alisa

alisa

Edit
CommandHit levelDamageStartupBlockHitCounter hitNotes
2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
H.d+1+2
* Cancel to r30 with db
* Consumes 60F of remaining Heat time
* Power crush 6~36
H.f+1+4
* Consumes 150F of remaining Heat time
* Low crush 18~40
* Floating state41~43
H.2+3m50 (28)i20~21+8-15d
* Heat Smash
* Transition to SBT with 3_4
* Transition to DBT with f+3_f+4
* 8 chip damage on block
R.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
1,1h, h5, 18i10, i21-3+5+14a
* Combo from 1st hit with 4f delay
* Input can be delayed 8f
* Enter DES with 1+2
1,2h, h5, 10i10, i12-3+8
Jail from 1st attack with 4f delay
1,2,2h, h, h5, 10, 20i10, ,i20~35-9~+6+21a (+6)
* Tornado
* Balcony Break
** on airborne hit
* Weapon
* Combo from 2nd CH with 1f delay
* 6 chip damage on block
1,2,d+2h, h, l5, 10, 17i10, ,i27~28-11+2+33a
* Combo from 2nd CH
* Input can be delayed 8f
* Move can be delayed 7f
1,2,d+2*h, h, l5, 10, 22i10, ,i36~37-10+34a
* Input can be delayed 8f
* Move can be delayed 7f
2h10i12-6+5
2,2h, h10, 22i12, i20~35-13~+2+15a (+5)
* Balcony Break
* Combo from 1st hit
* 2nd hit available on hit or block only
2,3h, m10, 8i12, i22~23-10+1
* Knee
* Combo from 1st CH with 2f delay
2,3,3h, m, m10, 8, 25i12, ,i20~22-11+16a (-7)+61a (+41)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 2nd hit with 9f delay
* Input can be delayed 12f
* Move can be delayed 11f
* Low crush 13~41
* Floating state42~44
2,3,4h, m, L10, 8, 20i12, ,i42~45-13+13
* Low crush 24~39
* Floating state40~42
3m10i13~14-12-1
3,2m, h10, 20i13~14, i26~27-2+20a (+11)
* Heat Engager
* Heat Dash +5, +34a (+27)
* Homing
* Balcony Break
* Weapon
* Combo from 1st hit
* 6 chip damage on block
* 10 chip damage on block in heat
* Does not transition to DES when using Heat Dash
3,f+2m, m10, 20i13~14, i24~28 i1~4 i1~4 i1~4 i1-12+5
* Weapon
* Combo from 1st hit
* 2 chip damage on block
* 6 chip damage on block in heat
4h24i13~14-5+14g+38a
* Homing
* Balcony Break
1+2m22i19~20-4+15a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Head
* 6 chip damage on block
1+2m22i19~20-4+15a
* Heat Engager
* Heat Dash +67a (+50) on hit, +5 on block
* Balcony Break
* Spike
* Head
* 6 chip damage on block
1+2+3
Can transition to DES with held input 1+2
1+2+4
f+2m12i17~18-4+7
* Enter DES with 1+2
f+2,1m, m12, 20i17~18, i24~25-12+14c
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Weapon
* Combo from 1st hit
* 6 chip damage on block
* 10 chip damage on block in heat
* Does not transition to DES when using Heat Dash
f+2,3m, h12, 8i17~18, i22-8+4
* Balcony Break
** on airborne hit
* Combo from 1st CH with 1f delay
* Transition to r40 DES with 1+2
* Low crush 17~38
* Floating state39~41
f+2,3,3m, h, m12, 8, 22i17~18, ,i35~36-10+12a (-3)
* Balcony Break
* Combo from 2nd hit
f+3h10i14~15-14-3
f+3,2h, h10, 20i14~15, i25-4+38d (+30)
* Balcony Break
* Weapon
* Combo from 1st hit
* 6 chip damage on block
* 10 chip damage on block in heat
f+3,1+2h, m10, 25i14~15, i24~25-13+8
* Balcony Break
* Weapon
* Combo from 1st hit
* 7 chip damage on block
* 12 chip damage on block in heat
f+4m14i16-9+1
* Homing
* Enter DES with 1+2
f+4,1m, h14, 14i16, i25~26-9+15d (+7)
* Balcony Break
* Head
* Combo from 1st hit
f+4,1,4m, h, m14, 14, 19 (13)i16, ,i27~65-12~+26g+1a
