mNo edit summary |
No edit summary |
||
(10 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
{ | {{Infobox-ABEW | ||
| | |name=AB_Name_Alice | ||
|image=AB_Alice | |||
| | |playstyle=Puppet | ||
|dash=Run | |||
| | |backdash=Grounded | ||
|defmod=1.0 | |||
|airopts=Double Jump<br>Walljump | |||
|meter=80 | |||
| | |||
| | |||
| | |||
}} | }} | ||
Line 205: | Line 162: | ||
|advBlock=-4 | |advBlock=-4 | ||
|description=overhead book smash<br>quite slow and has slow range<br>just use guard break instead | |description=overhead book smash<br>quite slow and has slow range<br>just use guard break instead | ||
}} | |||
}} | |||
=== Universal mechanics === | |||
{{MoveData | |||
|name=Launcher | |||
|image=AB_Alice_AB.png | |||
|caption= | |||
|input=any 2 buttons | |||
|data= | |||
{{AttackData-AB | |||
|guard=M | |||
|cancel=O | |||
|startup=7 | |||
|advHit= Launches | |||
|advBlock= inconsistent | |||
|description=on hit, Causes a big wall bounce and puts the opponent on indefinite hitstun until they hit the ground or use meter to tech it<br>can be combo'd universally with A>B>C or A>B>Launcher combos.<br>most characters can add an air special or delay the launcher and do a ground special<br>if you hit an opponent with 3 launchers in the same combo they become completely invincible until waking up from the knockdown state<br>a lot of EX moves (Rose's 214EX), few meterless specials (Taros j.236x) and very rarely normals (Rokurouta's 6C) have last hits with the properties of a launcher. these hits count towards the 3 launcher cap. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Air launcher | |||
|image=AB_Alice_jAB.png | |||
|caption= | |||
|input=any 2 buttons | |||
|data= | |||
{{AttackData-AB | |||
|guard=M | |||
|cancel=O | |||
|startup= 7 | |||
|advHit= Launches | |||
|advBlock=inconsistent | |||
|description= No difference from the ground version, but some characters have air launchers with slightly less recovery frames | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name=Guard break | |||
|image=AB_Alice_GB.png | |||
|caption= | |||
|input=22C | |||
|data= | |||
{{AttackData-AB | |||
|guard= don't | |||
|cancel=O | |||
|startup= 6 | |||
|advHit= Stun | |||
|advBlock=O | |||
|description=This replaces grab, a quick attack that stuns blocking opponents.<br>common followups are combos, launchers, knockdowns and some supers<br>countered by not blocking, jumping or attacking back | |||
}} | }} | ||
}} | }} | ||
Line 221: | Line 225: | ||
|advHit= | |advHit= | ||
|advBlock=4 / 3 / 2 | |advBlock=4 / 3 / 2 | ||
|description=Alice throws out a bomb that rests on the ground or hovers in the air for a few seconds or until your opponent touches it.<br>collides with other projectiles as normal.<br>There doesn't seem to be a limit (apart from the timer on the bomb) to how many you can have on screen.<br>The damage on this move seems a bit random...<br>Aerial versions have significantly quicker recovery than grounded versions.<br>Active frame numbers above refer to grounded numbers.<br>If the bomb hits immediately during the animation, she will be in hitlag.<br> number of hits is 2>3>4 depending on the version<br>EX version | |description=Alice throws out a bomb that rests on the ground or hovers in the air for a few seconds or until your opponent touches it.<br>collides with other projectiles as normal.<br>There doesn't seem to be a limit (apart from the timer on the bomb) to how many you can have on screen.<br>The damage on this move seems a bit random...<br>Aerial versions have significantly quicker recovery than grounded versions.<br>Active frame numbers above refer to grounded numbers.<br>If the bomb hits immediately during the animation, she will be in hitlag.<br> number of hits is 2>3>4 depending on the version<br>EX version makes Alice throw a large bomb which lasts 2 seconds. It seems to do only one hit, but won't explode until the 2 seconds are up. When it does explode, it shoots out 4 little bombs with a medium-sized bomb in the middle | ||
}} | }} | ||
}} | }} | ||
Line 239: | Line 243: | ||
|advHit= | |advHit= | ||
|advBlock=inconsistent | |advBlock=inconsistent | ||
|description= | |description= 「DEAD MAN WALKING」 throws Alice. You must be near 「DMW」 for this move to work, and you're invincible until you land. | ||
* A : Alice gets thrown backwards a short distance | * A : Alice gets thrown backwards a short distance | ||
Line 247: | Line 251: | ||
* C : Thrown forwards, low and more than a screen's length | * C : Thrown forwards, low and more than a screen's length | ||
* EX : active on 16. | * EX : active on 16. 「DEAD MAN WALKING」 picks Alice up and carries her as he runs forward. Does up to 11 hits. You're still invincible for the duration of this move. | ||
}} | }} | ||
}} | }} | ||
