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

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{{TVC Character Intro|char=Alex|content=
{{TVC Character Intro|char=Alex|content=
==Introduction==
==Introduction==
Alex From Street Fighter III with a not so great rendition of Jazzy NYC. He's the same grappler you expect and the only small character with a snapback. Due to naturally having no projectiles and no double jump, expect to struggle a bit while using him, but when you get started you can wipe out entire characters with ease.
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==
==Gameplay==
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{{ProConTable
{{ProConTable
|pros=
|pros=
* Only non-giant character with a snapback
* The only non-giant character with a snapback.
* Insane damage; also gets a huge boost from Baroque and can wipe out most characters with just 20%
* Insane damage output, especially when boosted by Baroque—can wipe out most characters with just 20% Baroque.
* Gets damage and meter boost during VAR and benefits from Height Damage boost
* Benefits greatly from the VAR system, receiving both damage and meter boosts, plus a height damage boost.
* Pretty decent anti-airs
* Decent anti-air options.
* Standing overhead which can lead into multiple combo routes
* Standing overhead that leads into multiple combo routes.
* Very good giant killer
* Excellent giant killer.


|cons=
|cons=
* Cannot double jump
* Cannot double jump.
* A well-timed pushblock ruins setups
* A well-timed pushblock can ruin setups.
* Gets zoned out easily despite being able to nullify fireballs
* Struggles against zoning despite the ability to nullify fireballs.
* Has basically one worthwhile super
* Has only one super that is truly worthwhile.
* Has a couple of ways to close the gap, but any decent player can interrupt or stop it; footsies and fundamentals need to be in top form as well as meter management
* Limited ways to close the gap—opponents can often interrupt or stop his approach. Strong fundamentals and meter management are crucial.
 
}}
}}
}}
}}
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==Move List==
==Move List==
===Normal Moves===
===Normal Moves===
{| class = wikitable style="text-align: center;"
{| class = "wikitable" style="text-align: center;"
!Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


