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{{Character Subnav HFTF|name=Alessi}}  
{{Character Subnav HFTF|name=Alessi}}  
==All That You Need==
== Overview ==
Alessi isn't all about combos. It's highly recommended you learn them if you want to play him beyond a beginners level, but his gameplan relies on game sense heavily as well. Read beyond this section after you at least learn the basics of neutral.
Alessi is a rather unorthodox character and it can be difficult to get a grip of his learning curve. He's a surprisingly easy character to learn but optimal play at higher levels require more abstract solutions to his glaring problems. This section isn't a definitive "How to play Alessi" but rather a starting point for people picking up the character to understand his mechanics and to get a small understanding on neutral. Build your neutral and game sense based on experience, and come back to here for refreshers or for important tech. Alessi is also a "just good enough" mid-tier, so be prepared to get your ass handed to you on a silver platter a few times.  


''' Normal BnB '''
=== Things to Know ===
Alessi is Capcom's magnum opus. He is full of weird bugs and oversights that will plague you throughout your entire time playing him; like a bad knee always making its presence known as you bend down to pick up the morning newspaper off your doorstep. Most fights will be an upward battle of cat and mouse, so be sure to capitalise off ANY opening you get, you probably won't get another one soon. It's important to keep these things in mind when playing as they'll shape how you play the character.


(j.A) 5A, 5C xx 214+S {s.5A, s.5A, s.5A, s.5A, cl.s.5C xx s.63214+A}
1. '''Alessi's stand extends after grabbing'''. Having an extended stand gives you more reach but opens up a deadzone right in front of Alessi where moves and combos may whiff entirely. After grabbing you should prioritize resetting Sethan's length as soon as possible. You can reset it by turning Stand ON without holding any directions (it also works if you're mid air) or doing s.63214A/B/C. Holding a directional input as you turn Stand ON also keeps its length. Allows for an s.5B (far) followup after grab if the opponent does a neutral or down tech if you hold 4 during the input for both s.Off and s.On grabs.  


'''Alessi Mode BnB'''
2. '''Alessi's landing is always vulnerable while he is Stand ON.''' Normally characters in HFTF are all able to block on landing if they haven't performed any offensive aerial actions (such as attacking or turning their stand on/off) but Alessi's Stand ON landing (and in some rare circumstances his s.Off landing) is always vulnerable. Be careful when jumping or turn your stand OFF when you do it.


66C, 66C, 66C, 66C xx 41236+C - If your opponent doesn't know to jump, this combo is newbie-friendly and strong enough to get you past the beginners phase of playing Alessi. If your opponent does know to jump, refer to the "Alessi Mode combos" section further down below.
3. '''Some child modes cheat with iframes and are generally annoying to pin down.''' Consistently getting the most out of your Alessi mode is important but some child modes like Baby Vanilla Ice are more difficult to meaty than others. Certain character-specific quirks are also important to keep in mind, which will be listed in the matchups page.  


==Notes==
4. '''Alessi has no anti-airs'''. You have to force your opponent into an air-to-air exchange, guard cancel their jump-in or be patient and block. A core aspect of your gameplan is to position yourself in a way that minimises how vulnerable you are to consecutive jumps in pressure, both with good spacing and conditioning.


[[File:HFTF Alessi 41236+X addendum.mp4|thumb|Some important notes about 41236+X enders]]
5. '''Alessi is mechanically janky.''' Stuff like large preemptive hurtboxes, not being able to have a crouching hurtbox on wakeup, characters randomly falling out of your supers, s.On characters air teching out of your gun, Alessi's dash having inconsistent framedata depending on which direction you're dashing, proximity normals not caring about vertical distance etc. are all poor quality of life stuff you have to deal with. But it gets slightly easier to manage with time.


- Comboing into gun can be punished if your opponent is too close. Circumvent this by mashing the first few hits to guarantee a connection, then space out the shots to move them across the screen.  
== Good Moves ==
'''2C''' - Can cancel into a roll and gives you a knockdown into okizeme. Very strong move but be careful as it'll whiff on most prejumps. If anyone reverses through your 2C with a super just mash roll. If you're feeling feisty, cancel it into any of his supers depending on the situation, but be aware you may eat a fat punish for playing your hand. Know when to hold 'em and when to fold 'em.


- s.66C combos are quite spacing dependent, and only work if Alessi is facing the right side of the screen. Brief explanations will be given when the combo appears, but Alessi's dash inconsistencies will be explained in the "Strategy" page.
'''s.5C (far)''' - Long-range poke primarily used for controlling the ground. Also whiffs on most prejumps so don't mash it out if you expect your opponent to jump. It has large preemptive hurtboxes so if your opponent is throwing out moves be careful when counterpoking with s.5C.


- Holding [AB] until it reaches its Level 2 stage creates a dead zone in front of Alessi, which can whiff your combos, although the Level 1 [AB] doesn't have the best range. Dash deep, and adjust accordingly.
'''s.66C''' - Dashing version of s.5C. More recovery and generally more punishable but extends your effective range and may catch people off guard. Good poke for when your opponent is careless when standing outside Sethan's range.


- For help on loops and basic standcrash, refer to Kain's tutorial. https://www.youtube.com/watch?v=CNe9PAqa48I
'''s.5B''' - Decent. Use it similar to s.5C except it deals less damage but makes up for it by having more vertical reach. Throw this out instead of s.5C if you expect your opponent to jump. Don't forget that committing to any s.On normal can mean death if the opponent has a strong punish available.  


== Basic Combos ==
'''s.6B (far)''' - Quick overhead that doesn't lead to much damage but stops your opponent from holding down-back on top of your shadow. You can't abuse it but startling your opponent once in a while helps you aggravate them in neutral. Nice little mixup during oki as well, especially as a finisher. No one ever expects the grounded overhead!


{{ComboCard
'''j.A''' - Good jump in that confirms into your BNB and can cross your opponent up. Also a decent air-to-air if you're above them. Make sure you input this a bit lower to the ground.  
  |title=Basic Combos
  |subtitle=Stand OFF
  |difficulty={{DifficultyText|Easy}}
  |content=All combos ending with 5C can confirm into either 41236+B/C or 214S. Very short and simple combos.
  {{{!}} class="wikitable" style="white-space;
    {{!}}+ Combo List
    ! style="width:33%" {{!}} {{Tooltip | text=Combo | hovertext=Obvious what this is}}
    ! style="width:33%" {{!}} {{Tooltip | text=Note | hovertext=Additional information}}
    {{!}}-
    {{!}} ...5A, 5C xx 41236+B/C (mash) OR 214+S...
    {{!}} Use B or C version of gun depending on distance.
    {{!}}-
    {{!}} ...5A, 2C...
    {{!}} s.ON characters do not get knocked down, try using other combos if possible.
    {{!}}-
    {{!}} ...5A, S+5C xx s.63214+C...
    {{!}} Combo 5A s.5C by plinking s.5C. All combos that go into a point-blank 5A can go into close s.5C.
    {{!}}-
    {{!}} j.A/C, 5A, 5C xx 41236+C (mash)...
    {{!}} Same as combo above except from a light aerial. All 3 jump in buttons will work, but j.A/C are the most common.
    {{!}}-
    {{!}} j.A (crossup), 5A, 5C xx 41236+C...
    {{!}} j.A can "crossup" opponents due to its large horizontal hitbox, making it very useful. Use it often.
    {{!}}-
    {{!}} ...2B, 2C...
    {{!}} 2B s a great meter building option. If you catch someone approaching while meter building with 2B, 2C can combo at all ranges.
    {{!}}-
    {{!}} 663C, 2C...
    {{!}} If you hit 663C a bit too far, use this combo instead for guaranteed damage.
    {{!}}-
    {{!}} 663C, 5C xx 41236+B/C OR 214+S
    {{!}} Works if 663C hits while you're close to the opponent. Useful for crossunders.
    {{!}}-
  {{!}}}
}}


