Rage of The Dragons/Alice/Movelist: Difference between revisions

From SuperCombo Wiki
mNo edit summary
Line 674: Line 674:
   |Adv. Hit=KD
   |Adv. Hit=KD
   |Adv. Guard=-4
   |Adv. Guard=-4
   |description=The heavy version is the same but adds additional hits. Realistically, this deals 49 damage, as the first two zero-damage hits add to scaling, and you're going to use it up close more often than not. Last hitbox exclusive to this version.
   |description=The heavy version is the same but adds additional hits. Realistically, this deals 49 damage, as the first two zero-damage hits add to scaling, and you're going to use it up close more often than not. The last hitbox exclusive to this version. If you're close to a wall, you may lose the wall hit due to this move's recovery.
}}
}}
}}
}}

Revision as of 17:23, 12 November 2024

Move List Showcase

Movelist

Impact

Snka.gifSnka.gifSnkc.gifSnkc.gifSnkc.gif

(Air) Snkb.gifSnka.gifSnkc.gifSnkd.gifSnkd.gif

Command Normals

F.pngSnka.gif

(Air) D.pngSnkb.gif

Special Moves

Qcb.pngSnka.gif/Snkc.gif - Eat It

Dp.pngSnka.gif/Snkc.gif - Raising Hell

Qcf.pngSnka.gif/Snkc.gif - Twinkle Twinkle

(Air) Qcb.pngSnkb.gif/Snkd.gif - Heads Off

Super Moves

Hcb.pngF.pngSnka.gif/Snkc.gif - Red Rose


Close Normals

cl.A
ROTD Alice clA.png
Damage Guard Stun Cancel
6 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 5 5 +1 0
cl.B
ROTD Alice clB.png
Damage Guard Stun Cancel
8 Mid 4 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 2 8 +1 0
cl.C
ROTD Alice clC.png
Damage Guard Stun Cancel
16 Mid 8 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
7 4 12 0/+3 -3
cl.D
ROTD Alice clD.png
Damage Guard Stun Cancel
18 Mid 10 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 2 19 -5/-2 -8

Standing Normals

st.A
ROTD Alice stA.png
Damage Guard Stun Cancel
8 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 4 8 -1 -2
st.B
ROTD Alice stB.png
Damage Guard Stun Cancel
10 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
5 2 13 -4 -5
st.C
ROTD Alice stC.png
Damage Guard Stun Cancel
18 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
11 3+(9)+3 12 +1/+4 -2
st.D
ROTD Alice stD.png
Damage Guard Stun Cancel
20 Mid 12 -
Startup Active Recovery Adv. Hit Adv. Guard
11 4 21 -9/-6 -12

Crouching Normals

cr.A
ROTD Alice crA.png
Damage Guard Stun Cancel
6 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 5 5 +1 0
cr.B
ROTD Alice crB.png
Damage Guard Stun Cancel
8 Low 4 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 2 7 +2 +1

One of Alice's only two lows. Doesn't chain into itself, doesn't combo into any knockdowns besides super. :(

cr.C
ROTD Alice crC.png
Damage Guard Stun Cancel
16 Mid 8 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 4 11 +4 -2

One of Alice's most important tools. It's fast, it has good range and it's just good enough on block to lead to frame traps.

cr.D
ROTD Alice crD.png
Damage Guard Stun Cancel
20 Low 15 -
Startup Active Recovery Adv. Hit Adv. Guard
7 3 - KD -3

Alice's only other low is a sweep.

Jumping Normals

j.A
ROTD Alice jA.png
Damage Guard Stun Cancel
8 High/Air 6 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
3 16 - - -
j.B
ROTD Alice jB.png
Damage Guard Stun Cancel
10 High/Air 8 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
3 16 - - -
nj.C
ROTD Alice njC.png
Damage Guard Stun Cancel
14 High/Air 12 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 12 - - -
j.C
ROTD Alice jC.png
Damage Guard Stun Cancel
14 High/Air 12 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 12 - - -
nj.D
ROTD Alice njD.png
Damage Guard Stun Cancel
16 High/Air 12 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
5 12 - - -
j.D
ROTD Alice jD.png
Damage Guard Stun Cancel
16 High/Air 12 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 12 - - -

An instant overhead which works on everyone if you hop. This enables her triple overhead string with this, j.2B and j.214B/D. However, Alice has bad lows, so the only mixup with this string is the stagger.

Command Normals

6A
ROTD Alice 6A.png
Damage Guard Stun Cancel
9 (3×3) Mid 3 (1×3) Special
Startup Active Recovery Adv. Hit Adv. Guard
17 2+2+2 19 -2 -8

Alice puts her hands together and does a forward projecting 3 hitting move. Decent range on this move and it can be cancelled on any hit.

j.2B
ROTD Alice j2B.png
Damage Guard Stun Cancel
12 High 14 Special
Startup Active Recovery Adv. Hit Adv. Guard
6 6 - KD -

A kneedrop which cannot be blocked in the air, but for air wars, it lacks horizontal range. On contact, Alice jumps forward, no matter which way she was jumping. She can then cancel into Heads Off to continue her overhead string. May or may not enable an infinite.

