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Immaterial and Missing Power/Alice Margatroid
- 1 Introduction
- 2 Moves
- 3 Combos
- 4 Strategies
- 5 Matchups
- 6 Frame Data
- More info: Touhou Wiki
Alice Margatroid: the seven-colored puppeteer. A loner at heart, she treats her dolls as her friends and keeps a wary attitude around others. Upon first glance Alice seems to be one of the weaker characters, with slow bullets and oddly-spaced attacks that have problems hitting at times. However, a proper Alice user will know that she is one of the few characters in the game capable of launching a seamless attack in the corner that, if properly set up, is utterly uncounterable by reversals or bombs. Her strength lies in superior okizeme, space control, and ranged rushdown.
[ Mid | Damage: 150*5 | Startup: 15 | Active: | Hit: +2 | Block: +1 ]
A long-ranged multi-hitting poke from one of Alice's dolls holding a pointy stick. This move is primarily best used at horizontal range, and also upon landing as you do not need to crouch like you would for 2A, cutting down on time it takes to come out. Keep in mind a couple things: there is a blind spot slightly in front of Alice with this move, where it will not have a hitbox, and that the range on this move is the same as 2A. You can combo both 5A and 2A into 6A, but because of 5A's slightly faster speed you will need to be more precise. Note that while this move hits mid, it is +1 on block.
[ Low | Damage: 200 | Startup: 7 | Active: 3 | Hit: 0 | Block: -1 ]
A low shin kick. Seemingly useless at first due to its short range, it has a number of factors that make it a good move. First, it's fast, at 7F startup, and you can catch opponents with it if they're close enough. Second, it hits low while she's standing, making it good mixup when you're in close and when the opponent is guard crushed. Third, if the opponent is in a jumping state you can link about 20 of these in a single combo before going into 6B 22C j.B finisher. Its primary use is to stop people from trying anything when close to you and to mix high-low during their guard crush.
[ Mid | Damage: 150*6 | Startup: 13 | Active: | Hit: D | Block: * ] (click thumbnail for animation)
An obscenely-ranged upwards swipe with Alice's pointy doll stick. This move has the same blind spot as Alice's 5A, and while it has the same horizontal range, its hitbox travels upwards extremely high, making it a move of choice for anticipatory anti-air. Note that an opponent whose trajectory is going to bring them next to Alice will not be hit by this move, so do not use it unless you are sure they are jumping at you. The exact blockstun off this move isn't really clear but it feels less advantageous than 5A. Because it hits mid, you are going to typically use this move in situations where you need a guaranteed knockdown (combo into 6A) or know that they will be recovering and open to hits. If you connect this move while they're already in the air, you can do it again and then into a slightly delayed 6A; if they block in the air, repeat until guard crush, or do a 236A and HJC9 in for the j.B guard crush trap. This move and 5A are prime moves in Alice's rushdown.
[ Low | Damage: 600 | Startup: 8 | Active: 5 | Hit: -3 | Block: -4 ]
A low kick. This move has slightly more range than 5B, but not much; it's also -4 on block, making it disadvantageous to use in situations where you do not have the upper hand. Generally, you would use this after a blocked 6DB as a frame trap, or when the opponent is already blocking a doll rushdown to throw a low hit into the mix. When close, you are best off comboing into 6B for a quick knockdown or a very fast low-high mixup string; at slightly farther distances, combo into 6A instead for the same result. Be careful, as there is a range where neither 6A nor 6B will connect, leaving Alice open for a moment. For these situations, you can choose to use 236, 5C, or whiff a 6B to cut down on recovery and possibly punish bad mashing attempts.
[ High | Damage: 900 | Startup: 16 | Active: 3 | Hit: D | Block: -6 ]
A long-ranged doll stab with pointy stick. This hits high but is -6 on block; you never want to use this move without canceling into something, whether it's 236, 214, or a simple 5C. Generally you use this move against people who block your 2A or 5A and want to immediately move afterwards; inputting the command fast will keep them in blockstun, and delaying it slightly will knock them down as their jump animation starts. This move generates pushback, blocked or not; your main priority as Alice is to corner someone and keep them at a particular range. Use 5A against people who like to dash forward into her blind spot, and 2A against jumpers, and cancel into 6A 5C. Whether it hits or not, they will be pushed back and your 5C will set up for further pushback until they are in the corner.
[ High | Damage: 800 | Startup: 9 | Active: 3 | Hit: D | Block: +1 ]
A boot to the nuts. This move is +1 on block, comes out just as fast as her graze attack (9F), and hits high; use it after 5B for a quick knockdown combo and high-low mixup. This move also wallslams on CH, allowing you to tack on damage afterwards. This move is best used in the corner; outside, you're better off using 6DB as it adds a bit more range due to the dash. When you've got the enemy guard crushed, you can alternate between 2B, 3DB and 6B at random intervals to keep them staggered, and if you land a 5B you can do a 6B for a knockdown. You can also go into her IABD j.B loop off a 22C (see combos section).
[ High | Damage: 150*4 | Startup: 16 | Active: | Hit: | Block: +5 ] (click thumbnail for animation)
An aerial version of her 5A, except it has a ridiculous +5 on block. To make up for this, the move has a blind spot like all of her A attacks, but its weakness is amplified in the air because she has trajectory and cannot easily change it. Be judicious in using this move. While it allows you to attack with impunity, a good opponent will anticipate and jump into Alice in the air, moving into her blind spot to CH her. When you do this move off an IAD or IABD, it becomes extremely annoying due to the low height at which she's approaching; 623s will whiff, bombs will miss, and you will not be able to stop it or counter after blocking it. Generally you will be using this move from IAD, IABD, and 8D to control 8D escapes in the corner.
[ High | Damage: 950 | Startup: 10 | Active: 4 | Hit: | Block: -7 ]
A downwards-angled kick. Comes out decently fast for an air normal. The primary uses for this move are during rushdown sequences when you're too close for j.A, or when you are anticipating an aerial escape as HJC9 j.B will solidly CH these attempts, wallslamming them and allowing for another followup hit. You pretty much never want to do a straight j.B with Alice, as her jump leaves something to be desired. Its best uses are during her excellent IAD/IABD (IABD j.B is a very fast overhead, and also a combo component).
[ High | Damage: 1000 | Startup: 28 | Active: 3 | Hit: -5 | Block: -6 ]
Alice winds up and throws a punch for a high guard crush. This move isn't that great since you have much more effective ways of guard crushing opponents. The armswinging telegraphs it very clearly, making it easily blockable along with its 28F startup. It will reel on CH, though. Avoid most of the time.
