Skullgirls/Eliza/Team Building: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
 
(20 intermediate revisions by 5 users not shown)
Line 1: Line 1:
__TOC__
{{SG Character Subnav|char=Eliza|short=eli|sub=1}}
{{NavigationSub-SG}}
==Assists this character provides==
===Dive of Horus (default assist)===
[[Image:SG_eli_qcfmk.png|500px|thumb]]


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.


<br clear=all/>
==Assist Strategies==
 
===H Osiris Spiral (default assist)===
[[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 that the opponent will have to deal with.
 
<br clear=all/>
 
===Butcher's Blade===
[[Image:SG_eli_sekm.png|500px|thumb]]
 
Sekhmet’s multihit attacks have unlimited [[Skullgirls/Team_Building#Armored_assists|armor]], making this assist very strong as a [[Skullgirls/Team_Building#Lockdown_assists|lockdown]] tool that can’t be stopped during its active frames. Be aware that using a Sekhmet assist will consume Eliza's health.
 
<br clear=all/>
 
===Carpenter's Axe===
[[Image:SG_eli_sekh.png|500px|thumb]]
 
Sekhmets overhead axe attack has considerable startup, but when combined with Sekhmets natural unlimited [[Skullgirls/Team_Building#Armored_assists|armor]], this assist can [[Skullgirls/Team_Building#Setup_assists|setup]] strong high/low setups that are tough to challenge. Be aware that using Sekhmet assists consume available meter.
 
<br clear=all/>
 
==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.
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 [[Skullgirls/Team_Building#Low_assists|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.
*'''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 [[Skullgirls/Team_Building#Low_assists|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.
Line 41: Line 13:
**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)
**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==
===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 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
* 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.
* When you DHC into Eliza, Khepri Sun allows for a follow up combo if you keep OTG available.


===Tagging===
==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 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
* 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
* 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


==Meter management==
==Assist Combos==
* When using a Sekhmet assist, meter hungry point characters will need to pay attention to meter more closely.
===L Bomber===
* Point Eliza builds a lot of meter if multi-hit upperkhats are used a lot in combos
The invincibility helps Eliza's horrible defense and the 2 hits on block can give enough time for Eliza to start her airdash pressure.
 
{{ComboHeader-SG}}
{{Combo-SG
| notation=
:2LK 2MP HPx3 + Assist 236LK
:HPx3 623LPx3
:jHK ADC Whiff Throw
:2HK 623LPx3
:6239MK
:LK MKx2 HPx3 623LPx3 sjc
:j236KK
| damage=8245
| meter=1
| location=Corner
| charspecific=
| description=
*Advanced
*DHC to Double's lvl 3 to kill in 2v3 ratio
| video=[https://youtu.be/amR5GTR1d9I (video)]
|}}
|}
 
===H Brass===
 
 
{{ComboHeader-SG}}
{{Combo-SG
| notation=
:sj 9HP jHK ABDC throw fastfall
:call brass 2HK 236LK
:623MP~HP jump cancel 2369MK
:5HPx3 623HP
:jLP slight delay jMP delay jMK
:2MK 5HPx3 623LPx3
:delay jLK jMP
:5LP x3 5MKx2 5HPx3 214LK
:5LK 5MKx2 5HPx3 214HK 236PP
| damage=11579
| meter=1
| location=Corner
| charspecific=Universal
| description=
*Advanced
*Burst punishcombo
* Airdashing for the jLK jMP string makes restanding easy and stable regardless of weight.
| video=[https://youtu.be/SJyiHbyatAk (video)]
|}}
{{Combo-SG
| notation=
:sjHP jHK
:A(B)DC throw
:Assist + 2HK Throne
:Axe
:jMH Recall
:L Khat jump cancel Horus
:5HP x3 Butchers Axe Recall
:5MK x2 5HP x3 Kopesh Butchers Axe Recall
:L Spiral
:5LK 5MKx2 5HPx3 214HK 236PP
| damage=12876
| meter=1
| location=Corner
| charspecific=Universal
| description=
*Advanced
*Burst punish combo
*Time the throne call to when brass hits for consistency.
| video=[https://youtu.be/xpxf3OBwjXo (video)]
|}}
|}
 
===H A-Train===
A-train gives Eliza a tool again upbackers, as well as providing large boosts in damage and metergain.
 