{{ComboCard
'''j.C''' - Better horizontal air-to-air. This is your primary tool for controlling the aerial space. Also works for jump-ins if you're further away. Try predicting the opponent's rising jump, and always input this a bit earlier than you think the opponent will. Don't forget that the pre-emptive hurtbox exists within this move too, so be prepared to lose trades.
  |title=Basic Combos
  |subtitle=Stand ON
  |difficulty={{DifficultyText|Easy}}
  |content=Due to Alessi's unique s.ON mode, he doesn't have many s.ON combos
  {{{!}} class="wikitable" style="white-space;
    {{!}}+ Combo List
    ! style="width:33%" {{!}} {{Tooltip | text=Combo | hovertext=Obvious what this is}}
    ! style="width:33%" {{!}} {{Tooltip | text=Note | hovertext=Additional information}}
    {{!}}-
    {{!}} ...cl.s.5A, cl.s.5C xx s.41236+C (mash) OR s.63214+C OR 214+S...
    {{!}} Can start from any aerial that hits deep enough. If you catch an opponent airborne with cl.s.5A, you can also combo cl.s.5C afterwards. Useful when using s.ABC to option select.
    {{!}}-
    {{!}} ...s.66C (closest possible connect), cl.s.5C xx s.41236+C (mash) OR s.63214+C...
    {{!}} Alessi's s.On dash has different properties depending on which side of the screen you are standing. All you need to know is his s.On dashing attacks are more plus when Alessi is on the left, and this combo is only possible from the left side as well.
    {{!}}-
  {{!}}}
}}


== Intermediate Combos ==
'''41236+A/B/C''' - Gun. Alessi's most useful move as it does a huge amount of chip damage. Absolutely oppressive against passive stands, both as an anti-air and in general, but also works well against s.Off actives too. It's prone to getting punished, especially against airborne s.On opponents, as they can tech out after 4 hits guaranteed, so be careful. You can cancel it early by pressing S and pray you recover in time to block. Practice the timing of this as it'll save your bacon if you pull gun out at a bad time. If your opponent is turtling, knocked down or predictive in general pull this out and blast them.


{{ComboCard
'''Guard Cancel''' - Boasting a very strong hitbox and serving as a reliable "get off me" tool, it's one of the better Guard Cancels in the game, and absolutely crucial in higher levels of play or against the top tiers. Also serves as your best anti-air, as there's no input overlap with any of Alessi's specials on an empty jump.  
  |title=Intermediate Combos
  |subtitle=Stand OFF
  |difficulty={{DifficultyText|Intermediate}}
  |content=Heavily features 663A 5A and other tight links. Not everything is necessary, but most are nearly vital for higher level Alessi gameplay.
  {{{!}} class="wikitable" style="white-space;
    {{!}}+ Combo List
    ! style="width:33%" {{!}} {{Tooltip | text=Combo | hovertext=Obvious what this is}}
    ! style="width:33%" {{!}} {{Tooltip | text=Note | hovertext=Additional information}}
    {{!}}-
    {{!}} ...663A, 5A, 5C xx 41236+C (mash)...
    {{!}} 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.
    {{!}}-
    {{!}} ...663A, 5A, 663A, 5A, 663A... (loop)
    {{!}} Not recommended to do many times, unless between tandem cooldowns or to build meter to confirm into CC.
    {{!}}-
    {{!}} ...2B, 663A, 5A, 5C xx 41236+C (mash)...
    {{!}} Just to show 2B can be converted off of.
    {{!}}-
    {{!}} 663C, 663A, 5A, S+5C xx s.63214+C...
    {{!}} s.63214+X 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.  
    {{!}}-
    {{!}} 663C, 663A, 5A, 5C xx 41236+C (mash)...
    {{!}} 663C, 663A is your most used combo starter and whiff punish. Can be confirmed into 5C, 2C, and much more.
    {{!}}-
    {{!}} 663C, 663A, 5C xx 41236+C (mash)...
    {{!}} 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.
    {{!}}-
    {{!}} 663C, 663A, 5C xx 236+AA
    {{!}} 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.  
    {{!}}-
  {{!}}}
}}


{{ComboCard
'''a.66C''' - Alessi mode exclusive move. Your primary means of doing damage in that mode, but not the only one. Read the combo page for more information.  
  |title=Intermediate Combos
  |subtitle=Stand ON
  |difficulty={{DifficultyText|Intermediate}}
  |content=
  {{{!}} class="wikitable" style="white-space;
    {{!}}+ Combo List
    ! style="width:33%" {{!}} {{Tooltip | text=Combo | hovertext=Obvious what this is}}
    ! style="width:33%" {{!}} {{Tooltip | text=Note | hovertext=Additional information}}
    {{!}}-
    {{!}} ...s.66C (closest possible connect) [AB], cl.s.5C xx ]AB[ xx 214+S...
    {{!}} Your most damaging combo starter. Only possible from the left side.
    {{!}}-
    {{!}} ...j.s.A/B/C [AB], cl.s.5c xx ]AB[ xx 214+S...
    {{!}} Useful for big guaranteed punishes in s.On. j.s.B is the most consistent starter.
    {{!}}-
  {{!}}}
}}


== Custom Combo Routes ==
== Neutral Notes ==
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 63214+X 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.


''' Confirmed CC Routes '''
=== Anti-airing ===
{| class="wikitable"
|-
|'''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}...
|''' Video        ='''
|[[File:HFTF Alessi confirmed CC.mp4|thumb]]
|}
*The standard route is your most consistent 63214+X confirm route from any starter.
*Far route can be used both in combos and in neutral.
*Use the far route in combos if s.5A (far) might not reach. Depending on your distance, add or subtract a second s.5C (far) for a consistent ender.


''' Metered CC Routes '''
=== Grab Game ===
{| class="wikitable"
|-
|'''214+AA Route = '''...(CC Confirm) 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A}...
'''236+AA Route = '''...(CC Confirm) 214+S {5A, 5A, 5A, 5A, cl.5B} 5C xx 236+AA...
|''' Video        ='''
|[[File:HFTF Alessi CC super routes.mp4|thumb]]
|}
*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.
*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.
*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.


''' Unconfirmed CC Routes '''
=== Combo Game ===
{| class="wikitable"
|-
|'''s.6B (far) Route = '''214+S {6B (far), 5A, 5A, cl.5C xx 63214+A}...
'''s.2A (far) Route = '''214+S {2A (far), 2A, 5A, 5A, cl.5C xx 63214+A}...
|''' Video        ='''
|[[File:HFTF Alessi uncofirmed CC.mp4|thumb]]
|}
*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.
*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.


