Story
Eliza is the celebrity diva of New Meridian’s premiere nightclub, Bastet’s Den. Unbeknownst to the club’s patrons, however, she’s also been host to the skeletal Parasite Sekhmet for untold years. Widely known for her blood drive charities, in reality these serve to feed Sekhmet and maintain Eliza’s ageless beauty. Recently discovered and blackmailed by the Medici into pursuing the Skull Heart, Eliza’s ancient ambitions stir once more…
Basics
For more guides and resources jump to the External Links section.
Eliza has a vast array of offensive tools that make her both a very scary rushdown character when she’s in the opponent’s face, but also play confident in mid-range as well, letting her get in as she pleases.
- Midrange and Close-up Pressure: Eliza's large buttons combined with her fast moves and air dash make her close up pressure hard to pushblock out, making her very deadly when she corners the opponent. However Eliza doesn't just do well close-up, she is good at midrange too! Her large pokes in her jMK, cLK, and sHP cover a large amount of space, and she gets especially dangerous with her DP: Upper Khat (623P). Her H DP covers a large range, is very tall, is strike invulnerable, and is jump cancelable making it both a full combo starter and a safe assist punish tool. Because it can reach so far on top of most throws being very short, Eliza can throw out this DP as a midrange that can be very difficult for the opponent to contest with, making her a very deadly character from even just the round start spacing!
- Sekhmet Armor: With the Sekhmet's Turn (214 P) special, Eliza retreats to the background as her skeleton Sekhmet comes under direct player control. Sekhmet has it's own unique moveset, unlimited armor even against sweep attacks, and can only be hit via throws, snapbacks, or bursts. Summoning Sekhmet can be a way to armor through attacks or for unique conversions. If she is blocked, using her basic chain route and mixing up between her low and overhead can be a risky and expensive mixup.
- Servant Summons: All of Eliza's servant summon special moves demand unique countermeasures from the opponent. The Throne of Isis (236 LK) can absorb an unlimited number of projectile hits without breaking, does not count as a projectile itself, but can be broken by a carefully placed non-projectile attack. Horace counts as a projectile during Dive of Horus (236 MK), so he can trade with another projectile, get hit out of his attack, or trade directly with an opponent and cause a ground bounce anyway. Albus has no vulnerable boxes during Weight of Anubis (236 HK); he can throw an opponent while the opponent has no way of interacting with Albus. All of these attacks can continue and will hit even if Eliza happens to get hit during her recovery.
Important Moves
- jLK - staple of her offense, fast with IADs
- 2LK - far hitting 2LK compared to the rest of the cast for low hitting pressure
- H Upper Khat (623HP) - far reaching invincible DP that is more like a strong neutral poke than a defensive reversal
- Dive of Horus (236MK) - strong overhead mixup tool that keeps Eliza somewhat safe and is a decent anti-air
- jMK - far horizontal air move that’s essential for Eliza midrange spacing
- 5MP - disjointed launcher that's perfect for anti-airing opponents above Eliza
- Reversals
- Upper Khat (623P) is strike invulnerable
- Level 3 (214PP)
Sekhmet
- Sekhmet has unlimited armor, even against sweep attacks. The opponent can break the armor and send Sekhmet back to Eliza only by landing a throw, snapback, or burst. Hitting Sekhmet with a snapback always gives a wallbounce for a punish rather than forcing her off screen, but causes 75% scaling.
- Keeping Sekhmet out drains meter at a rate of one level of meter per 590f, she receives no meter for getting hit, and all of her attacks consume meter on start up instead of generating it for the team.
- The LP, MP, and HP attacks from Sekhmet's Turn summons Sekhmet as she attacks with the corresponding button. She can use these, along with her 1 crouching and 3 jumping normals, in relatively easy chain combos but has no specials, throws, supers, or other moves of any kind.
- Running out of meter forces Sekhmet back to Eliza with the same animation as Hathor's Return (214 P), which manually returns her.
- Sekhmet's armor reduces damage by 25%, unlike the normal armor which reduces damage by 50%.
