Agrred. This guy got waffle stomped. There’s definitely footage out there, but Youtube search isn’t the most comprehensive, nah mean?
How low can you do Superman dive… Yeah we all get lulled into the jump.
Saw someone attempt full parry, but he’s stuck there and could do nothing. Also, maybe because it was pherai Gouki win streaking. Hey, I forgot to tell that story! “Verde Urien, calmate amigo… he might be doing this right now no matter what.”
You got your jump back Fierce or Jab headgrab maybe,
Forward hitbox for horizontal
Strong for high horizontal
Roundhouse same thing, but like on the way up of your jump kinda silly
or Short and tuck your legs in and valiantly die. This is all before parrying & trying an air to air. After parrying you never know when you can act or land. or just have to really train yourself to stay down if they started that air approach from like full screen and it couldv’e been prevented and heavily punished yeah?
Any use for tHP? It’s a good poke against Hugo and Q are the only really practical uses I can find.
It’s a weird normal the Devs added in 3S. In NG and 2I he just had his overhead HP. And it’s normal he can rarely combo into. It will only combo off of jHP/HK (if they’re standing) or from a Dive in the corner. I have two theories:
They tried to give him some kind of AA. Maybe similar to Hugo’s stMP but with not nearly the same range? Question is why give him that instead of say… making Air Knee Smash better? They consciously gave Hugo an AA grab that cannot be parried BUT it will lose to good air normals and is very unsafe if it whiffs.
Either that or I think the Devs may have understood how people are likely to jump out on wakeup and wanted to give him some kind of normal to knock them out of the air or make them think twice. Which may be why tHP has fairly quick startup but mediocre recovery.
Looking at the changes made to Alex from NG to 2I and 3S gives a little insight into what the devs were thinking. My theory is that they wanted to make Alex into a fast SNK-esque grappler that can combo into grabs but maybe the 3S engine couldn’t handle that? Like they couldn’t edit grabs to work like that in the engine without comprising the other grapplers. So if they made Alex easily able to combo into grabs, this would result in Huge being able to combo into grabs in some way. So they gave him the Flash Chops to do that but didn’t give them the priority or range he needed.
Towards + fierce is a sometimes poke against tall characters and a decent preemptive anti-air. It’s really useful in situations where you’d go for a tick throw (for example, after a blocked close jab or low short) because if the opponent tries to escape with a rising parry, the timing is different to some of his other normals. It’s useful in some combos, if you land a one hit anti-air low fierce in the corner (or at certain ranges midscreen), you can use towards + fierce as a follow up. Personally I’ll opt for it over a rising knee follow up, if the spacing allows it. If you land a superman dive air to air in the corner, sometimes you will be just too far for standing strong xx ex knee to connect, this is another situation to combo into towards + fierce.
Aside from all that it’s obviously used in his kara throw (whether or not the devs knew about kara throws at the time I don’t know, but it’s irrelevant from a strategy perspective). Also I once saw some combo video that had a jump fierce, towards + fierce, hyperbomb combo, lol.
I just said it could be used in juggles but it’s not as good. It puts them in a reset but Alex can’t take advantage of it like Hugo because of his shitty grab. If you get the juggle in the corner it’s better to do sMP into EX Air Knee or just EX Flash Chop. Or if you’re fucking gdlk stHK into EX Flash Chop.
Good point about his Kara though.
On the superman dive juggle, I was saying that sometimes your only option is to combo into towards + fierce. Of course strong xx ex knee is preferred when you have the option but sometimes you will be out of range for a strong and won’t have enough time to connect a roundhouse. This mostly happens when you dive someone who’s barely left the ground.
Towards + fierce is my preferred follow up to anti-air low fierce whenever possible. I dunno what you’re on about, Alex resets are strong as fuck and if you end the combo with rising knee you get inferior positioning (the opponent gets up too quickly for you to be able to meaty them with some of your slower normals, for example).
Oh and there’s a few powerful stun juggles that use towards + fierce.
Nah, his corner reset is bad dude. Only thing he can do is stHP, Kara, or block/parry. If he had a good command grab or a good low into whatever he would be scary in that situation. As-is he can’t do a lot.
You must be shit.
Cho mamma.
Your lack of faith in Powerbomb is really disheartening.
I’m dumb, tMP is a better AA. Has only 10 frame recovery whereas tHP has 23 frames… So why the fuck did they make tHP an AA? I guess it has better range and more active frames than tMP but still.
tHP is definitely not a normal for all seasons, but that can be said for all of Alex’s moves. It has its place in swatting jump away attempts and antagonizing characters like Hugo, Q, and Dudley.
Alex may not have the best mixup game after a reset since he lacks “low x move” (outside of cr.LK x super, and cr.LK x EX Air Knee Smash which is as novelty as it gets, but I digress), but his strength lies in doing silly amounts of damage and stun off successful hits. If people start trying to escape with reversals you can go to town with Alex’s other strength–punishment. Doing the dive after a blocked HP SRK is one of the best feelings.
In another act of lack of faith. Also, I drank a lot of Monster Energy drink.
What went wrong with Alex’s design:
Comparing Alex and Hugo it’s pretty clear that they’re two sides of the same coin. Both are grapplers. They both have SRK air grab. They both have a quarter circle close range move that nullifies projectiles and they confirm into Super off of. They can both combo into non-grab supers from crouching Jab. They both have good neutral pokes. Bad crouching combos. And both of their crHP can AA (badly).
So it’s clear that Alex and Hugo had this Yin and Yang style in mind. They designed Hugo as a Gief-styled Grappler. But Alex as a fast-paced hybrid, but still a Grappler. But they made his grabs purposely bad and risky and not considering the huge difference this one thing makes.
It’s a miracle he’s only mid-tier.
Petitioning Capcom To Put Alex in Super Street Fighter IV Arcade Edition’s next update! Sign Here http://t.co/eMnj1ZVXWt
i sucked pretty bad with alex back in the day.
Alex SA3 is best
dont @ me
lp. lk. mk. <- hp. That’s a pretty good combo. You could also, charge Ex elbow from it too.
This place seems dead as a doornail, but I got some hot Alex tricks here that I don’t see most people using or understanding. Where’d all the Alex players go in 2020 anyway? Most Alex players I see are new players who are gonna drop him for Akuma eventually.
Well, if you’re seeing this tomorrow or in 2030 I hope you find it useful! Don’t stop labbing, fellas.