The Alisa Boskonovitch thread

Nice man, the only thing if I may suggest, is to add an optimal juggle combo setup section after a cl.hp anti-air. Thanks!

I didn’t think that was a great anti air, in my testing it didn’t really reach high enough to AA jumping reliably.

Does it trade a lot? That might work.

[media=youtube]5SyZ5Tl9ci0[/media] some combos i put together on day one mostly impractical stuff i guess

Kinda odd how Alisa can’t do Super in Destruction Form but she can do Cross Arts and the other Cross thing.

I really need to see some frame data :frowning:

Alisa is definitely an interesting and charming character. She will probably become part of my main team. Still, there are a few things I’d like to discuss with you guys, regarding what has been written in this thread and some other stuff about Alisa.

BNBs
In my opinion, there are two main features for a combo to be considered a BNB : it must have good chances to hit and be as safe as possible. For these reasons, I disagree with all the BNBs that have been listed that start with “j.HK, s.HK, c.LP”.

I tend to think that if you want to build a BNB starting with a jumping attack, you have to pick the cross-up since in most situations it is much more likely to hit your opponent. Sure it is (generally) less damaging, but you gotta be realistic and consider what could work in an actual match. Hence I’d start my Alisa BNB with j.MK (which is, I confirm, kinda godlike).

Next and most importantly, your BNB has to be safe. This is why you use hit confirms before committing to unsafe moves… In all the “j.HK, s.HK, c.LP” BNBs I have seen above, what happens if your opponent blocks s.HK ? Well you’re up for a 400-500 punish… And since you have to input s.HK as soon as you land, there’s no way you can know if your opponent blocked at the time you gotta press s.HK. So, to be realistic once again, you have to forget about this damaging combo starter and consider safer options. At the time, I have nothing to offer but a poor “c.LP, c.LP”.
I read that Vulcan Hades talked about confirming with the “s.LP, s.MP chain” but I don’t get it : it’s a chain, so you can’t combo afterwards, or am I missing something ?

To sum it up : I think BNBs should start with j.MK followed by a practical and safe hit confirm that’s still to be determined. Sadly, this will reduce Alisa’s damage output, which leads me to my next topic.

Meter Usage
We all know that Alisa can build meter pretty fast. On the other hand, her BNBs have a below-average damage output. So why not use this easily-built meter to increase damage ? This seems like a good solution… but I can’t find an efficient way to spend this meter with Alisa ! And from what I’ve read (unless I missed something) seems like none of you guys has designed a one-meter combo that’s significantly better than any no-meter combo.
Has anyone found any way to use that meter efficiently ?

Super Art
As I couldn’t find any interesting one-meter combo, I have been thinking that maybe using two meters and going for the Super could be the solution. But every time I try to land that Super in a combo (after Double Cut, s.HP for example), the third hit does not connect and I waste my meter…
I hope I’m wrong, but I start to think that Alisa’s Super Art is close to useless…

Tag
This post is getting a bit too long so I’ll cut it short.
From where I stand (and I hope I’m wrong) : Alisa = poor meterless damage, poor one-meter combos, useless Super Art…

This leaves us with tag options, which are actually… pretty good !
Tagging out with DP obviously offers nice follow-ups for the other character.
Tagging in with “s.MK~s.MP, d.c.HP xx Dual Boot xx Thruster Left” is damaging.

Well this is where my reflexion on Alisa lead me. Hope this helps figuring how to optimize this awesome character !

All the BnBs listed seem so difficult to pull off.

I’m a 2D fighter noob and managed to come up with a VERY EASY 1 Meter Combo.

Jump HK, Stand MP, EX Double Cut, Stand HP, Happy Propeller (Heavy) 9 Hits in total. 403 damage.
Very easy to pull off.

Can someone show some very easy combos into her Super please. All those shown in the videos seems to be too hard to pull off =(

-Starting a BnB with jHK is just for damage purposes. You could just as easily start with jMK, sMP, sMK, sHP, or cLP.
-You can easily confirm the jHK it has alot of hitstun
-off a jMK crossup, I reccommend sMP for you confirm, but if they are DP mashing, you can block and get an even bigger punish.
-the BnB everyone is talking about will work off any confirm, you don’t need to repeat things verbatim like in videos.

-Her DP and and Boot/Dual Boot moves make good tag points, as does her Des Mode chain.
-Comboing into super does not raise her damage significantly, especially compared to a normal tag.
-Save your meter for DP’s. Alisa has one of teh better DP tags in the game. As much as I hate that mechanic, you’d be a fool not to abuse it.

