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.
- 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
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
4A
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.
5A
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
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
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.
5B > 2C
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.
5C
Standard overhead. Somewhat slow to come out, but safe on block.
2A
Standard 2A. Also Elizabeth's fastest low
2B
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.
2C
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.
j.A
Barely useful as an overhead. Mainly used to combo into j.B after 2B.
j.B
Also not a high, usually used in order to pick up with 2A. Not many notable things about it.
j.C
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.
Universal Moves
Ground Throw
5B+C
Debilitate
5A+D (Air OK)
A pretty decent dp! Can be used during 4AAA to cancel and go into 5AAA.
Skills
Magarudyne
236A (Air OK)
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.
Maziodyne
236B (Air OK)
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.
Mabufudyne
214A
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.
Maragidyne
214B
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.
Extra Skills
Mahamaon
236C
Typically used for oki or other setups, but also used for setting up either high damage or healing during combos!
Mamudoon
j.236C
a good combo tool if you can set it up
Diarahan
214C
Since this heals, you might wanna use it before/after mind charge. You get the meter back anyway!...probably.
Partner Skills
5P
5B
One of the best assists in the game! Super easy to use in combos and it's not that bad in neutral.
6P
Maziodyne
Long startup really hurts the potential of this assist. Carries all the strengths and weaknesses of 236B
4P
Mabufudyne
Does not get any benefits in awakening. A slow but rewarding anti-air otherwise.
Distortion Skills
Ghastly Wail
236B+C
- Minimum damage: 2125 [2300]
Command throw super that's 0F after superflash, but can still combo airborne opponents
Mind Charge
214B+C
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.
Distortion Skill Duo
Ghastly Wail
P during Partner's Distortion Skill
Astral Heat
Megidolaon
222B+C
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.
External References
- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes •
- Active Change
- Air Recovery
- Astral Heat
- Clash
- Clash Assault
- Cross Burst
- Cross Combo
- Cross Gauge
- Cross Raid
- Cross Gauge Cooldown
- Delayed Down Entrance
- Distortion Skills
- Distortion Skill Duo
- Duo Change
- Extra Assault
- Extra Skills
- Ground Recovery
- Guard Bonus
- Health
- Minimum Damage
- P1, P2
- Partner Skills
- Rampage Time
- Reject Guard
- Reversal Action
- Resonance Blaze
- Resonance Gauge
- Skill Gauge
- Skills
- Smart Combo
- Throw
- Throw Reject
- Throw Counter
- Throw Reject Miss