User:Cce2955/sandbox

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Revision as of 13:22, 6 September 2024 by Cce2955 (talk | contribs) (no idea what I'm editing anymore)

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
  • 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.

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.

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.

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.