I don’t consider myself bad with Alex, and I use Hyperbomb in a serious match, but I don’t think Kara-Hyperbomb is worth learning. 3 frames to kara a 270 degree motion…the only plausible way I could think of is to kara with Twd HP, then spin from towards to dwn to back to up. If you screw up, you’ll be too close to the opponent and reeling from the Twd HP…
How about kara-regular powerbomb (not Hyperbomb)?
Again, I’ve never used it, nor do I think it’s useful (I’ll state the reasons later) but I would assume it’s the same, kara with Twd HP, then spin the joystick to back.
It’s not useful for a few reasons…if you miss, again you’re in the “grabbing thin air” frames, and unlike Hyperbomb, the recovery is a lot worse. Free SA for your opponent. As well. powerbomb can be teched out (this has happened to me actually quite a few times in the arcade, a few times on DC). Also, you can get thrown out of powerbomb.
The only powerbomb I use is the LP version. I use it in 3 ways:
opponent defensive, jump LP or LK, they block, tick into it
opponent down, dash up, stand or crouch LK, then 1/5 sec pause, powerbomb
opponent cornered, I jumpkicked them out of the air, we both are falling, but he falls slightly slower (I think, i don’t remember offhand, either slower or faster…either way, you recover faster than them) then as they block, powerbomb. You can mix this up by doing UOH instead, or Stand HP instead, or Dwn LK instead, or sweep instead, or block, then punish. Just be wary of DP’s and throws.
Not true. Alex has an incredibly hard time getting in on Chun Li even after knocking her down, unless he was right on top of her to begin with. Knocking her down with a long-ranged attack(eg. sweep) is not very useful, as her roll is quick and places her in an ideal range to poke Alex some more.
Not to mention her EX spinning bird kick.
One thing I’d like to know about Alex is if there’s a way you can “re-dizzy” most opp’s with his SGHB, just like he can possibly do it to Akuma in a video I once saw after he choked him out via Sleeper without taunting, because althoug his taunts raises his offense a bit from what I’ve seen I’m just curious to know if there’s an alternate solution.
Also, Since there’s a battle b/t sa2 and sa3, which art would be best for each char in the competitive situation, say against rushdown Shoto’s, or people that’d love to play “in and out” zone games?
I’d like to know as soon as possible so that way I can practice more with Alex in a deeper approach, rather than just for fun…
I use SA3 first to figure out whether my opponent is a scrub or not. I usually end up using it anyhow, at least around here…ppl have a hard time avoiding it, even though it is dead easy to avoid.
To do a ghetto redizzy with Stungun, first dizzy them. Then do stand MK chain into MP Flashchop (won’t combo, but chains) xx into MP Stungun. The opponent should block, and they will get hit by stungun, which will redizzy. If they DO get hit by MP flashchop, Alex will jump over them, and miss (except Hugo). If you see that they get hit by the MP Flashchop, do LP Stungun instead, and that will grab them.
This is an absolute crap tactic, and if your opponent gets hit by it, feel sorry for them, because they’re a scrub. No advanced player will get hit by this tactic.
Couldn’t you just initially dizzy them >>> Fierce Flash Chop >>> Jab SGH? This should be practical considering that the FFC does cancel into the Stunner and count as a combo; add that + the opponent doesn’t recover fast enough to retailate against the Stunner, much less avoid it since the Flash Chop is the fierce version. All you really need to do is dizzy them, have meter, and decent timing.
I think that is an actual combo, so the stun is reduced, and won’t re-dizzy. I’ll try it out again, but as far as I remember, I don’t think it will re-dizzy, I could be wrong…
It works. Re-dizzy.
Might as well Fierce chop, mk xx EX Chop if you’re itching to burn meter though.
N - Sorry, I wasn’t paying attention to Alex threads.
Fun DDT trick. During the wakeup, get very close and use the MK knee. If the opponent blocks it, cancel into MK DDT. DDT is very demoralizing because it has almost no uses.
This will probably not work on anyone who has had it done to them before.
If recent Japanese videos are any indication, the “battle” among Alex’s SA’s is between 1 and 2, with 3 only being used vs. Hugo.
The main positive of 1 seems to be that it’s guaranteed after parrying most jumpins. Not sure if you could combo SA2 in that same situation…shrug
-Josh
Does Alex have a B&B? What is it? S.FK into JP Chop?
