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{{SFxTCharacterHeader|Alisa|Alisa| | {{SFxTCharacterHeader|Alisa|Alisa| | ||
Either | |||
| | | | ||
The other half of Infiltration’s EVO 2013-winning team, Alisa combines slow-moving, angled projectile- | |||
based zoning with heavy frame advantage to provide a dual threat of offense and defense. If Alisa finds | |||
herself at full screen, she can keep opponents out by using her fist missiles to catch an opponent in a | |||
variety of angles: if she catches them in the air at certain ranges, she can even combo after it using a | |||
command dash follow-up. Her fist missiles also retract her hurtbox, pushing her backwards to make the | |||
gap between her and her opponent even more daunting. If an opponent tries to fire back, Alisa has | |||
numerous ways she can hop over and dodge projectiles with her Cradle Star or slide under them with | |||
Eject Slider (hcf+k, k). Both her Boot (hcf+k) and Dual Boot (hcf+p) lead into attacks that start up quickly | |||
and have varying degrees of safety and safe tag-in capabilities. When she enters her destructive form, | |||
the range and frame advantage of her normals increase drastically, especially her standing jab that is | |||
active for a long time and causes chip on block. It can even catch opponents while backdashing and | |||
leave them in a juggle state. Her only glaring weakness is a lack of good wakeup options, as her best | |||
reversal costs meter and is slow to start up, while everything she she has at her disposal does not have | |||
true invincibility. She can be used at either position to either set the tone of the match or force a | |||
stalemate towards the closing seconds to hang on to a life lead. | |||
| | |||
+Quite possibly the best zoner in the game thanks to slow-moving fireballs that can be angled to shut | |||
down enemy approach | |||
+Several safe block strings and tag options that lead to full combos on hit | |||
+Destroy Form s.HP has air crush properties to further shut down oncoming opponents when not | |||
throwing fireballs | |||
+Her far MK Target Combo starter can lead to a high-low mixup for characters without a reversal, both of | |||
which lead to full combos and the ability to tag in a partner to finish the combo if necessary. | |||
+j.mk has a unique hitbox that can cover both her front and back, allowing her to pull off ambiguous | |||
crossups while also keeping her hitbox active against opponents who try to air-to-air her. | |||
+Cr.HP is fast and reaches far enough to punish blocked boost combos that other characters would | |||
struggle to stop. | |||
+Destructive f+MP overhead can be tag canceled into a combo | |||
| | |||
-Only her LP DP has strike invulnerability (can still be thrown) while her MP and HP variations have no | |||
invulnerability. Only her EX DP has full invulnerability on startup | |||
-Most of her normals have long recovery and can be whiff punished for big damage | |||
-Thanks to her lack of wakeup options, she struggles heavily against knockdown pressure | |||
-Thanks to most of her combos requiring a lot of time on the clock to get maximum damage, she can | |||
struggle against life deficits}} | |||
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== Advanced Strategy == | == Advanced Strategy == | ||
== Combos == | == Combos == | ||
=== Bread and Butters === | === Bread and Butters === | ||
* cr.LK~cl.MK>MP, DES cr.MP(3) xx qcb+P, DES cr.HP(1) xx hcf+P>K (329) | |||
(0bar, hitconfirm, hard) | |||
* DES cr.MP(3) xx qcb+P, DES cr.HP(1) xx hcf+P>K | |||
(0bar, hard) | |||
=== Hit Confirm Combos === | === Hit Confirm Combos === | ||
* | |||
* st.LP~cl.MK>MP, DES cr.MP(3) xx qcb+P, DES cr.HP(1) xx hcf+P>K (329) | |||
(0bar, hard) | |||
* cr.LP, cr.LP, st.MK>MP, DES cr.MP(3) xx qcb+P, DES cr.HP(1) xx hcf+P>K (341) | |||
(0bar, hard) | |||
=== Post-launch Combos === | |||
* cl.MP, st.HP xx hcf+P>K | |||
(0bar, medium) | |||
* cl.HP xx qcb+K, CADC, cl.MP, cr.MP xx hcf+P>K | |||
(0bar, hard) | |||
* cl.MP, cl.MP, cr. MP xx hcf+P>K | |||
(0bar, medium) | |||
=== Advanced Combos === | === Advanced Combos === | ||
* | |||
* cl.HP xx CADC, cr.MP xx hcf+P>P(5), DES cr.MP(1) xx hcf+P>K(314) | |||
(0bar, anti-air, hard) | |||
=== Combos Into Supers === | === Combos Into Supers === |
Revision as of 17:26, 26 September 2023