== Alessi Mode Combos ==
=== Resets ===
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.63214+x during CC, but your two other supers also work well enough.


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.
== Important Tech ==


[[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]]
== Alessi Mode ==


{| class="wikitable sortable"
== General Strategy ==
|+ Child Mode jump startup
|-
! Character !! Frames !! Character cont. !! Frames cont.
|-
| {{CharacterLabel-HFTF|Alessi}}|| 1|| {{CharacterLabel-HFTF|Khan}}|| 6
|-
| {{CharacterLabel-HFTF|Avdol}}|| 1|| {{CharacterLabel-HFTF|Mariah}}|| 1
|-
| {{CharacterLabel-HFTF|Black Polnareff}}|| 1|| {{CharacterLabel-HFTF|Midler}}|| 1
|-
| {{CharacterLabel-HFTF|Chaka}}|| 1|| {{CharacterLabel-HFTF|New Kakyoin}}|| 4
|-
| {{CharacterLabel-HFTF|Devo}}|| 1|| {{CharacterLabel-HFTF|Old Joseph}}|| 4
|-
| {{CharacterLabel-HFTF|Dio}}|| 9|| {{CharacterLabel-HFTF|Pet Shop}}|| 1
|-
| {{CharacterLabel-HFTF|Hol & Boingo}}|| 5|| {{CharacterLabel-HFTF|Polnareff}}|| 1
|-
| {{CharacterLabel-HFTF|Hol Horse}}|| 1|| {{CharacterLabel-HFTF|Rubber Soul}}|| 5
|-
| {{CharacterLabel-HFTF|Iggy}}|| 5|| {{CharacterLabel-HFTF|Shadow Dio}}|| 1
|-
| {{CharacterLabel-HFTF|Jotaro}}|| 1|| {{CharacterLabel-HFTF|Vanilla Ice}}|| 1
|-
| {{CharacterLabel-HFTF|Kakyoin}}|| 4|| {{CharacterLabel-HFTF|Young Joseph}}|| 1
|-
|}


{{ComboCard
  |title=Standard 3 Axe Combo
  |subtitle=The Great Filter of new to good Alessi’s
  |difficulty={{DifficultyText|Easy}}
  |notation=...(Child Transformation) 66C > 66C (meaty), 66C xx 41236+C (mash)
  |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.
}}


{{ComboCard
  |title=Standard j.C 2 Axe Combo
  |subtitle=Watch out for people that do c.j.X rising
  |difficulty={{DifficultyText|Easy}}
  |notation=...(Child Transformation) d.j.C  > 66C (meaty), 66C xx 41236+C (mash)
  |content=If the opponent likes to jump and you're struggling with the first axe, doing j.C and hitting them out of the air also works well. Especially useful on {{CharacterLabel-HFTF|Shadow Dio}} due to his hurtbox shenanigans, and {{CharacterLabel-HFTF|Midler}} due to her tiny hurtbox. Can also work well in the corner as 66C may whiff if you're too close.
}}


{{ComboCard
  |title=Standard 3 Axe Combo in Corner
  |subtitle=Mostly here for timing reasons
  |difficulty={{DifficultyText|Easy}}
  |notation=...(Child Transformation) a.2B, a.2B (both whiff), 66C, (dash back) > 66C (meaty), 66C xx 41236+C (mash)
  |content=In the corner, 66C is harder to time properly, so doing this helps build a better rhythm and gives some meter as well. I personally use a.2B, a.2B (both whiff), 5C instead as there's less chance of error, but it does do a tiny bit less damage.
}}


{{ComboCard
===Resets===
  |title=Optimal 3 Axe j.A Combo
As stated in the combo section, Alessi has access to a volatile stand crush reset against stand characters. Learning these resets are crucial for maximizing Alessi's true damage. Against most characters, the crush reset combo can deal around 50% without including Alessi mode damage. With Alessi mode, however, he can deal around 70% to 90% depending on the character. The setup for the reset is listed in the combo section, but all you need is the '''d.2A, s.5C''' with the correct stand gauge amount. This is essentially Alessi's robbery mechanic.  
  |subtitle=Always go for this if you can, unless higher damaging combos can be done
  |difficulty={{DifficultyText|Basic}}
  |notation=...(Child Transformation) 66C > d.j.A (meaty), cl.5C, 66C, 66C xx 41236+C (mash)
  |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}}.  
}}


{{ComboCard
===Simplified Gameplan===
  |title=Optimal 4 Axe j.A Combo
Be patient and expect to be put under pressure due to your lack of anti airs. Use Stand OFF for approaching and Stand ON for poking/footsies/defensive play. j.A, j.C, 663A and 663C are all decent approach options. If you have to approach try to consider if you can use gun instead. If they're stand OFF/passive stand and not moving erratically you might gain more from shooting their block through chip than to risk your life approaching them.  
  |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)
  |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|Pet Shop}}, just without the j.A cl.5C part.
}}


{{ComboCard
During footsies throw out s.5C. Take note of when it works and when it gets stuffed out and use this to determine when you should press it. If they're gonna jump press s.5B instead. If you block their jump in, you can pushblock into 2C to outrange their grounded followup or roll cancel if your 2C whiffs because they went for another jump. Ideally avoid having your opponent jump at you for free. Use your movement to space yourself to meet them horizontally in the air with j.C or run away if you're not cornered. If they get super obvious with their jumps you can do 214AA/236AA but it'll be a callout move so be careful. Your short height helps versus jump ins because your opponent may overshoot their aerial trajectory and land behind you, opening them up for a 5A 5C into CC (even when you're stand ON).  
  |title=Optimal 5 Axe Combo
  |subtitle=Very satisfying to pull off, very strong too
  |difficulty={{DifficultyText|Intermediate}}
  |notation=...(Child Transformation) 5C, 5C, 66C > 66C (meaty), 66C xx 41236+C (mash)
  |content=. 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. The two 5C's should keep them grounded. Delay the first 66C (on everyone except Oldseph) so it hits them out of the air. After the first 66C, check if the opponent is holding airborne or not, and adapt accordingly.  
}}


{{ComboCard
A good option select to practice is s.4ABC versus jump ins. If they do a move they'll hit your block and you'll pushblock, opening them up for a potential counterpoke if they whiff a grounded move afterwards. If they empty hop you'll get s.4A(close) (since A has more priority than both B and C. Also you won't roll while Stand ON) which may poke them out of the air or jab their landing where you can confirm it into s.5C(close) 214S. If they land/grab you'll get s.4C which will countergrab/tech their grab. This is a powerful option that allows Alessi to deal with multiple jump ins but is susceptible to moves that stall or delay their air momentum (such as passive stand j.S, double jumps, air supers etc).  
  |title=Optimal 5 Axe j.A Combo
  |subtitle=Strong but tighter. Does upwards of 55%
  |difficulty={{DifficultyText|Intermediate}}
  |notation=...(Child Transformation) 5C, 5C, 66C > d.j.A (meaty), cl.5C, 66C, 66C xx 41236+C (mash)
  |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.  
}}


