The Alisa Boskonovitch thread

Do you guys think Alisa is a good partner for Chun Li??

Just about everything from dive kicks to street fighter jabs. Oh and never use it on jin or law because if they parry counter hit you alisa gets glitched and hangs in the air for 3-4 seconds in slow motion. I haven’t really discovered a good time to use it outside of stance change combos (I’m the only one that uses her in my bracket so I have no idea whats really practical). I’m not sure how you would get ontop of the other player in destruction mode outside of lost/quick access even if you knock them down alisa walk speed is way to slow to catch up to a roll (fast dragon punch or AC just exposes d.s.lp). If I do get stuck for whatever reason in destruction I just use d.s.hp for anti air it doesn’t trade with anything not even tatsu and sends them launching straight up so you can tag or stance cancel.

Chun li is an S tier street fighter you could pair her with paul and still do well, so I guess that’s a yes.

Well i think If you REALLY want to get good at something like SFxT, don’t worry about the points. Try to actually learn something when u play whether or not u Lose or Win. If you do that then u should be OK. Also playing Unranked Endless Lobbies are a way better way to learn rather than play all sorts of random people in Ranked.

Yeah, I pretty much don’t care about points for the moment. I love to lose so I can focus on my mistakes and try to improve them. 10k BP is just my final objective, I think it’s important to have a precise level to reach.

Anyway, I experimented BnB and blockstrings but I still don’t know what’s the best air-to-air, anti-air (at low and high range, and with and without destruction stance). Also, nobody knows how to reset with Alisa? I tried to cross-up my opponent with j.MK into my blockstring but it often doesn’t work.

Also, what do you guys do when you’ve knocked down your opponent? Stay in destruction stance and try to poke with d.cr.LP? Go back to normal stance and mix-up with j.MK ? I’m pretty noob, I know :smiley:

Keep up the good writing !

Yes, it’s her Quick Access (cl.MK > MP) string, if you can get only the 2nd hit to connect after a ground bounce. If you switch-cancel the 1st hit of Hwoarang’s 214HK, you can just do the string right away and get the reset.

I just worried about the damage output! It seems like they both don’t do much damage.

Oh boy I’ve so much trouble vs. non-stop jumping :frowning: Any tricks I should know? Here’s what I do :

  • I often use some MP projectiles so I can sometimes hit a jumping foe and then I try to connect with Dual Boot, Thruster Right.
  • I my opponent is far away and jumps on me, I use d.st.lp and it works.
  • BUT, if he keeps try to cross me up, I can’t find any good anti-air that works in close range (sometimes, d.st.HP works, but it’s very unsafe).
  • And how to anti-air without destruction stance ?

Any tips ?

neutral jump HK/MK, happy propeller? I guess you could also boot/dual boot away.

Looks like vulcan hades recorded two matches of us meeting up in ranked. This is what Alisa is looking like week two, I’m not that great but I hope this helps a few people. (oh and tekken players dont know what a timeout is)

[media=youtube]Ws7bYU8ltc0[/media]

Hugo is my favorite character in SF, so I’m looking for a partner for him. I have no idea about how Alisa is played but I love her design, do you guys think you can pair her with Hugo? If not I’ll have to go with Chun/Poison, but I don’t think they’re as interesting as Alisa…

Are there any good setups for this, or does it work only with Hwoarang? Also how do you whiff the first hit?
And what does everyone use to follow up with Alisa’s AA fireball?

I think it can work with other characters as well. There seems to be a specific timing where the cl.MK can whiff while an opponent is getting ground bounced. It’s easy with Hwoarang because you can have the cl.MK connect right before the opponent actually gets ground bounced, so only the 2nd hit of the string connects after the bounce.

Thanks a lot Dr.Grammar :wink: That restart is godlike !

You can connect an AA fireball with Dual Boot (Thruster Right), d.s.HP and then follow up with your other character (don’t know if that’s optimal).
By the way, d.s.HP is a VERY good AA. You can follow up with a crouching move and then with Dual Boot (Thruster Left).

