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OsirisKun

Alice Tools/Info KOF14

Sep 5th, 2016
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  1. Alice Notes:
  2.  
  3.  
  4. Standing
  5.  
  6. Far LP: 25 damage. Incredibly stumpy but crazy fast jab. Around -1 on block.
  7. -Chains into:
  8. --5LK
  9. --2LP
  10. --2LK
  11. -Cancels into:
  12. --Tiger Crack* (LK/EX)
  13. --MAX Cancel
  14. **This move performs the cr.LK before cancelling into Tiger Crack, but the input can be performed as though cancelling from f.LP
  15.  
  16. Close LP: 25 damage. Quick elbow bump. 0 on block, fast start up.
  17. -Chains into:
  18. --5LK
  19. --2LP
  20. --2LK
  21. --Auto-Combo
  22. -Cancels into:
  23. --Wolf Combination (LP/EX)
  24. --Tiger Crack (All)
  25. --Special Wolf Combination (Both)
  26. --Shadow Dunk (Both)
  27. --MAX Cancel
  28.  
  29. Far LK: 30 damage. Alice kicks out. Relatively slow for a Light Kick, but 0 on block and decent range.
  30. -Chains into:
  31. --Nothing
  32. -Cancels into:
  33. --Special Wolf Combination (MAX)
  34. --Shadow Dunk (MAX)
  35. --MAX Cancel
  36.  
  37. Close LK: 58 damage. Alice kicks twice, both dealing 30 damage before scaling. This has decent startup, but is very unsafe on block, so do a blockstring into Garnet Spin to make it safe(r). The opponent can mash jab out, so be careful.
  38. -Chains into:
  39. --Nothing
  40. -Cancels into:
  41. --Tiger Crack (All versions from both hits)
  42. --Wolf Combination (LP/EX from both hits)
  43. --Special Wolf Combination (Both versions, use first hit to input)
  44. --Shadow Dunk (Both versions, use firts hit to input)
  45. --Full Set Alice (Use first hit to input)
  46. --MAX Cancel (Both hits)
  47.  
  48. Far HP: 70 damage. Not as stubby as f.LP but still really stubby. Slow startup, but huge pushback and nice AA. You have to predict with this one.
  49. -Chains into:
  50. --Nothing
  51. -Cancels into:
  52. --Special Wolf Combination (Both)
  53. --Shadow Dunk (Both)
  54. --MAX Cancel
  55.  
  56. Close HP: 70 damage. Much faster and better AA than f.HP, but very unsafe on block. Nice pushback should keep you safe-ish.
  57. -Chains into:
  58. --Garnet Spin
  59. -Cancels into:
  60. --Tiger Crack (All)
  61. --Southtown Variation (LP/EX)
  62. --Wolf Combination (All)
  63. --Special Wolf Combination (Both)
  64. --Shadow Dunk (Both)
  65. --MAX Cancel
  66.  
  67. Far HK: 80 damage. Big range but a bit of startup. Pushes Alice forward a skosh. Like -1 on block.
  68. -Chains into:
  69. --Nothing
  70. -Cancels into:
  71. --MAX Cancel
  72.  
  73. Close HK: 80 damage. Alice lifts a knee. Nice startup, big pushback, but like -3~ on block.
  74. -Chains into:
  75. --Garnet Spin
  76. -Cancels into:
  77. --Tiger Crack (All)
  78. --Southtown Variation (LP/EX)
  79. --Wolf Combination (All)
  80. --Special Wolf Combination (Both)
  81. --Shadow Dunk (Both)
  82. --MAX Cancel
  83.  
  84. Blowback: 75 damage. Alice leaps forward a bit. This is actually a pretty fast move, and is 0 on block. Despite its appearance, this move hits mid.
  85.  
  86.  
  87. Crouching
  88.  
  89. LP: 25 damage. Stubby as f.LP, and just as fast. And safe. Pretty much the same thing.
  90. -Chains into:
  91. --5LP
  92. --5LK
  93. --2LP
  94. --2LK
  95. -Cancels into:
  96. --Tiger Crack (All)
  97. --Wolf Combination (LP/EX)
  98. --Special Wolf Combination (MAX [Buffer this])
  99. --Shadow Dunk (MAX)
  100. --MAX Cancel
  101.  
