Introduction
Alcott
He is the captain.
As the big burly character of the roster, what you see is what you get. Big health, big damage, big hitboxes, big, BIG, BIG. Alcott is strong in these categories, while unsurprisingly weak in movement. His vast amount of armor options though help him stay as a threat against those trying to zone him out. Up close you can pressure with a rewarding strike/throw game, or play with meter and hit confirm from mid-range pokes. Overall, Alcott is a simple and approachable character that gets the job done. And that is bringing your opponent's health to zero. Just remember one thing:
He is the captain.
Strengths
|
Weaknesses
|
- GIANT reach and looooooong pokes.
- Large damage of stray hits and menacing Risk Gauge damage.
- Multiple armored options to cover many scenarios.
- He is the captain.
|
- The least mobile character in the game.
- Have you seen that airdash?
- Every armored option (except for 2D) loses to low attacks.
- All jumping attacks are not overheads, and can be blocked low.
- Relies more on callouts, as his attacks are slow and punishable.
|
Character Information
Health
|
10700
|
Backdash
|
19 Frames (2-18 Invincible)
|
Walk Speed
|
7th
|
Run Speed
|
5th
|
Prejump
|
3 Frames (7 for High Jump)
|
Punch Meter
Alcott has a meter above his Action Gauge that determines the level of his 236C punch. The meter can be charged with 214C, which will max the gauge to level 3. The meter slowly depletes over time, and empties out once the 236C punch is used.
Risk Gauge Damage
Specific attacks from Alcott when blocked will deal increased Risk Gauge damage, allowing him to guard break much easier than the rest of the cast.
Captain
He is the captain.
Normal Moves
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
703
|
Mid
|
4
|
3
|
13
|
+1
|
+2
|
Throw Invincible
|
Chain/Cancel Options: 5B, 5C, 5D, 2A, 2B, 2C, 2D, 6A, 6B, 6C, Special, Jump
- Quick jab from the hilt of the axe.
|
|
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
895
|
Mid
|
6
|
6
|
15
|
+1
|
0
|
Throw Invincible
|
Chain/Cancel Options: 5C, 5D, 2B, 2C, 2D, 6C, Special, Jump
2x Risk Gauge damage
- Alcott thrusts his axe in front of him.
- Links into itself on air hit, very useful in combos.
|
|
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
991
|
All
|
19
|
4
|
27
|
-13
|
-15
|
-
|
Chain/Cancel Options: 5D, 2C, 2D, 6C, Special
2.5x Risk Gauge damage
Air hit: Ground Bounce
- GIANT SWING that reliably hits opponents above Alcott.
- On block it pulls the opponent towards Alcott.
|
|
5D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Normal
|
1119
|
Mid
|
25
|
4
|
26
|
Hard Knockdown
|
-16
|
Armor 5-24 (Mid/High)
|
Enhanced
|
1599
|
Mid
|
25
|
-
|
-
|
Hard Knockdown
|
-10
|
Armor 5-24 (Mid/High)
|
Chain/Cancel Options: N/A
3x Risk Gauge damage
- Alcott focuses and armors incoming mid or high attacks during the startup.
- Afterwards, Alcott swings his axe upwards.
- If an attack comes in contact with the armor, Alcott turns red and unleashes a more damaging swing with better combo potential.
- The opponent loses one bar of Risk Gauge if the enhanced version counter hits.
- Armoring a cross-up attack causes Alcott to auto-correct in the direction of the opponent before attacking.
- The armor is not frame 1, and 5D cannot armor lows.
|
|
6A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
911
|
Mid
|
9
|
4
|
24
|
Launch
|
-12
|
Aerial Invincible
Upper Body Invincible 1-16
|
Chain/Cancel Options: 5C, 5D, Special, Jump
- Uppercut!
- Launches for full combo.
|
|
6B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
847
|
All
|
14
|
4
|
18
|
+2
|
-8
|
-
|
Chain/Cancel Options: Special
2x Risk Gauge damage
- Alcott's farthest reaching normal, and best poke tool too.
- Has a small blind spot point blank at the hilt.
|
|
6C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
991
|
High/Air
|
17
|
4
|
31
|
Hard Knockdown
|
-21
|
Lower Body Invincible (front leg) 1-16
|
Chain/Cancel Options: 6CC, Special
2.5x Risk Gauge damage
- Alcott slams his axe to the ground for an overhead attack.
- During the startup, Alcott lifts his leg and can avoid low attacks.
