
I could go on about the other launchers/combos I skipped over if necessary. W! b4,3 (if they don't get up after the spike, either db1+2 or d2,4 works) Launch, df1,1, f2, b2,4, S!, SSL _f, d3~1 (the combo I use often as screwing with b2,4 allows you to end with WR3,4 for wall carry or dash RA) Launch, f2, df1,1, d4,1+2, S!, d3~1 (RA won't hit after S! in this combo) Others: WS1+2*(all WS1+2 versions can launch but the 3 spin one combos the easiest) Plenty of other launchers: 1+2, SBT 4, db1~2, db1~4, ff3,4,4, DES 2:1 and moreġ7f: WS 2 (-12~-13 on block can go into SBR or DBT) Lots of Alisas like to use d/b+3 like it's advantageous (+) on block, but it's actually -1 and only advantageous on CH.ġ5f: uf4,4 (-11~13 OC on block -13 on deep hit so Josie, Eddy and Kazuya can launch punish)ġ6f: df2 (safe on block, doesn't launch on crouch) This is important in situations such as having the opponent enter FLY after a block WS+2 Remember that Alisa can be floated out of FLY. The second hit of WS+1, 2 is high, duck and punish Alternatively you could jab her immediately following the first hit Sidewalk the second hit of b+3+4, 3+4 and then run up and punish. It's -8~+3 on block, so it could be decent for frame trapping if you learn the spacing or you could just abuse the uncertainty of it to do mind games SBT+2: Safe Mid elbow that results in a knockdown. SBT+1,2: Mid, Mid, and safe option to get in close after entering SBT Safe, mid, has decent range, and results in a knockdown Slow, but a decent whiff punish toolī+3: Alisa's dedicated homing move. Very advantageous on hit (+8~+9) so you have some mix-up potential after itĭ+3: Relatively slow low, but it has some crushing, moves you forward by a decent amount, and allows for some mix-upsī+2,4: Mid, Natural Combo, and Safe.
#Alisa tekken 7 full#
Best used to close out rounds or for poking at range/keep-outī+1: Mid poke that recovers in full crouch. 9~-8 on block so you're practically surrendering your offense if it's blockedĭ/f+4: Very quick mid at i12. Only issue is that it hits highĭ/f+1,4: Mid variation off of d/f+1 for when you think people will duck.


Pros : Good pokes, good defensive options, crushing, good range, good keep-out, Great sidestepĬons : Weak to stepping right, stance options crumble under pressureġ,1: A pretty typical jab strings that's unique in the fact that the second hit will result in a Knock Down on Counter HitĤ: Decently fast at i13~i14, Homing, Safe, and gives you a combo on CHĭ/f+1: Below average d/f+1 (-6 on block), but has some several follow-up strings that are decent.ĭ/f+1,1: Advantageous on block and highly advantageous on hit. Alisa is a balanced character with an emphasis on zoning and more defensive style poking
