(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;"|''' | | 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 | |} | ||
| | |||
| | ===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.
OverviewAlice! is a strong zoner with a simple gameplan and good mobility. |
|
Pros | Cons |
|
|
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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
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. |
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(!). |
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. |
Crouching Normals
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. |
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. |
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. |
Jumping Normals
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. |
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. |
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. |
Command Normals
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. |
Universal Mechanics
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. |
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. |
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. |
Special Moves
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. Be careful using this in neutral against some characters, as it can be easily low profiled.
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. |
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. | ||||||||
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. |
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. 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. This move is also affected by the first active frame damage glitch. |
Supers
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. 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.
- 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.
- 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