Alice Guide KOFXIV


KOFXIV Alice Guida Italiana


TEAM Women 


Big thanks to: DiamondDust132 for motivating me to give Alice another look with their tutorial video!  Lots of info taken from there!

Summary:  Simple character with simple play and fun as hell.

Best Position: Mid or Anchor

Best Tools:

  • crouch B



LP “Light Punch”

  • Crouch : combos chains and cancels. Plus on block.
  • Stand :
  • Far :  decent anti hop, chains.
  • Hop : good angle, cancels.
  • Jump : same

Notes: you can use the hop LP to break guard, with a cancel into diving tackle.  Hop up +/ forward or back, as she leaves the ground press LP, then immediately input qcb K

LK “Light Kick”

  • Crouch : Great! Chains
  • Stand : 2hit. Cancels. Beware, minus on block!
  • Far : Great poke!
  • Hop : actually has a good hitbox! Cancels
  • Jump : same


HP “Heavy Punch”

  • Crouch : anti air hitbox! Can stop some crossups. Chains and cancels.
  • Stand : 70 damage.
  • Far : slow pre-emptive anti air, whiffs crouchers, supercancels
  • Hop : cancels
  • Jump : same


HK “Heavy Kick”

  • Crouch : cancels
  • Stand : Huge pushback but 80 damage (10 more than HP).
  • Far : Good poke.  Fast recovery.  Can stop some hops.  Supercancels
  • Hop : cancels, can crossup
  • Jump : same


  • Stand: Huge range, but as she jumps first, can’t be used as fast defense. Cancels on hit, block and whiff. Super cancels on hit/block.
  • Air: like air LK, good for air to air but still decent hitbox for jump ins. Vulnerable as hell to low profiling crouch LK.

Notes: All Alice’s air normals cancel into diving tackle (qcb K)

Command Normals

? LK “Garnet Spin

  • Sweet Overhead
  • Fast
  • super cancels
  • Loses overhead property in chains but gains special cancel




(air) QCB K “Diving Tackle[EX]

  • Poke
  • Tribute to Terry’s Rising Tackle
  • All Alice’s air normals can cancel into this
  • LK ver 1 hit
  • HK ver 2 hits
  • HK ver sharper angle
  • Causes knockdown
  • Causes a juggle (EX is the easiest)

DPK “Tiger Crack[EX]

  • Anti air
  • Tribute to Joe’s Tiger Kick and Terry’s Crack Shoot
  • Combos well from cr LK
  • LK has lower body invincibility
  • HK has upper body invicibility
  • EX is fully invincible at startup only


qcfP “Southtown Variation[EX]

  • Poke
  • Andy Zeineken tribute
  • Should always be followed up otherwise vulnerable
  • LP travels half screen
  • HP travels 3/4 screen
  • Use Blowback cancel to extend range
  • EX does all variations in one combo
  • EX version has guard points
  • EX version also cancels into Diving Tackle
  • Follow with Charge or Spin

Follow ups: 

  • fwd P “Charge
    • Even on block
    • super cancels
  • fwd K “Spin”
    • Duck King Headspin tribute
    • Safe to most moves
    • Follow with Diving Tackle

QCB P “Wolf Combination[EX]

  • Poke
  • Andy’s Hishoken / Joe’s Hurricane Upper / Terry’s Power Wave tribute
  • Three string attack
  • Like most rekkas, repeat the input
  • use LP version for light attack combos
  • and vice versa
  • You can switch between both versions in a sequence…
  • LP 1st rekka has quick ish recovery, the rest, not.
  • Super cancels on 1st, 2nd or 3rd rekka
  • EX performs the whole sequence and sets up a juggle (you can even get a diving tackle after)
  • EX has guard point


Supers & Climax

qcf x2 P “Shadow Dunk [Max]

  • Attack
  • Invincible start up
  • Zeineken + Rising Tackle
  • Max version goes up higher with more hits
  • Max loses invincibility
  • Max gains faster speed to punish!
  • Lv 1 covers a little less than 1/2 screen
  • Max covers 1/2 screen

qcf x2 K “Special Wolf Combination [Max]

  • Attack/ (Max) Reversal
  • Lv 1 Invincible startup but that little jump makes it slow for instant anti air use
  • Max removes the little jump and goes straight into it, retaining invincibility

HCB x2 PP “Full Set Alice” Climax

  • Reversal
  • 416 damage
  • Invincible startup
  • Travels half screen


Best Combos

Update: v3
0 bars
  • cr LK x3 >QCB LP x3
  • 179 damage
  • HP >   fwd LK >  QCB HP x3 
  • 218
  • (corner) HP >   fwd LK > qcf LP > fwd LK > air  QCB HK 
  • 258

1 bar

  • optimal crouching
  • cr LK x3 >  QCB LP x2 xx qcf x2 PP
  • 278 damage


  • optimal maxmode
  • HP >   fwd LK > mm > HP >   fwd LK > QCB PP > KK
  • 383 – you can use HK instead of HP but it’s much harder (401 dmg)


  • optimal corner
  • (corner) HK >   fwd LK > qcf LP >   fwd LK > air  QCB LK > qcf x2 P
  • 393


  • optimal heavy normal
  • HP >   fwd LK >  QCB HP x2 xx qcf x2 PP
  • 328


  • optimal overhead
  • fwd LK > mm > HK >   fwd LK >  QCB PP > KK
  • 365


  • just for fun 
  • (corner) HP >   fwd LK >mm > HP >  fwd LK > qcf PP >  QCB KK >  LK
  • 363

Notes: to make combos easier, replace HK with HP.

2 bar

  • HP >   fwd LK > mm > HP >   fwd LK > QCB PP >QCB LP xx qcf x2 PP 
  • 513





Alice has easy combos and a fast overhead.  Being an easy character, she actually doesn’t have much to really confuse the opponent.

Her wolf combination is a hard knockdown, setting up opponents for a simple overhead or crouching mixup.

  • From cr Bx3 into Wolf Combination, she can get a safe jump with a hop LP

Opponents are going to be very wary of the overhead so you need to apply lots of crouching B pressure.

  • break guard with hop away LP into diving tackle
  • If you can hit confirm into diving tackle, then you’re golden – easier said than done…

Diving tackle can actually crossup and because it causes a juggle….



Frame Data



By continuing to use the site, you agree to the use of cookies. more information

The cookie settings on this website are set to "allow cookies" to give you the best browsing experience possible. If you continue to use this website without changing your cookie settings or you click "Accept" below then you are consenting to this, for a 12 month period.