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Anti Eliza Thread

zarkingphoton

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Peacock Big Band Double
Alright, how do I fight Sekhmet? It feels like I can't do anything against her. at all. I know throws work, but I don't like getting that close to her. Am I supposed to just disengage entirely, and run around until they decide to go back to Eliza? That doesn't seem fair.

Also, whenever Sekhmet is out, I sometimes use blockbusters to see if it does a bunch of extra damage (every hit should be sans-proration, right), but there seems to be no real difference. Am I right in that thinking?
 
I just block, and try to stay in position to get them the moment they turn back into Eliza. Then watch as they try to play the game without meter, if they didn't bring Sekhmet back themselves.
 
Here's the thing: All of Sekhmet's moves are unsafe on block, all of them throw-punishable. She's also unsafe when traveling back to the anchor. If you really don't want to deal with Sekh for whatever reason, stay near the anchor and punish her when she runs out of meter.
 
its very simple. when sekmet comes out you wait.
now if they do the axe move block and throw. if you want maximum damage just stay near the anchor and wait for sekmet to return
 
I find it easiest to grab punish the ground axe, and with Peacock it's very easy to just run away and use j.hk to do some damage. With Bella you can mash armor with LNL and such then Showstopper in reaction to things. I also hear you can snap her out, and if she is the last character you get a wallbounce into full combo.
 
I went into training mode for a bit the other day to see what I could do against her. Seemed to me like just block anything she does and you're fine. She can only hit high and mid, so you should never block incorrectly. She can call assist, but not while she's attacking (and even so, only low/grab assists you need to think about). She can't return to Eliza if you block. I decided to just hold back until I see her do ground axe and then grab. She can do ground axe from air axe, which will avoid throw attempts, so after air axe just wait to see if they went for more attacks, if so then you already got a grab opportunity waiting at the end of the block stun. And this whole time she's constantly spending meter, and spending huge chunks for every attack she does, so she does this kinda weird but easy to block thing for a bunch of meter. Seems like a good deal for the defender if you ask me.

All in all, I actually think Sekhmet is really weak. It only seems strong because no one knows what to do. After everyone gets used to it, it's only uses will be combo extenders and in short bursts when maybe baiting something.
 
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Am I supposed to just disengage entirely, and run around until they decide to go back to Eliza? That doesn't seem fair.

She bleeds meter for even trying to attack you. Waiting it out seems pretty fair to me.
 
Also, how many hits of armor does the boat have?
 
Boat has unlimited projectile armor but nothing else. It's mainly an anti-zoning tool, so you should be able to beat it otherwise.
 
All in all, I actually think Sekhmet is really weak. It only seems strong because no one knows what to do. After everyone gets used to it, it's only uses will be combo extenders and in short bursts when maybe baiting something.

Sek in neutral is pretty awful, but you can do some big damage by tossing her into combos. I think the best use is for really funky resets. When airborne, you can end your chain with something that doesn't cause a hard knockdown. Then, use the airborne light sekhmet call then axe. You can be very ambiguous as to which side you're on, you blow up mashed reversals (except showstopper), and you get to start a new combo with ridiculously high damage starters. This is still early though, so I could be really wrong about this.
 
Sek in neutral is pretty awful, but you can do some big damage by tossing her into combos. I think the best use is for really funky resets. When airborne, you can end your chain with something that doesn't cause a hard knockdown. Then, use the airborne light sekhmet call then axe. You can be very ambiguous as to which side you're on, you blow up mashed reversals (except showstopper), and you get to start a new combo with ridiculously high damage starters. This is still early though, so I could be really wrong about this.
Hey, hey, hey! This is and ANTI Eliza thread.
 
c.L hits low. No one uses it though since it requires her to be in neutral.
 
She has a low?
Yes, but you can't do it from Eliza.

It's 2L the grounded dash thingy. It's as unsafe as everything else (except j.H)
 
Only one low and only one overhead, she's really easy to predict imo.

It's still there

Yes, but you can't do it from Eliza.

It's 2L the grounded dash thingy. It's as unsafe as everything else (except j.H)

yes it's unsafe but you can chain it into s. mp or s. mk and at that point you need to predict if she's going to do the axe at that point or not. Granted her mixups are extremely weak and they're delays but doesn't mean they shouldn't be respected and you can't throw her in the middle of an attack motion. In neutral you need to guess between a low or an overhead and that overhead is pretty quick tbh and the low can be chained.

I'm just saying you all shouldn't just dismiss her as weak, that's all.
 
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Yeah, a single overhead axe into about 5 axes does an insane amount of damage. Sek might not be the most intimidating thing once you get used to blocking/evading her, but if you do mess up it can cost you a large amount of health in just a few hits.

Also a fun note, I love when the other team has an Eliza sekhmet assist. Reaction Argus can do nearly 80% to her since she eats most of the super while armored, meaning no damage scaling. Also since the hits slow her down while she tries to crawl back it helps maximize damage.
 
After you block the low, there is no reason to block anywhere other than high, though. It's a light so nothing can be chained into it or anything. You can't even really set it up, unless your opponent doesn't know Sekhmet or they whiffed something.
 
Okay, I tried staying near Eliza when Sekhmet is out, but most people elect to just double down on trying to attack instead of going back. I have to keep jumping around while they waste however much meter they want. And how long can Sekhmet stay out when they have no meter? I was once in a situation where I was jumping around, dodging Sekhmet's bullshit, and I saw they had no meter, but they still did a few more moves before they went back? The timing on punishing Eliza when she's going back from Sekhmet is pretty quick. I can't stay close enough to get anything real after Sekhmet goes back. Eliza should have to stand still just like Double does after doing the car blockbuster.
 
