• [2018/06/22]
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Eliza Moveset & Combo Guide

Cartouche‼

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has been mildly updated for Version 5.00

  • OTG: means the action / blockbuster / special hits during the bounce from a knockdown and can only be used once per combo.
  • Ground Bounces: mixed info, unsure what's true, combos just work where they work.
  • Staggers are available once per combo. Staggers remain used if the combo counter turns red. Staggers reset when the combo counter starts anew.
    If the AI bursts out of a combo where the stagger has already been used, it will remain used for the next combo. If the AI then proceeds to tag out, it will remain used for the next combo on the next character.
  • Any actions done while in Sekhmet Mode will be written in [ ] after the blockbuster's name.
  • Sekhmet BB [/charge] means Sekhmet's charge attack isn't necessary.


Sekhmet Mode (Unlocked Through the Skill Tree)
  • Sekhmet has built-in unflinching, without the buff. She still takes damage while in Sekhmet Mode.
  • She is extremely vulnerable to grabs and blockbusters of any sort, act quickly. Normal grabs can be teched. Opponent blockbusters return Sekhmet to Eliza no matter the outcome.
  • She has 5 inputs available to her: swipe backward, swipe forward, tap x3, swipe up or down (same attack), hold press.
  • Her charge attack is always unblockable, without needing the fully upgraded skill tree branch, & it staggers the opponent. Last 2-3 hits are blockable and can proc AUTO GUARD.
    When charging to start a new combo, perform the grab tech input upon release, as the AI may attempt to grab Sekhmet during startup. AIs that grab the most, starting with most aggressive: Filia, Fukua, Parasoul, Big Band.
  • Startup to Blockbusters Sekhmet's Turn/Fury/Bite is vulnerable. She can get hit out of it, not a 100% safe reversal but can be used when in a pinch.


Move Classifications
  • PROJECTILES: Dive of Horus, Throne of Isis, Middle of the Sphynx (2nd hit)
  • GRABS: Weight of Anubis, Nekhbet Breaker
PROJECTILES and GRABS need research.
Invincibility is more nuanced, so please go to the Specials and Blockbusters sections for more info on each move.


Notable Normals
Dash
Has a high enough hitbox to punish certain raw tags if timed correctly: Eliza's, Cerebella's, Double's (2nd hit), maybe Filia's, maybe Painwheel's.​
When comboing Double out of her 2nd hit, jabs have to be delayed for her to land with hitstun still available to continue. Also the camera gets funky (it's great!)​

Jab hits 3-5
Have a far out enough hitbox to punish certain dashes, moves & raw tags if timed correctly. Punishable raw tags: Big Band's, Beowulf's, Valentine's.​
Jab hit 3 has no hurtbox on the Staff of Ra.​

Charge
Initial hitbox stays out for a while. Only performs second hit if first one connects on hit or block.​

Trip/Sweep
Hitbox stays out longer than her charge and can travel almost the entire screen.​

Sekhmet Mode [Charge]
Always unblockable, without needing the fully upgraded skill tree branch. Staggers the opponent. Last 2-3 hits are blockable and can proc AUTO GUARD.​


Specials
TAUNT: Scarlet Ladies
At level 1:
Cooldown: 20 seconds.​
TAUNT your opponent to gain REGEN for 10 seconds.​

OUTTAKE: Exile From Aaru (aka SNAPBACK)
At level 1:
Cooldown: 20 seconds.​
Forces the opponent to TAG OUT on HIT, removing all COMBAT EFFECTS.​

BURST
At level 1:
Cooldown: 18 seconds.​
On HIT, inflict CURSE for 5 seconds.​

Chaos Banish
At level 3:
Cooldown: 18 seconds.​
Removes all BUFFS from the opponent and inflicts HEAL BLOCK for 4 seconds (also applies on BLOCK).​
Ground Bounce.​

Middle of the Sphynx
At level 1:
Cooldown: 20 seconds.​
On HIT, reduce opponent BLOCKBUSTER METER by 25%.​
Projectile 2nd hit.​
Tap screen 2 times.​
Cannot combo into anything. Extremely punishable if used outside of a knockdown.​

Osiris Spiral
At level 3:
Cooldown: 20 seconds.​
5% chance on HIT to inflict HEAVY BLEED for 5 seconds.​
"What's wrong? 2spooky?"

