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{{Character Subnav HFTF|name=Alessi}}  
{{Character Subnav HFTF|name=Alessi}}  
=How to learn Alessi=
==All That You Need==
Alessi is a weird character and it can be difficult to get a grip of his learning curve. He's a surprisingly easy character to learn but optimal play at higher levels require more abstract solutions to his glaring problems. This section isn't a definitive "how to play alessi" but rather a starting point for people picking up the character.
Alessi isn't all about combos. It's highly recommended you learn them if you want to play him beyond a beginners level, but his gameplan relies on game sense heavily as well. Read beyond this section after you at least learn the basics of neutral.


===Things to know===
''' Normal BnB '''
Alessi is Capcom's magnum opus. He is full of weird bugs and oversights that will plague you throughout your entire time playing him; like a bad knee always making its presence known as you bend down to pick up the morning newspaper off your doorstep. It's important to keep these things in mind when playing as they'll shape how you play the character.


1. '''Alessi's stand extends after grabbing'''. Having an extended stand gives you more reach but opens up a deadzone right in front of Alessi where moves and combos may whiff entirely. After grabbing you should prioritize resetting Sethan's length as soon as possible. You can reset it by turning Stand ON without holding any directions (it also works if you're mid air) or doing s.63214A/B/C. Holding a directional input as you turn Stand ON also keeps its length.  
(j.A) 5A, 5C xx 214+S {s.5A, s.5A, s.5A, s.5A, cl.s.5C xx s.63214+A}


2. '''Alessi's landing is always vulnerable while he is Stand ON.''' Normally characters in HFTF are all able to block on landing if they haven't performed any offensive aerial actions (such as attacking or turning their stand on/off) but Alessi's Stand ON landing (and in some rare circumstances his stand off landing) is always vulnerable. Be careful when jumping or turn your stand OFF when you do it.
'''Alessi Mode BnB'''


3. '''Some child modes cheat with iframes and are generally annoying to pin down.''' Consistently getting the most out of your Alessi mode is important but some child modes like Baby Vanilla Ice are more difficult to meaty than others.  
66C, 66C, 66C, 66C xx 41236+C - If your opponent doesn't know to jump, this combo is newbie-friendly and strong enough to get you past the beginners phase of playing Alessi. If your opponent does know to jump, refer to the "Alessi Mode combos" section further down below.


4. '''Alessi has no anti-airs'''. You have to force your opponent into an air-to-air exchange, guard cancel their jump in or be patient and block. A core aspect of your gameplan is to position yourself in a way to minimize how vulnerable you are to consecutive jump in pressure. 
==Notes==


5. '''Alessi is mechanically janky.''' Stuff like large preemptive hurtboxes, not being able to have a crouching hurtbox on wakeup, characters randomly falling out of your supers, stand ON characters airteching out of your gun, Alessi's dash having inconsistent framedata depending on which direction you're dashing, proximity normals not caring about vertical distance etc. are all poor quality of life stuff you have to deal with. But it gets slightly easier to manage with time.
- Comboing into gun can be punished if your opponent is too close. Circumvent this by mashing the first few hits to guarantee a connection, then space out the shots to move them across the screen.  


===Good buttons===
- s.66C combos are quite spacing dependent, and only work if Alessi is facing the right side of the screen. Brief explanations will be given when the combo appears, but Alessi's dash inconsistencies will be explained in the "Strategy" page.
'''2C''' - Can cancel into a roll and gives you a knockdown into okizeme. Very strong move but be careful as it'll whiff on most prejumps. If anyone reverses through your 2C with a super just mash roll. You can also cancel it into 214S for a potential punish but it's character/move specific.  


'''f.s.5C''' - Long range poke primarily used for controlling the ground. Also whiffs on most prejumps so don't mash it out if you expect your opponent to jump. It has large preemptive hurtboxes so if your opponent is throwing out moves be careful when counterpoking with s.5C.
- Holding [AB] until it reaches its Level 2 stage creates a dead zone in front of Alessi, which can whiff your combos, although the Level 1 [AB] doesn't have the best range. Dash deep, and adjust accordingly.


'''d.s.5C''' - Dashing version of s.5C. More recovery and generally more punishable but extends your effective range and may catch people off guard. Good poke for when your opponent is careless when standing outside Sethan's range.
- For help on loops and basic standcrash, refer to Kain's tutorial. https://www.youtube.com/watch?v=CNe9PAqa48I


'''f.s.6B''' - Quick overhead that doesn't lead into much damage but stops your opponent from holding down-back on top of your shadow. You can't abuse it but startling your opponent once in a while helps you aggravate them in neutral.
== Basic Combos ==
=== Stand Off ===


'''s.5B''' - Decent. Use it similar to s.5C except it deals less damage but makes up for it by having more vertical reach. Throw this out instead of s.5C if you expect your opponent to jump.  
{{ComboCard
  |title=Basic Confirm into 41236+B/C
  |subtitle=Remember to space out gunshots
  |difficulty={{DifficultyText|Basic}}
  |notation=5A, 5C xx 41236+B/C (mash) OR 214+S
  |position=Anywhere
  |content=Use this combo if the opponent is in s.On, cl.s.5C won't reach, or if you don't want to play neutral against the opponents child mode. Any combo that ends with 5C can confirm into either 41236B/C or 214S.  
}}


'''j.A''' - Good jump in that confirms into your BNB and can cross your opponent up. Also a decent air-to-air if you're above them.
{{ComboCard
  |title=Basic Confirm into Sweep
  |subtitle=Meterless reset back to neutral with more damage
  |difficulty={{DifficultyText|Basic}}
  |notation=5A, 2C
  |position=Anywhere
  |content=s.On characters do not get knocked down, try using other combos if possible, like the one above. Cancel into 41236+A/B/C on reaction for free chip.
}}


'''j.C''' - Better horizontal air-to-air. Also works for jump ins if you're further away. This is your primary tool for controlling the aerial space.
{{ComboCard
  |title=Basic Confirm from an Aerial
  |subtitle=Also possible with a j.C
  |difficulty={{DifficultyText|Basic}}
  |notation=j.A/C, 5A, 5C xx 41236+C (mash)
  |position=Anywhere
  |content=Same as combo above except from a light aerial. Either j.A or j.C work, but remember j.C has pre-emptive hurtboxes and is used more as an air-to-air due to its hutbox. Use C version of gun due to distance.  
}}


'''41236+A/B/C''' - Gun. Alessi's most useful move as it does a huge amount of chip damage. It's prone to getting punished so be careful, but you can cancel it early by pressing S and pray you recover in time to block. If your opponent is turtling, knocked down or predictive in general pull this out and blast them.
{{ComboCard
  |title=Meterless Confirm into Alessi Mode
  |subtitle=Requires you to play neutral against the opponent's child mode
  |difficulty={{DifficultyText|Basic}}
  |notation=5A, S+5C xx s.63214+C
  |position=Anywhere
  |content=Combo 5A s.5C by plinking s.5C. All combos that go into a point-blank 5A can go into close s.5C. Better in the corner, as there's less space for the opponent to run away.  
}}


