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

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(Added neutral, offense, defense and combo sections. Filled out defense section and added basic combos)
m (→‎Combos: Added guard break combo section w/ video)
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* 2B can be interchanged with 5B at your convenience, but note that 5B whiffs crouching Alice(!).
* 2B can be interchanged with 5B at your convenience, but note that 5B whiffs crouching Alice(!).


===BnBs===
{| class="wikitable" width="80%" border="1em" cellpadding="3" cellspacing="0"
{| class="wikitable" width="80%" border="1em" cellpadding="3" cellspacing="0"
| align="center" width="55%" style="background:#858585;color:black;"|'''Combos'''
| align="center" width="55%" style="background:#858585;color:black;"|'''Combo'''
| align="center" width="5%"style="background:#858585;color:black;"|'''Dmg'''
| align="center" width="5%"style="background:#858585;color:black;"|'''Dmg'''
| align="center" width="35%"style="background:#858585;color:black;"|'''Notes'''
| align="center" width="35%"style="background:#858585;color:black;"|'''Notes'''
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|[https://www.youtube.com/watch?v=v73iVtmBoLc Link]
|[https://www.youtube.com/watch?v=v73iVtmBoLc Link]
|-
|-
|22C, 236AB, j.B > j.AB, j.A, delay j.A×2 > j.B, land > 5AB > j.A×3 > double jump > j.A×3 > j.B > j.AB
|}
|52
 
|Metered 22C confirm.<br>Doesn't work if you're cornered, as you won't get pushed back far enough for the skull to connect.
===Guard Break Confirms===
'''236AB confirms don't work if Alice! is cornered''', as she won't get pushed back far enough for the skull to connect.<br>
All instances of '''236AB, j.B > j.AB''' in this section can be replaced with '''623AB, walk > j.AB''' midscreen for more damage. 623AB will not connect properly if Alice! or her opponent is in the corner. These combos are tighter to execute, especially for rejump routes.
 
{| class="wikitable" width="80%" border="1em" cellpadding="3" cellspacing="0"
| align="center" width="55%" style="background:#858585;color:black;"|'''Combo'''
| align="center" width="5%"style="background:#858585;color:black;"|'''Dmg'''
| align="center" width="35%"style="background:#858585;color:black;"|'''Notes'''
| align="center" width="5%"style="background:#858585;color:black;"|'''Video'''
|-
|22C, 236AB, j.B > j.AB, land > j.B > j.AB, land > j.B > j.C
|44
|Basic metered confirm from guard break. Doesn't work if you're cornered.
|[https://www.youtube.com/watch?v=YFmmb4pxGCU Link]
|-
|22C, 236AB, j.B > j.AB, land > 5AB, j.A×3 > double jump > j.A×3 > j.B > j.AB
|48
|More advanced version. Doesn't work if you're cornered.
|[https://www.youtube.com/watch?v=YFmmb4pxGCU&t=9s Link]
|-
|22C, 236AB, j.B > j.AB, j.A, delay j.A×2 > j.B, land > 5A > 5AB, j.A×3 > double jump > j.A×3 > j.B > j.AB
|53
|Rejump route off of guard break. Doesn't work if you're cornered.
|[https://www.youtube.com/watch?v=YFmmb4pxGCU&t=18s Link]
|-
|22C, 236AB, j.B > j.AB, j.A, delay j.A×2 > j.B, land > 5A > 5AB, j.A, delay j.A×2 > j.B, land > j.A×3 > double jump > j.A×3 > j.B > j.AB
|57
|Optimized metered confirm from guard break. Requires two rejumps. Doesn't work if you're cornered.
|[https://www.youtube.com/watch?v=YFmmb4pxGCU&t=29s Link]
|-
|-
|}
|}

Revision as of 21:59, 22 February 2023

Alice! (referred to as Alice Blade in Japan, sometimes known as Hidden or Secret Alice) is a character ported from the previous game in the series, Asura Blade: Sword of Dynasty. She is a young girl wielding a special book that gives her control over the undead.

Alice is a young necromancer and the daughter of a prestigious king. 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 in Asura Buster implies that she somehow time traveled three years into the future after the events of the first game and managed to get herself involved with 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. Her kit was polished and buffed up, making her ready to take on the world.

How to select Alice!

Alice! is a secret character, unlocked after playing a single match against another player. To select her on the first match, 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
  • Great mobility with double jump, wall jump, and low profile run
  • Nearly unapproachable if given time to set up
  • Low commitment neutral tools trivialize holding on to a lead
  • Disjointed hitboxes on many normals
  • Great metered options across the board
    • Amazing defensive tools for Last Stand
    • EX moves are very damaging combo starters
  • Good survivability thanks to tiny hurtbox and top-class defense modifier
  • Easy access to Boost mode and super thanks to small meter gauge
  • Poor defensive options makes escaping the corner a struggle
    • Unreliable guard cancel options
    • No grounded anti-air to punish air-to-ground stagger pressure
  • Small meter gauge is fairly limiting
    • Escaping launcher combos is a luxury
    • Meterless damage is on the low side
  • Short Boost mode
AB Alice! Name.png
AB Alice!.png
Play Style Zoner
Dash Type Run
Backdash Type Grounded
Defense Modifier 0.875
Air Options Double Jump
Walljump
Meter Gauge {{{meter}}}

