Alice

Official Render for Alice

**Alice Jaegerjaquez** is a playable character in *Madwatch 2: Elysium*.

## **Attributes**

[Character Overview]

WORK IN PROGRESS

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 * **Jabberwock**: Alice is the hallmark "Puppet Master" character of the game, controlling as almost two characters at once when used correctly. The Jabberwock in particular offers Alice an high amout of agency and control compared to other 'Puppets' both offensively and defensively. The sheer options allowed can easily overwhelm most other opponents.
* **High Damage and Combo Potential**: While somewhat slower in frame data from the more speedier characters of the glass cannon archetype she falls into, Alice reaps more immediate reward with her stray hits and ability to convert into absurdly high damage and kills off very little commitment.
* **Good Range and Reward for Spacing**: Alice uses her sword for the majority of her attacks, with many of her hits having a 'Tipper' mechanic which increases damage at the very edge of the hitbox. This makes her rewarded simply for being at the proper range outside of the enemies grasp, with Jabberwock further punishing opponents who try to close that gap.
* **Mixups, Setups, and Trapping**: Alice features perhaps the best ability to mixup enemies and trap with attacks between her and her Jabberwock, especially with desynced attacks to further extend pressure on the opponent. The amount of options available to the duo at any given time can easily open even the most defensive of opponents up, especially with her shield shattering Indignation.
* **Stellar Mobility with Jabberwock**: So long as the Jabberwock is attached, Alice can Air Dash, greatly increasing her aerial versatility both offensively and defensely, as well as Float. She also has a unique backdash mechanic while grounded that grants invulnerable while greating spacing, being quickly actionable to allow for retreating normal attacks. These attributes make it trick to pin down Alice and predict which angle she will attack from.
* **Amazing and Versatile Recovery**: With the ability to float or Air Dash to stage, accompanied by her tricky Crusader when below or above and high jump, Alice is almost guarenteeed to return to the stage from any hit that doesn't kill her outright.
* **Best Disadvantage Stage in the Game/Messiah**: Alice has a vast many tools to escape pressure. Airborne, she can Air Dash, use her potent Air Dodge, Crusader, or in dire situations Messiah. Messiah is Alice's most infamous tool, a 'free' "Get Out of Jail Free" card so long as Jabberwock is alive in most cases. The burst from Messiah also frequently results in an immediately reversal of game state, placing Alice in a great advantage and occasionally able to outright steal stocks depending on opponent position due to the hitstun.
* **Using Jabberwocky Makes Her Vulnerable**: Even sending Jabberwock out to attack opens a hole in Alice's defenses greatly by vastly decreasing her weight. While Jabberwock will quickly return to Alice, Alice will frequently have to waste its life with Messiah to remain within the blastzones.
* **Can Struggle to Approach**: While mobile is some unique aspects while Jabberwock is available, Alice can nonetheless struggle to actually get in on the opponent in the first place, as her gap closing abilities are usually rather commital. Sending Jabberwock to lead the assault is common practice, but predictable and its best option is Down Tilt Followup which is strictly limited to the ground.
* **Awkward Out of Shield Options**: Crusader, while a powerful tool in its main usages, is very poor as an out of shield option due to its high startup and weak close range hitbox. Alice's Up Smash is significantly better and covers a large area, but it is frame 12 and highly commitable, making it unreliable at punishing perfectly landing aerials. Her own Aerials have issues, such as Forward Aerial hitting too high or Neutral, Down, and Back Aerials being too slow or precise. Up Aerial is her go to option out of shield, but due to jumpsquat frames it is frame 11 at earliest, which is again rather easily snuffed out or spaced around.
* **Floaty**: While this is good for Alice's own air game, Alice can have trouble landing as a result, forced to commit to Crusader in many cases which incurs notable landing lag. While having Jabberwock alleviates this somewhat due to the Air Dash, it is fairly short ranged and can only be used once, which says nothing about how vulnerable is she is without it.
* **Poor Grab Game**: Punishing shielding enemies with grabs are typically not feasible unless the opponent is trapped by Jabberwock hits due to Alice's very slow and small grab range. While she has a highly damaging Forward Throw and a kill throw in Back Throw, actually grabbing the opponent in the first place is a task that can leave Alice open to servere punishment due to the endlag.
* **Below Average Frame Data**: Despite being a 'glass cannon' character, Alice boasts surprisingly tame frame data that her range only vaguely compensates for. In scramble situations, Alice will frequently get beat out or forced to rely on her backdash or Up Aerial and losing such trades often amounts to a potential stock or Jabberwock loss for Alice.
* **EXTREMELY** Reliant on Jabberwock: With all these flaws accounted for, without Jabberwock, Alice is a floaty featherweight character without Smash attacks, lacking two specials(one of the remaining being gimped without Jabberwock to begin with), and poor frame data in relation to her archetype. While Jabberwock respawns fairly quickly when killed naturally, opponents will take advantage of Alice's poor defensive options without Jabberwock and breaking her defenses will put her in hitlag, further delaying its revival. This forces Alice into a keepaway game she is ill suited for between her poor non-Jabberwock mobility and less than stellar Out of Shield options.

## **The Jabberwock**

Alice fights alongside **The Jabberwock**, which augments Alice both offensive and defensively. It has its own separate health pool from Alice, being depleted after taking **50%** damage from any source, though the Jabberwock is immune to hitstun- but not hitlag. After being depleted, it will respawn in 9 seconds, extended while Alice is in hitlag herself. Neutral Special will command the Jabberwock to attack even if Alice in hitlag from her own attacks, so long as the Jabberwock is 'Idle' and Alice herself is not being damaged. The attack will be based on Alice's last used grounded normal move(Excluding Smash attacks, for instance), though this can reset when Alice herself it attack mid Jabberwock attack.

**While Jabberwock is active and 'attached' to Alice**:

* Alice cannot 'Dash Dance', instead, she will hop backwards with a brief window of invincibility.
* Alice can 'airdash' with Jabberwock either backwards or forward once while airborne, allowing her to move quickly in the target direction. She can also hold Neutral Special in the air to have the Jabberwock carry her, slowing her down her descent greatly.
* Alice gains significantly more weight(Though still a fairly lightweight character)

 Forward Tilt
9%(Hit 2)
 Up Tilt
9%(Late)
 Down Tilt
3%(Final Hit)
 Dash Attack

## **Trivia**

* Alice, without The Jabberwock, is the lightest character in the entire game.