{{ComboCard
Alessi has a pretty quick wakeup and prejump. When you're feeling overwhelmed either to pressure or waking up and facing okizeme, just hold upback and hope for the best. Getting hit in the air and teching out is much better than eating a mixup. Be careful of where you airtech as Alessi has no way of altering his jump arc, meaning you're open to tech chases. Read up on the different tech directions and what advantages they give and keep them in mind.
  |title=Optimal s.66C Combo
  |subtitle=Extremely damaging, but tight and inconsistent at times. Don't always go for this
  |difficulty={{DifficultyText|Hard}}
  |notation=...(Child Transformation) s.66C, s.66C, s.66C, s.66C > s.2c
  |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. This combo is also guaranteed midscreen after a meterless s.63214+X transformation, which is quite helpful.  
}}


{{ComboCard
===Summary===
  |title=Optimal 6 Axe Combo
Press s.5C, s.5B and 2C in neutral to keep your opponent away. Jump and press j.C to keep them away when they jump over your other buttons. Approach with j.A, j.C, d.2A or d.2C and confirm it into your BNB. Learn the BNB, some confirms into it and practice child mode a lot. You'll naturally get child mode practice in real matches so don't worry about spending a billion hours labbing it out. When in doubt either mash 2C or jump out with up+back. Use gun to annoy your opponent and for okizeme.
  |subtitle=Delay the first 66C by a decent bit
  |difficulty={{DifficultyText|Intermediate}}
  |notation=...(Child Transformation) 5C, 5C, 66C > 66C (meaty), 66C, 66C xx 41236+C (mash)
  |content=Only available on {{CharacterLabel-HFTF|Khan}}.
}}


{{ComboCard
=General Strategy=
  |title=Meterless s.63214+X followup
Alessi should be taking advantage of his normal moves trying to control space as much as he can. Both Stand ON and Stand OFF. Your stand off standing normals are embarassingly stubby, but function as fast counterpokes that you can confirm into your BnBs out of.
  |subtitle=Don't do this combo if the opponent likes to c.j.X close to the ground
5C is your main confirm tool: it's 4 frames startup, and has an abnormally long cancel window, so it combos into Custom Combo from most ranges. 2B is also 4 frames startup and confirms into 2C and your loop, as well as building meter really fast. 2C itself is absolutely fantastic, 6 frames startup and 5 active, safe on block and it keeps your low crouching height: it can also be canceled into 41236+C on reaction giving you absolutely free chip damage.
  |difficulty={{DifficultyText|Basic}}
j.A crosses up with ease and can be used to set up ambiguous crossups after a 2C knockdown, j.C is best used when hopping to space it properly on the ground, and to air to air or even as instant overhead: both are nice to tick-throw with.
  |notation=...(Meterless Child Transformation) s.66C > s.66C (meaty), s.5C
5C, 2B and 2C are all good to interrupt strings after pushblocking, but should be used smartly and not mashed. Your dashing 2A and 2C are an important spacing tool, as they can be spaced so cleanly it is difficult to beat them. They also confirm into pretty much everything. Using your run to then dash back in with them or set up jump-ins/tick-throws/counterpokes/stand on pokes can be enough to win in neutral.
  |content=If done from s.63214+A/B/C, catch the opponent after their initial jump midair with s.66C, then meaty their landing with s.66C and follow up with s.5C.
}}


=== Child Mode Jump Mixup Contingencies ===
When Stand ON, the range of his attacks is enough to keep the opponent away cutting off their offensive tactics. s.5C is 8 frames startup, big and safe. s.665C covers more space, and can be made really + on hit, letting you combo if close enough or simply press s.5C again with impunity. If it gets whiffed, you can be punished on reaction. Don't abuse it too much. s.5B is a great anti-air. The only disadvantage is that it can't be used in close range. It must be done at a sweep distance, which is almost half of the screen. s.6B is a reliable overhead and you should use it, get used to switching to an instant s.6B to surprise people holding down-back.
In higher-level play, your opponent might mix up their jumps to throw you off your timing. For many of these combos, you need to react in real-time to what the opponent does, which will get easier if you turn off autopilot during combos and with experience. If the opponent does manage to slip away, just meterbuild with a.2B.  


{{ComboCard
Although Alessi has several "Stand" attacks (meaning they can break Kakyoin and New Kakyoin's 214 nets, Mariah's 623 wire, and slow down Abdul's 214 projectile) only s.j.A is useful for "Stand" purposes, really. If you are in proximity to hit the other ones the benefits aren't gonna matter at that distance, and even for nets where it would show promise, either of the Kaks would already be in range to either block the hit and prevent it from destroying the net, or get hit and have it disappear anyway. The only real situation where you could use the proximity normals to break stuff is if the opponent is jumping and within proximity, so good luck applying those...
  |title=Basic Alessi Mode with Delayed Child Jump BnB
  |subtitle=Make sure you're reacting to the opponent after the first axe, don't autopilot
  |difficulty={{DifficultyText|Basic}}
  |notation=...(Child Transformation) 66C, (opponent holds jump), 66C (input on reaction) > 66C (meaty), 66C xx 41236+C
  |content=If the opponent isn't airborne after your first axe, immediately do another 66C to make sure they don't fall out of range.
}}


{{ComboCard
Keep in mind your opponent can use any fast counterpoke with enough active frames to easily hit you out of the startup of these normals, so remember to not be predictable and whiff punish.
  |title=Optimal Alessi Mode BnB with Delayed Child Jump
  |subtitle=Even smaller reaction window
  |difficulty={{DifficultyText|Intermediate}}
  |notation=...(Child Transformation) 66C, (opponent holds jump), 66C (input on reaction) > d.j.A (meaty), cl.5C, 66C, 66C xx 41236+C
  |content=Same as combo above except with your optimal Alessi Mode BnB. The jump might need to spaced differently, but everything else remains the same.
}}


{{ComboCard
Alessi's Movement options are pretty good, his run and dash can be canceled into blocking and crouching at any point, giving him a much more fluid and precise spacing game than other characters, which is important for him given his set of normals: most of them keep your forward/backward momentum, so remember to always account for that, or to crouch cancel. Be particularly careful to not mistakenly input half circle motions while dashing around, as unwanted specials will leave you open for a long time.
  |title=Optimal 4 Axe Alessi Mode BnB with Delayed Child Jump
  |subtitle=Not consistent and too difficult, just go for 2 axes after the j.A meaty
  |difficulty={{DifficultyText|Hard}}
  |notation=...(Child Transformation) 66C, (opponent holds jump), 66C (input on reaction) > d.j.A (meaty), cl.5C, 66C, 66C, 66C xx 41236+C
  |content=Same as combo above except with the 4 Axe j.A combo. Does high damage, but very difficult to execute.
}}


{{ComboCard
41236+C should be used occasionally when the opponent is waiting for you to make a move. You have to be at a near full-screen spot in order to safely shoot the enemy. It does the same damage on block and hit. Don't use it often, or you'll get punished.
  |title=Alessi Mode BnB with No Child Jump After Axe 2
  |subtitle=Test of your reaction speed
  |difficulty={{DifficultyText|Basic}}
  |notation=...(Child Transformation) 66C, (opponent doesn't jump), 66C, (opponent holds jump), 66C, 66C (input as soon as you can) xx 41236+C
  |content=If the opponent isn't airborne after your second axe, input another 66C immediately and cancel into gun. If the opponent is too far for a third axe, you can do 66C > S+5C (far) for a guaranteed ender, although the damage is lower.  
}}


