Ironfist Insights
no data — import yours

Alisa — character information

Every Alisa move in Tekken 8: 57 rows, 5 lows, 4 throws, 5 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Alisa is stance-based (4 stances: BKP, DBT, DES, SBT) and hard to sidestep (5 homing strikes), with 3 further axes also in the roster's top fifth. Everything else about them sits inside the roster's normal range.

  • Neutral throws417th of 41

    Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.

    Alisa: 4 throws from neutral — 17th of 41. The roster median is 4.

  • Plus on block9.3%32nd of 41

    How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.

    Alisa: 9.3% of the movelist is plus on block — 32nd of 41. The roster median is 11%.

  • Lows13.2%22nd of 41

    How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.

    Alisa: 13.2% of the movelist is lows — 22nd of 41. The roster median is 13.8%.

  • CH launchers932nd of 41

    Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.

    Alisa: 9 moves launch on counter hit — 32nd of 41. The roster median is 12.

  • Stances44th of 41

    Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.

    Alisa: 4 stances: BKP, DBT, DES, SBT — 4th of 41. The roster median is 2.

  • Homing52nd of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Alisa: 5 homing strikes — 2nd of 41. The roster median is 3.

  • Wall / balcony25.3%17th of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Alisa: 25.3% of the movelist carries a balcony break or wall crush — 17th of 41. The roster median is 24.8%.

  • Floor breakers414th of 41

    Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.

    Alisa: 4 strikes break the floor — 14th of 41. The roster median is 2.

  • Side switches217th of 41

    Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.

    Alisa: 2 moves switch sides on hit — 17th of 41. The roster median is 2.

  • Chip damage25.8%4th of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Alisa: 25.8% do chip damage on block — 4th of 41. The roster median is 14.5%.

  • Power crushes44th of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Alisa: 4 power crushes — 4th of 41. The roster median is 3.

  • Fast mids38th of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Alisa: 3 mids at i13 or faster — 8th of 41. The roster median is 2.

  • Parries / sabaki125th of 41

    Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.

    Alisa: 1 parry or sabaki — 25th of 41. The roster median is 2.

  • Launchable lows20.8%39th of 41

    How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.

    Alisa: 20.8% of their lows are -15 or worse — 39th of 41. The roster median is 37.5%.

  • Launchable mids/highs14.5%13th of 41

    How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.

    Alisa: 14.5% of their highs and mids are -15 or worse — 13th of 41. The roster median is 10.9%.

  • Turn-keeping pokes33.8%23rd of 41

    How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.

    Alisa: 33.8% of their pokes stay plus on hit and safe on block — 23rd of 41. The roster median is 35.5%.

  • Duckable highs19.2%28th of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Alisa: 19.2% of the movelist is highs — 28th of 41. The roster median is 21.3%.

  • Low crushes30.8%3rd of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Alisa: 30.8% of the movelist jumps over lows — 3rd of 41. The roster median is 12.8%.

  • High crushes12.1%12th of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Alisa: 12.1% of the movelist ducks under highs — 12th of 41. The roster median is 9.7%.

  • Safe evasions40%30th of 41

    How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.

    Alisa: 40% of their evasive moves are still safe when blocked — 30th of 41. The roster median is 45.5%.

  • Fast plus on block2.2%17th of 41

    Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.

    Alisa: 2.2% of the movelist is plus on block at i15 or faster — 17th of 41. The roster median is 2%.

  • Safe poke damage17.51st of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Alisa: their average safe poke does 17.5 damage — 1st of 41. The roster median is 13.2.

  • Follow-ups per move0.5627th of 41

    Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.

    Alisa: 0.56 follow-ups per standalone move — 27th of 41. The roster median is 0.61.

Shading shows where Alisa sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Alisa reaches it on 5 of 23.

Your back to the wall

25.3% of their moves carry wall or balcony properties, a little above the roster middle.

