Alisa strategy (Tekken 7): Difference between revisions

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== 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 (Heihachiā€™s ff2, Paulā€™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 b3ćƒ¼ 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.

Revision as of 05:32, 10 January 2022

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1
Jab is good okay.
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 (Heihachiā€™s ff2, Paulā€™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 b3ćƒ¼ 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.