Tatsunoko vs Capcom: Ultimate All Stars/Alex: Difference between revisions

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=Introduction=
{{TVC Character Intro|char=Alex|content=
==Introduction==
Alex from ''Street Fighter III'' comes to ''Tatsunoko vs Capcom'' with a not-so-great rendition of Jazzy NYC. He’s the same grappler you expect, and notably, the only small character with a snapback. Lacking projectiles and a double jump, Alex may struggle in certain matchups, but once he gets going, he can wipe out entire characters with ease.


=Moves List=
==Gameplay==
==Normal Moves==
*6C-Upward arm hit-Alex swings his arm in an upward angle. If this hits the enemy, this will cause the enemy to fly in a slight stagger. You can follow up with his Air Knee Smash (623A/B/C) or with a mix-up using his Stun Gun Headbutt Super (421+Any two attack buttons).
==Special Moves==
*Flash Chop-236A/B/C-Alex takes his arm and does a horizontal slash at the enemy. Each version has its own speed as to how fast Alex does this special, different damage output, and how long the enemy's back will face you. The A version comes out pretty quickly while the enemy's back is briefly seen (~2,800 Billion Damage), the B version is slightly slower (barely) and the enemy's back is out longer than the A version (~3,120 Billion Damage), and the C version takes the longest for Alex to perform this special, but the enemy's back is facing Alex for about 2 seconds (~3,440 Billion Damage). If the enemy is hit by Alex's Flash Chop, the enemy's back will face Alex. This is good to use in a ground combo (particularly B (but you should Baroque if you are going to combo with Alex alone, or use your Assist to continue the combo)) because you can cancel Flash Chop into any of his supers. If you Flash Chop into his Power Bomb (11 Billion Damage), Alex will throw the enemy differently compared to just Power Bombing the enemy by itself (around 7,500 Billion Damage). This rule also applies to his Hyper Bomb super, instead of the three slams that Alex does by itself (around 26 Billion Damage), with a Flash Chop -> Hyper Bomb, he does 5 body slams (around 28 Billion Damage). 
*Machine Gun Chop-236C (Hold C down for full effect)-A fully charged version of Flash Chop, Alex takes about 3 seconds to charge his hand. Once his hand is fully charged, he swings his arm at his enemy; if the enemy his hit by Machine Gun Chop, Alex will do 21 hits of karate chop fury, causing great damage (around 17 Billion damage). This may be possible to combo this special with the proper Assist, or after a Stun Gun Headbutt. Machine Gun Chop is unblockable.
*Slash Elbow-Charge 4 for a few seconds, then 6A/B/C-Alex dashes towards his enemy with a fast elbow attack. Each version travels about half way across the screen but has its own effects. The A version travels half just hits the enemy (normally), the B version will knock the enemy down, while the C version will slam the enemy onto the wall (causing a wall bounce). The C version can be used in a combo (especially if you are close to the corner or if you Baroque right after the C version).If you time this combo correctly, you can launch your enemy into an air combo (which can lead to some nice damage output).
**Drop Kick-During a timed Slash Elbow, 623C-Alex does a slamming drop kick out of the enemy. If you are close enough to enemy (usually near the corner), you can forcefully switch your enemy's partner out. You will know if you have done this special move correctly because Alex would have done the special, and a message would appear (Snap back!). You can use this in a ground combo.
*Power Bomb-63214A/B/C (this can also be done in the air)-Alex's grab. There are two versions on the ground. The special by itself will have Alex grab the enemy, jump high in the air with the enemy in a bear hug, and slam the enemy onto the ground. The other version is with the Flash Chop (you may need to Baroque this if the Flash Chop is too fast)-> Power Bomb. This will have Alex do a reversal throw on the enemy, slamming the enemy head first to the ground. In the air, it's great to use to end your air combo with Alex because it causes knock down, and does a lot of damage.
*Air Stampede-Charge 2 for a few seconds, then 8A/B/C-Alex does a powerful jump in the air and slams right on the enemy's head. Each version travels about half way across the screen. This can be combo off 2C -> Air Stampede. Use this as a "cross-up" or to trick your opponent (you can trick your opponent with this special because your opponent may block the wrong way, giving you a free hit).
*Air Knee Smash-623A/B/C (this can be done in the air)-Alex jumps into the air and grabs the enemy with his legs, and slams them onto the ground. Each version has its height differences. The A version travels about regular jumping height, the B version travels about the height when you launch your enemy into the air (3C height), and the C version travels about a super jump height. You can use this in an air combo; however, this does less damage than his Power Bomb. Use Air Knee Smash as an anti-air and a way to surprise your opponent if he/she is "jump happy" (or jumps a lot during a match).
==Super Moves==
*Boomerang Raid-236+Any two attack buttons-Alex does four Flash Chops, and ends the super with a reverse Power Bomb. This is great to use for a ground combo.
*Stun Gun Headbutt-623+Any two attack buttons-Alex jumps in the air, and grabs the enemy's head. If he is successful, he does 5 headbutts which will dizzy the enemy. The dizzy lasts about 5-6 seconds. The two attack buttons you use determines how far Alex will travel with this super. If you use AB, Alex will travel about 1/4 across the screen, if you use AC, he will travel half way across the screen, and if you use BC, Alex will travel about 2/3rds across the screen. You can use this in a ground combo (usually after using A/B Flash Chop or with the proper Assist).
*Hyper Bomb-(Level 3-63214789 (i.e. 360 motion)+Any two attack buttons)-Alex has two versions of his level 3 super. By itself, he will do three powerful slams on the enemy (and does around 26 Billion Damage), whereas if you use this super right after A/B Flash Chop, Alex will do 5 reverse body slams on the enemy (does around 28 Billion Damage). This is a great level 3 super to use in a ground combo or to punish your opponent when he/she makes a mistake.
=As An Assist=
Alex jumps in and does his A Flash Chop. You can use this in a ground combo. His Assist is fine for corner combos, because you can continue to hit the enemy and potentially save a Baroque set up.


