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.

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

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 Attack
Reversals

Normal Moves

4A

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

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

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

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

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

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


5B > 2C


5C


2A


2B


2C


j.A


j.B


j.C


Universal Moves

Ground Throw

5B+C


Debilitate

5A+D (Air OK)



Skills

Magarudyne

236A (Air OK)


Maziodyne

236B (Air OK)

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.
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.


Mabufudyne

214A


Maragidyne

214B


Extra Skills

Mahamaon

236C


Mamudoon

j.236C


Diarahan

214C


Partner Skills

5P

5B


6P

Maziodyne

4P

Mabufudyne


Distortion Skills

Ghastly Wail

236B+C


Mind Charge

214B+C


Distortion Skill Duo

Ghastly Wail

P during Partner's Distortion Skill


Astral Heat

Megidolaon

222B+C



External References

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