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Eliza Combo Thread: Our Fair Lady of Slaughter

i was trying out eliza last night, and i couldn't get c.hk to combo into dp, which is in a lot of these combos. does it have to otg to conect? because it seemed like they were invincible after boat hit
 
does it have to otg to conect?
Yes, you can only combo after a sweep if it otgs

Also, if you haven't used skullmod you should get it. It's alot of fun
I totally have, I just never feel like re-doing it whenever the game updates. I guess now would be a really good time to do it. :p
 
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I have no idea how Ninja knew that but yes he's correct. Also, if you haven't used skullmod you should get it. It's alot of fun
-3- Dude i'm know video games and good music. now kiss me, for I am a Shinobi.
 
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So grab,j.mk,adc, j.mp, j.mk works on most of the cast. Any grab combos using this?
 
Omniscreen, I don't recall damage right now but about 50%, 1 meter

Iad.lk > j.hp > c.lk > c.mp (1 hit) > c.hp > Horus dive > dash until just about apex> j.hp adc j.mp > j.hp > s.lp (x3) > c.mk > s.hp (x2) > L spiral > s.lp (tight link) > c.mk > s.hp (x2) > H Spiral > super

the s.lp (x3) do not work on Valentine when you do j.hp adc j.mp > j.hp, so the air chain before it do j.mp adc j.lk > j.mp for it to connect

What I use, becasue Nuuance's combos are hard
 
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CaioLugan (from General BnB Compendium) said:
c.lk, c.mk, c.hp xx Dive of Horace,
dash, otg c.hk xx H Upper Khat,
j.mp, j.hp, adc, j.lk, j.mp, j.hp,
c.mk,
s.hpx2 xx L Osiris Spiral,
s.lk, c.mk, s.hpx2 xx H Osiris Spiral xx Lady of Slaughter.

I can't pull off the cr.MK followup after the j.HP. After connecting with the j.HP, the character (Filia in my case) slips out and gets knocked at a distance (which means that the j.HP seems to be connecting while Filia is still air-born). Rarely have I gotten it to connect in a fashion that Filia is grounded. In the video for that combo, it's performed on Parasoul. However, I'm guessing that it's universal.

What should I do with my timing to get the j.HP to connect while the opponent is in a grounded state consistently? I've tried delaying the first j.MP and performing the rest of the combo normal but no dice. I've also tried delaying the j.LK after the ADC and that's given very few results. Finally, I've tried delaying both and Eliza doesn't even get to hit the second j.HP before landing. Not delaying any of them results in the first error.

I have a feeling it's something to do with the timing, but I can't put my finger on it. Any help would be greatly appreciated. Thanks.
 
do the first j.mp, the airdash after j.hp and the c.mk after you land as fast as possible, and delay the dp, the first j.hp and the j.lk as much as you can.

or just skip one of the j.hps

people still get my name wrong ;_;
 
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I can't pull off the cr.MK followup after the j.HP.

[snip]

I have a feeling it's something to do with the timing, but I can't put my finger on it. Any help would be greatly appreciated. Thanks.
For the H Upper Khat ^ j.MP j.HP, Air Dash j.LK j.MP j.HP (restand) v 2MP(2) sequence, you want to be above your opponent, so that the second j.HP hits as a restand. So delay the first j.MP, and also delay the j.LK after the air dash. If you can, also try to connect the Upper Khat late so that they get launched lower.

EDIT: Also, dash in real close for the 2HK after Dive of Horace. Like touching close.

EDIT EDIT: For the greatest possible consistency, use Horace, Dash 2MK(2) 5HP~(delay)HP M~H UpperKhat to ground your opponent before the launch. Of course, this adds Drama and you'll need to edit the combo ending accordingly.
 
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So does the cr.mp,cr.hp SnapBack works on everyone?
 
yeah. You have to alter the timing of c.mk depending on their weight, but it works on everyone and uncombos
 
Ok thanks man that timing is a little ugly on bb but I'm getting there
 
Or you can use M~H Upper Khat ^ (uncombo) j.HP, Air Dash j.HK. It's a more complex sequence, but you can do it sloppy as hell, since it's an OTG and not a juggle.
 
