Hi , wanna ask if anyone can tell me, whether Alex can super jump cancel to command grab. I’m not sure, since I can’t see that.
I think it is. It’s much harder to SJ cancel than Q’s C&DB, though.
Are you kidding? It’s more like parry and jump out after the super flash. :rolleyes:
Don’t parry? How about I just jump up on reaction?
All I can do is block when you get the meter? What if I go aerial on you?
Going aerial is actually a pretty bad idea against SA1 Alex, because there are certain frames when you land where you’re not able to escape it.
I’m not talking about anti-air SA1, though. I’m talking about on-the-ground SA1.
Well rarely I catch overconfident or flustered mid-level players who parry on wakeup with it, especially if they have been hit with a few wakeup FK > EX Flash Chops. But yeah, something like that is very risky to do… what if they just block? What if they get hit? What if they super on wakeup? SA1 doesn’t have the invincibility frames or utility to be used unless it’s a last ditch effort.
SA3 would be more suited to that sort of wakeup tactic in my opinion, its got a much better chance of landing because of it’s invincibility and ability to catch opponents low in their jumps. But still, you would have to have the opponent quite flustered to fall for it, especially if they were good, since you can still parry the initial hit and then simply dash behind you as you fall. Or block and try for a properly timed jab or special, but that option is a bit iffier.
Using parry bait on wakeup is more of a Hugo specialty in my opinion, since hes got the range and the quick startup to make it a real threat.
Well I use SA1 Alex as my main, and I guess I’ve learned to adapt to the play style, and also Alex isn’t losing out so much in EX Moves. SA1 holds about 3 EX’s, SA2 holds about 4 and SA3 holds about 2.
Sometimes I use SA1 as Anti-air, although rarely by itself, I usually attempt a parry and then input the super motion, to cover both bases. Also, anti-air parry SP then dash SA1 or PowerBomb/EX Chop/Block does provide an interesting follow-up. Also, a rare dash-in SA1 can catch people by surprise occasionally although its stupid to expect this often (as I found out heh).
Other times I use it on wakeup, not as an initial manuveur because obviously players will be waiting for the super flash or trying a reversal. Early whiffing meaties, dancing back and forth, simply crouching, or even a neutral jump whiff SP can be enough to freeze a player long enough to get a SA1 to connect.
Lastly, I’ve been able to do the amazing(complete fluke) of simply parrying obvious pokes into SA1 or grabbing opponents limbs as they’ve tried to sweep me with SA1.
Anyways, thats my experiences with playing Alex with SA1, I find it pretty fun. Of course SA1 isn’t like SA2 or SA3, it’s a long bar to fill, and since you are playing Alex you are often using EX moves. But this sometimes helps you since opponents often don’t realise you have a full bar until it’s too late. Actual Good players will probably drive my points into the ground, so take it with a grain of salt LOL
The number of ex moves held isn’t really the point. SAII is the only super art Alex has that allows him the flexibility of throwing out ex-moves while keeping the threat of a super open.
Parrying a jump-in to catch someone with SAI is a bit redundant, since the start up invincibility should just cause them to whiff, but whatever works I suppose.
Also, it’s impossible to ‘freeze’ someone into eating a hyper bomb. In fact, it actually works in your opponent’s favor to be frozen when a SAI comes out, since this guarentees that they weren’t throwing anything out, and thus, can escape by simply holding up during the super flash.
Alex’s SA1 just doesn’t execute fast enough to connect often on your opponent. You have to catch them making a BIG mistake to capitalize with that super. It’s not like Hugo’s Gigas where if they’re anywhere in front of c.LK distance of you they’re screwed.
I mean, yeah, SA1 is definitely fun to play, but it’s just not as versatile as SA2 (or even SA3).
By ‘freezing’ I mean they are concentrating on blocking/parrying/reversal. But yeah SA1 isn’t 100% full proof obviously. And yeah I think you’re right, SA2 is versatile as a super/EX threat, but I just feel like SA1 and SA3 are sometimes just laughed at as the shit supers. Since SA2 is mainly used by top Alex players. I just thought I’d throw out some ideas.
Also, SA1 can be used as anti-air, you just have to learn the height at which to activate, a parried shallow jump-in will need a half second delay since any earlier activation will result in a whiff, and a too-late activation wll result in a jump-out. But it’s a pretty big punishment for a jump-in if you get the timing right. Just IMO.
