Introduction
Alex From Street Fighter III with a not so great rendition of Jazzy NYC. He's the same grappler you expect and the only small character with a snapback. Due to naturally having no projectiles and no double jump, expect to struggle a bit while using him, but when you get started you can wipe out entire characters with ease.
Gameplay
Standard Vs. Grappler
Strengths | Weaknesses |
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Move List
Normal Moves
Video | Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|---|
5A | 8 | 1 | 18 | - | 1200 | - | Jab, nothing special, it's a jab | |
2A | 8 | 1 | 12 | - | 1120 | - | Same here, it's a jab, but crouching, oohhh | |
5B | 11 | 3 | 21 | - | 2140 | - | A decent normal, it has some Anti-air properties, but more than likely it'll be combo filler, | |
2B | 10 | 2 | 15 | - | 2200 | Low | A really solid poke, if both players are grounded this will probably be your hit confirm to most combos | |
5C | 18 | 3 | 30 | - | 3380 | Overhead | One of his many overheads. It cannot be linked from any of his other normals, but it will chain to 2C or a special. After using it it's probably best to start charging for an elbow slash. | |
2C | 14 | 2 | 33 | - | 3340 | Low | Decent range sweep and effectively all his combo and blockstring starters | |
6C | 14 | 3 | 21 | - | 3880 | Knockback | A slightly iffy anti-air, seen extremely rarely in neutral and even more rare in combos. It can link to elbow slash or dropkick. Definitely keep it in mind but don't depend on it. It can be chained from 2C but Alex needs to be breathing on his opponent for that to work. | |
3C | 16 | 6 | 29 | - | 3200 | Launcher | Kind of works as an anti-air, but otherwise use it as a launcher. If your opponent doesn't pushblock you can easily punish blocked launchers with a powerbomb. | |
j.A | 6 | 8 | 24 | - | 1120 | Overhead | Air attack that hits diagonal, it's nice that it comes out fast but isn't too useful other than maybe correcting positioning during air combos. | |
j.B | 8 | 5 | 28 | - | 2080 | Overhead | Imagine Vergil's sword in UMVC3 but it's alex's fist, hits everywhere, your main setup for air bomb resets, grounded IAD cross ups, air blocks into powerbombs, bbq advancing guard cancels into powerbomb, etc. This is THE move | |
j.C | 11 | N | 29 | - | 3320 | Overhead | It's HEAD DIVE!!!!! Massively unsafe but causes extreme stagger that you can combo A LOT off of it, the closer to the ground you are, the more unexpected it becomes. Combining it with an assist makes it a bit more safe but you should probably not get into the habit. |
Universal Mechanics
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
VAR starter | 6 | 9 | - | - | 2300 | Overhead | uses the j.a animation. Alex remains unique in that he can partake in the VAR Boost glitch, by jumping and performing an instant Air Dash, using J. C then using a VAR, his entire momentum will multiply in the direction that he air dashed. So Alex jumping, doing an IAD backwards, following by J. C then using a VAR will cause him to fly backwards across the screen, can be used to bait with j.C |
Counter Tag | 27 | 3 | 28 | - | 2400 | - | uses the 3c animation |
Assist (Slash Elbow) |
43 | 2 | 26 | - | 3200 | Fairly decent assist, just imagine it as a ryu fireball that only reaches 3/4th screen | |
Forward Throw | - | - | - | - | 5600 | Throw | It's a throw, your opponent remains standing so you can try a mixup, knee drop, or powerbomb depending on your read. |
Back Throw | - | - | - | - | 5600 | Throw | Unlike the forward throw this grounds your opponent so instead you have to oki. |
Air Forward Throw | - | - | - | - | 6400 | Throw | |
Air Back Throw | - | - | - | - | 6400 | Throw |
Special Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Power Bomb 63214A/B/C |
2/5/9 | 3 | 51/46/40 | - | 7600 (7900 vs back) | Throw | Command grab. If opponent is backwards it turns into a suplex. Useable on Giants |
Air Power Bomb j.63214A/B/C |
2 | 4 | - | - | 7798 | Throw | Air command grab. Can be used in or out of combos, but because of damage scaling you want to attempt to drop a combo and hit the air powerbomb before your opponent can recover |
Flash Chop 236A/B/C |
4/17/24 | 3/3/2 | 29/34/28 | - | 2800/3120/3440 | Backturn + Projectile Erase |
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Machine Gun Chop 236[C] |
59 | 2 | 28 | - | 17229 | Unblockable + Projectile Erase | If you full charge the C version of Flash Chop, it becomes an unblockable with a cinematic followup. Useable on giants and he has to crouch real low when hitting roll |
Slash Elbow [4]6A/B/C |
17 | 2 | 27 | - | 2800/3000/3200 | none/knockdown/wallbounce | Probably going to turn into your main tool of approach, Alex flies towards the opponent.
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Dropkick 623C after ([4]6C) |
17 | 3 | 39 | - | 2000 | Snapback + Self-Knockdown | The only normal character with a snapback, the self knockdown allows you to use wakeup rolls for movement or mixups with assists on incoming. If used on a giant in juggle state or a solo character, it causes wallbounce (provided a wallbounce was not used earlier in the combo). If the wall bounce was used, the opponent will just fly full screen. |
Knee Smash 623A/B/C |
11/13/13 | 2/2/6 | - | - | 5680 | Airgrab | Anti air grab. Can be used for resets, but less damaging than air power bomb. Virtually no reason to use A or B smash. Maybe for some obscure mixup you can grounded A B 2B A knee smash BBQ j.A for the sneaky overhead but even then you have better options. Let loose the C Knee Smash when you see an AA opportunity and your opponent will ground themselves for you. |
Air Stampede [2]8A/B/C |
26 | 5 | 24 | - | 2600 | Overhead/OTG | If you want quick damage or need to kill on OTG use this, but other wise it's easy to forget this exists. |
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Boomerang Raid 236XX |
12+8 | 3(14)3(17)3(14)2(18)4 | 39 | - | 13098 | Throw (5th hit only) | 4 hits and then a grab, the last one will hit everyone once and never again. |
Stun Gun Headbutt 421XX |
4+23 | 4 | 18 | - | 4920 | Grab + Stagger + Dizzy (mashable) | Alex jumps a distance depending on the button used, and if the opponent is grounded in front of him when he lands, commences the headbutts. A second one will un-dizzy, allowing for a link into looped SGHs. Cool for style points but not super common. Can kinda sorta be used as a bait burst but hard to call compared to moves like Dark Hold or Slow and Zoom. Special animation on giants and puts them in juggle state. You "could" use it as a punish for projectiles but come on, this is a VS. game
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Hyper Bomb 632147896XX |
7+0 | 5 | 38 | - | 25960 (26320 vs back) | Throw + invuln f1-15 | Hyper...buh. Nothing else needs to be said *mic drop*. Oh wait, except you get a different animation if the opponent is backwards. Get that hyperbomb off flash chop. Useable on giants |