Their back to the wall

2 moves switch sides on hit, a little above the roster middle, so they have an out but not a reliable one.

Centre stage

5 homing strikes, among the highest on the roster, of which 2 are mids. Those are the ones that beat a step without giving you a ducking answer.

On a breakable floor

4 strikes break the floor, a little above the roster middle.

Key Alisa moves

Plus on block

  • b+3+4,3+4Dynamic Rangefrom b+3+4 (i18), mid, +10 on block at best
  • DBT.1Thruster Leftstancei24, high, +9 on block
  • H.2+3Quick-fix Protocolsituationali20, mid, +8 on block, needs Heat
  • f,f,F+2Linear Punchi13, high, +7 on block at best

Plus you cannot ignore

  • DBT.f+1+2Hello Worldstancei17, mid, +4 on block
  • ws3Clockwork (CLK)situationali19, mid, +4 on block

Fastest mids

  • df+4i12, mid, -7 on block
  • 3i13, mid, -11 on block at best
  • df+1i13, mid, -6 on block

Lows, safest first

  • d+3Quick Slideri23~32, low, -1 on block at best
  • 1,2,d+2*Coil Punch Combo (Hold)from 1 (i10), low ending a string that opens high, -10 on block
  • hFC.1+2Sad Houndsituationali21, low, -11 on block, borderline — some players react to it
  • 1,2,d+2Coil Punch Combofrom 1 (i10), low ending a string that opens high, -11 on block

Special lows

  • FC.d+2situationali11, special low, -4 on block, too fast to see coming
  • FC.d+1situationali10, special low, -5 on block, too fast to see coming
  • b+1,1+2Gadget Foundfrom b+1 (i15), special low, -16 on block

Panic buttons

  • ub+2Overloadi16, absorbs a hit, -9 on block
  • b+1+2Transmissioni19, absorbs a hit, -13 on block
  • b+1+3Model Changeparries, block frames unpublished
  • uf+4i15, jumps lows, -15 on block

Launches on counter-hit

  • 2,3,3Down Timefrom 2 (i12), counter-hit +61a (+41)
  • b+4i15, counter-hit +54a
  • 4Acceleratori13, counter-hit +38a
  • b+2,4Trance Accelerator Kickfrom b+2 (i18), counter-hit +36a

Homing

  • DES.1+2Death Marionettestancei16, homing, +4 on block
  • ws1+2**Cute But Deadly (Hold)situationali39, homing, +0 on block
  • uf+2Image Cutteri16, homing, -2 on block
  • 3,2Quick Trimfrom 3 (i13), homing, -2 on block

Parries and sabaki

  • b+1+3Model ChangeParries all highs

Free launches for you

  • FC.d+4situationali12, -15 on block
  • SBT.1stancei13, -15 on block
  • uf+4i15, -15 on block
  • b+2,3Trance Generatorfrom b+2 (i18), -15 on block
What Alisa punishes you with
Alisa’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse1,123—
−12 or worse2,232 launchesws415
−13 or worse2,232 launchesws1,224
−15 or worse2,232 launchesws1,224
What you get to do about Alisa’s strings

Duck it and the whole string whiffs

  • 12 follow-ups, all high

Fuzzy guard candidates

  • 1,2,2high, 7f before 2 slower branches
  • b+2,4high, 7f before 2 slower branches
  • 2,2high, 4f before 2,3
  • f+2,3high, 2f before f+2,1

Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.

Do not try to duck these

  • 1,2jails — you stay in blockstun
  • d+4,1+2jails — you stay in blockstun
  • f,f,F+3,4jails — you stay in blockstun
  • f,F+3,4jails — you stay in blockstun

Jailing is unrecorded on 94% of Alisa’s string continuations, so a string missing from the last list was probably never checked.

Getting into Alisa’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Alisa there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.

