Such a shame. Thereās nothing, like, NOTHING in this thread lol
So Iāll fill up some things of interest:
Top [SIZE=6][FONT=impact]21 moves:[/SIZE][/FONT]
Core:
**1.1 **
10f jab punisher. Godlike and all (above average damage and good frame advantage). If you wanna be bold and mix things up, you can enter into DES right afterwards into the string (1.1~1+2). Nothing is guaranteed, though. Oh - on CH, the last hit knocks down.
d/f+2.
Safe df+2. Doesnāt lauch crouchers, but Iāll take the safeness over that any day. Good range, slightly tracking to her right. The launcher of choice on most cases. Also a 16f punisher.
f+4.1.4
Alisaās new string. Her most damaging post-bound option too. Whole string is NC, which is kinda good. You can even hit confirm the second hit into the last one. However, doesnāt jail on block and it is punishable (-12). However, first hit tracks.
b+3
Her original tracking move. Got buffed too. Kinda slow-ish, but is safe. Pushes back on block and causes a knock down on hit. On doubt, use it instead of f+4.
CH 4
Alisaās new favorite toy at TTT2. Her Magic 4 is pretty awesome - decent range and easy to combo into.
f+2
Good poke that is even better now. Her ātracking rightā move of choice. You can also enter into DES after it. Safe and quick. Also a good option for oki if they backroll a lot, picking them up again.
b+1
Her ātracking leftā move of choice. High crushes too - and it is pretty quick. Safe too. Alisa also recovers crouching, so you can mix up stuff, like her FC throw (which is Tag Bufferable, by the way). Also a good move to catch-up backrollers.
d/b+3
The infamous move that got Alisa to the upper tiers at BR. Even though it was nerfed (now -12 on block, -1 on hit), it is still pretty safe at max range. Godlike tool to poke around and chip people down. Abuse it.
wr 2 / wr 3.4
They are still pretty useful. Mix them up whenever you got the chance for some nice approaches. wr 2 is still plus on block and gives you a mini combo of above average damage on hit (wr 2 + f+1+2). Since wr 2 is High and linear, mix it up with wr 3.4 to catch steppers. Both also cause wall splat. wr 3.4 is also safe.
u/f+4.4
Alisaās hopkick. Bounds too early to give godlike damage, but is serviceable. 15f punisher of choice. Great tool to whenever you step and force a whiff, being the most reliable close-range whiff punisher avaliable. With the right partner (like Jack or Ganryu), you can net +70 damage easily, finally making her hopkick respectable.
Honorable Mentions:
FC d/f+1+2
Pretty good low on FC - gives decent damage and frame advantage on hit and mostly safe on block (-11!). The better part of it is entering into DES afterwards for some mindgames.
b+3.4.3+4
Got nerfed in damage (way to good in TTT2 Vanilla as a TA! move), but it is still pretty good, damage and carry-wise. It is still a good whiff punisher at mid-range. Only abusable against idiots, since anyone can sidewalk it and punish you for it.
u/f+3.2
Alisaās most damaging NC. Good option as a TA! filler as well. Only -12 on block, so itās not pretty punishable. Use it sparringly to catch people off guard and youāll be good. Also wall splats (good while causing wall pressure if the opponent crouches).
DES f+1+2
Godlike move while applying wall pressure. Gives +3 on block, good for frame traps and setups. Also have a slightly good tracking, catching people if they step early.
DES f+1
Quickest move from DES, interrupts a lot of stuff. Good to frame traps too, since everything you can use afterwards can interrupt the opponent once more. Neutral frames on block.
Boot Cancel (f+3+4~b)
Yeah, you can now cancel the Boot Stance with some new perks - especially entering into Backup stance afterwards for some mindgames. Backup stance also high crushes, so itās a good way to deal with jab-happy players.
d/f+1 Series (d/f+1.1, d/f+1.1.2, d/f+1.4)
Good poke and followups to apply some pressure. d/f+1.1 is Mid/High, while d/f+1.4 is Mid/Mid. Both are safe on block. d/f+1.1.2 is mid/high/high, but enters you into DES and gives you +6 on block. Doesnāt jail, unfortunately - but d/f+1 series are nice to add into your game to make people think/react a little harder. d/f+1.1 and d/f+1.4 are also NC (d/f+1.1.2 isnāt)
**FC d/b.d.d/b+1+2 **
Alisaās FC Command Grab. Wanna Raw Tag safely? Use it. Nothing is guaranteed, though - but the throw is pretty nice for that use alone. Plus, itās a 1+2 break.
d/b+4
If they like to stay grounded for a while or sideroll, this is your oki of choice. Awful on block and kinda slow for a low, so donāt abuse it. Stick with d/b+3 instead. Stepping and using a surprise d/b+4 is also pretty useful for a quick punishment option.
ff+3.4.4
Alisaās post-B! option near walls - awesome damage and you can enter DES afterwards. It is also the move of choice to punish Raw Tags. The string is also NCc (and safe-ish, being -10 on block [only the last two hits]).
1+2+3 & 1+2+4
Taunts. Use them.
Bleh. For now.