Asura Buster: Eternal Warriors/Alice: Difference between revisions

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[[File:AB_Palettes_Alice.png|right|350px]]
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== Introduction ==
== Introduction ==
A young girl wielding a special book that gives her control over the undead.  
A young girl wielding a special book that gives her control over the undead.  
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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!
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!
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===Color Palette===
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[[File:AB_Palettes_Alice.png|left|300px]]
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{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
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| intro =  
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[[File:AB_Alice_idle.png|frameless|center]]
[[File:AB_Alice_idle.png|frameless|center]]
| pros =
| pros =

Revision as of 04:23, 4 January 2022

Alice
AB Alice.png
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 pocket 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!


Color Palette


AB Palettes Alice.png





AB Alice idle.png
Pros Cons
  • 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.
  • Extremley difficult to master
  • Horrible Boost Mode
  • Lackluster Super
  • Underwhelming Normals
  • Hard to escape corner



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
- 8 - - M normals 3 2

Alice opens her book and summons a small skull of a T-rex to bite the enemy
hits one time
fast and can combo into launcher, however it has a lot of recovery


5C
AB Alice 5B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 12 - - M O -9 -10

visually identical to 5B
hits twice
slightly longer range than 5B
damaging but laggy
cannot combo into launcher
do not use as only a poke, use 5B or launcher instead

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

Alice opens her book and summons a small skull of a Pterodactyl to peck the enemy
causes a decent amount of stagger and has decent range
our main mid-range poke


2C
AB Alice 2B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 11 - - H O - -17

visually identical to 2B
slightly longer range than 2B
causes a HKD

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 slaps you 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

Alice opens her book and summons a small skull of a Styracosaurus to headbutt the enemy
best option against aerial opponents


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

visually identical to j.B
slightly longer range than j.B
does more damage but has more recovery frames
use at the end of combos

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
AB Alice AB.png
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
AB Alice jAB.png
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

Skull mine - スカルマイン
236A/B/C
AB Alice 236a.png
Size guide
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.
collides with other projectiles as normal.
There doesn't seem to be a limit (apart from the timer on the bomb) to how many you can have on screen.
The damage on this move seems a bit random...
Aerial versions have significantly quicker recovery than grounded versions.
Active frame numbers above refer to grounded numbers.
If the bomb hits immediately during the animation, she will be in hitlag.
number of hits is 2>3>4 depending on the version
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


Skele catapult - スカルマイン
623A/B/C
AB Alice 623a.png
AB Alice 623ex.png
EX Finisher
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.

  • 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.


Tandem curse - タンデムカース
214A/B/C
AB Alice 214a.png
it's time to get funky
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 29 / 29 / 29 - - H O - -

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
AB Alice 214a a.png
214a/b/c ~> A
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - - - - -

Quick jab
don't underestimate this
very useful pressure tool or abare
will keep your opponent blocking

AB Alice 214a 2a.png
214a/b/c ~> 2A
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - - - - -

Quick low quick
don't underestimate this too
it forces them to block low, meaning they have to crouch and stop their momentum

AB Alice 214a b.png
214a/b/c ~> B
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - - - - -

stylish side kicks
the most used combo tool
has decent range and decent damage

AB Alice 214a c.png
214a/b/c ~> C
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - - - - -

「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

AB Alice 214a 2c.png
214a/b/c ~> 2C
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - - - - -

Slide kick forward
hits low
causes a HKD
has the most range out of the followups

AB Alice 214a ab.png
214a/b/c ~> AB
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - - - - -

punches high, does up to 2 hits
Does absurd damage
always try to catch aerial opponents with this
has the most startup but it's negligeable

Tandem Curse EX
AB Alice 214a 2a.png
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.
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

Doppleganger Rain - ドッペルギャンガー・レイン
236236A/B/C
AB Alice 236236a.png
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.
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.

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