Skullgirls/Eliza

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SG eli.jpg

Eliza

Voiced by: Michelle Ruff, Wendee Lee, Sean Schemmel, Christopher Corey Smith (EN), Chie Matsuura (JP)
Age: Secret
Birthday: October 17
Bloodtype: Any
Height: 5'11"
Weight: 160lbs (on average)
Measurements: 36DD - 24 - 41 (on average)
Likes: Beer, kushari, dolma, Old Fashioneds, board games (especially Senet), bathing, dressing up, cats, sunny weather, dancing, singing, being in the spotlight, blood, conquest, Samson
Dislikes: Human arrogance, prejudice against Parasites, plebians, missed opportunities, philanthropy, X-rays, living small, Trinitism, historical inaccuracies, unhealthy blood, losing her nose, Samson
SG Eliza icon.png

Skullgirls main page


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

Eliza’s large hitboxes on her attacks, fast air dash speeds, sizeable throws, and her vast array of offensive tools make Eliza a very scary rushdown character when she’s in the opponent’s face. But it’s not just upclose; Eliza’s use of disjointed and far reaching attacks allow her to also play confident in mid-range as well.

  • With the Sekhmet's Turn (214 P) special, Eliza retreats to the background as her skeleton Sekhmet comes under direct player control. Sekhmet has 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.
  • 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.
  • Has a unique reversal, Upper Khat (623P) which is strike invulnerable, but can double as a neutral tool as well. Each P button corresponds to its own hieroglyph of increasing distance and size, and the weaker ones can chain into a stronger one. The attack is also jump cancelable on hit, allowing for conversions.


Important moves:

  • j.LK - staple of her offense, fast with IADs
  • c.LK - far hitting cLK 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 - strong overhead mixup tool that keeps Eliza somewhat safe and is a decent anti-air
  • j.MK - far horizontal air move that’s essential for Eliza midrange spacing
  • s.MP - disjointed launcher that's perfect for anti-airing opponents above Eliza


Movement
Walk: Slow
Jump: Single jump
Dash or Run: Eliza has a very long, slow forward dash and a slow, extendable back dash that will end after a set distance.
Air Dash: Eliza has a medium speed 2 way (forward and backward) air dash. Her forward air dash moves upward at a 20 degree angle. Her backward air dash moves upward with a much smaller angle.
Weight: Medium
Chains
Standing: 3 Buttons: SG lp.png OR SG lk.png ---.png SG mp.png OR SG mk.png ---.png SG hp.png OR SG hk.png
Crouching: 3 Buttons: SG lp.png OR SG lk.png ---.png SG mp.png OR SG mk.png ---.png SG hp.png OR SG hk.png
Air: 6 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png ---.png SG hk.png

Sekhmet

SG eli sekhmet.png
  • 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%.


Assists

Default Assists
  • Dive of Horus - 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.
Noteworthy Custom Assists
  • 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. Be aware that using Sekhmet assists consume available meter
  • 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. Be aware that using Sekhmet assists consume available meter.

Move List

Normals

Standing Normals

SG eli slp.png

Wadjab

View hitbox
(?)

s.LP Standing SG lp.png
x1, x2, x3 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 200 2.5% +1 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 2 14 16 18 7


  • 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



SG eli smp.png

Siren Serpopards

View hitbox
(?)

s.MP Standing SG mp.png
Guard Properties Damage Meter On Hit On Block
Mid Launcher 550 7.5% -2 -12
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 4 28 29 19 9


  • This launcher has a single hit and sends the opponent to a low height for an air chain.
  • Disjointed, making it extremely useful as an anti air tool that hits where Dive of Horus or Upperkhat do not.
  • 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-normal that can be canceled into special moves to be made relatively safe, this move ends up being one of if not the best anti-air tools in the game.
  • Due to the tall, disjointed, and fast hitbox, this move is 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.



