The Complete Alex Thread

hahaha heart of the cards

Where was this? jw

GGPO. Where else?

Do they have Ragequit on 2df?

I think you’ll find that there as much as on ggpo.

Dont play on ggpo or 2df or else your gonna be complaining about how much you suck for the rest of your life

Sup all,
recently dropped Q for Alex.

How do I do cl.MK->SA2?
I’m guessing cl.QCF+MK, QCF+Punches?

  • You can do qcf+mk qcf+p yeah that works.

I gotta’ try that Savaii. I got a dumb question. I sometimes have a tough time against the Twins. Particularly their Dive Kick, which will beat all of Alex’s normals. My problem is my lack of parrying, so I never parry it (that and Yun’s Dive can hit high or low as I recall so I rather not take the risk). So what happens is they do the Dive Kick, I block, then they either do their combo, or immediately jump again and do whatever, button mashing most likely. If they do their combo, I just block and I get pushed away. But if they don’t do the combo, what should I do, especially when they jump again? I know this sounds retarded, but I swear if I hit sMP or toward HP whatever they do will beat my normals. If I jump, whatever they do will beat whatever jumping attack I have due to Alex being a little slow against the Twins.

Just looking for general strategies against them.

That’s the mid-motion technique you’re describing. What I do, when the cancel doesn’t seem to be coming out, is attempt a half-circle for the first rotation to make sure I hit all the points of the rotation if the joystick’s angles feel out of position. Some players may claim supers and cancels are exactly the same when the command is the same, but sometimes there are other factors, such as hit-stun, command overlap, and number of cancelable frames for normals or specials; not to mention the odd glitch here and there :open_mouth:

Edit: I think cl.mk for Alex has the option of working as a link as well as a super cancel :slight_smile:

Dealing with twins that are good on mixing up their dive kick approaches is definitely bothersome to say the least :lol: I don’t have much to help though because I consider myself to be in the same boat as you when it comes to dealing with them. Besides s.mp, EX/Normal Rising Knee Tackle, f+hp sometimes, if I am able to get a jump out after blocking the kick, I try to meet them midair with mp or jab. I have been told that f+mp should help with cross ups but I hardly remember to use that normal enough. Hopefully some others can add to this. :tup:

if they jump up try using cr. fierce.

crFierce trades with Dive Kick, so it’s not that great. I suppose you could use it to get them to back off, but I sure as hell wouldn’t abuse it.

Anyone know what beats Ryu’s standing HK and crHP with Alex? I’ve seen this really annoying Ryu player who turtles the entire time and it’s difficult to get in.

welll at that point the only other thing that would work would be parry and cr. fierce will only trade sometimes and if it does trade you can use the air knee smash to get them on their way down, or if they’re close enough you can standing strong into EX air knee smash.

Just saying

There’s not much you do aside from jumping jab to stop the twins’ dive kick spam.

I think I found a glitch. Was playing a laggy match of 3S, it was an Alex mirror, and I unintentionally did HP flash chop, and cancelled into SA2. I’m not saying I linked into SA2 after Flash Chop hit, I’m saying before it even connected I went into SA2. Anyone ever pull that off?

Not with HP Flash chop. I thought it only works with MP Flash…really must’ve been a glitch!

It works with both of them.

Fun fact - If you’re using SA1 and you connect medium or heavy Flash Chop, you can actually just mash out Hyper Bomb and it will still connect for the variant Hyper Bomb (quintuple German Suplex).

Messed around with MP/HP flash chop cancelling into SA2, very possible, not useful at all of course. I guess you could use it to psyche people out.

@ Duralath: I tried that, and you’re right you can cancel MP and HP flash chop into SA1, problem is it doesn’t work if the guy blocks it. A shame that SA1 sucks so bad, I’ve tried all of Alex’s tricks to get powerbomb (you know like jLK, into powerbomb. crLK, into bomb. sLP, wait half a second, then bomb, etc and etc) and none of them work. The only way to connect the SA1 is either on wakeup (which is still a joke), connect off the flash chop, or use it in parry baiting. Parry baiting would work like: You knock down a dude who loves to parry everything, you do sMK on his wakeup, he parries, then you do SA1.

One other unrelated note on SA3 (Stun Gun): We know it’s only guaranteed to connect off of MP/HP flash chop, anything else the opponent can easily escape from with an SRK or an EX special. However, if the opponent does a jumping HK towards you or anything like that, I think you can punish it with SA3. I haven’t experimented with Ken, or the other God-tiers but it’s something to keep in mind.

Then, I look at the person and ask, “Why, in the blue hell, are you using Hyper Bomb?” 3-frame start-up means if the opponent didn’t commit to a move/didn’t use a move that made them airborne or have stupid good priority, or you didn’t catch them off of reversal, or you didn’t connect MP/HP Flash Chop, they can jump it on reaction.