[ Low | Damage: 900 | Startup: 27 | Active: 26 | Hit: D | Block: +3 ]
Alice doesn't move, and instead sends out dolls spinning low to the ground for a low guard crush. While this is the only guard crush in the game that can be grazed, it's also the only guard crush that deals spirit damage. Its main use is when you've got the opponent in blockstun and need a little bit of spirit damage to crush their bar; if you do it right, due to IaMP's absolute guard they will be unable to avoid a crush. If they release block, they'll block high; if they block low, it'll chip the last bit off anyways. Afterwards you will be able to dash in and begin high-low mixups off 5B and 6B. Try not to use this move on its own too often as its 27F startup is very slow and susceptible to graze attacks. Since it also takes 0 spirit to do, it's good for when you're running low and need a pause to recoup some spirit. It's also +3 on block, allowing you to continue attacking afterwards.
[ High | Damage: 150*5 | Startup: 18 | Active: | Hit: +2 | Block: +1 ]
A dashing, grazing version of 5A. Unlike 5A, this move hits high, and due to the fact that it looks identical to 5A, you may score some spirit damage off someone blocking low. This move's use is limited, mostly because 6DB, while lacking in range, is superior in pretty much every other aspect (both are +1 on block though). At certain ranges you can use this when an opponent is in the corner being rushed down by dolls, keeping them in blockstun until your 214 is hitting them or what have you, but aside from that, not too much use.
[ High | Damage: 800 | Startup: 9 | Active: 3 | Hit: D | Block: +1 ]
One of the best graze attacks in the game. Alice does a sliding version of her 6B, which will wallslam on CH and knockdown normally. It's 9F to come out (rivaling some normal attacks from other characters) and +1 on block, meaning you can frametrap people who try to punish her after blocking it with a 5B or 2B. To counter this, simply walk back, don't attack, or HJ out of it if you're far enough. It also hits high, meaning you can dash in and kick off a chunk of spirit meter against someone blocking low against your doll rushdown. This move is very abusable because of its speed. Off a CH 6DB against a wall, IABD j.B into 2A/6A and continue setting up doll rushdown. This is the preferred move for going into her IABD j.B loop (see combos section).
[ Mid | Damage: 150*5 | Startup: 15 | Active: | Hit: D | Block: * ] (click thumbnail for animation)
A dashing, grazing version of her 2A. This move is great against people who like to spam bullets from too high up in the air, as 2A's height will reach them most of the time. It also kills people who think that half a screen is a safe range to begin firing bullets predictably. However, a couple things to keep in mind: do not abuse this move. It is slow, lasting the longest of her graze attacks, and depending on how its blocked, has variable blockstun (standing block leaves you at -5F, crouching leaves you at -14F). Throwing this out a few times should be sufficient to make the other player be more judicious in throwing bullets; if not, feel free to use it until they are. At closer ranges you are better off served by 6DB. This move can be canceled into a super if it connects, but you have to be fast about it.
[ Low | Damage: 450 | Startup: 13 | Active: 3 | Hit: +3 | Block: +2 ]
A dashing, grazing version of her 5B. This move only looks superficially similar to 5B; it is much slower to come out (almost twice as slow at 13F), but is +2 on block and hits low. Generally this move isn't used too much as you can't do much with it and its limited range leaves you open to be bombed, but you can throw it in certain rushdown patterns where the opponent is catching on to your 22B usage and you need a quick low hit. Its primary usage lies during guard crush state for the opponent: it staggers and is advantage on block, so use it in a high/low mixup with 6DB.
Alice sends a doll out, which shoots seven red bullets straight out after about a second and a half. The bullets disperse slightly in random directions as they fly across the screen. This is one of Alice's best pressure options when she's not in range of using her 236 or 214. When blocked, the bullets generate substantial pushback, sending the opponent into the corner which is where Alice's strongest game is. The move may seem subpar at first due to the delay of the bullets, but it is exactly the delay that makes this move good. At full screen, you can finish a 2A 6A (blocked or not) with 5C, mounting additional pressure once they get up; even if the 6A is blocked, opponents will generally not be able to punish you because of the range they are at. You can HJC this move in three ways depending on your position on the screen, covering open vectors with Alice's j.A while allowing the 5C bullets to fly beneath you to force the opponent to graze or block (and get pushed back). Once the opponent is cornered within Alice's optimal range, though, this move should be replaced with Alice's 236 and 214 for faster pressure.
Alice sends out a doll hovering slightly above the ground about three character widths away from her, and the doll fires seven yellow bullets that fly straight out and disperse slightly as they fly across the screen. The trick to this move is that the doll fires the bullets toward Alice; they shoot backwards. This move is excellent for people who love to tech roll forward on wakeup, because the doll is placed just far back enough that they have to block the reverse bullets as they stand. Generally you cancel this move into a 236 or a 214 so that they are pushed into a blockstring as they wake up. Its use is limited outside the corner; start relying on it only if your opponent is fond of forward-teching outside as well. An important thing to note is that if you are cornering an opponent, throwing this move closer than one character width from the edge of the screen will cause the move to "vanish"; the bullets will make a sound effect as if they are firing but will not actually come out.
Alice swirls around and lifts an arm, sending a doll in the air that shoots seven indigo bullets downwards at a shallow angle. The bullets disperse slightly in random directions as they fly across the screen. This move is similar to her j.C with the exceptions that it's done on the ground, and the angle is a bit wider than j.C, meaning you have to be just outside of the range you would use for j.C for that move to hit optimally. Essentially, if you want a ground-bound bullet to hit them while they are in blockstun for additional spirit damage, you are better off using 5C from the pushback it generates instead of this move. Even though 6C is faster, when canceled into 214 or 236 the delay of 5C becomes trivial.
Alice sends a doll spinning out about three character widths away from her that shoots seven orange bullets downwards at a steep angle. Utilizing this move properly is essential to Alice's rushdown, as it serves multiple purposes. First, Alice's jump trajectory is interrupted whenever she uses this move, causing her to drop straight down after it recovers. Second, as long as she is high enough she has time to do one more move afterwards, allowing you to do a fairly quick j.B after setting the j.C. If you are not in range for j.B to connect you can cancel the j.C with an airdash, giving you the same overhead or a crossup overhead if the opponent is behind you and you use a backdash. Be careful not to abuse this move in the wrong situations. Since Alice sends the doll three widths ahead, once you move yourself into j.B range for rushdown stop using this move as it would be a waste of spirit and the trajectory change puts you in danger of being hit by the opponent. Keep in mind you can also use this move to cancel j.A if you hit with it air to air, allowing you to potentially act again while the enemy is still in air blockstun.
Alice throws a doll down that hovers along the ground directly in front of where she did the move, bouncing up in the air and flying backwards to land three character widths from where she started. The doll then fires seven green bullets that scatter in completely randomized directions. This move is Alice's other air mobility option, as she is free to cancel her bounce trajectory almost immediately. Because the bounce sends her slightly upwards, you can use this move to prolong your time in the air if needed, or come down with a j.A from a height at which it would be difficult for the opponent to counter. The bounce also sends Alice backwards slightly, allowing you to readjust your positioning for airdashing back in with j.A. Doing this move low off a IAD allows you to airdash forward for a well-angled j.B.