Stats
Chains
Standing
|
3 Buttons: or → or → or
|
Crouching
|
3 Buttons: or → or → or
|
Air
|
6 Buttons: → → → → →
|
Movement
Weight
|
Dash
|
Double Jump
|
Airdash
|
IAD Lockout
|
Medium (Light outside of combos)
|
Step
|
No
|
Yes
|
8
|
Wakeup Time
Forward Tech
|
Backward Tech
|
Sliding KD
|
Hard KD
|
Crumple
|
39
|
40
|
4
|
34
|
32
|
Move List
Standing Normals
Wadjab Toggle Hitboxes Toggle Hitboxes
|
5LP
|
s.
|
|
x1, x2, x3
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Chains Into Self
|
200
|
2.5%
|
+1
|
+3
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
6
|
2
|
14
|
16
|
18
|
7
|
N/A
|
|
|
- Eliza moves slightly forward during her jab, which adds up to a significant boost forward when used three times in a row.
- High hitbox makes it somewhat useful for situational anti-airs or the occasional high hitconfirm for combos
|
|
Siren Serpopards Toggle Hitboxes Toggle Hitboxes
|
5MP
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Launcher
|
550
|
7.5%
|
-2
|
-12
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
11
|
4
|
28
|
29
|
19
|
9
|
N/A
|
|
|
- This launcher has a single hit and sends the opponent to a low height for an air chain.
- The height of the launched opponent sets up perfectly to be confirmed into Dive of Horus for very easy anti-air confirms.
- Due to being a disjointed, fast, large anti-air normal that can be canceled into special moves to be made relatively safe, this ends up being one of if not the best anti-air tools in the game.
- Especially good to use for incoming setups on opponents for an easy left/right. Canceling into Dive of Horus not only adds an overhead to the mix, but also makes this setup much harder to punish while also easily letting you confirm on hit.
|
|
Sirocco Storm Toggle Hitboxes Toggle Hitboxes
|
5HP
|
s.
|
|
x1
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Chains Into Self
|
400
|
3.3%
|
±0
|
-10
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
21
|
2
|
30
|
31
|
21
|
8
|
N/A
|
|
|
x2
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Chains Into Self
|
500
|
4%
|
-3
|
-13
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
18
|
2
|
33
|
31
|
21
|
8
|
N/A
|
|
|
x3
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
750
|
5%
|
KD or -8
|
-18
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
18
|
4
|
36
|
27
|
21
|
9 or 10 (2nd use)
|
N/A
|
|
|
- Disjointed attack that hits in 3 parts. Eliza gets a lengthy knockdown from the final hit the first time she uses it in a combo and no knockdown if used more than once in a combo.
- 2nd hit pulls opponents down, making it useful for distant confirms when used with Dive of Horus or L Upper Khat.
- Eliza moves backwards during startup, which allows for some useful kara cancels.
|
|
Sandal Wedge Toggle Hitboxes Toggle Hitboxes
|
5LK
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
325
|
2.5%
|
+2
|
-1
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
2
|
18
|
21
|
18
|
8
|
N/A
|
|
|
- Disjointed light attack that has a somewhat higher hitbox than 2LK, making it preferred in certain combo strings
|
|
Chaos Banish Toggle Hitboxes Toggle Hitboxes
|
5MK
|
s.
|
|
x1
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Chains Into Self
|
300 x3
|
2.5% x3
|
-3
|
-9
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
15
|
1, (2), 1, (3), 3
|
26
|
25 x3
|
19 x3
|
3 x2, 9
|
N/A
|
|
|
x2
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
400
|
2.9%
|
-2, KD (vs air)
|
-9
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12
|
2
|
27
|
26
|
19
|
9
|
N/A
|
|
|
- Eliza extends a three hit bloody snake from her leg for the first attack. The second chops the snake's head off with the single hit.
- Higher hitbox that makes it situationally preferred over 2MP or 2MK in certain combo strings, usually when near the corner.
- Due to the knockdown of the last hit on air opponents, you should avoid this last hit unless you still have otg or have restanded the opponent.
|
|
Solar Arc Toggle Hitboxes Toggle Hitboxes
|
5HK
|
s.
|
|
x1
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Chains Into Self
|
500
|
5%
|
-7
|
-8
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
22
|
3
|
32
|
27
|
26
|
10
|
N/A
|
|
|
x2
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
900
|
6.6667%
|
Sliding KD
|
-22
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
25
|
3
|
39
|
27
|
19
|
13
|
N/A
|
|
|
- The first 5HK's slow, arcing swing from the Staff of Ra leaves Eliza fairly vulnerable with used by itself. She should only attempt the first hit if she wants to ends a ground chain with the second hit's slide stun.
