BBTag/Elizabeth

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Overview[edit]
Overview

Elizabeth is mostly a mid spacing character with a high risk high reward factor. With powerful zoning tools with an alright kit that shines when she reaches awakening but, will not survive a hit afterwords without alot of resources spent into healing. Speculation: She has a powerful oki game with spending a meter for Hama or in the corner with Agi but, lacking a overhead will be a big issue for her. Her pressure game is mostly about stagger pressure just like her base game but, her improvements on her command grab make it so the opponent doesn't just low blow everything.


"I, Elizabeth, humbly accept your challenge."
Lore:Known as "One Who Governs Power", Elizabeth is a resident of the Velvet Room who assists Igor in his endeavors to assist Velvet Room guests.
Playstyle
BBTag Elizabeth Icon.png Elizabeth
Pros Cons
  • Far reaching normals which can pull your opponent towards you.
  • High meter gain with Mind Charge.
  • Semi fast projectiles
  • One of the highest damaging solo zoners
  • Respectable combo damage, can freeze or drop the opponent in front of her using all of her specials allowing extensions.
  • Can issue commands to her persona to have it do the command where it is, allowing her to use specials and even command grabs anywhere on the screen.
  • Strong throw game :)
  • NO OVERHEADS aside from Clash(ja is technically an overhead but this is never useful)
  • Slow ground movement
  • Low hp, which could result in an early death (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!

Normal Moves[edit]

4A[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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 -

[edit]

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


4AA is just combo filler.


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.

5A [edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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 -

[edit]

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.

5B [edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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 -

[edit]

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.

5B -> 5C[edit]

5B -> 2C[edit]

5C[edit]

2A[edit]

2B[edit]

2C[edit]

j.A[edit]

j.B[edit]

j.C[edit]


Universal Moves[edit]

Ground Throw[edit]

5B+C

Debilitate[edit]

5A+D (Air OK)


Skills[edit]

Magarudyne[edit]

236A (Air OK)

Maziodyne[edit]

236B (Air OK)

Mabufudyne[edit]

214A

Maragidyne[edit]

214B


Extra Skills[edit]

Mahamaon[edit]

236C

Diarahan[edit]

214C


Mamudoon[edit]

j.236C


Partner Skills[edit]

5P[edit]

5B

6P[edit]

Maziodyne

4P[edit]

Mabufudyne


Distortion Skills[edit]

Ghastly Wail[edit]

236B+C

Mind Charge[edit]

214B+C


Distortion Skill Duo[edit]

Ghastly Wail[edit]

P during Partner's Distortion Skill


Astral Heat[edit]

Megidolaon[edit]

222B+C



External References[edit]

Navigation[edit]

Ambox notice.png To edit frame data, edit values in BBTag/Elizabeth/Data.