If you’re asking if that’s inescapable, no it’s not. You can’t grab people out of prejump frames, and although landing from a normal jump yields some vulnerability, landing after a reset doesn’t.
In the end, hyperbomb and stungun just aren’t viable supers against good players. Actually even SA2 isn’t, but it’s less bad than the others. It’s no shippu or corkscrew, but it’s better than nothing. Aside from UOH into super which I rarely do, I don’t really use the super itself that often.
Sorry for the noob question… is it hard to link the SA2 from an uoh? rival must be crouching I guess… but has it to be done meaty? And distance is also important?
And about the discussion… I agree, SA2 is better because sometimes if you feel lucky can hit it in wakeup, but like everybody said, it’s better because of his capacity to hold more EXs.
Plus, it’s just a better super than the other 2. In any event, to link UOH off of SA2 you can do it two ways. Do it from a distance against a crouching opponent or hit them with a UOH just as they are getting up from the ground and then link into super. You’ll have more frame advantage if you do it just as they get up as opposed to doing it late.
I’d like to learn alex, but the only problem is that the information here isn’t easily digestable; as in, it’s kind of specific and spread out. And I was wondering: are the faqs on him up-to-date/good at Gamefaqs?
If not, could we get a matchup thread going?
And I also have a question. You know how Urien players set up their aegis unblockables with his command throw among other things? Well I’ve been thinking about it, and I ask you: Why does Urien get his command throws off more than any other character, than say our Alex? Is it just b/c Urien’s command throw is fast? I guess it just seems that way to me.
I haven’t checked gamefaqs faqs for him but it might be a good start for basics, like learning how to do his moves and combos. After that, this forum should have everything you need. Don’t be afraid to make a new thread if something isn’t covered here.
Urien doesn’t have a command throw. His regular throw has more range than most other characters so it’s easier to catch people with it. As far as I know, the speed for regular throws is 2 frames for all characters. Alex’s kara throw has crazy range though so make sure you learn it. Septimus probably has it mentioned somewhere on the first page.
Good thread about throw ranges/kara ranges. Alex’s Kara isn’t that great, but it’s better than average. Urien’s throw is slightly longer than average, but Alex’s is longer (by 4 pixels), so your non-kara’d throw should reach him before his reaches you (Urien doesn’t have a good kara that i know of, btw, so you don’t need to worry about that).
I thought that throws had 3 frame start up… meaning it hits on the 3rd frame. Which is what you might be saying.
I think the thing about Urien’s throw being hard to see is due to his headbutt setup. When Urien lands from the move, it still kind of looks like he’s in the air, and he’ll use that split second of confusion to get you.
oh ok…I thought urien had a command throw…So how come you can’t roll out of one of his normal throws? My preconception was that you can roll after any normal throw or any non super attack.
You can tech out of Urien’s normal throws. Tournament players do it all the time to get out of scrub ass Aegis setups. The timing isn’t as soon as he slams you on the ground though. You have to wait till you bounce up in the air after throw and then hit down (the second grounding animation being the actual point where you can tech roll). Hitting down as soon as he power bombs you may throw off your timing and you won’t get the tech roll.
I would love some advice as to where I go from here. I first picked up this game a couple months ago. Since then I’ve sold some stuff to alocate funds to build myself a couple of arcade sticks, and find myself burning money at rack and cue at SFSU daily. I am not very good, actually I down right suck. However I’ll have my moment in the sun parrying something into a combo, or sniffing out a move and completely stuffing it.
I think my strength is my opponents wake up game (dunno if thats worded correctly). But mixinging togather grabs, command grabs, fierce punch, low kicks, and sweeps, or linking togather a bread and butte combo. My reflexes aren’t as good as they could be. Practicing parrying on a controller is much easier.
However most of the round I see myself sitting in the corner waiting to move. I often use EX’d elbow charge way too much in this certain instance. Or even god forbid an un’ex’d elbow charge which results in a completel failure. I have tried dash in throws and that’s worked really well a few times, but I’m too chicken to try it sometimes. Also I result to a lot of jumping fierce kicks, which I usually get lucky in, but is a horrible idea, because if parried… distruction.
So the 4 options that I can pull off in this situation are:
Dash in throw
EX Elbow Charge (Works well when a whiffed sweep or whiffed shory, works shitty when they’re meter building or just blocking)
2 Boots (Works well if you can con a shoto into shooting a fireball, and your reflexes are fast.)
Sprial turtles, which is my personal favorite just for the looks on their faces when it constantly works against the turtles.
So my real question here, is what else should I be doing? Is there any options to look for here? Should I be waiting for a jump in and do the anti air kneedrop thing?
I’ve also learned the hard way and the expensive way not to try vanilla wake up power bombs against Hugo or Akuma, is it that way for all the shoto’s or just akuma?
Alex is weak when it comes to combo besides doing a jumping fierce slash into a knee then either SAII or an Ex’d Elbow slash.
At this sort of barely past beginners stage what should I be practicing in the arcade against people, and at home with controllers (for now).
I’m not too sure on what you’re asking and I wasn’t sure on what you’re saying too. Vanilla wake up power bombs? Learn the matchups with Alex. Ideally you want to stun the opponents. And yeah sometimes you will kind of be turtling with Alex depending on who you are fighting. I don’t understand the situation so the 4 options is ?? I guess you’re trying to get in and most of the time it is hard. Just look for openings and EX elbow is a good way to get a knockdown. Then the wake up game is where you should really take control and land damage. Hopefully this helps?
deffentlly. What I meant by the Vanilla Powerbombs, was just straight up doing a power bomb on wake up rather then whiffing an elbow, or a low kick then doing one.
You don’t always have to whiff something to hit with a powerbomb, and doing one without just in their wake up may be a bit obvious. Sometimes is better tick into powerbomb, with a low short for example. But I don’t know, it might work for you.
About a knee as an anti-air… please don’t do it. It’s easy to parry, and damage isn’t worth the risk. MP into ex-knee is good, somebody told it to me here, and it works sometimes really well. Besides, it gives a good amount of stun.
And yeah, to get near, ex-elbow is the best. Just don’t do it against a charged Ken, or a SA3 Necro… and some other fast supers. And after a blocked ex-elbow, be ready to parry low if you are feeling lucky, people love to attack
Appriciating the advice again. I don’t always whiff something before the powerbomb, but it seems that Shoto’s uppercuts, and of course Hugo’s 360 punch grab always beat it, so when fighting Akuma specificly and Hugo, I try to stay away from it, and sometimes dash back, and punish if they did do an uppercut or a grab. MP into knee? I’m not quite sure what you mean, isn’t MP just the elbow?
I also need some help against the yangs and the chuns of the world. They just seem way too fast, and as soon as they get up on me, I’m completely defensive and have no idea what I should be doing. Every once in a while I’ll get a grab in and fight it back, but they just seem to have a huge advantage.
MP is… MP… that elbow, yeah. If they jump, and you hit them in the air with MP, you can cancel it into dp+KK, and it will combo.
Against chun and yang… I prefer to use another char… so I can’t give you advice. Against yun I use Alex just to stomp them when they activate genei jin and i’m cornered
I believe I was the one that told you about that juggle. :tup
Basically, against characters that can easily counter your powerbomb start up…stick to regular throws…or the better option…kara throws. Kara throws still have quicker start up and cover more range than even LP power bomb so you can utilize them against characters like Hugo or Ken in the corner without risking getting DP’d out of your LP powerbomb on wake up. f+HP to LP+LK (in a quick succession) is Alex kara. Use this to pressure people on wake up instead of LP powerbomb to keep the opponent on their toes. Then later on you can set up for a LP powerbomb when they are in fear of the kara. Of course you don’t have to use a kara throw up close. You can stick to a regular LP+LK throw up close since it actually starts up faster than the kara throw does. Kara throw takes about 4 frames to start up while regular throw is only 2. Alex’s neutral/kara throw does surprisingly good damage as well (and good stun). They key to the kara throw is staying right outside their throw range when performing. Especially after you’ve knocked them down.