- Great juggle tool in the corner and can sometimes work as an anti-air.
|
|
6CC
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
991
|
All
|
18
|
4
|
30
|
Hard Knockdown
|
-18
|
-
|
Chain/Cancel Options: Special
2.5x Risk Gauge damage
Wall bounces if close to the corner
- Followup kick that can be used as an ender.
|
|
6D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1390
|
Mid
|
24
|
4
|
32
|
Hard Knockdown
|
-20
|
-
|
Chain/Cancel Options: N/A
3x Risk Gauge damage
- GIANT SWING that covers a large range in front and above Alcott.
- One of the few attacks Alcott has that can't be air blocked.
- Not much reward off a ground hit, but an aerial hit is where the fun starts.
- Also a great OTG tool to add on some extra damage at the end.
|
|
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
703
|
Low
|
4
|
5
|
11
|
-1
|
0
|
Throw Invincible
Jump Avoidable
|
Chain/Cancel Options: 5B, 5C, 5D, 2B, 2C, 2D, 6B, Special
- Alcott moves slightly forward for a slide.
- Has more range in comparison to 5A.
|
|
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
767
|
Low
|
10
|
4
|
13
|
+3
|
-5
|
Throw Invincible
Jump Avoidable
|
Chain/Cancel Options: Special
2x Risk Gauge damage
- A low committal low poke.
|
|
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
927
|
All
|
18
|
4
|
29
|
Hard Knockdown
|
-16
|
-
|
Chain/Cancel Options (Hit only): Special
2.5x Risk Gauge damage
- Far reaching grounded GIANT SWING.
- On block, it pulls the opponent towards Alcott. It cannot be cancelled at all, this move has very bad risk/reward as a callout.
|
|
2D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Normal
|
1119
|
Mid
|
26
|
4
|
26
|
Hard Knockdown
|
-16
|
Armor 5-24 (Low)
|
Enhanced
|
1599
|
Mid
|
26
|
-
|
-
|
Hard Knockdown
|
-10
|
Armor 5-24 (Low)
|
Chain/Cancel Options: N/A
3x Risk Gauge damage
- Alcott focuses and armors incoming low attacks during the startup.
- Afterwards, Alcott swings his axe upwards.
- If an attack comes in contact with the armor, Alcott turns red and unleashes a more damaging swing with better combo potential.
- The opponent loses one bar of Risk Gauge if the enhanced version counter hits.
- Armoring a cross-up attack causes Alcott to auto-correct in the direction of the opponent before attacking.
- The armor is not frame 1, and 2D can only armor attacks that have to be blocked low.
|
|
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
687
|
All
|
5
|
5
|
15
|
+8 to +10
|
+3 to +8
|
Anti-Air Avoidable
|
Chain/Cancel Options: j.A, j.B, j.C, j.D, Special, Jump
- A simple axe jab from above.
- Hits a little too high but can still work as a jump-in.
|
|
j.B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Strong
|
1854
|
All
|
9
|
2
|
Until Landing + 21
|
Launch
|
-10 to -7
|
Anti-Air Avoidable
|
Weak
|
703
|
All
|
11
|
Until Landing
|
Until Landing + 21
|
-19 to -13
|
-21 to -15
|
Anti-Air Avoidable
|
Chain/Cancel Options: j.C
4x Risk Gauge damage
- The strength of the knee depends on when it hits.
- First two active frames = Strong
- Anything afterwards = Weak
- Please resist the temptation to use this as your go-to jump-in.
|
|
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
863
|
All
|
17
|
2
|
23
|
-4 to +7
|
-11 to -1
|
Anti-Air Avoidable
|
Chain/Cancel Options: j.D, Special, Jump
2x Risk Gauge damage
- Aerial GIANT SWING that's an alright jump-in, just have to get used to the timing so that you're not minus on landing.
- You can also do some deceptive cross-ups with it.
|
|
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
943
|
All
|
19
|
Until Landing
|
Until Landing + 33
|
Hard Knockdown
|
-22
|
Lower Body Invincible from frame 1 until landing
Anti-Air Avoidable
|
Chain/Cancel Options: N/A
3x Risk Gauge damage
- Alcott stalls in the air for a bit before slamming down to the ground with his axe.
|
|
Universal Mechanics
Ground Throw
A+B SE NO SE NO
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
A+B
|
300
|
Throw
|
1
|
4
|
37
|
Launch
|
N/A
|
-
|
A+B > C (Miss)
|
0
|
-
|
-
|
-
|
-
|
Hard Knockdown
|
-
|
-
|
A+B > C (Early/Late)
|
1200
|
-
|
-
|
-
|
-
|
Launch
|
-
|
-
|
A+B > C (Close)
|
1300
|
-
|
-
|
-
|
-
|
Launch
|
-
|
-
|
A+B > C (Perfect)
|
1400
|
-
|
-
|
-
|
-
|
Launch
|
-
|
-
|
- Alcott tosses the opponent upwards. A bar then appears on the side of Alcott.
