SewerSwans (talk | contribs) (a bit of basic Alisa info since there was nothing here; I am not an expert on her by any means.) |
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{{Alisa}} | {{Alisa}} | ||
'''Alisa''' is a poking character with exceptional | '''Alisa''' is a poking character with exceptional movement. She flourishes at ~range 1, where she has strong pokes that reach a lot farther than the rest of the cast, and pairs well with her strong lateral movement. Paired with her strong space control in the neutral, she creates and environment where she can nip away at her opponent, forcing a more cautious rhythm of play. | ||
Her | Contrasting her safe, poke heavy gameplan in the neutral, her primary stance (Destroy Form) is incredibly aggressive with an insane 50/50 with the strength of the risk/reward skewed towards mids. This paired with unique movement options enhances pressure & mix-ups. | ||
Her main 50/50 is weak to Sidewalk Left, but she also has a "jab" (DES f1, 12i) from this stance that is uninterruptible on block, tracks to her weak side, deals 21 HP with +11 on Hit. | |||
Her standing punishment is strong, covering a lot of options. however, she is susceptible to moves with strong pushback. This makes punishing things like Heihachi's ff2, Paul's Deathfist, generic Wake Up Mids etc. inconsistent at times, or even unpunishable. | |||
Her full crouch punishment is arguably below par, with 11i, and 13i being notoriously subpar, and her 15i having poor range. Even her Low Parry is one of the weakest in the game. | |||
A good portion of her Punishment (Standing and Full Crouch) contains transitions to DES. | |||
Standing 10i - 1.1(.1+2) [Optional] | |||
Standing 13i - 3.2 | |||
Standing 15i - b4.3(.1+2) [Optional] | |||
Full Crouch 13i - ws1.2(.1+2) [Optional] | |||
All transitions can followed by an uninterruptible mid (DES 1, 20 HP), the aforementioned jab, or a low that cannot be generic low parried. |
Revision as of 00:40, 22 January 2021
Alisa (Tekken 7) |
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Alisa is a poking character with exceptional movement. She flourishes at ~range 1, where she has strong pokes that reach a lot farther than the rest of the cast, and pairs well with her strong lateral movement. Paired with her strong space control in the neutral, she creates and environment where she can nip away at her opponent, forcing a more cautious rhythm of play.
Contrasting her safe, poke heavy gameplan in the neutral, her primary stance (Destroy Form) is incredibly aggressive with an insane 50/50 with the strength of the risk/reward skewed towards mids. This paired with unique movement options enhances pressure & mix-ups.
Her main 50/50 is weak to Sidewalk Left, but she also has a "jab" (DES f1, 12i) from this stance that is uninterruptible on block, tracks to her weak side, deals 21 HP with +11 on Hit.
Her standing punishment is strong, covering a lot of options. however, she is susceptible to moves with strong pushback. This makes punishing things like Heihachi's ff2, Paul's Deathfist, generic Wake Up Mids etc. inconsistent at times, or even unpunishable.
Her full crouch punishment is arguably below par, with 11i, and 13i being notoriously subpar, and her 15i having poor range. Even her Low Parry is one of the weakest in the game.
A good portion of her Punishment (Standing and Full Crouch) contains transitions to DES.
Standing 10i - 1.1(.1+2) [Optional] Standing 13i - 3.2 Standing 15i - b4.3(.1+2) [Optional] Full Crouch 13i - ws1.2(.1+2) [Optional]
All transitions can followed by an uninterruptible mid (DES 1, 20 HP), the aforementioned jab, or a low that cannot be generic low parried.