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| {{ComboCard | | {{Character Subnav HFTF|name=Alessi}} |
| |title=Intermediate Combos
| | == Trivia and Random Glitches == |
| |subtitle=Stand OFF
| | === -Hiding From View- === |
| |difficulty={{DifficultyText|Intermediate}}
| | On stages with foreground elements, Alessi can conceal himself partially or even entirely while crouching. Here's an example of this in a really good set that you should watch anyway: https://youtu.be/1L45Qx3IUd0 |
| |content=Heavily features 663A 5A and other tight links. Not everything is necessary, but most are nearly vital for higher level Alessi gameplay.
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| {{{!}} class="wikitable" style="white-space;
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| {{!}}+ Combo List
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| ! style="width:33%" {{!}} {{Tooltip | text=Combo | hovertext=Obvious what this is}}
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| ! style="width:33%" {{!}} {{Tooltip | text=Note | hovertext=Additional information}}
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| {{!}}-
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| {{!}} ...663A, 5A, 5C xx 41236+C (mash)...
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| {{!}} 663A 5A is a 1-frame link and your most important conversion. Not necessary at a starting level, but do try to get some practice in.
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| {{!}}-
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| {{!}} ...663A, 5A, 663A, 5A, 663A... (loop)
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| {{!}} Not recommended to do many times, unless between tandem cooldowns or to build meter to confirm into CC.
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| {{!}}-
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| {{!}} ...2B, 663A, 5A, 5C xx 41236+C (mash)...
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| {{!}} Just to show 2B can be converted off of.
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| {{!}}-
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| {{!}} 663C, 663A, 5A, S+5C xx s.63214+C...
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| {{!}} s.63214X outside of CC does not give guaranteed Alessi Mode combos, or even a single hit depending on the opponent. Useful in the corner, or if the opponent has a bad child mode.
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| {{!}}-
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| {{!}} 663C, 663A, 5A, 5C xx 41236+C (mash)...
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| {{!}} Your most used combo starter and whiff punish. Can be confirmed into 5C, 2C, and much more.
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| {{!}}-
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| {{!}} 663C, 663A, 5C xx 41236+C (mash)...
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| {{!}} 663A 5C is also a 1-frame link, same as 663A 5A. Used in the Hol grab punish on late techs and if 663A connects a bit too far.
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| {{!}}-
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| {{!}} 663C, 663A, 5C xx 236+AA
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| {{!}} Your only methods to combo into a super outside of CC's. Good enough frame advantage. Instantly cancel 236+AA to combo it. Usually it's better to cancel into 214S however.
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| {{!}}-
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| {{!}}}
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| }}
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| {{ComboCard
| | === -Most Number of Stances- === |
| |title=Intermediate Combos
| | Alessi is the only character with technically 5 stances. s.On and s.Off, Alessi Mode s.On and s.Off, and Child Mode. While he can't toggle between all of them freely, it's still a cool record. Now he has half as many moves as a Tekken character! |
| |subtitle=Stand ON
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| |difficulty={{DifficultyText|Intermediate}}
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| |content=
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| {{{!}} class="wikitable" style="white-space;
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| {{!}}+ Combo List
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| ! style="width:33%" {{!}} {{Tooltip | text=Combo | hovertext=Obvious what this is}}
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| ! style="width:33%" {{!}} {{Tooltip | text=Note | hovertext=Additional information}}
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| {{!}}-
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| {{!}} ...s.66C (closest possible connect) [AB], cl.s.5C xx ]AB[ xx 214+S...
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| {{!}} Your most damaging combo starter. Only possible from the left side.
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| {{!}}-
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| {{!}} ...j.s.A/B/C [AB], cl.s.5c xx ]AB[ xx 214+S...
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| {{!}} Useful for big guaranteed punishes in s.On. j.s.B is the most consistent starter.
