Skullgirls/Eliza/Team Building
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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 |
---|---|---|---|---|---|---|
|
8245 |
1 |
Corner |
|
H Brass
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
11579 |
1 |
Corner |
Universal |
|
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 |
---|---|---|---|---|---|---|
|
8698~ |
1 |
Anywhere |
Universal |
|
|
|
8746 |
1 |
Midscreen |
Universal |
|
|
|
9684 |
1 |
Near corner |
Universal (no Eliza & Parasoul?) |
|
|
|
9402 |
1 |
Corner |
Universal |
|
|
|
10041 |
1 |
Corner |
Universal |
|
|
|
11347 |
1 |
Corner |
Universal |
|
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 |
---|---|---|---|---|---|---|
|
8225 |
1 |
anywhere |
|
Assist Resets
Two Touch Sequences
External Links