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=Introduction= | ==Introduction== | ||
Only one jump but still the best Alex has ever been. | |||
= | ==Move List== | ||
==Normal Moves== | ===Normal Moves=== | ||
{| class = wikitable style="text-align: center;" | |||
== | ! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | ||
|- | |||
| '''5A''' || 8 || 1 || 18 || - || 1200 || - || | |||
|- | |||
| '''2A''' || 8 || 1 || 12 || - || 1120 || - || | |||
|- | |||
| '''5B''' || 11 || 3 || 21 || - || 2140 || - || | |||
|- | |||
| '''2B''' || 10 || 2 || 15 || - || 2200 || Low || | |||
|- | |||
| '''5C''' || 18 || 3 || 30 || - || 3380 || Overhead || | |||
|- | |||
| '''2C''' || 14 || 2 || 33 || - || 3340 || Low || | |||
|- | |||
| '''6C''' || 14 || 3 || 21 || - || 3880 || Knockback || | |||
|- | |||
| '''3C''' || 16 || 6 || 29 || - || 3200 || Launcher || | |||
|- | |||
| '''j.A''' || 6 || 8 || 24 || - || 1120 || Overhead || | |||
|- | |||
| '''j.B''' || 8 || 5 || 28 || - || 2080 || Overhead || | |||
|- | |||
| '''j.C''' || 11 || N || 29 || - || 3320 || Overhead || HEAD DIVE | |||
|} | |||
= | ===Universal Mechanics=== | ||
{| class = wikitable style="text-align: center;" | |||
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | |||
=Match-Ups= | |- | ||
| '''VAR starter''' || 6 || 9 || - || - || 2300 || Overhead || uses the j.a animation | |||
|- | |||
| '''Counter Tag''' || 27 || 3 || 28 || - || 2400 || - || uses the 3c animation | |||
|- | |||
| '''Assist <br> (Slash Elboyw)''' || 43 || 2 || 26 || - || 3200 || | |||
|- | |||
| '''Forward Throw''' || - || - || - || - || 5600 || Throw || It's a throw, use it as a reversal. | |||
|- | |||
| '''Back Throw''' || - || - || - || - || 5600 || Throw || It's a throw, use it as a reversal. | |||
|- | |||
| '''Air Forward Throw''' || - || - || - || - || 6400 || Throw || | |||
|- | |||
| '''Air Back Throw''' || - || - || - || - || 6400 || Throw || | |||
|} | |||
===Special Moves=== | |||
{| class = wikitable style="text-align: center;" | |||
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | |||
|- | |||
| '''Power Bomb''' <br> 63214A/B/C || 2/5/9 || 3 || 51/46/40 || - || 7600 (7900 vs back) || Throw || Command grab. | |||
|- | |||
| '''Air Power Bomb ''' <br> j.63214A/B/C || 2 || 4 || - || - || 7798 || Throw || Air command grab. | |||
|- | |||
| '''Flash Chop''' <br> 236A/B/C || 4/17/24 || 3/3/2 || 29/34/28 || - || 2800/3120/3440 || Backturn + Projectile Erase || | |||
|- | |||
| '''Machine Gun Chop ''' <br> 236[C] || 59 || 2 || 28 || - || 17229 || Unblockable + Projectile Erase || If you full charge the C version of Flash Chop, it becomes an unblockable with a cinematic followup. | |||
|- | |||
| '''Slash Elbow''' <br> [4]6A/B/C || 17 || 2 || 27 || - || 2800/3000/3200 || none/knockdown/wallbounce || | |||
|- | |||
| '''Dropkick''' <br> 623C after ([4]6C) || 17 || 3 || 39 || - || 2000 || Snapback + Self-Knockdown || The only normal character with a snapback, the self knockdown allows you to use wakeup rolls for movement or mixups with assists on incoming. | |||
|- | |||
| '''Knee Smash''' <br> 623A/B/C || 11/13/13 || 2/2/6 || - || - || 5680 || Airgrab || Anti air grab. Can be used for resets, but less damaging than air power bomb. | |||
|- | |||
| '''Air Stampede''' <br> [2]8A/B/C || 26 || 5 || 24 || - || 2600 || Overhead/OTG || | |||
|} | |||
===Super Moves=== | |||
{| class = wikitable style="text-align: center;" | |||
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | |||
|- | |||
| '''Boomerang Raid''' <br> 236XX || 12+8 || 3(14)3(17)3(14)2(18)4 || 39 || - || 13098 || Throw (5th hit only) || 4 hits and then a grab, the last one will hit everyone once and never again. | |||
|- | |||
| '''Stun Gun Headbutt''' <br> 421XX || 4+23 || 4 || 18 || - || 4920 || Grab + Stagger + Dizzy (mashable) || Alex jumps a distance depending on the button used, and if the opponent is grounded in front of him when he lands, commences the headbutts. A second one will un-dizzy, allowing for a link into looped SGHs. Cool for style points but not super common. | |||
|- | |||
| '''Hyper Bomb''' <br> 632147896XX || 7+0 || 5 || 38 || - || 25960 (26320 vs back) || - || Hyper...buh | |||
|} | |||
==The Basics== | |||
==Advanced Strategy== | |||
==Match-Ups== | |||
{{Navbox-TVC}} | {{Navbox-TVC}} | ||
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]] | [[Category: Tatsunoko vs Capcom: Ultimate All Stars]] |
Revision as of 12:25, 13 July 2021
Introduction
Only one jump but still the best Alex has ever been.