- Large hitting hitbox that can hit from behind, making it somewhat useful for an occasional anti-air
- Eliza moves forward during startup for both hits, allowing for some useful kara cancels.
|
|
Crouching Normals
Nemes Set Toggle Hitboxes Toggle Hitboxes
|
2LP
|
c.
|
|
x1
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Chains Into Self
|
250
|
2.5%
|
+5
|
+3
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
2
|
14
|
20
|
18
|
7
|
N/A
|
|
|
x2
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
250
|
2.5%
|
+4
|
+2
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
2
|
15
|
20
|
18
|
7
|
N/A
|
|
|
- Eliza attacks with a bloody pharaoh's beard and snake crown. Although this is slower than 5LP, shorter characters can't crouch underneath this jab.
- The lower hitbox and having a second chainable part makes this move useful in certain combo strings over 5LP
|
|
Middle of the Sphynx Toggle Hitboxes Toggle Hitboxes
|
2MP
|
c.
|
|
x1
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
Chains Into Self
|
550
|
7.5%
|
±0
|
-6
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
11
|
3
|
22
|
24
|
18
|
9
|
N/A
|
|
|
x2
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile
|
300
|
4.5%
|
+1
|
-5
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12
|
16
|
31
|
24
|
18
|
7
|
N/A
|
|
|
- Eliza attacks low with a sphinx's paws, then sneezes the nose off of her own face for a projectile second hit.
- Due to having short recovery, this move is typically prefered in blockstrings over 2MK to keep Eliza somewhat safe, even from early pbgc attempts.
|
|
Isis Wings Toggle Hitboxes Toggle Hitboxes
|
2HP
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Launcher
|
400, 500
|
5% x2
|
+5
|
-9
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
21
|
3, (12), 3
|
26
|
25, 33
|
19 x2
|
7, 9
|
N/A
|
|
|
- Eliza must use this 2 hit attack instead of the faster 5MP if she wants a full height launcher.
|
|
Bast's Cuff Toggle Hitboxes Toggle Hitboxes
|
2LK
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
-
|
275
|
2.5%
|
+6
|
+3
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
2
|
14
|
21
|
18
|
7
|
N/A
|
|
|
- The bloody cat scratch reaches relatively far, has quick start up, and is Eliza's best way to start an ground chain from a low attack.
- Eliza's leg and cat are extended hurtboxes from the first frame.
|
|
Sobek Slide Toggle Hitboxes Toggle Hitboxes
|
2MK
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
-
|
400, 500
|
3.75% x2
|
Soft KD
|
-12
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12
|
16, (13), 1
|
35 (27 on whiff)
|
24, 16
|
23 x2
|
6, 9
|
N/A
|
|
|
- Eliza slides forward behind a bloody crocodile head. She only performs the second hit if the first hit makes contact, giving Eliza a consistent advantage on hit and block.
|
|
Solar Barge Toggle Hitboxes Toggle Hitboxes
|
2HK
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
Armor (vs projectiles), Sweep
|
1200
|
10%
|
Soft KD (Invuln.)
|
-42
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
24
|
44
|
17
|
15
|
18
|
13
|
N/A
|
|
|
- Eliza cruises forward with a long range slide attack behind armor that will absorb an unlimited number of projectile hits. Eliza can use her sweep to rush forward before cancelling the later active frames into a special move.
- Due to being a sliding sweep, is useful for breaking armor or armored assists.
