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 game sense heavily as well. Read beyond this section after you at least learn the basics of neutral.
Normal BnB
(j.A) 5A, 5C xx 214+S {s.5A, s.5A, s.5A, s.5A, cl.s.5C xx s.63214+A}
Alessi Mode BnB
66C, 66C, 66C, 66C 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
Basic Confirm into 41236+B/C Remember to space out gunshots Basic
Basic Confirm into Sweep Meterless reset back to neutral with more damage Basic
Basic Confirm from an Aerial Also possible with a j.C Basic
Meterless Confirm into Alessi Mode Requires you to play neutral against the opponent's child mode Basic
Basic Confirm from a Crossup Aerial Extremely useful mixup combo Basic
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Title Basic
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
cl.s.5A, cl.s.5C xx s.63214+C (mash) OR s.41236+C OR 214+S - Can start from any aerial that hits deep enough. If you catch an opponent airborne with cl.s.5A, you can also combo cl.s.5C afterwards. Useful when using s.ABC to option select.
s.66C (closest possible connect), cl.s.5C xx s.63214+C (mash) OR s.43216+C - 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 a cl.s.5A at the start if you're feeling feisty, although it's not recommended.
Intermediate Combos
Stand Off
663A, 5A, 5C xx 41236+C (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 41236+C (mash) - Just to show 2B can be converted off of.
663C, 663A, 5A, S+5C xx s.63214+C - 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 41236+C (mash) - Your most used combo starter and whiff punish. Can be confirmed into 5C, 2C, and much more.
663C, 663A, 5C xx 41236+C (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 236+AA - Your only methods to combo into a super outside of CC's. Good enough frame advantage. Instantly cancel 236+AA to combo it. Usually it's better to cancel into 214S however.
Stand On
s.66C (closest possible connect) [AB], cl.s.5C xx ]AB[ xx 214+S - Your most damaging combo starter. Only possible from the left side.
j.s.A/B/C [AB], cl.s.5c xx ]AB[ xx 214+S - Useful for big guaranteed punishes in s.On. j.s.B is the most consistent starter.
Custom Combo Routes
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.
214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A} - The most consistent 63214X confirm route from any starter.
214+S {5C, 5C/5A, 5A, 5A, cl.5C xx 63214+A} - Useful if s.5A (far) might not reach. Depending on your distance, add or subtract a second s.5C (far) for a consistent ender.
214+S {6B (far), 5A, 5A, cl.5C xx 63214+A} - On an unconfirmed CC, 6B (far) acts as an overhead while cl.6B hits low. If pushblocked, this acts as a 50/50 mixup with both versions of 6B able to be combed from. Keep adding 6B's until one hits or CC ends.
214+S {2A (far), 2A, 5A, 5A, cl.5C xx 63214+A} - 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 236+AA/214+AA in case the opponent tries to reversal you.
214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 214+AA} - 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.
214+S {5A, 5A, 5A, 5A, cl.5B} 5C xx 236+AA - Same as combo above except it does a decent bit more damage, in exchange for less frame advantage and slightly higher execution. The 5 Axe combo cannot be done outside of corner. Instantly cancel 5C into 236+AA to connect the super.
214+S {5A, 5A, cl.6B, cl.6B, cl.5C} 5C xx 236+AA - Technically the optimal CC route, since it does the most damage. More difficult, and usually not worth it, but is pretty flashy and shakes up the stale CC routes.
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 41236+C (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 41236+C (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 is more difficult in the corner. Also known as the 3 Axe j.A combo. Does not work on Khan ,
Old Joseph , and
Young Joseph .
...(Child Transformation) 66C > d.j.A (meaty), cl.5C, 66C, 66C, 66C xx 41236+C (mash) - Same as combo above except with an extra 66C and a higher damage output. Only works on Shadow Dio ,
Chaka ,
Black Polnareff ,
Mariah , and
Alessi in descending difficulty. Known as the 4 Axe j.A combo. Also available on
Jotaro, just without the j.A cl.5C part.
