===================== | ALISA BOSCONOVICH | ===================== GRAPPLING TECHNIQUES (Front) (1+3)_(f+1+3) Trigger Shuffle {1} (2+4)_(f+2+4) Backdoor {2} 1+2 (DES) u/f+1+2 Spam Bomb {1+2} FC,d/b,d,d/b+1+2 [~5] Double Bull Shooting [Tag] {1+2} (Left) (1+3)_(2+4) Compression {1} (Right) (1+3)_(2+4) Hat Trick {2} (Back) (1+3)_(2+4) Random Typing *Jack-6* (1+3)_(f+1+3),5 SPACEBOUND BACKBREAKER *Lars* (2+4)_(f+2+4),5 ELEVATOR OF PAIN *Miharu* f,f+4,5 SURPRISE ELBOW *Xiaoyu* f,f+4,5 SURPRISE ELBOW SPECIAL TECHNIQUES 1,1 Stop Bit 1+2 (DES) 1,2,2 One-Two Coil Punch *Hold 2* KNOCKDOWN COIL PUNCH d/f+1,1,2 Cyclone Mixer, (DES) d/f+1,4 Cyclone Cracking d/b+1 Backup *Leaves Alisa Crouching* ~1 Recovery Hook ~2 DIAGONAL ROCKET *High Unblockable* ~3 METEOR KICK ~4 [~5] UPLINK KNEE [Tag] *Juggles* b+1,1+2 [~5] Find Gadget [Tag] *Juggles* WS+1,2,3 [~5] Spear Fishing [Tag] *Juggles* 1+2 (DES) 1+2 [~5] Gigantic Hammer [Tag] *Juggles - Bounds* d+1+2 Destory Form Stance (DES) ~D/B (DES) Cancel f+1+2 Overflow f,f+1+2 Worm Attack *Juggles* 2 Hacking, (DES) WS+1+2 Twist Slapper *Hold 1+2* Charged Slapper FC,d/f+1+2 Sad Hound ~N+1+2 (DES) RN 1+2 Blaster Double Knuckle FU/(FA_FT) 1+2,3+4 Recovery Jet, Rocket Bomber 2,3,3 Combination Downtime 2,3,4 Combination Downlink f+2 Session 1+2 (DES) 3,3 Multi-Session d+2,4 Deadlock 1+2 (DES) d/f+2 Pickup *Juggles* d/b+2,2 Daisy Chain 1+2 (DES) b+2,1 Trans-Hammer *Bounds* b+2,4 Trans-Accelate Kick f,f+2,3 Jumper Switch b,f+2 Overload Knuckle WS+2 [~5] Snapshot [Tag] *Juggles* 3+4 Boot f+3+4 Dual-Boot, (DES) RN 2 Overload Knuckle 3,2 Quick Access, (DES) f+3,2 Destory Access, (DES) 1 Overhead Swipe *Bounds*, (DES) d/f+3,3 Double Socket d+3,3,3 Triple Low Click d/b+3 Deep Link b+3 Spinning Top (u/b_u_u/f)+3 Cradle Kick 2 Cradle Star 3+4 Boot f+3+4 Dual-Boot, (DES) f,f+3,4 Double Cut 1+2 (DES) 4 Cut Over 1+2 (DES) WS+3 Clockwork ~B Clockwork Cancel >3 Spring Middle >d+3 Spring Low RN 3,4 Linear Drop Kick f+3+4 Boot ~B BOOT CANCEL BACKUP *Can Chain d/b+1 Moves* 1,2,1,3+4 Boot Rush 1+2 (DES) 2 Linear Elbow 3 Low Eject Slider 4 [~5] Upstream [Tag] *Juggles* d+3+4 Harpoon Sweep 1+2 (DES) b+3+4 [~5] Dynamic Range [Tag] *Juggles* 3+4 Double Ranger *Bounds* (u/b_BT)+3+4,1+2 [~5] Docking Bay [Tag] *Juggles* (u_u/f)+3+4 Downstream BT 3+4 Chip Burner *Juggles* 4 Accelate Kick f+4 Reverse Kick 1,4 LOGIC BOMB d+4,1+2 Optimizer d/b+4 Deep Wave b+4,3 Double Sledding *Bounds* 1+2 (DES) (u_u/f)+4,4 Inbound Kick *Juggles - Bounds* f,f+4 Sandbox :(QCF_QCB)+1 Sandbox Fury SS+4,1+2 Happy Propeller BT 4 Goody Hop 1+2+3 Taunt 1 ~B_D Taunt Cancel 2# Sawblade Taunt 1+2+4 Taunt 2 b+(1+3)_(2+4) Model Change Reversal *Reverses High Attacks* d/b+1~2 Diagonal Rocket *High Unblockable* b,b+1+2 Double Rocket Punch *High Unblockable* b+2+3 Hangup *Unblockable* *Hit by Laser*, 1+2 ROBOT RECOVERY *Regains Health* u/b+4,1,1,2,1,1,3+4,3,2,2 Tenstring u~u/b Thruster Backflip b,b~u/b Overhead Thruster *Against Wall* Destroy Form Stance - (DES) - d+1+2 ----------------------------------- (u,N)_(d,N) DES Sidestep d/b (DES) Cancel 1 Shred Chipper f+1 Hertz Blade d+1 Low Hertz Blade Scud 2 [~5] Shred Upper [~5] *Juggles* f+2 Hertz Blade Ageis b+2,1 HERTZ BLADE TOMAHAWK d+2 Clock Setting *Hold 2 to Increase Number of Hits* 1+2 Marionette f+1+2,1+2 Hertz Blade Diablo u/f+1+2 Spindle Slashing *Bounds* N+1+2 (DES) Cancel 3_4 Idling (f+3+4)_(f,f) Dual-Boot ~B Dual-Boot Cancel ~(U_D) Evasive Action 1 EVASIVE SLASH 1 Blaster Left 2 Blaster Right 1 BLASTER RIGHT BURST *Bounds* 1+2 Blaster Drill (b+3+4)_(b,b)_(u/b,b) Thruster Backflip (u_d)+3+4 Evasive Action 1 EVASIVE SLASH BT 1_2 Hertz Blade Flare *Hit by Laser*, 1+2 ROBOT RECOVERY *Regains Health* Item Moves ---------- u+1+2 BATTLE HELMET *Unblockable - Stuns* b+1+4 MISSILE *Unblockable - 2nd Slot Outfit Only* Sample Combos ------------- d/f+2, 1, 1,2, b+2,1 (B!), f+2,3,3 -=- 9 Hits -=- 59 pts. 1+2, f+1, u/f+4,4 (B!), f+4,1,4 -=- 7 Hits -=- 69 pts. u/f+4,4, f+2, f+1,1, d+4,1+2 -=- 7 Hits -=- 57 pts. f,f+1+2, d+1, WS+1,2, f+1, b+4,3 (B!), f,f+2,3 -=- 10 Hits -=- 76 pts. b+3+4, f+2, f+1, b+4,3 (B!), u/f+3,2 -=- 7 Hits -=- 70 pts. Alisa – TTT2 Unlimited Basic frame data Command Hit level Damage Start up frame Block frame Hit frame Counter hit frame 1 h 9 10 +1 +8 +8 1, 1 h, h 9,24 10 -8 +3 KND 1, 1, 1+2 h, h, (DES) 9,24 10 -8 +3 KND 1, 2 h, h 9,13 10 -2 +6 +6 1, 2, 2 h, h, l 9,13,22 10 -11 +2 +2 1, 2, 2* (Very long hold) h, h, l 9,13,29 10 -10 KND KND 2 h 13 12 -6 +5 +5 2, 3 h, m 13,9 12 -10~-9 +2~+3 +2~+3 2, 3, 3 h, m, m (TJ) 13,9,27 12 -11~-10 KND KND 2, 3, 4 h, m, l (TJ) 13,9,27 12 -19~-16 KND KND 3 m 16 14~15 -12~-11 -1~0 -1~0 3, 2 m, m x 5, (DES) 16,5*5 14~15 -9 -1 -1 4 h 32 13 -5 KND KND 1+2 m (TJ) 28 33 -9 KND KND f+2 m 16 17 -4 +7 +7 f+2, 1+2 m, (DES) 16 17 -4 +7 +7 f+2, 3 m, h (TJ) 16,10 17 -8 +4 +4 f+2, 3, f m, h (TJ), (Special) 16,10 17 -12 0 0 f+2, 3, 3 m, h (TJ), m 16,10,27 17 -10~-9 KND KND f+3 h 22 14~15 -14~-13 -3~-2 -3~-2 f+3, 2 h, hh, (DES) 22,6,6 14~15 -2 +10 +10 f+3, 2, 1 h, hh, m x 3, (DES) 22,6,6,6,6,6 14~15 -9 OC CS CS f+4 m 18 16 -12 -2 -2 f+4, 1 m, h 18,18 16 -9 KND KND f+4, 1, 4 m, h, m 18,18,32 16 -14~+11 (-12) KND KND f+1+2 m 33 14~16 -12~-10 +7~+9 +7~+9 d/f+1 m 13 13~14 -6~-5 +5~+6 +8~+9 d/f+1, 1 m, h 13,27 13~14 +1 +8 +8 d/f+1, 1, 2 m, h, h x 7, (DES) 13,27,5*7 13~14 +6 +8 +8 d/f+1, 4 m, m 13,21 13~14 -9 +5 OC +5 OC d/f+2 m 21 16~17 -9~-8 Launch (JG?)(+7) Launch (JG?) d/f+3 m 20 16 -12 -2 -2 d/f+3, 3 m, l 20,21 16 -12 +1 +1 d+2 m 22 24~25 -14~-13 +2~+3 OC +2~+3 OC d+2, 4 m, m 22,32 24~25( Air) -13~-11 KND KND d+2, 4, 1+2 m, m, (DES) 22,32 24~25()( Air) -13~-11 KND KND d+3 l 17 17 -12 -1 -1 d+3, 3 l, l 17,6 17 -12 -1 -1 d+3, 3, 3 l, l, l 17,6,18 17 -20 KND KND d+4 l 20 17 -16 -5 -5 d+4, 1+2 l, h 20,27 17 -1~0 KND KND d+3+4 l (TJ) 27 27 -18 KND KND d+3+4, 1+2 l (TJ), (DES) 27 27 -18 KND KND d/b+2 m 22 18 -18 -5 -5 d/b+2, 2 m, m 22,17 18 -10~-8 +14~+16 (SH) +14~+16 (SH) d/b+2, 2, 1+2 m, m, (DES) 22,17 18 -10~-8 +14~+16 (SH) +14~+16 (SH) d/b+3 l (TC) 13 16 RC(cs4) -13 -2 +5 d/b+4 l (TC) 29 23~24 (cs6) -18~-17 KND KND b+1 m 24 15~16 RC -5~-4 +8~+9 +8~+9 b+1, 1+2 m, Sm, m 24,1,40 15~16 -16~-14 Launch Launch b+2 m 16 18 -12 -2 -2 b+2, 1 m, m 16,17 18 -13~-12 0~+1 OC 0~+1 OC b+2, 4 m, h 16,27 18 -9 KND KND b+3 m 35 20~21 -8~-7 KND KND b+4 m (TJ) 22 15~16 -12~-11 -3~-2 CS b+4, 3 m (TJ), m 22,20 15~16 -11 +6 OC KND b+4, 3, 1+2 m (TJ), m, (DES) 22,20 15~16 -11 +6 OC KND b+3+4 m (TJ) 27 19~20 -17~-16 Launch Launch b+3+4, 3+4 m (TJ), m (TJ) 27,35 19~20 -3~+1 OC KND KND b+2+3 ! 67 75 KND KND KND u/b+3+4 m (TJ) 33 37~39 +2~+4 OC KND KND BT 3+4 m (TJ) 33 37~39 RBT +2~+4 OC KND KND u/b+3+4, 1+2 or BT 3+4, 1+2 m (TJ), m 33,27 37~39 -20~-19 Launch Launch u/b or u or u/f+3 m (TJ) 20 20( Air) -55 -29(SH) -29(SH) u/f+3, 2 m (TJ), m (TJ) 20,40 20() -14~-12 KND KND u/f+3, 3+4 m (TJ), (Special) (TJ)(SBT) 20 20() Air -29 -3(SH) -3(SH) u/f+3, f+3+4 m (TJ), (Special) (TJ)(DBT) 20 20() Air -29 -3(SH) -3(SH) u or u/f+4 m (TJ) 13 15~16 -15~-14 KND KND u/f+4, 4 m (TJ), m 13,28 15~16 -12~-11 OC KND KND u or u/f+3+4 m (TJ) 37 38~39 0~+1 OC KND KND f, F+2 m (TJ) 24 16~17 (17~) -18~-17 KND KND f, F+2, 3 m (TJ), m 24,33 16~17 (17~) -13 KND KND f, F+3 m 16 18~19 (19~) -18~-17 -6~-5 -6~-5 f, F+3, 4 m, h (TJ) 16,20 18~19 (19~) -9 KND KND f, F+3, 4, 1+2 m, h (TJ), (DES) 16,20 18~19 (19~) -9 KND KND f, F+3, 4, 4 m, h (TJ), m 16,20,33 18~19 (19~) -10 KND KND f, F+3, 4, 4, 1+2 m, h (TJ), m, (DES) 16,20,33 18~19 (19~) -10 KND KND f, F+4 m 24 19~22 (20~) -11~-8 Throw(+5OB) Throw(+5OB) f, F+4 When hit qcf+1 or qcb+1 m, m 24,29 19(20~) KND f, F+1+2 mm 6,24 17,30 (18~) -16 CS CS f, F+1+2 When hit 2 mm, m x 6, (DES) 6,24,2*6 17,30 (18~) CS CS b, B+1+2 h! (TJ) 67 63~80 (64~) KND KND KND b, f+2 h 40 16~24 (16~) -8~0 KND KND f, f, f+2 or WR+2 h 37 13(16~) +4 KND KND f, f, f+3 or WR+3 m (TJ) 20 18(21~) -4 +6 +6 f, f, f+3, 4 m (TJ), m (TJ) 20,27 18(21~) -7 KND KND WR+1+2 m 32 18 -3 KND KND WS+1 m 16 14 -12 -1 -1 WS+1, 2 m, h 16,12 14 -5 +6 +6 WS+1, 2, 3 m, h, m 16,12,27 14 -10 Launch Launch WS+1, 2, 3, 1+2 m, h, m, (DES) 16,12,27 14 -10 Launch Launch WS+2 m 32 17~18 -13~-12 Launch Launch WS+2, 3+4 m, (Special) (TJ)(SBT) 32 17~18 Air -6~-5 Launch Launch WS+2, f+3+4 m, (Special) (TJ)(DBT) 32 17~18 Air -6~-5 Launch Launch WS+3 m, (Special) 24 19 Air -137 -124 -124 WS+3, 3, B (Cancel) m, (Special) 24 19 -14 -1 -1 WS+3, 3 (one spin) m 27 19 -10 +3 KND WS+3, 3 (two spins) m 29 19 -10 KND KND WS+3, 3 m 29 19 -4 KND KND WS+3, d+3 l (TC) 21 19 RC -12 KND KND WS+1+2 m 27 20 RC -8 KND KND WS+1+2, * (two spins) m 32 28 RC -4 KND KND WS+1+2, * (three spins) m 37 39 RC 0 KND KND FC+d/f+1+2 ll 13,21 23,33~34 -11~-10 +5~+6 OC +5~+6 OC FC+d/f+1+2, 1+2 ll, (DES) 13,21 23,33~34 -11~-10 +5~+6 OC +5~+6 OC SS+4 l 20 24(33~) -12 -1 +7 SS+4, 1+2 l, h x 3 (TJ), m (TJ) 20,6*4 24(33~) -10 +1 +1 BT 4 m (TJ) 27 16~17 RBT -3~-2 KND KND Grounded face up 1+2 (Special) (TJ) Air Grounded face up 1+2, 3+4 (Special) (TJ), m (TJ) 42 42 -10 KND KND 1+2+3 (Special) (TJ) Air 1+2+4 (Special) () 1+2+3+4 (Special) (TJ) Air 1+2+3+4, 1+2 (Special) (TJ), (DES) Air d/b+1 (Special) (TC) RC(cs4) d/b+1~1 h 41 13~14 (26~) +4~+5 KND KND d/b+1~2 h! (Sky) 33(,3) 50~63 (63~) KND KND KND d/b+1~3 m (TJ) 40 26 Air(39~) -7 KND KND d/b+1~4 m 40 20 Air(33~) -9 Launch Launch f+3+4 (to SBT) (Special) (TJ)(SBT) 20(33~) f+3+4, B (Special) RC SBT 1 m 16 13(38~) -15 0 0 SBT 1, 2 m, m 16,17 13(38~) -9 -4 +1 OC SBT 1, 2, 1 m, m, m 16,17,9 13(38~) -20 -12 -12 SBT 1, 2, 1, 3+4 m, m, m, mm 16,17,9,6,40 13(38~) -18 KND KND SBT 1, 2, 1, 3+4, 1+2 m, m, m, mm, (DES) 16,17,9,6,40 13(38~) -18 KND KND SBT 2 h 47 16~30 (41~) +4~+18 GB KND KND SBT 2, 1+2 h, (DES) 47 16~30 (41~) +4~+18 GB KND KND SBT 3 l 22 16~18 RC (41~) -15~-13 +3~+5 OC KND SBT 4 m 29(,5) 18~19( Air) (43~) -27~-26 Launch Launch d+1+2 or From special move (to DES) (DES) 18~19() (43~) DES b or F (DES) 18~19() (43~) DES d+1+2 or D/B (Cancel) (DES) 18~19() (43~) DES b+3+4 or b, b or u/b, b (Special) (TJ) Air DES 3 or 4 (Special) DES u or d+3+4 (Special) (TJ) DES u or d+3+4, 1 (Special) (TJ), m 27 20(44~) -20 CS CS DES 1 mmhhhm 4*5,27 14,,, -9 CS CS DES 2 mmmm 8*4 20,,, -2 Launch (JG?) Launch (JG?) DES 1+2 hhh 9,9,27 16,, 0 KND KND DES f+1 h x 7 4*7 12,,, 0 +11 +11 DES f+2 (Sky)! 3,2,2,2 10,,, KND KND DES f+1+2 m x 8 4*7,17 23,,, +3 CS CS DES f+1+2, 1+2 m x 5, m 4*5,27(,3) 23,,,( RBT) -53 Launch Launch DES d+1 l x 5 (TC) 4*4,10 20~21, -12 -2 -2 DES d+2 llll 6*4 30,,, -14~-13 +2~+3 2~+3 DES d+2, * l x 5 or 6 6*5or6 30,,, -14~-13 +2~+3 2~+3 DES b+2 m 22 18 -12 0 CS DES b+2, 1 m, m, Sm x 4 22,10,6*4 18 -8 OC KND KND DES u/b or u or u/f+1+2 mmm (TJ) 10*3 29,,, -12 OC CS CS DES u/f+1+2, 1+2 m x 3 (TJ), (Special) 12*3 29,,, -12 OC CS CS DES BT 1 or 2 m x 6 5*6 19,,, -16 CS CS DES f+3+4 or f, f (to DBT) (DBT) 19,,, DBT b (Cancel) (Special) 19,,, DBT f+3+4, u or D (Special) (TJ) 19,,, DBT 1 h x 6 6*6 24,,, +9 +11 +11 DBT 2 mmhhh 10,10,10,27,33 16~17,,, -14 KND KND DBT 2, 1+2 mmhhh, (Special) 10,10,10,27,33 16~17,,, -14 KND KND DBT 2, 1 mmhh, h (TJ) 10,10,10,27,33 16~17,,,( Air) -11 OC KND KND DBT 2, 1, 1+2 mmhh, h (TJ), (Special) 10,10,10,27,33 16~17,,,()( Air) -11 OC KND KND DBT 1+2 mmmm 6,6,6,27 12,,, -5 KND KND ---- T6 -> TTT2 changes - backdash nerfed - 1,1 less +f on hit (from +9 to +4) - 1,1 damage nerf (9,21 -> 9,20) - b+3 now safe - b+4,3 damage buff (19,18 -> 20,18), now NC, -12 on block. Gives FDFA B! on CH. - f+4,4 gone - db+3 now -13 on block (from -11), -1 or -2 on hit (from 0) - d+2,4~1+2 go into DES - CH 4 now juggles - (2),3,3 does not juggle, only KND now - ws+2, FLY 3 new hit property (allows ws+1,2 afterwards) - FLY~b now has a cancel animation leading to backup stance - a bunch of taggable launchers, as well as FC db,d,db+1+2. T6 -> TTT2 new moves f+4,1,4 -> m,h,m, does not jail. 16,16,28 (60 total) damage, NC. First hit is homing. -12/?/-14 on block. "Hit-confirmable" (you can do f+4,1, then check to see if f+4 hits before pressing 4) db+1,3 -> T6 db+1 into long range flying kick. Mid, poor tracking. db+1,4 -> T6 db+1 into class 1 taggable knee launcher. Mid, very poor range. DES b+2,1 -> new spinning mid into downward chop DES u_d+3+4, 1 -> mid horizontal swipe, gives KND. At least -17 on block. DES FLY 2,1 -> T6 DES FLY 2 into new spike B! move. Hidden just-frame third hit with DES FLY 2,1:1+2+5 (hit by laser) 1+2 -> laser recovery similar to Jack-6. Works on Devil Jin and Devil Kazuya. TTT2 -> TTT2 Unlimited - backdash movement is increased - 1,1 -> something about change on frame on guard - 1,1~1+2 go into DES - f+2~1+2 go into DES - bf+2 -> improved damage - f+1+2 -> improved damage - d+3+4 -> is homing - b+3+4 -> when you tag out of this move and your partner comes in faster, thus allowing easier combo followup unlike old TTT2 where most partners can't do anything after b+3+4~5. - b+3+4,3+4 -> reduced damage - f+3+4,1,2,1,3+4 -> the 5th hit's damage improved. Also something about the way your opponent is hit on the last hit has been changed (float higher) - ff+1+2~2 goes into DES - DES BT 1 or DES u/f+1+2 airborne hit property changed --- Punishment Believe it or not, most games are not won by launchers and juggles, they are won through moderate pokes and spacing. If you cannot punish your opponents' moves, they will abuse them; you will be unable to adapt and will subsequently lose. Standing Punishment -10f: 1,1 Standard jab string punish. Alisa's 1,1 does 29 damage and leads to +4 frames, enough to make some mids uninterruptible. This leads to opponents staying still, which allows you to apply mixups. -12f: df+4 Long range 12f mid which does 15 damage and leads to +4 frames. Only use this to punish long pushback moves such as generic getup 4 and Jin's ff+2. Otherwise, use her 1,1 as it leads to more damage with the same amount of positive frames. -13f: 4 Simple and effective; this does 28 damage and knocks the opponent down for decent oki. Also gives wallsplat if your opponent has his/her back to the wall. -14f: f+1+2 Another long range punisher which does 26 damage and leads to +7 frames. +7 is big as it makes your df+2 uninterruptible. -14f: f+3,2 Yet again another long range punisher, this does 32 damage and leads to +11 frames; however, you are left in DES form after this move. Use this when you want to apply DES mixups. -15f: uf+4,4 Alisa's hopkick, even though it's bad, is still a launcher. Use it. -16f: df+2 Alisa's staple launcher. Whenever you can punish your opponent with this move, do so. You'll be glad you did. -17f: bf+2 Her longest range punisher, this does 31 damage and knocks the opponent down. They can quickly backroll out of this to recover safely. This move also splats them to the wall if it is directly behind them. Use this to punish heavy moves such as the last hit of Paul's Demolition Man (d+4:2:1+2). -18f: ff+1+2 A long range launcher. You will rarely use this for block punishment as both df+2 and b+3+4 are better. -19f: b+3+4 You will also rarely use this for block punishment, but in those rare cases, this move is great. You can tag buffer out of it to allow your partner to deal red life juggle damage, or you can continue the full move (b+3+4,3+4) and get a damaging launcher into bound. Crouching Punishment -10f: FC 1 Crouch jab. Because something is better than nothing, right? Use this to punish moves which leave you crouching and them at -10, namely Lili's BT 1+2, Bryan's ff+4 and Lei's ff+2. -11f: ws+4 Standard ws+4. Does 18 damage and leaves you at +6 frames. You will