{{ComboHeader-SG}}
{{Combo-SG
| notation=
:2LK 2MP 5HP(x3) assist~623HP
:dash 5MP Horus
:2HK H Khat
:jMK ADC jLK jMP
:5LP(x3) 5MK(x2) 5HP(x3) L Spiral
:5LK 2MK 5HP(x3) H Spiral 236PP
| damage=8698~
| meter=1
| location=Anywhere
| charspecific=Universal
| description=
*Beginner Universal Route
| video=[https://www.youtube.com/watch?v=_LvSX__WooM (video)]
|}}
 
{{Combo-SG
| notation=
:2LK 2MP 5HP(x3) assist~623HP
:OTG 2HK 623HP
:jMP delay jHP
:ADC jLK jMP jHP
:2MK 5HP(x3) 214LK
:5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP
| damage=8746
| meter=1
| location=Midscreen
| charspecific=Universal
| description=
*Standard midscreen route
| video=[https://youtu.be/h24TR6o53kE (video)]
|}}
 
{{Combo-SG
| notation=
:2LK 2MP 5HP(x3) assist~623HP
:dashjump Sek jM Sek H Return
:OTG 2HK 623HP
:jc 236MK
:dash 5MK(x2) 5HP(x3) Sek L(x3) Sek M Sek H Return
:5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP
| damage=9684
| meter=1
| location=Near corner
| charspecific=Universal (no Eliza & Parasoul?)
| description=
*Advanced
*Works at roundstart position
| video=[https://youtu.be/mYq6k_z_iaw (video)]
|}}
 
{{Combo-SG
| notation=
:2LK 2MP 5HP(x3) 623MP~HP+assist
:jc 623LP~P~P(whiff)
:OTG 2HK 623LP~P~P
:jc 236MK
:5HPx3 623LP~P~P
:dl jLP dl jLK
:5LP(x3) 5MK(x2) 5HP(x3) 213LK
:5LK 5MK(x2) 5HP(x3) 214HK 236PP
| damage=9402
| meter=1
| location=Corner
| charspecific=Universal
| description=
*Standard corner route
*To do the jLP jLK restand on heavies, jumpback and delay airdash before the jLP
| video=[https://youtu.be/iFVTZoJFg3I (video)]
|}}
 
{{Combo-SG
| notation=
:2LK 2MP 5HP(x3) 623MP~HP+assist
:jc 623LP~MP~HP(whiff)
:OTG 2HK 623LP~MP~HP
:jc 236MK
:5HP(x3) Sek M Sek H
:Sek L(x3) Sek M Sek H Return
:214LK
:5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP
| damage=10041
| meter=1
| location=Corner
| charspecific=Universal
| description=
*Corner route using Sekhmet  
| video=[https://youtu.be/SWQQkVKttNY (video)]
|}}
 
{{Combo-SG
| notation=
:CH 5HPx3 623MP~HP+assist
:jc 623LP~MP(whiff)
:TK Sek jM Sek H Return
:OTG 2HK 623LP~P~P
:jc 236MK
:5HP(x3) Sek M Sek H
:Sek L(x3) Sek M Sek H Return
:5MK(x2) 5HP(x3) 214LK
:5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP
| damage=11347
| meter=1
| location=Corner
| charspecific=Universal
| description=
*Advanced
*Heavy counter hit route using Sekhmet
| video=[https://youtu.be/foyFvTQw4d0 (video)]
|}}
 
