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    Alisa by scarlet_puppy

    Version: 0.95 | Updated: 10/24/10 | Search Guide | Bookmark Guide

    Tekken 6
    Alisa FAQ
    Submitted by scarlet_puppy in 2010
    This may be not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly. Use of this guide on any other web site or as a part of any public 
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    1) Why play as Alisa?
    2) Pros and Cons
    3) Key
    4) Moves and their Properties
    4a) Throws
    4b) Boot Stance (BOOT)
    4c) Destroyer Stance (DES)
    4d) Dual Boot Stance (DUAL)
    5) Appropriate Punishers
    6) Match-ups
    7) Juggles 
    8) The most amazing thing ever!
    9) Credits
    1) Why play as Alisa?
    Alisa is a newcomer to the Tekken series, and in fact was not in the original 
    arcade release of Tekken 6. Alisa first appeared in T6's upgrade, Bloodline 
    Rebellion, along with Lars, and this was ported to the PS3 and 360.
    Alisa is a robot created by Dr. Boskonovitch, who was designed in the likeness 
    of his beloved daughter, and whose purpose was to serve Jin Kazama. Being a 
    robot, Alisa has many special abilities. Among other things, she can sprout 
    wings to fly, attack with chainsaws that come out of her arms, and use her 
    head as a weapon to either smack her opponent or have it explode in their face.
    Alisa has frequently been attacked by various gamers for being too 'anime-
    esque' and not fitting in properly with the Tekken universe. Whilst it's true 
    that she's much unlike many Tekken fighters, it can be argued that this is 
    what gives her her charm. She's actually a very fun character to play as; she 
    has a fairly low learning curve, yet has a lot of potential if you can get 
    really good with her. I recommend at least trying her out if you haven't 
    already; you might find yourself with a brand new, enjoyable main.
    2) Pros and Cons
    When playing as a character in a fighting game, it's vital to know what their 
    pros and cons are, allowing you to use their advantages to their fullest 
    extent, and to minimise the impact of their disadvantages.
    Pros: - Great pokes: Arguably Alisa's biggest strength is her large variety of 
    safe pokes she has, with solid highs, mids and lows. Great pokes she has 
    include df+1,4, df+4 and db+3.
    - Good wall game: Alisa can carry opponents to the wall well via db+2,2, 
    ff+2,3 and various other moves, and from there she has an assortment of 
    powerful attacks to cause heavy wall damage. Her juggles without walls are 
    about average.
    - Solid movement: Alisa's backdash and sidestep are among the best in the 
    game, giving her extra tools for spacing and evading opponents.
    - Good oki game: Alisa has a number of mix-ups when her opponent is on the 
    ground. This includes db+4, d+3+4 and db+3, which can track and do solid 
    damage, potentially resetting the whole situation.
    - Destroyer Stance: Alisa can pull chainsaws out of her arms (how cool is 
    that?) and use them to hit her opponent. Many moves can lead into this stance, 
    and they can be used to give Alisa more pressure tools and mix-ups. Too bad 
    that the chainsaws can be blocked... :(
    Cons: - Lacks tracking moves: Alisa's moves are fairly linear, and generally 
    lack tracking, particularly to the right. Moves that do track either only do 
    so slightly, or are unsafe and/or slow. This can make sidestepping hard to get 
    - Lacks pressure moves: Though her pokes are, in their own right, good, she 
    can't pressure her opponent well since many of her strings can be blocked, or 
    parried, possibly even jabbed out of.
    - Risky lows: Alisa has one extremely good low attack: db+3. The rest are 
    either short-ranged, slow, unsafe on block, or some combination of the three. 
    This means that your low game may get predictable, since you have to rely on 
    db+3 a lot.
    - Throws give poor oki positions: Actually, this isn't that big a problem at 
    really high levels of play since people escape most throws. However, if they 
    do connect, your opponent is often far away, and thus you can't get close 
    enough to oki them.
    3) Key
    If you're new to Tekken, I highly recommend that you read this section first 
    before continuing with the guide. If you already know the basic Tekken 
    notations, then by all means skip this section.
    1 = Left Punch          f = Forward          WS = Rising from crouch
    2 = Right Punch        b = Backward        FC = While crouching
    3 = Left Kick            u = Up                  SS = During sidestep
    4 = Right Kick          d = Down	            QCF = Quarter circle 
    BOOT = During Boot Stance
    DUAL = During Dual Boot Stance
    CLOCK = During Clockwork
    DES = During Destroyer Stance
    BT = Back turned on opponent 
    4) Moves and their properties
    Before I start explaining how all of the moves work, I’ll tell you how it’s 
    going to be laid out and explain. It will look like this:
    Move name: What the move is called. 
    Move command: What buttons you have to press to do the move.
    Hit Level: Where the attacks hit (high, medium or low).
    Damage dealt: You can probably guess.
    Move analysis: Basically how useful the move is and when to use it (or not).
    With throws, it is similar, except that Hit Level is replaced with this:
    Position from opponent: Where you are in comparison with your opponent. If you 
    are facing them, it’s listed as front, on their left, left, on their right, 
    you get the idea.
    Also, there will be this extra section:
    Escape: The button press you need to press to escape the throw.
    NOTE: The damage dealt section assumes that your opponent is IN A NEUTRAL 
    POSITION. Hitting them whilst they’re in mid-air will reduce the damage 
    Now let's get onto the move analysis...
    Move name: Stop Bit
    Move command: 1,1
    Hit Level: H,H
    Damage dealt: 9,21 (30)
    Move analysis: This is actually a really useful move. It's her best high poke, 
    since it's her fastest move, and completely safe on block. As well as that, 
    it's a very useful punishing tool when you can't use a launcher. For instance, 
    if a person uses a move that's -12 on block, launching them is out of the 
    question, but you can use 
    1,1 instead, which takes off a good 1/6 of your opponent's health, which isn't 
    bad for a move that comes out in 10 frames. It also gives you a solid 9 frames 
    of frame advantage. Use this whenever you want to punish minor mistakes.
    Move name: Coil Punch Combo
    Move command: 1,2,2
    Hit Level: H,H,L
    Damage dealt: 9,12,20 (41)
    Move analysis: This is a terrible string. OK, the first two punches aren't so 
    bad, though they’re nothing special. It's the last hit that takes the cake. It 
    comes out so slowly that even if the first two hits connect, they easily have 
    enough time to crouch guard or low parry and punish afterwards. Or even worse, 
    they could sidestep, it whiffs completely, and you get launched. Don't use 
    1,2,2. Seriously, just pretend it doesn't exist at all (unless your opponent 
    is inexperienced, in which case it isn’t quite so horrible).
    Move name: Down Time
    Move command: 2,3,3
    Hit Level: H, M, M
    Damage dealt: 12,8,24 (44)
    Move analysis: In theory, this should be a great move. It's fast, at 11 
    frames, and hits for 44 HP, which is pretty impressive. Unfortunately, one 
    fatal flaw ruins it: even if the first hit connects, the second and third can 
    still be blocked, at which point it is jab punishable, and thus you really 
    shouldn't use it too often. It can work for mix-ups if they don't expect it 
    though, and for damaging wall combos.
    Move name: Down Link
    Move command: 2,3,4
    Hit Level: H,M,L
    Damage dealt: 12,8,24 (44)
    Move analysis: This combo is risky, but with potential for great reward. Like 
    with 1,2,2, the last hit cannot be comboed into by the preceding two hits, and 
    if the last hit is blocked, then you'll almost certainly be launched. Despite 
    that, if it does hit, your opponent is knocked to the ground, putting them 
    into a perfect oki position. Mix it up with 2,3,3 to avoid being too 
    predictable, and it can work out if used occasionally (or if your opponent is 
    dumb ;) ).
    Move name: Quick Kick
    Move command: df+4
    Hit Level: M
    Damage dealt: 15
    Move analysis: I should note that this isn't actually in the command list, but 
    it's so useful that you need to know about it anyway. It's her fastest mid 
    poke, making it a good tool for interrupting attacks or chipping away at 
    opponents. It tracks to the right (slightly) and is also safe on block and 
    gives frame advantage on hit. Its range isn't too great, but at close-range, 
    this is a very useful poke indeed.
    Move name: Quick Access
    Move command: 3,2
    Hit Level: M, H,H,H,H,H
    Damage dealt: 18,6,6,6,6,6 (48)
    Move analysis: This move is a quick and semi-safe way to transition into 
    Destroy Form, since doing so manually leaves you vulnerable while she's 
    pulling out the chainsaws. Using this allows you to attack while going into 
    Destroy Form, and is more or less safe on block. It can also be useful for 
    mindgames and wall combos due to its multiple hits and high damage. The first 
    hit doesn't combo into the second though, which is a shame. That said, it's 
    still one of her better transitions into DES.
    Move name: Accelerator
    Move command: 4
    Hit Level: H
    Damage dealt: 28
    Move analysis: This is actually a really good move. It's fast in start-up, 
    safe on block, does good damage, and most importantly tracks very well to the 
    right. The only real flaw with this move is that it can be ducked and punished 
    with a WS launcher, but if you keep yourself unpredictable then that shouldn't 
    happen too often, since it's extremely hard to crouch on reaction. Also, its 
    range isn’t… that good, to be honest. Still, this is definitely one of Alisa's 
    better tracking moves.
    Move name: Gigabyte Hammer
    Move command: 1+2
    Hit Level: M
    Damage dealt: 25
    Move analysis: This is, for the most part, pretty terrible. It's laughably 
    slow and obvious in its start-up, taking a huge 33 frames for the hitbox to 
    appear. If you get it to hit, it launches your opponent into the air very 
    well, but you have easier and more reliable ways to do so. It also causes 
    Bound, though again you have easier and more reliable ways to bound. On the 
    plus side, it does crush low attacks, so if someone's abusing them a lot you 
    can use this to evade their attack and counter them, but even then you have 
    other options like b+3+4,3+4.
    Move command: Triple Session
    Move command: f+2,3,3
    Hit Level: M, M, M
    Damage dealt: 14, 9, 24 (47)
    Move analysis: This is quite a good move. It can be used to punish whiffs 
    well, but generally a launcher is better suited for that purpose. The full 
    combo can be used for some epic wall combos though, so that's a plus, and it 
    wall carries extremely well. Also, the first hit of this string is very useful 
    for juggling, since it keeps your opponent afloat slightly, and it also tracks 
    to the right. If spaced correctly, this move is also safe on block. The only 
    problem is that the second hit doesn't true combo into the third, though it's 
    surprising just how often people fall for it anyway...
    Move name: Lost Access
    Move command: f+3, 2, 1
    Hit Level: H, H, H, M, M, M
    Damage dealt: 20, 6x2, 6x3 (50)
    Move analysis: Another move which transitions into Destroy Stance. I quite 
    like it; it's one of my most used transitions into DES. The second hit is safe 
    on block and provides a solid frame advantage of 10 frames. I wouldn't 
    recommend using the thrid hit, since it doesn't natural combo, and you lose 
    the awesome frame advantage. Nonetheless, if you want to get into DES stance 
    quickly, try this move out. Works well in conjunction with 3,2.
    Move name: Reverse Kick Crush
    Move command: f+4, 4
    Hit Level: H, H
    Damage dealt: 24, 15 (39)
    Move analysis: Remember Accelerator? This move is a lot like that, only it 
    hits twice and is slightly slower. It's completely safe on block, good for 
    tracking sidestepping opponents, and the second hit sends the opponent miles 
    away, giving you a golden opportunity to play mindgames with boot stance. 
    Unfortunately, since it hits high, it can be ducked, though all in all it's 
    still a very useful move. Sidesteppers and non-crouchers beware!
    Move name: Overflow
    Move command: f+1+2
    Hit Level: M
    Damage dealt: 26
    Move analysis: This is a great move. It's fairly fast, with great range and 
    solid damage. It especially works well if you backdash in anticipation of an 
    opponent's move. Because her backdash covers a lot of distance, the move will 
    often whiff, and you can use this to punish effectively. As well as good 
    damage it also gives a good frame advantage. Unfortunately, it isn't very safe 
    on block. It's not launch punishable, but they get a free jab combo since 
    Alisa lunges herself towards her opponent. This means that you can't throw it 
    out randomly and expect it to work. You have to use it carefully, waiting for 
    your opponent to make a mistake or become predictable, but if used right it's 
    a fantastic tool. Oh, and from it occasionally hits grounded for some reason. 
    Just figured I should warn you so that you don't mindgame yourself... :)
    Move name: Cyclone Mixer
    Move command: df+1,1,2
    Hit Level: M,H,H,H,H,H,H,H,H
    Damage dealt: 12, 20, 4x7 (60)
    Move analysis: A risky, but still worthwhile transition into DES. The first 
    hit doesn't combo into the second, but since your opponent often expects 
    df+1,4 they might not duck. After that, they're jailed into the final sequence 
    of chainsaw hits, and from there you can use
    DES tricks to your heart's content due to the solid hit/block advantage. Not 
    infallible, but worth using nonetheless.
    Move name: Cyclone Hacker
    Move command: df+1,4
    Hit Level: M,M
    Damage dealt: 12,19 (31)
    Move analysis: One of Alisa's best poking tools. It's fast, at 13 frames, does 
    decent damage, jails, has a solid hit advantage and is safe on block. You can 
    also use this in conjunction with df+1,1,2 to keep your opponent guessing, 
    though generally this is the less risky option against more experienced 
    players, since it can't be ducked. 
