(gonna have to make a word bank it seems, fun, that's for tomorrow) |
(no idea what I'm editing anymore) |
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Line 31: | Line 31: | ||
|- | |- | ||
| [[File:Alex_5A.webm|thumb|'''{{TvC-Colors|5A}}''']] | | [[File:Alex_5A.webm|thumb|'''{{TvC-Colors|blue|5A}}''']] | ||
|| | || | ||
8 | 8 | ||
Line 47: | Line 47: | ||
Jab. Nothing special—just a jab. | Jab. Nothing special—just a jab. | ||
|- | |- | ||
|[[File:Alex 2A.webm|thumb|'''{{TvC-Colors|2A}}''']] | |[[File:Alex 2A.webm|thumb|'''{{TvC-Colors|blue|2A}}''']] | ||
|| | || | ||
8 | 8 | ||
Line 63: | Line 63: | ||
Another jab, but crouching. | Another jab, but crouching. | ||
|- | |- | ||
|[[File:Alex 5B.webm|thumb|'''{{TvC-Colors|5B}}''']] | |[[File:Alex 5B.webm|thumb|'''{{TvC-Colors|yellow|5B}}''']] | ||
|| | || | ||
11 | 11 | ||
Line 79: | Line 79: | ||
A decent normal with some anti-air properties, though it’s more likely to be used as combo filler. | A decent normal with some anti-air properties, though it’s more likely to be used as combo filler. | ||
|- | |- | ||
|[[File:Alex 2M.webm|thumb|'''{{TvC-Colors|2B}}''']] | |[[File:Alex 2M.webm|thumb|'''{{TvC-Colors|yellow|2B}}''']] | ||
|| | || | ||
10 | 10 | ||
Line 95: | Line 95: | ||
A solid poke. Likely to be your hit-confirm into most combos when both players are grounded. | A solid poke. Likely to be your hit-confirm into most combos when both players are grounded. | ||
|- | |- | ||
|[[File:Alex 5C.webm|thumb|'''{{TvC-Colors|5C}}''']] | |[[File:Alex 5C.webm|thumb|'''{{TvC-Colors|red|5C}}''']] | ||
|| | || | ||
18 | 18 | ||
Line 109: | Line 109: | ||
Overhead | Overhead | ||
|| | || | ||
One of Alex's many overheads. Cannot be linked from other normals but can chain into {{TvC-Colors|2C}} or a special. Best followed by charging for a {{TvC-Colors|Slash Elbow}}. | One of Alex's many overheads. Cannot be linked from other normals but can chain into {{TvC-Colors|red|2C}} or a special. Best followed by charging for a {{TvC-Colors|green|Slash Elbow}}. | ||
|- | |- | ||
|[[File:Alex 2C.webm|thumb|'''{{TvC-Colors|2C}}''']] | |[[File:Alex 2C.webm|thumb|'''{{TvC-Colors|red|2C}}''']] | ||
|| | || | ||
14 | 14 | ||
Line 127: | Line 127: | ||
A sweep with decent range, used in most of Alex’s combos and block string starters. | A sweep with decent range, used in most of Alex’s combos and block string starters. | ||
|- | |- | ||
|[[File:Alex 6C.webm|thumb|'''{{TvC-Colors|6C}}''']] | |[[File:Alex 6C.webm|thumb|'''{{TvC-Colors|red|6C}}''']] | ||
|| | || | ||
14 | 14 | ||
Line 141: | Line 141: | ||
Knockback | Knockback | ||
|| | || | ||
A somewhat unreliable anti-air, rarely seen in neutral or combos. Can link into {{TvC-Colors|Slash Elbow}} or {{TvC-Colors|Drop Kick}}, but requires close range. | A somewhat unreliable anti-air, rarely seen in neutral or combos. Can link into {{TvC-Colors|green|Slash Elbow}} or {{TvC-Colors|green|Drop Kick}}, but requires close range. | ||
|- | |- | ||
|[[File:Alex 3C.webm|thumb|'''{{TvC-Colors|3C}}''']] | |[[File:Alex 3C.webm|thumb|'''{{TvC-Colors|red|3C}}''']] | ||
|| | || | ||
16 | 16 | ||
Line 157: | Line 157: | ||
Launcher | Launcher | ||
|| | || | ||
Functions as a launcher and can work as an anti-air. If the opponent doesn't pushblock, you can easily punish blocked launchers with a {{TvC-Colors|Power Bomb}}. | Functions as a launcher and can work as an anti-air. If the opponent doesn't pushblock, you can easily punish blocked launchers with a {{TvC-Colors|green|Power Bomb}}. | ||
|- | |- | ||
|[[File:Alex jA.webm|thumb|'''{{TvC-Colors|j.A}}''']] | |[[File:Alex jA.webm|thumb|'''{{TvC-Colors|blue|j.A}}''']] | ||
|| | || | ||
6 | 6 | ||
Line 175: | Line 175: | ||
