The Alisa Boskonovitch thread

Also, she can get extra damage off her fireballs at certain ranges and Angles, and even Tag for even more extra damage.

Oh and hey, if you are guna make that Alisa guide, we should figure out optimal “After Anti-Air Fireball” combos and include that because that seems like a big part of her fireballs, since they only do 50 damage each

I’m planning a whole section in the fireball. They are quite unique.

It’s gonna take a while to hash out the frame data and put everything together though.

I’ve got quite a few fireball tricks to show off.

how do you link the cr.hp after the mk~mp string?

Oh nice I didn’t know you could do that I’m going to to try to replace dual boot with boot. The only problem is that combo leaves you in destruction form after you knock someone down. We may play differently but I just feel she has no options in destruction form and it leaves her extremely vulnerable to everything. Also I dont like the fact your cant oki after a knock down when your stuck in destruction. I just use the stance to add damage to her combos and get out of it as soon as possible.

After thruster left you have time to deactivate DES mode and stick out a normal for a meaty.

Plus, DES oki is pretty good.

Thanks, this one works great.

Well, I don’t really know what to answer to that question…As usual, it’s all about timing, and I think the window is pretty large since I rarely miss it (imo it’s larger than the window to link s.HP after Double Cut). You should prolly just give it some practice…

I agree that playing footsies from neutral position with DES activated is not a good idea. DES normals aren’t that great (except for the range that’s pretty cool). However, like FlyingVe, I think it can be useful for Oki Game, mainly thanks to its overhead (that you have to time right though).
Anyway, if you don’t like DES Oki, you can either deactivate DES before the opponent wakes up or replace the Dual Boot xx Thruster Left ending with Boot xx Hard Reset (which you suggested in your post) for less damage but leaving you with DES deactivated.

DES mode bad for footsies?

Not as long as d.sLP exists you can still EX boot from it.

Seriously, her best normals are probably d.sLP and jHK, it’s unfortunate you can only have access to one at a time.

Also, d.fMP ground bounces airborne opponents and like all DES mode moves, has lots of active frames. This makes it basically backdash proof as they will get bounced into big damage.

DES mode has its pros, for sure, but most d.moves have so many active frames that it gets dangerous to use : if you miss the hit, you’re highly vulnerable…

In terms of footsies, I think s.MP is pretty useful… Comes out quickly enough, has decent range, and hurtbox seems OK.
As for c.LP, as expected, it grants nice frame advantge, making it a nice tool.

To punish a whiff you have other through the d.sLP, and given how the hitbox is, that’s a tall order for a lot of characters.

And it leads to lots of damage for a move like that.

I meant is it close or far? because when I do a far mk~mp string and attempt cr.hp it seems like its just won’t connect, seems like its to slow to link with it.

Maybe I dont have correct spacing but high level players just jab me out of dslp and or foward d.fmp. If it trades she gets knocked back and she cant finish the chain or cancel into boot and leaves her still in destruction form. If someone like cody beats the jab it leads to more jabs into a full combo. If you know better spacing especially after you knock them down please help me because every time I’ve attempted that I get clobbered or trade (which leaves me standing farther away).

mk mp is suppose to be close (quick access) then d.cr.hp hits which you can cancel into boot its a fantastic combo.

d.sLP xx EX Boot, (step), fr.HP xx Dual Boot ~ Thruster Left.

d.sLP is fucking retarded, specially since it floats airborne opponents, love it so much.

Jumping into a DES Form s.LP is like sticking your hand into a Blender set to Max Speed

d.slp is bad I’ve been trying to use it and players can jump it for a free combo. Not to mention if your not at point blank range and it hits you cant cancel into boot or follow up with a chain. If your close to someone and it does hit and they block they are going to alpha counter you. Oh and when it trades you cant finish the chain and if the other player has range to continue their combo its more free damage on you.

Whoa, what trades with d.s.lp?? Ive never had anything trade with it. Are u sure you are throwing it out at the right time? I always do it a little early so the get hit by the active frames. And im pretty u can get a boot combo after, like d.s.lp > d.cr.mp xx Boot Finisher and then u can Tag cancel that if u want
Edit: Oh if you are using it as a poke on the ground its not the greatest poke. d.cr.lp is better for poking. d.s.lp is an Anti-Air tool more than anything

Hi,

I’m very noob at fightning games and decided to play more seriously. My main goal is to get 10k BP with Hwoarang/Alisa and I have some questions.

  1. What’s the best air-to-air you found? j.MK ?
  2. In case you opponent is too close (so you can’t use d.s.lp), what anti-air do you use? d.s.HP? And if you’re not in destruction stance, how do you anti-air ?
  3. Is d.cr.LP, d.cr.LP, d.s.MP, d.cr.HP > EX.Clock Setting, d.s.MP > Dual Boot, Thruster Right a good blockstring?
  4. Is j.MK, s.MP, cr.LP, Lost Access, d.cr.LP, d.cr.MP > EX Boot, Hard Reset, s.HK a good jump-in ?
  5. Also, is it recommended to sometimes try a random Dual Boot, Thruster Right, d.s.HP to catch my opponent off-guard?

Thanks a lot and excuse my english.

By the way, does Alisa have a move that forces standing reset (like Lili’s dive kick?). I play Hwoarang/Alisa and would love to reset with Alisa after Hwoarang’s qcb.HK :slight_smile: