Comprehensive Guide to TTT2 Alisa

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Demoyon
prisoner of desires
Joined: May 2008
Posts: 2665
From: Philippines
#1 “Quote” Edit Post
Dedication

This guide is dedicated to all Alisa players who've stuck with her since T6:BR, even though her playstyle contradicts everything Tekken. Missiles, boosters, and exploding heads, anyone?


Foreword

This guide assumes basic Tekken knowledge such as spacing and punishment. Should you be unaware of these, please consider studying these links in order to get you started:

Legend
Basic Tekken dictionary of terms, stances, abbreviations, acronyms, etc.

Beginner Lounge
A specific forum where beginners can ask questions and learn more about the game.

TTT2 Alisa Forums
A place where discussion about Alisa in TTT2 occurs.

Please note that this guide was written quickly so there are possibilities of typos, errors, or things that make no sense at all. I will do my best to correct these mistakes. Also, this guide is not final, things are meant to change as improvements and new discoveries occur. This guide is written for everyone, thus everyone's input is greatly appreciated.


Introduction to Alisa

Alisa Bosconovitch (yes, the forum spells her name wrong) was first introduced in Tekken 6: Bloodline Rebellion as one of two new characters (alongside Lars). She is generally disliked due to her "less than traditional" method of fighting which contradicted how Tekken was meant to be. Adding to this was her playstyle; her movement was so good it forced players to turtle and abuse it, as well as having arguably one of the best lows in the game (db+3), only rivalled by hellsweeps. Her effective movelist is so small, people have mentioned that all you need to win with Alisa was spacing, punishment, and db+3. This led to having only one effective method of playing Alisa, which is turtling.

Fast forward to Tekken Tag Tournament 2, most of Alisa's abusable stuff was nerfed hard, notably her movement, 1,1, and db+3. Most of her new moves, while gimmicky, were almost useless because it was hard to apply them to her old playstyle. Thankfully, her movement nerf was reverted in TTT2u.


Alisa in TTT2u

Alisa is a very evasive character, using her great movement and range to keep opponents out of reach at all times. Her poking and keepout game is where her strength lies, thus this needs to be exploited as much as possible. However, Alisa has problems breaking down turtles, which leads to opponents easily and effectively countering her overall gameplay by simply turtling her out and rendering her keep-out useless. She also lacks quick, tag bufferable launchers, which is essential in this game. This led to her being placed low in tier lists worldwide.


Frame Data

Frame Data

In Tekken, knowledge is power. Being aware of how frames work is essential in creating mixups/setups as well as punishing unsafe moves for guaranteed damage.

Take note that the frame data above was translated from inatekken, which has a history of being unreliable. It is one of the very few sources of frame data readily available for TTT2u, so take it for what it's worth.


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

Last edited by Demoyon on Apr 1st, 2013 at 09:49

Demoyon
prisoner of desires
Joined: May 2008
Posts: 2665
From: Philippines
#2 “Quote” Edit Post
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)

Last edited by Demoyon on Dec 18th, 2012 at 23:46

Demoyon
prisoner of desires
Joined: May 2008
Posts: 2665
From: Philippines
#3 “Quote” Edit Post
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.

Last edited by Demoyon on Oct 11th, 2012 at 17:38

Demoyon
prisoner of desires
Joined: May 2008
Posts: 2665
From: Philippines
#4 “Quote” Edit Post
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.

Last edited by Demoyon on Oct 29th, 2012 at 16:08

Demoyon
prisoner of desires
Joined: May 2008
Posts: 2665
From: Philippines
#5 “Quote” Edit Post
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.


Credits and Thanks

Tekken Zaibatsu: for being an amazing website where people can learn and discuss Tekken

tyler2k: For his amazing T6 Dragunov Manifesto which served as the basis and skeleton for this guide.

Everyone who posted useful information about Alisa in the forums. Without you, some of this stuff wouldn't be known.

Chris: for teaching me most of what I know about Alisa, and for kicking my ass every time we play, especially when you completely destroy my gameplay with consecutive hellsweeps.