SG eli shp.png

Sirocco Storm

View hitbox
(?)

s.HP Standing SG hp.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 400 3.3% ±0 -10
Startup Active Recovery Hit Stun Block Stun Hit Stop
21 2 30 31 21 8
x2 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 500 4% -3 -13
Startup Active Recovery Hit Stun Block Stun Hit Stop
18 2 33 31 21 8
x3 Guard Properties Damage Meter On Hit On Block
High - 750 5% KD OR -8 -18
Startup Active Recovery Hit Stun Block Stun Hit Stop
18 4 36 27 21 9 OR 10 (2nd use)


  • 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.
  • The 3rd hit's KD is only once per combo. If used the second time in a combo, it does the same hitstun as the 2nd hit.
  • 2nd hit pulls opponents down, making it useful for distant confirms when used with Dive of Horus or L Upper Khat.



SG eli slk.png

Sandal Wedge

View hitbox
(?)

s.LK Standing SG lk.png
Guard Properties Damage Meter On Hit On Block
Mid - 325 2.5% +2 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 2 18 21 18 8


  • Disjointed light attack that is somewhat higher hitbox than cLK, making it preferred in certain combo strings



SG eli smk.png

Chaos Banish

View hitbox
(?)

s.MK Standing SG mk.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 300 x3 2.5% x3 -3 -9
Startup Active Recovery Hit Stun Block Stun Hit Stop
15 1, (2), 1, (3), 3 26 25 x3 19 x3 3 x2, 9
x2 Guard Properties Damage Meter On Hit On Block
Mid - 400 2.9% -2,
KD (vs air)
-9
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 2 27 26 19 9


  • 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 cMP or cMK 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.



SG eli shk.png

Solar Arc

View hitbox
(?)

s.HK Standing SG hk.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 500 5% -7 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop
22 3 32 27 26 10
x2 Guard Properties Damage Meter On Hit On Block
Mid - 900 6.6667% Sliding KD -22
Startup Active Recovery Hit Stun Block Stun Hit Stop
25 3 39 27 19 13


  • The first s.HK'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



Crouching Normals

SG eli clp.png

Nemes Set

View hitbox
(?)

c.LP Crouching SG lp.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 250 2.5% +5 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 2 14 20 18 7
x2 Guard Properties Damage Meter On Hit On Block
Mid - 250 2.5% +4 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 2 15 20 18 7


  • Eliza attacks with a bloody pharaoh's beard and snake crown. Although this is slower than s.LP, 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 sLP



SG eli cmp.png

Middle of the Sphynx

View hitbox
(?)

c.MP Crouching SG mp.png
x1 Guard Properties Damage Meter On Hit On Block
Low Chains Into Self 550 7.5% ±0 -6
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 3 22 24 18 9
x2 Guard Properties Damage Meter On Hit On Block
Mid Projectile 300 4.5% +1 -5
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 16 31 24 18 7


  • 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 cMK to keep Eliza somewhat safe, even from early pbgc attempts.



SG eli chp.png

Isis Wings

View hitbox
(?)

c.HP Crouching SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid Launcher 400, 500 5% x2 +5 -9
Startup Active Recovery Hit Stun Block Stun Hit Stop
21 3, (12), 3 26 25, 33 19 x2 7, 9


  • Eliza must use this 2 hit attack instead of the faster s.MP if she wants a full height launcher.



SG eli clk.png

Bast's Cuff

View hitbox
(?)

c.LK Crouching SG lk.png
Guard Properties Damage Meter On Hit On Block
Low - 275 2.5% +6 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 2 14 21 18 7


  • 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.



SG eli cmk.png

Sobek Slide

View hitbox
(?)

c.MK Crouching SG mk.png
Guard Properties Damage Meter On Hit On Block
Low - 400, 500 3.75% x2 Soft KD -12
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 16, (13), 1 35 (27 on whiff) 24, 16 23 x2 6, 9


  • 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.



