|
|
Line 981: |
Line 981: |
| |guard=HL | | |guard=HL |
| |cancel= | | |cancel= |
| |invuln=Full 1-14, Upper body 15-54 | | |invuln=Full 1-14F, Upper body 15-54F |
| |juggle=KD | | |juggle=KD |
| |description=Spin with the same startup at mash LK, and Liza’s wearing a Carnival outfit. Cute! Not something you’re going to get to use often though, mainly due to the strict down charge input. | | |description=Spin with the same startup at mash LK, and Liza’s wearing a Carnival outfit. Cute! Not something you’re going to get to use often though, mainly due to the strict down charge input. |
Revision as of 20:02, 10 August 2021
Fighting Style:
"Amazon's Fighting Style"
Introduction
“
|
That's too bad... You're my type, but I guess you just weren't up to it...!
|
”
|
Liza enters the tournament because she needs the prize money to buy a new costume for the Rio Carnival, doling out as many concussions as possible to that end. She's a tricky character that requires a good handle on her her weird toolkit to work her way in, though when she is in her damage and stun output is massive.
Strengths |
Weaknesses
|
- Solid set of ground normals
- Second fastest walk speed and fastest jump arc
- Huge stun output
- Insanely rewarding reversal and anti-air in Mash K
- Has multiple ways to circumvent zoning (wall jump/dive, bird/monkey, Mash K)
|
- Weak air normals
- Said ways around zoning are punishable if called out
- Super is jank as shit with a [2]-only charge
- Projectiles sometimes can't be used as animal friends have to get back into place
|
Note: Liza can wall jump by holding any direction away from the wall, i.e. if she presses 7, she can hold 3/6/9 to jump off the wall behind her.
Stats
Forward walk speed
|
Backward walk speed
|
Prejump
|
Jump length
|
Backdash length
|
Backdash distance
|
Defense
|
Stun
|
3.625000
|
2.718750
|
4 frames
|
32 frames
|
1-15 invulnerable, 16-19 vulnerable
|
112px
|
4032
|
480
|
Normals
Standing
5LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
2
|
5
|
5
|
+3
|
+1
|
HL
|
Y
|
-
|
Reset
|
Liza does a really short range elbow jab that's chainable. Could work as an anti-air, but you can do better.
Crouched by Gekkou, Wulong, Lihua, Liza, Marco.
|
|
n.5LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
2
|
5
|
5
|
+3
|
+1
|
HL
|
Y
|
-
|
Reset
|
Nearly identical to 5LP, but with 1 frame less startup, chainable.
Crouched by Wulong, Liza.
Max activation range is 69px
|
|
5MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
4
|
8
|
12
|
-2
|
-4
|
HL
|
N
|
-
|
Reset
|
Forward-leaning slap that’s pretty active but also has an overly long recovery.
|
|
n.5MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
-
|
3
|
6
|
6
|
+6
|
+6
|
HL
|
Y
|
-
|
Reset
|
A slap with really good frame data and a good activation range. Liza sadly doesn’t get much from it reliably due to her only ender being [2]8P, but it’s good for pressure on characters who can’t crouch it.
Crouched by Gekkou, Wulong, Lihua, Liza, Marco.
Max activation range is 74px
|
|
5HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96+96
|
5
|
2+10
|
13
|
-1
|
-3
|
HL
|
N
|
-
|
Reset, KD if both hit
|
Liza claws downwards, hitting twice. A decent normal because of its speed and high stun, but avoid whiffing.
|
|
n.5HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128+32
|
8
|
2+10
|
12
|
±0
|
-2
|
HL
|
N
|
-
|
Reset, KD if both hit
|
A generally worse version of her 5HP, for some reason? The hitboxes are ridiculous, but the startup really hurts.
Crouched by Wulong, Liza.
Max activation range is 80px
|
|
5LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
2
|
4
|
5
|
+4
|
+2
|
HL
|
N
|
-
|
Reset
|
A quick knee attack that has a lot more range than 5LP, chainable.
|
|
n.5LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
1
|
5
|
5
|
+3
|
+1
|
L
|
Y
|
-
|
Reset
|
Liza's go-to close button since it can’t be low profiled. It’s a standing low for what that's worth, and chainable.
Max activation range is 69px
|
|
5MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
3
|
6
|
11
|
+1
|
-1
|
HL
|
N
|
-
|
Reset
|
A turning kick that makes a reliable anti-air. It’s got short reach, so it’s good at specific ranges and especially against divekicks.
