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|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. | |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
Movelist
Impact
Command Normals
Special Moves
Super Moves
Close Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 5 | 5 | +1 | 0 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 4 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 2 | 8 | +1 | 0 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 8 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
7 | 4 | 12 | 0/+3 | -3 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
18 | Mid | 10 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 2 | 19 | -5/-2 | -8 |
Standing Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 4 | 8 | -1 | -2 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | Mid | 5 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | 2 | 13 | -4 | -5 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
18 | Mid | 10 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
11 | 3+(9)+3 | 12 | +1/+4 | -2 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
20 | Mid | 12 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
11 | 4 | 21 | -9/-6 | -12 |
Crouching Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 5 | 5 | +1 | 0 |
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. :( |
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. |
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
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | High/Air | 6 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
3 | 16 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | High/Air | 8 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
3 | 16 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
14 | High/Air | 12 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 12 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
14 | High/Air | 12 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 12 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | High/Air | 12 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | 12 | - | - | - |
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
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. |
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
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KD | - | |
Alice shoots the opponent fullscreen. |
System
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 0 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 (1-11 invuln) | 2 | 25 | KD | -10 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | Mid | 10 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
13 (1-15 invuln) | 3+3 | 18 | KD | -7 |
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. |
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
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. |
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. |
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. |
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
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. |