|-
|-
|[[File:Alex_5A.webm|thumb| '''5A''']] || 8 || 1 || 18 || - || 1200 || - || Jab. Nothing special, it's a jab.
|[[File:Alex_5A.webm|thumb|'''5A''']] || 8 || 1 || 18 || - || 1200 || - || Jab. Nothing special—just a jab.
|-
|-
|[[File:Alex 2A.webm|thumb| '''2A''' ]] || 8 || 1 || 12 || - || 1120 || - || Same here. It's a jab, but crouching, ooooohhh.
|[[File:Alex 2A.webm|thumb|'''2A''']] || 8 || 1 || 12 || - || 1120 || - || Another jab, but crouching.
|-
|-
|[[File:Alex 5B.webm|thumb| '''5B''' ]]|| 11 || 3 || 21 || - || 2140 || - || A decent normal. It has some anti-air properties, but more than likely it'll be combo filler.
|[[File:Alex 5B.webm|thumb|'''5B''']] || 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 2M.webm|thumb| '''2B''' ]] || 10 || 2 || 15 || - || 2200 || Low || A really solid poke. If both players are grounded this will probably be your hit-confirm to most combos.
|[[File:Alex 2M.webm|thumb|'''2B''']] || 10 || 2 || 15 || - || 2200 || Low || A solid poke. Likely to be your hit-confirm into most combos when both players are grounded.
|-
|-
|[[File:Alex 5C.webm|thumb| '''5C''' ]] || 18 || 3 || 30 || - || 3380 || Overhead || One of his many overheads. It cannot be linked from any of his other normals, but it will chain to 2C or a special. After using it, it's probably best to start charging for a Slash Elbow.
|[[File:Alex 5C.webm|thumb|'''5C''']] || 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 2C.webm|thumb| '''2C''' ]] || 14 || 2 || 33 || - || 3340 || Low || Decent range sweep used in effectively all of his combo and block string starters.
|[[File:Alex 2C.webm|thumb|'''2C''']] || 14 || 2 || 33 || - || 3340 || Low || A sweep with decent range, used in most of Alex’s combos and block string starters.
|-
|-
|[[File:Alex 6C.webm|thumb| '''6C''' ]] || 14 || 3 || 21 || - || 3880 || Knockback || A slightly iffy anti-air, seen extremely rarely in neutral and even more rarely in combos. It can link to Slash Elbow or Drop Kick. Definitely keep it in mind but don't depend on it. It can be chained from 2C, but Alex needs to be breathing on his opponent for that to work.
|[[File:Alex 6C.webm|thumb|'''6C''']] || 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 3C.webm|thumb| '''3C''' ]] || 16 || 6 || 29 || - || 3200 || Launcher || Kind of works as an anti-air, but otherwise use it as a launcher. If your opponent doesn't pushblock you can easily punish blocked launchers with a Power Bomb.
|[[File:Alex 3C.webm|thumb|'''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 Power Bomb.
|-
|-
|[[File:Alex jA.webm|thumb| '''j.A''' ]] || 6 || 8 || 24 || - || 1120 || Overhead || Air attack that hits diagonal. It's nice that it comes out fast but it isn't too useful other than maybe correcting positioning during air combos.
|[[File:Alex jA.webm|thumb|'''j.A''']] || 6 || 8 || 24 || - || 1120 || Overhead || A fast air attack that hits diagonally. Mainly useful for correcting positioning during air combos.
|-
|-
|[[File:Alex j.B.webm|thumb| '''j.B''' ]] || 8 || 5 || 28 || - || 2080 || Overhead || Imagine Vergil's sword in UMvC3 but it's Alex's fist. Hits everywhere, your main setup for Air Power Bomb resets, grounded IAD crossups, air blocks into Power Bombs, BBQ Advancing Guard cancels into Power Bomb, etc. This is THE move.
|[[File:Alex j.B.webm|thumb|'''j.B''']] || 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.C.webm|thumb| '''j.C''' ]] || 11 || N || 29 || - || 3320 || Overhead || It's HEAD DIVE!!!!! Massively unsafe but causes extreme stagger that lets you combo A LOT off of it. The closer to the ground you are, the more unexpected it becomes. Combining it with an assist makes it a bit more safe but you should probably not get into the habit.
|[[File:Alex j.C.webm|thumb|'''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.
|}
|}


===Universal Mechanics===
===Universal Mechanics===
{| class = wikitable style="text-align: center;"
{| class = "wikitable" style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


|-
|-
|[[File:Alex VAR.webm|thumb|'''Specialized VAR Starter Tech for Alex''']] || 6 || 9 || - || - || 2300 || Overhead || Uses the Knee Smash animation. Alex remains unique in that he can partake in the VAR Boost glitch by jumping and performing an instant air dash, using j.C, then using a VAR; his entire momentum will multiply in the direction that he air dashed. So Alex jumping, doing an IAD backwards, following with j.C then using a VAR will cause him to fly backwards across the screen. Can be used to bait with j.C.
|[[File:Alex VAR.webm|thumb|'''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.
|-
|-
| '''Counter Tag''' || 27 || 3 || 28 || - || 2400 || - || Uses the 3C animation.
| '''Counter Tag''' || 27 || 3 || 28 || - || 2400 || - || Uses the 3C animation.
|-
|-
| '''Assist <br> (Slash Elbow)''' || 43 || 2 || 26 || - || 3200 || || Fairly decent assist. Just imagine it as a Ryu fireball that only reaches 3/4th screen.
| '''Assist <br> (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 || It's a throw. Your opponent remains standing so you can try a mixup, Knee Smash, or Power Bomb depending on your read.
| '''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 so instead you have to oki.
| '''Back Throw''' || - || - || - || - || 5600 || Throw || Unlike the forward throw, this grounds your opponent, leading into an oki situation.
|-
|-
| '''Air Forward Throw''' || - || - || - || - || 6400 || Throw ||  
| '''Air Forward Throw''' || - || - || - || - || 6400 || Throw ||  
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===Special Moves===
===Special Moves===
{| class = wikitable style="text-align: center;"
{| class = "wikitable" style="text-align: center;"
! Move!! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


