Alice |
|
TEAM Women |
General
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
- Combos well from cr LK
- LK has lower body invincibility
- HK has upper body invicibility
- EX is fully invincible at startup only
Notes:
P “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:
- P “Charge”
- Even on block
- super cancels
- K “Spin”
- Duck King Headspin tribute
- Safe to most moves
- Follow with Diving Tackle
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
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
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
x2 PP “Full Set Alice” Climax
- Reversal
- 416 damage
- Invincible startup
- Travels half screen
Best Combos
- cr LK x3 > LP x3
- 179 damage
- HP > LK > HP x3
- 218
- (corner) HP > LK > LP > LK > air HK
- 258
1 bar
- optimal crouching
- cr LK x3 > LP x2 xx x2 PP
- 278 damage
- optimal maxmode
- HP > LK > mm > HP > LK > PP > KK
- 383 – you can use HK instead of HP but it’s much harder (401 dmg)
- optimal corner
- (corner) HK > LK > LP > LK > air LK > x2 P
- 393
- optimal heavy normal
- HP > LK > HP x2 xx x2 PP
- 328
- optimal overhead
- LK > mm > HK > LK > PP > KK
- 365
- just for fun
- (corner) HP > LK >mm > HP > LK > PP > KK > LK
- 363
Notes: to make combos easier, replace HK with HP.
2 bar
- HP > LK > mm > HP > LK > PP > LP xx x2 PP
- 513
Videos
Strategy
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….
@parabolaStuff How about overheads and cross up dive kicks? #kof14 #kofxiv #alice pic.twitter.com/NKheBvHWv6
— Alphonso Lewis (Zo) (@AL_Jr24) October 22, 2016
Alice: lets talk about hcf+C~fC. The dummy is set to guard jump #kofxiv #PS4share pic.twitter.com/UfbzNSeYfW
— diz ? (@diz0603) September 6, 2016
Frame Data