{{ComboCard
Alessi's biggest damage comes from CCs. This is what you'll be using every chance you get. The best part about it is if you find a Stand Crash method against different characters, you should be able to do another CC right afterwards.
  |title=5 Axe Alessi Mode BnB with Delayed Child Jump
  |subtitle=You can't continue the combo beyond this, as child mode transformation time is too short
  |difficulty={{DifficultyText|Intermediate}}
  |notation=...(Child Transformation) 5C, 5C, 66C, (opponent jumps after), 66C (input as soon as you can) xx 41236+C
  |content=If the opponent isn't airborne after the first 66C, follow up immediately with another 66C into gun so the opponent doesn't fall out of range. You can get keep the opponent grounded with 3 66C's if you're in the corner, but is less consistent.  
}}


== Stand Crash and Crush Combos ==
Alessi also has a good guard cancel. So when your opponent is trying to pressure you, don't be afraid to use it. It'll come to good use if you don't want to pushblock.
=== Stand Crash Route ===
For most starters, this combo should work on all three stand gauges. Doing the !SC combo isn't the best way to spend meter, but if you need to secure a kill or want to look cool then this combo is for you.  


=== Stand Crush Unblockable Reset Routes ===
You are quite limited when it comes to anti-airs, jumping back and responding with a normal or timing a sweep to low profile their jump-in can work decently well, though. If you are a true galaxy brain you can dash back and use s.63214C: it can be effective, especially because it is air-unblockable.
Your strongest combo available. Does extremely high damage, around 50-60% depending on the starter, not including the Alessi Mode combos afterwards. Any route works, as long as it ends with 5A, 663A > S+6C, as well as the opponent's stand gauge being 13 or less. Adapt on the fly based on the opponent's stand gauge meter, and experiment to see what route you find most useful. If the opponent's stand gauge going to crash early, you can substitute cl.s.2A which deals 0 stand gauge damage. Hold forward when doing cl.s.5C to make it easier to execute.  


Some characters can escape this combo, being the weapon stand users {{CharacterLabel-HFTF|Alessi}}, {{CharacterLabel-HFTF|Chaka}}, and {{CharacterLabel-HFTF|Old Joseph}}, including {{CharacterLabel-HFTF|Vanilla Ice}} if they turn off their stand between the gap of 663A and cl.s.5C. This is a 1 frame trick, and very useful to learn, although quite difficult to time. If the opponent is able to consistently do this, just do the normal stand crash combo if you're desperate for damage. You can also do 5A 5A 663A cl.s.5C !SC to mix up the timing, although it is less consistent on Avdol.  
Alessi's faults really come to light when fighting against a character that can easily stop dash-ins, hops and can counterpoke his stand on normals. In these matchups he unfortunately can be pretty helpless, because aside from loose frametraps and ok tick-throws he really struggles to create himself an opening. His restricted aerial presence can be a limiting factor as well, as he can have immense difficulty getting within reach of his opponent with his low jump height and bad anti-airs.


{{ComboCard
== Alessi Mode ==
  |title=Small Gauge ?SC Route
The majority of child forms have 1 frame jump startup, meaning it can be difficult to time your attacks to keep them on the ground and not in an invincible falling state. Some children are so small they can dodge certain attacks, sometimes only at specific distances.
  |subtitle=Works on {{CharacterLabel-HFTF|Chaka}}, {{CharacterLabel-HFTF|Jotaro}}, and {{CharacterLabel-HFTF|Vanilla Ice}}
  |difficulty={{DifficultyText|Intermediate}}
  |notation=...(CC Confirm) 214+S {5A, 5A, 5A, cl.5B, cl.5B} 5A, 663A > S+6C ?SC...
  |position=Standard Route
  |notation2=...(CC Confirm) 214+S {5A, 5A, 5A, 5A, cl.5B} 5A, 663A > S+6C ?SC...
  |position2=Alternative Route
  |file=small gauge.webm
  |content=
*Refrain from using cl.s.5B if the enemy's stand gauge is already low when starting the custom combo.
*Depending on the starter, the combo might stand crash early. Be ready to use cl.s.2a during the custom combo.
*The alternate route does less stand gauge damage than the standard one, for the scenario where the enemy's stand gauge is too damaged for the standard route. Works on the same characters stated above.
}}
{{ComboCard
  |title=Medium Gauge ?SC Route
  |subtitle=Works on {{CharacterLabel-HFTF|Avdol}}, {{CharacterLabel-HFTF|Dio}}, {{CharacterLabel-HFTF|Iggy}}, {{CharacterLabel-HFTF|Old Joseph}}, {{CharacterLabel-HFTF|Polnareff}}
  |difficulty={{DifficultyText|Intermediate}}
  |notation=...(CC Confirm) 214+S {5A, 5A, 5A, cl.6B, cl.5B} 5A, 663A > S+6C ?SC...
  |position=Standard Route
  |notation2=...(CC Confirm) 214+S {5A, 5A, cl.5B, cl.5B, cl.5B} 5A, 663A > S+6C ?SC...
  |position2=Alternative Route
  |file=medium gauge.webm
  |content=
*Depending on the starter, this may not be enough to stand crash. If the starter does low levels of stand gauge damage, do the alternate route.
*When doing the alternate route, space out the s.5A's a bit so s.5B is the close version.
}}
{{ComboCard
  |title=Large Gauge ?SC Route
  |subtitle=Works on {{CharacterLabel-HFTF|Alessi}}, {{CharacterLabel-HFTF|Devo}}, {{CharacterLabel-HFTF|Kakyoin}}, {{CharacterLabel-HFTF|New Kakyoin}}, {{CharacterLabel-HFTF|Midler}}
  |difficulty={{DifficultyText|Intermediate}}
  |notation=...(CC Confirm) 214+S {5C, 5A, 5A, cl.6B, cl.5B} 5A, 663A > S+6C ?SC...
  |position=Standard Route
  |notation2=...(CC Confirm) 214+S {5C, cl.6B, cl.6B, cl.6B, cl.6B} 5A, 663A > S+6C ?SC...
  |position2=Devo Route
  |file=large gauge.webm
  |content=
*For both the standard and the Devo route, make sure the s.5C is the far version.
*Devo route requires more specific starters. The cl.6B's need to be timed closely to each other, otherwise you'll run out of CC time.
}}


Full video with every example listed = https://youtu.be/puArPnz_FIk
When Stand ON moves that go in Alessi Mode DO NOT guarantee damage on the transformed opponent depending on the character. For example, if you transform the opponent with a s.63214 outside of Custom Combo, the recovery is enough that some characters will be able to jump away and press buttons to stop Alessi from approaching altogether: in these cases, you can wait and try to whiff punish them but if they attack jumping, it becomes very difficult especially against some child forms. It is then recommended to transform these characters with an s.63214 while still inside 214S to skip recovery and foregoing links out of it.
It is best to try to use s.66C and s.[AA] to hit them from far away. [AA] is always worth holding if you plan on using stand on normals to chase a child form opponent as it has the best chance of hitting while they jump. If you land an anti air with s.[AA], the extended falling animation becomes a great opportunity to go Stand OFF and catch up before they land. The characters that can fight back best in transformed form are Avdol, Midler, Polnareff, Young and Old Joseph, Chaka, and Black Polnareff. It is up to you to gauge the risk/reward of the situation: if getting extra damage while chasing an opponent in Alessi Mode is feasible even with less time available then the right decision is to link out of CC to optimize. If the opponent may run away if you give them the time and distance, then opt for a command grab during the CC or for a link into gun instead.


