Skullgirls/Eliza

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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…

Overview

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, 2LK, and 5HP cover a large amount of space, and she gets especially dangerous with her DP: Upper Khat (623P). H Khat covers a large range, is very tall, strike invulnerable, and 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 against most moves, and can only be hit via throws, snapbacks, bursts, or any kind of armor-breaking move or sweep. 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.


Playstyle
SG eli icon.png Eliza is a midrange whiff/stagger punish character that has access to a constantly armored mode with Sekhmet.
Pros Cons
  • Space Control: Eliza has very good reach on her normals and her specials each control a part of the screen, giving her effective space control.
  • Pressure and Mixups: Eliza is very sticky with her airdash pressure and is able to mixup the opponent with a crossup or a high/low on hit and block.
  • Sekhmet: Eliza has access to Sekhmet, an infinitely armored character that lets her blow through the opponents options in neutral or PBGC attempts, at the cost of her health, and extends combos for great damage.
  • Healing: Sekhmet attacks and Crimson Scourge super drops blood, which Eliza can pick up to heal herself, giving her sunstainability while on the field.
  • Assists: Eliza has great assists that can be used to lockdown, chip, mixup, and/or extend combos, with Sekhmet assists retaining the armor and generally being hard to contest.
  • Hurtboxes: Eliza is very tall standing and while her normals have very good reach, they extend her hurtboxes before the hitbox becomes active, leading her to getting clipped easier than most other characters.
  • Reversals: Eliza's only meterless reversal can be avoided easily and is only a projectile, while her only metered reversal costs 3 bars.
  • Sekhmet: Less of a con, but should be noted, is that reckless use of Sekhmet will quickly burn through your health pool and leave you at a HP range where you can be mashed on. Also, since Sekhmet assists cost HP, they are forced to the extended assist lockout by default, making DHC'ing into Eliza an issue depending on routing.


Video Overview
Begginer Guide

Stats

Chains

Standing 3 Buttons: Sg lp.png or Sg lk.pngSg mp.png or Sg mk.pngSg hp.png or Sg hk.png
Crouching 3 Buttons: Sg lp.png or Sg lk.pngSg mp.png or Sg mk.pngSg hp.png or Sg hk.png
Air 6 Buttons: Sg lp.pngSg lk.pngSg mp.pngSg mk.pngSg hp.pngSg hk.png

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 88 34 32


Assists

Dive of Horus (default assist)

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.

H Osiris Spiral (default assist)

Lockdown assist that does a high amount of chip damage. Can also function well in neutral by acting as a wall allows certain characters to get resources.

Butcher's Blade (214MP)

Sekhmet’s multihit attacks have unlimited armor, making this assist very strong as a lockdown tool that can’t be stopped during its active frames or armor frames. Using Sekhmet assists will drain Eliza's health.

Carpenter's Axe (214HP)

Sekhmets overhead axe attack has considerable startup, but when combined with Sekhmets natural unlimited armor, this assist can setup strong high/low setups that are tough to challenge. Using Sekhmet assists will drain Eliza's health.

Move List

Character Mechanic: Sekhmet

SG eli sekhmet.png
  • Sekhmet has unlimited armor against most attacks.
    • Sekhmet's armor reduces damage by 25%. For comparison, characters with armor on their specials/supers (Bella/Fukua/Band) have 50% reduction, and characters with armor on their normals (Robo/Beo/PW) have no reduction.
    • The opponent can only break the armor and send Sekhmet back to Eliza by landing a sweep, throw, hitgrab, snapback, or burst.
      • It must be noted, but if Sekhmet is not committing to a move, she can tech all normal throws.
    • Hitting Sekhmet with a snapback always gives a wallbounce for a punish rather than forcing her off screen, but causes 75% scaling.
    • Hitting Sekhmet with a sweep causes a knockdown that is both vulnerable and a red bounce, which allows a follow up combo. For most characters, this is the only way their sweep can start a combo.
  • Keeping Sekhmet out drains Eliza's health over time, starting at a rate of 2HP/1f up to 8HP/1f. Additionally, whenever Sekhmet attacks, a chunk of health will be lost.
    • When using Sekhmet as an assist, life drain is always at its max, and the assist will be locked out for longer than a normal assist after use due to the health drain, even if she is not hit.
      • Eliza cannot die from this health drain alone; instead she will be left with 1 HP.
  • Attacking the opponent with any of Sekhmet's blood weapons will cause the opponent to leave blood drops on the ground. When Sekhmet returns, Eliza can pick up the blood to heal herself.
    • The maximum amount of blood that can be spawned at a given time is 25 drops. With each drop healing 200HP, up to 5000HP.
  • 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.


