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Eliza General Discussion

She has to have some form of safe block string, I think everyone has at least one. What about c.lk, c.mk, lk spiral? I was gonna start trying that when people stopped falling for horace.
I could be completely wrong about this (I've only used her in training mode, and am only on day 2 with her), but lk spiral is -2 on block, so is totally safe, and c.mk is +0 on block and is very confirmable since it multi-hits.
 
I could be completely wrong about this (I've only used her in training mode, and am only on day 2 with her), but lk spiral is -2 on block, so is totally safe, and c.mk is +0 on block and is very confirmable since it multi-hits.

cr.mk is -8
 
I haven't done serious testing since beta, but the only safe grounded moves I remember are light spiral and c.mp x2. I guess divekick is technically safe, but it's not a true blockstring.
 
Positive/Neutral stuff eliza has

cr. mp
closest range = -1
Mid range = +4
Furthest range = +8

Dive of horus
Closest range = -1
Mid range = +1
furthest range = +5

throne of isis
Closest range = -5 when done with back to corner
Mid range = +8 (considered a bad block string)

Osiris spiral (true block strings)
light = -2
mid = -5 (for a bigger chip option if you're good at fuzzying)
 
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Just to be clear here, throne doesn't have sweep properties anymore, right?
 
I know that it has a blue bounce, I don't remember if you can hit them before they touch the ground.
 
You can hit them out of the air with throne.
 
Just to be clear here, throne doesn't have sweep properties anymore, right?
You can check this sort of stuff in Training Mode by turning on the hitbox display. c.HK turns your opponent white, which indicates invulnerability, whereas Throne of Isis turns them yellow, which indicates hit stun.
 
I'm trying out Eliza for a Peacock/Fukua/Eliza side team and am thinking what's the best close up assist (as opposed to a half-to-fullscreen-away one, Fukua takes care of that).
At first I used dive of Horus, but the results weren't as good as I anticipated. I initially ignored Sekhmet assists because meter consumption, but then realised I play point Peacock and have enough meter to feed a family of four.

That being said, any thoughts on which would be a better assist for a keepaway Peacock to use when the opponent gets too close, qcb+MP (aka ora-ora-ora) or qcb+HP (aka AXE)?
DUDE
Ora ora knife chop chop is pretty GDLK for a getaway Peacock setup. If it hits it'll keep them in place, for running away or abusing bombs by throwing them at a 2-dash distance. if they block STILL KEEP THEM IN PLACE LOL go for ora oras
 
Halloween is coming up and maybe I've been playing Skullgirls too much lately but I saw this popular thread on reddit and couldn't help but think of Eliza in real life:

CGPNsrW.jpg

An Albus costume is more my speed. All you need is a suit, a dog mask, and a mop.
 
So, I don't know if this is a bug or intended, but Eliza can't sweep Big Band or Bella out of their respective armored punches unless she does so preemptively. As soon as the hit boxes on either punch comes out, the best Eliza can get is a trade. I'm lazy and didn't want to record both, but I stumbled on this while playing drewski last night and wasn't sure if it was my own suckitude or actually just how eliza is. Long story short, Eliza's sweep is kinda trash.
 
After watching Poccola get blown up by The Queen and then playing some online today and seeing a LOT of her. I got one big question for you Eliza players. WTF do I do when Sek is out? With very limited knowledge and a few matches against her, that is one of my bigger problems right now. So, when you have Sek out, what are you looking to do and what are you trying to keep your opp from doing?
 
block high and throw. Seriously, there's only 1 low when sekhmet is out and it has a ton of startup. only press buttons if you're intentionally trying to run them out of meter or don't need much to get the kill.

Also, squigly's heavy divekick isn't a hit-throw. I learned this the hard way.
 
WTF do I do when Sek is out?
In the Eliza tutorial, it mentions that every one of Sekmeht's attacks is punishable by throws.

Essentially, you're waiting to block a grounded Carpenter's Axe, which is a guaranteed throw punish so long as they're not trying to bait you with a delayed Lady of Slaughter, which requires Eliza to have a Crimson Lady taunt loaded.

Smarter Eliza players won't use a grounded Axe very often, so you'll have to guess when the string will end and throw punish after. If you can position yourself on top of Eliza's sarcophagus, you can simply wait there and block until Hathor's Return and punish however you please. Depending on your character, you can react to the Return with a blockbuster even from across the screen if Sekmeht wanders away from Eliza (Parasoul's Silent Scope, Squigly's Center Stage Seria xx Battle Opera, Double's Republican Caaarrrrr).

And if you're Cerebella or Fukua, you can just PBGC into Merry Go Rilla or Inevitable Snuggle (or whatever the armored one is called).
 
