User:Cce2955/sandbox: Difference between revisions

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(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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|-
|-
| [[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}}''']]  
||
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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.
|}
===Universal Mechanics===
{| class = "wikitable" style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|-
|[[File:Alex VAR.webm|thumb|'''{{TvC-Colors|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 {{TvC-Colors|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.
|-
| '''Crossover Counter'''
||
27
||
3
||
28
||
-
||
2400
||
-
||
Uses the {{TvC-Colors|3C}} animation.
|-
| '''Assist <br> {{TvC-Colors|(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, {{TvC-Colors|Knee Smash}}, or {{TvC-Colors|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
||
|}
|}


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|-
|-
|[[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  
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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  
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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  
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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:Charged Chop (2)-3.webm|thumb|'''{{TvC-Colors|Machine Gun Chop}}''' <br> {{TvC-Colors|236[C]}}]]
|[[File:Elbow Slash-5.webm|thumb|'''{{TvC-Colors|green|Slash Elbow}}''' <br> {{TvC-Colors|green|[4]6X}}]]
||
59
||
2
||
28
||
-
||
17229
||
Unblockable + Projectile Erase
||
Fully charged {{TvC-Colors|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|'''{{TvC-Colors|Slash Elbow}}''' <br> {{TvC-Colors|[4]6X}}]]
||
||
17  
17  
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||
||
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|Drop Kick}}'''.
* All versions can be followed with '''{{TvC-Colors|green|Drop Kick}}'''.
|-
|[[File:Drop Kick Snapback-4.webm|thumb|'''{{TvC-Colors|Dropkick}}''' <br> {{TvC-Colors|623C}} after {{TvC-Colors|([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|'''{{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  
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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.
|-
|[[File:Wild Stomp-15.webm|thumb|'''{{TvC-Colors|Air Stampede}}''' <br> {{TvC-Colors|[2]8X}}]]
||
26
||
5
||
24
||
-
||
2600
||
Overhead/OTG
||
Quick damage option or OTG finisher. Easy to forget, but useful in certain situations.
|}
 
===Super Moves===
{| class = "wikitable" style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
 
|-
|[[File:Boomerang Raid.webm|thumb|'''{{TvC-Colors|Boomerang Raid}}''' <br> {{TvC-Colors|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|'''{{TvC-Colors|Stun Gun Headbutt}}''' <br> {{TvC-Colors|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.
* {{TvC-Colors|L+M}}: Short jump, useful as a link from {{TvC-Colors|B Flash Chop}}.
* {{TvC-Colors|L+H}}: Mid-screen jump.
* {{TvC-Colors|M+H}}: Near full-screen jump.
|-
|[[File:Hyperbomb forward.webm|thumb|'''{{TvC-Colors|Hyper Bomb}}''' <br> {{TvC-Colors|632147896XX}}]] <br>[[File:Hyperbomb back.webm|thumb|'''{{TvC-Colors|Suplex Hyper Bomb}}''' <br> {{TvC-Colors|63214789XX}} <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}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
 
 
=========================================================================================================
{{TVC Character Subnav|char=Alex |sub=1}}
 
===Legend===
{| class="wikitable" style="text-align: left; width: 50%;"
|-
! colspan="2" | Legend
|-
| {{TvC-Colors|5A}}
| {{TvC-Colors|Blue}}
|-
| {{TvC-Colors|5B}}
| {{TvC-Colors|Yellow}}
|-
| {{TvC-Colors|5C}}
| {{TvC-Colors|Red}}
|-
| {{TvC-Colors|Special}}
| {{TvC-Colors|Green}}
|-
| {{TvC-Colors|BBQ}}
| {{TvC-Colors|Rainbow}}
|-
| {{TvC-Colors|Partner Assist}}
| {{TvC-Colors|White}}
|}
 
===Combos===
{| class="wikitable" style="text-align: center;"
 
|-
|[[File:Alex basic launch.webm.webm|thumb]] 
|
{{TvC-Colors|2B}} &ensp; {{TvC-Colors|3C}} &ensp; sjc &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|Power Bomb}}
| Absolute basic Alex combo. {{TvC-Colors|3C}} has a small hitbox, so if you're spaced out too much or add too many ground hits it'll whiff. Example includes the delayed Power Bomb which resets damage scaling so you get the absolute maximum damage out of it.
 
|-
|[[File:Alex Elbow Slash.webm|thumb]] 
|
{{TvC-Colors|[1]5A}} &ensp; {{TvC-Colors|2B}} &ensp; {{TvC-Colors|2C}} &ensp; {{TvC-Colors|B Slash Elbow}}
| Quick knockdown. If you have no Baroque and just want to set up oki, this is it. The notation says to charge at {{TvC-Colors|5A}} but you can start at {{TvC-Colors|5B}} and still get Slash Elbow out. If you follow up with reverse IAD {{TvC-Colors|j.B}} you can catch people rolling behind you with a crossup overhead.
 
|-
|[[File:Alex wild stomp.webm|thumb]] 
|
{{TvC-Colors|[1]5A}} &ensp; {{TvC-Colors|2B}} &ensp; {{TvC-Colors|2C}} &ensp; {{TvC-Colors|Wild Stomp}}
| If you need unburstable damage you can try this.
 
|-
|[[File:Alex air to air.webm|thumb]] 
|
{{TvC-Colors|j.B}} &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|Power Bomb}}
| Completely basic and braindead air-to-air. If you tag the enemy with {{TvC-Colors|j.B}} for any reason, you can TK Power Bomb for a free untechable 7K. Keep this deep in your back pocket and use it often.
 
|-
|[[File:Alex IAD B.webm|thumb]] 
|
{{TvC-Colors|[1]5B}} &ensp; {{TvC-Colors|1C}} &ensp; {{TvC-Colors|B Slash Elbow}} &ensp; {{TvC-Colors|BBQ}} &ensp; IAD &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|3C}} &ensp; sjc &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|Power Bomb}}
| Basic BBQ combo. If you don't IAD the enemy will go too high and any follow-ups will miss. You can attempt to Power Bomb if you whiff the IAD.
 
|-
|[[File:Alex midscreen.webm|thumb]] 
|
{{TvC-Colors|[1]5B}} &ensp; {{TvC-Colors|1C}} &ensp; {{TvC-Colors|C Slash Elbow}} &ensp; 66 &ensp; 66 &ensp; {{TvC-Colors|[1]5B}} &ensp; {{TvC-Colors|2C}} &ensp; {{TvC-Colors|B Slash Elbow}} &ensp; {{TvC-Colors|BBQ}} &ensp; 66 &ensp; {{TvC-Colors|5B}} &ensp; {{TvC-Colors|3C}} &ensp; sjc &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|Power Bomb}}
| If you have no Baroque you can snapback after the {{TvC-Colors|B Slash Elbow}} or just let them hard knockdown for the oki.
 
|-
|[[File:Alex flash.webm|thumb]] 
|
{{TvC-Colors|5A}} &ensp; {{TvC-Colors|5B}} &ensp; {{TvC-Colors|2B}} &ensp; {{TvC-Colors|B Flash Chop}} &ensp; '''Partner''' &ensp; {{TvC-Colors|C Flash Chop}} &ensp; 66 &ensp; {{TvC-Colors|5A}} &ensp; {{TvC-Colors|5B}} &ensp; {{TvC-Colors|2B}} &ensp; {{TvC-Colors|B Flash Chop}} &ensp; {{TvC-Colors|BBQ}} &ensp; {{TvC-Colors|C Flash Chop}} &ensp; {{TvC-Colors|5A}} &ensp; {{TvC-Colors|5B}} &ensp; {{TvC-Colors|[1]5B}} &ensp; {{TvC-Colors|2C}} &ensp; {{TvC-Colors|C Slash Elbow}} &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|5B}} &ensp; {{TvC-Colors|3C}} &ensp; sjc &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|Power Bomb}}
| This is purely a style combo, you will likely be bursted for even trying. However, even before Baroque you're already 20B damage in so it's not that bad. The {{TvC-Colors|j.B}} after {{TvC-Colors|C Slash Elbow}} can be omitted and honestly may help with the reset Power Bomb, as hit stun scaling is so severe you have to combo Power Bomb in this combo.
 
|-
|[[File:Alex corner jb.webm|thumb]] 
|
{{TvC-Colors|[1]5B}} &ensp; {{TvC-Colors|2C}} &ensp; {{TvC-Colors|C Slash Elbow}} &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|Power Bomb}}
| A small but powerful combo you can do for no meter.
 
|-
|[[File:Alex corner optimal.webm|thumb]] 
|
{{TvC-Colors|5A}} &ensp; {{TvC-Colors|5B}} &ensp; {{TvC-Colors|[1]5B}} &ensp; {{TvC-Colors|2C}} &ensp; {{TvC-Colors|C Slash Elbow}} &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|5B}} &ensp; {{TvC-Colors|[1]5B}} &ensp; {{TvC-Colors|2C}} &ensp; {{TvC-Colors|B Slash Elbow}} &ensp; '''Partner''' &ensp; {{TvC-Colors|5B}} &ensp; {{TvC-Colors|[1]5B}} &ensp; {{TvC-Colors|2C}} &ensp; {{TvC-Colors|B Slash Elbow}} &ensp; {{TvC-Colors|5B}} &ensp; {{TvC-Colors|3C}} &ensp; sjc &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|Power Bomb}}
| Standard corner combo. Uses resources and does stupid damage.
 
