Combo Notation Guide | |||||||||
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Combo List
Routes
Solo (Normal)
- Damage values are based on the max damage from 5A, as the damage changes pending on where you attack.
- If combo damage changes anyway, there will be estimated (~X) values.
# | Combo | Position | Damage | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
1 | 5AAA > 5BBB > 214A | Any | 5931 | [1] Very Easy | Max range confirm off A Smart Combo. | Link |
2 | 5AAA > 2B > j.A > j.B > 2A > 5AAA > 2C > 5AAA > 5BBB > 214A | Any | 6344 | [2] Easy | 5A loop that uses 2B and 2C. Connecting from 2C to 5A isn't regularly possible, but can be done if the opponent is high enough and you make use of active frames. | Link |
3 | 5AAA > 5BBB > 236B > 5AAA > 5BBB > 214A | Corner | 7905 | [3] Medium | Elizabeth's famous loop combo. Deals moderate damage. It is a bit tricky to get 5A to connect from 236B because the opponent has to be slightly higher. | Link |
4 | 2B > jc > j.C > 2A > 5AAA > 2C > 5AAA > 5BBB > 236B | Any | ~4700 | [1] Very Easy | Average anti-air combo. | Link |
5 | Throw > 236B > 5AAA > 5BBB > 214A | Corner | ~6600 | [1] Very Easy | Standard corner throw combo starting with Maziodyne. | Link |
6 | 5AAA > 2B > j.A > j.B > 2A > 5AAA > 2C > 5AAA > 5B > jc > j.C > 236BC | Any | ~8100 | [2] Easy | 5A loop combo ending with a super. | Link |
7 | Throw > 5AAA > 5BBB > 214A | Any | 5884 | [1] Very Easy | Standard throw combo. | Link |
8 | CH 236A > 5AAA > 2C > 5AAA > 5BBB > 214A | Any | ~7900 | [3] Medium | Counter hit combo that starts with Magarudyne. Deals moderate damage. | Link |
9 | 5B > 5AAA > 2C > 5AAA > 5BBB > 214A | Any | ~8400 | [3] Medium | Corner loop combo starting with 5B. | Link |
10 | 5A>5B>5AAA>2C>5AAA>5B>jC | Corner | 7712 | - | Link | |
11 | 5BBB>236B>5AAA>2B>jAA>4A>(jC) | Corner | 8688 | - | Possible to do a j.C reset at the end. | Link |
12 | 5BBB>236B>5AA>5BBB>236BC | Corner | 10401 | - | 2 meter. | Link |
13 | 5B>5AA>2B>jA>jB>2A>4AAA>236C>236C>214BC>hj236C>2C>236BC>236BC | Corner | 12926 | - | Requires 4 meter, high health, and counter hit. | - |
14 | Throw>5BBB>236B>5AAA>5BBB damage | Corner | 6573 | - | - |
Solo (Awakening)
# | Combo | Position | Damage | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
1 | 5AAA > 236A > 5AAA > 5BBB > 214A | Any | 7190 | [1] Very Easy | Max range awakening confirm off A Smart Combo. | Link |
2 | 5AAA > 5BBB > 236B > 5AAA > 5B > jc > j.C > 214A | Corner | 7826 | [1] Very Easy | Link | |
3 | Throw > (236A > 5AAA)*2 > 5BB > 214A | Any | ~6900 | [2] Easy | Link | |
4 | 5AAA > 5B > 214BC > 5AAA > 2C > 5AAA > 5B > jc > j.C > 236BC | Any | 9182 | [3] Medium | Forced awakening combo that ends with a super. Requiress 4 meters. | Link |
5 | 5AAA > 236A > 5AAA > 5BBB > 214A > dl.236BC | Any | 9490 | [3] Medium | Standard resonance and awakening combo. | Link |
With Assists
2C>214A>5P>run>5AAA>2C>5AAA>5B>jC (9381)
Combo Theory
Video Examples
Basic Elizabeth combos, by Meno
Elizabeth combos, by Kakuge
External Documents and References
Discord document by Ethral:
https://www.evernote.com/shard/s652/sh/d1558809-b3d8-457b-8c17-0f29064ff925/414cf6e872ceda3e34bcecf75add3331
System Pages
Mechanics
Application & Advanced Information
Archived Information