SG eli chk.png

Solar Barge

View hitbox
(?)

c.HK Crouching SG hk.png
Guard Properties Damage Meter On Hit On Block
Low Armor (vs projectiles),
Sweep
1200 10% Soft KD (Invuln.) -42
Startup Active Recovery Hit Stun Block Stun Hit Stop
24 44 17 15 18 13


  • 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

SG eli jlp.png

Sistrum Shake

View hitbox
(?)

j.LP Jumping SG lp.png
Guard Properties Damage Meter On Hit On Block
High - 300 2.5% -4 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 18 8 21 17 7


  • 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



SG eli jmp.png

Crescent Scribe

View hitbox
(?)

j.MP Jumping SG mp.png
Guard Properties Damage Meter On Hit On Block
High - 450 7.5% -1 -5
Startup Active Recovery Hit Stun Block Stun Hit Stop
13 3 22 23 19 10


  • Hits an 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



SG eli jhp.png

Aten Array

View hitbox
(?)

j.HP Jumping SG hp.png
Guard Properties Damage Meter On Hit On Block
High - 875 10% -2 -5
Startup Active Recovery Hit Stun Block Stun Hit Stop
19 5 23 25 22 12


  • 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



SG eli jlk.png

Low Glyph

View hitbox
(?)

j.LK Jumping SG lk.png
Guard Properties Damage Meter On Hit On Block
High (rising mid) - 300 2.5% +2 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 6 14 21 17 7


  • When Eliza is on on the way up from her jump, 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



SG eli jmk.png

High Glyph

View hitbox
(?)

j.MK Jumping SG mk.png
Guard Properties Damage Meter On Hit On Block
High - 500 7.5% +5 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop
13 12 8 24 19 10


  • 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



SG eli jhk.png

Hesat Head

View hitbox
(?)

j.HK Jumping SG hk.png
Guard Properties Damage Meter On Hit On Block
High - 875 10%
Sliding KD OR KD (vs air)
-2
Startup Active Recovery Hit Stun Block Stun Hit Stop
18 4 21 25 22 12


  • 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



Throws

SG eli throw.png

Lower Domain

View hitbox
(?)

Throw SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
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
7 1 28 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.



SG eli airthrow.png

Upper Domain

View hitbox
(?)

Air Throw SG lp.png + SG lk.png (in air)
Guard Properties Damage Meter On Hit On Block
Air Throw 50% Damage Scaling 0, 1000 5%, 9% Wall Splat N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 3 16 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 cMK, but uses otg. Can also convert with jHP adc if you haven’t used an air dash to save otg



Team Moves

SG eli tag.png

Chauffeur Service

View hitbox
(?)

Tag SG mp.png + SG mk.png / SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Tag 500 7.5% Ground Bounce  ?
Startup Active Recovery Hit Stun Block Stun Hit Stop
15 18 43 10 13 12


  • Eliza enters from the top of the screen, carried in by Horace performing a dive kick.



SG eli snap.png

Exile from Aaru

View hitbox
(?)

Snapback Qcf.png + SG mp.png + SG mk.png / Qcf.png + SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Snapback 0 -100% N/A -13
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 + 3 2 29 14 17 (9) 13




Specials

SG eli dpp.png

"Rise!"

View hitbox
(?)

Upper Khat Dp.png + SG p.png
SG lp.png Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Strike),
Projectile
350 (100) (2.5%) 6% +4 -9
Startup Active Recovery Hit Stun Block Stun Hit Stop
11, 4 3 30 28 15 8
SG lp.pngSG mp.png Guard Properties Damage Meter On Hit On Block
Mid Projectile 550 (100) (2.5%) 6% -6 -20
Startup Active Recovery Hit Stun Block Stun Hit Stop
12, 4 3 41 28 14 9
SG lp.pngSG mp.pngSG hp.png Guard Properties Damage Meter On Hit On Block
Mid Launcher,
Projectile
750 (100) (2.5%) 6% -19 -29
Startup Active Recovery Hit Stun Block Stun Hit Stop
12, 4 3 50 33 13 10
SG mp.png Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Strike),
Projectile
550 (100) (2.5%) 6% -1 -15
Startup Active Recovery Hit Stun Block Stun Hit Stop
11, 4 3 36 28 14 9
SG mp.pngSG hp.png Guard Properties Damage Meter On Hit On Block
Mid Launcher,
Projectile
750 (100) (2.5%) 6% -15 -25
Startup Active Recovery Hit Stun Block Stun Hit Stop
12, 4 3 46 33 13 10
SG hp.png Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Strike),
Launcher,
Projectile
750 (100) (2.5%) 6% -11 -21
Startup Active Recovery Hit Stun Block Stun Hit Stop
11, 4 3 42 33 13 10


