The Complete Alex Thread

If you do make the video you have to call me/find me/ask Mike Z where I am.

My list of things you can headbutt can not be ignored! I’ll post some of the more practical ones here on friday.

Standing :hp: link to Boomerang Raid. Dumbest link ever.

First of all, dont walk up throw, instead either do a powerbomb or a kara throw. Alexs kara throw is pretty fast and if done correctly it shouldnt be shoryu (because is not like wakeup throw) but it can be tech cancelled. Powerbomb on the other hand has a little more range, cant be tech cancelled (i think) but its slower than kara throw (even the lp version which is the one i use more often).

Another thing is to play with your wake up distance. Most of the times the guys i play think that when im standing right next to them im either doing meaty mk or meaty s.fp so they tend to go for the high parry/throw attempt. And when im at one step distance,usually they expect a powerbomb or a karathrow. So, dont be predictable, know the patterns of the guys you play with. A classic way to bait a throw is to stand right next to the opponent when he is knocked down and just when he is wakin up you do a step bakcwards, causing him either to whiff a throw or to do a shoryu (you can block). Remember not to go too far so that your close mk is still in range to punish any whiffed throw.

another way to bait throws is doing tick set ups (crouching lk, standing lp, uoh, etc), but the thing is that your tick setup wont always create a whiff throw, sometimes the opponent will jump backwards or shoryu just to name a few.

Alex has a lot of wake up options, even the low attacks are somewhat helpful to mix things up, sure they cant be cancelled into anything useful (c.lk into sa2 is not hit confirmable) but they can lead to tick setups.

Hope that helps

I find the b.HP the best answer to parry happy opponents, especially friends who think they know you too well.

Ahh, it’s so satisfying.

Best thing I’ve come up with is FP Flash Chop, MK * JP Flash Chop, st. SK, cr. RK/st. f+FP never had anyone ever block strangely.

Unless you have anything new that I didnt get post it on my list.:wgrin:The link is on the first page of this thread.Or here http://www.shoryuken.com/forums/showthread.php?t=79710

You don’t play against good enough competition if the opponent can’t block a basic poke string after that combo.

We need to compare notes.

Just to clarify, I’m reffering to the normal command headbutt. There’s a few things missing. Off the top of my head-

Ken
-Yes, you CAN headbutt a wake up SA3.
-Point blank non-ex fireballs on hit or block.

Yun
-Shoulder tackle. Powerbomb also works.
-SA2… For that one time you opponent accidentally picks the wrong super.

Chun
-Standing fierce. Both moves have the same start up time. If you think a lunge punch is, coming by all means, headbutt that bitch.
-Lighting Legs. Don’t be shy. Just reach in and get that stun.

Yang
-Mantis Slashes. Not very practical, but it’s an option.
-SA2. On wake up the distance is a bit wierd but it’s there.
-Regular rolling kick. Can also be stopped but you usually get more damage on punishment.

Necro
-Standing MP. Yes, this works. Is it practical? Maybe. Worth it? Not if he has meter. Is it hilarious? FUCK YES.
-Denpa Charge. The electric bullshit loses to headbutt just like lightning legs. Just get in there.
-I need to test against SA1, but it has a vacuum effect making timing and spacing hard. I doubt it.

Q
-Pretty much everything Q has will lose to headbutt. Even low dash punches lose on start up. SA1 loses to headbutt. You can even parry in between the hits and headbutt him. Unless he has meter stored feel free to headbutt everything he does. This includes his backdash.

Dudley
-Corkscrew. Easy to do. Stops wake up super happy people. Stops them hard.
-Ducking. Can’t duck the headbutt.
-Jet Upper. This one is hard. But I know for a fact one of the variations of his DP will lose to the most random things. I’ve seen it get headbutted and the EX version get DDT’ed.

Ryu
-Any close Denjin that doesn’t stun you can be headbutted.
-Shinkuu. Works like Corkscrew timing. You can also block the 1st few hits take a few hits and butt him up. Do this if you’re gangster.

Akuma
-SA1. Yep. See above.
-Parried divekicks. Maybe. Sometimes.

Ibuki
-Command dash. Does mad damage. If it happens.
-SA2. Only against the fireball variation.
-Command MK overhead. Only post parry. Not much against Ibuki.

Makoto
-Blocked Rush punches. Everything except the EX version.

12
-A.X.E. Poor 12.

Elena
-Spinning Beat wake ups. Corkscrew timing.
-Special two hit overhead. If you parry both(or just the 2nd) hits you can CHOKE HER. Or Suplex. Or Backdrop Bomb.

Remy.
-SA3. Ha. Ha.

Oro
-SA2. Every variation except the “spirit bomb”. You can also stop it after it’s canceled from certain blocked moves. The one I remember is DP XX Super Booger. As long the ball doesn’t reach full size you can smack him.

Sean
-DP. Some spacing required, but it’s well worth it to stop the onslaught of Sean players.
-SA1. Just like all the other fireball supers.

