 22×10 (220) <15×16 (240)>

4P

Mabufudyne

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800 <1800, 1000> All (18)+17 1 Total (18)+71 -24 B

Does not get any benefits in awakening. A slow but rewarding anti-air otherwise.

Level P1 P2
4 70 85
  • Values in <> are during Awakening
  • Minimum Damage 90 <90, 50 (140)>


Distortion Skills

Ghastly Wail

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 8500 [0×2, 10000] Throw 13+(63 Flash)+0 1 39 T 1~17 All

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

Level P1 P2
0, 4, 5 80 100×2, 60
  • Values in [] are for Enhanced version
  • Minimum Damage 2125 [2300]
  • If opponent is in hitstun, active frames increased to 3, recovery reduced by 2


Mind Charge

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 7+(88 Flash)+0 7~7 All

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.

Level P1 P2


Distortion Skill Duo

Ghastly Wail

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 2500 [0×2, 3000] All 1+(99 Flash)+1 3 34 -27 B 1~4 All
Level P1 P2
0×2, 4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage 2500 [3000]


Astral Heat

Megidolaon

222B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1+(50 Flash)+0 65 1~33 Guard All
All 1+1 3×8 Total 60 -21 P1 1~45 All

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.

Version Level P1 P2
222BC
222BC Attack 3

222BC: 222BC Attack:



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