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.
- Combo Rate
- 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!
- 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.
- See also: Elizabeth Full Frame Data
|5AA||100, 50×8||All||CJSO||11 (9)||8||17||-3||Body||-||Click!|
Elizabeth attacks with a quick card slice.
This move is also very viable for both starting combos and performing tight followups during combos.
Elizabeth spins with a row of cards in front of her, hitting multiple times.
This move is a nice part of a blockstring to use for a jump cancel attempt. This move can also be used as a confirm to transition into 5B for combos from 5A.
Elizabeth summons a torrent of cards that surrounds the opponent and hits multiple times.
This move is something you should only use in combos because using it in a blockstring provides you with very limited options as it is only special cancelable on block. This move is also very unsafe on block.
Additional Effects: Causes float
Elizabeth opens her tome and tosses out a ring of cards that returns to her like a yo-yo, hitting both on the way out and on the way back in.
This move covers great distance and is a staple in combos. The first half of the move pushes opponents away and the second half of the move pulls opponents in with a vacuum effect, so be careful when canceling from this move into another move during combos; your opponent may be too close or too far from you depending on when you perform your cancel. This move is also quite unsafe on block. You may opt to end your blockstrings with this sometimes since you have limited options. You could go into Thanatos-based pressure afterward and take a gamble by either catching your opponent making a mistake or losing a Persona card. You could go into sweep from this move, but the gap is not too tight and can be jumped out of. Avoid using this too often or as a poke because the recovery on whiff is horrible.
Additional Effects: Destroys projectiles
|200||HLA||CJSO||9||18||11 (13)||-20||Body||4(6-29f head invulnerable)||Click!|
Elizabeth creates a small curved wall of cards from underneath her and directs the wall into the air while she hovers above the ground.
Not only is this move air unblockable, but it also makes for a great anti-air and leads into good damage. You will transition into air pressure if this move is blocked since Elizabeth is airborne, but be aware that the gap between this move and your possible followups is not too tight. This move can sometimes be used to bait R-Actions if an opponent expects you to go from this move into j.B.
Additional Effects: Head invulnerable attribute (frame 6 onward), air unblockable
Elizabeth performs a quick poke with a card in her hand horizontally in front of her.
You'll only find yourself using this after an All-Out Attack launch or when you're extremely close to your opponent in the air (like following up on 5D or j.D). Please remember that you can use this move as many times as you want in the air.
Elizabeth opens her tome and tosses out a row of cards that returns to her like a yo-yo, hitting both on the way out and on the way back in.
This move is your main poke. It has great range, destroys projectiles and has great recovery. This move also helps to keep your opponent out of your face to help you gain SP because the first half of the move pushes opponents out. The move also keeps the opponent close to you if you're going for a rush playstyle because the second half of the move has a vacuum effect. This move is also advantageous on block, which can allow you to go into further pressure. You will find that you will always be using this move in many, if not all, of your matches because of the all-around strength of the move. This move is also a fantastic air-to-air attack and even if it doesn't hit your opponent, but catches them blocking, it'll help to keep the opponent locked down.
Additional Effects: Destroys projectiles
Guard Cancel Attack
Elizabeth performs a slow twirl, grabs her opponent and shoves them into her tome. When the opponent is released from the tome, they will suffer a status effect based on Elizabeth's remaining SP. For more information, refer to her R-Action.
This move is similar to Elizabeth's R-Action. The only difference is that Elizabeth can be hit before she's able to grab the opponent, which provides an inferior rate of return when compared to her R-Action. You have better ways of using your SP.
All Out Attack
|All Out Attack||300||H||O||35||1||38||-20||Body||15-30f guard point||Click!|
|All Out Rush||180×n||-||O||-||-||-||-||-||-||Click!|
|All Out Finish (C)||1800||-||O||-||-||-||-||-||-||Click!|
|All Out Finish (D)||1000||-||O||-||-||-||-||-||-||Click!|
After a brief pause, Elizabeth will hop forward and swing her tome in a large downward arc.
