Dan-Ku-Ga/Liza

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Fighting Style:
"Amazon's Fighting Style"

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
  • Solid set of ground normals
  • Second fastest walk speed and fastest jump arc
  • Huge stun output
  • Insanely rewarding reversal and anti-air in Mash K
  • Has multiple ways to circumvent zoning (wall jump/dive, bird/monkey, Mash K)
  • Weak air normals
  • Said ways around zoning are punishable if called out
  • Super is jank as shit with a [2]-only charge
  • Projectiles sometimes can't be used as animal friends have to get back into place

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
DKG liza 5LP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 2 5 5 +3 +1 HL Y - Reset

Liza does a really short range elbow jab that's chainable. Could work as an anti-air, but you can do better.
Crouched by Gekkou, Wulong, Lihua, Liza, Marco.

n.5LP
DKG liza nLP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 2 5 5 +3 +1 HL Y - Reset

Nearly identical to 5LP, but with 1 frame less startup, chainable.
Crouched by Wulong, Liza.
Max activation range is 69px

5MP
DKG liza 5MP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 64 4 8 12 -2 -4 HL N - Reset

Forward-leaning slap that’s pretty active but also has an overly long recovery.

n.5MP
DKG liza nMP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 64 3 6 6 +6 +6 HL Y - Reset

A slap with really good frame data and a good activation range. Liza sadly doesn’t get much from it reliably due to her only ender being [2]8P, but it’s good for pressure on characters who can’t crouch it.
Crouched by Gekkou, Wulong, Lihua, Liza, Marco.
Max activation range is 74px

5HP
DKG liza 5HP 1.png
DKG liza 5HP 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
8+4(5) 96+96 5 2+10 13 -1 -3 HL N - Reset (x2)

Liza claws downwards, hitting twice. A decent normal because of its speed and high stun, but avoid whiffing.

n.5HP
DKG liza n5HP 1.png
DKG liza n5HP 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
8+4(5) 128+32 8 2+10 12 ±0 -2 HL N - Reset (x2)

A generally worse version of her 5HP, for some reason? The hitboxes are ridiculous, but the startup really hurts.
Crouched by Wulong, Liza.
Max activation range is 80px

5LK
DKG liza 5LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 2 4 5 +4 +2 HL N - Reset

A quick knee attack that has a lot more range than 5LP, chainable.

n.5LK
DKG liza nLK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 1 5 5 +3 +1 L Y - Reset

Liza's go-to close button since it can’t be low profiled. It’s a standing low for what that's worth, and chainable.
Max activation range is 69px

5MK
DKG liza 5MK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 64 3 6 11 +1 -1 HL N - Reset

A turning kick that makes a reliable anti-air. It’s got short reach, so it’s good at specific ranges and especially against divekicks.
Crouched by Wulong, Liza (crouch blocks it).

n.5MK
DKG liza nMK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 96 3 6 8 +4 +2 HL Y - Reset

Liza does a straight kick. Not as much frame advantage as n.5MP, but it can’t be crouched. Cancelable.
Max activation range is 64px

5HK
DKG liza 5HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 128 5 8 12 +2 ±0 HL Y - Reset

Liza sticks her leg out real far. Pretty active and long-ranged but the hitbox is just alright. You can use this to frame trap into [4]6P/K.

n.5HK
DKG liza n5HK 1.png
DKG liza n5HK 2.png
9+3(4)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 128+32 6 6+2 14 +6 +4 HL N - Reset (x2)

An axe kick that makes a solid anti-air, but not much else.
Can be crouched by Liza, the first hit can miss her head hurtbox.
Max activation range is 56px

Crouching

2LP
DKG liza 2LP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 2 6 2 +5 +3 HL Y - Reset

Liza leans in and punches. Really good range for a chainable light button, reaching further than most of her mediums. Her most reliable option for stuffing Genroudan.

2MP
DKG liza 2MP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 96 4 8 8 +2 ±0 HL N - Reset

Funky looking anti-air punch. It will lose to some moves like divekicks, but overall it does its job. It moves her hurtbox forward a lot, so you can avoid crossups entirely.

2HP
DKG liza 2HP 1.png
DKG liza 2HP 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
6+5(7) 64+96 6 2+6 16 ±0 -2 HL Y/N - Reset (x2)

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.

2LK
DKG liza 2LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 3 4 3 +6 +4 HL Y - Reset

A strange anti-air kick that hits on both sides, but it's an all around useful normal. Really good frame advantage, chainable, and it can’t be crouched either.

2MK
DKG liza 2MK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 64 6 5 11 +2 ±0 L N - Reset

Liza kicks with both legs. Sort of slow for a medium button, but it’s one of her longest reaching normals along with 2HK and 2HP. It's also useful for keeping a low profile to buffer Mash K from.

2HK
DKG liza 2HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 128 9 6 15 KD -1 L N - KD

A strangely slow sweep that has the same reach as 2MK. Only -1 on block, cool.

