BNB
j.A/5A 5C 214S (s.5A s.5A s.5A s.5B s.5C xx 63214A/B/C)
Alessi Mode BnB 665C, 665C, 665C, 665C S+5C / xx 41236+C - Theoretical best combo on some child modes but for others you get three 665C. The opponent could jump away on the first hit, but if they fail, you can hit them 3 more times then mash out a full gun on them. This can be inconsistent (discussed in the general strategy section), so as a rule of thumb, if you get a grounded hit, you can go for another one or react and cancel into gun. Normally after you hit the opponent out of the air, a properly timed dashing attack will then hit them grounded, so it is more common to end up getting 2 or 3 hits into a gun finisher. More consistent on bigger transformations, like Rubber Soul and Khan.
Notes
What Custom Combo (CC) chains you use makes no difference, the real purpose of the ones listed is to maximaze the use of CC time in order to end up with consistent timing for links out of the chain, and also to do as much stand gauge damage as possible, in order to end it as soon as you get a stand crash. The optimal chain changes depending on the opponent's remaining stand gauge at the start of the CC. The strings involve close s.on normals unless specified. (Far s.5A is fine, but far s.5B can whiff easily.)
All combos that go into 5C and close s.5C can then go into CC.
s.665C combos are significantly easier in the corner, as the opponent won't get pushed out of close C range by s.665C. Still possible mid screen. Alessi's highest damage combos, with a standcrash, right starter, chain and ender they can do up to 90 damage.
Combos involving the hold and release special move will work only if you hold the buttons enough to charge to first or second stage, at higher charges it will not work and cause the move to whiff because of the deadzone right in front of Alessi;
Canceling into gun or shrink is easier if you use negative edge, as most of the time the button you will be canceling out of matches the version of the special to combo into;
Custom Combo conversions are versatile but need 63124+A/B/C depending on the range, effectively if the last normal in the chain was far or a close C, C version works, if it was a close B, B version works, if it was a close A, A version works. Other combinations are inconsistent;
Alessi can combo into either of his supers (preferably 214AA) instead of s.63214 to end a CC, but it adds very little damage. Saving your meter is much wiser option 90% of the time.
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 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 - 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 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 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 - 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 - 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 - Your most used combo starter and whiff punish. Can be confirmed into 5C, 2C, and much more.
663C, 663A, 5C xx 41236C - 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 dp 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. However, you can't be to hotheaded, as some child modes have surprisingly good normals or quirks you need to watch out for.
Character | Prejump frames |
---|---|
Alessi | 1 |
Avdol | 1 |
BPol | 1 |
Chaka | 1 |
Devo | 1 |
DIO | 9 |
Hoingo | 1 |
Hol Horse | 1 |
Iggy | 5 |
Jotaro | 1 |
Kak | 4 |
Khan | 6 |
Mariah | 1 |
Midler | 1 |
NKak | 4 |
Oldseph | 3 |
Petshop | 1 |
Polnareff | 1 |
Rubber | 5 |
SDio | 1 |
Vice | 1 |
Youngseph | 1 |
Advanced Combos
All previous combos function as confirms. Here are some others:
S OFF
5C xx 214+S(chain + ender) - Combos at all ranges, chain may need to be changed when too far away.
663C xx 214+S(chain + ender)
j.A, 5A, 663A, 5A, 663A... (loop)
j.A, 5A, 5C xx (n.edge)41236+C
j.C, 2C
j.C, 663A, 5A, 5C xx (n.edge)41236+C
S ON
j.s.A/B [AB], s.5C (close) xx ]AB[ xx 214+S(chain + ender)
s.66C (closest possible connect), s.5C (close) xx (n.edge)41236+C OR 63214+A/B/C
s.66C (closest possible connect) [AB], s.5C (close) xx ]AB[ xx 214+S(chain + ender)
Custom Combo chains and enders
(Starter) 214+S (CC), 5A, 5A, 5A, 5B, 5C xx 63214+C
(Starter) 214+S (CC), 5A, 5A, 5A, 5B, 5B (End CC), 5A, s.5C xx 63214+A/B/C OR 41236+C
(Starter) 214+S (CC), 5A, 5A, 5A, 5B, 5B (End CC), 5A, 663A, 5A, 2B, 663A, 5A, 5C, 214+S... - CC loop, does not add much damage for the meter it takes, but can help squeeze out a kill.
Standcrash confirms
663A, 5A, 663A, 5A, 5C xx 214+S(CC), 5A, 5A, 5A, 5B, 5B(End CC) 5A, s.5C (STAND CRASH)j.s.A/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.