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{{Character Subnav HFTF|name=Alessi}}
==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 ===
{{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.
}}
{{ComboCard
  |title=Basic Confirm into Sweep
  |subtitle=Meterless reset back to neutral with more damage
  |difficulty={{DifficultyText|Basic}}
  |notation=5A, 2C
  |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.
}}
{{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)
  |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.
}}
{{ComboCard
  |title=Meterless Confirm into Alessi Mode
  |subtitle=Requires you to play neutral against the opponent's child mode
  |difficulty={{DifficultyText|Medium}}
  |notation=5A, S+5C xx s.63214+C
  |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.
}}
{{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
  |content=j.A can crossup opponents due to its large horizontal hitbox, very useful to know. Use it often.
}}
{{ComboCard
  |title=Basic Confirm into Sweep from Meterbuilding Move
  |subtitle=Consistent optimisation from stray hits
  |difficulty={{DifficultyText|Medium}}
  |notation=2B, 2C
  |content=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.
}}
{{ComboCard
  |title=Basic Confirm from an Unoptimally Spaced Starter
  |subtitle=Beginner-friendly approach combo
  |difficulty={{DifficultyText|Basic}}
  |notation=663C, 2C
  |content=If you hit 663C a bit too far, use this combo instead for guaranteed damage. Cancel into 41236+A/B/C for guaranteed chip.
}}
{{ComboCard
  |title=Basic Confirm from a Very Unoptimally Spaced Starter
  |subtitle=Beginner-friendly approach combo, part II
  |difficulty={{DifficultyText|Basic}}
  |notation=663C, S+5C
  |content=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 ===
{{ComboCard
  |title=Basic Confirm into s.63214+A/B/C
  |subtitle=Spacing specific meterless confirm in s.On
  |difficulty={{DifficultyText|Basic}}
  |notation=cl.s.5A, cl.s.5C xx s.63214+C (mash) OR s.41236+C OR 214+S
  |content=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.
}}
{{ComboCard
  |title=Basic Confirm from a s.On Dashing Heavy
  |subtitle=Very spacing and side specific confirm
  |difficulty={{DifficultyText|Medium}}
  |notation=s.66C (closest possible connect), cl.s.5C xx s.63214+C (mash) OR s.43216+C
  |content=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 ===
{{ComboCard
  |title=Important Approach Confirm
  |subtitle=The combo that separates good Alessis from great Alessis.
  |difficulty={{DifficultyText|Intermediate}}
  |notation=663A, 5A, 5C xx 41236+C (mash)
  |content=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. Extremely important for climbing the skill ladder.
}}
{{ComboCard
  |title=Dash Loop
  |subtitle=1-2 reps is enough
  |difficulty={{DifficultyText|Intermediate}}
  |notation=663A, 5A, 663A, 5A, 663A... (loop)
  |content=Not recommended to do many times, unless between tandem cooldowns or to build meter to confirm into CC. You can do two 5A's, but not all characters can consistently be hit with that.
}}
{{ComboCard
  |title=Conversion Off 2B
  |subtitle=Not too important, but can be applicable similar to 2B, 2C
  |difficulty={{DifficultyText|Medium}}
  |notation=2B, 663A, 5A, 5C xx 41236+C (mash)
  |content=Just to show 2B can be converted off of. Less consistent than 2B, 2C, but can be done if you want.
}}
{{ComboCard
  |title=Important Approach Confirm, Part II
  |subtitle=663C is a better approach tool than 663A, use this combo for pressure
  |difficulty={{DifficultyText|Intermediate}}
  |notation=663C, 663A, 5A, 5C xx 41236+C (mash)
  |content=Your most used combo starter and whiff punish. Can be confirmed into 5C, 2C, and much more.
}}
{{ComboCard
  |title=Meterless Confirm into Alessi Mode
  |subtitle=Requires you to play neutral against the opponent's child mode
  |difficulty={{DifficultyText|Intermediate}}
  |notation=663C, 663A, 5A, S+5C xx s.63214+C
  |content=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.
}}
{{ComboCard
{{ComboCard
   |title=Super Confirm
   |title=Intermediate Combos
   |subtitle=Not all Alessi Mode combos are possible, except if in corner
   |subtitle=Stand OFF
   |difficulty={{DifficultyText|Intermediate}}
   |difficulty={{DifficultyText|Intermediate}}
   |notation=663C, 663A, 5C xx 236+AA
   |content=Heavily features 663A 5A and other tight links. Not everything is necessary, but most are nearly vital for higher level Alessi gameplay.
  |content=Your only methods to combo into a super outside of CC's. Good enough frame advantage. Instantly cancel 236+AA to combo it. Usually better to confirm into 214S in almost all situations.  
  {{{!}} class="wikitable" style="white-space;
    {{!}}+ Combo List
    ! style="width:33%" {{!}} {{Tooltip | text=Combo | hovertext=Obvious what this is}}
    ! style="width:33%" {{!}} {{Tooltip | text=Note | hovertext=Additional information}}
    {{!}}-
    {{!}} ...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. Used in the Hol grab punish on late techs and if 663A connects a bit too far.
    {{!}}-
    {{!}} 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 ===


