Asura Buster: Eternal Warriors/Alice

From SuperCombo Wiki

Alice is a young girl wielding a special book that gives her control over the undead.

Still determined to learn about the secret of immortality, Alice, who has now gotten a bit more powerful while learning new magic and necromancy, forms a contract with Dead Man Walking, a skeleton who is the reanimated corpse of a man falsely executed for murder.

They head off on a new adventure in order to learn about the mystery of the lost continent, believing that it could help with her current research.

Alice is a puppet character who can also plant stationary bombs on screen. Alice's skeletal familiar, 「DEAD MAN WALKING」, is invincible, does very high damage and can break the opponent's combos if properly set up. He will always try to follow her, but moves much slower than she does. Certain attacks can also be used to change his position, and he can be controlled to attack remotely.

Alice differs greatly from the rest of the cast and has a rather high skill floor. New players should consider playing another character alongside her to familiarize themselves with the game's mechanics.

Overview

AB Alice idle.png
Alice is a tricky puppet character who can take control of the screen with her skeleton familiar and bombs.
Pros Cons
  • Strong keepaway game thanks to bombs and 「DEAD MAN WALKING」
  • High mobility
  • Holds leads safely thanks to fullscreen harassment tools and double jump
  • Potent offensive potential with 「DEAD MAN WALKING」
  • 「DEAD MAN WALKING」 can provide insurance, since he can act even if Alice cannot
  • 「DEAD MAN WALKING」 is completely invincible
  • Disjointed hitbox on many normals
  • Tiny hurtbox
  • Subpar guard cancel options
  • Struggles escaping corner pressure
  • Unintuitive gameplan
  • Underwhelming normals
  • Terrible boost mode
  • Lackluster super
AB Name Alice.png
AB Alice.png
Play Style Puppet
Dash Type Run
Backdash Type Grounded
Defense Modifier 1.0
Air Options Double Jump
Walljump
Meter Gauge {{{meter}}}

Normals

Standing normals

5A
AB Alice 5a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - M normals 1 0

quick karate chop
can be used as an abare


5B
AB Alice 5B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 8 - - M normals 3 2

Alice opens her book and summons a small skull of a T-rex to bite the enemy
hits one time
fast and can combo into launcher, however it has a lot of recovery


5C
AB Alice 5B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 12 - - M O -9 -10

visually identical to 5B
hits twice
slightly longer range than 5B
damaging but laggy
cannot combo into launcher
do not use as only a poke, use 5B or launcher instead

Crouching normals

2A
AB Alice 2a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - L normals 3 2

5A but low


2B
AB Alice 2B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 8 - - L normals 0 -1

Alice opens her book and summons a small skull of a Pterodactyl to peck the enemy
causes a decent amount of stagger and has decent range
our main mid-range poke


2C
AB Alice 2B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 11 - - H O - -17

visually identical to 2B
slightly longer range than 2B
causes a HKD

Jumping normals

j.A
AB Alice j.a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 4 - - H special O O

Alice slaps you with inhuman speed
fast but extremely short combo starter
comboes easily into itself but it's harder to combo into other air normals


j.B
AB Alice j.B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - H special O O

Alice opens her book and summons a small skull of a Styracosaurus to headbutt the enemy
best option against aerial opponents


j.C
AB Alice j.B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - H O O O

visually identical to j.B
slightly longer range than j.B
does more damage but has more recovery frames
use at the end of combos

Command normals

6b
AB Alice 6b.png
AB Alice 6b2.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 17 - - H special -3 -4

overhead book smash
quite slow and has slow range
just use guard break instead

Universal mechanics

Launcher
any 2 buttons
AB Alice AB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 - - M O Launches inconsistent

on hit, Causes a big wall bounce and puts the opponent on indefinite hitstun until they hit the ground or use meter to tech it
can be combo'd universally with A>B>C or A>B>Launcher combos.
most characters can add an air special or delay the launcher and do a ground special
if you hit an opponent with 3 launchers in the same combo they become completely invincible until waking up from the knockdown state
a lot of EX moves (Rose's 214EX), few meterless specials (Taros j.236x) and very rarely normals (Rokurouta's 6C) have last hits with the properties of a launcher. these hits count towards the 3 launcher cap.

Air launcher
any 2 buttons
AB Alice jAB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 - - M O Launches inconsistent

No difference from the ground version, but some characters have air launchers with slightly less recovery frames


Guard break
22C
AB Alice GB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - don't O Stun O

This replaces grab, a quick attack that stuns blocking opponents.
common followups are combos, launchers, knockdowns and some supers
countered by not blocking, jumping or attacking back

Special moves

Skull mine - スカルマイン
236A/B/C
AB Alice 236a.png
Size guide
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 24 / 26 / 28 - - M O - 4 / 3 / 2

Alice throws out a bomb that rests on the ground or hovers in the air for a few seconds or until your opponent touches it.
collides with other projectiles as normal.
There doesn't seem to be a limit (apart from the timer on the bomb) to how many you can have on screen.
The damage on this move seems a bit random...
Aerial versions have significantly quicker recovery than grounded versions.
Active frame numbers above refer to grounded numbers.
If the bomb hits immediately during the animation, she will be in hitlag.
number of hits is 2>3>4 depending on the version
EX version makes Alice throw a large bomb which lasts 2 seconds. It seems to do only one hit, but won't explode until the 2 seconds are up. When it does explode, it shoots out 4 little bombs with a medium-sized bomb in the middle


Skele catapult - スカルマイン
623A/B/C
AB Alice 623a.png
AB Alice 623ex.png
EX Finisher
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 / 4 / 4 - - M O - inconsistent

「DEAD MAN WALKING」 throws Alice. You must be near 「DMW」 for this move to work, and you're invincible until you land.

  • A : Alice gets thrown backwards a short distance
  • B : Alice is thrown forwards, quite high and pretty far
  • C : Thrown forwards, low and more than a screen's length
  • EX : active on 16. 「DEAD MAN WALKING」 picks Alice up and carries her as he runs forward. Does up to 11 hits. You're still invincible for the duration of this move.


Tandem curse - タンデムカース
214A/B/C
AB Alice 214a.png
it's time to get funky
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 29 / 29 / 29 - - H O - -

This is why you came here
Alice snaps her fingers and 「DEAD MAN WALKING」 flashes, and can then be made to attack. He is invincible at all times.

  • On all versions besides EX, DMW flashes on frame 1 for 7 frames, and becomes actionable on frame 8.
  • He can be controlled before Alice recovers from her animation. Alice recovers faster from the aerial version than the grounded version.
  • Control duration for A, B and C versions are 2, 3 and 4 seconds respectively
  • Even without snapping her fingers, you can do the move at other times (i.e. when knocked down) and he will still flash, but is sometimes controllable and sometimes not. It seems to work with EX at any time though.
  • There seems to be a cooldown after being controlled for a certain amount of time (not sure if tandem button determines length of cooldown).
  • 「DMW」 may attack in different directions, he will always attack towards enemy
  • 「DMW」 won't turn on his own when they cross him up because he only turns around after an attack is over, meaning you will have to waste an attack. is it a bug or a feature? nobody knows
  • 「DMW」 can't do his low attacks unless Alice is crouching
  • Likes his coffee black
AB Alice 214a a.png
214a/b/c ~> A
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - - - - -

Quick jab
don't underestimate this
very useful pressure tool or abare
will keep your opponent blocking and condition them to not rush you

AB Alice 214a 2a.png
214a/b/c ~> 2A
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - - - - -

Quick low kick
don't underestimate this too
it forces the opponent to block low, meaning they have to crouch and stop their momentum, giving you time to set bombs

AB Alice 214a b.png
214a/b/c ~> B
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - - - - -

stylish side kicks
the most used combo tool
has decent range and decent damage

AB Alice 214a c.png
214a/b/c ~> C
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - - - - -

「DMW」 hops forward and kicks
the most used option
the short hop allow you to quickly reposition him, which you will need to do a lot while playing Alice
deals high damage and encourages you to use it randomly to catch people off guard

AB Alice 214a 2c.png
214a/b/c ~> 2C
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - - - - -

Slide kick forward
hits low
causes a HKD
has the most range out of the followups

AB Alice 214a ab.png
214a/b/c ~> AB
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - - - - -

punches high, does up to 2 hits
Does absurd damage
always try to catch aerial opponents with this
has the most startup but it's negligeable

Tandem Curse EX
AB Alice 214a 2a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - - - - -

「DMW」 runs forward a few steps, then automatically does this series of attacks : 2A, 2A, B, C, A, 2C, AB.
The last hit acts like a launcher, but doesn't count towards your limit of 3 moves per Skull Tandem.
Can be done at any time no matter what Alice is doing, whether Mid move, Mid Combo, getting combo'd, going to the local Dairy Queen for Ice Cream, you name it.

Supers

Doppleganger Rain - ドッペルギャンガー・レイン
236-236A/B/C
AB Alice 236236a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 57(53+4) - - M O inconsistent, waves don't combo inconsistent

A large number of Alice clones fall from the sky and explode on impact.
Seems to be unavoidable, but not very damaging. It usually does around 12 hits.

Boost mode (22+ABC)

Necrofantasia :

  • Makes her move a tiny bit faster and jump a little higher.
  • Attacks are slightly faster, but it's barely noticeable.
  • Universal overhead (6B) Launches
  • Likely because of a bug, Alice can still do the EX version of the Skull Tandem (214 + AB) in boost mode. It still costs a segment of super meter. Don't use this during Boost Mode.
  • Her increased speed and height seems to impact how she gets hit by other charatcer's Boost Modes, making her combo fodder for characters like Yashaou.

Color Palettes


AB Palettes Alice.png


ABEW Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Alice
Alice!
Chen-Mao
Goat
Leon
Nanami
Rokurouta
Rose Mary
Sittara
Taros
Yashaou
Zam-B
Zinsuke