![]() ![]() From the air she can use J.mk to create walls above or in front of the opponent and can air dash bait out attempts to challenge it.While grounded she can control airspace with sMP, Horus, and sHK, and ground space with sHP, sHK, Sekhmet moves (notably butchers), and Khats.Perhaps Eliza's biggest strength in neutral is the ability to control the midrange. ![]() Sinclair's "Grid Jail" concept visualized Sekhmet can be used to create frametraps or extra overheads to confuse the opponent's defensive habits, but since this costs health and is often unsafe, it is used sparingly. Ground strings and tick throws can be used as a 2nd layer, but are easier to escape with pushblock. Level 3 (214PP) a costly reversal that covers a large area above Eliza but lacks a hitbox in the front of her.Įliza's strongest positions are at instant air dash height when the opponent is grounded and at a frame disadvantage, or being close to the corner where she can stay at poking range and prevent people escaping.Īir strings on grounded opponents tend to be her 1st layer of offense since they are difficult to escape, lead into more pressure, and can be left/right mixups by themselves.Upper Khat (623P) although strike invulnerable it is very easy to avoid by jumping forward.5MP - disjointed launcher that's perfect for anti-airing opponents above Eliza.jMK - far horizontal air move that’s essential for Eliza midrange spacing.Dive of Horus (236MK) - strong overhead mixup tool that keeps Eliza somewhat safe and is a decent anti-air.H Upper Khat (623HP) - far reaching invincible DP that is more like a strong neutral poke than a defensive reversal.2LK - far hitting 2LK compared to the rest of the cast for low hitting pressure.jLK - staple of her offense, fast with IADs. ![]()
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