- Far travel distance and ability to cancel consistently into H DP makes this move useful in several combos when used as otg for more damage.
|
|
Jumping Normals
Sistrum Shake Toggle Hitboxes Toggle Hitboxes
|
jLP
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
300
|
2.5%
|
-4
|
-8
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8
|
18
|
8
|
21
|
17
|
7
|
N/A
|
|
|
- Disjointed high up hitbox alongside her relatively smaller hurtbox position allows it to be used as a somewhat effective air-to-air button
- Hurtbox appears before hitbox
|
|
Crescent Scribe Toggle Hitboxes Toggle Hitboxes
|
jMP
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
450
|
7.5%
|
-1
|
-5
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
13
|
3
|
22
|
23
|
19
|
10
|
N/A
|
|
|
- Hits at a diagonal angle downwards, hard to use as a jump in or air-to-air, but very useful in hitconfirm strings or restand combos
- Hurtbox appears before hitbox
|
|
Aten Array Toggle Hitboxes Toggle Hitboxes
|
jHP
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
875
|
10%
|
-2
|
-5
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
19
|
5
|
23
|
25
|
22
|
12
|
N/A
|
|
|
- Bloody sun rays hit in a wide arc in front of and below Eliza. Combining this attack with Eliza's angled air dash can hit an opponent as a cross up.
- Despite the animation, the active hit boxes don't actually cover that far behind or directly below Eliza, so use in neutral with caution.
- Hurtbox appears before hitbox
|
|
Low Glyph Toggle Hitboxes Toggle Hitboxes
|
jLK
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High (rising mid)
|
-
|
300
|
2.5%
|
+2
|
-2
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
6
|
14
|
21
|
17
|
7
|
N/A
|
|
|
- When Eliza is on on the way up from her jump, the attack does 350 damage instead, and the opponent can block this attack as a mid.
- The low angle of this move makes it very useful for IADs.
- Hurtbox appears before hitbox
|
|
High Glyph Toggle Hitboxes Toggle Hitboxes
|
jMK
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
500
|
7.5%
|
+5
|
±0
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
13
|
12
|
8
|
24
|
19
|
10
|
N/A
|
|
|
- Far reach covers large range on grounded opponents.
- Far reach makes it useful for certain air to airs, however you usually need to convert with a j.H Sekhmet.
- Keeps opponents up on hit in air strings, making this move somewhat useful to setup air reset opportunities
- Hurtbox appears before hitbox
|
|
Hesat Head Toggle Hitboxes Toggle Hitboxes
|
jHK
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
875
|
10%
|
Sliding KD or KD (vs air)
|
-2
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
18
|
4
|
21
|
25
|
22
|
12
|
N/A
|
|
|
- Eliza uses a bloody bull's head for a high impact kick. The attack abruptly changes Eliza's momentum in the air and will cause one of two knockdown effects on hit.
- Hurtbox appears before hitbox
|
|
Universal Mechanics
Lower Domain Toggle Hitboxes Toggle Hitboxes
|
Throw
|
+
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Throw
|
50% Damage Scaling
|
0, 250, 100 x4, 350
|
5%, 4%, 1% x4, 0%
|
Sliding KD
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
1
|
28
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
- One of the bigger throws in the game
- The a sliding knockdown at the end of Eliza's ground throw leaves the opponent at range for a MP or HP Upper Khat.
|
|
Upper Domain Toggle Hitboxes Toggle Hitboxes
|
Air Throw
|
+ (in air)
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Air Throw
|
50% Damage Scaling
|
0, 1000
|
5%, 9%
|
Wall Splat
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
3
|
16
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
- Eliza catches and attempts to carry the opponent to the side of the screen for a wall splat. Eliza can combo into Nekhbet Breaker after an air throw even if she doesn't reach the corner.
- Can convert meterlessly with 2MK, but uses otg. Can also convert with jHP adc if you haven’t used an air dash to save otg
|
|
Chauffeur Service Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Tag
|
500
|
7.5%
|
Ground Bounce
|
?
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
15
|
18
|
43
|
10
|
13
|
12
|
N/A
|
|
|
- Eliza enters from the top of the screen, carried in by Horace performing a dive kick.
