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 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. |
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 |
| |
17 |
2 |
27 |
- |
2800/3000/3200 |
None/Knockdown/Wall Bounce |
Likely to be your main approach tool. Alex flies toward the opponent.
| |
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. |