He is going to link his normals, like everyone else so you better start thinking about that: he needs to keep his close MK, maybe in the form of F.MK, so maybe cr.MP link F.MK xx Slash Elbow.
Maybe F.MP (if that remains the same animation) link cr.MK xx EX Flash Chop. (Edit: lol i dont think this is a reliable combo because of F.MP with a charge special)
Don’t know, kinda difficult to anticipate combos without knowing how he is going to be in the game, but the point is that we have to start to think that he may get a nerf in his damage and stun because he is going to have much more combos than his 3s counterpart.
I think that no matter how you think about it, Street Fighter 5 is such a different game from 3rd Strike, or ST. I mean it’s not like Ryu, Cammy, Claw, Dictator play anything like past iterations, when you really think about it.
So undoubtedly he’s going to be a different character. The best we can hope for is that they stay true to the look, feel, and gameplay as close as can reasonably be expected.
I really hate block strings in 4 and now 5 btw, really wish they’d get away from that…
Honestly, I’m mostly trying to think of what’s going to set him apart. With necalli, laura, mika and vega having command grabs, I’m not sure what will make him special. Necalli has the frame traps and advantage rushdown game, laura has the slow moving projectile and excellent grounded mobility, and mika has great mid-range/close normals and the mind fuck v-skill. And then there’s zangief. I think it would be interesting to see him become almost completely specialized at low/high mixups. Think of Abel’s CoD but maybe just bit more reliable.
Most of those guys are contemporary… In Japan. Japan is also the only country that plays VF.
And when I said “None of the wwe moves wolf got were dated”, I misspoke. I meant all of them were dated. Some of his moves go back to guys like Lou Thesz, who won his first world championship pre-world war II, and is considered an innovator.
Point is, his moves are generally contemporary, and became so well known that modern guys also use them. This goes double for moves invented in Japan, and then brought to the WWE for an audience who doesn’t watch Puroresu.
It’d be like saying that Alex’s DDT isn’t contemporary because of Cena’s running DDT.
Agreed. Alex needs to stay charge. My big question, however, is what to do with his air knee smash. Alex’s fierce, crouching fierce, and forward fierce all could make for good anti-air normals. In 3S, knee could be parried, and it also lost to or traded with pretty much everything. It was kind of just there, and wasn’t very useful. Same goes for SF5.
I’m just wondering if it’d be better for the game to have knee be really good, or just make his anti-air normals godlike, and instead re-purpose it as something else. Maybe make it hit on the ground ala EX knee, even without meter, making it a more viable end to a combo. Or just get rid of it and instead re-use the animation for a regular air grab. I liked Hakan’s air grab, and would love to see them give one to Alex.
Then again, capcom might just cut and paste the knee directly from 3S, making it useless. Not that Alex really needs another anti-air tool all that badly.
Y’know the one thing I forgot about is how command grabs have that camera zoom I that makes Iit look really nice. It’ll look really nice what with the powerbomb, DDT, and knee press. I think it worked for Alex like that in TvC as well?
So now that I can actually sit and think about what they should do with Alex, and after having spent the past few days playing Alex again to understand how I wasted a decade of my 3S career playing this character competitively…
Flash Chops should remain largely unchanged from 3S with the exception of jab Flash hitting characters regardless of crouch or stand (in 3S, s.forward xx jab Flash would whiff on Chun, but that’s also because Chun had a stupidly small hitbox when she was crouching). Less recovery on the medium one, maybe, if you’re going to fish for counter pokes with Alex, but leave fierce Flash solely for punishing.
Hyper Bomb should honestly be EX Power Throw for Alex. If his CA is going to be Boomerang Raid it makes no sense to make Hyper Bomb a V-Trigger (you’re going to burn V-meter on a super throw that ultimately might not do much more, utility-wise, than regular Power Bomb?). Additionally, they did this with Ryu’s Shinkuu Tatsumaki way back when (used to be a super, now an EX move).
Speaking of CA, if Hyper Bomb becomes an EX move, Boomerang Raid seems like the most logical candidate. If there were anything to change, though, perhaps vacuum on the final grab. Or if Capcom wanted to get really fun and change him up, allow for different follow-ups with the final grab a la Adon in USF4. If I hit you with a CA (regardless of whether it was a smart play or if I just got lucky, gimme the full super, damnit).
Stun Gun could honestly work as a CA too, now that I think about it. I was going to suggest that it become his V-Trigger move but eh, I dunno how to think about it at this point. Stun Gun would make sense with the different button strengths, and you could retain the same properties (invulnerable on the way up, punishable on the way down).
I wonder what could be if stomp were his V-skill, but that might seem too abuseable? Dash up stomp could be too strong.