  • A move using 3 hieroglyphic servants who appear out of the ground as projectiles. The LP verion 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.



SG eli qcbk.png

"Mummify!"

View hitbox
(?)

Osiris Spiral Qcb.png + SG k.png
SG lk.png Guard Properties Damage Meter On Hit On Block
Mid - 300, 600 (100, 100) (2.5%) 2.25%, 3.75% +10 OR +4 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop
15 3, (13), 5 14 26, 28 OR 26, 22 19, 16 7, 10

(5, 10 on block)

SG mk.png Guard Properties Damage Meter On Hit On Block
Mid - 250 x3, 600 (100 x4) (2.5%) 2.25% x3, 7.50% +4 -5
Startup Active Recovery Hit Stun Block Stun Hit Stop
17 8, 4, (15), 8, 3 22 26 x3, 28 17 x3, 19 7 x3, 10

(4 x3, 10 on block)

SG hk.png Guard Properties Damage Meter On Hit On Block
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
19 6 x3, 3, (13), 6 x3, 3 27 26 x7, 28 15 x7, 20 7 x7, 10

(2 x7, 10 on block)


  • 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.



SG eli qcflk.png

"Boys!"

View hitbox
(?)

Throne of Isis Qcf.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Mid - 1000 (100) (2.5%) 7.5% Soft KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 -- 42 17 20 8 (7 on block)


  • 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 will absorb unlimited hits from projectiles even though it doesn't count as one, 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 it’s startup, can be used occasionally to stuff out teleports or IADs that hit from behind Eliza



SG eli qcfmk.png

"Horace."

View hitbox
(?)

Dive of Horus Qcf.png + SG mk.png
Guard Properties Damage Meter On Hit On Block
High 66% Damage Scaling,
Projectile
850 (100) (2.5%) 4.95% Ground Bounce -5
Startup Active Recovery Hit Stun Block Stun Hit Stop
19 (Until ground) 37 12 15 10 (7 on block)


  • 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.



SG eli qcfhk.png

"Albus!"

View hitbox
(?)

Weight of Anubis Qcf.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Command Grab - 0 (2.5%) 0% Sliding KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
37 2 18 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."



SG eli qcbp.png





Sekhmet's Turn Qcb.png + SG p.png (Air OK)
Guard Properties Damage Meter On Hit On Block
- - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
17 N/A 20 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

Warrior's Khopesh

View hitbox
(?)

Sekhmet s.L SG lp.png / SG lk.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 300 (75) N/A -3 -10
Startup Active Recovery Hit Stun Block Stun Hit Stop
13 3 25 24 17 7
x2 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 300 (75) N/A -3 -10
Startup Active Recovery Hit Stun Block Stun Hit Stop
9 3 25 24 17 7
x3 Guard Properties Damage Meter On Hit On Block
Mid - 550 (100) N/A -7 -17
Startup Active Recovery Hit Stun Block Stun Hit Stop
9 3 32 27 17 11


  • Sekhmet's single jab is good enough to chain into s.HP. Chaining additional hits will consume meter for each LP attack.
  • Due to being a chaining normal, can also autocorrect on opponents crossing up



SG eli sekcl.png

Sekhem Lunge

View hitbox
(?)

