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

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|[[File:Alex_5A.webm|thumb|'''{{#switch: A | A = <span style="color:#87CEEB;">5A</span>}}''']] || 8 || 1 || 18 || - || 1200 || - || Jab. Nothing special—just a jab.
|[[File:Alex_5A.webm|thumb|'''<span style="color:#87CEEB;">5A</span>''']] || 8 || 1 || 18 || - || 1200 || - || Jab. Nothing special—just a jab.
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|[[File:Alex 2A.webm|thumb|'''{{#switch: A | A = <span style="color:#87CEEB;">2A</span>}}''']] || 8 || 1 || 12 || - || 1120 || - || Another jab, but crouching.
|[[File:Alex 2A.webm|thumb|'''<span style="color:#87CEEB;">2A</span>''']] || 8 || 1 || 12 || - || 1120 || - || Another jab, but crouching.
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|[[File:Alex 5B.webm|thumb|'''{{#switch: B | B = <span style="color:#FFD700;">5B</span>}}''']] || 11 || 3 || 21 || - || 2140 || - || A decent normal with some anti-air properties, though it’s more likely to be used as combo filler.
|[[File:Alex 5B.webm|thumb|'''<span style="color:#FFD700;">5B</span>''']] || 11 || 3 || 21 || - || 2140 || - || A decent normal with some anti-air properties, though it’s more likely to be used as combo filler.
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|[[File:Alex 2M.webm|thumb|'''{{#switch: B | B = <span style="color:#FFD700;">2B</span>}}''']] || 10 || 2 || 15 || - || 2200 || Low || A solid poke. Likely to be your hit-confirm into most combos when both players are grounded.
|[[File:Alex 2M.webm|thumb|'''<span style="color:#FFD700;">2B</span>''']] || 10 || 2 || 15 || - || 2200 || Low || A solid poke. Likely to be your hit-confirm into most combos when both players are grounded.
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|[[File:Alex 5C.webm|thumb|'''{{#switch: C | C = <span style="color:#FF6347;">5C</span>}}''']] || 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.
|[[File:Alex 5C.webm|thumb|'''<span style="color:#FF6347;">5C</span>''']] || 18 || 3 || 30 || - || 3380 || Overhead || One of Alex's many overheads. Cannot be linked from other normals but can chain into <span style="color:#FF6347;">2C</span> or a special. Best followed by charging for a <span style="color:#90EE90;">Slash Elbow</span>.
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|[[File:Alex 2C.webm|thumb|'''{{#switch: C | C = <span style="color:#FF6347;">2C</span>}}''']] || 14 || 2 || 33 || - || 3340 || Low || A sweep with decent range, used in most of Alex’s combos and block string starters.
|[[File:Alex 2C.webm|thumb|'''<span style="color:#FF6347;">2C</span>''']] || 14 || 2 || 33 || - || 3340 || Low || A sweep with decent range, used in most of Alex’s combos and block string starters.
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|[[File:Alex 6C.webm|thumb|'''{{#switch: C | C = <span style="color:#FF6347;">6C</span>}}''']] || 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.  
|[[File:Alex 6C.webm|thumb|'''<span style="color:#FF6347;">6C</span>''']] || 14 || 3 || 21 || - || 3880 || Knockback || A somewhat unreliable anti-air, rarely seen in neutral or combos. Can link into <span style="color:#90EE90;">Slash Elbow</span> or <span style="color:#FF6347;">Drop Kick</span>, but requires close range.  
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|[[File:Alex 3C.webm|thumb|'''{{#switch: C | C = <span style="color:#FF6347;">3C</span>}}''']] || 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.
|[[File:Alex 3C.webm|thumb|'''<span style="color:#FF6347;">3C</span>''']] || 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 <span style="color:#90EE90;">Power Bomb</span>.
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|[[File:Alex jA.webm|thumb|'''{{#switch: A | A = <span style="color:#87CEEB;">j.A</span>}}''']] || 6 || 8 || 24 || - || 1120 || Overhead || A fast air attack that hits diagonally. Mainly useful for correcting positioning during air combos.
|[[File:Alex jA.webm|thumb|'''<span style="color:#87CEEB;">j.A</span>''']] || 6 || 8 || 24 || - || 1120 || Overhead || A fast air attack that hits diagonally. Mainly useful for correcting positioning during air combos.
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|[[File:Alex j.B.webm|thumb|'''{{#switch: B | B = <span style="color:#FFD700;">j.B</span>}}''']] || 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 Bombs, and more. This is Alex's go-to move.
