Alisa Frame Data

*NOTE: Below damages are listed as hitting for 120%; (Opp Down) moves and throws are listed as hitting for 100%. See Damage Scaling Guide.

Notes Convention

JG = Juggle DES = Destroy Form
KND = Knockdown BOOT = Boot
SLD = Slide DUAL = Dual Boot
FCD = Facedown CLOCK = Clockwork
PLD = Playdead BT = Backturned
CS = Crumple Stun OB = Opponent Backturned
RC = Recover Crouching B! = Causes Bound
OC = Opponent Recover Crouching

Standing

INPUT RANGE DMG SPEED BLOCK HIT CH
1 h 9 10 +1 +8 +8
2 h 12 11 -6 +5 +5
3 m 18 14 -12 -1 -1
4 h 28 13 -4 KND KND

Advancing

INPUT RANGE DMG SPEED BLOCK HIT CH
f+1 h 9 10 +1 +8 +8
f+2 m 14 17 -6 +5 +5
f+3 h 20 14 -14 -3 -3
f+4 h 24 15 -6 KND KND

Dashing

INPUT RANGE DMG SPEED BLOCK HIT CH
f,f+1 h 9 10 +1 +8 +8
f,f+2 m 21 16 -18 SLD SLD
f,f+3 m 14 18 -16 -6 -6
f,f+4 m 21 19 -11 OB OB

Poking

INPUT RANGE DMG SPEED BLOCK HIT CH
d/f+1 m 12 13 -6 +6 +8
d/f+2 m 19 16 -9 JG JG
d/f+3 m 18 16 -12 -3 -3
d/f+4 m 15 12 -7? +4? +4?

Standing to Crouch

INPUT RANGE DMG SPEED BLOCK HIT CH
d+1 Sm 6 10 -5 +6 +6
d/b+1 RC RC RC
d+2 M 20 24 -14 +2 +2
d/b+2 m 20 18 -18 -4 -4
d+3 L 15 17 -12 -2 -2
d/b+3 L 16 17 -11 0 +7
d+4 L 18 17 -16~-17 -5 -5
d/b+4 L 26 24 -18 FCD FCD

While Crouching

INPUT RANGE DMG SPEED BLOCK HIT CH
FC+1 Sm 6 10 -5 +6 +6
FC+2 Sm 9 11 -4 +7 +7
FC+3 L 14 16 -17 -3 -3
FC+4 l 12 12 -15 -4 -4

While Standing

INPUT RANGE DMG SPEED BLOCK HIT CH
WS+1 m 14 15 -12 -1 -1
WS+2 m 28 17 -13 JG JG
WS+3 m 21 19 CLOCK CLOCK CLOCK
WS+4 m 18 11 -5 +6? +6?

Jumping

INPUT RANGE DMG SPEED BLOCK HIT CH
u/f+1 m 14 18 -8 +3 +3
u/f+2 h 20 ? -? +? +?
u/f+3 m 18 20 -24 -24 -24
u/f+4 m 12 15 -15 KND KND

Sidestep

INPUT RANGE DMG SPEED BLOCK HIT CH
SS+1 h 9 10 +1 +8 +8
SS+2 h 12 11 -6 +5 +5
SS+3 m 18 14 -12 -1 -1
SS+4 L 18 26 -12 -1 +6

