Alice Senki 2/Hatsune
Overview
Pros | Cons |
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Gameplan
Just move and be annoying. She is one of the fastest characters in the game along with Aria and Escalayer. Many normal attacks have great priority to poke out. Be agressive, her rushdown techniques can be difficult to deal with, with many jump cancels into IADs, unblockables, command grabs, overheads, many antiairs... she's pretty good. She doesn't have amazing setplay as you might think by looking at her special moves (or maybe i just haven't played with her enough) but it is still pretty decent. Web traps are also very good, you can use them to do some spontaneous and original mixups that can't probably be planned, and you can use them even to make a stone wall in front of you while recovering your life or just playing a careful neutral game with patience. Webs are also amazing for some very entertaining combos, such as Testament, Mizusu or Kakyoin. Overall, well rounded character, rushdown focused but with great defensive tools.
Move List
Normal Moves
【5A】
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【2A】
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【5B】
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【2B】
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【5C】
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【2C】
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【J.A】
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【J.B】
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【J.C】
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Dash Attacks
【66A】
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【66B】
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【66C】
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Throws
【close 4C/6C】
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【Air throw - close 6C】
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Command Moves
【J.3c】
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Special Moves
【Spider Barrage - 236X】
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【Web Catch - 421X】
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【Air Web Catch - J.421X】
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【Arachno-Claw - 214X】
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【Spiderweb - 22X】
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Lv3/Maximum Spider
【Maximum Spider - 624C】
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Special Activation
【Soul Sucker - 236D】
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Miscellaneous
Light Break
- Air 421B when launching your enemy. This is easy to do.
- 214A just before the active frames.
- 214C only on wiff animation.
Break Style (B+C)
- Sautarelle/Catapult.
Special Defense
- Dodge/Roll.
Health
Health Recovery= Can recover up to 35%. It activates really fast, but the animation is very long and it is difficult to find a practical use for this. Instead, you can heal this spidergirl with specific combos involving her special activation.
Her health is average at 9800 but gets hit very hard.
Pressure
BASIC:
- 66b,J into anyting
- Normals into 66a to reset pressure
- 2C into instant air dash or J.2C
Combos
Meterless or one meter
- 5Ax5>236A/B
2A,5B,5C,...:
- vs most Middle weighted characters 2C(2)>66B, 214B, (5B),66B>J.B,B,3C>22A\/66B>22B, 5C(1), 8J.B,B,(B)>22C,\/421B ①
- vs Light characters 2C(2)>66B, 214B, 66B>J.B,B,3C>22A\/66B>22B, 5C(1), 8J.B,B>22C,\/421B ①
- vs Raysen 2C(2)>66B, 214B, 66B>22A, J.B,B,3C>22B\/5B>,5C(1), 8J.B,B>22C,\/421B ①
- vs Heavy and some middle weight characters like Makutsudo or Tiger Joe 2C(3)> and follow up just like middle weighted characters.
- vs Fanel 2C(2),66C(1)>22A, 66B>22B, C(1),J.B,B>22C,\/421B ①
- vs Fanel 2C(3)>421A, 421B ①. If you don't want to give too much meter to Fanel, use this instead because does almost the same amount of damage.
214A or 214C...:
- vs Light characters 66B>214B, 66B>J.B,B,3C>22A\/66B>22B, 5C(1), 8J.B,B>22C,\/421B ①
- vs Fanel 66B,J.66B\/5B,J.B,B,B,B,DJ.B,B,B,B,B,421B
- vs Tiger Joe or heavy 5B,66B,J.66B\/ 5B,J.B,B,etc...
- vs Fanel or light characters Throw>A+B,J.66,\/ 5B,J.B,B,B,B,DJ.B,B,B,B,B,421B.
- vs Raysen and probably light characters 236B>A+B,J.66B\/5B,J.B,B,B,B,DJ.B,B,B,B,B,421B. Air dash timing is clutch.
- vs Raysen and probably light characters 236B>421C. Pretty similar damage and much simpler.
From far away:
- vs Middle weighted characters (5B),2C(2)>66B, J.66B\/5B>421B ①
Corner combos:
- vs light and medium characters 2A,5B,5C(2),2C(3),66C(1),22A, J.B,B,3C,22B(hold the web for a pair of frames),\/66B>J.22C(hold the web a bit more)\/5B,2B>421B. This combos allows you to keep your opponent in the corner.