Hugo
-Here’s some sad news. Headbutt loses to Hammer Mountain. The only way headbutt will win is if they hold the button for a split second longer than they have to. Hardly worth the risk.
-Gigas. Only if you’re the baddest motherfucker to have ever fucked a mother… of all time. There’s like 1, maybe a 1/2 of a frame where Gigas will lose to shit. Practice hard! (Please don’t).

Alex
-Slash Elbow. Just like Q dash punch. Expect harder.
-You can headbutt Alex after a blocked headbutt.

And we have come full circle. There’s a few things that are missing. Mostly stuff that was already mentioned, is horrible impractical, or not tested enough. One example is headbutting Makoto before the last hit of Abare.

Results and more random headbutt action soon!

A few notes about Q, Dudley, and Akuma:

Q: You can headbutt his SA1 on reaction after the super flash.

Dudley: Yes, he CAN duck under the headbutt with proper timing, but he’ll probably get up into it. Be careful with that one. Also, you CAN headbutt (or throw or even Power Bomb) him out of EX Jet Uppercut, but the timing is strict.

Akuma: Only the first hit of his KKZ will knock down, so it’s usually a good idea to attempt to red-parry it. Even if you take the hits, it doesn’t do that much damage, and Akuma is just standing there like an idiot, waiting for you to punish with whatever you want. I think you can also headbutt him out of Raging Demon, but don’t take my word for it.

Basically, the thing to remember about the headbutt is that Alex’s hand (NOT his arm) is invincible, and it will beat almost anything, as long as it overlaps your opponent’s sprite before his attack reaches Alex’s body/arm. This means that, against most supers, you’ll need to initiate the headbutt a few frames before your opponent starts his super, so you’ll really only be doing this stuff during wake-up. If you start too early, though, you’ll get hit. In general, if Alex’s arm is extending during the super flash, you’ll probably get your opponent. If not, you’ll probably get hit.

So if I basically press b.HP as soon as the flash is over it will catch him? That would mean the headbutt has to have a 3 frame startup or better…what exactly is the startup on it?

Also, very noob question, Alex’s taunt, it just increases damage to his command throws, correct? Does the effect go away after he is hit?

Finally, just throwin this into the mix, my friend taught me dash up Hyper Bomb and I must say it is quite beastly. I’m starting to debate which super art to use now.

His taunt increases his damage except his throws. It can be charged up to three times (i think) and yes the effect goes away when he is hit.

Hmm, i use SA1 against Akuma, but overall i dont recommend it because of the much larger EX stock with Boomerang raid.

Headbutt is 8 frames. Critical Combo Attack is 5 frames.

I tested it. The only way it’ll work consistently is if the 1st hit of Critical whiffs. If it even misses by a pixel you can just throw out the headbutt and success. No timing needed.

Alex’s taunt is a general attack bonus to everything except his normal throw. And he does lose it if he gets hit.

Yeah, headbutt has a slower start-up than Critical Combo, but its extending frames can also hit, or something. Maybe it’s a spacing thing as well, but I’ve done it.

Dash up Hyper Bomb…on reaction, gets beat by jumping up. You’re not gonna get any of those often at high level.

Oh…and Power Bombing a Q out of Critical Combo Attack is mighty good. Get that shit out of there!

I used to use hyperbomb as a random move, standing/dash-in, but it really doesn’t work unless your opponent is really obvious. Now I just use it as a parry/punish/antiair like you’re ‘supposed’ to. Too much bar to randomly shoot out and pray.

Nah, you’re supposed to use Hyperbomb after strong/fierce flashchops. I occasionally get good results when I play with SA1.

Problem is nobody ever gets hit by those at higher levels play unless you seriously have the opponent mixed up. MP/HP flash chops are pretty telegraphed moves. After you build up some heavy momentum you might be able to hit somebody with it but there’s no gurarantee you’ll even hit them within range to do a Hyper Bomb in time. Flash chops are just too telegraphed to rely on for connecting the super. They can work as like a one trick wonder kinda thing but people will catch on and start parrying/out poking your flash chops.

You’re better off just holding onto the super and not using it at times. The fear of getting caught by the super will make people do stupid stuff that you can capitalize on. Unfortunately that is detracted a bit by the fact that everyone knows the super is easier to escape than Gigas.

I’m good mixing up my flash chops and other attacks and still get them in tourneys. Hyper Bomb has good range to grab opponents after a flash chop so very little does it fail. The fear of getting hit by a flash or attempting to parry, leads to more powerbombs.

I dunno. I just only see that stuff working to a certain level of play. After a while all those Hyper Bomb setups just start to get telegraphed and people will just block/parry or poke you out of shit. Having a fully stocked SA1 is good for pressure but…most of the times you’ll never use the actual super. Where are these tournaments that you play at?

I saw a guy whiff a standing :mk: over a downed opponent and then Hyperbomb once. I’ve also seen KSK do similar things with powerbombs, so it could work if you’re that intimidating.