BlakBlood

Alice Automa

Sentient Biological Weapon

Alice Automa

Alice is a reckless, high-speed biological weapon built around electric movement, aggressive pressure, and momentum-based offense.
She overwhelms opponents through constant engagement, positional switches, and explosive conversion tools that prevent defensive stabilization.

Command Inputs (Facing Right)

Command Normals

Weapon Breaker

+ X

Fast anti-air strike used to intercept jump-ins and maintain close-range control.

Electric Drive

+ Y

Forward-moving strike that advances Alice while applying pressure and extending offense.

Weapon Impact

+ B

Heavy downward hilt slam that launches the opponent for combo extensions.

Special Moves

Lightning Rider

+ X

A fast rushing attack that drives Alice forward and initiates offensive pressure sequences.
(X Version: long poke)
(Y Version: overhead)
(B Version: low launcher)

Electric Riser

+ Y / B (Air OK)

A rising electric uppercut used for defense and combo extension.
(Y Version: Fully invincible startup, defensive reversal tool)
(B Version: Higher damage, stronger launcher, no invincibility)
(Air Version (Crash Slam): A fast downward electric impact that drives Alice straight to the ground, landing into advantage or pressure continuation)

Arc Slam

+ A

A command grab where Alice seizes the opponent and violently slams them behind her, instantly switching sides to maintain offensive pressure.

Cyclone Vortex

+ X / Y / B (Air OK)

A spinning electric assault that alters positioning and creates layered mix-up pressure.
(X Version: Forward pressure spin for close-range offense)
(Y Version: Rising vortex that launches for juggle extension)
(B Version: Cross-through version that places Alice behind the opponent)

Thunder Crusher

+ B

A slow overhead strike used to break defensive opponents and force respect in neutral situations.
High-risk, high-reward tool.

Static Surge

+ A

A fast, low sliding electric burst that drives Alice forward.

Head Crusher

+ A (Air Only)

Double downward kick slam

Defib Decker

+ B (hold)

A charged guard-breaking attack that becomes more dangerous the longer it is held.
Used as a high-commitment callout tool against blocking or passive defense.

Breakers

Thunder Struck

+ RT (Uses 1 bar)

A rising uppercut super used as a combo ender or defensive punish tool.

Thunder Domed

+ RT (Air OK)

An anti-air grab super that punishes airborne approaches and resets momentum.

Weapon Install

+ RT

Alice enters a biological overclock state.
Effects:
All attacks gain +1 additional hit
All damage is increased
Special moves gain enhanced offensive properties
A temporary transformation that converts Alice into an extreme multi-hit pressure engine.

W.M.D

+ RT

A cinematic multi-hit destructive assault used for high damage conversion.

Mass Extinction

+ RT

An enhanced ultimate finisher available only during Weapon Install state.

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