Alice holds up a doll and fires nine yellow bullets forward that disperse slightly in randomized directions as they fly across the screen. While the dispersion makes the coverage better than her 5C, the fact that you have to be somewhat far from the opponent limits its use. Also, this move puts Alice in a primarily aggressive role in which she needs to HJC immediately in order to take advantage of the coverage the move offers. For this reason, it is better to use 5C due to the delay of that move which allows Alice more movement options for the same coverage.
Note: With all of Alice's f.A attacks, it is possible to HJC or cancel them before any bullets are released, but it will drain the same amount of spirit either way.
Alice sends a doll out that fires six green bullets that fly up at a 45 degree angle, dispersing slightly in randomized directions as they fly across the screen. This move can be used as half-assed anti-air, but generally it is similar to f.5B and f.6B: it comes out when you screw up judging the distance between close 2A and far 2A, and isn't a great move in general.
Alice hovers in the air and uses her doll to fire six orange bullets forward that disperse slightly in randomized directions as they fly across the screen. As with most of Alice's f.A attacks, you will usually get this when you misjudge the distance of her normal j.A. The move is relatively fast and allows you to do more afterwards but isn't a particularly strong attack, so if you see this coming out try to cancel it as soon as possible to get back in proper range for Alice's zoning.
Alice hovers in the air and uses her doll to fire six purple bullets downwards that disperse slightly in randomized directions as they fly across the screen. As with most of Alice's f.A attacks, you will usually get this when you misjudge the distance of her normal j.A. The move covers a rather wide angle downwards, but isn't great for approach or anything, so try to avoid getting it.
Alice lobs three dolls that fly through the air in a parabola and explode on contact with the ground from back to front. The dolls have no hitbox until the explosions, which can be grazed. This move is pretty bad; it's slow, easy to see coming, easily avoided, and doesn't help her rushdown game at all. Don't bother with it.
Alice lobs three dolls that fly through the air in a high parabola and explode on contact with the ground from back to front. This is the same move as f.5B and f.6B, but the dolls fly very high and explode about 2 character widths away from her (barely half-screen). You generally will never see this move used, as the only use for Alice's 2B is up close; at a distance, you will most likely never press the keys required to even accidentally do this move.
Alice lobs three dolls that fly through the air in a parabola and explode on contact with the ground from back to front. The dolls have no hitbox until the explosions, which can be grazed. This is the same move as f.5B, but she throws the dolls a bit farther. It's still pretty bad, so don't bother with it either.
Alice lobs three dolls that go just shy of half-screen, exploding on contact with the ground from back to front. This is the same move as her f.5B but airborne, and unlike her fj.A, you are committed to this move until landing, so try not to misjudge the distance when doing her j.B. Due to the application of her j.B, this shouldn't be an issue too often.
|Doll Creation/Manipulation - 236ABC
|Doll Placement/Control - 214ABC
|Doll Uncommanding - 623AB
|Bomb 1 - Magic Sign "Artful Sacrifice"
Alice lobs a doll that explodes in a fiery red ball of flames. This move will deal 50% spirit damage on block, and can be done off a blocked 6B, 6DB, or 6A without fear of reprisal. The opponent has a small window during which they can walk or normal jump, but if the timing is correct the opponent will not be able to HJ or backdash out of the explosion radius, and attempting to do so will result in a CH hit. The super will launch them into the air upon hit and be juggleable into itself until you run out of levels or spirit. You can also combo into this super off an anti-air 2A or 3DA in the corner. Artful Sacrifice's primary use as a first level spellcard is its ability to easily destroy half of your opponent's spirit meter with very little room for escape. While you will most often not land the move in a combo, you pretty much don't need to as it will allow you to easily reach your goal of guard crushing your opponent without needing them in the corner.
|Bomb 2 - Magipulation "Return Inanimateness"
Alice lobs a doll that explodes in a towering blue pillar of flame that reaches all the way up to the top of the screen. This move differs from Artful Sacrifice in a few vital ways. First, its horizontal radius is reduced so that you cannot trap with it like with level 1. Second, its vertical range is increased so that you cannot HJ out of harm's way if someone lobs a bomb at you full screen trying to punish a move you threw out. Third, its release is slower so you cannot combo it from an anti-air 2A or 3DA. Its spirit consumption is much higher; you can only do two without draining yourself, but it also launches and allows you to combo into itself for equivalent damage as twice as many level 1 bombs. Return Inanimateness is generally only useful in the corner because of its reduced width, and as far as spirit damage goes it deals quite a bit but doesn't completely outclass level 2 laser, making it somewhat of a dubious choice.
|War 1 - War Sign "Little Legion"
Alice throws out a ring of spinner dolls that occupy a fixed area in front of her. This move is the hardest spellcard for Alice to use as there is no simple, guaranteed setup for it; rather, all of its setups are off situationals, primarily blocked bullets or specials with long blockstun time. Also, because of this move's primary application, you won't be using it to deal damage directly the majority of the time; instead, you will use it to guard crush the opponent so you can continue to press your advantage. This move is best used near the corner where you can occupy the entire space an opponent has to escape, making it a very large 236A in terms of application. You would typically hit confirm off a blocked 5C, 2C (against forward techers), 236A, or 214A before throwing this move, although its not limited to these by any means. For Little Legion, Alice throws a ring of six spinning dolls that make almost one complete rotation before disappearing. The move scores 27 hits if it connects, deals roughly 30% spirit damage on block, and will consume about 40% of Alice's spirit. The primary use of this move is a guaranteed guard crush setup. If an opponent blocks this move, you will have enough time to connect two 22B's, which in conjunction with the existing spirit damage from the Little Legion will leave the opponent with roughly 10% spirit left. If you set Legion up off of a 2C 236A (against a cornered opponent teching forward) then that is essentially a guaranteed guard crush; off of 5C it may leave them with 1-2% spirit left, but Alice will be in a better position as she will have recovered from her own spirit usage as 22B's take no spirit to use.
|War 2 - War Command "Doll's War"
Alice throws two rings of twelve spinning dolls, the inner ring moving counterclockwise and the exterior rotating clockwise. The move lasts one and a half rotations and will score anywhere from 57-66 hits if it connects (depending on spacing). It will deal about 65% spirit damage while consuming the same 40% as Little Legion. The area that this move covers is truly ridiculous, occupying the entire half of the screen in front of Alice. Its optimal usage is when Alice is at max range of her 6A, and because of its added coverage, you do not necessarily need to set this move up in the same way as you would with Legion. Against many characters, if they are cornered, you can throw this move out and even if they roll forward on wakeup the move will have enough coverage to hit them as they stand up. The downside to this setup is that you sacrifice doll time for guaranteed coverage. You can still set it up in the traditional ways, and because of its extra spirit damage two 22B's will be enough to guarantee the guard crush every single time.
