St.,HK - Startup Reduced from 17F to 15F, Disadvantage on hit decreased from -4 to -2
Cr. MP - Startup Reduced from 8F to 6F
Cr. HP - Startup Reduced from 10F to 8F
Cr. MK - Startup Reduced from 9F to 8F, Special Cancellable
Cr. HK - Startup Reduced from 11F to 10F
Alex is a neutral based grappler with slow long range pokes. Speed up the start up to make his pokes more effective. Cr. MK is special cancellable as well. There would be no point to use it over Cr. MP otherwise.
Unique Attacks
F+MP (Overhead)- Advantage on hit increased from +1 to +4
This move has starts up in 22F, it should grant more advantage on hit.
Throws
Face Crush Chop (Forward Throw)
Damage increased from 120 to 150
Stun increased from 120 to 150
To be blunt, itās absurd for a grapplers throw to do such power damage and stun.
Specials
LP, MP, HP Power Bomb
Startup decreased from 6F to 5F
Throw range increased (one square on training stage)
EX Power Bomb
Throw Invincible
Alex gains no oki on hit. 6F is too slow. Even with the modest range increase the range is still poor. Especially HP Powerbomb.
LP Head Crush
Startup decreased from 36F to 33F
Lands closer to opponent on hit (one square on training stage)
MP Head Crush
Startup decreased from 40F to 36F
Lands closer to opponent on hit (one square on training stage)
HP Head Crush
Startup decreased from 44F to 40F
Lands closer to opponent on hit (one square on training stage)
EX Head Crush
Lands closer to opponent on hit (one square on training stage)
This move is similar to Birdies Bull Revenger (Dolphin Dive). However it requires a charge and was slower. Lowered the startup.
LK Slash Elbow
Forward travel distance increased (two squares on training stage)
Lower hurtbox decreased (one square on training stage)
Disadvantage on Block decreased from -4 to -2
MK, HK Slash Elbow
Lower hurtbox decreased (one square on training stage
LK Slash Elbow has basically been restored to Season 1.
LK Air Knee Smash
Startup decreased from 6F to 5F
Invincible to Airborne Attacks 5F to 13F
MK Air Knee Smash
Startup decreased from 9F to 7F
Invincible to Airborne Attacks 7F to 17F
HK Air Knee Smash
Startup decreased from 11F to 9F
Invincible to Airborne Attacks 9F to 19F
EX Air Knee Smash
Startup decreased from 6F to 5F
Invincible to Airborne Attacks 1F to 13F
Lands closer to opponent on hit (two squares on training stage)
An anti air that only hits airborne opponents should be more effective. It starts up faster and is invincible to airborne attacks after startup.
V-Triggers
V-Trigger 2
Flying DDT hits standing and airborne opponents
Choke Sleeper V-Gauge usage decreased from 1000F to 500F
Minor buffs to make this V-Trigger a more viable option. Flying DDT now hits airborne opponents and Choke Sleeperās gauge usage has been halved.
Critical Art
Heavy Hammer - Damage increased from 340 to 350
Side note: Iām no expert at this game by any means. When it comes to Alex, Capcom clearly wants him to be a neutral based grappler. Every other grapplerās gains advantange after landing their command grab. Alex does not. Landing a Power Bomb resets Alex neutral. The problem is that Capcom slowed down his best long range pokes and saddled him with poor anti airs. Alex players have to rely on hail mary gimmicks to get in for little reward. I think these changes would address that issue and allow the character to be played the way he was designed to be.
If you are hating on a bottom 5 character, I donāt even know what to say. This is the mentality that robbed us of Gief. I want everyone viable. If I get bodied itās on me.
I have the worst winquote against low tier characters. Alex is a 50:50 probably because either the YOLO stuff hits me or not but I lose way too much against FANG, I absolutely hate facing Vega and Iām not even sure if Iāve ever beaten an Ed player.
My already very shaky SFV life will be in ruins if Capcom ever significantly buffs these dudes.
I get wrecked by Sim and F.A.N.G. all the time. I rarely see them and Iām not that good to begin with. I like running into them though. Only way Iām going to get better against them is to play them.
I donāt dispute that notion. Still doesnāt affect my view on things. I want all characters to be viable. Iām tired of all the cries for nerfs. It does no one any good. No matter which character you play, there is a group of the player base that hates them. Iād rather everyone be broken than deal with this nerf mentality.
Alpha Gief in SFV. I would be so down for that.
Not a big fan of low range SPDs that lead to SPD loops. I prefer big range ones that deal big damage! And good buttons to go with it.
Firstly youāre saying this as if there are Alex players here. @gabri3l_whoa and @jokeeboi stopped posting here a long time ago (gabriel made one return post a couple months ago). I think @Heat_Sleep had some small stint with him cuz he likes grapplers or whatever, but yeah. Frost might still play him casually once in a blue moon, but compared to Cody or Juri he basically doesnāt play him anymore.
@mowr moved to Abigains also. He was my side character in 3S and havenāt touched him since.
Past that your list is the typical frame shavings that people have asked for but arenāt going to get. Alex is never going to get a cancelable c.MK unless they make it half the size and it stays at 10 frames. Right now LP and EX grab have way too much range and do too much damage for him to also have access to a low that always goes into damage (that wonāt get taken away the next season if they even bothered to implement). At least with the way the current game plays. They wonāt give Urien a cancelable c.MK (partly because the range is OD) so most everyone else with a long ranged c.MK also doesnāt get one.
I think everyone has realized that Alex is just supposed to be a mediocre character. Plus even when he has a shot of being OK they keep adding characters that do what he does better like G. Heās never really moved past mid tier in anything except for TvC and itās rare for his archetype to be good in marvel style vs as it is.