Alisa (Tekken 7) |
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Bread n' butter
Bread n' butter combos are juggles that:
- Work on as many different launchers as possible
- Work on all body sizes
Launchers that require unique combos go straight to § Staples.
- Regular launch (e.g. df+2)
- b+1 ws1,2,3 4 S! wr3,4
- Crouching recovery (e.g. CH FUFT.3)
- ws1,2,3 b+2,4 S! wr3,4
- Instant screw (CH 4)
- b+1 ws1,2 1 db+2,2
Mini-combos
- [20] ws1+2
- [24] ws1+2*
- [+13] cc d+3
- db+4
- [36] cc d+3[1]
- CH (df+3),3
- [33] d+3
- (2,3),4
- [40] OG.db+1+2[2]
- [38] db+4
- CH (1),1
- [41] OG.db+1+2
- [39] db+4
- f+3,2
- [52] DES.f+3+4~2,1
- b+4,4,3+4
- [64] SBT.1,2,1,3+4
- wr2
- [46] f+1+2[4]
- f+1+2
- [37] f+1+2
- [41] df+1+2
- [54] f+3+4 DBOOT 2,1
Staples
Staple combos are juggles that:
- Can be done consistently by a skilled player
- Either work on all body sizes, or the characters it does work on are comprehensively listed
- Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
- [30] db+1~4
- [22] SBT.4
- [21] 1+2
- [20] uf+4,4
- [16] df+2
- low parry
- [+47] b+1 ws1,2,3 4 S! f,f d+3~1
- [+45] f+2 df+1,1 d+4,1+2 S! d+3~1
- [+43] b+1 ws1,2,3 4 S! wr3,4
- [+42][1] 4 S! f+3+4~1,2,1,3+4
- [+36] 2,3<3 S! f+4,1,4
- [+35][2] 4 S! f,F+3,4,4
- above launchers
- [23] f,F+1+2
- [22] (1,2),2*
- [20] d+3+4
- [20] db+1~2
- [20] CH b+4
- [20] CH SBT.3
- [+48] ws1[3],2,3 1 f,f b+2,4 S! f,f d+3~1
- [+47] ws1[3],2,3 d+4,1+2 S! d+3~1
- [+43] ws1[3],2,3 d+4,1+2 S! wr3,4
- [+42] ws1[3],2,3 b+2,4 S! wr3,4
- above launchers
- [30] db+1~3 f,F
- [27] DES.uf+1+2,1+2
- [20] CH (b+2),1
- [+39] d+4,1+2 S! f+2 f+4,1,4
- [+39] d+4,1+2 S! f+2 1 uf+3,2
- [+38] d+4,1+2 S! ws1,2 1 wr2
- [+36] d+4,1+2 S! ws1,2 1 b,f+2
- [+35] d+4,1+2 S! ws1,2 db+2,2
- [+35] d+4,1+2 S! f,F+3,4,4
- [28] CH 4
- [+38] ws1,2,3 1 uf+3,2
- [+37] ws1,2,3 1 f,F+2,3
- [+36] ws1,2,3 1 f,f 1 wr2
- [+35] b+1 ws1,2 1 uf+3,2
- [+34] ws1,2,3 1 f,f 1 b,f+2
- [+30] b+1 ws1,2 1 db+2,2
- [20] CH d+3
- [+48] (Backup).1 S! ws1,2,3 1 wr2
- [+46] (Backup).1 S! ws1,2,3 1 b,f+2
- [+44] ws4 1,1 d+4,1+2 S! d+3~1
- [+39] ws4 1,1 d+4,1+2 S! wr3,4
- [20] CH (b+2),1
- [+45] df+1,1 f+2 d+4,1+2 S! d+3~1
- [+41] df+1,1 f+2 b+2,4 S! wr3,4
- [+40] df+1,1 f+2 b+2,4 S! wr3,4
- 1+2
- [70] ssr ws1,2,3 f,f df+1 b+2,4 S! f,f d+3~1
- SBT.4
- [69] ws1+2** ws1,2 1 4 s! f,f d+3~1
- f,F+3,4,4
- [71] df+2 df+1 1 uf+3,2
- [70] f+3+4~1,2,1,3+4
- [69] df+2 df+1 df+1 d+4,1+2
- [69] ws1,2,3 1 b,f+2
- [24] ws2,3+4
- [37] R.f+2+3,3+4
- [+48] SBT.3 ws1,2,3 4 S! f,f d+3~1
- DES.2,(During hit).1
- [62] f,F+3,4,4 S! d+3~1
- [62] <f+2[4] df+1 b+2,4 S! f,f d+3~1
- DES.f+1+2
- [73] DES.df+1+2 S! DES.f+3+4~2,1
- b+3+4
- [+45] f+2 df+1,1 d+4,1+2 S! d+3~1
Rage
- df+2
- combo for df+2 with rage here
Wall
- Regular carry (30% scaling)
- [+21] 1 f,F+1+2,(During hit).2
- [+19] f,F+1+2,(During hit).2
- [+19] 1 2[1],3,3
- [+17] ws1,2<3
- [+17] 1,2 f+1+2
- [+16] 1,2,2*
- [+16] f+2,3,3
- [+13] DES.b+2,1
- [+12] f+1+2
- [+12] df+1+2
- [+12] DES.df+1+2
- â «W! 1 2» only works vs large males.
