My Thoughts
Life - 1000->950
Obviously bad for her, but no biggie
Close/Far LP - Startup 5F->4F
Making her fastest normal faster is a good thing. But it was never very good, so I don’t see it as something big.
Close MP - Startup 7F->5F
- Reduced frames by 2 (On hit +7)
Close MP - Added 5F to boost combo (On hit -3F/On block -9F)
Did anyone use this for boosting? Anyway, the new frame adv. is huge. It’s safe and combos into the new cr.MP and cr.MK into special. We no longer need to use LP after it in hitconfirms. Does anyone know the startup on far.MK? If this combos into lost access we just got ourselves big damage.
Close HP - Startup 11F->8F
- Reduced recovery by 3F
- Area from chest and up is invincible against air attacks
Very nice buff. The new startup and hurtbox will make it a decent anti-air against people with normal to short jump arcs. It it hits high enough you should be able to AA with cs.HP CADC cs.HP CADC cr.MK xx special now.
Close HK - Added 8F to boost combo (On hit -9F/On block -14F)
Noone cares. It always sucked to end boost combos with.
Far HP - Area from chest and up is invincible against air attacks
- Midair hit causes knockdown
Not as big as cs.HP IMO but still a good thing to have. It’s pretty fast so if the hurtbox is good enough it could be a very reliable AA. CADCs should be possible too. It certainly won’t be free to jump in on normal form Alisa anymore.
cr. MP - Startup 8F->5F
See st.MP above. Not sure if it will be usable in footsies. Probably not. Cr.MK does the same thing without putting you point blank.
cr. MK - Push back on block when used in boost combo reduced
Meh
Destructive Form LP - Hurt box enlarged
- Damage 6x5(30)->8x5(40)
More damage is nice, but the hurtbox might be Alisa’s biggest nerf. Especially if the low hurtbox is enlarged.
Destructive Form cr. LP - Damage 6x5(30)->8x5(40)
More damage is still nice. This one usually hits more than a couple of times per round for me.
Destructive Form cr. MP - Startup 7F->6F
This is huge. The link after easy/lost access will be cake now, and the one after cr.LP, which means we will do more damage, and use less meter.
Clock Setting - Hit causes vertical float
- Damage 30+15x4+50(140)->40+10x4+40(120)
If our speculations are right, this is obviously a very nice buff. The st.LP link afterwards that we have currently is too unreliable. One thing that came to mind is that comboing into cr.HP after a midscreen CS might be possible for a hard knockdown. (In the corner she goes under unless you do st.LP, st.MP before it)
The damage nerf is not a big thing, especially since some form of des.LP is usually is part of the CS combos, so that’s 10 damage straight back. I assume EX will still do 160.
Rocket Punch - After shooting, no longer moves backwards
We will get used to this. I don’t think it’s a big deal except that we might have to stop doing cr.HP xx Rocket Punch in far footsies now.
EX Hard Reset - Block stun on last hit reduced by 14F (On block -7F)
Ouch. This into cr.HP is my favourite gimmick.
Gimmicks aside it will no longer be a fully safe tagout. I think this change puts it on about the same disadvantage as regular Hard Reset, so still semi-safe versus most characters. But the momentum will be lost.
I guess EX Fireball will be better now to end unsafe boost combos. In destruction form we will have no way to switch back into normal form and keep the momentum without a knockdown.
L. Happy Propeller - Block stun of first hit reduced by 10F
- 2nd hit will not hit crouching opponents
Did we just get even worse wake up? Combine that with roll nerf and EX hard reset nerf we will have difficulties ever standing up again if we fall.
EX Eject Slider - Removed armor properties before recovery ends
I didn’t know the slide had armor at all. I will have to start exploiting this before the patch hits.
Trigger Shuffle - Full invincibility from startup until first frame
Good. We can use it to punish unsafe tags (which we will see more of) and throw out in between individual hits of strings with gaps. It’s pretty fast as well so we can also blast through fireballs with it now.
Spam Bomb - Damage 120->130
Double Bull Shoot - Damage 120->130
Good. Alisa already has a strong throw game. With increased damage, better startup and buffed oki (roll nerf), plus faster close normals our frame traps just got better.
Special move meter gain:
Double Rocket Punch: Whiff 15->5/On hit 40->20
Cradle Star: Whiff 10->15/Cradle Star (deviation): Whiff 5->10/On hit 40->30
Happy Propeller: On hit 20x4(80)->15x4(60)
Hard Reset: Whiff 5->15/On hit 40+40+30(110)->15x3(45)
Eject Slider: Whiff 5->15/On hit 20->50
Thruster Right: Whiff 5->15/On hit 10x6(60)->8x6(48)
Thruster Left: Whiff 5->15/On hit 10x3(30)->20x3(60)
Double Cut: Whiff 15->0/On hit 5+5(10)->30x2(60)
Basically our unsafe combo enders got buffed meter gain and transition/chip moves got worse. The fireball is the most significant nerf.
I think our meter gain overall got worse, but with no change to the normals and DES.K, we will still have plenty of meter most of the time.
System Changes (that matter)
Normal throws - Startup changed from 7F->5F
See above. This is nice for us. Although with Alisa’s weak upclose defense it might backfire because everybody else got it too.
Does this apply to air throws as well?
Guard cancels - Can no longer follow up with additional hits after connecting with a guard cancel move
Awesome. Now we can pressure ppl even harder in destruction form.
Recoverable health speed - Speed of life recovery reduced to 1/3
Awesome. Now we can zone even harder.
Fortitude gem effects - Small:100 Mid:130->Small:80 Mid:110
Life Force gem effects - Small:80 Mid:100->Small:60 Mid:80
Harmonize gem effects - Small:60 Mid:80 Large:100->Small:40 Mid:60 Large:80
[ID:23] Immense Power Lv.3 - Attack 30%UP->Attack 10%UP Effect Time 10 secs->20 secs *Along with changes, name changed to Immense Power Lv.1
[ID:182] Harmonize Lv.3 - Life recovery 80->Life recovery 60 *Along with changes, name changed to Harmonize Lv.2
[ID:189] Harmonize Lv.3 - Life recovery 80->Life recovery 60 *Along with changes, name changed to Harmonize Lv.2
I don’t think the gem changes really matter to any single character. Those were all too good on everyone. A welcome change even if Alisa doesn’t care.
Forward recovery roll - After a forward roll, hurt box appears 7F before any additional actions are possible (still throw invincible)
Both good and bad. If we’re standing still we should be able to reaction punish rolls easily with cr.HP (both forms).
But our terrible wakeup just took a grand hit too.
Cross Arts - Initial move damage changed from 100->150
With her millions of ways of comboing into cross art, Alisa is happy about this. Since she can’t combo into super in DES, a new major ender is welcome.
AA DES.HP, cr.HP xx Cross Art is gonna hurt now.
Lost/Easy Access, cr.MP (new easy link) xx cross art will too.
AA fireball, dash, cross art will too.
etc
Pandora - Timer increased from 7 secs->10 secs
Ohhhhh yeahhhhhh.
That should mean 20 seconds of Gold War Machine with pandora extend. Alisa is the one character that will benefit the most from this system change.
Even with 10 secs, a bound into pandora into her super should finish in time now.
Overall she seems buffed, but time will tell.