=== Stand Crash and Crush Enders ===
All of these routes are universal and can be used after a !SC or a !!SC (with an exception for the advanced route being done after the normal stand crash combo). The advanced route after a !SC is the hardest to execute, but the most rewarding combo to learn to pull off consistently. Stick with the basic route in higher ping, as the child mode damage is more important than the ender's damage.
{| class="wikitable"
|-
|'''Basic Route'''
|(?SC Sequence)...s.j.B [AB], cl.s.5C xx ]AB[ xx 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A}...
|''' Video        ='''
|[[File:HFTF Alessi basic SC ender.mp4|thumb]]
|}
*After cl.s.5c, make sure to do a forward jump. A light tap of 7 (short jump) works well.
{| class="wikitable"
|-
|'''Advanced Route'''
|(?SC Sequence)...[AB], s.j.c, cl.s.5C xx ]AB[ xx 214+S {5C (far), 5C (far)/5A, 5A, 5A, cl.5C xx 63214+A}...
|''' Video        ='''
|[[File:HFTF Alessi advanced SC ender.mp4|thumb]]
|}
*When doing the optimal route, neutral jump s.j.C against Iggy in corner or s.j.C will whiff.
*After cl.s.5c, wait until hitstop is over before releasing [AB], otherwise ]AB[ will be small.
{| class="wikitable"
|-
|'''Flashy 2 Meter Route'''
|(?SC Sequence)...s.j.B [AB], cl.s.5A xx ]AB[ xx 214+S xx 236+AA...
|''' Video        ='''
|[[File:HFTF Alessi flashy SC ender.mp4|thumb]]
|}
*A more stylish than optimal ender that uses a CC cancel. 214s should already be inputted when ]AB[ hits, but not come out. The 236+AA should become unblockable, so make sure it does not combo for optimal unscaled damage.
*Gets worse the more damage the opponent takes due to Guts. Don't use this route if they're below the 45% health margin.
*Requires an extra bar.
== Important Miscellaneous Combos ==
=== Grab Punishes ===
{{ComboCard
  |title=Basic Hol Grab Punish
  |subtitle=Your easiest Hol grab punish
  |difficulty={{DifficultyText|Basic}}
  |notation=(Hol grab) (downtech) j.C, 2C xx 41236+C (mash on Hol wakeup)
  |content=Once you consistently land this, you're a lot more free to roll in front of a Hol. Doesn't mean you should constantly do it though. Downtech as early as possible.
}}
{{ComboCard
  |title=Optimal Hol Grab Punish
  |subtitle=Your optimal Hol grab punish
  |difficulty={{DifficultyText|Intermediate}}
  |notation=(Hol grab) (downtech) j.C, 663A, 5A, 5C xx 41236+C OR 214+S
  |content=Downtech as early as possible, and remove the 5A if you think it won't reach.
}}
{{ComboCard
  |title=Basic DIO Grab Punish
  |subtitle=Your meterless DIO grab punish
  |difficulty={{DifficultyText|Hard}}
  |notation=(DIO grab) (downtech) xx 41236+B/C (mash)
  |content=Downtech very early, and perform the half circle motion as fast as possible. Use either the B or C version of 41236+X depending on distance.
}}
{{ComboCard
  |title=Optimal DIO Grab Punish
  |subtitle=Your metered DIO grab punish
  |difficulty={{DifficultyText|Basic}}
  |notation=(DIO grab) (downtech) xx 214+S {5C, 5A, 5A, 5A xx 63214+C}
  |content=Significantly easier, downtech and hold the x3 Macro button to make sure there is no input overlap with 214+AA. Can continue into either !!SC combo depending on the CC route.
}}
=== Useful Combos to Know ===
{{ComboCard
  |title=Standard Okizeme "Combo"
  |subtitle=Don't do this if the opponent is too close
  |difficulty={{DifficultyText|Easy}}
  |notation=2C xx 41236+A/B/C (mash on opponent wakeup)
  |content=Your most important okizeme "combo". Hitting meaty on an opponent's wakeup allows you to get free chip damage. With how often you will be mashing 2C, the chip damage adds up extremely quickly. Each gunshot has 3 active frames, so if you still can't hit meaty then it's just a skill issue. Can also set up the Gunblockable.
}}
{{ComboCard
  |title=Mid-air CC Confirm Combo
  |subtitle=Mash gun extra hard here
  |difficulty={{DifficultyText|Intermediate}}
  |notation=5C/cl.s.5C xx 214+S {5B (far), 41236+B (mash)}
  |content=If you hit the opponent with 5C/cl.s.5C while they're in the air and accidentally CC, whether due to a poorly timed 663A 5C crossup or for other reasons, do this combo to salvage some damage and your meter spent.
}}
== Videos Containing Important Combos ==
Useful visual representation of many of Alessi's combos. Not everything is on here, but most is. <youtube>lzM7JY4mSN8</youtube>
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. <youtube>NH6ACCWkjK0</youtube>
Slightly outdated visual representation of child mode jump mixups, by Grisha. Once I get off my ass and record everything, I'll upload it here and replace this link. <youtube>ymciMy15uXc</youtube>
=== High Level and Swagger Combos ===
{{ComboCard
  |title=Double Stand Attack Combo
  |subtitle=The pinnacle of Alessi optimisation. Once you're comfortably at this stage, you've become a master
  |difficulty={{DifficultyText|Hard}}
  |notation=s.66B+5C > s.5C
  |content=Example combo utilising Alessi's Double Stand Attack glitch. 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. The sky's the limit when it comes to combo possibilities; experiment and implement them in your gameplan to reach Alessi's skill ceiling.
}}
{{ComboCard
  |title=s.6B (far) Okizeme Confirm
  |subtitle=Finally, more oki options
  |difficulty={{DifficultyText|Hard}}
  |notation=s.66A+6B > 214+S
  |content=True 50/50 okizeme combo using the Double Stand Attack glitch that even works off a s.66A meaty. Extremely difficult to time and pull off, but also extremely flashy and strong if consistent. As a side note, don't learn these immediately when starting out or even at an ok level, these are not necessary and time is better spent on perfecting other more important combos.
}}
{{ComboCard
  |title=Alessi Mode Taunt Combo
  |subtitle=Highest mental damage BnB
  |difficulty={{DifficultyText|Basic}}
  |notation=...(Child Transformation) a.Taunt > 66C (meaty), 66C xx 41236+C (mash)
  |content=You can hit your opponent with your taunt in Alessi Mode. It has a hitbox right on Alessi's finger. Very funny and mean.
}}
{{ComboCard
  |title=Guard Cancel Cancel Combo
  |subtitle=Yes, the acronym is GCCC. Deal with it.
  |difficulty={{DifficultyText|Advanced}}
  |notation=...(GC Cancel Install Active), Guard Cancel (hit) xx 214+S {5B (far), 41236+C (mash)}
  |content=Your backup plan for a failed GC cancel. Extremely flashy, will definitely knock the socks off any spectators, but it's almost always better to go for the normal GC cancel.
}}


