GiantDojo ALPHAv0.01
Alisa

Alisa

Alisa - rushdown/mixup/stance. Tools include i16 launcher, CH-launch low.

rushdownmixupstance

Key Moves

df+2

i16 mid launcher. -9 on block, launches on hit.

db+4

i20 low high crush. -14 on block, +2c on hit.

f+1+2

i14 mid. -12 on block, +14g on hit.

DESthenf+2

i15 mid. -9 on block, +0c on hit.

WSthen3

i19 mid. +4 on block, +15 on hit.

d+4

i17 low. -12 on block, -1 on hit.

df+4

i12 mid. -7 on block, +4 on hit.

Overview

Alisa is classified as rushdown, mixup, stance. Their toolkit includes a CH-launch low, wall-finish tools. Their fastest standing launcher comes out in 16 frames.

Strengths

  • Multiple plus-on-block mids for safe pressure
  • CH-launch low for opening defenders
  • Strong wall-carry and wall-finish tools

Weaknesses

  • Slow i16 fastest launcher limits punish reward
  • No dedicated homing move - vulnerable to side-step
  • No power crush listed in the data

Game Plan

  1. Hold neutral with f+1+2 as your quick mid check.
  2. Whiff-punish with df+2 (i16 launcher).
  3. On block, recheck pressure with ws3 (+4 on block).
  4. Mix in d+4 low to keep them honest.

Defense

  • Parry: b+1+3 (Model Change) catches a high or mid attack and turns the round around.
  • Panic launcher: d+3+4 (high crush, launches on hit) hops over jabs and lows when you read a string.
  • While-standing punisher: ws2 ducks highs and punishes from crouch.
  • Heat burst (2+3) is +1 on block and resets pressure if you have heat available.

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints.

  • Block low and wait. Alisa’s safe lows give frames but no launch; their real threat is the mid/low mix.
  • Step their linear strings - many extension routes are step-killable.
  • The Frame Data tab in Punish mode highlights moves you can launch-punish on block.