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alisa Tekken 8 Season 2 Guide

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Last updated Feb 10, 2026, Game version 2.09

About the Author

Nick RM is an Alisa specialist and currently ranks top 3 on the North American online leaderboard for the character. Recently, he finished top 6 at Frosty Faustings, a stacked tournament with nearly 400 players and many of the continent’s strongest competitors. Other strong offline results from the recent year include 1st at Midwest Mixfest and 5th at Cream City Convergence. Nick also consistently competes online, with multiple top‑8 placements at events such as Tampa Never Sleeps.

Introduction

Alisa Bosconovitch is an extremely well-rounded and simple character who's all about frustrating the opponent into making mistakes and killing them.

She has fantastic small pokes (DF+1, F+2, D+4, and it's extension D4,1+2, DB+3, and DF+4), amazing space control with her best in class movement and long range buttons (such as UF+2, B+1, F,F1+2), great panic options, fantastic approach in her running moves and Boot stances, solid standing punishment, a great CH game in moves like Standing 4, 2,3,3, and DF+2, and strong offense in Destructive Form, FC, and the aforementioned new and improved Boot stances, especially Dual Boot.

Alisa is perfect for players looking for a very simple, compact, and accessible character who has an answer for pretty much every situation.

Strengths

  • Great Movement: With a top-class backdash and sidestep, hitting Alisa is extremely difficult.
  • Smothering Offense: Alisa has very versatile mixup stances with options on options, with solid lockdown. Moves like DES B2,1 and DBT F1+2 emphasize this.
  • Strong Keepout: Alisa can disrupt the opponent's pressure very easily with moves like B1+2, 2,3,3, and Standing 4.
  • Low Risk: Alisa remains relatively safe on a lot of her best buttons, like FC 1+2, DF2, and UF2.

Weaknesses

  • Low Damage: She has to win more interactions in a round compared to most of the cast. You can really feel the lack of output vs high damage characters such as King or Jun.
  • No Oki: Almost nonexistent oki unless she's at the wall, in which she gets DES oki, which is just okay. She's just not a knockdown character.
  • Life Deficits: Hard to come back from large life deficits due to slow and predictable options, on top of the low damage/bad oki as mentioned earlier.

Heat System

  • Alisa's heat system this season is all about her launching engagers and new ways to enter chainsaws. Those powerful engagers are F2,1, UF+2, and DES F2,1,2, the latter of which is fully CH confirmable and can cancel into DBT after the first two hits (press 3 or 4), albeit at minus frames for an extremely strong mindgame. She gets a new move in H FF2,1+2, and can enter DES raw armored with H D1+2 and can enter DBT raw with H F1+4. Her heat smash (H2+3) is an excellent low-crush panic move with backwards evasion, and a very valid combo ender, especially at the wall since it does 5 extra damage. However, it's i20, very linear, and airborne, so it carries some risk compared to other heat smashes. After the heat smash, you can press 3, F3, or 1+2 to enter SBT, DBT, or DES, respectively, and those transitions can provide great pressure on block.

Top 10 Moves

Normal 1 jab with phenomenal range. Has decent extensions, especially with the safe fully charged 1,2,D+2.
h, i10, +1 oB, +8 oH
Godlike i17 mid poke that puts your opponent in a very sticky situation. It's -4 on block/+7 on hit, can enter DES by tapping 1+2, or you can finish the extension by pressing 1 after, which does NOT jail on block, giving Alisa an extremely devastating mind game, especially in heat and with her sidestep.
m, i17~18, -4 oB, +7 oH

B+1

Longer ranged fast mid poke that puts Alisa in FC at +8 on hit. Its effective range sets her up for huge whiff punishment opportunities on block, and can also be used to go under fast highs in neutral due to it's built in high crush.
m, i15~16, -5 oB, +8 oH