|Laser 1 - Curse Sign "Shanghai Doll"
A simple yellow beam, summoned by Alice from one of her dolls. This move is easily comboable off 2A, 6B, 6DB, and 6A except in the corner, as it has a blind spot very similar to those of her A attacks. You can even combo this move off air to air j.A if you time it tight enough.It doesn't hit very hard, lifebar or spiritbar wise, but it's easy to spam and hit confirm. For guaranteed damage you can use this card and connect it whenever you land a 2A 6A (as opposed to Artful Sacrifice, which you would use on a blocked 2A 6A only). If you can manage it you can hit them in the air with this move off a blocked anti-air 2A to deal more spirit damage and potentially lead into an aerial guard crush, but the level 2 laser is better for this.
|Laser 2 - Curse Sign "Hourai Doll"
Probably her best level 2 super. It deals good damage, roughly 70% spirit damage, and is basically unpunishable as long as you do not use it by itself. Once in a while you can also use this move in the same way you would throw Return Inanimateness at full screen to catch people trying to declare or throw bullets out, but you obviously won't get the juggle like you would with the bomb. You can also do this move after a corner 6DB combo for good damage.
Alice has only a few combos that are actually obvious. The further down you go on the list, the harder the combos become due to how situational everything is. Because you will be positioning dolls quite often as Alice, it is imperative to recognize what allows you to extend your hits and when you have an opportunity to land them.
- 2A 6A/5A 6A - The basic Alice BnB. 2A 6A (or 5A 6A) is relatively fast, long-ranged, and scores a quick knockdown that sends them across the screen towards the corner, where you want them. Usually after a knockdown, you will want to do 5C if you're farther away as it provides cover for you to move in afterwards. When you're closer to the corner, it's debatable what move you can use; 236 for zoning is good, and 214 is workable so as long as you're within the move's range. If this string is blocked, you can still go into your typical options and then HJC to move to safety or continue pressure as you see fit.
- 5B 6B/2B 6B/2B 6A - This is basically the close version of the 2A 6A BnB, with one notable change: you will be using 5C a lot less after 6B due to the close proximity at which this combo must be done. 5C is more or less an unsafe option on block, as you will be using her 236A mixups (see below) from it.
- CH 6DB Situational (near corner) - If you land a CH 6B or 6DB close to the wall, you will recover long before the enemy's wallslam stops. To capitalize, you can either IABD or IAD (depending on how deep you hit them) into j.B, then do either a 2A or a 6A when you land into a 5C. This will set up for further pressure and allow you to maximize damage off a wallslam while minimizing risk by keeping Alice on the ground.
- CH 6DB Situational (midscreen to corner) - Further away from the corner, at spinner's effective range, there is a better combo you can do off a wallslam. When you hit confirm a wallslam, do 236A, then HJC8 into j.BC. The j.B will kick them down onto the spinner, at which point you would airdash forward and j.BC them again during the hitstun of the spinner, and then airdash back with a j.A to complete the combo during the hitstun of the first j.C. This also keeps you within Alice's effective range as well as maximize damage from the wallslam, dealing about 1000 more than the other close-corner combo.
- IABD j.B loop - Alice can land this combo off a 6B or 6DB in the corner by using a bomb to cancel the move. Once you hit them with the bomb, jump forward then airdash back j.B and 6DB as soon as you land. You can cancel the 6DB with a second bomb if it will confirm the win for the round, but other than that conserve your bombs and end the combo there; if you have one more, you can do another IABD j.B followed by a j.B2C. The j.B2C must be done a bit slower after the bomb; if not, the opponent will be able to airtech above you to get initiative.
- 5B loop - Alice can juggle an airborne opponent with 5B up to 20 times by itself. If you are in a situation to hit an opponent with this (such as a deep j.B against someone just jumping up), you can do this for easy, bombless damage. The timing is fairly strict but not too difficult; simply tap 5B rhythmically until you want to end the combo, preferably with a 6B.
Spell Card Combos
Doll Rushdown Variants
Alice is known for her insane corner pressure. She has two primary patterns in the corner, both initiated at approximately 3 widths away, from which she can go into a 100% spirit blockstring. Both of these strings are escapable at the very beginning point -- that is, when she is performing 236A or 214, so you will want to try and cover this initial gap with a 5C in progress or some other form of bullet. Once the strings begin, however, they are inescapable if done properly.
- 236A HJC7 j.C j.6D j.A (land) 2A/5A x 3
Note that this pattern can only be repeated 3 times before Alice spirit drains herself; however, your opponent will be similarly drained of spirit after that time. This pattern is far quicker in guard crushing than 214C trap, however, it is subject to escape if you do not time your 2A/5A perfectly to keep them in blockstun, allowing them to graze out with HJ8 through the j.C bullets or during 236A discharge. This pattern is typically ended prematurely before 3 reps into other strings. Some options:
- Not HJCing 236A into j.C and simply letting spirit regenerate briefly before using 236A's blockstun to continue the trap. This will allow your opponent to escape in between 2A/5A and 236A, if they're on point.
- Using 22B at some point. The guard crush factor of 22B is irrelevant, though a welcome bonus if it lands; its primary use is as a spirit-draining move that costs no actual spirit, allowing you to take off that final bit of spirit without risk. It also is advantageous on block, allowing you to do whatever you want as if you had thrown a blocked 236A.
- Using 6DB, or similarly dashing up and going into high/low tricks off 5B and 6B. This option is risky because a patient opponent will be looking for this opportunity to use a bomb to gain spacing back.
- 214A HJC7 j.6D j.A (land) 2A/5A 6A x 10
- 214C HJC7 j.6D j.A (land) 5A x 10
The first pattern will actually not guard crush them. It keeps them in blockstun for you to segue into 236A string or 214C string, but after 10 reps you will drain yourself and leave them more or less full unless they happen to block 6A incorrectly multiple times.
The second pattern is the optimal guard crush loop if you can manage to get them into it. While it's more easily escapable initially, once you hit the first rep the opponent will be kept in blockstun for 6 reps, after which they will be guard crushed. This sequence is unbombable and unescapable if you do everything correctly, and you have spirit advantage as compared to the 236A string in which you expend far more spirit for the same result. Starting the sequence with 214C is not advised due to 214C's slightly longer startup; the optimal way to segue into it is during the blockstun of a 214A string already in progress.
So how do you know when to use one or the other?
Like anything Alice-related, it's all situational. The most important deciding factor is how active your opponent is. If they like trying to escape, force them to guess which escape to use by doing her 50/50s (explained below). If they turtle up and wait for you to run low on spirit, use the 214C trap. This will force them into a 50/50 situation or be subject to the entire string which is a guaranteed guard crush. After being hit by that a couple times they will start to be more proactive on escape, which is when you switch back to the 236A trap. If your opponent's character is spirit-dependant such as Patchouli, use 214C and burn their spirit to leave them without any tools to fight. Remember to never fall into a predictable pattern with your strings, as people will learn how to counter them if you don't mix it up once in a while.
