Agreed, everyone was saying Alex did no damage when he first showed up, but dang if this guy can’t wreck. Alex is capable of doing an absolutely silly amount of damage if you make the right moves. Pretty sure that any higher damage and both his trigger, and his ability to CC WHILE someone is stunned would lead to all kinds of 100% damage set ups with only 1 or 2 resets.
Also, when I say Ryu is MY toughest match-up, I don’t mean that he’s Alex’s. I’m certainly not practiced enough with him to say that, I just lose to Ryu a lot. There’s something about Ryu and Nash’s combos that just puts me on tilt. I get super triggered when they start combing lol.
I think he’s hard, not “super difficult” because if Ryu gets the advantage your wakeup game is FANG tier, which is absolute shit, and a few wrong decisions combined with his damage output is game. Alex’s comeback potential is limited to whether or not he can get a move into clothesline for the mixup. Alex’s v reversal is really the only thing stopping him from being completely dead weight off of a single bad decision in a game.
Mmmm yea, I think neutral is where it’ll have to be. I’m alright at the footsie game, but even then it’s a bit risky to play that game because if they happen to jump at you, there really is nothing you can do but block. Only EX knee would be fast enough to AA such attempts. I guess I’ll just…practice my footsies more? If I have videos of said issue i’ll upload them. Thanks for the help tho!
PS: How effective would a video crtique thread be??? I remember character threads doing that when the beta was rolling around and it did help me improve with birdie, given all the feedback I got. I’ve got a shitload of replays saved up and I could put them to good use.
If you’re close enough they can’t jump in and hit you with anything, so you can just AA them after they fly over you, or hit them before they jump. if you’re far away enough for a regular jump in you can just AA. If they’re at cross up range you can back up a tiny bit and AA. Jumping in neutral is not a good option for your opponent, you just have to train reactions.
It’s more that V-Trigger is a win-more kinda tool, while v-reversal can be a get off me tool and let you start your own momentum. Saying the MU is really hard because Alex gets mixed up on wakeup is like saying that for Bison or Nash. He can still be a strong character, you just have to block well.
Saying that “you just gotta block well” isn’t understanding anything what makes Alex work more compared to Ryu. When Ryu gets you in his game you have to deal with the same shit Bison/Nash and etc have to deal with, BUT WHEN -YOU- get RYU down your options aren’t conducive to keeping up pressure at all. If you look at all of Alex’s options it becomes quickly obvious that the best defense is a reactive gameplan. He’s - on dash so a dash in is a free DP. If he’s moving in-spot he’s doing st.hk/lk elbow, just block and get your turn because he’s -. If he jumps just jump/dp.
Do you get the difference? And to run the sort of wakeup game Ryu does Alex needs to spend meter, it’s all tied to limited resources, Ryu does not, and is rewarded with a high power game ending hitconfirm for it. AND Alex’s dash in is 19f, so w/ f.throw and powerbomb that’s about 24f altogether, which any seasoned player will hitconfirm into massive damage. AND he was designed to have lower damage but to be compensated with stun, but because he isn’t R.Mika who can instantly followup anything into anything, they have a chance of escaping this situation w/out dealing with a 50/50.
Alex clearly wasn’t designed with the current “meta” early as it is, I guess they’re going by whatever balance they achieved in-house.
I was reading through ToolAssisted’s Twitter earlier and I’m pretty sure that there’s a bug of some kind that results in characters reverting to their 1.1 variation when Alex is player 1/favourite character. This is what is causing the PowerDrop to not grab after Sledgehammer.
At least that’s what I understood it as.
Hey guys I need some help understanding what happens when someone delays their wakeup from a knockdown that gives me frame advantage. So on quick rise in place I’m at + 7 after dashing in. Shouldn’t I be even safer on slow rise? I’m asking because I get thrown out of powerbombs consistently in this scenario. They delay their wakeup and mash throw. Same thing happens after knee and boot knockdowns as well. Thanks.
Sounds like you’re not used to delay wakeup timing, the best you can do is go into training mode and see which people you have issues meatying properly and which you don’t, and working on it.
I think st.mk/cr.mk are fast enough to make him not mash st.hk/cr.lp on you, but you have to extremely on point with your pokes because he can grab a hurtbox with LP SPD, and as always that could potentially be game vs a real Gief.
I’m not sure of the exact range of all Giefs normals, but I do know that MK, cr.MK and cr.MP do an excellent job keeping him out and whiff punishing him, and that Alex’s specials allow you to attack him at a further range than he can attack you. His armored fierce punch has excellent range, but he can’t just throw that out or it’s really obvious, and his crouching jab is amazing, but MK seems excellent against it.
It is different from move to move. If I’m honest, your best bet is to compare the frame/knockdown advantage you have from a move on both “Quick Rise” and “No Recovery”. Once you know that it’s simply a case of calculating “If I do “X” (Your quick rise setup) and they don’t quick rise, how much time is there between my recovery of “X” and their wake up”. https://docs.google.com/spreadsheets/d/1976rt8B91PqVCeYJAmcnW1uwVJ0H03QJtV-dJC5ohL8/htmlview?sle=true# - Frame data. It has the knockdown advantages of each move listed.
So don’t dash when it’ll leave you negative. Clearly you’re not supposed to get oki off of it. The mix up after that is you slash elbow until they block it every time, then you dash grab until they start pressing buttons or late teching. Elbow goes back to beating buttons and late tech loses to command grab, which puts you back in that situation. It’s not what Mika has, but it’s still something. Saying dash leaves you negative doesn’t mean anything besides that you’re not supposed to dash after that.
Alex’s damage is fine. It’s not crazy but it’s not lower than the average characters damage, like you keep saying. There isn’t even a meta really right now. It’d be hard to design a character for something that isn’t fleshed out currently.