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Eliza guide
Good Elizas:
Duckator
guitalex2007
Dawn111
I'm sorry. The only Eliza I've really seen and played is Duckator so suggest good Elizas for the learning/new Elizas.
Pros:
- j.MK
- Dive of Horus being a special and an overhead meaning she cancel any normal into an overhead.
- H Upper Khat can cancel into another special especially Horus.
- Crossup Instant air dash j.LK #FiliaButWithj.LK
- How large her j.HP is.
- Sehkmet can make crossup setups from Eliza
- L Osiris Spiral is safe on block
- Her oki is great
Cons:
Butcher's blade
Dive of Horus
H Osiris Spiral
Carpenter's axe.
Normals:
s.LP: It's a quick jab and hits 3 times. It's a tall move meaning it can miss on most crouching characters so yeah, don't use it for your main jab.
s.MP: Man, Who doesn't love this move. It's great for combos, can be used as an anti-air, and is cool. You'll see it most combos by good Eliza players like Duckator.
s.HP: It's very long ranged normal but it takes time to startup. It's good for combing into Horus and Upper Khat, While it's good to combo into H Spiral for a combo ender.
c.LP: It's pretty wide hitbox for a light move, but it's not really. It's good for combos and that's its only use. It doesn't hit low so that's good for non Eliza players.
c.MP: It has decent range and can be good for long ranged confirms because it has good reach and the 1st hit brings the opponent closer plus it hits low.
c.HP: Basically a Painwheel launcher but sort of better.
s.LK: Basic jab. Not much reach. Only for combo extending, y'know, that stuff
s.MK: It's a good pressure move but not like the other ones she has. It's only good for Pressure just because it's a multi-hit. Of course it's good for combos.
s.HK: It's basically a hard knockdown which is great. It gives Eliza the time to get a full taunt which is great and it allows Upper Khat to combo from which is good on lights because if she does all 3 and cancels to j.HK, she can connect with Sehkmet j.MP j.HP.
c.LK: Eliza's best jab because it's quick and it hits low. It also has good range for a light move.
c.MK: c.MK is good alternative for starting up combos due to the fact the 1st hit hits low so yeah.
c.HK: Eliza's sweep is great in Eliza version. One reason being in one of her main BnBs, infinite projectile armor. It's also good for crossunder's which you should probably learn.
Air normals:
j.LP: It's a bad ranged but the crossunders you can make with it and double crossunders.
I'm to lazy to finish this guide right not so bear with me.
Also @Vadsamoht to add it to the guide thing.
- j.HP is hittable with it's large hitbox
- Most of her moves have a lot of startup
- Sehkmet can be grabbed after j.MP to j.HP
- Add how many other cons you want for Eliza.
- She has a huge hitbox especially on her moves of course.
Butcher's blade
Dive of Horus
H Osiris Spiral
Carpenter's axe.
Normals:
s.LP: It's a quick jab and hits 3 times. It's a tall move meaning it can miss on most crouching characters so yeah, don't use it for your main jab.
s.MP: Man, Who doesn't love this move. It's great for combos, can be used as an anti-air, and is cool. You'll see it most combos by good Eliza players like Duckator.
s.HP: It's very long ranged normal but it takes time to startup. It's good for combing into Horus and Upper Khat, While it's good to combo into H Spiral for a combo ender.
c.LP: It's pretty wide hitbox for a light move, but it's not really. It's good for combos and that's its only use. It doesn't hit low so that's good for non Eliza players.
c.MP: It has decent range and can be good for long ranged confirms because it has good reach and the 1st hit brings the opponent closer plus it hits low.
c.HP: Basically a Painwheel launcher but sort of better.
s.LK: Basic jab. Not much reach. Only for combo extending, y'know, that stuff
s.MK: It's a good pressure move but not like the other ones she has. It's only good for Pressure just because it's a multi-hit. Of course it's good for combos.
s.HK: It's basically a hard knockdown which is great. It gives Eliza the time to get a full taunt which is great and it allows Upper Khat to combo from which is good on lights because if she does all 3 and cancels to j.HK, she can connect with Sehkmet j.MP j.HP.
c.LK: Eliza's best jab because it's quick and it hits low. It also has good range for a light move.
c.MK: c.MK is good alternative for starting up combos due to the fact the 1st hit hits low so yeah.
c.HK: Eliza's sweep is great in Eliza version. One reason being in one of her main BnBs, infinite projectile armor. It's also good for crossunder's which you should probably learn.
Air normals:
j.LP: It's a bad ranged but the crossunders you can make with it and double crossunders.
I'm to lazy to finish this guide right not so bear with me.
Also @Vadsamoht to add it to the guide thing.
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