Alice

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. Alice and DMW 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 zoner character who can plant stationary bombs on screen. Alice's Skeletal Familiar,「DEAD MAN WALKING」, will always try to follow her. However he moves much slower than she does. Certain attacks can also be used to change his position, and he can be controlled to attack remotely.

Pros & Cons
+ Double Jump that can cancel any move she's currently in

+ Can do a total of four jump actions.

+「DEAD MAN WALKING」can be used with bombs to effectively shut down the opponent, severely limited their approach options while simultaneously attacking them with no risk from across the screen

+Tiny hurtbox makes Alice very hard to hit

+「DEAD MAN WALKING」can attack even in situations where Alice couldn't, like in a knockdown or when she's in the middle of a move

+「DEAD MAN WALKING」is completely invincible

-Lackluster Super

-Horrible Boost Mode

-Underwhelming Normals

-Extremley difficult to master

Normals (frame data tentative???)
A: active on 6, 22 total

B: active on 8, 43 total

C: active on 10, 28, 67 total

2A: active on 6, 25 total

2B: active on 7, 41 total

2C: active on 10, 51 total

j.A: active on 3

j.B: active on 6

j.C: active on 8

AB: active on 8, 41 total

Command Normals
Necronomicon Bash (6B) - Universal Overhead

Double-Jump

Wall-Jump


 * Note that if you press up-forward to wall-jump when you're near the edge of the screen, and you haven't double-jumped yet, you'll do the double-jump instead. So just use forward. Also, jump, wall-jump, double-jump, wall-jump is possible if not entirely practical.

Specials
Skull Mine (236A): 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 below refer to grounded numbers. If the bomb hits immediately during the animation, she will be in hitlag.''

Skull Catapult (623A) : 「DEAD MAN WALKING」throws Alice. You must be near 「DMW」for this move to work, and you're invincible until you land.

Skull Tandem (214A): 「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. Frame numbers below refer to when Alice becomes actionable again.''

While controllable,「DEAD MAN WALKING」attacks when you push buttons A, B, C, or AB. Alice will attack as normal during this time, and can do other special moves and such normally. However even if Alice can't attack (knocked down, in the middle of a non-cancellable attack, etc.)「DMW」can still be made to attack..

「DMW」always walks towards Alice, but can't be controlled directly. C & 2C can be used to move 「DMW」 forward, Finally, the instances in which you can activate the Skull Tandem are inconsistent. If you do it when Alice can do any other input-move, she'll snap her fingers and 「DEAD MAN WALKING」is usually under your control, as long as he wasn't already. But 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.

Some things we know about「DMW」so far:


 * 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 usually attacks towards enemy but doesn't sometimes
 * 「DMW」can't do his low attacks unless Alice is crouching
 * Likes his coffee black

Supers
Angel Falling - (236236A) - 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.

Necrofantasia (22ABC) - Alice's Boost Mode transformation.


 * 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
 * Strangely, 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.
 * Pointless. This boost mode sucks. Don't use it.

Combos
5A>5B>2C - Basic sweep combo

5A>5B>BC>j.B>j.BC>236C - basic wall bounce combo into bomb

5A>5B>BC>j.B>j.BC>(delay)214B>AB>236C - wall bounce into tandem combo. The tandem won't take for some reason if you do it too soon after BC. It's possible to cancel into boost from here, but im not sure what else is possible after that.