To be completely honest, the one thing that would make Alex stupid good is the ability to reliably confirm specials off of a low move. Cr.forward into something like EX Flash would make him stupidly threatening, assuming you kept the same style of play from 3S (which honestly kinda fits for V). I’d honestly suggest allowing for cr.strong to be cancellable, but that would also make him too good (imagine if you could just cr.strong counterpoke into EX shoulder rush, boom, instant corner and knockdown… almost too good, IMO).
Obviously, most of you don’t know who I am and are probably going to wonder who the fuck this guy is suggesting all this crap. It’s literally just my two cents on what I’d want to see with Alex.
Would you agree or disagree that with the absence of parry Alex actually gets stronger.
Anyway, as a VSkill stomp could work if its like Necalli’s. Boomerang raid could function like Karins and Chuns as well (your more on the Karin side I think). Stun Gun would be awesome as a VTrigger and controlling distance would be the same as the stomp (directional).
Actually, Mika and Laura can confirm off of lows into special/super. Laura has the easiest time confirming off of lows into Super. So, I don’t see why Alex couldn’t do it too.
They are different characters. He throws the example of counter poking with cr.mp intro EX elbow slash which is corner carry and how that could be a little too much.
In 3s cancellable alex normals are all short ranged but cr.lk (which doesn’t combo into EX elbow slash I think), maybe to balance the character.
As stated, different characters. If Alex retains his high damage/stun output, giving him a relatively easy low-confirm makes him too good considering the extra variety of ways that the opponent now has to consider when facing him, particularly in a situation where Alex can implement an oki game that is already fairly strong. Different command throws in Power Bomb and DDT, an overhead that, in SFV, you can’t parry jump to escape from anymore (in 3S, you’re unthrowable up until a certain frame on your wake-up so you jump away with a parry thrown in, or some shit like that), mid-hitting attacks as his B&B in s.strong/forward into Flash Chop, a stomp setup, or throw. Yes, all good options, but unlike his B&B, all of the other options require some sort of risk unless the opponent is set up properly. Now you’ve added a low confirm into damage for him. Kinda unfair, don’t you think?
NeloVirgil, to answer your question, I think about it in two ways: what does Alex get if he parries someone, and what happens if he gets parried. Alex’s big punish off of a successful parry was always fierce Flash into backdrop (no meter), or various shit he could with meter after the initial fierce Flash Chop. If Alex gets parried, though, he’s a sitting duck. If I have to pick one, I say that it helps him, particularly since the opponent can no longer parry through his oki game; there’s a definite need for the opponent to commit to the right defense now instead of parry covering a good portion of his options.
Another little benefit from no parries is now his AAs are alot more legit. His cr.hp and f.hp would get parried so damn much it hurt my soul (part of the reason I’m using sean). That and his pokes are alot more threatening too. Which they were in 3S, but now he won’t be punished as hard for throwing out some of his slower moves from a distance (st.hk, st.mk, f.hp) mainly his kicks… mainly his hk.
Crouching HP was like asking for a punish. If it kept the juggle properties of it allowing to combo into dp+k(whatever that move was called) that would be amazing. That just never happened because of parry.
Laura and Mika are hybrid grapples like Alex which is why I brought it up. I say let him have a low confirm into special/super. He’s been mid/low tier forever, let him be top tier for once.
If Alex does get a low confirm into special/super, then EX Flash Chop/Slash Elbow cannot do exorbitant amounts of damage.
Part of the fear that was 3S Alex was that if his momentum was good, the game would turn instantly in your favor. Problem was, though, that a lot of what he did was punishable or easily telegraphed. It was sort of a this-for-that deal.
While I wouldn’t be against giving him a low hit confirm, I just wonder what is done to balance it out, if he loses out on damage/stun in the process or what not.
Also, they need to retain the disjointed hitbox property on his b.fierce (HEADBUTT). That’s just fucking neat and such a useful tool.
lp/mp Flash chop would be the only low special confirm he’d get IMO, and it would be mostly for damage. Elbow dash is already a damage/corner carry tool so that would be a bit too much. He’s not really much of a combo character so I see him performing similar to birdie in that sense. Most of birdie’s longer combos involve using EX horn or qcf(forgot the names), and even then without spending EX meter most of his combo game will be something like st.lk x c.mp xx qcf+p. On blockstrings, he can fish for counterpokes, CC’s and mix it up with qcb+k. I think that alex will have a similar style in terms of combo ability and mixing it up on close range.
And yes b. fierce absolutely needs to be one of his primary tools and keep the disjointed hitbox. I always found it really neat how it would turn into a neck choke had the opponent been turned around from f. chop.
I doubt he’ll get a strong low hit confirm. Right now all the low hitconfirms are short jab light special outside of Vega. Hell, I think the only character who can get more than that without spending meter or VT is Chun with cr.lk xx cr.lp xx LK LL -> cr.lp xx LK SBK and even then I’m not sure on it.
Now, some characters can do short jab special super or with Ken/Nash toss in a VTC for a bit of damage but lows are primarily there to check walk backs and shimmies rather than convert into large sums of damage.