=The Basics=
Standard Vs. Grappler
{{ProConTable
|pros=
* The only non-giant character with a snapback.
* Insane damage output, especially when boosted by Baroque—can wipe out most characters with just 20% Baroque.
* Benefits greatly from the VAR system, receiving both damage and meter boosts, plus a height damage boost.
* Decent anti-air options.
* Standing overhead that leads into multiple combo routes.
* Excellent giant killer.


=Advanced Strategy=
|cons=
* Cannot double jump.
* A well-timed pushblock can ruin setups.
* Struggles against zoning despite the ability to nullify fireballs.
* Has only one super that is truly worthwhile.
* Limited ways to close the gap—opponents can often interrupt or stop his approach. Strong fundamentals and meter management are crucial.
}}
}}


=Match-Ups=
 
==Move List==
 
{{TvCOverviewHeader
|header=Normal Moves
|move=[[File:Alex_5A.webm|thumb|{{TvCInput|A}}]]
|startup=8
|active=1
|recovery=18
|blockadv=-
|damage=1200
|properties=-
|notes=Jab. Nothing special—just a jab.
}}
 
{{TvCOverview
|move=[[File:Alex_2A.webm|thumb|{{TvCInput|2A}}]]
|startup=8
|active=1
|recovery=12
|blockadv=-
|damage=1120
|properties=-
|notes=Another jab, but crouching.
}}
 
{{TvCOverview
|move=[[File:Alex_5B.webm|thumb|{{TvCInput|B}}]]
]]
|startup=11
|active=3
|recovery=21
|blockadv=-
|damage=2140
|properties=-
|notes=A decent normal with some anti-air properties, though it’s more likely to be used as combo filler.
}}
 
{{TvCOverview
|move=[[File:Alex_2M.webm|thumb|{{TvCInput|2B}}]]
|startup=10
|active=2
|recovery=15
|blockadv=-
|damage=2200
|properties=Low
|notes=A solid poke. Likely to be your hit-confirm into most combos when both players are grounded.
}}
 
{{TvCOverview
|move=[[File:Alex_5C.webm|thumb|{{TvCInput|C}}]]
|startup=18
|active=3
|recovery=30
|blockadv=-
|damage=3380
|properties=Overhead
|notes=One of Alex's many overheads. Cannot be linked from other normals but can chain into {{TvC-Colors|red|2C}} or a special. Best followed by charging for a {{TvC-Colors|green|Slash Elbow}}.
}}
 
