fenster
Stop Bugging me about Avatars ;_;
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While the quote is an extreme, its still true that Eliza has bad defensive options given that her only reversals are level 3 (which is good but heavy commitment and can be meatied) and DP which doesn't hit anyone even slightly in the air, has actual trouble on the multiple hits at the far distances making it useless, and is completely ground throwable. That's not to say that she has no defense and she's completely dead anytime she's knocked down, because at the very least it's a 50/50 low/throw, but her options truly are extremely limited compared to every other character in the game. It is very easy to bait out and catch Eliza when she's knocked down with setups, much the same way it is against peacock whom everyone agrees has terrible defense similarly.
That said, I do think Eliza is better than a lot of people are giving her credit for, like the situation with older Fukua and SF4 Cammy defenders as you said.
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
It's not about getting the followup, it's about completely shutting down her approach to make her commit. Once you start anti-airing jMK, you close in distance on her while you have the momentum (which beyond the rest of my point, Eliza hates, because her defense is not good and her tools can't stop a lot of good jumpins, not even horus thanks to his long startup), which is where you make her commit and where its super easy to air grab her air approaches and her ground options are extremely limited. Much like any MU works for any fighting game, it's all about taking away the opponents options.
The thing about Eliza jMK is that unlike most other long tools in the game, even titan knuckle, is that it is EXTREMELY easy to counter the button once you have a general read about your opponents air patterns. It really can't be stated enough that THAT is the thing about it; I can't NOT anti air that button no matter what character I try to play with because of how easy it is. Every character has at least 1 ground and 1 air button that can be thrown from extremely safe ranges that catch Eliza's jMK and all of which have to make her commit even more to offense which is in your favor.
This isn't to say jMK is one of the best aerial tools in the game, cause it is. Nor is it saying that Eliza can't counter-play against Anti-Air approaches, cause she can do that easily too. But as-is the general non-descript strategy to get in on zoners is "jump in and close in distance", the general strategy for eliza is "Anti air her obviously big buttons and limited approaches to shut down her offense". This is why PW was/is tough for a bunch of Elizas (because PW has super big meaty buttons that she can put out whenever and Eliza can barely challenge that). I sort of look at it like I look at Parasoul vs Filia where Eliza is always Filia (with more options to play with); the MU is best played when you correctly respond to shutting down the opponents offense, doing that until you can scare them into doing something very unsafe or cornering them so that you can go in at the right time. Funnily enough, a lot of people also think Parasoul vs Eliza is good for Para *because* Parasoul can execute that general gameplan pretty well due to her good air buttons and general hitboxes.
Sekhmet is bullshit though so yeah just run away and be scared of her because she can just run in with YOLO axes and not much to do about that.
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.
It depends heavily on the setup that you have to be specific on what it is. If it's something with ground axe, keep in mind that ground axe is completely ground throwable so as long as you get a grab early you can grab out of potential setups. If they use an assist to cover the timing of Axes, keep in mind Pushblocking to save yourself from a high/low and often times a PBGC-throw can catch the tail end of the setup (again only if its with ground buttons). If they are using a specific setup with low assist, it works the same way as other setups with low assist, where you need to see the timing of what comes first (the high or the low) and react fast enough to the other part (this is pretty hard to do but its worth learning since Low assists are becoming more and more common and there is a way to block every one of those setups even if its difficult).
If they are doing a setup with air axe, idk you're boned.