Tatsunoko vs Capcom: Ultimate All Stars/Alex: Difference between revisions

From SuperCombo Wiki
m (Navbox added.)
No edit summary
Line 1: Line 1:
=Introduction=
==Introduction==
Only one jump but still the best Alex has ever been.


=Moves List=
==Move List==
==Normal Moves==
===Normal Moves===
*6C-Upward arm hit-Alex swings his arm in an upward angle. If this hits the enemy, this will cause the enemy to fly in a slight stagger. You can follow up with his Air Knee Smash (623A/B/C) or with a mix-up using his Stun Gun Headbutt Super (421+Any two attack buttons).
{| class = wikitable style="text-align: center;"
==Special Moves==
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
*Flash Chop-236A/B/C-Alex takes his arm and does a horizontal slash at the enemy. Each version has its own speed as to how fast Alex does this special, different damage output, and how long the enemy's back will face you. The A version comes out pretty quickly while the enemy's back is briefly seen (~2,800 Billion Damage), the B version is slightly slower (barely) and the enemy's back is out longer than the A version (~3,120 Billion Damage), and the C version takes the longest for Alex to perform this special, but the enemy's back is facing Alex for about 2 seconds (~3,440 Billion Damage). If the enemy is hit by Alex's Flash Chop, the enemy's back will face Alex. This is good to use in a ground combo (particularly B (but you should Baroque if you are going to combo with Alex alone, or use your Assist to continue the combo)) because you can cancel Flash Chop into any of his supers. If you Flash Chop into his Power Bomb (11 Billion Damage), Alex will throw the enemy differently compared to just Power Bombing the enemy by itself (around 7,500 Billion Damage). This rule also applies to his Hyper Bomb super, instead of the three slams that Alex does by itself (around 26 Billion Damage), with a Flash Chop -> Hyper Bomb, he does 5 body slams (around 28 Billion Damage). 
*Machine Gun Chop-236C (Hold C down for full effect)-A fully charged version of Flash Chop, Alex takes about 3 seconds to charge his hand. Once his hand is fully charged, he swings his arm at his enemy; if the enemy his hit by Machine Gun Chop, Alex will do 21 hits of karate chop fury, causing great damage (around 17 Billion damage). This may be possible to combo this special with the proper Assist, or after a Stun Gun Headbutt. Machine Gun Chop is unblockable.
*Slash Elbow-Charge 4 for a few seconds, then 6A/B/C-Alex dashes towards his enemy with a fast elbow attack. Each version travels about half way across the screen but has its own effects. The A version travels half just hits the enemy (normally), the B version will knock the enemy down, while the C version will slam the enemy onto the wall (causing a wall bounce). The C version can be used in a combo (especially if you are close to the corner or if you Baroque right after the C version).If you time this combo correctly, you can launch your enemy into an air combo (which can lead to some nice damage output).
**Drop Kick-During a timed Slash Elbow, 623C-Alex does a slamming drop kick out of the enemy. If you are close enough to enemy (usually near the corner), you can forcefully switch your enemy's partner out. You will know if you have done this special move correctly because Alex would have done the special, and a message would appear (Snap back!). You can use this in a ground combo.
*Power Bomb-63214A/B/C (this can also be done in the air)-Alex's grab. There are two versions on the ground. The special by itself will have Alex grab the enemy, jump high in the air with the enemy in a bear hug, and slam the enemy onto the ground. The other version is with the Flash Chop (you may need to Baroque this if the Flash Chop is too fast)-> Power Bomb. This will have Alex do a reversal throw on the enemy, slamming the enemy head first to the ground. In the air, it's great to use to end your air combo with Alex because it causes knock down, and does a lot of damage.
*Air Stampede-Charge 2 for a few seconds, then 8A/B/C-Alex does a powerful jump in the air and slams right on the enemy's head. Each version travels about half way across the screen. This can be combo off 2C -> Air Stampede. Use this as a "cross-up" or to trick your opponent (you can trick your opponent with this special because your opponent may block the wrong way, giving you a free hit).
*Air Knee Smash-623A/B/C (this can be done in the air)-Alex jumps into the air and grabs the enemy with his legs, and slams them onto the ground. Each version has its height differences. The A version travels about regular jumping height, the B version travels about the height when you launch your enemy into the air (3C height), and the C version travels about a super jump height. You can use this in an air combo; however, this does less damage than his Power Bomb. Use Air Knee Smash as an anti-air and a way to surprise your opponent if he/she is "jump happy" (or jumps a lot during a match).
==Super Moves==
*Boomerang Raid-236+Any two attack buttons-Alex does four Flash Chops, and ends the super with a reverse Power Bomb. This is great to use for a ground combo.
*Stun Gun Headbutt-623+Any two attack buttons-Alex jumps in the air, and grabs the enemy's head. If he is successful, he does 5 headbutts which will dizzy the enemy. The dizzy lasts about 5-6 seconds. The two attack buttons you use determines how far Alex will travel with this super. If you use AB, Alex will travel about 1/4 across the screen, if you use AC, he will travel half way across the screen, and if you use BC, Alex will travel about 2/3rds across the screen. You can use this in a ground combo (usually after using A/B Flash Chop or with the proper Assist).
*Hyper Bomb-(Level 3-63214789 (i.e. 360 motion)+Any two attack buttons)-Alex has two versions of his level 3 super. By itself, he will do three powerful slams on the enemy (and does around 26 Billion Damage), whereas if you use this super right after A/B Flash Chop, Alex will do 5 reverse body slams on the enemy (does around 28 Billion Damage). This is a great level 3 super to use in a ground combo or to punish your opponent when he/she makes a mistake.
=As An Assist=
Alex jumps in and does his A Flash Chop. You can use this in a ground combo. His Assist is fine for corner combos, because you can continue to hit the enemy and potentially save a Baroque set up.


=The Basics=
|-
| '''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
|}


=Advanced Strategy=
===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

The Basics

Advanced Strategy

Match-Ups

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Capcom Characters
Alex
Batsu Ichimonji
Chun-Li
Frank West
Kaijin No Soki
Megaman Volnutt
Morrigan Aensland
Roll
Ryu
Saki Omokane
Viewtiful Joe
Zero
Tatsunoko Characters
Casshan
Doronjo
Ippatsuman
Joe the Condor
Jun the Swan
Karas
Ken the Eagle
Polimar
Tekkaman
Tekkaman Blade
Yatterman-1
Yatterman-2
Giants
Gold Lightan
PTX-40A