{{TvCOverview
|move=[[File:Alex_2C.webm|thumb|{{TvCInput|2c}}]]
|startup=14
|active=2
|recovery=33
|blockadv=-
|damage=3340
|properties=Low
|notes=A sweep with decent range, used in most of Alex’s combos and block string starters.
}}
 
{{TvCOverview
|move=[[File:Alex_6C.webm|thumb|{{TvCInput|6c}}]]
|startup=14
|active=3
|recovery=21
|blockadv=-
|damage=3880
|properties=Knockback
|notes=A somewhat unreliable anti-air, rarely seen in neutral or combos. Can link into {{TvC-Colors|green|Slash Elbow}} or {{TvC-Colors|red|Drop Kick}}, but requires close range.
}}
 
{{TvCOverview
|move=[[File:Alex_3C.webm|thumb|{{TvCInput|3c}}]]
|startup=16
|active=6
|recovery=29
|blockadv=-
|damage=3200
|properties=Launcher
|notes=Functions as a launcher and can work as an anti-air. If the opponent doesn't pushblock, you can easily punish blocked launchers with a {{TvC-Colors|green|Power Bomb}}.
}}
 
{{TvCOverview
|move=[[File:Alex_jA.webm|thumb|{{TvCInput|ja}}]]
|startup=6
|active=8
|recovery=24
|blockadv=-
|damage=1120
|properties=Overhead
|notes=A fast air attack that hits diagonally. Mainly useful for correcting positioning during air combos.
}}
 
{{TvCOverview
|move=[[File:Alex_j.B.webm|thumb|{{TvCInput|jb}}]]
|startup=8
|active=5
|recovery=28
|blockadv=-
|damage=2080
|properties=Overhead
|notes=A versatile air normal with great range. Used for air {{TvC-Colors|green|Power Bomb}} resets, grounded IAD crossups, air blocks into {{TvC-Colors|green|Power Bomb}}, and more. This is Alex's go-to move.
}}
 
{{TvCOverview
|move=[[File:Alex_j.C.webm|thumb|{{TvCInput|jc}}]]
|startup=11
|active=N/A
|recovery=29
|blockadv=-
|damage=3320
|properties=Overhead
|notes="Head Dive!" Massively unsafe but causes extreme stagger, allowing for extended combos. More effective when close to the ground. Combining with an assist can make it safer, but don’t rely on it too often.
}}
 
 
 
{{TvCOverviewHeader
|header=Universal Mechanics
|move=[[File:Alex_VAR.webm|thumb]]
|startup=6
|active=9
|recovery=-
|blockadv=-
|damage=2300
|properties=Overhead
|notes=Uses the Knee Smash animation. Alex is unique in that he can exploit the VAR Boost glitch: by jumping, performing an instant air dash, using {{TvC-Colors|red|j.C}}, and then executing a VAR, his momentum is multiplied in the direction of the air dash. This can be used for tricky baits.
{{TvCInput|sjc}} j.{{TvCInput|44}} {{TvCInput|jc}} {{TvCInput|236P}}
 
}}
 
{{TvCOverview
|move='''Crossover Counter'''
|startup=27
|active=3
|recovery=28
|blockadv=-
|damage=2400
|properties=-
|notes=Uses the {{TvC-Colors|red|3C}} animation.
}}
 
{{TvCOverview
|move='''Assist <br> {{TvC-Colors|green|(Slash Elbow)}}'''
|startup=43
|active=2
|recovery=26
|blockadv=-
|damage=3200
|properties=-
|notes=A fairly decent assist, comparable to Ryu's fireball but with 3/4 screen range.
}}
 
{{TvCOverview
|move='''Forward Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5600
|properties=Throw
|notes=Leaves the opponent standing, allowing for mixups, {{TvC-Colors|green|Knee Smash}} or {{TvC-Colors|green|Power Bomb}} follow-ups depending on your read.
}}
 
{{TvCOverview
|move='''Back Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5600
|properties=Throw
|notes=Unlike the forward throw, this grounds your opponent, leading into an oki situation.
}}
 
