(→d) |
No edit summary |
||
(7 intermediate revisions by 3 users not shown) | |||
Line 30: | Line 30: | ||
|tot= | |tot= | ||
|range= | |range= | ||
|tracksLeft= | |tracksLeft=8 | ||
|tracksRight= | |tracksRight=7 | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{HeatSmash}} | * {{HeatSmash}} | ||
Line 156: | Line 156: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{Tornado}} | * {{Tornado}} | ||
* {{BB}} | |||
** on airborne hit | |||
* {{Weapon}} | * {{Weapon}} | ||
* Combo from 2nd CH with 1f delay | * Combo from 2nd CH with 1f delay | ||
* 6 chip damage on block | * 6 chip damage on block | ||
Line 357: | Line 358: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{HeatEngager}} | * {{HeatEngager}} | ||
* {{HeatDash| +34a (+27) | * {{HeatDash|+5, +34a (+27)}} | ||
* {{Homing}} | * {{Homing}} | ||
* {{BB}} | * {{BB}} | ||
Line 431: | Line 432: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{HeatEngager}} | * {{HeatEngager}} | ||
* {{HeatDash|+67a (+50) | * {{HeatDash|+5, +67a (+50)}} | ||
* {{BB}} | * {{BB}} | ||
* {{Spike}} | * {{Spike}} | ||
Line 471: | Line 472: | ||
|damage=,20 | |damage=,20 | ||
|startup=,i24~25 | |startup=,i24~25 | ||
|block=- | |block=-12 | ||
|hit=+14c | |hit=+14c | ||
|ch= | |ch= | ||
|crush= | |crush= | ||
|recv=r36 | |recv=r36 | ||
|tot= | |tot=78 | ||
|range= | |range= | ||
|tracksLeft= | |tracksLeft= | ||
Line 482: | Line 483: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{HeatEngager}} | * {{HeatEngager}} | ||
* {{HeatDash|+62a (+42) | * {{HeatDash|+5, +62a (+42)}} | ||
* {{BB}} | * {{BB}} | ||
* {{Weapon}} | * {{Weapon}} | ||
Line 509: | Line 510: | ||
|tracksRight= | |tracksRight= | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{BB}} | |||
** on airborne hit | |||
* Combo from 1st CH with 1f delay | * Combo from 1st CH with 1f delay | ||
* Transition to r40 DES with 1+2 | * Transition to r40 DES with 1+2 | ||
}} | }} | ||
}} | }} | ||
Line 739: | Line 741: | ||
|tracksRight= | |tracksRight= | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{BB}} | |||
** on airborne hit | |||
* Combo from 1st CH with 2f delay | * Combo from 1st CH with 2f delay | ||
}} | }} | ||
}} | }} | ||
Line 937: | Line 940: | ||
|tracksLeft= | |tracksLeft= | ||
|tracksRight= | |tracksRight= | ||
|notes=BKP transition is -18 | |notes=BKP transition is -18~-10 | ||
}} | }} | ||
{{Move | {{Move | ||
Line 945: | Line 948: | ||
|name= | |name= | ||
|target=L | |target=L | ||
|damage= | |damage=12 | ||
|startup=i17~18 | |startup=i17~18 | ||
|block=-12 | |block=-12 | ||
Line 966: | Line 969: | ||
|damage=,20 | |damage=,20 | ||
|startup=,i20~21 | |startup=,i20~21 | ||
|block=+0 | |block=+0 | ||
|hit=+11a (+2) | |hit=+11a (+2) | ||
|ch= | |ch= | ||
Line 1,623: | Line 1,626: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{HeatEngager}} | * {{HeatEngager}} | ||
* {{HeatDash|+62a (+42) | * {{HeatDash|+5, +62a (+42)}} | ||
* {{Homing}} | * {{Homing}} | ||
* {{BB}} | * {{BB}} | ||
Line 1,983: | Line 1,986: | ||
|tracksLeft= | |tracksLeft= | ||
|tracksRight= | |tracksRight= | ||
|notes= | |notes={{Plainlist| | ||