* Combo from 2nd hit
* i25-26 bounce, i25-26 travel,
(---)/i35(27-65) travel then explosion ,
-3(-11) and -1(-9) for explosion then hit, respectively
f+1+2m25i14~15-12+14g
* Balcony Break
* Enter SBT -16 +10g r25 with 3_4
* Enter DBT -16 +10g r25 with f+3_f+4
* Opponent recovers crouching
f+3+4
* Low crush 26~54
* Floating state55~57
df+1m10i13-6+5+8
* +5c on hit against crouching opponents
df+1,1m, h10, 20i13, i30~31+1+8
* Balcony Break
** on airborne hit
* Combo from 1st CH with 2f delay
df+1,1,2m, h, h10, 20, 28i13, ,i22~25+6+8
* Weapon
* Combo from 2nd hit
* 2 chip damage on block
* 8 chip damage on block in heat
df+1,4m, m10, 17i13, i26~27-11+3c+13c
* Spike
* Combo from 1st CH
* Transition to DES with 1+2
df+2m16i16~17-9+32a (+22)
* +7 on hit against crouching opponent
* Does not launch crouching opponent except on CH
df+3m14i16-9+1
df+3,3m, L14, 17i16, i23~24-12+1+14a
* Spike
* Combo from 1st hit with 9f delay
* Input can be delayed 16f
* Move can be delayed 12f
df+4m13i12-7+4
d+2M8i24~26-12+2c
Spike
d+2,4M, M8, 20i24~26, i18~21-9+28a (+13a)
* Combo from 1st hit
* Enter DES with 1+2
* Low crush 21~43
* Floating state44~46
d+3L17i23~32-10~-1+8c~+17c+32a
BKP transition is -18~-10
* Low crush 9~23
* Floating state24~26
d+4L12i17~18-12-1+8g
d+4,1+2L, h12, 20i17~18, i20~21+0+11a (+2)
* Balcony Break
* Head
* Jail from 1st normal hit
* Combo from 1st CH
d+1+2
* Transition to r30 with db or d+1+2
* Transition to DBT with DES.f+3_f+4
d+3+4L20i27~i28-37+67a (+51)
* Homing
* Enter DES with 1+2
* High crush 20~40
* Floating state5~55
db+1
* Transition to FC with D
* Can perform WS moves after 24 frames
* High crush 4~15
db+2m10i18~19-18-5
db+2,2m, m10, 10i18~19, i19~20-9+5
* Combo from 1st hit with 12f delay
* Input can be delayed 15f
* Move can be delayed 14f
* Enter DES with 1+2
db+3L11i16-13-2+3
* High crush 4~
db+4L17i20~21-14+2c+12g
* High crush 6~
b+1m15i15~16-5+8
* High crush 12~
b+1,1+2m, SL,m15, 1,30i15~16, i25~40 i26~28-16+71a
* Tornado
* Head
* Input can be delayed 13f
* 2nd hit combos into 3rd on CH only
b+1+3
* Parries all highs
* Parry state 3~15
b+1+3,Pm!25i20~21-5a (-14)
* Balcony Break
* Interrupt with i11 after parry
* High crush 1~39
b+2m12i18-9+1
b+2,1m, m12, 17i18, i25~26-13+3c+17a
* Spike
* Combo from 1st hit with 7f delay
* Input can be delayed 12f
b+2,3m, m12, 22i18, i23~24-15+9a (-8)
* Tornado
* Balcony Break
* Combo from 1st hit with 9f delay
* Input can be delayed 12f
* Low crush 21~60
* Floating state61~63
b+2,4m, h12, 20i18, i16~17-7+12g+36a
* Balcony Break
* Combo from 1st hit with 12f delay
b+3m22i20~22-8+5a (-4)
* Homing
* Balcony Break
b+4m17i15~16-13-4+54a
Knee
b+4,3m, m17, 20i15~16, i29~30-11+6c+10a
* Spike
* Combo from 1st hit
* Enter DES with 1+2
* Low crush 17~24
* Floating state25~27
b+4,4m, M17, 17i15~16, i25~27-37+9a (-1)
* Tornado
* Combo from 1st hit
* Transition to SBT with input 3_4
* Transition to DBT with input f+3_f+4
* Low crush 25~62
* Floating state63~65
b+1+2m25i19~20-13+8
* Balcony Break
* Weapon
* 7 chip damage on block
* 12 chip damage on block in heat
* 10 chip damage and -9 block advantage on attack absorption
** 12 chip damage in heat
* Power crush 7~18
b+3+4m22i18~19-17+32a (+22)
* Tornado
* Actually a js5 low crush (framedata display bug?)
