Alice Senki 2/Hatsune

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Hatsune


Overview

Pros Cons
  • Spidergirl
  • She moves across the screen really quick
  • Great mobility on air and ground
  • Lots of antiairs and high priority attacks
  • Has some unblockables
  • Opressive attacker
  • Decent knockdown
  • Can heal herself up while doing damage
  • Air dash
  • SPIDERgirl
  • Squishy character and somewhat flaccid
  • Needs long combos to capitalize on damage
  • Light break techniques are kind of useless

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


5ahatsune (2).png
【5A】
  • Self cancellable, otherwise only cancellable into 2C (need to be close for it to combo), dash attacks and special moves. You can link a lot of 5As together because it travels a bit forward.
  • Can be linked into 2A on counterhit.
  • Can also work as a late antiair.
2a
【2A】
  • Can't self cancel but combos into b normals
  • Good priority unless you're fighting someone like Seed
  • This is her low profile move
5b.png
【5B】
  • Great advancing move with great priority.
  • Multipurpose move. Works as anti-air, to check combos and great poke.
2b.png
【2B】
  • Very good and fast anti air. Launches the opponent on hit


5chatsune.png
【5C】
  • Long reaching move that vacuums on hit.
  • Another decent anti-air when you have your foe on top of your head.


2chatsunealice.png
【2C】
  • Long reaching sweep type move
  • Hits three times if close enough, two times if far. Always does a light knockdown on last hit.
  • Long animation, try not to wiff it.
JAHATSUNEalice.png
【J.A】
  • Standard light jumping attack.
  • Useful for double overheads.
  • Good priority for air-to-air encounters.


Jbhatsunealice.png
J.b followup
【J.B】
  • Hatsune j.B is pretty weird in the sense that it has a followup and it it alternates between jb an jbb if you keep pressing the button. Pretty similar Wolverine's J.B from Marvel vs Capcom series.


Jchatsunealice.png
【J.C】
  • Multihit move while spinning. All hits are overheads.
  • Crossup with big hitbox.
  • Similar to 5C in that it vacuums on hit, unless it hits as crossup.

Dash Attacks


hop
J.A after dash a
【66A】
  • Her 66a is not an attack, just a short hop.
  • She can do air normals and dodge but she can´t airdash.
  • Cancelable from any normal move with the exception of 5C on first hit.


Wolverine´s 214 move
【66B】
  • Jump cancellable on hit and block.
  • Good surprise attack with amazing reach and priority.
  • One of her best regular moves along with 5B.
  • Cancelable from any normal move with the exception of 5C on first hit.
Dashchatsunealice.png
【66C】
  • Hits twice.
  • Can't jump cancel from this.
  • Cancelable from any normal move with the excep... nah, this one is pretty cancelable from 5C on first hit.

Throws

Hatsunetheowalice1.png
Hatsune Throw alice 2.png
【close 4C/6C】
  • You can combo her throw into a spiderweb or with breakforce.
  • Wall slams, so you can combo into 5B or 5A in the corner.
  • Soft knockdown.


【Air throw - close 6C】
  • Hatsune throws the enemy violently to the ground.
  • Can't follow-up with anything other than an unlikely well placed spider web.


Command Moves

J3chatsunealice.png
【J.3c】
  • Has good priority below her, although it comes out slowly.
  • Ground bounces on hit.
  • Good hitstun time.

Special Moves


All 3 versions look basically the same
【Spider Barrage - 236X】
  • A does 4 slashing attacks and is safe on block.
  • B Launches upwards on 7th hit.
  • C version has a lot of invincible frames and can go through a lot of things. Launches upwards on 13th hit.


421ahatsunealice.png
421balicehatsune.png
421calicehatsune.png
【Web Catch - 421X】
  • A version hits low and throws them high in the air. Can be followed by B version.
  • B version can work as a risky antiair. Best ender for a mind game situation.
  • C version has big hitbox on 45° and can be followed by B version as well. Can't hit small toons on the ground, but as soon as they leave the floor they can get caught by this. It can still hit some standing tall character like Makutsudo.



J421ahatsune alice.png
J421bhatsunealice.png
J421calicehatsune.png
【Air Web Catch - J.421X】
  • A version hits below her.
  • B version hits in front and above her.
  • C Hits below and the hitbox is bigger than the a version.


214ahatsunealice.png
214balicehatsune.png
214calicehatsune.png
【Arachno-Claw - 214X】
  • These moves are not blockable
  • A version hits close to hatsune. Good for wall combos. Light Break possible before the active frames just for deep layered mind games.
  • B version hits farther away. Good for mid-screen combos.
  • C is completely different than the other versionn. hatsune leaps forward and then does a command grab. Can be light broken at the end of a wiffed animation.
22sethatsunealice.png
22x release
【Spiderweb - 22X】
  • She sets a spiderweb that activates when you let go off the button used to set it. Can be hold all the time you want.
  • All 3 versions seems to work the same.
  • You can hold 3 webs at the same time, however that means you won't be able to press any attack buttons while doing it.



Lv3/Maximum Spider

624chatsunealice.png
624chatsunealicepart2.png
24chatsunealicepart3.png
【Maximum Spider - 624C】
  • This super is very similar to Venom's iconic super from the marvel series, but it is slower.
  • Incincible until the super flash screen.
  • Hits fullscreen.
  • Heals a bit of your lifebar.


Special Activation

23cdalicehatsune.png
【Soul Sucker - 236D】
  • Costs 1 gauge.
  • She gets lifesteal in her special moves. The amount of life recovered depends on the special move that triggers it. For example, each hit of spider barrage just heals up a little, 421B heals a lot and super moves heal the most.
  • It lasts for nearly 17 seconds.

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.


Alice Senki 2
General

FAQControls and NotationHUD, Menus and Training ModeNetplayMechanics

Characters

RanceSatsuHatsunePattonTiger JoeSeedRaysenEscalayerAriaMariaMakutsudoShizukaFanelAliettaMikiMenadNalzgisHanny KingDemons RanceLittle PrincessTADA