Would people like it if I put together an Alisa guide video?
I’d go over all her moves (with approximate frame data) talk briefly about uses, and then go through how to confirm into combos, and maybe a few tricks.
Would people like it if I put together an Alisa guide video?
I’d go over all her moves (with approximate frame data) talk briefly about uses, and then go through how to confirm into combos, and maybe a few tricks.
That’d be great!
Actual combos Hwoarang can do after switch-canceling Hard Reset (41236K > P):
Also, if you switch-cancel the 1st hit of Hwoarang’s HK Hunting Hawk (214HK) and do Alisa’s cl.MK > MP, you get an air reset.
Yeah sure ! Sounds great !
Video Guide would be great !!
I just started using Alisa today and I’m reading a lot in here about combos, but has anyone got any opinions on her footsies and spacing? The fireball seems ok, but once the opponent is slightly outside of say, Cammy far stand forward range, she seems to have problems. Her walk speed both backwards and forwards isn’t that good, so I’ve been having trouble stopping characters like Jin and Cammy from just walking in outside of her low forward range and then crossing her up. Low fierce goes under crossups if you do it fast enough, but you’re in recovery for so long, you can’t do anything about the opponent just jumping again. I’ve tried dashing under, but the jump-in has to be poorly spaced for that to work.
As far as poking, her low short isn’t nearly as good as Julia’s or Cody’s. It seems useless to me, but has anyone had any success with it? Low forward is not bad, but she doesn’t have a safe chain afterwards so you’ll have get someone to walk into it- which means whiffing- and I don’t feel that it recovers fast enough to stick it out very often.
Random: This was probably mentioned before, but close mk is a pretty good anti air against jump ins that don’t quite cross up. You get a nice juggle afterwards.
Also FlyingVe, if you could add some stuff in the video about her footsies/spacing in the video that would be awesome.
I’ll try. It’s not like I’ve been using her for a huge length if time though as the DLC is so new.
As for pokes, I think sMP has the best hitbox, but it’s difficult to confirm with. I use cMK the most as it doesn’t move her hitbox forward thus buffer confirms are not reliable.
What about lost access as poke?
well, doesn’t it have that DP able gap?
Yes it has a gap but it’s pretty hard to get through that gap. Mashers are more likely to get counterhit iirc.
I’ll test it some more then.
Also, d.LP is her best single move. Except against a select few characters like Chun.
What do you mean? Because of the range?
which part? Why d.LP is so good? Or why It’s worthless against Chun?
Both
d.sLP has a hugw hitbox, tons of active frames and confirms into a damaging combo. It does almost as much damage on block as on hit, builds lots of meter. You can just kinda stick it out there and let people run into it.
As for Chun, even though it hits all characters crouching, a few characters have normals that lower their hitbox. In Chun’s case, its her cMP, it lowers her hitbox enough to get under alot of the games more prominent pokes, Alisa’s d.sLP included.
What are people using after a generic launcher? The best I’ve got so far is: cl.MP, 2MK xx 41236P > K
clMP, clMP, cMK, Dual Boot>Thruster Left.
I’ve got some ideas for a better one, but I’m distracted and not testing at the moment.
I’m up to 300 games with Alisa and find shes really good. Her fireballs are more than “ok”, they have 3 different angles and dont disappear before hitting the end of the screen. She cant be zoned at all, characters like zangief and hugo cannot get in (medium fireball still hits them on the top of the head from fullscreen and stops jumps at the same time lol). Bison juri and vega cant dive without getting knocked out the air. I don’t mind her walk speed because how fast boot sends her flying at the other player (ex version has armor). Your right from what I’ve seen she’s really bad in cross-up range and her only option is lost access which you can combo into hard reset to send her back to a safe range if blocked. If you getting crossed up you can use heavy fireball it pushes her back and you dont have to take an air to air risk plus you get a knock down (you might want to consider her air throw as well). Alisa isn’t a very safe character to chain with unless you want to waste a meter going into ex boot. I find linking with her is much better because you can make very unsafe moves fairly safe by canceling into boot whenever you want.
s.mp c.mk, super (the super lands every time without any weird timing)
s.mp, c.mk, ex double cut, s.hp, boot -> hardreset (really easy to do)
(quick access)s.mk, s.mp, s.hp (sends them flying vertically so you can do another tag)
The other launcher combos are really hard to do and if you drop one link you’ll eat a full combo when they stand up
Thanks for the all the detailed info! Yeah, the fireballs are way better than I thought for sure. Reliably keeping Gief out is a HUGE plus for me. I’m going to try out some of those things- I’m especially interested in pushing yourself back with heavy fireball.
I still need to test poking with Lost Access against players with good reactions. It’s been working so far, so I’ll use it for now until/if people can punish it on reaction.
I usually go with : s.MK~s.MP, d.c.HP xx Dual Boot xx Thruster Left
Is that less damaging than your meterless tag in combo or do you qualify it as hard/dangerous to do ?
Coz I think this is a very good tag in combo !.. Though if your Thruster Left does not hit then you’re probably in big trouble !