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 struggles in certain matchups, but once he gets going, he can wipe out entire characters with ease.
Gameplay
Standard Vs. Grappler
Strengths | Weaknesses |
---|---|
|
|
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 {{{2}}} or a special. Best followed by charging for a {{{2}}}. | |
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 {{{2}}} or {{{2}}}, 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 {{{2}}}. | |
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 {{{2}}} resets, grounded IAD crossups, air blocks into {{{2}}}, 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 |
---|---|---|---|---|---|---|---|
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 {{{2}}}, 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 {{{2}}} animation. |
Assist {{{2}}} |
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, {{{2}}}, or {{{2}}} 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. | |
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 |
| |
59 |
2 |
28 |
- |
17229 |
Unblockable + Projectile Erase |
Fully charged {{{2}}} becomes an unblockable with a cinematic follow-up. | |
17 |
2 |
27 |
- |
2800/3000/3200 |
None/Knockdown/Wall Bounce |
Likely to be your main approach tool. Alex flies toward the opponent.
| |
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. {{{2}}} 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. | |
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.
| |
|
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. |