The Complete Alex Thread

Well, why bother connecting SA2 with stLK after a Parry when you can just do SA2 and not worry about fucking up? I mean, is that extra sliver of damage really worth it? I’ve only seen it pulled off after a jump in, and this is including Genki.

I can cancel into stLK easily. What I do is this: I do QCF as I hit stLK, then as it hits I do another QCF and Punch and bam. I can hit that 9 times out of 10. Now with crLK, I just do the opposite now. QCF, then DOWN, crLK, then as it hits QCF Punch. Bam!

Just curious, which of Alex’s normals (in the air) beat the Shoto’s Jumping HK? I messed around in training mode and it seems like nothing Alex has will beat it in the air. It can come out pretty quickly and it’s difficult to parry on reaction.

Okay, here’s a good one. Even Alex pros like KSK and Genki have had this happen to them. Why does Alex’s Powerbomb randomly whiff on wakeup? I suppose you’d call it a bug, because there’s no discernible reason why it whiffs sometimes. Granted, it’s not a frequent bug. It happens once in a blue moon, but when it does happen it’s like getting kicked in the balls in the worst way.

I always thought that it was because the power bomb was done too early on their wakeup. The opponent had not fully risen to a standing position. I know that I have missed normal throws, moonsaults etc due to mistiming as well.

In 3s when someone gets up from a knock down or is reset in the air, they have throw invulnerability for their first ~4-5 frames. If you throw a lil too early, it can whiff even though the opponent is fully standing.

Air-to-air, I usually anticipate their jump and do an early jump HP or HK (pressing the button while Alex is on his way up in the jump)
Usually I beat them cleanly, because they want to jump in to combo.
If not, use early jump MK, because it arcs a bit over. Or use early jump dive for a trade in your favor.

I love jump mk.It has great range and is good for stopping corner jump outs.

Isn’t this only if they stand still on their wake up? Like if they were to block low, I think that would negate the invulnerability and make it so that you can grab them.

Anticipating a jump with a preemptive air dive is one of the best things in the world. Especially in the corner so that you can combo the boot and then close it with either cr. strong, toward fierce, or walk strong XX EX rising knee.

I thought st.lk xx SAII was mostly done to add range to the super, cos he moves toward the opponent (at least, while the attack frames are still active), so the grab part won’t miss (I wonder if you can do kara-super with st.lk). I usually see it done after a parry, to make it hit-confirmable. St.lk comes out pretty fast. I guess if it’s a link also, then maybe it can be hit-confirmed by a player with average reflexes.

I really need help with the Urien matchup. I fought a good Urien and he fucking streaked me. I still don’t see how this match is in Alex’s favor. Alex does good damage and stun, sure. But Urien has better pokes and more options. I’ll go over these scenarios that consistently destroy:

Right off the bat, he can play keep away. His pokes are better than mine. The crHK, crMK, stMK, stHP, all beat whatever I throw at him. Then the Shoulder Rush. I cannot close the gap. Because if I try to dash in, a Shoulder hits me. And his Shoulder beats my Elbow Rush clean. So I cannot close the gap and get his ass. I feel like I have to jump in, and again Urien has multiple ways to juggle you. Jumping is the worst thing in the world to do, because his projectile, Headbutt, crHP, and Shoulder AA and juggle you.

If he knocks me down he can do this: crLK into Headbutt, crHP for juggle, or a lot of them do this where they stay just out of range for you to do anything to them and they do stHK which hits twice and also AA’s. I feel like the only thing I can do is just block. Not much else to do.

Then there comes the Aegis. Sometimes they do Shoulder into Aegis to push you in the corner, then they can do whatever they want. You’re only hope is to parry the Shoulder. The Aegis is undoubtedly the best super, he has tons of options. First you have to guess if he’s going to hit high or low, guess wrong easy 25% dmg is his and he probably has another Aegis to hit you with. The Aegis crossup I can sometimes parry, but what’s really cheap is that they can grab you out of that.

Then the last problem; let’s say I knock his ass down, get him in the corner. Bullying him does not fucking work. He again has multiple ways to escape. As noted earlier his pokes are better than mine. Jumping in is a bad idea because of his many AA’s. This is typically what happens: I knock him down, try to poke him out with tMP, tHP, sMK, etc. His pokes are better and he starts to push me away a bit. I can’t dash in due to a possible Shoulder or he could do crHP or anything that’s pretty instant. But let’s say I jump in with HP or HK, then I try to do tHP, or Powerbomb or whatever. They either jump the Powerbomb (I’m not being predictable with it, really, I don’t do it that often), or they parry any follow ups. If I try doing weird shit to throw him off like jHP, sMK, then DDT, he punches me away with Jab or does Headbutt. Empty jump in and grab rarely ever seems to work. Or sometimes they do the Kneedrop to get out of there, and there’s not much in the way of punishment I can hit them with.

I don’t see how you can bully him. It’s the other way around.

I was thinking of using SA1 on Urien since it goes through the Aegis, so I don’t have to worry too much about those corner traps. Problem is Urien’s use Aegis, stay out of range, wait until your blocking the Aegis, then rush in. Anyone been able to parry the first 1-2 hits of the Aegis than do SA1?

…or you could just block the Aegis mixup…

Did you read what I said dude? I’m trying to find ways to get out of the Aegis crossup, if he’s close enough I can pary the first hit of the Aegis than LP+LK grab him. I’m just trying to find better ways to get over that instead of guess blocking which way he’s going to hit me.

What is Alex’s go to AA?

What is is best hit-confirm setup to SA2? s.mk doesn’t have enough hitstun to confirm it i dont think.

Alot of stuff listed on page 1, just not sure best usage.

Shoulda’ checked the last few pages, we kinda covered cancels into SA2.

sMK into SA2 is easy, I do QCF+MK, then as it hits, another QCF then Punch. Simple. Check pages 42 and 41 for how you cancel into LP and crLK. He can also link off of jump in HP/HK and off of EX Flash Chop and any Shoulder.

He has a few AA’s, nothing terribly awesome though. The Air Knee Smash is not very good. Tbh the only times I ever connect with it is at the start of a match and I’m facing a scrubby Akuma and I know he’s going to jump. You could use it when you have them in the corner and predict that they’re going to jump, but that’s risky as fuck.

EX Air Knee Smash is actually pretty good. Beats a LOT of moves like the Shoto’s Hurricane Kick and a lot of shit. Just depends if you want to use that meter or not. You can also use it on wakeup, and can combo off of stLP and crLK.

His other normals that are pretty good AA’s: crHP. Hits twice, beats some things, not everything. If they can parry shit, don’t bother using it as it’s pretty easy to parry. tMP is pretty good, stops them from jumping over you or jumping away, good poke. tHP is pretty good too, beats things you wouldn’t expect, it’s fast and it’s a good poke. *FYI stHP beats Chun’s bHP.

*Correction.

Just sMP is also a pretty good AA. As with crHP I find that tHP is also fairly easy to parry, but I had no idea that it beat out Chun’s bHP, that’s useful as hell

My bad, stHP is what beats Chun’s bHP, depends on distance. If you’re outside her throw range stHP beats it clean, any close and it’ll trade. What;s weird is that if you’re close and do tHP and she does bHP, it will trade. Weird.

I forgot you can also link off of sMP when they’re in the air with an EX Air Knee Smash. KSK and Genki do it pretty often.

Thanks for the correction. I was going to try to beat out Chun with fHP, now I won’t look like an idiot :stuck_out_tongue:

So with that sort of motion, would you consider this still a “hit-confirm”? Seems more like a punish with this 2-in-1 motion.