UF+2

Super long range i16 homing high heat engager that enters DES (forced) at -2 on block. DES mindgame is decent on block, can be used as a fringe whiff punisher, and gives a full heat dash launch.
h, i16~17, -2 oB, +20a (+11) oH

4

i13 homing high that gives a +14 ballerina spin/wallsplat on normal hit, and a +38 CH knockdown/high wallsplat on counterhit, and is only -5 on block. You can use this move both offensively for wallsplat fishing or as a movement/timing check and defensively because of the CH properties, speed, and aforementioned homing property. Just a really good move with a really solid situation after.
h, i13~14, -5 oB, +14g oH, +38a oCH

DES B2,1

Oh, where do I even get started with this one. For starters, it's an i18, floor-breaking, spike knockdown homing mid without the trail that gives a full launch on trade, at -3 forced crouch. Alisa doesn't have to finish the string either and play off mental frames from the second hit, although that leaves her at -12 on block. The forced crouch on block puts her in a pretty good situation as well.
m, m,SL,SL,SL,SL, i18~20, -3c oB, +5 oH

D4, 1+2

Phenomenal i17 lightly tracking low poke that jails for 0 on block. Has decent pushback, both hits are fully guaranteed on CH for a knockdown/wallsplat, and it doesn't have to be finished, with solo D4 leaving Alisa at -1 on hit and -12 on block.
L, h, i17~18, +0 oB, +11a (+2) oH

B1+2

Alisa's mid power crush. Has amazing tracking, is +8 into DES (forced), leaves the opponent standing on hit, and -13 on block. Unorthodox power crush that can be used to restrict movement and can also be used from DES by pressing DES B1+2.
m, i19~20, -13 oB, +8 oH
Solid generic i12 mid poke linear mid poke that is -7 on block/+4 on hit. This move stands out because of the pushback, allowing Alisa to whiff-punish or space the opponent out at tip range.
m, i12, -7 oB, +4 oH

DBT F2,2

Dual Boot Hellsweep that can be interrupted at up to i15 on the first hit, and the second hit is -33 on block. This move stands out because Alisa doesn't have to finish the sweep, which instead turns the first hit into a tracking, ground hitting, -12 on block, and +6 on hit into DES (forced) low.
L, m, i19~20, -33 oB, -6a (-13) oH

Punishers

Standing
i10f 1,1 (Great i10 punish. Can shift to DES.)
i12f 2,2 (Big damage punish that knocks down. Can be pretty stubby, especially when trying to punish moves that her i10 punish can hit like Leo's LTG B3,1,2.)
i13f 3,2 (Amazing mid high i13 heat engager punish.)
i14f F3,2 (Coveted i14 punisher. Can use DES B1+2 or DES F212 as a followup after, the latter of which can heat dash launch for a combo.)
i15f UF4,4 (Alisa's go to i15 punish, which is her hopkick.)
i15f B4,4 (Gives a guaranteed SBT 1,2,1,3+4 or DBT 2,1 on normal hit.)
i16f DF2
i17f UF3,2 (Use this for moves like Asuka/Jun B3 on block.)
Crouching
i11f WS+4 (Generic WS4, albeit on the stubbier side.)
i13f WS1,2 (Just an okay WS punisher. Can shift to DES at +6 on hit.)
i15f UF4,4
i17f WS+2 (Big damage WS launcher.)
Whiff punishers
1,1 (Fast whiff punisher.)
UF4,4 (Fastest mid launcher. Good for whiff punishing moves that recover in crouch.)
B4,4 (Solid long range and good damage whiff punisher.)