That’s pretty awesome. I would have never thought to add that heavy punch in there. XD I’ve been doing a similar combo but completely skipping it. If you have the meter to waste, (And let’s face it, it’s Alisa, you probably do.) you can c.MK into super after EX Double Cut. The second hit will whiff, but the final hit that leads into the cinematic portion will hit. It feels awkward, but that’s all I have so far for Alisa on her own. :confused:

Question, does Alisa have a jump cancel?! Considering she has those wings, I feel like she should. And if she doesn’t I will be sad at the wasted potential. I guess I’ll wait for Marvel vs Namco lol

EDIT: yeah, I just went to play and realized that it’s actually kinda of a flashy waste of meter to super after EX double cut. Especially since your combo already does similar damage. ^^;; Heehee

You don’t need EX double cut… pretty much ever.

You can also link raw super after double cut which is much more stable than MK>Super (which can still work btw).

On the BnB note, the Cl.HK, Cr.LP is mostly for punishing purposes. Like a raw tag, or a blocked DP. For the safer stuff, I’ve been doing Cr.LP x2-3 times, cr.mk xx boot xx hard reset as a block string. If I actually hit the opponent before I need to cancel into hard reset, I just go into the double cut bnb that I listed above.

and on One Bar BnBs…
LoCi_AF’s combo video has a solid one bar combo. J.mk, St.mp, (Cr.lp xx Lost Access do this as a chain from cr.lp to st.mk, then just finish off the input for lost access), (DES cr. lp xx DES cr. mp also as a chain) xx EX Boot xx Hard Reset, St.HP xx Double Cut dash cancel, Cr.mk xx Dual Boot xx Thruster Left. I forget the actual damage output, something near 350+ ish??
Kinda harder than the other BnBs others have listed, but at least its something, right?
[media=youtube]yfE4UHMv810[/media]
@12:10, we got footage of Poongko playing Lars/Alisa, and lol he abuses hard reset/lost access alot.

Dunno if I’d spend a bar on that. j.mk, st. mk xx double, cr. hp xx dual boost xx thruster left does 323 and is significantly easier… o_O
Anyway, I’ll leave this here; the rantings of an old, foolish doct… er dude (I don’t know if every thing is correct but this is what I’ve found learning Alisa).

Spoiler
  1. Very Cute :blush:

  2. Love her taunt animation :slight_smile:

  3. J.mk is the new air tatsu? :eek:

  4. Normals are at least 5 frame startup. :frowning:

  5. St.lp links to st. lp,mp, cr.lp,lk,mk,hp (I like st.lp > cr. mk,hp for hit confirms)

  6. Close st.mp links to cr.lp

  7. Cr.lp links to st. lp,lk,mp,mk, cr.lp,lk,mp,mk,hp (I like cr.lp > cr.mk,hp for hit confirms)

  8. Close st.hk links to cr.lp This is great for hit confirms since close/far hk is safe on block and you can link the cr.lp from pretty far away.

  9. Destructive form ends when hit.

  10. Destructive form has no air actions :eek: WTF. You will not be jumping in destructive form.

  11. Double Rocket Punch: QCB + :p: Can’t cancel into it. Can dp if they jump. The push back can make the jump in whiff :smiley:

  12. Cradle Star: DP + :k: > :p:
    a. Fucking amazing move. Amazing vs fireball characters.
    b. Initial hit very unsafe (normal and ex) can block low/high. Knocks down on hit.
    c. Ex causes wall-bounce (follow up will hit). Only combos well after st. HP
    d. Follow up is overhead but very unsafe

  13. Happy Propeller: DP + :p:
    a. 5 frame startup. Only lp has invincible frames. Can switch to continue combos
    b. Ex also 5 frame startup. Good invincibility. Can switch to continue combos

14.Boot: HCF + :k:
a. Not FB invincible :frowning: but Ex has one hit of armor :D. Avoids lows but will get hit on startup.
b. Won’t leave you in destructive stance.
c. You can set it up to follow rolls (dp > jump in OS Boot can track).

15.Hard Reset: (During Boot) :p:
a. Good footsie tool. Pretty much safe on block due to push back.
b. Will combo after cr. mk
c. Good safe-on-block switch cancels
d. Can switch to continue combos

16.Eject Slider: (During Boot) :k:
a. Avoids fireballs if you can react (not too hard)
b. Very unsafe at all distances, -9/-10. Even if you switch cancel, you’ll prolly get happy birthday’d.
c. Will combo after cr. mk and leads to hard knockdown.

17.Clock Setting: (During Destructive Form) QCB + :p:
a. Extremely unsafe. Gonna have to switch cancel after this on block. Switch cancel to continue combo.

18.Dual Boot: HCB :p:
a. Not FB invincible :frowning: but Ex has one hit of armor :D. Avoids lows but will get stuffed on startup.
b. Leaves you in destructive form.
c. You can set it up to follow rolls (dp > jump in OS Dual Boot can track).

