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Blood for the Blood Goddess! Eliza BETA Gameplay Discussion

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Well, turns out Val's counter super just gets bopped by lounge chair summon. oh well.

Also found out that Sekhmet's meter doesn't drain while frozen from a successful Countervenom/Prescription. At least you can combo a grab off of Countervenom. Was worried about hyper armor rendering it useless.
 
Well, turns out Val's counter super just gets bopped by lounge chair summon. oh well.

Yup I called the Summons being both projectiles and physical attacks, rendering Val's counter and Bella's reflector useless. :C what a shame, wanted those servants turned into diamonds.
 
Yup I called the Summons being both projectiles and physical attacks, rendering Val's counter and Bella's reflector useless. :C what a shame, wanted those servants turned into diamonds.
Actually it's only chair, and that's probably changing.

I meant the music from Bait, which is the only one I can't find because a kalimba is an instrument.
 
Actually it's only chair, and that's probably changing.

I meant the music from Bait, which is the only one I can't find because a kalimba is an instrument.

Oh... well it's a piece of free music placed on Windows 7. it's in the sub folder "sample music."

Kalimba by Ninja Tuna
 
I'm to be convinced. I want to see someone run the chipping assist and make use of it, but with its hitbox I think it will be difficult.

I would guess it is probably best for Fillia or Fortune, but I'd probably still run MP Sekhmet, lounge chair or even boat with them.
 
I'm to be convinced. I want to see someone run the chipping assist and make use of it, but with its hitbox I think it will be difficult.
I already did it with Peacock at Salty, but nobody watches that.
Also her hitbox is over 2/3 the size of Cerecopter in terms of being in front of her collision (the hitbox part that matters).
 
I guess Skullgirls 2: Doubles Revenge will have a damage scaling option in training mode to satisfy Tomo...
What does this even mean? Seriously, I don't understand you haha.
 
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what about M sekhmet?
Its a great zoning and lockdown tool, and the armor is really nice to have as well. I prefer H twirl just because i can do Fukua drill>fireball super> catheads and do like 5k in chip haha
 
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Music source? I like it and want to hear all of it.
Kalimba by Mr. Scruff. It's sooooo good!

Oh, ninja's by a good bit. I dunno why I couldn't see all these other posts, though. :V
 
Speaking of you @Mike_Z I've got a wonderful combo that is fully optimized to do max damage with Eliza and Big Band. I know you love the fact that I use Excerebella in combos that scale them by 50% but what about a combo that's scaled by 75%, if it wasn't for the supers it would have only done 4.3 k

 
Non-throw-invincible reversals seem to be a trend lately.
 
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Well you can't throw them anyway, so why not?

Nobody uses Alpha Counters.
 
this isnt Eliza, please stay on about Eliza
 
When they're only like -10? Yeah.

Upper Khat suggestion: Make LP version the one hit tall dude, MP the medium dude, and HP the short dude. This would make it chain down button strength instead of up for a 3 hit version, but there are many other fun benefits!

- When HP chains to all 3 dudes, it is the version with the most hits and the most damage instead of LP.
- The shortest/HP dude could have a low block stun and a suspiciously long "I'm waiting for a cancel input" window, making it punishable as a single hit and possible to interrupt if chained slowly. Tall/LP dude would have the most block stun and a Ms. Fortune quality recovery. Medium/MP dude would have something in between.
- The shortest/HP dude could be the only one with enough invulnerable frames to make it useful for a reversal. It would also be the only version that actually hits point blank. Convenient!
- Whenever mashing it as a reversal doesn't work out, Eliza must then react and vary her timing in an attempt to squirm out of a punish. The opponent could be waiting for the cancel window to end, trying to stuff the second dude before it hits, or attempting some PBGC fanciness. Immediately plowing through Eliza is a guaranteed punish she can't get out of, so she's never fully safe.
- Even with all of that, Eliza doesn't become another invulnerable anti-air assist character. She can at best use a 1 hit HP version for no knockdown and little damage.
 
Upper Khat suggestion:
All...of this is currently possible as it is, without making people have to chain backward.
I can vary the invincibility (which is only on the first dude) per button strength already, I didn't want to do that yet though.
And she's already not an AA-assist, since the functionality of the L version now and the H version is the same.

I'm very confused. Unless you meant the tall guy being in front of you?
 
Attempt at better explanations:

- The short, medium, and tall guys always appear at their set distances, always have their specific block stuns, always trigger their specific cancel/recovery periods for Eliza, and the bigger button strength leads to more hits and bigger damage. This is the most important part! Elegant on a move list and in an English sentence!
- The tall guy is always the only one that can jump cancel on hit.
- None of these changes turn her into a better anti-air assist option. It probably makes her worse!

- dp+LP gives only the tall dude. He hits for 750, has the most block stun, and has the fastest recovery for Eliza (current dp+HP is -21, but it could be as low as Fortune's LK Fiber Upper).
- The dp+LP gives no invulnerability. In practice it offers Eliza HP>HP>HP>dp+LP xx jump combos.