|-
|-
|[[File:Powerbomb-11.webm|thumb| '''Power Bomb''' <br> 63214X ]] || 2/5/9 || 3 || 51/46/40 || - || 7600 (7900 vs back) || Throw || Command grab. If the opponent is backwards it turns into a suplex. <br>'''''Usable on giants.'''''
|[[File:Powerbomb-11.webm|thumb|'''Power Bomb''' <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:Air Bomb-1(1).webm|thumb|'''Air Power Bomb ''' <br> j.63214X ]]     || 2 || 4 || - || - || 7798 || Throw || Air command grab. Can be used in or out of combos, but because of damage scaling you want to attempt to drop a combo and hit the Air Power Bomb before your opponent can recover.
|[[File:Air Bomb-1(1).webm|thumb|'''Air Power Bomb''' <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:Flash Chop Suplex-6.webm|thumb| '''Flash Chop''' <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|'''Flash Chop''' <br> 236X]] || 4/17/24 || 3/3/2 || 29/34/28 || - || 2800/3120/3440 || Back Turn + Projectile Erase ||  
*A Flash Chop provides little hit stun; can be used to set up resets but is not entirely worth it as it doesn't even combo into Power Bomb or Stun Gun Headbutt.  
* A Flash Chop: Provides little hitstun, can set up resets but doesn’t combo into Power Bomb or Stun Gun Headbutt.
*B Flash Chop allows A Power Bomb to turn into a suplex and also links easily into Stun Gun Headbutt; if BBQ is performed on hit, C Flash Chop connects easily.
* B Flash Chop: Links easily into Stun Gun Headbutt; can be followed with BBQ into C Flash Chop.
*C Flash Chop cannot naturally link from anything and needs BBQ or a grounded assist to land it. Once landed, any grounded opponent hit by it turns around and stays in hit stun for a LONG time.
* 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 three versions can stop one projectile.
* All versions can erase one projectile.
|-
|-
|[[File:Charged Chop (2)-3.webm|thumb|'''Machine Gun Chop ''' <br> 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 follow-up. <br> '''''Usable on giants, and he has to crouch real low when hitting Roll.'''''
|[[File:Charged Chop (2)-3.webm|thumb|'''Machine Gun Chop''' <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:Elbow Slash-5.webm|thumb|'''Slash Elbow''' <br> [4]6X]] || 17 || 2 || 27 || - || 2800/3000/3200 || None/Knockdown/Wall Bounce || Probably going to turn into your main tool of approach, Alex flies towards the opponent.
|[[File:Elbow Slash-5.webm|thumb|'''Slash Elbow''' <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.
*A Slash Elbow is rarely used. If opponent is grounded they will remain grounded, but if the opponent is airborne they will receive a soft knockdown. The only real use for this is maybe Stun Gun Headbutt loops or a soft knockdown into Hyper Bomb.
* A Slash Elbow: Causes a soft knockdown if the opponent is airborne. Can lead into Hyper Bomb.
*B Slash Elbow always performs a hard knockdown and is a decent neutral tool. It also allows Alex to carry wall to wall in a consistent manner.
* B Slash Elbow: Causes a hard knockdown. Useful in neutral and allows Alex to carry wall-to-wall.
*C Slash Elbow always wall bounces.
* C Slash Elbow: Causes a wall bounce.
*All versions can be followed with '''''Drop Kick'''''.
* All versions can be followed with '''Drop Kick'''.
|-
|-
|[[File:Drop Kick Snapback-4.webm|thumb|'''Dropkick''' <br> 623C after ([4]6X) ]] || 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. If used on a giant in a juggle state or a solo character, it causes a wall bounce (provided a wall bounce was not used earlier in the combo). If the wall bounce was used, the opponent will just fly full screen.
|[[File:Drop Kick Snapback-4.webm|thumb|'''Dropkick''' <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:Knee Drop-10.webm|thumb|'''Knee Smash''' <br> 623X]]   || 11/13/13 || 2/2/6 || - || - || 5680 || Air Grab || Anti-air grab. Can be used for resets, but is less damaging than Air Power Bomb. Virtually no reason to use A or B Knee Smash. Maybe for some obscure mixup you can grounded A B 2B A Knee Smash BBQ j.A for the sneaky overhead, but even then you have better options. Let loose the C Knee Smash when you see an AA opportunity and your opponent will ground themselves for you.
|[[File:Knee Drop-10.webm|thumb|'''Knee Smash''' <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:Wild Stomp-15.webm|thumb|'''Air Stampede''' <br> [2]8X]] || 26 || 5 || 24 || - || 2600 || Overhead/OTG || If you want quick damage or need to kill on OTG, use this. Otherwise it's easy to forget this exists.
|[[File:Wild Stomp-15.webm|thumb|'''Air Stampede''' <br> [2]8X]] || 26 || 5 || 24 || - || 2600 || Overhead/OTG || Quick damage option or OTG finisher. Easy to forget, but useful in certain situations.
|}
|}


