Dan-Ku-Ga/Liza: Difference between revisions
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|description=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.<br> | |description=Charge time: 70 frames<br> | ||
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.<br> | |||
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.<br> | 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.<br> | ||
Fireball interactions: | Fireball interactions: | ||
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|description=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.<br> | |description=Charge time: 50 frames<br> | ||
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.<br> | |||
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.<br> | 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.<br> | ||
Unlike the bird, the monkey can actually beat Lihua's tornado.<br> | Unlike the bird, the monkey can actually beat Lihua's tornado.<br> | ||
Fireball interactions:<br> | Fireball interactions:<br> | ||
Kazuya: Can hit 236HP but inconsistent.<br> | Kazuya: Can hit 236HP but inconsistent.<br> | ||
Barts: Can hit [2]8LP but inconsistent. Doesn't stop his super.<br> | Barts: Can hit [2]8LP but inconsistent. Doesn't stop his super.<br> | ||
Gekkou: Hits all versions of 236P and j.896P.<br> | Gekkou: Hits all versions of 236P and j.896P - can hop over j.896P.<br> | ||
Wulong: Hits all versions of 41236P.<br> | Wulong: Hits all versions of 41236P.<br> | ||
Boggy: Doesn’t hit 236P.<br> | Boggy: Doesn’t hit 236P.<br> | ||
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|description=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.<br> | |description=Charge time: 50 frames<br> | ||
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.<br> | |||
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.<br> | 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.<br> | ||
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|description=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.<br> | |description=Charge time: 50 frames<br> | ||
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.<br> | |||
It’s possible for her to miss the wall if the opponent is moving in the same direction, though rare. This takes 60 frames.<br> | It’s possible for her to miss the wall if the opponent is moving in the same direction, though rare. This takes 60 frames.<br> | ||
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.<br> | 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.<br> | ||
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Revision as of 09:09, 21 January 2022
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 |
---|---|
|
|
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
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n.5LP
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5MP
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n.5MP
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5HP
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n.5HP
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5LK
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n.5LK
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5MK
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n.5MK
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5HK
|
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n.5HK
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Crouching
2LP
|
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2MP
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2HP
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2LK
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2MK
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2HK
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Jumping
j.LP
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j.MP
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j.HP
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j.LK
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j8.LK
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j.MK
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j.HK
|
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j8.HK
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Swing
j.2LK+MK+HK |
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Throws
Face Claw
4/6MP/HP |
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Frankensteiner
4/6MK/HK |
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Special Moves
Toto
aka Bird [4]6P |
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Kiki
aka Monkey [4]6K |
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Ester
aka Psycho Crusher [2]8P |
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Priego
aka Wall Dive [2]8K |
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Samba
Mash K |
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Desperation
Samba De Excelente
[2]14123MK+HK |
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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 2HP xx [2]8P
- [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.
- Mash HK (x3) 5HK/[2]8HP
- 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.
- Mash HK [2]14123MK+HK
- 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
- n.5MP/n.5MK/5HK/2HP xx [2]8P
- 2LP/2LK n.5MP/n.5MK xx [2]8P