• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Blood for the Blood Goddess! Eliza BETA Gameplay Discussion

Status
Not open for further replies.
My humble, uneducated two cents on the off-topic Taunts discussion:

Eliza's - if Pea and Band are of any indication, Eliza's will power up a move or two of hers. Personally, I maintain that I'd like hers to slow down the meter drain so that Sekhmet can stay active longer. Seems like a good incentive to take the risk and it plays to the character's gimmick. But again, this is a uneducated opinion.
Also, I hope the input is MK, LP, down, LK, MP. *mummy mumble*

Bella's - how about her throws dealing more non-recoverable damage? (Mariel drew a concept for it, btw.)
 
Sekhmet update for the beta was planned for today or for the next days?
 
Sekhmet update for the beta was planned for today or for the next days?
Mike said probably today, but it wasn't a guarantee.
 
My humble, uneducated two cents on the off-topic Taunts discussion:

Eliza's - if Pea and Band are of any indication, Eliza's will power up a move or two of hers. Personally, I maintain that I'd like hers to slow down the meter drain so that Sekhmet can stay active longer. Seems like a good incentive to take the risk and it plays to the character's gimmick. But again, this is a uneducated opinion.

Bella's - how about her throws dealing more non-recoverable damage? (Mariel drew a concept for it, btw.)
I'm probably even less educated, but I'm feeling like replying anyway.
Your idea seems good, the taunt has to upgrade something we don't use too often, else it would need to have a timed effect, which is not really intuitive to use IMO.
I don't think it will upgrade any super, I predict mikez is aiming for more variety in taunts effects, so either what you said, or maybe her grabs, or a special we didn't see yet.

About bella : let's stop the discussion right there, or I'm going to write a completely off topic wall of text. If you want to discuss it that hard, go for it in the bella threads, I'll be happy to talk about that as long as it doesn't mean pissing off the admins.
 
  • Like
Reactions: Balder and Arcana
Mike Z has to wake up again first

Oh so the "Z" is for "zzzzZZZZzzzz"

Anyway, the chariot could be a tag in but I think it will be a waste and it fits for a super.
 
  • Like
Reactions: Covenant
Im pretty certain the chariot is her tag, it dosnt really fit the bill of what Mike said would be her 2 supers that one would be shared by Sek and Eliza and the other might be air only, but she isnt finished yet so maybe
 
  • Like
Reactions: yellowflash26
One of those Blockbusters (the air-only one) is likely the variation of her air throw where she divebombs to the ground instead.
Our community surprises me in its' attention to details.

I do love everyone arguing that it can't possibly be a super because you can't figure out how to make it not a grab. GJ guys.

Anyway...

You currently can only hit Sekhmet, not the anchor. That might change.
 
It's likely just a quarter circle motion. Mike just did a half circle to ensure it was that and not a DP. He talked about that in the UFGTX panel.
One of these days... I will see the rise of the half-circle in Skullgirls. But today is not that day.

I am glad they decided to keep Sekhmet functional and manageable without feeling the need to map individual attacks to every button and essentially make a second character. She looks a lot like Valhenhayne's wolf form in design with the limited moveset. I also noticed that she seems to be using her own personal blood reservoir located in her chest for her attacks.
 
Just watched the salty Sekhmet reveal. The way she moves around really reminds me of mv3 Jill actually, especially the wall bounce stuff.

It'll be interesting to play around with it in beta, but my first impression is that Sekhmet will be a reset tool to really discourage reversals. Combo with normal Eliza, switch to sekh, reset, combo back into Eliza etc. That way you wouldn't be using all your meter for what I assume will be combos that are inefficient with undizzy.

Mike did say it locks out tags and stuff, but I don't think assist calling was mentioned?
 
Mike did say it locks out tags and stuff, but I don't think assist calling was mentioned?

You can call assists as Sekhmet apparently. He did it.
 
Would calling Sekhmet assists cost meter though?
 
Alright, wanted to know, thanks.
 
but my first impression is that Sekhmet will be a reset tool to really discourage reversals. Combo with normal Eliza, switch to sekh, reset, combo back into Eliza etc. That way you wouldn't be using all your meter for what I assume will be combos that are inefficient with undizzy.
Exactly what i was thinking as long as sekhmet keeps the all day armor.
 
Our community surprises me in its' attention to details.

I do love everyone arguing that it can't possibly be a super because you can't figure out how to make it not a grab. GJ guys.

Anyway...

You currently can only hit Sekhmet, not the anchor. That might change.

Hopefully if the Anchor is vulnerable it will also have hyper armor.

I wouldn't want Peacock to just be able to do QCF+PP and interrupt Sekmet mode immediately because of the beam traveling full screen and piercing.
 
Hopefully if the Anchor is vulnerable it will also have hyper armor.

I wouldn't want Peacock to just be able to do QCF+PP and interrupt Sekmet mode immediately because of the beam traveling full screen and piercing.
I assume it would kinda be like Fortunes's head only taking a percentage of damage and not interrupt the transformation
 
I recognize that MikeZ has made a decision, but given that it's one made off of personal preference, I've elected to ignore it.
You've never played on bad sticks, or tried to teach anyone fighting games, have you...? Half-circles buy you NOTHING a quarter-circle doesn't, while increasing the execution barrier significantly.

If we have a character with more than...let's see...20 individual special moves with 3 strengths each (QCT/DP/QCB/RDP/BF/DU/360 + P/K, charge P/2P/3P/K/2K/3K), then we'd be at the point where I'd consider a half-circle. LONG before that we would've reached the point where I'd cut special moves or have outright quit. :^)
For comparison, MvC3 Dante has 24 special moves with 1 strength each, which is only 4 separate motions required when filling up all six buttons. He wouldn't need anything beyond a DP or QC. [edit, I can't count]

Hopefully if the Anchor is vulnerable it will also have hyper armor.
I wouldn't want Peacock to just be able to do QCF+PP and interrupt Sekmet mode immediately because of the beam traveling full screen and piercing.
Yeah if you can hit the anchor it would never break Sekhmet out, just do damage.
 