Crouched by Wulong, Liza (crouch blocks it).
|
|
n.5MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96
|
3
|
6
|
8
|
+4
|
+2
|
HL
|
Y
|
-
|
Reset
|
Liza does a straight kick. Not as much frame advantage as n.5MP, but it can’t be crouched. Cancelable.
Max activation range is 64px
|
|
5HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
5
|
8
|
12
|
+2
|
±0
|
HL
|
Y
|
-
|
Reset
|
Liza sticks her leg out real far. Pretty active and long-ranged but the hitbox is just alright. You can use this to frame trap into [4]6P/K.
|
|
n.5HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128+32
|
6
|
6+2
|
14
|
+6
|
+4
|
HL
|
N
|
-
|
Reset, KD if both hit
|
An axe kick that makes a solid anti-air, but not much else.
Can be crouched by Liza, the first hit can miss her head hurtbox.
Max activation range is 56px
|
|
Crouching
2LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
2
|
6
|
2
|
+5
|
+3
|
HL
|
Y
|
-
|
Reset
|
Liza leans in and punches. Really good range for a chainable light button, reaching further than most of her mediums. Her most reliable option for stuffing Genroudan.
|
|
2MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96
|
4
|
8
|
8
|
+2
|
±0
|
HL
|
N
|
-
|
Reset
|
Funky looking anti-air punch. It will lose to some moves like divekicks, but overall it does its job. It moves her hurtbox forward a lot, so you can avoid crossups entirely.
|
|
2HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64+96
|
6
|
2+6
|
16
|
±0
|
-2
|
HL
|
Y/N
|
-
|
Reset, KD if both hit
|
This move is similar to 5HP but has more range in exchange for more startup/less active frames. Works well for quick punishes because you can keep charge for [2]8P.
|
|
2LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
3
|
4
|
3
|
+6
|
+4
|
HL
|
Y
|
-
|
Reset
|
A strange anti-air kick that hits on both sides, but it's an all around useful normal. Really good frame advantage, chainable, and it can’t be crouched either.
|
|
2MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
6
|
5
|
11
|
+2
|
±0
|
L
|
N
|
-
|
Reset
|
Liza kicks with both legs. Sort of slow for a medium button, but it’s one of her longest reaching normals along with 2HK and 2HP. It's also useful for keeping a low profile to buffer Mash K from.
|
|
2HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
9
|
6
|
15
|
KD
|
-1
|
L
|
N
|
-
|
KD
|
A strangely slow sweep that has the same reach as 2MK. Only -1 on block, cool.
|
|
Jumping
j.LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
2
|
Until landing
|
-
|
-
|
-
|
H
|
-
|
-
|
Reset
|
One of Liza’s better jump normals. Has more range than her other punches, but it's not much of an air-to-air because of the head hurtbox.
|
|
j.MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96
|
4
|
18
|
2
|
-
|
-
|
H
|
-
|
-
|
Reset
|
Not sure why you’d use this over other buttons, but it’s there.
|
|
j.HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
6
|
8
|
2
|
-
|
-
|
H
|
-
|
-
|
Reset
|
Liza’s strongest jump-in. Similar properties to j.HK but it has more vertical range, so stick to it for combos.
|
|
j.LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
6
|
Until landing
|
-
|
-
|
-
|
H
|
-
|
-
|
Reset
|
Strange upward kick that works as an air-to-air. Why’s it got so much startup? This can cross up, but it’s kinda hard to land.
|
|
j8.LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
6
|
Until landing
|
-
|
-
|
-
|
H
|
-
|
-
|
Reset
|
An even higher kick with a wall of hitbox. Neat defensive button.
|
|
j.MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96
|
8
|
16
|
Until landing
|
-
|
-
|
H
|
-
|
-
|
Reset
|
Outclassed by j.HK, which has less startup, more range, stun, damage...
|
|
j.HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
5
|
8
|
12
|
-
|
-
|
H
|
-
|
-
|
Reset
|
Notable for having the longest horizontal range of her jump normals. Still, it’s nothing to write home about.
|
|
j8.HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
8
|
6
|
8
|
-
|
-
|
H
|
-
|
-
|
Reset
|
This would be really good as a diagonal jump normal, but it isn’t. Has pretty good reach though.
|
|
Swing j.2LK+MK+HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
192
|
57
|
4+4+5
|
1 landing*/up to 42 air
|
-
|
-
|
H
|
-
|
-
|
KD
|
Liza swings from the ceiling and comes down after a while with a hitbox. This swing sends you over the opponent unless they move backward, so it’s unclear what you’d use it for, besides stalling.