be using this move a lot. -14f: ws+1,2 A mid,high string which does 24 damage and leaves you at +6 frames. Be careful in using this as the 2 is easily duckable and you will get launched if you fail to punish correctly. -15f: uf+4,4 There are some launch punishable lows which cannot be punished by ws+2, common cases being Steve's db+2 and Marduk's d+4. Use this instead. Even though it's a bad hopkick, it's still a hopkick. -17f: ws+2 Alisa's ws launcher. Does 28 damage and can be tag buffered to allow your partner to deal red life juggle damage. You can also go into FLY after this by continuing it (ws+2,3+4) and doing the standard ws+2 juggle. Homing and Tracking Moves In a game where movement is key to setting up launchers, tracking moves are essential in keeping your opponents in place. Homing: f+4,1,4 b+3 ws+1+2 d+3+4 DES 1+2 Tracking: b+1 - both sides f+2 - to Alisa's right df+1 - to Alisa's right df+3 - to Alisa's left db+3 - to Alisa's left --- Walls With the introduction of walls in Tekken 4, certain moves can splat your opponent to the wall, allowing guaranteed follow-ups which deal high damage. Walls are a very important part of the game, locking down movement and allowing deadly 50/50's. Use these moves often when your opponent is near a wall to maximize your mixups. Note: I will only put useful wall splat moves here. Alisa has a lot of wall splat moves, but most of them are useless and will rarely work the way you intended them to. Opponent's back to the wall 4: 13f high, safe, guaranteed after (db+2),2 (db+1),1: safe, evasive high which crushes highs and some mids d+2,4: good mixup with db+4, it is -13 on block so be careful b+2>4: m,h, hit-confirm the 4 for safety as it can be ducked and punished iWR+2: high, +4 on block, useful to setup other wallsplat moves iWR+3,4: m,m, safe, good if they duck anticipating iWR+2 (2,3),3: NCc, good if they attack with their back to the wall, only -11 on block uf+3>2: hit-confirmable wall splat; if uf+3 is blocked, follow-up with FLY b to evade attacks and punish whiffs with backup 1 into a wallsplat. If they don't try to attack you out of it, mixup FC df+1+2 or ws+1+2. b+3: mid homing move, good to catch those who try to step away from the wall Opponent's left side to the wall (2,3),3: NCc, follow-up with ssr b+1 into the juggle of your choice (ff+3,4),4: spinning mid kick, follow-up with ssr b+1 into the juggle of your choice (db+1),1: evasive high, follow-up with ssr b+1 into the juggle of your choice Opponent's right side to the wall 4: 13f high, follow-up with ssl b+1 into the juggle of your choice b+2>4: m,h, hit-confirmable, follow-up with ssl b+1 into the juggle of your choice 50/50's at the wall When your opponent is near a wall, his/her movement is restricted to specific directions due to the wall. For example, he/she cannot backdash when his/her back is to the wall. You can take advantage of this by applying deadly 50/50's which cannot be avoided unless blocked. db+4, b+2>4, and b+3 This is a good 50/50 to use at the wall because it prevents them from backdashing out of the mixup. Upon hitting db+4, cc d+2,4 is guaranteed. If they try to move when you do d+2,4, they'll get splat for a full wall combo. b+2>4 is NC, easy hit-confirm, wall splat. b+2 itself is punishable, but continuing the string once they do start punishing it should make them stop. b+3 is the safe option in this mixup. Homing, safe, wall splat, it's really good at the wall. Only downside is that it's quite slow, but no one will press buttons when their back is to the wall anyway. FC df+1+2 and ws+1+2 Another good 50/50 even in wall situations. Use the +5 from FC df+1+2 to create FC mixups or even use her uf+1+2 grab which gives good wall oki. Hitting ws+1+2 gives a guaranteed cc db+3, but you can do cc db+4 from time to time as the opponent will be afraid to duck at the wall in fear of getting splat. DES f+1+2, DES 1, DES 1+2, and DES d+1 Destroy form is great at the wall because the opponent's movement will be restricted, preventing them from moving to avoid the mixup. Use DES f+1+2 to obtain +frames on block or give a guaranteed DES uf+1+2(~1+2) B! on hit. Use DES 1 for a faster mid which gives a guaranteed DES d+1 on hit. Use DES 1+2 to catch people trying to sidestep/sidewalk out of the wall. Finally, Use DES d+1 for people who do not duck at the wall for a good 30 damage and +1. db+3 This move is very important in Alisa's gameplay and it deserves a section on its own. When Alisa was first introduced in T6:BR, this move was really good. It was considered as one of the best lows in the game, only rivalled by hellsweeps (which are the actual best lows in the game). Having absurdly long range, db+3 was even on hit and gave +7 frames on CH, while only being -11 on block. Not only do your opponents only get their standard ws+4 punishers for blocking it, db+3 also had a "safe range" where if it was blocked at the very tip of the foot, standard ws+4's will whiff, allowing Alisa to whiff punish with df+2. Also, with its great range, this move can safely hit characters out of their low stances, namely Xiaoyu AOP, Christie/Eddy RLX, and Zafina TRT. Needless to say, db+3 was abused to the point where Alisa's gameplay revolved around it. Moving onward to TTT2, this move was nerfed, but it was needed. db+3 now leaves you at -2 on hit and -13 on block, but it still retained the positive frames you got on CH, although it's only +5 now. db+3 still has its great range and the "safe range" still exists, so it remains one of her best moves. On block, you will most likely eat ws+4, but some characters have better punishers (Dragunov ws+1+2 and Lars ws+2,1 for example) or even launchers (Kazuya ws+1,2 and Bruce ws+2,1) so be careful using this move against these characters. Possible mixups after hitting this move (normal hit) include: backdash: properly spaced, a backdash will evade most attacks your opponent can do. Whiff punish accordingly. ws+4: a safe move to throw out if your opponent isn't aware that db+3 is now -2 on hit. df+1's will trade and 12f mids will outspeed you, so do not do this if you're opponent knows that he/she can beat you out of this move. FC df+1+2: good to throw out if your opponent does not move at all There are better mixups when you land db+3 counterhit, but there's no visual indicator (e.g. sparks) for the counterhit other than noticing your opponent's move animation getting interrupted, so it's difficult to see. These mixups include: ws+4: now uninterruptible if db+3 lands CH, so it's the safer option to throw out to catch your opponent trying to poke. ws+1,2: also uninterruptible, use this only if you're absolutely certain that db+3 was CH and your opponent will attack. If you try this when db+3 is only NH, you will get ducked and launched for even trying. uf+4,4: trades with jabs and outspeeds everything else, use this if you know that your opponent will try to attack you out of the mixup. iWR+2: Catches your opponent if he tries to backdash out of the mixup. Use it to keep up the pressure. iWR+3,4: mid mixup to iWR+2, but you may get jabbed out of this, so be careful. FC df+1+2: now better due to the +frames you got, but it's still only good to use if your opponent does not move at all grabs: you should know what to do with these by now db+3 will be your go-to low in almost every situation. Study this move and learn the "safe range". Use it and abuse it. Poking Game Alisa's poking game is excellent due to her long reach and ability to space herself. One could say that most of Alisa's damage comes from going in, poking, then going back out. This will lead to two possible outcomes: either you poke the opponent to death, or your opponent reacts, upon which you then use Alisa's great movement to make them whiff and punish accordingly. df+4 df+4 is Alisa's fastest mid clocking in at 12 frames. It tracks slightly to Alisa's right, but do not rely on this because it can be sidewalked both directions if your opponent anticipates it. df+4 is safe so do not be afraid to throw it out every now and then. This move has good reach, use it to force whiffs by moving out immediately after. df+1 and extensions Unlike generic df+1's which track to the user's left, Alisa's df+1 tracks to her right. At 13 frames, this move is fast and can catch your opponent out of his/her attempts to poke or evade. df+1 is safe so there is little to no risk involved. If your opponent likes to attack after blocking this, you can decide to continue to her extensions; df+1,1,2 and df+1,4. df+1,1,2 is a m,h,h string which gives you +6 frames on block and puts you in DES form. The second and third hit are NC, meaning if the second hit connects, the third is guaranteed. If your opponent does not duck the high, you can use it to create opportunities for DES mixups. Be careful in throwing this out as the second hit does not jail and you may get launched for it. df+1,4 is a m,m NCc string. The 4 can interrupt your opponent's attempt to poke you after blocking df+1, so it is worth using against poke-happy opponents. It puts them in crouch on hit, essentially blocking them from sidewalking to the foreground. Use this opportunity to land moves that track to the appropriate direction; you may catch them as they attempt to sidestep to the background. The entire string is -9 on block, so you will be safe, but attempting to move risks getting jabbed. b+1 Alisa's b+1 is a 15f safe mid which tracks both directions. Needless to say, this is a very good move. Use it when you're not sure what your opponent will do because it can cover a lot of situations. There is an extension (b+1,1+2) but it is beyond useless and you should never use that move. You end up in FC after b+1, allowing you to use the following crouching mixups: ws+4: outspeeds anything your opponent can do if b+1 hits. If b+1 is blocked, your opponent can sidestep/backdash out of this and punish you, so be careful. ws+1,2: also outspeeds anything your opponent can do if b+1 hits, but this move is riskier as it does not jail and you may get launched for doing this. ws+1+2: a safe tracking mid which can catch your opponent if they like to sidestep. On hit, dash db+3 is really good as it connects more often than it should. You can hold 1+2 to increase the number of spins, which gives you better frames on block. (2 spins) ws+[1+2]: slower than the non-held version, this move leads to better options when it is blocked. It's neutral on block so you're at parity with your opponent. On hit, your opponent falls over; dash d+4,1+2 is a guaranteed mini-combo. FC df+1+2: a good low to mixup with ws+1+2 as both attacks make Alisa spin. You end up in FC after hitting this so you can use the same mixup options listed here. On block, you're likely to eat ws+4 from your opponent. FC db,d,db+1+2: her FC grab, only use this if your opponent remains perfectly still after you land b+1. db+3 Refer to the db+3 section above. Keepout Game Keepout is another aspect where Alisa excels, therefore one must learn how to distance himself from his/her opponent. Use these attacks along with Alisa's movement in order to get out of sticky situations. 1,1 10f jab string which gives good damage. Use this when you're sure you can interrupt your opponent's attacks, and when you sidestep something with short whiff frames. Do not throw this out randomly as the second hit can be ducked and punished. Magic 4 13f safe high which KNDs your opponent on hit and is a launcher on CH. Very good move to use when your opponent is pitbulling you. Time it well, like when your opponent throws out a move which is -4 on block or worse. df+4 Same uses as poking. Use its good range to backdash after and get yourself out. db+3 Similar to df+4, use this to backdash out and get to safety. Or you can apply pressure yourself by doing the mixups listed in the db+3 section above. Your choice. b+3 A bit slow to use for keepout, but it works from time to time, so I listed it here. Use this when your opponent sidesteps after his pokes (df+1, ss for example) to catch them. It's safe on block so the risk/reward is in your favor. backdash With Alisa's great movement, you're almost certain to be able to backdash out of most situations. Use this to force whiffs. Chaining and Frame Traps Chaining is performing a series of moves/strings while you are in positive frames, which make your opponent unable to interrupt them. It is possible to continuously chain your opponent with these moves, giving you prime opportunities to score a knockdown, wall splat, or launcher. Most of Alisa's chaining strats involve her being in DES. Keep in mind that her fastest DES move is DES f+1 at 12f. Frame traps involve using specific moves which do not allow your opponent to interrupt, forcing them to stay still and/or try to sidestep. Attempting to interrupt frame traps results in getting hit by the trap, taking damage and possibly getting knocked down. Frame traps usually occur whenever you are in positive frames, then using appropriate moves to allow you to continue keeping up pressure. Positive/Even frames on block (in descending order) DES FLY 1: +9 (df+1,1),2: +6 FLY 2: +4~+17 (currently unknown) iWR+2: +4 DES f+1+2: +3 1: +1 BT 3+4: +1, opponent FC ws+[1+2] (2 spins): 0 Example frame traps DES FLY 1 (block, +9), DES 1 (14f) DES f+1+2 (block, +3), DES f+1 (12f) iWR+2 (block, +4), 1,1_df+4_df+1 (10/12/13f respectively) 1,1 (hit, +4), 1,1_df+4_df+1 (10/12/13f respectively) Example hit chains (db+2),2 (hit, +14), f+1+2 (hit, +7), b+1 (15f, tracks both sides - forces opponent to block) -> apply FC mixups f+1+2 (hit, +7), iWR+2 (16f, block +4; hit KND), 1,1_df+4_df+1 (10/12/13f respectively) --- Destroy Form Destroy form (DES for short) is one of Alisa's stances. It is very good to use in keeping up pressure because the stance has very good moves that give +f on block and on hit, as well as the "electric sidestep" DES u_d+3+4 which evades everything that isn't homing. Plus, who wouldn't get intimidated by chainsaws? DES 1 14f mid which knocks your opponent down in FDFT position. Very good move to throw out in the open as it's safe and it does good damage. DES f+1 12f high which leads to +1f on block. Her fastest move out of DES, this is Alisa's main interruptor for aggressive opponents. DES d+1 Main low out of DES, does good damage and is only punishable by ws+4 on block. Tracks to Alisa's left. DES 2 Safe mid launcher out of DES. Tag bufferable. On block, DES u_d+3+4 evades most stuff. On hit, you can tag to your partner (preferred) or follow-up with DES uf+1+2(~1+2 to get out of DES) to bound. DES d+2 Another low out of DES, this one tracks to Alisa's right instead. You can hold 2 to increase the number of hits, up to 6. -12 on block, but can only be punished by FC d+4 due to pushback. However, the move is slow so you might get backdashed and/or hopkicked out of it. DES 1+2 Safe, high homing move out of DES. Does good damage and wall splats to hit people who like to sidestep to get out of the wall. DES f+1+2 Slow mid move out of DES which gives +3 on block. On block, DES f+1 interrupts your opponent's attacks (except the high crush ones), while DES 1 interrups everything that isn't jabs. On hit, the opponent is stunned, you can follow-up with DES f+3+4,2,1(~1+2) or DES uf+1+2(~1+2) to bound. DES u_d+3+4 The "electric sidestep" out of DES, this move evades as if you sidestepped three times in one direction. Be careful though as your