How to Alcott

Alcott is a very strong mid range character who's combos work best when started from said area. His godly range can easily make up for him being the sluggish big guy he is.

Movement:
The first thing you need to know if you haven't figured out by now is that ground wise, Alcott is very slow. His air dash gives him great mobility but use it sparringly. Beyond that using his command dash |That shit was cool(literal translation)| is also a good way to close the gap after a good knock down. However, moving around is not really a priority since he has so much range.

TLDR- He's slow, air dash helps but don't be dumb with it.

Pokes and offensive tools:
Without a doubt his |far B| is his best poke but you can't do anything off of it on hit except try to cancel into something safer. His next best poke is |2C|, it covers both sides of him and is even a decent anti-air when timed right and can lead to some large damage if you're willing to burn the meter. |5D| and |6D| are also great openers due to their respective properties. |5D| being a hardknock down or wall bounce and |6C| being a low and great otg combo starter.  


As far as being in the air goes, |j.C| is deceptive because it really loooks like it should be good but sadly only does best in pre-started combo. Even the hitbox on it is really good but its slow start up makes it almost not worth it unless you set up perfectly. Which makes his best option |j.B|. If you clean hit(first active frame) it does more damage and on counter hit leads to nasty combos. It is also relatively safe to just throw out. 

His 3 "projectiles" Do not actually clash with any projectile. His hot kiss projectile will destroy them though. Think juggernaut's earthquake for C kiss the ground.


TLDR - far B, 2C, 5D, 6D, are good buttons, there may be more. In the air j.B if you're not comfortable with his mobility yet. His projectiles aren't really that good but they're not bad.

Defensive ideas:
Alcott does have a counter, however timing it is where it gets a bit confusing. The first thing you must know is that it does not stop lows. But each counter leads to a free combo if landed.
Obviously his 5D has super armor against everything but supers. However that won't always save you.

TLDR - He has a counter that doesn't stop lows and feel free to abuse 5D if you're brave.

Oki(on their wake up):
Alcott has above average oki at a glance and really scary oki in the right situations. |6C -> C| is a great opening and a pretty quick low when timed right. 
|6D| can also be a ok opener but it is a very obvious move when thrown out.
|That's some chunky-looking milk!| is a very scary oki device when used strategically from a trip(2D) when done right not only is it safe but if the opponent tries to mash you get a free fatal combo set up. 
|That's forgiveness!| is a faster overhead that can only lead to damage if you're willing to burn a lot of meter. At best it's a goofy set up. However it does have lower body invincibility. 
There are probably better set ups that I haven't mentioned but that's for you to figure out.
|j.D| Can sometimes work as a cross up if done right but it is not guaranteed to be a good option.

TLDR - 6C->C, 6D, Bad Milk, forgivness, and j.D are good things on wake up kinda.

Wake up options:
This is where Alcott's biggest flaw comes to view. He doesn't have too much he can do on wake up except for grab or one of his supers since they both come out in 2 frames. My best advice is try not to get knocked down.

TLDR - Don't get knocked down unless you're good at blocking on wake up.

Combo options:
Like you'd expect from anything I make the AI shows a good idea of what you can do combo wise. Other ideas are in the combo notes in the readme. Just press buttons until you feel comfortable doing stuff. That's what I do *thumbs up*

TLDR - Watch the AI and figure shit out, it's not hard.