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Eliza Beta Combo Thread

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CaioLugon

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5.9k corner:

c.lk, c.mp, c.hp,
j.hk, adc, j.hk,
dash, c.mp, c.hp,
j.mk, j.hk, adc,
j.mp, j.hp,
s.lp, s.lp, s.lp, s.mk, s.mk, s.hp, s.hp, s.hp

done on filia and parasoul

XD
 
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on who do you do that combo? after that jHP I can't get the opponent to be low enough to hit them completely

EDIT: also if you do sMK sMK on an airborne opponent sHP has to OTG
 
What can you do off of J.HK that doesn't use an otg? I can adc into j.LP or j.MK but it doesn't lead to anything in particular.
 
and a very shitty midscreen 4.8k:

c.lk, c.mp, c.hp,
j.mp, j.hp, adc, j.mp, j.hp,
c.lk, c.mp, c.hp,
j.mp, j.hp, adc, j.hk

ONLINE LETS GO
 
Worth noting: s.HP(2) leaves enough time to call in a fast assist such as Drag n' Bite and then combo off of it.
5.9k corner:

c.lk, c.mp, c.hp,
j.hk, adc, j.hk,
dash, c.mp, c.hp,
j.mk, j.hk, adc,
j.mp, j.hp,
s.lp, s.lp, s.lp, s.mk, s.mk, s.hp, s.hp, s.hp
So in theory, you can change the ending to s.hp(assist),s.hp, dash >whatever
 
and a very shitty midscreen 4.8k:

c.lk, c.mp, c.hp,
j.mp, j.hp, adc, j.mp, j.hp,
c.lk, c.mp, c.hp,
j.mp, j.hp, adc, j.hk

ONLINE LETS GO
what about

c.lk, c.mp, c.hp,
j.mp, j.hp, adc, j.mp, j.hp,
c.lk, c.mp, c.hp,
j lp, j lk, j mp,
st lp, cr mk, st hpx3
 
so... is this a thing?
[av]http://a.pomf.se/xnbpnq.webm[/av]
oh my yes it is

cLK cMP cHP
jHP ADC jMP jHP
jLK jMP jHP ADC jLP jMP
sLP sLP sLP sMK sMK sHP sHP sHP is in fact a thing

EDIT: in fact this is better:

cLK cMP cHP
jHP ADC jMP jHP
jLP jMP jHP ADC jLK jHP
sLP sLP sLP sMK sMK sHP sHP sHP

It does 5250 and I don't think its character specific

EDIT again: its not because sLP is a terrible normal against the smaller cast grounded find something else instead
 
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Here's an ezpz 4.9K corner combo that works on everyone but Double/BB.


Felt guilty about that, so here's a neat setup that ONLY works against Double/BB. Might be neat for catching someone off guard.
 
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Found about as universal a combo I could do, with a couple tweaks for different characters. does 5240 in the corner only

c.lk, c.mpX1, c.hp, j.lk, j.mk, j.hk, adc, j.mp, j.hp, s.lp, s.mkX2, s.hpX3, c.lk, c.mkX2, s.hpX3
filia n liza n squiggy diggy n pinwheel, 1 s.mk
big g, c.mp instead of c.mkX2
 
Found about as universal a combo I could do, with a couple tweaks for different characters. does 5240 in the corner only

c.lk, c.mpX1, c.hp, j.lk, j.mk, j.hk, adc, j.mp, j.hp, s.lp, s.mkX2, s.hpX3, c.lk, c.mkX2, s.hpX3
filia n liza n squiggy diggy n pinwheel, 1 s.mk
big g, c.mp instead of c.mkX2
Um what is the adc I keep seeing in her combos would like to pratice them but I have no clue on what that is.
 
The first thing I thought when I saw her moves was "I want to play this shitty valentine no matter what"
When I saw Eliza's rack, I was like "I bet she has some jHP loops like Val".

Um what is the adc I keep seeing in her combos would like to pratice them but I have no clue on what that is.
Air Dash Cancel
 
When I saw Eliza's rack, I was like "I bet she has some jHP loops like Val".


Air Dash Cancel
Oh so you have to air dash cancel ok thanks for telling. Nice quick reply.
 
Found a midscreen that does 5k. puts eliza at about midscreen and victim in the corner from the opposite corner

c.lk, c.mpX1, c.hp, j.mp, j.hp, adc, j.mp, j.hp, c.lk, c.mk, c.hp, j.lk, j.mk, j.hp, adc, j.hk
Dubble Bubble, replace first j.mp with j.mk

The j.mk for double might work with everyone else, but I was too lazy to test it out on everyone again, since it can be tough to link at times
 
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Ummm I got a corner combo that does 5.5k so far. Took a page from val & of course general scaling rules (medium/hard attacks first...etc).

I'm not at my computer right now but I'll give you the notation:

c.lk, c.mk, c.hp,
j.mk, j.hk, Air dash cancel, j.mp, j.hp,
s.lp (3), s.mk~s.mk, s.hp (3),
(OTG) c.mp~c.mp, c.hp,
J.lk...something I forgot but end with a fierce obviously.

