Alisa strategy (Tekken 7): Difference between revisions

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{{Alisa}}
{{Alisa}}


{{Neutral}}
== Key moves ==
 
{{KeyMoves|
{{KeyMove|1|poke=core|keepout=secondary}}
{{KeyMove|1,2|poke=core}}
{{KeyMove|b+1|poke=core|keepout=secondary|mixup=extra}}
{{KeyMove|df+1|poke=core|mixup=secondary}}
{{KeyMove|df+1,4|poke=core|counter=secondary}}
{{KeyMove|2,3,3|counter=core}}
{{KeyMove|df+2|keepout=core|counter=secondary}}
{{KeyMove|f+2|poke=core|mixup=secondary}}
{{KeyMove|b+2,4|mixup=core}}
{{KeyMove|bf+2|counter=core|keepout=extra}}
{{KeyMove|wr2|approach=core|mixup=secondary}}
{{KeyMove|db+3|poke=core|mixup=secondary|keepout=extra|oki=extra}}
{{KeyMove|b+3|mixup=core}}
{{KeyMove|wR3,4|approach=core|mixup=secondary}}
{{KeyMove|df+4|poke=core|keepout=secondary}}
{{KeyMove|b+4|counter=core|mixup=extra}}
{{KeyMove|4|counter=core|keepout=secondary}}
{{KeyMove|ws4|poke=core|mixup=secondary|keepout=extra}}
{{KeyMove|fc.df+1+2|mixup=core|oki=secondary}}
{{KeyMove|ws1+2|mixup=core|oki=secondary}}
 
 
}}
 
; 1
: Standard 1 jab.
 
; 1,2
: Standard 1,2 jab string, with good but risky extensions in 1,2,4 and 1,2,2 (both CH launchers).
 
; df+1
: Generic df+1 poke. Bad frames on block at -6, but has a safe mid extension (df+1,4) that KNDs on counter hit and really long range to make up for it.
 
; df+1,4
: Safe extension (-9) to df+1, natural on counter hit for good plus frames (it also forces crouch on hit) allowing for some nice frame traps. Knocks down on counter hit (only the second hit) for guaranteed follow ups and decent damage.
 
; b+1
: i15 mid poke with huge range and hitbox that forces you into crouch. It's not that bad on block at only -5, but it's +8 on hit leading to a free full crouch mixup.
 
; 2,3,3
: Hit confirmable i12 (high, mid, mid) string. 2,3 is just -10 on block (but most people are hesitant to punish due to the third hit counter hit launching), and the follow up 3, just -11.
 
; df+2
: i16 safe launcher, decent keepout tool and good for fishing counters on her plus frames (such as wr2 and her standard i10 standing, and i11 and i13 punishers). It's also a useful safe whiff punsiher in some situtions.
 
; f+2
: i17 long range mid poke that have good frames on block (-4), allowing for side step setups, and guaranteeing a free mixup on hit at +7. It also has a natural mid extension that wall bounces and is unsafe in f2,1, and a non natural high extension that is safe in f2,3. F2,3 can also go into f2,3,3, adding a last mid hit to the string. It wall bounces and it's just -10 on block. The last two hits of f2,3,3 are a natural combo on counter hit.
 
; b+2,4
: It is a hit confirmable i18 mid, high string that wall splats, allowing for good mixups at the wall. The second hit of the string also counter hit launches.
 
; b,f+2
: Safe, fast high power crush that has insane range, lots of active frames and knocks down on hit. Can also be used as a punish for pushback moves such as Heihachi's F,f+2, or Paul's deathfist or a long reach whiff punisher.
 
; wR2
: While running 2 is Alisa's only viable plus on block attack (+5). It has insane reach, knocks down on counter hit for a follow up and good damage, fast startup and wall crushes for insane frames at the wall. It's Alisa's best pressure tool.
 
; db+3
: Great i16 low poke. Only -12 on block and can be spaced in a way that makes it hard for some characters to punsish. Has insane reach and high crushes, and even thought it's not plus on hit at -1, it allows for some nasty whiff traps, making people afraid to press after it connects.
 
; b+3
: i20 homing mid tool, good for hard reads the opponent's movement, KNDs on normal hit. It's also safe at -8 and has good pushback on block.
 
; wR3,4
: Safe i18 mid approach tool, good to mixup with your wR2 in the midrange. It knocks down and wallsplats on hit. You can also go for just the first the hit - it's way less rewarding on hit, but leads to a really good situation on block where you can force side step baits at only -4.
 