'''a.d.5C''' - Alessi mode exclusive move. Your primary means of doing damage.  
{{ComboCard
  |title=Basic Confirm from a Crossup Aerial
  |subtitle=Extremely useful mixup combo
  |difficulty={{DifficultyText|Basic}}
  |notation=j.A (crossup), 5A, 5C xx 41236+C
  |position=Anywhere
  |content=j.A can crossup opponents due to its large horizontal hitbox, very useful to know. Use it often.  
}}
-


===Most Cmportant Combos===
{{ComboCard
'''(j.A), 5A, 5C, 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A}''' The easiest confirm into the most reliable custom combo string. Note that it doesn't really matter what you do during CC as long as you end it with s.63214+A/B/C. If you get s.5B(far) during the custom combo and it whiffs you need to either be slower when pressing the buttons or reset Sethan's length. The general basic idea of Alessi's combo game is to confirm buttons into 5C and cancel it into 214S. Some other variants include:
  |title=
  |subtitle=
  |difficulty={{DifficultyText|Basic}}
  |notation=
  |position=Anywhere
  |content=
}}
2B, 2C - 2B low profiles very well, and is a great meter building option. If you catch someone approaching while you were meter building with 2B, at all ranges where a single 2B hits, 2C always combos.  


'''663A  5A 5C 214S(CC)'''. A dashing low confirm that is relatively safe on block. d.2A 5A however is a 1f link. Another low approach option is:
663C, 2C - If you hit 663C a bit too far, use this combo instead for guaranteed damage.  


'''d.2C 214S (CC)'''. Bit harder to confirm on hit on reaction but is easier to execute than confirming with d.2A. Note that you can also do d.2C d.2A 5A 5C.
663C, S+5C - If you hit 663C on its last few pixels, plink into s.5C for extra confirmed damage. You can also directly cancel 663C into 214S, but it's a test of your reaction speed that's not necessary at a beginner level.


An alternative CC string if your opponent blocks your confirm is 214S (s.6B s.6B s.6B s.6B s.63214A/B/C). s.6B(far) is an overhead that combos into itself during CC while s.6b(close) is a low that combos into itself. Mashing this out during a bad confirm may salvage the situation and give you an (undeserved) Alessi mode.
=== Stand On ===


'''Don't worry about every single Alessi Mode combo or advanced combos yet'''. They're optimal and very strong but only necessary until you've gotten a full grasp of Alessi's fundamentals. Practice them if you want/find it fun but don't be scared off if you're having trouble executing them.
cl.s.5A, cl.s.5C xx s.63214+C (mash) OR s.41236+C OR 214+S - Can start from any aerial that hits deep enough. If you catch an opponent airborne with cl.s.5A, you can also combo cl.s.5C afterwards. Useful when using s.ABC to option select.  


===Resets===
s.66C (closest possible connect), cl.s.5C xx s.63214+C (mash) OR s.43216+C - Alessi's s.On dash has different properties depending on which side of the screen you are standing. All you need to know is his s.On dashing attacks are more plus when Alessi is on the left, and this combo is only possible from the left side as well. Add a cl.s.5A at the start if you're feeling feisty, although it's not recommended.  
As stated in the combo section, Alessi has access to a volatile stand crush reset against stand characters. Learning these resets are crucial for maximizing Alessi's true damage. Against most characters, the crush reset combo can deal around 50% without including Alessi mode damage. With Alessi mode, however, he can deal around 70% to 90% depending on the character. The setup for the reset is listed in the combo section, but all you need is the '''d.2A, s.5C''' with the correct stand gauge amount. This is essentially Alessi's robbery mechanic.  


===Okizeme===
== Intermediate Combos ==
You have a weak high/low game with 2C and s.6B(far). Alternatively you'll more often than not cancel whatever you are doing into gun on knockdown and either set up a gunblockable(ideally if the shots will kill) or just mash out all 13 shots on their block to benefit from chip damage. The damage from chipping with gun quickly adds up.
=== Stand Off ===


===Simplified Gameplan===
663A, 5A, 5C xx 41236+C (mash) - 663A 5A is a 1-frame link and your most important conversion. Not necessary at a starting level, but do try to get some practice in.  
Be patient and expect to be put under pressure due to your lack of anti airs. Use Stand OFF for approaching and Stand ON for poking/footsies/defensive play. j.A, j.C, d.2A and d.2C are all decent approach options. If you have to approach try to consider if you can use gun instead. If they're stand OFF/passive stand and not moving erratically you might gain more from shooting their block through chip than to risk your life approaching them.  


During footsies throw out s.5C. Take note of when it works and when it gets stuffed out and use this to determine when you should press it. If they're gonna jump press s.5B instead. If you block their jump in, you can pushblock into 2C to outrange their grounded followup or roll cancel if your 2C whiffs because they went for another jump. Ideally avoid having your opponent jump at you for free. Use your movement to space yourself to meet them horizontally in the air with j.C or run away if you're not cornered. If they get super obvious with their jumps you can do 214AA/236AA but it'll be a callout move so be careful. Your short height helps versus jump ins because your opponent may overshoot their aerial trajectory and land behind you, opening them up for a 5A 5C into CC (even when you're stand ON).  
663A, 5A, 663A, 5A, 663A... (loop) - Not recommended to do many times, unless between tandem cooldowns or to build meter to confirm into CC.  


A good option select to practice is s.4ABC versus jump ins. If they do a move they'll hit your block and you'll pushblock, opening them up for a potential counterpoke if they whiff a grounded move afterwards. If they empty hop you'll get s.4A(close) (since A has more priority than both B and C. Also you won't roll while Stand ON) which may poke them out of the air or jab their landing where you can confirm it into s.5C(close) 214S. If they land/grab you'll get s.4C which will countergrab/tech their grab. This is a powerful option that allows Alessi to deal with multiple jump ins but is susceptible to moves that stall or delay their air momentum (such as passive stand j.S, double jumps, air supers etc).  
2B, 663A, 5A, 5C xx 41236+C (mash) - Just to show 2B can be converted off of.  


Alessi has a pretty quick wakeup and prejump. When you're feeling overwhelmed either to pressure or waking up and facing okizeme, just hold upback and hope for the best. Getting hit in the air and teching out is much better than eating a mixup. Be careful of where you airtech as Alessi has no way of altering his jump arc, meaning you're open to tech chases. Read up on the different tech directions and what advantages they give and keep them in mind.
663C, 663A, 5A, S+5C xx s.63214+C - s.63214X outside of CC does not give guaranteed Alessi Mode combos, or even a single hit depending on the opponent. Useful in the corner, or if the opponent has a bad child mode.  


===Summary===
663C, 663A, 5A, 5C xx 41236+C (mash) - Your most used combo starter and whiff punish. Can be confirmed into 5C, 2C, and much more.  
Press s.5C, s.5B and 2C in neutral to keep your opponent away. Jump and press j.C to keep them away when they jump over your other buttons. Approach with j.A, j.C, d.2A or d.2C and confirm it into your BNB.
Learn the BNB, some confirms into it and practice child mode a lot. You'll naturally get child mode practice in real matches so don't worry about spending a billion hours labbing it out. When in doubt either mash 2C or jump out with up+back. Use gun to annoy your opponent and for okizeme.