DBT — 10 moves out of it

  • b+4,4Double Overridefrom b+4 (i15), -37 on block
  • uf+3i17, -52 on block
  • uf+1Brute Force Attacki19, -13 on block
  • d+1+2Destructive Formblock frames unpublished
  • ws2Digital Liftsituationali17, -13 on block
  • H.2+3Quick-fix Protocolsituationali20, +8 on block
  • …and 5 more

DES — 24 moves out of it

  • 2+4Back Doori12, -5 on block
  • df+1,4Cyclone Hackerfrom df+1 (i13), -11 on block
  • f+2,3from f+2 (i17), -8 on block
  • 1+2+3Taunt 1block frames unpublished
  • 1+2+3+4Ki Chargeblock frames unpublished
  • H.2+3Quick-fix Protocolsituationali20, +8 on block
  • …and 2 more

SBT — 9 moves out of it

  • b+4,4Double Overridefrom b+4 (i15), -37 on block
  • uf+3i17, -52 on block
  • uf+1Brute Force Attacki19, -13 on block
  • ws2Digital Liftsituationali17, -13 on block
  • H.2+3Quick-fix Protocolsituationali20, +8 on block
  • BKP.1Recovery Hookfrom a stancei11, +6 on block at best

BKP — 5 moves out of it

  • SBT.DAbortfrom a stanceblock frames unpublished

CLK — 2 moves out of it

No move in the movelist names CLK as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.

4 of 5 stances in Alisa’s movelist have a documented way in. The rest are shown with nothing under them on purpose: wavu never records where a move cannot be used, so silence there means undocumented, not unreachable.

Throws and breaks

Alisa has 4 throws that can start from neutral.

Default break: 1+2. It covers 2 of 4 breakable throws (50%).

What 1+2 does not cover, most damaging first:

  • 1+3 Trigger Shuffle — breaks with 1 or 2, 35 damage
  • 2+4 Back Door — breaks with 1 or 2, 35 damage
Alisa neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Trigger Shuffle1 or 235FDFTAgainst sidestepping
2+4Back Door1 or 235FDFTOn a breakable floorAgainst sidesteppingTo escape a corner
FC.db+1+2Double Bull Shoot1+245FUFATo escape a corner
uf+1+2Spam Bomb1+240FUFT—

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 189 moves
Level
Properties

189 moves

Search any column from its heading.