A fast air attack that hits diagonally. Mainly useful for correcting positioning during air combos. | A fast air attack that hits diagonally. Mainly useful for correcting positioning during air combos. | ||
|- | |- | ||
|[[File:Alex j.B.webm|thumb|'''{{TvC-Colors|j.B}}''']] | |[[File:Alex j.B.webm|thumb|'''{{TvC-Colors|yellow|j.B}}''']] | ||
|| | || | ||
8 | 8 | ||
Line 189: | Line 189: | ||
Overhead | Overhead | ||
|| | || | ||
A versatile air normal with great range. Used for air {{TvC-Colors|Power Bomb}} resets, grounded IAD crossups, air blocks into {{TvC-Colors|Power Bomb}}, and more. This is Alex's go-to move. | A versatile air normal with great range. Used for air {{TvC-Colors|green|Power Bomb}} resets, grounded IAD crossups, air blocks into {{TvC-Colors|green|Power Bomb}}, and more. This is Alex's go-to move. | ||
|- | |- | ||
|[[File:Alex j.C.webm|thumb|'''{{TvC-Colors|j.C}}''']] | |[[File:Alex j.C.webm|thumb|'''{{TvC-Colors|red|j.C}}''']] | ||
|| | || | ||
11 | 11 | ||
Line 206: | Line 206: | ||
|| | || | ||
"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. | "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. | ||
|} | |} | ||
Line 329: | Line 213: | ||
|- | |- | ||
|[[File:Powerbomb-11.webm|thumb|'''{{TvC-Colors|Power Bomb}}''' <br> {{TvC-Colors|63214X}}]] | |[[File:Powerbomb-11.webm|thumb|'''{{TvC-Colors|green|Power Bomb}}''' <br> {{TvC-Colors|green|63214X}}]] | ||
|| | || | ||
2/5/9 | 2/5/9 | ||
Line 345: | Line 229: | ||
Command grab. Turns into a suplex if the opponent is backwards. <br>'''Usable on giants.''' | Command grab. Turns into a suplex if the opponent is backwards. <br>'''Usable on giants.''' | ||
|- | |- | ||
|[[File:Air Bomb-1(1).webm|thumb|'''{{TvC-Colors|Air Power Bomb}}''' <br> {{TvC-Colors|j.63214X}}]] | |[[File:Air Bomb-1(1).webm|thumb|'''{{TvC-Colors|green|Air Power Bomb}}''' <br> {{TvC-Colors|green|j.63214X}}]] | ||
|| | || | ||
2 | 2 | ||
Line 361: | Line 245: | ||
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. | 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|'''{{TvC-Colors|Flash Chop}}''' <br> {{TvC-Colors|236X}}]] | |[[File:Flash Chop Suplex-6.webm|thumb|'''{{TvC-Colors|green|Flash Chop}}''' <br> {{TvC-Colors|green|236X}}]] | ||
|| | || | ||
4/17/24 | 4/17/24 | ||
Line 375: | Line 259: | ||
Back Turn + Projectile Erase | Back Turn + Projectile Erase | ||
|| | || | ||
* {{TvC-Colors|A Flash Chop}}: Provides little hitstun, can set up resets but doesn’t combo into {{TvC-Colors|Power Bomb}} or {{TvC-Colors|Stun Gun Headbutt}}. | * {{TvC-Colors|blue|A Flash Chop}}: Provides little hitstun, can set up resets but doesn’t combo into {{TvC-Colors|green|Power Bomb}} or {{TvC-Colors|green|Stun Gun Headbutt}}. | ||
* {{TvC-Colors|B Flash Chop}}: Links easily into {{TvC-Colors|Stun Gun Headbutt}}; can be followed with BBQ into {{TvC-Colors|C Flash Chop}}. | * {{TvC-Colors|yellow|B Flash Chop}}: Links easily into {{TvC-Colors|green|Stun Gun Headbutt}}; can be followed with BBQ into {{TvC-Colors|red|C Flash Chop}}. | ||
* {{TvC-Colors|C Flash Chop}}: Requires BBQ or an assist to connect. Causes the opponent to turn around and stay in hitstun for a long time. | * {{TvC-Colors|red|C Flash Chop}}: Requires BBQ or an assist to connect. Causes the opponent to turn around and stay in hitstun for a long time. | ||
* All versions can erase one projectile. | * All versions can erase one projectile. | ||
|- | |- | ||
|[[File:Elbow Slash-5.webm|thumb|'''{{TvC-Colors|green|Slash Elbow}}''' <br> {{TvC-Colors|green|[4]6X}}]] | |||
|[[File:Elbow Slash-5.webm|thumb|'''{{TvC-Colors|Slash Elbow}}''' <br> {{TvC-Colors|[4]6X}}]] | |||
|| | || | ||
17 | 17 | ||
Line 411: | Line 279: | ||
|| | || | ||
Likely to be your main approach tool. Alex flies toward the opponent. | Likely to be your main approach tool. Alex flies toward the opponent. | ||