=General Strategy=
663C, 663A, 5C xx 41236+C (mash) - 663A 5C is also a 1-frame link, same as 663A 5A. If 663A is a bit too far, skip 5A and go straight for 663A 5C. Used in the Hol grab punish on late techs.  
Alessi should be taking advantage of his normal moves trying to control space as much as he can. Both Stand ON and Stand OFF. Your stand off standing normals are embarassingly stubby, but function as fast counterpokes that you can confirm into your BnBs out of.
5C is your main confirm tool: it's 4 frames startup, and has an abnormally long cancel window, so it combos into Custom Combo from most ranges. 2B is also 4 frames startup and confirms into 2C and your loop, as well as building meter really fast. 2C itself is absolutely fantastic, 6 frames startup and 5 active, safe on block and it keeps your low crouching height: it can also be canceled into 41236+C on reaction giving you absolutely free chip damage.
j.A crosses up with ease and can be used to set up ambiguous crossups after a 2C knockdown, j.C is best used when hopping to space it properly on the ground, and to air to air or even as instant overhead: both are nice to tick-throw with.
5C, 2B and 2C are all good to interrupt strings after pushblocking, but should be used smartly and not mashed. Your dashing 2A and 2C are an important spacing tool, as they can be spaced so cleanly it is difficult to beat them. They also confirm into pretty much everything. Using your run to then dash back in with them or set up jump-ins/tick-throws/counterpokes/stand on pokes can be enough to win in neutral.


When Stand ON, the range of his attacks is enough to keep the opponent away cutting off their offensive tactics. s.5C is 8 frames startup, big and safe. s.665C covers more space, and can be made really + on hit, letting you combo if close enough or simply press s.5C again with impunity. If it gets whiffed, you can be punished on reaction. Don't abuse it too much. s.5B is a great anti-air. The only disadvantage is that it can't be used in close range. It must be done at a sweep distance, which is almost half of the screen. s.6B is a reliable overhead and you should use it, get used to switching to an instant s.6B to surprise people holding down-back.
663C, 663A, 5C xx 236+AA - Your only methods to combo into a super outside of CC's. Good enough frame advantage. Instantly cancel 236+AA to combo it. Usually it's better to cancel into 214S however.  


Although Alessi has several "Stand" attacks (meaning they can break Kakyoin and New Kakyoin's 214 nets, Mariah's 623 wire, and slow down Abdul's 214 projectile) only s.j.A is useful for "Stand" purposes, really. If you are in proximity to hit the other ones the benefits aren't gonna matter at that distance, and even for nets where it would show promise, either of the Kaks would already be in range to either block the hit and prevent it from destroying the net, or get hit and have it disappear anyway. The only real situation where you could use the proximity normals to break stuff is if the opponent is jumping and within proximity, so good luck applying those...
=== Stand On ===


s.66C (closest possible connect) [AB], cl.s.5C xx ]AB[ xx 214+S - Your most damaging combo starter. Only possible from the left side.


Keep in mind your opponent can use any fast counterpoke with enough active frames to easily hit you out of the startup of these normals, so remember to not be predictable and whiff punish.
j.s.A/B/C [AB], cl.s.5c xx ]AB[ xx 214+S - Useful for big guaranteed punishes in s.On. j.s.B is the most consistent starter.  


Alessi's Movement options are pretty good, his run and dash can be canceled into blocking and crouching at any point, giving him a much more fluid and precise spacing game than other characters, which is important for him given his set of normals: most of them keep your forward/backward momentum, so remember to always account for that, or to crouch cancel. Be particularly careful to not mistakenly input half circle motions while dashing around, as unwanted specials will leave you open for a long time.
== Custom Combo Routes ==
What Custom Combo (CC) chains you use makes no difference. The real purpose of the ones listed is to make landing the final 63214X or extenders after the CC sequence as consistent as possible. Raw CC's have their own routes, as do Stand Crash routes.


41236+C should be used occasionally when the opponent is waiting for you to make a move. You have to be at a near full-screen spot in order to safely shoot the enemy. It does the same damage on block and hit. Don't use it often, or you'll get punished.
214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A} - The most consistent 63214X confirm route from any starter.  


Alessi's biggest damage comes from CCs. This is what you'll be using every chance you get. The best part about it is if you find a Stand Crash method against different characters, you should be able to do another CC right afterwards.
214+S {5C, 5C/5A, 5A, 5A, cl.5C xx 63214+A} - Useful if s.5A (far) might not reach. Depending on your distance, add or subtract a second s.5C (far) for a consistent ender.  


Alessi also has a good guard cancel. So when your opponent is trying to pressure you, don't be afraid to use it. It'll come to good use if you don't want to pushblock.
214+S {6B (far), 5A, 5A, cl.5C xx 63214+A} - On an unconfirmed CC, 6B (far) acts as an overhead while cl.6B hits low. If pushblocked, this acts as a 50/50 mixup with both versions of 6B able to be combed from. Keep adding 6B's until one hits or CC ends.  


You are quite limited when it comes to anti-airs, jumping back and responding with a normal or timing a sweep to low profile their jump-in can work decently well, though. If you are a true galaxy brain you can dash back and use s.63214C: it can be effective, especially because it is air-unblockable.
214+S {2A (far), 2A, 5A, 5A, cl.5C xx 63214+A} - If the opponent expects you to do 6B (far), instead start with 2A (far) to do a low. Mixing up and adapting your options on the fly is key to cracking a good player's defense. Also, always be ready to do 236+AA/214+AA in case the opponent tries to reversal you.  


Alessi's faults really come to light when fighting against a character that can easily stop dash-ins, hops and can counterpoke his stand on normals. In these matchups he unfortunately can be pretty helpless, because aside from loose frametraps and ok tick-throws he really struggles to create himself an opening. His restricted aerial presence can be a limiting factor as well, as he can have immense difficulty getting within reach of his opponent with his low jump height and bad anti-airs.
214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 214+AA} - A bad way to spend meter, but can be useful for squeezing an extra bit of damage out to secure a kill. Good frame advantage after the super, allows any Alessi Mode route to be used.  


== Alessi Mode ==
214+S {5A, 5A, 5A, 5A, cl.5B} 5C xx 236+AA - Same as combo above except it does a decent bit more damage, in exchange for less frame advantage and slightly higher execution. The 5 Axe combo cannot be done outside of corner. Instantly cancel 5C into 236+AA to connect the super.  
The majority of child forms have 1 frame jump startup, meaning it can be difficult to time your attacks to keep them on the ground and not in an invincible falling state. Some children are so small they can dodge certain attacks, sometimes only at specific distances.