Standing Normals

SG eli slp.png
SG eli slp hb.png
Wadjab
Toggle Hitboxes
Toggle Hitboxes
5LP s.Sg lp.png
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


  • Often used for restands in combos
  • High hitbox makes it somewhat useful for situational anti-airs/anti-IADs or the occasional high hitconfirm for combos


SG eli smp.png
SG eli smp hb.png
Siren Serpopards
Toggle Hitboxes
Toggle Hitboxes
5MP s.Sg mp.png
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.
  • Disjointed, fast, large anti-air normal that can be canceled into special moves to be made relatively safe.
  • Especially good to use for incoming setups on opponents for an easy left/right that combos into Dive of Horus (can be land cancel punished)


SG eli shp.png
SG eli shp hb.png
Sirocco Storm
Toggle Hitboxes
Toggle Hitboxes
5HP s.Sg hp.png
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
18 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.


SG eli slk.png
SG eli slk hb.png
Sandal Wedge
Toggle Hitboxes
Toggle Hitboxes
5LK s.Sg lk.png
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 such as after lsprial where clk isn't usable to continue the combo


SG eli smk.png
SG eli smk hb.png
Chaos Banish
Toggle Hitboxes
Toggle Hitboxes
5MK s.Sg mk.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 225 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 - 325 2.9% -2 -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.
  • Pulls opponents to the ground after the last hit, leaving them standing.


SG eli shk.png
SG eli shk hb.png
Solar Arc
Toggle Hitboxes
Toggle Hitboxes
5HK s.Sg hk.png
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
19 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
22 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

SG eli clp.png
SG eli clp hb.png
Nemes Set
Toggle Hitboxes
Toggle Hitboxes
2LP c.Sg lp.png
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.
  • Has niche usage as an otg pickup instead of 5lk


SG eli cmp.png
SG eli cmp hb.png
Middle of the Sphynx
Toggle Hitboxes
Toggle Hitboxes
2MP c.Sg mp.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Low Chains Into Self 550 7.5% +4 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 3 18 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.
  • NEVER USE THE SECOND HIT OF 2MP. It leaves a gap, more minus, and scales combos poorly on hit.


SG eli chp.png
SG eli chp hb.png
Isis Wings
Toggle Hitboxes
Toggle Hitboxes
2HP c.Sg hp.png
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.
  • Hits on both sides of Eliza


SG eli clk.png
SG eli clk hb.png
Bast's Cuff
Toggle Hitboxes
Toggle Hitboxes
2LK c.Sg lk.png
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.
  • Will always combo after a bite(crimson scourge) into immediate return.


SG eli cmk.png
SG eli cmk hb.png
Sobek Slide
Toggle Hitboxes
Toggle Hitboxes
2MK c.Sg mk.png
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, moving Eliza forward on hit and block.
  • Punishable on block


SG eli chk.png
SG eli chk hb.png
Solar Barge
Toggle Hitboxes
Toggle Hitboxes
2HK c.Sg hk.png
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.
  • Useful to get in on zoners due to the projectile armor and long cancel window, allowing her to get in range and use H Khat and Sekhmet moves, or absorb a hit at range and use Throne/Albus/Horus.
  • 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

SG eli jlp.png
SG eli jlp hb.png
Sistrum Shake
Toggle Hitboxes
Toggle Hitboxes
jLP j.Sg lp.png
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
  • Good falling button, because of its disjointed long lasting hitbox, can and will get you out of some situations


SG eli jmp.png
SG eli jmp hb.png
Crescent Scribe
Toggle Hitboxes
Toggle Hitboxes
jMP j.Sg mp.png
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 and sends the opponent downwards, very useful in hitconfirm strings and restand combos.
  • Preferred over jHP in her IADs when the opponent is airborne, to set the opponent on the ground.


