Psychoblue (talk | contribs) (Updated frame data for v2013) |
Psychoblue (talk | contribs) (Added Boost Chain Frame Data for v2013) |
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== Boost Chain Frame Data == | |||
{| class="wikitable" | |||
! Move !! Hit !! Damage !! Startup !! Active !! Recovery !! Hit Adv !! Block Adv !! Cancel !! "Notes | |||
|- | |||
| " | |||
|- | |||
| Far MP || H || 42 || 8 || 3 || 27 || -9 || -13 || EX,SA,CA || - | |||
|- | |||
| Far HP || H || 63 || 8 || 2 || 32 || -9 || -14 || EX,SA,CA || - | |||
|- | |||
| Far MK || H || 42 || 7 || 6 || 18 || -3 || -7 || - || - | |||
|- | |||
| Far\Close HK || H || 63 || 12 || 3 || 31 || -9 || -14 || - || - | |||
|- | |||
| Close MP || H || 42 || 7 || 2 || 24 || -3 || -9 || EX,SA,CA || - | |||
|- | |||
| Close HP || H || 63 || 11 || 2 || 35 || float || -17 || EX,SA,CA || - | |||
|- | |||
| Close MK || H || 42 || 6 || 6 || 27 || -12 || -16 || EX,SA,CA || - | |||
|- | |||
| Crouch MP || L || 42 || 8 || 2 || 21 || -4 || -6 || EX,SA,CA || - | |||
|- | |||
| Crouch HP || L,H || 31,31 || 7 || 2(5)2 || 37 || -14 || -19 || 1st hit: EX,SA,CA || - | |||
|- | |||
| Crouch MK **LC || L || 42 || 6 || 2 || 30 || -11 || -15 || EX,SA,CA || - | |||
|- | |||
| Crouch HK **LC || L || 63 || 12 || 4 || 37 || hard knockdown || -21 || - || - | |||
|- | |||
| Destructive MP || H || 10x5 || 11 || 2,2,2,2,2 || 26 || -1 || -11 || - || - | |||
|- | |||
| Destructive HP || H || 21x3 || 9 || 2,2,4 || 33 || float || -14 || - || Crushes airborne attacks frames 1-16 | |||
|- | |||
| Destructive Crouching MP || L || 14x3 || 7 || 2,2,2 || 27 || -8 || -8 || EX,CA || - | |||
|- | |||
| Destructive Crouching HP || L,H || 49,28 || 14 || 2(5)2 || 38 || hard knockdown || -19 || 1st hit: EX,CA || - | |||
|} | |||
== Move Analysis == | == Move Analysis == | ||
Latest revision as of 13:37, 3 October 2023


Alisa
Ideal Team Position: Either
The other half of Infiltration’s EVO 2013-winning team, Alisa combines slow-moving, angled projectile- based zoning with heavy frame advantage to provide a dual threat of offense and defense. If Alisa finds herself at full screen, she can keep opponents out by using her fist missiles to catch an opponent in a variety of angles: if she catches them in the air at certain ranges, she can even combo after it using a command dash follow-up. Her fist missiles also retract her hurtbox, pushing her backwards to make the gap between her and her opponent even more daunting. If an opponent tries to fire back, Alisa has numerous ways she can hop over and dodge projectiles with her Cradle Star or slide under them with Eject Slider (hcf+k, k). Both her Boot (hcf+k) and Dual Boot (hcf+p) lead into attacks that start up quickly and have varying degrees of safety and safe tag-in capabilities. When she enters her destructive form, the range and frame advantage of her normals increase drastically, especially her standing jab that is active for a long time and causes chip on block. It can even catch opponents while backdashing and leave them in a juggle state. Her only glaring weakness is a lack of good wakeup options, as her best reversal costs meter and is slow to start up, while everything she she has at her disposal does not have true invincibility. She can be used at either position to either set the tone of the match or force a stalemate towards the closing seconds to hang on to a life lead.
Strengths | Weaknesses |
---|---|
+Quite possibly the best zoner in the game thanks to slow-moving fireballs that can be angled to shut down enemy approach +Several safe block strings and tag options that lead to full combos on hit +Destroy Form s.HP has air crush properties to further shut down oncoming opponents when not throwing fireballs +Her far MK Target Combo starter can lead to a high-low mixup for characters without a reversal, both of which lead to full combos and the ability to tag in a partner to finish the combo if necessary. +j.mk has a unique hitbox that can cover both her front and back, allowing her to pull off ambiguous crossups while also keeping her hitbox active against opponents who try to air-to-air her. +Cr.HP is fast and reaches far enough to punish blocked boost combos that other characters would struggle to stop. +Destructive f+MP overhead can be tag canceled into a combo |
-Only her LP DP has strike invulnerability (can still be thrown) while her MP and HP variations have no invulnerability. Only her EX DP has full invulnerability on startup -Most of her normals have long recovery and can be whiff punished for big damage -Thanks to her lack of wakeup options, she struggles heavily against knockdown pressure -Thanks to most of her combos requiring a lot of time on the clock to get maximum damage, she can struggle against life deficits |
Moves
Normal Attacks






