(Created page with "{| class="wikitable" style="float:right; margin-left: 10px;" |- ! align="center" colspan="2" | Alice |- | align="center" colspan="2" |File:AB_alice.png|frameless|center|600x...") |
(WHAT THE F IS THIS CHARACTER??????) |
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Line 3: | Line 3: | ||
! align="center" colspan="2" | Alice | ! align="center" colspan="2" | Alice | ||
|- | |- | ||
| align="center" colspan="2" |[[File: | | align="center" colspan="2" |[[File:AB_Alice.png|frameless|center|400x400px]] | ||
|- | |- | ||
| '''Pre-Jump Frames''' || 3 | | '''Pre-Jump Frames''' || 3 | ||
Line 9: | Line 9: | ||
| '''Play Style''' || Puppet | | '''Play Style''' || Puppet | ||
|- | |- | ||
| '''Dash Type''' || | | '''Dash Type''' || dash / roll | ||
|- | |- | ||
|} | |} | ||
<br> | <br> | ||
== currently being | == Introduction == | ||
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. | |||
Alice and DMW 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」, will always try to follow her. However he 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 is '''Extremley difficult to master''', the time and skill required to play her effectively is way higher than any other character. ''if you are a new player'', consider keeping a character. | |||
Alice is very difficult to master. But in the hands of an expert, she's an unstoppable, deadly force. Use the Skull Tandem all the time, throw bombs everywhere, counter anything with 623+ AB, and jump around like a madman (madgirl?). Her small stature helps to avoid attacks, you can duck many normal moves. | |||
「DMW」is invincible and can do a bunch of damage in a hurry. Or get the enemy between the two of you and mash on the A button for a few seconds. And remember that the EX Skull Tandem works even as you're in the middle of getting beaten up by a combo. You can't go wrong! | |||
{{StrengthsAndWeaknesses | |||
| intro = | |||
[[File:AB_Alice_idle.png|frameless|center]] | |||
| pros = | |||
* Double Jump that can cancel any move she's currently in | |||
* 「DEAD MAN WALKING」can be used with bombs to effectively shut down the opponent, severely limiting their approach options | |||
* Remote damage with no risk from across the screen | |||
* 「DEAD MAN WALKING」can attack even in situations where Alice couldn't, like in a knockdown or when she's in the middle of a move | |||
* 「DEAD MAN WALKING」is '''completely invincible''' | |||
* Disjointed Hitbox on many normals | |||
* Very tiny hitbox | |||
* Can do a total of four jump actions. | |||
| cons = | |||
* '''Extremley difficult to master''' | |||
* '''Horrible Boost Mode''' | |||
* Lackluster Super | |||
* Underwhelming Normals | |||
* Hard to escape corner | |||
}} | |||
== Normals == | |||
=== Standing normals === | |||
{{MoveData | |||
|image=AB_Alice_5a.png | |||
|caption= | |||
|input=5A | |||
|data= | |||
{{AttackData-AB | |||
|guard=M | |||
|cancel=normals | |||
|startup=6 | |||
|advHit=1 | |||
|advBlock=0 | |||
|description= quick karate chop<br>can be used as an abare | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=AB_Alice_5B.png | |||
|caption= | |||
|input=5B | |||
|data= | |||
{{AttackData-AB | |||
|guard=M | |||
|cancel=normals | |||
|startup=8 | |||
|advHit=3 | |||
|advBlock=2 | |||
|description= Alice opens her book and summons a small skull of a T-rex to bite the enemy<br>hits one time<br>fast and can combo into launcher, however it has a lot of recovery | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=AB_Alice_5c.png | |||
|caption=3 attacks in a trenchcoat | |||
|input=5C | |||
|data= | |||
{{AttackData-AB | |||
|guard=M | |||
|cancel=O | |||
|startup=12 | |||
|advHit=-9 | |||
|advBlock=-10 | |||
|description= visually identical to 5B<br>hits twice<br>slightly longer range than 5B<br>damaging but laggy<br>''cannot'' combo into launcher<br>do not use as only a poke, use 5B or launcher instead | |||
}} | |||
}} | |||
=== Crouching normals === | |||
{{MoveData | |||
|image=AB_Alice_2a.png | |||
|caption= | |||
|input=2A | |||
|data= | |||
{{AttackData-AB | |||
|guard=L | |||
|cancel=normals | |||
|startup=6 | |||
|advHit=3 | |||
|advBlock=2 | |||
|description= 5A but low | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=AB_Alice_2B.png | |||
|caption= | |||
|input=2B | |||
|data= | |||
{{AttackData-AB | |||
|guard=L | |||
|cancel=normals | |||
|startup=8 | |||
|advHit=0 | |||
|advBlock=-1 | |||
