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.
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
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
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
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
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
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
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
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
Notable Moves
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
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
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
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
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
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 Artm,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
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
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
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
Generic safe DF2 except a little bit worse. Tracks right by just a smidge.m, i16~17, -9 oB, +32a (+22) oH
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
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
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
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
Fast high crush low poke with pushback on hit. Is +3 on CH.L, i16, -13 oB, -2 oH, +3 oCH
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
Panic Moves
Alisa's aforementioned mid power crush with insane tracking.m, i19~20, -13 oB, +8 oH
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
Alisa's hopkick.m, M, i15~16, -13 oB, +45a (+37) oH
Low crushing launcher with fantastic evasion. Is very risky.m, i18~19, -17 oB, +32a (+22) oH
Low crushing heat smash with slight backwards movement.m, i20~21, +8 oB, -15d oH
Knowledge Checks
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
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
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
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
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 Move Handling
High reward panic option. -17 on block, launch every time.m, i18~19, -17 oB, +32a (+22) oH
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
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
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
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