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
Normals
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
Notes
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
Notes
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
HPHK
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
Specials
?
(air) 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)
K “Tiger Crack” [EX]
Anti air
Tribute to Joe’s Tiger Kick and Terry’s Crack Shoot
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