Upper body crushes airborne attacks 6-9f
Knockdown on airborne opponent








Upper body crushes airborne attacks 5-9f
causes float






































Unique Attacks


all normals cause chip damage on block in Destructive Form



Crushes airborne 1-16f






















Ends in Destructive Form
forces standing
Throws












Special Moves





















Projectile invul. from 4f until landing, Bounces back on hit or block
Long recovery on whiff




















causes float
Super Combo


Frame Data (Updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||||
Far\Close LP | H | 30 | 4 | 2 | 8 | +7 | +3 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Far MP | H | 60 | 8 | 3 | 16 | +2 | -2 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Far HP | H | 90 | 8 | 2 | 23 | 0 | -5 | SM,EX,SA,CA | 3 | 1 | 1 | Upper body crushes airborne attacks frames 6-9, Knockdown on airborne opponent | |
Far\Close LK | H | 30 | 6 | 3 | 11 | +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Far MK | H | 60 | 7 | 6 | 13 | +2 | -2 | - | 2 | 1 | 1 | - | |
Far\Close HK | H | 90 | 12 | 3 | 17 | +5 | 0 | - | 3 | 1 | 1 | - | |
Close MP | H | 60 | 5 | 2 | 14 | +7 | +1 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Close HP | H | 90 | 8 | 2 | 23 | float | -5 | SM,EX,SA,CA | 3 | 1 | 1 | Upper body crushes airborne attacks frames 5-9 | |
Close MK | H | 60 | 6 | 6 | 22 | -7 | -11 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch LP | H | 30 | 4 | 3 | 6 | +8 | +4 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MP | L | 60 | 5 | 2 | 16 | +3 | -1 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HP | L,H | 45,45 | 7 | 2(5)2 | 28 | -5 | -10 | 1st hit: SM,EX,SA,CA | 3,3 | 0,1 | 1 | - | |
Crouch LK | L | 30 | 5 | 4 | 13 | 0 | -4 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MK **LC | L | 60 | 6 | 2 | 25 | -6 | -10 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HK | L | 90 | 12 | 4 | 26 | hard knockdown | -10 | - | 3 | 1 | - | - | |
Jump LP | M | 40 | 5 | 8 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump MP | M | 70 | 5 | 8 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump HP | M | 100 | 7 | 5 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump LK | M | 40 | 6 | 10 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump MK | M | 70 | 8 | 3(7)3 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump HK | M | 100 | 9 | 7 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Launcher **LC | HP+HK | H | 100 | 13 | 2 | 54 | switch | -34 | - | 0 | - | - | Crushes crouching attacks frames 1-14, Launches opponent while switching characters |
Cross Cancel | f+HP+HK (while blocking) | H | 30x4 | 6 | 2(7)2(4)2(7)2 | 15+25 | hard knockdown | - | - | - | - | - | Invulnerability frames 1-11, Resembles EX Happy Propeller |
Spam Bomb | LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Double Bull Shoot | b+LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Compression | LP+LK (air) | air throw | 160 | 5 | 2 | until ground+4 | hard knockdown | - | - | - | - | - | - |