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| {{!}}-
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| {{!}}}
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| }}
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| == Custom Combo Routes == | | === -Standing Hurtbox on Wakeup- === |
| The best super you have and the most important within your combos. Make sure you save your meter for this, as its usefulness is extremely high. Your most consistent and go-to confirm into Custom Combo (CC) is 5C. Other moves like 663C or ]AB[ can and are also used, but most often it will be from 5C. What Custom Combo chains you use makes no difference. The real purpose of the ones listed is to make landing the final 63214X or extenders after the CC sequence as consistent as possible. Making sure you know the timing of each, particularly the first move within CC is important to make sure the opponent doesn't fall out of your combo. Raw CC's have their own routes, as do Stand Crash routes.
| | After getting up from a knockdown, Alessi's hurtbox is forced to be standing even if he's inputting crouchblock. This allows some Okizeme routes to work on Alessi when it normally shouldn't. One notable example is in the {{CharacterLabel-HFTF|Young Joseph}} matchup, where he can get a true Aja setup off a 2S Stand Crash even if you crouch. |
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| ''' Confirmed CC Routes '''
| | === -Infinite Baby Mode on Devo- === |
| {| class="wikitable" | | In the {{CharacterLabel-HFTF|Devo}} matchup, you can get a taste of a manga accurate Alessi Mode. If you are facing both Devo and his doll, doing your standard metered BnB and using s.63214+C as your ender while still in custom combo makes Devo's child mode last until he dies. Make sure Devo is kept in hitstun and s.63214+C does not hit the doll, otherwise it wouldn't work. |
| |-
| |
| |'''Standard Route = '''...(CC Confirm) 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A}... | |
| '''Far Route = '''...(CC Confirm) 214+S {5C, 5C/5A, 5A, 5A, cl.5C xx 63214+A}...
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| |''' Video ='''
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| |}
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| *The standard route is your most consistent 63214X confirm route from any starter.
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| *Use the far route if s.5A (far) might not reach. Depending on your distance, add or subtract a second s.5C (far) for a consistent ender.
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| ''' Higher Damage CC Routes '''
| | The glitch only works if the doll does any action (move, jump or be mid-air, block an attack, get hit, attack, or even taunt) during the period of Devo transforming back. Crouching doesn't count as an action. Unfortunately, there are a few ways this glitch could break. If you stand crash his doll before the normal child transformation time runs out, Devo will revert back to his adult self. Devo pressing S during the initial s.63214+C would also prevent the glitch from happening. The glitch doesn't work on the other remote mode characters. Don't go for this in serious matches, although it is pretty fun against clueless players. |
| {| class="wikitable"
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| |-
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| |'''214+AA Route = '''...(CC Confirm) 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A}...
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| '''236+AA Route = '''...(CC Confirm) 214+S {5A, 5A, 5A, 5A, cl.5B} 5C xx 236+AA... | |
| |''' Video ='''
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| |}
| |
| *Opting for the 214+AA route is a bad way to spend meter, but can be useful for squeezing an extra bit of damage out to secure a kill. Good frame advantage after the super, allows any Alessi Mode route to be used.
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| *The 236+AA route is situationally better and situationally worse than the 214+AA route. In exchange for less frame advantage and slightly higher execution, it gives a tiny but sizable portion of extra damage.
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| *Do not use the 236+AA route on the 5 Axe characters, unless the opponent is in the corner, as the combo won't connect midscreen. Instantly cancel 5C into 236+AA to connect the super.
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| ''' Unconfirmed CC Routes '''
| | === -Silver Chariot Requiem Hurtbox- === |
| {| class="wikitable"
| | If {{CharacterLabel-HFTF|Polnareff}} successfully does his s.63214+X super, Alessi's hurtbox upon sleeping becomes absolutely massive. Check it out in-game for yourself! |
| |-
| |
| |'''s.6B (far) Route = '''214+S {6B (far), 5A, 5A, cl.5C xx 63214+A}...
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| '''s.2A (far) Route = '''214+S {2A (far), 2A, 5A, 5A, cl.5C xx 63214+A}...
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| |''' Video ='''
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| |} | |
| *On an unconfirmed CC, s.6B (far) acts as an overhead while cl.s.6B hits low. If pushblocked, this acts as a 50/50 mixup with both versions of 6B able to be combed from. Keep adding 6B's until one hits or CC ends.
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| *If the opponent expects you to do 6B (far), instead start with 2A (far) to do a low. Mixing up and adapting your options on the fly is key to cracking a good player's defense. Also, always be ready to do 236+AA/214+AA in case the opponent tries to reversal you.