The second factor is positioning. 214 strings have farther range than 236 strings, but also take more time to do anything. With 214 strings an opponent who is content to block all day can simply weather the storm and let you drain yourself dry of spirit first. 236 strings require closer proximity and tighter space requirements but generally accomplish more in a shorter amount of time. You can also mix and match the two; once Alice is too close or too far you can do a 214A and then reposition yourself in the air to segue back into 236 rushdown, or use a 214 as an opportunity to punish people trying to escape. 214 strings allow Alice a lot of time to come down as she pleases if the opponent doesn't immediately escape, and even if they do escape, if Alice keeps them at bay within j.A range, she can simply push them right back in to the 214 range and force them back into blockstun to continue her attacks.
The third factor is individual style. Some Alice players prefer to use 214 strings because in general they are fairly safe, while others prefer to use 236 strings due to their aggressive nature. It comes down to what you want out of the character, but remember that all Alices know how to use both variants to some extent and switching things up is very important to stay on point with her.
Corner Doll Okizeme
Alice's strength lies in her okizeme and her doll rushdown sequences in the corner, as she can effectively cover an area of up to half the screen -- but only in a certain order of events. The easiest and most practical way is to start this chain of events from a knockdown, as the substantial wakeup time in IaMP offsets the startup of the moves required.
NOTE: The following strings are for a 236A-centric Alice style. It is possible to use 214A instead of 236A to consume less spirit, but the tradeoff is that you also will not be dealing massive spirit damage.
- Against Forward Roll
- The first instinct of a player fighting Alice is to get out of the corner, because all of her best setups work in the corner only. The experienced Alice player will be able to read this and set sequences that directly counter the forward roll into a massive blockstring that sends them back into the corner with no spirit remaining. This string will also work outside the corner but they will be able to backdash to escape it, so you should conserve your spirit for the corner instead.
- 2C 236A HJC7 j.4D j.6D j.B 5B 236A HJC7 j.C j.6D j.A. This is the basic anti-forward roll blockstring. Variations include adding a j.2C after the j.4D for more bullet coverage to create blockstun as well as assist in timing the j.B to hit meaty on wakeup. Alternatively, you can also use 6B if your opponent prefers to block low on wakeup (both 2B and 5B, her combo options into 236A, hit low; the main purpose of utilizing 5B here is that it comes out the fastest). The timing of this string is very particular. For it to begin, your opponent needs to block the j.B, which can be beaten by DP-type moves on wakeup (though it is possible to bait these by doing empty j.6D and landing). The 5B (or whatever you use) must connect seamlessly after the j.B, and after that is blocked, if you did a 2C it will hit the opponent from behind. Use this blockstun to throw 236A HJC7; the spinner will be blocked and give you good frame advantage to do j.C j.6D j.A and continue poking your opponent into the second spinner, at which point if their spirit was depleted and you had a j.2C out in addition, they should be either guard crushed or close to it. Upon landing, if you have bullet coverage and initiative you can use 22B for a free spirit hit or simply continue your rushdown with you having spirit advantage.
- Against No Roll
- The second level of fighting against Alice is understanding that she has massive initiative if you roll forward on wakeup and the Alice player reads it. This is when no-rolling comes into play. Since the anti-forward roll setup is very specific, no-rolling messes up the spacing of the string and potentially allows the opponent to escape via HJ8. Knowing when to use the anti-no roll strings is, as with anything Alice has, a matter of reading your opponent.
- 2C 236A HJC7 j.2C j.6D j.A. This is a version of the same blockstring for anti-forward roll, but also has the ability to fight no-rolls. While it doesn't deal anywhere close to the massive spirit damage the anti-forward roll string does, this string is almost impossible to counter due to the height that Alice achieves off of HJC7 j.2C. When using this string, it is important to observe what the opponent does and to adjust the j.6D accordingly. If the opponent remains blocking, cancel j.2C into j.6D fast and use j.A to reset your corner pressure. If they HJ8 to try and escape or gain height advantage, back off, land, and throw 236B/C to counter that instead of trying to meet them in the air. If they graze forward, use j.4D instead and control space below you with j.A. An important thing to remember is that you have two full airdashes after j.2C, so you can control your positioning very well if need be.
- j.C -> 236A rushdown. This is the most obvious answer to when someone doesn't roll and is in the corner: use the delay to throw a j.C to begin 236A rushdown. The j.C is somewhat optional; while you can throw 236A and have it hit meaty, it is possible for an opponent to 1F graze the 236A on wakeup during your HJC7 j.C and escape the string entirely. Having a j.C already out means that you're already in the air with a j.A to stop the 1F wakeup graze and use 236A during j.C's blockstun to perpetuate the string. The reason that this option is not commonly used is because it is a commitment; if you guess wrong and they roll or back-roll to mess up your timing, you have very few recovery options and essentially lose your momentum, whereas with other oki strings you still have options to recover your pressure.
- Against Back Roll
- This option is typically done outside of the corner to get away from Alice's zoning and to regain breathing room and range for using your own bullet attacks. However, it also has the effect of pushing the opponent into their own corner, which you can utilize to your advantage. Generally if you know an opponent will roll back after a midscreen knockdown, approach carefully because there are ways to counter an incoming attack. Instead of trying to rush them dead-on, cover your approach with 236s and 5C first (or even 6C).
- Inside the corner, back rolling is done to delay the timing of wakeup by a few frames and thus mess up timing for meaty attacks. Use it sparingly unless your opponent is fond of meaties, as it offers no positional benefit since it is equivalent to a no-roll in the corner.
50/50 Mixups Off Doll Rushdown
When playing against Alice at the first level, players are intimidated by her offensive and turtle up because they don't understand how to beat her. This is actually more difficult for the Alice player to handle as her normals are good for zoning but not very good at stagger games during guard crush. When the player approaches the second level, he will understand the junctures during which he can escape Alice's lockdown and will attempt to do so on every opportunity. This is when you would utilize these mixups. The proper way to fight Alice is to take a conservative approach and not try to escape every 50/50 mixup, just enough to keep the Alice player on his toes about anticipating your game too heavily.
When you throw 236A or 214A, there is a substantial gap during which an opponent is free to escape if you do not have cover fire from a j.C or a 5C. Once you have sufficiently trained your opponent to stand still you can proceed into the guard crush string as normal (see above section). Until then, you will want to use one of the following anticipatory options. If you are not in either range for these options, well, you shouldn't be doing Alice's rushdown strings to begin with.
- At point blank to one width
- HJC8 j.4D j.A. This option works for people with shorter-ranged graze attacks. You basically give them just enough of an opening to move forward, and then punish with a IABD j.A which will push them back into the 236A.
