(WHAT THE F IS THIS CHARACTER??????) |
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* Control duration for A, B and C versions are 2, 3 and 4 seconds respectively | * Control duration for A, B and C versions are 2, 3 and 4 seconds respectively | ||
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|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 | ||
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|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 | |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 | ||
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|description= stylish side kicks<br>the most used combo tool<br>has decent range and decent damage | |description= stylish side kicks<br>the most used combo tool<br>has decent range and decent damage | ||
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|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 | |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 | ||
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|description= Slide kick forward<br>hits low<br>causes a HKD<br>has the most range out of the followups | |description= Slide kick forward<br>hits low<br>causes a HKD<br>has the most range out of the followups | ||
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|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. | |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. | ||
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== Supers == | == Supers == |
Revision as of 17:28, 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 |
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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.
|
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 | |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | |
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 quick |
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 a series of attacks: 2A, 2A,B, C, A, 2C, AB. |
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.