|
|
Exile from Aaru Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Snapback
|
0
|
-100%
|
N/A
|
-13
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12 + 3
|
2
|
29
|
14
|
17
|
13
|
9
|
|
|
|
|
Specials
"Rise!" Toggle Hitboxes Toggle Hitboxes
|
Upper Khat
|
+
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Invuln. (Strike), Projectile
|
350 (100)
|
(2.5%) 6%
|
+4
|
-9
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
11, 4
|
3
|
30
|
28
|
15
|
8
|
N/A
|
|
|
→
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile
|
550 (100)
|
(2.5%) 6%
|
-6
|
-20
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12, 4
|
3
|
41
|
28
|
14
|
9
|
N/A
|
|
|
→ →
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Launcher, Projectile
|
750 (100)
|
(2.5%) 6%
|
-19
|
-29
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12, 4
|
3
|
50
|
33
|
13
|
10
|
N/A
|
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Invuln. (Strike), Projectile
|
550 (100)
|
(2.5%) 6%
|
-1
|
-15
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
11, 4
|
3
|
36
|
28
|
14
|
9
|
N/A
|
|
|
→
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Launcher, Projectile
|
750 (100)
|
(2.5%) 6%
|
-15
|
-25
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12, 4
|
3
|
46
|
33
|
13
|
10
|
N/A
|
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Invuln. (Strike), Launcher, Projectile
|
750 (100)
|
(2.5%) 6%
|
-11
|
-21
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
11, 4
|
3
|
42
|
33
|
13
|
10
|
N/A
|
|
|
- A move using 3 hieroglyphic servants who appear out of the ground as projectiles. The LP version starts with the shortest servant, allowing a chain into the medium MP and tall HP servant. The MP version can use the medium and tall while the HP version can only attack with the tallest servant. On successful hit, the final servant will take the opponent off of the ground and allow Eliza to jump cancel.
- All versions have the same invulnerability to hits with the initial hit.
- Due to being disjointed invincible hits, H DP in particular is a very strong poke in neutral that can be difficult for multiple characters to punish. If Eliza hits an assist, she can suki cancel off of the assist just like a normal launcher; however, if Eliza also hits a blocking opponent, then she cannot launcher cancel at all even when hitting an assist.
- If Eliza is grabbed after the initial 11 startup frames (12 for the followups), but before the projectile hitbox is active, the projectile will still rise up but it will no longer have a hitbox and will immediately dissipate.
|
|
"Mummify!" Toggle Hitboxes Toggle Hitboxes
|
Osiris Spiral
|
+
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
300, 600 (100, 100)
|
(2.5%) 2.25%, 3.75%
|
+10 or +4
|
-2
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
15
|
3, (13), 5
|
14
|
26, 28 or 26, 22
|
19, 16
|
7, 10
(5, 10 on block)
|
N/A
|
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
250 x3, 600 (100 x4)
|
(2.5%) 2.25% x3, 7.50%
|
+4
|
-5
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
17
|
8, 4, (15), 8, 3
|
22
|
26 x3, 28
|
17 x3, 19
|
7 x3, 10
(4 x3, 10 on block)
|
N/A
|
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
200 x7, 750
(110 x7, 130)
|
(2.5%) 2.25% x7, 7.50%
|
-1
|
-9
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
19
|
6 x3, 3, (13), 6 x3, 3
|
27
|
26 x7, 28
|
15 x7, 20
|
7 x7, 10
(2 x7, 10 on block)
|
N/A
|
|
|
- Eliza twirls the Staff of Ra, her skirt, then skin around herself to reveal Sekhmet. The multiple hits deal significant chip damage, making it a strong assist. This attack will pop a grounded opponent into the air, but will not knockdown. Eliza has limited use for Osiris Spiral as a point character.
- L spiral being -2 makes it useful for blockstrings to keep safe.
- L spiral hitting the opponents up on hit makes it good as an occasional reset tool to catch opponents as they land.
- L spiral has a 5 frame buffer to allow for easier light button links in combos. Linking from L Spiral twice in a combo will do less hitstun, allowing only one L Spiral link per combo.
|
|
"Boys!" Toggle Hitboxes Toggle Hitboxes
|
Throne of Isis
|
+
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
1000 (100)
|
(2.5%) 7.5%
|
Soft KD
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
16
|
--
|
42
|
17
|
20
|
8 (7 on block)
|
N/A
|
|
|
- Albus or Horace comes charging in from the side of the screen, pushing Eliza's couch and attempting to ram the opponent. The vulnerable boxes of the couch are immune from projectiles and it doesn't count as one itself, so it is best used to interrupt an opponent attempting to keep Eliza at long range. It will shatter instantly after taking a direct hit, making it less useful when Eliza wants to keep an opponent at long range.