- HJC8 j.B. Very similar to HJC9 j.B, but this option accomplishes the same basic goal and leaves you open to airdash back or do a j.C or j.2C on whiff. You will have to be a bit closer for this to work than HJC9 j.B because of j.B's short range.
- HJC9 j.B. This is a great option because of the number of escapes it covers. It will destroy people trying to HJ8 out and hit them for a wallslam on CH. Against people who block high, you can cancel the j.B into j.C on reaction and j.6D j.A to cover your backdash. If they block low instead, doing the j.B fast enough will allow you to airdash back out of trouble before landing, and even if you don't, due to the blockstun of 236A you're more or less safe on landing though you will be in bomb range of the opponent.
- HJC9 j.4D j.A. More or less the same option as the first, but using HJC9 instead of HJC8 to adjust for distance depending on where Alice is.
- At one to two widths
- HJC7 j.4D j.A. This option is good against characters with longer-ranged graze attacks. You will HJC7 out of the way of the graze attack and come down with j.A to punish the attempt.
- HJC7 j.6D j.A. This is exactly like the first option but using a forward dash to keep them in blockstun or to punish. Utilized for mid-ranged graze attacks.
- HJC8 j.A. For people who love to HJ8 out of Alice pressure. You will meet them on their way up and j.A will be in their face to hit them out of whatever they're doing. If they manage to block you should be able to land first and respond with HJ8 j.B if they try to airdash out or 2A if they let themselves drop, and the 2A will obviously lead into aerial guard crush.
- HJC8 j.4D j.A. Same as HJC7 j.6D j.A, but with a different HJC for distance adjustment.
- HJC9 j.B. More or less same as the first option but it lacks the potential to hit standing characters due to the distance. Still good, but be careful to learn the ranges on it so you don't use this instead of HJC8 j.A at the wrong times.
Alice's Blind Spots (And How to Compensate For Them)
A attack blind spot: All of Alice's A attacks involve her sending out a doll to do the work for her. While this allows her to have the longest-ranged melee moveset of any character in the game, it also comes with a drawback: within the range of her arm and right at the base of the stabby stick Alice uses, there is no active attack hitbox at all, while Alice herself is still vulnerable. Also because the A attacks are generally slow, if she whiffs an attack against an opponent who's in her blind spot, the opponent is pretty much guaranteed a free counter. This blind spot applies in many situations. At the beginning levels, players must learn to get accustomed to distinguish when to use A attacks and B attacks. The rule of thumb here is: when in doubt, use a B attack. A whiffed 5B will not get you killed. A whiffed 5A or 2A, on the other hand, will cost you rounds if you're not careful; so as long as you make sure you're not trying to whiff 5B when you're in f.5B range (should be a non-issue), you'll be fine. Once players move beyond this level, the next step will be to distinguish which counters you want to use during your mixups off HJC'd 236 or 214 sequences. At certain points, the range will be ambiguous as to whether you will be able to punish opponents; HJC9 j.B looks like it'll whiff but HJC9 j.A also appears unsafe. Depending on your style, you can pick a couple ways around this. HJC7 and HJC8 and play conservative instead of going for the punish will ensure you don't get countered if you've misjudged range. Going for HJC9 j.B is almost always safer than HJC9 j.A as well. The most important thing is to remember not to panic and mash on A and you'll be halfway there.
General blind spot: Alice can control a large amount of space when played properly. However, she cannot control certain spaces at all without resorting to workarounds. The space directly above Alice's head (which, to be fair, is a blind spot for a lot of characters) and point blank in the air above her is space Alice cannot control very well. An extension of this is that Alice has problems fighting delayed jump ins (using j.2C or an airdash to throw timing off before going in, etc) because her 2A requires a read and if it whiffs, an opponent will usually be able to punish it. Since Alice has no real direct solution to this, learning to cover these vectors of approach is critical to your defense. Your primary form of defense will be 236B/C. Due to its high angle and long duration, it not only deters jumpers but also people who airtech, as they have a tendency to airtech directly into a spinner. 236B works better at closer ranges, and 236C for afar. 236C also deters people who like to HJ8, and due to her dash trajectory, is a slightly better counter against Remilia. After you throw a 236B/C out you can walk forward slightly, which will place the spinner directly in the space where Alice can't reach. Smart opponents will nullify your spinner with their own bullets, but play patiently and do not allow them to approach on their terms and you will be fine.
Stagger Game: Once Alice has the opponent guard crushed, the interesting part is actually dealing damage. A large portion of Alice's game is dedicated to guard crushing and punishing certain movement options; as far as actually dealing damage goes once an opponent is vulnerable, this is a little trickier. You will want to be as close as you can be to use her graze attacks without being in range of a move that can hit you out of them. When blocked incorrectly, 6DA and 6B will stagger as high hits, while 2B and 3DB will stagger as low hits. 5B will obviously not be autoblockable, and 6DB will knock down. These will be your main moves to use when an opponent cannot autoblock. Because of the speed of 5B, 6B, and 6DB, an opponent who cannot autoblock and is cornered against Alice is going to take damage unless the Alice is extremely predictable. Once you score a knockdown, you can play your standard okizeme games and throw in mixup B attacks instead of the usual A attacks.
Glitched Spinner: Releasing 236A so that its fringe hits a cornered opponent will change its hit properties. Normally 236A hits four times in rapid succession, giving substantial hit or blockstun advantage. A glitched spinner will hit the opponent four times separately and, depending on the exact distance, either combo or not combo. Because the separated hits allow for more time, you can set up a fairly damaging combo off of it. In certain situations you can even use j.B to kick your opponent onto a glitched spinner and repeatedly j.B them each time they bounce off of it. While using the glitched spinner is more or less impossible to do consistently, it does happen in real matches and recognizing it is important to maximize your damage output. Using a glitched spinner right before Doll's War ends close enough to combo will give you enough time to use another Doll's War. You can repeat this until you run out of spirit or spell cards.
214B Pseudo-infinite: (point blank corner only) [214B HJC9 j.6D j.B 5B]. You can only do this loop 6 times, as the 7th will drain your spirit fully. The j.B 5B must connect during the release time of 214B, and you must release another 214B during the first hit of the previous 214B. The timing for the j.B and 5B are fairly strict but not extremely difficult. Since you need to be at Alice's suboptimal range using a suboptimal 214 to do this, it's not highly practical... but if you get a chance to do this you know what to do.
Boot Spam: Because Alice's D6B "Boot" gives +1F frame advantage, is really fast, and moves Alice forward, it can be rather tempting to spam in rapid succession. Indeed, it's not the best strategy at all, but some characters have only very specific ways of escaping it while other characters can't get out at all. For example, the jump-type needed to escape with Marisa is entirely different from Suika's, while Sakuya can't jump out at all. So, the chart below will list what characters can and can't jump out, and what jump-type they need to use to get out.