**Against the twins **…both fights can be hard but if you play smart you can win. Basically, your main job as Alex is to keep stay out of their danger zones (twins danger zone is in your face/right within sweep range for dive kick pressure) while working to get a knockdown on them. With the twins, the closer they are to you, the harder it is to fight them off. They will use dive kicks a lot against Alex cuz they know it beats out a majority of his AA’s and it leaves him with only parry as an option to work against it. Which is still not that bad considering Alex can parry a dive kick and then go for a quick kara throw to punish when close enough to Yun/Yang. Use s.MK and s.MP to zone when you can (s.MP can stop prempted dive kicks). c.MP works well too. Throws will be important since if you get one, you’ll get them on the ground and then it’s time to mess them up. Twins can’t do shit on wake up except random EX dp K from Yun or EX qcf K from Yang. Both which Alex can stuff out with a meaty s.MK or s.HP on wake up.
Once you get them knocked down, you can start chippin away at their health real quick. Both have low defense so one good throw will give you some incentive to start doing damage. Get in close, mix up with s.MK to EX flash chop and you’re on your way to doing hella damage. That combo alone will mess up the twins real bad on wake up. Then when they’re pressure you can move in and go for the tick power bombs or just do it on wake up if you think they may go for a delayed parry. If you think they’re gonna jump, use s.MP or s.HP as a meaty to keep them grounded. Or you can let them jump and then quickly throw a f+HP to knock them back down.
2 throws on wake up is enough to take away a fifth of their life. Mix it up with some jump ins every now and then and if you wanna get tricky you can do some stomp set ups as well. Jump in with HP/HK to LK or MK stomp, charge partition s.MK on wake and then do LK/MK stomp, whiff s.MP’s on wake up and then go for stomp…all kinds of stuff to mix up with. Again…the key is to knock them down and parry dive kicks when you can. EX slash elbow (ch.b,f+KK) works well against whiffed dive kicks from a distance.
Against Chun…a lot of people just like to stay away from this matchup when they can. It’s just not a good match for Alex. Chun can pretty much make sure Alex never touches him when played correctly. Can’t EX stomp Chun cuz if she blocks it and she has one super bar…you die. EX slash elbow blocked = you die again if she has super. c.MK/b.HP beats out all of his pokes so it leaves Alex with just trying random jump ins/stomps as his only offensive. The only real upside to this is that like the twins, if you knock her down you can get a chance to set up some damage. Alex winning the match depends on how much damage you can do within the first round. If Alex can get a few good jump ins/knockdowns before Chun gets bar…he can win at least first and hope for a lucky finish the second round. If Chun gets a lot of momentum in the first round…good luck. :lol:
To win this match, I would suggest just kinda staying outside of c.MK range and if you do try to get within, make sure you’re blocking low on the way down (just gotta watch your trip guard). Learning how to charge partition stomps will be important cuz this will help you to jump over Chun’s pokes and stomp on them. Giving you a knockdown and a chance to set up damage. If you do see a chance for a c.MP (after an obvious whiffed poke) go for it since it’s about the quickest poke you have against Chun (although it doesn’t really set anything up and it’s easy for her to parry down). If anything, just try to stay moving and battery up when you can. Alex with bar is a bit more of a threat than Alex without bar so use that to your advantage. Just be careful when she gets bar. If she catches you whiffing a poke at the wrong time…GGPO healthbar.
Thank you, very helpful stuff! Also, do you think it’d be wroth it to even try to get lucky with a Hyper Bomb against Chun? However the lack of EX’d elbows probably rules that out as a good idea.
Edit: Or maybe I’ll just practice my Akuma/Ibuki against Chuns.
EX elbow and stomp aren’t really that great against Chun, cause like DJ said, she can punish it with super. The reason you shouldn’t use hyperbomb is not that you lose ex attacks but because hyperbomb just sucks. Chun Li doesn’t need to jump toward you at all, her pokes are too fast for you to punish with dash in hyperbomb, and you probably won’t get close to her much, so you’ll never land hyperbomb on her. Boomerang raid sucks balls too, but hey, you’re using Alex, and everyone knows his supers are crap.
If you’re playing stompy setups against Chun (which is pretty much the only thing you can do anyway), you might as well use Stun-Gun. You’ll miss most of the time, but it’s like a super stomp, which can get you huge damage (no momentum, though, as Chun’s EX lightning kicks on wake-up will fuck you up) on the odd chance that it connects.