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And now I feel dumb for not playing her tutorial yet. Thanks though. That will help a lot.
 
WTF do I do when Sek is out?
I'd ask this from the other end of the spectrum - any tips on how to use Sekhmet more efficiently? Normally, I just call her out to tank through stuff but I can see the opposition wise up to that very quickly.

I'd also repeat my humble plea for any pointers on her neutral game (so far, I've found j.MK is amazing) and team synergy with Parasoul and Bella (my planned composition is Parasoul(Pillar)/Eliza(H Spiral)/Bella(H LNL). <(__)>
 
I feel like her defensive options are really lacking. srk and lvl 3 are her only invincible/armor moves really usable defensively, and srk seems really shitty (looking at the hitbox, haven't got around to trying it in a match, but it looks like IAD attacks will just beat it). Neither of her lvl 1's look like they have any invincibility, and they can't be DHC'd before comboing/being blocked

Can confirm that her dp is big booty garbage. And yeah you're right. I've had my friend who plays Fortune IAD over that to punish before. And tbh you don't need IAD. Just jumping is enough since the first two hits won't reach them at all. The problem with her level ones are that they have startup before the super flash. They have invul, but only post super flash. Which means they're both pretty bad for reversal.

So, I don't know if this is a bug or intended, but Eliza can't sweep Big Band or Bella out of their respective armored punches unless she does so preemptively. As soon as the hit boxes on either punch comes out, the best Eliza can get is a trade. I'm lazy and didn't want to record both, but I stumbled on this while playing drewski last night and wasn't sure if it was my own suckitude or actually just how eliza is. Long story short, Eliza's sweep is kinda trash.

Wow. I think it might just be because its slow. Which is saddening, but I always use boat against Band as a precaution anyway cuz I know that punch is coming at some point.
 
I'd ask this from the other end of the spectrum - any tips on how to use Sekhmet more efficiently? Normally, I just call her out to tank through stuff but I can see the opposition wise up to that very quickly.

I'd also repeat my humble plea for any pointers on her neutral game (so far, I've found j.MK is amazing) and team synergy with Parasoul and Bella (my planned composition is Parasoul(Pillar)/Eliza(H Spiral)/Bella(H LNL). <(__)>
I'll have to review the frame data before saying anything conclusively, but so far in Ranked, I mostly use Sekhmet to blow through predicable attacks and as an anti-reversal. It's a terrible idea to keep her out for any significant period of time, since her neutral is terrible and punishable after every string, so I think it's best to hit-and-run with her, blowing through things such as Filia airdash offense and Fukua / Peacock midrange shitstorms.

For instance, I'll use Butcher's Blade as a reset on Parasoul or Filia to blow through Pillar and Updo / Samson, respectively, going to Carpenter's Axe xx Return, 2MK on hit confirm or just bailing out if they block. Most players are waiting for the Axe before they throw you, so it usually works to use Return after poking with one of Sekhmet's attacks, then frame-trapping with the Axe once they wise up to your antics.

Against Peacock, I've had weird success using 2HK xx Butcher's Blade. Armor through her projectiles with the boat, then blow through her assist and M BANG! with Sekhmet, which'll work until Peacock players figure out that H Brass doesn't mean they don't have to block.

As for neutral, I have the most success using j.MK, Air Dash j.MK to poke around at the tip of Eliza's range. If I'm close enough, I'll approach with j.MK, Air Dash j.LK j.MP/j.HP. You have to use j.MP if they're not grounded, since j.HP tosses them away, and you have to use j.HP if you manage to crossover after the air dash. I *want* to jump around with j.LK and j.HP, but j.LK is a bit short for non-frame advantage footsies, and j.HP is slow enough to get stomped by Parasoul j.LP, Big Band j.LK, and the like. I feel like Eliza has to be careful at neutral, because most of her buttons are slow and committed. The most reliable mixup I can enforce is j.MK/j.HP, Air Dash (j.LK j.MP/j.HP) / (j.LK, 2LK) / (delayed j.HP crossover) / (j.LK, Throw).
 
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Much obliged for the pointers. orz

Anywho, I finally got my first match experience with Eliza last night in a 30 match online set with a friend. Played with a Eliza (H Spiral) / Bella (H LNL) duo vs Parasoul (Pillar) / Squigly (Drag n' Bite) / Eliza (H Spiral) for most of the set and then about 10 solo Eliza mirror matches. Managed to win most of them but I'll chalk it up to sheer luck, playing lame and plain unfamiliarity with the character from both players.
My initial impression stands and it's as Emuchu says - most of her moves are slow and committed. I feel it's a double edged sword; while on one hand it's remarkably easy to get hit confirms with her (especially with the "vacuum" effect of c.MK > c.HP), on the other hand, practically everything she does feels very unsafe. Personally, I feel very much "at home" with her move set that, to me, appears to favor a ground-based, methodical approach. And while unfamiliarity may be the cause, she seems very good for "shenanigans" - one I was very successful with was assorted special cancels from c.HK (like canceling it to H Khat every time the opponent jumped over the barge).
That said, it seems j.MK is the single move she can be the most "adventurous" with. At least against more experienced players.