; df+4
: Great i12 poke. Only -7 on block and has nice pushback allowing for good whiff baiting potential.
 
; b+4
: Long range i15 counter hit launcher. It's -12 and has some pushback on block, also having a safer extension on b4,3 (-11 on block), that knocks down on counter hit (only the second hit) for a guaranteed follow up, making opponents hesitant to punish the b+4. B4,3 is also a natural combo.
 
; ws+4
: Standard i11 mid poke from crouch. It's +5 on hit, only -5 on block and has really good whiff recovery, allowing for quick interruptions on your full crouch mixup and also serving as an ocasional keepout tool.
 
; 4
: Standing 4 is an i13 homing counter hit launching high that knocks down on normal hit. It's an insane space control tool in the close range and a decent keepout tool for hard reads on the neutral.
 
; fc.df+1+2
: Really strong i21 low poke. Has insane trackig, really good reach, does good damage, gives good frames on hit, allows you to go into DES stance, and it's only -11 on block, making it a very safe mixup option. It's Alisa's best mixup low, use it a lot. Be careful though, as it has slow start up and can be interrupted by fast mid counter hit options.
 
; ws1+2
: Homing i20 power mid from crouch. It's safe at -8 and knocks down on normal hit for a guaranteed follow up in d3, or a combo pickup depending on range and crouch cancel execution.
 
{{BlueOrange
|left={{Dotlist|
}}
|orange={{Dotlist|
* d+4
}}
|right={{Dotlist|
}}
}}
 
== Neutral ==
 
She has plenty of mid (b1, f2) and low (d4, db3, SS 4) pokes that hit from a distance normally out of range for other characters. However, this is balanced by the fact that her generic mid checks (df1, df4) have poor block recovery. But, df4 has decent pushback on Block, resetting farther than range 1.
 
Most of her fast Launchers are short range. This especially becomes an issue when trying to Launch Punish either moves with pushback (Heihachi’s ff2, Paul’s qcf2, etc.).
 
To keep her in check, most of her options (pokes and launchers) have weak tracking to the right. But, she is also given strong homing options with incredible safety: 4 and b3ー both KND on Hit, and having comfortable options on Block.
 
She also has great tools to close space, in the form of her two running moves: fff2 and fff3.4. They both exhibit weak tracking, so great movement and anticipation/baiting is required to restore their utility.
 
== Pressure ==
 
She has plenty of 3 Hit Strings, but most are either punishable or duckable with no alternative for a mix-up. So it is ill-advised to use strings as a form of pressure. The uniqueness of her animations may be a benefit for players that rarely plays against her, but also means they are animations easily remembered by others.
 
Furthermore, by having no easy options from neutral that give her plus frames on block, the only pressure she can exert is by raw ducking at random moments to enforce her Full Crouch Mixup. She has a strong mid (ws1+2) and low (FC df1+2) option that are both relatively safe on block, but are slow. FC 4 and ws4 are faster but weaker options.
 
Should iWR be a skill available to the player, Alisa gains a plus on block high (fff2) that is able to pressure with great effect, especially when paired with her great mid CH Launcher (b4) and Magic 4.

