My personal hated match ups are Chun and Urien.
but i thought this match was in alexs favor he can punish tackles with c.mp and on urien knockdown alexs owns screwed urien has no wake up urien cant really turtle you and if messes up on ageis u cant b+hp thru ageis alex gets owned by chun he has no pokes u can put pressure on her till shet gets meter then it all down hill i hate that bitch and ken
If you say so.
Ibuki can needle Alex with fast random bullshit, but one wrong move and you’re shoving your boot in her ass. MP and toward MP are pretty good moves against Ibuki. MP can trade with her LP if she’s trying to pester you with jab lockdowns mid screen. Toward MP can hit her out of her hopping RH. Both are good as jump deterrents.
Headbutt her c.RH if she doesn’t jump cancel immediately.
Akuma is in the same camp as Ibuki. Lots of annoying shit but you can swing things in your favor easy enough. Demon flips can be EX Knee’d on reaction. Air fireballs can be dealt with appropriate Slash Elbow usage.
Chun is whore. Yeha, that’s about it.
-DDT is slow to go off the ground. Sloppy program pad testing shows more than 3 frames to go off the ground. New idea! Boomerang Raiding Urien after getting HIT by his overhead!
I saw one of your matches online, good stuff! Let’s show them who the best Alex players are!
saisyu thats good info you posted. one thing i wanted to point out though.
c.mp gets b+hp’d more times than it doesnt. i’ve tried this, and its just terrible. by the time you should be hitting her with c.mp, she can just about recover and block. the timing is soo critical, and cant be used as often as needed to win.
what i do like and saw in some of ksk’s videos is s.lk. stops far fierce and back fierce (just a tap to the leg to surprise them and dash in or s.mk, whichever.)
and yeah as everyone may know, the stomp and ex elbow dash gets punished by reversal SA2, so theres a lot less options next round.
saisyu another thing is…i dunno where and how you’re beating chun c.mk with c.mp. that shit goes right under c.mp when distanced right (vs a good chun player.)
i also get c.mp used against me pretty often too. it doesnt do much damage, but it adds up sometimes. it has more distance than c.mk.
also my favorite mixups is just to c.lk, and s.hp meaty. imo its most safest, s.mk xx flash chop sometimes resets their reversal EX SBK.
:rock:props but how about the urien match up is in alexs favor until urien gets meter or what
ps: thanks sanchez
A few things–
Cr.MP vs Chun is something I wouldn’t recommend. My biggest gripe is that you’re feeding Chun a move that can be parried HIGH and LOW. And the fact that it’s slower than her cr.MK doesn’t help. It has it’s place during the times when Chun doesn’t have meter and her damage output is severely capped.
Chun with meter=Stay the fuck away from cr.MP.
Alex’s Toward MP Chop is actually useful at the right ranges. It’s faster than her far fierce and can nail other random bullshit.
Standing MK can counter her cr.MK. Effectiveness depends on the range.
I like using short Slash Elbows during footsies to annoy and get close. It has the added bonus of being able to super if it hits! Yay!
One of the most important things to note is that Chun lacks a reliable anti air. Empty jumps peppered with the occasional Fierce or Roundhouse are good to try. Her only real anti airs are MK and back Fierce–both, if parried, are a one way ticket to Assrape Town.
Stomp is -3. Chun SA2 is 3. Uhhh…(RESULTS TODAY!)
The shitty part of this match up is that once Chun gets meter you’re playing her game. the best bet is rush and rape hard. This fight tests how intimate you are with your normals.
VS Urien-
MP shuts down headbutts. This includes t.MP.
Blocked tackles can also be punished with headbutts. WOO!
More later…
Agreed with that.
I disagree with this. Dont get me wrong, I would still advice jumping against her, but thats because ground poking leads to gg.
Chun can do s.lp, walk or dash under, s.rh (both far and close and close can cancel into super jump), b.hpxxlighting kicks, s.mp and the infamous c.mk that can duck under Alexs j.hp.
I know this because a while ago i gave Chun a try and actually got a chance to try this stuff. Also, is becoming more common to Chuns to do wakeup rh to avoid throws instead of jumping away. Also her c.lp in wakeup games is more annoying than most ppl think. It fucks everything but meaty s.mk
Jab HB is airborne on the first frame.
After you get thrown, Urien usually throws out jab Aegis. And they hope you DON’T roll because that gives them a free UB (yes the basic Urien setup of throw, Aegis, headbutt over). If you feel like giving them free damage if you don’t parry out, don’t tech roll.
Other than this, good job with the punishes. Another thing to note is that f+strong can stuff his low limbs (cr. forward). It’s just a good poke in general that can be abused against Urien.
If you meaty Urien when he does a reversal jab headbutt, he resets out of the air. I thought this was common 3s knowledge. There’s been a lot of vids showing this and it’s how he can escape UB setups.
How are you gunna normal throw something that is in the air?
I already explained how it is airborne on the first frame since you didn’t know. So you can’t throw Urien if he performs a REVERSAL headbutt, since he is in the AIR on the FIRST frame that you have the chance to grab him.
…
Maybe I saw something that was not possible in practice. :wonder:Let’s go forward.
Let’s do anti Ken Strats!
Ken with no meter:Down parry vs throw on knockdown
Ken with meter: far standing forward kick vs crouching roundhouse vs dash throw.
Any other insights?
alex can punish wiff c.hk with c.hk can he also punish c.hk with c.mp
If you block a sweep, it should usually give you enough time to EX Slash Elbow, so do that if you have the meter instead of doing c.roundhouse or c.strong. Better positioning + knockdown.
One thing I keep forgetting is punishing ken’s c.rh with an ex elbow comboed into super. It’s a good way to deal alot of damage from one blocked roundhouse.
Bleh…don’t waste the meter unless it’s gonna grab you a KO or give you something else that’s good in return (though I can’t think of anything else). IIRC, EX Slash Elbow scales the damage badly as well…so you’re sacrificing extra meter and less damage for super when you’re already getting knockdown and good positioning.
Don’t forget, good shoto players won’t go for sweeps on you once they have meter, so don’t expect to get to use this much.
would c.lpx2-raid a good hit confirm even though scales the damage badly but a nice way to land super mk,c.lk is harder to hit confirm and after a blocked shippuu can u mp-ex flash cop is seems like it works 50/50 and can he punish dudley sa3 on block
- c.lp, c.lp xx SA2 doesnt scale the damage badly
- It has its uses but its somewhat limited because of the range and that its a high attack that can be parried both low and high (contrary to shotos short short super)
- standing close mk xx SA2 isnt hard to hit confirm and actually its what will give you most chances to land SA2.
- c.lk xx SA2 is not hit confirmable.
- I do mp ex slash against block corkscrew to get them in the corner but its not like that will happen a lot (a random blocked corkscrew)
Great Stuff Everybody!
Just read through the stuff and I’ve now added the cr.shortxx lp powerbomb and cr.shortxxFlashChop into my wake up game after seeing just how well this works on opponents. My question about that though, what do you do if the opponent parries the cr.short? Granted this could be because the cr.shortxxInsert option here has been thrown out too many times in the round, but given the chance that the opponent just guesses right the first or second time you try to do it.
Also, in terms for using st.fierce when the opponent is on wake up, how strict is the timing for getting it to trade with wakeup Shoryukens? I’ve tried it a couple times and it always seems that I use st.fierce too soon or too late.