Eliza Getting Started Guide

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Contents


Guide from Diaphone

https://docs.google.com/document/d/1NBbMsNiPFyBINz6vdefKZ09otd20AIJqu1aJa5ShHiM/edit

Frame data from Kane


Basics

Playstyle

Eliza seems to be a high risk, high reward type character. She does a good job of spacing out opponents with her fireball attack, though over use of it will get you punished. She also has really good running away options with jumping back into her dive kicks.

She does have some difficulty dealing with pressure, especially since most of her anti-pressure tools are really risky and/or use meter. Using her d+1 -> f,d,df+1 is very rewarding, but doesn't track at all and is launch punishable on block. Her f,d,df+1+2 is really good, but takes a bar of meter and also launch punishable on block. It seems to have invulnerability frames though.

She does have some decent poking options with df+1 and its follow ups. df+2, b+2,3, but her low options are all fairly slow.

But she can turn up the offense and go on an explosive offense with things like her qcf+2 -> f,d,df+3+4 cancel into Moon Glide, though it does take meter, f+4 MG 4_2 mixup, or going from a runaway tactic with jump backs into her dive kicks.

At range 0 she can also cancel her cancelalbe moves into her qcb+4 which provides some good pressure, since at that range the move tends to be +2, but on larger characters like King, Jack and Gigas the dive kick hits them too high for plus frames.

Punishers

Standing Punishers

The -> notation means to cancel the normal into the special move.

Start Up Move Damage Frames Notes
i10 1,2 17 Frame advantage
i10 1 -> f,d,df+2 31 KND
i10 1 -> f,d,df+1+2 41 KND
i10 1 -> qcb+1+2 31 Wallsplats, +11
i10 d+1 -> qcf,qcf+1+2 Launch Launch
i11 b+2,3 25 0?
i13 df+1,2 29 +1?
i13 df+1,4 26 +1?
i13 4 21 KND Wallsplat
i13 1+2 20 KND Wallsplat, good range
i14 2,2 -> f,d,df+2 48 KND
i14 2,2 -> qcf,qcf+1+2 Launch Launch
i15 b+4 -> f,d,df+1 24 Launch
i16 df+2,3 20 Launch

While Rising Punishers

Start Up Move Damage Frames Notes
i10 d+1 -> f,d,df+2 29 KND
i11 WS+4 15
i14 WS+1 -> f,d,df+1 Launch
i16 WS+3 Launch

Homing moves

  • 4 - i13 High
  • f+1+2 - i25 Mid, guaranteed followup, armor
  • 3+4 - i33 low, launcher
  • df+3 - i25 mid safe
  • f,f+3,4 (or MG 3,4) - i16 high, safe, launcher

Power Crush moves

  • f+1+2 - i25 Mid, guaranteed followup, -13

Tail Spin Moves

  • 1,2,4
  • 4
  • f,f+3,4 (or MG 3,4)
  • b+4 -> qcb+1
  • 2,2 -> qcb+1
  • d+3 -> qcb+1
  • b+3,1
  • f,f,f+1

Floor Break Moves

  • qcb+3
  • f,f+4,2
  • b+1,2,4
  • qcb+3+4 (first hit, doesn't get the second hit)

Wall Break Moves

  • f,f+2
  • f,f+3,4 (or MG 3,4)
  • qcb+1
  • b+3,1 ?
  • 1,2,4
  • 1+2
  • f+1+2 ?
  • df+3 ?
  • qcb+3 ?
  • b+3,4 ?

Special cancelable moves

These are moves that can cancel into her special moves. You have to input the special move during the activation frames of the special cancelable move so you can't easily hit confirm.

  • 1
  • 1,1
  • 2,2
  • d+3
  • b+4
  • d+1
  • ws+1


Special Cancel Natural Combos

  • 1, f,d,df+2
  • 1, f,d,df+1+2
  • 1, qcf,qcf+1+2
  • 1, qcb+1+2
  • 2,2, f,d,df+2
  • 2,2, f,d,df+1+2
  • 2,2, qcf,qcf+1+2
  • 2,2, qcb+1+2
  • d+3 (clean), f,d,df+2
  • d+3 (clean), f,d,df+1+2
  • d+3 (clean), qcb+1+2
  • d+3 (clean), qcf,qcf+1+2
  • d+1, f,d,df+2
  • d+1, f,d,df+1+2
  • d+1, qcf, qcf+1+2
  • d+1, qcb+1+2
  • b+4, f,d,df+1
  • b+4, f,d,df+2
  • b+4, f,d,df+1+2
  • b+4, qcf,qcf+1+2
  • b+4, qcb+1
  • b+4, qcb+2
  • b+4, qcb+1+2
  • ws+1, f,d,df+1
  • ws+1, f,d,df+2
  • ws+1, f,d,df+1+2
  • ws+1, qcb+1
  • ws+1, qcb+2
  • ws+1, qcb+1+2