Special Attacks

INPUT RANGE DMG SPEED BLOCK HIT CH
1 h 9 10 +1 +8 +8
1,1 hh 9,21 -3 +9 +9
1,2 hh 9,12 -2 +3 +3
1,2,2 hhl 9,12,20 -11 +2 +2
2 h 12 11 -6 +5 +5
2,3 hm 12,8 -10 +2 +2
2,3,3 hmm 12,8,24 -11 KND KND
2,3,4 hmL 12,8,24 -19 SLD SLD
3 m 18 14 -12 -1 -1
3,2 m,(mx5) 18,(6×5) -9 DES 0 DES 0 DES
4 h 28 13 -4 KND KND
1+2 m 25 33 -9 JG B! JG B!
f+2 m 14 17 -6 +5 +5
f+2,3 mh 14,9 -8 +4 +4
f+2,3:f Spin
Recover
Spin
Recover
Spin
Recover
f+2,3,3 mhm 14,9,24 -10 KND KND
f+3 h 20 14 -14 -3 -3
f+3,2 hhh 20,(6×2) -2 DES +10 DES +10 DES
f+3,2,1 h,hh,mmM 20,(6×2,3) -9
DES
KND B!
DES
KND B!
DES
f+4 h 24 15 -6 KND KND
f+4,4 hh 24,15 +1 KND KND
f+1+2 m 26 14 -12 +7 +7
d/f+1 m 12 13 -6 +6 +8
d/f+1,1 mh 12,20 -2 +8 +8
d/f+1,1,2 mh,(hx7) 12,20,(4×7) +6 DES +8 DES +8 DES
d/f+1,4 mm 12,19 -9 +5 OC +5 OC
d/f+2 m 19 16 -9 JG JG
d/f+3 m 18 16 -12 -3 -3
d/f+3,3 mL 18,19 -12 0 0
d+2 M 20 24 -14 +2 +2
d+2,4 MM 20,28 -13 KND KND
d+3 L 15 17 -12 -2 -2
d+3,3 LL 15,6 -12 -2 -2
d+3,3,3 LLL 15,6,16 -19 SLD SLD
d+4 L 18 17 -16~-17 -5 -5
d+4,1+2 Lh 18,24 -1 KND KND
d+3+4 L 24 27 -18 KND KND
d+3+4,1+2 DES DES DES
d/b+1 RC RC RC
d/b+1~1 h 37 26 +4 KND KND
d/b+1~2 (h!) 30,(3) JG JG
d/b+2 m 20 18 -18 -4 -4
d/b+2,2 mm 20,15 -10 +? +?
d/b+2,2,1+2 DES DES DES
d/b+3 L 16 17 -11 0 +7
d/b+4 L 26 24 -18 FCD FCD
b+1 m 21 15 -5 +8 +8
b+1,1+2 m,SM,m 21,1,36 -14 JG JG
b+2 m 14 18 -12 -2 -2
b+2,1 mm 14,15 -13 0 OC B! 0 OC B!
b+2,4 mh 14,24 -9 KND KND
b+3 m 31 20 -12 KND KND
b+4 m 19 15 -16 -5 0
b+4,3 mm 19,18 -6 SLD SLD
b+4,3,1+2 DES DES DES
b+3+4 m 24 19 -17 JG JG
b+3+4,3+4 mm 24,36 -2 JG B! JG B!
b+2+3 (!) 60 KND KND
u/b+3+4
(or BT 3+4)
M 30 +1 KND KND
u/b+3+4,1+2
(or BT 3+4,1+2)
Mm 30,24 -20 JG JG
u/f+3 m 18 20 -24 -24 -24
u/f+3,2 mm 18,36 -12~-14 KND KND
u/f+3,3+4 BOOT BOOT BOOT
u/f+3,f+3+4 DUAL DUAL DUAL
u/f+3+4 M 33 -9 SLD SLD
u/f+4 m 12 15 -15 KND KND
u/f+4,4 mM 12,25 -12? KND B! KND B!
f,f+2 m 21 16 -18 SLD SLD
f,f+2,3 mm 21,30 -13 KND KND
f,f+3 m 14 18 -16 -6 -6
f,f+3,4 mh 14,18 -9 KND KND
f,f+3,4,1+2 DES DES DES
f,f+3,4,4 mhm 14,18,15 -10 PLD PLD
f,f+3,4,4,1+2 DES DES DES
f,f+4 m 21 19 -11 OB OB
f,f+4(hit),
QCF+1 or QCB+1
mm 21,26 FCD FCD
f,f+1+2 mm 6,21 17 -16 KND KND
f,f+1+2(hit),2 mm,(mx6) 6,21,(2×6) KND KND
b,b+1+2 (h!) 60 KND KND
b,f+2 h 31 17 -8 KND KND
f,f,f+2 h 33 13 +4 KND KND
f,f,f+3 m 12 18 -12 +3 +3
f,f,f+3,4 mm 12,30 -7 KND KND
Running 1+2 m 36 -3 KND KND
WS+1 m 14 15 -12 -1 -1
WS+1,2 mh 14,10 -5 +6 +6
WS+1,2,3 mhm 14,10,24 -10 JG JG
WS+1,2,3,1+2 DES DES DES
WS+2 m 28 17 -13 JG JG
WS+2,3+4 BOOT BOOT BOOT
WS+2,f+3+4 DUAL DUAL DUAL
WS+3 m 21 19 CLOCK CLOCK CLOCK
WS+3,3 mm 21,24 -9 +3 PLD
WS+3~b Cancel Cancel Cancel
WS+1+2 m 24 20 -7 RC PLD RC PLD RC
WS+1+2(hold) (2spins) m 28 ? RC PLD RC PLD RC
WS+1+2(hold) (3spins) m 33 ? RC FCD RC FCD RC
FC,d/f+1+2 LL 12,19 23 -11 +5 +5
FC,d/f+1+2,1+2 DES DES DES
SS+4 L 18 26 -12 -1 +6
SS+4,1+2 Lhhhm 18,(6×4) -10 +1 +1
BT 4 m 24 16 -3 BT KND BT KND BT
KND 1+2
(or FCD 1+2)
Get Up Get Up Get Up
KND 1+2,3+4
(or FCD 1+2,3+4)
m 42 -10 KND KND
1+2+3 Taunt 1 Taunt 1 Taunt 1
1+2+3, 2 Taunt 1
(Taunt DES)
Taunt 1
(Taunt DES)
Taunt 1
(Taunt DES)
1+2+3~b
(or 1+2+3~d)
Cancel Cancel Cancel
1+2+4 Taunt 2 Taunt 2 Taunt 2
u/b,b Backflip Backflip Backflip
b,b,u/b
(wall jump)
Fly Over Fly Over Fly Over

