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Eliza Combo Thread: Our Fair Lady of Slaughter

Sekhmet 5H's ground bounce doesn't count as an "otg/techable" bounce? Huh, didn't know that.
Yellow floor impact = free bounce, red = you used up your OTG right now, blue = techable.
 
Yellow floor impact = free bounce, red = you used up your OTG right now, blue = techable.
since were on the topic may I ask what Green is again?
 
since were on the topic may I ask what Green is again?
Green bounce happens when an assist knocks you down. It's like a Red bounce, but you can tech after 7 frames.
 
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@Cool Gary: I'm having trouble getting the [ xx L~M~H Khat ^ j.HK AD j.HP j.HK j.Axe ] part to land consistently (testing on 'Soul). Any tips? I'm currently delaying the j.HP after air dash, everything else ASAP.
 
The trick seems to be to hit the very bottom of their hurtbox with the second j.HK before 214MP. It's pretty hard to do consistently for me on tall or heavy characters.
 
cLK cMP HP(3) Dive of Horus
HP(3) Osiris Spiral L
LK MK(2) HP(3) Osiris Spiral L
LP(3) MK(2) HP(3) Upper Khat(3)
jLK jMP jHP Nekhbet Breaker
7251 damage, corner
Not very strong, but I like how it uses Osiris Spiral L twice.
 
@Emuchu try doing L air sekhmet instead of M
like instead of the M, grounded H

do

L, M, grounded H

rest of combo works the same and it makes it easier (possible?) on heavier characters, harder on peacock/squigly

also vs double and bella you have to swap out some of the launchers from
cr lp lp, cr mk, cr hp
to
cr lp lp, cr mk, st hp(2) dp(mp hp)

otherwise they aren't high enough in the air. i think double you have to do that every time and bella only do it the time right before the burstbait, not at my game rn so i can't remember lol
 
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also worth noting: instead of the burstbait part, you could have jumped and air thrown, and then confirmed the air throw with cr mk, cr hp, j mk ADC j lk j mk and then you're in exactly the same situation (green burst now instead of red)
 
also worth noting: instead of the burstbait part, you could have jumped and air thrown, and then confirmed the air throw with cr mk, cr hp, j mk ADC j lk j mk and then you're in exactly the same situation (green burst now instead of red)
Thanks much! I use the j.MK AD j.LK j.MK into j.throw/j.MP reset pretty regularly in the corner, so adding in a burst bait when they're already primed to mash throw tech is pretty sweet. I'll try out those fattie edition combos later, thanks again.
 
air thrown, and then confirmed the air throw with cr mk, cr hp

Is it just me, or is it hard to actually get this confirm on Parasoul specifically? Midscreen or in corner. Also trouble on doing it vs Eliza but I can't remember if it depended on being in the corner or not. What happens is that I always seem to get the cMK and 1 hit of cHP but it doesn't vaccum so the 2nd hit whiffs.
 
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Is it possible to confirm off of j.MK, iad j.MK, 214LP, j.HP? I can keep going with sweep into HP Upper khat but after that my combo always whiffs
 
Is it possible to confirm off of j.MK, iad j.MK, 214LP, j.HP? I can keep going with sweep into HP Upper khat but after that my combo always whiffs
Depends on height I would say.

On some characters it would be difficult/impossible at lower heights.

I would honestly just suggest picking up with 2MK OTG in that situation and do a simple combo into reset.
 
Depends on height I would say.

On some characters it would be difficult/impossible at lower heights.

I would honestly just suggest picking up with 2MK OTG in that situation and do a simple combo into reset.
Okay so 214 LP>MP axe>HP axe>214P>Run up>2HK>623HP is much better. It works on everyone mid screen or corner and i can actually do a full combo or reset much easier
 
What height? Does the 214LP > MP actually combo? I thought it never did.

If it works though, that is a great idea.
 
What height? Does the 214LP > MP actually combo? I thought it never did.

If it works though, that is a great idea.
It always combos grounded opponents. There have been times where I got it to combo someone in the air, but I couldn't figure out why and I don't even think it's worth the trouble.
 
What height? Does the 214LP > MP actually combo? I thought it never did.
If it works though, that is a great idea.
j.214LP~MP works very close to the ground. I think you can get it off of [launch] ^ j.MP j.HP AD j.LK j.MP j.HP j.214LP j.MP v 5HP 214P or off of cornered 5HK~HK 623LP~MK~HK ^ j.HK AD j.HP j.HK j.214LP j.MP v j.HP 214P
 
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i have this easy mid screen combo to do s. lpx3 s.mkx2 s.hp x2 upperkhat than jump in and do hk what do you think of this combo is it bad

i was wondering does anyone have a combo to go along with that. i cant really do long combos and that kinda of sucks with this kind of game thats why im asking for help
 
i have this easy mid screen combo to do s. lpx3 s.mkx2 s.hp x2 upperkhat than jump in and do hk what do you think of this combo is it bad

i was wondering does anyone have a combo to go along with that. i cant really do long combos and that kinda of sucks with this kind of game thats why im asking for help
Instead of ending it with jHk you can do JMP, dash, JLK, JMP, JHP, land and continue the combo on the ground, here is a sample


This One is quite easy, I don't think it's optimal but it works for me since it's Almost universal and isn't difficult, try it and let me know if you have issues and in which part of the combo :)
 
Or you could go Khat ^ j.MK airdash j.LK j.MK v ^ Throw / j.LK for one of her 50/50 resets.
 
