User:Plastic Wrapp/sandbox: Difference between revisions

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{{Character Subnav HFTF|name=Alessi}}  
{{ComboCard
  |title=Basic Blockstring
  |subtitle=Relatively safe on block/pushblock
  |difficulty={{DifficultyText|Easy}}
  |notation=d.2A, 2A, 2A xx 4S
  |content=Great for starting Tech Chases or to set up 4S Jab Resets.
}}


= Trivia =
{{ComboCard
*'''Hiding From View'''
  |title=Alternative Tech Chase starter
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
  |subtitle=Somewhat safe on block/pushblock
  |difficulty={{DifficultyText|Easy}}
  |notation=d.2A xx 5S
  |content=5S can be punishable on hit if the opponent is hit more than once before getting launched.
}}


*'''Most Stances'''
{{ComboCard
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 them freely, it's still a cool record.
  |title=Crouch Cancel Link
  |subtitle=Tap 2 after 5A, then let go before 5B to crouch cancel
  |difficulty={{DifficultyText|Basic}}
  |notation=5A CrC 5B xx 4S
  |content=2 frame link that leads to a tech chase or can be followed-up with 6S and dashing jabs in the corner, where it's more useful.
}}


*'''Standing Hurtbox on Wakeup'''
{{ComboCard
After getting up from a knockdown, Alessi's hurtbox is forced to be standing even if he's inputting crouchblock. This is notable in the {{CharacterLabel-HFTF|Young Joseph}} matchup, as he can get a true Aja setup even if you crouch.  
  |title=4S Launcher Combo
  |subtitle=Won't work on Stand OFF Kaks and Vice.
  |difficulty={{DifficultyText|Easy}}
  |notation=4S > hj.A xx j.S, j.S
  |content=4S can lead to okizeme on Stand OFF/Passive Stand opponents. Useful to catch opponents off-guard just outside their range or as a medium range fast punish. Remove a j.S if you want.  
}}


= Glitches =
{{ComboCard
== Useful/Exploitable Ones ==
  |title=Basic BnB
'''236S/Guard Cancel Cancel'''
  |subtitle=Fair damage, leads to okizeme.
  |difficulty={{DifficultyText|Easy}}
  |notation=d.2A, 2[A] xx 214+]A[, d.5A/2A, (5A/2A)*5, d.j.A (wait for wrap launch) j.S (j.S)
  |content=Make sure to hitconfirm into 214+A on reactionas it's punishable on block. Use 2A against Alessi and 5A against Iggy and Pet Shop after wrap connects.
}}


Alessi can cancel his GC or 236S into a Custom Combo. His GC cancel is particularly strong, as it allows for extremely high damage from a defensive option and makes attacking Alessi a lot more threatening. To perform this glitch, you need to 1. Use s.[AA] in any capacity (hit, block, or whiff), 2. Don't use any specials or supers (excluding CC) in s.On, 3. Don't get hit in s.On, and 4. Don't let a limb get hit in s.On. GC can only be cancelled after at least 13 frames, so make sure to delay your GC slightly more than you normally do.
{{ComboCard
  |title=Basic BnB into 236+AA
  |subtitle=Midscreen only
  |difficulty={{DifficultyText|Easy}}
  |notation=d.2A 2A 2[A] xx 214+]A[ d.5A/2A (5A/2A)*2 d.j.A (dash to the other side of the screen, wait for wrap launch) 236+AA, d.5A, (wait for last hit) 5A xx 5S
  |content=Decent damage at the expense of 1 bar and okizeme
}}


'''Double Stand Attack Glitch'''
{{ComboCard
  |title=Unscaled Wrap Confirm
  |subtitle=Midscreen only
  |difficulty={{DifficultyText|Basic}}
  |notation=d.2[A] xx 214+]A[ (d.5A/2A)*3 hyperjump, backdash, (wait for wrap launch) 236+AA d.5A, (wait) 5A xx 5S
  |content=Rubber's dashing attacks don't trigger scaling nor IPS. Great for fast punishes, high risk/high reward on its own otherwise. Avoid using against characters with high defense values or low health as it won't be nearly as effective.
}}


When Alessi is Stand ON and dashes, if you press a button on the last frame of the dash, and then press another on the frame after, Alessi will do both attacks just as the dash ends. The first button you press will come out as the dashing variant, and the second will be the standing version. This is important if you use s.5B with this glitch and/or if your stand is extended. This also means your second normal can be any grounded move you want, including command normals and crouching moves. Recovery on moves when using this glitch is much faster than normal.
{{ComboCard
Demonstration: https://youtu.be/9rmeQzB6qm0
  |title=Iggy ToD
 
  |subtitle=Midscreen only
[[File:Alessi s.6B Oki.mp4|thumb|for later use]]
  |difficulty={{DifficultyText|Very Advanced}}
 
  |notation=4S > hj.A xx j.S, !UBR d.2[A] xx 236+]A[ > d.5A, 5A xx 4S, !UBR late d.2A, d.5A xx 6S d.5A, 5A xx 2S, d.5A, 5A, 2[A] xx 214+]A[ > d.2A, 5A*2, d.j.A, (backdash 5A), (backdash) (wait for Iggy to almost hit the ground) 214+A > d.2A, 5A*2, d.j.A, (backdash) (wait for Iggy to almost hit the ground) d.2A !UBR xx 2S > d.2A, 2A, 2[A] xx 214+]A[ > d.2A, 5A, hj.A, (backdash) (wait for Iggy to almost hit the ground) 360+X
 