Clockwork

INPUT RANGE DMG SPEED BLOCK HIT CH
WS+3 CLOCK CLOCK CLOCK
CLOCK ~b RC RC RC
CLOCK 3 (1spin) m 24 -9 +3 PLD
CLOCK 3 (2spins) m 26 -? PLD PLD
CLOCK d+3 L 19 -11 RC PLD RC PLD RC
CLOCK N (5spins) RC RC RC

Boot

INPUT RANGE DMG SPEED BLOCK HIT CH
f+3+4 BOOT BOOT BOOT
BOOT ~b Cancel Cancel Cancel
BOOT 1 m 14 -15 0 0
BOOT 1,2 mm 14,15 -9 -4 -4
BOOT 1,2,1 mmm 14,15,8 -20 -4 -4
BOOT 1,2,1,3+4 mmmmm 14,15,8,6,26 -18 SLD SLD
BOOT 1,2,1,3+4,1+2 DES DES DES
BOOT 2 h 42 +4 SLD SLD
BOOT 3 L 20 -15 +4 PLD
BOOT 3 (slides through) L 20 -15 +4 KND BT
BOOT 4 m 26 -24 JG JG

Destroy Form
(Alisa stays in Destroy Form unless otherwise noted, or is hit)

INPUT RANGE DMG SPEED BLOCK HIT CH
d+1+2 DES DES DES
DES ~d/b Cancel DES Cancel DES Cancel DES
DES 1 mmhhhm (3×5),24 14 -9 FCD FCD
DES 2 Mmmm 7,7,7,7 20 -2 JG JG
DES 3
(or DES 4)
IDLE IDLE IDLE
DES 1+2 hhh 8,8,24 16 0 KND KND
DES f+1 (hx7) (3×7) 12 +1 +11 +11
DES f+2 (hx5) (3×5) 10
DES f+1+2 (mx7),m (3×7),15 23 +3 KND KND
DES f+1+2,1+2 (mx4~8),
m
(3×4~8),
24,(3)
-17? KND KND
DES d+1 (Lx5) (6×5) 20 -12 +1 +1
DES d+2 (Lx4) (6×4) 30 -12 -1 -1
DES d+2(hold) (Lx6) (6×6) -12 -1 -1
DES u/f+1+2 (mx3) (14×3) 29 -11 KND B! KND B!
DES u/f+1+2,
1+2
Cancel DES Cancel DES Cancel DES
BT DES 1
(or BT DES 2)
(mx6) (4×6) 19 -16 KND B! KND B!
DES b+3+4
(or DES b,b
or DES u,u/b)
Backflip Backflip Backflip
DES SS+3+4 DES Evade DES Evade DES Evade

Dual Boot
(Alisa stays in Destroy Form unless otherwise noted, or is hit)

INPUT RANGE DMG SPEED BLOCK HIT CH
DES f+3+4
(or DES f,f)
DUAL DUAL DUAL
DUAL ~b Cancel Cancel Cancel
DUAL ~ss DES Evade DES Evade DES Evade
DUAL 1 (hx6) (6×6) 24 +9 +10 +10
DUAL 2 MMhhh 10,12,6,5,10 16 -14 KND KND
DUAL 1+2 mmMM 6,6,6,24 12 -5 KND KND

Throws

INPUT SIDE DMG SPEED BREAK NOTE
1+3 (or f+1+3) Front 35 12 1 FCD
2+4 (or f+2+4) Front 35 12 2 FCD
2+4 (or f+2+4)
~1+2
Ends in DES
Any Throw Left 40 1 SLD
Any Throw Right 40 2 PLD
Any Throw Back 55 No Break SLD
u/f+1+2 Front 40 15 1+2 KND
FC,d/b,d,d/b+1+2 Front 45 12 1+2 PLD
b+1+3 (or b+2+4) High Attack
Counter
variable 5 Crumple Stuns

Item Moves

INPUT RANGE DMG ITEM COST NOTE
u+1+2 Battle Torso (Any Color) 700,000 Upper Body
Summons Hummingbird that follows Alisa around, does no damage
b+1+3+4 (m!) 15 Naginata 500,000 Back
Swings and then strikes with Naginata; knocks down on hit

6 Responses to Alisa Frame Data

  1. JuniOr_PL says:

    b+1+3 is a throw counter.

  2. Lolzzzzlolz says:

    “b+1+3 (or b+2+4)- High Attack Counter”. Where high attacks are, high kicks, high punches, high throws, high tails and so.

  3. Blind Ghost's Pimp says:

    Thank you for that, Mr. Markman – as a Alisa mainer, I couldn’t be more happier.

  4. WaveDashinLoli says:

    Question, how was this frame data found? Because some of these numbers are not matching my direct capture from system @ 60FPS and advancing it frame by frame for moves.

  5. Jelo (SWE) says:

    DES 1 is actually -15 on block but you can still guard just like after a running kick that is +17 nothing is guaranteed.

  6. Zachary says:

    i thought db3 was +17 on CH?

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