Jumping

j.LP
DKG liza jLP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
4 32 2 Until landing - - - H - - Reset

One of Liza’s better jump normals. Has more range than her other punches, but it's not much of an air-to-air because of the head hurtbox.

j.MP
DKG liza jMP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
11 96 4 18 2 - - H - - Reset

Not sure why you’d use this over other buttons, but it’s there.

j.HP
DKG liza jHP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
15 128 6 8 2 - - H - - Reset

Liza’s strongest jump-in. Similar properties to j.HK but it has more vertical range, so stick to it for combos.

j.LK
DKG liza jLK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
4 32 6 Until landing - - - H - - Reset

Strange upward kick that works as an air-to-air. Why’s it got so much startup? This can cross up, but it’s kinda hard to land.

j8.LK
DKG liza j8LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
5 32 6 Until landing - - - H - - Reset

An even higher kick with a wall of hitbox. Neat defensive button.

j.MK
DKG liza jMK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
11 96 8 16 Until landing - - H - - Reset

Outclassed by j.HK, which has less startup, more range, stun, damage...

j.HK
DKG liza jHK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
15 128 5 8 12 - - H - - Reset

Notable for having the longest horizontal range of her jump normals. Still, it’s nothing to write home about.

j8.HK
DKG liza j8HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
15 128 8 6 8 - - H - - Reset

This would be really good as a diagonal jump normal, but it isn’t. Has pretty good reach though.

Swing
j.2LK+MK+HK
DKG liza j2KKK 1.png
DKG liza j2KKK 2.png
DKG liza j2KKK 3.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 192 57 4+4+5 1 landing*/up to 42 air - - H - - KD

Liza swings from the ceiling and comes down after a while with a hitbox. This swing sends you over the opponent unless they move backward, so it’s unclear what you’d use it for, besides stalling.
Liza has a stray hurtbox around a screen length away on frames 13-18. This isn’t really abusable, but it exists.

Throws

Face Claw
4/6MP/HP
DKG liza pthrow 1.png
Max range 48 px
Max range 48 px
DKG liza pthrow 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
2*10 (20 max) 0 - - - - - - - - KD

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.

Frankensteiner
4/6MK/HK
DKG liza kthrow 1.png
Max range 50 px
Max range 50 px
DKG liza kthrow 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
17 32 - - - - - - - - KD

Liza performs a frankensteiner. Switches sides, but has great frame advantage. Also has slightly more range than her punch throw, so it's easily her better throw.

Special Moves

Toto
aka Bird

[4]6P
DKG liza 46p 1.png
DKG liza 46p 2.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
LP 10* 224 23 1 (40 travel frames) 14 +20 +18 HL - - Reset
MP 10* 224 23 1 (48 travel frames) 14 +20 +18 HL - - Reset
HP 14* 224 23 1 (32 travel frames) 14 +20 +18 HL - - Reset

Charge time: 70 frames
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.
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.

Kiki
aka Monkey

[4]6K
DKG liza 46k 1.png
DKG liza 46k 2.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
LK 12* 224 17 1 (30 travel frames) 12 +22 +20 HL - - Reset
MK 12* 224 17 1 (34 travel frames) 12 +22 +20 HL - - Reset
HK 14* 224 17 1 (28 travel frames) 12 +22 +20 HL - - Reset

Charge time: 50 frames
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.
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.
Unlike the bird, the monkey can actually beat Lihua's tornado.

Ester
aka Psycho Crusher

[2]8P
DKG liza 28p.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
LP 13+2+2 192 4 30 4 (whiff) 34 (hit) KD -17 HL - - Reset
MP 13+2+2+1 192 6 40 4 (whiff) 34 (hit) KD -17 HL - - Reset
HP 13+2+2+1+1 192 12 46 4 (whiff) 34 (hit) KD -17 HL - - Reset

Charge time: 50 frames
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.
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.
Like divekicks, this move is easy to punish if Liza starts at the corner. Keep this in mind.

Priego
aka Wall Dive

[2]8K
DKG liza 28k 1.png
DKG liza 28k 2.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
All 15 192 11~31 (21 midscreen) + 14 off-wall 26 1 landing*/up to 32 air - - H - - KD

Charge time: 50 frames
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.
It’s possible for her to miss the wall if the opponent is moving in the same direction, though rare. This takes 60 frames.
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.

Samba
Mash K
DKG liza mash k 1.png
DKG liza mash k 2.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
LK 15(+11) 192 14 5(5)5(5)5(5)5 10 KD -25 HL - 1-14F, upper body 15-54F Y
MK 17(+12) 192 12 4(4)4(4)4(4)4 10 KD -18 HL - 1-12F, upper body 13-44F Y
HK 19(+14) 192 10 3(3)3(3)3(3)3 9 KD -10 HL - 1-10F, upper body 11-34F Y

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.
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
Required 4 of the same kick input to activate. No piano for you.
Note: Liza can block during the last 6 frames of recovery. This doesn't make it unpunishable, but can make it difficult.

Desperation

Samba De Excelente
[2]14123MK+HK
DKG liza super 1.png
DKG liza super 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
29 0 14 80 2 KD -62 HL - Full 1-14F, Upper body 15-54F KD

Spin with the same startup at mash LK, and Liza’s wearing a Carnival outfit. Cute! Not something you’re going to get to use often though, mainly due to the strict down charge input. Hitboxes alternate every 10 frames and are able to hit again. It can hit twice on block, although this isn't true due to pushback.
Charge time: 30 frames

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


            General
            FAQ
            Controls
            HUD
            Mechanics
            Esoterics
            Characters
            Kazuya
            Barts
            Gekkou
            Wulong
            Lihua
            Liza
            J. McCoy
            Boggy
            Marco
            Gonzales
            Azteca