19.Thruster Right: (During Dual Boot) :p:
a. Safer than -5. Another good footsie tool. Can be confirmed into hp. Can’t switch cancel :frowning:
b. Won’t combo after a cr. mk but will combo after fierce attacks (cr. hp)

20.Thruster Left: (During Dual Boot) :k:
a. Obviously unsafe. Can be tag canceled but you’ll probably get happy birthday’d.
b. Will combo after cr. mk and can switch cancel to continue combos.

21.Double Cut: QCB :k:
a. Regular -8 on block. Second hit will whiff on crouch block :eek:.
b. Ex better than -5. Also whiffs on crouch block :eek:
c. Have to charge to connect after close, st.hp. Uses up all your juggle :frowning: Switch cancel to continue combos.
d. Follow up on hit with cr. mk and cr. hp (better) > Double cut or Boob/Dual Boot > follow up or super (timing on super is strict) or Level 3 (easy).

22.Lost access far :k: > :p:
a. This move is beast on hit and positive on bloc. Switch cancel to get a ground combo.
b. Not a block string, has gaps. Leaves you in Destructive mode
c. Can be combo’d/chain’d into.
d. Last hit is an overhead
e. Links to cr. lp, mp (destr.) xx boost/dual boost
f. Not special cancelable

23.Quick access close :k: > :p:
a. Special cancelable
b. Not a block string
c. Last hit is plus on block
d. Links to cr. lp, mp (destr.) xx boost/dual boost

24.Toward + mp in destructive form is an overhead. Not safe on block. You can continue to combo on switch.

25.Very cute.

Definitely a point character with good pokes (they move her forward) and great, abusable specials at midrange. I don’t know what’s going on with her Destructive form in the air. I also don’t like that her overheads are only in destructive form and cradle star… A lot of her specials are switch cancelable for extended combos and character switches. I think her Lost Access is amazing; I would be doing Lost Access switch cancel > 5 EWGF combo for 496 for example. Oh and she’s cute :lovin:

Both quick and lost access have enough frame advantage to link into d.cMP. This is important as you can combo from d.cMP into Dual Boot Left and Clock Setting.

I’ve done alot more alisa lab work today, I’ll have a more detailed write up eventually.

Yeah… it’s not a hard link and you can combo into boost/dual boost options which are safe on block if you miss the link.

Well, I’m pretty sure Dual Boot Right, and Boot~Punch are both punishable.

Right, I think is about -4, which means fast normals and DP’s, and Boot~Punch just has alot of pushback, but I’m still sure some characters can punish, especially with EX moves.

I’ve been using Julia/Alisa, AkA team, safe DP all day, every day.

Yeah but the push back and long block stun makes then difficult to punish. And they are not horrendously unsafe.

Seems difficult to me, especially if I want to hit with s.HK right afterwards : s.HK’s startup requires fast input…
Anyway I barely use j.HK…

Right. I agree. j.MK, s.MP, c.LP seems the right way to start a combo.
As for DP Mashers, it only works once in a match, their second attempt ends pretty badly for them !

I came to the same conclusion. She’s just so good at tags…

Not sure Hard Reset is completely safe but still, this will work for a while. This stresses the fact that we need to figure out an actually safe way to end block strings : what do you think of Lost Access / Quick Access ? You can easily chain it after a blocked c.LP…

I’ve been through all of LoCi_AF’s combos : interesting stuff for the most part, but one-bar combos failed to convince me. These require (very) good execution and the damage you get is not worth the meter. I’d rather cut the combo short and tag…

Surprising… Is this confirmed ? (I am at work so I can’t check in the lab)

Long post again… Sorry !
Just one last thing that, I think, is worth mentioning :
If your Double Cut takes your opponent to the corner, you can improve your BNB combo this way :
j.MK, s.MP, c.LP, c.MK xx Double Cut, s.MK~s.MP, d.c.HP xx Dual Boot xx Thruster Left
That’s solid damage !

From my testing in training mode, yes. You can easily test by selecting two Alisa’s and setting the dummy to do s.hk and jump immediately. Then block, hold up and look at the difference between their jumps.
Neither Lost or Quick Access are block strings; there’s a slight gap. That’s what makes Lost Acess so great (the last hit being an overhead). I tend to link into Lost Access by doing cr. lp, st. lp, Lost Access or just do it when at the right range.

OK then ! Thanks !
It’s definitely time Capcom releases frame data and other character info.

Can’t remember how it went with AE. Did they release frame data for Yun, Yang etc… ?

I can figure out the frame data manually, but that will take a lot of time.

I am working on it though, because I like the numbers.

Just passing by to drop something that might be of interest :
See those Hugos charging their lariat from medium to long range? Well “cradle star + follow up” is definitely an excellent answer! Kept doing this for a whole match 5 minutes ago, so much fun!