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The King of Fighters XIV/Alice
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
Tiger Crack - (dp+B/D)
- Alice rises with a quick, fierce knee attack, with a slash kick follow-up. Alice lands directly next to the opponent afterwards. Unsafe if blocked or whiffed. Can be used to finished combos, an anti-air or reversal attack.
- Can combo easily from her standing and crouching light normals, f+B, and her standing and crouching heavy normals (except cr. D).
- Light kick version has lower body invincibility during the start
- Heavy kick version has high body invincibility during the start
- Hard knockdown
EX: Full body invincible during the start.
Southtown Variation - (qcf+A/C)
- Alice rushes forward quickly with an elbow thrust. It looks similar to Andy's Zani-Ken (db~f+P).
- Very unsafe if blocked or whiffed
- Does not knockdown
- Light punch version travels forward at a half-screen distance.
- Heavy punch version travels forward a bit farther than the light punch version.
- No damage different between light & heavy punch versions.
- Super cancel-able
- Southtown Variation • Charge - (f+A/C)
- Alice follows up with a shoulder attack
- Safe on block (neutral)
- Super cancel-able
- Doesn't knockdown
- Southtown Variation • Spin - (f+B/D)
- Alice follows up with an aerial roll that reels her back towards the middle of the screen
- Can be punished if blocked by any very fast special move or Super Special move that can reach her while shes in mid-air or when lands
- When Alice lands safely, she is put in a dizzy animation that can be deactivated by pressing any button.
- Soft knockdown
- EX: Combines both of the follows ups, first with Charge, then with Spin. The spin attack can be cancelled into her air qcb+K special move and also knocks the opponent away to the other side of the screen. If blocked, must be punished by a Super Special move or Climax that can reach her faster than if punishing the normal spin follow-up.
Wolf Combination - (qcb+A/C)
- Alice performs a quick palm thrust.
- Doesn't knockdown
- Light punch version starts faster and moves Alice forward slightly. Can combo easily from standing and crouching cancel-able light & heavy normals (except cr. D) & her f+B command normal
- Heavy punch version starts slower than the light punch version but has more damage. Alice moves forward farther. Can combo only from her standing & crouching heavy normal attacks (except cr. D) and f+B command normal.
- Unsafe if blocked, but Alice is pushed back slightly. Certain characters normal attacks and specials may reach her if fast enough & has a long range.
- Wolf Combination • Upper - (qcb+A/C)
- Alice throws out a standing wind uppercut.
- Doesn't knockdown
- Unsafe if blocked, can be punished by certain characters special & Super Special Moves etc.
- Wolf Combination • Wave - (qcb+A/C)
- Alice follows up with a punch aimed at the opponent's feet. Causes a hard knockdown. The opponent lands near Alice's feet.
- Hits mid
- Unsafe if blocked
- EX: Includes the palm thrust and all the follow-ups in a quicker succession. When connected, the last hit puts the opponent in a juggle-able state. Causes a hard knockdown. Unsafe if blocked.
Diving Tackle - (qcb+B/D) in air
- Benimaru's Flying Drill attack (down+D in the air) is copied by Alice. In the air, she spins at a downward angle towards the opponent.
- Light kick version hits once, and has a steep angle
- Heavy kick version hits twice (last hit super cancel-able) and has a less steeper angle than the light kick version.
- Can be cancelled from her cancel-able jump normals.
- Unsafe if whiffed or blocked
- Soft knockdown
EX: Same angle and distance as the heavy kick version but hits 3 times if performed during a hop, & times when performed while jumping. Places the opponent in a brief juggle-able state. Safe if blocked. Soft knockdown.
Super Special Moves
Special Wolf Combination - (qcf,qcf+B/D)
- Alice performs a faster of Tiger Crack that ends in Terry's Rising Tackle
- Unsafe if blocked or whiffed
- Has a short amount full body invincibility during the start.
- Can combo easily from her cancel-able normals and command normal. Can combo after her EX qcb+P attack.
- Soft knockdown
Max: Much more faster, damaging and has more invincibility.
Shadow Dunk - (qcf, qcf+A/C)
- Alice does a super version of her Southtown Variation that ends by dunking the opponent to the ground.
- Alice is very briefly fully invincible during the start
- Hard knockdown
- Can Advanced Cancel or Climax Cancel from the first hit
Max: More faster, damaging, but loses invincibility during the start.
Climax Super Special Moves
Full Set Alice - (hcb, hcb+AC)
- Alice attacks the opponent with an imitation of Terry's Burn Knuckle attack, then attacks with another hook, and finishes with a goofy jumping back heel attack.
- Fully invincible during the start
- Alice travels at a half-screen distance away from the opponent
- (description here)
- (description here)
Combos
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
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)