ok first off his matchups vs the top 3 obviously suck. but it’s important to know what you can and cannot do. when disadvantaged in a matchup, i feel that it’s important that you know all the little things you can do so you can at least play the matchup properly. for example, it’s better to know where you can hit chun li with alex, rather than diving head first into attacks and trying to find a way. i won’t state the obvious like “you can’t elbow dash vs ken with meter.”
** vs Chun-Li ** : i used to hate this matchup so much but i found some points on where to hit her. when the match starts you have a lot more freedom because she doesn’t have meter. it’s important to know that even though you don’t have much to be afraid of, you don’t want her to be hitting you too much even though you can take them. not because of the damage but because it builds a lot more meter than you realize then the next thing you know she has a bar and a half.
sadly, standing short seems to be the only pretty decent poke against her. it doesn’t really do much of anything except make her wanna parry or poke. but it is fairly safe against her low forward, back fierce, and far fierce. i tend to sweep her often when she doesn’t have meter, it can work, so might as well.
now, if they start to want to parry your s.lk’s, you’re gonna want to start ume jumping. i’ve noticed people getting hit by jump fierce from trying to parry a ground poke then trying to parry the air attack too early. so if you spot that they moved forward or tapped down, try for a fierce land s.mp ex flash chop. do the same thing against pokes, if you jumped while they poked they cannot anti air you with crouching roundhouse or back fierce. what they will try to do is parry your jump in. so you don’t wanna necessarily hit their whiff poke, but use that for some mixup advantage. when you land you can powerbomb, kara throw, stomp, f+strong (try and catch them jumping away, watch out for low forward though) or try and SGGK their c.lp. if you’re out of regular throw range then just parry into s.mk. i think standing fierce can catch them jumping away and knock them back down but i haven’t tested.
if they don’t happen to poke or parry, you’re at a normal jump guessing game which really isn’t in your favor. surprisingly, a lot of players like to do crouching roundhouse every single time. it’s not a bad option considering alex can’t really combo his ground B&B from the air that close to the ground. so i think the best punish if you air parry is to probably land and powerbomb, or try and jab then B&B but i doubt that combos. if your mixup is good you shouldn’t have trouble vs chuns who like to parry jump ins.
one thing i like to do is try and force them to use meter so that i can make the 3rd round similar to the 1st round. for example, if during the 2nd round they have meter, and i’m at about 30% and he’s at about 50%. i won’t be afraid to EX elbow dash her pokes even if i miss, i burned her meter. this is completely a preference and a lot of players would disagree about sacrificing a round.
if you do happen to land a jump in on block, say a late jab or a fierce, you wanna mix up with high and powerbomb like you always do, but i like to add up the cr.short cr.forward chain move. i like to put that and the regular st.forward xx flash chop into their heads, along with some powerbombs. once they get afraid of the powerbombs i like to do close jab after my jump in attack (if they block) it sets up pretty well and it makes all the difference because the opponent thinks alex would have used one of the mixups earlier but you paused it for a bit.
and of course if they try to wall jump out of the corner jump back and forward or fierce that shit.
everything else you should be comfortable with doing. like i said, the matchup sucks and it’ll take you about 5-8 more guesses than the chun player will need. but at least you know where to hit and how to gain your hits.
vs Yun and Ken later…