I vaguely remember that he was a little surprised but at the time didn't seem to think it was much of a problem.
Well, "much of a problem" would probably be an overstatement, since Sekh generally doesn't just jump around doing nothing.
It's just another thing on the list of stuff I feel is an "awkward at best / awful at worst" design decision when it comes to Sekhmet..
Eliza herself feels quite fine; she's like a Filia x Parasoul mix or similar, except with far worse defence than either - a true glasscannon.
jMK may be a bit too good and perhaps she has too easy a time getting around zoning, but overall she's a fun char.
And then there's Sekhmet
- Who is boring to play (not much to do as a player with no specials, no movement, no blocking and 4 attacks)
- Obscenely boring to fight (people hate zoning where one gets to maneuver around a projectile labyrinth plus eg constantly has to watch out for and bait teleports.. How do people feel about a character against whom you do literally nothing but "hold upback and wait for her meter to run out"?)
- Source of one of, if not the most granting feeling in SG (Oh, he hit my assist with sekhmet, well neat! Now I can watch him mash 2 buttons for 20 seconds, have zero countermeasures, and there goes a character!)
- Requires very little thought to call (Generally, your punishment will be having lost a little bit of meter)
- Against whom the 'devised counters' don't really work (Throws get teched in neutral, Throw punishes are a 2f window and always out of range, Snaps are an orgasmic risk for very little reward, waiting out doesn't actually cost a ton of meter and it's not like meter is ever scarce in SG anyway)
- Who has a screwed up risk/reward system in general (will take 4-5k when thrown, but deals 10k when she hits you)
- And who, designwise, is busted at her core (either her mixups are easy to defend against - then, aside from jumpin>sekhmet>recall, the mode is pretty shit; or they aren't - then you are fighting a mixup machine who can attack while being safe from reversals ie who doesn't need to take any of the defenders abilities into account)
Maybe fighting (and using) her would be more fun if there was a "Sekhmet bar" eg below the Undizzy one, and it was empty at round start and slowly filled over time, and emptied anytime Sekhmet returned to anchor, and you couldn't call Sekh when the bar isn't full.
That would
- give the opponent an actual reward for putting up with sekh (Liza can't call it again for the next x frames),
- force Liza to think about what she's doing (for one she can't just nilly willy Sekhmet in neutral all the time, for two combo extensions with Sekhmet / Sekh super ender would lock Sekh calls out for a while),
- and in general create an interplay with Eliza and her opponent similar to Squigly, where you want to rush her down asap, so she never gets time to charge Sekh/stance.
Dunno how well something like this would work (it's just a quick idea without refinement), and it doesn't really fix the fundamental issues with Sekhmet, but at least she'd now be something one can play around
On the Sweeps thing:
Uh, it wouldn't hurt, but Sweeps are ~15f startup moves with bad hitboxes and don't lead to anything.
Would still be a super shitty risk/reward on top of being unlikely to work ever, so most likely not something anyone would ever use.
E:
@joshb911 some of the IAD normals are 1f off, but it still gives a mostly right outlook:
http://skullgirls.com/forums/index.php?posts/208704