Asura Buster: Eternal Warriors/Alice!: Difference between revisions

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===Color Palette===
===Color Palette===
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[[File:AB_Palettes_Alice!.png|left|250px]]
[[File:AB_Palettes_Alice!.png|left|300px]]
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{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses

Revision as of 04:17, 4 January 2022

Alice!
AB Alice!.png
Pre-Jump Frames 3
Play Style Zoner / rushdown
Dash Type dash

Introduction

Alice! is a character ported from the predecessor game: Aura Blade: Sword of Destiny. she is a young girl wielding a special book that gives her control over the undead.

Alice is a young necromancer who happens to be the daughter of a prestigious king and that she seeks to discover the secret of immortality. Alice believes that the Sword of Dynasty can help with her current research and thus, she goes on a journey to find it from within her own time.

Alice!'s storyline from within Asura Buster implies that she had somehow time traveled three years into the future after the events of the first game and that she eventually gets herself involved from within the mystery of the lost continent.

Alice! is a port of the original Alice in Asura blade, who played very differently. She was good in Asura Blade, but here she's straight up overpowered. nothing has changed so much besides the loss of her weapon throw, so Alice! players should feel right at home.

Alice! is a strong zoner with excellent combos.

 

Color Palette


AB Palettes Alice!.png


AB Alice! idle.png
Pros Cons
  • Nearly unapproachable defence if given time to set it up
  • Disjointed Hitbox on many normals
  • Very tiny hurtbox
  • Many moves cause knockdown which puts the opponent in an unfavorable position
  • Due to low meter size, can use supers much faster
  • Actually usable Boost Mode, unlike normal Alice
  • Boost mode lasts all of 3 seconds
  • Hard to escape corner
  • Hard to escape juggle due to low meter
  • Most normals are small and can be out-ranged



Normals

Standing normals

5A
AB Alice! 5a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - M normals 1 0

quick karate chop
can be used as an abare


5B
AB Alice! 5B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 / 11 - - M normals 3 2

use this
fast, long and damaging poke
can be combo'd into launcher if done close enough
can be used to combo into her specials


5C
AB Alice! 5c1.png
3 attacks in a trenchcoat
AB Alice! 5c2.png
AB Alice! 5c3.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 12 - - M O -9 -10

is actually 3 attacks because why not
laggy but damaging and big attack
last hit causes a sliding HKD
punishable on block
the third attack may be the longest attack in the game

Crouching normals

2A
AB Alice! 2a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - L normals 3 2

5A but low


2B
AB Alice! 2B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 8 - - L normals 0 -1

a Zombie gets summoned and shoots daggers out of his body
causes a decent amount of stagger


2C
AB Alice! 2c1.png
AB Alice! 2c2.png
the ankle slicer
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 11 - - H O Knocks down -17

a skeleton with 2 daggers does a long low slice that knocks down
can catch a lot of off guard opponents

Jumping normals

j.A
AB Alice! j.a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 4 - - H special O O

Alice! swipes with her book with inhuman speed
fast but extremely short combo starter
comboes easily into itself but it's harder to combo into other air normals


j.B
AB Alice! j.B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - H special O O

She shoots a white skull as a projectile
very big disjointed hitbox
best option against aerial opponents


j.C
AB Alice! j.c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - H O O O

summons an armored skeleton that does a downward slash
one of Alice!'s greatest normals
very fast, great range, causes a sliding HKD and deals a lot of damage
has higher priority than other normals
very punishable on block so be careful about spamming this

Command normals

6b
AB Alice! 6b.png
AB Alice! 6b2.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 17 - - H special -3 -4

overhead book smash
quite slow and has slow range
just use guard break instead

Universal mechanics

Launcher
any 2 buttons
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 - - M O Launches inconsistent

on hit, Causes a big wall bounce and makes puts the opponent on indefinite hitstun until they hit the ground or use meter to tech it
can be combo'd universally with A>B>C or A>B>Launcher combos.
most characters can add an air special or delay the launcher and do a ground special
if you hit an opponent with 3 launchers in the same combo they become completely invincible until waking up from the knockdown state
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.

Air launcher
any 2 buttons
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


Guard break
22C
AB Alice! GB.png
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.
common followups are combos, launchers, knockdowns and some supers
countered by not blocking, jumping or attacking back

Special moves

Hello Skull ! - こんにちは、スカルです!
236A/B/C
AB Alice! 236a.png
the skeleton
AB Alice! 236a proj.png
The projectile
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 24 / 26 / 28 - - M O Knocks down 4 / 3 / 2

Alice! summons a skeleton that shoots its own head.
do not underestimate this head, it will kill you
Button determines startup and speed
knocks down on impact
Skulls cause float, but there's not much chance to follow up.
EX version makes it a multihit, allowing for combos and extentions


Skull Upper ! - ヘスカルアッパー!
623A/B/C
AB Alice! 623.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 / 4 / 4 - - M O Knocks down inconsistent

Alice! summons a skeleton to punch out from the ground.
Causes a knockdown and juggles aerial opponents
Button determines distance from Alice!
EX version summons 5 skeleons that appear in a row. Oddly, they can do up to 8(?) hits total. Last hit is a v.launcher.


Skull Field ! - スカルフィールド !
214A/B/C
AB Alice! 214.png
get used to seeing this attack
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 29 / 29 / 29 - - H O Knocks down -

Arguably, the best move in the game.
Alice! summons 3 skulls in a pattern around her. Each skull can cancel out a normal projectile. Skulls cause float, but there's not much chance to follow up. Damage is somewhat inconsistent, doing minimal damage if the skull appears right where the opponent is.
if an opponent Alice! uses this move, you just can't approach, so don't let them do it
EX version is bonkers

  • throwing this out in neutral is almost risk free

Supers

Cranium meteor - 頭蓋骨の流星
236236A/B/C
AB Alice! 236236a.png
no puns just a shoutout to the lead artist for this insanely big sprite that still looks gorgeous
AB Alice! 236236a2.png
the debris
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 62(53+9) - - M O Knocks down inconsistent

A very very large skull drops into the center of the screen and explodes into several pieces.
Each piece plus the skull itself can hit one or more times, and causes float.
Number of hits is very unpredictable, I've gotten as few as 3 and as many as 9.
If you do hit, you have lots of chances to follow up with other moves.

Boost mode (22+ABC)

Skull Swarm : Skull assist Four skulls float down from the top of the screen to surround Alice !.
Any time you press button A, be it to attack or not, a skull will float out a small distance doing extra damage if it hits.
Unfortunately, Alice !'s meter is so small, that the boost mode is half-over by the time the skulls reach her.
Jumping B also sends a skull out, for whatever reason.
Alice !'s normal attacks all do more damage, even if the bonus skulls don't hit.
6B is a v.launcher.
214A/B/C does different patterns of skulls.

  • A does 4 skulls in a triangular pattern (one in the center) near to Alice !
  • B does the same pattern but more spread out
  • C does 7 skulls in a hexagonal pattern (one in the center, again)
  • 623A/B/C summons several skeletons and does a few hits. Last hit on C floats.

ABEW Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Alice
Alice!
Chen-Mao
Goat
Leon
Nanami
Rokurouta
Rose Mary
Sittara
Taros
Yashaou
Zam-B
Zinsuke