You: for reading the guide

Last edited by Demoyon on Oct 18th, 2012 at 05:50

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Demoyon
prisoner of desires
Joined: May 2008
Posts: 2665
From: Philippines
#6 “Quote” Edit Post
Reserved.
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Furb
5th Dan
Joined: Feb 2010
Posts: 50
From: Poland
PSN: FurbPL
#7 “Quote” Edit Post
Man, this is madness. Good job. Now our opponents will beat the crap out of us for sure . I would like to see normal hopkick (just 1 hit, without b!).
Demoyon
prisoner of desires
Joined: May 2008
Posts: 2665
From: Philippines
#8 “Quote” Edit Post
Just realized that I forgot to add her item move from the Battle Helmet. I might also add the generic female headdress throw since it's really useful. I'll do those tomorrow; need to sleep now. It's almost 1:00am.
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Mankat
2nd Dan
Joined: Sep 2012
Posts: 29
PSN: Mankat90
#9 “Quote” Edit Post
Holy Crap! Good stuff kind sir. I now know what I am reading when I get off of work.
EndTimes
Dragon Lord
Joined: Jul 2007
Posts: 843
From: United States
PSN: Shottanuhmis
#10 “Quote” Edit Post
best Alisa guide you forgot special tag partners but even without it amazing.
Signature Yuh know fi mek a ras clot dumpling?
Kiss mi granny mi know fi do it!
PaperSamurai
5th Dan
Joined: May 2012
Posts: 55
From: Philippines
XBL: PaperSamuraiX0
#11 “Quote” Edit Post
Amazing guide! Will definitely help me improve my Alisa! Good job!
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"The extraordinary is in what we do, not who we are."
Demoyon
prisoner of desires
Joined: May 2008
Posts: 2665
From: Philippines
#12 “Quote” Edit Post
Added her battle helmet item move to the move list, under misc.

Added the generic female headdress item move to the move list, under throws.

Added a tag section on post 5, just before the suggested changes section. For character allegiance, I still don't know her allegiance with Miharu both ways. If someone knows, please tell me so I can add it to the guide.


Thanks for the feedback, I really appreciate it.
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EndTimes
Dragon Lord
Joined: Jul 2007
Posts: 843
From: United States
PSN: Shottanuhmis
#13 “Quote” Edit Post
Alisa Allegience
Likes (+1): Yoshimitsu, Jin, Lee, Jack-6, Raven, Zafina, Lars
Dislikes (-1): Xiaoyu, Ogre
Hates (-2): Bryan

Alisa Lead
Alisa(Lead)+Jack 6: 1+3~5
Alisa(Lead)+Lars: 2+4~5
Alisa(Lead)+Ling: f,f+4~5 (Ling part is blockable)

Other People Lead
Jack 6(Lead)+Alisa: u/f+1+2~5, u/f+1+2~5
JC(Lead)+Alisa: 1+3~5
Lars(Lead)+Alisa: 2+4~5
Ling(Lead)+Alisa: f+2+3~5 (Featured in the Tekken Tag Tournament 2 Prologue)
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Mankat
2nd Dan
Joined: Sep 2012
Posts: 29
PSN: Mankat90
#14 “Quote” Edit Post
Originally posted by EndTimes
Alisa Allegience
Likes (+1): Yoshimitsu, Jin, Lee, Jack-6, Raven, Zafina, Lars
Dislikes (-1): Xiaoyu, Ogre
Hates (-2): Bryan

Alisa Lead
Alisa(Lead)+Jack 6: 1+3~5
Alisa(Lead)+Lars: 2+4~5
Alisa(Lead)+Ling: f,f+4~5 (Ling part is blockable)

Other People Lead
Jack 6(Lead)+Alisa: u/f+1+2~5, u/f+1+2~5
JC(Lead)+Alisa: 1+3~5
Lars(Lead)+Alisa: 2+4~5
Ling(Lead)+Alisa: f+2+3~5 (Featured in the Tekken Tag Tournament 2 Prologue)

You sure about Alisa disliking Ling? The Wiki has Alisa liking Ling but Ling disliking Alisa and I get rage quicker for Alisa with Ling on point.

Originally posted by Demoyon
Added her battle helmet item move to the move list, under misc.

Added the generic female headdress item move to the move list, under throws.

Added a tag section on post 5, just before the suggested changes section. For character allegiance, I still don't know her allegiance with Miharu both ways. If someone knows, please tell me so I can add it to the guide.


