Rage of The Dragons/Alice: Difference between revisions

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{| {| class="wikitable" style="float:right; margin-left: 10px;"
|-
! align="center" colspan="2" | Alice Carol
|-
| align="center" colspan="2" |[[File:alicerotdprofile.gif|center|200px]]
|-
| '''Unique Partner''' || Elias
|-
| '''Life''' || 160
|-
| '''Stun''' || 80
|-
| '''Guard''' || 80
|-
| '''Profession''' || Posessed Child
|-
|}
=Introduction=
=Introduction=
[[File:alicerotdprofile.gif|right]]
TBD
[[File:alicerotd.gif|right]]
 
=Movelist=
=Movelist=
==Command Moves==
==Command Moves==
(n)fwd A - Puts her hands together and steps forward to deal 3 hits.  
6A - Alice puts her hands together and does a forward projecting 3 hitting move. Decent range on this move and it can be canceled on any hit. <br>
Good range
j.2B - Alice stomps your head. Knocks the opponent down and Alice bounces off the opponent.<br>
          and is comboable after her strong attacks. 
Cancelable at any hit.
 
(n)air dwn B - Puts her legs together for a stomp like move.
 
Knocks the opponent down when hit.  


Her qcb K can be done after it(it won't hit 'coz it knocks opponent down).


==Special Moves==
==Special Moves==
(n)Eat it - qcb A/C. 
'''Eat It'''<br>
 
:214A - This version is fast and can be comboed but keeps the opponent standing. This is a mid by the way.<br>
She swings both her arms down like a double sledgehammer move.
:214C - Overhead. Same as A version but is marginally slower, hits twice and knocks down.<br>
 
A version is fast and comboable.
 
C version is slow but has overhead properties and hits twice(2nd hit knocks down).


'''Rising Hell'''<br>
:623A/C - Projectile based DP. A version appears in front of Alice, C version appears far away from Alice.<br>


(n)Rising Hell - DP A/C.
'''Twinkle Twinkle'''<br>
:236A - Reipuken! Projectile that travels along the ground quickly.<br>
:236C - Double Reipuken! Two projectiles that travel along the ground quickly.<br>


She raises her hand and a wave of purple energy comes out from the ground.
'''Heads Off'''<br>
 
:j.214B/D - Knee drop move. Takes a good while to come out since Alice spins up before diving down. Can be hit-out of since the hitbox is poor. Best used after j.2B for another overhead option.<br>
Decent anti air.
 
Button pressed determines where the wave would come out.  
 
A is right next to her while C is 3/4 screen distance away from her.
 
(a)Twinkle Twinkle - qcf A/C. 
 
Her version of Geese/Rock's Reppuken/Double Reppuken.
 
C version fires 2 seperate projectiles consecutively.
 
Stuns the opponent a bit long.
 
(a)Heads off - air qcb B/D.
 
She does a knee dive with purple energy.
 
Knockaway and comboable after any of her air normals or air command move.


==Super Moves==
==Super Moves==


(n)Red Rose - hcb fwd A/C
'''Red Rose'''<br>
She makes a purple shield in front of her.
:632146A/C - Alice puts an energy shield in front of her. C version is the same but has additional hits. If it makes contact with any hurtbox, projectile, etc regardless if on hit or block, it will trigger into the 2nd stage. The disjoint on the first hit is good and goes over Alice's head slightly. If used as an anti-air it can easily trade with jump-in attacks.<br>
 
If it touches the opponent, he gets stunned and she will fire a huge blast of purple energy.


This also acts like a counter super.
'''Duplex Attack'''<br>
:236BC >> 236BC - Your partner must be alive or must be able to be tagged in. Follow-up again with another 236BC for an extra meter for more damage.<br>


If ANY attack(including projectiles and super projectiles) hits the purple shield, it will negate the opponent's attack and she'll proceed to fire a huge blast of purple energy.
==Super Tag==


=Combos=
=Combos=
First Impact combos:<br>
TBD
Ground - A, A, C, C, C<br>
Air    - B, A, C, D, D<br><br>
 
My B&B Combo:<br>
Jump D, close D, fwd A(3 hits), qcf A or C/DP A/qcb A<br><br>
 
Her ground moves have good recovery... almost zero lag.  Even her super pushes<br>
opponents back far when blocked.  So abuse the recovery of her moves.<br>
 
Other combos:<br>
-Jump D, hop forward D, air dwn B<br>
-Jump D, close D, fwd A(3 hits), hcb fwd A/C<br><br>
 
 
Infinite combo(courtesy of neokbron):<br>
-CD, air B, A, C, D, D, dwn B(miss), repeat from CD.<br>
I suggest you refrain from using this one, but use its structure on some of
your FI combos.<br><br>
 
 
Trick Combos:<br>
-Jump D, dwn B, fwd A, qcb C<br>
-dwn B, qcb A, qcb C.<br><br>
 
 
Wall Combos:<br>
-Jump D, close D, fwd A, DP A, qcb upbck B(miss), hits wall, CD, air B, A, C, D, D, dwn B(miss), CD A, A, C, C, C, hcb fwd C.  24 hits, approximately 70% damage.<br>
(needs at least 2 and 1/2 levels of super meter)<br>
-Jump D, Close D, fwd A, hcb fwd C, hits wall, dash in hcb fwd A.  14 hits, approximately 55% damage<br><br>


=Strategies=
=Strategies=
 
TBD
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[[Category:Rage of the Dragons]]
[[Category:Rage of the Dragons]]
{{Rage Of The Dragons}}
{{Rage Of The Dragons}}

Revision as of 13:55, 16 August 2021

Alice Carol
Alicerotdprofile.gif
Unique Partner Elias
Life 160
Stun 80
Guard 80
Profession Posessed Child

Introduction

TBD

Movelist

Command Moves

6A - Alice puts her hands together and does a forward projecting 3 hitting move. Decent range on this move and it can be canceled on any hit.
j.2B - Alice stomps your head. Knocks the opponent down and Alice bounces off the opponent.


Special Moves

Eat It

214A - This version is fast and can be comboed but keeps the opponent standing. This is a mid by the way.
214C - Overhead. Same as A version but is marginally slower, hits twice and knocks down.

Rising Hell

623A/C - Projectile based DP. A version appears in front of Alice, C version appears far away from Alice.

Twinkle Twinkle

236A - Reipuken! Projectile that travels along the ground quickly.
236C - Double Reipuken! Two projectiles that travel along the ground quickly.

Heads Off

j.214B/D - Knee drop move. Takes a good while to come out since Alice spins up before diving down. Can be hit-out of since the hitbox is poor. Best used after j.2B for another overhead option.

Super Moves

Red Rose

632146A/C - Alice puts an energy shield in front of her. C version is the same but has additional hits. If it makes contact with any hurtbox, projectile, etc regardless if on hit or block, it will trigger into the 2nd stage. The disjoint on the first hit is good and goes over Alice's head slightly. If used as an anti-air it can easily trade with jump-in attacks.

Duplex Attack

236BC >> 236BC - Your partner must be alive or must be able to be tagged in. Follow-up again with another 236BC for an extra meter for more damage.


Combos

TBD

Strategies

TBD

ROTD Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Billy
Lynn
Radel
Annie
Cassandra
Oni
Pepe
Pupa
Alice
Elias
Jones
Kang
Sonia
Jimmy
Abubo
Johann