* Low crush 6~35
* Floating state36~53
b+3+4,3+4m, M22, 25i18~19, i56~61+5c~+10c+59a
* Spike
* Combo from 1st hit
* Low crush 6~78
* Floating state79~81
ub+2h23i16~20-9+38a (-20)
* Balcony Break
* 9 chip damage on block, +0 block advantage on attack absorption
* Power crush 7~15
* Floating state20~30
ub+2h23i16~20-9+38a (-20)
* Balcony Break
* 9 chip damage on block, +0 block advantage on attack absorption
* Power crush 7~15
* Floating state20~30
ub+4m10i18-9+7
* Low crush 9~31
* Floating state32~34
ub+4,1m, m10, 12i18, i25~27-21-8
Combo from 1st CH
* High crush 24~
ub+4,1,1m, m, m10, 12, 9i18, ,i21-20-9
* Elbow
* Combo from 2nd hit
* Combo from 1st CH
ub+4,1,1,2m, m, m, h10, 12, 9, 5i18, ,i24~25-10+1
* Combo from 3rd hit
* Combo from 1st CH
ub+4,1,1,2,1m, m, m, h, h10, 12, 9, 5, 5i18, ,i35~36-9+7
* Balcony Break
** on airborne hit
ub+4,1,1,2,1,1m, m, m, h, h, m,M,M10, 12, 9, 5, 5, 3,3,3i18, ,i32~33 i1~2 i1~2-14-3
* Spike
* Weapon
* Combo from 5th hit
* 1 chip damage on block
* 3 chip damage on block in heat
ub+4,1,1,2,1,1,3+4m, m, m, h, h, m,M,M, L10, 12, 9, 5, 5, 3,3,3, 7i18, ,i27~28-29+15a
*
* Floating state5~50
ub+4,1,1,2,1,1,3+4,3m, m, m, h, h, m,M,M, L, m10, 12, 9, 5, 5, 3,3,3, 7, 15i18, ,i20~21-65-40
* Combo from 7th hit
* Low crush 9~
ub+4,1,1,2,1,1,3+4,3,2m, m, m, h, h, m,M,M, L, m, M10, 12, 9, 5, 5, 3,3,3, 7, 15, 20i18, ,i17~22-30-38a (-45)
* Combo from 8th hit
* Available only as combo from previous hit
* Low crush 1~
ub+4,1,1,2,1,1,3+4,3,2,2m, m, m, h, h, m,M,M, L, m, M, M,M,h,h10, 12, 9, 5, 5, 3,3,3, 7, 15, 20, 2,2,2,20i18, ,i13~16 1~5 i1~6 i1~8-23+3a (-15)
* Weapon
* Combo from 9th hit
* Last chainsaw hit rarely connects because of its high hitbox, -17 if blocked
* 1 chip damage on block
* 3 chip damage on block in heat
* Low crush 16~
ub+3+4M25i37~39+2c~+4c+25a
Spike
* Low crush 5~39
ub+3+4,1+2M, m25, 20i37~39, i26~27-14+32a (+22)
Head
* Low crush 48~67
* Floating state68~70
u+1+2m21i33~34-5+56a
* Spike
* Low crush 7~33
* Floating state34~36
u+1+2m21i33~34-5+56a
* Spike
* Low crush 7~33
* Floating state34~36
uf+1m,m,m19,19,20i19~20 i25 i17-13+68a (+52)
* Tornado
* Transition to SBT on hit with 3_4
* Transition to DBT on hit with f+3_f+4
* 2nd and 3rd hit available only as combo from 1st hit
* Low crush 20~40
* Floating state41~43
uf+2h22i16~17-2+20a (+11)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Homing
* Balcony Break
* Weapon
* 6 chip damage on block
* 11 chip damage on block in heat
uf+3m15i17~18-52-25
* Transition to SBT with input 3_4
* Transition to DBT with input f+3_f+4
* on
* whiff:
* Low crush 9~31
* Floating state32~34
* oh
* hit/block:
* Low crush 9~61
* Floating state62~64
uf+3,2m, m15, 30i17~18, i17~22-14+32a (-26)
