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

Ran into a new puzzle in rashid, did ok for being my first time, but it wasn’t easy.

This confirms what I thought before, that EX stomp has enough active frames to catch people jumping, but not by much.

I’ve been thinking, people keep complaining about Alex’s Power Bomb being 6 frames… But wasn’t it 8 frames in 3S?? 9 frames for HP?! It’s so much more useable in this game that it’s crazy, and all of his buttons and tech lead back into it. It’s sick.

It’s usable because he can get mixups after mp chop/F+HP.

What he can do in 3s that he can’t do here, is tick into it automatically from anything j.lk. In 3s he could tick into it from j.hk/hp/lp which were all really good buttons and mix it up with some big damage into EX Chop. In SFV he has to do something like j.hp x st.lp and then the tick, which for anyone who even looks at his gameplan for a few seconds will see the tick coming.

ANNND, command throws beat throws in 3s. So you could use powerbombs to counter dash in throws.

To me, it’s becoming increasingly apparent Alex’s best button is st.hp, just because he can get a meterless knockdown into MK Elbow, and the length of that button helps with the footsie massacre he suffers from people like Vega/Birdie at that range. It’s just a shame it’s 10f, if it was something like 8f I’d be using that button without much fear.

Haha the first time I got thrown out of a Powerbomb in this game I was so confused!

I think his meaty setups more than make up for that loss though, especially considering how much worse jumping is in this game in general.

But they’ll always have the same amount of time to react to it because the animation is the same length. They have from whenever you cancel your normal into it, until it grabs, and that isn’t changed by how much wiggle room there is between the normal and the grab. If they have an AA option ready, they’ll beat it, so it’s about the mentality, not the gap between the moves.

Also I just played a 2/3 with 801 Strider, Alex dittos. I only took one round throughout the two games, but I felt I did well in the neutral, and it was a lotta fun. Uploading it to youtube will take a little bit but once it’s up I’ll post it here.

I’d like his meaty setups more if he wasn’t negative after powerbomb or f.throw. Not even EX powerbomb gives you much, really annoying, but probably made this way so he doesn’t automatically win like a certain 50/50 corner vortex character.

forward throw alex video, not sure if old cuz I don’t keep up on tech videos: https://youtu.be/0mHMvWtCb0Y

You can do lk. slash elbow after and it’ll beat everything that’s not jump or invuln reversal.

This probably works with all charge characters…

https://youtu.be/4yzHMURIn5A

Here’s the matches:

That feel when you get trade lp.slash into st.hk xx V-Trigger, st.hk xx lariat xx EX Backdrop.

Ok, I can’t tell whether it’s because I hit my head yesterday but something is not making sense to me.
So Knee has a Knockdown Advantage of 23 Frames. Chop (f.MP) has a start up time of 22 Frames and has 2 Active Frames.
So this means that it should line up that Chop hits on the very frame they’re hitable right?
Wrong.
Goes straight through them.
Am I being stupid or what?

Does the 2nd active frame reach far enough? It looked like it retracted back toward Alex’s armpit last time I checked.

Oh… I didn’t realise the hitbox moved on it…
Just checked the hitboxes and you’re right. The hitbox chart I looked at only had a picture of the first active frame and I assumed that it was the same on both.

Was just looking through the Tech Thread, and from the following statement:

What does it mean when you’re in negative frames?

Ok, so when you land a Power Bomb, you get to move 15 frames before your opponent can meaning you’re at plus/positive frames.
Alex’s dash however is 19 frames in total. So if, after a Power Bomb, you dash in, you’re at the disadvantage (15-19=-4).
This all means that if you Power Bomb, Dash and then press a button, chances are you’re going to get hit.

Now there are situations that allow you to do that because you’ve convinced your opponent to block on their wake up after a Power Bomb, but I wouldn’t rely on it, especially online. People online tend to just do regardless of how much you’ve tried to condition them.

Powerbomb > dash > powerbomb can work decently.

Aside from that I wouldn’t risk anything else, dash in > normal pushes you too far out for anything worthwhile anyway.

Stick to the standard l.elbow/St.hk set ups online. It catches most people off guard.

Doh, of course dashes have certain number of frames in them. Makes sense.

How come dash in > command grab works even though Alex’s dash is 19 frames?

Frame Fighter V

Frame data is more important this time around because you can just use jabs and get free pressure for nothing, and the knockdowns working the way they do in V means you need to be able to cover those options instead of knockdown - all the time in the world to set something up because hard knockdown lololol.

Also defence as Alex, my defence has been on point the past couple days and I feel if your defence is bad your Alex is bad. No get out options so you have to block until they lose their turn.

Because people are scared. They just sit there and see Alex dashing towards them and do nothing. Same thing happens against Birdie. You see his dive coming but it still gets people just sitting down even though if they press jab with almost anyone it stops it.

Unrelated - So I’m going to post up a stream highlight. You won’t learn anything from it and I get mad salty and drop everything but I figure you guys might enjoy the laugh.

By the way, this is why my rank is so low. I rarely play ranked because shit like this happens. Please ignore the terrible quality and don’t watch if you don’t like hearing people swear…