Character D6B*2 D6B, 6B ----------------------------------- Reimu HJ8 X Marisa HJ8 X Sakuya X X Alice HJ8 X Patchouli X X Youmu HJ8/9 X Remilia HJ8 X Yuyuko HJ8/7 HJ8 Yukari HJ8 X Suika J7 X Hong HJ8 X
Generally, 6DB followed by 6B only connects in the corner. But in that situation, Yuyuko is the only one who can avoid it with a jump.
Both D6B and 6B only have 3 active frames each, so all characters can backdash through a boot if they time it right, but in most cases Alice will recover before the opponent and Alice can hit them during their backdash recovery. Becuase D6B is +1F, it means if Alice jumps then she leaves the ground before the opponent after one is blocked, so if Alice anticipates a jumpout attempt she can use j.B to CH an opponent attempting to use an HJ to jump out.
Marisa, Patchouli, Youmu, and Remilia can use their 623A moves (and Patchouli/Remilia's 623B) to counter it, Yuyuko has 6B, and all characters can use bombs, but obviously Alice can bait these attempts and punish them on block or whiff with a combo. And burning a bomb every time Alice gets within melee range isn't a particularly good idea, especially when the bomb might not even work.
Reimu can hold her own against Alice's zoning in a number of ways. Her f.6A is good for stopping IAD pressure and her j.2C can bait out bait 2A and 3DA attempts. However, Reimu's damage is on equal footing with Alice's, so the matchup is determined by whoever gets initiative and can pressure effectively. Neither character can really do much when under pressure, and at full screen Reimu has a slight advantage by being able to handle Alice's 236 with j.C and 5C with f.A. Play around Reimu's f.A attacks and don't let her snipe you out of setting dolls for pressure. Use 236 to cut off her various approaches and absorb her bullets.
Marisa has a clear damage advantage in this matchup but Alice has all the tools she needs to keep her at bay. Be careful using 3DA and 2A carelessly, as Marisa can bait with her fj.2B and j.2C. Use 236 to kill Marisa's puffballs, set 5C and work your way in. Marisa has no fast bullets to look out aside from f.A, so you can set what you need to without too much fear of counterattack. When pressured, the only moves you need to worry about from her are 623B and 3DB, which will blow through careless rushdown strings but will lose easily otherwise. Marisa's other graze attacks don't really graze, so she has a difficult time escaping pressure once Alice gets the initiative.
Sakuya's primary tools against Alice are her f.A, which keeps Alice on her toes at full screen, and her 6B and 6DB which counter poorly spaced 2A and 3DA attempts. Switch to 236 which can be HJC'd faster than 5C for coverage to avoid getting hit by f.A. Stay solid and don't abuse 2A/3DA too much unless you have the clear advantage to use them, as cutting off 6DB usage will essentially handicap Sakuya a fair bit in this matchup. Alice is one of the few characters who can punish a turned-around Sakuya, so in those situations there is no need to back off like everyone else has to do.
Alice mirror matches are absolutely retarded because neither character has anything solid to work with until a knockdown. In this matchup, that knockdown can be obtained by randomly tagging the opposing Alice with a 2A, forcing her to deal with the resulting momentum. Because Alice utilizes a lot of IAD and IABDs for her rushdown, switching your offensive up for this matchup is recommended in order to bait out 2A. Whoever can play around 2A/3DA and get the pressure first in this matchup usually wins.
Patchouli is a character that works similarly to Alice, but has a bit more damage and speed than she does at the cost of weaker melee. She has quite a number of tools to fight Alice. Her bubble can stop 5C as well as trade on Alice's IAD, as can her 6A. Patchouli's f.B and 236C keep Alice moving at fullscreen and unable to set 5C. Her 623 wind attacks will also mess up Alice's spacing. To defeat Patchouli, you must observe her bullet tendencies carefully and use 3DA and 6DB through careless attacks. Stay on top of Patchouli and use superior melee speed with 5B and 6B to stop her from attacking. Once Patchouli is at a disadvantage it is difficult for her to regain momentum without a 623 or a bomb, and since bombs are ineffective against most of Alice's pressure, you simply have to play around Patch's situational anti-airs and 623 to maintain the pressure.
Youmu is primarily a close range character. As such, Alice has a distinct advantage: as long as she plays carefully, she can keep Youmu out of the game entirely and unable to use her high-damage corner combos. The prime moves you want to look out for will be her 623A, her f.B and f.2A. 623A can stop Alice's rushdown if she's too close, so it may be best to guard crush Youmu before approaching within B range. Youmu's f.B can't be nullified, so against an IADing Alice it's effectively as an anti-air as it will ignore her 5C entirely. Youmu can also attempt to knock Alice IADs out of the air with f.2A, although that move is easily baited due to its slowness.
Remilia has many tools to handle Alice. Her three airdashes allow her to escape the corner 2A guard crush loop. Her fast aerial movement can throw off your sense of spacing and cause you to get moves you don't want such as fj.A/B. Remilia's j.B can hit Alice directly in the blind spot off a 6D or a j.6D due to her speed, and she can even utilize 2B to get directly within Alice's ineffective range with relatively little room for punishment. Alice must play very solid in this matchup by controlling airspace with 236B/C and being very careful not to whiff 2A/3DA, as both can be punished by 2B on reaction. Save the bombs to get pressure off and try to corner Remilia, as her lack of a dash makes it very difficult for her to handle Alice pressure once it gets going.
Yuyuko has major problems fighting Alice, mostly because Alice's effective range on IAD j.A is exactly where Yuyuko cannot control apart from a random 6DB. Her main tool against pressure, the 6B flip, is nullified in this matchup almost entirely since Alice doesn't work within that range most of the time. Her other situational anti-airs, like f.2B, won't come out at the range Alice IADs in. The only things you really need to look out for are 6DB out of corner pressure as it has a fairly wide hitbox that can tag Alice out of IADs, and to not get randomly hit by a j.A as a counterhit combo from Yuyuko will quickly even the match up.
Yukari has a lot of the same problems with Alice that Yuyuko does. In Alice's effective IAD range, Yukari has no real anti-air or reversal options, so Alice has a fair amount of free reign to rush Yukari down as she pleases. Your primary situationals to look out for will be 6B stopsign to anti-air bad jumpins from afar, and 236A/B tombstone to catch Alice jumping in. Once Yukari declares, keep a wary lookout on your lifebar so that you don't declare too late and get pressured into losing because of Ran.
Suika is a bad matchup for Alice, being that she has the highest burst damage in the game and can even out a match easily within a few seconds of bad guessing. Her 214 pressure is difficult for Alice to deal with; you can neutralize 214A with 236A HJ8 j.2C, but Suika's 214B will go straight under 236A. Suika's vortexes also completely throw off Alice's spacing, making it difficult for her to zone properly. Alice also has no answer for Suika's Giant spellcards aside from reacting correctly. One of the few advantages Alice has is that Suika's airdash is shorter than others and she lacks a j.2C to bait Alice's 2A/3DA with, so if Suika moves carelessly into the air Alice can punish that fairly easily. Apart from that, she will have to work much harder to stay ahead in life totals to avoid getting randomed out.
