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Eliza Combo Thread: Our Fair Lady of Slaughter

Jump ins are generally unreliable combo starters. Most of the time, if you're getting a full combo, it's off of a light attack. Because of the way damage scaling works in Skullgirls, it's most useful for theorycrafting to use a light starter.
 
Universal corner combo for Eliza. (Sorry forgot to set it to 3 bars to show meter gain :( )


 
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Universal corner combo for Eliza. (Sorry forgot to set it to 3 bars to show meter gain :( )


~3/4 bar for attacking, little over 1 bar for defending.
 
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Eliza corner universal >7800
c.lk>c.mp(1hit)>s.hp(3hit)>upper khat M
j.mk>j.hk>ADC>j.hk
c.mk>s.hp>qcf.mk
s.lk>s.mk>s.hp>qcb.lk
s.lp>s.mk>s.hp>qcb.hk>lady of slaughter

p.s
For Big band,change j.mk>j.hk>ADC>j.hk into j.hk>ADC>j.mp>j.hk
for double,robo.F,in c.mk>s.hp>qcf.mk,s.hp only do 2 hit.(if you cant connect it in other characters,just do 2 hit will be fine).
 
Now if you end it with sHP x2 -> Khat -> Nekhbet you get almost as much meter and give your opponent only a bit more than a bar.
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Not using a triple at all barely changes the meter gain and makes you lose about 200 damage. Using a triple after the OTG and a single at the end is worse than the opposite.

EDIT: ninja'd by Whale. It was about ShadeMoneh's combo
 
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I'm too lazy to make a video so here's the notation for my universal corner combo for the low, low price of exactly 1 meter! In fact, I honestly have no idea how to get more damage by adding Sekhmet moves to any part of this route. I'm kinda proud of how much damage I managed to eke out with this one so if you can one-up this in any big way then I'll give you mad props.

2lk, 2mpx1, 5hpx3, 623mpx2
j.hk, ADC, (timing varies heavily based on character weight but it's easy to eyeball it after practice) j.hp, j.hk
OTG 2hk, 623lpx3, 2369mk (TK'd to cancel jump frames after last upperkhat)
walk forward a bit as they fall, catch with 5mkx1, 5hpx3, 214lk
5lk, 5mkx2, 5hpx3, (alternative: 623lpx3 > jump cancel > 236KK) 214hk, 236PP [8105 damage with 236PP ender, or 7805 with j.236KK ender]

It obviously builds a crapload of meter for your opponent if you do the whole thing since it's a combo "optimized" for damage. That's a given. Use it to kill. Blah blah, you guys know how this works.
 
That's what I do basically, although I often do 2MK instead of 5MK MK on lights as I get scared I wont restand them.
 
You guys are scaring me... combos that give a full bar of meter to the opp??? Not sure if want!

Though I must ask. Do you guys know any burst baits with eliza? I know one was posted a while back but i need more. jMK and jHK don't work as well as i like since it's not disjointed like Squigly's cHP :C
 
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@Devita here comes your combo video.
Is calling sekhmet back right after the combo a good idea? asking because it seems that the opponent recovers pretty fast after it, just a little faster than what it takes sekhmet to fall to the ground, and if the opponent techs forward you'll end up cornered.
 
if you're not gonna kill and you're still doing the full combo, instead of ending with heavy spiral xx LoS, end with 3x upper khat, nekhbet. Frankly, you shouldn't be doing a full combo unless you're either going for a kill, or are going for a dhc
 
if you're not gonna kill and you're still doing the full combo, instead of ending with heavy spiral xx LoS, end with 3x upper khat, nekhbet. Frankly, you shouldn't be doing a full combo unless you're either going for a kill, or are going for a dhc
Thanks! i'll be praticing this one nekhbet finisher to see how much damage it does, and yeah i forgot Devita said to use it for killing, my bad.
 
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I need to ask after a few hours of practicing it in training room, is it still possible to use Horus Dive right after 3 Upper Khats? i've been trying over and over and i can't pull it off no matter what i do, @Devita you used a controller or fighting stick? can you check if it's possible with keyboard?
 