SG eli jhp.png
SG eli jhp hb.png
Aten Array
Toggle Hitboxes
Toggle Hitboxes
jHP j.Sg hp.png
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.
  • Cancelling the rising version of this move will lower your airdash a noticeable amount that can lead to very complicated resets etc.
  • Hurtbox appears before hitbox
  • Be careful with use, the hurtbox is massive


SG eli jlk.png
SG eli jlk hb.png
Low Glyph
Toggle Hitboxes
Toggle Hitboxes
jLK j.Sg lk.png
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.
  • Very common staple for all of your airstrings
  • Hurtbox appears before hitbox


SG eli jmk.png
SG eli jmk hb.png
High Glyph
Toggle Hitboxes
Toggle Hitboxes
jMK j.Sg mk.png
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 opponents.
  • Far reach makes it useful for certain air to airs, however you usually need to convert with airdash cancel jLK jHP,j214HP and j214LP jM low to ground.
  • Keeps opponents up on hit in air strings, making this move somewhat useful to setup air reset opportunities
  • Hurtbox appears before hitbox


SG eli jhk.png
SG eli jhk hb.png
Hesat Head
Toggle Hitboxes
Toggle Hitboxes
jHK j.Sg hk.png
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. launches opponent to a fullscreen KD
  • Brings Eliza significantly backward and falls faster during startup animation, useful for ambiguous mixups.
  • Very useful for corner carrying opponents.
  • Hurtbox appears before hitbox. Be careful with usage, the hurtbox is massive


Universal Mechanics

SG eli throw.png
SG eli throw hb.png
Lower Domain
Toggle Hitboxes
Toggle Hitboxes
Throw Sg lp.png + Sg lk.png
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


  • Very long throw, useful for a strike throw mix form dash 2LK/Throw and can scoop people unsuspectingly.
  • The sliding knockdown at the end of Eliza's ground throw leaves the opponent at range for a MP or HP Upper Khat.


SG eli airthrow.png
SG eli airthrow hb.png
Upper Domain
Toggle Hitboxes
Toggle Hitboxes
Air Throw Sg lp.png + Sg lk.png (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


  • Biggest Air Throw
  • 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


SG eli tag.png
SG eli tag hb.png
Chauffeur Service
Toggle Hitboxes
Toggle Hitboxes
Tag Sg mp.png + Sg mk.png / Sg hp.png + Sg hk.png
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, with a similar animation to her 236MK but noticeably faster.
  • Very easy tag-in to combo into and out of, with the ground bounce increasing in height the higher the opponent was when the tag hits.


SG eli snap.png
SG eli snap hb.png
Exile from Aaru
Toggle Hitboxes
Toggle Hitboxes
Snapback Sg 236.png + Sg mp.png + Sg mk.png / Sg 236.png + Sg hp.png + Sg hk.png
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


  • Standard snap with good range.


Specials

SG eli dpp.png
SG eli dp hb.png
"Rise!"
Toggle Hitboxes
Toggle Hitboxes
Upper Khat Sg 623.png + Sg p.png
Sg lp.png 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
Sg lp.pngSg mp.png 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
Sg lp.pngSg mp.pngSg hp.png 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
Sg mp.png 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
Sg mp.pngSg hp.png 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
Sg hp.png 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/whiff punish in neutral that can be difficult for multiple characters to punish. If Eliza hits an assist, she can "suki cancel" (cancel the move into block; in Eliza's case, she can jump cancel into block via prejump frames) 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.
  • All versions can be grabbed during startup.
  • On counterhit, raw Upper Khat will only provide +25 undizzy instead of +50.
  • Lkhat has a short hitbox, making it disadvantageous against fuzzies.
  • M and Hkhat point blank can be useful versus wider characters.


SG eli qcbk.png
SG eli spiral hb.png
"Mummify!"
Toggle Hitboxes
Toggle Hitboxes
Osiris Spiral Sg 214.png + Sg k.png
Sg lk.png 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
Sg mk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 250 x3, 600 (100 x4) (2.5%) 4% x3, 12% +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
Sg hk.png 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 and holds hitboxes on either side of Eliza. 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.

Sg lk.png

  • 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.

Sg mk.png

  • Gives slightly more meter than H spiral at max scaling, but is otherwise not used.

Sg hk.png

  • Chip out option and combo ender, delay after 5HP x3 if you haven't used the 5HP KD prior in a combo, to prevent them from being launched too high for LoS.
  • Very strong chip damage and good lockdown as an assist, but can be pushblocked before the second part.