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| | == Random bits of documentation == |
| | https://www.youtube.com/watch?v=Zo9uei-ytM8 - A demonstration of all the child forms using the special mode in the Dreamcast port. |
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| == Alessi Mode Combos == | | https://www.youtube.com/watch?v=lzM7JY4mSN8 - Useful visual representation of many of Alessi's combos, anti-airs, and tech/glitches. Not everything is on here, but most is. |
| Ah, the gimmick that defines this character. Certain specials and supers turn the opponent you fight into a (somewhat) defenseless child, giving you an almost entirely new and unique set of moves, while the opponent gets handed an extremely restricting one instead. Depending on which move you used to start Alessi Mode, you won't always get a guaranteed followup. The best way to confirm into Alessi Mode is s.63214x during CC, but your two other supers also work well enough.
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| Characters in child mode only have access to k.5X and k.j.X, with some having a k.2X. They cannot roll, use specials, supers, or even turn on their stands. However, you can't be too hotheaded, as some child modes can give you a run for your money in neutral with legitimately good normals or quirks you need to watch out for. When fighting against an Alessi, you should (almost) always hold 7 (upback) to escape, as each child mode character when hit out of the air has an invincible falling animation that lasts until they hit the ground twice. A single frame before they gain control again, they are considered grounded and vulnerable to getting hit, as they cannot block. "Meaty"-ing this frame is the only way to guarantee a full Alessi Mode combo, so get ready to spend some time in the lab.
| | https://www.youtube.com/watch?v=NH6ACCWkjK0 - An addendum for the previous video. A few optimisations are showcased here, and this should cover all of the essential stuff featured in this wiki page for budding Alessi's. |
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| [[File:Alessi mode routes copy.png|thumb|600|right|Chart showcasing what Alessi Mode combos work on which character, ordered by difficulty within its own section. Any previously stated combos (that's not the 4 Axe combo) will work on the character, except for Yojo, Oldseph, and Khan with combos that involve j.A cl.5C]]
| | https://www.youtube.com/watch?v=ymciMy15uXc - Slightly outdated visual representation of child mode jump mixups, by Grisha. Once I get off my ass and record all the undocumented stuff, I'll upload it here and replace this link. |
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| {| class="wikitable sortable"
| | https://imgur.com/a/KboJi3T - Alessi's hitboxes, collected by guruslum |
| |+ Child Mode jump startup
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| |-
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| ! Character !! Frames !! Character cont. !! Frames cont.
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| |-
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| | {{CharacterLabel-HFTF|Alessi}}|| 1|| {{CharacterLabel-HFTF|Khan}}|| 6
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| |-
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| | {{CharacterLabel-HFTF|Avdol}}|| 1|| {{CharacterLabel-HFTF|Mariah}}|| 1
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| |-
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| | {{CharacterLabel-HFTF|Black Polnareff}}|| 1|| {{CharacterLabel-HFTF|Midler}}|| 1
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| |-
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| | {{CharacterLabel-HFTF|Chaka}}|| 1|| {{CharacterLabel-HFTF|New Kakyoin}}|| 4
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| |-
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| | {{CharacterLabel-HFTF|Devo}}|| 1|| {{CharacterLabel-HFTF|Old Joseph}}|| 4
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| |-
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| | {{CharacterLabel-HFTF|Dio}}|| 9|| {{CharacterLabel-HFTF|Pet Shop}}|| 1
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| |-
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| | {{CharacterLabel-HFTF|Hol & Boingo}}|| 5|| {{CharacterLabel-HFTF|Polnareff}}|| 1
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| |-
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| | {{CharacterLabel-HFTF|Hol Horse}}|| 1|| {{CharacterLabel-HFTF|Rubber Soul}}|| 5
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| |-
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| | {{CharacterLabel-HFTF|Iggy}}|| 5|| {{CharacterLabel-HFTF|Shadow Dio}}|| 1
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| |-
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| | {{CharacterLabel-HFTF|Jotaro}}|| 1|| {{CharacterLabel-HFTF|Vanilla Ice}}|| 1
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| |-
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| | {{CharacterLabel-HFTF|Kakyoin}}|| 4|| {{CharacterLabel-HFTF|Young Joseph}}|| 1
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| |-
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| |}
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| {{ComboCard
| | https://imgur.com/a/1qCfabg - Baby hitboxes, also collected by guruslum |
| |title=Basic 3 Axe Combo
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| |subtitle=The Great Filter of new to good Alessi’s
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| |difficulty={{DifficultyText|Basic}}
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| |notation=...(Child Transformation) 66C > 66C (meaty), 66C xx 41236+C (mash)
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| |content=The very basics an Alessi needs to learn. Once you're comfortable with the timing of meaty-ing a falling opponent, you can move on to further combos. Universal on all characters.