* Balcony Break
* Spike
* Combo from 1st hit
* Available only as a combo from 1st hit
* Low crush 9~58
* Floating state59~75
* High crush 76~85
uf+4m8i15~16-15-4
* Low crush 9~37
* Floating state38~40
uf+4,4m, M8, 8i15~16, i24~26-13+45a (+37)
* Spike
* Combo from 1st hit with 2f delay
* Low crush 9~41
* Floating state42~44
uf+3+4M20i38~40+0~+3+9
Spike
* Low crush 9~41
1+2+3+4
* Cannot block for 5 seconds
* CH state for 5 seconds
* Transition to DES with 1+2
* Low crush 11~49
* Floating state50~52
b,B+1+4h!50i63~84+37a (-18)
* Balcony Break
* Weapon
* Low crush 12~79
* Floating state80~82
b,B+2+3m!50i75~76+44
* Balcony Break
* Head
f,F+2m18i16~17-18+5a
* Balcony Break
f,F+2,3m, m18, 25i16~17, i22~24-13+28a (+2)
* Balcony Break
* Combo from 1st hit
* Input can be delayed 13f
* Move can be delayed 8f
f,F+3m12i18~19-14-6
* Low crush 15~41
* Floating state42~44
f,F+3,4m, h12, 15i18~19, i19~20-10+20a (+11)
* Balcony Break
* Combo from 1st hit
* Jail from 1st block
* Enter DES with 1+2
* Low crush 15~48
* Floating state49~51
f,F+3,4,4m, h, m12, 15, 25i18~19, ,i27~29-10+20a
* Balcony Break
* Combo from 2nd hit
* Enter DES with 1+2
f,F+4m,m14,22i22~29 i34~39-9~-2+9a (+0)
* Balcony Break
* Knee
* Transition to attack throw on front hit only
* +8a (-1) on BT hit
* Just frame input: f,F+4:1 to power up
f,F+1+2m,m5,10i17~18 i12~13-9+4+13
13 extra damage on CH, 28 in total
f,f,F+2h30i13~15+5~+7+28a (+20)
* Balcony Break
* 9 chip damage on block
* Enter DES with 1+2
* Low crush 3~27
* Floating state28~30
f,f,F+3m15i18~19-4+6
* Balcony Break
** on airborne hit
* Low crush 3~30
* Floating state31~33
f,f,F+3,4m, m15, 20i18~19, i20~22-7+31a (+5)
* Balcony Break
* Combo from 1st hit
* Low crush 3~50
* Floating state51~53
f,f,F+1+2M24i18~36-3-17a (-26)
* Balcony Break
* Low crush 5~36
* Floating state37~67
ws>1+2m24i28~29-4+21
* Homing
* Hold input to power up
ws1M12i13~14-12+1
* Elbow
ws1,2M, h12, 12i13~14, i24~25-5+6
* Combo from 1st hit
* Enter DES with 1+2
ws1,2,3M, h, m12, 12, 23i13~14, ,i25~26-10+33a (+23)
* Combo from 2nd CH with 5f delay
* Input can be delayed 10f
* Enter DES with 1+2
ws2m24i17~18-13+33a (+23)
* Tornado
* Transition to SBT 3_4
* Transition to DBT f+3_f+4
ws3m18i19~20+4+15
* Cancel with B
* Actionable after 15 frames
ws4m15i11~12-5+6
ws1+2m20i20~21-8+21
* Homing
* Hold input to power up
ws1+2*m28i39~40+0+33a
* Homing
* 11 chip damage on block
SS.4L16i24~25-12+2
* High crush 6~35
SS.4,1+2L, h,h,h,m16, 5,5,5,5i24~25, i18~19 i3~5 i5~7 i4~5-10+8
* Spike
* Combo from 1st CH
* Low crush 15~34
* Floating state35~37
FC.1+2L,L10,16i21~23 i6~8-11c+5c
* Enter DES with n,1+2
* High crush 1~55
FC.d+1sl5i10-5+6
Transition to standing with f
* High crush 1~
