JoJo's Bizarre Adventure: Heritage for the Future/Alessi/Combos

From SuperCombo Wiki


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

Basic Combos Stand OFF Easy

All combos ending with 5C can confirm into either 41236+B/C or 214+S. Very short and simple combos.
Combo List
Combo Note
...5A, 5C xx 41236+B/C (mash) OR 214+S... Use B or C version of gun depending on distance.
...5A, 2C... s.ON characters do not get knocked down, try using other combos if possible.
...5A, S+5C xx s.63214+C... 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 41236+B/C (mash)... Same as combo above except from a light aerial. All 3 jump in buttons will work, but j.A/C are the most common.
j.A (crossup), 5A, 5C xx 41236+B/C... j.A can "crossup" opponents due to its large horizontal hitbox, making it very useful. Use it often.
...2B, 2C... 2B s a great meter building option. If you catch someone approaching while meter building with 2B, 2C can combo at all ranges.
663C, 2C... If you hit 663C a bit too far, use this combo instead for guaranteed damage.
663C, 5C xx 41236+B/C OR 214+S Works if 663C hits while you're close to the opponent. Useful for crossunders.


Basic Combos Stand ON Easy

Due to Alessi's unique s.ON mode, he doesn't have many s.ON combos
Combo List
Combo Note
...cl.s.5A, cl.s.5C xx s.41236+B/C (mash) OR s.63214+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.41236+B/C (mash) OR s.63214+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.


Intermediate Combos

Intermediate Combos Stand OFF Intermediate

Heavily features 663A 5A and other tight links. Not everything is necessary, but most are nearly vital for higher level Alessi gameplay.
Combo List
Combo Note
...663A, 5A, 5C xx 41236+B/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+B/C (mash)... Just to show 2B can be converted off of.
663C, 663A, 5A, S+5C xx s.63214+C... s.63214+X 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+B/C (mash)... 663C, 663A is your most used combo starter and whiff punish. Can be confirmed into 5C, 2C, and much more.
663C, 663A, 5C xx 41236+B/C (mash)... 663A 5C is also a 1-frame link, same as 663A 5A. Used in the Hol grab punish on late techs and if 663A connects a bit too far.
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 214+S however.


Intermediate Combos Stand ON Intermediate

Combo List
Combo Note
...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

The best super you have and the most important within your combos. Make sure you save your meter for this, as its usefulness is extremely high. Your most consistent and go-to confirm into Custom Combo (CC) is 5C. Other moves like 663C or ]AB[ can and are also used, but most often it will be from 5C. What Custom Combo chains you use makes no difference. The real purpose of the ones listed is to make landing the final 63214+X or extenders after the CC sequence as consistent as possible. Making sure you know the timing of each, particularly the first move within CC is important to make sure the opponent doesn't fall out of your combo. Raw CC's have their own routes, as do Stand Crash routes.

Confirmed CC Routes

Standard Route = ...(CC Confirm) 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A}...

Far Route = ...(CC Confirm) 214+S {5C, 5C/5A, 5A, 5A, cl.5C xx 63214+A}...

Video =
  • The standard route is your most consistent 63214+X confirm route from any starter.
  • Far route can be used both in combos and in neutral.
  • Use the far route in combos if s.5A (far) might not reach. Depending on your distance, add or subtract a second s.5C (far) for a consistent ender.

Metered CC Routes

214+AA Route = ...(CC Confirm) 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A}...

236+AA Route = ...(CC Confirm) 214+S {5A, 5A, 5A, 5A, cl.5B} 5C xx 236+AA...

Video =
  • Opting for the 214+AA route is 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.
  • The 236+AA route is situationally better and situationally worse than the 214+AA route. In exchange for less frame advantage and slightly higher execution, it gives a tiny but sizable portion of extra damage.
  • Do not use the 236+AA route on the 5 Axe characters, unless the opponent is in the corner, as the combo won't connect midscreen. Instantly cancel 5C into 236+AA to connect the super.

