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Alice KOFXIV Public Guide
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Community Edited Document: Contributors: ON.Gunsmith,
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Alice

TEAM Women

General

Big thanks to: DiamondDust132 for motivating me to give Alice another look with their tutorial video! Lots of info taken from there!

Summary: Simple character with simple play and fun as hell.

Best Position: Mid or Anchor

Best Tools:

crouch B


Normals

LP "Light Punch"

Crouch : combos chains and cancels. Plus on block.
Stand :
Far : decent anti hop, chains.
Hop : good angle, cancels.
Jump : same
Notes: you can use the hop LP to break guard, with a cancel into diving tackle. Hop up +/ forward or back, as she leaves the ground press LP, then immediately input qcb K

LK "Light Kick"

Crouch : Great! Chains
Stand : 2hit. Cancels. Beware, minus on block!
Far : Great poke!
Hop : actually has a good hitbox! Cancels
Jump : same
Notes

HP "Heavy Punch"

Crouch : anti air hitbox! Can stop some crossups. Chains and cancels.
Stand : 70 damage.
Far : slow pre-emptive anti air, whiffs crouchers, supercancels
Hop : cancels
Jump : same
Notes

HK "Heavy Kick"

Crouch : cancels
Stand : Huge pushback but 80 damage (10 more than HP).
Far : Good poke. Fast recovery. Can stop some hops. Supercancels
Hop : cancels, can crossup
Jump : same
HPHK

Stand: Huge range, but as she jumps first, can't be used as fast defense. Cancels on hit, block and whiff. Super cancels on hit/block.
Air: like air LK, good for air to air but still decent hitbox for jump ins. Vulnerable as hell to low profiling crouch LK.
Notes: All Alice's air normals cancel into diving tackle (qcb K)

Command Normals

→ LK "Garnet Spin"

Sweet Overhead
Fast
super cancels
Loses overhead property in chains but gains special cancel


Specials



(air) QCB K "Diving Tackle" [EX]

Poke
Tribute to Terry's Rising Tackle
All Alice's air normals can cancel into this
LK ver 1 hit
HK ver 2 hits
HK ver sharper angle
Causes knockdown
Causes a juggle (EX is the easiest)
DPK "Tiger Crack" [EX]

Anti air
Tribute to Joe's Tiger Kick and Terry's Crack Shoot
Combos well from cr LK
LK has lower body invincibility
HK has upper body invicibility
EX is fully invincible at startup only
Notes:

qcfP "Southtown Variation" [EX]

Poke
Andy Zeineken tribute
Should always be followed up otherwise vulnerable
LP travels half screen
HP travels 3/4 screen
Use Blowback cancel to extend range
EX does all variations in one combo
EX version has guard points
EX version also cancels into Diving Tackle
Follow with Charge or Spin
Follow ups:

fwd P "Charge"
Even on block
super cancels
fwd K "Spin"
Duck King Headspin tribute
Safe to most moves
Follow with Diving Tackle
QCB P "Wolf Combination" [EX]

Poke
Andy's Hishoken / Joe's Hurricane Upper / Terry's Power Wave tribute
Three string attack
Like most rekkas, repeat the input
use LP version for light attack combos
and vice versa
You can switch between both versions in a sequence...
LP 1st rekka has quick ish recovery, the rest, not.
Super cancels on 1st, 2nd or 3rd rekka
EX performs the whole sequence and sets up a juggle (you can even get a diving tackle after)
EX has guard point

Supers & Climax

qcf x2 P "Shadow Dunk" [Max]

Attack
Invincible start up
Zeineken + Rising Tackle
Max version goes up higher with more hits
Max loses invincibility
Max gains faster speed to punish!
Lv 1 covers a little less than 1/2 screen
Max covers 1/2 screen
qcf x2 K "Special Wolf Combination" [Max]

Attack/ (Max) Reversal
Lv 1 Invincible startup but that little jump makes it slow for instant anti air use
Max removes the little jump and goes straight into it, retaining invincibility
HCB x2 PP "Full Set Alice" Climax

Reversal
416 damage
Invincible startup
Travels half screen
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Best Combos

https://twitter.com/orochinagicom/status/773528322366119936

0 bars
cr LK x3 > QCB LP x3
179 damage
HP > fwd LK > QCB HP x3
218
(corner) HP > fwd LK > qcf LP > fwd LK > air QCB HK
258
1 bar

optimal crouching
cr LK x3 > QCB LP x2 xx qcf x2 PP
278 damage


optimal maxmode
HP > fwd LK > mm > HP > fwd LK > QCB PP > KK
383 - you can use HK instead of HP but it's much harder (401 dmg)


optimal corner
(corner) HK > fwd LK > qcf LP > fwd LK > air QCB LK > qcf x2 P
393


optimal heavy normal
HP > fwd LK > QCB HP x2 xx qcf x2 PP
328


optimal overhead
fwd LK > mm > HK > fwd LK > QCB PP > KK
365


just for fun
(corner) HP > fwd LK >mm > HP > fwd LK > qcf PP > QCB KK > LK
363
Notes: to make combos easier, replace HK with HP.

2 bar

HP > fwd LK > mm > HP > fwd LK > QCB PP >QCB LP xx qcf x2 PP
513
THE REST AREN'T WORTH IT
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Strategy

Alice has easy combos and a fast overhead. Being an easy character, she actually doesn't have much to really confuse the opponent.

Her wolf combination is a hard knockdown, setting up opponents for a simple overhead or crouching mixup.

From cr Bx3 into Wolf Combination, she can get a safe jump with a hop LP
Opponents are going to be very wary of the overhead so you need to apply lots of crouching B pressure.

break guard with hop away LP into diving tackle
If you can hit confirm into diving tackle, then you're golden - easier said than done...
Diving tackle can actually crossup and because it causes a juggle....



7
8
CloseA41
9
B5-9
10
C$6-$12
11
D7-5
12
FarA6-2
13
B60
14
C8-5
15
D11-1
16
CrouchA51
17
B40
18
C8-7
19
D9-4
20
AirA5-
21
B5
22
C8
23
D7
24
CD10
25
CD16-1
26
f B20-3overhead
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17-3chained
28
south town variation
Qcf
A17-37
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C20-25
30
→ charge
130max +2
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→spin3-19
32
EX17-29
33
Wolf combination
Qcb
A13-6
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→2nd9-8
35
→3rd10-12
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C18-9
37
→2nd9-11
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→3rd10-16
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EX11-3
40
Tiger crack
Dp
A8-15lower inv
41
C10-15upper inv
42
EX7-9full inv
43
Diving tackle
air Qcb
B11-7
44
D-7
45
EX1
46
special wolf combination12-25inv
47
MAX6-25inv
48
Shadow Dunk9-inv
49
MAX8inv
50
Full set Alice14-32inv
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