|description= Alice opens her book and summons a small skull of a Pterodactyl to peck the enemy<br>causes a decent amount of stagger and has decent range<br>our main mid-range poke | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=AB_Alice_2c.png | |||
|caption=the ankle slicer | |||
|input=2C | |||
|data= | |||
{{AttackData-AB | |||
|guard=H | |||
|cancel=O | |||
|startup=11 | |||
|advHit= | |||
|advBlock=-17 | |||
|description= visually identical to 2B<br>slightly longer range than 2B<br>causes a HKD | |||
}} | |||
}} | |||
=== Jumping normals === | |||
{{MoveData | |||
|image=AB_Alice_j.a.png | |||
|caption= | |||
|input=j.A | |||
|data= | |||
{{AttackData-AB | |||
|guard=H | |||
|cancel=special | |||
|startup=4 | |||
|advHit=O | |||
|advBlock=O | |||
|description=Alice swipes with her book with inhuman speed<br>fast but ''extremely short'' combo starter<br>comboes easily into itself but it's harder to combo into other air normals | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=AB_Alice_j.B.png | |||
|caption= | |||
|input=j.B | |||
|data= | |||
{{AttackData-AB | |||
|guard=H | |||
|cancel=special | |||
|startup=6 | |||
|advHit=O | |||
|advBlock=O | |||
|description= Alice opens her book and summons a small skull of a Styracosaurus to headbutt the enemy<br>best option against aerial opponents | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|image=AB_Alice_j.c.png | |||
|caption= | |||
|input=j.C | |||
|data= | |||
{{AttackData-AB | |||
|guard=H | |||
|cancel=O | |||
|startup=6 | |||
|advHit=O | |||
|advBlock=O | |||
|description= visually identical to j.B<br>slightly longer range than j.B<br>does more damage but has more recovery frames<br>use at the end of combos | |||
}} | |||
}} | |||
=== Command normals === | |||
{{MoveData | |||
|image=AB_Alice_6b.png | |||
|caption= | |||
|input=6b | |||
|data= | |||
{{AttackData-AB | |||
|guard=H | |||
|cancel=special | |||
|startup=17 | |||
|advHit=-3 | |||
|advBlock=-4 | |||
|description=overhead book smash<br>quite slow nad has slow range<br>just use guard break instead | |||
}} | |||
}} | |||
== Special moves == | |||
{{MoveData | |||
|name=Skull mine - スカルマイン | |||
|image=AB_Alice_236a.png | |||
|image=AB_Alice_236a_proj.png | |||
|caption=the skeleton | |||
|caption2=The projectile | |||
|input=236A/B/C | |||
|data= | |||
{{AttackData-AB | |||
|guard=M | |||
|cancel=O | |||
|startup=24 / 26 / 28 | |||
|advHit= | |||
|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 mades 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 | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name=Skele catapult - スカルマイン | |||
|image=AB_Alice_623a.png | |||
|image2=AB_Alice_623ex.png | |||
|caption1=A/B/C version | |||
|caption2=EX Finisher | |||
|input=623A/B/C | |||
|data= | |||
{{AttackData-AB | |||
|guard=M | |||
|cancel=O | |||
|startup=6 / 4 / 4 | |||
|advHit= | |||
|advBlock=inconsistent | |||
|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 | |||
* B : Alice is thrown forwards, quite high and pretty far | |||
* C : Thrown forwards, low and more than a screen's length | |||
* 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. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name= Tandem curse - タンデムカース | |||
|image=AB_Alice_214a.png | |||
|caption=it's time to get funky | |||
|input=214A/B/C | |||
|data= | |||
{{AttackData-AB | |||
|guard=H | |||
|cancel=O | |||
|startup=29 / 29 / 29 | |||
|advHit= | |||
|advBlock= | |||
|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. | |||
* He can be controlled before Alice recovers from her animation. Alice recovers faster from the aerial version than the grounded version. | |||
* Control duration for A, B and C versions are 2, 3 and 4 seconds respectively | |||
}} | |||
<br> | |||
{{MoveData | |||
|name= Tandem curse - タンデムカース | |||
|image=AB_Alice_214a.png | |||
|caption=Hope you like reading :))) | |||
|input=214A/B/C | |||
|data= | |||
{{AttackData-AB | |||
|guard= | |||
|cancel= | |||
|startup= | |||
|advHit= | |||
|advBlock= | |||
|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. | |||
* He can be controlled before Alice recovers from her animation. Alice recovers faster from the aerial version than the grounded version. | |||
* Control duration for A, B and C versions are 2, 3 and 4 seconds respectively | |||
* Even without snapping her fingers, you can do the move at other times (i.e. when knocked down) and he will still flash, but is sometimes controllable and sometimes not. It seems to work with EX at any time though. | |||