Line 263: | Line 267: | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= This is why you came here<br>Alice snaps her fingers and | |description= This is why you came here<br>Alice snaps her fingers and 「DEAD MAN WALKING」 flashes, and can then be made to attack. He is invincible at all times. | ||
* On all versions besides EX, DMW flashes on frame 1 for 7 frames, and becomes actionable on frame 8. | * On all versions besides EX, DMW flashes on frame 1 for 7 frames, and becomes actionable on frame 8. | ||
Line 275: | Line 279: | ||
* There seems to be a cooldown after being controlled for a certain amount of time (not sure if tandem button determines length of cooldown). | * There seems to be a cooldown after being controlled for a certain amount of time (not sure if tandem button determines length of cooldown). | ||
* | * 「DMW」 may attack in different directions, he will always attack towards enemy | ||
* | * 「DMW」 won't turn on his own when they cross him up because he only turns around after an attack is over, meaning you will have to waste an attack. is it a bug or a feature? nobody knows | ||
* | * 「DMW」 can't do his low attacks unless Alice is crouching | ||
* Likes his coffee black | * Likes his coffee black | ||
Line 297: | Line 301: | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= Quick jab<br>'''don't underestimate this'''<br>very useful pressure tool or abare<br>will keep your opponent blocking | |description= Quick jab<br>'''don't underestimate this'''<br>very useful pressure tool or abare<br>will keep your opponent blocking and condition them to not rush you | ||
}} | }} | ||
}} | }} | ||
Line 312: | Line 316: | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= Quick low | |description= Quick low kick<br>'''don't underestimate this too'''<br>it forces the opponent to block ''low'', meaning they have to crouch and stop their momentum, giving you time to set bombs | ||
}} | }} | ||
}} | }} | ||
Line 342: | Line 346: | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description= 「DMW」 hops forward and kicks<br>the most used option<br>the short hop allow you to quickly reposition him, which you will need to do a lot while playing Alice<br>deals high damage and encourages you to use it randomly to catch people off guard | ||
}} | }} | ||
}} | }} | ||
Line 387: | Line 391: | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description=「DMW」 runs forward a few steps, then automatically does this series of attacks : 2A, 2A, B, C, A, 2C, AB.<br>The last hit acts like a launcher, but doesn't count towards your limit of 3 moves per Skull Tandem.<br>Can be done at any time no matter what Alice is doing, whether Mid move, Mid Combo, getting combo'd, going to the local Dairy Queen for Ice Cream, you name it. | ||
}} | }} | ||
}} | }} | ||
== Supers == | == Supers == | ||
{{MoveData | {{MoveData | ||
Line 395: | Line 400: | ||
|image=AB_Alice_236236a.png | |image=AB_Alice_236236a.png | ||
|caption= | |caption= | ||
|input= | |input=236-236A/B/C | ||
|data= | |data= | ||
{{AttackData-AB | {{AttackData-AB | ||
|guard=M | |guard=M | ||
|cancel=O | |cancel=O | ||
|startup= | |startup=57(53+4) | ||
|advHit= | |advHit=inconsistent, waves don't combo | ||
|advBlock=inconsistent | |advBlock=inconsistent | ||
|description= A large number of Alice clones fall from the sky and explode on impact.<br>Seems to be unavoidable, but not very damaging. It usually does around 12 hits. | |description= A large number of Alice clones fall from the sky and explode on impact.<br>Seems to be unavoidable, but not very damaging. It usually does around 12 hits. | ||
Line 409: | Line 414: | ||
== Boost mode (22+ABC) == | == Boost mode (22+ABC) == | ||
Necrofantasia : | Necrofantasia : | ||
* Makes her move a tiny bit faster and jump a little higher. | * Makes her move a tiny bit faster and jump a little higher. | ||
Line 418: | Line 421: | ||
* Universal overhead (6B) Launches | * Universal overhead (6B) Launches | ||
* | * Likely because of a bug, Alice can still do the EX version of the Skull Tandem (214 + AB) in boost mode. It still costs a segment of super meter. Don't use this during Boost Mode. | ||
* Her increased speed and height seems to impact how she gets hit by other charatcer's Boost Modes, making her combo fodder for characters like Yashaou. | * Her increased speed and height seems to impact how she gets hit by other charatcer's Boost Modes, making her combo fodder for characters like Yashaou. | ||
==Color Palettes== | |||
<br> | |||
[[File:AB_Palettes_Alice.png|none|350px]] | |||
<br> | |||
{{Asura Buster}} | |||
[[Category: Asura Buster: Eternal Warriors]] | [[Category: Asura Buster: Eternal Warriors]] | ||
[[Category: Alice]] |
Latest revision as of 16:43, 14 May 2024
Alice is a young girl wielding a special book that gives her control over the undead.
Still determined to learn about the secret of immortality, Alice, who has now gotten a bit more powerful while learning new magic and necromancy, forms a contract with Dead Man Walking, a skeleton who is the reanimated corpse of a man falsely executed for murder.
They head off on a new adventure in order to learn about the mystery of the lost continent, believing that it could help with her current research.
Alice is a puppet character who can also plant stationary bombs on screen. Alice's skeletal familiar, 「DEAD MAN WALKING」, is invincible, does very high damage and can break the opponent's combos if properly set up. He will always try to follow her, but moves much slower than she does. Certain attacks can also be used to change his position, and he can be controlled to attack remotely.
Alice differs greatly from the rest of the cast and has a rather high skill floor. New players should consider playing another character alongside her to familiarize themselves with the game's mechanics.
OverviewAlice is a tricky puppet character who can take control of the screen with her skeleton familiar and bombs. |
|
Pros | Cons |
|
|
![]() | |
---|---|
Play Style | Puppet |
Dash Type | Run |
Backdash Type | Grounded |
Defense Modifier | 1.0 |
Air Options | Double Jump Walljump |
Meter Gauge | 80 |
Normals
Standing normals
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 6 | - | - | M | normals | 1 | 0 | |
quick karate chop |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 8 | - | - | M | normals | 3 | 2 | |
Alice opens her book and summons a small skull of a T-rex to bite the enemy |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 12 | - | - | M | O | -9 | -10 | |
visually identical to 5B |
Crouching normals
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 6 | - | - | L | normals | 3 | 2 | |
5A but low |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 8 | - | - | L | normals | 0 | -1 | |
Alice opens her book and summons a small skull of a Pterodactyl to peck the enemy |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 11 | - | - | H | O | - | -17 | |
visually identical to 2B |
Jumping normals
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 4 | - | - | H | special | O | O | |
Alice slaps you with inhuman speed |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 6 | - | - | H | special | O | O | |
Alice opens her book and summons a small skull of a Styracosaurus to headbutt the enemy |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 6 | - | - | H | O | O | O | |
visually identical to j.B |
Command normals
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 17 | - | - | H | special | -3 | -4 | |
overhead book smash |
Universal mechanics
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 7 | - | - | M | O | Launches | inconsistent | |
on hit, Causes a big wall bounce and puts the opponent on indefinite hitstun until they hit the ground or use meter to tech it |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 7 | - | - | M | O | Launches | inconsistent | |
No difference from the ground version, but some characters have air launchers with slightly less recovery frames |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 6 | - | - | don't | O | Stun | O | |
This replaces grab, a quick attack that stuns blocking opponents. |
Special moves
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 24 / 26 / 28 | - | - | M | O | - | 4 / 3 / 2 | |
Alice throws out a bomb that rests on the ground or hovers in the air for a few seconds or until your opponent touches it. |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 6 / 4 / 4 | - | - | M | O | - | inconsistent | |
「DEAD MAN WALKING」 throws Alice. You must be near 「DMW」 for this move to work, and you're invincible until you land.
|
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 29 / 29 / 29 | - | - | H | O | - | - | |
This is why you came here
|
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | |
Quick jab |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | |
Quick low kick |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | |
stylish side kicks |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | |
「DMW」 hops forward and kicks |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | |
Slide kick forward |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | |
punches high, does up to 2 hits |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | |
「DMW」 runs forward a few steps, then automatically does this series of attacks : 2A, 2A, B, C, A, 2C, AB. |
Supers
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 57(53+4) | - | - | M | O | inconsistent, waves don't combo | inconsistent | |
A large number of Alice clones fall from the sky and explode on impact. |
Boost mode (22+ABC)
Necrofantasia :
- Makes her move a tiny bit faster and jump a little higher.
- Attacks are slightly faster, but it's barely noticeable.
- Universal overhead (6B) Launches
- Likely because of a bug, Alice can still do the EX version of the Skull Tandem (214 + AB) in boost mode. It still costs a segment of super meter. Don't use this during Boost Mode.
- Her increased speed and height seems to impact how she gets hit by other charatcer's Boost Modes, making her combo fodder for characters like Yashaou.
Color Palettes