Move List
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5A | 8 | 1 | 18 | - | 1200 | - | |
2A | 8 | 1 | 12 | - | 1120 | - | |
5B | 11 | 3 | 21 | - | 2140 | - | |
2B | 10 | 2 | 15 | - | 2200 | Low | |
5C | 18 | 3 | 30 | - | 3380 | Overhead | |
2C | 14 | 2 | 33 | - | 3340 | Low | |
6C | 14 | 3 | 21 | - | 3880 | Knockback | |
3C | 16 | 6 | 29 | - | 3200 | Launcher | |
j.A | 6 | 8 | 24 | - | 1120 | Overhead | |
j.B | 8 | 5 | 28 | - | 2080 | Overhead | |
j.C | 11 | N | 29 | - | 3320 | Overhead | HEAD DIVE |
Universal Mechanics
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
VAR starter | 6 | 9 | - | - | 2300 | Overhead | uses the j.a animation |
Counter Tag | 27 | 3 | 28 | - | 2400 | - | uses the 3c animation |
Assist (Slash Elboyw) |
43 | 2 | 26 | - | 3200 | ||
Forward Throw | - | - | - | - | 5600 | Throw | It's a throw, use it as a reversal. |
Back Throw | - | - | - | - | 5600 | Throw | It's a throw, use it as a reversal. |
Air Forward Throw | - | - | - | - | 6400 | Throw | |
Air Back Throw | - | - | - | - | 6400 | Throw |
Special Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Power Bomb 63214A/B/C |
2/5/9 | 3 | 51/46/40 | - | 7600 (7900 vs back) | Throw | Command grab. |
Air Power Bomb j.63214A/B/C |
2 | 4 | - | - | 7798 | Throw | Air command grab. |
Flash Chop 236A/B/C |
4/17/24 | 3/3/2 | 29/34/28 | - | 2800/3120/3440 | Backturn + Projectile Erase | |
Machine Gun Chop 236[C] |
59 | 2 | 28 | - | 17229 | Unblockable + Projectile Erase | If you full charge the C version of Flash Chop, it becomes an unblockable with a cinematic followup. |
Slash Elbow [4]6A/B/C |
17 | 2 | 27 | - | 2800/3000/3200 | none/knockdown/wallbounce | |
Dropkick 623C after ([4]6C) |
17 | 3 | 39 | - | 2000 | Snapback + Self-Knockdown | The only normal character with a snapback, the self knockdown allows you to use wakeup rolls for movement or mixups with assists on incoming. |
Knee Smash 623A/B/C |
11/13/13 | 2/2/6 | - | - | 5680 | Airgrab | Anti air grab. Can be used for resets, but less damaging than air power bomb. |
Air Stampede [2]8A/B/C |
26 | 5 | 24 | - | 2600 | Overhead/OTG |
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Boomerang Raid 236XX |
12+8 | 3(14)3(17)3(14)2(18)4 | 39 | - | 13098 | Throw (5th hit only) | 4 hits and then a grab, the last one will hit everyone once and never again. |
Stun Gun Headbutt 421XX |
4+23 | 4 | 18 | - | 4920 | Grab + Stagger + Dizzy (mashable) | Alex jumps a distance depending on the button used, and if the opponent is grounded in front of him when he lands, commences the headbutts. A second one will un-dizzy, allowing for a link into looped SGHs. Cool for style points but not super common. |
Hyper Bomb 632147896XX |
7+0 | 5 | 38 | - | 25960 (26320 vs back) | - | Hyper...buh |