Here’s some awesome stuff I found watching very good Alisa players.

[media=youtube]bQ3bzWWbXoo[/media] (6m09)
[media=youtube]A6CTHUNcSz0[/media] (10m32, awesome rushdown. That d.cr.HP is very unsafe, though (10m55).
[media=youtube]TOvQ9I4uMOI[/media] (35m35, I think it’s a very good 1 bar combo. Seems to hurt a lot, and Jack-X has a lot of health !)

Sorry for my english !

Been labbing a bit with that combo and although it looks awesome, it’s quite far from optimal.

First here’s the combo in the video (post overhead DES):
cr.LP xx st.MP xx cr.HP xx EX.qcb+2P, st.LP, st.MP (5 hits), cr.MP (1 hit) xx qct+P, P followup, cr.MP (1 hit) xx qct+P, K followup.
It does 322 damage for 1 meter and it’s pretty hard to hit that last cr.MP.

If you skip the qct+P, P and go straight into K followup you can do 328 damage instead, and if you change the cr.MP to cr.HP you do 348. Transcript:
cr.LP xx st.MP xx cr.HP xx EX.qcb+2P, st.LP, st.MP (5 hits), cr.HP qct+P, K followup.

To do even more you can link cr.MP from lost access and cancel into regular qcb+P and do the same thing, making you do 392 for no meter (and build a lot too) (429 including lost access):
cr.MP xx qcb+P, st.LP, st.MP (5 hits), cr.HP qct+P, K followup.

In DES Alisa’s only use for meter in combos seems to be for wall carry. And she’s really good at it too!
And as seen, Alisa does good meterless damage in the corner.

Awsome videos BTW =)

EDIT: Just found a use for the combo. It’s obviously for maxing the hit counter =)
EDIT2: Added one hit to the combo.
This combo is 67 hits (her maximum solo I think), If you can use it to win the final round, go for it!
j.HP, s.LP, s.LP, cr.LP xx, st.mk xx st.MP, (DES) cr.LP, cr.LP xx st.MP xx cr.HP xx qct+2P, P followup xx cr.HP xx qct+2P, P followup xx cr.HP xx EX.qcb+2P, st.LP, st.MP (5 hits), cr.MP (1 hit) xx qct+P, P followup, cr.MP (1 hit) xx qct+P, K followup.

Just found out you can combo cr.HP (1) xx manual launch after a double cut (qcb+K) for a unjuggleable safe switch and hard knockdown.

I’ll add all this into the combo thread, then use them on you next time you’re on

Some thoughts I shared in the general discussion thread:

So what is your guys general game-plan for Alisa? I find I’m mostly just zoning with fireballs until a knockdown, then abusing that awesome cross-up. And how are you guys using Destruction form, i was struggling to find a concrete use for it, aside from playing keep away from Hugo, without his lariat charge fraud Hugo’s are free wins.

As you’ve seen when we play I love the DES footsies. st.LP and cr.MP (both confirmable on their own) on top of the list. The overhead has got some nice range and deals decent damage if you get the juggle, for instance if you catch a backdash.
If you have a good health lead and the opponent only has one meter but less than two you can also use DES normals to bait out an AC to get rid of their meter taking minimal damage yourself. Does work great vs yourself =). If they don’t have meter you can deal a lot of chip damage. Even the magic strings can be made plus on block if you cancel into ex boot > hard reset. I think ex dual boot > P also is positive. So you can keep the pressure and chip. You just need to play smart since everything can be jumped in DES.

But I think where she really shines is playing the keepaway game with a health lead, building a lot of meter in the process.
The new pandora tech about to be unleashed might change that.
And as you said DES is really good for zoning people trying to get in with armored moves.

I’m looking to pick up Alisa (dem chainsaw arms!). Ive read through the forum but I still think it would be helpful to have a video tutorial. Did a complete tutorial ever get made?