Wonderful World/Alicephia

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Name:   Alicephia Finkley (アリスフィア=フィンクリー) <br\><br\> Age:   17  —  Occupation:   Thief <br\><br\> Height:   151cm  —  Weight:   46kg <br\><br\> 3 Sizes:   B90 W56 H81 <br\><br\> Interests:   Ruins  —  Dislikes:   Poverty <br\><br\> Values:   Goodies, Comrades <br\><br\> Weapon:   Bomb Devil, Wind Magic, Surfboard



世界を騒がす大泥棒の養女。 赤ん坊の頃に道端に捨てられていたところを拾われ、それから世界一の盗賊団フィンクリー一家の一員として暮らしている。 むさ苦しい男達の中の紅一点で、仲間達からはちやほやされている。 仲間のことは信頼し、固い絆で結ばれているが、他人に対しては非常に性格が悪く、常に見下している。 思い通りにならないとすぐ暴れだす等、わがままで、口も悪い。 盗賊と言うと野蛮な感じがするので、そう言われると必ず泥棒だと訂正する謎のこだわりがある。 盗賊=野蛮、泥棒=可愛い。 魔道具の力もあるとは言え、何気に単独で自由に飛行できる唯一の人間。 戦闘能力は低いが、機動力で相手を翻弄し、意外と捕まらない。 遺跡の財宝や、金持ちの家の宝物庫を主に狙う。 スリリングなことが好きで、危険だと言われる場所ほど攻略したくなる。 魔界から「魔王の蛹」盗み出したことで、魔族から命を狙われることになった。

常に行動を共にしている落書きのような生き物は「魔王さん」。 はるか昔、世界に君臨していた魔王だと言う話らしいのだが、蛹状態を無理矢理アリスがこじ開けたために、 不完全な状態で復活し、現在の姿に。 それでも不老不死能力だけは天下一品で、どれだけ粉微塵になろうと即座に再生する。 囮に使ったり、爆薬をつけて投げつけたり、扱いはひどいが、それなりに愛着はあるらしい。

トレードマークの変な板は、初めて遺跡荒らしに行った時に見つけた宝物。 魔力を通すと触れているものを軽くする。

Game Play

Best air mobility in the game and specializes in mixups. Alicephia doesn't gain meter from attacking, and only gains very little meter from movement, so her ability to steal meter is very important (and also denies the opponent meter). Low damage overall, but once she steals some meter or if she lands an air combo she can suddenly do a lot of damage.

Alicephia is a more advanced character. She takes a lot of work, and has more difficult meter management than other characters. A very unique character but not a good one for beginners.

Character Specific Data

Total Life - 740
Combo Hits Before Damage Reduction -

Move List

Special Skills
Steal / スティール O.png(Available in Air)
Flying Thief / 空飛ぶ泥棒 4 Airdashes, double jump unaffected by airdashes.
Get over there, Mr. Devil / それ行け魔王さん 2.png1.png4.png+.pngS.png
Do your best, Mr. Devil / 頑張れ魔王さん 2.png1.png4.png+.pngHS.png
Emerald Gale / エメラルドゲイル 2.png1.png4.png+.pngP.png(Available in Air)
Bash / バッシュ 2.png3.png6.png+.pngS.png(Air Only)
Brilliant Kick / 華麗にキック 2.png3.png6.png+.pngK.png(Air Only)
Brilliant Kick Followup / 華麗に蹴り飛ばす 4.png(When Brilliant Kick Hits)
Sylph Trick / シルフトリック 2.png1.png4.png+.pngK.png(Air Only)
Dodge Nimbly / ヒラリとかわす 2.png+.pngK.png(Air Only)
Finishing Moves
Aerial Wind / エアリアルウィンド 2.png3.png6.png2.png3.png6.png+.pngK.png

Notation Key
7.png8.png9.png 7 8 9
4.png N 6.png 4 5 6
1.png2.png3.png 1 2 3
P.pngK.pngS.pngHS.pngO.pngSP.png P K S HS O SP
BRK Skill Break, used on the previous move.
xx Some suitable chain or lead-in to the rest of the combo.
> A link or cancel into something other than a normal.
~ Input move 2 quickly after move 1, actual timing may vary.
X > Y / Z X goes into Y OR Z.
(<move>) Possible to omit some move.
<move>(X) Some move hits X times.
j(X)., dj(X). Jump or double jump. May or may not specify a direction (X).
cl., f. Close and far version of a move, respectively.


Neutral Game

Alicephia has the best air movement options in the game, she can use her 4 airdashes to feign approaches constantly. She also has full air movement options off her backdash, which means you can double jump airdash backwards etc... making her very difficult to pin down midscreen. Her air movement also makes upwards recoveries especially effective, as she can get out of dodge fairly easily.

Normally the move you want to use in the air at neutral is j.HS simply because it has such a great hitbox compared to her other options, it covers a rather large area and will beat the better anti airs in the game when spaced and timed well. j.P is also an important move at neutral if you ever find yourself in a situation where the opponent is higher up than Alicephia.

214S and 214HS are useful zoning tools that can limit an opponents movement, keep in mind that 214S can be destroyed by enemy melee attacks (even though that attack cannot hit you).

Use Alicephia's cl.5S against airborne opponents, or people recovering above you. It's her primary air unblockable, but the distance you can use it in is limited, get what milage you can out of it.


Level 0 Options
On the ground, Alicephia's staple string is 2P / 2K / 5K > 5HS 2HS. 2HS puts Alicephia at +4 and allows her to go for more ground moves, however she can't repeat the string very long because of pushback on block (you can get a LOT more milage out of it if you delay 5HS > 2HS, 5HS is also only -6 on block which opens up a new mind game that slowly brings them in closer if they are respectful). You can also do 5HS > j9.HS > j.214K / j.236K. j.236K recovers very quickly and lets you followup with a falling j.HS, falling j.HS should put you in a good enough of a position to dash back in, or throw a projectile.

Level 1 Options
After awhile people get tired of being hit, you can ground or air dash after a blocked 2HS or j.236K.

Actual Mixups
After a ground dash, Alicephia can do a boatload of overheads, enough that anyone vaguely familiar with the matchup will be blocking high by default and looking for lows / air unblockables. If you do not attack you will fall rather quickly allowing you to go for low attacks faster than expected. Even though her j.HS can instant overhead

Ground Dash >

j.K >
j.214K / Delayed j.HS (wiff) > 2K or Throw
j.S >
j.214K / Land 2K or 5K / Delayed j.HS (wiff) > 2K or Throw
j.K >
j.214K / Land 2K or 5K / Delayed j.HS (wiff) > 2K or Throw
j.S >
j.214K / Land 2K or 5K / Delayed j.HS (wiff) > 2K
j.K >
Land 2K or 5K > 5HS >
j9.HS >
j.236K / j.214K
  • Off 66 j.KSKSK, the last j.K hits very deep, making that a good place to start for your mixups. You shouldn't be going for early lands of j.HS wiff into throw until you have some respect for that bread n butter string.

Option Select j.236K Followup Alicephia j.236K followup is performed by pressing 4, holding 4 performs it just fine. So if you put yourself into a position where you are not sure whether or not it will crossup and hold [6], the followup will only come out on crossup, and allow you to continue pressure with a falling j.HS or what have you. An easy set up for this is (some blocked air attack midscreen) > j9.K HS > j.236K.

Infinite Double Jump Glitch For some reason, you can do [j.236K > j.HS dj9.HS] xN without running out of double jumps or landing. Not actually infinite on it's own, but you can move in with an air dash in here somewhere, and as long as your opponent doesn't find a way out of pressure you could technically stay in the air for forever.

j.214K Crossups If you jump over the opponent you can crossup with j.214K very ambiguously. You jump over and immediately perform j.214K (without compensating for the crossover). One possible "setup" is 5K 5HS j9.Delay 214K.



Meterless, Anywhere xx > 5HS (2HS) 5O
•To connect from further out, omit the 2HS and delay the 5O to let them get as close as possible.

Meterless, Anywhere xx > 214P
•Only practical uses are as a kill combo, or as a followup to a 2HS (low).

25% Meter, Anywhere xx > 5O BRK > 5K 5HS > 214P > (Delay) 5HS > Oki or Damage ender
•Alicephia's most used combo, learn this first.
•If you're going for the Oki ender, delaying 5HS will probably make things easier on you.

25% Meter, Faces into Corner xx > 5O BRK > 5K 5HS > 214P > 5HS > j.236S > cl.5S f.5S > Oki or Damage ender
•5O always crosses up midscreen, and sometimes crosses up in the corner when BRK'd. This combo is assuming that you're very near the corner after 5O BRK.

50% Meter, Anywhere xx > 214P BRK > 5HS 214P > 2P 5HS > Oki or Damage ender
•Not really useful unless you have the meter and are just outside of range for 5O.

50% Meter, Anywhere (xx) > j.214K BRK > j.S > 5HS 214P > 5HS > Oki or Damage ender
•Won't work if you're too high.

50% Meter, Anywhere (xx) > j.214K BRK > j.HS > j.236K > j.HS > j.236S
•For when you are higher up (i.e. fuzzy dj9.HS), it's not a lot of damage so think before spending meter on it. Knocks down midscreen

100% Meter, Anywhere xx > 236236K > j.236K (wiff) > Land > [5HS 214S] x4 > 5HS > Damage ender
•Highly damaging and easy to do, the problem is that it takes so much meter. If you get 100% go for it!