* {{BB}} | |||
** on airborne hit | |||
}} | |||
}} | }} | ||
{{Move | {{Move | ||
Line 1,997: | Line 2,003: | ||
|ch= | |ch= | ||
|crush={{Plainlist| | |crush={{Plainlist| | ||
* js3~50 | * ,js3~50 | ||
* fs51~53}} | * fs51~53}} | ||
|recv=r33 | |recv=r33 | ||
Line 2,665: | Line 2,671: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{HeatEngager}} | * {{HeatEngager}} | ||
* {{HeatDash|+62a (+42) | * {{HeatDash|+5, +62a (+42)}} | ||
* {{Weapon}} | * {{Weapon}} | ||
* Combo from 1st or 2nd CH | * Combo from 1st or 2nd CH | ||
Line 3,632: | Line 3,638: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{RageArt}} | * {{RageArt}} | ||
* | * {{RecoverableHealthRemoval}}}} | ||
}} | |||
}} | }} | ||
{{Move | {{Move | ||
Line 4,128: | Line 4,133: | ||
|tracksRight= | |tracksRight= | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* | * {{BB}} | ||
** on airborne hit | |||
}} | }} | ||
}} | }} |
Latest revision as of 18:22, 15 December 2024
Alisa |
---|
Movelist & frame data (Tekken 8) |
---|
This page is for Tekken 8. For Tekken 7, see Alisa movelist (Tekken 7).
Heat
Input
2+3
- Cancel to r45 with b,b
- 3 chip damage on block
- 12 chip damage on hit
- Only deals recoverable damage
- Cannot cause a K.O.
H.2+3
- Transition to SBT with 3_4
- Transition to DBT with f+3_f+4
- 14 chip damage on block
H.d+1+2
- Cancel to r30 with db
- Partially consumes Heat
3,2
- Combo from 1st hit
- 6 chip damage on block
- Does not transition to DES when using Heat Dash
f+2,1
- Combo from 1st hit
- 6 chip damage on block
DES.f+2,1,2
- Combo from 1st or 2nd CH
- 6 chip damage on block
n
Input
1,1
- Combo from 1st hit with 4f delay
- Input can be delayed 8f
- Enter DES with 1+2
1,2,2
- on airborne hit
- Combo from 2nd CH with 1f delay
- 6 chip damage on block
1,2,d+2
- Combo from 2nd CH
- Input can be delayed 8f
- Move can be delayed 7f
1,2,d+2*
- Input can be delayed 8f
- Move can be delayed 7f
2,2
- Combo from 1st hit
- 2nd hit available on hit or block only
2,3,3
- ,js13~41
- fs42~44
- Combo from 2nd hit with 9f delay
- Input can be delayed 12f
- Move can be delayed 11f
3,2
- Combo from 1st hit
- 6 chip damage on block
- Does not transition to DES when using Heat Dash
3,f+2
- Combo from 1st hit
- 2 chip damage on block
f
Input
f+2,1
- Combo from 1st hit
- 6 chip damage on block
f+2,3
- ,js17~38
- fs39~41
- on airborne hit
- Combo from 1st CH with 1f delay
- Transition to r40 DES with 1+2
f+2,3,3
- Combo from 2nd hit
f+3,2
- Combo from 1st hit
- 6 chip damage on block
f+3,1+2
- Combo from 1st hit
- 7 chip damage on block
f+4,1,4
- Combo from 2nd hit
- i25-26 bounce, i25-26 travel,
(---)/i35(27-65) travel then explosion , -3(-11) and -1(-9) for explosion then hit, respectively
f+1+2
- Enter SBT -16 +10g r25 with 3_4
- Enter DBT -16 +10g r25 with f+3_f+4
- Opponent recovers crouching
df
Input
df+1,1
- on airborne hit
- Combo from 1st CH with 2f delay
df+1,1,2
- Combo from 2nd hit
- 2 chip damage on block
df+2
- +7 on hit against crouching opponent
- Does not launch crouching opponent except on CH
df+3,3
- Combo from 1st hit with 9f delay