    Not an amazing mix-up, but for a character that lacks huge numbers of mix-ups 
    it's a welcome addition. You can also use df+1 on its own if you wish, though 
    generally it's worth going for some kind of mindgame afterwards...
    Move name: Pickup
    Move command: df+2
    Hit Level: M
    Damage dealt: 19
    Move analysis: Alisa's bread and butter launcher. It's not very fast, at 16 
    frames, but it does have deceptively good range and it's safe if blocked, so 
    you can use it for long-range punishing whilst avoiding punishment yourself. 
    Frustratingly enough it doesn't launch crouched opponents, and compared to 
    other launchers it's not all
    that special, but being a launcher, this should be your main punisher for 
    unsafe moves of -16 or worse.
    Move name: Double Socket
    Move command: df+3,3
    Hit Level: M,L
    Damage dealt: 18,19 (37)
    Move analysis: The usefulness of this move depends on your opponent's skill. 
    Well, most moves do, but this more so. If they're not very experienced against 
    Alisa, this is a brilliant move, since it does solid damage and mixes up 
    pretty well. However, more experienced opponents can low parry or block the 
    second hit if they block the first, and that's never good. The first hit 
    tracks well to the left, which they may not expect and therefore trap them 
    into the second. Alternatively, you could go on the defensive if you're risk-
    averse. I like to work it in as an occasional mix-up now and then, though it's 
    certainly nothing to be spammed.
    Move name: Deadlock
    Move command: d+2,4
    Hit Level: M, M
    Damage dealt: 20,28 (48)
    Move analysis: This move is pretty bad, to be honest. It's very slow on start-
    up, so it will almost always be blocked, negating the great damage it does. It 
    can be used as a bound ender reasonably well, though you generally have better 
    options available. And don't try using it on a standing opponent, since that 
    almost certainly won't work. Oh well, moving on...
    Move name: Triple Click
    Move command: d+3,3,3
    Hit Level: L,L,L
    Damage dealt: 15,6,16 (37)
    Move analysis: Oh. My. God. Horrible, horrible, horrible string. It puts your 
    opponent in a great oki position if all three hits connect, but that will only 
    happen against VERY inexperienced players. Even if the first two hits connect, 
    you can still block the third, at which point you WILL get launched. Add in 
    frame disadvantage for the first two hits and pathetic range, and you really 
    shouldn't even be considering contemplating the very idea of potentially using 
    this move. The only thing it could have been useful for is ending wall combos, 
    and even then 2,3,3 does slightly more damage and has lower recovery time! But 
    yeah, just don’t use it.
    Move name: Optimizer
    Move command: d+4,1+2
    Hit Level: L,H
    Damage dealt: 18,24 (42)
    Move analysis: From a standing position, not a good move at all. After the 
    first hit you can crouch and punish the second, and the first hit has little 
    range and is unsafe on block. However, it's a useful juggle ender after B!, 
    because the first hit pop them up just high enough to get hit by the second. 
    It shouldn't really be used in any other situation, mind you.
    Move name: Harpoon Sweep
    Move command: d+3+4
    Hit Level: L
    Damage dealt: 24
    Move analysis: Another highly unsafe move. Ridiculously slow and death on 
    block once again. However, if it does land, you get a free d+4,1+2 if you’re 
    lazy, and a fully-fledged combo of 70HP if you’re prepared to put in more 
    effort. Still, never use this unless your opponent is chronically incapable of 
    blocking low attacks, in which case the damage output is pretty good. But 
    seriously, just use db+3 or db+4 instead... Its only real use is catching tech 
    Move name: Backup
    Move command: db+1
    Hit Level: N/A
    Damage dealt: N/A
    Move analysis: Well, in itself it's not that great. She pulls back and 
    crouches, allowing her to crush highs and mess up spacing, but unless you use 
    a follow-up move from it, you won't get a whole lot of use out of it. Let's 
    move on...
    Move name: Backup Recovery Hook
    Move command: db+1,1
    Hit Level: H
    Damage dealt: 37
    Move analysis: This is the move you should be using after db+1. After evading 
    her opponent's attack, she follows up with her own punch, which causes 
    impressive damage and sends her opponent miles away. It also gives frame 
    advantage if blocked. A very useful 'evade and counter' move if you don't mind 
    taking risks, and very useful against 
    aggressive opponents. Too bad it’s a high attack and can be ducked…
    Move name: Backup Rocket Punch
    Move command: db+1,2
    Hit Level: H (unblockable)
    Damage dealt: 30
    Move analysis: This move is useless. U-S-E-L-E-S-S. It's unimaginably slow, 
    ridiculously easy to duck on reaction and punish, and even if they don't duck 
    it will sometimes fly straight over their head! Do NOT use. Ever.
    Move name: Daisy Chain (into DES)
    Move command: db+2,2 (1+2)
    Hit Level: M,M
    Damage dealt: 20,15 (35)
    Move analysis: This move is pretty slow, and fairly easy to block on most 
    occasions, but if it does hit you get a huge frame advantage. If they're near 
    a wall you get a free 4 afterwards, which wall splats perfectly. It's also a 
    decent way to transition into DES as well, since the frame advantage keeps you 
    safe. It can also be used after 
    B! for good wall carry. All in all, it's fairly situational, but a deadly 
    weapon when used at the right time.
    Move name: Deep Link
    Move command: db+3
    Hit Level: L
    Damage dealt: 16
    Move analysis: This. Move. Is. Amazing. Seriously, this is easily one of 
    Alisa's best moves, and certainly her best low, perhaps even one of the 
    greatest in the game. The start-up is fairly fast for a low, and on top of 
    that it has +7 frame advantage on counter hit, crushes highs for almost all 
    its animation and tracks well to the left. 
    But the best part of it is its amazing range. Her leg sticks out deceivingly 
    far, and this makes it an incredible spacing tool because many people simply 
    don't realise what great range it has. This also means that it's completely 
    safe on block if spaced right, since only WS+4 could potentially punish her, 
    and they won't have enough range. The damage is fairly low in its own right, 
    but since the risk in using it is borderline non-existent, you can use it 
    repeatedly to rack up damage. It's also perfect for finishing off opponents in 
    rage, and acts as a 'playing it safe' oki option. So yeah, if you aren't using 
    this move already, START USING IT. Learn to love it; it won't let you down, 
    trust me.
    Move name: Deep Web
    Move command: db+4
    Hit Level: L
    Damage dealt: 26
    Move analysis: Another risky but rewarding move, but this one stands out more 
    than the rest. Yes, it's slow and very unsafe on block, but like db+3 it 
    crushes highs, and it also tracks very well along the ground, allowing her to 
    catch sidestepping opponents or those who use a lot of highs. Once it's hit, 
    your opponent is in a perfect oki position. If you predict them right, you can 
    follow up with ff+2,3, or ff+3,4,4, or db+3 if you want to play it safe. It's 
    also great for catching techs after a wall combo. But remember, don't use it 
    too much, or they'll catch on and launch you.
    Move name: Gadget Found
    Move command: b+1,1+2
    Hit Level: M, SM, M
    Damage dealt: 21,1,36 (58)
    Move analysis: The full combo itself is useless. The second and third hits are 
    ridiculously easy to see coming and block, and thus the damage and launch from 
    the third hit is of no use. However, the first hit on its own acts as a decent 
    poke. It's fairly fast, safe on block, decent hit advantage, and leads 
    straight into WS. It's worth trying out occasionally due to its safety, but 
    make sure never to use the next two hits...
    Move name: Trance Hammer
    Move command: b+2,1
    Hit Level: M,M
    Damage dealt: 14,15 (29)
    Move analysis: This is one of Alisa's main moves for causing B! In most 
    situations, you're better of using b+4,3 instead, since it does more damage 
    and has better range. However, b+2,1 hits at a weird sort of angle, meaning 
    that it can connect in some scenarios where b+4,3 might not. It's also easier 
    to land in staple combos since you don't need the extra jab. So yeah, an OK 
    bound move overall. When it comes to using it from a neutral position... I 
    wouldn't recommend it. It's quite unsafe and somewhat slow...
    Move name: Trance Accelerator Kick
    Move command: b+2,4
    Hit Level: M,H
    Damage dealt: 14,24 (38)
    Move analysis: If you're using b+2 from a standing position, this is usually a 
    better move to follow up with. It does decent damage, wall splats well, and 
    the second hit is guaranteed if the first connects. However, if the first hit 
    is blocked, the second can be ducked and punished. If they block it rather 
    than ducking, it's safe. It also tracks to the right well, which is always 
    useful. A decent move. 
    Move name: Spinning Top
    Move command: b+3
    Hit Level: M
    Damage dealt: 31
    Move analysis: Ok... for a start, it's slow, and unlikely to hit from a 
    neutral position. However, that's not the move is intended for. It's Alisa's 
    only move that guarantees complete tracking on both sides, thus making it 
    useful against people who like to sidestep a lot. If it does connect, it wall 
    splats well, or if you're not close to a wall, sends them much closer to it. 
    If spaced right, it's mostly safe on block due to the large pushback, and it 
    has good range. If only it was just a tad bit faster... Still, complete 
    tracking is always a plus.
    Move name: Double Threading (into DES)
    Move command: b+4,3 (1+2)
    Hit Level: M,M
    Damage dealt: 18,19
    Move analysis: In most cases this is Alisa's best move for causing B! Decent 
    damage, solid range, but fairly linear in form. Like most of her bound moves, 
    it can't really be recommended for use in a neutral position, since it's not a 
    natural combo (unless you counterhit) and you generally have better options. 
    It also crushes lows for a brief time between the two hits... So yeah, most of 
    her more damaging juggles involve this move, but be aware that sometimes f+1 
    is required to position your opponent high enough for b+4,3 to connect.
    Move name: Dynamic Range
    Move command: b+3+4,3+4
    Hit Level: M,M
    Damage dealt: 24,36 (60)
    Move analysis: Treat this as an extremely risky version of uf+4,4. It's 
    slower, and if the first hit is blocked, they can sidestep the second and 
    punish you massively. However, if you do connect with it, you can do some 
    immensely powerful juggles, even more so than a df+2 juggle! But like I said, 
    it's very, very risky. Use it for low crush antics now and then, or if you're 
    in a gambling mood, but you shouldn't really use it more than once a set or 
    Move name: Hang-Up
    Move command: b+2+3
    Hit Level: M!
    Damage dealt: 60
    Move analysis: You know the drill. Immensely powerful unblockable that's so 
    slow to come out that it will pretty much never connect in practice. Cool 
    animation though.
    Move name: Docking Bay
    Move command: ub+3+4,1+2
    Hit Level: M
    Damage dealt: 30
    Move analysis: Yet another cool-looking move that launches, but will never 
    actually connect due to how easily telegraphed and slow it is. Yawn...
    Move name: Cradle
    Move command: uf+3
    Hit Level: M
    Damage dealt: 18
    Move analysis: This move can be used for so many mindgames. This connects with 
    your opponent regardless of whether it hits or is blocked, and after that you 
    have the option of attacking immediately, or transitioning into Boot or Dual 
    Boot stance. NEVER use this move on its own; if it connects, always follow up 
    with something.
    Move name: Cradle Star
    Move command: uf+3,2
    Hit Level: M,M
    Damage dealt: 18,36 (54)
    Move analysis: Ok, so if the first part actually hits, you should ALWAYS 
    follow up with this, because it does immense damage. As well as that, this is 
    also one of Alisa's best moves to use after B!, because it smashes them back 
    into the ground for oki. A powerful combo; use it wisely and it'll pay off.
    Move name: Cradle to Boot Stance
    Move command: uf+3,3+4
    Hit Level: M
    Damage dealt: 18, N/A
    Move analysis: A quick transition into Boot Stance. Recommended if they 
    blocked the first hit, as they have to guess whether you use a low, mid or 
    high afterwards. Useful for mindgame purposes, though if your Boot stance game 
    is too predictable it could land you in trouble.
    Move name: Cradle to Dual Boot Stance
    Move command: uf+3,f+3+4
    Hit Level: M
    Damage dealt: 18, N/A
    Move analysis: This time she transitions into Dual Boot Stance. I wouldn't 
    recommend using this, since Dual Boot Stance has no low attacks, making it 
    very easy to just block any follow-ups you try to come up with. Stick with 
    regular boot stance in this scenario.
    Move name: Downstream
    Move command: uf+3+4
    Hit Level: M
    Damage dealt: 33
    Move analysis: Again, this is a move that won't connect too often. But it does 
    have humour value. For example, if you get a really high wall splat, using 
    this can lead to a floor break, which is good for the lulz. Amazingly enough 
    it's safe on block as well. If you want a serious use for this move, then I'm 
    afraid I'll have to disappoint you by saying that there aren't any.
    Move name: Inbound Kick
    Move command: uf+4,4
    Hit Level: M,M
    Damage dealt: 12,25 (37)
    Move analysis: This is Alisa's main punisher for moves that are -15 on block. 
