Looks like EX is fully invincible after he leaves the ground. I’ve never lost to anything in the air with it, myself. LK version seems pretty good too.
Alex feels like what an SFV character should be, straightforward, honest, read and ground game based.
Some of the other characters feel like they were given substitutes when cheesy or autopilot elements of their gameplans were removed, like capcom wanted their game to be more honest only superficially, then you have Bison running his completely autopilot canned pressure, Dhalsim with his Yun tier pressure or just about every aspect of Mika.
Then you look at Alex and he’s just chilling here with his solid buttons and good specials, but nothing that repeatedly leads back into itself for no good reason.
Go into training room and record it as a guard recovery option. Then go for a frame trap. You’ll find out it has zero invincibility. It’s still a great anti air though. Where in that link did you get the idea that knee had invincibility though? It just shows hitbox and grab ranges.
Decided to rock Alex for a while after getting tired of Ryu. Off the bat Alex has footsies. St.Mk, Cr.Mk, St.Hk, St.Hp, F.HP, Cr.Mp all seemed viable to me for whiff punishing and to some degree, applying pressure. Vs Ryu it is going to be a tough one. Especially if the Ryu player sticks to basic FB traps plus consistent AA. A good read can turn the match in your favour but you have to stay patient and evade/block his fireballs and continue to MOVE FORWARD. As stated earlier, Alex can hang in footsies, that is not his issue. Coming from Ryu I found Alex’s AA game to be OK. Nothing to great but he definitely possesses them. EX DP shouldn’t be used like a Shoto DP as I’ve had it stuffed in comparison to a Shoto DP. Alex’s dash whilst mediocre certainly can catch players off guard and it is a great way to put fear into your opposition. I feel as if Alex has to get damage from every situation and stay grounded, as once knocked down he is quite hapless. I want to look more into his neutral jump punish game, as I think HK DP could punish neutral jumps, LK DP could punish cross up attempts and EX DP could punish both. I’m just theory casting right now, mind you.
if i recall correctly and to further add on to this, it starts at frame 5, and lasts til frame 11 or so. Basically if try to use it as a DP and use it late, you’ll get whacked.
Correct me if I’m wrong but were you not one of the peeps who was condoning people for ripping on mika? XD
If not, disregard. Agree with the bit about honesty. He’s a bit too honest IMO. I’m keeping him as my casual main because so far I find birdie can do everything alex can and better. F+HP is his most BS tool and its still very tame in comparison to other things you can find in the game. The mixup still gets beaten by reversals and jump backers unless you do another F+HP right after, but it’s pretty damn near being a hard read.
Over the past two days I got to play long sets with 2 friends, and lots of practice agains rashid, mika and karin. I think I will be scratching regular air knee and cr. hp almost entirely off my game, unless the jump ins/backs are extremely obvious. I find neutral jump HP more reliable at dealing with jumps on reaction and anticipation. The knee gets stuffed pretty hard and cr. hp is awkward. There’s plenty of times where I end up getting crossed up when it looks like i’m going to hit, or well just plain getting stuffed. At least in my current game plan I’m saving meter exclusively for EX knee. You all saw how far j.wong got by AA’ing marn properly by just saving his meter for it. Given that meter builds pretty fast in this game I think that’s probably his best tool for preventing rush down altogether. Thoughts?
Yup I’ve run into this bug myself. It was very disappointing. Alex is hard enough to play without buggy things like that happening to him during matches.
Anyone got tips for doing F+HP more in general? Usually when you’re poking people after cr.mp/st.mk a F+HP usually catches people jumping or throwing a limb like 90% of the time, it only really loses to sweep when they wisen up, and normally you can just put in st.mk to beat the sweep.
After a blocked meaty lk elbow slash a quick F+HP catches a dash/limb really easily. In the corner I don’t think need to say how good it is. In blockstrings I like to do two cr/st lps into F+HP and then either st.mp or st.hp with a stomp/headbutt buffered inside.
It’s probably your best counter poke (and of the best counter pokes in the game), Nash/Ken get destroyed when they try to command poke or trigger run into it. Defensively I like to whip it out when they’re trying to dash in throw. I think Karin’s shoulder move and other dash in also gets destroyed by it, haven’t really put in the time to see what it beats.
My plan with Alex (with at least 1 bar and vtrigger) is to confirm a jab or better into ex slash, then pressure on wake-up for a vtrigger reset.
If i hit them (spacing dependent) with anything medium or greater>pop vtrigger>st:mp/hp>clothesline>Mp:slash then a tick into headbutt. That’s pretty much stun and the round, obviously they could jump so plan accordingly.
You might wanna try something like stomp unless you get the stun because that’s more or less a hard reset back to neutral. If the headbutt ends with them in the corner then that’s fine, but stomp gives you a hard knockdown 50/50. additionally, if they jump over the stomp you can catch them coming down with a st.lp. so technically stomp is also a bit jump proof, more so than headbutt which is a free punish for them if they call it.
If you have the meter you can replace normal stomp w/ ex stomp which is +2 on block and then get a nice 50/50 on block.
Once someone gets hit by the stomp they usually block, that’s when I do an ex stomp or ex headbutt.
Stomp is also faster and safer than headbutt if it whiffs, so if you wanna maximize Alex’s mixup game there you go.
So in other words, EX Air Knee is the only one that has some sort of invincibility.
Makes me wonder what the point is of his regular knees (outside corner combos), especially the heavy one, that shit is way too slow to use on reaction and they all do the same damage.
heavy knee is legit useless, you will never have a scenario in which it’s appropriate to apply. Forget it exists, stick to L/EX knees in general, they do the same damage and stun anyway.
I mean technically there’s one thing. When you AA with F+HP and it crush counters you can followup with Knee. Different knees will work depending on the height of the opponent when you hit them, with heavy knee being the only one that will connect (not counting EX) off of F+HP AA crush counter with opponent near max jump height.