Discussion in 'Eliza' started by Mr. X, Sep 29, 2014.
Nice and stylish
I love seeing things like the j.LP > j.LK chain in the air to conserve Undizzy to get that last ground chain in
That's actually something more people should learn, as it can save your combo from dying in the air. Everyone relies on the jmp>jhp>adc>jlk>jmp>jhp string. The other two you can do are jmp>adc>jlk>jmp or jlp>jlk>jmp. If you are expecting to do two air strings or you need to use less undizzy, do the first one and then you have the option to do the second one if needed. Both of them have weird timing for each hit, so you have to get used to that (pretty much all hits are slightly delayed). The first one can be linked into cr.mk with a restand, and the second one can easy confirm into crlpx2. You can confirm these strings in other ways, but i recommend doing them like that.
Yeah I like j.LP > j.LK > j.MP myself
Gonna try j.LP > j.LK later though
Can't record any more because my laptop overheated
Here's a combo that carries people to the corner pretty far which is good for happy birthday doublesnapping
cLK, cMK, sHK xx H.khat
jMP, ADC, jLK, jMP
cMK, kara sHK, M-H.khat
jLP, delay jLK, jMP
cLP, cMK, kara sHK, L-M-H.khat
jHK, ADC, airthrow
cLK, cMK, sHPx2, snapback
yes! oops fixed
To throw my 2 cents in, here's my universal doublesnap, works from ~3/4 screen:
cr.lk>cr.mk>st.hp(x2)>l.upperkhat(x3)> [this first string can be anything into cr.hp or upperkhat, this is just an example]
cr.mk>m.upperkhat(x2)>j.hk>adc>whiff air grab>snapback
Oh sweet I can record skullgirls fine even on this older laptop
after some testing, it seems seems that cMP is abit more consistent though because of the bigger hitbox that doesn't need to travel
You don't always have to use OTG after jHK airstring enders
Here's a nice use of kara sHK and an airstring that ends in sliding knockdown.
Delay khats to sacrifice how high your opponent is for pushback.
Here guys, have an Eliza Level 5 TOD for when you want MAAXXIMUM DESTRUCTTION!!111!~``!!1one
Universal, and fairly easy to do if you can get the hang of TK'ing into Horus; the quick recovery from Sekhmet to s.hp x3 can throw you off too as well, but it's all fairly straight forward. There were some places where it could have been optimized further but that would have pushed the combo into the realm of impracticality. Bring your whole gas tank, because this thing absolutely requires 5 meter. I've been looking into adding TK Horus into some of my older tech; hopefully it'll raise the damage a bit and I'll have more to show at a later time.
Some heavy counter-hit combos:
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