User:Cce2955/sandbox

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Introduction

Alex from Street Fighter III comes to Tatsunoko vs Capcom with a not-so-great rendition of Jazzy NYC. He’s the same grappler you expect, and notably, the only small character with a snapback. Lacking projectiles and a double jump, Alex may struggle in certain matchups, but once he gets going, he can wipe out entire characters with ease.

Gameplay

Standard Vs. Grappler

Strengths Weaknesses
  • The only non-giant character with a snapback.
  • Insane damage output, especially when boosted by Baroque—can wipe out most characters with just 20% Baroque.
  • Benefits greatly from the VAR system, receiving both damage and meter boosts, plus a height damage boost.
  • Decent anti-air options.
  • Standing overhead that leads into multiple combo routes.
  • Excellent giant killer.
  • Cannot double jump.
  • A well-timed pushblock can ruin setups.
  • Struggles against zoning despite the ability to nullify fireballs.
  • Has only one super that is truly worthwhile.
  • Limited ways to close the gap—opponents can often interrupt or stop his approach. Strong fundamentals and meter management are crucial.
TVC Alex Art.png

Move List

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8 1 18 - 1200 - Jab. Nothing special—just a jab.
8 1 12 - 1120 - Another jab, but crouching.
11 3 21 - 2140 - A decent normal with some anti-air properties, though it’s more likely to be used as combo filler.
10 2 15 - 2200 Low A solid poke. Likely to be your hit-confirm into most combos when both players are grounded.
18 3 30 - 3380 Overhead One of Alex's many overheads. Cannot be linked from other normals but can chain into 2C or a special. Best followed by charging for a Slash Elbow.
14 2 33 - 3340 Low A sweep with decent range, used in most of Alex’s combos and block string starters.
14 3 21 - 3880 Knockback A somewhat unreliable anti-air, rarely seen in neutral or combos. Can link into Slash Elbow or Drop Kick, but requires close range.
16 6 29 - 3200 Launcher Functions as a launcher and can work as an anti-air. If the opponent doesn't pushblock, you can easily punish blocked launchers with a Power Bomb.
6 8 24 - 1120 Overhead A fast air attack that hits diagonally. Mainly useful for correcting positioning during air combos.
8 5 28 - 2080 Overhead A versatile air normal with great range. Used for air Power Bomb resets, grounded IAD crossups, air blocks into Power Bomb, and more. This is Alex's go-to move.
11 N/A 29 - 3320 Overhead "Head Dive!" Massively unsafe but causes extreme stagger, allowing for extended combos. More effective when close to the ground. Combining with an assist can make it safer, but don’t rely on it too often.

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Specialized VAR Starter Tech for Alex
6 9 - - 2300 Overhead Uses the Knee Smash animation. Alex is unique in that he can exploit the VAR Boost glitch: by jumping, performing an instant air dash, using j.C, and then executing a VAR, his momentum is multiplied in the direction of the air dash. This can be used for tricky baits.
Crossover Counter 27 3 28 - 2400 - Uses the 3C animation.
Assist
(Slash Elbow)
43 2 26 - 3200 - A fairly decent assist, comparable to Ryu's fireball but with 3/4 screen range.
Forward Throw - - - - 5600 Throw Leaves the opponent standing, allowing for mixups, Knee Smash, or Power Bomb follow-ups depending on your read.
Back Throw - - - - 5600 Throw Unlike the forward throw, this grounds your opponent, leading into an oki situation.
Air Forward Throw - - - - 6400 Throw
Air Back Throw - - - - 6400 Throw

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
2/5/9 3 51/46/40 - 7600 (7900 vs back) Throw Command grab. Turns into a suplex if the opponent is backwards.
Usable on giants.
2 4 - - 7798 Throw Air command grab. Can be used in or out of combos. Due to damage scaling, it's best to land this before your opponent can recover.
4/17/24 3/3/2 29/34/28 - 2800/3120/3440 Back Turn + Projectile Erase
  • A Flash Chop: Provides little hitstun, can set up resets but doesn’t combo into Power Bomb or Stun Gun Headbutt.
  • B Flash Chop: Links easily into Stun Gun Headbutt; can be followed with BBQ into C Flash Chop.
  • C Flash Chop: Requires BBQ or an assist to connect. Causes the opponent to turn around and stay in hitstun for a long time.
  • All versions can erase one projectile.
59 2 28 - 17229 Unblockable + Projectile Erase Fully charged C Flash Chop becomes an unblockable with a cinematic follow-up.
Usable on giants. Requires Alex to crouch very low when hitting Roll.
17 2 27 - 2800/3000/3200 None/Knockdown/Wall Bounce Likely to be your main approach tool. Alex flies toward the opponent.
  • A Slash Elbow: Causes a soft knockdown if the opponent is airborne. Can lead into Hyper Bomb.
  • B Slash Elbow: Causes a hard knockdown. Useful in neutral and allows Alex to carry wall-to-wall.
  • C Slash Elbow: Causes a wall bounce.
  • All versions can be followed with Drop Kick.
17 3 39 - 2000 Snapback + Self-Knockdown The only normal character with a snapback. The self-knockdown allows for wakeup rolls and mixups with assists on incoming. Causes a wall bounce on giants or solo characters in a juggle state.
11/13/13 2/2/6 - - 5680 Air Grab Anti-air grab, can be used for resets. C Knee Smash is preferred for anti-air opportunities.
26 5 24 - 2600 Overhead/OTG Quick damage option or OTG finisher. Easy to forget, but useful in certain situations.

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12+8 3(14)3(17)3(14)2(18)4 39 - 13098 Throw (5th Hit Only) A 4-hit move that ends with a grab. The final hit will hit new players once, then never again.
Stun Gun Headbutt
421LM/421LH/421MH
4+23 4 18 - 4920 Grab + Stagger + Dizzy (Mashable) Alex jumps a distance based on the button combination, and if the opponent is grounded in front of him, he headbutts them, causing a dizzy state. Special animation on giants. Useful for style points but situational in practice.
  • L+M: Short jump, useful as a link from B Flash Chop.
  • L+H: Mid-screen jump.
  • M+H: Near full-screen jump.

Suplex Hyper Bomb
632147896XX
(While Opponent is Backwards)
7+0 5 38 - 25960 (26320 vs Back) Throw + Invuln f1-15 The "Hyper Bomb"—a powerful grab with invulnerability on frames 1-15. Unique animation if the opponent is back turned. Usable on giants.

Game Navigation

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