* {{TvC-Colors|A Slash Elbow}}: Causes a soft knockdown if the opponent is airborne. Can lead into {{TvC-Colors|Hyper Bomb}}. | * {{TvC-Colors|blue|A Slash Elbow}}: Causes a soft knockdown if the opponent is airborne. Can lead into {{TvC-Colors|green|Hyper Bomb}}. | ||
* {{TvC-Colors|B Slash Elbow}}: Causes a hard knockdown. Useful in neutral and allows Alex to carry wall-to-wall. | * {{TvC-Colors|yellow|B Slash Elbow}}: Causes a hard knockdown. Useful in neutral and allows Alex to carry wall-to-wall. | ||
* {{TvC-Colors|C Slash Elbow}}: Causes a wall bounce. | * {{TvC-Colors|red|C Slash Elbow}}: Causes a wall bounce. | ||
* All versions can be followed with '''{{TvC-Colors| | * All versions can be followed with '''{{TvC-Colors|green|Drop Kick}}'''. | ||
| | |||
|- | |- | ||
|[[File:Knee Drop-10.webm|thumb|'''{{TvC-Colors|Knee Smash}}''' <br> {{TvC-Colors|623X}}]] | |[[File:Knee Drop-10.webm|thumb|'''{{TvC-Colors|green|Knee Smash}}''' <br> {{TvC-Colors|green|623X}}]] | ||
|| | || | ||
11/13/13 | 11/13/13 | ||
Line 446: | Line 298: | ||
Air Grab | Air Grab | ||
|| | || | ||
Anti-air grab, can be used for resets. {{TvC-Colors|C Knee Smash}} is preferred for anti-air opportunities. | Anti-air grab, can be used for resets. {{TvC-Colors|red|C Knee Smash}} is preferred for anti-air opportunities. | ||
|} | |} |
Revision as of 13:22, 6 September 2024
Introduction
Alex from Street Fighter III comes to Tatsunoko vs Capcom with a not-so-great rendition of Jazzy NYC. He’s the same grappler you expect, and notably, the only small character with a snapback. Lacking projectiles and a double jump, Alex struggles in certain matchups, but once he gets going, he can wipe out entire characters with ease.
Gameplay
Standard Vs. Grappler
Strengths | Weaknesses |
---|---|
|
|
Move List
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
8 |
1 |
18 |
- |
1200 |
- |
Jab. Nothing special—just a jab. | |
8 |
1 |
12 |
- |
1120 |
- |
Another jab, but crouching. | |
11 |
3 |
21 |
- |
2140 |
- |
A decent normal with some anti-air properties, though it’s more likely to be used as combo filler. | |
10 |
2 |
15 |
- |
2200 |
Low |
A solid poke. Likely to be your hit-confirm into most combos when both players are grounded. | |
18 |
3 |
30 |
- |
3380 |
Overhead |
One of Alex's many overheads. Cannot be linked from other normals but can chain into 2C or a special. Best followed by charging for a Slash Elbow. | |
14 |
2 |
33 |
- |
3340 |
Low |
A sweep with decent range, used in most of Alex’s combos and block string starters. | |
14 |
3 |
21 |
- |
3880 |
Knockback |
A somewhat unreliable anti-air, rarely seen in neutral or combos. Can link into Slash Elbow or Drop Kick, but requires close range. | |
16 |
6 |
29 |
- |
3200 |
Launcher |
Functions as a launcher and can work as an anti-air. If the opponent doesn't pushblock, you can easily punish blocked launchers with a Power Bomb. | |
6 |
8 |
24 |
- |
1120 |
Overhead |
A fast air attack that hits diagonally. Mainly useful for correcting positioning during air combos. | |
8 |
5 |
28 |
- |
2080 |
Overhead |
A versatile air normal with great range. Used for air Power Bomb resets, grounded IAD crossups, air blocks into Power Bomb, and more. This is Alex's go-to move. | |
11 |
N/A |
29 |
- |
3320 |
Overhead |
"Head Dive!" Massively unsafe but causes extreme stagger, allowing for extended combos. More effective when close to the ground. Combining with an assist can make it safer, but don’t rely on it too often. |
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. | |
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 |
| |
17 |
2 |
27 |
- |
2800/3000/3200 |
None/Knockdown/Wall Bounce |
Likely to be your main approach tool. Alex flies toward the opponent.
| |
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. |