Asura Buster: Eternal Warriors/Alice!: Difference between revisions

From SuperCombo Wiki
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|description=Alice summons a skeleton who slashes in front of her. Strong poke. Gets low profiled by crouching Alice(!).
|description=Alice! summons a skeleton who slashes in front of her. Strong poke. Farther hitbox gets low profiled by crouching Alice(!).
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|description=Shoots a white skull out of her hand.<br>Great air to air option due to its horizontal disjoint.
|description=Shoots a skull out of her hand.<br>Great air to air option due to its horizontal disjoint.
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Revision as of 16:52, 24 December 2022

Alice!
AB Alice!.png
Play Style Zoner
Dash Type Run

Introduction

Alice! (referred to as Alice Blade in Japan) is a character ported from the predecessor game: Asura Blade: Sword of Destiny. She is a young girl wielding a special book that gives her control over the undead.

Alice is a young necromancer who happens to be the daughter of a prestigious king and that she seeks to discover the secret of immortality. Alice believes that the Sword of Dynasty can help with her current research and thus, she goes on a journey to find it from within her own time.

Alice!'s storyline from within Asura Buster implies that she had somehow time traveled three years into the future after the events of the first game and that she eventually gets herself involved from within the mystery of the lost continent.

Alice! is a port of the original Alice from Asura Blade, who played very differently from this game's version. She was good in Asura Blade, but here she's extremely strong. Little has changed, besides the loss of her weapon throw, so Alice! players should feel right at home.

How to select Alice!

Alice! is a secret character. To use her, either play for 1 match or highlight, then press Start on: Yashaou > Goat > Rose Mary > Taros > Zam-B. She then takes the spot of the upper random slot in the character selection screen.


Overview

AB Alice! idle.png
Alice! is a strong zoner with a simple gameplan and good mobility.
Pros Cons
  • Nearly unapproachable if given time to set up in neutral
  • Disjointed hitboxes on many normals
  • Tiny hurtbox
  • Consistent access to knockdowns
  • Easy access to super thanks to small meter gauge
  • Great metered options make her strong in Last Stand situations
  • Struggles escaping corner pressure
  • Small meter gauge makes escaping juggles a luxury
  • Boost mode lasts all of 3 seconds



Movelist

Normals

Standing Normals

5A
AB Alice! 5a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
6 5 5 6 M -A-, -B-, -C-, -SP-, -UM- 2 1

Quick chop. More range than 2A.


5B
AB Alice! 5B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16 8 10 25 M C, SP, UM -18 -19

Alice! summons a skeleton who slashes in front of her. Strong poke. Farther hitbox gets low profiled by crouching Alice(!).


5C
AB Alice! 5c1.png
AB Alice! 5c2.png
AB Alice! 5c3.png
Three attacks in a trenchcoat
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
12, 12, 14 (29) 9 4 (9) 4 (11) 6 12 M, M, H - Knockdown +4

Summons a skeleton who performs a 3-hit combo ending with an overhead slash. The third and last hit causes a sliding knockdown.
Guard cancel bait if in range of any of their options, but the last hit can connect from 3/4 of the screen away.

Crouching Normals

2A
AB Alice! 2a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
6 5 6 9 L -A-, -B-, -C-, -SP-, -UM- -2 -3

Quick low slap. Very little reach. Has a great cancel window, but is significantly worse on block than 5A.


2B
AB Alice! 2B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16 8 7 18 L C, SP, UM -8 -9

Alice summons a zombie that shoots daggers out of its body. Has an amazing cancel window and cannot get low profiled, making it the superior B normal to use in pressure.


2C
AB Alice! 2c1.png
AB Alice! 2c2.png
Watch your feet!
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
22 10 11 20 L - Knockdown -9

Summons a skeleton that performs a long-ranged low slice with two daggers. Knocks down.
Can be good for catching opponents trying to walk in neutral, but not without risk. The recovery is so long that a wrong read can give your opponent a jump-in punish opportunity, while Alice! is still at a considerable frame disadvantage on block.

Jumping Normals

j.A
AB Alice! j.a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
6 3 5 5 H B, C, UM, -J- N/A N/A

Alice! swipes with her book at inhuman speed.
Very fast, but very small. Easily combos into itself, but can be hard to route into other air normals.
Can be used as a last resort, unconfirmable instant overhead on most of the cast. Against Taros, instant j.AC actually confirms on a crouching hit, netting you a knockdown.


j.B
AB Alice! j.B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16 7 9 7 H C, UM, -J- N/A N/A

Shoots a skull out of her hand.
Great air to air option due to its horizontal disjoint.


j.C
AB Alice! j.c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
28 7 7 14 H -J- Knockdown N/A

Summons an armored skeleton who performs a downwards slash.
One of Alice!'s best tools, thanks to its great speed, range and damage while also granting a sliding knockdown.
Unlike 5B, the skeleton summoned by this move does NOT have a hitbox. There is a blindspot between Alice! and the sword that can make the move whiff in combos or as a jump-in if you're not careful.

Command Normals

6B
AB Alice! 6b.png
AB Alice! 6b2.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
14 21 - - H SP, UM -2 -15

Overhead book smash. Very little range.
Forces stand on hit. Can combo into her EX moves for major damage.