Special Cancel Counterhit Combos

  • 1 -> f,d,df+1
  • 1 -> qcb+1
  • 1 -> qcb+2
  • d+1 -> f,d,df+1
  • d+1 -> qcb+3 (depends on spacing and the opponent's character)
  • d+1 -> qcb+1
  • d+1 -> qcb+2
  • d+1 -> qcf+2
  • d+1 -> qcf+1+2
  • d+1 -> qcb+3+4 (inconsistent)
  • 1,1 -> f,d,df+2
  • 1,1 -> f,d,df+1+2
  • 1,1 -> qcb+1+2
  • d+3 (not clean) -> f,d,df+2
  • d+3 (not clean) -> f,d,df+1+2
  • d+3 -> f,d,df+1
  • d+3 -> qcf+2 (not max range though)
  • d+d -> qcf+1+2 (really close)
  • d+3 -> qcb+1
  • d+3 -> qcb+2
  • d+3 (clean) -> qcb+3+4 (inconsistent)
  • d+3 (not clean) -> qcb+1+2

Key Moves

  • f,f+3,4 or f+4 MG 3,4 - long range whiff punisher, but a bit slow. High, high but jails on block. Goes into instant tail spin. It also tracks really well to both sides.
  • d+3 - quickish low poke that's special cancelable. If you hit d+3 on clean hit (up close) then f,d,df+2 is a natural combo. Really good for pestering and applying pressure. You can cancel to qcb+2 for a safer option, but is only a counter combo. Or you can cancel to qcf+1 for even safer (-10), but they can interrupt that.
  • qcf+2 - her fireball which can be really useful at ranges 4+, though they can sometimes jump over it and hit you even at range 4. But It keeps people at bay and can sometimes just hit them when they try to do something about it. You can also burn meter with f,d,df+3+4 to cancel the recovery of this move and go into her Moon Glide stance. Often times you can catch them trying to move with Moon Glide 3,4.
  • df+1,4 - mid, high poke, 13 frames.
  • d+1 - special cancelable dick punch. It cancels into f,d,df+2 on normal hit and f,d,df+1 on counter hit. Its useful for anti-pressure.
  • In the air qcb+3_4 - This is a really useful move for turning a runaway strategy into an explosive offense. The 3 move, moves farther forward and knocks down and you can get guaranteed damage if they don't hold 'b', the 4 move comes down moving forward very little, but if you hit it really late in its animation you can get b+4 -> f,d,df+1. But if you're not sure you hit deep enough you can usually do qcb+3, 1 -> f,d,df+2
  • 3+4 - low launcher that low crushes early and high crushes later.
  • f,f+2 - safe mid
  • MG 4 - long range low
  • MG 2 - long range safe mid
  • 4 - i13 high homing move that CH launches.
  • f+1+2 - Power crush, mid, homing. Guaranteed f+4 MG 4 followup.
  • b+2,3 - i11 high, mid natural combo. Delayable. If the second hit counters, then its a combo starter.
  • b+3,1 - i16, high, high, hit confirmable, decent range
  • f,d,df+1+2 - uses meter, but seems to be invulnerable startup. Great as an anti-pressure move.
  • In air qcb+3+4 - Good whiff punisher for when you're running away with jump backs. Safe-ish in the open. Will even launch grounded opponents.
  • b+1,2 - mid, mid CH launcher. You can CH confirm it and mixup the opponent by sometimes doing the last hit. Great for keep out.

