Color 9
BelladonnaColor 10
Relius CloverColor 11
DizzyColor 15
Shinjiro Aragaki
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Elizabeth is a Midrange One-Shot character who prides herself on her explosive damage, passive meter gain, good effective range, and combo flexibility. Elizabeth has a good variety of tools to manipulate the opponent in neutral, such as Maziodyne, for being a strong fullscreen projectile whose A version isn't actually a projectile, 2B and Mabufudyne for being air unblockable anti-airs with great hitboxes, and 5C/2C for setting up fullscreen Persona harassment, as well as 2C having armor, and giving Elizabeth her signature 1 Hand Sword Master (1HSM) buff. Speaking of which, Thanatos is what truly allows Elizabeth to shine, with many great specials for many situations, access to poison and fear, the 1HSM buff, and the (potentially) most damaging super in the game in the form of Ghastly Wail. These good specials get a further increase in strength when Elizabeth hits Awakening, changing their properties. This might make it seem like Elizabeth is a comeback character, but she can force these buffs with Mind Charge, instantly dropping her health to enter Awakening early, and converting her lost health into meter.
Elizabeth isn't without her drawbacks, though, for she pays a heavy price for so much power. For starters, she lives and dies by Thanatos. If Thanatos is broken, she loses access to every single special and super move she has besides Mind Charge. Elizabeth's offense is fairly limited, too. While she still has options, including an Instant Overhead, (which even has its own flaws) you're mainly going to be sticking to 5A/2A stagger pressure in offense. Pretty much all her buttons besides her A normals also have terrible recovery, leaving her susceptible to whiff punishes. Her defense is lackluster too, as she has below average health, a bad reversal, a completely non-functional Guard Cancel Attack, and her fastest button (2A) being slow at 7 frames.
Despite her shortcomings, Elizabeth is a force to be reckoned with, as when she gets going, she REALLY gets going. Fitting for her position as she who resides over power, her damage overall is LUDICROUS, easily reaching 3K meterless. When she adds meter, expect to see completely red life bars, regardless of her position on the screen. This is even more absurd when you realize she has a variety of routes even off of identical starters to get you to that point. She also has access to fear and poison, which lets her set up for easy Fatal Counter combos, and free damage over time. Shuffle Time, although being a mediocre reversal, if you can land it before getting 50 SP, inflicts charm, which can easily snowball out of control for the opponent. Although Elizabeth's offense is limited, it's actually not too bad, as she can inflict shock and fear, leading to some good lockdown and mind games. If you master Elizabeth, you'll find an extremely freeform and expressive character that loves winning big, and dying hard.
Elizabeth Elizabeth is a Midrange character who excels in making the opponent explode off of just about anything.
- Zoning Potential: She can zone and punish opponent from very far range, forcing her opponent to respect the neutral and pick their options carefully. Thanatos normals and specials also help compliment this style of play.
- Forced Comebacks: Invigorate gives her constant access to meter, and Mind Charge lets her enter Awakening on demand. This also powers up her special moves.
- Meter Master: Having constant access to meter lets Elizabeth use her excellent SB moves and make difficult to burst combos.
- Status Effects: Elizabeth can inflict and stack multiple status effects, with the most notable being Fear. She can also inflict Negative Penalty on the opponent.
- Poor Defense: Liz's defensive buttons are slower than average, and both her Furious Action and broken Guard Cancel are relatively weak reversal options. Her lower health and longer recovery backdash do not help her case either.
- Poor Mobility: Her dash speeds on both the ground and in the air are incredibly sluggish.
- Meter is Queen: Elizabeth is very meter reliant, but system mechanics force her into constant meter cooldown.
- Persona Reliant: Her options in Persona Break are nearly non-existent, losing access to all of her specials and supers.
Normal Attacks
5A
- Jump cancelable
5A is an attack with a deceptively high hitbox, and is both good for pressure and safe. It's relatively fast compared to Elizabeth's other buttons, but at 8 frames, this isn't exactly a fast 5A. Liz's only REAL pressure is 5a,2a, so make good use of it.
- Jump cancelable
5AA is a large button that slightly moves the opponent back, mainly combo filler.
5AAA is not a good option on block, but is great combo filler for meterless confirms.
2A
Liz's fastest grounded normal, and by extension, her fastest low. Can chain into itself up to two additional times and is safe on block. The fact that it's a low isn't as helpful as one would think due to Liz's lack of good overheads to encourage opponents to block standing, but can still catch people off guard if they aren't careful. Can be good for stagger pressure as well.
5B
Good poke button, it displaces the opponent so be cautious when canceling into other moves
- 5B can be rolled through as is VERY punishable on whiff, so be careful throwing it out
- 5B Dash Cancel is -8 on block
- 5BBB is jump cancelable.
