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The King of Fighters XIV/Alice: Difference between revisions
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=Climax Super Special Moves= | =Climax Super Special Moves= | ||
'''name of move''' - (motion here hcb, hcb + B+D) | |||
* (description here) | |||
* (description here) | |||
* (description here) | |||
=Combos= | =Combos= |
Revision as of 17:42, 28 August 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Diving Tackle - in air, + / (*)
Super Special Moves
Special Wolf Combination - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Normals
Standing
- st. A: This jab chains into Alice's other light normals but isn't special cancel-able. Good for stopping incoming hops. -2F on block.
- st. B: Alice swing kicks the opponent's shins. Has decent speed and range but isn't cancel-able and doesn't chain into any other standing normals. Neutral on block.
- st. C: This punch aims at an angle above her head. Good to use as an pre-emptive anti-air. Whiffs on crouching opponents. Not cancel-able. -5F on block.
- st. D: Alice steps forward slightly to deliver a fierce side kick aimed at the opponents mid-section. Good to use as a mid-ranged poke & in some situations stop hops at a far distance away. Not cancel-able. -1F on block.
Close
- cl. A: This is a cancel-able & chain-able close elbow attack that can be used in very close range for pressure or if hits, can start her Rush Auto Combo. +1F on block.
- cl. B: This cancel-able, two hitting sidekick is good to use for starting combos. Both hits are mid hits even though the first hit as a low aiming animation. Be careful using this during pressure by itself, it's unsafe if blocked. -10F on block
- cl. C: Alice performs a cancel-able, wild, high reaching uppercut. Good to use to stop opponents from jumping over you (either mid-screen or in the corner) and to use during combos. -11F on block.
- cl. D: Alice knees the opponent in the mid-section. Compared to cl. C, it's less unsafe on block, has less pushback on block, & needs Alice to be very close to the opponent to activate. -4F on block.
Crouching
- cr. A: This cancel-able crouching light punch has less range than standing light punch. Good to use to confirm into combos from crouching light kick (or by itself). Also chains into Alice's other light normals. +1F on block.
- cr. B: A good ranged crouching light kick that can be used as a poke or to start a confirm into combos. Chain-able into Alice's other light normals. Hits low. Neutral on block.
- cr. C: This cancel-able crouching uppercut can be used as a grounded anti-air, if timed correctly. -7F on block
- cr. D: This cancel-able sweep has a bit more horizonal range than her cr. B. Hits low. -5F on block.
Jumping
- j. A: This jumping punch has a downward angle which can be good to use as a jump-in attack, or to use to jump away defensively. This jump normal is special cancel-able.
- j. B: This jumping kick as an angle pointed slightly upward. Good to use as an air-to-air & special cancel-able.
- j. C: Alice performs a jumping hook punch that can be used as an air-to-air attack or a jump-in attack if necessary. Special cancel-able.
- j. D: This jumping kick has a great downward angle that makes it useful to use as a jump-in combo starter attack, and to jump away defensively. Special cancel-able.
Blowback
- st. CD: Alice takes a HUGE leap forward to swing down a double handed hammer attack. Whiff cancel-able into special moves.
- j. CD: The angle of this drop kick aims upward, which makes it good to use as an ground-to-air attack or an early air-to-air. Be careful, you may get low profiled (anti-aired with crouching light kicks or sweeps) if you use this too liberally.
Throws
Chabudai Gaeshi - (b/f+C) close
- Alice grabs the opponent's leg to toss them a half screen away
- Can be broken
- Soft knockdown
Seoi Nage Huu - (b/f+D) close
- Alice shoulder throws the opponent across the screen
- Can be broken
- Soft knockdown
Command Moves
Garnet Spin - (f+B)
- Alice performs a quick circular roundhouse kick.
- Hard to punish because of pushback
- Good to use during combos
- Hit overheads by itself
Special Moves
Notation Key (*) = EX OK
(!) = MAX OK
name of special move - (place motion here example qcf + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of special move - (place motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of move - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
- name of follow up move - (motion here)
- (description here)
- name of follow up move - (motion here)
- (description here)
- EX: (description here)
name of move here - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of move - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
Super Special Moves
name of move - (motion here)
- (description here)
- (description here)
- (description here)
Max:
- follow up move - (motion if possible qcfx4 + B/D)
- (description here)
- (description here)
- (description here)
Climax Super Special Moves
name of move - (motion here hcb, hcb + B+D)
- (description here)
- (description here)
- (description here)
Combos
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
1 meter
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)