Alex General Discussion: "At ease, loo-suh!" The Alex SFV Thread

I would like s. lp as an anti air if it led to more setups than it does. It’s not good enough for the low damage to lead to the shaky dash forward stuff. Worst thing is since it’s not THAT good sometimes I get kicked in the face and eat it. Sure I can s. lp people most of the time but jeez it’s 30 damage and the setup is shaky, maybe I do it 6 times but I happen to do a normal when they jump once and get kicked in the face now I’m in trouble. This isn’t like Chun li’s s. lk which is more reliable and comfortable when it comes to followup meaties/mixups etc

His dash isn’t chuns, there’s no need to dash after st.lp. Just walk a step then hit a button or go for lp/ex piledriver, easy peasy lemon squeazy.

I’m like the worst Alex player ever, but I’ll be damned if I’m not running train on this Battle Lounge right now…

Yeah but they’re like really shitty Bison stomps, I was messing around online a few hours ago and some guy was doing that. I was playing Necalli (I don’t play Necalli, I was just playing casual with Necalli practicing). Like any button beats them out of the air. I don’t know what the hitbox is on them but it can’t be good.

8 wins in a row…and I don’t even have his basic combos down. What a bunch of loosahs…

My favorite thing about Alex is his squats. It makes me laugh when I don’t know what I’m doing and win anyway since he does it really fast. Like mashing when you win with Blanka in sf2 where he flips really fast.

Finally lost, guy picked Alex after my ninth win and beat me in the mirror match. He then left the lounge without giving my runback LOL

As someone who has pretty much ONLY played Cammy in SFV up until this point, I’m used to being able to punish people who do stupid crap for free. Holding up? Cannon Spike. Predictably mashing buttons on my wakeup every time? Cannon Spike. Pretty much anything super predictable, Cannon Spike.

I really didn’t realize how much of a hole in my game this was until now, even in 3S with Alex I could just wakeup parry into stuff. Not having any of those options has really messed me up with new Alex.

I gotta get good.

Cammy also has some very consistent punishes and confirms, but her mixup game and her damage potential don’t touch Alex’s.

I played Ryu and Dhalsim before and feel the exact same. I am getting mauled by people just jumping all over again. Ryu’s down hp would beat all of that shit clean, but its super hard to consistently anti air with Alex. Also a lot of the punishes for stupid shit that people do lead to barely any damage. His buttons that lead to combos are super close and slow. Really takes a lot of practice I feel.

Good, I agree with this. But let’s add some more things to the list of negative points:
-His Power Bomb puts him in a very bad position, it can be jumped out and Alex has to play neeeeutral again. His throws suffer from the same issue. Not good for a close-up character!
-His command grab is 6 freaking frames, and his pressure/links are linear. His only meterless combo is basically LP/MP/HP into LP Flash Chop, that often wont be possible because distance is an issue and even when you do, you’re still not in a very advantageous position. Which leads to the next issue:
-3f normals and jumps absolutely destroy his pressure.
-His normals, again, are very very slow and have very bad hurtboxes as I said… a notable example being st.MK. He really cannot challenge other normals.
-Poor defense, again, he’s huge, slow and has poor anti airs.
-Punch dive is useless, it’s extremely unsafe on block, on whiff, slow and hard to use.
-Headbutt is incredibly slow, easy to see coming (he needs to downcharge afterall) and easy to beat (as players have reported here).
-His stomp doesnt even cross up anymore.
-No good reversal options.
-HP Chop!? What is this even for outside very specific combos/situations?
-His V-Skill is hard to use and in practice will rarely work because realistically the best normals to use the Hard Hit Bonus are also the worst normals to use in neutral.
-His V-Trigger… where to even begin? Lets see, it’s super unsafe on block, it’s easy to avoid and deal with it, it has few combo options (only MP/HP combo into it) and apparently scales terribly… and that hurts his metered combo potential even more.

Not hating on Alex, on the contrary I really wanted him to be an interesting character, but these flaws just make him incredibly hard to use and compete with the better characters… and I’m not even talking about Top Tiers! He definitely could use some tweaks.

So I was wondering what Alex’s best response to crossups are I’ve come up with these:

down forward cr.hp - You can actually dictate where cr.hp is thrown out, if you throw it out it’s farthest range Alex will make the crossup completely whiff! You can do a st.hk or sweep CC if they’re on autopilot.
elbow slash - You charge right out and escape (be careful, this one will actually autocorrect sadly…)
jump back mk - 6f, probably one of his best air to airs because of range and hitbox angle

I was praying stomp or headbutt would auto correct so you could actually punish a crossup as they land, but no dice.

If I may, in opposition to your points.

  • Are you referring to after Powerbomb the opponent can jump away? False, you can meaty st.hk and meaty l.elbow them and catch pre-jump frames. Are you referring to the fact that people can jump out of command grabs? Well god damn what else do you want an unblockable move?

  • I’ve already explained the reasoning behind why his command grab is 6f, read up to see more. If his command grab were 5f he would just be a better Zangief, and his Powerbomb tick game would be broken leading into 3f traps after EVERY normal he uses for pressure, essentially a block/backdash/jump/reversal mix-up after EVERY close hit. That’s too strong for a hybrid character.

  • 3f normals give him a tough time, but they don’t destroy his pressure they just CHANGE it.(Oh no, adaptation!!) You realise we have 3f frame traps right? St.mp > st.lp is a 3f trap, cr.lp xx l.chop trades into st.hp xx m.chop against 3f normals, cr.lk > st.lp is a 3f trap. The only thing 3f normals truly stop is our Powerbomb tick game, and even so we still have methods to apply Powerbomb tick pressure against 3f normals albeit at a lesser rate. But between using our 3f frame traps, if your opponent keeps mashing their 3f normal you win regardless due to them not blocking or respecting your ability to shut it down.

