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Eliza Beta Combo Thread

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yeah taking a closer look at this, Sekhmet actually misses with her attack a couple of frames before Filia is even in range of the attack. If you were to ever so slightly delay Sekhmet call you could connect that attack onto Filia.
 
yeah taking a closer look at this, Sekhmet actually misses with her attack a couple of frames before Filia is even in range of the attack. If you were to ever so slightly delay Sekhmet call you could connect that attack onto Filia.

It works on everyone else with that timing though. Also it isn't an all the time thing. I can land it on Filia, it just doesn't always land. Plus it looks like the move is going right through her hitbox, but I saw that the hitbox stopped a fraction before Filia's did in the slow mo.

Edit: The delaying helps a bit with this, I just figured it was odd for it to work on everyone but Filia the same way.
 
having trouble with Eliza some of the air combos that i do i cant finish because the opposing character falls to the ground before i even get the second hit in

for example when i try to do c.hk -> j.mp ->j.hk->j.mp -> j.hk i jump into the air i land j.mp and then the character falls i tried to dash forward,came up with the same results. is it a change in eliza why i cant do that or did i do something wrong
Ok first of all...WTF is this...lollll? Lol last time I checked c.HK? Is the boat... And you can't go Into j.mp. Also, you can't do j.mp from j.hk.

Put the drugs down. Nowwwww! Loll or perhaps spell check.

Also, this is what I've found when it comes to combos working on people:
Squigly - works on filia/Fukua, peacock, painwheel, fortune.
Parasol/Eliza - most combos on squigly's group should work fine.
Big band/double - their own group
Bella - good Effing luck

If a combo isn't working, give us proper context. What do you mean j.hp doesn't work after one hit..? Are you air dash canceling (Air Dashing after an attack)? I ask because j.hp follow-ups works on everyone

If I'm missing something please tell me
 
@Nuuance They meant c.hp obviously. And they did give proper context. If you don't hit the j mp right the character will fall before the j hp hits. This is mostly on heavy chars but lighter ones can fall too.
 
j.MP sends them down.

On lights you want to delay j.MP delay j.HP xx air dash then delay j.MP slight delay j.HP

On heavies you want to instant j.MP instant HP xx air dash then instant j.MP slight delay j.HP
 
I made this for funsies:


Nothing new or optimized, just some basic stuff with her. Eliza is so cool, but I don't think she fits my playstyle.
 
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Oh hey, it's a 100% combo. Anyone have another?

I am in love with this. 9.1k for 0.5 meter total off a reasonable option. What's the damage if you just did a normal Level 1 ender?

Jesus. You can get like... easy 6.5k for 1 meter on easy instant airdash j.LK,j.MK or j.LK,j.MP overhead before you even reach Stage 5. This chick is has the potential to be a two-touch damage machine at the moment.

Edit: See what I mean? Pretty sure this comes close to killing with DHC into Legion. So it only needs a 3.2 meter start, not 5.


Notes: Could probably get more damage by using Sehkmet as an extension instead of Owl-bro and Molecular Shield-bro. s.HP,HP,HP is important for damage.
 
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Anyone have another?
With a tiny bit of fiddling, my old one against Double still works. Using an IAD start makes ToDs relatively easy, though I suppose it's also a severe meterdrain to follow through on all of it for a full kill.


s.HP,HP,HP is important for damage.

In terms of raw damage, s.HPx3 is actually weaker than s.HKx2 or cr.HK in most situations because of the better minimum damage on hits doing 1000 or above, and less damage scaling later in the combo. The first s.HPx3 can be replaced with OTG sweep for greatly improved damage scaling (+92 damage from the rest of the combo) or even s.HK for just +2 to save your OTG. Every s.HPx3 afterwards can be replaced with s.HKx2 (+15 damage each). LK Spiral starts up in the same time as Upper Khat, so in the corner it works off the HKHK before they hit the ground (unless it's Big Band.)
 
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In terms of raw damage, s.HPx3 is actually weaker than s.HKx2 or cr.HK in most situations because of the better minimum damage on hits doing 1000 or above, and less damage scaling later in the combo. The first s.HPx3 can be replaced with OTG sweep for greatly improved damage scaling (+92 damage from the rest of the combo) or even s.HK for just +2 to save your OTG. Every s.HPx3 afterwards can be replaced with s.HKx2 (+15 damage each). LK Spiral starts up in the same time as Upper Khat, so in the corner it works off the HKHK before they hit the ground (unless it's Big Band.)
Yo damn. Numbers blow up. For some reason I didn't think s.HK had a 1000 damage hit in it.

You can't OTG sweep, though. If you do, you can't combo from Bird Super.
 
You can't OTG sweep, though. If you do, you can't combo from Bird Super.

Not the way you did it in the vid, at least. Jump *forwards* to get less space between you and the wall, then DHC to the Bandwagon earlier so that Squigly gets launch-released after impact.

 
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Not the way you did it in the vid, at least. Jump *forwards* to get less space between you and the wall, then DHC to the Bandwagon earlier so that Squigly gets launch-released after impact.

I am a piece of shit.
 
Um...any ABC combos for Eliza? Those are only ones I know.

Exp, LP, MP, HP, special, super
 
Ok first of all...WTF is this...lollll? Lol last time I checked c.HK? Is the boat... And you can't go Into j.mp. Also, you can't do j.mp from j.hk.

Put the drugs down. Nowwwww! Loll or perhaps spell check.

