Dan-Ku-Ga/Liza: Difference between revisions
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|damage= | |damage=8+4(5) | ||
|stun=96+96 | |stun=96+96 | ||
|startup=5 | |startup=5 | ||
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|cancel=N | |cancel=N | ||
|invuln= | |invuln= | ||
|juggle=Reset | |juggle=Reset (x2) | ||
|description=Liza claws downwards, hitting twice. A decent normal because of its speed and high stun, but avoid whiffing. | |description=Liza claws downwards, hitting twice. A decent normal because of its speed and high stun, but avoid whiffing. | ||
}} | }} | ||
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|damage= | |damage=8+4(5) | ||
|stun=128+32 | |stun=128+32 | ||
|startup=8 | |startup=8 | ||
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|cancel=N | |cancel=N | ||
|invuln= | |invuln= | ||
|juggle=Reset | |juggle=Reset (x2) | ||
|description=A generally worse version of her 5HP, for some reason? The hitboxes are ridiculous, but the startup really hurts.<br> | |description=A generally worse version of her 5HP, for some reason? The hitboxes are ridiculous, but the startup really hurts.<br> | ||
Crouched by Wulong, Liza.<br> | Crouched by Wulong, Liza.<br> | ||
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|stun=96 | |stun=96 | ||
|startup=3 | |startup=3 | ||
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|damage= | |damage=14 | ||
|stun=128 | |stun=128 | ||
|startup=5 | |startup=5 | ||
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|input=n.5HK | |input=n.5HK | ||
|name= | |name= | ||
|data= | |data=9+3(4) | ||
{{AttackData-DKG | {{AttackData-DKG | ||
|damage= | |damage= | ||
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|cancel=N | |cancel=N | ||
|invuln= | |invuln= | ||
|juggle=Reset | |juggle=Reset (x2) | ||
|description=An axe kick that makes a solid anti-air, but not much else.<br> | |description=An axe kick that makes a solid anti-air, but not much else.<br> | ||
Can be crouched by Liza, the first hit can miss her head hurtbox.<br> | Can be crouched by Liza, the first hit can miss her head hurtbox.<br> | ||
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|damage= | |damage=3 | ||
|stun=32 | |stun=32 | ||
|startup=2 | |startup=2 | ||
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{{AttackData-DKG | {{AttackData-DKG | ||
|damage= | |damage=10 | ||
|stun=96 | |stun=96 | ||
|startup=4 | |startup=4 | ||
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{{AttackData-DKG | {{AttackData-DKG | ||
|damage= | |damage=6+5(7) | ||
|stun=64+96 | |stun=64+96 | ||
|startup=6 | |startup=6 | ||
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|cancel=Y/N | |cancel=Y/N | ||
|invuln= | |invuln= | ||
|juggle=Reset | |juggle=Reset (x2) | ||
|description=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. | |description=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. | ||
}} | }} | ||
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|stun=32 | |stun=32 | ||
|startup=3 | |startup=3 | ||
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|stun=64 | |stun=64 | ||
|startup=6 | |startup=6 | ||
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|damage= | |damage=14 | ||
|stun=128 | |stun=128 | ||
|startup=9 | |startup=9 | ||
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{{AttackData-DKG | {{AttackData-DKG | ||
|damage= | |damage=4 | ||
|stun=32 | |stun=32 | ||
|startup=2 | |startup=2 | ||
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{{AttackData-DKG | {{AttackData-DKG | ||
|damage= | |damage=11 | ||
|stun=96 | |stun=96 | ||
|startup=4 | |startup=4 | ||
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{{AttackData-DKG | {{AttackData-DKG | ||
|damage= | |damage=15 | ||
|stun=128 | |stun=128 | ||
|startup=6 | |startup=6 | ||
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{{AttackData-DKG | {{AttackData-DKG | ||
|damage= | |damage=4 | ||
|stun=32 | |stun=32 | ||
|startup=6 | |startup=6 | ||
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{{AttackData-DKG | {{AttackData-DKG | ||
|damage= | |damage=5 | ||
|stun=32 | |stun=32 | ||
|startup=6 | |startup=6 | ||
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{{AttackData-DKG | {{AttackData-DKG | ||
|damage= | |damage=11 | ||
|stun=96 | |stun=96 | ||
|startup=8 | |startup=8 | ||
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{{AttackData-DKG | {{AttackData-DKG | ||
|damage= | |damage=15 | ||
|stun=128 | |stun=128 | ||
|startup=5 | |startup=5 | ||
