I didn’t even think of that. Good to know. Its going to be an interesting road to find out whats safe. I’m sure it’ll be figured out in the next short while though. She doesn’t seem to have anything safe to cancel into that i’m aware of right now. Though canceling into Hk Cradle Star will leap you over your opponent and almost across the screen. Thats something I suppose.
You could also cancel into her Fireball, for sort of a frame trap… but it comes out so slow… :c
Yeah that seems like the way to go. Though after thinking for a moment, Quick Access and Lost Access might be a good way to go. Both look safe to me, and when you think about it, once you get in there you kinda wanna pull those chainsaws out to make the opponent do something drastic. They don’t wanna get chipped. They’ll wanna get out ASAP.
Yeah that’s what I figured.
Also, I’ve been testing Alisa’s **Happy Propeller **on wakeup against Ryu’s safe forward jump HK, Tatsu option select.
HP Happy Propeller: Alisa gets hit by the HK.
MP Happy Propeller: Alisa gets hit by the HK.
LP Happy Propeller: Happy Propeller comes out, but Ryu blocks it.
EX Happy Propeller: Happy Propeller comes out, but Ryu blocks it.
So in case it wasn’t obvious, none of her Happy Propeller versions seem to come out at 3 frames, sadly. But it seems to have some decent invincibility on it’s startup. At leats the LP and EX versions.
However, Alisa’s** EX Boot >** P on wakeup seems like a better move to use.
She absorbs the jump HK from Ryu, and because of that his option select Tatsu doesn’t trigger. If Ryu is blocking then he will be forced to block the EX Boot > P, and Alisa seems completely safe after that. But if Ryu is not blocking after the option select Tatsu, (or if he is doing something else that doesn’t have invincibility) then EX Boot > P will hit him. And that’s cool because you can do a lot of damage from EX Boot > P by comboing it into something like far st.HP >Dual Boot > k for 310 damage.
I like this because it limits the opponents pressure on Alisa on wakeup. If they’re not satisfied with just the jump in and OS, and don’t block, then they will get hit for a lot of damage instead. 310 damage for one ex bar is not a bad reversal. And I bet it works as a good reversal against many moves.
Would Alisa go well with a defensive/zoning character? And in which position? I’m planning to use Cole with her, dunno if I should use Cole/Alisa or Alisa/Cole though.
A corner combo i found, meterless 420+ damage
Jump HK, Cl.HK, Cr. LP xx Lost Access, Cr.MP xx Clock Setting, Cr. MP xx Dual Boot xx Thruster Left
It seems like Thruster Right is pretty safe, I was only able to punish it with stuff like Marduk’s grab or Ryu Super…also, Hop Kick is terrible for escapes after a blockstring. She can get tatsu’d for free, and the options get worse with different characters in mind. EX Clock Setting has some invul, went right past a EX SRK from Ken. Her EX boots have 2 points of armor on them, ideal move to punish projectiles with for sure. Both Access chains are pretty safe, I’m going to abuse the crap out of Lost though, since overhead into free combo~ Will edit if i find anything else worth noting…
Now I’m really new to this forum, and fighting games in general… Averaging at around 500 BP + or - 400 or so… [SIZE=3]B[/SIZE]ut I seem to have clicked more with Alisa than any of the other DLC characters… I’ve been using Cradle Star and its follow up as a bit of a gamble/mind game move. If the opponent blocks the first hit and doesn’t know or is unable to punish me, I go in for the kill. It’s always a gamble, and I’ve been wondering if this is the right way to use this move or not…? (I also use it to punish fireballs because duh.)
[SIZE=2]Again, sorry if I sound like a n00b… because I am. ^^;; [SIZE=1]Even though I’ve had this game since release…[/SIZE][/SIZE]
Alisa’s walk speed is a major flaw…female characters shouldn’t be so slow walking…anybody know if her damage output is the reason to compensate for this?
I did notice that also. Doesn’t EX boot having armor make up for this? As well how fast normal boots are… A lot of her moves move her around the screen pretty fast. I find myself having to use normal movement less and less with her.
So I heard Alisa has a lot of multi hitting attacks, is this true? Wondering if that means she can keep opponents in place for tag combos like ken tatsu or law punches. If so and her ability to deal with pressure and oki is good, I feel like Alisa/bob could be one hell of a team.
Does that DES HP HP Everfrost mentioned leave them standing, and think it can be tag canceled into an 18 frame move? If so Bob’s Granchi Loop just lost its gimmick status.
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The HP hit launches them for a juggle. So it doesn’t leave them standing. Her LP and MP leave standing though as well as her overhead which is forward MP. The overhead is tight but you can tag cancel with it. The other two punches shouldn’t be an issue either I don’t think. I’m not at my console right now so I can’t check that.
anyone know how hard is it to link a cr.lp (des) after her overhead or her far lost access,
and when i’m using the happy propeler as an anti-air, should i do it on an opponent as low as possible or high when their jumping…
anyone know when their gonna release the frames for these characters…
How tight is cl.HK > cr.LP link? cr.LP > cr.MK feels like 2 or 3f.
cl.HK > c.LP feels 1-2f-ish. Can’t say for sure since we don’t have frame data yet.
Got the names mixed up, my bad. It’s Double Cut.
Most of the destruction form normals can’t be tag cancelled. Idling has priority over tag apparently.
Yeah 2f feels about right.
I love using Alisa, but dammit if some of her boot combos leave me frustrated as hell. I usually just end up using a clock setting combos since its less likely to frustrate me.
I’ve been messing with Alisa, threw together a video of what I suspect will be her BnB’s. I think some others already mentioned these, but anyways, here’s the vid, with combo annotations.
[media=youtube]c_CgpKbYONI[/media]
it seems like not only can we negative edge Idling for some nice meter building, but we can also negative edge the manual destroy form stance change… figured that was kinda neat. Cl. St. HP/MK are pretty nice anti-airs, I just wish St.HK was a little bit faster, it seems like the perfect normal for anti-airing ;_; Also, it seems like a waste of meter tag cancelling into your partner after an Alisa combo, especially if it ends in Happy Propeller/Thruster Left…damage scaling just destroys the combo.
I think its a better idea to let her come in to finish the combo instead, since she can easily tag on some hefty damage even after a full bnb.
Obligatory Bonus Ogre/Alisa combos just because I feel like posting them [details=Spoiler]475 damage one bar (Ogre) Cr. HK xx Indigo Punch dash cancel, St.HK Indigo Punch dash cancel, St. HK xx LK Owl’s Hunt (tag cancel to Alisa) St. HK, Far St. HP xx Dual Boost xx Thruster Left.
429 damage one bar (Alisa) cross up Jump MK, Cl.HK, Cr.LP, Cr.MK xx MK Double Cut, Far St.HP xx Dual Boost xx Thruster Left (tag cancel to Ogre) Hunting Hawk, St.HK xx HP Waning Moon[/details]
Here’s my combo video. Check the description to see all the combos.
[media=youtube]5CufNvGOokM[/media]
j.MK is godlike