|[[File:Alex j.B.webm|thumb|'''<span style="color:#FFD700;">j.B</span>''']] || 8 || 5 || 28 || - || 2080 || Overhead || A versatile air normal with great range. Used for air <span style="color:#90EE90;">Power Bomb</span> resets, grounded IAD crossups, air blocks into <span style="color:#90EE90;">Power Bomb</span>, and more. This is Alex's go-to move.
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|[[File:Alex j.C.webm|thumb|'''{{#switch: C | C = <span style="color:#FF6347;">j.C</span>}}''']] || 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.
|[[File:Alex j.C.webm|thumb|'''<span style="color:#FF6347;">j.C</span>''']] || 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.
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|[[File:Alex VAR.webm|thumb|'''{{#switch: special | special = <span style="color:#90EE90;">Specialized VAR Starter Tech for Alex</span>}}''']] || 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.
|[[File:Alex VAR.webm|thumb|'''<span style="color:#90EE90;">Specialized VAR Starter Tech for Alex</span>''']] || 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 <span style="color:#FF6347;">j.C</span>, and then executing a VAR, his momentum is multiplied in the direction of the air dash. This can be used for tricky baits.
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| '''Crossover Counter''' || 27 || 3 || 28 || - || 2400 || - || Uses the 3C animation.
| '''Crossover Counter''' || 27 || 3 || 28 || - || 2400 || - || Uses the <span style="color:#FF6347;">3C</span> animation.
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| '''Assist <br> (Slash Elbow)''' || 43 || 2 || 26 || - || 3200 || - || A fairly decent assist, comparable to Ryu's fireball but with 3/4 screen range.
| '''Assist <br> <span style="color:#90EE90;">(Slash Elbow)</span>''' || 43 || 2 || 26 || - || 3200 || - || A fairly decent assist, comparable to Ryu's fireball but with 3/4 screen range.
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| '''Forward Throw''' || - || - || - || - || 5600 || Throw || Leaves the opponent standing, allowing for mixups, Knee Smash, or Power Bomb follow-ups depending on your read.
| '''Forward Throw''' || - || - || - || - || 5600 || Throw || Leaves the opponent standing, allowing for mixups, <span style="color:#90EE90;">Knee Smash</span>, or <span style="color:#90EE90;">Power Bomb</span> follow-ups depending on your read.
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| '''Back Throw''' || - || - || - || - || 5600 || Throw || Unlike the forward throw, this grounds your opponent, leading into an oki situation.
| '''Back Throw''' || - || - || - || - || 5600 || Throw || Unlike the forward throw, this grounds your opponent, leading into an oki situation.
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|[[File:Powerbomb-11.webm|thumb|'''{{#switch: special | special = <span style="color:#90EE90;">Power Bomb</span>}}''' <br> 63214X]] || 2/5/9 || 3 || 51/46/40 || - || 7600 (7900 vs back) || Throw || Command grab. Turns into a suplex if the opponent is backwards. <br>'''Usable on giants.'''
|[[File:Powerbomb-11.webm|thumb|'''<span style="color:#90EE90;">Power Bomb</span>''' <br> <span style="color:#90EE90;">63214X</span>]] || 2/5/9 || 3 || 51/46/40 || - || 7600 (7900 vs back) || Throw || Command grab. Turns into a suplex if the opponent is backwards. <br>'''Usable on giants.'''
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|[[File:Air Bomb-1(1).webm|thumb|'''{{#switch: special | special = <span style="color:#90EE90;">Air Power Bomb</span>}}''' <br> j.63214X]] || 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.
|[[File:Air Bomb-1(1).webm|thumb|'''<span style="color:#90EE90;">Air Power Bomb</span>''' <br> <span style="color:#90EE90;">j.63214X</span>]] || 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.
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|[[File:Flash Chop Suplex-6.webm|thumb|'''{{#switch: special | special = <span style="color:#90EE90;">Flash Chop</span>}}''' <br> 236X]] || 4/17/24 || 3/3/2 || 29/34/28 || - || 2800/3120/3440 || Back Turn + Projectile Erase ||  
|[[File:Flash Chop Suplex-6.webm|thumb|'''<span style="color:#90EE90;">Flash Chop</span>''' <br> <span style="color:#90EE90;">236X</span>]] || 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.
