Introduction
Source Game: Code of Princess
Story
Short story summary here
Gameplay
Health: 10,000
Commanding, low-risk oki off every touch. Strong air-to-airs. Lacks in overall damage compared to some characters, but the layered mixup game involving bombs more than makes up for it.
Move List
Light Attacks
6LL
Forward Light Attack 2x
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2L
Crouching Light Attack
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2LL
Crouching Light Attack 2x
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2LLL
Crouching Light Attack 3x
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Heavy Attacks
6H
Slide Kick
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Damage
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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Cancels
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Guard
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Hitbox
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Scaling
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900 [1200]
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14 [45]
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-6 [-3]
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1 [Launches]
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M
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-
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Chargeable. Charged version causes wall bounce on hit. The forward movement allows for 2E+S launch combos midscreen or picking up off an air-hit by chaining 6L6H. Mostly unsafe on block unless charged. Cancel Charged 6H into 4S into 5E for a fun and damaging corner route.
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2H
Crouching Heavy Attack
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Unique Attacks
Skills
4S
Explosive Bomb
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Damage
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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Cancels
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Guard
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Hitbox
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Scaling
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700
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33
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M
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-
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Explodes after 81 frames. This move is the corner-stone of Ali's pressure. Get a decent knockdown and throw it out. As mentioned above, you can time a 6E afterwards for pickup by whiffing 5L, which also sets up timing for 2H into a similar extension. Disappears if Ali is hit.
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4H+S
Explosive Bomb (Heavy)
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4S+E
Explosive Bomb (EX)
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Damage
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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Cancels
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Guard
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Hitbox
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Scaling
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600, 600, 600
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28
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M
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-
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Requires 1/2 a bar of the Skill Gauge. Explodes after 81, 91, and 101 frames. Covers the screen in Bombs, giving you a much wider timing window to approach and convert. This is actually very scary in a neutral situation, as the opponent cannot interact with the bombs and they explode later than 4S or 4HS. Disappears if Ali is hit.
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j.H+S
Hayabusa (Heavy)
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Damage
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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Cancels
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Guard
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Hitbox
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Scaling
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900
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14
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H
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-
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An aerial attack with great vertical and surprising horizontal range. Leads to full combo on air and ground hit in many situations. Disjointed and allows Ali to descend as early as she wants in her jump arc. Great for counterpoking. Great for suddenly turning a bomb you suspect will be blocked into frame advantage if you're airborne.
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j.4S
Aerial Explosive Bomb
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Damage
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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Cancels
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Guard
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Hitbox
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Scaling
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700
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Jump Dependent
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M
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-
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Explodes after 91 frames. Similar in application to grounded 4S, however, this move allows you to act out of an air-state when it recovers. j.4S into j.H+S, j.4S into j.2S and many other variations are useful for pressure, neutral and okizeme. Disappears if Ali is hit.
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j.4H+S
Aerial Explosive Bomb (Heavy)
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j.4S+E
Aerial Explosive Bomb (EX)
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Damage
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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Cancels
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Guard
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Hitbox
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Scaling
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600,600,600
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Jump Dependent
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M
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-
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Requires 1/2 a bar of the Skill Gauge. Explodes after 101, 111, and 121 frames. The notable thing is that this explodes far later than grounded 4E+S. Done off a forward jump, this covers a lot of ground and returns you to a state where you can approach afterwards, making it a pretty terrifying presence in neutral if you need to approach. Disappears if Ali is hit.
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Universal Commands
L+E
Offensive Skill (horizontal)
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8L+E
Offensive Skill (upward)
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j.L+E
Aerial Offensive Skill
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Ultra Skills
H+S+E 2x
Meteor Dance Lv. 2
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2H+S+E
Requiem Lv. 1
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Damage
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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Cancels
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Guard
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Hitbox
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Scaling
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2000
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26
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UNB
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-
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Requires 1 bar of the Skill Gauge. Frame 0 post-flash, meaning you cannot jump out if you're not in a throw invulnerable state when it goes off. Paired with 4S on knockdown, it can lead to some suspect unblockable setups. Would be way worse if trying to jump away from something like this didn't lead to full combo and oki when Ali runs her bog-standard pressure game. Leaves you in front of the opponent for some modest pressure afterwards.
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Strategy
Offense
Bomb Oki
Overhead:
4S > Whiff 5L > 6E > 4S Explodes > 5L Pickup
Low:
4S > walk forward > 2B > 4S Explodes > 5L pickup
Throw:
4S > walk forward > L+H > 4S Explodes > 4B pickup
difficult, easier in corner
Down Attack:
4S > walk forward > 3E > 4S Explodes > 5L Pickup
(the explosion should catch them trying to punish your 3E)
DP Bait:
4S > Whiff 5L > Block reversal > 4S explodes > 5L pickup
Alternative DP bait setups look like this[1]:
4S > walk back > 3B > 4S explodes > 5S~L > 2L Pickup
Can add a 2nd mixup if you use 5S+E instead
Universal Stuff
6E versus 3H is still quite the potent mixup even if you don't have a Bomb over your opponent.
Throws in this game can't be broken on reaction. Walking in and out of throw range can oftentimes provoke a reactionary throw break attempt, which can be punished with 3H and other normals.
Defense
Due to a lack of reversal options, you're getting out the ol' fashioned way. You can save meter for Guard Cancel, or you can look for outs to counterpoke or instant-air j.H+S.
Throws in this game lose outright to normals, so if you really expect a tick-throw you can 4E for CH damage.
Neutral
Depending on the matchup, you'll be throwing out Bombs and moving forward after them, jockeying for space. j.H+S is actually a very good poke here, as it masks when you actually intend to jump-in as you can do it at any point in the jump arc, and it cleanly beats out certain normals and anti-airs at range. If you can get your opponent to block a bomb, you can run throw mixups, go for an ambiguous crossup, or continue pressure.
3H is probably your longest button with the highest reward on hit, while still being a low. Learn to confirm off it right into EX Hayate > Flash to turn stray counterpokes into oki.
EX Bombs are very useful in matchups where you have trouble approaching. It's expensive, but your opponent is normally forced to answer them or risk being put in a bad situation.
Combos
Midscreen
5L,L,L,6H xx 5S~E
3H xx 5S~E
5L,L,L,6H xx 2ES > 9j.L,H xx j.5H+S > 4H xx 5S~E
6L,L,6H xx 2ES > 9j.L,H xx j.5H+S > 4H xx 5S~E
3H xx 5ES~S > 5L,L,L,6H xx 2ES > 9j.L,H xx j.5H+S > 4H xx 5S~E
Corner