I just moved a lot of posts to another thread, please remain on topic, about Eliza's gameplay
 
Having a blast with Sekhmet so far but I'm wondering if she will eventually get a cr,MP and a cr,HP or does she have all her normal's. I don't think she really needs them but it will make her feel more fleshed out with all her inputs being punches.
 
So apparently jump cancelling dp+hp means you can do a second one as a tiger knee (and I assume if you were able to somehow get 2 to hit, more afterwards)

think mvc3 viper seismos
edit:

 
Last edited:
So apparently jump cancelling dp+hp means you can do a second one as a tiger knee (and I assume if you were able to somehow get 2 to hit, more afterwards)

think mvc3 viper seismos
edit:

This is awesome but not being jump cancelable on block really limits the effectiveness I think. The best I can do is hit one then have one blocked in the air by heavies.

So... after seeing how sekhmet really works, it seems that any ground blockstring gives the opponent a throw for free if they block the mixup correctly. So Sekhmet is still probably Eliza's best option when blocked, but you will receive a punish still if the opponent blocks correctly. You cant do a Sekhmet low from Eliza form, so you will want to threaten either boat or Sekhmet.

I suggest using Boat and either letting it go or cancelling into 214HP before it is active. This is kinda timing blockable I think... but probably still Eliza's best BnB option on block?
 
Hmm I think Sehkmet doesn't fit so well with her combos in the game, I mean one of the reasons that undizzy was created is to limit repetitive combos, Sekhmet combos of course aren't long but she use the same moves because of her "limited" moveset.

Well in fact this feels like... Yun's Genei Jin, Yun has all moves but you only use a few of them for that.
 
In 1v1 downs the sekhmet mode continues to drain meter, that doesn't seem right.
 
Training room discovery of the day: yes, you can fit a Sekhmet summon in between the beam and barrage stages of Argus Agony, provided you have a good bit of distance. Whether or not this is a good idea is an altogether different question, of course -- is it worth eating the lower half of an Argus Agony to close the distance with Peacock and hand out some pain? I think probably not; charging through an Argus Agony makes an awesome image, but it's better to block it and have Sekhmet take the usual flow of garbage thereafter if that's how you want to ruin Peacock's day. (To say nothing of other alternatives.)
 
Last edited:
Training room discovery of the day: yes, you can fit a Sekhmet summon in between the beam and barrage stages of Argus Agony, provided you have a good bit of distance. Whether or not this is a good idea is an altogether different question, of course -- is it worth eating the lower half of an Argus Agony to close the distance with Peacock and hand out some pain? I think probably not; charging through an Argus Agony makes an awesome image, but it's better to block it and have Sekhmet take the usual flow of garbage thereafter if that's how you want to ruin Peacock's day. (To say nothing of other alternatives.)

If you have time to use Sekhmet, couldn't you just sweep? Or did the sweep lose it's projectile armor?
 
meterless knockdown seems fine to me
 
meterless knockdown seems fine to me

I think so too. It gives you some oki options and stops from being pushed away.
 
that much damage would be insane, but it'd require you to eat basically all the shots and whiff peacock.. You're going to go under some of the tiny shots and they don't do that much damage individually. Plus, ya know, you're no longer full screen vs peacock. I hear that's a good thing.
 
  • Like
Reactions: yellowflash26
You can just sweep through Argus to reach H DP range. Seems like it might be too tricky to reliably hit it close enough so you won't trade with any of the second stage argus shots after the DP invincibility wears off though.
 
Personal opinion while tinkering with her is that the lack of kick functionality is really confusing / a little unsatisfying to get used to - I keep trying to kick too in Sekhmet form just out of habit and feeling a little weird when she can't.

I get why it's done the way it is though - looking at her I'm very impressed you could get a mostly satisfying alt mode out of a minimal amount of animations to stretch the budget and she saves a lot on running/walking/crouching.

Overall though? Kudos on a cool job. Though I kinda wish she had a few more moves, she's still a really cool mechanic.

(I'll still be heretic who wishes she kept blood pool manipulation instead of servant summons though :p )
 
  • Like
Reactions: PaperBag_Sniper
that much damage would be insane, but it'd require you to eat basically all the shots and whiff peacock.. You're going to go under some of the tiny shots and they don't do that much damage individually.
No idea what you're saying, but i *specifically tested* it and from like 3/4 screen, you take 1.6k
 
I don't like how the command for Carpenter's Axe is HP on the ground but MP in the air. Could this be changed in a later version?
 
  • Like
Reactions: tso
No idea what you're saying, but i *specifically tested* it and from like 3/4 screen, you take 1.6k

So, if my math is right, you get hit by 6 shots if you sweep from 3/4ths screen? That means you're spending about 13% of your life to get in on peacock and cause a knockdown without spending any meter. Still seems fine. I think the damage from armoring through the beam hits would be comparable.
 
So, if my math is right, you get hit by 6 shots if you sweep from 3/4ths screen? That means you're spending about 13% of your life to get in on peacock and cause a knockdown without spending any meter. Still seems fine. I think the damage from armoring through the beam hits would be comparable.
Why is this still going on? We're talking about how to counter something that only shitty players do, players that you could probably beat even if you don't know how to counter their shitty techs...block, you take a tiny bit of cheap damage, peacock wasted a bar and still don't know how to play properly...not enough?
 
Status
Not open for further replies.