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

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< JoJo's Bizarre Adventure: Heritage for the Future‎ | Alessi
Revision as of 06:20, 16 April 2021 by Captaintenshou (talk | contribs) (ported over descriptions from fandom)

Stand OFF

Normals

5A
HFTF Alessi 5a.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Quick standing jab. Can combo into itself twice and into other normals. Useful combo starter.

5B
HFTF Alessi 5b.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

A low hitting kick with terrible range and combo potential. Useless.

5C
HFTF Alessi 5c.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

A quick shove. Really good Stand OFF counterpoke and confirm. Can combo into Custom Combo or 41236A on reaction.

2A
HFTF Alessi 2a2b.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Quick low jab. Can combo into itself twice and into other normals.

2B
HFTF Alessi 2a2b.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Slightly faster than 2A, but more damage and creates more distance on hit. Not a bad counterpoke, and can combo into 663A.

2C
HFTF Alessi 2c.png
HFTF Alessi 2c2.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Sethan axe sweep. Quick, can be comboed into from a lot of normals. Fast whiffing move that retains Alessi's small and low crouching hurtbox. Roll cancellable, for some reason.

j.A
HFTF Alessi ja.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Air leg. Alessi's primary jump-in that can crossup rather well.

j.B
HFTF Alessi JB.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Sethan axe. Good air-to-air if your opponent is higher than you, where j.C can't reach.

j.C
HFTF Alessi JC.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Mighty Sethan punch. A damaging jump-in and more importantly a godlike air-to-air move.

Dashing Normals

d.5A
HFTF Alessi 5a.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Pretty meh dashing punch, use 663A over this.

d.5B
HFTF Alessi 5b.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

See 5B.

d.5C
HFTF Alessi 5c.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
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Has ok combo potential, range, and speed, but basically a worse 663C, not recommended.

d.2A
HFTF Alessi 2a2b.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Fast, low jab that keeps your dashing momentum too. Great to start combos and tick throw off of.

d.2B
HFTF Alessi 2a2b.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

A slower 663A and a less damaging 663C which you can't combo off of. Do not use. Ever.

d.2C
HFTF Alessi 2a2b.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Hard low jab. Good poke and whiff punish that can combo into 2C, 5C, 663A, and more. Very damaging combo starter, although its startup is a bit slow.

Command Normals

4C/6C (Close)
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Sethan grabs the opponent, moves them away from Alessi, and Alessi chops the opponent with his axe. Recovery time is instant. Cannot be punished. Decent throw, though it forcibly sets Sethan to be slightly stretched out which can be pretty inconvenient.

623A/B/C (While blocking)
HFTF Alessi gc.png
Guard Cancel
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Very quick and large reversal, super good guard cancel. In Stand ON can be cancelled if you maintain your s.[AA] install.

Stand ON

ALL OF ALESSI'S STAND ON NORMALS HAVE DECENTLY SIZED TO EGREGIOUSLY LARGE HURTBOXES THAT ARE ACTIVE BEFORE THE HITBOXES BY A FEW FRAMES. DO NOT TRY TO BEAT OUT MOVES WITH LOTS OF ACTIVE FRAMES WITH STAND ON NORMALS. (This also includes Stand OFF 2C and j.C, though they are nowhere near as bad.)

[S]
HFTF Alessi reference.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Holding S after activating Stand ON will make Sethan grow taller in size and effectively increase its range. However, this may leave a gap between Alessi and Sethan where the opponent cannot be hit by most of your attacks. Exception being s.2C and your dashing normals, which will come out at the same distance no matter how large Sethan is. Going Stand OFF and turning Stand back ON when neutral (5) will turn it back to normal size. Turning Stand OFF then ON while holding 6 or 4 will keep the added size. Doing s.63214x will also revert this size change. Expanding your stand can be useful to allow you to punish certain moves better in some matchups, especially since you can enlarge it safely between rounds.