Thanks for the feedback, I really appreciate it.

I am going to say it is safe to assume that the DLC characters are going to be neutral for everyone since the Preorder characters are Neutral.
Demoyon
prisoner of desires
Joined: May 2008
Posts: 2665
From: Philippines
#15 “Quote” Edit Post
Originally posted by EndTimes
Other People Lead
Jack 6(Lead)+Alisa: u/f+1+2~5, u/f+1+2~5
JC(Lead)+Alisa: 1+3~5

The JC to Alisa one is the suplex into missile, right? And what does the Jack to Alisa grab look like? Sorry can't test now, don't have access to the game atm.

Also, can someone confirm the Xiaoyu and Alisa relationship both ways? I based my post on the allegiance chart posted way back then for the arcade version.
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dr4g0n
Moderator
Joined: Sep 2010
Posts: 653
From: Australia
#16 “Quote” Edit Post
Nice guide, dude. Pretty comprehensive. A few things that don't really fit into sections, but I think you should put in, because it's pretty useful.

b2,4 and uf3,2 are hit-confirmable moves that will W! That's pretty much what I use them for. Especially useful with uf3 crushing lows, and being cancellable into FLY. I think you can also cancel FLY and be completely safe, so it's not a bad option to just throw out there.

If you get a KND near the wall, db4 against an opponent that tries to quickstand will KND again (also works if they're just not blocking low, or roll to stand), and you get a free crouch cancel into d2,4. Note that if they try to move after the db4, occasionally the d2,4 will give you another W! into full combo.

EDIT: I just realised that I have the only male avatar in this thread... It's kinda weirding me out
Signature Requirements for PA: Must tie shoelaces, and give head

FC.df1+2; uf1+2

...CLOSE ENOUGH
Demoyon
prisoner of desires
Joined: May 2008
Posts: 2665
From: Philippines
#17 “Quote” Edit Post
Originally posted by dr4g0n
EDIT: I just realised that I have the only male avatar in this thread... It's kinda weirding me out

I share the same feeling, having a non-Alisa avatar

and uf+3,2, despite being hit-confirmable, is really punishable no matter the follow-up

uf+3 alone is -55 on block and -28 on hit... being launch punishable on hit really sucks
uf+3,2 is -13 on block
uf+3 into FLY or DES FLY can both be jabbed on reaction for a float

To be honest, I only use this move on quickstanders after hitting db+4. uf+3 will then connect on their back for a non-rollable uf+3,2, giving guaranteed grounded db+4 afterwards. Other than that, I only use this move for TA filler.
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dr4g0n
Moderator
Joined: Sep 2010
Posts: 653
From: Australia
#18 “Quote” Edit Post
Yeah, but as I've said, you can now cancel FLY with ~db, and the backwards movement makes you pretty safe. I've even baited out attempted punishers and made them whiff, then followed up with db(1),4 for the launcher. I'm not saying it's a magical formula for success. I just think it's a tool that's worth using.
Signature Requirements for PA: Must tie shoelaces, and give head

FC.df1+2; uf1+2

...CLOSE ENOUGH
EndTimes
Dragon Lord
Joined: Jul 2007
Posts: 843
From: United States
PSN: Shottanuhmis
#19 “Quote” Edit Post
Originally posted by dr4g0n
Yeah, but as I've said, you can now cancel FLY with ~db, and the backwards movement makes you pretty safe. I've even baited out attempted punishers and made them whiff, then followed up with db(1),4 for the launcher. I'm not saying it's a magical formula for success. I just think it's a tool that's worth using.


I gotta agree with this I initially did not really like the move but I played PaulZ alot who used it to also catch whiffs. Even at tournaments I used the move. Its also really sick at the wall. Ounce you get people to feel that your going to go low often or even you go low enough that they are looking for lows u/f+3,2 and its pretty hit confirm able as well. As Dr4gon mentioned you can make it safe by canceling into fly and then canceling it. Channel and AO use it.
Demoyon
prisoner of desires
Joined: May 2008
Posts: 2665
From: Philippines
#20 “Quote” Edit Post
Alright I'll try it out later at the arcade. I'll add it to the guide later when I get home after that; I'm at work now and the internet here is pretty bad.
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