Combos

In the Open

Launcher Combo Damage Meter Usage Dificulty Notes
f+1+2 f+4,4 37 0 Easy
f+1+2 [dash] uf~qcb+3+4 S! [dash] b+1,2,4 60 1 Hard
b+4 -> f,d,df+1 b+4 -> f,d,df+1, b+2,3, b+2,3, b+4 -> qcb+1 S! f+4 MG 3,4 64 0 Easy
b+4 -> f,d,df+1 b+4 -> f,d,df+1, b+4 -> qcb+4, b+3,1 S! fff+3, b+4 -> qcf+2 67 0 Medium Against smalls, finish with d+3 -> qcf+2
b+4 -> f,d,df+1 b+4 -> f,d,df+1, b+4 -> qcb+4, uf~qcb+4, fff+1 S! fff+3, b+4 -> qcf+2 70 0 Hard Against smalls, finish with d+3 -> qcf+2
b+4 -> f,d,df+1 b+4 -> f,d,df+1, b+4 -> qcb+4, 4 S! fff+3, b+4 -> qcf+2 -> f,d,df+3+4, MG 3,4 73 0 Hard Against smalls, finish with d+3 -> qcf+2
df+2,3 df+2,3, b+2,3, b+2,3, b+4 -> qcb+1 S! f+4, MG 3,4 60 0 Easy
f,f+3,4 or MG 3,4 f,f+3,4 S! f+4, MG 1, 1, f+4, MG 1, 1, f+4, MG 1,2,1+2 50 0 Easy
f,f+3,4 or MG 3,4 f,f+3,4 S! fff+3, b+1,2,5 53 0 Medium
f,f+3,4 or MG 3,4 f,f+3,4 S! [dash] uf, qcb+3, uf, qcb+3, uf, qcb+3, f+4, MG 1,2,1+2 54 0 Hard
f,f+3,4 or MG 3,4 f,f+3,4 S! fff+3, b+4 -> qcf+2 -> f,d,df+3+4 MG 1, 1, f,f+3,4 63 1 Medium
WS+3 WS+3, b+2,3, b+2,3, b+4 -> qcb+1 S! f+4, MG 3,4 60 0 Easy
3+4 3+4, WS+4, b+4 -> qcb+1 S! f+4, MG 1, 1, f+4 MG 1,2,1+2 61 0 Easy
3+4 3+4, qcb+4, uf, qcb+4x2, 4 S! fff+3, b+4 -> qcf+2 64 0 Hard
f,f+4,2 -> qcf+2 f,f+4,2 -> qcf+2 -> f,d,df+3+4 MG 3,4 S! fff+3, b+4 -> qcf+2 65 1 Medium
ws+1 -> f,d,df+1 same as the b+4 combos, but slightly less damage
qcb+3+4 qcb+3+4 S! f+4, MG 1, 1, f+4, MG 1, 1, f+4, MG 1,2,1+2 58 1 Easy
qcb+3+4 qcb+3+4 S! fff+3, b+1,2,4 65 1 Medium
qcb+3+4 qcb+3+4 S! [dash] b+4 -> qcb+4, f+4, MG 1, 1, f+4, MG 1,2,1+2 63 1 Hard
qcb+3+4 qcb+3+4 S! fff+3, b+4 -> f,d,df+1, b+4 -> qcf+2 -> f,d,df+3+4, MG 3,4 76 2 Medium Against smalls, replace b+4 with d+3
CH d+4 CH d+4, WS+4, b+4 -> qcb+1 S! f+4, MG, 1, 1, f+4, MG 1,2,1+2 65 0 Easy
CH b+1,2 CH b+1,2, b+2,3, b+2,3, b+4 -> qcb+1 S! f+4, MG 3,4 68 0 Easy
CH 4 CH 4 S! f+4, MG 1, 1, f+4, MG 1, 1, f+4, MG 1,2,1+2 53 0 Easy
CH 4 CH 4 S! fff+3, b+2,1,4 60 0 Medium
CH 4 CH 4 S! [dash] b+4 -> qcb+4, f+4, MG 1, 1, f+4, MG 1,2,1+2 58 0 Medium
CH MG 4 CH MG 4, qcb,ub, 3+4 S! fff+3, b+1,2,4 73 1 Medium
CH MG 4 CH MG 4, f+4, MG 1, 1, f+4, MG 1, 1, f+4, MG 1,2,1+2 70 1 Medium
[b+1], CH 3 CH [b+1], CH 3, df+1, b+4 -> qcb+1 S! f+4, MG 1, 1, f+4, MG 1,2,1+2 57 Easy
CH qcb+1 CH qcb+1 S! f+4, MG 1, 1, f+4, MG 1, 1, f+4, MG 1,2,1+2 52 0 Easy
CH qcb+1 CH qcb+1 S! fff+3, b+2,1,4 59 0 Medium
CH qcb+1 CH qcb+1 S! [dash] b+4 -> qcb+4, f+4, MG 1, 1, f+4, MG 1,2,1+2 57 0 Medium
CH qcb+1 CH qcb+1 S! [dash] uf, qcb+4x4, f+4, MG 1,2,1+2 61 0 Hard
CH qcb+2 CH qcb+2, d+3 -> f,d,df+1, b+4 -> qcb+1 S! fff+3, b+4 -> qcf+2 61 0 Medium
CH qcb+2 CH qcb+2, d+3 -> qcb+1 S! f+4, MG 1, 1, f+4, MG 1,2,1+2 56 0 Easy
qcf,qcf+1+2 qcf,qcf+1+2, fff+1 S! [dash] b+4 -> qcb+4, f+4, MG 1, 1, f+4, MG 1,2,1+2 67 2 Medium