I need to ask after a few hours of practicing it in training room, is it still possible to use Horus Dive right after 3 Upper Khats? i've been trying over and over and i can't pull it off no matter what i do, @Devita you used a controller or fighting stick? can you check if it's possible with keyboard?

are you jump cancelling?
 
I need to ask after a few hours of practicing it in training room, is it still possible to use Horus Dive right after 3 Upper Khats? i've been trying over and over and i can't pull it off no matter what i do, @Devita you used a controller or fighting stick? can you check if it's possible with keyboard?
Your input method shouldn't matter. If it works on stick it works on keyboard/pad/hitbox/etc.
 
Your input method shouldn't matter. If it works on stick it works on keyboard/pad/hitbox/etc.
True, was asking because a long while ago i played with a PS3 controller and noticed that some imputs were a little easier done there.

are you jump cancelling?

....Wat, how do i jump cancel? do i make a jumping imput after the last upper khat or something?
 
kinda. in this case you have to do a tiger knee (236 9) and thn hit MK as Upperkhat ends. Normal TKs say you have to input the button after you start jumping (for an air attak as close to the ground as possible) but for this one, you have to do it before
 
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this thread's awesome, but can someone consolidate some of it into practical combos? i've read every post, but i'm not sure what's optimal or practical for certain situations

for example, are these still good conversions?

Ground Throw
H Upper Khat
j.MK j.H Sehkmet (otg)
Return
c.MK(2) s.HP~HP M~H Upper Khat
j.MP j.HP
Air Dash j.LK j.MP j.HP
s.LK s.MK~MK s.HP~HP H Osiris Spiral xx Lady of Slaughter

4549 Damage, 5759 (w/ Slaughter)

Air Throw (or corner Ground Throw) (otg)
c.MK(2) s.HP~HP M~H Upper Khat
j.MP j.HP
Air Dash j.LK j.MP j.HP
s.MK~MK s.HP~HP L Osiris Spiral
s.LK L Osiris Spiral
s.LP s.MK~MK s.HP~HP H Osiris Spiral xx Lady of Slaughter

4413 Damage, 5613 (w/ Slaughter)

for the damage-optimized combos of the recent pages: if giving the opponent meter is a big issue, should these combos not be used at all except for on the kill, or do you just use them and throw in a reset somewhere? if you shouldn't be using those optimized combos at all outside of going for the kill, what's the standard bnb? is it the one in the general bnb compendium? here it is:

Midscreen - 7182 dmg

c.lk, c.mk, c.hp xx Dive of Horus,
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

H Osiris Spiral is -1 on hit, so if you decide not to do Lady of Slaughter, it's unsafe to go for a low/iad/block their reversal/throw mixup, right? and i think ending with Lady of Slaughter puts you at disadvantage if you return sekhmet afterwards, so isn't it best to do a combo that ends in cr.MK (2hits), st.HPx2 xx MK Upper Khatx2 Nekhbet, so that you get oki?

another thing: if you catch the assist with the point character in a miscreen combo, the assist seems to always fall out of the combo if you use Dive of Horus -> otg as part of the combo. is this following combo still worth learning to get them to the corner for the double snap?

Hey guys big fan of the show. Long time listener, first time caller. Here's an Eliza happy birthday combo and double snap since I couldn't find one on the forums. Inputs are in the description. Make sure to like, comment, subscribe, ayy, lmao, blazeit, haha, press some, buttons, if, you, can hear me.


Edit: Yeah I guess you could do the upper khat variation instead of dash up crLK..... if you're a yella belly
 
Can I please get some midscreen bnbs please. Optimized if possible...?
 