* <span style="color:#87CEEB;">A Flash Chop</span>: Provides little hitstun, can set up resets but doesn’t combo into <span style="color:#90EE90;">Power Bomb</span> or <span style="color:#90EE90;">Stun Gun Headbutt</span>.
* B Flash Chop: Links easily into Stun Gun Headbutt; can be followed with BBQ into C Flash Chop.
* <span style="color:#FFD700;">B Flash Chop</span>: Links easily into <span style="color:#90EE90;">Stun Gun Headbutt</span>; can be followed with BBQ into <span style="color:#FF6347;">C Flash Chop</span>.
* C Flash Chop: Requires BBQ or an assist to connect. Causes the opponent to turn around and stay in hitstun for a long time.
* <span style="color:#FF6347;">C Flash Chop</span>: 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.
* All versions can erase one projectile.
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|[[File:Charged Chop (2)-3.webm|thumb|'''{{#switch: special | special = <span style="color:#90EE90;">Machine Gun Chop</span>}}''' <br> 236[C]]] || 59 || 2 || 28 || - || 17229 || Unblockable + Projectile Erase || Fully charged C Flash Chop becomes an unblockable with a cinematic follow-up. <br>'''Usable on giants. Requires Alex to crouch very low when hitting Roll.'''
|[[File:Charged Chop (2)-3.webm|thumb|'''<span style="color:#90EE90;">Machine Gun Chop</span>''' <br> <span style="color:#90EE90;">236[C]</span>]] || 59 || 2 || 28 || - || 17229 || Unblockable + Projectile Erase || Fully charged <span style="color:#FF6347;">C Flash Chop</span> becomes an unblockable with a cinematic follow-up. <br>'''Usable on giants. Requires Alex to crouch very low when hitting Roll.'''
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|[[File:Elbow Slash-5.webm|thumb|'''{{#switch: special | special = <span style="color:#90EE90;">Slash Elbow</span>}}''' <br> [4]6X]] || 17 || 2 || 27 || - || 2800/3000/3200 || None/Knockdown/Wall Bounce || Likely to be your main approach tool. Alex flies toward the opponent.
|[[File:Elbow Slash-5.webm|thumb|'''<span style="color:#90EE90;">Slash Elbow</span>''' <br> <span style="color:#90EE90;">[4]6X</span>]] || 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.
* <span style="color:#87CEEB;">A Slash Elbow</span>: Causes a soft knockdown if the opponent is airborne. Can lead into <span style="color:#90EE90;">Hyper Bomb</span>.
* B Slash Elbow: Causes a hard knockdown. Useful in neutral and allows Alex to carry wall-to-wall.
* <span style="color:#FFD700;">B Slash Elbow</span>: Causes a hard knockdown. Useful in neutral and allows Alex to carry wall-to-wall.
* C Slash Elbow: Causes a wall bounce.
* <span style="color:#FF6347;">C Slash Elbow</span>: Causes a wall bounce.
* All versions can be followed with '''Drop Kick'''.
* All versions can be followed with '''<span style="color:#FF6347;">Drop Kick</span>'''.
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|[[File:Drop Kick Snapback-4.webm|thumb|'''{{#switch: special | special = <span style="color:#90EE90;">Dropkick</span>}}''' <br> 623C after ([4]6X)]] || 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.
|[[File:Drop Kick Snapback-4.webm|thumb|'''<span style="color:#FF6347;">Dropkick</span>''' <br> <span style="color:#FF6347;">623C</span> after <span style="color:#90EE90;">([4]6X)</span>]] || 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.
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|[[File:Knee Drop-10.webm|thumb|'''{{#switch: special | special = <span style="color:#90EE90;">Knee Smash</span>}}''' <br> 623X]] || 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.
|[[File:Knee Drop-10.webm|thumb|'''<span style="color:#90EE90;">Knee Smash</span>''' <br> <span style="color:#90EE90;">623X</span>]] || 11/13/13 || 2/2/6 || - || - || 5680 || Air Grab || Anti-air grab, can be used for resets. <span style="color:#FF6347;">C Knee Smash</span> is preferred for anti-air opportunities.
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|[[File:Wild Stomp-15.webm|thumb|'''{{#switch: special | special = <span style="color:#90EE90;">Air Stampede</span>}}''' <br> [2]8X]] || 26 || 5 || 24 || - || 2600 || Overhead/OTG || Quick damage option or OTG finisher. Easy to forget, but useful in certain situations.
|[[File:Wild Stomp-15.webm|thumb|'''<span style="color:#90EE90;">Air Stampede</span>''' <br> <span style="color:#90EE90;">[2]8X</span>]] || 26 || 5 || 24 || - || 2600 || Overhead/OTG || Quick damage option or OTG finisher. Easy to forget, but useful in certain situations.
