Skullgirls/Eliza/Strategy: Difference between revisions
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=Strategy= | ==Strategy== | ||
' | ;Goals | ||
Eliza's strongest positions are at instant air dash height when the opponent is grounded and at a frame disadvantage, or being close to the corner where she can stay at poking range and prevent people escaping. | |||
;Offense | ;Offense | ||
Air strings on grounded opponents tend to be her 1st layer of offense since they are difficult to escape, lead into more pressure, and can be left/right mixups by themselves. | |||
Ground strings and tick throws can be used as a 2nd layer, but are easier to escape with pushblock. | |||
Sekhmet can be used to create frametraps or extra overheads to confuse the opponent's defensive habits, but since this costs meter and is often unsafe, it is used sparingly. | |||
;Neutral | ;Neutral | ||
Perhaps Eliza's biggest strength in neutral is the ability to control airspace. | |||
*While grounded she can use vertical threats like MP and Horus, and low angle threats like HP and Upper Khat. | |||
*From the air she can use J.mk to create walls above or in front of the opponent and can air dash bait out attempts to challenge it. Cartouche lets you blow through air attacks and is one of the safer sekhmet options. | |||
By making the air dangerous for the opponent and playing at ranges where you can threaten an air dash j.lk or j.mk, you can work towards the goals of iad pressure and/or corner traps. | |||
;Defense | ;Defense | ||
Since Upper Khat is slow, Eliza is susceptible to safe jumps and similar setups. Meaty throw is also an option, but instant j.lk can turn that situation into a risk for the attacker too. | |||
In general Eliza relies on the universal mechanics to defend, but Upper Khat is worth including in your toolset since it leads to a combo. | |||
;Other techniques | ;Other techniques | ||
*Eliza can use Sekhmet to punish assist calls. If the point character is made to block and the assist gets hit, Eliza can recall and be safe. | |||
*H Upper Khat can be jump cancelled if it hits a projectile or assist character, as long as the point character does not block it, this lets you punish assist recovery and approach in some zoning matchups. | |||
*Throne of Isis or Weight of Anubis can be used to compete in some zoning matchups. | |||
=Counterplay= | =Counterplay= |
Revision as of 06:49, 22 February 2020
Strategy
- Goals
Eliza's strongest positions are at instant air dash height when the opponent is grounded and at a frame disadvantage, or being close to the corner where she can stay at poking range and prevent people escaping.
- Offense
Air strings on grounded opponents tend to be her 1st layer of offense since they are difficult to escape, lead into more pressure, and can be left/right mixups by themselves. Ground strings and tick throws can be used as a 2nd layer, but are easier to escape with pushblock. Sekhmet can be used to create frametraps or extra overheads to confuse the opponent's defensive habits, but since this costs meter and is often unsafe, it is used sparingly.
- Neutral
Perhaps Eliza's biggest strength in neutral is the ability to control airspace.
- While grounded she can use vertical threats like MP and Horus, and low angle threats like HP and Upper Khat.
- From the air she can use J.mk to create walls above or in front of the opponent and can air dash bait out attempts to challenge it. Cartouche lets you blow through air attacks and is one of the safer sekhmet options.
By making the air dangerous for the opponent and playing at ranges where you can threaten an air dash j.lk or j.mk, you can work towards the goals of iad pressure and/or corner traps.
- Defense
Since Upper Khat is slow, Eliza is susceptible to safe jumps and similar setups. Meaty throw is also an option, but instant j.lk can turn that situation into a risk for the attacker too. In general Eliza relies on the universal mechanics to defend, but Upper Khat is worth including in your toolset since it leads to a combo.
- Other techniques
- Eliza can use Sekhmet to punish assist calls. If the point character is made to block and the assist gets hit, Eliza can recall and be safe.
- H Upper Khat can be jump cancelled if it hits a projectile or assist character, as long as the point character does not block it, this lets you punish assist recovery and approach in some zoning matchups.
- Throne of Isis or Weight of Anubis can be used to compete in some zoning matchups.
Counterplay