Skullgirls/Eliza/Team Building: Difference between revisions
Black&White (talk | contribs) |
Black&White (talk | contribs) |
||
Line 12: | Line 12: | ||
[[Image:SG_eli_qcbk.png|500px|thumb]] | [[Image:SG_eli_qcbk.png|500px|thumb]] | ||
[[Skullgirls/Team_Building#Lockdown_assists|Lockdown assist]] that does a high amount of chip damage. Can also function well in neutral by acting as a wall allows certain | [[Skullgirls/Team_Building#Lockdown_assists|Lockdown assist]] that does a high amount of chip damage. Can also function well in neutral by acting as a wall allows certain characters to get resources and just to give a wall for the opponent to deal with. | ||
<br clear=all/> | <br clear=all/> |
Revision as of 18:06, 19 December 2021
Assists this character provides
Dive of Horus (default assist)
Dropping Horus on the opponent forces the opponent to block high and causes a ground bounce on hit, setting up a combo opportunity for the point character. Eliza doesn't take any damage if her servant takes a hit. For the assist version of this attack, if Eliza is hit at any point during her recovery, Horus will automatically go into his hitstun too, potentially canceling out his attack on the way down, so use with caution.
H Osiris Spiral (default assist)
Lockdown assist that does a high amount of chip damage. Can also function well in neutral by acting as a wall allows certain characters to get resources and just to give a wall for the opponent to deal with.
Butcher's Blade (214MP)
Sekhmet’s multihit attacks have unlimited armor, making this assist very strong as a lockdown tool that can’t be stopped during its active frames. Be aware that using a Sekhmet assist will consume Eliza's health.
Carpenter's Axe (214HP)
Sekhmets overhead axe attack has considerable startup, but when combined with Sekhmets natural unlimited armor, this assist can setup strong high/low setups that are tough to challenge. Be aware that using a Sekhmet assist will consume Eliza's health.
Assists this character especially benefits from
Eliza can benefit well from any type of assist, but there are four main areas of weakness that she likes having patched up by her assists.
- Opening Up Upbackers: Eliza's constant overhead pressure is one of her biggest strengths, which leads many opponents to hold upback to escape her pressure. A low assist or anti-air grab assist can be great to punish them for doing this or prevent them from doing it in the first place.
- Examples: H A-Train (Big Band), Cilia Clide (Double), L Hurting Hurl (Beowulf), 2HP (Squigly), Excellabella (Cerebella)
- Lockdown: A good lockdown assist can allow Eliza to transition her pokes into pressure, or improve the risk/reward of her lows.
- Examples: Cerecopter (Cerebella), H Drill (Fukua), L Bomber (Double), 5HP (Robo), 2HP(Squigly)
- Neutral: Eliza can sometimes struggle to get in and start her pressure, so she likes having a long-range assist that's hard to contest to allow her to close the gap while it dominates neutral.
- Examples: H Lock N Load (Cerebella), H Beam (Robo), H Brass (Big Band), H Bomber (Double), L George (Peacock), L Shot (Parasoul), H Hurting Hurl (Beowulf)
- Defense: With her only <3 meter defensive tool being vulnerable to throws, Eliza can struggle when she gets hit. Invulnerable or armored assists can really help her out in that regard.
- Examples: L Beat Extend (Big Band), H Updo (Filia), L Bomber (Double), Napalm Pillar (Parasoul), H Lock N Load (Cerebella), H Brass (Big Band), H Hurting Hurl (Beowulf)
Character switching
DHCs
- Lady of Slaughter can be tricky to DHC from efficiently. Some supers that work well are; SBO (Squigly), Hatred Install (Painwheel), Lenny followed by Argus (Peacock), Magnetic Trap (Robo), Airwulf (Beowulf)
- Lady of Slaughter can be tricky to punish efficiently since, when blocked, it leaves Eliza in a hyper armor state so it might be a good idea to DHC into this if you did something very unsafe and punishable.
- For some teams Nekhbet Breaker will do slightly less damage up front, but allow for a more efficient DHC
- When you DHC into Eliza, Khepri Sun allows for a follow up combo if you keep OTG available.
Tagging
- Eliza's tag-in gives her teammates more chances to safely tag-out since Eliza's tag-in is easy to combo into
- Eliza's tag-in is like her 236MK but with much faster start-up so it's a good anti-air move but very punishable on block
- She can tag-out and let her teammates tag-in safely with a combo into the sliding knockdown of 5HKx2 but you need to not use OTG beforehand
External Links