2B
One of the best anti-airs in the game due to it's big hitbox and fast startup.
2B is actually a great tool to mash out of pressure, it's only one frame slower than her jab. It's an amazing tool for beating any throws or small hitbox lows.
Additionally it is a great combo starter that leads to TONS of damage.
j.A
Fast aerial poke for use in close quarters. Notable, Liz's only high attack besides AoA. Hard to hit crouching players with this move, but it's good for air to air pressure.
j.B
- Jump cancelable on it
Similar to Elizabeth's 5B but in the air, a very good air poke. Can also hit grounded opponents on descent and can be used to manage space between the range if timed correctly.
j.2B
Only real use is in air combos either to combo into j.5C or jump cancel into j.5B
All Out Attack
5A+B
Elizabeth does a short hop before slamming her book into the opponent's head.
Can be One More Cancelled to cause stagger, allowing for a combo into 5D or Ghastly Wail.
Sweep
2A+B
Can be cancelled into specials and supers, with some of the more notable options being A and SB Magarudyne. When in awakening, can also be comboed into A Mabufudyne.
Can also be comboed into Mahamaon or A version Mind Charge.
This is one of her best starters that lead to great damage
Using it in a combo will also put the opponent in an aerial state, allowing a much wider range of combos to work.
Persona Attacks
5C
Hits twice, changes when you have Sword Buff (look at 2C). Great button in neutral.
Can cancel into 2C,2D after first hit or even run cancel
- Dash Cancel is -3 on block
- Backdash Cancel is -8 on block
- Staggers on counterhit (but only without 1HSM!)
2C
Rather slow with small hitbox. Also has armor as the attack comes out. Useful for stopping attempts to break Thanatos.
The longer 2C is held, the more safe it becomes, to a point that max held 2C into 5C has no gaps.
Adds 1hsm (the sword icon by Elizabeth's meter) every instance it is used regardless of whether it whiffed or blocked. Moves that use 1hsm will deplete a stack 1hsm only on hit. The following moves change properties and gives x1.5 Damage Multiplier with use of a 1hsm stack:
- 5C now bounces the opponent allowing for more combo potential and does more damage.
- 214A/B launches opponents higher as well as doing more damage.
- Ghastly Wail gets an incredible damage buff.
1hsm can now stack 9 times.
5D
A slow grab that applies fear and side switches, can be combo'd after.
It has a slow startup, but on top of her other tools it's a great tool to keep opponents on their feet.
Thanatos will always throw the opponent behind him.
2D
Thanatos spews a poison puddle along the ground, poisoning the opponent if they step in it.
j.C
- Groundbounces on CH. One of Elizabeth's best and most common enders.
- Additionally a great combo starter
- Hits grounded opponent if low enough.
- Not an overhead
j.D
A faster airborn version of 5D.
Universal Mechanics
Ground Throw
C+D
Inflicts Fear.
Can combo into Maha (236236C) after the throw
Air Throw
j.C+D
Inflicts Fear.
- Groundbounces on counter hit and Fatal counter
Shuffle Time
B+D
Elizabeth winds up, moves forwards and traps the opponent in a card, which will then deal the corresponding ailment depending on how much SP she has. Invincible during its startup, and is a throw, which is quite unique. However, this means it can be throw broken unless this counterhits.
SP | 0-49 | 50-99 | 100-149 | 150 |
---|---|---|---|---|
Ailment | Charm | Poison | Fear | Confuse |
Guard Cancel Evasive Action
6A+C while blocking
A nice defensive option for Elizabeth, and is basically her only Guard Cancel option. Not too much special about it compared to other GC Rolls, but she is more likely to use hers to get out of a pinch than many other characters, out of necessity due to her subpar defense (thanks GCA!) and the fact that it travels further distance than a standard roll in a gap in pressure. Liz is also a little more privileged in how liberally she can use this, since she does build meter for free, after all.
"Guard Cancel Attack"...
6A+B while blocking
Literally the exact same move as her Furious Action, but with some quirks that make it even more of a liability! As a result, it's a completely dysfunctional Guard Cancel Assault, that doesn't require matchup awareness or even a competent player at all to outplay it. It's so pitiful that we are listing her GC Roll on this wiki page, and above this move. It has many, many issues, but to summarize:
- Far too slow to hit your opponent reliably, and also too easy for the opponent to counterplay it, both pre-emptively and on reaction.
- Guardpoint ends too early due to an oversight in the hard-coded GCA invulnerability, so Elizabeth has ~2F towards the end of her start-up where she can be hit, and it will result in a CH starter on her. This can be hit easily, or even on accident in autopiloted strings. You also just never know what you might unfortunately be CH by.