  |content=The epitome of Rubber Soul's Combo Potential. All combo extenders, UB Resets, S moves and specials in one combo.
Alessi Mode s.j.A hit properties; the KneeLow: When using a.s.j.A, its hit properties change depending on what move was used before it. Most of the properties are useless/non applicable (like using hit properties from his child form attacks), however, there is one that's useful. Discovered by KneeCo, using a.s.cl.6C changes the hit properties to a.cl.2A which hits low. If timed correctly, you can get a full combo with a.s.j.A [AB], s.cl.5C, s.]AB[, 214S. Keep in mind that the other player has iframes after coming out of child mode, so it's not a true meaty. Worth using as a knowledge check or if you mess up a child mode combo. [https://youtu.be/gU_3FM7Vw7U Here] is KneeCo using it in a real match.
}}
 
 
 
 
Some Japanese Matches
https://youtu.be/xUf3sIvzV1Y - Great match vs Yoshida (Polnareff) with some screaming casters. Demonstrates a lot of what Alessi can do (good usage of normals, a variety of confirms, Alessi mode bnb, even a Custom Combo loop!) in one short match. I implore anyone who wants to pick up Alessi to watch this. (Can also be found at http://sp.nicovideo.jp/watch/sm5080205?ss_id=9e3c63dc-3a64-4401-81de-8ef89b2a8320&ss_pos=5&&cp_in=wt_srch)
https://www.youtube.com/watch?v=ARXIqfUEepo&feature=youtu.be&t=441 - Matches against an Abdul, Alessi, and strangely Khan that showcases some incredible usage of s.63214C. A very good example of defensive Alessi play.
https://youtu.be/c5jFXZkjNKA - Earrape ass, flaky VCR ass recording of an actually great match! Featuring Tonkotsu vs SQ, a more offensive Alessi who displays multiple stand crash combos.
https://youtu.be/3eAPyONm7e8 / https://www.nicovideo.jp/watch/sm19450472 - A demonstration of all the child forms using the special mode in the Dreamcast port.
Frame Data
Collected by The Final Lemon
 
 
Alessi frame1.png
Alessi frame2.png
Hitboxes
Collected by guruslum
https://imgur.com/a/KboJi3T
 
 
Baby Forms
Baby Frame Data
Babyframes1.png
Collected by guruslum
 
 
Babyframes2.png
Babyframes3.png
Babyframes4.png
Baby Hitboxes
Collected by guruslum
https://imgur.com/a/1qCfabg
 
 
{{NavboxHFTF}}
[[Category:JoJo's Bizarre Adventure]]

Latest revision as of 10:58, 12 May 2025

Basic Blockstring Relatively safe on block/pushblock Easy

d.2A, 2A, 2A xx 4S
Great for starting Tech Chases or to set up 4S Jab Resets.


Alternative Tech Chase starter Somewhat safe on block/pushblock Easy

d.2A xx 5S
5S can be punishable on hit if the opponent is hit more than once before getting launched.


Crouch Cancel Link Tap 2 after 5A, then let go before 5B to crouch cancel Basic

5A CrC 5B xx 4S
2 frame link that leads to a tech chase or can be followed-up with 6S and dashing jabs in the corner, where it's more useful.


4S Launcher Combo Won't work on Stand OFF Kaks and Vice. Easy

4S > hj.A xx j.S, j.S
4S can lead to okizeme on Stand OFF/Passive Stand opponents. Useful to catch opponents off-guard just outside their range or as a medium range fast punish. Remove a j.S if you want.


Basic BnB Fair damage, leads to okizeme. Easy

d.2A, 2[A] xx 214+]A[, d.5A/2A, (5A/2A)*5, d.j.A (wait for wrap launch) j.S (j.S)
Make sure to hitconfirm into 214+A on reactionas it's punishable on block. Use 2A against Alessi and 5A against Iggy and Pet Shop after wrap connects.


Basic BnB into 236+AA Midscreen only Easy

d.2A 2A 2[A] xx 214+]A[ d.5A/2A (5A/2A)*2 d.j.A (dash to the other side of the screen, wait for wrap launch) 236+AA, d.5A, (wait for last hit) 5A xx 5S
Decent damage at the expense of 1 bar and okizeme


Unscaled Wrap Confirm Midscreen only Basic

d.2[A] xx 214+]A[ (d.5A/2A)*3 hyperjump, backdash, (wait for wrap launch) 236+AA d.5A, (wait) 5A xx 5S
Rubber's dashing attacks don't trigger scaling nor IPS. Great for fast punishes, high risk/high reward on its own otherwise. Avoid using against characters with high defense values or low health as it won't be nearly as effective.


Iggy ToD Midscreen only Very Advanced

4S > hj.A xx j.S, !UBR d.2[A] xx 236+]A[ > d.5A, 5A xx 4S, !UBR late d.2A, d.5A xx 6S d.5A, 5A xx 2S, d.5A, 5A, 2[A] xx 214+]A[ > d.2A, 5A*2, d.j.A, (backdash 5A), (backdash) (wait for Iggy to almost hit the ground) 214+A > d.2A, 5A*2, d.j.A, (backdash) (wait for Iggy to almost hit the ground) d.2A !UBR xx 2S > d.2A, 2A, 2[A] xx 214+]A[ > d.2A, 5A, hj.A, (backdash) (wait for Iggy to almost hit the ground) 360+X
The epitome of Rubber Soul's Combo Potential. All combo extenders, UB Resets, S moves and specials in one combo.