    It sends your opponent directly into B!, and because they're right next to 
    you, your bound follow-ups can be extended to do more damage. Total damage 
    from a uf+4,4 juggle can be over 50HP if you do the right moves. It also 
    crushes lows, something that df+2 cannot do. It's not very safe on block 
    though, so avoid spamming it. 
    Move name: Jumper Switch
    Move command: ff+2,3
    Hit Level: M,M
    Damage dealt: 21,30 (51)
    Move analysis: Arguably Alisa's best B! ender, as it allows not only 
    impressive damage but also great wall carry because it sends your opponent 
    miles away. It can also be used for oki as your opponent is getting up to 
    smash them against a wall. You shouldn't abuse it in other situations though, 
    as it's fairly unsafe on block and bad when whiffed. Still, mostly a very 
    useful move in the situations it's intended for.
    Move name: Cutover (to DES)
    Move command: ff+3,4,4 (1+2)
    Hit Level: M,H,M
    Damage dealt: 14,18,15 (47)
    Move analysis: Think of this as a more situational version of ff+2,3. Whereas 
    ff+2,3 will pretty much always work post-bound, ff+3,4,4 will often have the 
    opponent sent too far after the first two hits for the third to connect, but 
    if all three connect it does good damage. Oh, and it's also good for picking 
    up opponents just as they're tech rolling too. Don't abuse it though. Whiffing 
    it is nasty. (N.B. You can also transition into DES after the second hit 
    rather than the third, if you wish.
    Move name: Sandbox
    Move command: ff+4, qcf+1 (only if ff+4 connects)
    Hit Level: M,M
    Damage dealt: 21,26 (47)
    Move analysis: I don't really like using this move much, but it has its uses I 
    suppose. It's pretty slow, and jab punishable on block, but if you hit with 
    the first part, you can follow up with a shoulder barge, doing a solid 47HP 
    overall. Realistically though, you're more likely to land a launcher than you 
    are to land this, so I wouldn't bother with it much.
    Move name: Worm Virus
    Move command: ff+1+2
    Hit Level: M,M
    Damage dealt: 6,21 (27)
    Move analysis: Another one of those highly risky but very well rewarding 
    moves, it seems. Many people don't realise this, but if it connects, you can 
    get a juggle similar in damage to that of her df+2 staple. However, if it gets 
    blocked or sidestepped, then you'll get launched yourself, which is obviously 
    very, very bad. Only use this if you're sure you can get it to hit, certainly 
    no more than once every set or so.
    Move name: Killer Worm Virus
    Move command: ff+1+2, 2 (first two hits must connect)
    Hit Level: M, M, M, M, M, M, M, M
    Damage dealt: 6,21, 2x6 (39)
    Move analysis: If you actually manage to land ff+1+2, do NOT follow up with 
    this. You can get so much more damage off a juggle, seriously. The only 
    exception is if you’re using it to end a wall combo, in which case fair enough 
    (though I prefer ff+3,4,4).
    Move name: Double Rocket Punch
    Move command: bb+1+2
    Hit Level: H (unblockable)
    Damage dealt: 60
    Move analysis: How many stupidly slow and easy to avoid unblockables does one 
    character need? Move along folks, nothing to see here...
    Move name: Overload
    Move command: b,f+2
    Hit Level: H
    Damage dealt: 31
    Move analysis: This was designed with the intention of mixing it up with 
    fff+2, since the animations are so similar. This can lead to confusion from 
    your opponent. As well as high damage, you can get a free f+1+2 if they don't 
    backroll, meaning even more damage. It's also safe on block. Its only real 
    flaws are that it's linear, and that it hits high, but as long as you don't 
    use it too often, it shouldn't get ducked on reaction too much. Its main use 
    is as a long range whiff punisher (i.e. when you’re too far away to hit with 
    b+3+4, 3+4).
    Move name: Linear Punch
    Move command: fff+2
    Hit level: H
    Damage dealt: 33
    Move analysis: As I said before, it's very similar to b,f+2. It's faster, does 
    more damage and has frame advantage ON BLOCK. You also get a free f+1+2 if it 
    connects successfully. However, you have to run a bit before you can use it, 
    so your opponent might duck or block because it's fairly easily telegraphed. 
    However, if your opponent is a long distance away, then this is definitely a 
    move that's worth considering, since low angles are covered by the generic 
    sliding kick.
    Move name: Linear Dropkick
    Move command: fff+3,4
    Hit Level: M,M
    Damage dealt: 12,30 (42)
    Move analysis: This move is good for chasing long-range opponents. If they try 
    and use a get-up low kick, this move will crush them and either send them a 
    long distance, resetting the situation, or put them in a perilous wall splat 
    situation. Mix it up with fff+2 for best results and unpredictability.
    Move name: Thruster Double Punch
    Move command: While running, 1+2
    Hit Level: M
    Damage dealt: 36
    Move analysis: Well, it's very slow and easy to see coming, but you can't get 
    punished for it. If it's blocked, then it has too much block stun to punish. 
    If it's whiffed via sidestepping, when they chase you for a counterattack you 
    can follow up with BT 4 or BT 3+4. Or a low kick, for that matter. I don't 
    tend to use it that much, but it's worth knowing all your options, so if you 
    think it's worth using, by all means go for it.
    Move name: Spear Fishing (to DES)
    Move command: WS+1,2,3 (1+2)
    Hit Level: M,H,M
    Damage dealt: 14,10,24 (48)
    Move command: Ok, so although the third hit does launch, you're not going to 
    be landing this that much because it's blockable even if the first two hits 
    connect, though if they don't expect it you can sometimes catch people out. 
    Ignoring the third hit, the first two parts of the combos are very useful 
    indeed. It can't be ducked to evade it, so although it does only average 
    damage it’s reliable. You can use these two hits after various moves that 
    leave Alisa in a crouching state, such as her godly db+3. They're also very 
    useful for juggle filler in her more damaging combos. Overall, one of her 
    better WS moves, and one you should definitely use.
    Move name: Digital Left (to Boot stance/to Dual Boot stance)
    Move command: WS+2 (3+4 to transition to Boot, f+3+4 for Dual Boot)
    Hit Level: M
    Damage dealt: 28
    Move analysis: Whilst very useful in its own right, I can't help but wish that 
    she had a normal WS 2 similar to her df+2, allowing her to do a proper juggle 
    more easily. See, the move sends her opponent literally miles away, which is 
    great for wall carry, but not so much if you want to do a fully-fledged combo. 
    You CAN get a fully-fledged combo, but it’s very difficult to time right, and 
    takes a LOT of practicing. If you’re interested in what it is, skip to the 
    combos section. The best option if you want to keep things simple is to 
    transition to boot stance and do BOOT 1,2,1,3+4, which works whether or not 
    there was a wall splat. Transitions into dual boot are only recommended if 
    there’s a wall nearby. If not, stick with regular boot. All in all, it’s a 
    great WS punishing tool, but to use it to its maximum requires a lot of 
    Move name: Clockwork
    Move command: WS+3 (transitions into Clockwork stance; ~b cancels stance)
    Hit Level: M
    Damage dealt: 21
    Move analysis: WS+3 is an interesting move, not least because it transitions 
    into one of the most hilarious-looking stances of all time. If it connects, 
    you can immediately follow up with CLOCK 3 for good damage. If they block it, 
    they then have to guess whether you're going mid or low. In most cases you're 
    better off going for WS+2, but if you have difficulty timing WS+2 combos, this 
    is the next best option available.
    Move name: Clock Spring Middle
    Move command: CLOCK 3
    Hit Level: M
    Damage dealt: 24 (26 if she spins three times first)
    Move analysis: If WS+3 hits, immediately use this, as it gives a total of 45HP 
    damage, and puts you at a frame advantage. If they block it, then you can mix 
    this in with CLOCK d+3 to keep them guessing. After spinning for a bit, your 
    opponent will be knocked down instead of being left standing.
    Move name: Clock Spring Low
    Move command: CLOCK d+3
    Hit Level: L
    Damage dealt: 19
    Move analysis: If they block the first hit, and you predict that they'll 
    continue to use standing block, use this to bypass it and surprise them. It 
    puts them in a useful oki position if it lands, though like most lows it's not 
    exactly safe on block, so beware.
    Move name: Cute but Deadly
    Move command: WS+1+2
    Hit Level: M
    Damage dealt: 24, 28 or 33 (depending on how long you hold 1+2)
    Move analysis: For the most part, it’s not really that great a move. It’s 
    pretty slow, even in its fastest form, and has a fairly obvious animation, so 
    for punishing WS+2 is always better. However, it does have some uses. It 
    continually crushes highs throughout the animation, and she remains in FC once 
    it’s over, so it’s good for mix-ups. It also tracks to the left slightly. 
    Overall, you probably won’t be using this much, but it’s worth having in your 
    back pocket so that you don’t get too predictable. Oh, and it can sometimes be 
    good juggle filler.
    Move name: Sad Hound (into DES)
    Move command: FC df+1+2 (1+2)
    Hit Level: L,L
    Damage dealt: 12,19 (31)
    Move analysis: Underappreciated, if you ask me. It never seems to get used 
    much. The main reason is because it's pretty slow, but by low attack standards 
    it's comparatively safe. It's WS+4 punishable, but that's it. If it hits, it 
    makes a somewhat safe transition into DES. So if you ever end up in a 
    crouching state, don't neglect to try this move out. They'll probably be 
    expecting WS+2 and not block in time, since the animation isn't very 
    Move name: Happy Propellor
    Move command: SS+4,1+2
    Hit Level: L,H,H,H,M
    Damage dealt: 18, 6x4 (42)
    Move analysis: In theory, this could have been a useful move. Despite being 
    slow on start-up, it transitions quickly from low to high, with a single mid 
    to catch any crouchers, does 42HP total whilst being jab punishable on block 
    and tracks well. Unfortunately, the first hit doesn't combo into the rest, 
    meaning that it is unlikely that you will land all of the hits. This 
    essentially means that there's no good reason not to use db+3 instead, since 
    it's much less risky and faster, and offers only 2HP less damage.
    Move name: Goody Two Shoes 
    Move command: BT 4
    Hit Level: M
    Damage dealt: 24
    Move analysis: You won't be using this all the time, but it has its uses. It's 
    her best follow-up after a CH BOOT 3 or BT 3+4, and it can catch people who 
    rush blindly towards your back. Otherwise, you won't get much chance to use it.
    Move name: Reboot Meteor Kick
    Move command: KND 1+2,3+4
    Hit Level: M
    Damage dealt: 42
    Move analysis: When lying down, you can use this as an alternative option to 
    get-up. If you want to attack afterwards, press 3+4. I wouldn't recommend it, 
    since it's easy to see coming and block, though it might catch them by 
    surprise if you don't use it often. All in all, it's another option to confuse 
    your opponent's oki game, but it's one that I don't tend to use much. Really, 
    though, it's personal preference. 
    4a) Throws
    Throw name: Trigger Shuffle
    Move command: 1+3
    Throw position: Front
    Throw Escape: 1
    Damage dealt: 35
    Move analysis: Well, it's fairly basic by throw standards. Average damage, 
    fairly easy for high level players to escape etc. Regarding oki, they get sent 
    a bit far away for that most of the time, though you might be able to land 
    ff+2,3 if they try to roll. But yeah, it's an average throw, no better, no 
    Throw name: Back Door
    Move command: 2+4
    Throw Position: Front
    Throw Escape: 2
    Damage dealt: 35
    Move analysis: I'd say this is better than 1+3 overall. Why? Well, like 1+3 it 
    does OK damage and is easy for pros to escape, with limited oki. However, if 
    you press 1+2 during the throw's animation, she stays in DES mode. In this 
    sense, the throw is a completely safe and unblockable transition to DES, so if 
    your opponent isn't much good at breaking throws, go for it.
    Throw name: Compression
    Move command: 1+3 or 2+4
    Throw Position: Left
    Throw Escape: 1
    Damage dealt: 40
    Move analysis: Well, it looks awesome, that's for sure. But it's not 
    particularly useful. It does decent damage, but it doesn't do much in terms of 
    being good for oki, which is always a good side-effect of throws. If you 
    manage to sidestep to the left successfully, you're probably better off going 
    for a juggle instead.
    Throw name: Hat Trick
    Move command: 1+3 or 2+4
    Throw Position: Right
    Throw Escape: 2
    Damage dealt: 40
    Move analysis: Another awesome throw in terms of animation, and slightly more 
    useful in practice. Why? Well, it puts your opponent on the ground in a face-
    down position rather than a face-up position, making oki possibilities 
    greater. That said, you're still probably better off going for a launcher.
    Throw name: Random Typing
    Move command: 1+3 or 2+4
    Throw Position: Back
    Throw Escape: No escape :)
    Damage dealt: 55
    Move analysis: Like most back throws it's inescapable and does a great deal of 
    damage. In fact, if you can use oki mind games enough it might well do more 
    damage than a staple juggle. Of course, you might not meet many opportunities 
    to do this move, but if you do, go for it!
    Throw name: Spam Bomb
    Move command: uf+1+2
    Throw Position: Front
    Throw Escape: 1+2
    Damage dealt: 40
    Move analysis: Alisa's most infamous throw, whereby she takes off her head and 
    gives it to her opponent to explode. If your opponent is a beginner, you may 
    be able to catch her out, but unfortunately most players will be able to break 
    it more often than other throws because of its incredibly obvious animation. 