{{TvCOverview
|move='''Air Forward Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=6400
|properties=Throw
|notes=
}}
 
{{TvCOverview
|move='''Air Back Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=6400
|properties=Throw
|notes=
}}
 
 
 
{{TvCOverviewHeader
|header=Special Moves
|move=[[File:Powerbomb-11.webm|thumb|{{TvC-Colors|green|Powerbomb}} <br> {{TvCInput|63214X}}]]
|startup=2/5/9
|active=3
|recovery=51/46/40
|blockadv=-
|damage=7600 (7900 vs back)
|properties=Throw
|notes=Command grab. Turns into a suplex if the opponent is backwards. <br>'''Usable on giants.'''
}}
 
{{TvCOverview
|move=[[File:Air Bomb-1(1).webm|thumb|{{TvC-Colors|green|Air Powerbomb}} <br> j.{{TvCInput|63214X}}]]
|startup=2
|active=4
|recovery=-
|blockadv=-
|damage=7798
|properties=Throw
|notes=Air command grab. Can be used in or out of combos. Due to damage scaling, it's best to land this before your opponent can recover.
}}
 
{{TvCOverview
|move=[[File:Flash Chop Suplex-6.webm|thumb|{{TvC-Colors|green|Flash Chop}}<br> {{TvCInput|236X}}]]
|startup=4/17/24
|active=3/3/2
|recovery=29/34/28
|blockadv=-
|damage=2800/3120/3440
|properties=Back Turn + Projectile Erase
|notes=
* {{TvC-Colors|blue|A Flash Chop}}: Provides little hitstun, can set up resets but doesn’t combo into {{TvC-Colors|green|Power Bomb}} or {{TvC-Colors|green|Stun Gun Headbutt}}.
* {{TvC-Colors|yellow|B Flash Chop}}: Links easily into {{TvC-Colors|green|Stun Gun Headbutt}}; can be followed with BBQ into {{TvC-Colors|red|C Flash Chop}}.
* {{TvC-Colors|red|C Flash Chop}}: Requires BBQ or an assist to connect. Causes the opponent to turn around and stay in hitstun for a long time.
* All versions can erase one projectile.
}}
 
{{TvCOverview
|move=[[File:Charged Chop (2)-3.webm|thumb|{{TvC-Colors|green|Machine Gun Chop}} <br> {{TvCInput|236holdc}}]]
|startup=59
|active=2
|recovery=28
|blockadv=-
|damage=17229
|properties=Unblockable + Projectile Erase
|notes=Fully charged {{TvC-Colors|red|C Flash Chop}} becomes an unblockable with a cinematic follow-up. <br>'''Usable on giants. Requires Alex to crouch very low when hitting Roll.'''
}}
 
{{TvCOverview
|move=[[File:Elbow Slash-5.webm|thumb|{{TvC-Colors|green|Slash Elbow}} <br> {{TvCInput|46x}}]]
|startup=17
|active=2
|recovery=27
|blockadv=-
|damage=2800/3000/3200
|properties=None/Knockdown/Wall Bounce
|notes=Likely to be your main approach tool. Alex flies toward the opponent.
* {{TvC-Colors|blue|A Slash Elbow}}: Causes a soft knockdown if the opponent is airborne. Can lead into {{TvC-Colors|green|Hyper Bomb}}.
* {{TvC-Colors|yellow|B Slash Elbow}}: Causes a hard knockdown. Useful in neutral and allows Alex to carry wall-to-wall.
* {{TvC-Colors|red|C Slash Elbow}}: Causes a wall bounce.
* All versions can be followed with {{TvC-Colors|red|Drop Kick}}.
}}
 
{{TvCOverview
|move=[[File:Drop Kick Snapback-4.webm|thumb|{{TvC-Colors|red|Dropkick}} <br> {{TvCInput|46x}} {{TvCInput|plus}} {{TvCInput|623c}}]]
|startup=17
|active=3
|recovery=39
|blockadv=-
|damage=2000
|properties=Snapback + Self-Knockdown
|notes=The only normal character with a snapback. The self-knockdown allows for wakeup rolls and mixups with assists on incoming. Causes a wall bounce on giants or solo characters in a juggle state.
}}
 