===Super Moves===
===Super Moves===
{| class = wikitable style="text-align: center;"
{| class = "wikitable" style="text-align: center;"
!Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


|-
|-
|[[File:Boomerang Raid.webm|thumb|'''Boomerang Raid''' <br> 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 hit will catch everyone once and never again.
|[[File:Boomerang Raid.webm|thumb|'''Boomerang Raid''' <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:Stungun Close.webm|thumb| '''''Close Stun Gun Headbutt <br> 421LM''''' ]] <br>[[File:Stungun Mid.webm|thumb|'''''Mid Stungun Headbutt  <br> 421LH''''']] <br> [[File:Stungun far.webm|thumb|'''''Far Stun Gun Headbutt''''' 421MH]]|| 4+23 || 4 || 18 || - || 4920 || Grab + Stagger + Dizzy (Mashable) || Alex jumps a distance depending on the buttons used, and if the opponent is grounded in front of him when he lands he commences the headbutts. A second one will un-dizzy, allowing for a link into looped SGHs. Cool for style points but not super common. Can kinda sorta be used as a burst bait, but hard to call out with compared to moves like Dark Hold or Slow and Zoom. Special animation on giants that puts them in a juggle state. You "could" use it as a punish for projectiles, but come on, this is a versus game.
|[[File:Stungun Close.webm|thumb|'''Stun Gun Headbutt''' <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.
*L+M lets Alex jump right in front of him; useful as a link from B Flash Chop.
* L+M: Short jump, useful as a link from B Flash Chop.
*L+H pushes Alex mid-screen.
* L+H: Mid-screen jump.
*M+H pushes Alex near full screen.
* M+H: Near full-screen jump.
|-
|-
| [[File:Hyperbomb forward.webm|thumb|'''Hyper Bomb''' <br> 632147896XX ]] <br>[[File:Hyperbomb back.webm|thumb|'''Suplex Hyper Bomb''' <br> 632147896XX '''''While Opponent is Backwards''''' ]] || 7+0 || 5 || 38 || - || 25960 (26320 vs Back) || Throw + Invuln f1-15 || Hyper... buh. Nothing else needs to be said. *Mic drop* Oh wait, except you get a different animation if the opponent is back turned. Get that Hyper Bomb off Flash Chop. '''''Usable on giants.'''''
|[[File:Hyperbomb forward.webm|thumb|'''Hyper Bomb''' <br> 632147896XX]] <br>[[File:Hyperbomb back.webm|thumb|'''Suplex Hyper Bomb''' <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.'''
|}
|}


{{Navbox-TVC}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Revision as of 13:35, 23 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 Bombs, 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.
Counter Tag 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