opponent can wait for you to land and then launch you. DES u_d+3+4,1 New to TTT2, the follow-up is a horizontal mid swipe which knocks your opponent down. Good to use once you see that you evaded something with DES u_d+3+4. On hit, DES d+1 is guaranteed, but only 2 out of 6 hits will connect, so it's very minimal damage and not worth it. On block, it's at least -17 and you will get hit by long range attacks (for example, Leo ff+2) or even launched by long range launchers, namely Asuka/Jun f+2. Fighting aggressive players Alisa has an easier time handling aggressive players compared to turtles. Wait for punishable moves then retaliate. Utilize her movement along with her long range pokes in order to create space. Punish whiffs with 1,1 and heavy whiffs with df+2, then utilize the +f you obtain (from 1,1) in order to perform mixups. Catch sidesteps with b+1 and do the mixups listed above. When they obtain a life lead and sit on it (they turtle), go in and mount an offensive. Upon blocking, expect them to attack back as they thrive on keeping up pressure. Use frame traps when they attack back in order to land hits, then continue attacking and doing mixups. When they block instead, hang back and turtle again. Just be patient and turtle your way to victory. Fighting turtles I'm not going to beat around the bush here. Alisa has problems fighting turtles. Her spacing is almost useless because your opponent will just sit there and block. They will rarely do punishable attacks so that option is out the window as well. Thus, you are only left with small damage pokes and grabs. db+3 is your friend. It will be your go-to low in order to hit your opponent 16 damage at a time. Utilize the "safe range" in order to bait whiffed ws+4's and punish with df+2. Do not let that whiff go unpunished. Alisa rarely has opportunities to launch turtles so you should take whatever you can get. df+4 will be one of your go-to mids along with b+1. Use df+4's range to poke safely and get yourself out when things go bad. Use b+1 to hit attempted sidesteps and do the mixups listed above. If b+1 is blocked, check if your opponent likes to poke back or if he continues to turtle. If they like to poke back, just block and turtle yourself. If they continue to turtle, mixup with FC df+1+2 and ws+1+2. iWR+2 is good to obtain +frames and keep up the pressure. This will force the turtle to block and remain safe. Use this opportunity to land lows and grabs. Against the most extreme of turtles who barely push a button at all, just dash in and mixup with FC df+1+2(~1+2 to go into DES) and ws+1+2. They have no choice but to guess as both options catch backdash and ws+1+2 catches sidestep/sidewalk. Or they can attack to prevent you from going in, but then they are attacking, so they're not turtling anymore. Other riskier moves that give better reward include db+4 and grabs. db+4 is good if your opponent remains still, but it can be seen from time to time. Remedy this by sidestepping before doing the move as the sidestep kinda hides the animation frames a bit. Grabs are good to break the turtle down as they cannot be blocked, only escaped. However, they can hopkick to render your grab useless, so be careful. When you successfully land a grab, immediately follow-up with post-grab oki (listed below) in order to create opportunities for damage. When you obtain a life lead against turtles, just sit on it and turtle yourself. They will be forced to go on the offensive and fight out of their natural playstyle. This is good for you because they play worse and you have better tools to fight aggressive players anyway. When in doubt, go for a knockdown then immediately tag out. Your partner should be able to handle turtles better. If not, then you're in trouble. Post-grab oki Alisa's grab game is downright pitiful. She barely gets any oki off her grabs and their break windows are just average. 1+3 stay put: dash then throw out a low of your choice, preferably db+4 because it catches siderollers too sideroll: db+4 to hit them for good damage quickstand: use bf+2 to hit them in the back. Follow-up with a guaranteed db+3. sideroll then quickstand: dash then ws+1,2,3 to hit them in the back, launching them. Follow-up with 1 to flip them in the normal juggle axis. backroll: iWR+3,4 to hit them in the back. This is better compared to iWR+2 because it's mid and hits even if you mess up the timing. front roll: no sane opponent should front roll to you, but in case they do, do ws+1,2,3 to hit them in the back and launch them. 2+4 stay put: dash db+3 sideroll: nothing quickstand: nothing; iWR+2 to get +4 frames sideroll then quickstand: iWR+3,4 backroll: nothing front roll: no sane opponent will do this uf+1+2 stay put: dash db+3 sideroll: nothing quickstand: nothing; iWR+2 to get +4 frames sideroll then quickstand: nothing; iWR+2 to get +4 frames backroll: nothing front roll: again, no one's gonna do this, but just in case, b+1 to float for a juggle at the wall: d+2,4 FC db,d,db+1+2 stay put: dash db+3 sideroll: nothing quickstand: iWR+3,4 sideroll then quickstand: nothing backroll: nothing front roll: dash ws+1,2,3 tag buffer to partner: FUFT oki options d+1+2+3 (generic female headdress item move) same oki as 1+3 grab As you can see, her grab oki is horrible. Just get your 35-45 damage and get out. Juggling Juggling is one way where Alisa can quickly apply damage to the opponent. Utilize her amazing movement to create opportunities to launch the opponent and deal good damage. However, the lack of quick, tag bufferable launchers prevents Alisa from dealing red life damage, which hinders her overall combo potential. b+3+4~5 is an amazing whiff punisher and you should be using it to punish long range whiffs often. Her only safe launcher is df+2 and even though it's a good move, you will be looking for more. Check the combo thread for solo juggles, TA fillers/enders, and specific partner tag assault juggles. Everything you need to know once you have launched the opponent is right there. Miscellaneous Tips These tips do not fit into specific sections in the guide, but are useful to know. Thus, they are put here. f+1+2: hits Xiaoyu and Miharu out of AOP FUFT 1+2: vs Jack-6 and P.Jack, avoids the guaranteed db+2 after ff+1. FUFT 1+2,3+4 hits them out of the db+2 attempt for good damage; follow-up with the guaranteed wr+1+2 FUFT 1+2,3+4: vs Steve, avoids the guaranteed ALB d+2 after his db+3,2. Note the 3+4 attack, because simply doing FUFT 1+2 means you'll get hit from behind by a full attack string. BT 3+4: immediately doing this move (just mash it) after getting hit by the Waning Moon throw (Wang and Ogre) allows you to avoid getting launched from behind by dash follow-ups (all of Wang's WM follow-ups and Ogre d+4,4; Ogre's u+1+2 still connects). If they are expecting it and wait for this move in order to punish it, continue the extension (BT 3+4,1+2) to move further away, enabling you to turn around and be safe. 1+2+4: immediately doing this move (just mash it) after raw tagging in allows you to block mids and highs. Useful if your opponent's default launcher is punishable, allowing you to punish and be on the offensive. In some cases, your opponent's default launcher may be launch punishable itself, like Kuma's df+2,1. Be very careful in using this though as you cannot cancel the taunt, allowing your opponents to use low launchers, high damage unblockables, or worst-case scenario, get sidewalked all the way to your back and eat a full launching string (like Devil Jin df+3,2,4). (hit by laser) 1+2: When you get hit by laser moves (Devil Jin and Devil Kazuya), you can quickly input 1+2 to recover some health; similar to Jack. Then again, you really shouldn't get hit by lasers anyway. -- Movelist and Analysis As shown at the official online movelist, with missing moves thrown in. I separated the stances for easier viewing. I also broke up full strings if a part of the string is useful. Normal Moves 1 - Standard 1 jab. +1 on block. Good to throw out to check opponents or bait moves. 1,1 - 10f punisher, 29 damage, +4 on hit. Safe on block but the 2nd hit is duckable. 1,2,2 - Standard 1,2 into a low, easily anticipated. Only -11 on block but it will be parried often. 1,2,[2] - Holding 2 will delay the low which makes Alisa do one more spin before throwing it out. Gives a juggle after (iWS+1,2 to pick up). Still easily parried. 2,3,3 - 2 into a knee into a jumping kick, wall splats to Alisa's right. (2),3,3 is NC. Only -11 on block. Side note: this move used to juggle whenever the 3 hit. Now it only does when (2,3),3 is CH. Follow-up is dash df+1. 2,3,4 - 2,3 into a really slow sliding low. Easily seen and launch punishable. Avoid using. 3,2 - 14f NC which does decent damage and leaves you in DES. Also an easier combo ender at the wall. -10 on block. 4 - 13f safe high which KNDs on hit and gives a combo on CH. Very good move to interrupt attacks with. 1+2 - Very slow mid which crushes lows and launches on NH. Tag bufferable. Side note: even though it looks like you have +frames, you are actually at -9. f+2(~1+2) - 17f mid which tracks to Alisa's right and is safe. Good for picking up the opponent. Input the 1+2 to end in DES. f+2,3,f - m,h string into a sort of cancel. Useless. f+2,3,3 - f+2,3 into a pushback kick. -10 on block. Only good for ending combos, but there are better options. f+3,2 - long range 14f punisher which puts you in DES f+3,2,1 - doing the 1 extension puts your opponent in FC, but you are at -9. Also bounds in combos, but you're left in DES so there's virtually nothing you can do afterwards. f+4 - New to TTT2. 16f homing mid, -12 on block. f+4,1 - f+4 into a high which seems to be even on block. NC, does not jail. f+4,1,4 - f+4,1, then Alisa kicks the head to her opponent. NC, hit-confirmable (do f+4,1, then press 4 when the first 4 hits). Staple bound ender. Side note: The final hit varies in damage depending on what your opponent does. It does more damage when your opponent backrolls, does normal damage when your opponent doesn't do anything, and does less damage when your opponent front rolls. Additional note: the frame data website is wrong; last hit is -12, not -14. f+1+2 - 14f long range punisher, +7 on hit. Guaranteed after hitting WR+2. df+1 - 13f mid poke. Unlike standard df+1's which track left, this one tracks to Alisa's right. df+1,1,2 - m,h,h which gives +6 on block and +8 on hit. Does not jail. (df+1),1,2 is NC. df+1,4 - m,m NCc string which gives +5 on hit and leaves your opponent in FC. -9 on block. df+2 - Standard 16f launcher, safe on block. Side note: Does not launch crouching opponents. Instead, you get +7 frames. df+3,3 - 16f m,l string, NC. When the first hit is blocked, expect to get parried afterwards. df+4 - 12f mid with great range. Tracks slightly to Alisa's right. d+1 - Standard crouch jab. d+2,4(~1+2) - m,m string, -13 on block. Good to use at the wall, mixing up with db+4. Guaranteed after hitting db+4 at the wall. Input the 1+2 to end in DES. d+3,3,3 - Alisa's triple "stomp". Useless. d+4 - A slower, non-crushing d+4 which does more damage and is -15 on block. Also -5 on hit. Useless. d+4,1+2 - d+4 into a high attack where Alisa grabs her head and swings it towards her opponent. Interrupts 15f punishers when they attempt it for blocking d+4. Does not jail. d+3+4(~1+2) - Alisa's low launcher. Low crushes on very few frames. Hits grounded, but does less damage than db+4. Easily seen, blocked, and punished. Do not use. db+2,2(~1+2) - m,m NCc string which leads to +14 whenever the second hit connects. f+3,2 and f+1+2 are guaranteed in the open, and 4 is guaranteed at the wall for a wallsplat. Input 1+2 to end in DES. At the wall, DES 1 is guaranteed. First hit is -18 on block, second hit is -10 on block, so always continue the string. db+3 - Arguably Alisa's best move. Use this often. Read the db+3 section above for more details. db+4 - Semi-seeable low which puts your opponent into FDFT on hit. High crushes. At the wall, cc d+2,4 is guaranteed. Launch punishable on block. Tip: sidestep before doing this move as it slightly hides the initial animation frames. b+1 - 15f safe mid which tracks both directions and puts you in FC for FC mixups. Great move to catch steppers and for general poking. b+1,1+2 - Absolutely useless. Even when b+1 hits, you can get interrupted/backdashed for a launcher. Tag bufferable, but who cares? Avoid this move like the plague. b+2,1 - m,m string which leaves you on even frames on hit and puts your opponent in FC. Bounds as well; good to use on off-axis juggles. -13 on block. b+2,4 - m,h string which is safe on block and wall splats. The 4 is hit-confirmable. Does not jail, but that doesn't really matter when you can hit-confirm it. Side note: When b+2 is blocked and the 4 hits CH, it gives a juggle similar to regular standing 4. b+3 - 20f safe homing move. Good to use at the wall in order to trap the opponent there. b+4,3(~1+2) - Jumping knee into an overhead kick. NC, -12 on block. Puts your opponent in FC on hit. On CH, knocks them down, giving a guaranteed db+4. Standard bound move. On block, the 3 can be sidewalked to the right. b+3+4 - 19f tag bufferable launcher. Alisa's best whiff punisher as it has really good range. Crushes lows really early in the animation frames and maintains that low crush status throughout the entire move. b+3+4,3+4 - extension to 3+4 where Alisa flies back after the first hit and flies toward the opponent for the second. Bounds. When the first hit is blocked, the second can be sidewalked all the way to your back, so be careful. b+2+3 - Unblockable head bomb move. Has no tracking at all. ub+3+4 - Alisa does a backflip while remaining in place. Does absolutely nothing. Good to use to force your opponent to attack. ub+3+4,1+2 - Extension to ub+3+4 where Alisa grabs her head and does a shoryuken type move with it. Launch punishable. Tag bufferable. uf+3,2 - Jumping mid kick into a flying punch. Crushes lows. NC, -13 on block. Does a lot of damage. uf+3 is a nosebleed stun so they can hold d to fall down (and reduce the damage of the 2). Tip: if the opponent does not quick back roll, db+4 is guaranteed. uf+3,3+4 - uf+3 into FLY uf+3,f+3+4 - uf+3 into DES FLY uf+3+4 - Jumping stomp. Only use is after successfully landing a b+1+3_2+4 counter. uf+4,4 - 15f hopkick into bound. Crushes lows. uf+4 alone knocks down but does not launch, and is launch punishable itself, so always do the whole string. Be careful against characters with parries/reversals, especially Jin/Wang, as they can parry/reverse the second hit after blocking the first. Jin and Wang can launch you for it. Warning: Lili and Alisa can block the uf+4 and sidewalk the follow-up 4. It's really difficult though. ff+2,3 - Flying mid hit into a knockback kick. First hit is -18 on block, second is -13, so always do the full string. Staple bound ender back in BR, but is now replaced by f+4,1,4. ff+3,4(~1+2) - dash forward into two kicks; m,h. Decent wall carry option. Slightly crushes lows. Input 1+2 to end in DES. ff+3,4,4(~1+2) - ff+3,4 into a mix extension. Knocks down on hit. -10 on block. Staple wall combo without bound. Input 1+2 to end in DES. ff+4,(on hit)qcf+1 - Fly forward and hit with knee. On hit, input the qcf+1 to do an elbow attack. -10 on block. Useless move as she has better options.
ff+1+2 - long range whiff punisher, launches on hit. -16 on block, but at a
specific range, only -13 on block.

