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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 allows some | 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. | ||
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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. | 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 | 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- === | === -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. At best you can get 66C > S+5C. Usually you'll be around -30 after the taunt, so good luck catching up to the opponent. Slightly more manageable in the corner. | 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. At best you can get 66C > S+5C. Usually you'll be around -30 after the taunt, so good luck catching up to the opponent. Slightly more manageable in the corner. If the opponent was in s.On, Alessi will actually skip the taunt and you can get a followup after the hit, but this will almost never come up. | ||
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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. | ||
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. Unfortunately, since 236+S is only cancellable right before the hitbox spawns, this means you can't get a guaranteed | 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. Unfortunately, since 236+S is only cancellable right before the hitbox spawns, this means you can't get a guaranteed follow-up from an unblockable child mode transformation, removing the possibility of an unblockable child transformation off of Okizeme. | ||
=== -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. | [[File:Alessi s.6B Oki.mp4|thumb|True Okizeme combo, very swag]]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. | ||
Using this glitch allows you to do a lot more damage while covering more of the screen with hitboxes, and you can even get a true 50/50 mixup off of oki. Note that the routes shown aren't the only ones possible, and some can even lead to further combos. Experiment to see what you can do with this glitch. Some useful routes to mention include: | |||
*'''s.664C+4B...''' - Does very high damage, and covers both the vertical distance of s.5B as well as the grounded areas of s.664C. Make sure to do the 664 version, so s.6B doesn't come out and whiffing is less committal. This has the hitstun of s.66C, so any move that reaches can be combo'd from, such as another s.66C. | |||
*'''s.664A+5C...''' - Similar to the combo above, but with a slightly faster recovery. Does less damage and is less committal, but not very worth it over the previous combo. Only combos into s.5B/C. | |||
*'''s.664A+6B > 214+S...''' - A strong overhead mixup on oki and sometimes in neutral that confirms into CC. Very difficult to execute but very rewarding if done correctly. Most characters will block low to block gun or (s.)2C on wakeup and in neutral, so catching them with an overhead will usually surprise them. For oki, hitting s.6B (far) as a meaty is the best case scenario, but hitting s.664A as meaty works well enough too. | |||
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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. | 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. | ||
Revision as of 22:25, 24 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 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. 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. At best you can get 66C > S+5C. Usually you'll be around -30 after the taunt, so good luck catching up to the opponent. Slightly more manageable in the corner. If the opponent was in s.On, Alessi will actually skip the taunt and you can get a followup after the hit, but this will almost never come up.
video to be made/added
-236S/Guard Cancel Cancel-
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. Unfortunately, since 236+S is only cancellable right before the hitbox spawns, this means you can't get a guaranteed follow-up from an unblockable child mode transformation, removing the possibility of an unblockable child transformation off of Okizeme.
-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.
Using this glitch allows you to do a lot more damage while covering more of the screen with hitboxes, and you can even get a true 50/50 mixup off of oki. Note that the routes shown aren't the only ones possible, and some can even lead to further combos. Experiment to see what you can do with this glitch. Some useful routes to mention include:
- s.664C+4B... - Does very high damage, and covers both the vertical distance of s.5B as well as the grounded areas of s.664C. Make sure to do the 664 version, so s.6B doesn't come out and whiffing is less committal. This has the hitstun of s.66C, so any move that reaches can be combo'd from, such as another s.66C.
- s.664A+5C... - Similar to the combo above, but with a slightly faster recovery. Does less damage and is less committal, but not very worth it over the previous combo. Only combos into s.5B/C.
- s.664A+6B > 214+S... - A strong overhead mixup on oki and sometimes in neutral that confirms into CC. Very difficult to execute but very rewarding if done correctly. Most characters will block low to block gun or (s.)2C on wakeup and in neutral, so catching them with an overhead will usually surprise them. For oki, hitting s.6B (far) as a meaty is the best case scenario, but hitting s.664A as meaty works well enough too.
-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