Normals

s.5A
HFTF Alessi s5acombined.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Sethan punch. Decent range, but has small damage and is not much faster than s.5C, no real reason to use this over s.5C. Good during a custom combo.

s.5A(close)
HFTF Alessi closes5acombined.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Alessi quick jab. Same as 5A.

s.5B
Alessi HOLD A+A Hitbox.gif
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Sethan long axe. Very useful anti-air, except when your opponent jumps in close. Good poke, especially to catch the beginning of jumps.

s.5B(close)
HFTF Alessi closes5bcombined.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Alessi low kick. Not very useful except in a custom combo.

s.5C
HFTF Alessi s5ccombined.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Sethan BIG axe. Long normal that comes out decently fast. Good damage and advantage, but don’t abuse this too much. This move can be stuffed easily if you start getting predictable.

s.5C(close)
HFTF Alessi closes5ccombined.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Alessi quick shove. Still a useful normal, but it's range is mostly negated by how close you need to be for this to activate. Can combo into s.41236+A and s.63214+A and does a BILLION stand gauge damage (26).

s.2A
HFTF Alessi s2acombined.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Sethan close and low axe. Not bad, but not particularly useful either.

s.2A(close)
HFTF Alessi closes2as2bs6b.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Alessi quick low jab. Can combo into itself twice and into other normals.

s.2B
HFTF Alessi s2bcombined.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Sethan close and SUPER long axe. Would be a useful anti-air if the hurtbox wasn't so godawful. Still remains an OK anti-air against some characters, and becomes rather good when you use it early. Expanding your stand can help you achieve this.

s.2B(close)
HFTF Alessi closes2as2bs6b.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Same as s.2A (Close) except longer startup and more damage. Can combo into other normals.

s.2C
HFTF Alessi s2ccombined1.png
HFTF Alessi s2ccombined2.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Sethan axe sweep, same as 2C. Can be comboed from other normals. Super good normal, though it cannot be cancelled like its Stand OFF counterpart.

s.j.A
HFTF Alessi sjacombined.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Magic leg. Same as j.A, but it's a "Stand" move, and the easiest one to use for that purpose.

s.j.B
HFTF Alessi sjbcombined.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Sethan close and not so long axe coming from the ground, similar to s.2B. Used in stand crash combo. You could catch the opponent dashing into you when doing this move, but when will you ever pull that off?

s.j.C
HFTF Alessi sjccombined.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Sethan short axe. Same as s.2A except it does a billion damage.

Dashing Normals

d.s.5A
HFTF Alessi ds5acombined.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Dashing Sethan punch. Long recovery time. Don't use this move.

Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Dashing Sethan long axe. Can be used to catch jumps if you want to use it for that, but still has a long recovery, making it risky and ineffective outside of that.

d.s.5C
HFTF Alessi ds5ccombined.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Dashing Sethan BIG axe. Long recovery time. DEFINITELY USE THIS MOVE. Covers a far distance very quickly Great when dashing forward to punish whiffed moves and backdashing with a long trailing hitbox.

s.6B
HFTF Alessi s6bcombined.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Sethan downward axe chop. Useful overhead, but has a gigantic hurtbox. Also very useful during an unconfirmed custom combo, as you can both surprise your opponent and combo off of it.

s.6B(close)
HFTF Alessi closes2as2bs6b.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Slower, safer close s.2B. Not used very much due to slow startup and iffy proximity distance, but can combo into far normals with ease.

s.4C/s.6C
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
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Alessi Mode

Alessi Mode is active when the opponent is in child form. Alessi stands a little taller and gets completely different Stand OFF normals in this mode. Stand ON normals are the same. Child opponents hit in the air cannot be damaged until they land again.

Normals

a.5A
HFTF Alessi a5a.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Quick standing jab.

a.5B
HFTF Alessi a5b.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Short axe chop, can link into a.5C.

a.5B(close)
HFTF Alessi aclose5b.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Not-so-great jab.

a.5C
HFTF Alessi a5c1.png
HFTF Alessi a5c2.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Strong axe chop. This along with any dashing Alessi Mode normal should be the only attack you do in Alessi mode other than s.665C, s.[AA] and 41236+A/B/C.

a.5C(close)
HFTF Alessi aclose5c.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Launching kick that does dick for damage and wastes a lot of your transform time, if you hit them while they are grounded or very early in their jump with this, you can combo into far a.5C, which is ok if you land that.

a.2A/B/C
HFTF Alessi a2abc.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Low jab.

a.Taunt
HFTF Alessi ataunt.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Deadly finger point that whiffs on most babies.

Dashing Normals

a.d.A/B/C
HFTF Alessi a5c1.png
HFTF Alessi a5c2.png
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Any dashing normal will make Alessi do a dashing version of 5C. Great damage move that can combo into itself if you are fast enough, and also combos into 41236+C which is useful at the end of a transform. This move can whiff on some child forms if they are close enough so you'll have to be careful with your spacing.