Alisa frame data — 189 moves
DetailsProperties
(Back to wall).b,b,UBWall Jump Attack——————
1JabHigh10+1+8—5—
1,1Stop BitHighi21 rel-3+5+14d,18—
1,2Typing ComboHighi12 rel-3+8—,10—
1,2,2Liftoff ComboHighi20~35 rel-9 to +6+21a (+6)—,20
1,2,d+2Coil Punch ComboLowi27~28 rel-11+2+33a,17—
1,2,d+2*Coil Punch Combo (Hold)Lowi36~37 rel-10+34a—,22—
1+2UninstallMid19~20-4 HD+15d—22
1+2+3Taunt 1———————
1+2+3+4Ki Charge——————
1+2+4Taunt 2———————
1+3Trigger ShuffleThrow12~14-7+0d—35
2—High12-6+5—10—
2,2TroubleshootingHighi18~33 rel-13 to +2+15a (+5)—,22
2,3—Midi22~23 rel-10+1—,8
2,3,3Down TimeMidi20~22 rel-11+16a (-7)+61a (+41),25
2,3,4Down LinkLowi42~45 rel-13+13d—,20
2+3Heat BurstMid16+1+2c—[12;12]
2+4Back DoorThrow12~14-5+0d—35
3—Mid13~14-12~-11-1~+0—10—
3,2Quick TrimHighi26~27 rel-2 HD+20a (+11)—,20
3,f+2Quick AccessMidi24~28i1~4i1~4i1~4i1 rel-12+5—,20
4AcceleratorHigh13~14-5+14g+38a24
b,B+1+4Double Rocket PunchHigh63~84—+37a (-18)—50
b,B+2+3Hang-UpMid75~76—+44—50
b+1—Mid15~16-5+8—15
b+1,1+2Gadget FoundLow sl ⋯i25~40i26~28 rel-16+71a—,1,30
b+1+2TransmissionMid19~20-13+8—25
b+1+3Model Change——————
b+1+3,P—Midi20~21 rel—-5a (-14)+27a (-20)25
b+2—Mid18-9+1—12—
b+2,1Trance HammerMidi25~26 rel-13+3c+17a,17
b+2,3Trance GeneratorMidi23~24 rel-15+9a (-8)—,22
b+2,4Trance Accelerator KickHighi16~17 rel-7+12g+36a,20
b+3Spinning TopMid20~22-8+5a (-4)—22
b+3+4—Mid18~19-17+32a (+22)—22
b+3+4,3+4Dynamic RangeMidi56~61 rel5~+10+59a—,37 (25)
b+4—Mid15~16-13-4+54a17
b+4,3Double ThreadingMidi29~30 rel-11+6c+10a,20
b+4,4Double OverrideMidi25~27 rel-37+9a (-1)—,17
Back throwRandom TypingThrow——+0d—55
BKP.1Recovery HookHigh11~134~+6+27a (+1)—21
BKP.1+2Rocket PunchHigh ⋯34~71—+58a—20,3
BKP.2Rapid Rocket PunchHigh11~33-9 to +13+21a (+6)—34
BKP.3Meteor KickMid24~27-9+72a—30
BKP.4Uplink KneeMid18~23-9~-4+31a (+21)—30
BT.4Goody Two ShoesMid16~17-3+19a (+2)—20
CLK.3Clockwork Spring MiddleMid13~14-9+12g—20
CLK.d+3Clockwork Spring LowLow30~31-12+73a (+57)—20
CLK(Two spins).3—Mid13~14+0+63a (+43)—22
d+1+2Destructive Form———————
d+2—Mid24~26-14+2c—8
d+2,4DeadlockMidi18~21 rel-9+28a (+13a)—,20
d+3Quick SliderLow23~32-10~-1+8c~+17c+32a17
d+3+4Harpoon SweepLow27-37+67a (+51)—20
d+4—Low17~18-12-1+8g12—
d+4,1+2OptimizerHighi20~21 rel+0+11a (+2)—,20
db+1Backup——————
db+1Backup——————
db+2—Mid18~19-18-5—10—
db+2,2Daisy ChainMidi19~20 rel-9+5—,10—
db+3Deep LinkLow16-13-2+311
db+4Deep WebLow20~21-14+2c+12g17