{{NavboxHFTF}}
{{NavboxHFTF}}
[[Category:JoJo's Bizarre Adventure]]
[[Category:JoJo's Bizarre Adventure]]

Revision as of 02:17, 9 February 2025

Overview

Alessi is a rather unorthodox character and it can be difficult to get a grip of his learning curve. He's a surprisingly easy character to learn but optimal play at higher levels require more abstract solutions to his glaring problems. This section isn't a definitive "How to play Alessi" but rather a starting point for people picking up the character to understand his mechanics and to get a small understanding on neutral. Build your neutral and game sense based on experience, and come back to here for refreshers or for important tech. Alessi is also a "just good enough" mid-tier, so be prepared to get your ass handed to you on a silver platter a few times.

Things to Know

Alessi is Capcom's magnum opus. He is full of weird bugs and oversights that will plague you throughout your entire time playing him; like a bad knee always making its presence known as you bend down to pick up the morning newspaper off your doorstep. Most fights will be an upward battle of cat and mouse, so be sure to capitalise off ANY opening you get, you probably won't get another one soon. It's important to keep these things in mind when playing as they'll shape how you play the character.

1. Alessi's stand extends after grabbing. Having an extended stand gives you more reach but opens up a deadzone right in front of Alessi where moves and combos may whiff entirely. After grabbing you should prioritize resetting Sethan's length as soon as possible. You can reset it by turning Stand ON without holding any directions (it also works if you're mid air) or doing s.63214A/B/C. Holding a directional input as you turn Stand ON also keeps its length. Allows for an s.5B (far) followup after grab if the opponent does a neutral or down tech if you hold 4 during the input for both s.Off and s.On grabs.

2. Alessi's landing is always vulnerable while he is Stand ON. Normally characters in HFTF are all able to block on landing if they haven't performed any offensive aerial actions (such as attacking or turning their stand on/off) but Alessi's Stand ON landing (and in some rare circumstances his s.Off landing) is always vulnerable. Be careful when jumping or turn your stand OFF when you do it.

3. Some child modes cheat with iframes and are generally annoying to pin down. Consistently getting the most out of your Alessi mode is important but some child modes like Baby Vanilla Ice are more difficult to meaty than others. Certain character-specific quirks are also important to keep in mind, which will be listed in the matchups page.

4. Alessi has no anti-airs. You have to force your opponent into an air-to-air exchange, guard cancel their jump-in or be patient and block. A core aspect of your gameplan is to position yourself in a way that minimises how vulnerable you are to consecutive jumps in pressure, both with good spacing and conditioning.

5. Alessi is mechanically janky. Stuff like large preemptive hurtboxes, not being able to have a crouching hurtbox on wakeup, characters randomly falling out of your supers, s.On characters air teching out of your gun, Alessi's dash having inconsistent framedata depending on which direction you're dashing, proximity normals not caring about vertical distance etc. are all poor quality of life stuff you have to deal with. But it gets slightly easier to manage with time.

Good Moves

2C - Can cancel into a roll and gives you a knockdown into okizeme. Very strong move but be careful as it'll whiff on most prejumps. If anyone reverses through your 2C with a super just mash roll. If you're feeling feisty, cancel it into any of his supers depending on the situation, but be aware you may eat a fat punish for playing your hand. Know when to hold 'em and when to fold 'em.

s.5C (far) - Long-range poke primarily used for controlling the ground. Also whiffs on most prejumps so don't mash it out if you expect your opponent to jump. It has large preemptive hurtboxes so if your opponent is throwing out moves be careful when counterpoking with s.5C.

s.66C - Dashing version of s.5C. More recovery and generally more punishable but extends your effective range and may catch people off guard. Good poke for when your opponent is careless when standing outside Sethan's range.

s.5B - Decent. Use it similar to s.5C except it deals less damage but makes up for it by having more vertical reach. Throw this out instead of s.5C if you expect your opponent to jump. Don't forget that committing to any s.On normal can mean death if the opponent has a strong punish available.

s.6B (far) - Quick overhead that doesn't lead to much damage but stops your opponent from holding down-back on top of your shadow. You can't abuse it but startling your opponent once in a while helps you aggravate them in neutral. Nice little mixup during oki as well, especially as a finisher. No one ever expects the grounded overhead!

j.A - Good jump in that confirms into your BNB and can cross your opponent up. Also a decent air-to-air if you're above them. Make sure you input this a bit lower to the ground.

j.C - Better horizontal air-to-air. This is your primary tool for controlling the aerial space. Also works for jump-ins if you're further away. Try predicting the opponent's rising jump, and always input this a bit earlier than you think the opponent will. Don't forget that the pre-emptive hurtbox exists within this move too, so be prepared to lose trades.

41236+A/B/C - Gun. Alessi's most useful move as it does a huge amount of chip damage. Absolutely oppressive against passive stands, both as an anti-air and in general, but also works well against s.Off actives too. It's prone to getting punished, especially against airborne s.On opponents, as they can tech out after 4 hits guaranteed, so be careful. You can cancel it early by pressing S and pray you recover in time to block. Practice the timing of this as it'll save your bacon if you pull gun out at a bad time. If your opponent is turtling, knocked down or predictive in general pull this out and blast them.

Guard Cancel - Boasting a very strong hitbox and serving as a reliable "get off me" tool, it's one of the better Guard Cancels in the game, and absolutely crucial in higher levels of play or against the top tiers. Also serves as your best anti-air, as there's no input overlap with any of Alessi's specials on an empty jump.

a.66C - Alessi mode exclusive move. Your primary means of doing damage in that mode, but not the only one. Read the combo page for more information.

Neutral Notes

Anti-airing

Grab Game

Combo Game

Resets

Important Tech

Alessi Mode

General Strategy

Resets

As stated in the combo section, Alessi has access to a volatile stand crush reset against stand characters. Learning these resets are crucial for maximizing Alessi's true damage. Against most characters, the crush reset combo can deal around 50% without including Alessi mode damage. With Alessi mode, however, he can deal around 70% to 90% depending on the character. The setup for the reset is listed in the combo section, but all you need is the d.2A, s.5C with the correct stand gauge amount. This is essentially Alessi's robbery mechanic.

Simplified Gameplan

Be patient and expect to be put under pressure due to your lack of anti airs. Use Stand OFF for approaching and Stand ON for poking/footsies/defensive play. j.A, j.C, 663A and 663C are all decent approach options. If you have to approach try to consider if you can use gun instead. If they're stand OFF/passive stand and not moving erratically you might gain more from shooting their block through chip than to risk your life approaching them.