|-
|[[File:Alex suplex.webm|thumb]] 
|
{{TvC-Colors|5A}} &ensp; {{TvC-Colors|5B}} &ensp; {{TvC-Colors|2B}} &ensp; {{TvC-Colors|B Flash Chop}} &ensp; '''Partner''' &ensp; {{TvC-Colors|C Flash Chop}} &ensp; 66 &ensp; {{TvC-Colors|5A}} &ensp; {{TvC-Colors|5B}} &ensp; {{TvC-Colors|2B}} &ensp; {{TvC-Colors|B Flash Chop}} &ensp; {{TvC-Colors|BBQ}} &ensp; {{TvC-Colors|C Flash Chop}} &ensp; {{TvC-Colors|5A}} &ensp; {{TvC-Colors|5B}} &ensp; {{TvC-Colors|2B}} &ensp; {{TvC-Colors|B Flash Chop}} &ensp; {{TvC-Colors|A Power Bomb}}
| A neat grounded combo; suplex is a reset and unavoidable. This is one of the very few combos where you MUST use {{TvC-Colors|A Power Bomb}}.
 
|-
|[[File:Alex wall to wall.webm|thumb]] 
|
{{TvC-Colors|5B}} &ensp; {{TvC-Colors|[1]5B}} &ensp; {{TvC-Colors|2C}} &ensp; {{TvC-Colors|B Slash Elbow}} &ensp; {{TvC-Colors|BBQ}} &ensp; IAD &ensp; {{TvC-Colors|j.[4]B}} &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|C Slash Elbow}} &ensp; 66 &ensp; 66 &ensp; {{TvC-Colors|[1]5B}} &ensp; {{TvC-Colors|2C}} &ensp; {{TvC-Colors|B Slash Elbow}} &ensp; '''Partner''' &ensp; 66 &ensp; {{TvC-Colors|3C}} &ensp; sjc &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|Power Bomb}}
| Alex can't do much mid-screen but he can do this. With the right partner he'll go full screen, without a good partner it still does damage. Again, the IAD is necessary and the hitbox on {{TvC-Colors|C Slash Elbow}} makes this possible, and since you're hitting the opponent at a higher angle the wall bounce hits higher, making 66 easier to hit. Be careful with your dashes though; if you go too fast, the opponent may hit the ground instead of the wall and there will be no wall bounce.
 
|-
|[[File:Stungun loop.webm|thumb]] 
|
{{TvC-Colors|5A}} &ensp; {{TvC-Colors|5B}} &ensp; {{TvC-Colors|2B}} &ensp; {{TvC-Colors|B Flash Chop}} &ensp; {{TvC-Colors|AB Stun Gun Headbutt}} &ensp; {{TvC-Colors|AB Stun Gun Headbutt}} &ensp; {{TvC-Colors|5A}} &ensp; {{TvC-Colors|5B}} &ensp; {{TvC-Colors|B Flash Chop}} &ensp; {{TvC-Colors|BBQ}} &ensp; {{TvC-Colors|C Flash Chop}} &ensp; {{TvC-Colors|5A}} &ensp; {{TvC-Colors|5B}} &ensp; {{TvC-Colors|[1]5B}} &ensp; {{TvC-Colors|2C}} &ensp; {{TvC-Colors|C Slash Elbow}} &ensp; {{TvC-Colors|3C}} &ensp; sjc &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|Power Bomb}}
| After the second Stun Gun you have to link the {{TvC-Colors|5A}}, and {{TvC-Colors|2B}} cannot be used as Alex will be pushed far away. The clip cuts off but it's a basic wall bounce to launcher setup.
 
|-
|[[File:Alex backturn level three.webm|thumb]] 
|
{{TvC-Colors|5A}} &ensp; {{TvC-Colors|5B}} &ensp; {{TvC-Colors|2B}} &ensp; {{TvC-Colors|B Flash Chop}} &ensp; '''Partner''' &ensp; {{TvC-Colors|C Flash Chop}} &ensp; 66 &ensp; {{TvC-Colors|5A}} &ensp; {{TvC-Colors|5B}} &ensp; {{TvC-Colors|B Flash Chop}} &ensp; {{TvC-Colors|BBQ}} &ensp; {{TvC-Colors|C Flash Chop}} &ensp; 66 &ensp; {{TvC-Colors|5A}} &ensp; {{TvC-Colors|5B}} &ensp; {{TvC-Colors|B Flash Chop}} &ensp; {{TvC-Colors|Hyper Bomb}}
| Suplex Hyper Bomb setup, not much to say here. Good damage. As usual you'd probably be hit with a burst by the first {{TvC-Colors|C Flash Chop}}.
 
|-
|{{#ev:youtube|https://www.youtube.com/watch?v=bkYtMoQPufA|dimensions=300x250}}
|
Dive Loops &ensp; {{TvC-Colors|j.B}} &ensp; {{TvC-Colors|j.C}} &ensp; VAR
|}
|}

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
  • 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 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.
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.

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.

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.