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

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{{TVC Character Intro|char=Alex|content=
{{TVC Character Intro|char=Alex|content=
==Introduction==
==Introduction==
Alex From Street Fighter III with a not so great rendition of Jazzy NYC. He's the same grappler you expect and the only small character with a snapback. Due to naturally having no projectiles and no double jump, expect to struggle a bit while using him, but when you get started you can wipe out entire characters with ease.
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==
==Gameplay==
{{Content Box|content=
 
Standard Vs. Grappler
Standard Vs. Grappler
{{ProConTable
{{ProConTable
|pros=
|pros=
* Only character with a snapback
* The only non-giant character with a snapback.
* Insane damage, also gets a huge boost from baroque and can wipe most players with just %20
* Insane damage output, especially when boosted by Baroque—can wipe out most characters with just 20% Baroque.
* Gets damage and meter boost during VAR and benefits from Height Damage boost
* Benefits greatly from the VAR system, receiving both damage and meter boosts, plus a height damage boost.
* Pretty decent anti-airs
* Decent anti-air options.
* Standing overhead which can lead into multiple combo routes
* Standing overhead that leads into multiple combo routes.
* Very good Giant Killer
* Excellent giant killer.


|cons=
|cons=
* Cannot double jump
* Cannot double jump.
* A well timed pushblock ruins setups
* A well-timed pushblock can ruin setups.
* Gets outzoned easily despite being able to nullify fireballs
* Struggles against zoning despite the ability to nullify fireballs.
* Has basically one worthwhile super
* Has only one super that is truly worthwhile.
* Has a couple of ways to close the gap but any decent player can interrupt or stop it, footsies and fundamentals need to be in top form as well as watching meter management.
* Limited ways to close the gap—opponents can often interrupt or stop his approach. Strong fundamentals and meter management are crucial.
}}
}}


==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.
}}
}}


==Move List==
{{TvCOverview
===Normal Moves===
|move=[[File:Alex_2M.webm|thumb|{{TvCInput|2B}}]]
{| class = wikitable style="text-align: center;"
|startup=10
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|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
| '''5A''' || 8 || 1 || 18 || - || 1200 || - || Jab, nothing special, it's a jab
|move=[[File:Drop Kick Snapback-4.webm|thumb|{{TvC-Colors|red|Dropkick}} <br> {{TvCInput|46x}} {{TvCInput|plus}} {{TvCInput|623c}}]]
|-
|startup=17
| '''2A''' || 8 || 1 || 12 || - || 1120 || - || Same here, it's a jab, but crouching, oohhh
|active=3
|-
|recovery=39
| '''5B''' || 11 || 3 || 21 || - || 2140 || - || A decent normal, it has some Anti-air properties, but more than likely it'll be combo filler,
|blockadv=-
|-
|damage=2000
| '''2B''' || 10 || 2 || 15 || - || 2200 || Low || A really solid poke, if both players are grounded this will probably be your hit confirm to most combos
|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.
| '''5C''' || 18 || 3 || 30 || - || 3380 || Overhead || One of his many overheads. It cannot be linked from any of his other normals, but it will chain to 2C or a special. After using it it's probably best to start charging for an elbow slash.
}}
|-
| '''2C''' || 14 || 2 || 33 || - || 3340 || Low || Decent range sweep and effectively all his combo and blockstring starters
|-
| '''6C''' || 14 || 3 || 21 || - || 3880 || Knockback ||  A slightly iffy anti-air, seen extremely rarely in neutral and even more rare in combos. It can link to elbow slash or dropkick. Definitely keep it in mind but don't depend on it. It can be chained from 2C but Alex needs to be breathing on his opponent for that to work.
|-
| '''3C''' || 16 || 6 || 29 || - || 3200 || Launcher || Kind of works as an anti-air, but otherwise use it as a launcher. If your opponent doesn't pushblock you can easily punish blocked launchers with a powerbomb.
|-
| '''j.A''' || 6 || 8 || 24 || - || 1120 || Overhead || Air attack that hits diagonal, it's nice that it comes out fast but isn't too useful other than maybe correcting positioning during air combos.
|-
| '''j.B''' || 8 || 5 || 28 || - || 2080 || Overhead || Imagine Vergil's sword in UMVC3 but it's alex's fist, hits everywhere, your main setup for air bomb resets, grounded IAD cross ups, air blocks into powerbombs, bbq advancing guard cancels into powerbomb, etc. This is THE move
|-
| '''j.C''' || 11 || N || 29 || - || 3320 || Overhead ||  It's HEAD DIVE!!!!! Massively unsafe but causes extreme stagger that you can combo A LOT off of it, the closer to the ground you are, the more unexpected it becomes. Combining it with an assist makes it a bit more safe but you should probably not get into the habit.
|}