Combos

DF+2 | UF4,4 | CH B+4 | CH (2,3), 3 | BKP 4 | U1+2 | UB3+4,1+2 | DES UF+1+2, 1+2 | CH (1,2), D+2 | CH (B2),1
DF1,1 → F+2 → UF+1 T! → F+3 → DBT F+1
WS+2
3 → SBT 3 → WS1,2 → UF+1 T! → F+3 → DBT F+1
B3+4
F+2 → DF+1 → 1 → UF+1 → F+3 → DBT F+1
D3+4 | Low Parry | CLK D+3
UF+1 → F+3 → DBT F+1
DES 2,1
DES 2,1 T! → 2,3,3 → DF1,1 → UF3,2
(B1), 1+2
UF+1 → dash UF+1
CH D+3
WS+4 → UF+1 → F+3 → DBT F+1
CH SBT 3 | CH DBT 3
WS1,2,3 → UF+1 → F+3 → DBT F+1

Beginner Combos

DF+2 | UF4,4 | CH B+4 | CH (2,3), 3 | BKP 4 | U1+2 | UB3+4,1+2 | (B1), 1+2 | WS(1,2),3 | B3+4 | DES U1+2, 1+2 | CH (1,2), D+2 | CH (B2),1 | CH SBT 3 | CH DBT 3
UF+1 → dash UF+1
WS+2
3 → SBT 1,2,1,3+4
DES 2,1
DES 2,1 T! → 2,3,3 → 2,3,3 → D4,1+2
D3+4 | Low Parry
UF+1 → F+3 → DBT F+1

Combo Enders

Carry
Floor break
Wall break

Wall Combos

Normal
1,2 → F1+2
F,F 3,4,4,1+2
With tornado
B2,3 → UF3+4 → D2,4
B2,3 → 2,3,3

Small Combos

WR2
F1+2
B4,4
SBT 1,2,1,3+4
DBT 2,1
CH F,F1+2 | CH (DF1),2
2,2
3,2
F3,2
DES B1+2
DES F2,1,2
(2,3),4 | UF3+4 | CH (1),1
(while grounded) DB1+2
WS1+2
D+3
Rage art
CH (DF3),3
D+3

Notable Moves

FC 1+2

i21 +5 on hit low that can transition into DES at +5 on hit and is -11 on block. Super good power low with a decent amount of safety.
L,L, i21~23 i6~8, -11c oB, +5c oH

CLK. 3 (WS3,3)

i19 WS mid that's -9 on block, use this to mix with FC 1+2 at the wall.
m, i13~14, -9 oB, +12g oH

D+3

Low crushing, CH launching low with massive range and transitions to BKP. Is somewhat reactable, and very launch punishable pretty much everywhere but tip range. On hit at tip range Alisa gets a guaranteed BKP 1.
L, i23~32, -10~-1 oB, +8c~+17c oH, +32a oCH

DB+4

Slow high crushing low that has been buffed in S2 to be faster and only -14, but had it's knockdown property removed for it to be +2 on hit. Transitions to FC.
L, i20~21, -14 oB, +2c oH, +12g oCH

WS1+2

Homing, chargeable WS mid that you can also use to mix with FC 1+2. Gives a guaranteed D+3 on hit and becomes really scary in rage because RA is guaranteed even with no charge. When charged, this move becomes -4 on block instead of -8.
m, i20~21, -8 oB, +21 oH

DES F1+2

A very slow plus on block mid with massive pushback. It is meant to be used to shift to DBT at +4 on block. Gives a couple guaranteed follow-ups on normal hit, including DES B1+2, DBT 2,1, and Rage Art
m,m,m,m,m,m,m,m, i23~27 i1~5 i1~4 i1~4 i1~5 i1~5 i1~4 i1~1, +1 oB, +33a oH
An okay DF1 with a hit-confirmable mid high high CH string in DF1,1,2 and a mid mid option in DF1,4. DF14 gives a guaranteed followup on CH in either 2,2, 3,2, or 3,F+2. DF1,4 is -11 on block.
m, i13, -6 oB, +5 oH, +8 oCH

B2,4

Mid-high string with mid extensions in B2,3 and B2,1. Mainly used at the wall, in which it can be used to hit confirm and wall splat duckers.
m, h, i18, -7 oB, +12g oH, +36a oCH

B4,4

Long range whiff punisher, can be used for followups as it can shift to both SBT and DBT.
m, M, i15~16, -37 oB, +9a (-1) oH