As for Sek, it took me a couple of matches to even remember she's there and mostly used her to finish off characters with little HP left by tanking through them. That said, still used her very sporadically. My opponent used her even less and it was easy to deal with as I was armed with the idea of waiting it out and grab her after a blocked Axe. I'm too inexperienced for "Theory Fighter" but I get the feeling that Sek will end up mostly as a combo tool once people become weary on how to deal with her.

Speaking of not knowing what to do with moves, I'm a little clueless on the uses of Spiral outside of the BNB or Assist (I should try L Spiral at the end of strings) and Weight of Anubis. Especially the later. It's good to catch a opponent who's trying to out-lame Eliza but I don't know how to capitalize on it; for the most part, I'll completely miss the opponent once Albus tosses him/her around (at best, I'll pick him up with a c.MK if the toss causes a wall bounce).


Lastly, a very peculiar thing happened during one of the solo Eliza mirror matches - it was the last round and we were both very low on health, I call Throne and immediately get K.O.'ed (with audible K.O. sfx) and as that happens, Albus/Horace runs in with the chaise longue and K.O.'s him. The match ended in a double K.O.. It was funny as hell but I should have lost that one. Kinda tempted to ask Mike if this is intentional, non-intentional or whatever but there's also a chance if it being lag shenanigans.

(Side note, was playing with a red ping, 4 frame delay and while it got ugly sometimes, the connection was still remarkably stable, at least stable enough for my scrub ass to pull the BNB a few times. A horrible connection in SG is still better than a near-optimal connection in SFIV.)
 
So, I don't know if this is a bug or intended, but Eliza can't sweep Big Band or Bella out of their respective armored punches unless she does so preemptively. As soon as the hit boxes on either punch comes out, the best Eliza can get is a trade. I'm lazy and didn't want to record both, but I stumbled on this while playing drewski last night and wasn't sure if it was my own suckitude or actually just how eliza is. Long story short, Eliza's sweep is kinda trash.
Post it in the bug section.
 
hey @Mike_Z , can you confirm whether or not eliza's sweep is intended to be super bad vs armor?
 
How do you guys think she stands tier-wise? I know most of the cast is pretty even, but is she an amazing character like Double, or less? Also, how do you think she'd work with Peacock? I'll be updating my game soon (finally), so I'm getting ready to start playtesting!
 
Why does the third hit of s.HP not launch when used for the second time in a combo. Is that intentional?
 
Why does the third hit of s.HP not launch when used for the second time in a combo. Is that intentional?

Yes, that's intentional.
 
so i don't know a damn thing about eliza so i'm about to ask a few questions about her. i'm going to try her out since i haven't touched her since before she got her minions. if you guys could answer a few of these questions i'd greatly appreciate it
  1. in a 3 man team, what would be the best place to put her?
  2. what would be her top 3 assists that i should use for her?
  3. go to normals/tools in neutral? i have an idea about this already but would like input from other people
 
so i don't know a damn thing about eliza so i'm about to ask a few questions about her. i'm going to try her out since i haven't touched her since before she got her minions. if you guys could answer a few of these questions i'd greatly appreciate it
  1. in a 3 man team, what would be the best place to put her?
  2. what would be her top 3 assists that i should use for her?
  3. go to normals/tools in neutral? i have an idea about this already but would like input from other peopl
I've been running Eliza on PSN Ranked for a while, with good results. Here's what I think:
  1. I would put Eliza on point. Her incoming is kind of weak, although not as limited as Parasoul's, and her non-assisted neutral mostly involves jumping around with j.MK and throwing around bodyguards with not much enforceable mixup, so I like her in the front. On the other hand, her assists are actually really good, so you might consider placing her in second. I wouldn't do third, since I feel like lonely Eliza is sort of one-dimensional, and you can hardly use Sekhmet at all without assists to cover her.
  2. The assists I usually see are Butcher's Blade (M Sekhmet's Turn) for trapping / reversals and Dive of Horus as an overhead / neutral / weird anti-air tool. H Osiris Spiral is a good trapping option, as well, and has tremendous chip damage. Throne of Isis is okay, but hard to follow for many characters. c.HK armors through projectiles, but can't be followed up.
  3. For neutral, I normally use j.MK / j.MP / j.LK at midscreen and j.MK / j.HK at fullscreen. Eliza's a bit stiff on the ground, and her overheads are easy to react to, so I prefer to keep her moving in the air with j.MK, Air Dash j.LK j.MP as my main poke tool. Fullscreen, Eliza can play with Throne of Isis to prevent zoning, and jumping around with j.HK as a big attack that's a bit hard to play around. Up close, Dive of Horus trades well, and ending strings with L Osiris Spiral leaves you at -2, more-or-less safe as long as you're not playing Big Band.
 
