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 neutral heavily as well. Read beyond this section after you at least learn the basics of neutral.
Normal BnB
(j.A) 5A, 5C xx 214S {s.5A, s.5A, s.5A, s.5A, s.5C (close) xx s.63214A}
Alessi Mode BnB
665C, 665C, 665C, 665C 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
5A, 5C xx 41236B/C (mash) OR 214S - Use B or C version of gun depending on distance. Any combo that ends with 5C can confirm into either 41236B/C or 214S.
5A, 2C - s.On characters do not get knocked down, try using other combos if possible.
5A, S+5C xx s.63214C - Combo 5A s.5C by plinking s.5C. All combos that go into a point-blank 5A can go into close s.5C.
j.A/C, 5A, 5C xx 41236C (mash) - 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.
j.A (crossup), 5A, 5C xx 41236C - j.A can crossup opponents due to its large horizontal hitbox, very useful to know. Use it often.
2B, 2C - 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.
663C, 2C - If you hit 663C a bit too far, use this combo instead for guaranteed damage.
663C, S+5C - 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
s.5A (close), s.5C (close) xx s.63214+C (mash) OR s.41236+C OR 214S - Can start from any aerial that hits deep enough. If you catch an opponent airborne with s.5A (close), you can also combo s.5C (close) afterwards. Useful when using s.ABC to option select.
s.66C (closest possible connect), s.5C (close) xx s.63214C (mash) OR s.43216C - 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 an s.5A (close) at the start if you're feeling feisty, although it's not recommended.
Intermediate Combos
Stand Off
663A, 5A, 5C xx 41236C (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 41236C (mash) - Just to show 2B can be converted off of.
663C, 663A, 5A, S+5C xx s.63214C - 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 41236C (mash) - Your most used combo starter and whiff punish. Can be confirmed into 5C, 2C, and much more.
663C, 663A, 5C xx 41236C (mash) - 663A 5C is also a 1-frame link, same as 663A 5A. If 663A is a bit too far, skip 5A and go straight for 663A 5C. Used in the Hol grab punish on late techs.
663C, 663A, 5C xx 236AA - Your only methods to combo into a super outside of CC's. Good enough frame advantage. Instantly cancel 236AA to combo it. Usually it's better to cancel into 214S however.
Stand On
s.66C (closest possible connect) [AB], s.5C (close) xx ]AB[ xx 214S - Your most damaging combo starter. Only possible from the left side.
j.s.A/B/C [AB], s.5c (close) xx ]AB[ xx 214S - Useful for big guaranteed punishes in s.On. j.s.B is the most consistent starter.
j.s.B/C, s.6B (close), s.5C - Any non-proximity s.On attack can be linked from s.6B (close), even some dashing ones.
Custom Combo routes
Custom Combo sequences
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.
214S {5A, 5A, 5A, 5A, 5A, 5C (close) xx 63214A} - The most consistent 63214X confirm route from any starter.
214S {5C, 5C/5A, 5A, 5A, 5C (close) xx 63214A} - Useful if s.5A (far) might not reach. Depending on your distance, add or subtract a second s.5C (far) for a consistent ender.
214S {6B (far), 5A, 5A, 5C (close) xx 63214A} - On an unconfirmed CC, 6B (far) acts as an overhead while 6B (close) hits low. If pushblocked, this acts as a 50/50 mixup with both versions of 6B able to be combo'd from. Keep adding 6B's until one hits or CC ends.
214S {2A (far), 2A, 5A, 5A, 5C (close) xx 63214A} - 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 236AA/214AA in case the opponent tries to reversal you.
214S {5A, 5A, 5A, 5A, 5A, 5C (close) xx 214AA} - 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.
214S {5A, 5A, 5A, 5A, 5B (close)} 5C xx 236AA - Same as combo above except it does a decent bit more damage, in exchange for less frame advantage and sligtly higher execution. Instantly cancel 5C into 236AA to connect the super.
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.
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...(child transformation) 66C > 66C (meaty), 66C xx 41236C (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 41236C (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 more difficult in the corner. Also known as the 3 Axe j.A combo. Does not work on Khan, Oldseph, and Youngseph.