Alisa
Ideal Team Position: Either
The other half of Infiltration’s EVO 2013-winning team, Alisa combines slow-moving, angled projectile- based zoning with heavy frame advantage to provide a dual threat of offense and defense. If Alisa finds herself at full screen, she can keep opponents out by using her fist missiles to catch an opponent in a variety of angles: if she catches them in the air at certain ranges, she can even combo after it using a command dash follow-up. Her fist missiles also retract her hurtbox, pushing her backwards to make the gap between her and her opponent even more daunting. If an opponent tries to fire back, Alisa has numerous ways she can hop over and dodge projectiles with her Cradle Star or slide under them with Eject Slider (hcf+k, k). Both her Boot (hcf+k) and Dual Boot (hcf+p) lead into attacks that start up quickly and have varying degrees of safety and safe tag-in capabilities. When she enters her destructive form, the range and frame advantage of her normals increase drastically, especially her standing jab that is active for a long time and causes chip on block. It can even catch opponents while backdashing and leave them in a juggle state. Her only glaring weakness is a lack of good wakeup options, as her best reversal costs meter and is slow to start up, while everything she she has at her disposal does not have true invincibility. She can be used at either position to either set the tone of the match or force a stalemate towards the closing seconds to hang on to a life lead.
Strengths | Weaknesses |
---|---|
+Quite possibly the best zoner in the game thanks to slow-moving fireballs that can be angled to shut down enemy approach +Several safe block strings and tag options that lead to full combos on hit +Destroy Form s.HP has air crush properties to further shut down oncoming opponents when not throwing fireballs +Her far MK Target Combo starter can lead to a high-low mixup for characters without a reversal, both of which lead to full combos and the ability to tag in a partner to finish the combo if necessary. +j.mk has a unique hitbox that can cover both her front and back, allowing her to pull off ambiguous crossups while also keeping her hitbox active against opponents who try to air-to-air her. +Cr.HP is fast and reaches far enough to punish blocked boost combos that other characters would struggle to stop. +Destructive f+MP overhead can be tag canceled into a combo |
-Only her LP DP has strike invulnerability (can still be thrown) while her MP and HP variations have no invulnerability. Only her EX DP has full invulnerability on startup -Most of her normals have long recovery and can be whiff punished for big damage -Thanks to her lack of wakeup options, she struggles heavily against knockdown pressure -Thanks to most of her combos requiring a lot of time on the clock to get maximum damage, she can struggle against life deficits |
Moves
Normal Attacks






Upper body crushes airborne attacks 6-9f
Knockdown on airborne opponent








Upper body crushes airborne attacks 5-9f
causes float






































Unique Attacks


all normals cause chip damage on block in Destructive Form



Crushes airborne 1-16f






















Ends in Destructive Form
forces standing
Throws












Special Moves





















Projectile invul. from 4f until landing, Bounces back on hit or block
Long recovery on whiff




















causes float
Super Combo


Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
Combos
Bread and Butters
- cr.LK~cl.MK>MP, DES cr.MP(3) xx qcb+P, DES cr.HP(1) xx hcf+P>K (329)
(0bar, hitconfirm, hard)
- DES cr.MP(3) xx qcb+P, DES cr.HP(1) xx hcf+P>K
(0bar, hard)
Hit Confirm Combos
- st.LP~cl.MK>MP, DES cr.MP(3) xx qcb+P, DES cr.HP(1) xx hcf+P>K (329)
(0bar, hard)
- cr.LP, cr.LP, st.MK>MP, DES cr.MP(3) xx qcb+P, DES cr.HP(1) xx hcf+P>K (341)
(0bar, hard)
Post-launch Combos
- cl.MP, st.HP xx hcf+P>K
(0bar, medium)
- cl.HP xx qcb+K, CADC, cl.MP, cr.MP xx hcf+P>K
(0bar, hard)
- cl.MP, cl.MP, cr. MP xx hcf+P>K
(0bar, medium)
Advanced Combos
- cl.HP xx CADC, cr.MP xx hcf+P>P(5), DES cr.MP(1) xx hcf+P>K(314)
(0bar, anti-air, hard)
Combos Into Supers
- N/A