* 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 | |||
}} | |||
{{MoveData | |||
|name= | |||
|image=AB_Alice_214a.png | |||
|caption=214a/b/c ~> A | |||
|input= | |||
|data= | |||
{{AttackData-AB | |||
|guard= | |||
|cancel= | |||
|startup= | |||
|advHit= | |||
|advBlock= | |||
|description= Quick jab<br>'''don't underestimate this'''<br>very useful pressure tool or abare<br>will keep your opponent blocking | |||
}} | |||
{{MoveData | |||
|name= | |||
|image=AB_Alice_214a.png | |||
|caption=214a/b/c ~> 2A | |||
|input= | |||
|data= | |||
{{AttackData-AB | |||
|guard= | |||
|cancel= | |||
|startup= | |||
|advHit= | |||
|advBlock= | |||
|description= Quick low quick<br>'''don't underestimate this too'''<br>it forces them to block ''low'', meaning they have to crouch and stop their momentum | |||
}} | |||
{{MoveData | |||
|name= | |||
|image=AB_Alice_214a.png | |||
|caption=214a/b/c ~> B | |||
|input= | |||
|data= | |||
{{AttackData-AB | |||
|guard= | |||
|cancel= | |||
|startup= | |||
|advHit= | |||
|advBlock= | |||
|description= stylish side kicks<br>the most used combo tool<br>has decent range and decent damage | |||
}} | |||
{{MoveData | |||
|name= | |||
|image=AB_Alice_214a.png | |||
|caption=214a/b/c ~> C | |||
|input= | |||
|data= | |||
{{AttackData-AB | |||
|guard= | |||
|cancel= | |||
|startup= | |||
|advHit= | |||
|advBlock= | |||
|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 | |||
}} | |||
{{MoveData | |||
|name= | |||
|image=AB_Alice_214a.png | |||
|caption=214a/b/c ~> 2C | |||
|input= | |||
|data= | |||
{{AttackData-AB | |||
|guard= | |||
|cancel= | |||
|startup= | |||
|advHit= | |||
|advBlock= | |||
|description= Slide kick forward<br>hits low<br>causes a HKD<br>has the most range out of the followups | |||
}} | |||
{{MoveData | |||
|name= | |||
|image=AB_Alice_214a.png | |||
|caption=214a/b/c ~> AB | |||
|input= | |||
|data= | |||
{{AttackData-AB | |||
|guard= | |||
|cancel= | |||
|startup= | |||
|advHit= | |||
|advBlock= | |||
|description= punches high, does up to 2 hits<br>Does '''absurd damage'''<br>always try to catch aerial opponents with this<br> has the most startup but it's negligeable | |||
}} | |||
}} | |||
{{MoveData | |||
|name= Tandem Curse EX | |||
|image=AB_Alice_214a.png | |||
|caption= | |||
|input= | |||
|data= | |||
{{AttackData-AB | |||
|guard= | |||
|cancel= | |||
|startup= | |||
|advHit= | |||
|advBlock= | |||
|description=「DMW」runs forward a few steps, then automatically does a 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 == | |||
{{MoveData | |||
|name=Doppleganger Rain - ドッペルギャンガー・レイン | |||
|image=AB_Alice_236236a.png | |||
|caption= | |||
|input=236236A/B/C | |||
|data= | |||
{{AttackData-AB | |||
|guard=M | |||
|cancel=O | |||
|startup=62(53+9) | |||
|advHit= | |||
|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. | |||
}} | |||
}} | |||
== Boost mode (22+ABC) == | |||
Necrofantasia : | |||
* Pointless. This boost mode sucks. Don't use it. | |||
* 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 | |||
* Strangely, 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. | |||
[[Category: Asura Buster: Eternal Warriors]] | [[Category: Asura Buster: Eternal Warriors]] | ||
{{Asura Buster}} | {{Asura Buster}} |
Revision as of 17:23, 4 August 2021
Alice | |
---|---|
Pre-Jump Frames | 3 |
Play Style | Puppet |
Dash Type | dash / roll |
Introduction
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.
Alice and DMW 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」, will always try to follow her. However he 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 is Extremley difficult to master, the time and skill required to play her effectively is way higher than any other character. if you are a new player, consider keeping a character.
Alice is very difficult to master. But in the hands of an expert, she's an unstoppable, deadly force. Use the Skull Tandem all the time, throw bombs everywhere, counter anything with 623+ AB, and jump around like a madman (madgirl?). Her small stature helps to avoid attacks, you can duck many normal moves.
「DMW」is invincible and can do a bunch of damage in a hurry. Or get the enemy between the two of you and mash on the A button for a few seconds. And remember that the EX Skull Tandem works even as you're in the middle of getting beaten up by a combo. You can't go wrong!