Latest revision as of 15:52, 25 January 2024

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1,2
b+1
df+1
df+1,4
2,3,3
df+2
f+2
b+2,4
bf+2
wr2
db+3
b+3
wR3,4
df+4
b+4
4
ws4
fc.df+1+2
ws1+2
1
Standard 1 jab.
1,2
Standard 1,2 jab string, with good but risky extensions in 1,2,4 and 1,2,2 (both CH launchers).
df+1
Generic df+1 poke. Bad frames on block at -6, but has a safe mid extension (df+1,4) that KNDs on counter hit and really long range to make up for it.
df+1,4
Safe extension (-9) to df+1, natural on counter hit for good plus frames (it also forces crouch on hit) allowing for some nice frame traps. Knocks down on counter hit (only the second hit) for guaranteed follow ups and decent damage.
b+1
i15 mid poke with huge range and hitbox that forces you into crouch. It's not that bad on block at only -5, but it's +8 on hit leading to a free full crouch mixup.
2,3,3
Hit confirmable i12 (high, mid, mid) string. 2,3 is just -10 on block (but most people are hesitant to punish due to the third hit counter hit launching), and the follow up 3, just -11.
df+2
i16 safe launcher, decent keepout tool and good for fishing counters on her plus frames (such as wr2 and her standard i10 standing, and i11 and i13 punishers). It's also a useful safe whiff punsiher in some situtions.
f+2
i17 long range mid poke that have good frames on block (-4), allowing for side step setups, and guaranteeing a free mixup on hit at +7. It also has a natural mid extension that wall bounces and is unsafe in f2,1, and a non natural high extension that is safe in f2,3. F2,3 can also go into f2,3,3, adding a last mid hit to the string. It wall bounces and it's just -10 on block. The last two hits of f2,3,3 are a natural combo on counter hit.
b+2,4
It is a hit confirmable i18 mid, high string that wall splats, allowing for good mixups at the wall. The second hit of the string also counter hit launches.
b,f+2
Safe, fast high power crush that has insane range, lots of active frames and knocks down on hit. Can also be used as a punish for pushback moves such as Heihachi's F,f+2, or Paul's deathfist or a long reach whiff punisher.
wR2
While running 2 is Alisa's only viable plus on block attack (+5). It has insane reach, knocks down on counter hit for a follow up and good damage, fast startup and wall crushes for insane frames at the wall. It's Alisa's best pressure tool.
db+3
Great i16 low poke. Only -12 on block and can be spaced in a way that makes it hard for some characters to punsish. Has insane reach and high crushes, and even thought it's not plus on hit at -1, it allows for some nasty whiff traps, making people afraid to press after it connects.
b+3
i20 homing mid tool, good for hard reads the opponent's movement, KNDs on normal hit. It's also safe at -8 and has good pushback on block.
wR3,4
Safe i18 mid approach tool, good to mixup with your wR2 in the midrange. It knocks down and wallsplats on hit. You can also go for just the first the hit - it's way less rewarding on hit, but leads to a really good situation on block where you can force side step baits at only -4.
df+4
Great i12 poke. Only -7 on block and has nice pushback allowing for good whiff baiting potential.
b+4
Long range i15 counter hit launcher. It's -12 and has some pushback on block, also having a safer extension on b4,3 (-11 on block), that knocks down on counter hit (only the second hit) for a guaranteed follow up, making opponents hesitant to punish the b+4. B4,3 is also a natural combo.
ws+4
Standard i11 mid poke from crouch. It's +5 on hit, only -5 on block and has really good whiff recovery, allowing for quick interruptions on your full crouch mixup and also serving as an ocasional keepout tool.
4
Standing 4 is an i13 homing counter hit launching high that knocks down on normal hit. It's an insane space control tool in the close range and a decent keepout tool for hard reads on the neutral.
fc.df+1+2
Really strong i21 low poke. Has insane trackig, really good reach, does good damage, gives good frames on hit, allows you to go into DES stance, and it's only -11 on block, making it a very safe mixup option. It's Alisa's best mixup low, use it a lot. Be careful though, as it has slow start up and can be interrupted by fast mid counter hit options.
ws1+2
Homing i20 power mid from crouch. It's safe at -8 and knocks down on normal hit for a guaranteed follow up in d3, or a combo pickup depending on range and crouch cancel execution.
Tracks left


Tracks both
  • d+4
Tracks right


Neutral

She has plenty of mid (b1, f2) and low (d4, db3, SS 4) pokes that hit from a distance normally out of range for other characters. However, this is balanced by the fact that her generic mid checks (df1, df4) have poor block recovery. But, df4 has decent pushback on Block, resetting farther than range 1.

Most of her fast Launchers are short range. This especially becomes an issue when trying to Launch Punish either moves with pushback (Heihachi’s ff2, Paul’s qcf2, etc.).

To keep her in check, most of her options (pokes and launchers) have weak tracking to the right. But, she is also given strong homing options with incredible safety: 4 and b3ー both KND on Hit, and having comfortable options on Block.

She also has great tools to close space, in the form of her two running moves: fff2 and fff3.4. They both exhibit weak tracking, so great movement and anticipation/baiting is required to restore their utility.

Pressure

She has plenty of 3 Hit Strings, but most are either punishable or duckable with no alternative for a mix-up. So it is ill-advised to use strings as a form of pressure. The uniqueness of her animations may be a benefit for players that rarely plays against her, but also means they are animations easily remembered by others.

Furthermore, by having no easy options from neutral that give her plus frames on block, the only pressure she can exert is by raw ducking at random moments to enforce her Full Crouch Mixup. She has a strong mid (ws1+2) and low (FC df1+2) option that are both relatively safe on block, but are slow. FC 4 and ws4 are faster but weaker options.

Should iWR be a skill available to the player, Alisa gains a plus on block high (fff2) that is able to pressure with great effect, especially when paired with her great mid CH Launcher (b4) and Magic 4.