- Due to appearing behind Eliza in its startup, can be used occasionally to stuff out teleports or IADs that hit from behind Eliza
|
|
"Horace." Toggle Hitboxes Toggle Hitboxes
|
Dive of Horus
|
+
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
66% Damage Scaling, Projectile
|
850 (100)
|
(2.5%) 4.95%
|
Ground Bounce
|
-5
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
19
|
(Until ground)
|
37
|
12
|
15
|
10 (7 on block)
|
N/A
|
|
|
- Eliza calls Horace to come in from the top of the screen with a dive kick. He arrives quickly enough to combo off of some of Eliza's heavier ground normals, allowing her to combo into this attack then continue the combo from the ground bounce.
- Defensively, Horace has vulnerable boxes that can take a hit for Eliza and he will keep going even when Eliza is hit out of her recovery.
- Somewhat safe in blockstrings to use, however note that the opponent can land cancel when blocking the divekick to punish, so use with caution.
- Due to Horace coming from the top of the screen, can be used to effectively anti-air opponents coming from high above Eliza such as Valentine, Painwheel, and Robo Fortune.
- When used as an assist, Horace enters his hitstun animation when Eliza is hit out of her recovery.
|
|
"Albus!" Toggle Hitboxes Toggle Hitboxes
|
Weight of Anubis
|
+
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Command Grab
|
-
|
0
|
(2.5%) 0%
|
Sliding KD
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
37
|
2
|
18
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
- Eliza calls Albus, who appears at the opponent's feet for a grab attempt. If successful, Albus will slide the opponent across the floor, giving Eliza an easy opportunity to start a combo but dealing no damage with the throw itself. Albus doesn't have a vulnerable box, so the opponent can't hit him to stop the throw.
- "As the only two moves in the game to put you directly into sliding knockdown with no chance of hitting the victim out of the air first, Eliza’s Weight of Anubis assist and Peacock’s normal throw assist cause twice as much sliding time before the opponent is allowed to tech."
|
|
|
Sekhmet's Turn
|
+ (Air OK)
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
-
|
-
|
N/A
|
0%
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
17
|
N/A
|
20
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
- Eliza ejects Sekhmet, adding additional start up before Sekhmet performs an attack corresponding to the strength of the button pressed.
|
|
Sekhmet Moves
Warrior's Khopesh Toggle Hitboxes Toggle Hitboxes
|
Sekhmet 5L
|
/
|
|
x1
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Chains Into Self
|
300 (75)
|
N/A
|
-3
|
-10
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
13
|
3
|
25
|
24
|
17
|
7
|
N/A
|
|
|
x2
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Chains Into Self
|
300 (75)
|
N/A
|
-3
|
-10
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
9
|
3
|
25
|
24
|
17
|
7
|
N/A
|
|
|
x3
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
550 (100)
|
N/A
|
-7
|
-17
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
9
|
3
|
32
|
27
|
17
|
11
|
N/A
|
|
|
- Sekhmet's single jab is good enough to chain into 5HP. Chaining additional hits will consume meter for each LP attack.
- Due to being a chaining normal, can also autocorrect on opponents crossing up
|
|
Sekhem Lunge Toggle Hitboxes Toggle Hitboxes
|
Sekhmet 2L
|
d + /
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
-
|
350
|
N/A
|
+1
|
-15 to -7
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
14
|
12
|
22
|
34
|
18
|
8
|
N/A
|
|
|
- Sekhmet's quick lunge forward is her only low and can chain directly to 5HP to start a combo.
|
|
Butcher's Blade Toggle Hitboxes Toggle Hitboxes
|
Sekhmet 5M
|
/
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
200 x10 (30 x9, 25)
|
N/A
|
±0
|
-11
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
16
|
4 x2, 2 x8
|
20
|
24 x10
|
15 x10
|
4x 9, 10
|
N/A
|
|
|
- This attack can add 10 hits to the end of a combo while only using meter from a single button press. In neutral it leaves Sekhmet standing in place and swinging away.
|
|
Carpenter's Axe Toggle Hitboxes Toggle Hitboxes
|
Sekhmet 5H
|
/
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
1100 (100)
|
N/A
|
Ground Bounce
|
-10
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
20
|
3
|
26
|
15
|
18
|
13
|
N/A
|
|
|
- This overhead axe swing is Sekhmet's most damaging attack. The lengthy ground bounce animation can be used more than once per combo.