Pros | Cons |
|
|
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 swipes with her book 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 |
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.
|
{{MoveData
|name= Tandem curse - タンデムカース
|image=AB_Alice_214a.png
|caption=it's time to get funky
|input=214A/B/C
|data=
! height="25px" | Damage
! Startup
! Active
! Recovery
! Guard
! Cancel
! Adv. Hit
! Adv. Block
|-
| height="25px"| - | 29 / 29 / 29 | - | - | H | O | - | - |- | colspan="9" style="text-align: left; vertical-align:top;" |
This is why you came here
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.
- He can be controlled before Alice recovers from her animation. Alice recovers faster from the aerial version than the grounded version.
- Control duration for A, B and C versions are 2, 3 and 4 seconds respectively
|-
{{MoveData
|name= Tandem curse - タンデムカース
|image=AB_Alice_214a.png
|caption=Hope you like reading :)))
|input=214A/B/C
|data=
! height="25px" | Damage
! Startup
! Active
! Recovery
! Guard
! Cancel
! Adv. Hit
! Adv. Block
|-
| height="25px"| - | - | - | - | - | - | - | - |- | colspan="9" style="text-align: left; vertical-align:top;" |
This is why you came here
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.
- He can be controlled before Alice recovers from her animation. Alice recovers faster from the aerial version than the grounded version.
- Control duration for A, B and C versions are 2, 3 and 4 seconds respectively
- Even without snapping her fingers, you can do the move at other times (i.e. when knocked down) and he will still flash, but is sometimes controllable and sometimes not. It seems to work with EX at any time though.
- 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
|-
{{MoveData |name= |image=AB_Alice_214a.png |caption=214a/b/c ~> A |input= |data= ! height="25px" | Damage ! Startup ! Active ! Recovery ! Guard ! Cancel ! Adv. Hit ! Adv. Block |-
| height="25px"| - | - | - | - | - | - | - | - |- | colspan="9" style="text-align: left; vertical-align:top;" |
Quick jab
don't underestimate this
very useful pressure tool or abare
will keep your opponent blocking
|- {{MoveData |name= |image=AB_Alice_214a.png |caption=214a/b/c ~> 2A |input= |data= ! height="25px" | Damage ! Startup ! Active ! Recovery ! Guard ! Cancel ! Adv. Hit ! Adv. Block |-
| height="25px"| - | - | - | - | - | - | - | - |- | colspan="9" style="text-align: left; vertical-align:top;" |
Quick low quick
don't underestimate this too
it forces them to block low, meaning they have to crouch and stop their momentum
|- {{MoveData |name= |image=AB_Alice_214a.png |caption=214a/b/c ~> B |input= |data= ! height="25px" | Damage ! Startup ! Active ! Recovery ! Guard ! Cancel ! Adv. Hit ! Adv. Block |-
| height="25px"| - | - | - | - | - | - | - | - |- | colspan="9" style="text-align: left; vertical-align:top;" |
stylish side kicks
the most used combo tool
has decent range and decent damage
|- {{MoveData |name= |image=AB_Alice_214a.png |caption=214a/b/c ~> C |input= |data= ! height="25px" | Damage ! Startup ! Active ! Recovery ! Guard ! Cancel ! Adv. Hit ! Adv. Block |-
| height="25px"| - | - | - | - | - | - | - | - |- | colspan="9" style="text-align: left; vertical-align:top;" |
「DMW」 hops forward and kicks
the most used option
the short hop allow you to quickly reposition him, which you will need to do a lot while playing Alice
deals high damage and encourages you to use it randomly to catch people off guard
|- {{MoveData |name= |image=AB_Alice_214a.png |caption=214a/b/c ~> 2C |input= |data= ! height="25px" | Damage ! Startup ! Active ! Recovery ! Guard ! Cancel ! Adv. Hit ! Adv. Block |-
| height="25px"| - | - | - | - | - | - | - | - |- | colspan="9" style="text-align: left; vertical-align:top;" |
Slide kick forward
hits low
causes a HKD
has the most range out of the followups
|-
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | |
punches high, does up to 2 hits |
{{MoveData |name= Tandem Curse EX |image=AB_Alice_214a.png |caption= |input= |data= ! height="25px" | Damage ! Startup ! Active ! Recovery ! Guard ! Cancel ! Adv. Hit ! Adv. Block |-
| height="25px"| - | - | - | - | - | - | - | - |- | colspan="9" style="text-align: left; vertical-align:top;" |
「DMW」runs forward a few steps, then automatically does a series of attacks: 2A, 2A,B, C, A, 2C, AB.
The last hit acts like a launcher, but doesn't count towards your limit of 3 moves per Skull Tandem.
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
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 62(53+9) | - | - | M | O | - | inconsistent | |
A large number of Alice clones fall from the sky and explode on impact. |
Boost mode (22+ABC)
Necrofantasia :
- Pointless. This boost mode sucks. Don't use it.
- 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
- Strangely, 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.