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| {TVC Character Subnav|char=Alex |sub=1}} | | {{TVC Character Intro|char=Alex|content= |
| | ==Introduction== |
| | Alex will be the sacrificial lamb for the strategies page, gonna test out a few things here |
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| ==BlockStrings==
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| {| class = wikitable style="text-align: center;" | | {{Navbox-TVC}} |
| ! Concept !! Concept !! Notes
| | [[Category: Tatsunoko vs Capcom: Ultimate All Stars]] |
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| | [[File:Doro Punch.webm|thumb|'''"Aizuwakamatzu Punch"''' <br> 236X]] || Doronjo without baroque is a little limited, you'll have to stuff people with jabs, or try to j.B rock abandon. Any rock abandon strings will more than likely trade but once you have baroque then things get...crazy from there. ||
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| | Baroque blockstring Start || With baroque, you're going to go for a jab or a j.C, then 2B 5C, after that pop a tree, hit the baroque, hit them with another 2B and baby you got a stew going, at this point, the opponent is put in an RPS situation -> Observe the follow ups below|| This also works with most assist, Viewtiful and Yatter 1 require some work to get this going
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| | Follow up 1 || So the tree is out, use *Naniwa Clutch*, with the control scheme I'll say do full screen plus your direction, using the medium one is something that just comes with experience sorry I can't give you a full rundown, but it gets very weird to note how Tonzura grabs. The timing of the clutch is also depending, if you do it at the wrong time they will be in blockstun for the tree. If you Tree BBQ 2B 5C *Clutch*, it'll land, if you tree clutch BBQ 2B it should land "before" the tree but you risk getting jabbed which honestly isn't bad as you get more BBQ out of it but as mentioned there's an RPS element, this loses to jump, any jump, a shoryu, ippatsuman's backbreaker, if they jump it'll whiff, so chicken blocking is your only threat, at which point you go back to the baroque blockstring start, if you got jabbed, great, if you didn't, well hopefully your assist is able to help start it for you ||
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| | Follow up 2 || So your opponent has caught on and they're jumping, whatever shall you do? Simple, just *rock abandon*, honestly this is kinda better since it stops jump attempts and if they don't jump you can get a free unblockable with 2B out of it, just note the different rocks have different uses. If you're in the corner, use *C Rock Abandon* if you absolutely want to lock down all jumping attempts or *A Rock* if you want the 2B unblockable. *B Rock* is used for midscreen conversions depending on spacing. Again it's an experience thing but you can get the feel for it if you practice the blockstring a bit in training||
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| | Pummel Blockstring || So your opponent has caught on and they're jumping, whatever shall you do? Simple, just *rock abandon*, honestly this is kinda better since it stops jump attempts and if they don't jump you can get a free unblockable with 2B out of it, just note the different rocks have different uses. If you're in the corner, use *C Rock Abandon* if you absolutely want to lock down all jumping attempts or *A Rock* if you want the 2B unblockable. *B Rock* is used for midscreen conversions depending on spacing. Again it's an experience thing but you can get the feel for it if you practice the blockstring a bit in training||
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| |}
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