Universal Mechanics

Launcher
Any 2 buttons on the ground
AB Alice! Launcher.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
5 6 - - M - Launches -3

Summons a skeleton holding a zombie, who quickly rips it apart and swings its upper body forward.
Basic ground launcher. Counts towards the 3 launcher cap in a combo.

Air Launcher
Any 2 buttons in the air
AB Alice! jLauncher.png
AB Alice! jLauncher2.png
AB Alice! jLauncher3.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
5 6 - - M -J- Launches N/A

Alice! shoots out a flaming bone construct from her hand.
Huge air launcher with three hit states. Gets additional horizontal range on the last hit at the cost of vertical size.


Guard Break
22C
AB Alice! GB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
1, 1 (2) 5 4 33 U - 24 N/A

A quick, unblockable point blank attack that stuns grounded opponents. Throw function.
236EX can be used to as a followup into a potential full combo in the corner.

Special Moves

Hello Skull!
こんにちは、スカルです!

236X
AB Alice! 236X.png
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
A/B/C 16 18 - 21 M - Knockdown 0

Alice! summons a skeleton that shoots its own head.
Fireball. Button determines projectile speed, with heavier buttons going faster. Knocks down on impact. Skulls cause float, but follow ups are impractical.

Be careful using this in neutral against some characters, as it can be easily low profiled.

  • Alice, Alice! and Rose Mary can low profile the projectile by crouching;
  • Alice and Alice! can also low profile it by dashing;
  • Yashaou can low profile it with proper timing on his 236X.

Having a launcher hitbox out while the skull connects with the opponent will make the skull itself act as a launcher.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
EX (any two buttons) 16*5 (53) 18 - 21 M - Launcher 4

EX version is the fastest, has 5 hits and launches vertically. Excellent damage and can be confirmed into an air combo if you're close. Does not count towards the 3 launcher cap in a combo.


Skull Upper!
ヘスカルアッパー!

623X
AB Alice! 623.png
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
A 20 16 11 9 M - Knockdown 2
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
B 20 19 10 7 M - Knockdown 5
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
C 20 21 10 7 M - Knockdown 5

Alice! summons an uppercutting skeleton from the ground.
Button determines distance from Alice! Causes a knockdown and juggles aerial opponents.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
EX (any two buttons) 20 per hit 14 / 19 / 24 / 33 / 35 9* 14* M - Launcher 12 ~ 29

EX version summons up to 5 skeletons that appear in a row, one after the other in rapid succession. If the edge of the screen is reached, the remaining skeletons will not appear. Each skeleton can hit twice, but whether they do or not depends on very specific spacing. Last hit is a vertical launcher.


Skull Field!
スカルフィールド !

214X
AB Alice! 214.png
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
A 1 / 16 18 / 21 / 24 58 23 M - Knockdown 0~5
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
B 1 / 16 18 / 21 / 24 58 23 M - Knockdown 0~5
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
C 1 / 16 18 / 21 / 24 58 24 M - Knockdown 0~5

Alice! summons 3 skulls in a pattern around her. Inarguably one of the best neutral tools in the game.
Skulls are summoned 3 frames after each other, starting from the back. Each skull is an active hitbox and can cancel out a normal projectile. Skulls cause float, letting you confirm off of it if the opponent got hit at a certain height.

This move's damage value is glitched, doing a single point of damage if the opponent gets hit on the first active frame of a skull.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
EX 1 / 16 19 57 23 M - Knockdown -1 ~ 9

Alice! summons 10 skulls in a huge triangle pattern covering above and in front of her. Extremely strong defensive EX move.
Each skull appears 1 frame after the previous one.

This move is also affected by the first active frame damage glitch.

Supers

Cranium Meteor
頭蓋骨の流星

236236X
AB Alice! 236236a.png
Shoutouts to the lead artist for this gorgeous sprite
AB Alice! 236236a2.png
Debris
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16 (skull)
4 (debris)
1 (1+0) 120 25 M - Knockdown Inconsistent but very +

A huge skull drops into the center of the screen and explodes into several pieces.
The skull falls from the top of the screen, active instantly. The skull can hit once, then each piece of debris can hit multiple times as they bounce around. Causes float, granting good follow-up opportunities on hit. Guaranteed to come out once you see the superflash, even if Alice! gets hit.

Very strong as the defender in Last Stand situations, as you can cover the screen with multiple supers' worth of debris without waiting for the previous pieces to disappear.

Boost Mode (22+ABC)

Skull Swarm : Skull assist

Four skulls float down from the top of the screen to surround Alice!.

  • Any time you press button A, be it to attack or not, a skull will float out a small distance doing extra damage if it hits.
  • Unfortunately, Alice !'s meter is so small, that the boost mode is half-over by the time the skulls reach her.
  • Jumping B also sends a skull out, for whatever reason.
  • Alice!'s normal attacks all do more damage, even if the bonus skulls don't hit.
  • 6B becomes a vertical launcher, counts towards the 3 launcher cap.

214A/B/C now does different patterns of skulls :

  • A does 4 skulls in a triangular pattern (one in the center) near to Alice !
  • B does the same pattern but more spread out
  • C does 7 skulls in a hexagonal pattern (one in the center, again)

623A/B/C summons several skeletons and does a few hits. Last hit on C floats.

Color Palettes


AB Palettes Alice!.png


ABEW Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Alice
Alice!
Chen-Mao
Goat
Leon
Nanami
Rokurouta
Rose Mary
Sittara
Taros
Yashaou
Zam-B
Zinsuke