Alice Deathmatch Guide
Guide
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Alice Deathmatch Guide
Aggiornato 3 years ago di Asuka

[section=Glossary]

Slash attack: The attack that is done by shaking the Wii remote 3L: Using 3 hits during a low combo, then procceding to do a roll to cancel the combo and not stagger (specially useful during low estasy gauge) 4L: Using 4 hits during a low combo 5L: Using 5 hits during a low combo with a high estasy gauge Estasy Gauge: The tiger that appears on the lower right part of the screen, when it turns red (even without a white aura), it lets you do a fifth hit during combos and also roll after doing a full combo Darkstep: Pressing left/right after an enemy attack connects to slow down enemies, and after it, procceding to attack Parry: Pressing the guard button on the correct time in order to block an otherwise unavoidable attack (unless rolling/out of range) and after it, procceding to attack Spider Form: This is Alice's starting position. Spider form is a main issue in Deathmatches because it boosts Alice's defenses, making the fight some seconds longer.

[section=Weapon Analysis on Battle]

Blood Berry: It's low range makes connecting hits really hard, so it can't make good use of it's high Damage pr second on this battle Camelia MK-III: The best option for this fight, it can connect multiplie hits without trouble, which is the most important thing on this battle, also has enough battery to make reloads not an issue in the course of the battle. Peony: Its slow hitrate doesn't go well on this battle Rose Nasty: Similar to the Camelia but with less damage in exchange to more battery, since there's enough room to load up your battery during the fight, it is not recommended to take this weapon over MK-III

[section=Movements]

Multibounce: While technically not an attack, it's a particular move that Alice can do anytime, but she will almost do it when she's low on health (aka 1-3 squares of health left), Alice will start bouncing and, after 5-6 bounces, she will enter on spider form. It is important to know that if she's hit while bouncing, this movement will always be cancelled, making her not enter in spider form.

Spider Drop: Alice's move when on spider form when Travis is near her, she will channel during 1-2 seconds and fall from her starting position. Darkstep: No Parry? Not tested

Spider Throw: Alice's move when on spider form when Travis is away from her, she will channel during 1-2 seconds and throw her beam katanas to Travis Darkstep: No Parry? Not tested

Multislash: Alice will stand still for a fraction of a second, then proceeds to do 2 normal slashes, channel for 1 second, then proceed to do a charged third slash (this last one can't be blocked). If she gets attacked before doing the first slash, this movement will be canceled Darkstep: Yes (only 2 first slashes) Parry? Not tested

Charged slash: Alice will channel for 1 second, then proceed to do a charged slash in front of her Darkstep: No Parry? Not tested

[section=Battle Strategy]

FIRST THIRD

Alice battle will always start with her being on spider form, so the best start is using a Slash attack followed by 1-3 Low hits (depends on how much time she uses to do the Spider Drop, changes each battle) and do a roll to evade her Spider Drop, after this, you'll want to do another Slash attack followed by a 4L.

While doing a 4L means that Travis is unable to do anything for one second, it will help on the next movement, making Alice just channel for her next attack and will let us do the same combo a second time.

From this moment, Alice will use almost all the time only 2 movements, the multislash and the charged slash, for the multislash, you just have to hit her after she rolls but before she ends channeling the movement (it takes some practise to know the exact moment), for the charged slash, if she starts channeling, the only way to cancel it is to stun her, but it's also important to know that this attack's hitbox only affect in front of Alice, so if you're behind her, it won't damage you.

Another important thing to know is that it's important to be on a corner or a dead-end of the map, since that will make that Alice evades less and will help at connecting more hits.

SECOND THIRD

After the first QTE, use the time that Alice needs to recover to load a bit of the battery, and after it, follow the same strategy than for the first Third.

LAST THIRD

When Alice is low on health, she will always start rolling away from you, but if you're on a dead-end of the stage, she will have a hard time running away from you, which will make possible hitting her and avoid that she enters on spider form.

Statistiche del gioco
Follower
56
Runs
351
Giocatori
35
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