  102. LK: 30 damage. Not as long range as f.LK, but 0 on block and fast as hell. Hits low, too. Good button.
  103. -Chains into:
  104. --5LP
  105. --5LK
  106. --2LP
  107. --2LK
  108. -Cancels into:
  109. --Tiger Crack (All)
  110. --Wolf Combination (LP/EX)
  111. --MAX Cancel
  112.  
  113. HP: 70 damage. Another AA. As slow as f.HP, but can hit opponents crossing over you. Better button to use to catch jumpins. Not safe on block.
  114. -Chains into:
  115. --Garnet Spin
  116. -Cancels into:
  117. --Tiger Crack (All)
  118. --Southtown Variation (LP/EX)
  119. --Wolf Combination (All)
  120. --Special Wolf Combination (Both
  121. --Shadow Dunk (Both)
  122. --MAX Cancel
  123.  
  124. HK: 80 damage. Alice's sweep. cr.LK range, slowish, but like -4 on block with huge pushback.
  125. -Chains into:
  126. --Nothing
  127. -Cancels into:
  128. --Specials and supers, but since it's a sweep, they don't connect.
  129. --MAX Cancel
  130.  
  131.  
  132. Jumping
  133.  
  134. LP: 45 damage. Alice punches diagonally down. Fast button, but short. This does 40 damage if shorthopped.
  135.  
  136. LK: 45 damage. Alice kicks upwards. Good air-to-air button, fast too, but whiffs on some crouching opponents. This does 40 damage if shorthopped.
  137.  
  138. HP: 70 damage. Alice punches straight forward. Nice damage, but slowish with meh range.
  139.  
  140. HK: 70 damage. Alice kicks diagonally down. Really fast, great range, instant overhead on some. Use this button a lot.
  141.  
  142. Blowback: 90 damage. Alice kicks both legs up like in her j.LK, but slower. It's okay. Hits mid.
  143.  
  144. **All jumping moves cancel into Diving Tackle, although Blowback will not connect into it.
  145.  
  146.  
  147. Command Normal
  148.  
  149. Garnet Spin: 70 damage. Alice kicks in a windmill fashion forward. Around -3 with pushback, and it hits overhead.
  150. -Chains into:
  151. --Nothing
  152. -Cancels* into:
  153. --Tiger Crack (All)
  154. --Southtown Variation (LP/EX)
  155. --Wolf Combination (All)
  156. --Full Set Alice
  157. --MAX Cancel
  158.  
  159. **This move is special and super cancellable, but only if it is chained into. If it is the start of a chain or the opponent is not in hitstun, you cannot special cancel this move. This move is MAX Cancellable either way.
  160.  
  161.  
  162. Throws
  163.  
  164. Chabudai Gaeshi: 100 damage. Alice lifts her opponent's leg and throws them back. This throw is techable.
  165.  
  166. Seoi Nage Huu: 100 damage. Alice throws her opponent over her shoulder to fullscreen. This throw is techable.
  167.  
  168.  
  169. Specials
  170.  
  171. Tiger Crack: Alice's DP. Alice flies up with her knee and axe kicks her opponent down. This move is unsafe in all three versions, and the hits aren't even a real blockstring.
  172. --LK version: 88 damage. 2 hits, 50 on the first and 40 on the second before scaling.
  173. --HK version: 117 damage. 2 hits, 60 each before scaling
  174. --EX version: 144 damage. 3 hits, 40 on the first, 50 on the second, and 60 on the third before scaling.
  175.  
  176. Southtown Variation: Alice rushes forward with an elbow. If no button is pressed, or if the first hit whiffs, Alice hits the opponent and staggers forward, leaving her open.
  177. -If 6+P is pushed after the first hit connects, Alice attacks the opponent's feet quickly. This variation does more damage.
  178. --LP version: 107 damage. Two hits, 50 for the first and 60 for the second before scaling. This version is plus on block.
  179. --HP Version: 117 damage. Two hits, 60 for each before scaling. This version has longer startup, but is 0 on block.
