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| {{TVC Character Intro|char=Alex|content=
| | Welcome to mysterious mysteries of strange mystery, where we'll observe how jank and crazy this game is |
| ==Introduction==
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| 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.
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| ==Gameplay== | | === Universal === |
| {{Content Box|content=
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| Standard Vs. Grappler
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| {{ProConTable
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| |pros=
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| * The only non-giant character with a snapback.
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| * Insane damage output, especially when boosted by Baroque—can wipe out most characters with just 20% Baroque.
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| * Benefits greatly from the VAR system, receiving both damage and meter boosts, plus a height damage boost.
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| * Decent anti-air options.
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| * Standing overhead that leads into multiple combo routes.
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| * Excellent giant killer.
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| |cons=
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| * Cannot double jump.
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| * A well-timed pushblock can ruin setups.
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| * Struggles against zoning despite the ability to nullify fireballs.
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| * Has only one super that is truly worthwhile.
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| * 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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| }}
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| }}
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| }}
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| ==Move List==
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| ===Normal Moves===
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| {| class = "wikitable" style="text-align: center;" | | {| class = "wikitable" style="text-align: center;" |
| ! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | | ! Glitch !! Conditions!! Notes!! |
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| | [[File:Alex_5A.webm|thumb|'''{{TvC-Colors|blue|5A}}''']] | | | Baroque Unblockables |
| || | | || Any sliver of baroque |
| 8
| | || During baroque time is "frozen" in a sense, so by plinking a normal with your baroque input, the game will "Freeze" but also accept your input as valid, allowing your character to move in this frozen time. As the rest of the game is frozen your opponent literally cannot block leading to unblockables |
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| 1
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| 18
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| -
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| 1200
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| -
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| Jab. Nothing special—just a jab.
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| |- | | |- |
| |[[File:Alex 2A.webm|thumb|'''{{TvC-Colors|blue|2A}}''']] | | | Assist unblockables |
| || | | || Have an assist |
| 8
| | || By timing your assist at the cooldown of a blockstring it can become unblockable, noted by the opponent "relaxing" their guard, some characters like Saki have easier setups |
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| 1
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| 12
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| -
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| 1120
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| -
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| Another jab, but crouching.
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| |[[File:Alex 5B.webm|thumb|'''{{TvC-Colors|yellow|5B}}''']] | | | Tiger Knee Dash |
| || | | || exist |
| 11
| | || press 66966 to wave dash, it's outrageously fast, greatly benefits slower characters like PTX or Tekkaman |
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| 3
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| 21
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| -
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| 2140
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| -
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| A decent normal with some anti-air properties, though it’s more likely to be used as combo filler.
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| |[[File:Alex 2M.webm|thumb|'''{{TvC-Colors|yellow|2B}}''']]
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| 10
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| 2
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| 15
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| -
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| 2200
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| Low
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| A solid poke. Likely to be your hit-confirm into most combos when both players are grounded.
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| |-
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| |[[File:Alex 5C.webm|thumb|'''{{TvC-Colors|red|5C}}''']]
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| 18
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| 3
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| 30
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| -
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| 3380
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| Overhead
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| 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}}.
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| |[[File:Alex 2C.webm|thumb|'''{{TvC-Colors|red|2C}}''']]
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| 14
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| 2
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| 33
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| -
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| 3340
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| Low
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| A sweep with decent range, used in most of Alex’s combos and block string starters.
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| |[[File:Alex 6C.webm|thumb|'''{{TvC-Colors|red|6C}}''']]
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| 14
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| 3
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| 21
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| -
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| 3880
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| Knockback
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| 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.
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| |[[File:Alex 3C.webm|thumb|'''{{TvC-Colors|red|3C}}''']]
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| 16
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| 6
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| 29
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| -
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| 3200
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| Launcher
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| 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}}.
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| |[[File:Alex jA.webm|thumb|'''{{TvC-Colors|blue|j.A}}''']]
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| 6
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| 8
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| 24
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| -
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| 1120
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| Overhead
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| A fast air attack that hits diagonally. Mainly useful for correcting positioning during air combos.