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{{AttackData-DKG | {{AttackData-DKG | ||
|damage= | |damage=15 | ||
|stun=128 | |stun=128 | ||
|startup=8 | |startup=8 | ||
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{{AttackData-DKG | {{AttackData-DKG | ||
|damage= | |damage=14 | ||
|stun=192 | |stun=192 | ||
|startup=57 | |startup=57 | ||
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{{AttackData-DKG | {{AttackData-DKG | ||
|damage= | |damage=2*10 (20 max) | ||
|stun=0 | |stun=0 | ||
|startup= | |startup= | ||
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|invuln= | |invuln= | ||
|juggle=KD | |juggle=KD | ||
|description=Liza claws the opponent. | |description=Liza claws the opponent. Does more damage than your other throw if they don't mash, but even a little mashing will make it worse. It leaves them on the same side and gives you time to go for a crossup with [2]8K. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DKG | {{AttackData-DKG | ||
|damage= | |damage=17 | ||
|stun=32 | |stun=32 | ||
|startup= | |startup= | ||
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{{AttackData-DKG | {{AttackData-DKG | ||
|version=LP | |version=LP | ||
|damage= | |damage=10* | ||
|stun=224 | |stun=224 | ||
|startup=23 | |startup=23 | ||
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|version=MP | |version=MP | ||
|header=no | |header=no | ||
|damage= | |damage=10* | ||
|stun=224 | |stun=224 | ||
|startup=23 | |startup=23 | ||
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|version=HP | |version=HP | ||
|header=no | |header=no | ||
|damage= | |damage=14* | ||
|stun=224 | |stun=224 | ||
|startup=23 | |startup=23 | ||
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|invuln= | |invuln= | ||
|juggle=Reset | |juggle=Reset | ||
|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> | ||
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. | 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. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-DKG | {{AttackData-DKG | ||
|version=LK | |version=LK | ||
|damage= | |damage=12* | ||
|stun=224 | |stun=224 | ||
|startup=17 | |startup=17 | ||
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|version=MK | |version=MK | ||
|header=no | |header=no | ||
|damage= | |damage=12* | ||
|stun=224 | |stun=224 | ||
|startup=17 | |startup=17 | ||
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|version=HK | |version=HK | ||
|header=no | |header=no | ||
|damage= | |damage=14* | ||
|stun=224 | |stun=224 | ||
|startup=17 | |startup=17 | ||
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|invuln= | |invuln= | ||
|juggle=Reset | |juggle=Reset | ||
|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. | Unlike the bird, the monkey can actually beat Lihua's tornado. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DKG | {{AttackData-DKG | ||
|version=LP | |version=LP | ||
|damage= | |damage=13+2+2 | ||
|stun=192 | |stun=192 | ||
|startup=4 | |startup=4 | ||
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|version=MP | |version=MP | ||
|header=no | |header=no | ||
|damage= | |damage=13+2+2+1 | ||
|stun=192 | |stun=192 | ||
|startup=6 | |startup=6 | ||
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|version=HP | |version=HP | ||
|header=no | |header=no | ||
|damage= | |damage=13+2+2+1+1 | ||
|stun=192 | |stun=192 | ||
|startup=12 | |startup=12 | ||
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|invuln= | |invuln= | ||
|juggle=Reset | |juggle=Reset | ||
|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 whiffed buttons, panic backdashes, and so on. 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> | ||
Like divekicks, this move is easy to punish if Liza starts at the corner. Keep this in mind. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-DKG | {{AttackData-DKG | ||
|version=All | |version=All | ||
|damage= | |damage=15 | ||
|stun=192 | |stun=192 | ||
|startup=11~31 (21 midscreen) + 14 off-wall | |startup=11~31 (21 midscreen) + 14 off-wall | ||
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|invuln= | |invuln= | ||
|juggle=KD | |juggle=KD | ||
|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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{{AttackData-DKG | {{AttackData-DKG | ||
|version=LK | |version=LK | ||
|damage= | |damage=15(+11) | ||
|stun=192 | |stun=192 | ||
|startup=14 | |startup=14 | ||
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|version=MK | |version=MK | ||
