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Eliza Matchup Thread.

I guess I've been focusing so much on my ground game lately that it's coloring my opinions. I still think that Eliza moving on the ground is way more powerful than one that moves in the air a lot.
 
does cMK have a gap in a block string?

also i feel like Bella is an ok matchup as long as we like, don't use sekhmet outside of combos. that might hurt some people but i find jMK and jHK and the like to keep her out as well as anyone might expect
mixups

I've been been having trouble with bella in this match up, but its probably because i was mostly using j.mp which was getting easily beaten out or whiffed punished. j.hk is only one frame faster but Its been making a huge difference.

I feel the the match up is even for squigly. You can pester and keep her out with j.hp just watch out for horace dive but then you'll just get knocked down at max range and then she comes in. You have a lot of options to beat her jump in attempts like air to air j.lk, c.mp and sbo. I've been confirming off j.hp at cool ranges with cerecopter as well.

Once Eliza gets in you also have options to get her off, if you have 2 bars you can sbo dhc in to someone else, if she tries to go for a cross you can sbo above your head and of course you can dp if you have charge. I'm falling more and more in love with Squigly's dp.

Once you get in on Eliza there isn't much she can do besides lv 3. Just be aware of their dp tendencies and you can either grab it or just mix them up in a position where it won't hit you, cross up or above her head or empty jump block it and counter it with sbo.
 
I only have difficulty facing fukua as eliza. any advice?
 
for her zoning, cHK will work just as well. jMK and the like are great but if course be careful since they extend your hurt boxes too, making them more likely to hit you. If you can use Sekhmet well, do so. If you're on the offense, jump for your resets/mixups in anticipation of BFF or Slow grab. On the defense, watch what they do for their own mixups. if they shadow clone your push blocks, well, just block accordngly and try and PBGC H khat. for grabs, jumping still works of course. tbh I don't think there's anything particularly special about blocking Fukua when you're caught, it's just a matter of reacting well enough
 
So what exactly am I supposed to do with Eliza that makes her so good? What match ups does Eliza's general game plan not work for? What is Eliza's general gameplan?
 
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Use long buttons, make other players hate life. Once in, take your pick on resets or sliding knockdowns. Feels shitty vs double, little awkward on beo, fine on everyone else
 
This thread is dead. Anyone has any advice on how to fight beowulf?
 
@akindhobo Anything specific you needed help with? If you're talking about his jumping moves, try to get a good read on j.hp, and anti-air with h.dp(m.dp if they're closer)->j.mk->h.sehkmet. Trying to meet him in the air is nearly impossible because of j.hp or blitzer, and horus is too risky because blitzer beats it. If they just spam j.hp or blitzer then a j.light-sehkmet->j.heavy-sekhmet is pretty free. I prefer not to do this, however, because i don't like being vulnerable as sehkmet in general (if it's blocked).

On the ground, stagger pressure will frame-trap those pesky pbgc's, then when they start to block more, they become free to your typical mixups. In general, the easiest thing to do is tick-grab or just grab because it beats a lot of his options. After they are forced to respect you, then you go yomi my homie, or get a burst bait in if they like python.

I don't know how helpful what I'm saying is, I'm just thinking off the top of my head. If someone disagrees with me, let me know. Someone else might have a better solution, but discussion is what helps us figure all this stuff out.
 
yeah i can't anti air him well, horus always gets blown up it takes too long to come out. i cant air to air him much either,

i've been trying to rely on mid screen pokes with shp but its really risky since he's jumping all the time and i get counter hit.
 
If you're talking about his jumping moves, try to get a good read on j.hp, and anti-air with h.dp(m.dp if they're closer)->j.mk->h.sehkmet. Trying to meet him in the air is nearly impossible because of j.hp or blitzer, and horus is too risky because blitzer beats it. If they just spam j.hp or blitzer then a j.light-sehkmet->j.heavy-sekhmet is pretty free. I prefer not to do this, however, because i don't like being vulnerable as sehkmet in general (if it's blocked).

This is pretty much all you can do. I've never tried st.hp because of its slow recovery, but thinking about it now, it's disjointed af and can be canceled into dp if they jump in on you. The only thing i'd worry about is arm blockbuster, because if you commit to st.hp you will always get hit by it if beo decides to spend the meter (I'm pretty sure it's too fast to cancel into dp after the superflash, but idk for sure). I'd say see if st.hp works out, because it this matchup really sucks tbh. This one and painwheel are probably the worst imo. I'm sure we can figure something out.