|
|
Sekhem Dive Toggle Hitboxes Toggle Hitboxes
|
Sekhmet jL
|
j. /
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
350
|
N/A
|
+1
|
-7
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
11
|
12
|
9
|
21
|
13
|
8
|
N/A
|
|
|
- The air version of Sekhmet's lunge has less active frames than the 2LP version.
|
|
Ptahxe Toggle Hitboxes Toggle Hitboxes
|
Sekhmet jM
|
j. /
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
1100 (100)
|
N/A
|
Ground Bounce
|
-10
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
15, (until ground)
|
3
|
26
|
15
|
18
|
13
|
N/A
|
|
|
- Sekhmet drops to the ground before performing an axe attack similar to 5HP. Because this is an MP button attack, it will chain to 5HP after Sekhmet lands.
- The 5HP chain can be used for slight stagger pressure. The fear of stagger pressure can let you trick the opponents into not punishing your attacks, ensuring a safe recall or another chance at a mixup.
- The hitbox does not appear until Sekhmet is at the ground, meaning that it won't combo from Sekhmet jL unless the chain starts at a low height.
|
|
Signature Attack Toggle Hitboxes Toggle Hitboxes
|
Sekhmet jH
|
j. /
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
1050 (100)
|
N/A
|
Wall Bounce
|
-2
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
18
|
2
|
20
|
16
|
19
|
12
|
N/A
|
|
|
- The cartouche spells "Sekhmet" in the large active hit box.
- Large range can be used as a surprisingly useful air-to-air move, especially when used from base Eliza using Sekhmet's Turn.
|
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
-
|
N/A
|
N/A
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
N/A
|
N/A
|
N/A
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
- Sekhmet's run back to Eliza still has armor but is otherwise vulnerable.
- Call an assist sometime before returning to help stay safe from opponent punishes.
- While this can't be used on block normally, it can be used on hit, allowing for further combo extensions with base Eliza.
- Can be used if an attack is blocked by the opponent but hits their assist, allowing for a safeish recall against certain characters.
|
|
Supers
"She who mauls!" Toggle Hitboxes Toggle Hitboxes
|
Lady of Slaughter Level 1
|
+ +
|
|
Eliza
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
66.7% Minimum Scaling (last hit), Hit Grab
|
0, 80x25, 1200(min. 800) (100)
|
-100%
|
KD
|
-54
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
16+1
|
16
|
37
|
N/A, 36 x8, 16 x17, 16
|
21
|
N/A (12 on block)
|
5
|
|
|
Sekhmet
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
66.7% Minimum Scaling (last hit), Hit Grab
|
0, 80x25, 1200(min. 800) (100)
|
-100%
|
KD
|
-50
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7 + 3
|
16
|
23
|
N/A, 36 x8, 16 x17, 16
|
21
|
N/A (12 on block)
|
4
|
|
|
- Eliza ejects Sekhmet, who performs an SNK-ish auto combo super on hit. Ends with Sekhmet under player control. When combined with the Scarlet Ladies taunt, Sekhmet can perform the super when on the field.
- Due to being an armored hitgrab super, using this as DHC makes for some edgecase punishes that most level 1 supers can’t otherwise do.
- If Eliza gets a taunt and goes into Sekhmet, then the added Lady of Slaughter for Sekhmet allows for another layer of frame traps to catch the opponent, even after a Sekhmet sH (the axe)
- Only the first hit of this super progresses damage scaling
|
|
"No mercy... the clutches of eternity!" Toggle Hitboxes Toggle Hitboxes
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Nekhbet Breaker Level 1
|
(Air Only) + +
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
33.3% Minimum Scaling, Hit Grab
|
0, 3000 (100)
|
-100%
|
Hard KD
|
-32
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7 + 3
|
until ground
|
35
|
N/A
|
18
|
N/A (9 on block)
|
4
|
|
|
- Eliza forms wings and grabs at the opponent, slamming them into the ground in a single, damaging hit that grants hard knockdown.
