And how to balance her? Even with hurtboxes that are realistic she still seems like she will be stupid good. Her high/low/throw/crossup game is dumb as is her anti pushblock game. I dont know how she will be balanced but she seems to really need it at this point.
Magic balance trick is/was to make her defence shit as a tradeoff.
The main dumb thing about her I saw was DP-JC when hitting assist + enemy point blocked, as it shut down the entire assist game for free; that's fixed woo!
Never had an issue with her offensive potential.. I mean, there's Filia in this game? So whatever
All i know is that without video evidence, anyone would be rather hard pressed to convince me that Eliza's ridiculous priority and ways to circumvent pushblock, and gross air to airs, and hp dp countering people that try to zone her with there own normals, means that she has "weak or bad defense" neutral game defense is a thing to me... And to me... Is ALWAYS more important than "ive already gotten hit, or they've gotten in and put me in lockdown" defense... But thats how i think, because neutral defense has to be gotten through to make the other defenses apparent.
Ridiculous priority will be lessened once she gets actual hurtboxes.
Yes, H.DP and Sweep xx DP and things are *really good*, as well as her normals most probably staying topnotch, and I agree that "stopping the opponent from going in" is more relevant than "he is in, what do I do".
But when most of your neutral game relies on slow airnormals with good range, to really make use of it you need to be able to make the necessary space (Doublejump / general backward speed) and/or the ability to make said normals "safe on whiff" (eg with an air fireball).
Eliza's defensive game is shit, so she wants to go in, but you can't really do something like IAD j.HP with her, due to that being a 19f normal (+ high IAD).
So her gameplan is based around staying at a specific midrange distance, baiting you into going in, then running a train on you with random hit into conversion and death.
Which used to work *REALLY* well with M/H.DP entirely locking out assist play and all her normals being unhittable walls. Now that the DP is fixed and her normals got some hurtboxes, she has a much harder time playing that game; and while her offence is ridiculous if she manages to land that hit, her defence is super shit when she doesn't - Air Super has 6 vuln startup frames, Sekh Super is fully vuln, Sekhmet startup is vuln, DP doesn't really hit anything and is throw vuln, she doesn't have access to a doublejump, and none of her other options are secretly good (such as a low/throw dodging backdash, fast button which moves her hitbox far back / super low, whatever) - so she ends up being a high variance character with a neutral game you have to be weary of but which can be played around.
http://skullgirls.com/forums/index....ent-thread-post-your-videos.4222/#post-152966
I posted viddy here, at 1h03 Woofly switches to Solo Eliza, so you might be able to pull more out of that than the other matches? Dnno
E: Merged this with another post