Wall Combos

  • W! b+4 -> qcb+4, b+4 -> qcb+1
  • W! b+4 -> qcb+4, b+4 -> qcb+2
  • W! df+1, b+1,2,4 - inconsistent
  • W! U~qcb+3 [really low hit] [Opponent back flops] d+1 -> f,d,df+1 W! b+4 ->qcb+4, b+4, qcb+1_2

Combos from Knee

Launcher Combo Damage Meter Usage
f+1+2 f+4,4 0
Jump in 2, b+4 -> f,d,df+1 b+4 -> qcb+4, UF~qcb+4, 4 TS!, fff+3, b+4 -> qcf+2 82 0
Jump in 2, b+4 -> f,d,df+1 df+2,3, d+3 -> qcb+1 TS! b+4 -> qcf+2 -> f,d,df+3+4 MG 3,4 77 1
Jump in 2, b+4 -> f,d,df+1 b+4 -> f,d,df+1, 4 TS! b+4 -> qcf+2 -> f,d,df+3+4, MG 3,4 79 1
Jump in 2, b+4 -> f,d,df+1 b+4 -> f,d,df+1, b+4 -> qcb+1 TS! b+4 -> qcf+2 -> f,d,df+3+4 MG 3,4 81 1
Jump in 2, b+4 -> f,d,df+1 b+4 -> f,d,df+1, 4 TS! UF~qcb+4, b+4 -> qcf+2 -> f,d,df+3+4 MG 3,4 83 1
Jump in 2, b+4 -> f,d,df+1 4 TS! UF~qcb+4x3, qcf+2 -> f,d,df+3+4 MG 3,4 84 1
Jump in 2, b+4 -> f,d,df+1 b+4 -> qcb+4, UF~qcb+4x2, qcf+2 -> f,d,df+3+4 MG 3,4 84 1
Jump in 2, b+4 -> f,d,df+1 b+4 -> qcb+4, UF~qcb+4x2, qcf+2 -> f,d,df+3+4 MG 3,4 TS! f+4 MG 2 85 1
Jump in 2, b+4 -> f,d,df+1 2,2 -> f,d,df+1, 4 TS! fff+3, b+4 -> qcf+2 -> f,d,df+3+4, MG 4 85 1
Jump in 2, b+4 -> f,d,df+1 4 TS! UF~qcb+4x2, b+4 -> qcf+2 -> f,d,df+3+4, MG 1,2,1+2 86 1
Jump in 2, b+4 -> f,d,df+1 b+4 -> qcb+4, UF~qcb+4, b+4 -> qcf+2 -> f,d,df+3+4, MG 3,4 TS!, f+4, MG 3,4 86 1
Jump in 2, b+4 -> f,d,df+1 b+4 -> f,d,df+1, 4 TS! fff+3, b+4 -> qcf+2 -> f,d,df+3+4 MG 3,4 87 1
Jump in 2, b+4 -> f,d,df+1 b+4 -> qcb+4, UF~qcb+4x2, b+4 -> qcf+2 -> f,d,df+3+4 MG 3,4 TS! f+4 MG 4 87 1
Jump in 2, b+4 -> f,d,df+1 b+4 -> qcb+4, UF~qcb+4x2, fff+1 TS! b+4 -> qcf+2 -> f,d,df+3+4, MG 4 87 1
Jump in 2, b+4 -> f,d,df+1 4 TS!, fff+3, b+4 -> qcf+2, f,d,df+3+4, MG 1,2,1+2 88 1
Jump in 2, b+4 -> f,d,df+1 b+4 -> qcb+4, 4 TS! fff+3, b+4 -> qcf+2 -> f,d,df+3+4 MG 3,4 88 1
Jump in 2, b+4 -> f,d,df+1 b+4 -> qcb+4, UF~qcb+4x2, b+4 -> qcf+2 -> f,d,df+3+4 MG 3,4 TS! f+4 MG 2 88 1
Jump in 2, b+4 -> f,d,df+1 2,2 -> qcf+2 -> f,d,df+3+4 MG 1, 4 TS! b+4 -> qcf+2 -> f,d,df+3+4 MG 4 84 2
Jump in 2, b+4 -> f,d,df+1 b+4 -> qcb+4, UF~qcb+4x2, fff+1 TS! fff+3, qcf,qcf+1+2 84 2
Jump in 2, b+4 -> f,d,df+1 4 TS!, Jump in 2, b+4 -> qcf+2 -> f,d,df+3+4 MG 1, b+4 -> qcf+2 -> f,d,df+3+4 MG 4 88 2
Jump in 2, b+4 -> f,d,df+1 b+4 -> qcb+4, UF~qcb+4x2, b+4 -> qcf+2 -> f,d,df+3+4 MG 3,4 TS! f+4 MG 3,4 90 1
Jump in 2, b+4 -> f,d,df+1 4 TS!, fff+3, b+4 -> qcf+2 -> f,d,df+3+4 MG 1 b+4 -> qcf+2 -> f,d,df+3+4 MG 4 94 2
CH qcb+1 TS! fff+3, b+4 -> f,d,df+1, b+4 -> qcf+2 -> f,d,df+3+4 mg 3, 4 80 1
CH qcb+2 d+3 -> f,d,df+1, 4 TS! fff+3, b+4 -> qcf+2 -> f,d,df+3+4 MG 3, 4 77 1
CH 4 TS! fff+3, b+4 -> f,d,df+1, b+4 -> f,d,df+2 72 0
CH 4 TS! b+4 -> qcb+4, uf~qcb+4, 1, 1, ff+3,4 63 0
CH 4 TS! fff+3, d+3 -> f,d,df+1, b+4 -> qcf+2 -> f,d,df+3+4 MG 3,4 W! b+4 -> qcb+3, b+4 -> qcb+1 105 1
CH MG 4 qcb+3+4 TS! b+2,3, b+4 -> qcf+2 -> f,d,df+3+4 MG 3,4 W! UF~qcb+4, b+1,2,4 94 1
CH MG 4 d+3 -> f,d,df+1 W! b+4 -> qcb+3, b+4 -> qcb+2 67 0
CH d+4 WS+4, b+4 -> qcf+2 -> f,d,df+3+4 MG 3,4 TS! b+4 -> qcf+2 -> f,d,df+3+4 MG 4 81 2
CH d+4 WS+2, d+3, f,d,df+1, b+4 -> qcf+2 -> f,d,df+3+4 MG 3,4 TS! f+4, MG 3,4 80 1
WS+3 b+2,3, b+2,3, b+4 -> qcf+2 -> f,d,df+3+4 MG 3,4 TS! f+4 MG 3,4 W! b+4 -> qcb+3, b+4 -> qcb+2 92 1
In air qcb+4 [Deep hit], b+4, f,d,df+1 2,2 -> f,d,df+1, 4 TS! UF~qcb+4, b+3+4 93 0
Jump in 2, b+4 -> f,d,df+1 b+4 -> qcb+4, UF~qcb+4x2, b+4 -> qcf+2 -> f,d,df+3+4 MG 3,4 TS! f+4 MG 3,4 W! b+3+4 117 1