- While not invincible, the fast speed of this super makes it somewhat useful still as a defensive move to catch the opponents attempting to hit Eliza from below.
|
|
"Sunrise! High noon! Sunset!" Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Invuln. (Full), 45% Minimum Scaling
|
380x10, 100x11, 50, 100x9, 1200
(100 x 31, 200)
|
-300%
|
Ground Bounce
|
-51
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
9 + 3
|
3 x3, 4 x6, 3, 1, (12),
3 x2, 4 x7, 2, 1, (12), 3 x2, 4 x6, 1, 3
|
66
|
16x10, 14, 16x10, 40, 16x9, 14
|
19 x10, 17, 19 x10, 17, 19 x9, 17
|
2 x10, 15, 2 x10, 15, 2 x9, 29
(last hit is 15 on block)
|
6
|
|
|
- Eliza forms an effigy of the sun, flying straight up, across the top of the screen, and back down to the ground. Button inputs can trigger "early" turns. The many, rapid, low damage hits make the attack a damage efficient ending for a fully scaled combo.
- When this super hits raw, due to traveling far across the screen, it will likely go near the corner allowing Eliza to confirm easily for a longer combo. However, even if it ends midscreen, Eliza can still confirm using 2MK, 5HP, or Dash 2LK on certain characters, or using H DP on everyone.
|
|
Taunt
"Keep young and beautiful!"
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
-
|
N/A
|
0%
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
N/A
|
N/A
|
85
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
- Eliza leans forward with Sekhmet standing straight up out of Eliza's back, making for a doubly provocative gesture. As long as she successfully completes the animation, Eliza will save the boost to Sekhmet for the next Sekhmet's Turn.
- Boosts Sekhmet by giving 25% life drain properties to all of her normal attacks for that whole Sekhmet's Turn only.
- Gives Sekhmet access to use Lady of Slaughter. This super does not have the life drain property that Sekhmet normals receive from the taunt. Like the life drain property, only lasts for that single Sekhmet's turn.
|
|
"Kiss kiss"
|
Assist Taunt
|
Automatically done after an assist move
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
N/A
|
0%
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
N/A
|
N/A
|
48
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
|
Colors
Intro Poses
Eliza has 3 different intro poses that can be selected by holding a light, medium or heavy button during the loading screen before a match.
|
Intro pose 1: Hold OR Sekmet emerges from a pool of blood. Gaze into the face of your death! Your cells shall betray you!
|
|
Intro pose 2: Hold OR Eliza poses with sunglasses and a stylish purse. How do I look? Deal with it!
|
|
Intro pose 3: Hold OR Eliza's servants carry her upon a palanquin. Albus! Horace! I shouldn't be long. Yes, boss! Happy hunting! It's gonna be your funeral!
|
Win Poses
Eliza's single win pose has 8 variants, and the winning player can select a variant by holding a button at the end of the match.
Additionally, Sekhmet has her own win pose if the round ends with her summoned.
|
Winpose 1: Hold
How do I look?
|
|
Winpose 2: Hold
Yes, I am rich.
|
|
Winpose 3: Hold
Victory looks good on me.
|
|
Winpose 4: Hold
Boys! Prepare the limo!
|
|
Winpose 5: Hold
I could go for a dip right about now...
|
|
Winpose 6: Hold
I give the orders!
|
|
Winpose 7: Hold +
How do I look?
|
|
Winpose 8: Hold +
Deal with it!
|
Notable Players
Name (English/Japanese) |
Color
|
Location |
Team |
Contact |
Status |
Notes |
Example Play
|
RoyalHeart v2 |
|
IL, USA |
N/A |
@BloomingLotusV2 |
Inactive |
Yes, he is rich. |
Link
|
PleasureThatCutsWind |
|
, USA |
H LNL/ Butcher's/ H-Train |
- |
Hibernation |
Old Eliza player, creator of the self named Eliza guide. |
[ Link]
|
LazyDiablos |
|
, USA |
H Fiber/ Butcher's |
- |
Retired |
Test |
Link
|
Fuzzy_Snugs(?) |
|
, USA |
Tager |
- |
N/A |
Hi |
[c Link]
|
Sinclair |
|
EU |
Tager |
- |
N/A |
Hi |
[c Link]
|
NOTE: These tables are still WIP- seen
External Links
When browsing Skullheart, keep in mind it was most active when the game was on an older patch.
General
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Characters
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Mechanics
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Other
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