During footsies throw out s.5C. Take note of when it works and when it gets stuffed out and use this to determine when you should press it. If they're gonna jump press s.5B instead. If you block their jump in, you can pushblock into 2C to outrange their grounded followup or roll cancel if your 2C whiffs because they went for another jump. Ideally avoid having your opponent jump at you for free. Use your movement to space yourself to meet them horizontally in the air with j.C or run away if you're not cornered. If they get super obvious with their jumps you can do 214AA/236AA but it'll be a callout move so be careful. Your short height helps versus jump ins because your opponent may overshoot their aerial trajectory and land behind you, opening them up for a 5A 5C into CC (even when you're stand ON).

A good option select to practice is s.4ABC versus jump ins. If they do a move they'll hit your block and you'll pushblock, opening them up for a potential counterpoke if they whiff a grounded move afterwards. If they empty hop you'll get s.4A(close) (since A has more priority than both B and C. Also you won't roll while Stand ON) which may poke them out of the air or jab their landing where you can confirm it into s.5C(close) 214S. If they land/grab you'll get s.4C which will countergrab/tech their grab. This is a powerful option that allows Alessi to deal with multiple jump ins but is susceptible to moves that stall or delay their air momentum (such as passive stand j.S, double jumps, air supers etc).

Alessi has a pretty quick wakeup and prejump. When you're feeling overwhelmed either to pressure or waking up and facing okizeme, just hold upback and hope for the best. Getting hit in the air and teching out is much better than eating a mixup. Be careful of where you airtech as Alessi has no way of altering his jump arc, meaning you're open to tech chases. Read up on the different tech directions and what advantages they give and keep them in mind.

Summary

Press s.5C, s.5B and 2C in neutral to keep your opponent away. Jump and press j.C to keep them away when they jump over your other buttons. Approach with j.A, j.C, d.2A or d.2C and confirm it into your BNB. Learn the BNB, some confirms into it and practice child mode a lot. You'll naturally get child mode practice in real matches so don't worry about spending a billion hours labbing it out. When in doubt either mash 2C or jump out with up+back. Use gun to annoy your opponent and for okizeme.

General Strategy

Alessi should be taking advantage of his normal moves trying to control space as much as he can. Both Stand ON and Stand OFF. Your stand off standing normals are embarassingly stubby, but function as fast counterpokes that you can confirm into your BnBs out of. 5C is your main confirm tool: it's 4 frames startup, and has an abnormally long cancel window, so it combos into Custom Combo from most ranges. 2B is also 4 frames startup and confirms into 2C and your loop, as well as building meter really fast. 2C itself is absolutely fantastic, 6 frames startup and 5 active, safe on block and it keeps your low crouching height: it can also be canceled into 41236+C on reaction giving you absolutely free chip damage. j.A crosses up with ease and can be used to set up ambiguous crossups after a 2C knockdown, j.C is best used when hopping to space it properly on the ground, and to air to air or even as instant overhead: both are nice to tick-throw with. 5C, 2B and 2C are all good to interrupt strings after pushblocking, but should be used smartly and not mashed. Your dashing 2A and 2C are an important spacing tool, as they can be spaced so cleanly it is difficult to beat them. They also confirm into pretty much everything. Using your run to then dash back in with them or set up jump-ins/tick-throws/counterpokes/stand on pokes can be enough to win in neutral.

When Stand ON, the range of his attacks is enough to keep the opponent away cutting off their offensive tactics. s.5C is 8 frames startup, big and safe. s.665C covers more space, and can be made really + on hit, letting you combo if close enough or simply press s.5C again with impunity. If it gets whiffed, you can be punished on reaction. Don't abuse it too much. s.5B is a great anti-air. The only disadvantage is that it can't be used in close range. It must be done at a sweep distance, which is almost half of the screen. s.6B is a reliable overhead and you should use it, get used to switching to an instant s.6B to surprise people holding down-back.

Although Alessi has several "Stand" attacks (meaning they can break Kakyoin and New Kakyoin's 214 nets, Mariah's 623 wire, and slow down Abdul's 214 projectile) only s.j.A is useful for "Stand" purposes, really. If you are in proximity to hit the other ones the benefits aren't gonna matter at that distance, and even for nets where it would show promise, either of the Kaks would already be in range to either block the hit and prevent it from destroying the net, or get hit and have it disappear anyway. The only real situation where you could use the proximity normals to break stuff is if the opponent is jumping and within proximity, so good luck applying those...

Keep in mind your opponent can use any fast counterpoke with enough active frames to easily hit you out of the startup of these normals, so remember to not be predictable and whiff punish.

Alessi's Movement options are pretty good, his run and dash can be canceled into blocking and crouching at any point, giving him a much more fluid and precise spacing game than other characters, which is important for him given his set of normals: most of them keep your forward/backward momentum, so remember to always account for that, or to crouch cancel. Be particularly careful to not mistakenly input half circle motions while dashing around, as unwanted specials will leave you open for a long time.

41236+C should be used occasionally when the opponent is waiting for you to make a move. You have to be at a near full-screen spot in order to safely shoot the enemy. It does the same damage on block and hit. Don't use it often, or you'll get punished.

Alessi's biggest damage comes from CCs. This is what you'll be using every chance you get. The best part about it is if you find a Stand Crash method against different characters, you should be able to do another CC right afterwards.

Alessi also has a good guard cancel. So when your opponent is trying to pressure you, don't be afraid to use it. It'll come to good use if you don't want to pushblock.

You are quite limited when it comes to anti-airs, jumping back and responding with a normal or timing a sweep to low profile their jump-in can work decently well, though. If you are a true galaxy brain you can dash back and use s.63214C: it can be effective, especially because it is air-unblockable.

Alessi's faults really come to light when fighting against a character that can easily stop dash-ins, hops and can counterpoke his stand on normals. In these matchups he unfortunately can be pretty helpless, because aside from loose frametraps and ok tick-throws he really struggles to create himself an opening. His restricted aerial presence can be a limiting factor as well, as he can have immense difficulty getting within reach of his opponent with his low jump height and bad anti-airs.

Alessi Mode

The majority of child forms have 1 frame jump startup, meaning it can be difficult to time your attacks to keep them on the ground and not in an invincible falling state. Some children are so small they can dodge certain attacks, sometimes only at specific distances.

When Stand ON moves that go in Alessi Mode DO NOT guarantee damage on the transformed opponent depending on the character. For example, if you transform the opponent with a s.63214 outside of Custom Combo, the recovery is enough that some characters will be able to jump away and press buttons to stop Alessi from approaching altogether: in these cases, you can wait and try to whiff punish them but if they attack jumping, it becomes very difficult especially against some child forms. It is then recommended to transform these characters with an s.63214 while still inside 214S to skip recovery and foregoing links out of it. It is best to try to use s.66C and s.[AA] to hit them from far away. [AA] is always worth holding if you plan on using stand on normals to chase a child form opponent as it has the best chance of hitting while they jump. If you land an anti air with s.[AA], the extended falling animation becomes a great opportunity to go Stand OFF and catch up before they land. The characters that can fight back best in transformed form are Avdol, Midler, Polnareff, Young and Old Joseph, Chaka, and Black Polnareff. It is up to you to gauge the risk/reward of the situation: if getting extra damage while chasing an opponent in Alessi Mode is feasible even with less time available then the right decision is to link out of CC to optimize. If the opponent may run away if you give them the time and distance, then opt for a command grab during the CC or for a link into gun instead.


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