|header=no | |header=no | ||
|damage= | |damage=17(+12) | ||
|stun=192 | |stun=192 | ||
|startup=12 | |startup=12 | ||
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|version=HK | |version=HK | ||
|header=no | |header=no | ||
|damage= | |damage=19(+14) | ||
|stun=192 | |stun=192 | ||
|startup=10 | |startup=10 | ||
|active=3(3)3(3)3(3)3 | |active=3(3)3(3)3(3)3 | ||
|recovery= | |recovery=9 | ||
|hitAdv=KD | |hitAdv=KD | ||
|blockAdv=-10 | |blockAdv=-10 | ||
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|description=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.<br> | |description=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.<br> | ||
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<br> | 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<br> | ||
Required 4 of the same kick input to activate. No piano for you. | Required 4 of the same kick input to activate. No piano for you.<br> | ||
Note: Liza can block during the last 6 frames of recovery. This doesn't make it unpunishable, but can make it difficult. | |||
}} | }} | ||
}} | }} | ||
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|image2=DKG_liza_super_2.png | |image2=DKG_liza_super_2.png | ||
|caption= | |caption= | ||
|input=[2] | |input=[2]14123MK+HK | ||
|name=Samba De Excelente | |name=Samba De Excelente | ||
|data= | |data= | ||
{{AttackData-DKG | {{AttackData-DKG | ||
|damage= | |damage=29 | ||
|stun=0 | |stun=0 | ||
|startup=14 | |startup=14 | ||
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=== Midscreen === | === Midscreen === | ||
*2LP 2LP xx [2]8LP/MP | *2LP 2LP xx [2]8LP/MP <br> <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|Xu9mvOXhADQ}}</div> | ||
*2LP/2LK n.5MP/n.5MK xx [2]8P | *2LP/2LK n.5MP/n.5MK xx [2]8P <br> <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|Btl3Mr84EYA}}</div> | ||
*n.5MP/n.5MK/5HK/2HP xx [2]8P | *n.5MP/n.5MK/5HK/2HP xx [2]8P <br> <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|Rgrm3VxEYik}}</div> | ||
::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. | ::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 2HP xx [2]8P <br> <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|agKIJd5XuL0}}</div> | ||
::[4]6P/K n.5MP/n.5MK xx [2]8P is possible, but difficult between projectile slowdown and charge timing. | ::[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 | *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 [https://twitter.com/PolarBair_ON/status/1405219923673157637 shown here]. | ::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 [https://twitter.com/PolarBair_ON/status/1405219923673157637 shown here]. | ||
*Mash HK (2 hits) j.HP j.HP | *Mash HK (2 hits) j.HP j.HP <br> <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|qMpvEug6ei4}}</div> | ||
::Max damage you can get from midscreen Mash HK (2 hits), stuns everyone | ::Max damage you can get from midscreen Mash HK (2 hits), stuns everyone | ||
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::Easier but less damaging than Mash HK (2 hits) j.HP j.HP. | ::Easier but less damaging than Mash HK (2 hits) j.HP j.HP. | ||
*Mash HK (x3) 5HK/[2]8HP | *Mash HK (x3) 5HK/[2]8HP | ||
:: | ::Better stun combo for Barts, Lihua, J. McCoy, Boggy, Gonzales, Azteca. | ||
*[4]6P/K Mash HK (1 hit) Mash HK/[2]8HP | *[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. | ::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. | ||
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==Strategy== | ==Strategy== | ||
Liza has a strong zoning game thanks to her monkey and bird, but mind the limitation of not just charge but the animal buddy returning to Liza. Because they recover so fast, Liza neutralizing a fireball is good for her. | |||
A high, fast jump akin to Claw or Blanka plus wall dive, wall jump, and the second-fastest walk speed make her runaway effectve. | |||
Liza's buttons aren't fantastic, but this is made up for by having a low-crush in [2]8P and a high crush in Mash K. From midscreen it's difficult if not impossible to react to [2]8P, so Liza gets to bounce back to relative safety and start zoning. Once you have someone mashing buttons to stop [2]8P you can take advantage with more projectiles or sweep. If they try to jump, buffer mash HK or use 5MK from a distance. | |||
===Samba (HK) punishes=== | |||
It's impossible to punish Liza Mash HK on block with normals.<br> | |||
Characters with fast enough walk speed can simply walk forward and throw: (Kazuya, Barts, Gekkou, Wulong, Lihua, Liza, Boggy) | |||
