I have to strongly disagree with this. Increasing the attack rate on her servants could potentially give Eliza crazy long range pressure. Her current toolset already gives her some long range pressure and mixup potential. I’ve never been strong with Eliza’s long range game but I’ve seen some Eliza’s use it to great effect, and making it any stronger could render it very broken.Is there any way we could get an Eliza Servant buff? I'd like to be able to call the servants quicker after a servant hits something/whiffs. Currently, after calling bird kick and chair, I can't call another until well after they hit/get blocked/whiff and leave the screen. I understand it to an extent, but being unable able to call another servant well after the previous servant is completely off the screen is something that's always been weird to me.
I’m being completely serious when I say this, but I’d like to hear your reasoning on why they aren’t. This is coming from someone who is trying to seriously play competitively with solo Eliza. Most of the people I talk to feel that solo play is either unviable, non-serious play, or very low tier. They are not solo players, by the way.
it already has armor lol, i don't believe that it needs chip damage
I'm fine with the change not happening, but I really don't think knocking the summon period down a smidgen would be that oppressive. Best things faster throne could do full screen is score the first hit, then force the opponent to block a second one on wakeup for another 100 damage. The opponent can just jump over or hit them otherwise, they aren't a huge threat especially full screen where all your assists can't reach. Eliza doesn't score anything other than the hit off them without being like 25% of the screen away, either (without doing sekhmet super, I guess).
Lenny x Goodfellas catches people off guard if you do a quick reset into ground throw since Lenny will wait for Goodfellas to end though -- of course only really works if you're conditioning them to expect you to continue the combo though. Also with the advent of DHC Goodfellas you can do setups now if you have enough meter to burn. Stuff x L Bang x Lenny DHC Hatred Install x stuff x Death Crawl DHC Goodfellas for example.
The sliding knockdown makes me sad because I can no longer dump 5 meter on someone not paying attention with Lenny, Goodfellas, and Argus Agony all in a row, though. Since, as Ninja-Nutria mentioned, it'll cause them to bounce towards Peacock and they're able to get into her face (I believe it's only +3 though). If there were a way for Lenny to cause the big bouncing knockback off of sliding knockdown that would be nice, it'd help with those few times where you'll throw an opponent directly into Lenny but they just kinda dink off of him despite taking full damage. And I suppose it'd help with sliding knockdown assists when Lenny is in play too.
im even more annoyed that lots of the complaints im looking at are based off the footage rather labbing how to escape. 1v2 if I only shadow reset Ill kill you in 4-5 resets.just saying for anybody saying she should lose another shadow placement after m shadow probably havent actually gone to practice and discover that pushblocking the first hit reduces the mixup to only a 50/50 (high/low)
if i opt not to or i go for something fake you can escape but if you opt to just sit there and block hold this mixup into another mixup.
You guys are complaining about things you havent labbed zzzzzzzzz
dont worry a "how to beat fukua" guide is coming since people dont seem to be taking the initative.
im even more annoyed that lots of the complaints im looking at are based off the footage rather labbing how to escape. 1v2 if I only shadow reset Ill kill you in 4-5 resets.
1v3 is about 3-4
1v1 is about 7
For anybody that doesnt understand solo damage
Any other char 1v2: your dead in 1-2 or resets
1v3: you are either A: getting TOD'd or B: dead in 1 reset.
??? it always did that
2MK>5HP
Assist characters do not experience hitstop, and I'm like 96% certain H divekick is a majority hitstop, so they can pretty much leave as soon as they hit the ground. That being said it makes me cry if I hit green IPS to early in the combo and I have to use H dive in order to keep it but yeah,Might be a bit late to make this observation, but does anyone else think it's strange that squigly HK divekick always uncombos vs assists? Against just an assist it skips the followup, but in a happy birthday situation where you hit both characters, the assist simply endures less hitstun and drops out every time.