    This ultimately means that it isn't all that great, unfortunately.
    Random fact: If you use this to your opponent's side or back, she will do her 
    standard side/back throws, but during the animation she will be missing her 
    head and it will do 1HP extra damage. 
    Move name: Double Bull Shoot
    Move command: FC db,d,db+1+2
    Throw Position: Front
    Throw Escape: 1+2
    Damage dealt: 45
    Move analysis: Considering how hard it is to pull the move off, it doesn't 
    offer that great a reward. Damaging? Yes. But again they're sent too far away 
    to do any proper oki. Stick with a regular throw; it's not worth the extra 
    Move name: Model Change
    Move command: b+1+3 or b+2+4
    Damage dealt: 24
    Move analysis: OK, this isn't actually a throw, but it didn't fit right with 
    the rest of the moves, so I stuck it here. It's a counter, which when timed 
    correctly with a high attack will cause her head to come off and for her to 
    punch her opponent. If your opponent is being really predictable then go for 
    it, but it's a very risky 
    manouever, as you can get launched if you use it at the wrong time. Generally 
    the risk isn't worth the reward, but you can by all means go for it if you 
    4b) Boot stance
    Move name: Boot stance
    Move command: f+3+4
    Hit Level: N/A
    Damage dealt: N/A
    Move analysis: In this stance, Alisa glides along the ground for a couple of 
    seconds. I find this stance to be very underrated. If you're a long distance 
    from your opponent, you can use this for various mindgames. It's not really 
    meant to be used close-up, since it has some start-up time. It also crushes 
    lows, a fact which many people don't realise, which is also useful. 
    Appropriate use of moves in this stance can be used for all sorts of tricks to 
    confuse your opponent. You can also cancel it by pressing b. Work it into your 
    Move name: Hard Reset
    Move command: BOOT 1,2,1,3+4
    Hit Level: M,M,M,M,M
    Damage dealt: 14,15,8,6,26 (69)
    Move analysis: As cool as this move looks, the full combo should rarely be 
    used. The first two hits natural combo, but after that they can be blocked, at 
    which point you can be launched. Not good. However, it does have its uses. It 
    can occasionally be used in juggles and wall combos for intense damage, but 
    from a standing position you shouldn't use the full combo. Use the first two 
    hits to low crush punish if you wish, but beware that this has a frame 
    disadvantage ON HIT.
    Move name: Linear Elbow
    Move command: BOOT 2
    Hit Level: H
    Damage dealt: 42
    Move analysis: Very similar to f,f,f+2, this can potentially be deadly. It 
    does huge damage, continues to crush lows during the move animation, wall 
    splats effectively, and if blocked, not only is it safe but it puts YOU at an 
    advantage. The only problem with this move is that it hits high, and thus it 
    can be ducked for major punishment. However, since she also has mid and low 
    hits out of boot stance, as long as you aren't too predictable they shouldn't 
    be able to duck on reaction. 
    Move name: Eject Slider
    Move command: BOOT 3
    Hit Level: L
    Damage dealt: 20
    Move analysis: One of my favourite moves, and arguably Alisa's second best 
    low. It slides along the ground, giving it great range, it crushes highs 
    during its animation because it ducks really low, and if it counterhits you 
    get a free BT 4 afterwards. The move is unsafe on block, however, and some 
    characters can even launch you out of it! So yeah, still a very risky move, 
    but if you mix it up with other boot moves the risk can be lessened.
    Move name: Upstream
    Move command: BOOT 4
    Hit Level: M
    Damage dealt: 26
    Move analysis: This is a real 'high risk, high reward' move. On the one hand, 
    it launches brilliant, and the ensuing juggle causes over 80HP damage without 
    walls! However, if it gets blocked, it's curtains for you, because every 
    character can launch you during the recovery time. Thus, this move shouldn't 
    be used too much, but it can work as an occasional mix-up if they expect BOOT 
    3 instead...
    4c) Destroy Form (DES)
    Move name: Destroy Form (DES)
    Move command: d+1+2
    Hit Level: N/A
    Damage dealt: N/A
    Move analysis: Alisa sprouts chainsaws out of her arms and starts cutting her 
    opponents up with them. Now, the sheer awesomeness of that is reason enough to 
    use it, even if it was useless in practice.
    As it stands, the stance itself is quite unsafe, because during this animation 
    she has no kick attacks, any blocked high/mid attack will take her out of DES 
    immediately, and she can't block lows. However, she still has a decent 
    sidestep to evade attacks, so that's a plus. The stance's main use is 
    mindgames, lots and lots of mindgames. She has pressure tools, pokes and a 
    couple of lows to catch opponents off-guard, and even an extra sub-stance 
    similar to Boot! DES is most effective when your opponent is close to a wall, 
    since it can lead to quite damaging wall juggles, and once it's over they have 
    to guess what they're going to do. Remaining unpredictable in this stance can 
    lead to potentially deadly consequences for your opponent. That said, I 
    wouldn't recommend using d+1+2 to transition into it; it leaves her vulnerable 
    to attack. She has several offensive options to transfer into DES, which have 
    already been discussed. If you're good at messing with opponents and being 
    creative, DES is certainly worth working into your game, especially if you're 
    good at inciting whiffs by sidestep.
    Move name: Shredder
    Move command: DES 1
    Hit Level: M,M,M,H,H,H,M
    Damage dealt: 3x5, 24 (39)
    Move analysis: A barrage of chainsaws right to the face, and a move of mixed 
    fortunes. On the one hand, it's fairly fast and sends your opponent in a 
    beneficial grounded position. If blocked, you have to be careful, since your 
    opponent is at a 9-frame advantage, so be prepared to crush or avoid any 
    attacks that may come your way (if they use a mid that tracks you're pretty 
    stuffed in that regard). As a result, you shouldn't disregard it completely, 
    but be aware of the risks you take in using it.
    Move name: Shredder Uppercut
    Move command: DES 2
    Hit Level: M,M,M,M
    Damage dealt: 7x4 (28)
    Move analysis: Yay, a DES launcher! Granted, it's pretty slow, but it's very 
    safe on block, meaning that you shouldn't get punished unless they sidestep 
    (in which case you're in a perilous situation). It launches pretty high, 
    allowing a decent juggle, and if you're close to a wall, it wall splats them 
    REALLY high, which means that, with good timing, you can pull off a deadly 
    wall combo. Overall, it's a slow but mostly reliable move that can pay off 
    dividends near walls.
    Move name: Death Marionette
    Move command: DES 1+2
    Hit Level: H,H,H
    Damage dealt: 8,8,24 (42)
    Move analysis: I need to use this move more. It does a good amount of damage 
    if it connects and it's completely safe on block. It wall splats well, and can 
    compliment other wall splats by trapping the opponent for all three hits 
    (sometimes you can use it twice!). There's only one problem: since all three 
    hits are high, they can be ducked and punished. But as long as you don't use 
    it too often, it shouldn't be ducked on reaction too much. 
    Move name: Hertz Blade
    Move command: DES f+1
    Hit Level: H,H,H,H,H,H,H
    Damage dealt: 3x7 (21)
    Move analysis: Easily Alisa's best DES poke, and a very good poke in its own 
    right. It's fast, at 12 frames start-up, it's entirely safe on block, and 
    provides a huge frame advantage on hit (11 frames!), meaning that if they try 
    to do ANYTHING other than block, they're in for a mouthful of hurt. You should 
    be using this often in DES stance in a neutral position. Like various other 
    pokes, it can be ducked, but it's fast enough that most players can't do it on 
    reaction and really, if it hit mid, it would be pretty damn broken overall... 
    But yeah, use this a lot.
    Move name: Hertz Blade Aegis
    Move command: DES f+2
    Hit Level: H,H,H,H,H
    Damage dealt: 3x5 (15)
    Move analysis: This move is really, really weird. Why? Because it can't hit 
    grounded opponents. Like, at all. It passes right through their head without 
    damage. It can only hit opponents who are stuck on a wall or in the air. Aside 
    from this rather unusual disability, it's incredibly fast (10 frames), works 
    as good wall combo filler, and if used in mid-air, it can wall carry quite 
    well. An odd move with odd properties and odd situational uses...
    Move name: Hertz Blade Diablo
    Move command: DES f+1+2,1+2
    Hit Level: M,M,M,M,M,M,M,M
    Damage dealt: 3x7, 24,3 (48)
    Move analysis: Another useful move. Slow on start-up, like many other DES 
    moves, but it's good for several reasons. If it connects, you can press 1+2 a 
    second time to pull your opponent into the air, though unfortunately you can't 
    juggle. Still, 48HP isn't shabby. If they block instead, then that's fine too, 
    because it gives you a +3 advantage on block. This means that if your opponent 
    tries to attack you, DES f+1 will beat them out (unless their attack crushes 
    highs, though she has other options for predicting such actions). If it does 
    get blocked, make sure not to press the second 1+2, or you'll be punished hard.
    Move name: Hertz Blade Scud
    Move command: DES d+1
    Hit Level: L,L,L,L,L
    Damage dealt: 6x5 (30)
    Move analysis: Well, of the two lows she has in this stance, this is the 
    superior one. Like many lows, it's pretty slow, but it crushes highs well, 
    does good damage if all hits connect, tracks slightly to the left (though it's 
    a bit strange regarding its effectiveness...) and it's only WS+4 punishable on 
    block rather than launch punishable (which for a slow low is good). If they 
    keep blocking your attacks and it agitates you, try throwing this out to catch 
    them out...
    Move name: Clock Setting
    Move command: DES d+2
    Hit Level: L,L,L,L (an extra two low hits if you hold 2)
    Damage dealt: 6x4 (24) or 6x6 (36)
    Move analysis: In most circumstances, you shouldn’t use this move. 
    Horrifically slow, and there's rarely a reason NOT to use DES d+1 instead. 
    Granted, you can hold down 2 to get 5 or 6 hits rather than 4, but that 
    doesn't mean it's a good move. The only use that this move has is for ending 
    wall combos, because each hit causes a low splat against the wall, 
    guaranteeing all of the hits. Otherwise, you shouldn’t be using it.
    Move name: Spindle Slash
    Move command: DES uf+1+2
    Hit Level: M,M,M
    Damage dealt: 14x3 (42)
    Move analysis: Well, it's a bound move, so it has some uses if you launch them 
    while in this stance, but as a general rule there aren't many situations where 
    you'll need it, unless you manage to wall splat them and you haven’t use bound 
    yet, in which case it’s great for racking up extra damage. As a standard move, 
    it's jab punishable on block and very slow, but it crushes lows, so can 
    potentially be a good low attack punisher when in DES (since you can't use 
    Move name: Hertz Blade Flare
    Move command: DES BT 1 (or DES BT 2)
    Hit Level: M,M,M,M,M,M
    Damage dealt: 4x6 (24)
    Move analysis: Well, this isn't such a horrible move in its own right (though 
    it's hardly great), but you're really not going to see many situations where 
    you'll even be able to use it. I mean, having someone behind you whilst in 
    DES: it's just not going to happen very often... If you do get in that 
    situation, it's your only option anyway...
    4d) Dual Boot Stance
    Move name: Dual Boot Stance
    Move command: DES f+3+4 (or DES ff)
    Hit Level: N/A
    Damage dealt: N/A
    Move analysis: A variation on the regular Boot Stance since she still has 
    chainsaws for arms. It still has the ability to crush lows and travel a long 
    distance though. However, unlike regular boot stance, it has no low attack, so 
    it's easy for your opponent to block or sidestep any attacks. This means that 
    the stance is only really useful if you can catch your opponent off-guard.
    Move name: Thruster Left
    Move command: DUAL 1
    Hit Level: H,H,H,H,H,H
    Damage dealt: 4x6 (24)
    Move analysis: A very situational move. It's very slow and easy to see coming, 
    and if ducked or sidestepped you're pretty stuffed. However, if they block, 
    you get +9 frame advantage. Yes, +9. On block. So if your opponent doesn't 
    duck highs much, go for it! Mindgames galore will be handed to you! Otherwise, 
    not recommended.
    Move name: Thruster Right
    Move command: DUAL 2
    Hit Level: M,M,H,H,H
    Damage dealt: 10,12,6,5,10 
    Move analysis: I wouldn't use this. Yes, it launches, and if you're near a 
    wall it can be quite devastating, but this move will almost always be blocked 
    or sidestepped. A handful of characters can punish it with a launch, and 
    everyone else can still do some unwanted damage to you. It does hit downed 
    opponents, but really DUAL 1+2 is better for that purpose, since only part of 
    it connects. Best avoided most of the time, I’d say.
    Move command: Thruster Drill
    Move command: DUAL 1+2
    Hit Level: M,M,M,M
    Damage dealt: 6,6,24,5
    Move analysis: Probably Alisa's best dual boot move overall. It's fast, safe 
    on block, catches tech rollers and backdashers nicely. Again, it's still 
    fairly easy to block from a neutral position, but really dual boot stance 
    itself is hardly suitable for neutral positions in its own right. Usually your 
    best option if you find yourself in the stance, especially for oki.