F,F1+2

Alisa's Demon Paw. Long range mid with strong tracking and like DF1,4 gives a guaranteed followup on CH in either 2,2, 3,2, or 3,F+2.
m,m, i17~18 i12~13, -9 oB, +4 oH, +13 oCH

DF+2

Generic safe DF2 except a little bit worse. Tracks right by just a smidge.
m, i16~17, -9 oB, +32a (+22) oH

WR2

Fast, high, plus on block running approach tool that can shift to DES. Gives a guaranteed followup on normal hit with F1+2. Can be pretty telegraphed, and will be floated/stepped/ducked on a read.
h, i13~15, +5~+7 oB, +28a (+20) oH

DBT F1+2

Plus on block wallsplatting mid with a large hitbox. Shifts to DES at +4 on block (forced).
m,m,m,m,m, i17-18, +4 oB, +25a (-1) oH

DES D+2

A homing, albeit slow power low that can shift to DBT at +4. Is 0 on normal hit.
L,L,L, i22~23, -14 oB, +0c oH

2,3,3

A 12f counterhit-confirmable string. The third hit can be delayed and is a CH launcher. The first two hits are -10, while the last hit is -11 and can be floated by jabs when delayed.
h, m, m, i12, -11 oB, +16a (-7) oH, +61a (+41) oCH

DB+3

Fast high crush low poke with pushback on hit. Is +3 on CH.
L, i16, -13 oB, -2 oH, +3 oCH

BKP 1

An extremely fast high out of BKP, it can shift into SBT or DBT at +6 on block, and at +7 at tip range.
h, i11~13, +4~+6 oB, +27a (+1) oH

Stances

Destructive Form (DES)

Powerful and versatile mixup stance that can be accessed mainly through punishment (1,1 or WS1,2, for example) or through a couple of slower, bigger moves that require a certain use case (such as B1+2, WR2, or UF+2).

Boot (SBT)

Mid-Low mixup stance where Alisa mainly cycles through SBT 2 and SBT 3. She has 3 other moves in SBT 1+2 which is an unblockable high, SBT 1,2 two mid mid -9 punches that are part of the Hard Reset string (You won't see this move used much in Tekken 8), and SBT 4 which is an extremely high damage hail mary launcher that is extremely punishable on block. This stance was made much faster in Season 2. You can access it on moves such as BKP 1 or F1+2, or by doing it raw with F3+4. Unless it's for combos, you'll typically just want to enter DBT, as it's a lot more powerful and can be accessed the same ways as SBT except for raw F3+4.

Dual Boot (DES)

An extremely good albeit somewhat risky mix-up stance. It was juiced up for Season 2, thanks to the overall speed boost to both Boot stances, the new mid move she got in DBT F1+2, the improved DBT F+2, and solid mid in DBT 1+2. She also gets access to the SBT moves such as SBT 3 and SBT 4, but now known as DBT 3 and DBT 4. On top of this, she can enter it in many new ways now instead of just off moves that can also put her in SBT, such as off H F1+4, DES D+2, Evasive Action F3/4, and DES F2,1 in heat.

Backup (BKP)

A high crushing stance with a particular set of use cases, which can be entered by holding DB in SBT or by manually pressing DB+1. BKP 1 a plus on block high that can go into a Boot stance of your choosing; BKP 2 is a gimmicky high rocket punch mainly used in combos; BKP 1+2 is a reactable high unblockable launcher; BKP 3 is a mid kick that can pick up for a launch with a deep dash if you're goated enough; and BKP 4 an extremely evasive big damage launcher with poor range.