SG eli qcflk.png
SG eli qcflk hb.png
"Boys!"
Toggle Hitboxes
Toggle Hitboxes
Throne of Isis Sg 236.png + Sg lk.png
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 10 (8 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 that hit from behind Eliza.
  • The hurtbox on throne can be hit by any strike move, removing the hitbox.


SG eli qcfmk.png
SG eli qcfmk hb.png
"Horace."
Toggle Hitboxes
Toggle Hitboxes
Dive of Horus Sg 236.png + Sg mk.png
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.
  • Be careful with usage as an anti air, Horace is not disjointed and can be hit out of the sky. Eliza can also be hit before Horace spawns in.
  • When used as an assist, Horace enters his hitstun animation when Eliza is hit out of her recovery.


SG eli qcfhk.png
SG eli qcfhk hb.png
"Albus!"
Toggle Hitboxes
Toggle Hitboxes
Weight of Anubis Sg 236.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Command Grab 55% Damage Scaling 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 and scaling at 0.55x with the throw itself. Albus doesn't have a vulnerable box, so the opponent can't hit him to stop the throw.
  • Eliza can immediately sweep to pickup off of the sliding knockdown.


SG eli qcbp.png
Sekhmet's Turn Sg 214.png + Sg p.png (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

SG eli sekl.png
SG eli sekl hb.png
Warrior's Khopesh
Toggle Hitboxes
Toggle Hitboxes
Sekhmet 5L Sg lp.png / Sg lk.png
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 [30] 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


  • Startup value in [brackets] refers to startup if done from Sekhmet's Turn
  • Costs 200HP on each press and spawns 1 blood drop per hit.
  • Sekhmet's single jab has enough hitstun to chain into 5H.
  • Due to being a chaining normal, can also autocorrect on opponents crossing up making it better for certain resets/and anti airs low IAD's/jumpins
  • It can be staggered into itself 3 times making for a good frametrap
  • +4 after recall on first and second hit and +7 after recall on last hit.


SG eli sekcl.png
SG eli sekjl hb.png
Sekhem Lunge
Toggle Hitboxes
Toggle Hitboxes
Sekhmet 2L d + Sg lp.png / Sg lk.png
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


  • Costs 250HP and does not spawn blood drops.
  • Sekhmet's does a quick dash attack that is a forward-moving low attack. Catches upbacking opponent from long range.
  • Can be used to challenge some sweeps
  • Being her only low attack helps with mixups and can give a low/overhead mixup with 5HP.
  • +14 after recall on hit (at point blank), useful


SG eli sekm.png
SG eli sekm hb.png
Butcher's Blade
Toggle Hitboxes
Toggle Hitboxes
Sekhmet 5M Sg mp.png / Sg mk.png
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 [27] 4 x2, 2 x8 20 24 x10 15 x10 4x 9, 10 N/A


  • Startup value in [brackets] refers to startup if done from Sekhmet's Turn
  • Costs 250HP and spawns 5 blood drops on hit (hits 1, 3, 5, 7, and 9).
  • A multihit attack with decent chip damage and lockdown potential, making it a strong move for armor breaking.
  • Main combo tool when scaling is at/near max.
  • +4 after recall on hits 1-9 and +1 on final hit after recall.


SG eli sekh.png
SG eli sekh hb.png
Carpenter's Axe
Toggle Hitboxes
Toggle Hitboxes
Sekhmet 5H Sg hp.png / Sg hk.png
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 [37] 3 26 15 18 13 N/A


  • Startup value in [brackets] refers to startup if done from Sekhmet's Turn
  • Costs 500HP and spawns 1 blood drop on hit.
  • This overhead axe swing is Sekhmet's most damaging attack. The lengthy ground bounce animation can be used more than once per combo.
  • Primary combo tool for big damage in the corner and to allow midscreen TK Horus routes.
  • Gimmick burst bait tool when paired with backdash due to the bounce height and how low Sekhmet is to the ground naturally. Do not overuse she loses a lot of health.
  • Can NOT backdash on block, making it easily punishable on block so use with caution. Can frametrap into bite (crimson scourge)


SG eli sekjl.png
SG eli sekjl hb.png
Sekhem Dive
Toggle Hitboxes
Toggle Hitboxes
Sekhmet jL j.Sg lp.png / Sg lk.png
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 [21] 12 9 21 13 8 N/A


  • Startup value in [brackets] refers to startup if done from Sekhmet's Turn
  • Costs 200HP and does not spawn blood drops.
  • Similar to 2L in terms of animation, hits overhead.
  • From very low to ground, can be used as a whiff punish against moves like sweeps.
  • Forward moving lunge attack, combos into air Axe at very low heights and Cartouche always.