Meirin's frametrap will work on Alice due to lack of a reversal, but low damage on both sides means this matchup is usually prolonged and a war of attrition. It is very difficult for Meirin to get in on Alice due to all the tools she has, and once Alice is cornered it is nearly impossible for her to escape without taking damage. Utilize spinners to limit Meirin's aerial movement and f.B attacks. Avoid fighting her air to air when closer than j.A range and use j.2C to keep your air movement unpredictable.
Block Hit CH Motion Damage Proration Startup Active Duration Adv Adv Adv Untech Guard Type ------------------------------------------------------------------------------------------------------------ 5A 150*5 98%*5 15 41 +1 +2 X 35*5 Mid B 2A 150*6 98%*6 13 45 * D X 40*6 Mid B 6A 900 85% 16 3 44 -6 D D 30 High C 5B 200 98% 7 3 17 -1 0 X 25 Low A 2B 600 92% 8 5 27 -4 -3 +4 35 Low B 6B 800 92% 9 3 30 +1 D D 40 High C 6DA 150*5 98%*5 18 44 +1 +2 X 35*5 High B 6DB 800 92% 9 3 30 +1 D D 40 High C 3DA 150*5 98%*5 15 47 * D X 40*5 Mid B 3DB 450 92% 13 3 26 +2 +3 X 35 Low B 22A 1000 75% 28 3 56 -6 -5 +6 40 High C 22B 900 75% 27 26 46 +3 D D 40 Low C j.5A 150*4 97%*4 16 39 +5 X 35*4 High B j.5B 950 90% 10 4 36 -7 40 High B 22C (N) 0 80% 12 3 42 -8 D X oo Mid C 22C (O) 500 80% 12 3 38 -4 D D oo Mid C 22C (D) 0 80% 12 3 58 -24 D D oo Mid C 22D x x 26 x 133 x x x x x
- 5A: 2F hitstop
- 2A: 2F hitstop, -5F on standing guard and -14F on crouching guard
- 6DA: 1-20F graze
- 6DB: 1-11F graze
- 3DA: 1-17F graze, 2F hitstop, -5F on standing guard and -14F on crouching guard
- j.A: 2F hitstop
- 22C (N/D): 1-14F invincible
Block Hit CH Motion Damage Proration Startup Active Duration Adv Adv Adv Untech Cancel Type ------------------------------------------------------------------------------------------------------------ 5C 100*7 97%*7 91 oo 35 X 15 25 B 6C 100*7 97%*7 101 oo 49 X 15 27 B 2C 100*7 97%*7 91 oo 44 X 15 21 B j.5C 100*7 97%*7 96 oo 25 X 15 23 B j.2C 100*7 97%*7 * oo 35 X 15 21 B f.5A 100*9 97%*9 13 oo 59 X 15 9 B f.2A 100*6 97%*6 13 oo 45 X 15 15 B fj.5A 100*6 97%*6 14 oo 39 X 15 12 B fj.2A 100*6 97%*6 14 oo 39 X 15 12 B f.5B 450*3 90%*3 62 3 55 D D 40 22 C f.2B 450*3 90%*3 77 3 55 D D 40 22 C f.6B 450*3 90%*3 66 3 55 D D 40 22 C fj.5B 450*3 90%*3 * 3 45F+-12F D D 40 20 C
- 5C: 13F doll appears, 42F doll positioned, 90-108F discharge
- 6C: 23F doll appears, 52F doll positioned, 100-118F discharge
- 2C: 13F doll appears, 42F doll positioned, 90-108F discharge
- j.C: 18F doll appears, 47F doll positioned, 95-113F discharge
- j.2C: Startup frames situational, 16F doll appears, 25F doll positioned, 72F+ discharge, if done during fall height is limited
- f.5A: 5F spirit consumption, 12-36F discharge
- f.2A: 5F spirit consumption, 12-27F discharge
- fj.A: 6F spirit consumption, 13-38F discharge
- fj.2A: 6F spirit consumption, 13-38F discharge
- f.5B: 17F discharge
- f.2B: 17F discharge
- f.6B: 17F discharge
- fj.B: 14F discharge
Block Hit CH Motion Damage Proration Startup Active Duration Adv Adv Adv Untech Cancel Type ------------------------------------------------------------------------------------------------------------ 236AB 200*4 98%*4 40 39 +34 +35 X 30 15 B 236C 200*4 98%*4 50 39 X 30 15 B 623A 450*3 90%*3 41 49 D D 40 C 623B 450*4 90%*4 26 62 D D 40 C 214A 300*4 90%*4 90 41 X 40 17 C 214BC 300*4 90%*4 99 54 X 40 26 C
- 236AB: Partner 9F hitstop, 11F discharge, 3F attack decision up to 4 times
- 236C: Partner 9F histop, 11F discharge, 3F attack decision up to 4 times
- 623A: 10-37F airborne, 11F discharge
- 623B: 10-50F airborne, 15F 23F 31F 39F discharge
- 214A: Partner 9F hitstop, 16F doll discharge 55F positioned
- 214BC: Partner 9F hitstop, 25F doll discharge 64F positioned
Block Hit CH Card Damage Proration Startup Active Total Adv Adv Adv Untech Type ------------------------------------------------------------------------------------------------------------ Bomb Lv1 2000 55% 4,26(30) 44 +8 D D oo C Bomb Lv2 2600 50% 4,32(36) 44 +14 D D oo C War Lv1 50*n 99%*n 5,33(38) 56 * * X 30 B War Lv2 50*n 99%*n 5,33(38) 56 * * X 30 B Laser Lv1 175*10 98%*10 8,11(19) X 104 -7 D X oo C Laser Lv2 120*25 98.5%*10 8,10(18) X 108 -11 D X oo C
- Bomb Lv1: 4F discharge
- Bomb Lv2: 4F discharge
- War Lv1: Partner 9F hitstop, 5-8F invincible, 18F discharge, can be hit 12F after dolls end, significant block and hit advantage
- War Lv2: Partner 9F hitstop, 5-8F invincible, 18F discharge, can be hit 12F after dolls end, significant block and hit advantage
- Laser Lv1: Partner 9F hitstop
- Laser Lv2: Partner 9F hitstop
Motion Startup Active Recovery Graze Cancel Guard Invulnerable ------------------------------------------------------------------------------------------------------------ 7/8/9 5 x x x 6+ 6+ x 7D/8D/9D 5 x x 1-20 6+ 21+ x 6D 3 9~45 16 1-(12~48) 1+ 14+ x 4D 5 21 6 1-26 x x 1-8 j.6D 9 17 x 1-26 10+ 27+ x j.4D 3 20 x 1-22 4+ 23+ x
- 4D: Lower body invulnerability during recovery period.