How to beat the skeleton:
1. It only goes high when it is first summoned so block high/run away
2. If she does a string out can throw/ you can't throw cr.lk/cr.lp or a.hp/hk
3.Watch your opponents meter so you can get get near the body and punish
4. Don't get hit with random stuff
 
Upper Khat IS almost Basically Napalm Pillar. The annoys me so much and the fact the Sehkmet has overheads. Eliza has stupid lows. Parasoul's are tolerable. Eliza is only fun when I play her.
Yes, because Napalm Pillar has almost zero vertical reach up close and is only invulnerable to hits.
 
how is Upperkhat in any regards like Napalm pillar?
 
Here's a tip

it's vulnerable to throws

just like a lot of her things
 
actually, Upperkhat is not invincible at all where as Napalm is,
Napalm Pillar is good because it is fully invincible and punishes jump ins, where as Upperkhat can not anti-air to save Eliza's life and is really only useful in combos or for PBGC
 
It's also how you punish full screen argus.
 
  • Eliza's attacks are slow and committed. Her best air superiority move is j.MK, but if you have a good, fast air-to-air, you'll usually win. Parasoul j.LP, Squigly j.LK, Big Band j.LK, Cerebella j.LK, that sort of thing. You have to challenge her in the air to keep her from getting frame advantage and starting her silly air dashing tomfoolery.
  • Sekhmet can't do c.LK from Sekhmet's Turn, so you can safely block high through the entire first string whenever you see her. Punish the standing Axe if you can, but players are starting to do things like M Sekhmet's Turn xx Return to make it harder to punish the obvious overhead, so you might not want to play the guessing game with her.
  • She has shit reversals. Even shittier than Parasoul's, and Parasoul's are comically easy to bait. Upper Khat is hit invulnerable, but you can throw it or do your resets from the air where it can't reach you. Her only proper reversal is her Level 3, both of her Level 1s can be hit out of startup. On that note, if you just reset her in the air all the time, she can't do a damned thing.
  • A lot of Elizas like to do strings into Dive of Horus. Dive of Horus is safe on block, but it's not a real blockstring. If they do it predictably, you can reversal in the gap.
 
GUYS BIKE GRAB WORKS ON SEHKMET!!!!!!!!!
Makes sense. It is a hit-grab. All hit-grabs and grabs work.
 
For real though, I don't try to fight Sekhmet.
I just block and wait out the storm.
 
@Denizen yeah Cleopatra was killed by the bite of an Asp. Kinda forshadows how Eliza might die maybe
Edit: just wanted to answer his question sorry if I opened an off topic conversation
 
I had some Eliza mirrors the other day against Lightning_Rose1 (PSN). When Sekhmet is hiding behind H Brass assist, it becomes a major pain in the ass to punish her! Watch out for whiffing those throw attempts against the mighty axe...

Also, I noticed that none of her aerials cover even a remotely vertical range above her, so it's kind of easy to get in on her with Squigly and Band. Probably others, too, but I need to experiment more. Just don't get Horace'd or Extend'd.
 
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Sorry If my tactic seems quite... "blunt" but it's the only way for me as Big Band to really take down Sekhmet. I'm just "head strong" that way.
 
Dive of Horus can be punished if you chicken block it, since you land immediately with no recovery after blocking. And there will always be a gap for chicken blocking in her blockstrings when she chooses to do it.

Elizas beware.
 
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I mean most, if not the entire cast seems to have cross unders like that, it isnt anything wow or amazing that you seem to be saying. . . .
 
Is there any legitimate way of beating axe covered by an assist? It seems like there's no way to punish whatever Sekhmet throws out at that point. Also, is there any sort of buffer period when punishing axe with grab, or do I just have to do it in a 2 frame window? It seems like a lot of time she just jumps out, especially online.
 
Only one low and only one overhead, she's really easy to predict imo.
Let's fite, WaterMystic277 vs Sonicfox FT7

Upperkhat [..] is really only useful in combos or for PBGC
What is this, the Cammy forum?

  • Eliza's attacks are slow and committed. Her best air superiority move is j.MK, but if you have a good, fast air-to-air, you'll usually win. Parasoul j.LP, Squigly j.LK, Big Band j.LK, Cerebella j.LK, that sort of thing.
While it is true that fast air normals can beat her out, you aren't getting anything out of them without chaining into something else, and Liza's body is so far in the back that said followup will rarely connect.

She on the other hand is pretty much guaranteed a combo on hit, which makes the risk/reward kinda iffy and the whole "beating jMK" business a bit harder than it sounds

Also, I noticed that none of her aerials cover even a remotely vertical range above her, so it's kind of easy to get in on her with Squigly and Band.
sMP and Horus though

Is there any legitimate way of beating axe covered by an assist? It seems like there's no way to punish whatever Sekhmet throws out at that point. Also, is there any sort of buffer period when punishing axe with grab, or do I just have to do it in a 2 frame window? It seems like a lot of time she just jumps out, especially online.
Assist covered Sekhmet is generally untouchable
Yes, you have to throw in a 2f window
Yes, it's completely bullshit

For now the anti-sekhmet tactics are
- Either running away praying,
- Or trying to hit him with longrange hitgrabs (possibly while he's busy smacking an assist of yours / locked down by an assist of yours)
- Or being Bella and having access to a 4f grab

Anti Eliza tactics are to guess-press a lot of buttons since she has hurtboxes on everything, and trying to RTSD since she's impossible to zone while also having shit defence, and not getting hit by Horus