This move is one of of the only two overheads that Elizabeth has but you still may not find yourself using this move often; it is quite slow and very punishable on block. This move can lead into a fantastic combo in the corner, but your options are a little more limited midscreen. Hitting airborne opponents with this move causes soft spinning knockdown and hitting grounded opponents with this move causes an extended spinning stun state. Most notably, Elizabeth can land this attack, perform a OMC, then combo into 214214D if she is in an Awakened state.
Additional Effects: Causes spinning stun on grounded opponents, causes floorbounce + spinning knockdown on aerial opponents, launches on C followup, hard knockdown with situational wallbounce on D followup
Elizabeth swipes at the opponent's feet with a small curved column of cards.
This move is another of Elizabeth's low attacks. The sweep is quite unsafe on block, but if you manage to hit with this move at the end of its active frames (e.g.; immediately on an opponent's wakeup), it will be advantageous on block--this situation can allow for further pressure. It would be preferable to follow up with a 2A to fool your opponent into thinking the sweep is unsafe on block when, in fact, it is not.
Additional Effects: Causes knockdown
|400, 800 (1200 after 2C)||All||CSO||15||1(17)1||23||-5||Body||-||Click!|
Thanatos, Elizabeth's Persona, appears and performs a two quick sword slashes while stepping forward with each attack.
This move is a weak pressure tool to use because of the limited options it yields and a seasoned opponent will be able to handle the tricky stuff that you could do afterward. The move is highly unsafe to use and leaving Thanatos out will surely cost you a Persona card. This attack is better used for combos; remember that you can cancel the first hit into another followup. Mixing up 5C(1) > [followup] and 5C(2) > [followup] strings will help to force opponents to actually block and react to Thanatos instead of trying to chicken block the entire attack.
The first hit of this move to land successfully will do 800 damage and each hit after that will do 400 damage. 2 hits total. While the move is not jump cancelable, Elizabeth's recovery after the second slash is cancelable on hit.
|0 (900, 450)||-||-||30||12||7||-||Body||-||Click!|
Thanatos appears next to Elizabeth and surges forward with its arms outstretched in an attempt to grab the opponent.
This move can be tricky to follow up if the grab does not occur on a counter hit. Some followup options include j.A > j.B > etc. and j.A > 5A > etc.. Using this move while the opponent is paralyzed is helpful to take advantage of their limited options. Thanatos' recovery after a whiffed grab is quite long, so cautious about using this move since losing a Persona card is very easy. You can perform okizeme setups (if you choose not to combo directly after the grab) that come with increased reward: this attack inflicts Fear, which can lead to exceptional damage if you tag your opponent on their wakeup.
Additional Effects: Fear
Counter Hit Effects: Wallbounce
|600||All||SO[U]||30||22||14||-8||Body||5-9f head invulnerable||Click!|
Thanatos roars and knocks away opponents in his vicinity.
This move inflicts Fear and is good for both starting and filling combos. The move is great midscreen and does good damage, but sees extensive use in the corner for almost laughably high combo damage. This attack also has a special property associated with it: upon use of 2C (regardless of hit, whiff, or block), Thanatos' next physical attack (5C, j.C, or Ghastly Wail) will do 50% more damage than normal. Most notably, an opponent suffering from the Fear effect (more than likely from 2C) will experience 6300 points of damage from a raw Ghastly Wail. Thanatos' attack buff also expires only when a physical attack lands successfully.
Additional Effects: Fear, +50% boost to next physical Persona attack
Thanatos drops to all fours and spews poisonous purple gas on the arena floor.
This move is unique in the sense that it doesn't impact the opponent and does not do any direct damage, but is an unblockable mist that inflicts Poison if the opponent is near it. Again, Thanatos' recovery is lengthy, so using this move in blockstrings makes him an easy target. This move has uses in some corner combos and after a sweep; these situations guarantee that your opponent will be poisoned.
Additional Effects: Poison
|850 (1275 after 2C)||All||SO||13||3||28||-||Head||-||Click!|
Thanatos appears in the air and swings several of the coffins chained to its back in a downward arc.
This attack is a staple combo finisher for both ground and air combos. Unfortunately, Thanatos does not hit overhead with this attack. That being said, using the move on a blocking opponent will not improve your mixup, but actually hitting with the move gives you a hard knockdown that can provide options like air dashing into more pressure or standard Thanatos options (Mabufudyne to prevent jumping, 5D to prevent blocking, or 2C to prevent mashing).