When Stand ON moves that go in Alessi Mode DO NOT guarantee damage on the transformed opponent depending on the character. For example, if you transform the opponent with a s.63214 outside of Custom Combo, the recovery is enough that some characters will be able to jump away and press buttons to stop Alessi from approaching altogether: in these cases, you can wait and try to whiff punish them but if they attack jumping, it becomes very difficult especially against some child forms. It is then recommended to transform these characters with an s.63214 while still inside 214S to skip recovery and foregoing links out of it.
214+S {5A, 5A, cl.6B, cl.6B, cl.5C} 5C xx 236+AA - Technically the optimal CC route, since it does the most damage. More difficult, and usually not worth it, but is pretty flashy and shakes up the stale CC routes.
It is best to try to use s.66C and s.[AA] to hit them from far away. [AA] is always worth holding if you plan on using stand on normals to chase a child form opponent as it has the best chance of hitting while they jump. If you land an anti air with s.[AA], the extended falling animation becomes a great opportunity to go Stand OFF and catch up before they land. The characters that can fight back best in transformed form are Avdol, Midler, Polnareff, Young and Old Joseph, Chaka, and Black Polnareff. It is up to you to gauge the risk/reward of the situation: if getting extra damage while chasing an opponent in Alessi Mode is feasible even with less time available then the right decision is to link out of CC to optimize. If the opponent may run away if you give them the time and distance, then opt for a command grab during the CC or for a link into gun instead.