wall of text that i'm grateful for
thanks for the quick response. i'll keep these in mind as i try to learn her
 
Couple of things to add: throne actually has some pretty cool gimmicks if you're running her behind Parasoul. Dunno about anyone else, but I did a lot of testing when figuring out where to jam Eliza. There are only 4 good DHCs for Lady of Slaughter: SBO, Sniper, Hatred Install, and Lenny. For whatever reason, if you SBO, the ball will be placed relative to Squigly's horizontal location, but Sekhmet's vertical location. If you do the LK+MK version, you have enough time to build a charge and still catch them with a Chord. When I play her at neutral, I play her sort of like how you'd play Chun Li in every street fighter. You just kinda make a wall with good normals tossing out the occasional projectile. Once you're in, the mixups are good, but she doesn't seem to approach particularly well.
 
@alexpi: I haven't tried running Parasoul and Eliza together, yet. Could you elaborate on these cool Throne gimmicks? I can imagine using Throne for zoning, as a string ender, and maybe as a confirm into Egret Charge? That's all theory fighting, though.
 
There are only 4 good DHCs for Lady of Slaughter: SBO, Sniper, Hatred Install, and Lenny. For whatever reason, if you SBO, the ball will be placed relative to Squigly's horizontal location, but Sekhmet's vertical location. If you do the LK+MK version, you have enough time to build a charge and still catch them with a Chord.

You mean DHCing after Lady of Slaughter? Cause I think BB does okay with going into SSJ after Lady of Slaughter. If you time it late, the SSJ hits like normal, but if you time the DHC faster at the end then the SSJ can actually recover before hitting in the corner and he can pickup a corner combo with at least a cLK from there.
 
You can DHC before the last hit of super, but you lose a big chunk of the damage.

For throne crap, you can use throne to force people to stay grounded for jump ins/crossups, you can use throne early in a blockstring and end with b.hk. If they try to jab out of it, either the throne or the overhead will hit and you generally recover from the jab fast enough to catch them before they get a sweep bounce. If they actually get hit during the block string for whatever reason, the b.hk will prevent them for going into sweep recovery.

This is mostly early stuff that I messed with, I bet there's more I haven't discovered. That said, I stick with heavy spiral because doom rocks was the shit.
 
You can DHC before the last hit of super, but you lose a big chunk of the damage.

Okay, but that's not what I meant? You can get the last hit and still DHC and combo like I said above.

And you can combo after full Lady of Slaughter with Motor Brigade in the corner as well btw.
 
Wow, I can't read, I didn't see BB.
 
Okay i dont know if this was asked already but i just started using fuukua and eliza and was wondering what the best options she has to approach with besides servants
 
Okay i dont know if this was asked already but i just started using fuukua and eliza and was wondering what the best options she has to approach with besides servants
Eliza has big, dominating normals and pretty good air mobility, but her buttons are slow and it's hard to get your opponent to block her stuff and start the pressure game. With Eliza / Fukua, I would send out M Shadow or H Drill assist to force a block, and then approach with AD j.LK j.MP if they block or j.MK / Horace if they jump. Eliza can halt air advances pretty well with her huge normals, and you can use Fukua and Throne to cover the ground, so it's best to keep your distance until you can confirm a safe approach behind bodyguards and Fukua.

Outside of assist / bodyguard shenanigans, the most reliable approaches for me are hopping around with j.MK AD j.MK at midrange or spamming Throne in an attempt to force my opponent to approach me, since Eliza is pretty good at shutting out advances. You can even convert j.MK poking using j.H Sekhmet, so it's worth spamming a little.
 
against fukua, parasoul, and peacock, sweep is an ok approach, but you have to cancel into either divekick or dp as you get close to protect yourself from getting punched.
 
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This hasn't been active in months but does anyone know what the details of Eliza's 4th super were going to be?
There's that chariot sprite and the concept art of sekhmet's sarcophagus, but's that all I know.
 
How do you beat this character?
I play Val/Fuk/Fil.

Her ridiculous air presence makes you want to land cancel her stuff, but then because her throw range is ridiculous, you become predictable and she just airthrows you.

Staying on the ground lets her pressure you with assist call + IAD w/e.

Feels like she has a 3-way mixup at any point in time she's not at full screen vs you and is pretty much safe on everything she does, and it's all auto-frametraps.