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
Combo | Note |
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...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
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
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 | 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.
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Standard 3 Axe Combo The Great Filter of new to good Alessi’s Easy
Standard j.C 2 Axe Combo Watch out for people that do c.j.X rising Easy


Standard 3 Axe Combo in Corner Mostly here for timing reasons Easy
Optimal 3 Axe j.A Combo Always go for this if you can, unless higher damaging combos can be done Basic



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






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








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


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




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

Meterless s.63214+X followup Don't do this combo if the opponent likes to c.j.X close to the ground Basic
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
Optimal Alessi Mode BnB with Delayed Child Jump Even smaller reaction window Intermediate
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
Alessi Mode BnB with No Child Jump After Axe 2 Test of your reaction speed Basic
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
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 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.
Small Gauge ?SC Route Works on Chaka ,
Jotaro , and
Vanilla Ice Intermediate
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 Avdol,
Dio ,
Iggy ,
Old Joseph ,
Polnareff Intermediate
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 Alessi ,
Devo,
Kakyoin ,
New Kakyoin ,
Midler Intermediate
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
Optimal Hol Grab Punish Your optimal Hol grab punish Intermediate
Basic DIO Grab Punish Your meterless DIO grab punish Hard
Optimal DIO Grab Punish Your metered DIO grab punish Basic
Useful Combos to Know
Standard Okizeme "Combo" Don't do this if the opponent is too close Easy
Mid-air CC Confirm Combo Mash gun extra hard here Intermediate
Missed Child Mode Meaty Combo #1 For when you drop the combo like a FOOL Basic
Missed Child Mode Meaty Combo #2 More consistent, but less damaging than just 66C xx 41236+C Basic
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.6B (far) Okizeme Confirm Finally, more oki options Hard
Alessi Mode Taunt Combo Highest mental damage BnB Basic
Guard Cancel Cancel Combo Yes, the acronym is GCCC. Deal with it. Hard