{{TvCOverview
|move=[[File:Knee Drop-10.webm|thumb|{{TvC-Colors|green|Knee Smash}} <br> {{TvCInput|623x}}]]
|startup=11/13/13
|active=2/2/6
|recovery=-
|blockadv=-
|damage=5680
|properties=Air Grab
|notes=Anti-air grab, can be used for resets. {{TvC-Colors|red|C Knee Smash}} is preferred for anti-air opportunities.
}}
 
{{TvCOverview
|move=[[File:Wild Stomp-15.webm|thumb|{{TvC-Colors|green|Air Stampede}} <br> {{TvCInput|28x}}]]
|startup=26
|active=5
|recovery=24
|blockadv=-
|damage=2600
|properties=Overhead/OTG
|notes=Quick damage option or OTG finisher. Easy to forget, but useful in certain situations.
}}
 
 
 
{{TvCOverviewHeader
|header=Super Moves
|move=[[File:Boomerang Raid.webm|thumb|{{TvC-Colors|green|Boomerang Raid}} <br> {{TvCInput|236xx}}]]
|startup=12+8
|active=3(14)3(17)3(14)2(18)4
|recovery=39
|blockadv=-
|damage=13098
|properties=Throw (5th Hit Only)
|notes=A 4-hit move that ends with a grab. The final hit will hit new players once, then never again.
}}
 
{{TvCOverview
|move=[[File:Stungun Close.webm|thumb|{{TvC-Colors|green|Stun Gun Headbutt}}
<br> {{TvCInput|421A}} {{TvCInput|plus}} {{TvCInput|B}}
<br> {{TvCInput|421a}} {{TvCInput|plus}} {{TvCInput|c}}
<br> {{TvCInput|421b}} {{TvCInput|plus}} {{TvCInput|c}}
]]
|startup=4+23
|active=4
|recovery=18
|blockadv=-
|damage=4920
|properties=Grab + Stagger + Dizzy (Mashable)
|notes=Alex jumps a distance based on the button combination, and if the opponent is grounded in front of him, he headbutts them, causing a dizzy state. <br> the dizzy state can be mashed out of <br>Special animation on giants. Useful for style points but situational in practice.
* {{TvC-Colors|blue|L+M}}: Short jump, useful as a link from {{TvC-Colors|yellow|B Flash Chop}}.
* {{TvC-Colors|blue|L+H}}: Mid-screen jump.
* {{TvC-Colors|yellow|M+H}}: Near full-screen jump.
}}
 
{{TvCOverview
|move=[[File:Hyperbomb forward.webm|thumb|{{TvC-Colors|green|Hyper Bomb}} <br> {{TvCInput|360xx}}]]
<br> [[File:Hyperbomb back.webm|thumb|{{TvC-Colors|green|Suplex Hyper Bomb <br> '''(While Opponent is Backwards)'''}} <br> {{TvCInput|360xx}}]]
 
|startup=7+0
|active=5
|recovery=38
|blockadv=-
|damage=25960 (26320 vs Back)
|properties=Throw + Invuln f1-15
|notes=The "Hyper Bomb"—a powerful grab with invulnerability on frames 1-15. Unique animation if the opponent is back turned. '''Usable on giants.'''
}}
{{TvCComboHeader
|header=Notable Players
}}
{{TvC-Players
| name = Pops
| point = Doronjo
| anchor = Alex
| pointportrait = TvC_Doronjo_Face.png
| anchorportrait = TvC_Alex_Face.png
| social = [https://www.youtube.com/user/oreo311 Youtube]
}}
{{TvC-Players
| name = Mackie Garou
| point = Alex
| anchor = Viewtiful Joe
| pointportrait = TvC_Alex_Face.png
| anchorportrait = TvC_Viewtiful_Joe_Face.png
| social = [https://www.twitch.tv/mackiegarou Twitch]
}}
{{TvC-Players
| name = High Plains Grifter
| point = Alex
| anchor = Yatterman-1
| pointportrait = TvC_Alex_Face.png
| anchorportrait = TvC_Yatterman-1_Face.png
| social = [https://www.twitch.tv/highplains_grifter Twitch]
}}
{{TvC-Players
| name = Protokami
| point = Zero
| anchor = Saki
| pointportrait = TvC_Zero_Face.png
| anchorportrait = TvC_Alex_Face.png
| social = [https://m.twitch.tv/protokami_ Twitch]
}}
{{TvC-Players
| name = Marn
| point = Alex
| anchor = Zero
| pointportrait = TvC_Alex_Face.png
| anchorportrait = TvC_Zero_Face.png
| social = [https://m.twitch.tv/marnorz/about Twitch]
}}