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|[[File:Boomerang Raid.webm|thumb|'''{{#switch: special | special = <span style="color:#90EE90;">Boomerang Raid</span>}}''' <br> 236XX]] || 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.
|[[File:Boomerang Raid.webm|thumb|'''<span style="color:#90EE90;">Boomerang Raid</span>''' <br> <span style="color:#90EE90;">236XX</span>]] || 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.
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|[[File:Stungun Close.webm|thumb|'''{{#switch: special | special = <span style="color:#90EE90;">Stun Gun Headbutt</span>}}''' <br> 421LM/421LH/421MH]] || 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. Special animation on giants. Useful for style points but situational in practice.
|[[File:Stungun Close.webm|thumb|'''<span style="color:#90EE90;">Stun Gun Headbutt</span>''' <br> <span style="color:#90EE90;">421LM/421LH/421MH</span>]] || 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. Special animation on giants. Useful for style points but situational in practice.
* L+M: Short jump, useful as a link from B Flash Chop.
* <span style="color:#87CEEB;">L+M</span>: Short jump, useful as a link from <span style="color:#FFD700;">B Flash Chop</span>.
* L+H: Mid-screen jump.
* <span style="color:#87CEEB;">L+H</span>: Mid-screen jump.
* M+H: Near full-screen jump.
* <span style="color:#FFD700;">M+H</span>: Near full-screen jump.
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|[[File:Hyperbomb forward.webm|thumb|'''{{#switch: special | special = <span style="color:#90EE90;">Hyper Bomb</span>}}''' <br> 632147896XX]] <br>[[File:Hyperbomb back.webm|thumb|'''{{#switch: special | special = <span style="color:#90EE90;">Suplex Hyper Bomb</span>}}''' <br> 632147896XX <br>'''(While Opponent is Backwards)''']] || 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.'''
|[[File:Hyperbomb forward.webm|thumb|'''<span style="color:#90EE90;">Hyper Bomb</span>''' <br> <span style="color:#90EE90;">632147896XX</span>]] <br>[[File:Hyperbomb back.webm|thumb|'''<span style="color:#90EE90;">Suplex Hyper Bomb</span>''' <br> <span style="color:#90EE90;">632147896XX</span> <br>'''(While Opponent is Backwards)''']] || 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.'''
|}
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{{Navbox-TVC}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Revision as of 15:11, 30 August 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

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8 1 18 - 1200 - Jab. Nothing special—just a jab.
8 1 12 - 1120 - Another jab, but crouching.
11 3 21 - 2140 - A decent normal with some anti-air properties, though it’s more likely to be used as combo filler.
10 2 15 - 2200 Low A solid poke. Likely to be your hit-confirm into most combos when both players are grounded.
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.
14 2 33 - 3340 Low A sweep with decent range, used in most of Alex’s combos and block string starters.
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.
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.
6 8 24 - 1120 Overhead A fast air attack that hits diagonally. Mainly useful for correcting positioning during air combos.
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.
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

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

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.
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.
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.
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.
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.
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.
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.
26 5 24 - 2600 Overhead/OTG Quick damage option or OTG finisher. Easy to forget, but useful in certain situations.

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.
Stun Gun Headbutt
421LM/421LH/421MH
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. 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.

Suplex Hyper Bomb
632147896XX
(While Opponent is Backwards)
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.

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants