Because we needed one.
General gist of things is that Liz is a keepaway character and, if you have the chance, you should be tossing out stuff to keep your opponent at the opposite end of the screen. That said, despite the thread title, you should NOT be spamming [S]Ziodyne[/S]Disruptor-desu since it isn’t as safe as it seems and certain characters (i.e. that delicious reverse trap Naoto) can punish you from full screen. Also, due to negative penalty, it’s disadvantageous to keep trying to run away, so you’re objective is to push your opponent away from you and not to move backwards.
Tools you can use to do this (aside from playing like a keepaway Magneto):
-Stand C can be used for pressure and full screen mixups, canceling the second slash into 2C is good for punishing mashers trying to hit your persona. Use when your opponent is able to read and punish Disruptodyne.
-Standing (5) B and jumping B is basically a mid-range version of Captain America’s “Shield Slash.” Hitting B again when it hits pulls your opponent in and can lead into combos.
-214C aka C.Maragidyne is basically a miniature Magnetic Shockwave, pushes your opponent away even when blocked. Take note that the D version of this pushes your opponent towards you.
-Her “R-Action” (B+D) is basically a command throw that does no damage, but will instead inflict a status effect depending on how much meter you have (0 - 49 SP: Charm, 50 - 99 SP: Poison, 100 - 149 SP: Fear, 150 SP: Confusion), it also throws you opponent Mr. T like (hella far).
-214A or B (Mabufudyne) launches your opponent and then freezes them, A is up close, B version is a bit further out. Freezing can lead to different combo setups, or you can just Disruptor them away. You can also do a second 214A to “juggle” them again, but they will no longer be frozen and will be able to tech out. Best to follow up by jumping and comboing.
Combos:
-5AAAAA (bog standard autocombo to super)
-5AAA > 214A —> oh, your opponent’s frozen, go in and fuck 'em up.
—> 214C+D > 236A [25 SP]
—>dash in 2B > 5B > C *use only if you absolutely need your opponent at your feet.
—>dash in 2B > 5B > 236A
-5AAA > 214A > 214A > j.C
-5AAA > 214A > 214A > j.B > j.B > j.C
-5AA > (5B) > 2A+B > 236C+D[9~2] > 236D[2] > 5A > 5C(2) > 2C > 214B > 236AB
-5B > 5C(2) > j.C / 236A
-(5AA) > 5B > 2A+B > 236C+D[3~2] > (2A+B > 236D > 2A) > 5A/5B > 5C(2) > 2C > 214B > 214B> j.C [25 SP]
-5B > 2A+B > 236C+D[9~2] > j.236D[2] > 2A+B > 236D[9~2] > 2A > 5B > 5C(2) > 2C > 214B > 214B > j.C [4901 DM] [25 SP]
-5C(2) CH > 2C (Thanatos close to opponent) > 214B > 214C+D > 5C(2) > 2C > 236A+B [50 SP]
-5D/j.D > JA > JB > dj.A > JB > j.C
-5D/j.D > Delay Jump / Jump - IAD Back > JA (land) > 5A > 5C(2) > 2C > 214B > 214B > j.C [3191 DM]
-5D > 5B (Before Thanatos throws) > 2A+B > 236D[9~3] > 2A > 5B > 5C(2) > 2C > 214B > 214B > j.C
-5D/JD CH > 5B > 5C(2) > 2C > 214B > 236A+B [25 SP]
-2B CH > JB > 5A > 5B > 2A+B > 236C+D[2] then [3] > 5B > 5C(2) > 2C > 214B > 214C+D > 2C [4.1K DM] [50 SP]
-2B (AA) > JC > 236C+D[9] >236D[3] > 2A+B > 236D > 2A > 5B) > 5A > 5C(2) > 2C > 214B > 214B> j.C [25 SP]
-2C > 214B (Thanatos at other side of screen) > 214C+Di > (2A+B > 236D > 2A) > 5B > 5C(2) > 2C > 236A+B [4582 DM] [50 SP]
-JB > 5A > 5B > 2A+B > SB.Garu[3~2] > 5B > 5C(2) > 2C > 214B > 214B > j.C
-A+B(mash)-C > JA > JA > JA > JB > dj.A > JB > j.C
Take note that combos ending in j.C will have your opponent on the ground under you and any good players will likely tech and go for a reversal or close in for positining. If you’re going for position, it would be better to go for combos that push your opponent away, even if you trade some damage output to do so.
Most of this shizz was taken from Dustloop and Mayonaka Midnight with a few additions. Feel free to add your own (or point out any that aren’t worth it).