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This page covers facts and in-depth game usage of the character, Shizel. For a comprehensive reference list of in-game commands, see Command List: Shizel.
Shizel

Shizel casting Thunder Blade.

Shizel (シゼル, Shizeru), one of the major villains of Tales of Eternia, opposed Rid Hershel's team. Her background is a sad story of betrayal which ultimately led to the awakening of her dormant Fibrill (power). This granted her the ability to use Dark Aurora Artes but also allowed Nereid, the God of Destruction, to posses her body. Shizel and Nereid both desired to destroy Celestia and Inferia and return the world into nothingness.

Shizel is a Craymel Mage that utilizes various elemental spells with many ranges and effects in order to keep the enemy a safe distance away. Being a mage in nature, she can't really perform combos, though it's possible to chain spells in a simple pattern. She can also use the power of the Dark Aurora, as opposed to Rid Hershel and Race's Divine Aurora, to cause devastating damages in a wide area in the battle field.

Shizel is recommended for intermediate and veteran players as she requires more enemy attack anticipation than combo skills and evasion.

Character Facts[]

  • Shizel has 660 HP.
    Shizel Victory

    Shizel's victory pose.

  • She only has one victory pose.
  • During battles, she is surrounded by an aura of light.
  • The giant crystal orz that can be found on her forehead is called an Elara.
  • She is the only character in ACS that does not have a chain order.
  • Originally, Shizel was supposed to be able to cast every spell in Tales of Eternia. Because of this, there are voice clips of her saying every single spell's name. This gave Anibache a wide variety of spells he could make Shizel's movelist out of.

General Tips & Usage[]

  • Shizel has excellent HP; an average movement speed and damage output.
  • Shizel has average to below average defense against Guard Break.
  • Shizel receives 50% more damage from Light Elemental attacks and 10% less damage from Fire, Water, Wind and Earth Elemental Attacks. (Please refer to this page for more information on ACS Elements).
  • Shizel cannot perform any of the basic movements available to most ACS characters except for running.
    • Shizel cannot jump, Double Jump, High Jump, air dash, Forward Step, backstep and Backward Leap.
    • Instead of a backstep, Shizel can run backwards if ← ← is pressed.
    • Shizel can pass through enemies when she run but there is a current bug wherin Shizel will not stop running if she tries to phase through her enemies.
  • Shizel has only one Melee attack (A). She can use it both on the ground and in mid-air.
    • Her only Melee attack can hit enemies for up to 3 hits on the ground.
  • Unlike most ACS spellcasters, Shizel cannot use Cast Cancel.
  • While Shizel is casting her spells while in Overlimit, She will be enveloped in a purple flame which knocks back nearby enemies that approach her.
  • During Overlimit, Eternal Finality will have a reduced TP cost.
  • Her chain order consists of:
    • Shizel does not have a chain order.

Shortcuts[]

Command Ground
F Overlimit Lv1
← F -
→ F Rock Break
↑ F -
↓ F Overlimit Lv2

Craymel Artes[]

  • Fireball  
    ACS_Shizel_Arte_Exhibition_(v.5.505b)_COMPLETE

    ACS Shizel Arte Exhibition (v.5.505b) COMPLETE

    Shizel's Arte Exhibition by Kratos1991.

    • Three fireballs appear above Shizel and hit the ground in front of her. Each fireball goes slightly farther than the last.
    • Casted only in front of Shizel with a range of 30% of the screen's length.
    • This spell has no casting time.
    • Fire Elemental.
    • TTS is Average. TTL is Non-existent.
  • Lightning
    • A ball of electricity forms above Shizel. After a short pause, the ball shoots a bolt of lightning forward to hit about half the screen.
    • Range is almost half of the screen's length.
    • This spell has no casting time.
    • This spell is very good for knocking opponents away.
    • Can be chained to Eternal Finality depending on the number of hits connected.
    • Wind Elemental.
    • TTS is Slow. TTL is dependent on the number of hits connected. It can be from Non-existent up to Short.
  • Thunder Blade
    • A blade of lightning forms behind Shizel and swings forward in a 180 degree arc.
    • Range is almost half of the screen's length.
    • This spell has no casting time.
    • This spell is an effective anti-air move.
    • Sometimes, this spell cannot be blocked in mid-air.
    • Can cause Guard Break faster than Shizel's other Craymel Artes.
    • Wind Elemental.
    • TTS is Slow. TTL is Non-existent.
  • Rock Break (Stalagmite)
    • A three stage stalagmite rises out of the ground, gradually pushing the enemy upwards.
    • The spell will appear on where the enemy is standing but has a max range of 70% of the screen's length.
    • While the spell's animation plays, it's highly recommeded that the player use an instant cast spell to create a combo of sorts.
    • When fighting against an AI Shizel, Rock Break will always be cast as a counter to a sudden charge forward. Because Rock Break both leaves Shizel vulnerable after the cast and is easy to dodge, luring Shizel into casting Rock Break is the easiest way to defeat her.
    • Can be chained to Eternal Finality
    • Earth Elemental.
    • TTS is Slow. TTL is Long.
  • Holy Lance
    • A glyph appears before Shizel along with spears of light. Any enemy touching the spear will be launched up and be unable to avoid the convergement of the spears.
    • Range is 40% of the screen's length.
    • This spell is instantly casted.
    • The last hit can be avoided by air-teching and air dashing away in the appropriate direction. Characters with short air dashes can not take advantage of this fact however.
    • Light Elemental.
    • TTS is Slow. TTL is Non-existent.
  • Prism Sword
    • A rainbow of swords slam into the ground nearby Shizel.
    • Theorically created with the objective of keeping away nearby airborne enemies.
    • If Shizel is hit before a sword is created, that sword and all the others that are created after it will be destroyed.
    • Can be chained to Eternal Finality.
    • Light Elemental.
    • TTS is Slow. TTL is Short.
  • Cyclone
    • Multiple tornados circle Shizel's position.
    • Rockets the enemy upward, but it can miss some hits if the enemy air-techs and aerial backdashes away.
    • Can be chained to Eternal Finality if the last part of the spell hits.
    • Costs TP.
    • Wind Elemental.
    • TTS is Slow. TTL is Non-existent if the enemy air-techs and Short if not.
  • Spark Web (Spark Wave)
    • A ball of lightning appears where the enemy is and electrocutes them repeatedly.
    • The spell will appear on where the enemy is standing and has a max range of 100% of the screen's length.
    • Shizel's primary long range spell.
    • Great for keeping the enemy away.
    • Costs TP.
    • Wind Elemental.
    • TTS is Slow. TTL is Non-existent.
  • Summon Demon
    • A demon manifests and blasts the area in front of it with rock and fire. Any opponents caught will be hit repeatedly.
    • The spell will appear on where the enemy is standing and has a max range of 100% of the screen's length.
    • Not only is this spell great for keeping the enemy away, it's also very likely to Guard Break opponents.
    • This spell is hard to avoid by dashing/aerial dashing, but double jumping and using variants of Rekkuuzan will work.
    • Can be chained to Eternal Finality depending on the number of hits connected.
    • Costs TP.
    • Dark Elemental.
    • TTS is Slow. TTL is dependent on the number of hits connected. It can be from Non-existent up to Short.
  • Dark Force
    • Darkness erupts in front of Shizel then reforms into lances that crash into the ground at the point of the initial eruption.
    • This spell is instantly casted.
    • Knocks opponents a good distance away and is effective as an anti-air spell.
    • Can be chained to Eternal Finality and is one of the best spell to be used for this.
    • Costs TP.
    • Dark Elemental.
    • TTS is Fast. TTL is Average.
  • Explode (Explosion)
    • A large ball of flame hits the ground before Nereid and expands into an even larger dome.
    • Range is 100% of the screen's length.
    • Has a long delay after use.
    • This spell cannot be guarded by an an airborne opponent, making it an effective anti-air spell. It also knocks opponents a nice distance away.
      • An AI Shizel is invincible during the animation of this spell.
      • AI Shizel is also invincible during the delay of this spell.
    • Fire Elemental.
    • TTS is Slow. TTL is Non-existent.
  • Meteor Swarm (Meteor Storm)
    • Multiple meteors diagonally fall from the sky.
    • This spell is great for pressuring the enemy. And if they fail to block, the spell can do a massive amount of damage.
    • Hits the entire screen in front of Shizel.
    • Can cause Guard Break faster than Shizel's other spells.
    • Can be chained to Eternal Finality and is one of the best spell to be used for this.
    • Costs TP.
    • Fire Elemental.
    • TTS is Slow. TTL is Short.
  • Nothing Night (Nihilistic Night)
    • Shizel laughs as the screen is filled with dark purple energy. Spheres of darkness will start to rise out of the ground in an area about a screen to the left and right of Shizel.
    • This spell cannot be blocked.
    • The rocks only hit part of the screen, so the only way to avoid this spell is to run away. This fact makes this spell the best way to get some distance between Shizel and the opponent.
    • During the spell's animation, Shizel is invincible.
    • Costs TP.
    • Dark Elemental.
    • TTS is Slow. TTL is Non-existent.

Dark Aurora Artes[]

  • Eternal Finality
    • Shizel creates a giant sword of darkness that crashes into the ground and explodes into a dome of destruction.
    • This spell has no casting time.
    • This spell hits the entire screen and has a very high chance of guard breaking the opponent.
      • Enemies in mid-air can not block this.
      • Uses less TP during Overlimit.
    • Use this arte after tossing an opponent in mid-air to inflict them with Air-tech Disable. This will allow you to hit the enemy without giving them a chance to block.
    • Dark Elemental.
    • TTS is Slow. TTL is Non-existent.

Advanced Tips & Combos[]

Battle Strategy[]

The best way to play Shizel is to exploit the way her spells work to both protect her and knock away enemies. Since Shizel doesn't have a chaining order, she can't combo more than two spells (not that it's necessary to do that). This creates a dilemna: Shizel must knock her opponents away in order to remain safe, but many of her strongest moves only hit the area near her.

She also cannot evade attacks, therefore she must attack the enemy first and prevent them from attacking her.

Although Shizel can be annoying to face, it's relatively easy to predict her actions, so changing one's strategy on the fly is an important skill for playing as Shizel.

Tips on Attacking/Knockback[]

  • Always prioritize Shizel's safety from enemies using knockback spells.
  • Against ground melee enemy attackers, use either Lightning, Summon Demon, Spark Web and Nothing Night to keep your distance from the enemy.
  • Use Lightning, Meteor Swarm and Dark Force on aerial attackers and follow it up with any other spell.
  • Always use Eternal Finality only when you are in Overlimit to save TP costs.
  • If all else fails and the enemy gets close, use Overlimit Lv1 to blow them away.

General Use Combos[]

Shizel's combos do not add up to the combo counter but are actually good simple patterns on using her artes.

Short Range Knockback Combos[]

  • Thunder Blade > Lightning > Summon Demon
    • Quick Input Version:
    • → ← → A > ↓ → C > ↓ ← → B
    • Contributed by: Minarie 08:24, August 19, 2011 (UTC)
  • Melee Attack > Dark Force > Eternal Finality
    • Quick Input Version:
    • A > ↓ ↓ B > ↓ ← → E
    • Contributed by: Minarie 08:24, August 19, 2011 (UTC)

Mid Range Knockback Combos[]

  • Rock Break > Dark Force [Note 1] > Eternal Finality [Note 1]
    • Quick Input Version:
    • ↓→ B ( → F) > ↓↓ B [Note 1] > ↓←→ E [Note 1]
      • Requirements:
      • Enemy must NOT be against a wall.
      • Note 1: The command must be timed to be inputted real quick in order to prevent further recovery.
    • Contributed by: TalesofFan 23:05, June 28, 2011 (UTC)

Long Range Pinning Combos[]

  • Meteor Swarm > Spark Web
    • Quick Input Version:
    • ↓ → ← D > → ← → D
    • Contributed by: Minarie 08:24, August 19, 2011 (UTC)
  • Meteor Swarm > Summon Demon
    • Quick Input Version:
    • ↓ → ← D > ↓ ← → B
    • Contributed by: Minarie 08:24, August 19, 2011 (UTC)

Story Mode[]

Shizel have a total of 3 Story Modes, ranging from Easy to Hard. Note that all modes preceding Hard feature opponents that come in "Rounds", meaning that the field, positions, and statistics (HP and otherwise) will reset once an opponent is defeated. Hard features opponents that come one after another, meaning that the fields, positions, and statistics of your character will not reset once an opponent has been defeated.

Easy[]

Collet Brunel
Lloyd Irving
Presea Combatir
Gelda Nebilim

Normal[]

Rid Hershel
Guy Cecil
Mary Agent
Rid Hershel & Fog, Chat, & Race

Hard[]

Mary Agent
Kohak Hearts (Upon defeat of Mary Agent)
Eugene Gallardo (Upon defeat of Kohak Hearts)
Rid Hershel & Fog, Chat, & Race (Upon defeat of Eugene Gallardo)

Cut-Ins[]

In ACS, Shizel has one cut-in.

  1. Tales of Vesperia
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