SG eli sekjm.png
SG eli sekh hb.png
Ptahxe
Toggle Hitboxes
Toggle Hitboxes
Sekhmet jM j.Sg mp.png / Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 1000 (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


  • Costs 400HP and spawns 1 blood drop on hit.
  • Sekhmet drops to the ground before performing an axe attack similar to 5HP(however you can backdash on block with this version)
  • 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 for another chance at a mixup or a backdash to stay safe.
  • 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.


SG eli sekjh.png
SG eli sekjh hb.png
Signature Attack
Toggle Hitboxes
Toggle Hitboxes
Sekhmet jH j.Sg hp.png / Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 1050 (100) N/A Wall Bounce -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
18 [23] 2 20 16 19 12 N/A


  • Startup value in [brackets] refers to startup if done from Sekhmet's Turn
  • Costs 360HP and spawns 1 blood drop on hit.
  • The cartouche spells "Sekhmet" in the large active hit box.
  • Large range special when canceled into from Eliza, if started in Sehkmet form does not lunge forward.
  • Useful confirm/conversion tool midscreen and can be used as a hard read air-to-air move.


SG eli sekbpp.png
SG eli sekbpp hb.png
Toggle Hitboxes
Toggle Hitboxes
Sekhem Rebound 4.gif, 4.gif OR 4.gif + Sg p.png + Sg p.png (after making contact with any Sekhmet move)
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A Invuln. (Throw) (Frames 1-4) N/A N/A N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A 25 N/A N/A N/A N/A


  • Costs 800 HP.
  • Sekhmet quickly retreats backwards out of harm's way while still armored, at the cost of health.
  • Can only be done on the ground, meaning it can be done after jM, but not jL or jH.
  • Can be done when hitting an assist, even if the point is blocking, similar to 5mp and return.
    • Sekhmet is unable to use Rebound if 5H is blocked, or any move on whiff.
  • The pictured hitbox is taken from the peak of the arc, with the anchor as a size reference.


SG eli sekreturn.png
Hathor's Return Sg 214.png / Sg 236.png + Sg p.png / Sg k.png
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 done when hitting an assist, even if the point is blocking, similar to 5mp and backdash.


Supers

SG eli qcfpp.png
SG eli qcfpp hb.png
"She who mauls!"
Toggle Hitboxes
Toggle Hitboxes
Lady of Slaughter
Level 1
Sg 236.png + Sg p.png + Sg p.png
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


  • Eliza ejects Sekhmet, who performs an SNK-ish auto combo super on hit. Ends with Sekhmet under player control.
  • Due to being an armored hitgrab super, using this as DHC makes for some edge case punishes that most level 1 supers can’t otherwise do.
  • Only the first hit of this super progresses damage scaling.
  • While recovering, Hathor's Return can be inputted early to return to the anchor as fast as possible. Returning using this method also prevents any life drain that would occur.


SG eli jqcfkk.png
SG eli jqcfkk hb.png
"No mercy... the clutches of eternity!"
Toggle Hitboxes
Toggle Hitboxes
Nekhbet Breaker
Level 1
(Air Only) Sg 236.png + Sg k.png + Sg k.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid 55% Damage Scaling,
33.3% Minimum Scaling,
Hit Grab
0, 3000 (100) -100% Hard KD (+44) -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.
  • When Eliza and the opponent are offscreen, some DHCS can create setups as the opponent plummets back to earth (e.g. enable zoners to set up, or resource characters to gain what is needed).
  • Useful for DHCs where LoS would fail and damage from Neckbite would not kill.


