The corner option is good (321 damage), but I couldn’t get the midscreen option to work without using EX? I am admittedly a scrub so maybe my timing was just off…
I often use V-skill, s.HP, HP Chop, Power Drop. It does 301 damage, so not the best but not bad, but it switches sides too so if I’m close-ish to one corner and don’t have or don’t want to use meter, I’ll use that to gain screen position.
I hadn’t noticed this as an option before (again, scrub, trying to learn, etc. etc., you know the deal) but it seems to work outside the corner, unless if I’m missing something. The two HKs pushes Alex close enough even from max range that HP Power Bomb still works. It’s 369 damage too which is pretty good.
you can only juggle after HK.Slash mid screen if you use EX chop or CA, for Dizzies mid-screen without spending any bar or v-trigger i think the best combo is Hard Hit St.HP xx HP. Chop, Back Drop.
I think in your mid screen example you would have to use ex chop, unless you end up in the corner with the carry from h se then you can nail l chop. I might be wrong though so
Just wanted to post a little v-trigger pseudo-trap/ghetto option select I’ve been trying out.
I usually go into df. HP after d.mp since I’m already holding down, but it’s super punishable on block… So, if I notice my opponent blocked the c.mp, I activate and go for an ex headbutt. It’s pretty fast, and most opponents are still blocking after the activation, so it catches them. After the headbutt, go for whatever.
If the mp hits, I just go for the shoulder instead and continue with the v-trigger combo (shoulder - sledge - knee). It’s pretty easy to confirm hit or block after the v-trigger activation.
I’m sure many of you are already doing this, but just wanted to throw it out there. I wouldn’t use the regular headbutt, it’s too slow. If you notice your opponent’s crouch blocking, go with the ex stomp if you like. I just find ex stomp harder to use (you guys are much more skilled than I am, though).
nice meaty setup that works against quickrise and delayed rise:
after ex flash chop, dash forward cr.mp, st.lk, dash forward st.mp. (you have to delay the cr.mp a tiny bit)
if they quickrise and press anything the cr.mp and st.lk combo. if they delay rise, the dash forward st.mp hits meaty. into whatever you want. (or if they block the mp, maybe go for a command grab)
also it whiffs on backrise unfortunately. but if you notice they keep backrising a lot, just go for the whiff st.mp, lk elbow meaty that zachara posted (i like to buffer super after the light elbow) instead i guess.
or something else i like to do against backrise is dash up, whiff st.lp, st.mp, buffer super. if they press anything, just hit mp again for super.
or just to change it up, switch out st.mp for st.mk. if it hits, cancel to v trigger, and combo with st.hp.
not sure if any of this has been posted before, but sorry if it has! there’s so many variations on his meaties honestly. it’s a good thing though imo. simply because it gives the illusion of you having a ton of setups, which can get into your opponent’s head.
mp buffer into super is seriously my favorite thing in this game atm. :3
Hey everyone if any of you are still alive. Planning on spending a lot of time in the lab this weekend for self improvement with Alex and I’m going to be revamping the OP as well as I lab. Most likely Sunday.
I’ll read through the thread for anything add worthy on the OP but does anybody have anything they’d like me to add? I’m open to requests.
Hey, just a question. I’ve seen a few people on the youtube using c.hp after m.chop (usually during v-trigger). I’m assuming it’s another meaty, but I don’t get why you’d use this over s.mp. S.mp catches jumpers and allows you to continue into another sledge - m.chop - 50/50. Unless I’m missing something, you don’t get as much off the c.hp…
Got a link to this? It’s not even close to being meaty, if it’s from a m.chop that would have a 9f gap inbetween the end of hitstun and cr.hp’s first active frame. All I can think of is that whoever did it is going for a hard read hoping they’ll jump and if they’re in V-Trigger will try to cover it on block by charging clothesline and going for a parry maybe? You’re completely right though, st.mp serves a much better and safer purpose in that situation.
(1:26 in case it doesn’t jump to the right part)
Looking at this again, I can’t help but feel like there are more situations in which all/most options can be covered. The fact that this sequence (Ex-Flash-Chop, st.MP (Whiff) LK-Slash, LP-Headbutt) covers all of Chun’s wake up timings when waking up with cr.LP makes me think that there must be more of these.
If I remember rightly, before my stick broke I was starting to work on what to do when people lie down on the ground instead of getting up. (As in, you do a post knockdown set up but they’re still on the ground so how to follow up)
Will see what I can come up with.
You’re right about the canceling into the v-skill for the parry (TCK93 does that on the subsequent knockdown), but I still don’t get why c.hp over another button that gives you better options. Hard read??
Watching it through a couple of times it seems like Rog tried to backdash. (Backdashes get counter hit in 5)
I’m not sure I rate it but I suppose it adds an extra layer to the post MP-Flash mixup of st.MP or PowerBomb.
Looking at it I would say that they’ve played each other a few times and it’s been noted that Rog likes to backdash that set up so the cr.HP is a good call but I can’t say for certain.
It was a backdash, frame-by-frame it and you can see Rog jolt backwards before being launched by cr.hp. On another note they did play a lot of games together when Rog released so he probably had a hard read and just went for it. Always room for hard reads when you have them, but most of the time online you want to stick to what works at basic levels. Unless you’re in a long set it’s hard to get a read on someone.
If the frame data is right, gief had to set himself -1 to use his SPD to hit ken on frame 7. Alex has a 6 frame grab, can alex pull this off too using naked L. power bomb? Range might be far enough to be outside of ken’s m. DP hitbox, haven’t tried it though.
How practical would it be anyway? It was cool to see but it doesn’t make gief better or ken worse. Alex’s oki game is pretty depressing but I swore when my nigga came out that I’d main him.
Edit: not trying to discourage your tests or theories. By all means explore it
I tried to crank this out in training last night, but it seems like Power Bomb moves Alex’s hitbox forward too much. The Shoryu seems to hit even when Alex is outside of Power Bomb range.