Alpha Counter Properties

i’m just wondering if anyone has detailed info about Alpha counters in general or character specific.

i always hear “rolento’s AC is great” and not one reason why. seriously i never heard anyone say why. i just take their word for it.

the reason why i brought this up was…i’m using rock, and i burn a random low foward, deadly rave(blocked). i mashed on jabs/shorts to make sure i suck them in. my opponent(using ken) does alpha counter, and the 2nd or 3rd hit of my deadly rave mashed out and beat his alpha counter.

soo…

1)i’m assuming alpha counter does NOT have the same invicibility property as the normal/special would
2)ken’s AC sucks?
3)maybe deadly rave(mashed) can beat AC’s like shosho beats blanka’s AC?

why rolentos AC is so damn good:

  • great horizontal range
  • has more invincibility than most AC thats not a command AA
  • and the best part. you get frame advantage when its blocked.

one of rolentos biggest strengths is his alpha counters in this game and previous game sans A3. since hes so damn good at running away, alpha counters just add to that.

rolento’s biggest problem is getting rushed down and cornered if you opponent ever does catch you. alpha counters usually works when his standing mp, jumping lp, rc scouter jump lp doesnt work

if your AC gets blocked, you can can continue your guard crush, tick throw, counter hit c.mk patriot circle, or runaway game since you have the advantage.

if it hits, you can go for his crossup or continue with your runaway.

its all in the frame data and what happens when the AC is blocked. ken’s and most other DP alpha counters: ken/ryu/sagat/ryo/kyo/iori all are fast ACs but leave you wide open if they block the AC. geese and ken both have 2 frame ACs, but ken is left up in the air waiting to eat damage. geese’s AC is still risky at -9, but it’s a lot harder to punish than a DP AC.

rolento’s AC is his slide, and when blocked leaves you at +10, which is the safest AC in the game AFAIK

well, it doesn’t seem like ken or akuma’s AC has any invincibility, since rock’s deadly rave(if mashed well) can eat through their ACs

The CvS2 guide has invincibility data for AC’s.

The rule of thumb when thinking about ACs is to consider them in the same boat as Level 1 supers. The invincibilty is the same, so if you’re trying to counter something that has a ton of priority, it’ll get stuffed. ACs are not guaranteed hits, as they can be blocked or wiped out entirely.

This post imo doesnt give a good representation of alpha counters. The only time i’ve had them blocked is when i do them REALLY LATE against a jab and this with an alpha counter that is slow to hit. It really has nothing to do with the “priority” of the other move. But it does have to do with the number of hits the other move has and the respective invincibility of the alpha counter (as well as in the case of doing it late against jabs, the start up frames of the alpha counter). Its easier to alpha counter jabs with counters like cammy… as that thing is insanely fast…

And generallizing alpha counters as level 1 supers isnt good either, as often you dont even have to worry about invincibility and the fact that not all alpha counters have the same invincibility data…

I was playing the CPU the other night and it had no life left (can’t remember the character though), I got 3 connected ACs with Cammy and none of them KO’d. Anyone heard of this? Or can ACs not KO as a general rule? If so, I must’ve missed that one a loooong time ago.

ACs can never kill. They can in the Alpha games, but this isn’t an Alpha game. Realize that Counter Attacks really came from the SNK side, as they’ve had guard cancel moves forever, so their properties (and their name) are taken from the SNK side.

If you try to AC someone doing jabs, most of the time they’ll see it coming and be able to block. The guard cancel sound will play as the recovery frames of the jab are going, and will tell the jabber to stop in time for a block.

All ACs are invincible in their startup frames, and once the invincibility runs out, it simply becomes a matter of move priority and timing. Level 1s are the same way in many respects. The startup is invincible, but the first hitting frame isn’t. If you throw out a Level 1 super randomly and the other guy has something meaty that is already in your hitbox, you’ll trade or get beat cleanly. Same way with ACs. Trades are pretty common (Sakura ShoShoSho), and though rare, getting beat cleanly is possible. Try to do an AC against a Chun Li Spinning Bird Kick or Rock Deadly Rave and tell me that priority has nothing to do with it. It will sometimes get stuffed, but usually trade.

While it’s true that some ACs are slower coming out than others (4-7 frames coming out, depending on the character), they are all invincible until the first hitting frame, meaning they are not invincible on the first hitting frame, meaning they are as suspectable to any attack as any other special move or Lv1 Super.

Most ACs should trade with or beat out the stuff you need to beat out provided your opponent wasn’t trying to bait it…

Ken’s AC is good. If you get your AC blocked, okay you’re screwed, but that’s the way it is with most ACs, sans Rolento and Yuri.
But if you hit… it’s his strong DP. Sets up his evil crossup. Which means either a combo for stupid damage off an AC, or your opponent blocking a jump-in which allows you to work his guard meter, do some counter-hit/throw mixups, or whatever, and get the level back in like 3 seconds.