played double point for today and i can see where i am lacking.
Not using c.hp as an AA at times.
Doing H luger at the wrong times.
I do have problems when i want to A2A someone when they are up in my face and that's an issue i need to solve
Re: AA
Your jab may feel subpar at times but don't be afraid to try it when it's an obvious solution. Eliza's big normals get hit by anything, so it's lacking hitbox won't matter, only it's speed and timing will count. Otherwise, cHP and HLuger are definitely your go to tools for AA.
AAing with sHK or cMP are often just goofs but cMP has some validity vs stuff like Beo jHP. AAing with LLuger is important to convert off of. MLuger just happens and you can dash cLK near/in the corner usually. AA sHP is pretty okay when it happens but planning for it is not something you're probably going to do, just accept the knockdown or do LLuger otg cLK in the corner. I'd say HLuger but sometimes LLuger, while harder to convert from, is eaiser to connect on something right in front of your face than wagering on the ground bounce animation and HLuger bullet arc deciding to have fun and dance around each other. I should've done sLP LLuger Car earlier to win a match where I died to air super coming down on me and tried to go from jab into HLuger like an idiot.
Re: A2A
You have
Fortune jLP (fast, small, in their grill, callout dashjump jLP into someone's face into item drop+assist is a way to shut someone down)
Filia jMP (below you, you should know what this button is for. Fukua has it just like sLP.)
Reverse Para jbLK (can fill spots jMP does but nets you a bit more distance, vertical effectiveness, vacuum, and awkward hurtboxes)
Val jMK1 and 2 (jMK1 is incredible as an A2A for both chars, go examine the hitbox. upback jMK is a valid approach tool when you're expecting an A2A interaction and want to come from
beneath them or at their level as if you had a jank IAD jMK.)
You already know jHP is slower and what it's for.
Peacock jHK shouldn't be underestimated vs certain chars/situations in A2A.
You also have air throw. Air throw is the answer sometimes.
You also have item drops. I'd say barrel and teacup with the right assists are low key powerful A2A tools with the right jump/dashjump arcs or momentum cancels from jMK.
Or choosing to stay with AA instead of jumping for the A2A. But Double players already love the AA life and opponents will learn to work around it and force you into the A2A situations in order to keep things from being too predictable. So yeah. I'd assume this is already why you're being forced into A2A situations when you have HLuger is that people are sniffing you out now. cHP is still amazing though. Don't forget dash normals. Backdash counts too, especailly with ridiculous buttons like cHP. Minor changes in spacing and affect a lot if you have time for microdash normals without putting yourself at risk of getting hit.
Something you didn't ask about but I'm gonna talk about: jMK1
If you wonder why I do the wild jMK1 conversions, its because the high hitstun means I can improv some sort of conversion off these random A2As when I'm unsure of a more sensible conversion working because
A) not sure if otg is gone, or it is
B) hluger bounce is gone
C) can puddle or afraid puddle will whiff because of weird hurtboxes/no otg/juggle height
D) wary of converting from some of the above options
E) not sure if assist is ready/cant convert with it because sj or dj or locked out/want to save it for a better purpose
jMK chains off jLP, jLK, and jMP. jMP chains off jLP and jLK. It's the best normal for keeping the opponent at the desirable height before chaining into jMK1 jHK (fast fall) rejump > jLP. Happy birthday sitautions vary depending on weight combination and you might have to use jLK to push heavy characters up. (jLK jMK fast fall jLP jLK jMK fast fall sMP/whatever as opposed to jMP jMK ff jLP jMP jMK ff medium launcher jLK jMP jMK ff medium heavy > snap or something)
Otherwise, Double is going to convert from A2A by
A) Chaining into jHK into rejump > barrel restand (either jHK Barrel of some sort or item drop+assist that restands/juggles)
B) Chaining into jHP into rejump light into either barrel loop or jHP loop or whatever else
C) Chaining into barrel/fridge > puddle > juggle (fridge can whiff, be warned)
D) Chaining into jHK > land > HLuger (this is good and other players use it and it scares me. my timing is bad. ehh.)
E) Not converting and just doing a dashunder/air throw/non commital assist thing/whatever/callout with gun because you know they mash as SOON as they get hit
F) jHP directly into slide at specific heights, not gonna happen a ton maybe I guess??
G) Item drop right off the a2a into puddle/otg/whatever, I trust barrel the most for this but I don't always trust this unless I feel I have no choice (something is pretty high above me and I got A2A jLP, barrel might connect where nothinge else will. wouldn't trust on squigs, would do to wide asses any day.)
H) restanding right off your A2A into ground normals. It happens with stuff like jHP and jMP, sometimes jLK, etc.
I dunno big post.