Street Fighter X Tekken/Alisa: Difference between revisions

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{{SFxTCharacterHeader|Alisa|Alisa|
{{SFxTCharacterHeader|Alisa|Alisa|
TBW
Either
|
|
TBW}}
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}}




Line 107: Line 153:


== Advanced Strategy ==
== Advanced Strategy ==
<youtube>PGTBKB3Fvyw</youtube>


== Combos ==
== Combos ==
=== Bread and Butters ===
=== Bread and Butters ===
<youtube>aTtNiLnDh8c</youtube>
 
* 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 ===
* N/A
 
* 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 ===
* N/A
 
* 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

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Alisa

Sfxt Alisa face.jpg

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

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Speccancel.png
Upper body crushes airborne attacks 6-9f
Knockdown on airborne opponent
Standing Light Kick
Lk.png
Speccancel.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Standing (close) Medium Punch
Mp.png
Speccancel.png
Standing (close) Hard Punch
Hp.png
Speccancel.png
Upper body crushes airborne attacks 5-9f
causes float
Standing (close) Medium Kick
Mk.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
1st Hit - Speccancel.png
Crouching Light Kick
D.png + Lk.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Hardknockdown.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
Angled Jump Hard Punch
Uf.png / U.png / Ub.png + Hp.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png

Unique Attacks

Name
Command
Notes
Destructive Form \ Cancel
D.png + 3p.png
Switch between Destructive and Normal stances
all normals cause chip damage on block in Destructive Form
Destructive Light Punch
Lp.png in Destructive Form
Destructive Medium Punch
Mp.png in Destructive Form
Destructive Heavy Punch
Hp.png in Destructive Form
causes float
Crushes airborne 1-16f
Destructive Crouching Light Punch
D.png + Lp.png in Destructive Form
Destructive Crouching Medium Punch
D.png + Mp.png in Destructive Form
Low.png Speccancel.png
Destructive Crouching Heavy Punch
D.png + Hp.png in Destructive Form
hits Low.png then High.png
Hardknockdown.png
Hertz Blade Flare
F.png + Mp.png in Destructive Form
High.png
Groundbounce.png on Counterhit.png
Idling
Any K in Destructive Form
builds meter
Quick Access
(close) Mk.png ---.png Mp.png
Ends in Destructive Form
Lost Access
(far) Mk.png ---.png Mp.png
Hits high, then OH
Ends in Destructive Form
forces standing

Throws

Name
Command
Notes
Spam Bomb
F.png or N.png + Lp.png + Lk.png
Throw.png
Double Bull Shoot
B.png + Lp.png + Lk.png
Throw.png
Compression
air Lp.png + Lk.png
Airthrow.png

Special Moves

Name
Command
Notes
Boot
Hcf.png + K.png
Ex.png has 2 points of armor
    Eject Slider
Boot ---.png K.png
hardknockdown
    Hard Reset
Boot ---.png P.png
Knockdown.png
Dual Boot
Hcf.png + P.png
Ex.png has 2 points of armor
    Thruster Left
Dual Boot ---.png K.png
Knockdown.png Ends in Destructive Form
    Thruster Right
Dual Boot ---.png P.png
Ends in Destructive Form
Cradle Star
Dp.png + K.png
Ex.png Knockdown.png Wallbounce.png
Projectile invul. from 4f until landing, Bounces back on hit or block
Long recovery on whiff
    Follow-up
Cradle Star ---.png P.png
High.png Knockdown.png
Happy Propeller
Dp.png + P.png
Knockdown.png
Lp.png version strike invul. 1-7f
Ex.png Invul. 1-11
Double Rocket Punch
Qcb.png + P.png
Cannot be reflected or counters
Knockdown.png on airborne opponent
Clock Setting
Qcb.png + P.png in Destructive Form
causes float
Ex.png Strike Invul. 1-17f
Double Cut
Qcb.png + K.png
Ex.png Chrg.png Knockdown.png
causes float

Super Combo

Name
Command
Notes
Trigger Shuffle
Qcb.png + 3k.png
Invul. 1-12f

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

Frame Data

zUkUu's Frame Data Guide for Alisa

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