- dp+MP gives the medium dude and chains to the LP tall dude, hitting for 550+750=1300. Medium dude on his own has less block stun than tall and a slower recovery for Eliza because she's waiting around for a cancel input. The cancel window is relatively short and canceling to LP on the first frames still makes a block string. There's no reason to delay the cancel more than that!
- dp+MP gives start up invulnerability on the initial medium dude that doesn't actually cover up to the active frames. Or it can stay like it is now with a flawed/throw vulnerable start up. It shouldn't have nothing and but it shouldn't be the best reversal either. In practice, the MP version would be best for a block string.

- dp+HP gives the short dude and chains to the MP and LP dudes, hitting for 350+550+750=1650. Short dude on his own has the least block stun of all and has an even slower recovery/cancel window for Eliza. HP dude to MP dude isn't a block string ever, but the cancel window gives her enough room to vary the timing and make opponents second guess a punish. Canceling HP to LP dude is possible, but it doesn't change the overall safety for that first cancel. dp+HP>MP>LP is the same for the MP>LP part as it would be for dp+MP>LP.
- dp+HP gives real start up invulnerability for the initial short dude, covering up to active frames. Canceling to the MP dude doesn't give a second instance of invulnerability. In practice, this version gives an actual reversal and combo damage for when you don't care about undizzy.
 
I hope think this is the right place to put this
Concept art for some of her moves (which are colored :D)
tumblr_n82l4wymgr1rip8ybo6_1280.png

tumblr_n82l4wymgr1rip8ybo8_1280.png

more here: http://o-8.tumblr.com/post/90531883111/here-are-some-of-the-eliza-concepts-i-did-that
 
What's in the bag? :PUN:


W6DwMiL.gif


Took me a bit to find this one. Could have sworn I had it saved...

Anywho, I don't see anything particularly unsettling about Eliza's move set. Crumple and hit states aside, most transformations have a very "clean", artistic flair about it and the colored c.MP well showed everything won't be colored blood red.
Double's far worse, with all the eyes and teeth popping about. That said, if you find Eliza that dismaying, y'all ain't ready for Venus.
Venus should be playble :C I would love another indiegogo campaign! I WOULD DEFINITLEY DONATE!

Don't know if this has been brought up already, but Eliza's portrait got a minor adjustment. Her eyes and nose got moved forward a little.

Before. After.

EDIT:
PrxEC9I.gif
which one is before and which one is after?
 
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which one is before and which one is after?

Did you actually read that post? It has two links, one labeled "Before" and one called "After".

Venus should be playble :C I would love another indiegogo campaign! I WOULD DEFINITLEY DONATE!
VenusLover4Life?

P.S. Are you ever gonna start playing the game?
 
Did you actually read that post? It has two links, one labeled "Before" and one called "After".


VenusLover4Life?

P.S. Are you ever gonna start playing the game?
D: everyone is so mean in this place (cries myself to sleep)
 
omg after some weeks I found out this amazing news. The new stage is great, but Eliza is just awesome.

I've been playing a bit with her. I like her attacks, and feels like a balanced character, I mean, not too fast but not too slow, that's what I'm talking about. Nice to see Albus and Horace there too.
 
Oh God...
The things I just saw...
 
Well new supers: (17:00)


now we need to know the buff effect for the taunt and if that chariot will be used, It seems Eliza is almost done in terms on gameplay.
 
So the air super was the divebomb throw after all? Sweet!

Kinda sad the Sekhmet super is only recycled frames, but it does look cool.
 
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I'm actually pretty impressed with how cool the Sekhmet super looks despite the recycled frames. Definitely one of the cooler ranbu supers I've seen anyway.
One thing that I feel would make it stand out a bit more (and this applies to PW's level 3 too) would be a solid black ink/blood splash on the red backdrop for each hit, or at least the most important hits. Sekh's actually looks pretty fine without it, but PW's has always bugged me. (I know, I know, PW's was never intended for super use and Eliza/Sekh have way more going on than the average character already. I'ma voice my opinion regardless!)
 
What in the world is a ranbu super?
 
A term for any super which involves a dash forward followed by a predetermined, auto-executing series of hits, traditionally ending with an uppercut or close equivalent. Named after Ryo Sakazaki's super Ryuko Ranbu.
IIRC, ranbu means something like "wild dance".


Concept is cool but I agree with both Cellsai and IsaVulpes, it could use some fine-tuning (that doesn't involve new frames - just add some effects for emphasis), maybe something that combines the suggestions they both made - the solid black ink/blood splash on the red backdrop appearing on the last hits (maybe make the hatchet hits both fewer and slower) to give the idea that Sek is hitting harder and harder. I'd say hieroglyphs appearing in the background would look pretty cool but that would require new assets so I wouldn't dream to ask you folks to consider that.
My humble two cents. (__)

And OK, I'm kinda disappointed that the Sunlight Spear didn't make it. <:3
 
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The timing of the repeated axe hits does seem strange, but to be honest I like it. It gives it a different feel to other supers like this where it will go *fast hits, a few solid slower hits, one final big hit*

Actually I think the timing is a reference to something secret, but I could be way off
 
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