Upper Khat
At level 15:
Cooldown: 10 seconds.​
50% chance on HIT to STUN opponent for 6 seconds.​
Projectile.​
Tap screen 3 times.​
Startup is invincible to hits. Counter at will.​

Throne of Isis
At level 1:
Cooldown: 20 seconds.​
Projectile.​
Knocked into the air before the knockdown.​
Can be used to give Sekhmet a safe way in from full screen: throne either hits, takes a hit, or forces the AI to block. The AI can occasionally perform a grab at full screen so it's not recommended to send Sekhmet out when they're not doing anything punishable.​

Dive of Horus
At level 3:
Cooldown: 18 seconds.​
Has a 25% increased chance to land a CRITICAL HIT.​
Projectile.​
Ground Bounce.​

Weight of Anubis
At level 1:
Cooldown: 20 seconds.​
Command Grab.​
Knockdown.​
Invincible command grab that appears in front of the opponent and throws them toward Eliza.​


Blockbusters
BB1: Sekhmet's Turn
At level 3:
25% chance on HIT to inflict BLEED and HEALBLOCK for 10 seconds.​
Leaves Eliza in Sekhmet Mode.​
Sekhmet's charge attack can be performed after the Blockbuster but it's a tight window to keep the combo true.​

BB1: Sekhmet's Fury
At level 3:
25% chance on HIT to gain ENRAGE and HASTE for 10 seconds.​
Leaves Eliza in Sekhmet Mode.​
Sekhmet's charge attack can be performed after the Blockbuster with ease.​

BB1: Sekhmet's Bite
At level 3:
25% chance on HIT to inflict ARMOR BREAK and CURSE for 10 seconds.​
Ground Bounce.​
Leaves Eliza in Sekhmet Mode.​
Ground bounce can be cancelled the majority of the time by performing Sekhmet's jabs or dash attack immediately after the blockbuster portion.​

BB2: Nekhbet Breaker
At level 15:
50% chance on HIT to inflict ARMOR BREAK for 8 seconds.​
Hit Grab.​
Knockdown.​

BB2: Khepri Sun
At level 3:
Deal 25% bonus damage if the opponent is suffering a DEBUFF.​
Ground Bounce.​

BB3, UNBLOCKABLE: Lady of Slaughter
At level 15:
100% chance to inflict a random DEBUFF for 10 seconds and set the opponent's SPECIAL MOVES and TAG INS on COOLDOWN.​
Hit Grab.​
Knockdown.​
Leaves Eliza in Sekhmet Mode. Not ideal at mid-screen because recovery frames leave Sekhmet with very little time to safely approach.​


Intercepting & Forcing AI Openings
Jab hits 2-4 → Sekhmet's Turn/Fury/Bite ...
Mid-screen.​
Due to the height of her 1st jab, it's better to preemptively start her jab to intercept with the later hits. When intercepting with the edge of jab hits 3-4, cancel into Sekhmet's Turn/Fury/Bite to resume the combo from a reasonable distance.​
Jab hit 1 can be low profiled by several characters, not ideal for intercepting.​
Jab hit 2 onwards are ideal for intercepting.​
Jab hit 3 has no hurtbox on the Staff of Ra.​

Sekhmet's Bite [dash or jab (x3+) → charge] → dash → jab (full) → ...
Mid-screen.​
Can be used to start a combo when the AI is taunting or charging at a distance. Less reliable when the AI is dashing forward/back. Sekhmet's charge attack has to be delayed until the opponent lands on the ground and perform the grab tech input upon release, as the AI may attempt to grab Sekhmet during startup.​

Sekhmet's Turn/Fury [/charge] → dash → jab (full) → ...
Mid-screen.​
Can be used to start a combo when the AI is taunting or charging at a distance. Less reliable when the AI is dashing forward/back.​

Throne of Isis → Sekhmet's Turn/Fury/Bite ...
Mid-screen or Full-screen.​
Done when the AI isn't right next to Eliza, ideally after a knockdown. Throne will either hit, take a hit, or force the AI to block, giving Sekhmet a safe way in. The AI can occasionally perform a grab at full-screen so Throne of Isis can be necessary to maintain pressure.​


Combo Setups Off of Simple Knockdowns
Grab → Sekhmet's Turn → Sekhmet's Fury → Sekhmet's Bite → Dive of Horus → Nekhbet Breaker / Khepri Sun
Mid-screen → Corner.​
Sekhmet's Fury and Dive of Horus can be skipped. Using Sekhmet's Turn to catch the sliding knockdown will hit everyone, unlike Sekhmet's Fury.​

Sweep → OTG: Upper Khat (x3)
Mid-screen.​
Uses STUN to start a new combo. Works if specific conditions are met. [ NEEDS RESEARCH ]​


Basic Combo Extenders
Sekhmet's Turn [/charge]
Mid-screen & Corner​
jab (full) → Sekhmet's Turn [/charge] → dash → jab (full)​
The recovery from the initial blockbuster leaves a tight window to perform Sekhmet's charge. Initial jab can be cancelled after the 4th hit for easier execution.​

Sekhmet's Fury [/charge]
Mid-screen & Corner.​
jab (full) → Sekhmet's Fury [/charge] → dash → jab (full)​
The recovery from the initial blockbuster leaves a larger window to perform Sekhmet's charge. Initial jab can be cancelled after the 4th hit for easier execution.​

Upper Khat (x3)
Mid-screen.​
jab (full) → launcher → juggle → OTG: Upper Khat (x3)​
Uses STUN to start a new combo.​
Corner.​
jab (full) → launcher → juggle → OTG: Upper Khat (x3) → juggle​
Automatically does the second juggle. Does not work on Cerebella. Uses STUN to start a new combo after the 2nd juggle.​


Various Combos (not comprehensive)
With multiple ground bounces available to Eliza, many of her combos can be repeated with similar moves swapped around. Due to this, every possible combo will not be listed, and focus will be put into combos that bring different ideas.

Dash → jab (x4) → Dive of Horus → delayed: dash → delayed: Chaos Banish → delayed: dash → delayed: Sekhmet's Bite → delayed: Throne of Isis → ...either finisher:
Finisher A... Nekhbet Breaker
Finisher B... delayed: dash → Khepri Sun
Mid-screen & Corner.​
Skip Throne of Isis for Double.​

Dash → jab (full) → Chaos Banish → delayed: dash → delayed: Sekhmet's Bite → dash → Upper Khat (x3) → OTG: dash → Sekhmet's Turn [charge]
Mid-screen & Corner.​
Sekhmet's Turn will whiff for Big Band & Double.​
Maximum utility combo for Diva Intervention.​


Mostly Catch-All Combos for BLEED Cheesing
Dash → jab (x4) → Sekhmet's Fury [/charge] → dash → jab (full) → Sekhmet's Bite → delayed: dash → delayed: Chaos Banish → dash → knockback → Sekhmet's Turn → Middle of the Sphynx (x2)
Version 1: no juggle.​
Mid-screen & Corner. In the corner, Sekhmet's Turn can be skipped.​
Bloothbath. Maybe Scarlet Viper with the right supports.​
Vulnerabilities: bursts; unflinching procs, evade procs, miasma, blockbuster & special disablers; Poltergust.​

Dash → jab (x4) → Sekhmet's Fury [/charge] → dash → jab (full) → launcher → juggle → OTG: jab (x vary) → Sekhmet's Bite → delayed: dash → delayed: Chaos Banish → dash → knockback → Sekhmet's Turn → Middle of the Sphynx (x2)
Version 2: yes juggle.​
Mid-screen & Corner. In the corner, Sekhmet's Turn can be skipped.​
Bloothbath. Maybe Scarlet Viper with the right supports.​
Vulnerabilities: bursts; unflinching procs, evade procs, miasma, blockbuster & special disablers; Poltergust.​
 
Last edited:
If Valentine uses one of her countervenom blockbusters while Eliza is in Sekhmet mode, it will cause Sekhmet to turn back to Eliza. There is a weird blood bubble thing that briefly appears around her before she turns back to Eliza. (Hopefully some guy who got hit by a countervenom while in Sekhmet mode knows what i’m talking about.) Also, Sekhmet can’t throw, launch, or block, but she also can’t be launched. By the way, I love Eliza too, even though she’s actually a villain in skullgirls.
 
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I think Eliza is like a open mark to just throw on any single move as long as the stats are packing up correctly (get ready for strain and time)
 
Shame this doesn't include my favorite Eliza BnB:

Part A (Eliza): (Optional: Dash) > L5 > Launch > A3 > (In corner: optional Chaos Banish) > Sekhmet's _____ > Part B
Part B (Sekhmet): L1 > Launch > (Not in corner: whiff-dash to close distance) > (as AI restands) Unblockable Charge > Part A

Infinite reset loops are fun. :p

Diva Intervention can perform the loop with any one Level 1 thanks to her SA2; other variants need to rotate between two different Level 1's unless you get lucky with Haste from Sekhmet's Fury or have silly amounts of Meter Gain.

Note that there's some fairly tight timing on either side of Sekhmet's charge attack: release the charge too early in the AI's stand-up and you lose a lot of damage to i-frames, release too late and you run the risk of giving the AI frames where it can input BBs, wait too long post-charge to resume attacking and the AI can break the loop. The greatest risk for that last possibility comes as you first enter the corner, where Eliza may reform far enough away from the AI that you're out of range for L1 and your dash has travel time.
 
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