Additional Effects: Hard knockdown
Thanatos appears behind Elizabeth in the air and surges forward with its arms outstretched in an attempt to grab the opponent.
This move is an air grab with very similar properties to 5D. This move has notably quicker recovery time, but a shorter forward-facing horizontal range. You can circumvent this lack of range by using Air Turn to have Thanatos lunge at your opponent from their direction, increasing the effective range of the move. This move is effective against air dashing opponents.
Additional Effects: Fear
Counter Hit Effects: Wallbounce
Elizabeth steps forward while invulnerable and does a normal throw that does zero damage and causes a status effect that depends on Elizabeth's current SP. This throw can be broken like a normal throw however. Charm assists Elizabeth's SP increase ability and so it is the best effect to inflict in the beginning of the round. This will make it easier for Elizabeth to then inflict fear with the R-Action so she could deal more damage, but many of her combos already inflict fear. Inflicting fear this way is of less importance. Poison assists which the chip damage that Elizabeth can do from far range and is good for some sort of stall. Again, just like fear, poison can be inflicted another way: 2D. Confusion can be achieved much more often if concentrate is used. It can help will Maragidyne setups and JB crossovers. Again, Elizabeth has no other way to inflict confusion, so you would essentially want to make the most out of this.
236A/B air OK
Thanatos will fire a full screen beam that wallbinds in the corner. Each version of this attack has its own beneficial uses and all are more beneficial to use from far range as opposed to close range.
Additional Effects: Wallbind (corner only), Shock (SB version only)
The A version is the fastest of the three but is also the most unsafe even from full screen. Its aim should really to be to punish an opponent's action, like whiffing normals with long recovery. Do not rely on this attack too much because the opponent will be able to get in quite easily.
The B Version has a slower startup than the A version, but is safer on block.
The SB version is slightly faster than the B version, deals more damage and induces shock on hit. It's safe on block and is a staple in corner combos.
Thanatos performs a slash that is air unblockable, launches the opponent and fires ice at the opponent. On hit, the opponent is briefly frozen. All versions are unsafe on block.
Additional Effects: Air unblockable, Freeze
The A version comes out fast, but the freeze time is quite short. This attack is useful against an opponent who is trying to approach you from the air or against crouching opponents in combos after a 5C. It could also be used after a 5C on an airborne opponent where 2C would whiff. Fatal Counters.
The B version comes out slowly, but the freeze time is much longer. This version is the one you will be using the most in combos because of the freeze time. Fatal Counters.
The SB version comes out as fast as the A version and freezes for as long as the B version. There are not many situations where you would use this version but if you do, you cannot freeze the opponent again with either the A or B versions.
236C/D air OK
|C||200,100×10||All||O||11||54||to landing +19||-||Body||-||Click!|
|C Air||200,100×10||All||O||13||55||to landing +19||-||Body||-||Click!|
|D||310,155×9||All||O||21||47||to landing +19||-||Body||-||Click!|
|D Air||310,155×9||All||O||21||47||to landing +19||-||Body||-||Click!|
Elizabeth summons Thanatos, sits on its back and reads her tome while Thanatos is engulfed by a green tornado. The movement during the attack can be directionally influenced. Both the C and D versions of this move are unsafe on block.
Additional Effects: Destroys projectiles, free air action (SB version only)
The C version comes out fast and the duration of the move is short. You probably will not be using this version at all because it's very difficult to followup from.
The D version comes out slow and the duration of the move is longer. Following up from this will take patience and practice as it's quite difficult, but once you get used to it, it leads into extremely good damage. Mastering this move is not necessary, but it will definitely be a strong asset to your combo potential. Following up from D.Garu has varied difficulty depending on the character you are fighting against:
Easy: Kanji, Labrys, S.Labrys
Medium: Mitsuru, Naoto, Yukiko, Akihiko
Hard: Yosuke, Aigis
Very Hard: Kuma, Liz, Yu, Chie
For Yosuke: He seems to fall a bit faster than the others, so you have to be really spot on with your 5A followup.
