if you could humor me on this - what's your opinion on 214+HK as a assist? Strengths, weaknesses and optimal moments to call it?
Whenever you would call Copter..
It's lockdown, so if you connect something with your opponent, call assist and you get some free mixups + made whatever you just tried to do safe + get combos out of it if it hit
It launches the opponent slightly in the air, so you can use it during combos for tricky crossunder resets.
It has a pretty nice hitbox (though there's a short period where it won't be active), so you can randomly call it at neutral to gain some space.
etc whatever
Does anyone know if her dp (any flavor) works as a reversal?
It's invincible and it can hit people so uh, yes. By nature of its (small) hitbox, the (lack of) combo potential out of it, (nonexistent) safety on block etc it's not a very good one by any means, though.
H doesn't work as it's way too far, L is what I described, M might have a future?? I don't know, I don't think it will ever be good.
Calling it (any version) as assist *seems* pretty shit.
I guess H is an alright Anti-Peacock assist as it reaches far and Eliza is invinc through the active frame so it's "guaranteed" (sans 2f assist startup) to actually come out and possibly interrupt her zoning patterns.
It's pretty much an invincible Ringlet Spike, so take that as what you will.
It's nice if the opponent is where it hits, but how are you gonna keep him in that specific space, and if you can already do that without an assist, wouldn't you benefit from an assist that isn't just a win-more? etc.
E: I liked the idea someone tossed somewhere where M does miniscule amounts of damage but builds a lot of meter, so you could choose to end your combos with a metergain special / use it as a metergain assist / whatever
Overall I don't think it matters that M isn't very useful, how many people are complaining about L/M Hairball, Fukua M Drill, whatever? None. But metergain things would be cool either way :P