- By pressing C with the right timing, Alcott swings and hits the falling opponent.
- The closer you are to landing on the red center, the more damage the swing will deal.
- Landing an early, late, close, or perfect swing will always give the same amount of hitstun.
- In the corner, a throw lets Alcott easily deal over 4000 damage (A+B > C > j.B > j.C > j.B.)
- Funnily enough the midscreen throw optimal is to not input anything and go for an OTG combo.
- Be mindful that the combo afterwards can be bursted.
|
|
Air Throw
j.A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
799
|
Throw
|
1
|
5
|
36
|
Hard Knockdown
|
N/A
|
-
|
- Chucks the opponent fullscreen. Wall bounces if close to the corner.
- Alcott lands to the ground afterwards.
|
|
Tactical Guard (Air OK)
B+C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Parry
|
N/A
|
N/A
|
N/A
|
N/A
|
41 Total
|
N/A
|
N/A
|
Armor 3-24 (Low/Mid/High)
|
Attack
|
800
|
All
|
16
|
2
|
25
|
Knockdown
|
-19
|
Invincible 1-20
|
- Alcott flashes blue and parries incoming strikes/projectiles.
- Coming in contact with an opponent's move, Alcott attacks with a blue blast.
- Time briefly stops when armoring a strike but not a projectile.
- Any special cancelable normal can be canceled into Tactical Guard.
- Armors Fatal Shift attacks on frame 1 and increases the size of the blast.
- Holding the input extends the armor duration while draining the Action and Risk Gauge over time.
- The damage from Tactical Guard is non-lethal, as in it cannot KO.
|
|
Tactical Attack (Air OK)
2B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
800 (Recoverable)
|
All
|
11
|
2
|
Until Landing + 14
|
Launch
|
-22 to -28
|
Invincible 1-14
|
Costs 1 Action Gauge to use
- Alcott becomes invincible on startup, and lets out a green blast.
- Any special cancelable normal can be canceled into Tactical Attack.
- The damage from Tactical Attack is non-lethal, as in it cannot KO.
|
|
Guard Cancel (Air OK)
6B+C During Blockstun
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
800 (Recoverable)
|
All
|
11
|
2
|
41
|
Launch
|
-22
|
Strike/Projectile Invincible 1-13
|
Costs 2 Action Gauge to use
- While stuck in blockstun, Alcott counterattacks with an invincible blast that knocks the opponent away.
- Guard Cancel is not invincible to throws or supers.
- The damage from Guard Cancel is non-lethal, as in it cannot KO.
|
|
Burst (Air OK)
A+B+C During Hitstun/Blockstun
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
0
|
Unblockable
|
11
|
2
|
Until Landing + 21
|
Hard Knockdown
|
N/A
|
Invincible 1-12
|
- While under the effects of hitstun/blockstun, Burst can be performed to become invincible and knock the opponent back.
- Only usable once per round.
- Grants two bars of Action Gauge on hit.
- Not invincible to Fatal Shift actions or supers.
- Burst is temporarily disabled from being used when hit by a:
- Throw
- Super
- OTG Attack
- Tactical Guard
- Tactical Attack
- Counter Burst
|
|
Special Moves
236A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
N/A
|
N/A
|
N/A
|
N/A
|
31 Total
|
N/A
|
N/A
|
Armor 5-27 (Mid/High)
|
- Alcott steps forward with an armored dash.
- Great for closing the distance after a hard knockdown or to sneak in a throw attempt.
- The armor isn't frame 1, it isn't active for the entire animation, and 236A cannot armor lows.
|
|
236B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1535
|
All
|
16
|
13
|
21
|
Launch
|
-15
|
Fatal Connection Active
|
- Slamming his axe to the ground, Alcott erupts the ground in front of him.