Or you can use M~H Upper Khat ^ (uncombo) j.HP, Air Dash j.HK. It's a more complex sequence, but you can do it sloppy as hell, since it's an OTG and not a juggle.
So that works on everyone?
 
So that works on everyone?
Pretty sure, yeah. I'll retest it on Big Band and Squigly to make sure it works at both extremes.
 
Pretty sure, yeah. I'll retest it on Big Band and Squigly to make sure it works at both extremes.
Thanks hope for the best
 
Thanks hope for the best
Tested on Squigly, Filia, Double, and Big Band, with the same timing:

Outtake, (M~H Upper Khat ^ (delay, uncombo) j.HP, Air Dash j.HK)xn

It's more consistent to delay less for heavies and delay more for lights, but it's lenient enough to where you can just learn one timing for everyone.
 
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Tested on Squigly, Filia, Double, and Big Band, with the same timing:

Outtake, (M~H Upper Khat ^ (delay, uncombo) j.HP, Air Dash j.HK)xn

It's more consistent to delay less for heavies and delay more for lights, but it's lenient enough to where you can just learn one timing for everyone.
Thats what i like to hear man thanks
 
For the H Upper Khat ^ j.MP j.HP, Air Dash j.LK j.MP j.HP (restand) v 2MP(2) sequence, you want to be above your opponent, so that the second j.HP hits as a restand. So delay the first j.MP, and also delay the j.LK after the air dash. If you can, also try to connect the Upper Khat late so that they get launched lower.

EDIT: Also, dash in real close for the 2HK after Dive of Horace. Like touching close.

EDIT EDIT: For the greatest possible consistency, use Horace, Dash 2MK(2) 5HP~(delay)HP M~H UpperKhat to ground your opponent before the launch. Of course, this adds Drama and you'll need to edit the combo ending accordingly.

Alright, cool. Thanks a bunch dude.

do the first j.mp, the airdash after j.hp and the c.mk after you land as fast as possible, and delay the dp, the first j.hp and the j.lk as much as you can.

or just skip one of the j.hps

Thanks dude. And LOL! at the text at the end. I'm not going to edit my typo only so you don't get the chance to edit that ninja complaint out. :D
 
How the heck do you make restands from fierce Shoryu work on Squigly and Bella?!?! I can't get over those two enough to make them restand, instead of ground bouncing, no matter how much I delay the j.lk after the airdash.
 
How the heck do you make restands from fierce Shoryu work on Squigly and Bella?!?! I can't get over those two enough to make them restand, instead of ground bouncing, no matter how much I delay the j.lk after the airdash.
But... Bella is heavy, and Squigly is light. I don't understand how you can have a restanding problem on these two girls in particular.

I wrote a whole thing about performing this combo just a few posts ago--here's the link.

If that doesn't help, I'll need more details about what you're doing. The restand off c.HK(otg) M~H UpperKhat is way more difficult than the same restand off 5HP~HP M~H UpperKhat, for example. Include where your delays are and whatnot and I'll look at your problem in the lab.
 
I'm actually doing it with 5HP~HP M~HShoryu.

Squigly issues seem to be solved by doing the first j.mp as fast as possible. Bella still has a lot of issues; sometimes the first j.hp randomly whiffs, and sometimes she gets knocked out of range of the c.mk.

(also, this isn't for a double-snap, but for my BnB right now. Not really liking the resets off of the sweep variant enough to make it my go-to, and undizzy just pretty much fucks you if you came in with an instant j.hp ADC j.lk j.hp).

EDIT: I get the same issues on Double as I do with Bella.
 
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I can't even get it get to not work on heavies and mids....

how the hell are you guys doing it
 
Depends on which fatty for me. For Eliza/Band/Parasoul, it's really easy to make work. On Bella and Double, though, they fall too fast and either the first j.hp goes right over them, or the second airchain whiffs at some point from them falling out of range.
 