ff+1+2:2 - inputting 2 after ff+1+2 hits will transition into Alisa hacking the
opponent with her chainsaws. Loses out on the free juggle, so only useful on
the wall.

bb+1+2 - Missile unblockable. Throw out at really long ranges to buy time.

bf+2 - Alisa's longest range punisher, specifically for pushback moves such as
the last hit of Paul's demo man.

Tip: If the opponent does not quick roll back, f+1+2 is guaranteed.

BT 3+4 - Similar to ub+3+4, except you're on the correct side for this move to
hit. On block, you're at +1, but BT. On hit, BT d+4 connects for a juggle.

BT 3+4,1+2 - Loses out on the juggle, but is good for gaining distance on your
opponent to get to safety.


Running Moves

fff+2 - Bread and butter running move, gives +4 on block. On hit, f+1+2 is
guaranteed. Staple TA ender.

fff+3,4 - Mid mixup to fff+2, does good damage and KNDs/wall splats.

WR+1+2 - Only usable while actually running, therefore not possible in the
instant while running state. Her least used running move, although it's
guaranteed after hitting (KND 1+2),3+4.

Warning: all of her running moves are sidewalkable to the left.


While Standing Moves

ws+1,2 - 14f punisher and main combo filler. m,h, does not jail. Crushes some
highs. Only use for punishment and juggling.

ws+1,2,3(~1+2) - 3 extension which may catch the opponent off guard and launch
them. Tag bufferable. Input 1+2 to end in DES.

ws+2 - Alisa's staple ws launcher. 17f, -13 on block. Crushes some highs. Tag
bufferable.

ws+2~3+4 - ws+2 into FLY

ws+2~f+3+4 - ws+2 into DES FLY, only useful when the wall is near so that DES
FLY 2 can carry to the wall and give really high wall splat

ws+3 - mid kick into clockwork stance. Safe if you stop immediately with b.
Otherwise, you're getting floated.

ws+3,3 (1 spin) - ws+3 into clockwork 3, the mid option. -10 on block and +1 on
hit, NC.

ws+3,3 (2 spins) - ws+3 into clockwork 3 with 2 spins. -8 on block and KNDs on
hit.

ws+3,d+3 - ws+3 into clockwork d+3, the low option. -11 on block. On hit, a
mini-combo is possible with ws+1,2, d+4,1+2.

ws+4 - Generic ws+4.

ws+1+2 - Homing mid out of crouch. Safe.

ws+[1+2] - Holding 1+2 increases the number of spins. After 2 spins, dash
d+4,1+2 is guaranteed.


Full Crouch Moves

FC df+1+2(~1+2) - Spin into a 2-hit low similar to Lars FC df+1+2. -11 on block
and +5 on hit leaving the opponent in crouch. Crushes highs. Input 1+2 to end
in DES.


Sidestep Moves

ss+4 - Low out of sidestep. -12 on block, -1 on hit, and +7 on CH.

ss+4,1+2 - ss+4 into a bunch of highs, NC. -10 on block and +1 on hit.


Knockdown Moves (note: only works when Alisa is facing up)

KND 1+2 - KND evasion tool to avoid lows.

KND 1+2,3+4 - 3+4 extension which is a flying kick to your opponent. Tracks
slightly. -10 on block. On hit, puts them at a rolling state where WR+1+2 is
guaranteed.

Tip: when they're rolling at the wall, b+2,1 hits for a bound.


Backup Stance

db+1 - Backup stance. Slightly dashes a bit to the back and ducks, helpful to
avoid short ranged mids. Crushes highs.

db+1,1 - Backup stance into a hard hitting high, wall splats, safe on block.

db+1,2 - Backup stance into a high missile attack. Unblockable, launch on hit.
Useless.

db+1,3 - Backup stance into a mid similar to (KND 1+2),3+4, only without
tracking and safe.

db+1,4 - Backup stance into a really short ranged knee which launches. Safe,
tag bufferable.


Boot Stance (TZ shortcut: FLY)

f+3+4 - Boot stance

FLY b - evasion which ends up in backup stance, the backup stance moves are
possible after this

FLY 1,2 - m,m 2 punches which tracks slightly, safe.

FLY 1,2,1,3+4(~1+2) - good wall combo and TA filler, but terrible in the open
as all of the hits (except the second) are launch punishable. Input 1+2 to end
in DES.

FLY 2(~1+2) - Hard hitting high elbow which gives FDFA knockdown on hit. Gives
high +f on block. Input 1+2 to end in DES.

FLY 3 - Sliding low, -15 on block. +3~+4 on hit, and mini combo on CH (turn
around ws+1,2, d+4,1+2)

Tip: if the hit is CH and you don't slide over to the other side, follow-up
with ws+1,2 for a normal axis juggle

FLY 4 - Strong mid class 1 launcher, launch punishable on block. Tag bufferable.


Destroy Form (TZ shortcut: DES)

d+1+2 - Destroy form. Auto blocks highs and mids, but nerfs sidestep movement
and loses back/front dashes.

DES 1 - 14f mid which knocks down on hit. Does 39 damage, so it hits hard. -9
on block.

DES 2 - 20f mid launcher, gives high wall splat. -2 on block, tag bufferable.

DES 3_4 - DES "taunt". Useless. Only used for intimidation purposes.

DES 1+2 - High homing move from DES, useful at the wall to punish opponents
trying to move away from it.

DES f+1 - Alisa's fastest move out of DES, high, does decent damage and is +1
on block.

DES f+2 - Does not hit at all except for high wall splat situations with DES 2.

DES f+1+2 - Double chainsaw stab, good mid as it gives a juggle on hit and is
+3 on block.

DES f+1+2,1+2 - Extension which throws the opponent behind you. Launch
punishable on block.

DES d+1 - 30 damage low which is only -12 on block, tracks to Alisa's left.
Crushes highs. Really good move from DES.

DES d+2 - 24 damage low from DES which tracks to Alisa's right. Initially 4
spins. You can hold 2 to increase the number of spins, up to 6. Only punishable
by FC d+4 due to pushback.

DES [d+2] - Holding 2 increases the spins, up to 6. The frames are the same,
but each extra attack pushes the opponent further back, risking a whiffed spin
and getting launched.

DES b+2,1 - New to TTT2, she spins and does a mid, then a downward chop with
her chainsaws. -11 on block while leaving your opponent in FC.

DES b+3+4_bb_ub,b - DES backflip.

DES u_d+3+4 - DES "electric sidestep", evades everything that isn't homing. Use
this to force whiffs.

DES u_d+3+4,1 - New to TTT2, the 1 extension is a horizontal chop which knocks
the opponent down. At least -17 on block though so it is punishable by long
range moves.

DES uf+1+2(~1+2) - Jumping attack which bounds. -12 on block and your opponent
is in FC. Input 1+2 to get out of DES.

BT DES 1_2 - Useless mid which is -16 on block and has no tracking.


Dual Boot (TZ shortcut: DES FLY)

DES f+3+4_ff - DES FLY

DES FLY 1 - High, +9 on block, useful for creating DES mixups.

DES FLY 2 - High launcher but no follow-ups, only good in near-wall situations.

DES FLY 2,1(~1+2) - New to TTT2, DES FLY 2 into a downward spike with 1 which
bounds. Input 1+2 to get out of DES.

DES FLY 2,1:1+2+5 - Hidden just-frame move (not in the movelist), the third
attack is basically another downward spike.

DES FLY 1+2 - WR+1+2 but with chainsaws. Does 42 damage and is only -5 on block.


Misc.

1+2+3 - Taunt which avoids lows. Press 2 to bring out her chainsaw and db to
cancel the taunt. Useless.

1+2+4 - Hair combing taunt which auto blocks highs and mids. Good to use when
raw tagging in. Cannot be cancelled.

ub+4,1,1,2,1,1,3+4,3,2,2 - Tenstring. First hit is good to bait the opponent to
go in, second hit is basically b+1. The rest is useless.

b+1+3_b+2+4 - High counter; on successful counter, her head falls off and she
does an elbow to the gut. Quick moves where the first hit is countered (like
generic 1,2) beat her out of the counter though. On successful counter, uf+3+4
is guaranteed.

u+1+2 - Item move with her Battle Helmet, Alisa creates a sphere around her,
pushes opponents back if they try to move/attack into it. Good to use when raw
tagging in. However, when the sphere subsides, the opponent can then launch you.


Throws

1+3 - "Maximum Spider" throw. Leaves the opponent at FDFT a bit far away from
you. 1 break.

2+4(~1+2) - Chainsaw throw. Leaves the opponent at FDFT further away from you
compared to 1+3. Input 1+2 to end in DES. 2 break.

(opponent's left side) 1+3_2+4_uf+1+2 - Alisa grabs her opponent from behind
and drags their face to the ground. Leaves the opponent at FDFA near you. 1
break.

(opponent's right side) 1+3_2+4_uf+1+2 - Triple missile throw. Barely any oki
at all. 2 break.

(opponent's back) 1+3_2+4_uf+1+2 - Stomp to the back of the head throw. Gives
same oki as the left side throw. Unbreakable.

uf+1+2 - Head bomb throw. 1+2 break.

FC db,d,db+1+2 - FC throw where Alisa grabs the opponent, spins, and throws
them away. Tag bufferable. 1+2 break.

d+1+2+3 - item move with the generic female headdress, this is Lili's headdress
item move grab from T6. Gives oki similar to Alisa's 1+3 grab. 1+2 break.

--

Tag Specific Information

Since the game is called Tekken Tag Tournament 2 for a reason, I've listed all
the information related to tag situations with Alisa.

Character Allegiance

Character Allegiance dictates when Alisa or her partner enters rage status.
Rage is obtained when the point character has taken a specific amount of damage
without having tagged out. Having good allegiance (+1) puts the secondary
character in rage faster while having bad allegiance (-1 and -2) puts the
secondary character in rage slower, with -2 being slower than -1.

Note: Getting hit by Tag Assault still puts your partner in rage.

Alisa on Point
+1: Lars, Lee, Panda, Xiaoyu, Yoshimitsu
-1: Asuka, Bryan, Jack-6, Raven
-2: Jin, Lili, Mokujin

Alisa on Secondary
+1: Jack-6, Jin, Lars, Lee, Raven, Xiaoyu, Yoshimitsu, Zafina
-1: Ogre
-2: Bryan

Special Tag Throws

Tag throws allow Alisa to tag in/out to her partner while dealing red life
damage. These are very useful as they allow a safe way to get your point
character out without getting launched.

Alisa on Point
1+3~5 (partner Jack-6) - She does her 1+3 then throws her opponent to Jack who
slams them down.
2+4~5 (partner Lars) - She does her 2+4 but instead of stabbing with her
chainsaw, Lars comes in and brings them down from the air. Good oki as db+2,1
catches quickstand, front roll, and backroll while db+4 covers everything else.

Alisa on Secondary
Asuka b+1+2~5 - Asuka does her b+1+2, then Alisa comes in and does her back
throw. Does less damage than her back throw, but with the same oki.
Jack-6 uf+1+2~5 - Jack uf+1+2 into Alisa aerial missile
Jaycee 1+3~5 - Suplex into missile
Lars 2+4~5 - Lars does his 2+4, then Alisa comes in and they simultaneously do
a cross-up attack. Leaves the opponent at FDFA near Alisa. Great oki afterwards.
Miharu f+2+3~5 - Miharu's f+2+3, then Alisa flies in and stomps the opponent at
their back.
Xiaoyu f+2+3~5 - Xiaoyu's f+2+3, then Alisa flies in and stomps the opponent at
their back.

Taggable Attacks

Alisa only has one taggable attack, and it's not that good. Better than nothing
I suppose.

ff+4~5 (partner Miharu) - Alisa's ff+4 into Miharu's f+1+2. Does not occur when
ff+4 is blocked.
ff+4~5 (partner Xiaoyu) - Alisa's ff+4 into Xiaoyu's f+1+2. Does not occur when
ff+4 is blocked.

Taggable Launchers

Alisa's taggable launchers are slow, thus they are rarely used for punishment,
with the exception of ws+2. Use only for whiff punishment.

- b+3+4~5
- (b+1),1+2~5
- 1+2~5
- ws+2~5
- ws+(1,2),3~5
- (ub+3+4),1+2~5
- db+1,4~5
- FLY 4~5
- DES 2~5


Suggested Changes to Alisa

What exactly is Alisa missing?

Since Alisa is meant to be played as a turtle, I can accept that her offense is
terrible. However, Alisa can't turtle properly with her bad punishers, only
with her spacing and whiff punishment.

Alisa also lacks quick tag bufferable launchers which allow her to take away
red life for block punishing below 19f.

What I would like to see

I'm not going to ask for Alisa to have better offensive tools, that's almost
certain to remain untouched. However, her block punishment could use some
improvement, so I would like to see the following changes:

1. Buff her 4 from 13f to 12f

Compared to other characters' magic 4's, Alisa's is really slow at 13f. Females
have theirs at 11f and males at 12f, with the exception of Law (and Lee I
think) who have theirs at 11f. This change brings her magic 4 up to par with
the rest of the cast, as well as buffing her block punishment by giving her a
decent 12f punisher.

Perhaps this change is too good, as her magic 4 give KND on hit, unlike others.
If it remains 13f, Alisa could use a decent 12f punisher.

2. Buff her b+3+4 from 19f to 17f

Another change that might be too good, but I would like to see it. This gives
Alisa a faster tag bufferable launcher that's comparable to Asuka's f+2. It's
still launch punishable so I think it's fine, but then again, Asuka's f+2 is
one of the best whiff punishers in the game, so buffing Alisa's b+3+4 this way
might make her too strong in this area.

3. Give her a decent 13f ws punisher

Having only ws+4 to punish -13 lows really sucks. I suggest either giving Alisa
a new 13f ws move that has either good damage or good +frames, or making her
ws+1,2 13f. This greatly helps her ws punishment.

4. Make her uf+1+2 harder to break

The break window of this grab feels too long and the animation is easily
noticeable by now. This change buffs Alisa's grab game, a much needed tool
against turtles.

Suggested new moves

1. b+1+2

Assuming her 4 remains 13f, Alisa NEEDS a better 12f punisher, even if it's
launch punishable on block. b+1+2 is still a vacant command, so they could put
it here. Ideally I would like it to wallsplat as well, but that's pushing it a
bit too far (punishing getup 4 near the wall for example).