Dirty Stuff

After a wall carry and successful wall splat, air qcb+3 if it hits low enough, you can catch someone holding B to quick getup the back flop with d+1 -> f,d,df+1 W! into wall combo. (like in here: https://youtu.be/r4mx5ETdiNw?t=202)

W! b+4 -> qcb+4, 1, UF [jump over] Delayed 2 hits back turned if opponent techs right, d+1 -> qcb+4 x3 - at this point you have two options depending on how the positioning is. If they're really close to the wall still you can d+1 -> qcb+1 for a back turned wall splat, you can side walk left and peel them off the wall for an off axis combo or you can d+1 -> f,d,df+1 to launch them and they should turn most of the way around and depending on the wall you can get b+2,3, b+4 -> qcb+1 S! f+4, MG 1,2,1+2

W! b+4 -> qcb+4, b+4 -> qcf+1 - if they tech right, the dark wave will contact them when they wake up and you're plus a bunch. d+3 -> qcb+1+2 will wall splat there, or ff+2 if they're looking for the low.

Random Notes

  • 1+3 throw if it connects will restore a bit of Eliza's health.
  • ff+4,2, qcf+1, f+3 hits, but sometimes you can get a dash d+3 -> qcb+1 for TS!

Character Specific Notes

Josie

  • In combos after TS! fff+3, the b+4 won't connect. You'll have to switch it to d+3

Jack

  • d+1 -4 qcb+4 hits him too high for the CH d+1 -> qcb+4, 1 -> f,d,df+2 doesn't combo.

Things to try

  • W d+1 -> qcb+4 into UF to jump over to catch a tech trap. (like: https://youtu.be/hIYD5XdHe6w?t=614)
  • How consistent is b+1,2,4 on hitting side rolling opponents in the open? How about at the wall?
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