Alisa Combos and Tech
Table of Contents
Punishment
10f
- 1,2 (2/4)
- 1,1 (use this) 1+2 for DST stance
12f
- 2,4
13f
- 3,2 (DES mixups)
14f
f3,2
f3,2 f3+4 2,1
15f
u4,4
b4,3
16f
df2
17f
f2,1
ws11f
ws4
ws13f
ws1,2
ws3,3
ws15f
uf4,4
ws17f
ws2
Mid Pokes
df+4
df1 (,4) (,1,2)
b+1 (,1+2)
f+2 (,1)
4
b+4 (,3) counterhit fishing move
b+3 good homing move
df+1+2 power crush
b,f,2 power crush
b2,(1 or 4) wall splat, doesn't jail
Low Pokes
d/b+3
ss4
d/b+4
db/4
Guaranteed db/4 and d2,3 after a crouch cancel at the wall
ff33 wallsplats get ups
FC Mixup
FC d/f+1+2 (LAUNCHES ON FDFA)
WS1+2
DES Stance
Transitions: FC df+1+2; 1,1; f+2; b+4,3; WS1,2; f,f+1+2,2
DES f+1
DES 1 (follow with f+3+4 1+2)
DES f+1+2 (f+3+4, 2, 1)
DES d+1
DES 1+2
Combos
uf+4,4
uf4,4 iws1,2,3 d+4,1+2 d+3,BAK 1
uf4,4 ws1,2,3 b2,4 S! (wr3,4_b4,4,3+4)
uf4,4 f+2 df+1,1 d+4,1+2 d+3,BAK 1
uf4,4 iws1,2,3 RD wr3,4 S! wr3,4
df2
df2 df1,2 f2 b2,4 S! (wr3,4_b4,4,3+4)
df2 b1 ws1,2,3 4 S! ff d3,1 (on axis only)
TODO CH b+4
df+2 df+1,1 d+4,1+2 d+3,BAK 1
CH 4
CH 4 dash b+1 WS1,2 1 uf+3,2
CH 4 S! dash b1 ws1,2 1 (b4,4_db2,2)
CH 4 S! dash ws1,2,3 b4,4
TODO f,f+1+2
f,f+1+2 d+4,1+2 f+2 1 uf+3,1+2
TODO CH d+3
CH d3 BAK 1 S! ff df2 df1 1 b4,4
WS2
ws2 3+4 BOOT 3 ws1,2 d+4,1+2 d+3,BAK 1
ws2 3+4 BOOT 3 ws1,2 b2,4 S! b4,4,3+4
TODO BAK3
BAK3 f,f,f d+4,1+2 f+2 1 uf+3 2
BAK3 > wr3,4 > f+2 > 1 > f+4, 1, 4
FC df1+2
fc df1+2, df1 1, d4 1+2 S!, d3 1
ff3,4,4
ff3,4,4 S! f,f df2_f2 df1,1 uf3,2
DES 2,1
DES 2,1 ff3,4,4 S! wr3,4
DES 2,1 b3 S! ff df1 1 (db2,2_b4,4)
DES f1+2
DES f1+2 DES df1+2 S! f3+4 BOOT2,1
RD
RD d+3,BAK1 f+2 1 uf+3 1+2
RD 3+4 FLY db+1~1 S! f+2 df+1 f+1 uf+3,2
Wall
Combos
ws1,2<3 (best oki)
1,2, CHARGED 2 (oki)
f,f+3,4,4 (damage)
f,f+1+2, 2 (chainsaws)
b+4,3 (sets up a 50/50 between d2,4 and the db1+2 stomp)
f2,3,3 (low splat)
Wall Shenanigans and Oki
d+2, 4 (mid mid resplat) d/b+1+2 (stomp)
Floor Break
Breakers
B+4,3 BOOT 1,2 hopkick
Finishers
d+2, 4
Combo dump
(Key: Red = category, Green = recommended juggle, @@ = footnote, — = condition for juggle)
- d/f+2, uf+4,4 or low parry: @@ (follow-ups that start with f+2, d/f+1,1 or d/f+1,1, f+2 can be replaced with ws+1,2,3, but are less consistent) + f+2, d/f+1,1, d+4,1+2 S! d+3,1 (Staple, max damage) . d/f+1,1, f+2, b+2,4 S! iWR+3,4 (Wall carry) . d/f+1,1, f+2, f+1, ff b+2,4 S! ff d+3,1 (1 more damage than recommended, difficult) --- uf+4,4 and low parry only + d/f+2, d/f+1,1, d+4,1+2 S! d+3,1 (3 more damage than recommended, only consistent off of low parry) . FC d/f+1+2, d/f+1, d/f+1, d+4,1+2 S! d+3,1 (only consistent on bigs) --- Floor break stage + f+2, d/f+1,1, b+4,3 F! 4 S! ff d+3,1 or iWR+3,4 (damage or carry) + b+3 S! ff d/f+2, d/f+1, f+1, uf+3,2 (uf+4,4 and LP only, floor break, F! uf+3,2 or ssr d/b+2,2) + f+2, d/f+1,1, b+4,3 F! b+3 S! ssr d/b+2,2 (carry) --- Medium+ only , f+2, d/f+1,1, 4 S! WR+3,4 (Easier carry than juggle 2 and splats higher) , b+1, ws+1,2,3, 4 S! ff d+3,1 or iWR+3,4 (1 more damage than recommended, only consistent off of d/f+2) , d/f+4, d/f+1,1, d+4,1+2 S! d+3,1 (1 more damage than recommended) --- Off-axis + 2,4_4 S! ff+3,4,4_F,4,1,4 (d/f+2 only) + ff+3,4,4 S! ff+2,3_F,4,1,4 (uf+4,4 only) --- Medium+ only in the back + FC d/f+1+2, d/f+1, d+4,1+2 S! d+3,1 (uf+4,4 only) --- Rage + f+2, d/f+1,1, RD~3+4~d, backup 1 S! d+3,1 (max damage) + f+2, d/f+1,1, RD, WR+3,4 S! WR+3,4 (max carry) + b+3 S! ff d/f+1,1, RD, ffF+4,1,4 (uf+4,4 and LP only) . f+2, d/f+1,1, RD, WR+3,4 S! uf+3,2 (floor break, F! d+2,4) - 1+2: @@ (same juggles as d/f+2/uf+4,4/lp) + d/b+2,2, f+2, d/f+1, d+4,1+2 S! d+3,1 + d/f+2, d/f+1,1, d+4,1+2 S! d+3,1 (consistent off of 1+2) - f+3,2: + DBT+2,1 (staple, floor break, F! ff+2,3_4 W!) --- Rage + F for two steps, RA - CH 4 S! or CH (2,)3,3 S! or CH (b+2,)4 S! or CH (2,)4 S! or CH (1,2,)4 S! or CH (ws+3,)3 S!: + dash d/f+1,1, f+2, f+1, uf+3,2 (max damage. consistent, floor break, F! uf+3,2) + dash d/f+1,1, f+2, f+1,2, d+3 (good balance of damage/carry, see d+3 W!) , dash b+1, ws+1,2, f+1, uf+3,2 (more consistent on smalls, best if CH 4 trades) , dash b+1, ws+1,2, f+1, ff+1,2, d+3 (max carry, see d+3 W!) --- Rage + ff b+1, ws+1,2,3, RD, d+3,1_WR+3,4 (max damage/carry) , d/f+1,1, f+2, f+1, RA - ff+3,4,4 S! or (CH (b+1,)1+2, d/b+1~1 S!) or (CH (ws+1,)2,3, 4 S!) or first hit BB! or WB! d/b+1~1 S!): + ff d/f+2, d/f+1, f+1, uf+3,2 (floor break, F! uf+3,2_ssr d/b+2,2 W!) + ff d/f+2, d/f+1, d/f+1,1, d+3 (good balance of damage/carry, see d+3 W!) , ff d/f+2, d/f+1, f+1, ff+1,2, d+3 (max carry, see d+3 W!) --- Medium+ only + (f+1,)1, d/f+1, f+1, uf+3,2 (max damage, floor break, F! uf+3,2_ff b+2,4 W!) (ff+3,4,4 only) - ff+1+2, d+3+4 or CH (1,2,)2: + d+4,1+2 S! f+2, f+1, uf+3,2 (consistent, floor break, F! uf+3,2_b+2,4 W!) , d+4,1+2 S! f+2, f+1, ff+1,2, d+3 (carry, see d+3 W!) , iWS+1,2,3 to follow-ups in d/f+2_uf+4,4_low parry (max damage/carry, inconsistent) , d+4,1+2 S! f+2, d/f+1,1, d+3 (good damage/carry balance) --- Rage + d+4,1+2 S! ssl, f+2, f+1, RA (max damage, consistent) + d+4,1+2 S! ssl, f+2, RD, ffF+4,1,4 , d+4,1+2 S! ssl, f+2, f+1, RD, WR+3,4 (carry) , d+4,1+2 S! ssl, f+2, f+1, RD, uf+3,2 (floor break, F! d+2,4) , iWS+1,2,3 to follow-ups (max damage/carry, inconsistent) - (1,2,)[2] or CH (b+2,)1 or DES uf+1+2~1+2: @@ (same juggles as ff+1+2_d+3+4_CH (1,2,)2_CH (b+2,)1) + iWS+1,2,3 to follow-ups (consistent) + d/f+1,1 to follow-ups (consistent if at range 0) - CH SBT 3 or CH b+4: + ws+1,2,3 to follow-ups in d/f+2/uf+4,4/low parry --- CH b+4 only + d/f+2, d/f+1,1, d+4,1+2 S! d+3,1 (smalls only) + FC d/f+1+2, d/f+1, d/f+1, d+4,1+2 S! d+3,1 (consistent on Medium+ only) - ws+1+2 (one/two spin(s)): + cc d+3 (consistent) + cc d+4,1+2 S! ff+3,4,4_F,4,1,4 (frame perfect, axis-dependant, max damage) --- Floor break stage + cc d+4,1+2 S! ff b+4,3 F! uf+3,2 --- Bears only + ws+1,2, d/f+1, d+4,1+2 S! iWR+2 (consistent) , ws+1,2,3, wait, d+4,1+2 S! d+3,1 --- Hits opponent's right side , ws+1,2,3, d+4,1+2 S! d+3,1 - ws+1+2 (three spins): + ff d+4,1+2 S! ff+3,4,4 --- Floor break stage + ff d+4,1+2 S! uf+3,2 F! uf+3,2 --- Rage + ff d+4,1+2 S! RD, fff+4,1,4 - ws+2: + ~SBT 3, ws+1,2, d/f+1, b+2,4 S! ff d+3,1 (inconsistent vs. smalls) + ~SBT 3, ws+1,2, b+2,4 S! ssl, d+3,1 (most consistent) + ~SBT 3, cc d/f+1,1, d+4,1+2 S! d+3,1 (max damage, tight timing) , ~SBT 3, ws+1,2, f+1, 4 S! WR+3,4 (carry) , >SBT 3, ws+4, d/f+1, d+4,1+2 S! d+3,1 (good for hit-confirms) , >SBT 3, ws+4, d/f+1, b+2,4 S! iWR+3,4 (carry) , ~DBT 2>1+2 HW! f+1+2, wall follow-up --- Floor break stage + ~SBT 3, ws+1,2, b+2,1 F! 4 S! ff d+3,1 or WR+3,4 (carry or damage) , ~SBT 3, ws+1,2, f+1, b+4,3 F! 4 S! wall follow-up (only if you're close to the wall) --- Rage + SBT 3, cc d/f+1,1, RD~3+4~d, backup 1 S! d+3,1 (tight timing) + ~SBT 3, ws+1,2, f+1, 4 S! dash RA --- Rage & Medium+ only + ~SBT 3, ws+1,2, RD~3+4~d, backup 1 S! d+3,1 (or other ender after RD from earlier) - CH d+3: + ~backup 1 S! ff d/f+2, d/f+1, f+1, uf+3,2 (Floor break, F! uf+3,2) , ws+1,2,3 to follow-ups , ws+4, d/f+1, f+1, d+4,1+2 S! d+3,1 , backup 1 S! ff d/f+2, d/f+1, f+1,2, d+3 (carry, see d+3 W!) --- Medium+ only + backup 1 S! ff d/f+2, d/f+1, d/f+1,1, d+3 (carry, see d+3 W!) - CH d/b+2,2: + f+3,2 S! to follow-ups + 2,4 W! (at the wall) + d+4,1+2 S! to follow-ups (if the opponent holds D) - b+3+4: @@ (Only juggles from d/f+2_uf+4,4_low parry that start with f+2) --- Floor break stage: b+3+4,3+4 F! b+3 S! f+2, f+1, uf+3,2 - CH (d/f+1,)4: + d/b+4 - CH (1,)1: + d+4 - 2+4: --- Floor break stage @@ (Juggles from d/f+2_uf+4,4_low parry that start with f+2) - BT ws+1,2,3: @@ (Juggles from d/f+2_uf+4,4_low parry that start with f+2) - d/b+4: + cc d+3 + cc ff+3,4 hit confirm 4 (Not guaranteed, beats getup kicks and stand up) - DES 2,1: + ff+3,4,4 S! ffF+4,1,4 or d+3,1 or WR+3,4 (damage or carry) + f+2, d/f+1, d+4,1+2 S! d+3,1 (damage) + f+2, d/f+1, b+2,4 S! ssl d+3,1 or WR+3,4 , b+3 S! fff+4,1,4 or F>2, f+1, uf+3,2 , ff d/f+1,1, follow-ups (max damage, tight timing) --- Floor break stage + ff+3,4,4 S! b+4,3 F! ff+2,3_4 W! + f+2, f+1, b+4,3 F! 4 S! ff d+3,1 or iWR+3,4 , ff d/f+1,1, b+4,3 F! 4 S! ff d+3,1 or iWR+3,4 --- Rage + ff+3,4,4 S! ff+2+3, ffF+4,1,4 or uf+3,2 (F! d+2,4) or WR+3,4 , f+2, f+1, RD to follow-ups , ff d/f+1,1, RD to follow-ups - DES 2: + DES 1+2 S! DBT 1+2 (damage, floor break F! d+2,4) , DES 1+2 S! DBT 1 (oki, can lead to W! in DES) - DES f+1+2: + DES f+1 (hits opponent standing) + DBT 2,1 (floor break, 4 S! d+3,1 or WR+3,4) , DES 1+2 S! DBT 1+2 (floor break) , DES 1+2 S! DBT 1 (oki, can lead to W! in DES) --- Rage + RA - DES f+1+2>1+2: + turn-around, DBT 1+2 - DES 1: + DBT 1+2 (not guaranteed, only loses to side roll) - DES uf+1+2 or d/f+1+2 or f+3,1+2: + DES 2 (better follow-up situation) + DES d+1 (floor break, F! 4 S! ff d+3,1 or WR+3,4) - SBT 4: + ws+[1+2], ws+1,2, d/f+1, b+2,4 S! ff d+3,1 (max damage, inconsistent) + UF,4, d/f+1,1, d+4,1+2 S! d+3,1 (staple) , ws+[1+2], ws+1,2, b+2,4 S! ssl d+3,1 or WR+3,4 (damage or carry) , high parry, d/f+1,1, f+2, follow-up (meme) ! Floor break stage + UF,4, d/f+1,1, b+4,3 F! 4 S! ff d+3,1 or WR+3,4 (damage or carry) --- Rage + UF,4, d/f+1,1, RD to follow-ups - WR+2: + f+1+2 - FUFT 1+2,3+4: + WR+1+2 - backup 3: + fF, d/f+1,1, f+2 or iWS+1,2,3 to follow-ups (tough timing, I prefer iWS+1,2,3) + fF, d+4,1+2 to follow-ups (consistent, good for wall stages) - Rage Drive: @@ (Same juggles as from d/f+2_uf+4,4_low parry) + SBT 3 to follow-ups from WS+2~SBT 3 from above , d+3,1 S! to follow-ups off of d+4,1+2 S! from above , delay SBT~3, cc d/f+1,1, d+4,1+2 S! wait, d+3,1 (max damage, tight timing) --- Medium+ only + ~3+4~d, backup 1 S! to juggles from ff+3,4,4 S! - (ws+3,)d+3: + ws+1,2,3, d+4,1+2 S! iWR+2 or d+3 to oki - d/b+4 near wall: + FC d/f+1+2 - Balcony Break/Wall Break (post-screw) + use your own knowhow depending on the number of hits prior. Same for pre-screw juggles + uf+3,2 (up to 7 mid-air hits prior) + d+3,1 (unless if you're at the start of the juggle, Balcony Break only) + d+2,4 (>7 mid-air hits prior) - ws+1+2 (one or two spins) near wall: + ws+1,2,3 to follow-ups, be aware of the wall - High wall: + f+1+2 or 4 to wall juggle - WS!: + ssl, b+2,4 S! ff+3,4,4 + wall juggle S! next to wall: + ff+3,4,4 (optional ~1+2 transition to DES mix-ups) + ff+1+2~2 (max damage) - d+3 W!: + backup 1 (most consistent, can enforce wall mixups after) , backup 3 (can hit grounded) , ff+1+2~2 (max damage, inconsistent) - wall juggle: + 1, 2,3,3 (Mediums+ only, staple) + 1,2, f+1+2 (staple for small characters) + ff+3,4,4 (optional ~1+2 transition to DES mix-ups) + 1,2,[2] (best follow-up oki: b+3 beats tech block low and all get-up kicks, or you can go into FC and enforce a ws+1+2_FC d/f+1+2 mix-up, or do d/b+4 to beat tech block mid and regular get-up kicks) , 1,2, b+1 (leaves in FC for mixups) , f+1, ff+1+2~2 (max damage, tight timing) , ff+2>3 , ff+1+2~2 , b+4,3 to oki (b+3 vs get up blocking low, d+2,4 vs OTG, d/b+4 vs get up blocking mid) , d/f+1, f+1+2 (for low wall slumps) , d+3 (for low wall slumps at range) --- Rage + RA - DES 2 HW! + DES f+2, DES f+2, DES d+[2] - wall juggle in DES: + DES f+1+2 + DES b+2,1 (floor break, F! ff+1+2~2) + DES d+[2] --- Rage + RA - wall juggle on floor break stage: + b+4,3 F! 4 S! ff+1+2~2 , b+4,3 F! 4 S! 2,3,3 --- Rage + b+4,3 F! 4 S! RA