Destructive Form \ Cancel | d+PPP \ d+PPP (during Destructive Form) | - | - | - | - | 27 | - | - | - | - | - | - | - |
Destructive LP | LP (during Destructive Form) | H | 8x5 | 6 | 2,2,2,2,2 | 10 | +4 | +4 | - | 2,2,2,2,2 | 1,0,0,0,0 | 0 | - |
Destructive MP | MP (during Destructive Form) | H | 15x5 | 11 | 2,2,2,2,2 | 21 | +4 | -6 | - | 2,2,2,2,2 | 1,0,0,0,0 | 0 | - |
Destructive HP | HP (during Destructive Form) | H | 30x3 | 9 | 2,2,4 | 24 | float | -5 | - | 3,3,3 | 1,1,1 | 0 | Crushes airborne attacks frames 1-16 |
Destructive Crouching LP | d+LP (during Destructive Form) | H | 8x5 | 5 | 3,3,3,3,2 | 15 | +8 | -2 | - | 1,1,1,1,1 | 1,0,0,0,0 | 0 | - |
Destructive Crouching MP | d+MP (during Destructive Form) | L | 20x3 | 6 | 2,2,2 | 21 | -2 | -2 | SM,EX,CA | 2,2,2 | 1,0,0 | 0 | - |
Destructive Crouching HP | d+HP (during Destructive Form) | L,H | 70,40 | 14 | 2(5)2 | 28 | hard knockdown | -9 | 1st hit: SM,EX,CA | 3,3 | 1,0 | 0 | - |
Hertz Blade Flare | f+MP (during Destructive Form) | M | 80 | 18 | 6 | 23 | +2 | -6 | - | 2,2,2 | 0,0,1 | 0 | Ground bounce on counter hit and against airborne opponent, Forces standing |
Idling | K (during Destructive Form) | - | - | - | - | 22 | - | - | - | - | - | - | Builds meter |
Quick Access | (close) MK > MP | H | 15x4 | 6 | 4,4,4,4 | 10 | +10 | +7 | - | 2,2,2,2 | 0,0,0,1 | 0 | Ends in Destructive Form |
Lost Access | (far) MK > MP | H,M | 12,80 | 14 | 3(18)2,2 | 29 | +8 | +3 | - | 2,2,2,2,2,2 | 0,0,0,0,1,1 | 0 | Ends in Destructive Form, Forces standing |
Double Rocket Punch LP | qcb+LP | H | 50 | 19 | - | 30 | 0 | -3 | - | 3 | 3 | 0 | Shoots horizontal, Knockdown on airborne opponent, Cannot be reflected |
Double Rocket Punch MP | qcb+MP | H | 50 | 19 | - | 30 | 0 | -3 | - | 3 | 3 | 0 | Shoots at 45° angle, Knockdown on airborne opponent, Cannot be reflected |
Double Rocket Punch HP | qcb+HP | H | 50 | 19 | - | 30 | 0 | -3 | - | 3 | 3 | 0 | Shoots at 80° angle, Knockdown on airborne opponent, Cannot be reflected |
Double Rocket Punch EX | qcb+PP | H | 30x3 | 19 | - | 30 | +20 | 0 | - | 4,4,4 | 1,1,1 | 0 | Button combination determines angle, Knockdown on airborne opponent, Cannot be reflected |
Cradle Star LK | f,d,df+LK | H | 90 | 16 | 10 | 37 | knockdown | -32 | - | 3 | 3 | 0 | Projectile invulnerable from frame 4 until landing, Bounces back on hit or block, Recovery is on whiff |
Cradle Star MK | f,d,df+MK | H | 90 | 18 | 10 | 37 | knockdown | -33 | - | 3 | 3 | 0 | Projectile invulnerable from frame 4 until landing, Bounces back on hit or block, Recovery is on whiff |
Cradle Star HK | f,d,df+HK | H | 90 | 21 | 10 | 37 | knockdown | -33 | - | 3 | 3 | 0 | Projectile invulnerable from frame 4 until landing, Bounces back on hit or block, Recovery is on whiff |
Cradle Star EX | f,d,df+KK | H | 90 | 21 | 10 | 37 | wall bounce | -32 | - | 3 | 3 | 0 | Projectile invulnerable from frame 1 until landing, Bounces back on hit or block, Recovery is on whiff |