...(Child Transformation) 5C, 5C, 66C > 66C (meaty), 66C xx 41236+C (mash) - The two 5C's should keep them grounded, and the first 66C should hit them out of the air. Only works on Old Joseph ,
Iggy ,
Kakyoin ,
New Kakyoin ,
Rubber Soul ,
Hol & Boingo ,
Dio , and
Khan in descending difficulty. Known as the 5 Axe combo.
...(Child Transformation) 5C, 5C, 66C > d.j.A (meaty), cl.5C, 66C, 66C xx 41236+C (mash) - Same as combo above except with a different meaty move and a higher damage output. 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 Soul ,
Hol & Boingo ,
Dio , and
Khan in descending difficulty. 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 41236+C (mash) - Only available on Khan . Known as the 6 Axe combo.
...(Meterless Child Transformation) s.66C, s.66C (meaty), s.5C - If done from s.63214+A/B/C, catch the opponent after their initial jump midair with s.66C, then meaty their landing with s.66C and follow up with s.5C.
Child Mode Jump Mixup Contingencies
In higher-level play, your opponent might mix up their jumps to throw you off your timing. For many of these combos, you need to react in real time to what the opponent does, which will get easier if you turn off autopilot during combos and with experience.
...(Child Transformation) 66C, (opponent jumps after), 66C (input on reaction), 66C (meaty), 66C xx 41236+C - If the opponent isn't airborne after your first axe, immediately do another 66C to make sure they don't fall out of range.
...(Child Transformation) 66C, (opponent jumps after), 66C (input on reaction), d.j.A (meaty), cl.5C, 66C, 66C xx 41236+C - Same as combo above except with your optimal Alessi Mode BnB. The jump might need to spaced differently, but everything else remains the same.
...(Child Transformation) 66C, (opponent jumps after), 66C (input on reaction), d.j.A (meaty), cl.5C, 66C, 66C, 66C xx 41236+C - Same as combo above except with the 3 Axe j.A combo. Does really high damage, but quite difficult to execute.
...(Child Transformation) 66C, (opponent doesn't jump), 66C, (opponent jumps after), 66C, 66C (input as soon as you can) xx 41236+C - If the opponent isn't airborne after your second axe, input another 66C immediately and cancel into gun.
...(Child Transformation) 5C, 5C, 66C, (opponent jumps after), 66C (input as soon as you can) xx 41236+C - If the opponent isn't airborne after the first 66C, follow up immediately with another 66C into gun so the opponent doesn't fall out of range. You can get keep the opponent grounded with 3 66C's if you're in the corner, but is ill-advised sometimes.
Stand Crash and Crush Combos
Stand Crash Combo
5A, 5C xx 214+S {5A, 5A, 5A, cl.5B, cl.5B} 5A, S+5C !SC d.j.B [AB], cl.s.5C xx ]AB[ xx 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A} - Your universal Stand Crash combo. Depending on your starter, this might stand crash short gauges too early, fix it by doing {5A, 5A, 5A, 5A, cl.5B} instead. Make sure to adapt on the fly based on the opponent's stand gauge meter. Entirely outclassed by the next combo, but still has a reason to exist for a reason that will be explained later.
Stand Crush Unblockable Reset Routes
Your strongest combo available. Does extremely high damage, around 50-60% depending on the starter, not including the Alessi Mode combos afterwards. Any route works, as long as it ends with 5A, 663A > S+6C, as well as the opponent's stand gauge being 13 or less. Adapt on the fly based on the opponent's stand gauge meter, and experiment to see what route you find most useful. Hold forward when doing cl.s.5C to make it easier to execute.
Some characters can escape this combo, being the weapon stand users Alessi ,
Chaka , and
Old Joseph , including
Vanilla Ice if they turn off their stand between the gap of 663A and cl.s.5C. This is a 1 frame trick, and very useful to learn, although quite difficult to time. If the opponent is able to consistently do this, just do the normal stand crash combo if you're desperate for damage. You can also do 5A 5A 663A cl.s.5C !SC to mix up the timing, although it is less consistent on Avdol.