FC.d+2sl8i11-4+7
* High crush 1~
FC.d+3L10i16-17-6
* High crush 1~
FC.d+4l6i12-15-4
* High crush 1~
(Back to wall).b,b,UB
* is8~13
* Low crush 14~57
* Floating state58~60
BKP.1h21i11~13+4~+6+27a (+1)
* Strong Aerial Tailspin
* Balcony Break
* 9 chip damage on block
* Transition to SBT at +6/+29 (+3) with 3 or 4
* Transition to DBT at +6/+29 (+3) with f+3 or f+4
BKP.2h34i11~33-9~+13+21 (+6)
* Tornado
* 6 chip damage on block
BKP.3m30i24~27-9+72a
Balcony Break
* Low crush 15~40
* Floating state41~43
BKP.4m30i18~23-9~-4+31a (+21)
* Tornado
* Knee
* Low crush 17~52
* Floating state53~55
BKP.1+2h!20,3i34~71+58
* Weapon
BT.4m20i16~17-3+19a (+2)
* Balcony Break
* High crush 5~12
CLK(Two spins).3m22i13~14+0+63a (+43)
* Balcony Break
* Effective startup time is i32~33?
* 8 chip damage on block
CLK.3m20i13~14-9+12g
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit
* Power up after 2 or more spins (i19?)
* Interrupt with i8 from 1st block
CLK.Bm18i19~20-12-1
* Cancel with B
CLK.d+3L20i30~31-12+73a (+57)
* 8 chip damage on block
* High crush 9~
DBT.1h,h,h,h,h,h30i24~28 i1~6 i1~6 i1~6 i1~6 i1~2+9+11g
* Weapon
* Jail from 1st attack
* 3 chip damage on block
* 12 chip damage on block in heat
* Low crush 17~34
* Floating state35~37
DBT.2M,M,h,h,h25i16~18 i1~5 i1~5 i1~5 i1~1-14+32a (+14)
* Weapon
* Jail from 1st attack
* 2 chip damage on block
* 4 chip damage on block in heat
* Low crush 17~66
* Floating state67~69
DBT.2,1M,M,h,h,h, h25, 45i16~18 i1~5 i1~5 i1~5 i1~1, i26~28-11c+14a
-28 on whiff.
* Balcony Break
* Spike
* 13 chip damage on block
* 18 chip damage on block in heat
* Low crush 17~100
* Floating state101~103
DBT.3L17i16~20, i1~5-14+4c~+8c+28a
* Frame advantage +8c~+12c on shallow hit, +32 on CH
* Listed states are on hit only
* Low crush 26~34
* High crush 35~
* Floating state34~38
DBT.4M22,5i17~19-27+68a
Steel pedal
* Low crush 17~62
* Floating state63~65
DBT.1+2m,m,M,M5,5,5,20i12~15 i1~4 i1~5 i1~6+0+21a (+0)
* Balcony Break
* Spike
* Weapon
* Jail from 1st attack
* 6 chip damage on block
* 9 chip damage on block in heat
* Low crush 17~66
* Floating state67~69
DBT.f+1M,t49i19~21-9+0d
* Weapon
* Transition to attack throw on front standing or airborne hit
* 14 damage +3c vs BT opponent
* 4 chip damage on block
* 7 chip damage on block in heat
* Low crush 17~32
* Floating state33~35
DBT.f+2L13i19~20-12+6
* Weapon
* 3 chip damage on block
* 5 chip damage on block in heat
DBT.f+2,2L, m13, 25 (17)i19~20, i35~37-33-6a (-13)
* Balcony Break
* Weapon
* Combo from 1st hit
* 7 chip damage on block
* 10 chip damage on block in heat
* Low crush 35~67
* Floating state68~70
DBT.f+1+2m,m,m,m,m28i17-18, i8~9, i8~9, i8~9, i8~9+4+25a (-1)
* Balcony Break
* Weapon