Unconfirmed CC Routes

s.6B (far) Route = 214+S {6B (far), 5A, 5A, cl.5C xx 63214+A}...

s.2A (far) Route = 214+S {2A (far), 2A, 5A, 5A, cl.5C xx 63214+A}...

Video =
  • On an unconfirmed CC, s.6B (far) acts as an overhead while cl.s.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.
  • 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.

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 entirely 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.63214+x 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 legitimately 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.

Chart showcasing what Alessi Mode combos work on which character, ordered by difficulty within its own section. Any previously stated combos (that's not the 4 Axe combo) will work on the character, except for Yojo, Oldseph, and Khan with combos that involve j.A cl.5C
Child Mode jump startup
Character Frames Character cont. Frames cont.
text-middle Alessi 1 text-middle Khan 6
text-middle Avdol 1 text-middle Mariah 1
text-middle Black Polnareff 1 text-middle Midler 1
text-middle Chaka 1 text-middle New Kakyoin 4
text-middle Devo 1 text-middle Old Joseph 4
text-middle Dio 9 text-middle Pet Shop 1
text-middle Hol & Boingo 5 text-middle Polnareff 1
text-middle Hol Horse 1 text-middle Rubber Soul 5
text-middle Iggy 5 text-middle Shadow Dio 1
text-middle Jotaro 1 text-middle Vanilla Ice 1
text-middle Kakyoin 4 text-middle Young Joseph 1

Standard 3 Axe Combo The Great Filter of new to good Alessi’s Easy

...(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. Universal on all characters.


Standard j.C 2 Axe Combo Watch out for people that do c.j.X rising Easy

...(Child Transformation) d.j.C > 66C (meaty), 66C xx 41236+C (mash)
If the opponent likes to jump and you're struggling with the first axe, doing j.C and hitting them out of the air also works well. Especially useful on text-middle Shadow Dio due to his hurtbox shenanigans, and text-middle Midler due to her tiny hurtbox. Can also work well in the corner as 66C may whiff if you're too close.


Standard 3 Axe Combo in Corner Mostly here for timing reasons Easy

...(Child Transformation) a.2B, a.2B (both whiff), 66C, (dash back) > 66C (meaty), 66C xx 41236+C (mash)
In the corner, 66C is harder to time properly, so doing this helps build a better rhythm and gives some meter as well. I personally use a.2B, a.2B (both whiff), 5C instead as there's less chance of error, but it does do a tiny bit less damage.


Optimal 3 Axe j.A Combo Always go for this if you can, unless higher damaging combos can be done Basic

...(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. Does not work on text-middle Khan , text-middle Old Joseph , and text-middle Young Joseph .


Optimal 4 Axe j.A Combo Strong and optimal, but very difficult. Space out the axe timings as much as you can Advanced

...(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 text-middle Shadow Dio , text-middle Chaka , text-middle Black Polnareff , text-middle Mariah , and text-middle Alessi in descending difficulty. Also available on text-middle Pet Shop , just without the j.A cl.5C part.


Optimal 5 Axe Combo Very satisfying to pull off, very strong too Intermediate

...(Child Transformation) 5C, 5C, 66C > 66C (meaty), 66C xx 41236+C (mash)
. Only works on text-middle Old Joseph , text-middle Iggy , text-middle Kakyoin , text-middle New Kakyoin , text-middle Rubber Soul , text-middle Hol & Boingo , text-middle Dio , and text-middle Khan in descending difficulty. The two 5C's should keep them grounded. Delay the first 66C (on everyone except Oldseph) so it hits them out of the air. After the first 66C, check if the opponent is holding airborne or not, and adapt accordingly.


Optimal 5 Axe j.A Combo Strong but tighter. Does upwards of 55% Intermediate

...(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. Full jump as soon as you can after the first 66C. Works on the same characters as the combo above except text-middle Old Joseph and text-middle Khan . Rubber's route is way harder and not worth the effort, stick to the normal 5 Axe combo.