2. ws+1,1+2

Assuming her ws+1 remains 14f, it could really use a mid mixup, because
(ws+1),2 gets ducked every single time. The animation on 1+2 could be similar
to Dragunov's b+1. Make the 1+2 punishable on block too, around -11 or -10.

3. ws+3+4

Again, assuming her ws+1 remains 14f, Alisa also needs a better 13f ws
punisher. This command is also vacant so it could go here. The animation could
be similar to Lili's uf+3+4, except that Alisa uses her leg boosters to propel
herself to do the double knee (which is why it's 13f). Make it deal more damage
than ws+4 and give the same amount of frames, maybe a bit more negative on
block than ws+4, or even jab punishable.



COMBOS

df+2
- b+1, ws+1,2, f+1, b+4,3 B! (staple combo)
- b+1, ws+1,2, f+1, dash 1, bf+2 (wall carry)
- b+1, ws+1,2, f+1, b+3+4~5 (wall carry into tag) inconsistent
- df+1,1, b+4,3 B!
- 4, b+4,3 B! (few hits)

uf+4,4 B!
- ~5 TA!
- f+2, f+1,1, d+4,1+2
- b+1, ws+1,2, d+4,1+2
- ws+1,2, f+1, b+4,3

ff+1+2
- d+1, ws+1,2, f+1, b+4,3 B!

b+3+4
- ~5
- f+2, f+1, f+2, f+1, b+4,3 B!

b+3+4,3+4 B!
- ~5 TA!
- ssr b+1, ws+1,2, d+4,1+2

d+3+4
- iWS+1,2 df+1, f+1, b+4,3 B!

(b+1),1+2
- ~5
- 4, f+2, f+1, b+4,3 B!

1+2
- ~5
- 4, iWS+1,2, f+1, b+4,3 B!
- b+1, ws+1,2, f+1, b+4,3 B!

ws+2
- ~5
- ~3+4, FLY 3, ws+1,2, f+1, b+4,3 B!

ws+(1,2),3
- ~5
- 1, dash 1, dash 1, b+4,3 B!

(ub+3+4),1+2
- ~5
- dash b+1, ws+1,2, f+1, b+4,3 B!

BT 3+4
- BT d+4, ws+1,2, b+2,1 B!

db+1,2
- dash b+1, ws+1,2 f+1, b+4,3 B!

db+1,4
- ~5
- f+2, df+1, f+1, b+4,3 B!

(1,2),[2]
- iWS+1,2, f+1, dash 1, b+4,3 B!

CH 4
- deep dash b+1, ws+1,2, f+1, b+4,3 B!
- 1+2 B!

CH (2,3),3
- deep dash df+1, f+1, f+2, f+1, b+4,3 B!

CH b+4,3 B! (gives FDFA bound)
- ~5 TA!
- d+2,4

CH KND 3
- ws+1,2, df+1, f+1, b+4,3 B!

CH FLY 3
- turn around, ws+1,2, df+1, d+4,1+2 does not work on small characters
- turn around, ws+1,2, d+4,1+2
- turn around, ws+1,2,3~5 (if you need a safe tag)

FLY 4
- ~5
- ws+[1+2], ws+1,2, b+2,1 B!

DES 2
- ~5
- DES uf+1+2~1+2 B!

DES f+1+2
- f+3+4, DES FLY 2,1 B!
- DES uf+1+2(~1+2) B!

DES FLY 2,1 B!
- ~5 TA!
- ?

Low Parry
- SSR b+1, ws+1,2, f+4,1,4
- b+1, ws+1,2, f+1, ff+2>3 (damage)
- b+1, ws+1,2, f+1, b+4,3 (oki)
- f+2, df+1, f+1,1, d+4,1+2 inconsistent
- df+1, f+1, f+2, f+1, dash 1, bf+2

b+1+3_2+4 (successful high counter)
- uf+3+4

Partner's launch~5
- b+1, ws+1,2, f+1, b+4,3 B!


Post-Bound Enders
- ~5 TA!
- dash f+4,1,4 (most damage)
- ff+2,3
- f+2,3,3
- iWR+3,4
- d+4,1+2
- dash b+4,3 (oki)
- db+2,2 (wall carry)
- ff+3,4 (wall carry)


Taggable Launchers
- b+3+4~5
- (b+1),1+2~5
- 1+2~5
- ws+2~5
- ws+(1,2),3~5
- (ub+3+4),1+2~5
- db+1,4~5
- FLY 4~5
- DES 2~5


Wall Combos

W! then B!
- uf+4,4~5 TA!
- uf+4,4 B!, f+1, ff+1+2~2 (max damage) (doesn't connect on Alex, Roger, bears,
Ogre, Wang, Dr. B., Kunimitsu & Sebastian)
- uf+4,4 B!, 2,3,3
- uf+4,4 B!, d+2,4(~1+2)
- b+4,3~1+2 B!, DES d+[2] (hold 2 for maximum hits)

B! then W!
- ff+3,4,4(~1+2) (your choice of normal or DES mixups)
- f+1, ff+1+2~2
- ff+2>3
- 1, 3,2 (DES mixups)
- 1,2, f+1+2


Tag Assault

TA Filler (Alisa sub character)
- b+3+4,3+4 (VERY hit dependent and sometimes inconsistent, absurd damage
though)
- uf+3,2 (6-7 hit combo with B!)
- ff+3,4,4 (5 hit combo with B!)
- b+2,4 (any)
- db+2,2 (any)
- iWS+2,3+4, FLY 1,2,1,3+4 (for 2 hit combos like Lars fb+2,1 and Jun uf+4,3)

TA Ender (Alisa point character)
- iWR+2 (most filler hits for partner, most consistent TA ender)
- bf+2 (wall carry)
- iWR+3,4 (after 6-7 hits with B! and TA filler)
- dash f+4,1,4 (after 5 hits with B! and TA filler)
- FLY 1,2,1,3+4 (after 4 hits with B! and TA filler)


Wall TA Filler (Alisa sub character)
- b+3+4,3+4 (most damage)
- uf+3,2 (leads to re-splat, difficult)
- FLY 1,2,1,3+4 (less options for partner)
- ff+3,4,4 (more options for partner)
- b+2,4 (most options for partner)

Wall TA Ender (Alisa point character)
- ff+1+2~2
- ff+3,4,4(~1+2) (few filler hits for partner)
- 2,3,3 (few filler hits for partner)
- d+2,4(~1+2)
- f+1+2 (most filler hits for partner)


Miscellaneous Stuff

Balcony Break
- (partner tag out), d+2,4
- d+2,4
- dash db+1,4(~5)
- 1 (before they land, continue your juggle based on the number of previous
hits)

Floor Break
- d+2,4
- post-B! ender based on the number of previous hits

Wall Break
- d+2,4
- 1+2+5 TA!
- continue your juggle based on the number of previous hits


--

Alisa/Armor King

df2/b1/ws1 2/f1/b4 3 B! 5/3+4 2/bf2 (86 damage)

ff1+2/d1/ws1 2/f1/b4 3 B! 5/3+4 2/bf2 (87 damage)

b3+4 3+4 B! 5/3+4 2/boot 1 2 1 3+4 (90 damage)

uf4 4 B! 5/3+4 2/boot 1 2 1 3+4 (73 damage)

1+2/b1/ws1 2/f1/b4 3 B! 5/3+4 2/bf2 (92 damage)

ws2 B! 5/df1/df2/boot 1 2 1 3+4/ISW (97 damage)

Armor King/Alisa

uf4/df1/1+2 2/d1 B! 5/ ff3 4 4/ISW (88 damage)

uf4/df3/df1/f1+2 B! 5/boot 1 2 1 3+4/ISW (92 damage)

ws1/df1/1+2 2/d1 B! 5/ ff3 4 4/ISW (92 damage)

ws1/df3/df1/f1+2 B! 5/boot 1 2 1 3+4/ISW (damage 96)

DARK UPPER/df1/1+2 2/d1 B! 5/ ff3 4 4/ISW (99 damage)

DARK UPPER/df3/df1/f1+2 B! 5/boot 1 2 1 3+4/ISW (103 damage)



counter combo

db3/ws4/d1 B! 5/ff3 44/ISW (95 damage)

db3/ws4/d1 B! 5/boot 1 2 1 3+4/ISW (100 damage)

db3/ws4/d1 B! 5/ws2 3+4 1 2 1 3+4/ISW (111 damage)

df3/ss right/df1/1+2 2/d1 B! 5/ff3 44/ISW (99 damage)


Alisa/Asuka

ws+2~5, iWR+3, 1+4, 2,1,1+2 B!, ff+2,1

df+2, b+1, ws+1,2, f+1, b+4,3~5 TA!, sidestep db+4,3, iWR+2

uf+4,4~5 TA!, dash db+4,3, f+3+4, FLY 1,2,1,3+4

df+2, uf+3, b+4,2~5 TA!, b+3+4,3+4, ff+2,1

b+3,4,3, d+2~5 TA!, b+3+4,3+4, ff+2,1

f+2~5, b+1, ws+1,2, f+1, b+4,3 B!, dash f+4,1,4

Wall

W!, uf+4,4~5 TA!, b+2,4,3, ff+1+2~2

W!, b+4,2~5 TA!, b+3+4,3+4, f+1+2, df+1,4

--

Alisa > Bob:


- df+2 -

- df+2, df+1,1, b+4,3~5 B! (Bob WS 3,3+4) ff+2,3 --- (87)
- df+2, df+1,1, b+4,3~5 B! (Bob WS 3,3+4) d+2,4 --- (85) *sometimes more
reliable than ff+2,3
- df+2, df+1,1, b+4,3~5 B! (Bob WS 3,3+4) b+4,3_b+2,4 --- (82)
- df+2, df+1,1, b+4,3~5 B! (Bob WS 3,3+4) db+2,2 --- (81)

- df+2, b+1, WS 1,2, f+1, b+4,3~5 B! (Bob dash 1+2,1+2) bf+2 --- (84)
- df+2, b+1, WS 1,2, f+1, b+4,3~5 B! (Bob 1+2,1+2) fff+2 --- (83)




- WS 2 -

- WS 2~5, dash in, db+2, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) 1+2,1+2 --- (105)
- WS 2~5, dash in, d+2,3, 2, ff+2~5 B! (Alisa b+3+4,3+4) dash, b+1+2,1,2 ---
(104)
- WS 2~5, dash in, db+2, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) d+2,3 --- (102)
- WS 2~5, dash in, uf+1+2,1~5 B! (Alisa iWS 2~3+4,1,2,1,3+4) running charge ---
(102)
- WS 2~5, ff+2~5 B! (Alisa db+1~4) CD 1, db+2, d+2,3, b+1+2 --- (101)
- WS 2~5, ff+2~5 B! (Alisa iWS 2~3+4,1,2,1,3+4) run in, b+1,2_d+2,3 --- (99)

- WS 2~5, dash in, db+2, d+2,3, f+1, ff+2 B! ff+3, CD 2(~5) --- (89)
- WS 2~5, dash in, db+2, d+2,3, f+1, ff+2 B! ff+3, b+1+2 --- (88)

- WS 2~f+3+4,2,1~1+2~5 B! (Bob WS 3,3+4) ff+2,3 --- (97) *not on smalls

- WS 2~3+4,3, WS 1,2, f+1, b+4,3~5 B! (Bob dash 1+2,1+2) bf+2 --- (95)




- uf+4,4 -

- uf+4,4~5 B! (Bob uf,n,4) iWS 2~3+4,1,2,1,3+4 --- (76)
- uf+4,4~5 B! (Bob WS 3,3+4) WS 1,2, f+1, bf+2 --- (71)
- uf+4,4~5 B! (Bob uf,n,4) b+1, WS 1,2, f+1, bf+2 --- (70)
- uf+4,4~5 B! (Bob WS 3,3+4) WS 1,2, d+4,1+2 --- (70)
- uf+4,4~5 B! (Bob WS 3,3+4) WS 1,2, b+2,4 --- (69)
- uf+4,4~5 B! (Bob WS 3,3+4) WS 1,2, db+2,2 --- (68)
- uf+4,4~5 B! (Bob uf,n,4) WS 1,2, f+4,1,4 --- (68)
- uf+4,4~5 B! (Bob WS 3,3+4) WS 1,2, b+2,1 --- (66)
- uf+4,4~5 B! (Bob WS 3,3+4) WS 1,2,3(~5) --- (65)




- b+3+4,3+4 -

- b+3+4,3+4~5 B! (Bob uf,n,4) iWS 2~3+4,1,2,1,3+4 --- (93)
- b+3+4,3+4~5 B! (Bob WS 3,3+4) WS 1,2, f+1, bf+2 --- (88)
- b+3+4,3+4~5 B! (Bob uf,n,4) b+1, WS 1,2, f+1, bf+2 --- (87)
- b+3+4,3+4~5 B! (Bob WS 3,3+4) WS 1,2, d+4,1+2 --- (87)
- b+3+4,3+4~5 B! (Bob WS 3,3+4) WS 1,2, b+2,4 --- (86)
- b+3+4,3+4~5 B! (Bob WS 3,3+4) WS 1,2, db+2,2 --- (85)
- b+3+4,3+4~5 B! (Bob uf,n,4) WS 1,2, f+4,1,4 --- (85)
- b+3+4,3+4~5 B! (Bob WS 3,3+4) WS 1,2, b+2,1 --- (83)
- b+3+4,3+4~5 B! (Bob WS 3,3+4) WS 1,2,3(~5) --- (82)




- b+3+4 -

- b+3+4~5, dash, db+2, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) 1+2,1+2 --- (100)
- b+3+4~5, d+2,3, 2, ff+2~5 B! (Alisa b+3+4,3+4) dash, b+1+2,1,2 --- (99)
- b+3+4~5, dash, db+2, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) d+2,3 --- (97)
- b+3+4~5, uf+1+2,1~5 B! (Alisa iWS 2~3+4,1,2,1,3+4) running charge --- (97)
- b+3+4~5, ff+2~5 B! (Alisa db+1~4) CD 1, db+2, d+2,3, b+1+2 --- (96)
- b+3+4~5, ff+2~5 B! (Alisa iWS 2~3+4,1,2,1,3+4) run in, b+1,2_d+2,3 --- (94)

- b+3+4~5, dash, db+2, d+2,3, f+1, ff+2 B! ff+3, CD 2(~5) --- (84)
- b+3+4~5, dash, db+2, d+2,3, f+1, ff+2 B! ff+3, b+1+2 --- (83)

- b+3+4, f+2, f+1,1, b+2,1~5 B! (Bob WS 3,3+4) ff, d+2,4 --- (89)
- b+3+4, f+2, df+1, f+1, b+4,3~5 B! (Bob WS 3,3+4) ff, d+2,4 --- (88)
- b+3+4, f+2, df+1, f+1,2, b+4,3~5 B! (Bob dash 1+2,1+2) bf+2 --- (86)
- b+3+4, f+2, f+1, f+2, f+1, b+4,3~5 B! (Bob dash 1+2,1+2) bf+2 --- (86)
- b+3+4, f+2, f+1, b+4,3~5 B! (Bob WS 3,3+4) ff, d+2,4_b+2,4 --- (82)




- 1+2 -

- 1+2~5, db+2, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) 1+2,1+2 --- (101)
- 1+2~5, d+2,3, 2, ff+2~5 B! (Alisa b+3+4,3+4) dash, b+1+2,1,2 --- (100)
- 1+2~5, db+2, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) d+2,3 --- (98)
- 1+2~5, b+4,1~5 B! (Alisa iWS 2~3+4,1,2,1,3+4) running charge --- (98)
- 1+2~5, ff+2~5 B! (Alisa db+1~4) CD 1, db+2, d+2,3, b+1+2 --- (97)
- 1+2~5, ff+2~5 B! (Alisa iWS 2~3+4,1,2,1,3+4) WR 3_run in, d+2,3 --- (95)

- 1+2~5, db+2, d+2,3, f+1, ff+2 B! ff+3, CD 2(~5) --- (85)
- 1+2~5, db+2, d+2,3, f+1, ff+2 B! ff+3, b+1+2 --- (84)

- 1+2, 4, f+2, f+1, b+4,3~5 B! (Bob WS 3,3+4) ff, d+2,4 --- (97)
- 1+2, 4, b+4,3~5 B! (Bob WS 3,3+4) fff+4,1,4 --- (96)
- 1+2, 4, iWS 1,2, f+1, b+4,3~5 B! (Bob dash 1+2,1+2) bf+2 --- (95)
- 1+2, 4, f+2 f+1,2, b+4,3~5 B! (Bob dash 1+2,1+2) bf+2 --- (95)
- 1+2, 4, b+4,3~5 B! (Bob WS 3,3+4) ff, uf+3,2_ff+2,3 --- (94)
- 1+2, df+1,1, b+4,3~5 B! (Bob WS 3,3+4) ff+2,3 --- (94)
- 1+2, SSR, b+1, WS 1,2, f+1, b+4,3~5 B! (Bob dash 1+2,1+2) bf+2 --- (91)
- 1+2, 1+2~5 B! (Bob uf,n,4) iWS 2~3+4,1,2,1,3+4 --- (91)