Panic Moves

B1+2

Alisa's aforementioned mid power crush with insane tracking.
m, i19~20, -13 oB, +8 oH

UB+2

Fast high power crush that can be performed from crouch. Can also be used as a fringe whiff punisher.
h, i16~20, -9 oB, +12c oH

UF4,4

Alisa's hopkick.
m, M, i15~16, -13 oB, +45a (+37) oH

B3+4

Low crushing launcher with fantastic evasion. Is very risky.
m, i18~19, -17 oB, +32a (+22) oH

H 2+3

Low crushing heat smash with slight backwards movement.
m, i20~21, +8 oB, -15d oH

Frame Traps

DES D+1 DES 1
DES F1+2 DBT 1+2
WR2 DES 1

Knowledge Checks

B1,1+2

This 3-hit string has two staggered hits, the latter of the two CH launch. Alisa can be interrupted with a quicker button (hopkick, mid poke, etc.) or stepped right after blocking the second hit, or just wait and use a long-range i16 or faster punish on the last hit.
m, SL,m, i15~16, -16 oB, +71a oH

2,3,3

A true stomper at all levels. Non-MU knowers will press on the third hit and get CH launched, and an experienced player will try to call out the delay/missed CH confirm (Alisa players will try to confirm this sometimes) and get CH launched. Be wary of the last hit and weigh risk/reward when trying to punish the first two hits.
h, m, m, i12, -11 oB, +16a (-7) oH, +61a (+41) oCH

B3+4, 3+4

Newer Alisa players will use this move a lot, since the reward is high and she is +6 on block after the full string. You can beat this by floating her after or moving in either direction after the first hit. Some characters have an option select that can float/launch both (Yoshimitsu's DF2 for example).
m, M, i18~19, +5c~+10c oB, +59a oH

F,F+3,4,4

Alisa players will almost always finish this string, and it is -10 on block. The second hit can be canceled into DES at heavy minus frames, but it's not threatening at all.
m, h, m, i18~19, -10 oB, +20a oH
Alisa players will use this special wake-up option to catch you off guard. It's slow, linear, and -10 on block.
m, i22~23, -10 oB, +60a oH

WS1,2,3

3 hit mid high mid string that is -10 on block. Duck and launch the second hit.
M, h, m, i13~14, -10 oB, +33a (+23) oH

Defensive tips

Duck (sometimes)

A lot of Alisa's best buttons in neutral are highs and lows. Don't be afraid to commit to a duck and call out one of these moves every once in a while.

Stay Close

Alisa wants space to get her high reward stuff off, try your best to smother her.

Rethink your pressure

Alisa has amazing panic options and fantastic movement. Leave gaps in your pressure to avoid her panic options, and rely on your homing moves more than you typically would, especially in small frame situations.

Defending against DES and DBT

When playing against DES, rotate all of your defensive options to discourage her from running degenerate mix. This includes using your power crushes, hopkicks, small checks, movement, and various other panic options you may have. Sometimes it isn't always as cut and dry as duck or don't. When defending against DBT off entrances like DES D+2 and DES F1+2 (on block), use single jabs as an interrupt and avoid heat burst due to the CH-launching DBT 3.

Defensive Move Handling

B3+4

High reward panic option. -17 on block, launch every time.
m, i18~19, -17 oB, +32a (+22) oH

DF1,4

Mid mid string where the second hit is super rewarding on CH. -11 on block, punish this every time.
m, m, i13, -11 oB, +3c oH, +13c oCH

3,2

Mid high string. Duck and launch every time, especially on a missed punish. The mid option in 3,F2 isn't threatening enough to warrant not ducking.
m, h, i13~14, -2 oB, +20a (+11) oH

B4,4

Long range big damage move. The full string is -37 with pushback and -19 if she transitions to one of her Boot stances. Lab out your characters OS to beat both of the options. (For example, Ling Xiaoyu's B1+2 can launch both of them) Single B4 is a -13 on block CH launcher, try to punish this sometimes.
m, M, i15~16, -37 oB, +9a (-1) oH

1,1

Non-jailing jab string with decent reward in a -3 DES transition on block. Duck and launch.
h, h, i10, -3 oB, +5 oH, +14a oCH

External Resources