Sekhmet c.L D.png + SG lp.png / SG lk.png
Guard Properties Damage Meter On Hit On Block
Low - 350 N/A +1 -15 to -7
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 12 22 34 18 8


  • Sekhmet's quick lunge forward is her only low and can chain directly to s.HP to start a combo.



SG eli sekm.png

Butcher's Blade

View hitbox
(?)

Sekhmet s.M SG mp.png / SG mk.png
Guard Properties Damage Meter On Hit On Block
Mid - 200 x10 (30 x9, 25) N/A ±0 -11
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 4 x2, 2 x8 20 24 x10 15 x10 4x 9, 10


  • This 10 dagger attacks his attack can add 10 hits at end end of a combo while only using meter from a single button press. Outside of a combo, this attack can leave Sekhmet standing around and taking damage through her armor.



SG eli sekh.png

Carpenter's Axe

View hitbox
(?)

Sekhmet s.H SG hp.png / SG hk.png
Guard Properties Damage Meter On Hit On Block
High - 1100 (100) N/A Ground Bounce -10
Startup Active Recovery Hit Stun Block Stun Hit Stop
20 3 26 15 18 13


  • This overhead axe swing is Sekhmet's most damaging attack. The lengthy ground bounce animation can be used more than once per combo.



SG eli sekjl.png

Sekhem Dive

View hitbox
(?)

Sekhmet j.L Jumping SG lp.png / SG lk.png
Guard Properties Damage Meter On Hit On Block
High - 350 N/A +1 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 12 9 21 13 8


  • The air version of Sekhmet's lunge has less active frames than the c.LP version.



SG eli sekjm.png

Ptahxe

View hitbox
(?)

Sekhmet j.M Jumping SG mp.png / SG mk.png
Guard Properties Damage Meter On Hit On Block
High - 1100 (100) N/A Ground Bounce -10
Startup Active Recovery Hit Stun Block Stun Hit Stop
15, (until ground) 3 26 15 18 13


  • Sekhmet drops to the ground before performing an axe attack similar to s.HP. Because this is an MP button attack, it will chain to sHP after Sekhmet lands.
  • The sHP 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.



SG eli sekjh.png

Signature Attack

View hitbox
(?)

Sekhmet j.H Jumping SG hp.png / SG hk.png
Guard Properties Damage Meter On Hit On Block
High - 1050 (100) N/A Wall Bounce -2
Startup Active Recovery Hit Stun Block Stun Hit Stop
18 2 20 16 19 12


  • 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.



SG eli sekreturn.png





Hathor's Return Qcb.png / Qcf.png + SG p.png / SG k.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A N/A N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
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

SG eli qcfpp.png

"She who mauls!"

View hitbox
(?)

Lady of Slaughter
Level 1
Qcf.png + SG p.png + SG p.png
Eliza Guard Properties Damage Meter On Hit On Block
Mid 66.7% Min. Scaling (last hit),
Hit Grab
0, 80x25, 1200(min. 800) (100) -100% KD -54
Startup Active Recovery Hit Stun Block Stun Hit Stop
16+1 16 37 N/A, 36 x8, 16 x17, 16 21 (5) N/A (12 on block)
Sekhmet Guard Properties Damage Meter On Hit On Block
Mid 66.7% Min. Scaling (last hit),
Hit Grab
0, 80x25, 1200(min. 800) (100) -100% KD -50
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 + 3 16 23 N/A, 36 x8, 16 x17, 16 21 (4) N/A (12 on block)


  • 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



SG eli jqcfkk.png

"No mercy... the clutches of eternity!"

View hitbox
(?)

Nekhbet Breaker
Level 1
(Air Only) Qcf.png + SG k.png + SG k.png
Guard Properties Damage Meter On Hit On Block
Mid 33.3% Min. Scaling,
Hit Grab
0, 3000 (100) -100% Hard Knockdown -32
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 + 3 until ground 35 N/A 18 (4) N/A (9 on block)


  • 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.