- Alcott's only threatening special cancel. Can be used to extend your turn if you want to play risky.
|
|
236[B]
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
2365
|
All
|
24
|
23
|
12
|
Launch
|
-6 to -4
|
-
|
0.5x Risk Gauge damage
- This time, three eruptions come from the ground that has a total of four hits.
- The pushback makes this move impossible to punish unless done in the corner.
- Deals 50% less Risk Gauge damage.
|
|
236C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Normal
|
1500
|
All
|
45
|
8
|
26
|
Launch
|
-10
|
-
|
Level 1
|
4000
|
All
|
45
|
8
|
26
|
Hard Knockdown
|
-7
|
-
|
Level 2
|
5000
|
All
|
45
|
8
|
26
|
Hard Knockdown
|
-6
|
-
|
Level 3
|
7000
|
All
|
45
|
8
|
26
|
Hard Knockdown
|
-2
|
-
|
- This is it. This is the move. This is what all Alcotts strive to land. The punch.
- After a slight delay, Alcott lets loose with a standing punch that powers up based on the charged meter of 214C.
- With each level, 236C deals more damage, becomes safer on block, and starting at Level 1 will deal a hard knockdown on hit.
- Even if blocked, the least amount of chip damage the move will deal is 1000, while a blocked level 3 punch deals 3000 chip damage.
- The level of the punch is determined by when it connects, not when it was executed.
- If the input was pressed while the meter was blue (level 3), and it goes down to yellow (level 2) during the startup, you'll get a level 2 punch.
|
|
214A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
911
|
All
|
14
|
5
|
43
|
Launch
|
-36
|
-
|
- Alcott poses like a captain, and lets out a blast.
- Once the move is active, the blast reliably covers Alcott's hurtbox.
- Hits all around Alcott which makes it a great anti-cross-up tool.
|
|
214B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
N/A
|
N/A
|
N/A
|
N/A
|
37 Total
|
N/A
|
N/A
|
Armor 5-20 (Mid/High)
|
- Alcott goes into an armored stance, almost looking like a statue.
- If the opponent hits Alcott during this state, the opponent will be frozen in place for 10 frames.
- Armoring a cross-up attack causes Alcott to auto-correct in the direction of the opponent.
- This allows Alcott to punish moves that are usually safe on block by getting a consistent 2B/5B punish or greater depending on the recovery of the armored attack.
- The armor isn't frame 1, it isn't active for the entire animation, and 214B cannot armor lows.
|
|
214C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
N/A
|
N/A
|
N/A
|
N/A
|
67 Total
|
N/A
|
N/A
|
Fatal Connection Active
|
- Alcott winds up his good arm to power up the 236C punch.
- The charge cannot be interrupted halfway. Alcott is the captain and the captain deserves his level 3 7000 damage, 3000 chip, -2 on block punch.
- Fatal Shift: Can cancel at any moment for a brief charge.
|
|
Super Moves
Coming soon!
Combos
Meterless
Midscreen
To get to the corner, 2C>236A is a vital tool.
5A>6A>5C>2C, 5B, 5B>2C>236A, 5B, 5B>2C>236A, 5B>6CC>236A.
Carries almost the entire stage. If you are closer to the corner than the opponent, 5A>6A>5C>2C>236A in the beginning crosses up, letting you do the rest of the combo and getting the corner.
2A>5B>2B>236B
Sadly the best you get without meter from a low.
A+B, 5B>5C>2C, 5B>2C>236A, 5B>6CC
Don't hit the marker on your throw midscreen, just let the opponent hit the ground, you will get better corner carry and positioning afterwards.
Corner
In the corner, 6CC>236[B] is the main damage component of combos. You can do it twice in most combos and still get follow ups if you delay properly.
One meter
Corner
5D/2D enhanced, 6D, 5B>2C>236[B], FSjC djB, 6CC>236[B], 6CC>236[B]
Over 8 000 damage. Must be some distance from the corner. Must be enhanced 5D/2D.
Video: https://streamable.com/3vnhoj
Two meters
Midscreen
6A>5C>2C, 5B, 5B>5C>FS236[B]xx214C, dash 6D, 5B>2C>FS236C
Can start with two 5A's and still work. Does almost 7000 damage and leaves them with one and a half guard blocks afterwards. 5A>5A>5B>5C>2C afterwards breaks their block and stuns them. If you are close enough to the corner, the 236C can be followed up with 6CC>236[B] for almost 10 000 damage.
Midscreen video: https://streamable.com/1vlvba
Close to corner video: https://streamable.com/nwa3ot