- Input can be delayed 16f
- Move can be delayed 12f
d
Input
d+2,4
- ,js21~43
- fs44~46
- Combo from 1st hit
- Enter DES with 1+2
d+3
- js9~23
- fs24~26
d+4,1+2
- Combo from 1st CH
- Jail from 1st block
d+1+2
- Transition to r30 with db or d+1+2
- Transition to DBT with DES.f+3_f+4
d+3+4
- Enter DES with 1+2
db
Input
db+2,2
- Combo from 1st hit with 12f delay
- Input can be delayed 15f
- Move can be delayed 14f
- Enter DES with 1+2
b
Input
b+1,1+2
- Input can be delayed 13f
- 2nd hit combos into 3rd on CH only
b+2,1
- Combo from 1st hit with 7f delay
- Input can be delayed 12f
b+2,3
- ,js21~60
- fs61~63
- Combo from 1st hit with 9f delay
- Input can be delayed 12f
b+2,4
- Combo from 1st hit with 12f delay
b+4,3
- ,js17~24
- fs25~27
- Combo from 1st hit
- Enter DES with 1+2
b+4,4
- ,js25~62
- fs63~65
- Combo from 1st hit
- Transition to SBT with input 3_4
- Transition to DBT with input f+3_f+4
b+1+2
- 7 chip damage on block
- 10 chip damage and -9 block advantage on attack absorption
b+3+4,3+4
- ,js6~78
- fs79~81
- Combo from 1st hit
u
Input
ub+2
- pc7~15
- fs20~30
- 9 chip damage on block, +0 block advantage on attack absorption
ub+3+4,1+2
- ,js48~67
- fs68~70
- ub+1
- u+1
uf+1
- js20~40
- fs41~43
- Transition to SBT on hit with 3_4
- Transition to DBT on hit with f+3_f+4
- 2nd and 3rd hit available only as combo from 1st hit
- ub+3
- u+3
uf+3
- on whiff: js9~31 fs32~34
- oh hit/block: js9~61 fs62~64
- Transition to SBT with input 3_4
- Transition to DBT with input f+3_f+4
uf+3,2
- ,js9~58
- fs59~75
- cs76~85
- Combo from 1st hit
- Available only as a combo from 1st hit
uf+4,4
- Combo from 1st hit with 2f delay
Motion Input
Input
f,F+2,3
- Combo from 1st hit
- Input can be delayed 13f
- Move can be delayed 8f
f,F+3,4
- ,js15~48
- fs49~51
- Combo from 1st hit
- Jail from 1st block
- Enter DES with 1+2
f,F+3,4,4
- Combo from 2nd hit
- Enter DES with 1+2
f,F+4
- Transition to attack throw on front hit only
- +8a (-1) on BT hit
- Just frame input: f,F+4:1 to power up
f,F+1+2
f,f,F+2
- 9 chip damage on block
- Enter DES with 1+2
f,f,F+3,4
- ,js3~50
- fs51~53
- Combo from 1st hit
f,f,F+1+2
- js5~36
- fs37~67
Crouch
Input
WS
Input
ws1,2,3
- Combo from 2nd CH with 5f delay
- Input can be delayed 10f
- Enter DES with 1+2
ws2
- Transition to SBT 3_4
- Transition to DBT f+3_f+4
ws3
- Cancel with B
- Actionable after 15 frames
CLK.B
- Cancel with B
CLK.3
- Combo from 1st hit
- Power up after 2 or more spins
- Interrupt with i8 from 1st block
CLK(Two spins).3
- 8 chip damage on block
CLK.d+3
- 8 chip damage on block
DES (Destructive Form)
Input
d+1+2
- Transition to r30 with db or d+1+2
- Transition to DBT with DES.f+3_f+4
DES.1
- 3 chip damage on block
- Final hit available only on hit
DES.2
- 2 chip damage on block
DES.2,1
- Available only as a combo from 1st hit
DES.1+2
- 6 chip damage on block
- Jails
DES.f+1
- 1 chip damage on block
DES.f+2,1
- Combo from 1st hit
- 2 chip damage on block
DES.f+2,1,2
- Combo from 1st or 2nd CH
- 6 chip damage on block
DES.f+3
- js18~40
- fs41~43
- Cancel to r33 with DBT.b
- Transition to r50 SS with DBT.u_d