Liza has a stray hurtbox around a screen length away on frames 13-18. This isn’t really abusable, but it exists.
|
|
Throws
Face Claw 4/6MP/HP Max range 48 px Max range 48 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Liza claws the opponent. As a mash throw it's got poor damage if they mash back, but it leaves them on the same side. Gives you time to go for a crossup with [2]8K.
|
|
Frankensteiner 4/6MK/HK Max range 50 px Max range 50 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Liza performs a frankensteiner. Switches sides, but has great frame advantage. Also has slightly more range than her punch throw, so it's easily her better throw.
|
|
Special Moves
Toto
aka Bird [4]6P
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LP
|
-
|
224
|
23
|
1 (40 travel frames)
|
14
|
+20
|
+18
|
HL
|
-
|
-
|
Reset
|
MP
|
-
|
224
|
23
|
1 (48 travel frames)
|
14
|
+20
|
+18
|
HL
|
-
|
-
|
Reset
|
HP
|
-
|
224
|
23
|
1 (32 travel frames)
|
14
|
+20
|
+18
|
HL
|
-
|
-
|
Reset
|
Liza sends out her bird as a projectile, which will return if it clashes with another one. Angles downwards slightly, but some fireballs go under it. Sometimes it can both clash with a fireball and hit the opponent, which is great for Liza.
This move has a “cooldown” where Toto has to return to just behind Liza, on top of its charge input. You could always alternate with [4]6K though. Recovery is so low you can easily punish anyone trying to sneak around it, or start a combo on hit.
Charge time: 70 frames
Fireball interactions:
Kazuya: Hits all versions of 236P.
Barts: Hits all versions of [2]8P. Doesn't stop his super.
Gekkou: Can hit all versions of 236P, LP later into travel time. Doesn’t hit j.896P on the ground.
Wulong: Doesn’t hit any 41236P, except [4]6HP hits 41236HP.
Boggy: Can weave under 236P, except [4]6HP.
Marco: Can hit 236P near the top of its arc.
|
|
Kiki
aka Monkey [4]6K
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LK
|
-
|
224
|
17
|
1 (30 travel frames)
|
12
|
+22
|
+20
|
HL
|
-
|
-
|
Reset
|
MK
|
-
|
224
|
17
|
1 (34 travel frames)
|
12
|
+22
|
+20
|
HL
|
-
|
-
|
Reset
|
HK
|
-
|
224
|
17
|
1 (28 travel frames)
|
12
|
+22
|
+20
|
HL
|
-
|
-
|
Reset
|
Liza sends out her monkey as a projectile, which will return if it clashes with another one. Hops slightly, but stays close to the ground. Sometimes it can both clash with a fireball and hit the opponent, which is great for Liza.
This move has a “cooldown” where Kiki has to return to just behind Liza, on top of its charge input. You could always alternate with [4]6K though. Recovery is so low you can easily punish anyone trying to sneak around it, or start a combo on hit. The monkey is better as a fireball because it’s faster, but it’s easier to jump over.
Unlike the bird, the monkey can actually beat Lihua's tornado.
Charge time: 70 frames
Fireball interactions:
Kazuya: Can hit 236HP but inconsistent.
Barts: Can hit [2]8LP but inconsistent. Doesn't stop his super.
Gekkou: Hits all versions of 236P and j.896P.
Wulong: Hits all versions of 41236P.
Boggy: Doesn’t hit 236P.
Marco: Can hit 236P near the bottom of its arc.
|
|
Ester
aka Psycho Crusher [2]8P
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LP
|
-
|
192
|
4
|
30
|
4 (whiff) 34 (hit)
|
KD
|
-17
|
HL
|
-
|
-
|
Reset
|
MP
|
-
|
192
|
6
|
40
|
4 (whiff) 34 (hit)
|
KD
|
-17
|
HL
|
-
|
-
|
Reset
|
HP
|
-
|
192
|
12
|
46
|
4 (whiff) 34 (hit)
|
KD
|
-17
|
HL
|
-
|
-
|
Reset
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Imagine psycho crusher, but it’s on the less intuitive [2]8 charge, and it stops on hit and block. This is your reliable combo ender and a solid move for its speed, catching panic backdashes. Different versions hit 3, 4, and 5 times, but only once on block. You can use it as a tricky way to cross up a downed opponent, too.
Sometimes, this move will connect and hit only once before bouncing Liza off. In this case, it still knocks down and does most of its damage, but no stun. It also stops when hitting the edge of the screen, making it fail to come out if too close to the corner.