{{Combo-SG
| notation=
:CH sjHP JHK
:BADC Throw
:Sweep + Assist M Khat
:Axe Recall
:M Khat jump cancel Horus
:Air Axe 5H Recall
:5HP x3 Butchers Axe Recall
:5MK x2 5HP x3 Kopesh Butchers Axe Recall
:L Spiral
:5LP x3 5MK x2 5HP x3 H Spiral LoS
| damage=12800
| meter=1
| location=Corner
| charspecific=Universal
| description=
*Advanced
*Burst punish route with Sekhmet
*Is meter neutral (practically) as build the bar you'll spend on super
*Clean 12.8k, but you get 25 more damage for doing L Khat after the first Axe>Recall.
| video=[https://www.youtube.com/watch?v=ajspwOcp0lg (video)]
|}}
 
{{Combo-SG
| notation=
:CH sjHP JHK
:BADC Throw
:Sweep + Assist M Khat jump cancel Kopesh (whiff)
:Axe
:Air Axe Axe Recall
:L Khat jump cancel Horus
:5HP x3 Butchers Axe Recall
:5MK x2 5HP x3 Kopesh Butchers Axe Recall
:L Spiral
:5LP x3 5MK x2 5HP x3 H Spiral LoS
| damage=12903
| meter=1
| location=Corner
| charspecific=Universal
| description=
*Advanced
*Burst punish route with Sekhmet
*Is meter neutral (practically) as build the bar you'll spend on super
*Optimal version of previous combo, if you can get the Axe timing down.
| video=[https://www.youtube.com/watch?v=NeJkH3jrJHo (video)]
|}}
|}
 
===Napalm Pillar===
The tall hitbox of the pillar helps Eliza with the big weakness of her dp, low hitbox.
 
{{ComboHeader-SG}}
{{Combo-SG
| notation=
:2LK 2MP HK Assist HK 236LK
:dash 2MK 5HPx3 623HP
:jMP ADC jLK jMP
:2LPx2 2MK 5HPx3 623HP 2369MK
: dash 5LK 5MKx2 5HPx3 214HK
: 236PP
| damage=8225
| meter=1
| location=anywhere
| charspecific=
| description=
*Advanced jump cancel, you can change it for 214LK 5LK for an easier rute.
*Fancy but not a good combo.
| video=[https://youtu.be/22xfD71DohI]
|}}
|}
 
==Assist Resets==
 
==Two Touch Sequences==


==External Links==
==External Links==

Latest revision as of 19:46, 22 July 2023


Assist Strategies

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)

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)
  • 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

Assist Combos

L Bomber

The invincibility helps Eliza's horrible defense and the 2 hits on block can give enough time for Eliza to start her airdash pressure.

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MP HPx3 + Assist 236LK
HPx3 623LPx3
jHK ADC Whiff Throw
2HK 623LPx3
6239MK
LK MKx2 HPx3 623LPx3 sjc
j236KK

8245

1

Corner

  • Advanced
  • DHC to Double's lvl 3 to kill in 2v3 ratio

(video)

H Brass

Notation Damage Meter Cost Location Character Specific? Notes Video
sj 9HP jHK ABDC throw fastfall
call brass 2HK 236LK
623MP~HP jump cancel 2369MK
5HPx3 623HP
jLP slight delay jMP delay jMK
2MK 5HPx3 623LPx3
delay jLK jMP
5LP x3 5MKx2 5HPx3 214LK
5LK 5MKx2 5HPx3 214HK 236PP

11579

1

Corner

Universal

  • Advanced
  • Burst punishcombo
  • Airdashing for the jLK jMP string makes restanding easy and stable regardless of weight.

(video)

sjHP jHK
A(B)DC throw
Assist + 2HK Throne
Axe
jMH Recall
L Khat jump cancel Horus
5HP x3 Butchers Axe Recall
5MK x2 5HP x3 Kopesh Butchers Axe Recall
L Spiral
5LK 5MKx2 5HPx3 214HK 236PP

12876

1

Corner

Universal

  • Advanced
  • Burst punish combo
  • Time the throne call to when brass hits for consistency.

(video)

H A-Train

A-train gives Eliza a tool again upbackers, as well as providing large boosts in damage and metergain.