I had a midscreen combo that did like 7.5k that went belly up after the LK twirl nerf :(

I pretty much do the typical otg c.HK route now that does something like 7.3k unless I'm specifically going for a hard knockdown or something.
 
is it possible for me to just be a mod that aggregates everything useful in these combo threads into the OP of each combo thread? cuz honestly things are just getting ridiculous (i mesn its good people post stuff for sure dont get me wrong). its a forum so scouring might be necessary but i feel like it doesnt have to & itd be WAYYY more useful for new players to just have a one-stop thing for it (cough cough...my squigly thread cough cough).

i love this game and even as a semi-longtime player...i feel overwhelmed checking threads to learn a new character :/ anyways not attacking anyone...just opinion. idk...


oh & thanks for the reply @Midiman :)
 
Yeah once I decided to try other non-Squigly characters, i was surprised that the main combo threads DIDN'T have a collection in the OP. I'm certainly ok with the idea, though as far as i know for Eliza, you really only need to know 2-3 optimized combos--any variations just add damage and resets have their own thread i think (I'm also not very good so please correct me)
 
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Yeah once I decided to try other non-Squigly characters, i was surprised that the main combo threads DIDN'T have a collection in the OP. I'm certainly ok with the idea, though as far as i know for Eliza, you really only need to know 2-3 optimized combos--any variations just add damage and resets have their own thread i think (I'm also not very good so please correct me)
yeah true, i know you dont need like a bunch but still trying to find the best options is still like digging through so much :/ perhaps ill apply. anyways im still trying to figure out which is the "best" corner combo out of like 20 vids -_- lolll.

its about knowing where to start..even if you dont need to know "much."

anyways more on topic, the combo i mainly used from eliza uses sekhmet once & no meter & i thinkkkkkk does 7k....but i have to check again. stumbled on it. ill check back a little later if so/what i have

p.S. @Dreamepitaph amazing sork on the fukua guide wow...might just pick her up because of it.
 
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@Woofly made a thing a time ago. Use Center stage.

haha thanks, maybe i'll try that if i ever feel like picking up squigly, but for now the stuff i quoted is definitely adequate, if not optimal
 
Idk...even as a Squigly super-fan & probably the only player who uses level 1 center stage in actual play (I've literally seen no one else use it...why *tear*)...I'd rather be Squigly using it and having ELIZA as the assist. Using an assist for a throw situation seems kinda inefficient eh :p

But frickin amazing find :) I suppose moreso just a matter of opinion. I never thought about that though ironically lol
 
for sure, I'll gather what i can when i can early next month and put it all together
 
Air throw conversions!

The one in the collection (which is basically the BnB) isn’t consistent midscreen because after Khat, the char may be too far away to start the jMP air chain. This conversion involves relatively difficult links but if you hit those, you’ll be fine. Also it does a little more damage (4607).


The combo is repeated three times for each weight class just to show it works on everyone… well, everyone but Band.

Most of the time, you’ll hit that first jHP OTG, meaning you’ll miss the cLK otg later on. It’s possible to hit him with jHP without wasting the OTG, but better safe than sorry.

Air Throw – jHP – ADC jLK – jMK – cMK – cHP xx 236 MK – dash – cLK (otg) – cMP (1) – sHP (2) xx 214 LK – sLP (1) – cMK – sHP (2) xx 623 MP – P – jump – 236 KK

ビッグ バンドの ヷージョン
Air Throw – jHP (otg) – ADC jLK – jMK – cMK – cHP xx 236 MK – dash – sLP (2) – cMK – sHP (2) xx 214 LK – sLK (1) – c/sMK – sHP (2) xx 623 MP – P – jump – 236 KK

Of course, you can shove M/H Osiris xx Lady of Slaughter at the end instead for more damage. The jHP link is hard on a lot of people since there’s a sweet spot for everyone outside of which you would not make the next couple links. cMP is used because the first hit brings you closer to be sure L Osiris hits. Not a problem on Big Band.

Combo crafting is tedious.

@Mr. X
 
that doesn't combo. Shun Goku Shio is a grab, not a hit-grab. Someone up-backing would get out of it.
 
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Ops you're right, I don't get why the damage of raging demon is "added" and not showed separately in the dmg count then...