  180. -If 6+K is pushed after the first hit connects, Alice hits the opponent again and bounces away, Kano Ball-style. This variation leaves Alice with a lot of recovery, but also leaves her at a massive screen distance from her opponent. This variation can use Diving Tackle after the second attack leaves Alice airborne.
  181. --LP version: 88 damage. 2 hits, 50 for the first and 40 for the second before scaling.
  182. --HP version: 98 damage. 2 hits, 60 for the first and 40 for the second before scaling.
  183.  
  184. --EX version: 124 damage. 3 hits, 50 for the first, and 40 for the last two before scaling. This version performs both the 6+P and 6+K variation, sending her about 65% of the screen distance away.
  185.  
  186. Wolf Combination: Alice's rekka. Alice punches forward, does an uppercut, and slams her opponent for a hard knockdown. This move becomes less safe the further into the rekka you are.
  187. --LP version: 113 damage. 3 hits, 30 on the first, 40 on the second, and 50 on the last before scaling.
  188. --HP version: 135 damage. 3 hits, 30 on the first, 45 on the second, and 70 on the last before scaling.
  189. --EX version: 142 damage. 3 hits, 50 on the first, 40 on the second, and 60 on the last before scaling. This version goes through all three hits automatically, and leaves the opponent bouncing, giving Alice the opportunity to continue her combo.
  190.  
  191. Diving Tackle: Alice has a divekick, and this is that. Alice spins toward the ground at a 45~ degree angle. The safe-ness of this move is dependant on when you hit them, just like any other jumping attack.
  192. --LK version: 70 damage.
  193. --HK version: 78 damage. 2 hits, 40 each before scaling.
  194. --EX Version: 110 damage. 4 hits, 30 damage each before scaling. This version is faster.
  195.  
  196.  
  197. Supers
  198.  
  199. Special Wolf Combination: A powered-up version of Tiger Crack with a stupid, stupid name. Alice does her Tiger Crack before spiraling up with more kicks. This move is just as unsafe as Tiger Crack.
  200. --Standard version: 179 damage. 8 hits, 30 for the first 3 hits, 20 for the last 5 before scaling.
  201. --MAX version: 340 damage. 14 hits, 50 for the first 3 hits, and 20 each for the last 11 before scaling.
  202.  
  203. Shadow Dunk: A powered-up version of Alice's Southtown Variation. Alice rushes forward with her elbow. If the elbow connects, she flies upward similar to her Special Wolf Combination, before slamming her opponent down. If the first hit whiffs or is blocked, Alice is incredibly unsafe.
  204. --Standard version: 186 damage. 5 hits, 50 for the first, 20 for the next 3 hits, and 80 for the final before scaling.
  205. --MAX version: 351 damage. 9 hits, 80 for the first, 20 for the next 7 hits, and 140 for the final before scaling.
  206.  
  207. Full Set Alice: Alice's climax. Alice hops forward with a punch. If she catches her opponent, they get sent through a few hits before getting knocked behind Alice. 416 damage.
  208.  
  209.  
  210. Alice is a neat character, in my opinion. She has some regular fighting game character stuff, like the DP the rekka, and the divekick, but also has Southtown Variation, which can leave her opponent guessing between blocking after the positive P variation or attempt to counter the distancing K variation. She has a small, but interesting, set of tools.
  211.  
  212. Garnet Spin is a pretty nice normal to have. If you get an unsafe normal blocked, but string it into Garnet Spin, you have a nice get-out-of-jail-free move. If you do end up landing the hit, you can special cancel that baby for some pretty cool damage.
  213.  
  214. However, Alice's set of tools is pretty limited. I find her lack of approaches to be a little disheartening, since the range for Southtown Variation is deceptively shorter than you're expecting. The divekick helps, but can still be pretty unsafe in most cases. She doesn't have any exceptionally big normals, outside of Garnet Spin, which can be pretty unsafe if it's whiffed.
  215.  
  216. Overall, Alice has a ways too go before she can party with the likes of pre-patch Nako, but don't count her out. As anyone will tell you, a practiced Alice can and will beat a mediocre K' any time. I recommend placing Alice first or second on a team, as she doesn't require a lot of meter for her damage potential, but her MAX combos are a force to be reckoned with. Good luck, and have fun!
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