== Alessi Mode Combos ==
Ah, the gimmick that defines this character. Certain specials and supers turn the opponent you fight into a (somewhat) defenseless child, giving you an almost completely new and unique set of moves, while the opponent gets handed an extremely restricting one instead. Depending on which move you used to start Alessi Mode, you won't always get a guaranteed followup. The best way to confirm into Alessi Mode is s.63214x during CC, but your two other supers also work well enough.
Characters in child mode only have access to k.5X and k.j.X, with some having a k.2X. They cannot roll, use specials, supers, or even turn on their stands. However, you can't be too hotheaded, as some child modes can give you a run for your money in neutral with good normals or quirks you need to watch out for. When fighting against an Alessi, you should (almost) always hold 7 (upback) to escape, as each child mode character when hit out of the air has an invincible falling animation that lasts until they hit the ground twice. A single frame before they gain control again, they are considered grounded and vulnerable to getting hit, as they cannot block. "Meaty"-ing this frame is the only way to guarantee a full Alessi Mode combo, so get ready to spend some time in the lab.
[[File:Alessi mode routes copy.png|thumb|600|right|Chart showcasing what Alessi Mode combos work on which character, ordered by difficulty within its own section. Any previously stated combos (that's not the 4 Axe combo) will work on the character, except for Yojo, Oldseph, and Khan with combos that involve j.A cl.5C]]
{| class="wikitable sortable"
|+ Child Mode jump startup
|-
! Character !! Frames !! Character cont. !! Frames cont.
|-
| {{CharacterLabel-HFTF|Alessi}}|| 1|| {{CharacterLabel-HFTF|Khan}}|| 6
|-
| {{CharacterLabel-HFTF|Avdol}}|| 1|| {{CharacterLabel-HFTF|Mariah}}|| 1
|-
| {{CharacterLabel-HFTF|Black Polnareff}}|| 1|| {{CharacterLabel-HFTF|Midler}}|| 1
|-
| {{CharacterLabel-HFTF|Chaka}}|| 1|| {{CharacterLabel-HFTF|New Kakyoin}}|| 4
|-
| {{CharacterLabel-HFTF|Devo}}|| 1|| {{CharacterLabel-HFTF|Old Joseph}}|| 4
|-
| {{CharacterLabel-HFTF|Dio}}|| 9|| {{CharacterLabel-HFTF|Pet Shop}}|| 1
|-
| {{CharacterLabel-HFTF|Hol & Boingo}}|| 5|| {{CharacterLabel-HFTF|Polnareff}}|| 1
|-
| {{CharacterLabel-HFTF|Hol Horse}}|| 1|| {{CharacterLabel-HFTF|Rubber Soul}}|| 5
|-
| {{CharacterLabel-HFTF|Iggy}}|| 5|| {{CharacterLabel-HFTF|Shadow Dio}}|| 1
|-
| {{CharacterLabel-HFTF|Jotaro}}|| 1|| {{CharacterLabel-HFTF|Vanilla Ice}}|| 1
|-
| {{CharacterLabel-HFTF|Kakyoin}}|| 4|| {{CharacterLabel-HFTF|Young Joseph}}|| 1
|-
|}
...(Child Transformation) 66C > 66C (meaty), 66C xx 41236+C (mash) - The very basics an Alessi needs to learn. Once you're comfortable with the timing of meaty-ing a falling opponent, you can move on to further combos. Known as the 3 Axe combo. Universal on all characters.
...(Child Transformation) 66C > d.j.A (meaty), cl.5C, 66C, 66C xx 41236+C (mash) - Same as combo above except with a different meaty move. This does more damage and is significantly easier midscreen, but doesn't work on some characters and is more difficult in the corner. Also known as the 3 Axe j.A combo. Does not work on {{CharacterLabel-HFTF|Khan}}, {{CharacterLabel-HFTF|Old Joseph}}, and {{CharacterLabel-HFTF|Young Joseph}}.
...(Child Transformation) 66C > d.j.A (meaty), cl.5C, 66C, 66C, 66C xx 41236+C (mash) - Same as combo above except with an extra 66C and a higher damage output. Only works on {{CharacterLabel-HFTF|Shadow Dio}}, {{CharacterLabel-HFTF|Chaka}}, {{CharacterLabel-HFTF|Black Polnareff}}, {{CharacterLabel-HFTF|Mariah}}, and {{CharacterLabel-HFTF|Alessi}} in descending difficulty. Known as the 4 Axe j.A combo. Also available on {{CharacterLabel-HFTF|Petshop}}, just without the j.A cl.5C part.
...(Child Transformation) 5C, 5C, 66C > 66C (meaty), 66C xx 41236+C (mash) - The two 5C's should keep them grounded, and the first 66C should hit them out of the air. Only works on {{CharacterLabel-HFTF|Old Joseph}}, {{CharacterLabel-HFTF|Iggy}}, {{CharacterLabel-HFTF|Kakyoin}}, {{CharacterLabel-HFTF|New Kakyoin}}, {{CharacterLabel-HFTF|Rubber Soul}}, {{CharacterLabel-HFTF|Hol & Boingo}}, {{CharacterLabel-HFTF|Dio}}, and {{CharacterLabel-HFTF|Khan}} in descending difficulty. Known as the 5 Axe combo.
...(Child Transformation) 5C, 5C, 66C > d.j.A (meaty), cl.5C, 66C, 66C xx 41236+C (mash) - Same as combo above except with a different meaty move and a higher damage output. Known as the 5 Axe j.A combo. Works on the same characters as the combo above except Oldseph.
...(Child Transformation) s.66C, s.66C, s.66C, s.66C > s.2c (mash) - Side exclusive combo, doesn't work if Alessi is facing the left side of the screen. Only works on {{CharacterLabel-HFTF|Rubber Soul}}, {{CharacterLabel-HFTF|Hol & Boingo}}, {{CharacterLabel-HFTF|Dio}}, and {{CharacterLabel-HFTF|Khan}} in descending difficulty. Very high damage, but can be stopped if the opponent attacks the pre-emptive hurtbox of s.66C. Known as the s.66C combo.
...(Child Transformation) 5C, 5C, 66C > 66C (meaty), 66C, 66C xx 41236+C (mash) - Only available on {{CharacterLabel-HFTF|Khan}}. Known as the 6 Axe combo.
...(Meterless Child Transformation) s.66C, s.66C (meaty), s.5C - If done from s.63214+A/B/C, catch the opponent after their initial jump midair with s.66C, then meaty their landing with s.66C and follow up with s.5C.
=== Child Mode Jump Mixup Contingencies ===
In higher-level play, your opponent might mix up their jumps to throw you off your timing. For many of these combos, you need to react in real time to what the opponent does, which will get easier if you turn off autopilot during combos and with experience.
...(Child Transformation) 66C, (opponent jumps after), 66C (input on reaction), 66C (meaty), 66C xx 41236+C - If the opponent isn't airborne after your first axe, immediately do another 66C to make sure they don't fall out of range.
...(Child Transformation) 66C, (opponent jumps after), 66C (input on reaction), d.j.A (meaty), cl.5C, 66C, 66C xx 41236+C - Same as combo above except with your optimal Alessi Mode BnB. The jump might need to spaced differently, but everything else remains the same.
...(Child Transformation) 66C, (opponent jumps after), 66C (input on reaction), d.j.A (meaty), cl.5C, 66C, 66C, 66C xx 41236+C - Same as combo above except with the 3 Axe j.A combo. Does really high damage, but quite difficult to execute.
...(Child Transformation) 66C, (opponent doesn't jump), 66C, (opponent jumps after), 66C, 66C (input as soon as you can) xx 41236+C - If the opponent isn't airborne after your second axe, input another 66C immediately and cancel into gun.
...(Child Transformation) 5C, 5C, 66C, (opponent jumps after), 66C (input as soon as you can) xx 41236+C - If the opponent isn't airborne after the first 66C, follow up immediately with another 66C into gun so the opponent doesn't fall out of range. You can get keep the opponent grounded with 3 66C's if you're in the corner, but is ill-advised sometimes.
== Stand Crash and Crush Combos ==
=== Stand Crash Combo ===
5A, 5C xx 214+S {5A, 5A, 5A, cl.5B, cl.5B} 5A, S+5C !SC d.j.B [AB], cl.s.5C xx ]AB[ xx 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A} - Your universal Stand Crash combo. Depending on your starter, this might stand crash short gauges too early, fix it by doing {5A, 5A, 5A, 5A, cl.5B} instead. Make sure to adapt on the fly based on the opponent's stand gauge meter. Entirely outclassed by the next combo, but still has a reason to exist for a reason that will be explained later.
=== Stand Crush Unblockable Reset Routes ===
Your strongest combo available. Does extremely high damage, around 50-60% depending on the starter, not including the Alessi Mode combos afterwards. Any route works, as long as it ends with 5A, 663A > S+6C, as well as the opponent's stand gauge being 13 or less. Adapt on the fly based on the opponent's stand gauge meter, and experiment to see what route you find most useful. Hold forward when doing cl.s.5C to make it easier to execute.
Some characters can escape this combo, being the weapon stand users {{CharacterLabel-HFTF|Alessi}}, {{CharacterLabel-HFTF|Chaka}}, and {{CharacterLabel-HFTF|Old Joseph}}, including {{CharacterLabel-HFTF|Vanilla Ice}} if they turn off their stand between the gap of 663A and cl.s.5C. This is a 1 frame trick, and very useful to learn, although quite difficult to time. If the opponent is able to consistently do this, just do the normal stand crash combo if you're desperate for damage. You can also do 5A 5A 663A cl.s.5C !SC to mix up the timing, although it is less consistent on Avdol.
''' Short Gauges '''
...(CC Confirm) 214+S {5A, 5A, 5A, cl.5B, cl.5B} 5A, 663A > S+6C !SC - Depending on the starter, the combo might stand crash early. Do the combo below if the CC confirm is too weak. Works on Chaka, Jotaro, and Vice.
...(CC Confirm) 214+S {5A, 5A, 5A, 5A, cl.5B} 5A, 663A > S+6C !SC - Does less stand gauge damage than the combo above. Works on the same characters stated above.
''' Medium Gauges '''
...(CC Confirm) 214+S {5A, 5A, 5A, cl.6B, cl.5B} 5A, 663A > S+6C !SC - Depending on the starter, this may not be enough to stand crash. If the starter does low levels of stand gauge damage, do the combo below. Usually any combo that has three or less non-stand normals is considered low stand gauge damage. Works on {{CharacterLabel-HFTF|Avdol}}, {{CharacterLabel-HFTF|Dio}}, {{CharacterLabel-HFTF|Iggy}}, {{CharacterLabel-HFTF|Old Joseph}}, and {{CharacterLabel-HFTF|Polnareff}}.
...(CC Confirm) 214+S {5A, 5A, cl.5B, cl.5B, cl.5B} 5A, 663A > S+6C !SC - Same as combo above except it does more stand gauge damage. Space out the s.5A's a bit so s.5B is the close version. Works on the same characters shown above.
''' Large Gauges '''
...(CC Confirm) 214+S {5C, 5A, 5A, cl.6B, cl.5B} 5A, 663A > S+6C !SC - Make sure the s.5C is the far version. Works on {{CharacterLabel-HFTF|Alessi}}, {{CharacterLabel-HFTF|Kakyoin}}, {{CharacterLabel-HFTF|New Kakyoin}, and {{CharacterLabel-HFTF|Midler}}. Doesn't work on Devo, as he takes less stand gauge damage on hit.
=== Stand Crash and Crush Enders ===
...(!SC or !UBR Sequence) s.j.B [AB], cl.s.5C xx ]AB[ xx 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A} - Your simplest !UBR followup. Does very good unscaled damage, and is very consistent. Universal.
...(!SC or !UBR Sequence) [AB], s.j.C, cl.s.5C (wait slightly) xx ]AB[ xx 214+S {5C, 5A, 5A, 5A, cl.5C xx 63214+A} - Harder to execute, but more optimal. If the !UBR is done in the corner, Level 2 [AB] may whiff the opponent due to the dead zone in front of Alessi, so pray it doesn't whiff or hold [AB] after cl.s.5C to be safe. Neutral jump if done on {{CharacterLabel-HFTF|Iggy}} in the corner. Also universal.
...(!SC or !UBR Sequence) s.j.B [AB], cl.s.5A xx ]AB[ xx 214+S xx 236+AA - A more flashy than optimal ender that uses a CC cancel. Do 214+S before  ]AB[ hits. The 236+AA is unblockable, so make sure it does not combo for optimal unscaled damage.
== Important Miscellaneous Combos ==
(Hol grab) (downtech) j.C, 2C xx 41236+C (mash on Hol wakeup) - Your easiest Hol grab punish. Downtech as early as possible.
(Hol grab) (downtech) j.C, 663A, 5A, 5C xx 41236+C OR 214+S - Your optimal Hol grab punish. Downtech early, and remove the 5A if you think it won't reach.
(DIO grab) (downtech) xx 41236+B/C (mash) - Your meterless DIO grab punish. Downtech very early, and perform the half-circle motion as fast as possible. Use either version of 41236X depending on distance.
(DIO grab) (downtech) xx 214+S {5C, 5A, 5A, 5A xx 63214+C} - Your metered DIO grab punish. Significantly easier, downtech and hold the x3 Macro button to make sure there is no input overlap with 214+AA.
2C xx 41236+B/C (mash on opponent wakeup) - Your most important okizeme "combo". Each shot of 41236+A/B/C is active for 3 frames, so you should almost always be able to hit meaty. Hitting meaty on an opponent's wakeup allows you to get free chip damage. With how often you will be mashing 2C, the chip damage adds up extremely quickly. Can also set up the Gunblockable.
5C/cl.s.5C xx 214+S {5B, 41236+B (mash)} - If you hit the opponent with 5C/cl.s.5C while they're in the air and accidentally CC, whether due to a poorly timed 663A 5C crossup or due to other reasons, do this combo to optimise your meter spent.
You can hit your opponent with your taunt in Alessi Mode: it has a hitbox right on Alessi's finger. Highest mental damage BnB.