SG eli qcbpp.png

"Sunrise! High noon! Sunset!"

View hitbox
(?)

Khepri Sun
Level 3
Qcb.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full),
45% Min. Scaling
380x10, 100x11, 50, 100x9, 1200

(100 x 31, 200)

-300% Ground Bounce -51
Startup Active Recovery Hit Stun Block Stun 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 (6) 2 x10, 15, 2 x10, 15, 2 x9, 29

(last hit is 15 on block)


  • 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 cMK, sHP, or Dash cLK on certain characters, or using H DP on everyone.



Taunt

SG eli taunt.png

"Keep young and beautiful!"



Scarlet Ladies SG mk.png , SG lp.png , D.png , SG lk.png , SG mp.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
N/A N/A 85 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.



Combos

Beginner Combos

If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!

1.
c.LK > c.MK > s.HK
A basic ground chain combo ending in a sliding knockdown. Unsafe on block.
2.
c.LK > c.MK > s.HPx3 xx Throne of Isis
A basic ground chain combo ending in a special cancel.
3.
c.LK > c.MK > s.HPx2 xx H Spiral xx LoS
A basic ground chain combo ending in a super cancel.
4.
c.LK > c.MK > c.HP,
j.MP > j.HP adc j.LK > j.MP > j.HP,
(restand) s.LPx3 > c.MK > s.HPx2 xx H Spiral xx LoS
A basic air chain combo that sets up a restand. After the restand, you can choose to go for a reset with IAD j.LK or throw.

Bread and Butter Combos

While these combos may not be optimal, they contain the most common, effective combo routes and are a great place to start learning.


Midscreen - 7182 dmg (video)
c.LK > c.MK > c.HP xx Dive of Horace,
dash (OTG) c.HK xx H Upper Khat,
j.MP > j.HP ADC j.LK > j.MP > j.HP,
c.MK > s.HPx2 xx L Osiris Spiral,
s.LK > c.MK > s.HPx2 xx H Osiris Spiral xx Lady of Slaughter


Corner - 7682 dmg (video)
c.LK > c.MK > c.HP xx Dive of Horace,
(OTG) c.HK xx M~H Upper Khat,
j.MK > j.HK ADC j.LK > j.MP > j.HP,
s.MKx2 > s.HP xx L Osiris Spiral,
s.LP > s.MK > s.HP xx H Osiris Spiral xx Lady of Slaughter


Corner (with Sekhmet) - 7846 dmg (video)
c.LK > c.MK > c.HP xx Dive of Horace,
(OTG) c.HK xx M~H Upper Khat,
j.HK ADC j.MP > j.HK xx L Sekhmet's Turn,
Sekhmet j.M > Sekhmet s.H xx Hathor's Return,
c.MK xx L Osiris Spiral,
s.LP > s.MK > s.HP xx H Osiris Spiral xx Lady of Slaughter


Corner (with Sekhmet) - 8115 dmg (video)
c.LK > c.MK > c.HP xx Dive of Horace,
H Sekhmet's Turn,
Sekhmet j.M > Sekhmet s.H xx Hathor's Return,
s.HP xx (OTG) Throne of Isis,
c.MK > s.HP xx L~M~H Upper Khat,
air dash j.LK > j.MP,
s.LP > s.MK > s.HP xx H Osiris Spiral xx Lady of Slaughter


Double Snap combo
[s.LK > c.MK > c.HP]
repeat

Conversions

This section has not been started yet. If you'd like to see this section filled out, please consider creating an account and contributing!

Setups

Eliza basic resets

Strategy

This section has not been started yet. If you'd like to see this section filled out, please consider creating an account and contributing!

Goals
Offense
Neutral
Defense
Other techniques

Counterplay

This section has not been started yet. If you'd like to see this section filled out, please consider creating an account and contributing!

How to beat this character
Counters to common techniques

Resources

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.

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.

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!


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