Cradle Star Follow-Up | P after Cradle Star on connect | M | 100 | 11 | 11 | 35 | knockdown | -10 | - | 5 | 5 | 0 | Block advantage is for the 6th active frame |
Happy Propeller LP | f,d,df+LP | H | 20x3,50 | 5 | 2(7)2(4)2(7)2 | 15+25 | knockdown | -35 | - | 3,3,3,4 | 1,1,1,1 | 0 | Strike invulnerability frames 1-7, Airborne frames |
Happy Propeller MP | f,d,df+MP | H | 20x2,30,50 | 6 | 2(7)2(4)2(7)2 | 15+25 | knockdown | -29 | - | 3,3,3,4 | 1,1,1,1 | 0 | Airborne frames |
Happy Propeller HP | f,d,df+HP | H | 30x3,60 | 6 | 2(7)2(4)2(7)2 | 15+25 | knockdown | -29 | - | 3,3,3,4 | 1,1,1,1 | 0 | Airborne frames |
Happy Propeller EX | f,d,df+PP | H | 20x3,50 | 6 | 2(7)2(4)2(7)2 | 15+25 | knockdown | -26 | - | 3,3,3,4 | 1,1,1,1 | 0 | Invulnerability frames 1-11 |
Boot LK | hcf+LK | - | - | - | - | 56 | - | - | P, K | - | - | - | Can cancel during frames 11-35, Airborne frames 11-50 |
Boot MK | hcf+MK | - | - | - | - | 61 | - | - | P, K | - | - | - | Can cancel during frames 11-40, Airborne frames 11-55 |
Boot HK | hcf+HK | - | - | - | - | 66 | - | - | P, K | - | - | - | Can cancel during frames 11-45, Airborne frames 11-60 |
Boot EX | hcf+KK | - | - | - | - | 51 | - | - | P, K | - | - | - | 2 points of armor during frames 1-30, Can cancel during frames 11-30, Airborne frames 11-45 |
Hard Reset **LC | P during Boot | H | 40x3 | 3 | 1(5)1(7)6 | 47 | knockdown | -16 | - | 3,3,3 | 0,0,3 | 0 | Exits Destructive Form |
Hard Reset EX | P during EX Boot | H | 30x2,40 | 3 | 1(5)1(7)6 | 28 | knockdown | -7 | - | 3,3,3 | 0,0,3 | 0 | Exits Destructive Form |
Eject Slider | K during Boot | L | 110 | 7 | 15 | 16 | hard knockdown | -9 | - | 3 | 3 | - | Exits Destructive Form |
Eject Slider EX | K during EX Boot | L | 130 | 7 | 15 | 16 | hard knockdown | -9 | - | 3 | 3 | - | Exits Destructive Form, 1 point of armor during frames 1-22 |
Dual Boot LP | hcf+LP | - | - | - | - | 56 | - | - | P, K | - | - | - | Can cancel during frames 11-35, Airborne frames 11-50 |
Dual Boot MP | hcf+MP | - | - | - | - | 61 | - | - | P, K | - | - | - | Can cancel during frames 11-40, Airborne frames 11-55 |
Dual Boot HP | hcf+HP | - | - | - | - | 66 | - | - | P, K | - | - | - | Can cancel during frames 11-45, Airborne frames 11-60 |
Dual Boot EX | hcf+PP | - | - | - | - | 51 | - | - | P, K | - | - | - | 2 points of armor during frames 1-30, Can cancel during frames 11-30, Airborne frames 11-45 |
Thruster Right | P during Dual Boot | H | 15x6 | 11 | 3,3,3,3,3,3 | 18 | +4 | -4 | HP | 3,3,3,3,3,3 | 0,0,0,0,0,3 | 0 | Ends in Destructive Form |
Thruster Right EX | P during EX Dual Boot | H | 20x6 | 11 | 3,3,3,3,3,3 | 18 | +4 | +4 | HP | 3,3,3,3,3,3 | 0,0,0,0,0,3 | 0 | Ends in Destructive Form |
Thruster Left | K during Dual Boot | H | 50x3 | 9 | 2,2,2 | 25+12 | knockdown | -17 | - | 3,3,3 | 0,0,3 | 0 | Ends in Destructive Form |
Thruster Left EX | K during EX Dual Boot | H | 60x3 | 9 | 2,2,2 | 25+12 | knockdown | -17 | - | 3,3,3 | 0,0,3 | 0 | Ends in Destructive Form |