SG eli sekqcfkk.png
SG eli sekqcfkk hb.png
*Sekhmet laughs manaiacally*
Toggle Hitboxes
Toggle Hitboxes
Crimson Scourge
Level 1
(Sekhmet Only) Sg 236.png + Sg k.png + Sg k.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full), 27.5% Minimum Scaling,
Hit Grab, 45% Damage Scaling
0, 2000 (100) -100% Crumple -31
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 + 3 20 30 15 18 N/A (8 on block) 7


  • Sekhmet lunges at the opponent and upon contact, does her signature attack that spawns 8 blood drops, heals for 75% of the damage it does, and crumples the opponent which allows followups.
  • Repositions Eliza's anchor directly behind Sekhmet to allow her to follow up easier.
  • Useful for DHC followups.
  • While recovering, Hathor's Return can be inputted early to return to the anchor as fast as possible. Returning using this method also prevents any life drain that would occur.


SG eli qcbpp.png
SG eli qcbpp hb.png
"Sunrise! High noon! Sunset!"
Toggle Hitboxes
Toggle Hitboxes
Khepri Sun
Level 3
Sg 214.png + Sg p.png + Sg p.png
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% KD -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.
  • Due to this super traveling far across the screen, it will likely go near the corner if performed from midscreen, allowing Eliza to confirm easily off of OTG for a longer combo. However, even if it ends midscreen, Eliza can still confirm using OTG 2MK, 5HP, or Dash 2LK on certain characters, or using M DP on everyone.


Taunt

SG eli taunt.png
"Keep young and beautiful!"
Scarlet Ladies Sg mk.png , Sg lp.png , 2.gif , Sg lk.png , Sg mp.png
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, all blood drops near Eliza will move closer towards her.


SG eli assist.png
"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
  • Amount of time it takes for the character to turn invulnerable after they finish performing their assist action.
  • Longer recovery → more time to punish the assist.

Colors

SG eli color1.png SG eli color2.png SG eli color3.png SG eli color4.png SG eli color5.png
Color 1
SGColor1.png
Default color palette.
Color 2
SGColor2.png
Based on Cleopatra (as portrayed by Elizabeth Taylor) from Cleopatra.
Color 3
SGColor3.png
Based on Eliza from Tekken Revolution.
Color 4
SGColor4.png
Original alternate color palette.
Color 5
SGColor5.png
Original alternate color palette.

SG eli color6.png SG eli color7.png SG eli color8.png SG eli color9.png SG eli color10.png
Color 6
SGColor6.png
Original alternate color palette.
Color 7
SGColor7.png
Original color palette based on bloody Eliza from her story mode.
Color 8
SGColor8.png
Based on Princess Iset from Vindictus.
Color 9
SGColor9.png
Based on Jedah from the Darkstalkers / Vampire series. Includes Albus as Jon Talbain.
Color 10
SGColor10.png
Based on C. Viper from Street Fighter 4; includes Albus as Rufus and Horace as Goku.

SG eli color11.png SG eli color12.png SG eli color13.png SG eli color14.png SG eli color15.png
Color 11
SGColor11.png
Based on Tharja from Fire Emblem: Awakening.
Color 12
SGColor12.png
Based on Dr. Doom from Marvel vs Capcom 2.
Color 13
SGColor13.png
Based on I-No from Guilty Gear.
Color 14
SGColor14.png
Based on Queen Odette from Odin Sphere.
Color 15
SGColor15.png
Based on Dio Brando from Jojo's Bizarre Adventure: Stardust Crusaders; includes Albus and Horace as The World.

SG eli color16.png SG eli color17.png SG eli color18.png SG eli color19.png SG eli color20.png
Color 16
SGColor16.png
Based on Faye Valentine from Cowboy Bebop; includes Albus as Spike Spiegel and Horace as Jet Black.
Color 17
SGColor17.png
Based on Velvet from Odin Sphere.
Color 18
SGColor18.png
Based on Ragyō Kiryūin from Kill la Kill; includes Sekhmet as Life Fibers, Albus as Rei Hoomaru, and Horace as COVERS.
Color 19
SGColor19.png
Based on Red from Transistor; includes Sekhmet as The Process.
Color 20
SGColor20.png
Original alternate color palette.

SG eli color21.png SG eli color22.png SG eli color23.png SG eli color24.png SG eli color25.png
Color 21
SGColor21.png
Based on Porrim Maryam from MS Paint Adventures. Crowdfunding request.
Color 22
SGColor22.png
Original alternate color palette. Crowdfunding request.
Color 23
SGColor23.png
Based on Urien from Street Fighter 3; includes Sekhmet as Twelve, Albus as Gill, and Horace as Necro.
Color 24
SGColor24.png
Based on Raven from Teen Titans; includes Sekhmet as Trigon and Albus and Horace as Beast Boy. Crowdfunding request.
Color 25
SGColor25.png
Based on Elizabeth from Persona 3; includes Sekhmet as Thanatos.