    5) Appropriate Punishers
    If you want to get even decent at Tekken, then you have to know how to punish 
    your opponent’s mistakes. I mean, who wants their opponent running rings 
    around them and being helpless to stop them? When you block an opponent’s 
    moves, sometimes they’ll be at enough of a disadvantage for you to be able to 
    counterattack before they can do anything. Here are your punishers for various 
    degrees of disadvantage:
    10f – 1,1 or 1,2
    1,1 is a fantastic 10f punisher if your opponent doesn’t know how to deal with 
    it. It does 30HP damage total AND gives +9 frame advantage. However, there’s 
    one downside: if you accidentally delay the second hit, it can be ducked. But 
    if you don’t, it’s NC. So that shouldn’t affect you too much. Overall, one of 
    the best i10 punishers in the game.
    13f – df+1,4 or 4
    This depends on where you’re positioned. If you’re close to a wall, go for 4. 
    As well as the damage, it wall splats well, allowing you to pull off a deadly 
    wall combo! It’s KND if no walls are near, which is still decent for you.
    If you’re not lucky enough to be next to a wall, go for df+1,4. It does 31HP 
    and gives +5 frame advantage, leaving them in a crouching position. From there 
    you make them guess whether you’ll go mid or low. Unfortunately, it’s not a 
    natural combo on normal hit, but it’s surprising how many people fall for it! 
    That extra 1HP from 1,1 CAN make a difference, especially with the Rage system.
    14f – f+3,2 or f+1+2
    This little combo does 32HP AND transitions you safely into DES stance. You 
    also get +10 frame advantage to play around with. If you’re not a fan of DES 
    stance (but really, it’s worth learning), go for f+1+2, which does 26 damage 
    and gives you a +7 frame advantage on hit. This should also be used if the 
    blocked move has a lot of pushback, since f+1+2 lunges Alisa miles forward.
    15f – uf+4,4
    Here’s where we get into REALLY damaging territory. As has been discussed, 
    uf+4,4 is a semi-launcher of sorts, and if you land this and follow up with 
    the correct juggle, you can deal a whopping 57HP. It’ll make your opponent 
    think twice before using such unsafe moves again!
    16f – df+2 or b,f+2
    If your opponent has used something ridiculously unsafe, then you can use 
    Alisa’s launcher. What’s great about it is that it has deceptive range, so 
    block pushback isn’t as big an issue. Land this baby and you’re looking at an 
    extra 72HP shaved off your opponent’s health. There’s also the benefit of 
    either getting great wall carry OR a brilliant oki position.
    b,f+2 is for when your opponent is too far away for df+2 to hit. Not as 
    damaging overall, but it brings about 40HP in its own right, and you can get a 
    f+1+2 afterwards.
    19f – b+3+4,3+4
    Anyone using a move -19 or worse on block has got some serious practising to 
    do! But if it does happen, you get 76HP off this juggle here, and also some 
    impressive wall carry. Not to mention it looks incredibly awesome. Can also be 
    used as a mid-range whiff punisher.
    5a) Appropriate punishers from crouch
    If you’ve blocked a low attack, you’ll be in a crouching position. Here’s what 
    your punishing tools are if that happens:
    11f – WS+4
    Plain and simple. Fairly short-ranged, but most lows that are only -11 on 
    block are as well (with exceptions, of course)
    15f – uf+4,4
    This is a bit more like it, as you get a pretty damaging combo out of this 
    move. Not a full juggle, but close enough.
    17f – WS+2
    Weird launcher, but if you time 3+4 BOOT 3 right you get slightly more damage 
    than a staple df+2 juggle. Yay!
    Regarding lows that are between -11 and -14 on block, WS+4 is NOT the best 
    options you have available, especially if the attack is well spaced. Take 
    Alisa’s own db+3 for example. It’s so well ranged it cannot be punished if 
    spaced right. So what do you do? LOW PARRY!
    It takes a bit of practice, but the frame window is actually fairly lenient 
    once you get used to it. d/f at the appropriate time and they end up straight 
    in B! Since they’re right next to you, you can do a longer juggle, such as the 
    B! b+1, WS+1,2, d+4, 1+2
    35 damage and solid wall carry. MUCH better than the 18 damage you get off 
    WS+4. If you have trouble pulling that off, you also have:
    B! WS+1,2, f+1, f+2, d+4, 1+2
    Exactly the same damage, and possibly slightly more wall carry IDK.
    There’s also a more damaging, but much harder to time, low parry punish:
    B! b+1, WS+1,2, f+1, ff+2,3 (42 damage)
    6) Match-ups
    Knowing your character’s moves and when to use them or not use them is all 
    well and good. But without knowing how to deal with specific characters, 
    you’re not going to get very far. It’s very important to know how to deal with 
    everybody in the cast.
    Walled or infinite stages?: If you have the fortune of being able to pick 
    which stage you’re on, it gives you an advantage. But really, Alisa can 
    function well on both walled and infinite stages. However, if you get the 
    choice, go for infinite ones. Walled stages are useful because Alisa has 
    pretty good wall carry and devastating DES wall mix-ups. However, infinite 
    stages are even better. All you have to do is get a lead (not difficult with 
    db+3 and df+4), then turtle like hell! No limits on backdash spacing, and you 
    can often just run away for the whole round. If they rush in, they’re in a 
    perfect position for some punishment!
    But as I said, she can function well on any stage, so don’t worry about it too 
    much. That said, with some characters infinite stages are DEFINITELY 
    recommended (*coughBryancoughBrucecough*).
    N.B. There are a few more now, but still quite a few to go. Watch this space! 
    6a) Alisa Boskonovitch
    *gasp* A mirror match?! Yes, indeed, you’re fighting yourself! This 
    essentially turns things into an alternative version of chess, as you both 
    have exactly the same tools. Indeed, this is often what makes them frustrating!
    As you’ll know, the main low to watch out for is db+3, with its incredible 
    range and safety on block. If you want to sidestep it, then sidestep to the 
    right, as despite its linear appearance, it tracks to the left. In fact, 
    Alisa’s tracking to the right in general is quite weak, so sidestepping right 
    is normally best, though watch out for 4 and df+4!
    Other pokes you’ll need to keep an eye on are df+1 and their various mix-ups. 
    And of course there are all the DES mindgames, though don’t forget that Alisa 
    can’t block lows in DES. This makes tracking lows like db+4 useful. She also 
    has lots of low crush moves, so don’t spam db+3 TOO much. Finally, if they try 
    and use b+3+4, 3+4, sidestep after the first hit and launch them as they come 
    back down!
    All in all, you basically have the same tools as your opponent, so just keep 
    it cool and do what feels right!
    6b) Anna Williams
    If you’re on of those people who believe that Anna is a Nina clone, I’d like 
    to point out that such a statement is completely false. If you already knew 
    that, let’s move on!
    Anna in general has some pretty good poking tools at her disposal. df+1,2 is 
    annoying because it’s fast, completely safe on block and can be done out of a 
    crouching position. Sidestep to the left if they start spamming it. She also 
    has some decent mix-ups like 1,4 and 1,2,3. Try and learn the animations so 
    that you can block or parry them accordingly. df+4 is a similar story, though 
    that also has quite poor range, so a backdash and f+1+2 can deal with that 
    too! Anna’s launchers in general are slow on start-up but have solid range, a 
    lot like ours really. So watch your spacing.
    Anna’s CAT stance is interesting as well. If you try and hit low she’ll auto-
    launch you with CAT uf+4! Try throwing her and she’ll reverse it (though 
    uf+1+2 is immune to this). In this case, go for a quick poke to try and knock 
    her out of it. Or sidestep, as the tracking moves are either unreliable or 
    slow. Her chain throws are annoying, but you should be able to learn to break 
    them with practice. It’s easier to do than King’s, at any rate.
    Lastly, Anna has great FC options. She could go for FC f+1 of FC f+2 to get 
    you into an oki position, of FC+2 to try and launch you. Or she could use d+3 
    or d+4 to poke at you, or use a low punch to mid/high kick transition. Indeed, 
    1,2,3 and 1,4 are often used as transitions. Be very careful when she’s in 
    this state.
    All in all, it’ll end up being a poking contest most likely, as you’ll want to 
    avoid her using CAT or FC mindgames to trick you. Watch out for moves that 
    leave her in a crouching position, and be aware that predictable backdashing 
    might lead to a launcher.
    6c) Armor King
    6d) Asuka Kazama
    Asuka has a lot of mix-ups in her attacks, with one string easily transitioned 
    into another, but also some power strikes as well.
    Her strings can be fairly useful for mix-ups, since the mid/high strings are 
    safe on block, whereas the low ones are less safe but can be quite fast. 1,3 
    is fairly reliable for her since it’s fast and even if you block it the worst 
    that happens is a WS+4. Try to low parry these random lows if you can.
    That said, Asuka’s punishment from -10 to -13 isn’t that great, since her 
    strings rarely have every hit natural combo, though once you get to -14 her 
    punishment is much more deadly. In other words, moves that are -12 or so are 
    not quite so horrid here, especially if you can space them well. This means 
    that pressure can be more effective here. But regarding -14 as I said, she has 
    d+3+4, which launches! Not good…
    Quite a few of her strings involve db+4, with her spinning leg. Against the 
    wall, this is pretty deadly, but from a standing position it’s really, really 
    easy to deal with. Although it’s safe on block, it also leaves her at minus 
    frames ON HIT, easily allowing you to low parry even if one of the kicks 
    connects to start with! And it lost all of its mix-up potential because the 
    low to mid transition of db+4,3 has gone from two mid-hitting cartwheel kicks 
    to a high launcher! So you can block it with no fear of being hit! But as I 
    said, it’s pretty bad when you’re up against the wall…
    Her much-feared reversal is really not as deadly as some claim it to be. If 
    someone is becoming too acquainted with her reversal, there’s an easy way to 
    deal with it. Simply bait them to pull it out, and when they do, punish them 
    with a launcher! They can sort of mix this up by making the reversal last 
    longer, but this leaves her even more open to punishment if you don’t attack 
    at all. If you wish, you can also try buffering chickens straight after 
    attacks as well i.e. f+1+3 after 1 or 3 attacks, or f+2+4 after 2 or 4 
    attacks. I prefer the first option, since it has a much greater reward, but 
    the last one is pretty much foolproof.
    Asuka has some skills worth being wary of, but not the ones that people tend 
    to credit her with. From a standing position she has a number of fast mix-ups 
    for safe pressuring, but ultimately the reward from them is relatively low. 
    This means that her punishments are fairly light when at lower disadvantages. 
    Oh, and I personally recommend infinite stages if possible, since her wall 
    combos are pretty tight.
    6e) Baek Doo San
    6f) Bob
    6g) Bruce Irvin
    6h) Bryan Fury
    Everybody hates Bryan, it seems. The word ‘broken’ seems to fly around a lot, 
    and although he is tough, our little pink robot friend definitely stands a 
    chance if she knows her stuff…
    His juggles are to be feared. Staple juggles cause around 73-81 damage, so not 
    drastically more than our staples. But he has two things that put his juggles 
    far above Alisa’s. For a start, he has CH juggles that can cause almost 100HP 
    if he lands them! But the worst part: they have insane wall carry! Seriously, 
    if you get launched, like, at all, you will almost certainly hit the wall, 
    regardless of where the two of you were positioned. It doesn’t help that his 
    wall combos are pretty brutal as well, leading to potentially upwards of 110HP 
    on walled stages… from a single launcher!
    Also, watch out for taunt cancelling! Yes, his taunt actually has a use! It 
    takes 28 frames to come out, but if he cancels it it’s a +17 frame advantage. 
    That’s enough for a FREE LAUNCHER. And it’s unblockable. So keep your spacing 
    up and interrupt that ****. Bryan has quite a few launchers available, but few 
    of them are very reliable. One that you definitely SHOULDN’T fall for is df+3. 
    Ludicrously slow and death on block. Get hit by that and really you kind of 
    deserve to lose.
    As if all that wasn’t bad enough, he actually has decent tracking and poking 
    tools as well. He has the standard jabbing tools, and a few pokes here and 
    there that, though not exceptional, get the job done in pressuring safely. And 
    sidestepping is potentially very perilous against him indeed… His low pokes 
    are pretty good, but generally have quite short range; db+3, df+1 and df+4 out-
    space them.
    Overall, one of Alisa’s harder match-ups, but the important thing to remember 
    is that HE’S NOT UNBEATABLE. You have to play it ultra safe though, since he 
    has such good punishing tools with his launchers and wall carry. I mean, 
    getting launched in general is bad, but getting launch by Bryan is horrid. If 
    you see him try to use his launch, quickly interrupt him. And if at all 
    possible go on infinite stages rather than walled ones. It makes life SO much 
    easier against him…
    6i) Christie Montiero/Eddy Gordo
    This seems to be the character that everyone and his mother hates. “OMG, I 
    BECAUSE I SUCK?!?!” Yeah...
    That said, even at high levels Chreddy CAN be annoying. However, from a 
    standing position they don’t have tons of safe pokes. They have some, but not 
    many, so they’ll probably end up being quite predictable at any rate. Expect 
    to see 1,2, 1+2 and df+1 for that purpose. They have good tracking abilities 
    though, so sidestep with caution. They also have pretty good out of sidestep 
    options as well: use 4 and df+3,3 to keep them in check.