- ff+1+2 -

- ff+1+2, d+1, WS 1,2, f+1, b+4,3~5 B! (Bob dash 1+2,1+2) bf+2 --- (86)
- ff+1+2, d+1, WS 1,2, b+2,1~5 B! (Bob WS 3,3+4) ff, d+2,4 --- (86)




- d+3+4 -

- d+3+4, WS 1,2, uf+4,4~5 B! (Bob WS 3,3+4) ff+2,3 --- (88)
- d+3+4, WS 1,2, f+1, b+4,3~5 B! (Bob WS 3,3+4) ff, d+2,4 --- (87)
- d+3+4, WS 1,2, df+1, f+1, b+4,3~5 B! (Bob dash 1+2,1+2) bf+2 --- (86)




- f+3+4,4 (FLY 4) -

- f+3+4,4, WS 2~5, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) 1+2,1+2 --- (111)
- f+3+4,4, WS 2~5, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) d+2,3 --- (108)
- f+3+4,4, WS 2~5, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) ff+2_CD 1+2 --- (106)
- f+3+4,4, WS 2~5, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) b+1+2 --- (104)
- f+3+4,4, WS 2~5, d+2,3, f+1, ff+2~5 B! (Alisa d+2,4) CD 2(~5) --- (103)
- f+3+4,4, WS 2~5, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) 1+2~f --- (103)
- f+3+4,4, WS 2~5, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) db+2_db+1+2 --- (102)

- f+3+4,4, WS 2~5, d+2,3, f+1, ff+2 B! ff+3, CD 2(~5) --- (95)
- f+3+4,4, WS 2~5, d+2,3, f+1, ff+2 B! ff+3, b+1+2 --- (94)

- f+3+4,4~5, CD 1, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) 1+2,1+2 --- (109)
- f+3+4,4~5, d+2,3, 2, ff+2~5 B! (Alisa b+3+4,3+4) dash, b+1+2,1,2 --- (106)

- f+3+4,4~5, CD 1, d+2,3, f+1, ff+2 B! ff+3, CD 2(~5) --- (93)
- f+3+4,4~5, CD 1, d+2,3, f+1, ff+2 B! ff+3, b+1+2 --- (92)

- f+3+4,4, WS [1+2], WS 1,2, f+1, b+4,3~5 B! (Bob dash 1+2,1+2) bf+2 --- (103)
- f+3+4,4, WS [1+2], WS 1,2, b+2,1~5 B! (Bob WS 3,3+4) ff, d+2,4 --- (103)
- f+3+4,4, df+1,1, b+4,3~5 B! (Bob WS 3,3+4) ff+2,3 --- (100)
- f+3+4,4, 1+2~5 B! (Bob uf,n,4) iWS 2~3+4,1,2,1,3+4 --- (97)




- db+1~2 -

- db+1~2, dash in, df+1,1, b+4,3~5 B! (Bob WS 3,3+4) ff+2,3 --- (102)
- db+1~2, dash in, b+1, WS 1,2, f+1, b+4,3~5 B! (Bob dash 1+2,1+2) bf+2 --- (99)
- db+1~2, 1+2~5 B! (Bob uf,n,4) iWS 2~3+4,1,2,1,3+4 --- (99)




- db+1~4 -

- db+1~4~5, db+2, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) 1+2,1+2 --- (113)
- db+1~4~5, d+2,3, 2, ff+2~5 B! (Alisa b+3+4,3+4) dash, b+1+2,1,2 --- (112)

- db+1~4~5, db+2, d+2,3, f+1, ff+2 B! ff+3, CD 2(~5) --- (97)
- db+1~4~5, db+2, d+2,3, f+1, ff+2 B! ff+3, b+1+2 --- (96)

- db+1~4, f+2, f+1,1, b+2,1~5 B! (Bob WS 3,3+4) ff, d+2,4 --- (102)
- db+1~4, f+2, df+1, f+1, b+4,3~5 B! (Bob WS 3,3+4) ff, d+2,4 --- (101)
- db+1~4, f+2, df+1, f+1,2, b+4,3~5 B! (Bob dash 1+2,1+2) bf+2 --- (99) *not on
smalls ?
- db+1~4, f+2, f+1, f+2, f+1, b+4,3~5 B! (Bob dash 1+2,1+2) bf+2 --- (99)
- db+1~4, f+2, f+1, b+4,3~5 B! (Bob WS 3,3+4) ff, d+2,4_b+2,4 --- (95)




- (1,2),[2]* -

- (1,2),[2]*, iWS 1,2, uf+4,4~5 B! (Bob WS 3,3+4) ff+2,3 --- (90)
- (1,2),[2]*, iWS 1,2, f+1, b+4,3~5 B! (Bob WS 3,3+4) ff, d+2,4 --- (89)
- (1,2),[2]*, iWS 1,2, b+2,1~5 B! (Bob WS 3,3+4) ff+2,3 --- (87)
- (1,2),[2]*, iWS 1,2, f+1, b+4,3~5 B! (Bob WS 3,3+4) ff, b+4,3_b+2,4_bf+2 ---
(86)
- (1,2),[2]*, iWS 1,2, f+1, f+1, b+4,3~5 B! (Bob dash 1+2,1+2) bf+2 --- (86)
- (1,2),[2]*, uf+4,4~5 B! (Bob WS 3,3+4) fff+4,1,4 --- (86)
- (1,2),[2]*, uf+4,4~5 B! (Bob WS 3,3+4) WS 1,2,3(~5) --- (82)




- (b+1),1+2 -

- (b+1),1+2, WS 2~5, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) 1+2,1+2 --- (117)
- (b+1),1+2, WS 2~5, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) d+2,3 --- (114)
- (b+1),1+2, WS 2~5, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) ff+2_CD 1+2 --- (112)
- (b+1),1+2, WS 2~5, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) b+1+2 --- (110)
- (b+1),1+2, WS 2~5, d+2,3, f+1, ff+2~5 B! (Alisa d+2,4) CD 2(~5) --- (109)
- (b+1),1+2, WS 2~5, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) 1+2~f --- (109)
- (b+1),1+2, WS 2~5, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) db+2_db+1+2 --- (108)

- (b+1),1+2, WS 2~5, d+2,3, f+1, ff+2 B! ff+3, CD 2(~5) --- (101)
- (b+1),1+2, WS 2~5, d+2,3, f+1, ff+2 B! ff+3, b+1+2 --- (100)

- (b+1),1+2~5, ff+2~5 B! (Alisa db+1~4) CD 1, db+2, d+2,3, b+1+2 --- (109)
- (b+1),1+2~5, ff+2~5 B! (Alisa iWS 2~3+4,1,2,1,3+4) run in b+1,2_d+2,3 ---
(107)
- (b+1),1+2~5, db+2, f+1, uf+1+2,1~5 B! (Alisa b+3+4,3+4) 1+2,1+2 --- (102)

- (b+1),1+2~5, db+2, f+1, uf+1+2,1 B! 1+2,1+2 --- (84)




- WS (1,2),3 -

- WS (1,2),3~5, 1+2~5 B! (Alisa db+1~4) CD 1, db+2, d+2,3, b+1+2 --- (91)
- WS (1,2),3~5, 1+2~5 B! (Alisa iWS 2~3+4,1,2,1,3+4) run in b+1,2_d+2,3 --- (89)
- WS (1,2),3~5, db+2, f+1, uf+1+2,1~5 B! (Alisa b+3+4,3+4) 1+2,1+2 --- (89)

- WS (1,2),3~5, db+2, f+1, uf+1+2,1 B! 1+2,1+2 --- (71)

- WS (1,2),3, b+4,3~5 B! (Bob WS 3,3+4) fff+4,1,4 --- (85)
- WS (1,2),3, f+1, f+1, b+4,3~5 B! (Bob WS 3,3+4) ff+2,3 --- (84)




- (ub+3+4),1+2 -

- (ub+3+4),1+2~5, db+2, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) 1+2,1+2 --- (100)
- (ub+3+4),1+2~5, d+2,3, 2, ff+2~5 B! (Alisa b+3+4,3+4) dash, b+1+2,1,2 --- (99)

- (ub+3+4),1+2~5, db+2, d+2,3, f+1, ff+2 B! ff+3, CD 2(~5) --- (84)
- (ub+3+4),1+2~5, db+2, d+2,3, f+1, ff+2 B! ff+3, b+1+2 --- (83)

- (ub+3+4),1+2, df+1,1, b+4,3~5 B! (Bob WS 3,3+4) ff+2,3 --- (93)

- (ub+3+4),1+2, dash, b+1, WS 1,2, f+1, b+4,3~5 B! (Bob dash 1+2,1+2) bf+2 ---
(90)




- BT 3+4 -

- BT 3+4, BT d+4, WS 1,2, f+1, b+4,3~5 B! (Bob dash 1+2,1+2) bf+2 --- (93)
- BT 3+4, BT d+4, WS 1,2, b+2,1~5 B! (Bob WS 3,3+4) ff, d+2,4 --- (93)




- DES 2 -

- DES 2~5, UF,n,4, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) 1+2,1+2 --- (110)
- DES 2~5, UF,n,4, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) d+2,3 --- (107)
- DES 2~5, UF,n,4, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) ff+2_CD 1+2 --- (105)
- DES 2~5, UF,n,4, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) b+1+2 --- (103)
- DES 2~5, UF,n,4, d+2,3, f+1, ff+2~5 B! (Alisa d+2,4) CD 2(~5) --- (102)
- DES 2~5, UF,n,4, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) 1+2~f --- (102)
- DES 2~5, UF,n,4, d+2,3, f+1, ff+2~5 B! (Alisa uf+3,2) db+2_db+1+2 --- (101)

- DES 2~5, UF,n,4, d+2,3, f+1, ff+2 B! ff+3, CD 2(~5) --- (94)
- DES 2~5, UF,n,4, d+2,3, f+1, ff+2 B! ff+3, b+1+2 --- (93)

- DES 2, DES ff+2,1~1+2~5 B! (Bob WS 3,3+4) ff+2,3 --- (??)
- DES 2, DES uf+1+2~1+2~5 B! (Bob WS 3,3+4) fff+4,1,4 --- (??)




- DES f+1+2 -

- DES f+1+2, DES ff+2,1~1+2~5 B! (Bob WS 3,3+4) ff+2,3 --- (??)
- DES f+1+2, DES uf+1+2~1+2~5 B! (Bob WS 3,3+4) fff+4,1,4 --- (??)




- [CH] 4 -

- [CH] 4, dash, df+1,1, b+4,3~5 B! (Bob WS 3,3+4) ff+2,3 --- (104)
- [CH] 4, dash, b+1, WS 1,2, f+1, b+4,3~5 B! (Bob dash 1+2,1+2) bf+2 --- (101)
- [CH] 4, 1+2~5 B! (Bob uf,n,4) iWS 2~3+4,1,2,1,3+4 --- (101)




- [CH] b+4,3 -

- [CH] b+4,3~5 B! (Bob WS 3,3+4) fff+4,1,4 --- (79)




- [CH] f+3+4,3 (FLY 3) -

- [CH] f+3+4,3 (doesn't go through), d+1, WS 1,2, f+1, b+4,3~5 B! (Bob dash
1+2,1+2) bf+2 --- (82)
- [CH] f+3+4,3 (doesn't go through), d+1, WS 1,2, b+2,1~5 B! (Bob WS 3,3+4) ff,
d+2,4 --- (82)

- [CH] f+3+4,3 (goes through), turn around, WS 1,2, df+1, d+4,1+2 --- (57)
*does not work on small characters
- [CH] f+3+4,3 (goes through), turn around, WS 1,2, d+4,1+2 --- (53)
- [CH] f+3+4,3 (goes through), turn around, WS 1,2,3(~5) --- (47)




- [CH] KND 3 -

- [CH] KND 3, WS 1,2, f+1, b+4,3~5 B! (Bob WS 3,3+4) ff, d+2,4 --- (75)
- [CH] KND 3, WS 1,2, df+1, f+1, b+4,3~5 B! (Bob dash 1+2,1+2) bf+2 --- (74)
- [CH] KND 3, WS 1,2, uf+4,4~5 B! (Bob WS 3,3+4) ff, d+2,4 --- (74)
- [CH] KND 3, WS 1,2, uf+4,4~5 B! (Bob WS 3,3+4) ff, b+4,3_b+2,4_bf+2 --- (71)




--- Wall (W!) ---

- df+2, df+1,1, b+4,3~5 B! (Bob WS 3,3+4) db+2,2 W! 1, ff+1+2,2 --- (104)
- df+2, df+1,1, b+4,3~5 B! (Bob WS 3,3+4) db+2,2 W! 1,2, f+1+2 --- (102)
- df+2, df+1,1, b+4,3~5 B! (Bob WS 3,3+4) b+2,4 W! ff+1+2,2 --- (102)
- df+2, df+1,1, b+4,3~5 B! (Bob WS 3,3+4) db+2,2 W! f+3+4,1,2,1,3+4 --- (101)



- b+2,4 W! b+4,3~5 B! (Bob WS 3,3+4) ff+1+2,2 --- (105)
- b+2,4 W! b+4,3~5 B! (Bob WS 3,3+4) d+2,4 --- (99) *hits all



- VS Bears -

- b+2,4 W! b+4,3~5 B! (Bob WS 3,3+4) ff+2,3 --- (106)
- b+2,4 W! b+4,3~5 B! (Bob uf+1+2,1+2) f+3+4,1,2,1,3+4 --- (100)


--

Alisa Bryan combo



Df2/df1 1/b3 4 ~5TA!/ b2 1 4/fff3 (85 damage)

B3+4 3+4 B ~5TA!/b2 1 4/f4 1 4 (89 damage)

Ws2 ~5TA! /FF4 ~5TA!/D2 4/F1/B3 F 4 12 (97 damage)

B3+4 ~5TA/FF4 ~TA/D2 4/F1/B3 F4 1 2 (92 damage)

new update combo 6 feb 2013 :

Ws2 ~5TA! /FF4 ~5TA!/b3+4 3+4/B3 F3/D3 2 (98 damage)

Df2/df1 1/b3 4 ~5TA!/ b2 1 4/BF2 (86 damage)

B3+4 3+4 B ~5TA!/b2 1 4/F1 UF3 4 (89 damage) (great for oki game)

B3+4 3+4 B ~5TA!/b2 1 4/f1 ff2 3 (89 damage) (good wall carrier)

1+2/df1 1/b3 4 ~5TA!/ b2 1 4/bf2 (93 damage)

ff1+2/d1/ws1 2/f1/b3 4 ~5TA!/B2 4/bf2 (85 damage)

Bryan Alisa combo

Uf4/db2/f4 1 ~5TA/b3+4 3+4 /df2 3 (86 damage)

UF4/f4 1 ~5TA/D2 4/DASH B3 F 4 1 2 (89 damage)

F4 1 ~5TA! / D2 4/F1/ B3 F4 1 2 (78 damage)

Ws1 ~5TA!/df1 1/b4 3 ~5TA!/b2 1 4/ fff2 (88 damage)

Qb4/db2/f4 1 ~5TA/b3+4 3+4/df2 3 (85 damage)

Ws2 f2 5~TA/df1 1/b4 3 5~TA/b2 1 4/fff3 (103 damage)

Qb4/f4 1 ~5TA!/b3+4/f1/b3 f4 1 2 (83 damage) inconsistent note : only work on
big char like
jinpachi, try on jack6 but f4 1 cannot connect


new update combo 6 feb 2013 :

Uf4/db2/f4 1 ~5TA/b3+4 3+4 /1+2 2 (88 damage)

UF4/f4 1 ~5TA/ boot 1 2 1 3+4/running 3 (88 damage)

UF4/f4 1 ~5TA/ws2 boot 1 2 1 3+4/running 3 (99 damage)

Qb4/db2/f4 1 ~5TA/b3+4 3+4/1+2 2 (87 damage)

DF3/f4 1 ~5TA/ boot 1 2 1 3+4/running 3 (86 damage)

df3/db2/f4 1 ~5TA/b3+4 3+4 /1+2 2 (86 damage)

jet upper/b3 f3/f4 1 ~5TA/B3+4 3+4/1+2 2 (88 damage)

jet upper/ff4 ~5TA/b3+4 3+4/B3 F3/D3 2 (88 damage)

uf4/db2/f4 1 ~5TA/ff3 4 4/ff3 hold (91 damage)


---

Alisa - Ganryu Combos & Juggles





Alisa:



df 2 – b+1 – ws 1.2 – f+1 – b+4.3 – B! – uf+3 – i wr 2 = 82 Damage

df 2 – b+1 – ws 1.2 – b+2.1 – B! – df+4.1.2 – i wr 2 = 81 Damage



uf+4.4 – B! – uf+3 – f+2 – f+1.1 – d+4.1+2 =73 Damage



b+3+4.3+4 – B! – uf+3 – f+2 – f+1.1 – d+4.1+2 =90 Damage

b+3+4.3+4 – B! – uf+3 – b+1 – ws+1.2 – d+4.1+2 = 91 Damage



ff+1+2 – d+1 – ws 1.2 – f+1 – b+4.3 – B! – uf+3 – i wr 2 = 84 Damage

ff+1+2 – d+1 – ws 1.2 – b+2.1 – B! – df+4.1.2 – i wr 2 = 83 Damage



CH 4 – 1+2 – B! – uf+3 – dash b+1 – ws 1.2 – d+4.1+2 = 99 Damage

CH 4 – 1+2 – B! – uf+3 – f+2 – f+1.1 – d+4.1+2 = 98 Damage






Pure Red Life Juggles:




General Wall Carry, Saving Bound:
Taggable Launcher – dash df+1+2.1 – df+4.1.2 - W!



ws 2 – dash df+1.4.1 – 2.1.2 – B! – uf+2.1+2 = 83 Damage

ws 2 – dash b+2.1 cc b+2.1 – ws 1+2.1+2– B! – uf+2.1+2 = 83 Damage



b+1.4 – deep dash 4 – b+2.1 – ws 1+2.1+2– B! – df+4.1.2 = 96 Damage
(if off-axis or slightly outside the optimum range at close, the 2 of d+4.1.2
will whiff - so just use another ender)



b+3+4 – dash b+2.1 cc b+2.1 – ws 1+2.1+2– B! – uf+2.1+2 = 78 Damage

b+3+4 – dash df+1.4.1 – 2.1.2 – B! – uf+2.1+2 = 78 Damage

b+3+4 – df+1+2.1 – df+4.1.2 - W!
(optimum juggle to wall carry saving bound, instead of the generic one above)



1+2 – df+1.4.1 – 2.1.2 – B! – uf+2.1+2 = 79 Damage

1+2 – df+1+2.1 – 2.1.2 – B! – uf+2.1+2 = 82 Damage

1+2 – 4 – b+2.1 – ws 1+2.1+2– B! – df+4.1.2 = 84 Damage



Boot 4 – 4 – b+2.1 – ws 1+2.1+2– B! – df+4.1.2 = 90 Damage



DES 2 – uf+1+2 – b+2.1 – ws 1+2.1+2 – B! – df+4.1.2 = 92 Damage





?????





