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

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| '''Stun Gun Headbutt''' <br> 421XX || 4+23 || 4 || 18 || - || 4920 || Grab + Stagger + Dizzy (mashable) || Alex jumps a distance depending on the button used, and if the opponent is grounded in front of him when he lands, commences the headbutts.  A second one will un-dizzy, allowing for a link into looped SGHs.  Cool for style points but not super common.
| '''Stun Gun Headbutt''' <br> 421XX || 4+23 || 4 || 18 || - || 4920 || Grab + Stagger + Dizzy (mashable) || Alex jumps a distance depending on the button used, and if the opponent is grounded in front of him when he lands, commences the headbutts.  A second one will un-dizzy, allowing for a link into looped SGHs.  Cool for style points but not super common.
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| '''Hyper Bomb''' <br> 632147896XX || 7+0 || 5 || 38 || - || 25960 (26320 vs back) || - || Hyper...buh
| '''Hyper Bomb''' <br> 632147896XX || 7+0 || 5 || 38 || - || 25960 (26320 vs back) || Throw + invuln f1-15 || Hyper...buh
|}
|}



Revision as of 12:46, 13 July 2021

Introduction

Only one jump but still the best Alex has ever been.

Move List

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5A 8 1 18 - 1200 -
2A 8 1 12 - 1120 -
5B 11 3 21 - 2140 -
2B 10 2 15 - 2200 Low
5C 18 3 30 - 3380 Overhead
2C 14 2 33 - 3340 Low
6C 14 3 21 - 3880 Knockback
3C 16 6 29 - 3200 Launcher
j.A 6 8 24 - 1120 Overhead
j.B 8 5 28 - 2080 Overhead
j.C 11 N 29 - 3320 Overhead HEAD DIVE

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 6 9 - - 2300 Overhead uses the j.a animation
Counter Tag 27 3 28 - 2400 - uses the 3c animation
Assist
(Slash Elboyw)
43 2 26 - 3200
Forward Throw - - - - 5600 Throw It's a throw, use it as a reversal.
Back Throw - - - - 5600 Throw It's a throw, use it as a reversal.
Air Forward Throw - - - - 6400 Throw
Air Back Throw - - - - 6400 Throw

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Power Bomb
63214A/B/C
2/5/9 3 51/46/40 - 7600 (7900 vs back) Throw Command grab.
Air Power Bomb
j.63214A/B/C
2 4 - - 7798 Throw Air command grab.
Flash Chop
236A/B/C
4/17/24 3/3/2 29/34/28 - 2800/3120/3440 Backturn + Projectile Erase
Machine Gun Chop
236[C]
59 2 28 - 17229 Unblockable + Projectile Erase If you full charge the C version of Flash Chop, it becomes an unblockable with a cinematic followup.
Slash Elbow
[4]6A/B/C
17 2 27 - 2800/3000/3200 none/knockdown/wallbounce
Dropkick
623C after ([4]6C)
17 3 39 - 2000 Snapback + Self-Knockdown The only normal character with a snapback, the self knockdown allows you to use wakeup rolls for movement or mixups with assists on incoming.
Knee Smash
623A/B/C
11/13/13 2/2/6 - - 5680 Airgrab Anti air grab. Can be used for resets, but less damaging than air power bomb.
Air Stampede
[2]8A/B/C
26 5 24 - 2600 Overhead/OTG

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Boomerang Raid
236XX
12+8 3(14)3(17)3(14)2(18)4 39 - 13098 Throw (5th hit only) 4 hits and then a grab, the last one will hit everyone once and never again.
Stun Gun Headbutt
421XX
4+23 4 18 - 4920 Grab + Stagger + Dizzy (mashable) Alex jumps a distance depending on the button used, and if the opponent is grounded in front of him when he lands, commences the headbutts. A second one will un-dizzy, allowing for a link into looped SGHs. Cool for style points but not super common.
Hyper Bomb
632147896XX
7+0 5 38 - 25960 (26320 vs back) Throw + invuln f1-15 Hyper...buh

The Basics

Advanced Strategy

Match-Ups

Game Navigation

General

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