Double Cut | qcb+K | H | 45x2 | 16 | 2(12)3 | 24 | float | -7 | - | 3,3 | 1,3 | 0 | Chargeable: 51F for EX Version and 100F for Super Art |
Double Cut EX | qcb+KK | H | 45x3 | 16 | 2(12)3(19)3 | 21** | float | -4 | - | 3,3,4 | 1,1,0 | 0 | Chargeable: 51F for Super Art, **Charged version has 16f recovery and is +1 on block |
Clock Setting | qcb+P (during Destructive Form) | H | 40,10x4,40 | 18 | 2(6)1(3)1(3)1(3)1(6)1 | 32 | float | -8 | - | 3,3,3,3,3,3 | 0,0,0,0,0,3 | 0 | - |
Clock Setting EX | qcb+PP (during Destructive Form) | H | 30,15x4,50 | 18 | 2(6)1(3)1(3)1(3)1(6)1 | 32 | float | -8 | - | 4,4,4,4,4,4 | 0,0,0,0,0,4 | 0 | Strike invulnerability frames 1-17 |
Trigger Shuffle | qcb+KKK | H | 15x3,265 | 12 | 2(12)3(19)3 | 22 | hard knockdown | -5 | - | 3,3,4 | 0,1,4 | - | 63 frames cinematic freeze before attack begins, Invulnerability frames 1-12 |
Cross Art **LC | qcf+MP+MK | H | 150+ | 13 | 2 | 71 | switch | -51 | - | 3 | - | - | 63 frames cinematic freeze before attack begins, Invulnerability frames 1-14 |
Boost Chain Frame Data
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | "Notes |
---|---|---|---|---|---|---|---|---|---|
" | |||||||||
Far MP | H | 42 | 8 | 3 | 27 | -9 | -13 | EX,SA,CA | - |
Far HP | H | 63 | 8 | 2 | 32 | -9 | -14 | EX,SA,CA | - |
Far MK | H | 42 | 7 | 6 | 18 | -3 | -7 | - | - |
Far\Close HK | H | 63 | 12 | 3 | 31 | -9 | -14 | - | - |
Close MP | H | 42 | 7 | 2 | 24 | -3 | -9 | EX,SA,CA | - |
Close HP | H | 63 | 11 | 2 | 35 | float | -17 | EX,SA,CA | - |
Close MK | H | 42 | 6 | 6 | 27 | -12 | -16 | EX,SA,CA | - |
Crouch MP | L | 42 | 8 | 2 | 21 | -4 | -6 | EX,SA,CA | - |
Crouch HP | L,H | 31,31 | 7 | 2(5)2 | 37 | -14 | -19 | 1st hit: EX,SA,CA | - |
Crouch MK **LC | L | 42 | 6 | 2 | 30 | -11 | -15 | EX,SA,CA | - |
Crouch HK **LC | L | 63 | 12 | 4 | 37 | hard knockdown | -21 | - | - |
Destructive MP | H | 10x5 | 11 | 2,2,2,2,2 | 26 | -1 | -11 | - | - |
Destructive HP | H | 21x3 | 9 | 2,2,4 | 33 | float | -14 | - | Crushes airborne attacks frames 1-16 |
Destructive Crouching MP | L | 14x3 | 7 | 2,2,2 | 27 | -8 | -8 | EX,CA | - |
Destructive Crouching HP | L,H | 49,28 | 14 | 2(5)2 | 38 | hard knockdown | -19 | 1st hit: EX,CA | - |
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
Combos
Bread and Butters
- cr.LK~cl.MK>MP, DES cr.MP(3) xx qcb+P, DES cr.HP(1) xx hcf+P>K (329)
(0bar, hitconfirm, hard)
- DES cr.MP(3) xx qcb+P, DES cr.HP(1) xx hcf+P>K
(0bar, hard)
Hit Confirm Combos
- st.LP~cl.MK>MP, DES cr.MP(3) xx qcb+P, DES cr.HP(1) xx hcf+P>K (329)
(0bar, hard)
- cr.LP, cr.LP, st.MK>MP, DES cr.MP(3) xx qcb+P, DES cr.HP(1) xx hcf+P>K (341)
(0bar, hard)
Post-launch Combos
- cl.MP, st.HP xx hcf+P>K
(0bar, medium)
- cl.HP xx qcb+K, CADC, cl.MP, cr.MP xx hcf+P>K
(0bar, hard)
- cl.MP, cl.MP, cr. MP xx hcf+P>K
(0bar, medium)
Advanced Combos
- cl.HP xx CADC, cr.MP xx hcf+P>P(5), DES cr.MP(1) xx hcf+P>K(314)
(0bar, anti-air, hard)
Combos Into Supers
- N/A