- vs light and medium characters (doesn't work on Patton) 2A,5B,5C(2),2C(2),66B>214A, 66B,J.B,B,3C>22A,\/66B>22B, 2B,J.B,B,C(4),DJ.B,B,3C>421B
- vs Fanel 2A,5B,5C(2),2C(3),66B, J.B,B,3C>22A,\/5B>22B, 5C(1),J.B,B>22C,\/421B ①
From the corner combos:
- vs Middle weight 5B,2B,5C(2),J.B,B,B,B,B>421B>A+B (switch sides),663C>22A\/66B,J.B,B,3C>22B,\/C(1),J.B,B,B>22C,\/421B ①. I think it is just better to go for the regular mid-screen combo.
Meterless or one meter
2A,5B,5C,...:
- vs most Middle weight as Tiger Joe 2C(3)>66B, 214B,66B>J.B,B,(B),3C>22A\/66C(1),A+B, J.B,B,3C>22A,\/ 66B/C(1)>22B, C(1),8J.B,B>22C,\/ 421B ①
- vs Raysen 2C(2)>66B, 214B, 66B>22A, J.B,B,3C>22B\/66C(1),A+B,J.B,B,3C>22A,\/
- vs most Middle weight as Tiger Joe 2C(3)>66B, 214B,66B>J.B,B,(B),3C>22A\/5B>22B, C(1),8J.B,B>22C,\/J.B,B,C,DJ.B,B,B,B,421C,\/ 421A, 421B ①. This one does a little less damage than the above one, but i think it is easier and more universal.
- vs Patton/Maria 2C(3),66B>214B, 66B>22A, J.B,B,B,3C>22B,\/ 66B,A+B,B,B,3C,22A,\/66B>214B, 66B>22B, 5B,5C(1),J.B,B,B>22C,\/ 421B ①
- Vs Middle Weight and Heavy like Rance: Throw>A+B,J.66B,\/5C(1),J.B,3C>22A,\/66B>22B, 5C(1),8J.B,B,B>22C,\/421B ①.
- Vs Middle Weight and Heavy like Rance: Throw>A+B,J.66B,\/66B,J.B,B,3C>22A,\/, etc...
Corner combos:
- vs Middle and Heavy characters like Tiger Joe 2A,5B,5C(2),2C(3),66B,J.B,B,3C>22A,\/ 66B>22B, 66B>A+B, J.B,3C,22A,\/66B>22B, C(1),8J.B,B,3C>22C,\/ 421B or air combo.
More than one meter
- vs some middle weight and heavy characters like Rance or Patton: 2A,5B,2B,5C(1),J.C(4),3C,22A(don't release it too soon)\/236D(Soul Sucker), 5B,5C(1)>22B, 5C(1),8J.B,B,B>22C,\/ 421B, run and 236B(4-6)>421C. This is not an optimal combo but will heal you a lot. Might be a good choice if you are getting whooped and you have about three hits left on your lifebar.
- vs Heavy 214C, 5B,5C(1),J.B,B,3C>22A,\/ 66B>22B, 5B,5C(1),8J.B,B,B>22C,\/ 421B ①.
- vs many but difficult on lighter characters 214A, 66B>214B, 66B,J.B,B,3C>22A,\/ 66B>22B, 5B,5C(1),8J.B,B>22C,\/ J.B,B,B,DJ.B,B,3C,421C,\/ 66C(1-2),A+B,J.B,B,3C>22A,\/ 66B>22B, 5B,5C(1),8J.B,B,22C,\/ 421B ①.
- 66B>214B/A, 63214C,A+B,J.66\/66B>214B, etc...
Mix-ups
The bigger the character, the easier to do her better mix-ups.
①:
- Dash, J.22A,\/5B,5C(1),J.C(4),3CZ>22A,\/66B>22B, 5B2B>421B ①. You have to run until you are next to your opponent, and then jump and input the 22A EXTREMELY FAST. If you try to input something like 292A for an instant air web, you'll probably never get the cross-up.
- Micro dash,J.66C. This is quite fast and can surprise the 2nd player with a crossup or not. If you hit them with a crossup, follow up with 5B,5C(1),2C(1-2),66B>214B, etc... You can also do J.663C(wiff) and go for a low attack.
- Micro dash,J.66421A. This is quite a tricky mix-up but is pointless because you can't follow it up with anything. Only reasonable if you did this knockdown outside a combo and need only 1 hit to kill your opponent.
- Dash, 214A or 214C. Just run close enough and do an unblockable. Simple and effective.
- Dash, 6D. If you know KOF series, this might seem similar to you. Just roll and switch sides or fake the crossup. If you pass through your opponent too late, they can mash A like professional Alice players do and kill your mix-up, so you need to time it right.