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 4 27 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 4 21 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 13 25 M -J- Launches N/A

Alice! shoots out a flaming bone construct from her hand.
Huge, very active 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 (22ABC)

Skull Swarm: Skull Assist

  • Four skulls float down from the top of the screen to surround Alice!.
    • Any time you press the A button, be it to attack or not, a skull will float out a small distance, active for 17 frames and dealing 2 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.
      • j.B also sends a skull out. This skull hits overhead.
      • Because taunting is disabled during Boost Mode, you can press ABC to send out a skull without attacking.
  • Alice!'s normals all do 2 more points of damage per hit before combo scaling, except j.C, which does 4 more. This damage bonus is independent of the bonus skulls.
  • 6B becomes a vertical launcher, counting towards the 3 launcher cap.
  • 214X now summons skulls in a different pattern:
    • 214A summons 4 skulls in a triangular pattern (with one in the center) above and in front of Alice!
    • 214B summons a bigger version of that same pattern; still 4 skulls, but more spread out.
    • 214C summons 7 skulls in a hexagonal pattern (with one in the center) above and in front of Alice!
  • 623X now summons three skeletons, with the potential to do two hits each.
    • None of the skeletons grant a knockdown anymore, except the final skeleton of 623C. They effectively act as 623EX skeletons.

Gameplan

Neutral

Offense

Defense

As Alice!, defense is where you will struggle the most in the majority of your matchups. While she is less vulnerable to overheads than a lot of the cast thanks to her small size, she lacks good guard cancel options, reversals, or good range for abare. Still, she has a few tricks at her disposal.

As a character with a double jump and a walljump, the most reliable method of getting out of defensive situations is often to jump out. While there's always a risk of getting caught during prejump frames or by an air unblockable low attack, the lack of high-hitting air unblockable moves in Asura Buster makes upbacking a defensive staple for the entire roster. However, Alice! gets to make particularly good use of it by walljumping or double jumping to safety once she's in a good spot. Pushblocking prior to jumping makes it especially safe.

If your opponent is committing to pressure, Alice! does have a workable guard cancel option in 623A. While it becomes active pretty slowly, the skeleton is guaranteed to come out after just a few frames, and will become active even if you get hit. This will usually grant Alice! a favorable trade, letting her return to neutral at the cost of some HP.

When in MAX, you can activate Boost Mode as a guard cancel option. This will immediately end blockstun and let you react to whatever your opponent was doing, granting you a potential escape opportunity. This isn't a get-out-of-jail-free card, however, because the opponent may still have cancel opportunities or outrange Alice's fastest buttons. Be mindful when making use of this.

If you think mashing is necessary, Alice!'s fastest abare option is actually rising j.A (1 frame of prejump + 3 frames of startup, vs 5 frames of startup for your ground A normals). Using rising j.A defensively has the additional benefits of moving her forward and doubles as an instant overhead that can hit a crouch-blocking opponent trying to bait a guard cancel.

Combos

Combo Theory

Alice! has a simple combo game. There are two main things to keep in mind:

  • Additional A normals at the start of a combo will always reduce damage.
  • 2B can be interchanged with 5B at your convenience, but note that 5B whiffs crouching Alice(!).

BnBs

Combo Dmg Notes Video
2A > 2B > 2C 32 Basic confirm into sweep.
2A > 2B > 5AB, j.B > j.AB, j.B > j.C 43 Meterless BnB. Works anywhere, but will require a very fast rising j.B if done in the corner.

j.C ender can be swapped out for another air launcher (j.AB) to get better frame advantage at the cost of damage.

Link

Guard Break Confirms

236AB confirms don't work if Alice! is cornered, as she won't get pushed back far enough for the skull to connect.
All instances of 236AB, j.B > j.AB in this section can be replaced with 623AB, walk > j.AB midscreen for more damage. 623AB will not connect properly if Alice! or her opponent is in the corner. These combos are tighter to execute, especially for rejump routes.

Combo Dmg Notes Video
22C, 236AB, j.B > j.AB, land > j.B > j.AB, land > j.B > j.C 44 Basic metered confirm from guard break. Doesn't work if you're cornered. Link
22C, 236AB, j.B > j.AB, land > 5AB, j.A×3 > double jump > j.A×3 > j.B > j.AB 48 More advanced version. Doesn't work if you're cornered. Link
22C, 236AB, j.B > j.AB, j.A, delay j.A×2 > j.B, land > 5A > 5AB, j.A×3 > double jump > j.A×3 > j.B > j.AB 53 Rejump route off of guard break. Doesn't work if you're cornered. Link
22C, 236AB, j.B > j.AB, j.A, delay j.A×2 > j.B, land > 5A > 5AB, j.A, delay j.A×2 > j.B, land > j.A×3 > double jump > j.A×3 > j.B > j.AB 57 Optimized metered confirm from guard break. Requires two rejumps. Doesn't work if you're cornered. Link

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