DES.f+1+2
- Combo from any hit
- 6 chip damage on block
DES.f+1+2,1+2
- 6 chip damage on block
DES.d+1
- Combo from any hit
- 2 chip damage on block
DES.d+2
- Combo from any hit
- 6 chip damage on block
- DES.d+4
- DES.u+3
- DES.u+4
DES.d+3
- js5~22
- fs23~25
- DES.d+3_4 goes to foreground, DES.u+3_4 goes to background
DES.b+2,1
- Combo from any hit
- 2 chip damage on block
DES.uf+2
- Only hits airborne opponents
DES.uf+1+2
- js5~25
- fs26~28
- 2 chip damage on block
- Cancel to standing with DES.1+2
DES.BT.1
- Combo from any hit
- 1 chip damage on block
SBT (Boot)
Input
SBT.1,2
- ,js26~64
- fs65~67
- Combo from 1st hit with 1f delay
- Rest of the string is natural on CH
SBT.1,2,1
- ,js26~102
- fs103~105
- Combo from 2nd CH
- Less safe on hit than on block without CH
SBT.1,2,1,3+4
- ,js26~150
- fs151~153
- Combo from 3rd hit
- Combo from 2nd CH
- Transition to DES with input SBT.1,2,1,3+4,1+2
SBT.2
- js26~63
- fs64~66
- Transition to DES with SBT.1+2
- Hitstop 20f on hit
SBT.3
- Frame advantage +8c~+12c on shallow hit, +32 on CH
- Listed states are on hit only
DBT (Dual Boot)
Input
DES.f+3
- js18~40
- fs41~43
- Cancel to r33 with DBT.B
- Transition to Evasive Action with input DBT.U_D
DBT.1
- js17~34
- fs35~37
- Jail from 1st attack
- 3 chip damage on block
DBT.2
- js17~66
- fs67~69
- Jail from 1st attack
- 2 chip damage on block
DBT.2,1
- ,js17~100
- fs101~103
- 13 chip damage on block
DBT.3
- Frame advantage +8c~+12c on shallow hit, +32 on CH
- Listed states are on hit only
DBT.1+2
- js17~66
- fs67~69
- Jail from 1st attack
- 6 chip damage on block
DBT.f+1
- js17~32
- fs33~35
- Transition to attack throw on front standing or airborne hit
- 14 damage +3c vs BT opponent
- 4 chip damage on block
DBT.f+2,2
- ,js35~67
- fs68~70
- Combo from 1st hit
- 6 chip damage on block
BKP (Backup)
Input
Others
Input
1+2+3+4
- js11~49
- fs50~52
- Cannot block for 5 seconds
- CH state for 5 seconds
- Transition to DES with 1+2
SS.4,1+2
- ,js15~34
- fs35~37
- Combo from 1st CH
FUFT.1+2,3
- ,fs1~5
- js6~54
- fs55~57
Throws
Input
1+3
- Throw break: 1 or 2
- Opponent recovery on hit: FDFT
- Side switch on break
2+4
- Throw break: 1 or 2
- Opponent recovery on hit: FDFT
- Side switch
- Transition to DES with 1+2
Left throw
- Throw break: 1
- Opponent recovery on hit: FDFA
- Can side switch on hit
Right throw
- Throw break: 2
- Opponent recovery on hit: FUFA perpendicular to Alisa
Back throw
- Throw break: none
- Opponent recovery on hit: FDFA
- Side switch
uf+1+2
- Throw break: 1+2
- Opponent recovery on hit: FUFT
FC.db+1+2
- Throw break: 1+2
- Opponent recovery on hit: FUFA
- Side switch
10 Strings
Input
ub+4,1,1
- Combo from 2nd hit
- Combo from 1st CH
ub+4,1,1,2
- Combo from 3rd hit
- Combo from 1st CH
ub+4,1,1,2,1
- on airborne hit
ub+4,1,1,2,1,1
- Combo from 5th hit
ub+4,1,1,2,1,1,3+4
ub+4,1,1,2,1,1,3+4,3
- Combo from 7th hit
ub+4,1,1,2,1,1,3+4,3,2
- Combo from 8th hit
- Available only as combo from previous hit
ub+4,1,1,2,1,1,3+4,3,2,2
- Combo from 9th hit
- Last chainsaw hit rarely connects because of its high hitbox, -17 if blocked