- Throw-type, but specifically not a command throw, so it is techable and thus counterable even if it lands in some situations.
- She has to pay 50 SP for all the liabilities above, so it can end up being a complete waste of meter.
Elizabeth's Guard Cancel Attack is quite literally a gamble on already bad odds every time you use it. Please, just stick to GC Roll.
Skill Attacks
Maziodyne
- Really strong zoning tool, B and AB versions wallstick for easy combo extensions.
- This move on sb version put opponent in shock state
- Awakened B version is a great setplay tool due to its large amount of hitstun.
Laser is a great tool for keeping opponents away from Liz. The A version of Mazio is physical, so it can shoot through moves that may be projectile invuln.
Mabufudyne
- Freezes
An alternative anti-air option, which freezes the opponent to start or extend combos.
In awakening, this move is an amazing anti air option, due to how quick and how much space they travel across the screen.
Its important to make sure the ice spears from the B and AB connect before canceling this move.
- A, B, and SB unawakening versions hit right next to Liz
- A and B awakening versions travels half screen and tracks the opponent in the distance between
- SB version travels full screen.
- This move is air unblockable
- B and SB versions are fatal counter.
Magarudyne
You can move while this move is active, last hit sends opponent upwards. Garudyne is used in almost every Liz combo and is also a decent air mobility option.
C version has more movement speed and range, can be use to escape from corner (pls use with caution)
- SB version gives you an extra air action
Maragidyne
Another space control special for Elizabeth, either to send the opponent out to be zoned or drag them in for pressure. All versions are very plus on block.
C version starts from Elizabeth and moves forwards, while the D version starts from the corner opposite Elizabeth and moves towards her.
- Summons 12 fire pillars
- D version is good for oki after a 2C combo ender
- SB is good quick move for pulling opponents towards you
Debilitate
[2]8A/B
- Elizabeth goes airborne on frame 1, effectively making her additionally dodge throws at the same time.
- This move does not catch crossups, leaving her in a fatal recovery state.
- The catch has a hitbox of less than mid-screen.
Elizabeth's counter special, which can sometimes get her out of a pinch but is difficult since it doesn't have frame 1 guardpoint. The counter-attack on catch is unavoidable by the opponent and inflicts Negative Penalty on them.
SP Skill Attacks
Mind Charge
236236A/B
Elizabeth sacrifices her ability to get a perfect in the round in exchange for meter and entering the Awakening state. Sets her HP down to 35% (does nothing if HP is below that point) and gives meter proportional to the amount of HP lost this way, in addition to the natural Awakening 50 meter bonus if available.
- A Version
Fastest version and has the best conversion rate (~1.6 meter per 1% HP). Can act as an OMC due to its high speed.
- B Version
Slowest version with a bad conversion rate (~.6 meter per 1% HP), but all health lost is in the form of blue health.
- SB Version
The best of both worlds. A bit slower than the A version, with a bit worse conversion rate (~1.2 meter per 1% HP), but all health lost becomes blue health.
Mahamaon
- Persists if Elizabeth blocks.
- Persona always appears on the ground.
- Fixed hitstun.
- Only instant KOs if there is less than 10 seconds on the clock.
Mahamaon is a good combo extender, but has pretty terrible scaling. It can also be used to come after debilitate.
Mamudoon
- Persists if Elizabeth blocks.
- Persona always appears on the ground.
- Fixed hitstun.
- Only instant KOs if there is less than 10 seconds on the clock.
- Provides great oki if used as a combo ender
- 236236CD version appears on ground level and it is unblockable
Awakened SP Skill Attacks
Diarahan
Dia is a healing super that now has a hitbox.
- A version can now be comboed into after D garudyne.
- B and SB versions can be held
- SB version is projectile invuln.
Ghastly Wail
Inflicts Fear unless the opponent is already inflicted with fear, in which case it will do greatly increased damage. If used when Elizabeth has 1hsm, It will deal heavily increased damage that can be stacked with fear to take around 80% of most character's health.
- Decent reversal on a character who needs every reversal option she can get.
- C and D versions deal 3,900 with fear, 3,750 with 1hsm, and 6,240 damage with both
- SB version deals deals 4,680 with fear, 4,050 with 1hsm and 7,800 damage with both
Instant Kill
Megidolaon
- Has Fatal Recovery now.
- Requires 3 hits to activate.
Note that the Instant Kill is still just an attack that triggers when the 3 hit condition is met, Meaning it can be blocked even if triggered just like Debilitate.
Colors
External References
- Japanese Name: エリザベス
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Minazuki[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- Sho[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data