Throws

4/6C
ROTD Alice throw.png
Damage Guard Stun Cancel
20 - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KD -

Alice shoots the opponent fullscreen.

System

Tag-In
ROTD Alice stA.png
BC
Damage Guard Stun Cancel
16 Mid 0 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 (1-11 invuln) 2 25 KD -10
Guard Cancel
ROTD Alice GC.png
gcCD
Damage Guard Stun Cancel
10 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
13 (1-15 invuln) 3+3 18 KD -7
First Impact
ROTD Alice CD.png
CD
Damage Guard Stun Cancel
5+5×5 Mid 0 Hit: Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
14 6 29 KD -18

Possibly the game's most eyeroll-inducing move. Alice can use Air Impact for normal combos, but infamously, she can delay j.2B a little so it whiffs, then she'll land early and can juggle with First Impact — again and again and again. It doesn't solve her vulnerability to turtles, but it's still among the fastest First Impacts in the game, which makes it a realistic footsies tool.

Duplex Attack
ROTD Alice run.png
236CD
ROTD Alice 236BC.png
236CD~236CD
Damage Guard Stun Cancel
30 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
4 60 29 KD -13

Your partner must be alive and able to tag in.

Damage Guard Stun Cancel
27 (27 with Elias) - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
- - - KD -

Follow up with another 236BC for more damage. Costs an extra bar.

Special Moves

Eat It
ROTD Alice 214P.png
214A/C
Damage Guard Stun Cancel
16 Mid 4 -
Startup Active Recovery Adv. Hit Adv. Guard
10 2+3+3 17 -1/+3 -8

This version is fast and can be comboed but keeps the opponent standing. Just a mid, but takes up a decent chunk of space and can't be air blocked. Solid anti-air and neutral tool.

Damage Guard Stun Cancel
18 (8+10) High 8 (4+4) -
Startup Active Recovery Adv. Hit Adv. Guard
28 4+4+4 22 KD -9

Overhead. Same as A version but is marginally slower, hits twice and knocks down.

Raising Hell
ROTD Alice 623A.png
623A
ROTD Alice 623C.png
623C
Damage Guard Stun Cancel
16 Mid/Air 4 -
Startup Active Recovery Adv. Hit Adv. Guard
18 - - KD +7

Pillars — another important zoning tool. A version appears in front of Alice. Useful for combos, but can't combo from lights.

Damage Guard Stun Cancel
16 Mid/Air 4 -
Startup Active Recovery Adv. Hit Adv. Guard
23 - - KD +4

C version appears far from Alice. Useful to punish at range.

Twinkle Twinkle
ROTD Alice 236P.png
236A/C
ROTD Alice 236C.png
236C
Damage Guard Stun Cancel
14 Mid/Air 8 -
Startup Active Recovery Adv. Hit Adv. Guard
10 - - +2 -4

Reppuken! Projectile which travels along the ground quickly.

Damage Guard Stun Cancel
28 (14+14) Mid/Air 16 (8+8) -
Startup Active Recovery Adv. Hit Adv. Guard
17 - - -2 -8

Double Reppuken! Two projectiles which travel along the ground quickly. This is getting out of hand.

Heads Off
ROTD Alice j214K.png
j.214B/D
Damage Guard Stun Cancel
16 High/Air 8 -
Startup Active Recovery Adv. Hit Adv. Guard
18 - - KD ~-2

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.

Damage Guard Stun Cancel
16 High/Air 8 -
Startup Active Recovery Adv. Hit Adv. Guard
18 - - KD ~-2

Flies at a shallower angle.

Super Moves

Red Rose
ROTD Alice 632146P.png
632146A/C
ROTD Alice 632146P hit.png
632146A/C on hit
Damage Guard Stun Cancel
0 (0+0) Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
2 (1 invuln) 2-20 6 - -9

Alice puts an energy shield in front of her. If it makes contact with any hurtbox, projectile etc., regardless if on hit or block, it will trigger the second stage. The disjoint on the first hit is good and goes over Alice's head slightly. If used as an anti-air, it can trade with jump-ins easily. This shield portion is the exact same for both versions.

Damage Guard Stun Cancel
40 (0+40) Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
16 3+(4)+2+2 24 KD -6

Data for when something triggers Alice's shield. The first orb here deals zero damage, but it doesn't tend to hit in combos.

Damage Guard Stun Cancel
60 (10+5+5+40) Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
21 1+(2)+1+1+2 22 KD -4

The heavy version is the same but adds additional hits. Realistically, this deals 49 damage, as the first two zero-damage hits add to scaling, and you're going to use it up close more often than not. The last hitbox exclusive to this version. If you're close to a wall, you may lose the wall hit due to this move's recovery.

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