===Universal Mechanics===
{{TvCOverview
{| class = wikitable style="text-align: center;"
|move=[[File:Knee Drop-10.webm|thumb|{{TvC-Colors|green|Knee Smash}} <br> {{TvCInput|623x}}]]
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|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
| '''VAR starter''' || 6 || 9 || - || - || 2300 || Overhead || uses the j.a animation. Alex remains unique in that he can partake in the VAR Boost glitch, by jumping and performing an instant Air Dash, using J. C then using a VAR, his entire momentum will multiply in the direction that he air dashed. So Alex jumping, doing an IAD backwards, following by J. C then using a VAR will cause him to fly backwards across the screen, can be used to bait with j.C
|move=[[File:Wild Stomp-15.webm|thumb|{{TvC-Colors|green|Air Stampede}} <br> {{TvCInput|28x}}]]
|-
|startup=26
| '''Counter Tag''' || 27 || 3 || 28 || - || 2400 || - || uses the 3c animation
|active=5
|-
|recovery=24
| '''Assist <br> (Slash Elbow)''' || 43 || 2 || 26 || - || 3200 || || Fairly decent assist, just imagine it as a ryu fireball that only reaches 3/4th screen
|blockadv=-
|-
|damage=2600
| '''Forward Throw''' || - || - || - || - || 5600 || Throw || It's a throw, your opponent remains standing so you can try a mixup, knee drop, or powerbomb depending on your read.
|properties=Overhead/OTG
|-
|notes=Quick damage option or OTG finisher. Easy to forget, but useful in certain situations.
| '''Back Throw''' || - || - || - || - || 5600 || Throw || Unlike the forward throw this grounds your opponent so instead you have to oki.
}}
|-
| '''Air Forward Throw''' || - || - || - || - || 6400 || Throw ||
|-
| '''Air Back Throw''' || - || - || - || - || 6400 || Throw ||
|}