For Aigis: She always falls oddly, so you need to delay the 5C after the 5A > 5B or she will tech out of the combo.
For Kuma, Liz, and Yu: You have to wait for these characters to pop out of the 5AAA for them to get high enough during D.Garu in order to hit for the maximum untechable time and continue your combo. The delay technique is easiest on Kuma and hardest on Yu.
Chie: Extremely difficult. She's so small that delaying the 5AAA makes the D.Garu almost not hit and she falls so fast that following up is difficult. The best way is to do 5AAA [Delay] > D.Garu~~ really fast and adjust from there. She is by far the hardest character to hit with this combo.
The SB version startup is fast and the duration is long; Elizabeth retains free air action after the move is over. This is typically what you will use after a sweep and it gives you a free action after use.
Thanatos summons columns of blue flames that push the opponent, on hit or block, in either direction. After a certain point in the move, Elizabeth becomes free to move around while the flames are still active, allowing her to follow up for combos, apply blockstring pressure, or to attempt mixups that are difficult to see under the cover of the flames. This move sports lengthy startup and recovery times.
The C version makes the flame columns rise in front of Elizabeth and pushes the opponent away from Elizabeth. This move is typically good for pushing the opponent out or limiting their approach options (e.g.; they could opt to jump over the attack, which gives you the chance to anti-air them with 2B). In the case that the attack hits, it may be tricky to followup from unless you were initially close to your opponent.
The D version makes flames appear from behind the opponent. Easier to followup from as it brings the opponent closer to you.
The SB version startup is fairly quick and summons flames from behind the opponent and in front of Elizabeth at the same time. The move will first push opponents away and then pull them back to Elizabeth. Elizabeth is very vulnerable during this attack, so be careful that it doesn't whiff. If your opponent is close, they could perform an Evasive Action to quickly escape through the flames, resulting in you being hit for free and you will lose the flames. This attack is also the version you will use in combos after a B.Bufu and it provides you with a very good opportunity to use Diaharan if necessary. On block, you have ways to make your opponent respect you; if they are trying to get away or mash, you can use 2A and go into a combo from there and if they become more honest in blocking, you can opt for a 5D followup. Opponents can mash their R-Action to get out of these setups.
SP Skill Attacks
Elizabeth opens her Persona Compendium and uses it to power herself up.
The most unique SP Skill in the game and a very important mechanic for Elizabeth, Mind Charge (or Concentrate) is an extreme, although efficient, form of health and meter management.
Mind Charge puts Elizabeth into the Awakening state if she is not in that state already. In order to accomplish this state change, Elizabeth forces her current health level down to 2625 HP (35%), which is the maximum amount of health required to enter Awakening. Elizabeth can use Mind Charge if she has less than 2625 HP or if she is already in Awakening; if she has less than 2625HP, she will not gain any benefits from using this move and if she is already in Awakening, she will still force her health level to 2625 HP if she has more than 2625 HP (a scenario that is possible using Diarahan). When using Mind Charge, Elizabeth's health does not disappear--instead, it is preserved as blue health.
Elizabeth uses the health she sacrifices to charge her SP Gauge. The approximate rate of HP to SP conversion is as follows: for every 75 HP (1%) sacrificed, Elizabeth will generate 1.73333 SP. If Mind Charge would put Elizabeth into the Awakening state, the 50 SP Awakening bonus is added onto the SP generated from Mind Charge as well. The health ingredient of the health-to-SP conversion recipe only accounts for the differential between Elizabeth's current health level and her Awakening threshold of 2625 HP; if she has 2625 HP or less, she will not generate any SP.
Aside from the obvious bonus of access to significant meter generation, the Awakening state and its bonuses, Mind Charge plays some very unique roles in Elizabeth's game. Offensively, she can combo into and out of Mind Charge to either make quick use of bonus meter and Ghastly Wail to finish off a round or she can perform extended combos to both deal high damage and recover her blue health while the opponent is incapacitated. Defensively, Elizabeth can use the super flash from Mind Charge to confirm any events that may be taking place on the screen; the brief pause allows for the player to quickly analyze a difficult-to-read or difficult-to-see situation and make decisions accordingly--the player can also buffer in Ghastly Wail or Megidolaon in a reversal situation to take advantage of opposing button presses.