100% Meter, Anywhere xx > 236236K > j.236K (wiff) > Land > [5HS 214S] x3 > 5HS > 5HS > Oki ender
•Oki variation of the super combo.

100% Meter, Near Corner xx > 236236K j.236K (whiff) > Land > [5HS 214S] x4 > 5HS > j9.S HS > j.236S > Land > j9.S HS > dj9.S j.HS j.O
•Will not work if hugging corner. Super spacing dependant, it's the combo from that combo movie. j.O ender isn't actually a good idea that high up unless it will kill (only kills Aiwhen).
•However this combo is a good demonstration of using Bash to extend combos.

Damage Ender 1 j9.(K) S HS > dj9.S HS > j.236K > j.HS > j.236S
•Most common ender, solid damage but doesn't work at high proration.
•Also what you want to try to go for off confirms in the air.
Damage Ender 2 j9.K S HS > dj9.S HS > j.236S
•For when you're too low with respect to the opponent for the dive extender, or for when proration is too high.
Oki Ender 1 j9.HS O
•Sacrifices ~10% damage (depending on char), but grants you real oki and 25% meter steal. If not for the oki and meter gain, you should at least consider running this for the meter denial.
Oki Ender 2 j9.S Delay HS O
•Extender, character specific to larger characters.

Bash Loops and Extenders

There are some near corner bash -> dash in and tk bash loop combos that would be useful to know, takes some experience to get a feel for when they can apply. Bash loop can get you a significant amount (though not really huge) amount of extra damage, especially if you're going for okizeme style combos. Extenders don't really add as much damage, but they will give you extra corner carry which is also helpful.

The Loop xx > [5HS > j.236S] x{1-3} > Some Ender

It works best when you are a little more than max 5HS range from the corner, you get less repetitions as you get closer. You also get less repetitions if you had a big lead-in to the loop (i.e. full BRK BnB starter into 214P).

Bash knocks the opponent down at an angle, and after awhile they can tech. You can also bounce people off the edge of the screen sometimes (not just the wall!). Unlike bash loop, here you generally will do a bash shortly after a short aerial (like in the combo movie combo in the BnB section), then dash in to followup with an air combo.

Golden Rule
When in doubt, just go for a normal BnB. Stability > flash.


5K / 2K / 2P > 5HS > (2HS) > BnB

Any sort of ground dash air string > 5HS 2HS > BnB
•Go straight into 5HS to avoid unnecessary proration.

Some air hit > Double Jump > Damage Ender •There's really too much variance here to go into detail. You can get extra damage if positioning is right for a Bash loop / extender.


DON'T OTG WITH ALICEPHIA The primary reason you do OTGs is to build meter, Alicephia does not build meter from this. She also doesn't really have good OTG setups and the Okizeme is more valuable to her. Here's some OTGs anyway.

5K 5HS > j9.K HS
•For damage, if you're close enough and it will kill.

5K 5O
•Punishable meter steal, good against people who don't know that they can recover and punish.


5O / j.O Knockdown
Just dash and go into your dash mixups. Weak to backdashes midscreen, they are easily punished by doing a late j.S after the dash, which should let you confirm into an air combo.

214P Knockdown
Similar to the 5O / j.O KD, however here you're at the perfect distance to toss a 214S. So toss a 214S then dash and go for shenanigans.

j.236S Ender It doesn't knock down most the time you use it, so it's not technically okizeme, but it's a post-combo situation you will be seeing a lot so you should know your options.

j.236S has strong untechable time on wallslam, and pushes your opponents far away if it doesn't. On wallslam midscreen the most basic option is to do an extended dash to get in close, do a j.HS on their recovery or something. In the corner, you can actually punish bad recoveries with cl.5S, it will hit people who try to air block and if you do it fast enough will also hit people who quick recover. If j.236S doesn't wallslam, you're pretty much out of luck, you go right back to neutral.



<please indent descriptions>














Move Details

Special Skills

5O [ Mid, BRK ]
Steals 25% meter from the opponent on hit. Landing this as often as possible is crucial, as Alicephia otherwise gets very little meter on her own, and it also denies meter from the opponent. Generally you can go into this from any random grounded hits. Can BRK on hit and block. On hit, the BRK window is when Alicephia stops on the other side of the opponent, and on block the BRK window is when Alicephia trips and goes flying in the air.
j.O [ High, BRK ]
Same as 5O, except in the air, and hits high as such. Same deal otherwise. Can only BRK on hit, and the BRK window is when Alicephia lands.