Optimal s.66C Combo Extremely damaging, but tight and inconsistent at times. Don't always go for this Hard

...(Child Transformation) s.66C, s.66C, s.66C, s.66C > s.2c
Side exclusive combo, doesn't work if Alessi is facing the left side of the screen. Only works on text-middle Rubber Soul , text-middle Hol & Boingo , text-middle Dio , and text-middle Khan in descending difficulty. Very high damage, but can be stopped if the opponent attacks the pre-emptive hurtbox of s.66C. Sometimes does less damage than the 5 Axe j.A combo. This combo is also guaranteed midscreen after a meterless s.63214+X transformation, which is quite helpful.


Optimal 6 Axe Combo Delay the first 66C by a decent bit Intermediate

...(Child Transformation) 5C, 5C, 66C > 66C (meaty), 66C, 66C xx 41236+C (mash)
Only available on text-middle Khan .


Meterless s.63214+X followup Don't do this combo if the opponent likes to c.j.X close to the ground Basic

...(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. If the opponent does manage to slip away, just meterbuild with a.2B.

Basic Alessi Mode with Delayed Child Jump BnB Make sure you're reacting to the opponent after the first axe, don't autopilot Basic

...(Child Transformation) 66C, (opponent holds jump), 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.


Optimal Alessi Mode BnB with Delayed Child Jump Even smaller reaction window Intermediate

...(Child Transformation) 66C, (opponent holds jump), 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.


Optimal 4 Axe Alessi Mode BnB with Delayed Child Jump Not consistent and too difficult, just go for 2 axes after the j.A meaty Hard

...(Child Transformation) 66C, (opponent holds jump), 66C (input on reaction) > d.j.A (meaty), cl.5C, 66C, 66C, 66C xx 41236+C
Same as combo above except with the 4 Axe j.A combo. Does high damage, but very difficult to execute.


Alessi Mode BnB with No Child Jump After Axe 2 Test of your reaction speed Basic

...(Child Transformation) 66C, (opponent doesn't jump), 66C, (opponent holds jump), 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. If the opponent is too far for a third axe, you can do 66C > S+5C (far) for a guaranteed ender, although the damage is lower.


5 Axe Alessi Mode BnB with Delayed Child Jump You can't continue the combo beyond this, as child mode transformation time is too short Intermediate

...(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 less consistent.


Stand Crash and Crush Combos

Stand Crash Route

For most starters, this combo should work on all three stand gauges. Doing the !SC combo isn't the best way to spend meter, but if you need to secure a kill or want to look cool then this combo is for you.

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. If the opponent's stand gauge going to crash early, you can substitute cl.s.2A which deals 0 stand gauge damage. Hold forward when doing cl.s.5C to make it easier to execute.

Some characters can escape this combo, being the weapon stand users text-middle Alessi , text-middle Chaka , and text-middle Old Joseph , including text-middle 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.

Small Gauge ?SC Route Works on text-middle Chaka , text-middle Jotaro , and text-middle Vanilla Ice Intermediate

Standard Route ...(CC Confirm) 214+S {5A, 5A, 5A, cl.5B, cl.5B} 5A, 663A > S+6C ?SC...
Alternative Route ...(CC Confirm) 214+S {5A, 5A, 5A, 5A, cl.5B} 5A, 663A > S+6C ?SC...
  • Refrain from using cl.s.5B if the enemy's stand gauge is already low when starting the custom combo.
  • Depending on the starter, the combo might stand crash early. Be ready to use cl.s.2a during the custom combo.
  • The alternate route does less stand gauge damage than the standard one, for the scenario where the enemy's stand gauge is too damaged for the standard route. Works on the same characters stated above.


