User:Plastic Wrapp/sandbox: Difference between revisions

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=== -Standing Hurtbox on Wakeup- ===
=== -Standing Hurtbox on Wakeup- ===
After getting up from a knockdown, Alessi's hurtbox is forced to be standing even if he's inputting crouchblock. This is notable in the {{CharacterLabel-HFTF|Young Joseph}} matchup, as he can get a true Aja setup even if you crouch.  
After getting up from a knockdown, Alessi's hurtbox is forced to be standing even if he's inputting crouchblock. This allows some okizeme routes to work on Alessi when it normally shouldn't. One notable example is in the {{CharacterLabel-HFTF|Young Joseph}} matchup, where he can get a true Aja setup off a 2S Stand Crash even if you crouch.  




== Useful/Exploitable Glitches ==
== Useful/Exploitable Glitches ==
=== -The Gunblockable- ===
Alessi's 41236+A/B/C summons a reticle on the screen that triggers pre-block when going near an opponent. In Heritage, moves that are unblockable, e.g. {{CharacterLabel-HFTF|Hol Horse}}'s 421+AA, are only unblockable because they do not trigger pre-block. If the reticle is spawned behind the opponent and positioned to just barely clip their hurtbox, the attack will become unblockable. Moving the reticle towards the opponent while mashing is an easy way to make sure it becomes unblockable.
This is quite useful on a last-touch scenario if the opponent is downbacking, or if they roll into your well-positioned gun reticle. You can do this upon a 2C okizeme as well. Standing in front of Alessi himself will also trigger pre-block, so do not do this too close.
=== -236+S/63214+A/B/C Preblock Shenanigans- ===
Similar to the Gunblockable, both of these moves can spawn a hitbox behind the opponent and not trigger preblock. If the opponent rolls into either of these two moves at the right time, you get an unblockable child transformation. However, since the frame data on both of these specials are among the worst in the game due to the small taunt Alessi does after it connects,
=== -236S/Guard Cancel Cancel- ===  
=== -236S/Guard Cancel Cancel- ===  
[[File:Guard Cancel Cancel.mp4|right|thumb|Visual demonstration of the glitch in action]]
[[File:Guard Cancel Cancel.mp4|right|thumb|Visual demonstration of the glitch in action]]
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To perform this glitch, you need to 1. Use s.[AA] in any capacity (hit, block, or whiff), 2. Don't use any specials or supers (excluding CC) in s.On, 3. Don't get hit in s.On, and 4. Don't let a limb get hit in s.On.  
To perform this glitch, you need to 1. Use s.[AA] in any capacity (hit, block, or whiff), 2. Don't use any specials or supers (excluding CC) in s.On, 3. Don't get hit in s.On, and 4. Don't let a limb get hit in s.On.  
GC can only be cancelled after at least 13 frames, so make sure to input your GC slightly later than you normally would.
After the install is active, you can cancel either the initial startup of 236+S, or any part of GC. However, do note that GC can only be cancelled into 214+S after at least 13 frames, so make sure to input your GC slightly later than you normally would.




=== -Double Stand Attack Glitch- ===
=== -Double Stand Attack Glitch- ===
When Alessi is Stand ON and dashes, if you press a button on the last frame of the dash, and then press another on the frame after, Alessi will do both attacks just as the dash ends. The first button you press will come out as the dashing variant, and the second will be the standing version. This is important if you use s.5B with this glitch and/or if your stand is extended. This also means your second normal can be any grounded move you want, including command normals and crouching moves. Recovery on moves when using this glitch is much faster than normal.
When Alessi is Stand ON and dashes, if you press a button on the last frame of the dash, and then press another on the frame after, Alessi will do both attacks just as the dash ends. The first button you press will come out as the dashing variant, and the second will be the standing version. This is important if you use s.5B with this glitch and/or if your stand is extended. This also means your second normal can be any grounded move you want, including command normals and crouching moves. Recovery on moves when using this glitch is much faster than normal.


=== -The KneeLow- ===
=== -The KneeLow- ===

Revision as of 04:34, 23 February 2025

Trivia

-Hiding From View-

On stages with foreground elements, Alessi can conceal himself partially or even entirely while crouching. Here's an example of this in a really good set that you should watch anyway: https://youtu.be/1L45Qx3IUd0

-Most Stances-

Alessi is the only character with technically 5 stances. s.On and s.Off, Alessi Mode s.On and s.Off, and Child Mode. While he can't toggle between them freely, it's still a cool record.

-Standing Hurtbox on Wakeup-

After getting up from a knockdown, Alessi's hurtbox is forced to be standing even if he's inputting crouchblock. This allows some okizeme routes to work on Alessi when it normally shouldn't. One notable example is in the text-middle Young Joseph matchup, where he can get a true Aja setup off a 2S Stand Crash even if you crouch.