Depends on which fatty for me. For Eliza/Band/Parasoul, it's really easy to make work. On Bella and Double, though, they fall too fast and either the first j.hp goes right over them, or the second airchain whiffs at some point from them falling out of range.
I do get the falling out problem, sometimes, with Bella and Double. Bella likes to fall out of range of the j.LK after a c.HK M~H Khat, and Double falls out if you do the combo too slowly. Since they fall on their own, you don't have to worry so much about getting over them--delay after the launch *a little*, and shorten the delay after the ADC, as well.

You might also try skipping the M Khat and go directly to H Khat, since it pushes them back. I don't remember if it'll whiff on the fatties, I know c.HP H Khat whiffs on some of the lights if you do it too close.
 
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s.hpx2>M-H Khat works on all characters. Try that instead.
 
Does anyone have any good meterless conversions from throw? My combo is Throw, H. upperkhat, j.mp, j.jk, qcb+p(hathors return right after), c.mk, c.hp, albus, lp uppercat (all three), nekbhet

i really don't want to use sekmet for throw combos but is there another way?
 
Does anyone have any good meterless conversions from throw? My combo is Throw, H. upperkhat, j.mp, j.jk, qcb+p(hathors return right after), c.mk, c.hp, albus, lp uppercat (all three), nekbhet

i really don't want to use sekmet for throw combos but is there another way?

Midscreen, sekhmet seems to be the best way to get good universal damage. idk about character specific stuff. Corner, you can do pretty much whatever you want without Sekhmet, but she pushes the damage up.
 
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Does anyone have any good meterless conversions from throw? My combo is Throw, H. upperkhat, j.mp, j.jk, qcb+p(hathors return right after), c.mk, c.hp, albus, lp uppercat (all three), nekbhet

i really don't want to use sekmet for throw combos but is there another way?
I know that you can use j.mk, adc, j.mp, j.mk. What follows is a rejump combo and this does not work on cerebella.
 
c.lk, c.mk, c.hp xx Dive of Horace,
dash, c.hk xx H Upper Khat,
j.mp, j.hp, adc, j.lk, j.mp, j.hp,
c.mk, s.hpx2 xx L Osiris Spiral,
s.lk, c.mk, s.hpx2 xx H Osiris Spiral xx The Lady of Slaughter.

im struggling to connect the c.mk after the air phase, do i need to delay it somehow to make it connect?
 
I know that you can use j.mk, adc, j.mp, j.mk. What follows is a rejump combo and this does not work on cerebella.

I tried that! I'm literally struggling to get it off
 
im struggling to connect the c.mk after the air phase, do i need to delay it somehow to make it connect?
The second j.hp should restand the opponent (as seen here)

do the first j.mp, the airdash after j.hp and the c.mk after you land as fast as possible, and delay the dp, the first j.hp and the j.lk as much as you can.

or just skip one of the j.hps
 
I tried that! I'm literally struggling to get it off
You'll need to get some height with her jump and airdash after the j.mk with some characters. This can be hard but is easier on characters like Big Band, Valentine, and Eliza. The difficulty depends on how big a character's air hitbox.

Adding on. Filia is difficult to convert but is possible. Characters like Peacock and Ms.Fortune require j.lp rejump.
 
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This combo works in corner and mid screen. But not sure if it's good, I was wondering if there is anything I could add during these sequences?

c.lk, c.mk, c.hp
j.lk, j.mp, j.hp
adc, j.mp, j.hp
st.lp(x3), st.mk(x2 or x3), st.hp(x2) xx Dive of Horace
st.lk, st.mk(x2 or x3), st.hp(x2) xx hk.Osiris Spiral
xx Lady of Slaughter
 
for a beginner of this game im not a huge fan of long combos . should my first character be eliza
 
a few combos from this video i think ill be able to do thanks witty gamer