* 8 chip damage on block
* Low crush 1
DES.1m,m,h,h,h,m35i13~18 i1~5 i1~7 i1~5 i1~4 i16~17-9+17a
* Weapon
* 3 chip damage on block
* 7 chip damage on block in heat
* Final hit available only on hit
DES.2M,M,m5,5,5i20~21 i1~2 i1~2-8+37a (+27)
* Weapon
* 2 chip damage on block
* 8 chip damage on block in heat
DES.2,1M,M,m, h!5,5,5, 20i20~21 i1~2 i1~2, i28~56+85a (+69)
* Tornado
* Weapon
* Available only as a combo from 1st hit
DES.3
DES.1+2h,h,h7,7,20i16~18 i5~7 i9~11+4+15g
* Homing
* Balcony Break
* Weapon
* 6 chip damage on block
* 12 chip damage on block in heat
* Jails
DES.BT.1m,m,m,m,m,m4,4,4,4,4,4i19~22 i1~3 i1~3 i1~3 i1~3 i1~3-9+25a
* Weapon
* Combo from any hit
* 1 chip damage on block
* 11 chip damage on block in heat
DES.b,b
DES.b+2m17i18~20-120+18a
* Weapon
* 5 chip damage on block
* 6 chip damage on block in heat
DES.b+2,1m, m,SL,SL,SL,SL17, 8,5,5,5,5i18~20, i20~21 i1~6 i1~5 i1~5 i1~3-3c+5
* Spike
* Weapon
* Combo from any hit
* 3 chip damage on block
* 7 chip damage on block in heat
DES.b+3
* Low crush 7~33
* Floating state34~36
DES.d+1L,L,L,L,L17i20~24 i1~5 i1~5 i1~5 i1~3-13+4
* Weapon
* Combo from any hit
* 1 chip damage on block
* 6 chip damage on block in heat
* High crush 4~48
DES.d+2L,L,L3,3,17i22~23-14+0c
* Homing
* Weapon
* Combo from any hit
* Transition to DBT (-22/+4) with 3_4
* 5 chip damage on block
* 7 chip damage on block in heat
* High crush 22~91
DES.d+3
* DES.d+3_4 goes to foreground, DES.u+3_4 goes to background
* Transition to r20 DBT with 3_4
* Low crush 5~22
* Floating state23~25
DES.d+3,1m25,i20~21-13+14c
* Balcony Break
* Weapon
* 7 chip damage on block
* 12 chip damage on block in heat
DES.f,f
DES.f+1h21i11~13 i1~3 i1~3 i1~3 i1~3 i1~3 i1~1+3+9
* Weapon
* 1 chip damage on block
* 7 chip damage on block in heat
DES.f+2m,m9i15 i1~1-9+0c
* Weapon
* 2 chip damage on block
* 3 chip damage on block in heat
DES.f+2,1m,m, m,m9, 9i15 i1~1, i23 i1~1-12-3c
* Weapon
* Combo from 1st hit
* 2 chip damage on block
* 3 chip damage on block in heat
* During heat: Transition to r20 DBT at -6/+3 with 3_4; partially uses remaining heat time
DES.f+2,1,2m,m, m,m, m,m9, 9, 23i15 i1~1, ,i23~24 i4~5-13+30d
* Heat Engager
* Heat Dash +5, +62a (+42)
* Weapon
* Combo from 1st or 2nd CH
* 6 chip damage on block
* 7 chip damage on block in heat
DES.f+3
* Cancel to r33 standing block with DBT.B
* Transition to Evasive Action with input DBT.U_D
* Low crush 18~40
* Floating state41~43
DES.f+3
* Cancel to r33 with DBT.b
* Transition to r50 SS with DBT.u_d
* Low crush 18~40
* Floating state41~43
DES.f+1+2m,m,m,m,m,m,m,m29i23~27 i1~5 i1~4 i1~4 i1~5 i1~5 i1~4 i1~1+1+33a
* Weapon
* Combo from any hit
* Transition to DBT (+4/+36a) with 3_4
* 5 chip damage on block