{{Navbox-TVC}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Latest revision as of 21:14, 28 December 2024

Introduction

Alex from Street Fighter III comes to Tatsunoko vs Capcom with a not-so-great rendition of Jazzy NYC. He’s the same grappler you expect, and notably, the only small character with a snapback. Lacking projectiles and a double jump, Alex may struggle in certain matchups, but once he gets going, he can wipe out entire characters with ease.

Gameplay

Standard Vs. Grappler

Strengths Weaknesses
  • The only non-giant character with a snapback.
  • Insane damage output, especially when boosted by Baroque—can wipe out most characters with just 20% Baroque.
  • Benefits greatly from the VAR system, receiving both damage and meter boosts, plus a height damage boost.
  • Decent anti-air options.
  • Standing overhead that leads into multiple combo routes.
  • Excellent giant killer.
  • Cannot double jump.
  • A well-timed pushblock can ruin setups.
  • Struggles against zoning despite the ability to nullify fireballs.
  • Has only one super that is truly worthwhile.
  • Limited ways to close the gap—opponents can often interrupt or stop his approach. Strong fundamentals and meter management are crucial.
TVC Alex Art.png


Move List

Normal Moves

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8 1 18 - 1200 - Jab. Nothing special—just a jab.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8 1 12 - 1120 - Another jab, but crouching.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
]] 11 3 21 - 2140 - A decent normal with some anti-air properties, though it’s more likely to be used as combo filler.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
10 2 15 - 2200 Low A solid poke. Likely to be your hit-confirm into most combos when both players are grounded.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
18 3 30 - 3380 Overhead One of Alex's many overheads. Cannot be linked from other normals but can chain into 2C or a special. Best followed by charging for a Slash Elbow.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
14 2 33 - 3340 Low A sweep with decent range, used in most of Alex’s combos and block string starters.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
14 3 21 - 3880 Knockback A somewhat unreliable anti-air, rarely seen in neutral or combos. Can link into Slash Elbow or Drop Kick, but requires close range.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
16 6 29 - 3200 Launcher Functions as a launcher and can work as an anti-air. If the opponent doesn't pushblock, you can easily punish blocked launchers with a Power Bomb.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 8 24 - 1120 Overhead A fast air attack that hits diagonally. Mainly useful for correcting positioning during air combos.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8 5 28 - 2080 Overhead A versatile air normal with great range. Used for air Power Bomb resets, grounded IAD crossups, air blocks into Power Bomb, and more. This is Alex's go-to move.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
11 N/A 29 - 3320 Overhead "Head Dive!" Massively unsafe but causes extreme stagger, allowing for extended combos. More effective when close to the ground. Combining with an assist can make it safer, but don’t rely on it too often.



Universal Mechanics

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 9 - - 2300 Overhead Uses the Knee Smash animation. Alex is unique in that he can exploit the VAR Boost glitch: by jumping, performing an instant air dash, using j.C, and then executing a VAR, his momentum is multiplied in the direction of the air dash. This can be used for tricky baits.

TVC-SJC.png j. TVC-4.png TVC-4.png j.TVC-H.png TVC-236.png TVC-P.png

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crossover Counter 27 3 28 - 2400 - Uses the 3C animation.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Assist
(Slash Elbow)
43 2 26 - 3200 - A fairly decent assist, comparable to Ryu's fireball but with 3/4 screen range.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Forward Throw - - - - 5600 Throw Leaves the opponent standing, allowing for mixups, Knee Smash or Power Bomb follow-ups depending on your read.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw - - - - 5600 Throw Unlike the forward throw, this grounds your opponent, leading into an oki situation.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Forward Throw - - - - 6400 Throw
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw - - - - 6400 Throw