Medium Gauge ?SC Route Works on text-middle Avdol, text-middle Dio , text-middle Iggy , text-middle Old Joseph , text-middle Polnareff Intermediate

Standard Route ...(CC Confirm) 214+S {5A, 5A, 5A, cl.6B, cl.5B} 5A, 663A > S+6C ?SC...
Alternative Route ...(CC Confirm) 214+S {5A, 5A, cl.5B, cl.5B, 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 alternate route.
  • When doing the alternate route, space out the s.5A's a bit so s.5B is the close version.


Large Gauge ?SC Route Works on text-middle Alessi , text-middle Devo, text-middle Kakyoin , text-middle New Kakyoin , text-middle Midler Intermediate

Standard Route ...(CC Confirm) 214+S {5C, 5A, 5A, cl.6B, cl.5B} 5A, 663A > S+6C ?SC...
Devo Route ...(CC Confirm) 214+S {5C, cl.6B, cl.6B, cl.6B, cl.6B} 5A, 663A > S+6C ?SC...
  • For both the standard and the Devo route, make sure the s.5C is the far version.
  • Devo route requires more specific starters. The cl.6B's need to be timed closely to each other, otherwise you'll run out of CC time.


Full video with every example listed = https://youtu.be/puArPnz_FIk


Stand Crash and Crush Enders

All of these routes are universal and can be used after a !SC or a !!SC (with an exception for the advanced route being done after the normal stand crash combo). The advanced route after a !SC is the hardest to execute, but the most rewarding combo to learn to pull off consistently. Stick with the basic route in higher ping, as the child mode damage is more important than the ender's damage.

Basic Route (?SC Sequence)...s.j.B [AB], cl.s.5C xx ]AB[ xx 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A}... Video =
  • After cl.s.5c, make sure to do a forward jump. A light tap of 7 (short jump) works well.
Advanced Route (?SC Sequence)...[AB], s.j.c, cl.s.5C xx ]AB[ xx 214+S {5C (far), 5C (far)/5A, 5A, 5A, cl.5C xx 63214+A}... Video =
  • When doing the optimal route, neutral jump s.j.C against Iggy in corner or s.j.C will whiff.
  • After cl.s.5c, wait until hitstop is over before releasing [AB], otherwise ]AB[ will be small.
Flashy 2 Meter Route (?SC Sequence)...s.j.B [AB], cl.s.5A xx ]AB[ xx 214+S xx 236+AA... Video =
  • A more stylish than optimal ender that uses a CC cancel. 214+S should be inputted when ]AB[ hits, but not come out. The 236+AA will become unblockable, so make sure it does not combo for optimal unscaled damage.
  • Gets worse the more damage the opponent takes due to Guts. Don't use this route if they're below the 45% health margin.
  • Requires an extra bar.

Videos Containing Important Combos

Useful visual representation of many of Alessi's combos. Not everything is on here, but most is.

An addendum for the previous video. A few optimisations are showcased here, and this should cover all of the essential stuff featured in this wiki page for budding Alessi's.

Slightly outdated visual representation of child mode jump mixups, by Grisha. Once I get off my ass and record all the undocumented stuff, I'll upload it here and replace this link.

Important Miscellaneous Combos

Grab Punishes

Basic Hol Grab Punish Your easiest Hol grab punish Basic

(Hol grab) (downtech) j.C, 2C xx 41236+B/C (mash on Hol wakeup)
Once you consistently land this, you're a lot more free to roll in front of a Hol. Doesn't mean you should constantly do it though. Downtech as early as possible.


Optimal Hol Grab Punish Your optimal Hol grab punish Intermediate

(Hol grab) (downtech) j.C, 663A, 5A, 5C xx 41236+B/C OR 214+S
Downtech as early as possible, and remove the 5A if you think it won't reach.


Basic DIO Grab Punish Your meterless DIO grab punish Hard

(DIO grab) (downtech) xx 41236+B/C (mash)
Downtech very early, and perform the half circle motion as fast as possible. Use either 41236+B or 41236+C depending on distance.