Ganryu:



df+2 – b+4.1 – B! – Boot 1.2.1.3+4 – wr 1+2 = 82 Damage


---


Alisa/Jack-6

df+2, 2, ff+1~5 TA!, ff+3,4,4, ff+1+2,2

df+2, 2, ff+1~5 TA!, b+3+4,3+4, ff+1+2,2

df+2, 2, ff+1~5 TA!, b+3+4,3+4, dash 2, b+3,2,2 (dash 2 hits in between)

uf+4,4~5 TA!, u+1+2, ws+2,3+4, fly 1,2,1,3+4 does 74



----

Alisa/Jack6 -

Alisa d/f+2, b+1, WS+1,2, 1, b+4,3B! TA Jack d/f+3,2, Alisa WR+2

Alisa u/f+4,4B! TA Jack 1,1 Alisa f+2, f+4,1,4 - probably most damageing - also
works with b+3+4,3+4 but timing of f+4,1,4 is not that strict as for u/f+4,4

Alisa WS+2,5 Jack f,f+1+2,5 Alisa b+2,1B TA Jack d/f+3,2 Alisa WR+2 (Need to
check if it works)

Alisa 1+2,5 Jack f+4, f,f+1B TA Alisa WS+2, f+3+4,1,2,1,3+4, Jack run d/f+3+4 -
also works for Jack's WS1 launcher.

Jack f,f+1+2,5 Alisa WS+1,2 , d/f+1, 1, b+4,3B! TA Jack d/f+3,2, Alisa WR+2

Alisa WS+[1,2],3,5 Jack b+4,4 TA Alisa f,f, 3,4,4 Jack f,f+1+2,2 ( Not very
consistent, but quite damaging)

Jack d/f+2, 1,1B! TA b+3+4,(Jack 2 between b+3+4 and 3+4)3+4, Jack f,f+1+2,2

Jack d/f+2, 1,1B! TA Alisa 4, Jack f+4, b+3,2,2 - Very good wallcarry alongside
pretty good damage.


For this combo I'm not sure about notation so I just capitalized UF for jumping.
Jack ff+2~5, Alisa UF+4, f+2, f+1, f+2, b+2,1B! TA Jack [uf+1], Alisa WR+2
95 damage

Jack WS+1~5, Alisa b+1, WS+1,2, f+1, b+4,3B! TA Jack [uf+1], Alisa WR+2
94 damage

Alisa b+3+4~5, Jack 1+2, 2, ff+1B! TA Alisa ff+3,4,4, Jack ff+4
93 damage

Alisa 1+2~5, Jack U+1+2, 2, 2 ff+1B! TA Alisa ff+3,4,4, Jack ff+4
97 damage

Alisa db+1,4~5, Jack UF+4, 2, ff+1B! TA Alisa ff+3,4,4, Jack ff+4
108 damage

Alisa WS+2~5, Jack dash, 1+2, 2, ff+1B! TA Alisa ff+3,4,4, Jack ff+4
98 damage



Alisa W! 1+2+5 B! TA Jack 1+2, 1+2, Alisa f+1+2, f+1+2
(if you use b+2, 1 to bound the second f+1+2 from Alisa will whiff)

Jack W! ff+1 B! TA Alisa b+3+4, 3+4 Jack f+4, f+4, db 1,1


--

Alisa / Jaycee:

- CH 4, f,f, b+1, WS 1,2, f+1,b+4,3~5 TA! d/b+1+2,1+2 f,f, f+1,b,f+2 97dmg

- CH 4, f,f, d/f+1,f+1,f+2,f+1,b+4,3~5 TA! d/b+1+2,1+2 f,f, f+1,b,f+2 92dmg

- u/f+4,4~5 TA! d/b+1+2 BRG 1+2 iWS 2~3+4 BOOT 1,2,1,3+4 75dmg

- d/f+2, b+1, WS 1,2, f+1, b+4,3~5 TA! d/b+1+2,1+2 f,f, f+1,b,f+2 80dmg

- WS 2~5 f,f d,d/f+1~4,1,d,d/f+1~4,1,d,d/f+1~4,1+2~5 TA! u/f+3,2 iSW 107dmg

- b+3+4~5_DES 2~5 d,d/f+1~4,1,d,d/f+1~4,1,d,d/f+1~4,1+2~5 TA! u/f+3,2 iSW
102dmg_107dmg, with DES 2 I suggest you do b,b before shotgun

- b+3+4,3+4~5 TA! d/b+2 iWS 2~3+4 BOOT 1,2,1,3+4 91dmg

- f,f+1+2, d+1, WS 1,2, f+1, b+4,3~5 TA! d/b+1+2,1+2 f,f, f+1,b,f+2 82dmg

- 1+2~5 d,d/f+1~4,1,d,d/f+1~4,1,d,d/f+1~4,1+2~5 TA! u/f+3,2 iSW 103dmg

- BACKUP 4~5 f,f,d,d/f+1~4,1,d,d/f+1~4,1,d,d/f+1~4,1+2~5 TA! u/f+3,2 iSW 115dmg

Jaycee/Alisa:

- CH 4, d,d/f+1~4,1,f,f+1,f,f+1,d,d/f+1~4,1+2~5 TA! u/f+3,2 iSW 94dmg

- u/f+4,3, d,d/f+1~4,1,d,d/f+1~4,1,d,d/f+1~4,1+2~5 TA! u/f+3,2 iSW 98dmg

- WS 1~5 b+1,WS 1,2, f+1, b+4,3~5 TA! d/b+1+2,1+2 f,f, f+1,b,f+2 79dmg

- WS 1,d,d/f+1~4,1,d,d/f+1~4,1,d,d/f+1~4,1+2~5 TA! u/f+3,2 iSW 95dmg

- qcf+2_d/f+2,1, f,f, d,d/f+1~4,1,d,d/f+1~4,1,d,d/f+1~4,1+2~5 TA! u/f+3,2 iSW
99dmg_106dmg

- b+1+2,d,d/f+1~4,1,d,d/f+1~4,1,d,d/f+1~4,1+2~5 TA! u/f+3,2 iSW 106dmg

- b+1+2,f,f,d+2,3,d,d/f+1~4,1,d,d/f+1~4,1+2~5 TA! u/f+3,2 iSW 99dmg

- SS 3+4, d,d/f+1~4,1,d,d/f+1~4,1,d,d/f+1~4,1+2~5 TA! u/f+3,2 iSW 108dmg

- f,f+4,SSR d,d/f+1~4,1,d,d/f+1~4,1,d,d/f+1~4,1+2~5 TA! u/f+3,2 iSW 102dmg

- f,f+4,d,d/f+1~4,1,d,d/f+1~4,1+2~5 TA! u/f+3,2 iSW 91dmg

- f+3~3,d,d/f+1~4,1,d,d/f+1~4,1,d,d/f+1~4,1+2~5 TA! u/f+3,2 iSW 102dmg

Main options with Jaycee doing the TA!

- TA! u/f+3,2iSW_f+2+3 most damaging, pretty hard to get the iSW in every
situation. If you do f+2+3 instead of iSW you get 6dmg less.

- TA! SSR d+4,1+2 iSW_iWR1 does 4dmg_8dmg less

- TA! SSL d/b+2,2 iSW_iWR1 does 7dmg_11dmg less


Wall

- (b+3)W! b+4,3~5 TA! 3~b~f 1+2,4,b,f+1+2 f,f+1+2:2 DES_d+2,4 107dmg_101dmg. If
you bind with u/f+4,4 it's gonna be 1dmg less.


- (f,f+3)W! u/f+2~5_b+1~5 TA! f+3+4 BOOT 1,2,1,3+4 d/f+3+4 95dmg_91dmg

- (f,f+3)W! u/f+2~5_b+1~5 TA! f,f+3,4,4 d/f+3+4 91dmg_87dmg

- W! b+2,1+2~5 TA! f+3+4 BOOT 1,2,1,3+4 d/f+3+4

- W! b+2,1+2~5 TA! f,f+3,4,4 d/f+4,2,b,f+1

b+2,1+2 is the most damaging B! option for Jaycee, but it has to be a little
high splat or it won't work; u/f+2 is the second most damaging but b+1 is just
more reliable. There's also iWS2,2 but I don't think is useful with this team.

---

Alisa / Jin

d/f+2, b+1, WS+1,2, b+2,1, TA! 1,2,4, WR+2

d+3+4, iWS+1,2, b+2,1, TA! 1,2,4, WR+2

f,f+1+2, d+1, WS+1,2, b+2,1, TA! 1,2,4, WR+2

b+3+4,3+4 TA! 1,2,4, f,f+3,4,4

u/f+4,4 TA! 1,2,4, f,f+3,4,4

WS+2, f+3+4 (FLY with DES), FLY+DES+2,1~1+2 TA! 1,2,4, WR+2

BT 3+4, BT d+4, ws+1,2, b+2,1 TA! 1,2,4, WR+2

Launcher, b,f+2,1, 1,3~3 TA! f,f+3,4,4 f,f+2

(Wallcarry to wall damage)

Launcher, b,f+2,1, 1,3~3 TA! d/b+2,2 dash d+2,1, W!

Launcher, b,f+2,1, 1,3~3 TA! f,f+3,4,4 deep dash d+2,1, W!

(Wallsplat without bound, straight angle)

Wallsplat, 1,2,3, TA! b+3+4,3+4, d/b+2,2,3
(This is really nice, and huge damage too. The first hit of b+3+4,3+4 hits,
then the first two hits of d/b+2,2,3 hits, and then Alisa flies back for the
last hit of b+3+4,3+4, then Jin kicks the last hit of d/b+2,2,3)

(Wallsplat without bound, any angle)

Wallsplat, 1,2,3, TA! b+3+4,3+4, 1+2

Wallsplat u/f+4,4 TA! b,f+2,1,2, f+1+2


---


Alisa/Jinpachi stuff:

Alisa starter:

df2, df11, b43(B!), ub12~f delay 34, wr2 (86)

b3+4_uf44(B!), db1+2, ws2~1+21213+4 (96_79)

b3+4~5, ff~u4, b1+2(B!), delay ws2~f1+21213+4, air throw (105)

Jinpachi starter:

df2, u4, b1+2(B!),delay ws2~1+21213+4, air throw (105)
df21, df31(B!), b3+43+4, 66, ub12~f delay 34 (99)

df1+2, d1(B!), ws2~1+21213+4, air throw (92)

ws11_ws21+2(h) (B!), ws2~1+21213+4, air throw (90_104ish)

Wall stuff:

Jinpachi (W!), df31(B!), b3+43+4 (hit u4 in between), f1+3 Might not be
optimized but deals good damage, (94) from 12(W!) starter.

Alisa (W!) df21, ff1+2j2 (has to be something better...).

Flight stuff doesnt work well off axis vs some, but ff344 filler with alisa
(into uf12~f~4) works as a lower dmg alternative for off axis.

EDIT: fixed notation (thanks rivie2x).

For the Jack-6/Alisa combo enders, ub1+2 does slightly more damage btw, and is
still as consistent.

I.e: df2 (2, ff1)_(1,1)(B!), ws2~3+4~1213+4, run ub1+2 (90_92)


---


Kuni, Ali

d/f+2, f3+4, f4 ~SET 1,2,4, B! u+3,2 f4~SET 4 = 90DMG, 11 HIT

ff+2, f3+4, f4 ~SET 1,2,4, B! u+3,2 f4~SET 4 = 102DMG, 11 HIT

d/f+1,3, ff3+4,2,3 B! b3+4,3+4 f4~SET 4 = 110DMG, 10 HIT

d/f+1,3, f3+4, f4 ~SET 1,2,4, B! u+3,2 f4~SET 4 = 116DMG, 12 HIT

b/u+3+4, f+2, f4 ~SET 1,2,4, B! u+3,2 f4~SET 4 99DMG,11 HIT

d/f+3,2, f+2, f+4, ~SET 1,2,4, B! u+3,2 f4~SET 4 111DMG 12 HIT

u1+2, d/f+2, f+4, ~SET 1,2,4, B! u+3,2 f4~SET 4 96DMG 11 HIT

u3+4, d/f+2, f+4, ~SET 1,2,4, B! u+3,2 f4~SET 4 97DMG 11 HIT

b1+2, d/f+2, f+4, ~SET 1,2,4, B! u+3,2 f4~SET 4 108DMG 12 HIT

ff3+4,2,4, B! b3+4,3+4 f4~SET 4 95DMG 8 HIT

ff+3,2, f+2, f+4, ~SET 1,2,4, B! u+3,2 f4~SET 4 95DMG 11 HIT

ch set 2 ~f+4,f+4~Set 2,1,4 !B ~TA u+3,2 , f+4~Set 4 92 damage

Kuni Solo

d/f+1,3, f3+4, f+4, f+4 ~SET 1,2,4, B! f4~SET 4 105DMG 11 HIT

df+2, f3+4, f+4, f+4 ~SET 1,2,4, B! f4~SET 4 79DMG 10 HIT

u/f+3 f3+4, f+4, f+4 ~SET 1,2,4, B! f4~SET 4 82DMG 10 HIT

df+2, f+3+4, 1, f+3+4, 1, iSET 1,2,4 B! f+d~SET 4 (80 dmg) [some credit to shi
no kage]
consistent on AK, King, Marduk, Drag and Miguel

df+2, f+3+4, 1, f+3+4, f+4~f SET 1,2,4 B! f+d~SET 4 (83 dmg)
i'm actually probably more consistent at getting to the B! Save this for bigs
much easier.

ALISA LEADING
ws+2~5, ff+3+4,2,4~5 TA!, b+3+4,3+4, f+4~f, SET 4
b3+4~5 f3+4, f+4 ~SET 1,2,4, B! u+3,2 f4~SET 4 100DMG 11 HIT

1+2~5, f3+4, f+4 ~SET 1,2,4, B! u+3,2 f4~SET 4 101DMG 10 HIT

b/u3+4,1+2~5 f+1, f+4 ~SET 1,2,4, B! u+3,2 f4~SET 4 92DMG 10 HIT

uf+4,4~5, kuni ssl 3,3, alisa ws+2,3+4, fly 1,2,1,3+4
Need to Add the Damage

Alisa Red Life Combos

b+3+4~5 f+3+4, f+4~f Set 214!B f+4~f~Set 4 83 RedLife
b+3+4~5 f+3+4,f+4, f+4~f Set 214!B f+4~f~Set 4 89 RedLife

Note: this one is much harder the trick is you have to do everything at the
earliest possible time otherwise it drops and your sad. My execution is not the
greatest so I have trouble with it the timing feels weird. But it is consistent.