Special Moves

41236A/B/C
HFTF Alessi guncombined.png
Target Mark "Hachi no Nosu-da" (Stand OFF/ON)
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Alessi stands still as he pulls out his gun and a reticle appears on the screen. Shoot by pressing A B or C up to 13 times while controlling the reticle instead of Alessi. It will end when you press S, fire all 13 shots, or after a long period of time. The initial button after 41236 controls where the reticle appears: GUn-blockable demonstration.mp4

A = In front of Alessi

B = Midscreen, between you and the opponent

C = On the enemy or in front of them if fullscreen.

Used in combos, but can also be useful for pestering or punishing your opponent. Be careful, though, it has a hefty recovery and can be punished in many ways if you use it at the wrong time or position your reticle badly. It does about the same damage on hit and block. With precise positioning, you can create an unblockable crossup with this move where it hits without giving them a chance to preblock.

63214A/B/C
HFTF Alessi wave.png
Shrink Wrap "Gakinchiyoga" (Stand OFF)
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Alessi uses a wave of 'energy' on his stand to turn anyone standing in it into their child form. This attack hits low. No variation in buttons. Very slow with no combo potential, you will only do this by accident. Upon a hit and after the long recovery resolves, Alessi will pose in an additional "recovery" animation. This animation wastes precious Alessi Mode time and renders this move punishable on hit (albeit by baby damage).

s.63214A/B/C
HFTF Alessi shrink.png
Shrink Wrap "Gakinchiyoga" (Stand ON)
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Alessi uses his stand to grab the opponent and transform them into a child. Unlike the Stand OFF variant, this move is rather fast. Hits low. The button pressed determines the range it comes out from slightly. Can combo into this instead of Custom Combo if you don't have meter. Air-unblockable. Despite this version being much faster than the Stand OFF variant, the pose will usually let the opponent have a chance to at least jump away.

If the opponent is Stand ON when they get hit by this move, Alessi will skip his pose animation and immediately be able to act.

[AA]
Alessi HOLD A+A Hitbox.gif
Shadow Axe "Kasabaiteyaru" (Stand ON)
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

When pressing and holding two attack buttons in Stand ON, Alessi will charge a Stand On attack. When the buttons are released, a large axe is released from Sethan. Depending on the how long you hold the buttons the attack will reach the ceiling or just be slightly larger than a normal attack. Interestingly, it has a dead zone right in front of Alessi if fully charged. Charging this move does not do extra damage. Can be used as an early anti-air, but when the hell are you gonna have this charged in time to do it early. This move is not air unblockable, either. The longer the charge, the more unsafe it is on block, with the shorter version being fairly safe. It is only really useful during combos, but the minimum charge required is only 30 frames, making it easy to execute.

236S
HFTF Alessi wave.png
Stand Activation Attack (Stand OFF)
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Same animation as Stand OFF 63214 + A/B/C, but leaves you stand on. Never used.

Super Moves

236AA
HFTF Alessi 236aa.png
Despair "Zetsubou-ooodane" (Stand OFF/ON)
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Alessi rushes a short distance forward, if the attack connects he releases a flurry of hits with his stand while posing. At the end of the super the opponent is transformed into child form for a period of time. The quick startup and invincibilty makes this move one of Alessi's only options for beating out jump-ins. Keep in mind though, it is not air-unblockable and turns your Stand on when used in Stand off, allowing for a damaging punish (Stand turns back off if it hits from s.off). Can be used as a reversal if you are under pressure, but Jesus Christ please don't use this shit on wakeup, Custom Combo is usually a better reversal anyway. Catching some stand hurtboxes will teleport the opponent's body into this move, but sometimes if you hit an awkward hurtbox, they will fall out during the move and can easily punish the long animation you're stuck in.

214AA
HFTF Alessi 214aa.gif
Ushi-ushi-ushi~ (Stand OFF/ON)
Startup Active Recovery Damage Guard
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Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- {{{block}}} - - -

Alessi shoots up his stand in the form of a tower. If the attack connects it hits 7 times and transforms the opponent into child form for a period of time. Mashing during the super will give you more hits. Strangely enough, mashing this move a little but not a lot will scale it to the point that it does less damage than if you didn't mash. Mashing will produce inconsistent damage, probably has weird properties related to how you mash. This move is a good early anti-air that can do more damage than 236AA, but it will whiff at very close range, has a sluggish startup, but is also air-unblockable. It will require a perfect read to pull off.

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