  • Jumps don’t destroy his pressure LMAO they make it stronger, please hold up against my Alex. I will frame trap you again and again into an almost immediate stun. I can frame trap anybody that decides to hold up against me to oblivion, st.lp > st.mp, st.mp > st.mp, cr.lp > st.mp all work against people holding up.

  • St.mk’s hitbox/hurtbox data is good? Same for his cr.mp, they both reach far - st.mp is +1 on block and st.mk hops over low attacks at the correct spacing like E.Ryu’s st.mk in USFIV. St.lk is also a great tool for EX chop buffers to stop people walking into your space. Is 7f and 8f start-up slow to you? Just because they aren’t 4-6f doesn’t mean they’re garbage, you just have to poke with them correctly.

  • Poor defence yes but we have one of the better v-reversals that knocks down into oki to deal with strong pressure characters, bad anti-airs no. Just awkward to properly apply, huge difference. None of his anti-airs aside from regular knee have bad application but they DO require correct spacing and timing to use correctly.

  • Diving cross-chop is pretty bad I’ll admit, but it still has uses as an air-to-air and catching people off-guard from fullscreen if they throw a fireball. Like a very slow Ken EX tatsu.

  • Headbutt is an “caught you off guard! AHAHA YOU IDIOT!” move, like Birdie’s dive grab. What more do you want? It’s got around the same data as the dive grab from Birdie and it looks like a regular jump to throw the opponent off guard.

  • Yeah stomp doesn’t cross-up(As far as I’ve tested) but it’s an almost full-screen answer to fireballs and EX stomp is +2 on block which is insanely good for getting Alex in and starting pressure.

  • Hp.chop is used for post stun combos(not the best option, but good for quick midscreen combos if you have no charge ready), counter hit combos, reversal punishes. Leads into Powerdrop for like 500 stun which is why it’s so powerful, Ryu decides to DP on his wake-up and you block it? st.hp xx h.chop xx powerdrop, he’s probably stunned if you’d just landed a combo beforehand.

  • V-Skill is pretty bad outside of landing combos on people who are stunned I’ll admit. I don’t use it much. It’s fun to use though.

  • His V-Trigger is amazing what do you mean? You gain access to his parry and you can cancel out of any of his normals on hit into the V-Trigger activation and confirm into some RIDICULOUS damage, not to mention cr.mp(buffer VTC) xx VTC > CA is a legit good poke to throw out if you have the resources available. V-Trigger is one of his best things.

It’s like people cherry pick negative points or something :o

V Skill isn’t amazing, but it turns stun into big damage. Alex can do a ton of stun and if you get stunned it will hurt so much, even without meter. This seems to be the unique trait they were going for. EX Stungun headbutt does 300 stun for one bar! (I think it should do a little bit more, but it’s still more stun than anything outside of Denjin Hadoken)

I think you’re supposed to sneak a d,u+p in once a round with alex. Which you can do right now but I question the validity of that 6 months from now. Though even without gimmicks the jab one punishes whiffs at close range so hey. That’s a rough sell though.

So s.lp works with opponents who jump at wakeup? I have difficult time with those and also opponents who jump from close.

do you mean forward hp or st.hp ? or does st.hp link into h.chop if stunned?

I was complaining about this before and it’s going to be a terminal problem for him. s. lp, s. mp loses to 3 frame moves and those characters that have them (there’s a lot too, Ryu, Mika, Karin, Chun, Necalli, Dhalsim, Vega, Rashid, Laura Cammy) 10 out of the 17 characters, stuff not only s. lp, s. mp, but also s. lp, powerbomb. If the s. lp is blocked of course. Or anything that’s +2 on block for Alex. Of course s. lp, s. lp may ch so you can do some risk free tricks there. But nonetheless it’s not as good.

I managed to get LK Stomp to cross up once–I think. Alex connected on the front and landed on the back, so it may have crossed up. I didn’t think to record it, and I can’t seem to replicate it, either. If it’s not my imagination and is actually possible then it’s very particular.

The stomps don’t seem to crossup naturally, there may be moves that advance someone forward such that you cross the person up while hitting them. Much like how say…Blanka’s neutral j. hk in other games like sf4 or cvs2 can crossup when people move forward. That seems to be about it though. On a neutral target though, there aren’t any crossups, I messed with it quite a bit trying to find some and didn’t find any.

To answer the first question -
Anything meaty will stop people jumping on wake-up excluding a command grab/regular grab as pre-jump frames are throw invincible and immediate, just hit them on their first possible frame from waking up with st.mp/f.hp/l.elbow/st.lp anything that has nice frame advantage when meatied properly.

To answer the second -
st.hp xx h.chop only connects when counter-hit, so you have to use v-skill or get a counter-hit. So it works from things like post-stun due to you having time to v-skill, it works on random counter-hits and reversal punishes as they give you an automatic counter-hit on landing.

If he had no 3f frame traps I’d be worried about this, but that isn’t the case. You can’t expect an opponent to mash a button after everything you press, from every button that leads into a 4f trap you also have a 3f option as well, you expect me to believe after you’ve caught them in a 3f trap multiple times they’ll continue to mash? Not the case.

You just need to train your opponent, at that point your 4f traps and Powerbomb ticks regain their viability, you’re forcing your opponent to guess between mashing out a normal or getting blown up by a trap.

So in short, play Street Fighter and you shouldn’t be worried.