DBT.1Thruster LeftHigh24~28+9+11g—30
DBT.1+2Thruster DrillMid ⋯12~15+0+21a (+0)—5,5,5,20
DBT.2Thruster RightMid16~18-14+32a (+14)—25
DBT.2,1Thruster Right - BurstHighi26~28 rel-11+14a—45
DBT.3Eject SliderLow16~20-14+4c~+8c+28a17
DBT.4UpstreamMid ⋯17~19-27+68a—22,5
DBT.f+1Heartbeat DisablerMid19~21-9+0d—49
DBT.f+1+2Hello WorldMid17+4+25a (-1)—28
DBT.f+2Boot UpLow19~20-12+6c—13
DBT.f+2,2Shut DownMidi35~37 rel-33-6a (-13)—,25 (17)
DES.1ShredderMid13~18-9+17a—35
DES.1+2Death MarionetteHigh ⋯16~18+4+15g—7,7,20
DES.2Shredding UppercutMid ⋯20~21-8+37a (+27)—5,5,5
DES.2,1Shredding Sky PunchHighi28~56 rel—+85a (+69)—20
DES.3Idling———————
DES.b,bMove Back———————
DES.b+2—Mid18~20-12+0+18a17
DES.b+2,1Hertz Blade - TomahawkMid ⋯i20~21i1~6i1~5i1~5i1~3 rel-3+5—,8,5,5,5,5
DES.b+3Retro Rockets——————
DES.BT.1Hertz Blade - FlareMid ⋯19~22-9+25a—4,4,4,4,4,4
DES.d+1Hertz Blade - ScudLow20~24-13+4—17
DES.d+2Clock BoostingLow ⋯22~23-14+0c—3,3,17
DES.d+3Evasive Action——————
DES.d+3,1Evasive SlashMidi20~21 rel-13~-12+14c—,25
DES.f,fMove Forward———————
DES.f+1Hertz BladeHigh11~13+3+9—21
DES.f+1+2—Mid23~27+1+33a—29
DES.f+1+2,1+2Hertz Blade - DiabloMidi20~26 rel-53+41a—,20
DES.f+2—Mid15-9+0c—9
DES.f+2,1—Midi23i1~1 rel-12-3c—,9
DES.f+2,1,2Gigahertz StormMidi23~24i4~5 rel-13 HD+30a—,23
DES.f+3Dual Boot——————
DES.f+3Dual Boot——————
DES.uf+1+2Spindle SlashMid29~31-9+23a—27
DES.uf+2Hertz Blade - AegisHigh ⋯10~14—+35a (+28)—5,5,5,5,5
df+1—Mid13-6+5+810—
df+1,1—Highi30~31 rel+1+8—,20—
df+1,1,2Cyclone MixerHighi22~25 rel+6+8—,28
df+1,4Cyclone HackerMidi26~27 rel-11+3c+13c,17
df+2PickupMid16~17-9+32a (+22)—16—
df+3—Mid16-9+1—14—
df+3,3Double SocketLowi23~24 rel-12+1+14d,17
df+4—Mid12-7+4—13—
f,f,F+1+2Thruster Double PunchMid18~36-3-17a (-26)—24
f,f,F+2Linear PunchHigh13~155~+7+28a (+20)—30
f,f,F+3—Mid18~19-4+6—15
f,f,F+3,4Linear DropkickMidi20~22 rel-7+31a (+5)—,20
f,F+1+2Worm VirusMid ⋯17~18-9+4+135,10—
f,F+2—Mid16~17-18+5a—18
f,F+2,3Jumper SwitchMidi22~24 rel-13+28a (+2)—,25
f,F+2,H.1+2Emergency Hello WorldMidi22-23 rel+3+25a (-1)—,28
f,F+3—Mid18~19-14-6—12
f,F+3,4—Highi19~20 rel-10+20a (+11)—,15
f,F+3,4,4CutoverMidi27~29 rel-10+20a—,25
f,F+4SandboxMid ⋯22~29-9~-2+9a (+0)—14,22
f+1+2OverflowMid14~15-12+14g—25
f+2—Mid17~18-4+7—12—
f+2,1Dual SessionMidi24~25 rel-12 HD+14g—,20
f+2,3—Highi22 rel-8+4—,8
f+2,3,3Triple SessionMidi35~36 rel-10+12a (-3)—,22
f+3—High14~15-14-3—10—
f+3,1+2Automatic TransmissionMidi24~25 rel-13+8—,25
f+3,2Lost AccessHighi24~26 rel-4+39d (+31)—,20
f+3+4Boot——————
f+4—Mid16-9+1—14
f+4,1—Highi25~26 rel-9+15d (+7)—,14
f+4,1,4Logic BombMidi27~65 rel-12 to +26 g+1a—,24 (19)—
FC.d+1—Low sl10-5+6—5
FC.d+2—Low sl11-4+7—8
FC.d+3—Low16-17-6—10
FC.d+4—Low12-15-4—6
FC.db+1+2Double Bull ShootThrow11-4-4—45—
FUFT.1+2Reboot——————
FUFT.1+2,3Reboot Meteor KickMidi22~23 rel-10+60a—,35
H.2+3Quick-fix ProtocolMid20~21+8-15d—50 (28)
H.d+1+2Emergency Destructive Form——————
H.f+1+4Emergency Dual Boot——————
hFC.1+2Sad HoundLow ⋯21~23-11+5c—10,16
Left throwCompressionThrow—-3-5d—40—
OTG.db+1+2Ground Rocket PunchLow25~27-14+4a—25
R.df+1+2Radiant Pegasus BombMid20-18+0d—55+
Right throwHat TrickThrow—-3+0d—40
SBT.1—Mid13~14-15+0—12
SBT.1,2—Midi18~19 rel-9+2+7c,13
SBT.1,2,1—Midi20~21 rel-12-20-12,7
SBT.1,2,1,3+4Hard ResetMidi18 rel-18+4a (-13)—,33
SBT.1+2Wire ClipperHigh27~28—+8—20
SBT.2Linear ElbowMid16~27-8+6a (-4)—25
SBT.3Eject SliderLow16~20-14+4c~+8c+28a17
SBT.4UpstreamMid ⋯17~19-27+68a—22,5
SBT.DAbort——————
SS.4—Low24~25-12+2—16
SS.4,1+2Happy PropellerHigh ⋯i18~19i3~5i5~7i4~5 rel-10+8—,5,5,5,5
u+1+2Gigabyte HammerMid33~34-5+56a—21
ub+1ShortcutMid ⋯19-7+8c+33d9,9
ub+2OverloadHigh16~20-9+12c—23
ub+3+4—Mid37~392~+4+25a—25
ub+3+4,1+2Docking BayMidi26~27 rel-14+32a (+22)—,20
ub+41st HitMid18-9+7—10
ub+4,12nd HitMidi25~27 rel-21-8—,12
ub+4,1,13rd HitMidi21 rel-20-9—,9
ub+4,1,1,24th HitHighi24~25 rel-10+1—,5—
ub+4,1,1,2,15th HitHighi35~36 rel-9+7—,5—
ub+4,1,1,2,1,16th HitMid ⋯i32~33i1~2i1~2 rel-14-3—,3,3,3
ub+4,1,1,2,1,1,3+47th HitLowi27~28 rel-29+15a—,7
ub+4,1,1,2,1,1,3+4,38th HitMidi20~21 rel-65-40—,15
ub+4,1,1,2,1,1,3+4,3,29th HitMidi17~22 rel-30-38a (-45)—,20
ub+4,1,1,2,1,1,3+4,3,2,210 Hit ComboMid ⋯i13~161~5i1~6i1~8 rel-23+3a (-15)—,2,2,2,20
uf+1Brute Force AttackMid ⋯19~20-13+68a (+52)—19,19,20
uf+1+2Spam BombThrow12~13-4+3—40—
uf+2Image CutterHigh16~17-2 HD+20a (+11)—22
uf+3—Mid17~18-52-25—15
uf+3,2Cradle StarMidi17~22 rel-14+6c—,30
uf+3+4DownstreamMid38~400~+3+9—20
uf+4—Mid15~16-15-4—8
uf+4,4Inbound KickMidi24~26 rel-13+45a (+37)—,8
ws1—Mid13~14-12-1—12
ws1,2—Highi24~25 rel-5+6—,12—
ws1,2,3Spear FishingMidi25~26 rel-10+33a (+23)—,23—
ws1+2Cute But DeadlyMid20~21-8+21—20
ws1+2*—Mid28~29-4+21—24
ws1+2**Cute But Deadly (Hold)Mid39~40+0+33a—28
ws2Digital LiftMid17~18-13+33a (+23)—24
ws3Clockwork (CLK)Mid19~20+4+15—18—
ws3,BClockwork CancelMid19~20-12-1—18—
ws4Key SmashMid11~12-5+6—15—