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|[[File:Alex_5A.webm|thumb|''' | |[[File:Alex_5A.webm|thumb|'''{{TvC-Colors|blue|5A}}''']] || 8 || 1 || 18 || - || 1200 || - || Jab. Nothing special—just a jab. | ||
|- | |- | ||
|[[File:Alex 2A.webm|thumb|''' | |[[File:Alex 2A.webm|thumb|'''{{TvC-Colors|blue|2A}}''']] || 8 || 1 || 12 || - || 1120 || - || Another jab, but crouching. | ||
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|[[File:Alex 5B.webm|thumb|''' | |[[File:Alex 5B.webm|thumb|'''{{TvC-Colors|yellow|5B}}''']] || 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|''' | |[[File:Alex 2M.webm|thumb|'''{{TvC-Colors|yellow|2B}}''']] || 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|''' | |[[File:Alex 5C.webm|thumb|'''{{TvC-Colors|red|5C}}''']] || 18 || 3 || 30 || - || 3380 || Overhead || 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}}. | ||
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|[[File:Alex 2C.webm|thumb|''' | |[[File:Alex 2C.webm|thumb|'''{{TvC-Colors|red|2C}}''']] || 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|''' | |[[File:Alex 6C.webm|thumb|'''{{TvC-Colors|red|6C}}''']] || 14 || 3 || 21 || - || 3880 || Knockback || 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. | ||
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|[[File:Alex 3C.webm|thumb|''' | |[[File:Alex 3C.webm|thumb|'''{{TvC-Colors|red|3C}}''']] || 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 {{TvC-Colors|green|Power Bomb}}. | ||
|- | |- | ||
|[[File:Alex jA.webm|thumb|''' | |[[File:Alex jA.webm|thumb|'''{{TvC-Colors|blue|j.A}}''']] || 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|''' | |[[File:Alex j.B.webm|thumb|'''{{TvC-Colors|yellow|j.B}}''']] || 8 || 5 || 28 || - || 2080 || Overhead || 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. | ||
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|[[File:Alex j.C.webm|thumb|''' | |[[File:Alex j.C.webm|thumb|'''{{TvC-Colors|red|j.C}}''']] || 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|''' | |[[File:Alex VAR.webm|thumb|'''{{TvC-Colors|green|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 {{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. | ||
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| '''Crossover Counter''' || 27 || 3 || 28 || - || 2400 || - || Uses the | | '''Crossover Counter''' || 27 || 3 || 28 || - || 2400 || - || Uses the {{TvC-Colors|red|3C}} animation. | ||
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| '''Assist <br> | | '''Assist <br> {{TvC-Colors|green|(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, | | '''Forward Throw''' || - || - || - || - || 5600 || Throw || Leaves the opponent standing, allowing for mixups, {{TvC-Colors|green|Knee Smash}} or {{TvC-Colors|green|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. | | '''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|''' | |[[File:Powerbomb-11.webm|thumb|'''{{TvC-Colors|green|Power Bomb}}''' <br> {{TvC-Colors|green|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.''' | ||
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|[[File:Air Bomb-1(1).webm|thumb|''' | |[[File:Air Bomb-1(1).webm|thumb|'''{{TvC-Colors|green|Air Power Bomb}}''' <br> {{TvC-Colors|green|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. | ||
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|[[File:Flash Chop Suplex-6.webm|thumb|''' | |[[File:Flash Chop Suplex-6.webm|thumb|'''{{TvC-Colors|green|Flash Chop}}''' <br> {{TvC-Colors|green|236X}}]] || 4/17/24 || 3/3/2 || 29/34/28 || - || 2800/3120/3440 || Back Turn + Projectile Erase || | ||
* | * {{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. | * All versions can erase one projectile. | ||
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|[[File:Charged Chop (2)-3.webm|thumb|''' | |[[File:Charged Chop (2)-3.webm|thumb|'''{{TvC-Colors|green|Machine Gun Chop}}''' <br> {{TvC-Colors|green|236[C]}}]] || 59 || 2 || 28 || - || 17229 || Unblockable + Projectile Erase || 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.''' | ||
|- | |- | ||
|[[File:Elbow Slash-5.webm|thumb|''' | |[[File:Elbow Slash-5.webm|thumb|'''{{TvC-Colors|green|Slash Elbow}}''' <br> {{TvC-Colors|green|[4]6X}}]] || 17 || 2 || 27 || - || 2800/3000/3200 || None/Knockdown/Wall Bounce || 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 ''' | * All versions can be followed with '''{{TvC-Colors|red|Drop Kick}}'''. | ||
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|[[File:Drop Kick Snapback-4.webm|thumb|''' | |[[File:Drop Kick Snapback-4.webm|thumb|'''{{TvC-Colors|red|Dropkick}}''' <br> {{TvC-Colors|red|623C}} after {{TvC-Colors|green|([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. | ||
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|[[File:Knee Drop-10.webm|thumb|''' | |[[File:Knee Drop-10.webm|thumb|'''{{TvC-Colors|green|Knee Smash}}''' <br> {{TvC-Colors|green|623X}}]] || 11/13/13 || 2/2/6 || - || - || 5680 || Air Grab || Anti-air grab, can be used for resets. {{TvC-Colors|red|C Knee Smash}} is preferred for anti-air opportunities. | ||
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|[[File:Wild Stomp-15.webm|thumb|''' | |[[File:Wild Stomp-15.webm|thumb|'''{{TvC-Colors|green|Air Stampede}}''' <br> {{TvC-Colors|green|[2]8X}}]] || 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|''' | |[[File:Boomerang Raid.webm|thumb|'''{{TvC-Colors|green|Boomerang Raid}}''' <br> {{TvC-Colors|green|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. | ||
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|[[File:Stungun Close.webm|thumb|''' | |[[File:Stungun Close.webm|thumb|'''{{TvC-Colors|green|Stun Gun Headbutt}}''' <br> {{TvC-Colors|green|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. | ||
* | * {{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. | ||
|- | |- | ||
|[[File:Hyperbomb forward.webm|thumb|''' | |[[File:Hyperbomb forward.webm|thumb|'''{{TvC-Colors|green|Hyper Bomb}}''' <br> {{TvC-Colors|green|632147896XX}}]] <br>[[File:Hyperbomb back.webm|thumb|'''{{TvC-Colors|green|Suplex Hyper Bomb}}''' <br> {{TvC-Colors|green|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.''' | ||
|} | |} | ||
{{Navbox-TVC}} | {{Navbox-TVC}} | ||
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]] | [[Category: Tatsunoko vs Capcom: Ultimate All Stars]] |
Revision as of 13:49, 11 September 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 |
---|---|
|
|
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 |
---|---|---|---|---|---|---|---|
|| 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 ||
| |||||||
|| 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.
| |||||||
|| 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. | |||||||
|| 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.
| |||||||
|| 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. |