{{NavboxHFTF}}
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[[Category:JoJo's Bizarre Adventure]]
[[Category:JoJo's Bizarre Adventure]]

Revision as of 12:14, 22 January 2025

All That You Need

Alessi isn't all about combos. It's highly recommended you learn them if you want to play him beyond a beginners level, but his gameplan relies on game sense heavily as well. Read beyond this section after you at least learn the basics of neutral.

Normal BnB

(j.A) 5A, 5C xx 214+S {s.5A, s.5A, s.5A, s.5A, cl.s.5C xx s.63214+A}

Alessi Mode BnB

66C, 66C, 66C, 66C xx 41236+C - If your opponent doesn't know to jump, this combo is newbie-friendly and strong enough to get you past the beginners phase of playing Alessi. If your opponent does know to jump, refer to the "Alessi Mode combos" section further down below.

Notes

- Comboing into gun can be punished if your opponent is too close. Circumvent this by mashing the first few hits to guarantee a connection, then space out the shots to move them across the screen.

- s.66C combos are quite spacing dependent, and only work if Alessi is facing the right side of the screen. Brief explanations will be given when the combo appears, but Alessi's dash inconsistencies will be explained in the "Strategy" page.

- Holding [AB] until it reaches its Level 2 stage creates a dead zone in front of Alessi, which can whiff your combos, although the Level 1 [AB] doesn't have the best range. Dash deep, and adjust accordingly.

- For help on loops and basic standcrash, refer to Kain's tutorial. https://www.youtube.com/watch?v=CNe9PAqa48I

Basic Combos

Stand Off

Basic Confirm into 41236+B/C Remember to space out gunshots Basic

Anywhere 5A, 5C xx 41236+B/C (mash) OR 214+S
Use this combo if the opponent is in s.On, cl.s.5C won't reach, or if you don't want to play neutral against the opponents child mode. Any combo that ends with 5C can confirm into either 41236B/C or 214S.


Basic Confirm into Sweep Meterless reset back to neutral with more damage Basic

Anywhere 5A, 2C
s.On characters do not get knocked down, try using other combos if possible, like the one above. Cancel into 41236+A/B/C on reaction for free chip.


Basic Confirm from an Aerial Also possible with a j.C Basic

Anywhere j.A/C, 5A, 5C xx 41236+C (mash)
Same as combo above except from a light aerial. Either j.A or j.C work, but remember j.C has pre-emptive hurtboxes and is used more as an air-to-air due to its hutbox. Use C version of gun due to distance.


Meterless Confirm into Alessi Mode Requires you to play neutral against the opponent's child mode Basic

Anywhere 5A, S+5C xx s.63214+C
Combo 5A s.5C by plinking s.5C. All combos that go into a point-blank 5A can go into close s.5C. Better in the corner, as there's less space for the opponent to run away.


Basic Confirm from a Crossup Aerial Extremely useful mixup combo Basic

Anywhere j.A (crossup), 5A, 5C xx 41236+C
j.A can crossup opponents due to its large horizontal hitbox, very useful to know. Use it often.


- 

Title Basic

Anywhere


2B, 2C - 2B low profiles very well, and is a great meter building option. If you catch someone approaching while you were meter building with 2B, at all ranges where a single 2B hits, 2C always combos.

663C, 2C - If you hit 663C a bit too far, use this combo instead for guaranteed damage.

663C, S+5C - If you hit 663C on its last few pixels, plink into s.5C for extra confirmed damage. You can also directly cancel 663C into 214S, but it's a test of your reaction speed that's not necessary at a beginner level.

Stand On

cl.s.5A, cl.s.5C xx s.63214+C (mash) OR s.41236+C OR 214+S - Can start from any aerial that hits deep enough. If you catch an opponent airborne with cl.s.5A, you can also combo cl.s.5C afterwards. Useful when using s.ABC to option select.

s.66C (closest possible connect), cl.s.5C xx s.63214+C (mash) OR s.43216+C - Alessi's s.On dash has different properties depending on which side of the screen you are standing. All you need to know is his s.On dashing attacks are more plus when Alessi is on the left, and this combo is only possible from the left side as well. Add a cl.s.5A at the start if you're feeling feisty, although it's not recommended.

Intermediate Combos

Stand Off

663A, 5A, 5C xx 41236+C (mash) - 663A 5A is a 1-frame link and your most important conversion. Not necessary at a starting level, but do try to get some practice in.

663A, 5A, 663A, 5A, 663A... (loop) - Not recommended to do many times, unless between tandem cooldowns or to build meter to confirm into CC.

2B, 663A, 5A, 5C xx 41236+C (mash) - Just to show 2B can be converted off of.

663C, 663A, 5A, S+5C xx s.63214+C - s.63214X outside of CC does not give guaranteed Alessi Mode combos, or even a single hit depending on the opponent. Useful in the corner, or if the opponent has a bad child mode.

663C, 663A, 5A, 5C xx 41236+C (mash) - Your most used combo starter and whiff punish. Can be confirmed into 5C, 2C, and much more.

663C, 663A, 5C xx 41236+C (mash) - 663A 5C is also a 1-frame link, same as 663A 5A. If 663A is a bit too far, skip 5A and go straight for 663A 5C. Used in the Hol grab punish on late techs.

663C, 663A, 5C xx 236+AA - Your only methods to combo into a super outside of CC's. Good enough frame advantage. Instantly cancel 236+AA to combo it. Usually it's better to cancel into 214S however.

