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…
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.
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
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%.
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.
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.
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.
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
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.
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.
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.
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 its startup, can be used occasionally to stuff out teleports or IADs that hit from behind Eliza
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.
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."
+ (Air OK)
Eliza ejects Sekhmet, adding additional start up before Sekhmet performs an attack corresponding to the strength of the button pressed.
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.
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.
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
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.
"Keep young and beautiful!"
, , , ,
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.
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!
c.LK > c.MK > s.HKx2
A basic ground chain combo ending in a sliding knockdown. Unsafe on block.
c.LK > c.MK > s.HPx3 xx Throne of Isis
A basic ground chain combo ending in a special cancel.
c.LK > c.MK > s.HPx2 xx H Spiral xx LoS
A basic ground chain combo ending in a super cancel.
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.