{{ComboCard
{{ComboCard
   |title=CC Confirm from a s.On Dashing Heavy
   |title=Basic Combos
   |subtitle=Very spacing and side specific confirm
   |subtitle=Stand ON
   |difficulty={{DifficultyText|Medium}}
   |difficulty={{DifficultyText|Easy}}
   |notation=s.66C (closest possible connect) [AB], cl.s.5C xx ]AB[ xx 214+S
   |content=Due to Alessi's unique s.ON mode, he doesn't have many s.ON combos
  |content=Your most damaging combo starter. Only possible from the left side.  
  {{{!}} class="wikitable" style="white-space;
    {{!}}+ Combo List
    ! style="width:33%" {{!}} {{Tooltip | text=Combo | hovertext=Obvious what this is}}
    ! style="width:33%" {{!}} {{Tooltip | text=Note | hovertext=Additional information}}
    {{!}}-
    {{!}} ...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.
    {{!}}-
  {{!}}}
}}
}}
{{ComboCard
  |title=Strong Punish Combo in s.On
  |subtitle=Useful for big guaranteed punishes in s.On
  |difficulty={{DifficultyText|Medium}}
  |notation=j.s.B [AB], cl.s.5c xx ]AB[ xx 214+S
  |content=j.s.B is the most consistent starter, but technically any aerial works.
}}
== 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.
''' Confirmed CC Routes '''
{| class="wikitable"
|-
|'''Standard Route = '''...(CC Confirm) 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A}
'''Far Route = '''...(CC Confirm) 214+S {5C, 5C/5A, 5A, 5A, cl.5C xx 63214+A}
|''' Video        ='''
|}
*The standard route is your most consistent 63214X confirm route from any starter.
*The far route if s.5A (far) might not reach. Depending on your distance, add or subtract a second s.5C (far) for a consistent ender.
''' Higher Damage CC Routes '''
{| class="wikitable"
|-
|'''214+AA Route = '''...(CC Confirm) 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A}
'''236+AA Route = '''...(CC Confirm) 214+S {5A, 5A, 5A, 5A, cl.5B} 5C xx 236+AA
|''' Video        ='''
|}
*The 214+AA route is 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.
*The 236+AA route is similar to the 214+AA route, in exchange for more damage, 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.
''' Unconfirmed CC Routes '''
{| class="wikitable"
|-
|'''s.6B (far) Route = '''214+S {6B (far), 5A, 5A, cl.5C xx 63214+A}
'''s.2A (far) Route = '''214+S {2A (far), 2A, 5A, 5A, cl.5C xx 63214+A}
|''' Video        ='''
|}
*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.
*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 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. If the opponent's stand gauge going to crash early, you can substitute cl.s.2A which deals 0 stand gauge damage. 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 '''
{| class="wikitable"
|-
|'''Standard Route = '''...(CC Confirm) 214+S {5A, 5A, 5A, cl.5B, cl.5B} 5A, 663A > S+6C !SC...
'''Alternate Route = '''...(CC Confirm) 214+S {5A, 5A, 5A, 5A, cl.5B} 5A, 663A > S+6C !SC...
| '''Video        ='''
|}Works on Chaka, Jotaro, and Vice.
*Refrain from using cl.s.5B if the enemy's stand gauge is already low when starting the custom combo.
*Depending on the starter, the combo might stand crash early. Be ready to use cl.s.2a during the custom combo.
*The alternate route does less stand gauge damage than the standard one. Works on the same characters stated above.
''' Medium Gauges '''
{| class="wikitable"
|-
|'''Standard Route = '''...(CC Confirm) 214+S {5A, 5A, 5A, cl.6B, cl.5B} 5A, 663A > S+6C !SC...
'''Alternate Route = '''...(CC Confirm) 214+S {5A, 5A, cl.5B, cl.5B, cl.5B} 5A, 663A > S+6C !SC...
|''' Video        ='''
|}Works on Avdol, Dio, Iggy, Old Joseph, and Polnareff.
*Depending on the starter, this may not be enough to stand crash. If the starter does low levels of stand gauge damage, do the alternate route.
*When doing the alternate route, space out the s.5A's a bit so s.5B is the close version.
''' Large Gauges '''
{| class="wikitable"
|-
|'''Standard Route = '''...(CC Confirm) 214+S {5C, 5A, 5A, cl.6B, cl.5B} 5A, 663A > S+6C !SC...
'''Devo Route = '''...(CC Confirm) 214+S {5C, cl.6B, cl.6B, cl.6B, cl.6B} 5A, 663A > S+6C !SC...
|''' Video        ='''
|}Works on Alessi, Kakyoin, New Kakyoin, and Midler.
*Devo route requires more specific starters. The cl.6B's need to be timed closely to each other, otherwise you'll run out of CC time.
*Make sure the s.5C is the far version.
=== 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}}
[[Category:JoJo's Bizarre Adventure]]

Revision as of 20:42, 2 February 2025

Intermediate Combos Stand OFF Intermediate

Heavily features 663A 5A and other tight links. Not everything is necessary, but most are nearly vital for higher level Alessi gameplay.
Combo List
Combo Note
...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. Used in the Hol grab punish on late techs and if 663A connects a bit too far.
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.


Basic Combos Stand ON Easy

Due to Alessi's unique s.ON mode, he doesn't have many s.ON combos
Combo List
Combo Note
...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.