Short Gauges
...(CC Confirm) 214+S {5A, 5A, 5A, cl.5B, cl.5B} 5A, 663A > S+6C !SC - Depending on the starter, the combo might stand crash early. Do the combo below if the CC confirm is too weak. Works on Chaka, Jotaro, and Vice.
...(CC Confirm) 214+S {5A, 5A, 5A, 5A, cl.5B} 5A, 663A > S+6C !SC - Does less stand gauge damage than the combo above. Works on the same characters stated above.
Medium Gauges
...(CC Confirm) 214+S {5A, 5A, 5A, cl.6B, cl.5B} 5A, 663A > S+6C !SC - Depending on the starter, this may not be enough to stand crash. If the starter does low levels of stand gauge damage, do the combo below. Usually any combo that has three or less non-stand normals is considered low stand gauge damage. Works on Avdol,
Dio ,
Iggy ,
Old Joseph , and
Polnareff .
...(CC Confirm) 214+S {5A, 5A, cl.5B, cl.5B, cl.5B} 5A, 663A > S+6C !SC - Same as combo above except it does more stand gauge damage. Space out the s.5A's a bit so s.5B is the close version. Works on the same characters shown above.
Large Gauges
...(CC Confirm) 214+S {5C, 5A, 5A, cl.6B, cl.5B} 5A, 663A > S+6C !SC - Make sure the s.5C is the far version. Works on Alessi ,
Kakyoin , {{CharacterLabel-HFTF|New Kakyoin}, and
Midler . Doesn't work on Devo, as he takes less stand gauge damage on hit.
Stand Crash and Crush Enders
...(!SC or !UBR Sequence) s.j.B [AB], cl.s.5C xx ]AB[ xx 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A} - Your simplest !UBR followup. Does very good unscaled damage, and is very consistent. Universal.
...(!SC or !UBR Sequence) [AB], s.j.C, cl.s.5C (wait slightly) xx ]AB[ xx 214+S {5C, 5A, 5A, 5A, cl.5C xx 63214+A} - Harder to execute, but more optimal. If the !UBR is done in the corner, Level 2 [AB] may whiff the opponent due to the dead zone in front of Alessi, so pray it doesn't whiff or hold [AB] after cl.s.5C to be safe. Neutral jump if done on Iggy in the corner. Also universal.
...(!SC or !UBR Sequence) s.j.B [AB], cl.s.5A xx ]AB[ xx 214+S xx 236+AA - A more flashy than optimal ender that uses a CC cancel. Do 214+S before ]AB[ hits. The 236+AA is unblockable, so make sure it does not combo for optimal unscaled damage.
Important Miscellaneous Combos
(Hol grab) (downtech) j.C, 2C xx 41236+C (mash on Hol wakeup) - Your easiest Hol grab punish. Downtech as early as possible.
(Hol grab) (downtech) j.C, 663A, 5A, 5C xx 41236+C OR 214+S - Your optimal Hol grab punish. Downtech early, and remove the 5A if you think it won't reach.
(DIO grab) (downtech) xx 41236+B/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 214+S {5C, 5A, 5A, 5A xx 63214+C} - Your metered DIO grab punish. Significantly easier, downtech and hold the x3 Macro button to make sure there is no input overlap with 214+AA.
2C xx 41236+B/C (mash on opponent wakeup) - Your most important okizeme "combo". Each shot of 41236+A/B/C is active for 3 frames, so you should almost always be able to hit meaty. Hitting meaty on an opponent's wakeup allows you to get free chip damage. With how often you will be mashing 2C, the chip damage adds up extremely quickly. Can also set up the Gunblockable.
5C/cl.s.5C xx 214+S {5B, 41236+B (mash)} - If you hit the opponent with 5C/cl.s.5C while they're in the air and accidentally CC, whether due to a poorly timed 663A 5C crossup or due to other reasons, do this combo to optimise your meter spent.
You can hit your opponent with your taunt in Alessi Mode: it has a hitbox right on Alessi's finger. Highest mental damage BnB.