Other GC options: | |||
Kazuya: 214P | |||
Gekkou: DM (6412HP+HK) | |||
Lihua: 412HP - [https://twitter.com/PolarBair_ON/status/1540058463555969024 can lead into stun combo.] | |||
Liza: [2]8LP or MP (point-blank only, MP~LP piano recommended) | |||
McCoy: Any Jet Upper ([4]6HK~MK~LK piano recommended) | |||
Boggy: DM (6321412HP+HK) | |||
Gonzales = 632146P, 62369K, DM (4123646MP+HP) | |||
===Fireball interactions=== | |||
In the mirror, bird and monkey don't interact. | |||
[4]6P (bird):<br> | |||
Kazuya: Hits all versions of 236P.<br> | |||
Barts: Hits all versions of [2]8P. Doesn't stop his super.<br> | |||
Gekkou: Can hit all versions of 236P, LP later into travel time. Doesn’t hit j.896P on the ground.<br> | |||
Wulong: Doesn’t hit any 41236P, except [4]6HP hits 41236HP.<br> | |||
Boggy: Can weave under 236P, except [4]6HP.<br> | |||
Marco: Can hit 236P near the top of its arc.<br> | |||
[4]6K (monkey):<br> | |||
Kazuya: Can hit 236HP but inconsistent.<br> | |||
Barts: Can hit [2]8LP but inconsistent. Doesn't stop his super.<br> | |||
Gekkou: Hits all versions of 236P and j.896P - can hop over j.896P.<br> | |||
Wulong: Hits all versions of 41236P.<br> | |||
Boggy: Doesn’t hit 236P.<br> | |||
Marco: Can hit 236P near the bottom of its arc.<br> | |||
===Guard Cancel options=== | |||
Liza can use [2]8LP/MP for punishes and beating frame traps if they use lows (stick to the faster LP). | |||
[2]8K is niche but has potential for runaway, being airborne frame 1. | |||
Mash K is good for interrupting blockstrings. It's slow so normals are often safe, but Kazuya 2HK xx 236P loses to GC Mash K for example. | |||
===Reclaiming Advantage VS Midscreen Ester ([2]8P)=== | |||
Thanks to Zar for this list. | |||
All versions are -17 on block. Although no character is able to punish, the significant disadvantage allows a defender to shift momentum back in their favor or, at the least, neutralize momentum. Guard Canceling into fast/HP projectiles is an example of a strong counter-play option as this seals off Liza's ability to execute her zoning game after distance is created from the rebound.<br> | |||
Below is cheatsheet of options to consider for cast. Guard Ester (MIDSCREEN) Then... | |||
*Kazuya = GC HP Fireball | |||
*Barts = GC MP or HP Fireball | |||
*Gekkou = GC HP fireball | |||
*WuLong = GC HP fireball | |||
*Lihua = Jump Forward then J2MP (Ester->Followups miss, Safe against AA's) | |||
*Liza = HP Bird | |||
*McCoy = GC LP Boomerang (Beats Summons, Loses to Ester->Samba/Ester) | |||
*McCoy = GC HP Bolt[6] (Beats Ester->Bird/Monkey/Ester/Samba, Loses to Ester->Wait) | |||
*Boggy = GC HK Risky Step (Beats Ester->Bird, Trades w/ Ester->Monkey/Ester) | |||
*Marco = GC HP Skull | |||
*Gonzales = GC 3K (Close gap) | |||
*Azteca = GC 3K (Close gap 1/2 Screen Position, Loses to Ester->2HP/2HK) | |||
*Azteca = GC 426HP (Close gap w/ position directly overhead) | |||
*Azteca = GC 426LP/MP -> J236HP (Position above and front, Snipe summon possible) | |||
===Matchups=== | |||
WIP | |||
===Wulong=== | |||
2HK xx 41236P can be interrupted with [2]8LP/MP | |||
====J. McCoy==== | |||
[4]6P can be interrupted on block with Mash K or punished on the final hit with [2]8LP/MP | |||
{{Navbox-DKG}} | {{Navbox-DKG}} | ||
[[Category:Dan-Ku-Ga]] | [[Category:Dan-Ku-Ga]] |
Latest revision as of 22:02, 17 September 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
|
---|
n.5LP
|
---|
5MP
|
---|
n.5MP
|
---|
5HP
|
---|
n.5HP
|
---|
5LK
|
---|
n.5LK
|
---|
5MK
|
---|
n.5MK
|
---|
5HK
|
---|
n.5HK
|
9+3(4) |
---|
Crouching
2LP
|
---|
2MP
|
---|
2HP
|
---|
2LK
|
---|
2MK
|
---|
2HK
|
---|
Jumping
j.LP
|
---|
j.MP
|
---|
j.HP
|
---|
j.LK
|
---|
j8.LK
|
---|
j.MK
|
---|
j.HK
|
---|
j8.HK
|
---|
Swing
j.2LK+MK+HK |
---|
Throws
Face Claw 4/6MP/HP Max range 48 px Max range 48 px
|
---|
Frankensteiner 4/6MK/HK Max range 50 px Max range 50 px
|
---|
Special Moves
Toto
aka Bird [4]6P |
---|
Kiki
aka Monkey [4]6K |
---|
Ester
aka Psycho Crusher [2]8P |
---|
Priego
aka Wall Dive [2]8K |
---|
Samba
Mash K |
---|
Desperation
Samba De Excelente
[2]14123MK+HK |
---|
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
- Better 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
Liza has a strong zoning game thanks to her monkey and bird, but mind the limitation of not just charge but the animal buddy returning to Liza. Because they recover so fast, Liza neutralizing a fireball is good for her.