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c.lk c.mp c.hp j.hp j.mp j.hp s.lk

i wanted a short ground combo extension with an ender but i dont know what wil work

should i just do s.lk s.mk s.hkx2 twirl hkx2 is that a good combo
 
@5th of dismember: As far as Eliza's combo enders go, the go-to's for me are:

s.LP c.MK(2) s.HP~HP L Spiral(2), s.LK s.MK~MK s.HP~HP H Spiral(6) xx Lady of Slaughter

OR

(Corner)
s.LP c.MK(2) s.HP~HP L Spiral(2), s.LK s.MK~MK s.HP~HP~HP (delay) L~M~H UpperKhat ^ Nekbeht Breaker

The link isn't terribly difficult if you're used to Parasoul's Tear loops, but are easily omitted. Also, if you end the air strong with j.HP, you should have enough time to start the ground string with c.MK instead of a light. (also, you need to save s.LK for the L Spiral link.)
 
Okay so I gathered some stuff:
These are the highest damaging combos I could find for the least amount of effort. I hate doing hard combos.
 
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this may seem noobish but how do you do the upperkhat combo motion ive tried it never comes out for me
 
what do you mean? for the extra upper khat dudes, you just need to press another punch like Fortune's rekkas. If you mean how to do the move all together, it's dp motion forward + punch.
 
no i actually have trouble get the combo out i do the zig zag motion nothing comes i cant consistently do it
 
try doing forward into quarter circle forward
 
no i actually have trouble get the combo out i do the zig zag motion nothing comes i cant consistently do it
This problem is pretty common if you're new to 2D fighting games (or you've been slacking lately and you're trying to get back into Guilty Gear... sigh). The motion for UpperKhat is 623--or forward, down, down+forward. Now, depending on your experience with fighting games, or your controller setup, there are two likely scenarios:

1) You're simply not used to fighting games, so you rush the command and skip either the forward or down extremes. Go into Training mode, tick on the input display, and punch in the command a few times and see if you're skipping any directions. If you don't see yourself hitting 6, 2, and 3, slow down the input. Doing it smoothly and consistently is more important than speed. OR...

2) Many third party controllers aren't built for fighting games, and favor the cardinal directions with relatively tight diagonal zones, making rotational commands inherently difficult. If you see the input display consistently skipping diagonals, this may be the culprit. Another possibility is if you're playing with a keyboard--I'd recommend looking up the keyboard terms "ghosting" and "rollover", but in short, a common issue with cheaper keyboards is that they place a cap on how many buttons you can press at the same time.
 
goddammit, i dropped fukua, but i want to be able to do that to someone
 
no i actually have trouble get the combo out i do the zig zag motion nothing comes i cant consistently do it

This motion right? :DP: on pad it's like this :F::D::DF:. You should Fast tap :F:, then :D: and :DF: in a single movement, when you get your thumb on the down just move it a bit on the right if you're on the Player One part of the screen (the left part). It gets some time to get used to do that but you have to do the DP motion consistently, at least 98% of the time you try it 'cause it's important in both combos and neutral game :)
 
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These combos are probably already in this thread but I consolidated some of Eliza's universal non-Sekhmet combos into a short video for people to consult at a glance. May do another video for other combos in the future, if I'm not too lazy. Also hello, Skullheart.

EDIT 2: Now that Horus OTG is back these routes are good again... Err, but the midscreen OTG conserve one is still meh. It's easy to get more damage on that.
EDIT 3: Just for the benefit of anyone looking at this post in the future, these combos still work and are still decent (except for the one that I said was bad, above) but get about 500 less damage on average since the damage nerf.
 
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I don't know if someone posted this already or not, but...


You have to input :DP::HP:+:MK:, or whatever calls out Big Band's assist with :HP:
I find this pretty nice since I don't have to spend meter using sekhmet for a damage conversion.
 
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can someone show me some combos that START with Dive of Horus? I tend to confirm a lot off of it because muh mixups but i always end up defaulting to combos that use Divekick in the middle so i end up dropping the combo earlier than I should.
 
can someone show me some combos that START with Dive of Horus? I tend to confirm a lot off of it because muh mixups but i always end up defaulting to combos that use Divekick in the middle so i end up dropping the combo earlier than I should.
every combo that uses horus on the first chain will be possible with horus starter, if it's counterhit you can go a bit further but usually you can just go for a regular route.
 
every combo that uses horus on the first chain will be possible with horus starter, if it's counterhit you can go a bit further but usually you can just go for a regular route.
Really? Every time i try chaining a Dive after cMP or cHP (ie, just Dive > cMP > c HP xx Dive attempt), it just never comes out. Maybe I'm just mistiming it somehow
 
Really? Every time i try chaining a Dive after cMP or cHP (ie, just Dive > cMP > c HP xx Dive attempt), it just never comes out. Maybe I'm just mistiming it somehow
I mean using the dive as your first chain, you're only allowed one of each summon per combo.

for example:

dive starter
dash, otg c.hk xx H upper khat,
j.mp, j.hp, adc, j.lk, j.mp, j.hp,
c.mk, s.hpx2 xx L spiral,
s.lk, c.mk, s.hpx2 xx H spiral xx super.
 
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I would like to contribute something:
 
that could be optimized a bit more

without sekhmet or an assist, i can hit 7.2 midscreen in beta. with sekhmet, i can hit 7.4. with sekhmet and an assist, i'm at 7.8.

If you wanna us sekhmet after horus, use it early so that you get a high bounce by catching the other character while they're airborne. this conserves the otg so you can use c.hk xx medium khatx2 to launch
 
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