LOW PARRY

f+4, f+4, f+4 ~SET 1,2,4 38DMG pretty much the standard for kuni
b+1, ws+1,2, f+1, ff+2 Alisa
b+1,1,2,b+2,4 Alisa The lazy combo but it works.

ch set 2 combos JTchinoy had one I just haven't posted it I'll get to it later.

Wall Combos
I am going to write something more in depth here but for wall combos for kuni
its basically ANY combo ~TA alisa b+3+4,3+4 during the first hit depending on
distance you want to W!, df+1, d+2,1,2,1+2 this does insane damage the problem
is some angles and distances you can't connect the d/f+1 because your not close
enough to it. But W! d+2,1,2,1+2 will work.


--

Alisa/Lars.

Alisa Lead
df+2, b+1, ws+1,2, f+1, b+4,3 TA! f+3~db, iWS+2~f, SE 1, d+2,4 staple
df+2, b+1, ws+1,2, f+1, b+4,3 TA! df+3,3, WR+2 easier combo when the opponent
is gonna die anyway
ff+1+2, d+1, ws+1,2, f+1, b+4,3 TA! f+3~db, iWS+2~f, SE 1, d+2,4
uf+4,4 TA!, ff+2~f, SE 1, f+1, f+4,1,4
b+3+4,3+4 TA!, ff+2~f, SE 1, f+1, f+4,1,4
b+3+4~5, f+3, DE 1, df+1, db+2~f, SE df+1~5 TA!, deep SSR b+3+4,3+4, df+3~d, DE
1~f, SE 1
ws+2~5, f+3, DE 2, df+1, db+2~f, SE df+1~5 TA!, deep SSR b+3+4,3+4, df+3~d, DE
1~f, SE 1

Alisa Lead, red life killing
ws+2~5, f+3, DE 2, 2, f+4,1,2, db+2~f, SE df+1 B!, dash db+2~f, SE 1_3
b+3+4~5, f+3, DE 1, 2, f+4,1,2, db+2~f, SE df+1 B!, dash db+2~f, SE 1_3
FLY 4~5, UF~n+4, db+2,1, db+2~f, SE df+1 B!, dash df+1, dash db+2~f, SE 1_3
1+2~5, f+1,2,3~d, DE 1, db+2~f, SE df+1 B!, dash df+1, dash db+2~f, SE 1_3

Lars Lead
f+1+2, df+2, db+2,1, db+2~f, SE df+1 TA!, uf+3,2, ff+2~f, SE 1_3
uf+4, f+1,2,3~d, DE 1~f, SE df+1 TA!, uf+3,2, ff+2~f, SE 1_3
uf+3, ws+2, db+2~f, SE df+1 TA!, uf+3,2, ff+2~f, SE 1_3
uf+3, ws+2~f, SE df+1 TA!, deep SSR b+3+4,3+4, dash df+3~d, DE 1~f, SE 1_3
difficult
fb+2,1 TA!, iWS+2,3+4, FLY 1,2,1,3+4, run up b+3~f, SE 1_3
ws+1~f, SE 3, db+2,1, db+2~f, SE df+1 TA!, uf+3,2, ff+2~f, SE 1_3
ws+1~f, SE 3, df+1, db+2~f, SE df+1 TA!, deep SSR b+3+4,3+4, dash df+3~d, DE
1~f, SE 1_3 difficult
CH db+4, ws+2,1 TA!, b+3+4,3+4, df+3~d, DE 1~f, SE 1

Lars Lead, red life killing
f+1+2~5, b+1, ws+1,2, f+1, b+4,3 B!, dash f+4,1,4 does not work on small
characters
f+1+2~5, iws+1,2, f+1, b+4,3 B!, dash f+4,1,4 universal
uf+4~5, b+1, ws+1,2, f+1, b+4,3 B!, dash f+4,1,4
ws+1~f, SE 3~5, f+1, iws+1,2, b+2,1 B!, dash f+4,1,4

Wall Combos
W! uf+4,4 TA!, 1+2~b, f+4,1,2,1, ff+1+2~2
W! fb+2,1 TA!, b+3+4,3+4, df+3~d, DE 2+3 W!, f+1+4 max damage
W! fb+2,1 TA!, b+3+4,3+4, df+1, f+4,1,2,1 the df+1 hits in between b+3+4,3+4
W! DE 1+2 TA!, FLY 1,2,1,3+4, f+4,1,2,1


---

Alisa / Leo

df+2, df+1,1, b+4,3~5 TA!, f+3~d, BOK 1,2, dash 1, bf+2

uf+4,4~5 TA!, f+3~d, BOK 4, KNK 1~d, BOK 1,2, dash 1, bf+2

b+3+4~5, f+3, b+1,4~df~uf+1, b+2,1+2~5 TA!, db+2,2, f+1+2

df+2, f+2, b+1,4~df~uf+1, b+2,1+2~5 TA!, db+2,2, f+1+2

Wall

W!, b+2,1+2~5 TA!, b+3+4,3+4, f+4~df, ws+1,4,1

W!, uf+4,4~5 TA!, f+4~df, ws+1,4,1, d+2,4(~1+2)


---


Alisa/Miguel

uf+4,4~5 TA!, df+1~f, df+4,1~f, SAV 1,2,1, WR+2

df+2,1~5, b+1 into staple

W!, uf+4,4~5 TA!, df+1~f, SAV 1,2,1, ff+1+2~2


Other than those, I use the same BnB's you do. I have some ideas that I haven't
tried yet:

W!, d+2~5 TA!, b+3+4,3+4, df+1~f, df+4,1,1 (df+1 hits in between)

ws+2~5, uf+1~5 TA!, iWS+2~3+4, FLY 1,2,1,3+4, f+2+3 (f+2+3 is the shoulder
tackle, right?

uf+4, 2,1, df+1~f, SAV 2~5 TA!, SSR b+3+4,3+4, deep dash 1+2, ff+2,2

W!, d+2~5 TA!, b+3+4,3+4, b+4, df+4,1,1

W!, uf+4,4~5 TA!, df+1~f, SAV 1,2,1, ff+1+2~2
---


Nina / Alisa

uf+4,4~5 TA! or b+3+4,3+4~5 TA!
- iWS+4,3, iWS+2~3+4, FLY 1,2,1,3+4

df+2, b+1, ws+1,2, b+2,1~5 TA!, iWS+4,3, iWR+2

Any taggable launcher~5, b+1 into staple juggle


W!, df+1, 1+4~5 TA!, b+3+4,3+4, df+1,2,f+1+2
W!, uf+4,4~5 TA!, 4,3,d+4,3, ff+2,3


df+2 b+1 ws+1,2 f+1 b+4,3~5 B! qcf+4,3 iwr+2
uf+4,4~5 or b+3+4,3+4~5 B! df+3,2 ss+1~b~u f+4,3,3+4 b,f+2
df+2 df+3,2 ss1~b~uf+4 1+4~5 B! uf+3,2 ff+1+2 held
b+1+4 uf+4 df+1 df+3,2 1+4~5 B! uf+3,2 ff+1+2 held
W! 4,3~d,4,3 $1 ff+1+2,2
w! f+3+4 1,2,1,3+4 f+1,2,1+2 or ff+1+2,2 f+1,2,1+2


--


Alisa LEAD/Ogre ASSIST
-(A)df2/CH4 b1 ws2,1 f1 b4,3~5B! TA (O)df1+2(A) ff2,3
-(A)uf4,4/b3+4,3+4~5 B! TA (O) uf3,4,3+4 (A) WR 3,4 (land this and you see your
opponent half life)
-(A)ff1+2 d1 ws1,2 b2,1~5B! TA(O)df3+4 3+4 (A) WR2
Red life killer
-(A)b3+4~5(O)fly 1 dash 3,2 db1B! dash b4,3,3+4
WALL
-(A)W! uf4,4~5B!(O)uf1+2 1+2(A) ff344/ff1+2,2

Ogre LEAD/alisa ASSIST
-(O)df1+2 df3,2~5B! TA (A) ff344 (O) ffly1,2,1+2
-(O)ws2 u3+4~5B! TA(A)ff344 (O)Dash ub3~f1,2,1+2
-(O)CH SS+4, WS+4, df3,2~5B! TA(A)b3+4 3+4(O)ffly 1,2,1+2
-(O)u+4~u, FLY+1,2,1+2~5B! TA(A)b3+4 3+4(O) ffly 1,2,1+2

Red life killer
-(O)ss2~5(A) b1 ws1,2 f1 b4,3 b! ff f414
WALL
-(O)w! df3,2~5B! TA(A)b3+4 3+4(O)[*in between alisa's b3+4 3+4]4 uf1+2 1+2


---

Alisa / Panda

d/f+2, b+1, WS+1,2, f+1, b+4,3, TA! u/f+4,3, WR+2

d+3+4, iWS+1,2, f+1, b+4,3, TA! u/f+4,3, WR+2

f,f+1+2, d+1, WS+1,2, f+1, b+4,3, TA! u/f+4,3, WR+2

b+3+4,3+4 TA! u/f+4,3, f,f+3,4,4

u/f+4,4 TA! u/f+4,3, f,f+3,4,4

WS+2, f+3+4 (FLY with DES), FLY+DES+2,1~1+2 TA! u/f+4,3, WR+2

BT 3+4, BT d+4, ws+1,2, b+2,1 TA! u/f+4,3, WR+2

CH 4, dash d/f+1~1, b+4,3 TA! u/f+4,3, WR+2

Standard Launcher, d/f+3,2 or b+1,2 TA! b+3+4,3+4, u/f+1+2 (after the first
hit), dash d/f+2,1 (after the second hit)

d/f+2,1~5 f+1, b+4,3 TA! u/f+4,3, dash f,f+2,3

f+1+2~5, b+1 (or d+1), WS+1,2, b+2,1 TA! u/f+4,3, WR+2

(Wallsplat without bound)

Wallsplat, d/b+1,2 TA! b+3+4,3+4, d/b+1+2,1+2,2 (do this after the first hit)

Wallsplat, d/b+1,2 TA! b+3+4,3+4, b,b+1+2 (do this after the first hit)
(unblockable setup)

Wallsplat b+4,3 TA! d/b+1+2,1+2,2 f+1+2 (easy staple)

Wallsplat b+4,3 TA! small delay b+3+4,1+2, b,b+1+2 (rocket punch setup)

Wallsplat b+4,3 TA! small delay b+3+4,1+2, f+1+2 (after the first hit) (setting
up for sidestepping and then punishing tag crashes)


--


Alisa/Roger Jr. (Damage)

df+2, b+1, WS+1,2, f+1, b+4,3~5 TA!, AGF, iWR+2 - 84

uf+4,4~5 TA!, d+1+2,1+2,2, iWR+3,4 - 73 (Must perform iWR+3,4 early to hit with
both kicks)

b+3+4, 3+4~5 TA!, d+1+2,1+2,2, iWR+3,4 - 90

FLY 4, iWS[1+2], WS+1,2, f+1, b+4,3~5 TA!, AGF, iWR+2 - 103
FLY 4~5, d/f+1+2~5 TA!, iWS+2,3+4, FLY 1,2,1,3+4, iWR+3+4 - 99

1+2~5, 1+2, f+4,3,2~5 TA!, u/f+3,2, d/b+1+2 - 90

d/b+3, d/f+1+2~5 TA! iWS+2, dash d+1+2,1+2,2 - 68

CH ff+2, dash 1+2, f+4,3,2~5 TA!, u/f+3,2, d/b+1+2 - 101
CH ff+2, WS+3[3]~5 TA!, iWS+2,3+4, FLY 1,2,1,3+4, iWR+3_iWR+3+4 - 109_113

uf+4, 1+2, f+4,3,2~5 TA!, u/f+3,2, d/b+1+2 - 79
uf+4, BOB 1, WS+3[3]~5 TA!, u/f+3,2, d/b+1+2 - 85

CH d/f+2_CH ff+3_CH b+4, d/f+1+2~5 TA!, iWS+2,3+4, FLY 1,2,1,3+4, iWR+3+4 -
89_97_97

3~4~5, b+1, WS+1,2, f+1, b+4,3~5 TA!, AGF, iWR+2 - 94

Wall
W!, uf+4,4~5 TA!, AGF, ff+1+2~2
W!, d/f+1+2~5 TA!, b+3+4,3+4, ROC 1+2, 3+4,3,4,3,4 (Cancel ROC 1+2 after the
second hit)
W!, d/f+1+2~5 TA!, b+2,4, AGF (off-axis combo)


--


Xiaoyu / Alisa

Xiaoyu Lead

df+2~1 or uf+3
-> df+2, ff+1+2,1+2~5 TA!, b+3+4,3+4, deep dash 1,d+2,1+2

df+2~1~5, f+1, iWS+1,2, f+1, b+4,3 B!
-> ~5 TA!, d+1+2, AOP b+3+4, RDS 1,4, iWR+2
-> dash f+4,1,4 (red life kill)
-> dash b+3+4~5 (back to Xiaoyu)

RDS 4~5, b+1, ws+1,2, f+1, b+4,3 B!
-> ~5 TA!, d+1+2, AOP b+3+4, RDS 1,4, iWR+2
-> dash f+4,1,4 (red life kill)
-> dash b+3+4~5 (back to Xiaoyu)

AOP uf+3,3, ff+1+2,1+2~5 TA!, b+3+4,3+4, deep dash 1,d+2,1+2

AOP uf+3,1~5 TA!, iWS+2~3+4, FLY 1,2,1,3+4, iWR+3

Alisa Lead

ws+2~5, iWR+3, AOP 1,2, RDS 2,2 B!
-> ~5 TA!, uf+3,2, dash 4~3
-> RDS 1,4 (red life kill)
-> RDS f+3+4,3+4~5 (back to Alisa)

df+2, b+1, ws+1,2, f+1, b+4,3~5 TA!, d+1+2, AOP b+3+4, RDS 1,4, iWR+2

uf+4,4~5 TA!, d+1+2, AOP b+3+4, RDS 1,4, f+3+4, FLY 1,2,1,3+4

Wall

W!, ff+1+2,1+2~5 TA!, b+3+4,3+4, b+3, RDS 2,2,1~d (Ling's b+3 hits in between
Alisa's b+3+4,3+4)

W!, uf+4,4~5 TA!, f+2,1,4, ff+1+2~2


---


YOSHIMITSU & ALISA

Yoshimitsu Leads
u/f+3, 3, d+2,2,d+1 TA! b+3+4,b+3+4 shark attack
d/f+2,2, 1, d+2,2,d+1 TA! b+3+4,b+3+4 shark attack
ff+4, BT d+2, ws+3,2 TA! dash b+3+4,b+3+4 dash shark attack
sword sweep, d/f+1, 2 or 1 for consistency, f+1+2 TA! b+3+4,b+3+4 shark attack
sword sweep, d+2,2,d+1 TA! b+3+4,b+3+4 shark attack
NSS d/f+2, b+2,1~KIN 1 TA! b+3+4,b+3+4 shark attack
u+3+4, d/f+1 dash a little if launched from range, 1, f+1+2 TA! b+3+4,b+3+4
shark attack
u+3+4, d+2,2,d+1 TA! b+3+4,b+3+4 shark attack
Bad Breath, d+2,2,d+1 TA! b+3+4,b+3+4 shark attack
Flash, d+2,2,d+1 TA! b+3+4,b+3+4 shark attack
ss+2, 1, 1,1 TA! b+3+4,b+3+4 shark attack

Yoshimitsu Leads, Damage Red Life
ss+2~5 1, 1, 1, b+4,3, B! ff+2,3
ss+2~5 1, 1, 1, b+4,3 TA! 4~3 4

Alisa Leads
d/f+2, b+1, ws+1,2, 1, b+4,3 TA! b+2,1 fff+2
u/f+4,4 TA! u/f+3+4,b+1,3+4 1 this will hit in between ff+2,3
u/f+4,4 TA! u/f+3+4,b+1,3+4 1 this will hit in between f+2,3,3
ff+1+2, d+1, ws+1,2, 1, b+4,3 TA! b+2,1 wr+2
BT 3+4, d+4, ws+1,2, 1, b+4,3 TA! b+2,1 wr+2
CH 4, dash b+1, ws+1,2, 1, b+4,3 TA! b+2,1 wr+2

Alisa Leads, Damages Red Life
ws+2~5 ff+4 slightly dash if neccessary BT d+2, ws+3,2 TA! dash b+3+4,b+3+4
dash shark attack

WALL CARRY COMBOS
TA! d/b+2,2 dash d+2,1 or dash d+2,2
TA! FLY 1,2,1,3+4 dash b+2,1 post bound juggle must be short otherwise either
last hit of FLY misses or second hit of Yoshi's b+2,1 misses

WALL COMBOS
WTA! b+3+4,b+3+4 d+2,2,d+1
WTA! b+3+4,b+3+4 u/f+3+4,b+1,4 inconsistent off axis
WTA! b+3+4,b+3+4 d/b+3,3,3,3,3,3 dizzy
WTA! u/f+3+4,b+1,4 b+2,4
WTA! f+3,4 1 hits between Yoshi's f+3,4 ff+2,3


--