A high, fast jump akin to Claw or Blanka plus wall dive, wall jump, and the second-fastest walk speed make her runaway effectve.
Liza's buttons aren't fantastic, but this is made up for by having a low-crush in [2]8P and a high crush in Mash K. From midscreen it's difficult if not impossible to react to [2]8P, so Liza gets to bounce back to relative safety and start zoning. Once you have someone mashing buttons to stop [2]8P you can take advantage with more projectiles or sweep. If they try to jump, buffer mash HK or use 5MK from a distance.
Samba (HK) punishes
It's impossible to punish Liza Mash HK on block with normals.
Characters with fast enough walk speed can simply walk forward and throw: (Kazuya, Barts, Gekkou, Wulong, Lihua, Liza, Boggy)Other GC options:
Kazuya: 214P
Gekkou: DM (6412HP+HK)
Lihua: 412HP - can lead into stun combo.
Liza: [2]8LP or MP (point-blank only, MP~LP piano recommended)
McCoy: Any Jet Upper ([4]6HK~MK~LK piano recommended)
Boggy: DM (6321412HP+HK)
Gonzales = 632146P, 62369K, DM (4123646MP+HP)
Fireball interactions
In the mirror, bird and monkey don't interact.
[4]6P (bird):
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.
[4]6K (monkey):
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 - can hop over j.896P.
Wulong: Hits all versions of 41236P.
Boggy: Doesn’t hit 236P.
Marco: Can hit 236P near the bottom of its arc.
Guard Cancel options
Liza can use [2]8LP/MP for punishes and beating frame traps if they use lows (stick to the faster LP).
[2]8K is niche but has potential for runaway, being airborne frame 1.
Mash K is good for interrupting blockstrings. It's slow so normals are often safe, but Kazuya 2HK xx 236P loses to GC Mash K for example.
Reclaiming Advantage VS Midscreen Ester ([2]8P)
Thanks to Zar for this list.
All versions are -17 on block. Although no character is able to punish, the significant disadvantage allows a defender to shift momentum back in their favor or, at the least, neutralize momentum. Guard Canceling into fast/HP projectiles is an example of a strong counter-play option as this seals off Liza's ability to execute her zoning game after distance is created from the rebound.
Below is cheatsheet of options to consider for cast. Guard Ester (MIDSCREEN) Then...- Kazuya = GC HP Fireball
- Barts = GC MP or HP Fireball
- Gekkou = GC HP fireball
- WuLong = GC HP fireball
- Lihua = Jump Forward then J2MP (Ester->Followups miss, Safe against AA's)
- Liza = HP Bird
- McCoy = GC LP Boomerang (Beats Summons, Loses to Ester->Samba/Ester)
- McCoy = GC HP Bolt[6] (Beats Ester->Bird/Monkey/Ester/Samba, Loses to Ester->Wait)
- Boggy = GC HK Risky Step (Beats Ester->Bird, Trades w/ Ester->Monkey/Ester)
- Marco = GC HP Skull
- Gonzales = GC 3K (Close gap)
- Azteca = GC 3K (Close gap 1/2 Screen Position, Loses to Ester->2HP/2HK)
- Azteca = GC 426HP (Close gap w/ position directly overhead)
- Azteca = GC 426LP/MP -> J236HP (Position above and front, Snipe summon possible)
Matchups
WIP
Wulong
2HK xx 41236P can be interrupted with [2]8LP/MP
J. McCoy
[4]6P can be interrupted on block with Mash K or punished on the final hit with [2]8LP/MP
- n.5MP/n.5MK/5HK/2HP xx [2]8P
- 2LP/2LK n.5MP/n.5MK xx [2]8P