Charge time: 50 frames
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Priego
aka Wall Dive [2]8K
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Version
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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All
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-
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192
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11~31 (21 midscreen) + 14 off-wall
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26
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1 landing*/up to 32 air
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-
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-
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H
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-
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-
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KD
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Liza jumps to the one of the top corners of the screen depending on the direction you hold (7 or 8 behind her, 9 in front of her). This move is useful for all sorts of crossup and stalling shenanigans. While on the wall, holding K will cause Liza to hang there for up to 62 frames. Inputting any upward direction (7/8/9) while holding K will cause her to jump to the opposite wall before jumping down. She can also steer on the way down while the hitbox is active.
It’s possible for her to miss the wall if the opponent is moving in the same direction, though rare. This takes 60 frames.
Another interesting quirk is that Liza can cross an opponent up in the corner by jumping to the wall above them. Don’t ask why, it just works.
Charge time: 50 frames
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Samba Mash K
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Version
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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LK
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-
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192
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14
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5(5)5(5)5(5)5
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10
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KD
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-25
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HL
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-
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1-14F, upper body 15-54F
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Y
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MK
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-
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192
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12
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4(4)4(4)4(4)4
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10
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KD
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-18
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HL
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-
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1-12F, upper body 13-44F
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Y
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HK
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-
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192
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10
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3(3)3(3)3(3)3
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10
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KD
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-10
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HL
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-
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1-10F, upper body 11-34F
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Y
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Spin of doom, Liza’s reversal and launcher all in one. After inputting the same Kick 4 times, she always spins twice. Invincible on startup, upper body invincible while active. Hard countered by sweeps and good crouching buttons in general.
Sometimes, mash HK can combo for 2 hits, after which you can follow up with j.HP j.HP for stun. From the first hitbox (i.e. as a reversal, etc) it hits 2 times on: Kazuya, Gekkou, Wulong, Liza, Marco
Required 4 of the same kick input to activate. No piano for you.
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|
Desperation
Samba De Excelente [2]1423MK+HK
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Damage
|
Stun
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Startup
|
Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
|
Cancel
|
Invuln
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Juggle
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-
|
0
|
14
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80
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2
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KD
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-62
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HL
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-
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Full 1-14F, Upper body 15-54F
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KD
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Spin with the same startup at mash LK, and Liza’s wearing a Carnival outfit. Cute! Not something you’re going to get to use often though, mainly due to the strict down charge input.
Hitboxes alternate every 10 frames and are able to hit again. It can hit twice on block, although this isn't true due to pushback.
Charge time: 30 frames
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Combos
Midscreen
- 2LP 2LP xx [2]8LP/MP
- 2LP/2LK n.5MP/n.5MK xx [2]8P
- n.5MP/n.5MK/5HK/2HP xx [2]8P
- Both 2HP and 5HK into [2]8HP work fairly close, while into [2]8MP works from nearly max range. 2HP is the easiest but does the least damage.
- [4]6P/K n.5MP/n.5MK xx [2]8P is possible, but difficult between projectile slowdown and charge timing.
- Mash HK (1 hit) Mash HK 2HK/[2]8LP/MP
- For situations like reversal Mash HK on Lihua, J. McCoy, Boggy, Gonzales, Azteca. On Barts, the second Mash HK whiffs. You can also 5HK xx [4]6P to hit someone out of an air option, or punish a divekick with 5MK shown here.
- Mash HK (2 hits) j.HP j.HP
- Max damage you can get from midscreen Mash HK (2 hits), stuns everyone
Wall Break
- Mash LK (2 hits) Mash HK [2]8HP
- Easier but less damaging than Mash HK (2 hits) j.HP j.HP.
- Harder stun combo for Barts, Lihua, J. McCoy, Boggy, Gonzales, Azteca.
- [4]6P/K Mash HK (1 hit) Mash HK/[2]8HP
- For Barts, Lihua, J. McCoy, Boggy, Gonzales, Azteca - stuns all but Gonzales. While [2]8HP does more damage, it sometimes stops if you’re too close.
- You can do [4]6P/K Mash HK (x2) [2]8LP/MP on Azteca for more damage and Gonzales for stun.
- On 1 hit Mash HK characters, do Mash HK up to 3x. On 2 hit Mash HK characters, you can only Mash HK once, except vs Wulong
Corner Only
- Mash LK (2 hits) Mash HK (x5)
- Re-dizzy on everyone. Yep.
Strategy