Useful/Exploitable Glitches

-The Gunblockable-

Alessi's 41236+A/B/C summons a reticle on the screen that triggers pre-block when going near an opponent. In Heritage, moves that are unblockable, e.g. text-middle Hol Horse 's 421+AA, are only unblockable because they do not trigger pre-block. If the reticle is spawned behind the opponent and positioned to just barely clip their hurtbox, the attack will become unblockable. Moving the reticle towards the opponent while mashing is an easy way to make sure it becomes unblockable.

This is quite useful on a last-touch scenario if the opponent is downbacking, or if they roll into your well-positioned gun reticle. You can do this upon a 2C okizeme as well. Standing in front of Alessi himself will also trigger pre-block, so do not do this too close.

-236+S/63214+A/B/C Preblock Shenanigans-

Similar to the Gunblockable, both of these moves can spawn a hitbox behind the opponent and not trigger preblock. If the opponent rolls into either of these two moves at the right time, you get an unblockable child transformation. However, since the frame data on both of these specials are among the worst in the game due to the small taunt Alessi does after it connects,

-236S/Guard Cancel Cancel-

Visual demonstration of the glitch in action

Alessi can cancel his GC or 236S into a Custom Combo. His GC cancel is particularly strong, as it allows for extremely high damage from a defensive option and makes attacking Alessi a lot more threatening.

To perform this glitch, you need to 1. Use s.[AA] in any capacity (hit, block, or whiff), 2. Don't use any specials or supers (excluding CC) in s.On, 3. Don't get hit in s.On, and 4. Don't let a limb get hit in s.On. After the install is active, you can cancel either the initial startup of 236+S, or any part of GC. However, do note that GC can only be cancelled into 214+S after at least 13 frames, so make sure to input your GC slightly later than you normally would.


-Double Stand Attack Glitch-

When Alessi is Stand ON and dashes, if you press a button on the last frame of the dash, and then press another on the frame after, Alessi will do both attacks just as the dash ends. The first button you press will come out as the dashing variant, and the second will be the standing version. This is important if you use s.5B with this glitch and/or if your stand is extended. This also means your second normal can be any grounded move you want, including command normals and crouching moves. Recovery on moves when using this glitch is much faster than normal.


-The KneeLow-

When using a.s.j.A, its hit properties change depending on what move was used before it. Most of the properties are useless/non applicable (like using hit properties from his child form attacks), however, there is one that's useful. Discovered by KneeCo, using a.s.cl.6C changes the hit properties to a.cl.2A which hits low. If timed correctly, you can get a full combo with a.s.j.A [AB], s.cl.5C, s.]AB[, 214S. Keep in mind that the other player has iframes after coming out of child mode, so it's not a true meaty. Worth using as a knowledge check or if you mess up a child mode combo.



Alessi Mode s.j.A hit properties; the KneeLow: Here is KneeCo using it in a real match.


References and Resources

Some Japanese Matches https://youtu.be/xUf3sIvzV1Y - Great match vs Yoshida (Polnareff) with some screaming casters. Demonstrates a lot of what Alessi can do (good usage of normals, a variety of confirms, Alessi mode bnb, even a Custom Combo loop!) in one short match. I implore anyone who wants to pick up Alessi to watch this. (Can also be found at http://sp.nicovideo.jp/watch/sm5080205?ss_id=9e3c63dc-3a64-4401-81de-8ef89b2a8320&ss_pos=5&&cp_in=wt_srch) https://www.youtube.com/watch?v=ARXIqfUEepo&feature=youtu.be&t=441 - Matches against an Abdul, Alessi, and strangely Khan that showcases some incredible usage of s.63214C. A very good example of defensive Alessi play. https://youtu.be/c5jFXZkjNKA - Earrape ass, flaky VCR ass recording of an actually great match! Featuring Tonkotsu vs SQ, a more offensive Alessi who displays multiple stand crash combos. https://youtu.be/3eAPyONm7e8 / https://www.nicovideo.jp/watch/sm19450472 - A demonstration of all the child forms using the special mode in the Dreamcast port. Frame Data Collected by The Final Lemon


Alessi frame1.png Alessi frame2.png Hitboxes Collected by guruslum https://imgur.com/a/KboJi3T


Baby Forms Baby Frame Data Babyframes1.png Collected by guruslum


Babyframes2.png Babyframes3.png Babyframes4.png Baby Hitboxes Collected by guruslum https://imgur.com/a/1qCfabg


Game Navigation

General
Controls
System Info
In-depth System Info
FAQ
Active
Avdol
Devo
DIO
Iggy
Jotaro
Kakyoin
Midler
New Kakyoin
Polnareff
Vanilla Ice
Weapon
Alessi
Chaka
Old Joseph
Passive
Black Polnareff
Boingo
Hol Horse
Khan
Mariah
Petshop
Rubber Soul
Shadow Dio
Young Joseph