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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
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