The Alisa Boskonovitch thread

Alisa’s HP is 1.000 - old news, by the way.

Alisa’s zoning is also pretty mediocre. Sure, she does have a projectile - but she can’t even play around with it, since it is not a “chargeable move”.

Her pokes are ok, with the kicks having the most range overall. Using DES outside combos seems not very safeish - so it is not a thing to abuse.

Also, while her in-game model is okay, Capcom pretty much turned her into a fat whore in the artwork. Eww

lol at her “derp” face, her breasts and monster tights. Even a brick is more sexier than this shit.

PS: if Blaze doesn’t update the OP, I’ll personally kill him.

what type of playstyle should Alisa be played as? Is she still better off in the 2nd spot, i feel like putting her 1st then hugo, (if i main her) hows her AA options, happy propeller…etc

From what I played, she’s a better choice for the second spot - since she’s way better with metter (Boot with armor is too good to pass up) - and DES is awesome mid-to-end combos, especially in the corner.

Alisa’s DP also does have a good vertical hitbox, so at worst, it is a serviceable anti-air.

Pure-zoning doesn’t work with her, since her tools are kinda limited in that scenario - so having Alisa compelment the point character with combos and poke-ing mid-range seems a safer bet.

I felt that her zoning was somewhat special. Sure, you won’t be winning fireball wars, but the MP Rocket covers both the ground and the air, so it’s a really good tool against characters that don’t have a easy way around fireballs - like Kazuya. Her dash is also so damn fast that if you hit a MP rocket in the air from fullscreen, you actually got the time to dash up and follow up with a juggle combo.

Overall, her zoning is quite decent. Not great, but not sub par either.

On DES, I’m not sure if it was the people I was playing against, but it seems really safe as long as you don’t chain the normals. I don’t know if DES s.LP can be punished, so it’s free chip. Also, Lost Access seems to give her frame advantage on block, I was hitting people with counter hits pretty often. DES s.HP is a GREAT Anti air, beats everything and can juggle on itself once - and you can tag it afterwards. You can also chain DES normals into Idling, so for example, DES LP then crouching Idling to make it safer. Not sure if you can do combos with this, though, didn’t try. DES s.LP also seems like a great normal, doesn’t look like it has a hurtbox on the chainsaw, and it leads to a juggle state on a Air hit without CH. DES c.HP does a lot of chip damage.

I use her on point with Christie second. BNB is c.LP c.LP c.MK xx Cradle Star, c.HP xx Happy Propeler. Happy Propeler can be easily tag cancelled into a jump-in juggle.

Outside [far or close] s.MK - s.MP, Alisa doesn’t have any way to enter DES besides the manual one - and said strings, at least in my experience, while not unsafe, does not guarantee anything on block. And again, like in Tekken, you’re free to do a mix-up of choice - but with not guaranteed afterwards.

The same can said of some of DES normals that I tested - even cancelling into Idling, you just “reset” the opportunity to do a mix-up. Which isn’t bad by any means.

My only complaint is that you can’t use any non-DES specials while in DES aside from the Boots. It would be a lot nicer if I could cancel DES by using Happy Propeler or something.

She’s really fun to play.

Alisa would be broken if she could do that lol - even in her natural game.

And techincally speaking, her “Boot” while in DES is “Dual Boot” - which have different follow-ups and proprieties.

~

But I understand what you’re trying to say - in T6BR/TTT2U, Alisa can exit DES right afterwards into some of her DES moves (like DES uf+1+2) - so, in a way, if some of her DES stuff were cancellable in SFxT, the mix-up opportunities would be a lot better - and safer too (plus making her combos a lot more fancy).

No, I meant “Boots” as in both Boot and Dual Boot. You can use both during DES, at least from what I remember.

Boot: Command dash which she doesn’t sport the chainsaws.

Dual Boot: Command dash which she DOES sport the chainsaws.

Both are the same input in both series - so, if Alisa is in DES and you input Boot, she’ll enter Dual Boot instead. Pretty simple.

Huh? Isn’t Dual Boot HCF+P and Boot HCF+K in SFxT?

I tested the game on a friend’s 360, so I can’t double-check right now. However, the official movelist shows that indeed both are different inputs - though making both “Boots” different from each other that way makes her character a different monster altogether.

Entering Dual Boot without even having DES activated is kinda weird and strange lol - no wonder that I did not payed attention to this when I played her (since this is not possible in Tekken - vice-versa either).

Thinking about this… Alisa can easily make good frame-traps with DES moves and normals - having both the mix-up potential from the stance and making the opponent respect the armor of the EX version (if you cancel stuff into regular Boot).

That’s a pretty nice thing to know.

I’d rather have some of her DES moves being cancellable out of it, like in the Tekken games. But this shit does have some potential.

I can’t be 100% sure since I can’t play the game right now, but basically it went like this:

Dual Boot leaves you in DES afterwards when used in normal form, if used in DES you stay in DES

Boot makes you stay in normal form, if used in DES you go back to her normal form.

I only tested regular Boot - and did not used it while in DES, which kinda explains my earlier reasoning.

So it is pretty similar to the Tekken games - expect Dual Boot being restricted into DES, and regular Boot into her normal stance.

Creating frame-traps and mix-ups with DES (especially in the corner) with the t[h]reat of both regular and Dual Boot kinda open a lot of food for thought. I can foresee that she’ll be pretty annoying to play against.

Let the hate commence! <3 - whenever I get the chance to play with her again, I’ll share more stuff. Knowing this new shit, I’ll surely be more motivated to do so.

Yeah, I could feel the salt from the people that were fighting me. Cancelling Cradle Star into a dash then a grab is REALLY hard to react to, making her extremely dangerous up close. j.MK is a nasty cross up that can hit in the front as well.

She can work perfectly both on point and as a back up. She builds meter really fast and uses meter nicely. Also DES seems like it’ll be great for turtles, since you don’t need to open them up to do damage. I’m definitely maining her once she drops.

Same here. When I played against some friends, even the simplest DES mixups (DES s.HP [aka her DES 2]) / DES qcb P [DES d+2]) were pretty deadly into the corner (and, at worst case scenario, the chip damage is okay). If Alisa is the second character and is sitting on meter, she can “bypass” a good deal of stuff if the opponent tries to interrupt/punish her, thanks to the armor of both Boots and the mix-up that the different versions may result.

Like: blockstring of choice -> EX Boot P (aka Hard Reset [Boot 1.2.1.3+4]) -> DP, combo of choice or Super. I was doing this with good results - and since you can enter regular Boot while in DES, this is even easier to achieve.

I still think that she’s better in the second position - throw a “support character” of sorts (like Poison), who can do Boost combos into Tag/whatever, tag-in Alisa and corner carry the opponent into submission.

What’s her overhead? Is it the Hertz Blade Flare: (During Destructive Form) :f: :mp:, if this is the case, throws might be more ideal to use with her then cuz her fast front dash(what if she has has a command grab!) i’v been searching some footage on alisa and i only found the old ones, can someone link some footage of her

Lost Access also hits overhead.

Is that really the SFxT art up there? I wanted to find a good Capcom piece by her for a template… but ew…

sees avatars of all the users on this forum

:wtf:

Lol screw you guys I dont have Alisa so reading all the info makes me salty, so till i have access to her y’all are on your own :rofl: