I need to learn to dp goddamn
Keep getting ex slash from downback -> dp
My execution is ass

Heads up.

Sorta bad news: Gotta be a little careful with the oki after EX powerbomb sometimes. Some character’s 4 framers can actually punish lk elbow and/or st. hk now. Generally st.hk is safer. Gotta take it on a character by character basis.

After forward throw, though, elbow and stand hk are pretty darn safe.

And, using those post super is actually more punishable for a lot of characters now.

Good news is that lk stomp after forward throw seems unpunishable on block for a lot of characters (because it hits meaty).

I think stomp and headbutt meatys are gonna be more useful now.

Haha right there with you.

All my c.LP > Flash Chops in training mode, turn into c.LP > Head Crush as soon as I enter a match. Just can’t get it to come out properly.

I feel like a crazy person with repressed memories, except in this case it’s repressed muscle memories.

btw, there’s nothing stupid like S1 Ryu jump-in j.lk is there? Shouldn’t LK/EX knees beat anything?

LK Knee trades with everything and its mother.

Yeah, I almost never use LK Knee, it’s more consistent to try and cr.HP (Which is great for anti air now) into LP.Chop/EX.Knees. Or just use EX.Knees straight away.

He’s definitely worse, I’d use l elbow as a poke or a punish from certians ranges , absolute MASSIVE NERF , the buffs to stomps and headbutt are gimmicks nobody who has any brains is going to get hit with any of these moves more than once

Did you guys know ytou can get thrown out of headbutt??? I do now!
I don’t know if I can keep doing this guys

A couple of setups i found for Alex. Will try to find & add more. Any thoughts on how to improve his wake up offence on season 2 would be great, since i found myself struggling in mid range compare to season 1 thx to cr mp and elbow nerfs :frowning:

Please tell me they at least jumped and air grabbed you and you didn’t get grabbed on the ground as you landed. That would at least be reasonable.

it was bison im gonna check the tapes on it just to be sure

I feel like I got throw out of L Stun Gun but maybe it wiffed because I miss timed it.
For anyone who wants to check it out for themselves the replay ID is 4AE574BE9
Round 2, ~70 seconds.

Is it just me or is it a little bit harder to link JHK with fHP? That was a bnb follow up to a hard knock down, but now lots of people are just blocking the fHP, when previously they just ate it no problem… Should I start using only jHP?
By the way, I usually broadcast my matches on my twitch channel: www.twitch.tv/cogumerlim :slight_smile:

F.hp is a frame heavier so get would explain why

I got sweeped out of a stomp. Like I landed right on the guy and lost to his sweep hitbox. Seems like a lot of weird, dumb things still beat stomps / headbutts despite the buffs.

I definitely feel like the cr.MP / cr.MK nerfs were unnecessary. If they wanted to make his buttons slower they should have just added a frame of startup, without adding so much recovery + hurtbox changes. Cr.MP was the 2nd best button in the game S1 if you ask me, but it wasn’t enough to make Alex a problem, or even competitive, so they should have just left it. (Gief cr.LP was insanely good and that character was still bottom tier, so it’s not like 1 good button is gonna break the meta).

Cr.HP is super good now. Punishing max distance sweeps that people think are safe with it is joyous.

AA jab is still really solid for punishing closer jumps, although small characters jumping close for cross ups is hard to deal with. The only defenses I’ve found to it is throwing out Lariat when I expect them to jump, or just keeping my spacing so that they don’t have the option. Hilariously, on certain characters you can just df cr.HP to duck their crossup and get safely out of range.

Still nowhere near optimizing my punishes and combos in actual matches, but his damage and stun feels very strong still. I have a feeling his stun nerfs were for Akuma, because one combo + one mixup on that character and he’s dizzy, basically guaranteed.

I got freakin DINED UPON by a Cammy, the throw pressure was insane. Seems even though some characters lost their throw loops, some character’s throw pressure actually got stronger.

Question, when am I supposed to press buttons against Urien? Seems like I can only deal with Uriens that don’t know what they’re doing.

Overall I’d say I like the way S2 plays a lot more than S1. I was sceptical about the invincible wake ups going away, since they’ve always been a thing, but in a game where hard knockdowns are this rare it actually feels more natural. Securing an advantageous knockdown scenario feels a lot more valuable now that your opponent isn’t 50/50ing you on wakeup whenever you get one. That change, plus the nerfing of AA jabs really does make the characters play more unique, the top tier ones at least. I think S2 is a solid improvement for the game, despite Alex getting screwed over for basically no reason.

That’s the thing… i was excited for S2 and some of the necessary changes, but there was no reason to nerf Alex where they did. Neutering c.mp and all of his slash elbows was the epitome of unnecessary.

Oh, and it’s probably just me, but Alex is SUPER FREE to crossups now. LP no longer really works, c.hp is no good for this, and you don’t have the time to ex knee if they’re close.

Elbow is still a great tool in neutral to get in. A little slower, but it’s still unpunishable at the right range.

You guys are trippin’. Alex is still mad fun. And, the piece of mind of meatying people without fear of DP is soul cleansing.

I think he’s still good. I’ve seem other players express more hope in him too since the patch notes.

Just playing more and not really feeling new Alex. LK Slash is so bad that it removes a lot of your ability to control space and threaten people moving forward. The cr.mp nerf sucks but I can live with it. Cr.mk is bad now but okay, whatever. Trading st.lp for cr.hp is a nerf as an AA but I see what they’re going for and I’ll survive. EX Knee’s nerf is just wat though.

Frankly I can live with the changes to his normals. Even the EX Knee change as you still get a meaty/throw mixup. But they didn’t even give Powerbomb a 5f startup. If he got that (and probably a 1f less advantage on hit from Knee and EX Knee so that it’s still a frame perfect setup) then I think I’d survive as suddenly if Alex is in with a st.mp it’s scary shit against all characters instead of just 3f jab characters.

Ok so i got something REALLY weird in V-TRIGGER , works like this, it’s only working after a EX Knee, if they quickrise and hit a button, dash xx St.LP xx LP CHOP (St LP beats 3 frames) now IF you go for Cr.MK to Sledgehammer IT COMBO without counter hit ! I don’t know why it work though.

The best sequence i found without using any EX bar but just V-Trigger is this : St HK (counter hit) xx Fw HP (lariat) xx St.MP xx V-Trigger xx Cr.HP TO Sledghammer (cancel THE FIRST hit of Cr.HP by Sledhammer but hold it a brief moment before released it very important) xx Lk air Knee ( connects due to juggle properties of only 1 hit of Cr.Hp it do not work if you did 2 hits out of Cr.Hp) xx Dash xx ** St Mp (hits meaty if quickrise no back rise do to forced quickrise properties of air knee, beats 3frames and counter hit) xx St Mp xx Sledgehammer xx Backdrop => STUN

** at this moment you can 50/50 powerbomb or St Mp for a mix up

This is character specific I believe; back in S1 when I was testing out 1 hit cr.hp combos I found that you both need different timings on the Sledgehammer release AND some characters bounce too weird to be picked up by a Knee (even EX!)