Additional Effects: Forces Awakening, SP generation
Thanatos uses its sword to create a seal on the ground which erupts after a set amount of time to deal the opponent a mortal blow.
Mahamaon is one of Elizabeth's two instant kill SP Skills (aside from Megidolaon, of course). Once Thanatos instantiates the Mahamaon seal on the ground, it will remain in play harmlessly until ten seconds pass, at which point the seal's spell is triggered and sparks will fly from the seal straight up into the air, dealing fatal damage to any opponent they touch. Mahamaon is capable of hitting opponents that are being juggled above the seal--the opponent does not need to be touching to ground to get hit.
Due to the nature of Mahamaon's attack size, range and ability to hit at varying altitudes of a juggle, it is generally considered the more viable of the two instant kills despite being a little over a full second slower to trigger, and having a less active attack time, than Mamudoon. Both Mahamaon and Mamudoon feature large amounts of invulnerability followed by a considerable amount of recovery, but the invulnerability is such that either spell can be activated as a reversal in some very specific situations (such as against Akihiko's Maziodyne). Only one instant kill SP Skill can be in play at a time (either Mahamaon or Mamudoon) and if one instant kill SP Skill is in play, it will disappear and be replaced if either instant kill SP Skill is instantiated afterward. If Elizabeth is hit or is forced to block at any time while an instant kill SP Skill's seal is in play, the seal will disappear. If an instant kill SP Skill has triggered itself, a different instant kill SP Skill can be instantiated while the previous one is performing its attack without the previous one disappearing.
The instantiations of both Mahamaon and Mamudoon can be comboed into and out of, but those combos need a significant amount of resources to perform. For ideas regarding setups, please check these clever videos.
Additional Effects: Causes K.O.
Thanatos uses its sword to create a seal in the air which erupts after a set amount of time to deal the opponent a mortal blow.
Mamudoon is one of Elizabeth's two instant kill SP Skills (aside from Megidolaon, of course). Once Thanatos instantiates the Mamudoon seal in the air, it will remain in play harmlessly until about eight seconds pass, at which point the seal's spell is triggered and a dark fog will flood the air in front of the seal, dealing fatal damage to any opponent it touches.
Although it is faster to trigger, has more horizontal attack range, and has a longer active attack than Mahamaon, Mamudoon sees less play because of the seal's height in the air almost always requiring an opponent to be at near maximum height in Elizabeth's juggles. Both Mahamaon and Mamudoon feature large amounts of invulnerability followed by a considerable amount of recovery, but the invulnerability is such that either spell can be activated as a reversal in some very specific situations (such as against Akihiko's Maziodyne). Only one instant kill SP Skill can be in play at a time (either Mahamaon or Mamudoon) and if one instant kill SP Skill is in play, it will disappear and be replaced if either instant kill SP Skill is instantiated afterward. If Elizabeth is hit or is forced to block at any time while an instant kill SP Skill's seal is in play, the seal will disappear. If an instant kill SP Skill has triggered itself, a different instant kill SP Skill can be instantiated while the previous one is performing its attack without the previous one disappearing.
The instantiations of both Mahamaon and Mamudoon can be comboed into and out of, but those combos need a significant amount of resources to perform. For ideas regarding setups, please check these clever videos.
Additional Effects: Causes K.O.
Awakened SP Skill Attacks
Thanatos opens up its coffins and Elizabeth recovers 20% of her HP (1500 HP).
This technique is quite unsafe to use, despite its invulnerability at the move's start. The best uses of this move are to perform it when you have hit your opponent with Maragidyne (if you cancel into Diarahan on the first possible hit of D.Agi or SB.Agi, you can combo after Diarahan is complete), 2C or Mabufudyne (remember to super cancel when the ice hits, not on the sword slash!). If your opponent has no way of attacking you from full screen, you can also use this move liberally after SB.Zio or any other Shock-inducing maneuver.
Since Elizabeth must be in Awakening to use this move, the health you recover will be health that is affected by the Awakening state's defense boost. If Elizabeth gains enough HP back, she can be very difficult to take down, but don't prioritize HP regeneration over defeating your opponent!