...(child transformation) 66C > d.j.A (meaty), cl.5C, 66C, 66C, 66C xx 41236C (mash) - Same as combo above except with an extra 66C. Only works on SDio, Chaka, BPol, Mariah, and Alessi with descending difficulty. Known as the 4 Axe j.A combo. Also available on Petshop, just without the j.A cl.5C part.
...(child transformation) 5C, 5C, 66C > 66C (meaty), 66C xx 41236C (mash) - The two 5C's should keep them grounded, and the first 66C should hit them out of the air. Only works on Oldseph, Iggy, Kakyoin, Nkak, Rubber, Hoingo, DIO, and Khan. Known as the 5 Axe combo.
...(child transformation) 5C, 5C, 66C > d.j.A (meaty), cl.5C, 66C, 66C xx 41236C (mash) - Same as combo above except with a different meaty move. 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 Rubber, Hoingo, DIO, and Khan. 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 41236C (mash) - Only available on Khan. Known as the 6 Axe combo.
Advanced Combos
Important Miscellaneous Combos
(Hol grab) (downtech) j.C, 2C xx 41236C (mash on Hol wakeup) - Your easiest Hol grab punish. Downtech as early as possible.
(Hol grab) (downtech) j.C, 663A, 5A, 5C xx 41236C OR 214S - Your optimal Hol grab punish. Downtech early, and remove the 5A if you think it won't reach.
(DIO grab) (downtech) xx 41236B/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 214S {5C, 5A, 5A, 5A xx 63214C} - Your metered DIO grab punish. Significantly easier, downtech and hold the x3 Macro button to make sure there is no input overlap with 214AA.
2C xx 41236X (mash on opponent wakeup) - Your most important okizeme "combo". Hitting meaty on an opponents wakeup
Standcrash confirms
663A, 5A, 663A, 5A, 5C xx 214S {5A, 5A, 5A, 5B (close), 5B (close)} 5A, S+5C !SC j.s.B [AB], s.5C (close) xx ]AB[ xx 214+S (CC), 5A, 5A, 5A, 5B, 5C xx 63214+A/B/C - All variations of this combo follow the same pattern as this one, and can go into any other ender. The most important part is ending up after the chain with the opponent having 26 or less stand gauge, as close s.5C does exactly that amount. This means the combos can vary in effectiveness between characters.
...(STAND CRASH) s.665C (closest possible connect), s.5C (close) xx (n.edge)41236+C OR (n.edge)63214+C
...(STAND CRASH) s.665C (closest possible connect) [AB], s.5C (close) xx ]AB[ xx 214+S(chain + ender)
s.j.A [AB], s.5C (close) xx ]AB[ (STAND CRASH), s.665C(closest possible connect) [AB], s.5C (close) xx ]AB[ xx 214+S(chain + ender)
Unblockable resets
Alessi has an unblockable reset against stand on characters by using a properly timed s.cl.5C. The unblockable setup will either force the enemy to hold block and standcrush, or jump/not block and standcrash. Unblockable resets greatly increase Alessi's damage, dealing around 50% plus the additional child mode damage after.
These setups can be done only if the stand gauge received small damage prior to custom combo.
Light Gauge (CC Confirm) - s.5A, s.5A, s.5A, s.cl.5B, s.cl.5B, 5A, 663A, s.cl.5C !SC
Medium Gauge (CC Confirm) - s.5a, s.5A, s.5a, s.cl.6B, s.cl.5B, 5A, 663A, s.cl.5C !SC
Heavy Gauge (CC Confirm) - s.5C, s.5A, s.5A, s.cl.6B, s.cl.5B, 5A, 663A, s.cl.5C !SC
Extra
Every time you get a 2C knockdown, you can cancel on reaction to gun and get free chip damage. This is also a practical way of setting up the spacing for the unblockable: you can start moving the gun reticle from behind them towards you as they wake up and you start shooting, so that the first hits have a chance of being unblockable. The damage doesn't really change, as you always will get about 10 to 12 damage in hits/chip, but if the opponent is right about to die you can get a free win off of a 2C.
You can hit your opponent with your taunt in Alessi Mode: it has a hitbox right on Alessi's finger. Highest mental damage BnB.