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 may struggle in certain matchups, but once he gets going, he can wipe out entire characters with ease.
Gameplay
Standard Vs. Grappler
Strengths | Weaknesses |
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Move List
Normal Moves
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
8 | 1 | 18 | - | 1200 | - | Jab. Nothing special—just a jab. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
8 | 1 | 12 | - | 1120 | - | Another jab, but crouching. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
]] | 11 | 3 | 21 | - | 2140 | - | A decent normal with some anti-air properties, though it’s more likely to be used as combo filler. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
10 | 2 | 15 | - | 2200 | Low | A solid poke. Likely to be your hit-confirm into most combos when both players are grounded. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
14 | 2 | 33 | - | 3340 | Low | A sweep with decent range, used in most of Alex’s combos and block string starters. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
6 | 8 | 24 | - | 1120 | Overhead | A fast air attack that hits diagonally. Mainly useful for correcting positioning during air combos. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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. |
Universal Mechanics
Universal Mechanics
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
6 | 9 | - | - | 2300 | Overhead | Uses the Knee Smash animation. Alex is unique in that he can exploit the VAR Boost glitch: by jumping, performing an instant air dash, using j.C, and then executing a VAR, his momentum is multiplied in the direction of the air dash. This can be used for tricky baits. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Crossover Counter | 27 | 3 | 28 | - | 2400 | - | Uses the 3C animation. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Assist (Slash Elbow) |
43 | 2 | 26 | - | 3200 | - | A fairly decent assist, comparable to Ryu's fireball but with 3/4 screen range. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Forward Throw | - | - | - | - | 5600 | Throw | Leaves the opponent standing, allowing for mixups, Knee Smash or Power Bomb follow-ups depending on your read. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Back Throw | - | - | - | - | 5600 | Throw | Unlike the forward throw, this grounds your opponent, leading into an oki situation. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Air Forward Throw | - | - | - | - | 6400 | Throw |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Air Back Throw | - | - | - | - | 6400 | Throw |
Special Moves
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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.
|
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
59 | 2 | 28 | - | 17229 | Unblockable + Projectile Erase | Fully charged C Flash Chop becomes an unblockable with a cinematic follow-up. Usable on giants. Requires Alex to crouch very low when hitting Roll. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
17 | 2 | 27 | - | 2800/3000/3200 | None/Knockdown/Wall Bounce | Likely to be your main approach tool. Alex flies toward the opponent.
|
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
17 | 3 | 39 | - | 2000 | Snapback + Self-Knockdown | The only normal character with a snapback. The self-knockdown allows for wakeup rolls and mixups with assists on incoming. Causes a wall bounce on giants or solo characters in a juggle state. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
26 | 5 | 24 | - | 2600 | Overhead/OTG | Quick damage option or OTG finisher. Easy to forget, but useful in certain situations. |
Super Moves
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
12+8 | 3(14)3(17)3(14)2(18)4 | 39 | - | 13098 | Throw (5th Hit Only) | A 4-hit move that ends with a grab. The final hit will hit new players once, then never again. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
4+23 | 4 | 18 | - | 4920 | Grab + Stagger + Dizzy (Mashable) | Alex jumps a distance based on the button combination, and if the opponent is grounded in front of him, he headbutts them, causing a dizzy state. the dizzy state can be mashed out of Special animation on giants. Useful for style points but situational in practice.
|
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
|
7+0 | 5 | 38 | - | 25960 (26320 vs Back) | Throw + Invuln f1-15 | The "Hyper Bomb"—a powerful grab with invulnerability on frames 1-15. Unique animation if the opponent is back turned. Usable on giants. |
Notable Players
Notable Players
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Pops | ![]() Doronjo |
![]() Alex |
Youtube |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Mackie Garou | ![]() Alex |
![]() Viewtiful Joe |
Twitch |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
High Plains Grifter | ![]() Alex |
![]() Yatterman-1 |
Twitch |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Protokami | ![]() Zero |
![]() Saki |
Twitch |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Marn | ![]() Alex |
![]() Zero |
Twitch |