Elizabeth summons Thanatos, who will attempt to grab a nearby opponent. If Thanatos is successful, it will toss the victim into a special coffin and crush the coffin with its sword.
This attack is one of the cornerstones of Elizabeth's offense and plays a unique role as an extremely solid round-ending attack. This move is a command grab and, as such, cannot be comboed into unless the opponent is in a grounded stagger state. The invulnerability of the move makes it a viable reversal, but be careful when trying to frame trap your opponent, since they may be able to jump out of the way when they are neutral. The C and D versions of this move are identical in terms of range and damage. The C version of this attack is notably faster and has invincibility, but the D counterpart can be followed up.
When the opponent is hit with this move, they will suffer the Fear status if they were not inflicted with that status already. If the opponent was already feared when hit with this attack, the Fear status will be removed. This attack has a special relationship with both fear and combo scaling. The reason this move is such a good round-ender is because of its raw damage output. This move only scales to a minimum of 50% as opposed to most other SP Skills' 30%. On top of that, the Fear status effect can boost the damage output of this move significantly. Capable of tacking close to 3K damage to the end of even the most scaled combos, Elizabeth has a great tool to completely bypass other characters' Awakening states. The damage table below demonstrates the relationship with Fear. Remember that 2C's damage boost affects Ghastly Wail!
|Hit State||Max Damage||Differential|
|Counter Hit||3000||Neutral + 20%|
|Fatal Counter (Fear)||4200||Counter + 40%|
|Neutral with 2C Boost||3750||Neutral + 50%|
|Counter Hit with 2C Boost||4500||Counter + 50%|
|Fatal Counter (Fear) with 2C Boost||6300||Fatal + 50%|
Additional Effects: Fear
|Death||All||-||0+10||1||60||-||Body||2-50f (During activation)||Click!|
Elizabeth surrounds herself with a ring of cards in a counter attack stance. If the opponent triggers her counter, Elizabeth binds the opponent with several rings of cards before showering them with a torrent of...more cards! Once this is done, Elizabeth and Thanatos drop a good old helping of Megidolaon on top of the victim.
Elizabeth's Instant Kill being a counter is very interesting and the way the counter works is even more interesting. Elizabeth's counter will absorb strikes and projectiles of any strength or property. In order for the opponent to trigger the counter, Elizabeth's ring of cards must be hit three times. If you are not able to capture three hits at once, don't worry; if you get a chance to activate the Instant Kill in the same round, your previous captures will carry over, making the next Instant Kill easier to trigger. For example, if you activate this move and only absorb two hits, the next time this move is activated (within the same round), you will only have to absorb one more hit to trigger the Instant Kill.
Please be careful. The Instant Kill's animation (Elizabeth binding the opponent with cards) will not occur if the opponent is in a neutral state. Your captures will be used up and the Instant Kill will undergo a critical miss...that's like a regular miss, but more important! All jokes aside, make sure your opponent will not be at neutral when attempting to counter attacks (especially projectiles). Don't be afraid to buffer this counter during other players' super flashes--if someone tries a multi-hitting reversal or SP Skill, pop this move out and make them think twice about pressing those buttons.
Moves that a well-read IK should work on, usually due to multiple hits + poor recovery:
Yu: 214D/CD Swift Strike, raw 236236C/D Ziodyne
Chie: poor 5/2DD oki, raw 236A/B Rampage (ghetto bicycle kicks)
Yosuke: j236C/D kunai (easily), raw 236236C/D Garudyne
Yukiko: 214214C/D Maragidyne
Elizabeth: 236A/B Zio, 214C/D Maragidyne, 236C/D Garudyne approaches
Teddie: 236A/B Bearscrew, j.A(?)
Akihiko: 236A/B Killrush, (perhaps?) 214214C/D Ziodyne
Aigis: 236A/B Gatling,
Labrys: Nothing that she should ever really try in neutral... 5DD oki, I suppose.
Shadow Labrys: Nothing that's truly unsafe, but probably off of Asterios' 236C/D mouth laser when attempting mixup
Naoto: 5DD(?), braindead 214AAAAAA gunshots
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