* 8 chip damage on block in heat
DES.f+1+2,1+2m,m,m,m,m,m,m,m, m29, 20i23~27 i1~5 i1~4 i1~4 i1~5 i1~5 i1~4 i1~1, i20~26-53+41a
* Weapon
* 6 chip damage on block
* 10 chip damage on block in heat
DES.uf+2h,h,h,h,h5,5,5,5,5i10~14 i1~5 i1~5 i1~5 i1~1+35a (+28)
* Weapon
* Only hits airborne opponents
DES.uf+1+2m,M,M27i29~31 i1~3 i1~2-9c+23a
* Spike
* Weapon
* 2 chip damage on block
* 6 chip damage on block in heat
* Cancel to standing with DES.1+2
* Low crush 5~25
* Floating state26~28
FUFT.1+2
* Floating state1~5
* Low crush 6~40
* Floating state41~43
FUFT.1+2,3m35i22~23-10+60a
* Balcony Break
* Floating state1~5
* Low crush 6~54
* Floating state55~57
OTG.db+1+2L25i25~27-14+4a
* Spike
* Weapon
SBT.1m12i13~14-15+0
* Low crush 26~46
* Floating state47~49
SBT.1,2m, m12, 13i13~14, i18~19-9+2+7c
* Spike
* Combo from 1st hit with 1f delay
* Rest of the string is natural on CH
* Low crush 26~64
* Floating state65~67
SBT.1,2,1m, m, m12, 13, 7i13~14, ,i20~21-12-20-12
* Combo from 2nd CH
* Less safe on hit than on block without CH
* Low crush 26~102
* Floating state103~105
SBT.1,2,1,3+4m, m, m, m,m12, 13, 7, 33i13~14, ,i18-18+4 (-13)
* Balcony Break
* Combo from 3rd hit
* Combo from 2nd CH
* Transition to DES with input SBT.1,2,1,3+4,1+2
* Low crush 26~150
* Floating state151~153
SBT.2m25i16~17-7+6a (-4)
* Balcony Break
* Elbow
* Transition to DES with SBT.1+2
* Hitstop 20f on hit
* Low crush 26~63
* Floating state64~66
SBT.3L17i16~20, i1~5-14+4c~+8c+28a
* Frame advantage +8c~+12c on shallow hit, +32 on CH
* Listed states are on hit only
* Low crush 26~34
* High crush 35~
* Floating state34~38
SBT.4M22,5i17~19-27+68a
Steel pedal
* Low crush 26~71
* Floating state72~74
SBT.1+2h!20i27~28+8
* Balcony Break
* Weapon
* Low crush 26~53
SBT.D
* Transition to r32 BKP with B (Backswing)
* High crush 34~
H.f,F+2,1+2m, m,m,m,m,m18, 28i16~17, i22-23+3+25a (-1)
* Balcony Break
* Weapon
* Combo from 1st hit
* 7 chip damage on block
* Partially uses remaining heat time
* Low crush 15~
1+3t35i12~14-7+0d
* Homing
* Throw break: 1 or 2
* Opponent recovery on hit: FDFT
* Side switch on break
2+4t35i12~14-5+0d
* Homing
* Floor Break
* Throw break: 1 or 2
* Opponent recovery on hit: FDFT
* Side switch
* Transition to DES with 1+2
Back throwt55+0d
* Floor Break
* Throw break: none
* Opponent recovery on hit: FDFA
* Side switch
FC.db+1+2t45i11-4-4
* Throw break: 1+2
* Opponent recovery on hit: FUFA
* Side switch
Left throwt40-3-5d
* Throw break: 1
* Opponent recovery on hit: FDFA
* Can side switch on hit
Right throwt40-3+0d
* Floor Break
* Throw break: 2
* Opponent recovery on hit: FUFA perpendicular to Alisa
uf+1+2t40i12~13-4+3
* Throw break: 1+2
* Opponent recovery on hit: FUFT