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| |[[File:Alex j.B.webm|thumb|'''{{TvC-Colors|yellow|j.B}}''']]
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| 8
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| 5
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| 28
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| -
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| 2080
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| Overhead
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| 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.
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| |[[File:Alex j.C.webm|thumb|'''{{TvC-Colors|red|j.C}}''']]
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| 11
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| N/A
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| 29
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| -
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| 3320
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| Overhead
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| "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.
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| |} | | |} |
| | | === Alex === |
| ===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 | | ! Glitch !! Conditions!! Notes!! |
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| |[[File:Powerbomb-11.webm|thumb|'''{{TvC-Colors|green|Power Bomb}}''' <br> {{TvC-Colors|green|63214X}}]] | | | Var Glitch |
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| | || Alex needs partner alive || If Alex's partner is alive, he can influence the direction of his VAR unusually fast, by first doing an air dash, then {{TvC-Colors|red|j.C}}, followed by {{TvC-Colors|green|VAR}} Alex can get a slightly faster air dash dash, he can still perform {{TvC-Colors|green|Knee Smash}} or {{TvC-Colors|green|Power Bomb}} but that's about it, it can also make {{TvC-Colors|red|j.C}} safe on hit but that's much harder |
| 2/5/9
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| 3
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| 51/46/40
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| -
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| 7600 (7900 vs back)
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| Throw
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| Command grab. Turns into a suplex if the opponent is backwards. <br>'''Usable on giants.'''
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| |[[File:Air Bomb-1(1).webm|thumb|'''{{TvC-Colors|green|Air Power Bomb}}''' <br> {{TvC-Colors|green|j.63214X}}]]
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| 2
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| 4
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| -
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| -
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| 7798
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| Throw
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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.
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| |-
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| |[[File:Flash Chop Suplex-6.webm|thumb|'''{{TvC-Colors|green|Flash Chop}}''' <br> {{TvC-Colors|green|236X}}]]
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| 4/17/24
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| 3/3/2
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| 29/34/28
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| -
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| 2800/3120/3440
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| Back Turn + Projectile Erase
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| * {{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}}.
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| * {{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}}.
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| * {{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.
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| * All versions can erase one projectile.
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| |[[File:Elbow Slash-5.webm|thumb|'''{{TvC-Colors|green|Slash Elbow}}''' <br> {{TvC-Colors|green|[4]6X}}]]
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| 17
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| 2
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| 27
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| -
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| 2800/3000/3200
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| None/Knockdown/Wall Bounce
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| Likely to be your main approach tool. Alex flies toward the opponent.
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| * {{TvC-Colors|blue|A Slash Elbow}}: Causes a soft knockdown if the opponent is airborne. Can lead into {{TvC-Colors|green|Hyper Bomb}}.
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| * {{TvC-Colors|yellow|B Slash Elbow}}: Causes a hard knockdown. Useful in neutral and allows Alex to carry wall-to-wall.
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| * {{TvC-Colors|red|C Slash Elbow}}: Causes a wall bounce.
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| * All versions can be followed with '''{{TvC-Colors|green|Drop Kick}}'''.
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| |[[File:Knee Drop-10.webm|thumb|'''{{TvC-Colors|green|Knee Smash}}''' <br> {{TvC-Colors|green|623X}}]] | | | Grounded {{TvC-Colors|blue|Stungun Headbutt}} |
| || | | || Combo {{TvC-Colors|blue|stungun headbutt}} into itself |
| 11/13/13
| | || Normally when using {{TvC-Colors|blue|stungun headbutt}}, any additional normals will cause the opponent to go airborne, but for whatever reason, doing {{TvC-Colors|blue|stungun headbutt}} followed immediately by another {{TvC-Colors|blue|stungun headbutt}} will cause the opponent to stay grounded for any additional hits, you do have to link your normals after the second {{TvC-Colors|blue|stungun headbutt}} but after that it's as if they never left the ground....spooky |
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| 2/2/6
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| 5680
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| Air Grab
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| Anti-air grab, can be used for resets. {{TvC-Colors|red|C Knee Smash}} is preferred for anti-air opportunities.
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| |} | | |} |