<engname> - 214S [ Mid, Projectile, BRK ]
You can BRK this move on hit, block, and whiff.
<engname> - 214HS [ Projectile, BRK ]
You can BRK this move on hit, block, and whiff.
<engname> - 214P [ Mid, BRK ]
You can BRK this move on hit, block, and whiff.
<engname> - j.214P [ High, BRK ]
You can BRK this move on hit, block, and whiff.
Bash - j.236S [ High, BRK ]
You can BRK this move on hit, block, and whiff.
<engname> - j.236K [ High ] j.236K > 4
<engname> - j.236K~4 [ High ]
<engname> - j.214K [ Low, Projectile, BRK ]
You can BRK this move on hit, block, and whiff.
<engname> - j.2K [ Invul ]
Alicephia is invulnerable on startup. Not certain of where all the invul frames really are, however.

Finishing Moves

<engname> - 236236S [ Mid ]
Causes a passive effect that basically makes every attack Alicephia does untechable. As such, you can basically go crazy with what kind of custom combos you pull off with this. Also has startup invul, but the window of invul is really brief.

Command Normals

6HS [ High, Jump on hit ] 6HS > N/A
Alicephia's universal overhead. Don't throw it around too much.


5P [ Mid ] 5P > cl.5S, 2S, 5HS, 2HS, 5O
2P [ Mid ] 2P > cl.5S, f.5S, 2S, 5HS, 2HS, 5O
5K [ Low ] 5K > cl.5S, f.5S, 2S, 5HS, 2HS, 5O
2K [ Low ] 2K > cl.5S, f.5S, 2S, 5HS, 2HS, 5O
cl.5S [ Mid, Jump, Air Unblock ] cl.5S > f.5S, 2S, 2HS, 5O
f.5S [ Mid, Jump ] f.5S > 5O
2S [ Mid ] 2S > 2HS, 5O
5HS [ Mid, Vacuum, Jump ] 5HS > 2HS, 5O
2HS [ Low ] 2HS > 5O

Air Normals

j.P [ High, Jump ] j.P > j.K, j.S, j.HS, j.O
Alicephia's best air normal vs opponents coming at her from above. Aside from that, not much reason to use this.
j.K [ High, Jump ] j.K > j.P, j.S, j.HS, j.O
Jumpin of choice when close to the opponent. Aside from that, it's useful for aerial blockstrings.
j.S [ High, Jump ] j.S > j.P, j.K, j.HS, j.O
What you want to use for air to air when the opponent is at your level. Also useful for combos and aerial blockstrings.
j.HS [ High, Jump ] j.HS >j.O
Jumpin of choice when trying to get in. It will actually stuff anti-airs from a lot of characters. Also doing a really deep j.HS will have the animation come out but the move itself won't, allowing you to set up tick throws.

Frame Data

Copied from the JP Wiki.


Move Startup Duration Recovery Total Attack Level Grounded Frame Advantage Aerial Frame Advantage
5P 7 5 21 33 1 -1 -1
5K 11 5 28 44 1 -8 -8
cl.5S 11 5 31 47 2 -1 -
f.5S 13 5 33 51 2 -3 -8
5HS 13 5 36 54 2 -6 -11
2P 8 5 18 31 1 2 2
2K 10 5 35 50 1 -15 -15
2S 12 5 31 48 2 -1 -6
2HS 14 5 26 45 2 4 -1
j.P 9 5 20 34 1 0 0
j.K 8 5 28 41 1 -8 -8
j.S 11 5 23 39 2 7 2
j.HS 16 5 36 57 2 -11 -16
6HS 36 5 44 85 3 -9 -14


Move Startup Duration Recovery Total Attack Level Grounded Frame Advantage Aerial Frame Advantage
214S 13 - 42 55 2 - -
214HS 13 - 35 48 2 - -
214P 21 14 *1 47 82 2 -2 -7
j214P 15 14 *1 49 78 2 -28 -33
j236S 24 5 40 69 2 -15 -20
j236K 24 - 24 *2 2 7 2
j236K~4 12 10 39 61 2 -13 -18
j214K 29 5 56 90 1 -31 -31
j2K 24 - 23 47 - - -
5O 12 5 41 58 1 -101 -101
j5O 13 5 30 48 2 -80 *3 -80 *3

Finishing Skills

Move Startup Duration Recovery Total Attack Level Grounded Frame Advantage Aerial Frame Advantage
236236S 7 *4 5 80 92 2 -50 -55


  • *1: 2f active, 4f nothing, 2f active, 4f nothing, 2f active. Something about the final 2f and I have no idea.
  • *2: Upon landing.
  • *3: The higher up you are, the more frame disadvantage there is.
  • *4: 60 Superflash.

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