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 thoughts on “Alisa Frame Data

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

  2. 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.

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