Alisa (Tekken 7): Difference between revisions

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{{Alisa}}
Alisa is a well-rounded character that is biased towards a more defensive playstyle in the neutral, contrasted by one of the most aggressive stances in the game that is a near never-ending vortex.


'''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, this pairs well with her strong lateral movement. Paired with her strong space control in the neutral, she creates an environment where she can nip away at her opponent, forcing a more cautious rhythm of play.  
She thrives lingering just outside range 1. To maximise her capability, strong defensive movement is required in the form of [https://wavu.wiki/t/Backdash_cancel Backdash Cancelling] and [https://wavu.wiki/t/Movement Sidestepping]. Although not required, great amounts of pressure can be had if Instant While Running is learnt.


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.
== 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.


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.
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.


'''Punishment'''
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.


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.  
== 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.


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.
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 to compensate. Generic FC 4 and ws4 are faster options that are naturally weaker in both follow-ups and damage.


A good portion of her Punishment (Standing and Full Crouch) contains transitions to DES.
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.
 
Both CH tools also makes her keep-out game effective.
 
=== Punishment ===
Having some of the best Standing [[Punishers]] in the game, a more defensive playstyle is rewarded for punishing appropriately. But her full crouch punishment leaves much to be desired. Her 11i (ws4) and 13i (ws1.2) options are notoriously subpar on paper, and her 15i (uf4.4) has poor range.
 
Even her Low Parry is one of the weakest in the game.
 
But, a good portion of her Punishment (Standing and Full Crouch) contains transitions to her signature stance, Destroy Form (DES), which has all the moves required for an opponent to respect the stance.
 
===== Available Transitions =====
     Standing    10i - 1.1(.1+2)  [Optional]
     Standing    10i - 1.1(.1+2)  [Optional]
     Standing    13i - 3.2
     Standing    13i - 3.2
     Standing    15i - b4.3(.1+2)  [Optional]
     Standing    15i - b4.3(.1+2)  [Optional]
     Full Crouch 13i - ws1.2(.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 11:01, 23 January 2021

Alisa is a well-rounded character that is biased towards a more defensive playstyle in the neutral, contrasted by one of the most aggressive stances in the game that is a near never-ending vortex.

She thrives lingering just outside range 1. To maximise her capability, strong defensive movement is required in the form of Backdash Cancelling and Sidestepping. Although not required, great amounts of pressure can be had if Instant While Running is learnt.

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 to compensate. Generic FC 4 and ws4 are faster options that are naturally weaker in both follow-ups and damage.

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.

Both CH tools also makes her keep-out game effective.

Punishment

Having some of the best Standing Punishers in the game, a more defensive playstyle is rewarded for punishing appropriately. But her full crouch punishment leaves much to be desired. Her 11i (ws4) and 13i (ws1.2) options are notoriously subpar on paper, and her 15i (uf4.4) has poor range.

Even her Low Parry is one of the weakest in the game.

But, a good portion of her Punishment (Standing and Full Crouch) contains transitions to her signature stance, Destroy Form (DES), which has all the moves required for an opponent to respect the stance.

Available Transitions
    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]