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| }}
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| {{ComboCard
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| |title=Optimal 3 Axe j.A Combo
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| |subtitle=Always go for this if you can, unless higher damaging combos can be done
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| |difficulty={{DifficultyText|Basic}}
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| |notation=...(Child Transformation) 66C > d.j.A (meaty), cl.5C, 66C, 66C xx 41236+C (mash)
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| |content=Same as combo above except with a different meaty move. This does more damage and is significantly easier midscreen, but doesn't work on some characters and is more difficult in the corner. Does not work on {{CharacterLabel-HFTF|Khan}}, {{CharacterLabel-HFTF|Old Joseph}}, and {{CharacterLabel-HFTF|Young Joseph}}.
| |
| }}
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| {{ComboCard | | {{NavboxHFTF}} |
| |title=Optimal 4 Axe j.A Combo
| | [[Category:JoJo's Bizarre Adventure]] |
| |subtitle=Strong and optimal, but very difficult. Space out the axe timings as much as you can
| |
| |difficulty={{DifficultyText|Advanced}}
| |
| |notation=...(Child Transformation) 66C > d.j.A (meaty), cl.5C, 66C, 66C, 66C xx 41236+C (mash)
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| |content=Same as combo above except with an extra 66C and a higher damage output. Only works on {{CharacterLabel-HFTF|Shadow Dio}}, {{CharacterLabel-HFTF|Chaka}}, {{CharacterLabel-HFTF|Black Polnareff}}, {{CharacterLabel-HFTF|Mariah}}, and {{CharacterLabel-HFTF|Alessi}} in descending difficulty. Also available on {{CharacterLabel-HFTF|Petshop}}, just without the j.A cl.5C part.
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| }}
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| {{ComboCard
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| |title=Optimal 5 Axe Combo
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| |subtitle=Very satisfying to pull off, very strong too
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| |difficulty={{DifficultyText|Hard}}
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| |notation=...(Child Transformation) 5C, 5C, 66C > 66C (meaty), 66C xx 41236+C (mash)
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| |content=The two 5C's should keep them grounded, and the first 66C should hit them out of the air. Only works on {{CharacterLabel-HFTF|Old Joseph}}, {{CharacterLabel-HFTF|Iggy}}, {{CharacterLabel-HFTF|Kakyoin}}, {{CharacterLabel-HFTF|New Kakyoin}}, {{CharacterLabel-HFTF|Rubber Soul}}, {{CharacterLabel-HFTF|Hol & Boingo}}, {{CharacterLabel-HFTF|Dio}}, and {{CharacterLabel-HFTF|Khan}} in descending difficulty.
| |
| }}
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| {{ComboCard
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| |title=Optimal 5 Axe j.A Combo
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| |subtitle=Strong but tighter. Does upwards of 55%
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| |difficulty={{DifficultyText|Hard}}
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| |notation=...(Child Transformation) 5C, 5C, 66C > d.j.A (meaty), cl.5C, 66C, 66C xx 41236+C (mash)
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| |content=Same as combo above except with a different meaty move and a higher damage output. Full jump as soon as you can after the first 66C. Works on the same characters as the combo above except {{CharacterLabel-HFTF|Old Joseph}} and {{CharacterLabel-HFTF|Khan}}. Rubber's route is way harder and not worth the effort, stick to the normal 5 Axe combo.