Stand On

s.66C (closest possible connect) [AB], cl.s.5C xx ]AB[ xx 214+S - Your most damaging combo starter. Only possible from the left side.

j.s.A/B/C [AB], cl.s.5c xx ]AB[ xx 214+S - Useful for big guaranteed punishes in s.On. j.s.B is the most consistent starter.

Custom Combo Routes

What Custom Combo (CC) chains you use makes no difference. The real purpose of the ones listed is to make landing the final 63214X or extenders after the CC sequence as consistent as possible. Raw CC's have their own routes, as do Stand Crash routes.

214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A} - The most consistent 63214X confirm route from any starter.

214+S {5C, 5C/5A, 5A, 5A, cl.5C xx 63214+A} - Useful if s.5A (far) might not reach. Depending on your distance, add or subtract a second s.5C (far) for a consistent ender.

214+S {6B (far), 5A, 5A, cl.5C xx 63214+A} - On an unconfirmed CC, 6B (far) acts as an overhead while cl.6B hits low. If pushblocked, this acts as a 50/50 mixup with both versions of 6B able to be combed from. Keep adding 6B's until one hits or CC ends.

214+S {2A (far), 2A, 5A, 5A, cl.5C xx 63214+A} - If the opponent expects you to do 6B (far), instead start with 2A (far) to do a low. Mixing up and adapting your options on the fly is key to cracking a good player's defense. Also, always be ready to do 236+AA/214+AA in case the opponent tries to reversal you.

214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 214+AA} - A bad way to spend meter, but can be useful for squeezing an extra bit of damage out to secure a kill. Good frame advantage after the super, allows any Alessi Mode route to be used.

214+S {5A, 5A, 5A, 5A, cl.5B} 5C xx 236+AA - Same as combo above except it does a decent bit more damage, in exchange for less frame advantage and slightly higher execution. The 5 Axe combo cannot be done outside of corner. Instantly cancel 5C into 236+AA to connect the super.

214+S {5A, 5A, cl.6B, cl.6B, cl.5C} 5C xx 236+AA - Technically the optimal CC route, since it does the most damage. More difficult, and usually not worth it, but is pretty flashy and shakes up the stale CC routes.

Alessi Mode Combos

Ah, the gimmick that defines this character. Certain specials and supers turn the opponent you fight into a (somewhat) defenseless child, giving you an almost completely new and unique set of moves, while the opponent gets handed an extremely restricting one instead. Depending on which move you used to start Alessi Mode, you won't always get a guaranteed followup. The best way to confirm into Alessi Mode is s.63214x during CC, but your two other supers also work well enough.

Characters in child mode only have access to k.5X and k.j.X, with some having a k.2X. They cannot roll, use specials, supers, or even turn on their stands. However, you can't be too hotheaded, as some child modes can give you a run for your money in neutral with good normals or quirks you need to watch out for. When fighting against an Alessi, you should (almost) always hold 7 (upback) to escape, as each child mode character when hit out of the air has an invincible falling animation that lasts until they hit the ground twice. A single frame before they gain control again, they are considered grounded and vulnerable to getting hit, as they cannot block. "Meaty"-ing this frame is the only way to guarantee a full Alessi Mode combo, so get ready to spend some time in the lab.

Chart showcasing what Alessi Mode combos work on which character, ordered by difficulty within its own section. Any previously stated combos (that's not the 4 Axe combo) will work on the character, except for Yojo, Oldseph, and Khan with combos that involve j.A cl.5C
Child Mode jump startup
Character Frames Character cont. Frames cont.
text-middle Alessi 1 text-middle Khan 6
text-middle Avdol 1 text-middle Mariah 1
text-middle Black Polnareff 1 text-middle Midler 1
text-middle Chaka 1 text-middle New Kakyoin 4
text-middle Devo 1 text-middle Old Joseph 4
text-middle Dio 9 text-middle Pet Shop 1
text-middle Hol & Boingo 5 text-middle Polnareff 1
text-middle Hol Horse 1 text-middle Rubber Soul 5
text-middle Iggy 5 text-middle Shadow Dio 1
text-middle Jotaro 1 text-middle Vanilla Ice 1
text-middle Kakyoin 4 text-middle Young Joseph 1

...(Child Transformation) 66C > 66C (meaty), 66C xx 41236+C (mash) - The very basics an Alessi needs to learn. Once you're comfortable with the timing of meaty-ing a falling opponent, you can move on to further combos. Known as the 3 Axe combo. Universal on all characters.

...(Child Transformation) 66C > d.j.A (meaty), cl.5C, 66C, 66C xx 41236+C (mash) - Same as combo above except with a different meaty move. This does more damage and is significantly easier midscreen, but doesn't work on some characters and is more difficult in the corner. Also known as the 3 Axe j.A combo. Does not work on text-middle Khan , text-middle Old Joseph , and text-middle Young Joseph .

...(Child Transformation) 66C > d.j.A (meaty), cl.5C, 66C, 66C, 66C xx 41236+C (mash) - Same as combo above except with an extra 66C and a higher damage output. Only works on text-middle Shadow Dio , text-middle Chaka , text-middle Black Polnareff , text-middle Mariah , and text-middle Alessi in descending difficulty. Known as the 4 Axe j.A combo. Also available on text-middle Jotaro, just without the j.A cl.5C part.

...(Child Transformation) 5C, 5C, 66C > 66C (meaty), 66C xx 41236+C (mash) - The two 5C's should keep them grounded, and the first 66C should hit them out of the air. Only works on text-middle Old Joseph , text-middle Iggy , text-middle Kakyoin , text-middle New Kakyoin , text-middle Rubber Soul , text-middle Hol & Boingo , text-middle Dio , and text-middle Khan in descending difficulty. Known as the 5 Axe combo.

...(Child Transformation) 5C, 5C, 66C > d.j.A (meaty), cl.5C, 66C, 66C xx 41236+C (mash) - Same as combo above except with a different meaty move and a higher damage output. Known as the 5 Axe j.A combo. Works on the same characters as the combo above except Oldseph.

...(Child Transformation) s.66C, s.66C, s.66C, s.66C > s.2c (mash) - Side exclusive combo, doesn't work if Alessi is facing the left side of the screen. Only works on text-middle Rubber Soul , text-middle Hol & Boingo , text-middle Dio , and text-middle Khan in descending difficulty. Very high damage, but can be stopped if the opponent attacks the pre-emptive hurtbox of s.66C. Known as the s.66C combo.

...(Child Transformation) 5C, 5C, 66C > 66C (meaty), 66C, 66C xx 41236+C (mash) - Only available on text-middle Khan . Known as the 6 Axe combo.

...(Meterless Child Transformation) s.66C, s.66C (meaty), s.5C - If done from s.63214+A/B/C, catch the opponent after their initial jump midair with s.66C, then meaty their landing with s.66C and follow up with s.5C.

Child Mode Jump Mixup Contingencies

In higher-level play, your opponent might mix up their jumps to throw you off your timing. For many of these combos, you need to react in real time to what the opponent does, which will get easier if you turn off autopilot during combos and with experience.