===Special Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


|-
| '''Power Bomb''' <br> 63214A/B/C || 2/5/9 || 3 || 51/46/40 || - || 7600 (7900 vs back) || Throw || Command grab. If opponent is backwards it turns into a suplex
|-
| '''Air Power Bomb ''' <br> j.63214A/B/C || 2 || 4 || - || - || 7798 || Throw || Air command grab. Can be used in or out of combos, but because of damage scaling you want to attempt to drop a combo and hit the air powerbomb before your opponent can recover
|-
| '''Flash Chop''' <br> 236A/B/C || 4/17/24 || 3/3/2 || 29/34/28 || - || 2800/3120/3440 || Backturn + Projectile Erase ||
*A Flash chop provides little hitstun, can be used to setup resets but is not entirely worth it as it doesn't even combo powerbomb or stungun headbutt.
*B Flash chop allows A Power bomb to turn into suplex, also links easily into Stungun Headbutt. If BBQ is performed on hit, C Flash chop connects easily
*C Flash chop cannot naturally link from anything, needs BBQ or a grounded assist to land it. Once landed, any grounded opponent hit by it turns around and stays in hitstun for a LONG time.
*All three versions can stop one projectile
|-
| '''Machine Gun Chop ''' <br> 236[C] || 59 || 2 || 28 || - || 17229 || Unblockable + Projectile Erase || If you full charge the C version of Flash Chop, it becomes an unblockable with a cinematic followup.
|-
| '''Slash Elbow''' <br> [4]6A/B/C || 17 || 2 || 27 || - || 2800/3000/3200 || none/knockdown/wallbounce || Probably going to turn into your main tool of approach, Alex flies towards the opponent.
*A Elbow is rarely used. If opponent is grounded they will remain grounded, but if the opponent is airborne they will receive a soft knockdown. The only real use for this is maybe stungun headbutt loops or a soft knockdown into hyperbomb.
*B Elbow always performs a hard knockdown and is a decent neutral tool. It also allows Alex to carry wall to wall in a consistent manner.
*C Elbow leads into drop kick. If drop kick is not used, the opponent will wall bounce. A good way to do combos without using baroque or partner.
|-
| '''Dropkick''' <br> 623C after ([4]6C) || 17 || 3 || 39 || - || 2000 || Snapback + Self-Knockdown || The only normal character with a snapback, the self knockdown allows you to use wakeup rolls for movement or mixups with assists on incoming. If used on a giant in juggle state or a solo character, it causes wallbounce (provided a wallbounce was not used earlier in the combo). If the wall bounce was used, the opponent will just fly full screen.
|-
| '''Knee Smash''' <br> 623A/B/C || 11/13/13 || 2/2/6 || - || - || 5680 || Airgrab || Anti air grab.  Can be used for resets, but less damaging than air power bomb. Virtually no reason to use A or B smash. Maybe for some obscure mixup you can grounded A B 2B A knee smash BBQ j.A for the sneaky overhead but even then you have better options. Let loose the C Knee Smash when you see an AA opportunity and your opponent will ground themselves for you.
|-
| '''Air Stampede''' <br> [2]8A/B/C || 26 || 5 || 24 || - || 2600 || Overhead/OTG || If you want quick damage or need to kill on OTG use this, but other wise it's easy to forget this exists.
|}


===Super Moves===
{{TvCOverviewHeader
{| class = wikitable style="text-align: center;"
|header=Super Moves
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|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
| '''Boomerang Raid''' <br> 236XX || 12+8 || 3(14)3(17)3(14)2(18)4 || 39 || - || 13098 || Throw (5th hit only) || 4 hits and then a grab, the last one will hit everyone once and never again.
|move=[[File:Stungun Close.webm|thumb|{{TvC-Colors|green|Stun Gun Headbutt}}
|-
<br> {{TvCInput|421A}} {{TvCInput|plus}} {{TvCInput|B}}
| '''Stun Gun Headbutt''' <br> 421XX || 4+23 || 4 || 18 || - || 4920 || Grab + Stagger + Dizzy (mashable) || Alex jumps a distance depending on the button used, and if the opponent is grounded in front of him when he lands, commences the headbutts.  A second one will un-dizzy, allowing for a link into looped SGHs. Cool for style points but not super common. Can kinda sorta be used as a bait burst but hard to call compared to moves like Dark Hold or Slow and Zoom. Special animation on giants and puts them in juggle state. You "could" use it as a punish for projectiles but come on, this is a VS. game
<br> {{TvCInput|421a}} {{TvCInput|plus}} {{TvCInput|c}}
*L+M lets alex jump right in front of him, useful as a link from B Flash chop.
<br> {{TvCInput|421b}} {{TvCInput|plus}} {{TvCInput|c}}
*L+H pushes Alex mid screen.
]]
*M+H pushes Alex near full screen.
|startup=4+23
|-
|active=4
| '''Hyper Bomb''' <br> 632147896XX || 7+0 || 5 || 38 || - || 25960 (26320 vs back) || Throw + invuln f1-15 || Hyper...buh. Nothing else needs to be said *mic drop*. Oh wait, except you get a different animation if the opponent is backwards. Get that hyperbomb off flash chop
|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

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Tatsunoko Characters

Giants