    But they have lots and lots of options to try and trick you. They might be 
    high crushing one minute, then low crushing the next, and using all varieties 
    of kicks to trick you and launch you. Essentially, you have to try and guess 
    what they’re going to do and punish accordingly. Backdashing is very helpful 
    in this match-up, as it can give you some breathing space if they’re playing 
    One stance to watch out for is d+3+4 (the sitting stance). It crushes all 
    highs and a lot of mids (even more so with Christie). Like other similar 
    stances, sidestepping then db+3 is usually the answer, but be aware that they 
    actually have decent tracking moves in that stance, so once again it’s a bit 
    of a guessing game.
    Chreddy is a very unpredictable character if played right (i.e. not just 
    spamming the kick buttons). But if you guess them right, they’re in for a 
    world of hurt, put it that way! They need to remain unpredictable in order to 
    6j) Craig Marduk
    6k) Devil Jin
    6l)Feng Wei
    6m) Ganryu
    Ganryu has slowly evolved over the years, and has become a lot more than just 
    a clone of Kuma and Jack with a stomp attack (hey, that rhymes!). They still 
    bear (geddit?) some similarities, but not many…
    Ganryu, despite his physique, has some pretty decent (albeit limited) pokes up 
    his sleeve. df+1,4,1 is fast and safe on block, same with f+2, and df+3 is a 
    fast but short-ranged low, and fairly unsafe too. There’s also d+4, which is 
    annoying. db+3 outdoes df+3 and d+4, and for df+1,4,1, you can sidestep and 
    punish. There’s also the deceptive df+2+3, but that’s VERY punishable if you 
    block it. He also has a sitting stance which crushes highs, but that doesn’t 
    have too many options. A quick mid should counter that without too much 
    Despite his jab being i11 rather than i10 like everyone else, from i13 onwards 
    he has a very good punisher in ff+1+2. Before then it’s stuff like b+1,2 and 
    1,2 that does around 20HP, which isn’t much but is still best avoided. Try not 
    to use moves worse than -12 too much. But his oki game near the wall is 
    something to worry about. He gets d+2,2,2 for wall splats, and can rush you 
    down terribly if he predicts you right. And if you get hit by f+1+2, that 
    pushes you closer to the wall…
    Oh, and he also has a deceptive throw game. As well as the standard throws, he 
    also has two 1+2 break throws, and also ff+2, with three different throws from 
    which you have to correctly guess what break to use. Learn to identify these 
    throws and break them, or you’re in for a lot of pain.
    All in all, Ganryu’s pokes are annoying, what with his good ranged d+4, but 
    that’s why we have db+3. Sidestep his linear pokes, counter with your own 
    pokes, all that sort of stuff you’re used to doing. And LEARN TO BREAK THOSE 
    6n) Heihachi Mishima
    Heihachi, as a whole, is a very tough character to fight. Yes, he’s been 
    nerfed since Tekken 5. No, that does not mean he’s not still good.
    For a start, he has insane punishment. For a start, at -10, he has 1,1,2. It’s 
    hit confirmable, 29 damage and wall splat/KND on hit. For -12, he can do 
    f+1+2, and gets a free qcf+2 for 48 damage! Granted, it has very poor range, 
    but if you mis-space a -12 move… Also, he gets a launch from -14 onwards if he 
    can perform EWGF consistently. After blocking any low, he can counter with 
    WS+4,4 for 33 damage, and after -16 he can get a launch. So you have to play 
    it safe, that’s for sure, and don’t mis-space those db+3s!
    On top of that, he has great mids as well, arguably some of the best in the 
    game. A lot of them track well, are safe and provide frame advantage on hit. 
    Sometimes there’s even greater reward than that: df+1,2 is i13 and is HC, and 
    it wall splats. f+3 is a bit slow but has great range, wall splats and is 
    only -3 on block. b+4, his homing move, has solid range, is safe on block and 
    wall splats, and it’s only i18. He even has an i12 interrupter as we do, and 
    f+4, i19 mid that’s +8 on hit and +5 on block. Expect to be pressured by these 
    a LOT: Heihachi has some ridiculous mids. At the very least he doesn’t have a 
    launching hopkick, though his low crush moves are still quite hefty in the 
    damage department…
    This mid prowess was evidently noticed because his lows are fortunately 
    somewhat lacklustre. Hellsweep and FC df+4 are both options which track well 
    to the left, and they can’t be blocked on reaction, but in the former’s case 
    the reward isn’t too great: it doesn’t trip, and it can’t confirm into the 
    next hit. The second one knocks down, but in both cases if they are blocked 
    they’re so unsafe it’s ridiculous… He also has db+3, which is laughable 
    compared to ours. It’s pretty similar, only minus a bit of range, make it 
    launch punishable on block and -3 on hit. Db+2 could have been a big threat… 
    if it weren’t blockable on reaction. All in all, Heihachi’s lows are not 
    something you need to worry about too much.
    Heihachi is tough, but it’s less so if you spend most of the match standing 
    rather than crouching. Sidestep to the right more so than the left: his 
    tracking is weaker in that direction, especially with regard to his lows. The 
    important thing to remember is that every mistake counts. You can’t risk a -10 
    move so freely as you might with, say, Asuka. Block low ONLY when necessary, 
    or you’ll regret it soon enough.
    6o) Hwoarang
    6p) Jack-6
    As far as Tekken 6 goes, Jack-6 is probably one of the more extreme ones, so 
    to speak, in terms of his strengths and weaknesses.
    One of his best assets is db+1, especially FC db+1. Rivalling with our own 
    db+3 for the title of “Tekken 6’s best low poke”, this move is almost unfair. 
    OK, so its range is rather short, but close-up it is godly. It’s i12, for a 
    start, yet provides 15 damage and +2 frame advantage on hit, and even if you 
    do block it, it’s only WS+4 punishable. FC db+1 is worse: 18 damage and +9 
    frame advantage! And don’t even think about crouching on anticipation to deal 
    with it: his mids are EASILY powerful enough to make you regret that decision. 
    The best solution is to stay at mid-range as long as physically possible. It 
    only hits you IF YOU’RE UP CLOSE.
    Jack-6’s punishment is rather odd. His -10 punishment is rather disappointing, 
    in that it only does 18 damage. This means that you can, to an extent, ‘risk’ -
    10 moves more often, though obviously 18 damage still adds up… From -11 his 
    punishment instantly becomes very good: 2,1 at -11 grants 26 damage, at -13 he 
    gets df+3+4 for 36, and from -15 he gets a free launch. -13 moves are really 
    not recommended here at all, though, as said, -10 moves are less risky here.
    One important thing to note is that Jack’s sidestep is not good at all. Not 
    only does it not cover much ground, but since Jack is huge anyway, it doesn’t 
    help very much against otherwise ‘unreliable’ tracking moves. This makes tools 
    like df+4 much more useful for catching any sidesteppers attempting to force 
    6q) Jin Kazama
    6r) Julia Chang
    Anyone else think that Julia looks a lot like Lara Croft? Oh, and she’s given 
    up the hippy environmentalism. Yaaay!
    Unfortunately, Julia has tons of annoying stuff up her sleeve. For no 
    particular reason, let’s start with Mad Axes, arguably the best throw in the 
    game. It’s ten frames in start-up, has a 1+2 break and does pretty good 
    damage. What really makes it effective is that they can buffer it out of all 
    sorts of moves, which can easily catch you off guard. Obviously the best 
    option is to learn to break it if you can, though doing so on reaction can be 
    very difficult. Try learning the set-ups they use for the grab and escape it 
    that way.
    And then there’s her juggle game, which overall is very stellar. She can get a 
    juggle off of various things: df+2,1 is her standing launcher, uf+4,3 her low 
    crushing hop kick (which is completely safe and has good range), a ‘magic’ 4 
    that launches you on counterhit (and is i11) and qcf+2. Her juggles without 
    walls are good, but what you really need to watch out for are walls. Not only 
    does she have good wall carry, but thanks to 1+2,4,1+2 and df+4, 2, b,f+1, she 
    can do insane damage too. If you get launched on a walled stage, you risk 
    taking 110HP or more!
    Unfortunately her poking game is pretty decent too. b+4 tracks well and is 
    safe, she has df+1 to prevent people crouching, ff+1,4 to rush you down (and 
    it’s also safe), all sorts of nasty tricks, but one last one you really need 
    to watch out for is fff+1. It’s +7 ON BLOCK, meaning that if you try and 
    attack you’ll get launched. It’s high, so you can crouch it, but if they bait 
    a crouch from you and don’t actually do the attack you’ll get launched, and we 
    know how bad that is against Julia… Her low pokes are limited, but very 
    useful. d+3 for regular chip damage, but also 4~2,1, which has a fast low to 
    begin with, an animation that doesn’t draw attention to itself and it can also 
    wall splat!
    So it seems like Julia has everything, but she does have one weakness: a lot 
    of her moves are very linear, including many of her pokes. So if you space 
    outside of b+4 range and sidestep, she’ll have to resort to more unsafe and 
    less rewarding moves to try and break through. df+1 and df+4 are absolutely 
    vital here; use them. You really shouldn’t be crouching in front of Julia 
    unless she’s just thrown out a low attack. If possible, low parry or low crush 
    it instead. The risk of crouching is very great.
    If possible, PLAY ON INFINITE STAGES. I can’t stress that enough. I mean, 
    would you rather take 80HP or 120HP damage from a juggle? If you do wind up on 
    a walled stage, it’s still not unwinnable; it’s just very difficult because 
    you can’t make ANY mistakes. Pretend that Julia is in Rage the whole match, 
    and don’t let her rush you down. Evasiveness is key to beating her, and 
    luckily Alisa has some of the best evasion in the game. So, happy sidestepping!
    6s) Kazuya Mishima
    The devil-infected head of G Corporation is still pretty powerful. And since 
    Alisa serves Jin, he’s probably your greatest enemy canonically… if you care 
    about the story, that is.
    One thing you need to know is that Kazuya is excellent at punishing mistakes. 
    His EWGF juggles can easily do over 80HP damage if they learn them properly. 
    That would be annoying in its own right, but to make things worse, his EWGF is 
    i13. That’s right, 13 frame start-up for a launcher that can do over 80HP 
    without walls. And it tracks left as well. This means that moves that are 
    usually punishable with about 30HP are now launch punishable. Such moves 
    include f+3, b+2,1, d+2,4 and ff+2,3. But even with moves that aren’t launch 
    punishable he can punish you pretty well. He has an i10 punisher in 1,2,2 
    which does 31HP, and an i12 punisher in 2,2 for 38HP! This means you really, 
    really have to play it safe. Take as few risks as possible. You can’t afford 
    to make mistakes against Kazuya.
    Even without his punishers he’s pretty annoying to fight against. He has some 
    pretty fast mix-ups with 1,2,4 and f,N,d,d/f+1,4, and ultimately you have to 
    be on your toes the whole time to avoid being jabbed at. db+3 is useful as 
    always, but use it too much and you’ll be eating a uf+4,4,4,4. That said, if 
    they try and use that from a neutral position, just block the first hit and 
    parry the second. Make sure to mix in df+1 and df+4 in there from time to 
    time. Also, try baiting an EWGF or similar attack and follow up with a f+1+2 
    after backdashing. It works pretty well if you don’t abuse it.
    He has a bunch of other annoying moves as well. His db+3 is a bit like ours, 
    except slightly slower and a little less ranged. He also has a ‘magic 4’ in 
    b+4. It’s magic because it interrupts all sorts of things, has fast recovery 
    and launches on CH. Also, if possible, try to avoid walled stages, since he 
    has good wall carry and powerful combos, more so than we do.
    Long story short, you have to play ultra safe against Kazuya. Even small 
    mistakes can bring about disaster with that EWGF of his. 1,2,2 and 2,2 cover 
    punishment below that level, so really try not to use anything worse than -10 
    if possible (except db+3 obviously), and definitely nothing worse than -13. 
    And learn to recognise his mix-ups and don’t sidestep too much. Backdashing is 
    very helpful here; good poking is vital. He’s not unbeatable, but he’s bloody 
    6t) King
    6u) Kuma/Panda
    A humanoid cyborg with chainsaws for arms up against a giant bear? Sure, why 
    not? This is Tekken, after all.
    Just as a warning, Kuma isn’t garbage tier any more. They actually have some 
    decent pokes, such as f+1,1,1, 2,1 and 1,2. They also have some decent kick 
    attacks now, and a deceptive spinning sweep. Fortunately it’s quite short 
    range and can usually be outspaced. It’s worth noting that Kuma doesn’t have 
    very good mobility either, so use that to your advantage.
    He also has pretty good punishers against many of our moves that are -10 to -
    13 on block, so you have to be very wary of any mistakes you might end up 
    making. db+3 is still safe if you space properly though… Kuma also has some 
    weird stances. He has a crawling stance where he crushes highs, and a number 
    of low and mid pokes, and even a sub-stance where he rolls towards you. Aside 
    from his low pokes, they’re usually quite easy to see coming. He also has 
    sitting stance, but that’s really not very good at all.
    It’s worth noting that Kuma’s size affects gameplay a lot more so than most 
    characters. For a start, his legs are really short. This means that after 
    Bound, some B! enders that work on everyone else won’t work on him. Luckily 
    ff+2,3 still works, but uf+3,2 and other enders aren’t too reliable. On the 
    plus side, if you can get him towards a wall he’s pretty screwed, since he’s 
    ****ing huge and gets hit by wall juggles that wouldn’t come close to working 
    on anyone else. So work on wall carry!
