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Tekken 8 — Characters

Alisa Bosconovitch – Frame Data

Alisa Bosconovitch is a well-rounded, simple character who suffocates opponents with pokes, movement, and stance mixups, forcing mistakes and punishing them. With an answer for nearly every situation, she is a perfect pick for players who want a compact, accessible toolkit that still controls the entire pace of the match.

205 Moves

Normal Moves

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BT Stance

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FC Stance

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OTG Stance

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H. Stance

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R. Stance

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DES Stance

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SS Stance

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BKP Stance

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CLK Stance

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DBT Stance

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FUFT Stance

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SBT Stance

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Fighter Profile
Agility Beginner
Offense
8
Defense
7
Execution
5

Weak to: Step Right

Overview

Agile pokes and chainsaw pressure; linear attacks and modest poke damage.

Heat System

Alisa's heat is built around launching engagers (F2,1, 1+2, DES F2,1,2) and new chainsaw access: raw armored DES via H D1+2, raw DBT via H F1+4, and the new H FF2,1+2. Her heat smash H2+3 is an evasive low-crush panic tool and strong combo/wall ender, though i20, linear, and airborne; on block it can transition to SBT, DBT, or DES for continued pressure.

Strengths

Great Movement: top-class backdash and sidestep makes her very hard to hit.Smothering Offense: versatile mixup stances with options on options and solid lockdown, e.g., DES B2,1 and DBT F1+2.Strong Keepout: easily disrupts pressure with B1+2, df+4 and standing 4.Low Risk: many of her best buttons are relatively safe, like FC 1+2, DF2, and UF2.

Weaknesses & Counterplay

Double Rocket Punch and Hang-Up are extremely slow (i63+) — sidestep and launch whiffMost damaging throws are breakable (1, 2, or 1+2) — practice break readsQuick-fix Protocol transitions into DES/SBT/DBT on block — lab counterplay to each stance exit
Game Plan
Use movement and keepout tools to provoke whiffs, then punish with 1,1 or WS1,2 into DES.Apply pokes like DF1, F2, D4, DB3, and DF4 to chip away and bait reactions.Once in Boot or Dual Boot, cycle between mid and low options to force a mistake.Stay patient: Alisa lacks comeback damage, so avoid big life deficits and take the round at your pace.At the wall, use DES oki and heat smash enders to squeeze out extra damage.
Stances
Destructive Form (DES) — enter: Mainly through punishment (e.g., 1,1 or WS1,2) or slower big moves like B1+2, WR2, or UF+2. In heat, you can also enter raw armored with H D1+2 or from the heat smash transition with 1+2. — Powerful, versatile mixup stance that gives you strong offense once you get in.Boot (SBT) — enter: On moves like BKP 1 or F1+2, or raw with F3+4. After a heat smash, press 3 to transition into SBT. — Mid-low mixup stance cycling SBT 2 and SBT 3. Also has an unblockable high (SBT 1+2), a safe mid string (SBT 1,2), and a high-damage launcher (SBT 4) that is very punishable. Season 2 made it faster, but you'll usually want DBT.Dual Boot (DBT) — enter: You can enter it from the same moves as SBT (except raw F3+4), plus new ways: H F1+4, DES D+2, Evasive Action F3/4, and DES F2,1 in heat. Also from heat smash with F3. — Extremely good but somewhat risky mixup stance. Season 2 improved it with faster movement, a new mid in DBT F1+2, an improved DBT F+2, and solid mid DBT 1+2. It also shares SBT moves like DBT 3 and DBT 4.Backup (BKP) — enter: Hold DB while in SBT, or manually press DB+1. — A high-crushing stance with specific uses: BKP 1 is a plus-on-block high that transitions to a Boot stance, BKP 2 is a combo tool, BKP 1+2 is a reactable unblockable launcher, BKP 3 is a mid kick that can pick up a launch, and BKP 4 is an evasive big-damage launcher with poor range.