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- df+2
- 4 S! f,F+3,4,4
Stage break
- Howard Estate
- big boy break all the walls combo here
Extras
Extra combos are juggles that are:
- Strictly worse than one of the § Staples; or
- Too inconsistent to be a staple; or
- Joke combos for style points.
Infinite Stage Combos
Bread and Butter combos - works on a majority of launchers
(1) [Launch] < ws1.2.3 < d4.1+2 < d3~1 [+47 HP] reliable damage but w/exceptions (2) [Launch] < b1 < ws1.2.3 < 4 < d3~1 [+47 HP] reliable w/o any skew (3) [Launch] < f2 < df1.1 < d4.1+2 < d3~1 [+45 HP] old BnB, most reliable (4) [Launch] < df1.1 < f2 < d4.1+2 < d3~1 [+45 HP] old BnB, most reliable
Launchers compatible w/all 4 Bread and Butter combos:
(a) uf4.4 [20 HP] (d) BKP 2 [23 HP] (h) SBT 4 [27 HP] (b) df2 [16 HP] (e) BKP 3 [30 HP] (c) 1+2 [21 HP] (f) BKP 4 [30 HP]
Launchers w/compatibility issues:
(i) CH b4 [20 HP, incompatible w/(2)] (j) ff1+2 [23 HP, only compatible w/(1)] (k) (1.2).2* [22 HP, recovers FC, compatible w/(1) only] (l) CH (1.2).2 [20 HP, recovers FC, compatible w/(1) only] (m) CH SBT 3 [20 HP, recovers FC, compatible w/(1) only] (n) DES uf1+2 [27 HP, incompatible w/(2)]
Launcher w/unique fillers + enders:
(o) f3.2 < DBT 2.1 [52 HP] (p) f3.2 < DBT 3 < ws 4 < df1.1 < d3 [60 HP] (q) b4.4 < SBT 1.2.1.3+4 [64 HP] (r) ws2 < DBT 3 < ws1.2.3 < 4 < d3~1 [72 HP] (s) ff3.4.4 < df2 < df1 < f1 < uf3.2 [71 HP] (t) CH d3 < BKP 1 < df2 < df1 < f1 < uf3.2 [68 HP] (u) ws1+2** < d4.1+2 < f2 < f1 < uf3.2 (v) CH (b2).1 < d4.1+2 < f2 < f1 < uf3.2 (w) DES 2.1... (x) DES f1+2 < DES df1+2 < DBT 2.1 [73 HP] (y) BT 3+4 (z) BT uf4
Single Hit Screw Launcher filler
(5) [Launch] < ws1.2.3 < f1 < uf3.2 [+38 HP]
Single Hit Screw Launchers
(aa) CH 4 [28 HP] (ab) CH (2.3).3 [30 HP] (ac) CH (2).4 [25 HP] (ad) CH (b2).4 [24 HP] (ae) CH (ws3)~3 [24 HP] (af) (ws3*).3 [22 HP]
Rage Combos
The General Rule of thumb is that Alisa is better off going for the Rage Art (for more damage) than the Rage Drive unless there's enough carry to add a wall ender.
Floor, Wall, Balcony breaks are simply not enough to justify the use of her Rage Drive, which has the primary function of adding travel.
Where possible, using the screw as early as possible will net with an average of +2 HP when compared to changing d4.1+2 for b2.4, for far easier connects w/her Art
uf4.4 < b3 < ws1.2.3 < [Rage Art] [82~93 HP] uf4.4 < ws1.2.3 < b2.4 < [Rage Art] [81~92 HP]
Infinite Stage Combos w/Rage
df2 < 4 < ws1.2.3 < [Rage Art] [76~87 HP] CH 4 < b1 < ws1.2.3 < [Rage Art] [83~94 HP] uf4.4 < b3 < ws1.2.3 < [Rage Art] [82~93 HP] CH b4 < ws1.2.3 < b2.4 < [Rage Art] [78~89 HP]
missing sections/combos (to be added later)
- in rage f2+3
- d3+4
- (ws3*).d3
- (b1).1+2
- (ws1.2).3
- CH (b4).3
- b3+4
- (b3+4).3+4
- stronger + harder/weaker + easier combo routes
- Rage (more detail)
- Wall carry, Enders
- Wall Combos
- Floor Break Combos
[all information subject to change, just wrote this from memory- will double check all at a later date]