...(Child Transformation) 66C, (opponent jumps after), 66C (input on reaction), 66C (meaty), 66C xx 41236+C - If the opponent isn't airborne after your first axe, immediately do another 66C to make sure they don't fall out of range.

...(Child Transformation) 66C, (opponent jumps after), 66C (input on reaction), d.j.A (meaty), cl.5C, 66C, 66C xx 41236+C - Same as combo above except with your optimal Alessi Mode BnB. The jump might need to spaced differently, but everything else remains the same.

...(Child Transformation) 66C, (opponent jumps after), 66C (input on reaction), d.j.A (meaty), cl.5C, 66C, 66C, 66C xx 41236+C - Same as combo above except with the 3 Axe j.A combo. Does really high damage, but quite difficult to execute.

...(Child Transformation) 66C, (opponent doesn't jump), 66C, (opponent jumps after), 66C, 66C (input as soon as you can) xx 41236+C - If the opponent isn't airborne after your second axe, input another 66C immediately and cancel into gun.

...(Child Transformation) 5C, 5C, 66C, (opponent jumps after), 66C (input as soon as you can) xx 41236+C - If the opponent isn't airborne after the first 66C, follow up immediately with another 66C into gun so the opponent doesn't fall out of range. You can get keep the opponent grounded with 3 66C's if you're in the corner, but is ill-advised sometimes.

Stand Crash and Crush Combos

Stand Crash Combo

5A, 5C xx 214+S {5A, 5A, 5A, cl.5B, cl.5B} 5A, S+5C !SC d.j.B [AB], cl.s.5C xx ]AB[ xx 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A} - Your universal Stand Crash combo. Depending on your starter, this might stand crash short gauges too early, fix it by doing {5A, 5A, 5A, 5A, cl.5B} instead. Make sure to adapt on the fly based on the opponent's stand gauge meter. Entirely outclassed by the next combo, but still has a reason to exist for a reason that will be explained later.

Stand Crush Unblockable Reset Routes

Your strongest combo available. Does extremely high damage, around 50-60% depending on the starter, not including the Alessi Mode combos afterwards. Any route works, as long as it ends with 5A, 663A > S+6C, as well as the opponent's stand gauge being 13 or less. Adapt on the fly based on the opponent's stand gauge meter, and experiment to see what route you find most useful. Hold forward when doing cl.s.5C to make it easier to execute.

Some characters can escape this combo, being the weapon stand users text-middle Alessi , text-middle Chaka , and text-middle Old Joseph , including text-middle Vanilla Ice if they turn off their stand between the gap of 663A and cl.s.5C. This is a 1 frame trick, and very useful to learn, although quite difficult to time. If the opponent is able to consistently do this, just do the normal stand crash combo if you're desperate for damage. You can also do 5A 5A 663A cl.s.5C !SC to mix up the timing, although it is less consistent on Avdol.

Short Gauges

...(CC Confirm) 214+S {5A, 5A, 5A, cl.5B, cl.5B} 5A, 663A > S+6C !SC - Depending on the starter, the combo might stand crash early. Do the combo below if the CC confirm is too weak. Works on Chaka, Jotaro, and Vice.

...(CC Confirm) 214+S {5A, 5A, 5A, 5A, cl.5B} 5A, 663A > S+6C !SC - Does less stand gauge damage than the combo above. Works on the same characters stated above.

Medium Gauges

...(CC Confirm) 214+S {5A, 5A, 5A, cl.6B, cl.5B} 5A, 663A > S+6C !SC - Depending on the starter, this may not be enough to stand crash. If the starter does low levels of stand gauge damage, do the combo below. Usually any combo that has three or less non-stand normals is considered low stand gauge damage. Works on text-middle Avdol, text-middle Dio , text-middle Iggy , text-middle Old Joseph , and text-middle Polnareff .

...(CC Confirm) 214+S {5A, 5A, cl.5B, cl.5B, cl.5B} 5A, 663A > S+6C !SC - Same as combo above except it does more stand gauge damage. Space out the s.5A's a bit so s.5B is the close version. Works on the same characters shown above.

Large Gauges

...(CC Confirm) 214+S {5C, 5A, 5A, cl.6B, cl.5B} 5A, 663A > S+6C !SC - Make sure the s.5C is the far version. Works on text-middle Alessi , text-middle Kakyoin , {{CharacterLabel-HFTF|New Kakyoin}, and text-middle Midler . Doesn't work on Devo, as he takes less stand gauge damage on hit.

Stand Crash and Crush Enders

...(!SC or !UBR Sequence) s.j.B [AB], cl.s.5C xx ]AB[ xx 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A} - Your simplest !UBR followup. Does very good unscaled damage, and is very consistent. Universal.

...(!SC or !UBR Sequence) [AB], s.j.C, cl.s.5C (wait slightly) xx ]AB[ xx 214+S {5C, 5A, 5A, 5A, cl.5C xx 63214+A} - Harder to execute, but more optimal. If the !UBR is done in the corner, Level 2 [AB] may whiff the opponent due to the dead zone in front of Alessi, so pray it doesn't whiff or hold [AB] after cl.s.5C to be safe. Neutral jump if done on text-middle Iggy in the corner. Also universal.

...(!SC or !UBR Sequence) s.j.B [AB], cl.s.5A xx ]AB[ xx 214+S xx 236+AA - A more flashy than optimal ender that uses a CC cancel. Do 214+S before ]AB[ hits. The 236+AA is unblockable, so make sure it does not combo for optimal unscaled damage.

Important Miscellaneous Combos

(Hol grab) (downtech) j.C, 2C xx 41236+C (mash on Hol wakeup) - Your easiest Hol grab punish. Downtech as early as possible.

(Hol grab) (downtech) j.C, 663A, 5A, 5C xx 41236+C OR 214+S - Your optimal Hol grab punish. Downtech early, and remove the 5A if you think it won't reach.

(DIO grab) (downtech) xx 41236+B/C (mash) - Your meterless DIO grab punish. Downtech very early, and perform the half-circle motion as fast as possible. Use either version of 41236X depending on distance.

(DIO grab) (downtech) xx 214+S {5C, 5A, 5A, 5A xx 63214+C} - Your metered DIO grab punish. Significantly easier, downtech and hold the x3 Macro button to make sure there is no input overlap with 214+AA.

2C xx 41236+B/C (mash on opponent wakeup) - Your most important okizeme "combo". Each shot of 41236+A/B/C is active for 3 frames, so you should almost always be able to hit meaty. Hitting meaty on an opponent's wakeup allows you to get free chip damage. With how often you will be mashing 2C, the chip damage adds up extremely quickly. Can also set up the Gunblockable.

5C/cl.s.5C xx 214+S {5B, 41236+B (mash)} - If you hit the opponent with 5C/cl.s.5C while they're in the air and accidentally CC, whether due to a poorly timed 663A 5C crossup or due to other reasons, do this combo to optimise your meter spent.

You can hit your opponent with your taunt in Alessi Mode: it has a hitbox right on Alessi's finger. Highest mental damage BnB.

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