Special Moves

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
2/5/9 3 51/46/40 - 7600 (7900 vs back) Throw Command grab. Turns into a suplex if the opponent is backwards.
Usable on giants.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
2 4 - - 7798 Throw Air command grab. Can be used in or out of combos. Due to damage scaling, it's best to land this before your opponent can recover.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
4/17/24 3/3/2 29/34/28 - 2800/3120/3440 Back Turn + Projectile Erase * A Flash Chop: Provides little hitstun, can set up resets but doesn’t combo into Power Bomb or Stun Gun Headbutt.
  • B Flash Chop: Links easily into Stun Gun Headbutt; can be followed with BBQ into C Flash Chop.
  • C Flash Chop: Requires BBQ or an assist to connect. Causes the opponent to turn around and stay in hitstun for a long time.
  • All versions can erase one projectile.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
59 2 28 - 17229 Unblockable + Projectile Erase Fully charged C Flash Chop becomes an unblockable with a cinematic follow-up.
Usable on giants. Requires Alex to crouch very low when hitting Roll.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
17 2 27 - 2800/3000/3200 None/Knockdown/Wall Bounce Likely to be your main approach tool. Alex flies toward the opponent.
  • A Slash Elbow: Causes a soft knockdown if the opponent is airborne. Can lead into Hyper Bomb.
  • B Slash Elbow: Causes a hard knockdown. Useful in neutral and allows Alex to carry wall-to-wall.
  • C Slash Elbow: Causes a wall bounce.
  • All versions can be followed with Drop Kick.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
17 3 39 - 2000 Snapback + Self-Knockdown The only normal character with a snapback. The self-knockdown allows for wakeup rolls and mixups with assists on incoming. Causes a wall bounce on giants or solo characters in a juggle state.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
11/13/13 2/2/6 - - 5680 Air Grab Anti-air grab, can be used for resets. C Knee Smash is preferred for anti-air opportunities.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
26 5 24 - 2600 Overhead/OTG Quick damage option or OTG finisher. Easy to forget, but useful in certain situations.



Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12+8 3(14)3(17)3(14)2(18)4 39 - 13098 Throw (5th Hit Only) A 4-hit move that ends with a grab. The final hit will hit new players once, then never again.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Stun Gun Headbutt
TVC-421.png TVC-L.png TVC-plus.png TVC-M.png
TVC-421.png TVC-L.png TVC-plus.png TVC-H.png
TVC-421.png TVC-M.png TVC-plus.png TVC-H.png
4+23 4 18 - 4920 Grab + Stagger + Dizzy (Mashable) Alex jumps a distance based on the button combination, and if the opponent is grounded in front of him, he headbutts them, causing a dizzy state.
the dizzy state can be mashed out of
Special animation on giants. Useful for style points but situational in practice.
  • L+M: Short jump, useful as a link from B Flash Chop.
  • L+H: Mid-screen jump.
  • M+H: Near full-screen jump.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes

Suplex Hyper Bomb
(While Opponent is Backwards)

TVC-360.png TVC-AT.png TVC-AT.png
7+0 5 38 - 25960 (26320 vs Back) Throw + Invuln f1-15 The "Hyper Bomb"—a powerful grab with invulnerability on frames 1-15. Unique animation if the opponent is back turned. Usable on giants.

Notable Players

Notable Players

Player Name Point Character Anchor Character Social Media
Pops
TvC Doronjo Face.png

Doronjo
TvC Alex Face.png

Alex
Youtube
Player Name Point Character Anchor Character Social Media
Mackie Garou
TvC Alex Face.png

Alex
TvC Viewtiful Joe Face.png

Viewtiful Joe
Twitch
Player Name Point Character Anchor Character Social Media
High Plains Grifter
TvC Alex Face.png

Alex
TvC Yatterman-1 Face.png

Yatterman-1
Twitch
Player Name Point Character Anchor Character Social Media
Protokami
TvC Zero Face.png

Zero
TvC Alex Face.png

Saki
Twitch
Player Name Point Character Anchor Character Social Media
Marn
TvC Alex Face.png

Alex
TvC Zero Face.png

Zero
Twitch

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants