Alice the Rabbit

## Introduction

Alice is a highly versatile character with tools for almost every situation; she can play keepaway or rushdown extremely well. She also has great mobility: fast walk speed, a fast dash that covers a lot of distance, one of the best jumps in the game and various other mobility tools such as sways and slides. Her normals have good range, and she excels at low/mid rushes and frame traps. While in Hyper mode, her damage output is devastating thanks to her unique trait, Power Legs, which makes all her kicks deal significantly increased damage and gives them Guard Break properties. To play Alice effectively, you must learn every option she has for each situation; because of this, and the fact that she has some of the highest execution requirements in the game (particularly with her instant while running B combos), Alice requires a lot of time to learn.

### Pros

* Can play both keepaway and rushdown effectively.
* Very good mobility.
* Great jump.
* Strong frame traps.
* Amazing low/mid mixups.
* Very high damage in Hyper.

### Cons

* Below average recovery and defense stats.
* Some attacks lose a tiny bit of range when in Beast form.
* Somewhat limited Guard Breaks outside of Hyper.
* Her BnB combos require a lot of execution.

## Stats

 **Beast** | 133%
 **Hyper** | 133%

## Ability Plus

* **Power Legs:** Increased damage, Hit Effect and Guard Breaks on all kicks. Damage bonus is about 40-50%.
* **Consecutive Hit (air):** All attacks have increased hitstun against airborne opponents; hitstun decay still applies.

## Combo List

#### *Human*

* K,P xx 214K
* (6K), 2K, 2P xx 236P
* 236G, 66K
* 236G, dash 236G
* j.6P, 3K,K, 4K
* j.K, j.B, 8B, 3K,K,1B

#### *Beast*

* 8B, 2B, back throw
* (ch) 66B (AC) j.K, j.P, j.B (dash under)
* (ch) 236B (AC) j.6B, instant dash B (AC) j.6B, 8K, P,P,P, 8B, 3K,K,1B
* (ch) 236B (AC) j.6B, instant dash B (AC) j.6B, 8K, P,P,P,6K, (ac) (airthrow)
* (ch) 236B (AC) j.6B, instant dash B (AC) j.6B, instant dash B 2361369B
* (ch) 214K, 8K, 66P, 3K3K1B
* J.6B, 66B (AC) j.6B, 2P 2K 2K, 3K 3K 1B

#### *Hyperbeast*

* (ch) 66B (AC) j.6B, instant dash B (AC) j.6B, 8K, P,P,P,6P, B,B,B,8B, 3K,3K,1B
* (ch) 66B (AC) j.6B, instant dash B (AC) j.6B, 8K, P,P,P,6P, B,B,B,6B xx 236B (ac) (air throw)
* (ch) 66B (AC) j.6B, instant dash B 2361369B

\**All (ch) 236B combos can be started from running B as well.*

## Strategy and Tactics

Alice's main goal is to exploit her fantastic mobility and good pokes while setting up counter hit traps with 236B to land her devastating air combos. Once in Beast form, many of Alice's pokes become enhanced in various ways, allowing her to play more aggressively by utilizing her low rush Beast chains, which are an effective mixup tool. In Hyper mode, Alice becomes a true powerhouse, further increasing the effectiveness of her pokes and rushdown, all while dealing some of the highest damage in the game.

#### *Important moves*

* **P,P** - Amazing poke string; you will be using this a lot. It's fast, has good range, combos naturally, and its frame data is further improved in Beast form. Has a few branching string paths with a low, mid launcher or cancel point, but for the most part you will be sticking to just P,P.
* **B,B** - Very similar to P,P but has better range and is slightly slower. Has more vertical range on its hitbox, making it better for catching people in the air than P,P.
* **2P,2K** - Another great poke. Its advantage over P,P is that it can't be crouched under while also being good for low profiling things, though it's not a natural combo, unlike P,P. Another kick can be added on the end to keep people guessing, making it good against opponents who like to hit buttons, but is significantly less safe otherwise.
* **3K,K** - Good low hitting poke that naturally combos in Beast. Has a few followups, but the one you will be using most is 4K. Hits OTG for extra damage and oki setup. 3K,K/4G is devastating in Hyper; you can easily guard crush your opponent, taking away huge chunks of health while being difficult to deal with.
* **8P** - Has better range than it looks thanks to its amazing hitbox. Comes out in 9 frames and has a lot of active frames, though it is rather unsafe on block.
* **j.B** - Neutral jumping B is great when used defensively against attacking opponents; it has a large hitbox and can hit on both sides for a cross up. Additionally, it will outright beat or clash with almost every non-dedicated anti-air move, which can lead to big damage. This move deals insane damage in Hyper, and you can easily deal between 60-70% damage off a counter hit.