Tuesday, May 2, 2017

Eliza overview

Tekken 7's Eliza was demonstrated during Tekken Talk, from which we can extract a preliminary movelist and some combos and stuff. I can't be sure of all the inputs yet, so some guesses will be tagged with a question mark.

But first, some general remarks on Eliza.
-Just like Akuma, Eliza has a super meter. It's made up of two bars. She can spend two bars to use her super, or spend one bar to use powerful EX moves. She gains meter when hitting the opponent (also if they block), when she takes damage, or when she's sleeping.
-By holding down for a while or automatically after certain moves, Eliza can sleep. She gains meter while sleeping but is completely vulnerable. Cancelling sleep is quick.
-Like Akuma, Eliza has special moves performed with traditional motions like quarter circle forward or back. Some of her normal moves can be cancelled into these special moves, bypassing the recovery frames.
-Eliza can jump. Landing a jumping attack can get you a full combo.
-Eliza's backdash is terrible. It covers an extremely short distance.
-Eliza has a Rage Art, but no Rage Drive.

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Eliza preliminary command list:

b+3+4 - h(?) - Rage Art

Special moves:
qcf+1 - a stationary ground fireball
qcf+2 - a moving ground fireball
qcf+1+2 - EX fireball, costs 1 bar, looks like Geese Howard's Double Reppuuken
f,d,d/f+1 - light uppercut. You can combo after it. We don't know if it's invincible or not.
f,d,d/f+2 - heavy uppercut, three hits. No combos afterward. We don't know if it's invincible or not.
qcb+1 - light claw slash. It Screws, very useful for combos.
qcb+2 - heavy claw slash. Combo ender?
qcb+1+2 - EX claw slash, two hits, breaks the wall.
jumping qcb+3 - shallow divekick
jumping qcb+4 - steep divekick
jumping qcb+3+4 - EX divekick, two hits, second hit Screws.
qcfx2+1+2 - Super
 
1,2,4 - h,h,h - the first hit is cancellable, the last hit Screws.
1,2,3 - h,h,m - the last hit launches(?)
2,2 - h,h - cancellable
4 - h - Homing, Screw, instant screws on CH.
f+4 - Moon Glide Stance. A forward moving stance with several follow-ups.
f,d,d/f+3+4 - EX Moon Glide. Costs 1 bar. You can cancel any fireball into this move, but otherwise it is the same as normal Moon Glide.
MGS 1,2,1+2 - h(?),h,m - good combo ender.
MGS 2 - m - big mid punch, huge pushback, on hit Eliza goes to Sleep.
MGS 3,4 - First hit Homing, second hit Screw.
MGS 4 - l - a low slide.
f+1+2 - m - Power crush, Homing, wallbreak.
f,f+4,2 - h(?), m - First hit launches, second hit bounds only if the first hit connects, cancellable. Great range, TJ(?).
f,f,f+1 - h(?) - Screw.
f,f,f+3 -  m - running slash kick.
d/f+1,2,4(?) - Like 1,2,4 but starts with a mid.
d/f+2,3 - m,m - NC, launches.
d+3 - l - cancellable. Good range, TC(?). Can start a combo by cancelling into f,d,d/f+1, but it was very inconsistent in the demonstration.
d+4(?) - l - a sweep, launches on CH.
b+3(?) - Slow Homing move, TJ(?).
b+4 - m - cancellable knee.
b+2,3 - h,m
?? - a backswing blow that knocks down
?? - the second hit of d/f+2,3 used alone
?? - a hip check that knocks down
?? - advancing mid kick, strong advantage on CH(?), cancellable(?)
WS 1 - m - cancellable
WS 2 - m - knocks down
WS 3 - launches.
jumping 1
jumping 2 - combo starter
jumping 4 - combo starter
(when down, face up) 1+2 - "Endless Sleep"
2+3+4 - Taunt?
3,1,4,1,2,2,4,2,1,2 - 10-hit combo
1+3, 2+4 - throws
d/f+1+2 - command throw

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Eliza sample combos:
jumping 4, 1, f,d,d/f+2
WS 3, 1,2,4 s! d+3 qcb+2
WS1 f,d,d/f+1 b+2,3 2,2 qcb+1 s! f +4~2
f,f+4,2 qcf+1 f,d,d/f+3+4~3,4 s! jumping 2 RA
jumping 2, b+4 Super f,f,f+1 s! jumping qcb+4, 1 f+4~1,2,1+2

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Early analysis:
Without knowing how punishable her specials and normals are and if she can get a consistent combo off her low, it's hard to tell how dangerous Eliza will be. In most things she resembles Akuma, so dangerous but unsafe 50/50s, presumably great punishment especially with meter, a hopefully invincible DP, huge damage output and an unusual movement option in jumping that is pretty hard for people to adjust to.

Eliza lacks a few of Akuma's strong tools. She doesn't have an air fireball or an air homing move, she doesn't have his demon flip so of course no demon flip into throw either. She doesn't have FADC, though EX Moon Glide can substitute for Hadouken FADC at least. Her fireball seems slower. Her weak backdash means she will have a hard time with defensive movement.

On the plus side it looks like she can combo off her light DP without meter, which seems incredibly powerful. Her divekick seems better than Akuma's. Moon Glide is a fast offensive movement option. She seems to have some longer ranged moves compared to Akuma as well.

On the whole, I can't wait to play around with her in training mode. I'm so hyped!

ONE MORE MONTH

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