Also, there isn’t tourney caliber comp in Kenner, LA… But I still find uses for the SK DDT when I’m playing a high/low game sometimes. That’s only because I whore Alex’s S.FP, though. Heh.
From one scrubby Alex to another (feel free to throw rotten tomatoes at me now)…
Yes, that’s one of his B&Bs. Fierce is his best jump-in attack, that can begin the combo.
b+fierce actually does more stun than close forward XX flash chop…it’s usually better to take the most guaranteed damage though.
Speaking of b+fierce, I dunno if this has been touched upon already but this move has a couple very good uses:
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When you think the opponent will parry on wakeup. IIRC this move works like Oro’s and Ibuki’s command grabs in that you can block it and combo into it, but NOT parry it.
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When you parry something that leaves you out of close forward range but gives you enough time to land this. Chun s.fierce is a textbook example. Sweeps tend to fit the bill too.
Anyway, here are some other good Alex combos:
-close forward xx EX Flash Chop
-neutral strong xx EX rising knee (anti-air combo, comes off a parry usually)
-close forward xx Booermang Raid
-c.short, Boomerang Raid (this is a cancel, but I’ve gotten it to link before)
-Meaty UOH, Boomerang Raid
-strong/fierce flash chop, powerbomb. Or hyper bomb. Or any close forward combo. This is useful if you parry something slow up close (i.e. last hit of Chun’s SA2).
gotta go to bed, bye!
-Josh
One thing you might want to reconsider his his d. frce chop attack which can mutilate turtles while you’re on the air if executed right. Timing to this is extremely essential since you have to jump and immediately do it to get them on their toes. Now once you have them hit they can either get paranoid and to a RH and try to throw. One of the two I can recommend is either pressure them w. that sneaky c. sh-fwd combo to get them in range for whatever else you have, or whiff a good close st. sh-PB. Talk about getting them annoyed. Now I can see why some Shotos hate his ass when he plays close games vs their footsies…
some advanced B&B combos…
the “Brooklyn Bounce” of B&B- J. Frce-B.Frce (incredible stun)
J.frce-Fwd frce (while opp is standing)- SA2 (trust me, it CAN be done, but the timing is a lil wierd to get used to…)
J.frce-str. FC- b.FRCE (sleeper)-SA2 (14 hits, good stun, if stunned can go to 28 hits if repeated or 27 w/o the air hit)
J.Frce-st.jab-c. jab-SA2 (takes a LOT of practice to get this one done)
J.frce-st. str-str. FC (charge back)- st. str- EX Elbow (one hit, cancel to…)- SA2
(when opp is jumping and close to the corner)- d. Frce- to either st. str-ex FC OR st. str/st. fwd- EX rising knee
AA(anti-air)- d. Frce, (while opp. is coming down)- st. str/st. (close) fwd- ex/rising knee
There will be others once I’ve figureed them out…I remember when Gamingmatrixonline.co.uk had a wonderful juggle vid of Alex a while ago, still tryin to see if it’s there…Plus, I’m also trying to figure out some of his stun combos would be able to work from SF3:21 would work in 3S…
There has been a way I’ve seen a S. frce (overhead version)-> SA2 link, but wasn’t confirmed if it has been actually done. Someone check it out and please let me know if it works.
S.FP link into SA2 works in the corner against a crouching dudley, only does 5 hits I think, it should work better on characters with wider hitboxes.
Don’t know if this has been covered yet, but I was Alex1 vs. Hugo1 the other day, and I bust out the Hyperbomb – He does the Gigas afterwards (Isn’t the Capcom rule the second super wins?) and Hyperbombed the shit out of Hugo.
… Hahaha. Half as easy to do, and still beat his stuff.
Hyperbomb seriously beats EVERYTHING. You can Hyperbomb out of scrubby Aegis unblockables if you time it right.
N
I’ve heard of that happening before, I’m theorising whoever executes their super 2nd should win, since their invincibility frame should stop them from being hit by the 1st super.
Yeah, but I did Hyperbomb before the Gigas. It still hit Hugo.
i have experienced it before…
the crowd booed me aftr coz i beat their man!hehe:D
hyper bomb rocks!