Optimal DIO Grab Punish Your metered DIO grab punish Basic

(DIO grab) (downtech) xx 214+S {5C, 5A, 5A, 5A xx 63214+C}
Significantly easier, downtech and hold the x3 Macro button to make sure there is no input overlap with 214+AA. Can continue into either !!SC combo depending on the CC route.



Useful Combos to Know

Standard Okizeme "Combo" Don't do this if the opponent is too close Easy

(s.)2C xx 41236+A/B/C (mash on opponent wakeup)
Your most important okizeme "combo". 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. Each gunshot has 3 active frames, so if you still can't hit meaty after a decent amount of experience then it's just a skill issue. Can also set up the Gunblockable.


Mid-air CC Confirm Combo Mash gun extra hard here Intermediate

5C/cl.s.5C xx 214+S {5B (far), 41236+B/C (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 for other reasons, do this combo to salvage some damage and your meter spent.


Missed Child Mode Meaty Combo #1 For when you drop the combo like a FOOL Basic

...(Child Transformation) 66C > j.A/66C (missed meaty), (wait for opponent to land), s.66C > s.5C (far)/s.6C (close)
Catch the opponent's landing with s.66C, and combo into either s.5C if the opponent is far away, or s.6C if the opponent is close. s.66C can have its pre-emptive hurtbox hit before it connects, so use the combo below if the opponent likes to jab your s.On normals out.


Missed Child Mode Meaty Combo #2 More consistent, but less damaging than just 66C xx 41236+C Basic

...(Child Transformation) 66C > j.A/66C (missed meaty), (wait for opponent to land), 66C, (66C) > S+5C
If you can catch up to the opponent, and don't want to risk wasting valuable Alessi Mode time by having your s.On approaches jabbed out, do this combo. Add an extra 66C if you're close enough and/or the opponent has a fat hurtbox.


High Level and Swagger Combos

Double Stand Attack Combo The pinnacle of Alessi optimisation. Once you're comfortably at this stage, you've become a master Advanced

s.66B+5C > s.5C
Example combo utilising Alessi's Double Stand Attack glitch. When Alessi is Stand ON and dashes, if you press a button on the last frame of the dash, and then press another on the frame after, Alessi will do both attacks just as the dash ends. The first button you press will come out as the dashing variant, and the second will be the standing version. The sky's the limit when it comes to combo possibilities; experiment and implement them in your gameplan to reach Alessi's skill ceiling.


s.6B (far) Okizeme Confirm Finally, more oki options Hard

s.66A+6B > 214+S
True 50/50 okizeme combo using the Double Stand Attack glitch that even works off a s.66A meaty. Extremely difficult to time and pull off, but also extremely flashy and strong if consistent. As a side note, don't learn these immediately when starting out or even at an ok level, these are not necessary and time is better spent on perfecting other more important combos.


Alessi Mode Taunt Combo Highest mental damage BnB Basic

...(Child Transformation) a.Taunt > 66C (meaty), 66C xx 41236+C (mash)
You can hit your opponent with your taunt in Alessi Mode. It has a hitbox right on Alessi's finger. Very funny and mean.


Guard Cancel Cancel Combo Yes, the acronym is GCCC. Deal with it. Hard

...(GC Cancel Install Active), Guard Cancel (hit) xx 214+S {5B (far), 41236+B/C (mash)}
Your backup plan for a failed GC cancel. Extremely flashy, will definitely knock the socks off any spectators, but it's almost always better to go for the normal GC cancel.


Game Navigation

General
Controls
System Info
In-depth System Info
FAQ
Active
Avdol
Devo
DIO
Iggy
Jotaro
Kakyoin
Midler
New Kakyoin
Polnareff
Vanilla Ice
Weapon
Alessi
Chaka
Old Joseph
Passive
Black Polnareff
Boingo
Hol Horse
Khan
Mariah
Petshop
Rubber Soul
Shadow Dio
Young Joseph