Eliza 26.png Eliza 27.png SG eli color28.png SG eli color29.png SG eli color30.png
Color 26
SGColor26.png
Based on Ana from Overwatch.
Color 27
SGColor27.png
Based on Sora from Kingdom Hearts III.
Color 28
SGColor28.png
Based on Lapis Lazuli from Steven Universe.
Color 29
SGColor29.png
Based on Ajna from Indivisible.
Color 30
SGColor30.png
?

SG eli color31.png SG eli color32.png
Color 31
SGColor31.png
Based on Kikuri-Hime from Shin Megami Tensei (Nocturne onward).
Color 32
SGColor32.png
Based on Astarte from Castlevania.


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.

Eliza intro 1.png Intro pose 1:
Hold
Sg lp.png OR Sg lk.png
Sekmet emerges from a pool of blood.
Gaze into the face of your death!
Your cells shall betray you!
Eliza intro 2.png Intro pose 2:
Hold
Sg mp.png OR Sg mk.png
Eliza poses with sunglasses and a stylish purse.
How do I look?
Yes, I am rich!
Eliza intro 3.png Intro pose 3:
Hold
Sg hp.png OR Sg hk.png
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.

SG pose eli LP.png Winpose 1:
Hold
Sg lp.png

How do I look?
SG pose eli MP.png Winpose 2:
Hold
Sg mp.png

Yes, I am rich.
SG pose eli HP.png Winpose 3:
Hold
Sg hp.png

Victory looks good on me.
SG pose eli LK.png Winpose 4:
Hold
Sg lk.png

Boys! Prepare the limo!
SG pose eli MK.png Winpose 5:
Hold
Sg mk.png

I could go for a dip right about now...
SG pose eli HK.png Winpose 6:
Hold
Sg hk.png

I give the orders!
SG pose eli PP.png Winpose 7:
Hold
Sg p.png + Sg p.png

How do I look?
SG pose eli KK.png Winpose 8:
Hold
Sg k.png + Sg k.png

Deal with it!

Players to Watch

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.

Usual Color Handles/Links Region Status Notes
SG eli color24.png
Vending
Poland
Poland
Active Eliza H spiral / Squigly drag'n'bite / Big Band H-brass
Next generation Eliza pushing the character itself to the maximum, while freestyling and robbing.
Example Play
SG eli color15.png
Bootyballspoepeyes United States
United States
Active Valentine 2MK / Double H Bomber / Eliza H Spiral
bbp👍
Example Play
SG eli color26.png
Halibel United States
United States
Active Eliza H Spiral / Fukua L Shadow
lab monster for da optimals.iajdiedjydtjadjadjadj
Example Play
SG eli color23.png
Namlay

Twitch

United States
United States
inactive Eliza Axe / Parasoul H shot / Big Band H A-train
She who Balls
Example Play
SG eli color13.png
Aristal
@Aristal159
Brazil
Brazil
Active Eliza Butchers / Annie H Cut / Parasoul H Pillar
Keep young and beautiful
Example Play
SG eli color11.png
Fuzzy_Snugs
United States
United States
inactive Double L Bomber / Squigly DnB / Eliza H Spiral
Hi
Example Play
SG eli color18.png
LazyDiablos
United States
United States
Inactive(?) Ms. Fortune H Fiber / Eliza Butcher's

Example Play
SG eli color14.png
PleasureThatCutsWind
@PleasureTCW
United States
United States
CA
inactive Cerebella H LNL / Eliza Butcher's / Big Band H Train
Creator of the self titled Eliza guide.
Example Play
SG eli color8.png
RoyalHeart v2
@BloomingLotusV2
United States
United States
IL
Lurking probably N/A
Yes, he is rich.
Example Play
SG eli color7.png
Sinclair
Sinclair Moreau
Netherlands
Netherlands
probably inactive idk Eliza Butcher's / Double L Bomber / Robo-Fortune H Beam
Mother of Eliza players, Neutral monster and years long Eliza activist.
Example Play


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