    All in all, try to pick walled stages if you can, since that way you can 
    possibly get huge wall combos. Otherwise, play it as safe as possible, take 
    advantage of his poor mobility, and watch out for his usually fairly 
    telegraphed but still usable stances.
    6v) Lee Chaolan
    Originally half-Law, half-Kazuya. Nowadays… 10% Law, 2% Kazuya and 88% 
    original stuff…
    Lee is potentially one of the best characters in the game if you go about him 
    the wrong way. Against some characters, you can keep attacking them and 
    they’ll have no way to get you to back off. Not so with Lee; he’ll make you 
    eat all sorts of counter hits and damaging punishers if you get too 
    aggressive. You really don’t want to get launched by him either; his wall 
    carry is absolutely insane! Don’t go attacking him too much if you don’t need 
    Lee’s punishment is very odd, really. He has quite a lot of guaranteed damage 
    after blocking attacks, but his most damaging options leave him at minus 
    frames on hit. For instance, for -10 punishment he can use 1,2,2 (29HP, but -5 
    on hit), or he might choose to use 2,1 (only 21HP, but +6 on hit). He has 
    similar issues regarding the difference between 4,3 and 4,4. WS punishment 
    suffers this too: WS+3,3 is i10 and does 27HP, but is -9 on hit. Thus, if he 
    does the most damage possible, you have free frame advantage. If he holds 
    back… well, you have less damage, obviously.
    Lee’s biggest threats are people that can play defensively against him well. 
    And what do you know, our character has the best backdash and the second-best 
    sidestep! Lee’s lows are pretty poor in general; the fast ones do almost zero 
    damage and are minus frames on hit, whilst many of the rest can be blocked or 
    low parried on reaction. His bets low is probably db+3, but even that is -15 
    on block and +1 frame advantage. Ultimately, you want to try and force whiffs 
    from him as much as you can; space yourself at max range and attack only when 
    All in all, once you have a lead, you can often turtle him for the rest of the 
    match. But don’t get aggressive, and above all else DON’T let him launch you, 
    especially on walled stages. And don’t forget, if he does 1,2,2 or 4,3 for 
    punishing… use that frame advantage wisely.  
    6w) Lei Wulong
    The original stance-heavy character! This guy is crazy hard to learn properly, 
    but is incredibly unpredictable if used right.
    Lei has about ten million stances he can use. Ok, that’s a bit of an 
    exaggeration. He has SEVEN stances, and more moves than normal when his back 
    is turned to you and lying on the ground. Oki against him can be quite 
    interesting, since if you’re not careful he can completely turn the tables by 
    sweeping you to the floor or even launching you. The solution: don’t get too 
    close. db+3 beats all of his options from the ground (except rolling to the 
    right, but he can’t exactly do much to punish you afterwards).
    On the plus side, quite a few of these stances are not very safe at all. Tiger 
    Stance, Crane Stance, Drunken Master and Phoenix Illusion lack moves that are 
    both decent in start-up and safe on block. Most of them are safe on block, but 
    they’re at least i17-18. This means that pitbulling can be very effective 
    against them. Any move that you’d normally use to interrupt is good here: 
    df+4, df+1,4 etc. Panther stance is also affected by this somewhat, but it has 
    an i11, so can be used for interrupting quite well. Be aware that Tiger and 
    Panther stance have high/mid parries at their disposal.
    His BT, Dragon and Snake stances are more annoying. Let’s start with BT. On 
    the plus side, he can’t block (yay!). But he has a couple of pokes at his 
    disposal. BT 1 is i10, safe on block, frame advantage on hit etc. BT d+1 is an 
    i12 low that’s mostly safe on block AND allows a juggle. I say, MOSTLY safe 
    because obviously he can’t block any attack you come up with. Anything i13 or 
    slower he can turn around and block, and faster linear moves he can sidestep. 
    db+3 often catches them off-guard. 4 works well too. 
    Dragon stance is mostly unsafe, but has some good mix-up potential. After the 
    initial 4, he can barrage you with mids, and you then have to guess whether 
    he’ll do a low attack to finish or not. Oh, and all mid hits after the first 
    are safe on block. Other than that, the other moves in that stance are pretty 
    slow… Snake stance is the most annoying overall, as he has an i11 poking tool 
    in 1,1,1,1,1, which is safe on block. 2,2 is annoying as well, but slightly 
    less so. He also has a low kick which is i16, but it doesn’t do much and, 
    whilst safe on block, provides a disadvantage on hit. 
    All in all, Lei is all about mix-ups. The instant you successfully predict 
    what he’s doing, he’s in a lot of trouble. His stances are useful, but not 
    impenetrable, and you have to try and find their holes. Once you have, exploit 
    them like hell!
    6x) Lili Rochefort
    Lili is all about somersaults, backflips and various other show-off moves, 
    with some ballet throw in for elegance.
    The irritating thing about Lili is that she has about ten million different 
    ways to start a juggle. Other than the standard df+2 and hopkick everyone has, 
    she can also use df+3+4, or d+3+4, or ff+2 or db+4 etc. etc. And her juggles 
    are pretty deadly too. Like Chreddy, Lili has lots of weird crushing moves as 
    well, especially her somersaults, and also 3+4 which jumps so high she crushes 
    almost every move in the game. You have to be very careful when attacking, 
    because you’ll never know how she plans to launch you.
    Lili has a lot of moves in BT stance, like Xiaoyu, and these can be deadly for 
    oki. BT 4,3+4 is good at catching out people who are predictable whilst 
    getting up, as is BT d+3,4. Always mix up your tech rolls. Also, be aware that 
    she can’t block when her back is turned, so try and space a launcher, though 
    be aware of those weird crush properties once again. And if you’re near a wall 
    you’re in a LOT of trouble…
    She doesn’t have many pokes, but they’re good enough to carry her through; 
    nothing amazing, but they stop her being garbage. df+1 is the main one, a i13 
    mid with no disadvantage on block. It’s fairly short-ranged though. After her 
    standard 1,2 jab she also has the chance to make you guess whether she’ll go 
    for 3 (a low) or 4 (a mid) afterwards. And after 3, she can choose to stay in 
    BT stance or follow up with 2,3 or 1. At short range she also has 1+2, which 
    does 21HP, is i12 and wall splats well. She also lacks tracking moves, on both 
    sides, meaning that your sidestepping is even more useful here. However, she 
    has good mobility herself, so Alisa’s tracking problems come back to haunt her 
    as well.
    Luckily, her low attacks aren’t very good. d+3 is unsafe on block and short-
    ranged, ff+4 is slow on start-up and short-ranged and db+4 is ridiculously 
    slow and death on block. Her main low attacks will probably be standard d+4 
    (poor damage, minus frames on hit) or df+4,4 (easily telegraphed). This means 
    you won’t need to crouch too much. Her b+3 and b+4 spins are annoying though. 
    As well as evading linear attacks, they also crush lows, meaning that they can 
    bait our db+3, at which point they can follow up with one of two attacks to 
    punish. If you think they’re going to try doing this, 4, df+3,3 and b+3 are 
    your friends.
    Lili is a slippery little devil, and she can walk over you given half a 
    chance. But if you keep up your pokes, don’t let her get too close and 
    counterattack her easily telegraphed lows, you’ll find that given half a 
    chance you can walk over her too.
    6y) Ling Xiaoyu
    Xiaoyu is all about pokes and evasion. She has to try and overwhelm you with 
    her fast but low damage attacks, whilst baiting whiffs and punishing wherever 
    But be careful! Her attacks may be low damage in their own right, but when you 
    string them together they can be pretty deadly. Likewise, she can still pull 
    off damaging juggles; it just takes more hits than normal. Her bread and 
    butter pokes are 1,2, 1,d+2, df+2, 2,1, df+1, df+4 and several others. They’re 
    generally quite short range, easily more so than db+3 and f+1+2, so bait those 
    pokes and punish them. Be very cautious about using any attacks at all, 
    because she has good mobility and evasion tools to incite whiffs like 
    anybody’s business. Add in that her tracking is pretty solid on both sides and 
    you’ll have to be playing a very safe game indeed.
    Xiaoyu also has an annoying stance know as Phoenix, d+1+2. It crouches very 
    low down, crushing all highs and a lot of mids, and she even has an option to 
    crouch lower still and crush all mids bar ground-hitting ones. It’s then a 
    guessing game as to which way she goes. Will it be mid or low? Quick short 
    range or slower long range? Low crush or high crush? Your best option is to 
    try and sidestep ASAP, then use db+4 or db+3. If you’re close by, she might be 
    able to hit you before you get that chance though.
    She also has RDS stance (i.e. her back is turned to you), which is very risky 
    for both sides. She has some solid damage attacks in there, a roll that 
    crushes highs and can be followed by with a launcher, and various pokes. But 
    there’s one important thing to remember: in RDS stance, XIAOYU CAN’T BLOCK. 
    Plus she can’t move backwards either (though she can sidestep). This means 
    that you can potentially overwhelm her with pokes before she has a chance to 
    hit you, unless she evades it first. Really, it’s a guessing game on both 
    sides, because a minor mistake on both sides leads to a launcher.
    All in all, you have to play Xiaoyu very safe indeed. You’ll be wanting to use 
    db+3 even more than normal, though be aware that she has various crush moves 
    to punish spammed pokes. Whoever makes the first mistake will probably end up 
    losing the round.
    6z) Marshall Law
    6aa) Miguel
    6ab) Nina Williams
    Nina is a real femme fatale, she has some of everything. Good pokes, good 
    juggles, evasion and decent punishers.
    Her pokes are very annoying indeed. Like Anna, she has df+1,2, df+3,2 and 
    d+4,1 at her disposal. The latter two can be followed up by a sidestep, where 
    she can potentially launch you! Regarding d+4,1, you can duck and d+4 even if 
    the first hit connects, and if they try the second hit they will be impacted. 
    As for the others, sidestep at appropriate moments, or try and outspace them 
    with db+3.
    Nina’s tracking is pretty good overall, but the left side is slightly weaker 
    overall. You also have to play a guessing game regarding her strings. Like 
    1,4. The third hit afterwards is never guaranteed, but you have to guess 
    whether they’ll go mid, low, or whether they’ll just not attack. Likewise, 
    after d+3,4 she can follow up with a mid kick to catch crouchers, so always be 
    on your toes. 
    Nina’s launchers are quite diverse as well. She has a standard i15 df+2, but 
    also a SS+2, and CH launchers like f+3, which is a fast poke otherwise. She 
    has good punishing tools overall, so don’t take small mistakes lightly. If 
    possible, go for infinite stages, because expert Ninas have insane wall carry 
    thanks to iWS+1. They also have a great B! move in 1+4, and can punish wall 
    splats well, with uf+3 to finish them off. Nina also has several chain throws: 
    learn how to escape from these just in case they start using them.
    Overall, Nina is tough, but not unbeatable. You have to try and out-poke her, 
    basically, and play a lot safer. Mistakes against her are even more costly 
    than normal, though life is made a lot easier if you’re not on a walled 
    6ac) Paul Phoenix
    6ad) Raven
    6ae) Roger Jr.
    Devils, robots and bears not good enough for you? Then how about a joey/mother 
    kangaroo duo? Good enough for you yet?
    His high/mid pokes are pretty decent overall, about the same level as ours, 
    perhaps not quite as good. 1,2, 2,1, 1+2 etc. all works pretty well for him, 
    so you have to try and space as well as you can in the poking contest. His low 
    pokes are pretty annoying though (d+2 and db+3). For some reason they can’t be 
    parried. In db+3’s case you can get WS+1,2 anyway, which isn’t as good as low 
    parry but still OK, but with d+2 the best you can get is WS+4. Just deal with 
    the fact you can’t punish it as bad…
    Like King and Armor King, Roger Jr. has quite a few throws at his disposal. 
    Not so many chain throws, mind you, but the solution is much the same: learn 
    the throw breaks. The only ones you can’t escape are df+3+4 (which you can 
    block anyway) and their standard back throw. DDT is annoying, since it’s a 1+2 
    throw break, but ultimately, the frame window for breaking throws is a lot 
    bigger than it seems, so practice, practice, practice.
    They also have a couple of stances they can utilise. There’s Rocket Stance, 
    which looks quite volatile, but can be deadly. It shifts their hurtbox 
    slightly, meaning that it might end up enforcing a whiff when otherwise it 
    would hit, and then they can punish bad with a solid damage move. Otherwise, 
    there’s one mid poke in ROCKET 4, and one low poke in ROCKET 3. Parry the low 
    if possible, and try to block any other hits. Not always easy, but that’s 
    Tekken for you. Animal Kick stance, after db+4 is VERY limited. They can only 
    do mid hits, making it super easy to block. If they try to side roll, go for 
    db+4 or d+3+4. If they back roll, ff+2,3 for wall carry. 