Also, this is what I've found when it comes to combos working on people:
Squigly - works on filia/Fukua, peacock, painwheel, fortune.
Parasol/Eliza - most combos on squigly's group should work fine.
Big band/double - their own group
Bella - good Effing luck

If a combo isn't working, give us proper context. What do you mean j.hp doesn't work after one hit..? Are you air dash canceling (Air Dashing after an attack)? I ask because j.hp follow-ups works on everyone

If I'm missing something please tell me
i must have put in some of the wrong button imputs .but what i meant is i am dash canceling and its not working the charcter this time bieng parasoul keeps falling. i do the move dash cancel they fall
 
i can do c.lk cmk c. hp the launcher into j.lk,j.mp,j.hk,j.mp,j.hp i got this down in the corner cant do it midscreen though

being a newbie sucks

anybody got any easy otg sekhmet combos for beginners
 
You can thank me later... For DHC-ing is for the weak.


Music is Peacock's Theme Remix
So, going to plant this bug in your head.

Now that Eliza has a Dio palette, you have to record this with Dio Eliza, and hope for a steamroller.

G'LUCK.
 
So, going to plant this bug in your head.

Now that Eliza has a Dio palette, you have to record this with Dio Eliza, and hope for a steamroller.

G'LUCK.
sigh... I expect to get paid in cash money booty, K? *spends next 4 hours trying to get steamroller drop*
 

cLK cMPx1 cHPx2 Dive Delay Dash cHK MHDP jMP adc jLK jMP jHP cLPx2 cMKx2 sHPx2 LTwirl sLK cMPx2 sHPx2 HTwirl Slaughter

6.5k without meter, 7.7k with meter, really does work on everyone without a single change of normals or specials, at all, period. Builds about 3/4 of a meter. No spooky skeletons.
The only changes between character is
  1. When you time the dash otg cHK
  2. How you time the parts of the jMP adc jLK jMP jHP restand, with practice, you'll figure them out
  3. EVERYONE IT WORKS ONE EVERYONE I SWEAR I TESTED EVERYONE BELLA DOUBLE VAL BB ETC (Val had to change from sLPx3 to cLPx2 so I just changed that for everyone)
Tips for execution are as follows
  1. On Double, do it as fast as possible, IIRC. Big Band, actually not, because he's so big. The lighter the character, the more difficulty in the timing, in fact!
  2. So for example, Peacock (had the most trouble with figuring this out) the dash before the cHK is VERY NECESSARY, you can actually omit this dash on some characters and let the boat make up space, but the execution of the restand after otg cHK MHDP on Peacock was hell for me without the dash beforehand, which is why I made that dash part of the combo for everyone since it seems to even out the execution overall. I think the rhythm you want to go for on lights is; Instant jMP adc delay jLK jMP delay jHP

And as requested by @Luweewu


OTGless universal sliding knockdown combo for 5.4k builds 1/2 a meter

cLK cMPx1 cHPx2 Dive Delay IAD jMP jHP cLK cMKx2 cHPx2 Delay jLP jMP jMK adc jLK jMP sLPx3 cMKx2 sHKx2

Switch to meter ender (sHPx2 HTwirl Slaughter) for 6.9k

Restand looks funny on Double but it works fine.
 
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"But I wanna do twice the work, look cool, and maybe get some more screen carry!!!"

okay sure here you go

 
@gllt I've been doing something similar to that, but without the twirl link. I could only get up tp 5.9k without meter so thanks. I'mma use that now.
 
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Nothing special here. Just wanted to figure out a decent combo that didn't use a wall bounce or otg midscreen in case I already used an otg or if I wanted to preserve it for a DHC or something. I think this might only work on light characters but haven't tested it on someone like parasoul yet.
 
@RemiKz Aren't you using the otg after Horace's divekick? Pretty sure Sekhmet's axe otgs there.
 
@RemiKz Aren't you using the otg after Horace's divekick? Pretty sure Sekhmet's axe otgs there.
Nope there was no OTG in that Video and the opponent had a pink bounce after the super, Horace dive and Carpenter's Axe if they hit an air born opponent it will cause a full ground bounce, sorta like with Filia's corner combos with rigor spire and cr Hp. It's niffty and allows Eliza to extend her combos for greater damage or grab resets.
 
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@gllt After messing around with the way you do the combo, in my experience the dash isn't necessary for the combo to work. Especially on the lights, if you omit the dash it makes restanding them so much easier.
 
my wrists are in pain, i'm never doing this combo again, jMK instead of jMP on Double, this was a waste of time wow

 
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my wrists are in pain, i'm never doing this combo again
I know how that feels...
Nice one
 
lets talk non universal eh

 

Here's the way I do that first combo. It's a lot easier imo. Also @gllt how come you do c.hp>dive kick? it bounces obnoxiously high for my tastes.
 
 
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j lk, j mp, j hp>j/hk adc>j mp, j hp is this combo doable im having trouble doing it perhaps its me

edit:i took our j.hk air dash because its too hard for me was anyone able to do it
 
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I went 10 min on training and did this very easy Sekhmet combo.
7.5K 1 Bar.

Edit:sry forgot to take out the infinite bar on the video :T
 
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This is one of my first times playing Eliza and posting here so..i dont know whats wrong...
Take a looksie at your meter bar in the video. and you might see what is going on. Hey, it's okay, everybody gotta start somewhere when they pick up a new character. Just wounder all yonder in this thread to get an idea of how Eliza should play. :^)
 
This is one of my first times playing Eliza and posting here so..i dont know whats wrong...
Still not sure if serious.

So here goes.

Your meter is set to infinite, so of course you used less than a meter. That combo would normally use over two meters.
 
1. Your meter is set to infinite
2. at least try to start the combo from Eliza. No one is going to get a combo started from sekhmet's j.m unless if it's a from a reset. Even then undizzy won't be 0.
3. combos posted normally shouldn't trigger ips unless if it's a burst bait. Doing a corner combo that leads to a burst that gives up the corner isn't worth it.
 
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