Alex's **UNOFFICIAL** Community Change-List

Season 2.5 updated wishlist. I get it’s already released, but it’s just what I want.

  • Powerbomb damage adjustments
    L180/M190/H200/EX220

  • Cr.mp back to 7f

  • (Altered)Head Crush damage adjustments
    L160/M/170/H180/EX200

EDIT**
Upon further thoughts, the standardised damage for both Stomp and Headbutt is low considering their frame data on block, instead I propose.

  • Stomp damage for L/M/H increased to 130, EX 150

  • Headbutt damage for L/M/H increased to 180, EX 200

  • St.lp +3 on block

  • Slightly reduced pushback on st.mp

That’s all I’d ask for atm.

I sent this to ComboFiend, but I mean. I imagine he doesn’t read anything and gets hundreds of messages.

[details=Spoiler]
Hey Combo/Peter,

So the latest blog post highlighted a lot of upcoming changes in regards to SFV and the Season 2.5 balance patch, and well…I’m the sort to always push for extra “oomph” out of any character I play. I was wondering if you’d skim over these changes, and just give any feedback on if they can ever be considered for implementation.

I’m an Alex main at heart, been a little on and off since S2 because well…S2 killed him a little bit.

Season 2.5 updated wishlist. I get it’s already released, but it’s just what I want without pushing boundaries.

  • Powerbomb damage adjustments
    L180/M190/H200/EX220

This is due to the fact that Powerbomb resets into neutral, with turn ending options post-knockdown. I feel like Alex players should be rewarded slightly more for landing this move, as the range is poor and getting the M/H version is very unlikely from his tick throw options due to walkback pushing them out of range.

  • Cr.mp back to 7f

Alex’s normals are slow. That’s probably a defining character weakness, but he has no strong 7f options in his medium normals with range, which limits his footsie ability in poke wars or taking back turns after a far blocked roundhouse etc. One singular tool to control midrange paired up with st.mk to beat lows would really buff up that midrange game he should be powerful at.

  • Head Crush damage adjustments
    L160/M/170/H180/EX200

All versions of this move do identical damage, and because of how slow M/H Headbutt are, I see no reason to ever use them as of right now. Should Alex players get a little more reward for landing these incredibly slow and telegraphed moves?

  • St.lp +3 on block

A big issue at the moment is 3f traps, and 3f gaps into tick throws. He can only land a 3f tick throw from f.hp in block pressure, which makes his mix-up game really weak and telegraphed. He really needs a tool that both serves as a 3f trap establisher and also opens up 3f tick throw options. St.lp doesn’t serve much of a purpose in S2 after it’s AA nerf and that fact that cr.lp now combos into L.Chop, so making it +3 would give it a use, whilst also keeping the +3 on block scenario balanced due to the very short range of the normal.

  • Slightly reduced pushback on st.mp

This is due to st.mp > tick throw Powerbomb being able to be walked out of just by holding back, this seems really underwhelming to me personally. Characters like Cammy, Vega, Karin and a couple other faster moving characters don’t have to respect Alex’s mix-up potential at all due to his lack of low attacks that hit quickly and keep his turn. Reducing the pushback would allow st.mp > Powerbomb tick throw to working consistently and reward Alex players for properly mixing up.

If you read this, thanks for your time. I don’t think my suggestions are incredibly overwhelming but they would give Alex a very much needed boost in his attacking potential.

  • Froztey[/details]

I think the headcrush change would be awesome, but combined with the power bomb damage increase it might be too much.

How so? standardised 160 damage on headbutt DOES make sense because it’s simply a range change to the move, but the risk and reward of the move is absolutely terrible atm, you’d never want to do m/h headbutts in any situation, you’d wait for bar surely. I could say the same for the Stomp tbh, it just feels like the m/h versions are bad

Powerbomb is IMO the worst command grab in the game, it has low damage output, poor range and poor follow-up options. If it piled on more damage I could understand, but as it stands. Meh.