    Roger Jr. has a lot of things to worry opponents with, regarding their 
    powerful throw game, frustrating pokes and mix-ups. But, as said, their 
    stances aren’t too safe, and their throws can be escaped. As for their 
    unparriable lows… yeah, you’re just going to have to live with that. Of 
    course, if they try it too much you can just uf+4,4 them…
    6af) Sergei Dragunov
    6ag) Steve Fox
    Hey, a boxer! Wait! He’s using his feet to fight as well? Cheater!
    Steve has a lot of things going for him, but to start with I’ll tell you a key 
    weakness. Steve’s launchers are not good at all, some of the worst in the 
    game. His fastest launcher from a standing or WS position is i19, unless he 
    manages to get a CH. Those extra few frames DO make a difference. However, he 
    has pretty solid punishers below -15 compared to everyone else. His jab 
    punisher does OK damage (23HP) and also sets him up into his flicker stance 
    (more on that later), and he has an i13 that does 28 damage. His WS punishment 
    is also pretty stellar. At -11, most characters only get WS+4, right? Well, he 
    gets WS+1,2, which does 35 damage! That means that if you mis-space your db+3, 
    they’re going to make you regret it.
    He has a lot of good pressures and mix-ups as well. He has lots of jab combos 
    with many hits, so you have to be careful not to let your guard down too 
    early. He has safe pokes, safe tracking moves and all that stuff. If he tries 
    to abuse these jab combos, backdash cancel is your friend. His lows are… not 
    amazing, but good enough to be irritating. He has fairly fast but short-ranged 
    low pokes in the form of d+1 and db+3. In the latter’s case, he can follow up 
    with a quick punch that knocks you down. Don’t get too close up, since db+3 
    outspeeds all our lows from a standing position. He also has a jumping 
    variant, uf+3, that provides insane hit advantage. Fortunately you can see 
    that one coming a mile away. Low parry these if you see them. He can also tack 
    low attacks onto the ends of strings, but you can usually see these coming and 
    have time to block or parry them.
    He also has various feints as well. Being a boxer, he doesn’t use too many 
    kick attacks, so the kick buttons become feints. These are excellent at 
    forcing whiffs if you simply attacks blindly. Many moves also transition into 
    these stances, so try and figure out the patterns the player in question is 
    using. His weaving with 3 and 4 is irritating, since it crushes highs and can 
    dodge various attacks. A well-spaced b+3 is ideal, otherwise use df+4 or df+3. 
    He also has b+3 and b+4, which also crushes highs and he can counter with a 
    launch. Although he doesn’t get launches too often, when he does they’re very 
    damaging, so don’t let your guard down. Another main stance is his flicker 
    stance, which doesn’t crush anything. He’ll likely use this after hitting you 
    with a jab and use the frame advantage to mindgame you. These stances can be 
    pretty damaging, but the only one which has low options is 3+4, Albatross 
    spin. This means that you can easily block any follow-ups otherwise, so long 
    as you don’t get caught up in the rush and pull out a high attack.
    Steve relies on forcing whiffs and jab pressuring to excel. 1,2 becomes very 
    dangerous here, and being on the defensive works to your advantage. 
    Sidestepping has diminished effectiveness, so backdashing is a must if you 
    want to succeed. Don’t let him catch you up in any of those stances, and if 
    you get launched and hit a wall… there will be blood, and it won’t be his.
    6ah) Wang Jinrei
    This guy has two things going for him. First, it’s pretty impressive that he 
    can still fight when he’s 105 years old. Second, few people play as him, 
    leading to a lack of MU experience most of the time.
    First of all, it’s worth noting that his juggling game isn’t all that great. 
    His main launcher is i15, like most, but his juggles only tend to do around 
    60HP without walls. The only exception is if he lands d+1+2 or f+1+4, but 
    then, the former should only happen on whiffs, and the latter not at all. 60HP 
    is still pretty hefty, but not quite as much as most character’s juggles. They 
    also aren’t as good at carrying people to the wall, because they involve fewer 
    At lower levels of punishing, however, he’s surprisingly stellar. For -10 or 
    worse, he can punish with 2,3, which does 28HP, and unlike our 10f punisher, 
    the last hit is mid, making ducking out of the question… Wang has quite a few 
    mix-up strings as well. After an i11 standing 4, he can quickly transition 
    into a low kick, and then you have to guess whether he’ll go for another low 
    or for a mid launcher. If possible, try to parry the low kick to avoid this 
    guessing game. He also has a rather deceptive WS+2,2,2, which does hefty 
    damage and has a low at the end that looks like a mid. At -13 or worse, he can 
    punish with WS+1,1, which is quite damaging.
    His pokes can be annoying too. He has a new db+2,4 series, b+2,1, 1,4, etc. 
    These can all be blocked fairly easily, but you can’t really punish them, so 
    he has a lot of ways to pile on pressure. His lows aren’t too great however. 
    He mainly has SS+3, df+3, db+3 and the d+4 series. The first two are lacking 
    in range somewhat, the third does poor damage and is very unsafe on block (can 
    be punished by WS+2!) and as for the fourth… annoying, but slow enough to low 
    parry without too much trouble with practice. If you get hit by it… try and 
    guess their patterns regarding what follow-up they choose.
    All in all, Wang is very annoying if you don’t have much practice against him, 
    what with all his pressure tools and mix-ups, but outside of his 4,4 antics 
    and his pokes, you can usually find some sort of opening to exploit in some 
    way. db+3 is best if you can space it really well, since then he can’t low 
    crush you with uf+4 right. Sure, it won’t hit, but you won’t get launched. 
    Stay on your guard at all times, and don’t underestimate the power of -10 to 
    6ai) Yoshimitsu
    How is it that someone who wields a sword in hand-to-hand combat can’t win a 
    tournament? He should be able to kill everyone with ease, but he never does. 
    Talk about pathetic…
    Yoshi got nerfed pretty badly in this game, but if you let your guard down he 
    can walk all over you. He’s very unpredictable if he plays it right. He has a 
    stance where he rests on his sword and crushes lows, a sitting stance where he 
    crushes highs, a back-turned stance, flying stance, and even a stance with no 
    sword! In order, here’s what you have to do: quick mid, quick mid/low, 
    launcher, sidestep and launch, play normally. See, if you know what to expect 
    it’s very easy to deal with, but if you don’t you’re screwed. For instance, in 
    those sitting and back-turned stances (too many to learn their proper names! 
    lol), he can recover health. And at any moment he can transition into a 
    teleport or an attack. No sword stance isn’t usually a threat since he leaves 
    himself vulnerable as he transitions to it, and ultimately he ends up with 
    less options rather than more. Overall, keep your cool and you should be OK.
    One good thing is that he doesn’t have very many fast pokes. He relies on slow 
    start-up but safe on block moves, meaning that if you’re on the defensive you 
    could be at a disadvantage. Therefore, what you need to do is try and pile as 
    much pressure on as possible. Yoshimitsu lacks effective tools for dealing 
    with pitbullers, and thus you can just keep poking him and usually you’ll come 
    out on top. 1+4 could, in theory, pose a problem, because it’s i6 and could be 
    great at interrupting, but since its range is so pathetically small you’re 
    unlikely to have many problems with it. He also lacks safe lows as well.
    Long story short, Yoshimitsu relies on being unpredictable to win. If you 
    don’t know his stances, what he can do out of them and all that, he can 
    potentially walk all over you. But if you can correctly predict what he’s 
    doing, he’s in a lot of trouble, since his poking and defensive game is 
    ultimately quite poor. Also, it’s worth knowing what can transition into what, 
    and in particular his no sword stance lacks transitions.
    6aj) Zafina
    Zafina is a very confusing character, with three stances and some very odd 
    looking moves that even experienced contortionists would struggle to do.
    That said, it’s all style and no substance, as Zafina is one of Alisa’s 
    easiest match-ups. Zafina’s main advantage is that she can seriously mess with 
    your head. She has tons of moves that low/high crush when it looks like they 
    shouldn’t, and some odd stances to keep you guessing. But once you get past 
    that, you realise her fatal flaw: she’s stupidly unsafe.
    Zafina has very few effective pokes and options, because many of them are 
    unsafe on block (or even have minus frames on hit!) What this basically means 
    is that if you turtle a lot (play defensive), there’s not a huge amount she 
    can do. Zafina has great mobility, like we do, but unlike us she can’t utilise 
    that to her advantage as much. Almost every move when blocked can be countered 
    with 1,1, or df+1,4 or even a launcher. That said, she has a lot of annoying 
    lows if you’re not use to them, such as b+1+2. You should be able to deal with 
    them after some practice.
    Dealing with her stances is fairly easy. In SCR, she can’t block at all, and 
    the sidestep is quite poor, so space yourself and use db+3 or f+1+2 to knock 
    her straight out. In MNT, she can block mids and crush highs, but is 
    defenceless to lows. TRT is a similar story, except in that stance she can’t 
    move backwards or sidestep at all, so simple move to the side and low kick. In 
    fact, Zafina’s tracking in general isn’t great, so use that to your advantage.
    Overall, Zafina is based around mindgames and weird moves. If you can get 
    yourself accustomed to these and start punishing her a lot, you’ll find this 
    is a lot easier to win than other MUs.
    7) Juggles
    Like it or lump it, juggles are a big part of Tekken 6. Sure, against good 
    players you shouldn't be launching them more than once or twice a match, but a 
    good juggle can take off a good 1/3 of your opponent's health, and even more 
    if you manage to carry them to a wall. And if you're in Rage mode as well... 
    wow. Juggles are well worth learning, so here are some strings, bound moves 
    and bound enders to know.
    Bound Moves: Moves that Bound (represented by B!) cause your opponent to be 
    smashed into the ground and lifted back into the air, allowing the juggle to 
    be continued. These are very important, so learn them carefully. Here are some 
    of Alisa's more useful bound moves:
    b+4,3 - This is Alisa's most useful bound move overall. It does solid damage, 
    pretty good range, and also it isn't too slow either. Expect to use this bound 
    move the most.
    b+2,1 - Alisa's second best bound move. It doesn't do as much damage as b+4,3 
    so in most cases you're better off using that, but on some occasions b+2,1 
    will hit when b+4,3 won't due to it's strange angle. It's also slightly faster 
    to connect with.
    1+2 - Only use this if your opponent has hit a wall. It's much too slow to 
    bound under other circumstances. In fact, against the wall b+4,3 does more 
    damage. So this isn't actually all that useful, but it's worth knowing all 
    your options I guess.
    uf+4,4 - This one is interesting. You can use this after a launcher if you 
    want to, but really its horizontal range isn't that great, so it will probably 
    whiff. Instead, you're supposed to use the first upwards kick to launch 
    opponents into the air, and THEN you use the second kick to bound them. So 
    basically you're putting them straight into bound without any of the juggle 
    filler a la low parries. This allows for bound enders that you would not 
    connect with otherwise. It's risky, but it crushes lows, and has a high reward.
    b+3+4,3+4 - An extremly risky, extremely damaging version of uf+4,4.
    df+2, b+1, WS 1,2, f+1, b+4,3 B! ff+2,3 (or uf+3,2) (72 damage)
    Alisa's main staple juggle from df+2. If you have trouble landing f+1, b+4,3, 
    then you can substitute that for b+2,1 instead (bear in mind this does 67HP 
    rather than 72). Also, you can use uf+3,2 as a bound ender if you want oki 
    rather than wall carry. You can use this juggle after 1+2 or BOOT 4 as well, 
    though realistically you're more likely to land df+2 than either of those.
    Regarding the B! ender, ff+2,3 is if you want wall carry and uf+3,2 is if you 
    want a good oki position. I often go for ff+2,3 personally, but it’s up to you.
    WS+2, 3+4, BOOT 1,2,1,3+4 (56 damage)
    Does slightly more if you hit the wall during this time. Simple juggle, solid 
    damage. If you want more than that…
    WS+2, 3+4, BOOT 3, WS+4, b+2,1, ff+2,3 (75 damage)
    The BOOT 3 part is very hard to time right. The hitbox stays out for a little 
    while, and you have to make it so that it sticks out and your opponent lands 
    ON TOP OF IT. If you can do this consistently, the more power to you.
    uf+4,4 B! f+2, f+1,1, d+4, 1+2 (57 damage)
    If you can't do that, then here's an easier alternative:
    uf+4,4 B! f+2, f+1, f+2, d+4, 1+2 (54 damage)
    ff+1+2, d+1, WS 1,2, f+1, b+4,3 B! ff+2,3 (73 damage)
    Similar to her df+2 staple, except more difficult (mainly the d+1 part) and 
    also you're less likely to land ff+1+2 than df+2.
    b+3+4,3+4 B! b+1, WS 1,2, d+4, 1+2 (76 damage)
    See what I mean about it being an extremely risky but highly rewarding move?
    BOOT 4, d, WS+1+2 (full charge), WS+1,2, f+1, b+4,3 B! ff+2,3 (90 damage)
    This is Alisa’s best juggle from BOOT 4. If you can’t pull this off then use 
    her df+2 staple (84 damage).
    8) Conclusion
    Well, the guide is at its end. I hope you found it useful. There may be some 
    problems that you've spotted, like typos or critical omissions or anything 
    like that. This guide is by no means set in stone. Expect updates later to 
    make it better. If you think that there's something I should add to the guide, 
    email me at:
    I will give you credit for any suggestions you make that end up in the guide.
    Now what are you waiting for? Get out there and kick some butt with Alisa! :)

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