Which is fine, but what I was trying to point out was that SAI doesn’t really make a suitable punishment for this situation. Because of the zoom-in super flash, and its slow startup the situations in which you can hyperbomb someone are pretty cut and dry. Either they’re throwing out a move/landing/turned around/dizzy, in which case you fustigate them, or they’re not in one of those states, in which case they see the super flash and easily jump away. There’s no tricky middle ground, as even the most preoccupied opponent has more than enough time to see the super coming out and react, thus rendering their previous ‘frozen’ state all but moot.
Question, other than stomps does Alex have any cross-up game? Stuff like dash-crossups in the corner, or UOH crossups, anything like that?
Yeah, he has some other funny stuff. Like if you do a real deep j.HP on wake up you can cross them up with the j.HP and hit them on the other side and continue with a jump in combo. Kinda hard to set up though. J.LK can do the same thing I think. He can dash under certain people after they safe fall as well.
Maybe I chose the wrong word when I meant frozen so yeah sorry about the confusion.
Yeah obviously on paper the super looks like it’s completely escapable with a jump, but from my own experience and from the vids I’ve watched, I’ve seen more dash in SA1’s, walk-up wake-up SA1’s and anti-air SA1’s than connected SA2’s.
About 80% of the Alex matches I’ve ever seen have been 100% EX the whole match. I’d just want to know what players fear more, a SA2 Alex with one and a half bars, or an Alex with a full SA1?
Of course it’s the players choice, I’m just a bit confused that SA2 is genreally agreed as Alex’s ‘best’ Super Art, and yet it has only one more stock for EX than SA1, and when is the last time you saw an Alex with two full super bars? He’s throwing them out all the time.
Sure, SA1 seems like the more ‘risky’ option but yeah, I think its a bit underrated honestly.
SA2. it’s more practical.
consider this – SA1 you have to think of setups for. it’s a gamble to even connect the thing, regardless of the setup, because you never know what’s going to happen. EX is also limited for a reason i will state below.
you can link/buffer SA2 off of crap, even if the number of things to link off of are limited. also, you don’t necessarily lose all your EX charge if you decide to super, whereas you have to manage the time and the meter to gain the EX back because you super’d.
SA2 gives you more chances to use EX than any of his other supers. Plus, like said earlier, it’s the only SA that allows him to use EX and still have room for a super. With the other 2 supers, if you use your EX you have to wait till you charge your bar to full again before you can use the super.
SA1 is not a bad super though. It’s just not as good as SA2. A good Alex player can make SA1 a threatning super but overall you just won’t get as many opportunities to utilize the super as someone using SA2. Most of the time you’ll be using EX any ways even with SA1. It’s not like Ken where his other 2 supers are pretty much garbage compared to SA3.
Alex’s supers suck. He has one of the worst SA selections in the whole cast. SAIII is worthless in high level play. SAI has very few guaranteed setups, doesn’t do as much damage as you would expect, and leaves Alex with no extra meter for ex attacks. SAII doesn’t do much damage, is one of the worst blocked/whiffed supers in the game, and ruins your positioning because, say you’ve finally cornered the opponent and you land SAII, they get thrown behind you and now you’re the one cornered.
This is why I think SAII is Alex’s best choice. Not because of the super, but because it gives you the most amount of meter for ex attacks, and Alex makes a lot of his money on ex moves. And even if you use a couple of ex attacks, you still have a crappy super to deal extra damage with if the opportunity arises.
SA2 still gets the job done. You can J.fierce,st.fdxxSA2 for great damage. Not only that but you’re right next to the opponent when they get up. You can even combo UOH into SA2. SA2 probably has the best invincibility on start up. Stores alot for EX moves.
I think SA1 is still decent. Stun the opponent and fierce chopXXSA1 for a big chunk of life. Its big drawback is it that you can’t use EX moves freely. I dunno just my 2 cents.
Now I know that Hyperbomb works great as an anti-air, if you activate it before they hit the ground they can’t escape it. My question is, if you parry them in the air, jab reset them, can you activate Hyperbomb before they hit the ground to catch them. Air reset -> hyperbomb?