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MP 5HP(x3) assist~623HP
dash 5MP Horus
2HK H Khat
jMK ADC jLK jMP
5LP(x3) 5MK(x2) 5HP(x3) L Spiral
5LK 2MK 5HP(x3) H Spiral 236PP

8698~

1

Anywhere

Universal

  • Beginner Universal Route

(video)

2LK 2MP 5HP(x3) assist~623HP
OTG 2HK 623HP
jMP delay jHP
ADC jLK jMP jHP
2MK 5HP(x3) 214LK
5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP

8746

1

Midscreen

Universal

  • Standard midscreen route

(video)

2LK 2MP 5HP(x3) assist~623HP
dashjump Sek jM Sek H Return
OTG 2HK 623HP
jc 236MK
dash 5MK(x2) 5HP(x3) Sek L(x3) Sek M Sek H Return
5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP

9684

1

Near corner

Universal (no Eliza & Parasoul?)

  • Advanced
  • Works at roundstart position

(video)

2LK 2MP 5HP(x3) 623MP~HP+assist
jc 623LP~P~P(whiff)
OTG 2HK 623LP~P~P
jc 236MK
5HPx3 623LP~P~P
dl jLP dl jLK
5LP(x3) 5MK(x2) 5HP(x3) 213LK
5LK 5MK(x2) 5HP(x3) 214HK 236PP

9402

1

Corner

Universal

  • Standard corner route
  • To do the jLP jLK restand on heavies, jumpback and delay airdash before the jLP

(video)

2LK 2MP 5HP(x3) 623MP~HP+assist
jc 623LP~MP~HP(whiff)
OTG 2HK 623LP~MP~HP
jc 236MK
5HP(x3) Sek M Sek H
Sek L(x3) Sek M Sek H Return
214LK
5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP

10041

1

Corner

Universal

  • Corner route using Sekhmet

(video)

CH 5HPx3 623MP~HP+assist
jc 623LP~MP(whiff)
TK Sek jM Sek H Return
OTG 2HK 623LP~P~P
jc 236MK
5HP(x3) Sek M Sek H
Sek L(x3) Sek M Sek H Return
5MK(x2) 5HP(x3) 214LK
5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP

11347

1

Corner

Universal

  • Advanced
  • Heavy counter hit route using Sekhmet

(video)

CH sjHP JHK
BADC Throw
Sweep + Assist M Khat
Axe Recall
M Khat jump cancel Horus
Air Axe 5H Recall
5HP x3 Butchers Axe Recall
5MK x2 5HP x3 Kopesh Butchers Axe Recall
L Spiral
5LP x3 5MK x2 5HP x3 H Spiral LoS

12800

1

Corner

Universal

  • Advanced
  • Burst punish route with Sekhmet
  • Is meter neutral (practically) as build the bar you'll spend on super
  • Clean 12.8k, but you get 25 more damage for doing L Khat after the first Axe>Recall.

(video)

CH sjHP JHK
BADC Throw
Sweep + Assist M Khat jump cancel Kopesh (whiff)
Axe
Air Axe Axe Recall
L Khat jump cancel Horus
5HP x3 Butchers Axe Recall
5MK x2 5HP x3 Kopesh Butchers Axe Recall
L Spiral
5LP x3 5MK x2 5HP x3 H Spiral LoS

12903

1

Corner

Universal

  • Advanced
  • Burst punish route with Sekhmet
  • Is meter neutral (practically) as build the bar you'll spend on super
  • Optimal version of previous combo, if you can get the Axe timing down.

(video)

Napalm Pillar

The tall hitbox of the pillar helps Eliza with the big weakness of her dp, low hitbox.

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MP HK Assist HK 236LK
dash 2MK 5HPx3 623HP
jMP ADC jLK jMP
2LPx2 2MK 5HPx3 623HP 2369MK
dash 5LK 5MKx2 5HPx3 214HK
236PP

8225

1

anywhere

  • Advanced jump cancel, you can change it for 214LK 5LK for an easier rute.
  • Fancy but not a good combo.

[1]

Assist Resets

Two Touch Sequences

External Links


General
FAQ
Controls
Glossary
HUD
Training Room
Game Data Legend
Community
Links
Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Annie
Umbrella
Black Dahlia
Marie
Mechanics
Other