| |
| }}
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| | |
| {{ComboCard
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| |title=Optimal s.66C Combo
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| |subtitle=Extremely damaging, but tight and inconsistent at times. Don't always go for this
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| |difficulty={{DifficultyText|Intermediate}}
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| |notation=...(Child Transformation) s.66C, s.66C, s.66C, s.66C > s.2c (mash)
| |
| |content=Side exclusive combo, doesn't work if Alessi is facing the left side of the screen. Only works on {{CharacterLabel-HFTF|Rubber Soul}}, {{CharacterLabel-HFTF|Hol & Boingo}}, {{CharacterLabel-HFTF|Dio}}, and {{CharacterLabel-HFTF|Khan}} in descending difficulty. Very high damage, but can be stopped if the opponent attacks the pre-emptive hurtbox of s.66C. Sometimes does less damage than the 5 Axe j.A combo.
| |
| }}
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| | |
| {{ComboCard
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| |title=Optimal 6 Axe Combo
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| |subtitle=Delay the first 66C by a decent bit
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| |difficulty={{DifficultyText|Intermediate}}
| |
| |notation=...(Child Transformation) 5C, 5C, 66C > 66C (meaty), 66C, 66C xx 41236+C (mash)
| |
| |content=Only available on {{CharacterLabel-HFTF|Khan}}.
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| }}
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Trivia and Random Glitches
-Hiding From View-
On stages with foreground elements, Alessi can conceal himself partially or even entirely while crouching. Here's an example of this in a really good set that you should watch anyway: https://youtu.be/1L45Qx3IUd0
-Most Number of Stances-
Alessi is the only character with technically 5 stances. s.On and s.Off, Alessi Mode s.On and s.Off, and Child Mode. While he can't toggle between all of them freely, it's still a cool record. Now he has half as many moves as a Tekken character!
-Standing Hurtbox on Wakeup-
After getting up from a knockdown, Alessi's hurtbox is forced to be standing even if he's inputting crouchblock. This allows some Okizeme routes to work on Alessi when it normally shouldn't. One notable example is in the
Young Joseph matchup, where he can get a true Aja setup off a 2S Stand Crash even if you crouch.
-Infinite Baby Mode on Devo-
In the
Devo matchup, you can get a taste of a manga accurate Alessi Mode. If you are facing both Devo and his doll, doing your standard metered BnB and using s.63214+C as your ender while still in custom combo makes Devo's child mode last until he dies. Make sure Devo is kept in hitstun and s.63214+C does not hit the doll, otherwise it wouldn't work.
The glitch only works if the doll does any action (move, jump or be mid-air, block an attack, get hit, attack, or even taunt) during the period of Devo transforming back. Crouching doesn't count as an action. Unfortunately, there are a few ways this glitch could break. If you stand crash his doll before the normal child transformation time runs out, Devo will revert back to his adult self. Devo pressing S during the initial s.63214+C would also prevent the glitch from happening. The glitch doesn't work on the other remote mode characters. Don't go for this in serious matches, although it is pretty fun against clueless players.
-Silver Chariot Requiem Hurtbox-
If
Polnareff successfully does his s.63214+X super, Alessi's hurtbox upon sleeping becomes absolutely massive. Check it out in-game for yourself!
Random bits of documentation
https://www.youtube.com/watch?v=Zo9uei-ytM8 - A demonstration of all the child forms using the special mode in the Dreamcast port.
https://www.youtube.com/watch?v=lzM7JY4mSN8 - Useful visual representation of many of Alessi's combos, anti-airs, and tech/glitches. Not everything is on here, but most is.
https://www.youtube.com/watch?v=NH6ACCWkjK0 - An addendum for the previous video. A few optimisations are showcased here, and this should cover all of the essential stuff featured in this wiki page for budding Alessi's.
https://www.youtube.com/watch?v=ymciMy15uXc - Slightly outdated visual representation of child mode jump mixups, by Grisha. Once I get off my ass and record all the undocumented stuff, I'll upload it here and replace this link.
https://imgur.com/a/KboJi3T - Alessi's hitboxes, collected by guruslum
https://imgur.com/a/1qCfabg - Baby hitboxes, also collected by guruslum
Game Navigation
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