Need to get back to a computer.....lol
 
Jesus christ she's not even out for a day and we already have these crazy combos. Only thing I found was worse. Holy shit you people are insane and I love you all
 
Quick midscreen combo. Does 5.3k, should be universal. Just replace the s.LP(3) with s.LK for Fortune, Painwheel, and Val.

c.LK c.MP(1) c.HP /\ delay j.LK j.HP adc j.MP delay j.HP(restand) land c.MP(1) c.HP /\ instant j.LP delay j.LK j.MP j.HP(restand) land s.LP(3) s.MK(all) s.HP(3)

Both j.LKs should be delayed until around the peak of the jump for lights, and slightly before for mids and heavies.

There's a small delay between j.MP and j.HP in the first chain to allow them to land before j.HP, otherwise they're knocked out of c.MP's range.
 
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[c.LK>s.MP>c.HK]xN is a fun double snap infinite, although the c.HK to c.LK link can be tricky against the heaviest characters. Maybe it's impossible against Double? I'm too lazy to check.
 
The first thing I did was see what Val combos can be applied......

A heavy-char specific combo (not tested on BB)
c.lk c.mk c.hp
j.hp ADC j.mp j.hp
c.lk c.mk c.hp
j.lp j.hp ADC j.lk j.hp
s.lp(x3) s.mk (x2) s.hk (x2)

also a reset I stumbled on when playing with j.lp j.lk j.mp restand

I'm going to love playing as her and hate playing against her....
 
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For the love of
In the realm of not-practical stuff, here's some combo path ideas I've pieced together. The damage is skewed since i start both combos from counterhit j.HP, but the tech is the important part here. Not the chain-snapbounce stuff though, that was just too fun to set up.

..lovveeee the combos, but I just wanna know damage without jump-ins for some base damage numbers
 
5.9k corner:

c.lk, c.mp, c.hp,
j.hk, adc, j.hk,
dash, c.mp, c.hp,
j.mk, j.hk, adc,
j.mp, j.hp,
s.lp, s.lp, s.lp, s.mk, s.mk, s.hp, s.hp, s.hp

done on filia and parasoul

XD

FYI after some testing this does not work on heavy characters, they fall too quickly to intercept with cr.MP or cr.LK but if you use cr.MK then launch on the second hit of it you can continue as normal from what I've been able to do. That might even make it universal actually, though I haven't tested it.
 
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corner combo with LnL:

c.lk, c.mp, c.hp,
j.hk, adc, j.hk,
c.mk(2), s.hp, s.hp, LnL call+s.hp, LnL hit,
s.mp,
j.hp, j.mp, j.hp,
s.lp, s.lp, s.lp, s.mk, s.mk, s.hp, s.hp, s.hp

6512, doesnt work on BB

or:

c.lk, c.mp, c.hp,
j.hk, adc, j.hp, j.hk,
c.mk(2), s.hp, s.hp, LnL call+s.hp, LnL hit,
s.mp,
iad, j.mp, j.hp,
s.lp, s.lp, s.lp, s.mk, s.mk, s.hp, s.hp, s.hp

6593, harder but universal
 
IAD j.hp, c.lk, c.mp, c.hp,
j.lk, j.mp, j.hp, adc,
j.mp, j.hp, c.lk,
c.mp, c.hp, j.hk, adc, j.hk

5230 dmg
4774 dmg without the jump in. Universal anywhere on the screen. In the corner, you can otg with c.mp for a burst bait if you want.
 
... I just wanna know damage without jump-ins for some base damage numbers
Varying between ending with s.HPHPHP, cr.HK, and s.HKHK respectively... the midscreen one does 5448-5463 and the corner does 6410-6425. Here's what the combos look like without a counterhit jumpin, with a more complete version of the midscreen one and a setup off the other into another new combo.

 

Alternate Double-snap combos, on all three weight classes.

On Big Band, use s.mk instead of c.mk for the second hit.
 
Seems everyone is doing the same sorta thing haha.

I suggest ending combos in either j.HK or 5HK HK for sliding knockdown.

What I'm doing is:

2LK 2MP 2HP
j.MP j.HP xx dash
j.LK j.MP j.HP
2LK 2MP 2HP
j.LP j.LK j.MP
5LP LP LP 5MK MK 5HK HK

Does 5.3k

2LK 2MP 2HP
j.MP j.HP xx dash
j.MP j.HP
2MP 2HP
j.LP j.HP xx dash
j.LK j.MP
5LP LP LP 5MK MK 5HK HK

Just under 5.5k good corner carry (nearly corner to corner), sliding knockdown and I think it is universal, I've tested on most characters.
 
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things
Man the game sounds so AWFUL on your computer I want to know your setup so I can fix it. UGH. It really sounds like whenever the game requests the same sound channel it is giving back a separate one instead.

Also remember I'm probably going to change how j.HP works between Beta and Real Game, but I'll leave it like this for the entirety of Beta just to screw you all up. ;^)
 
As a note guys, stop doing burst baits. NONE of the hitboxes are final. Stop it.

Stop it.
As a note guys, stop doing combos. NONE of the damage numbers are final, and all of her routes are gonna change anyway once she gets any specials. It's even possible that the effects of her normals (bounces, knockdowns, ..) and things like startups, hitstun etc get changed, utterly invalidating things that currently work.
 
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