Block block block, and block some more. Basically, just wait and hope he makes a mistake.
exactly, same idea as anti-karas. Just block your heart out until you’ve got enough meter to make him sorry for being so aggressive. The only difference is that karas has awful overhead options, zero’s a bit harder to react to.
Hehe… That’s kinda cool.
Alright, so I was messing around with some flash chop combos after watching some of trag’s Alex combos.
With Morrigan/Ryu’s assist I was able to pull off:
j.B, A, B, B chop, P, C chop, C, B chop, bbq xx C chop, C, B chop -> SGH, then whatever. Afterwards I usually do launcher into jA,B,C powerbomb for around 32K.
Something I found with Alex…that is old.
This is old.
can you normally combo j.c into powerbomb in mid air? it feels like im not high enough to do it in a normal air combo. is it worth it?
can you normally combo j.c into powerbomb in mid air? it feels like im not high enough to do it in a normal air combo.
Er. . .yes? Typically, you can do something like: whatever combo string -> 3C, j.a, j.b, j.c xx 63214C. The corner mechanics makes the timing much more strict if you’re doing it in the corner; it’s still possible though. Also, as a general rule, it looks like j.c xx 63214C does more damage than j.a, j.a, j.b, j.b xx 63214C. . .probably due to the whole proration/damage scaling engine. So basically, you’re better off doing a short combo with j.c into powerbomb as opposed to a longer string w/o the j.c.
does anyone have tips on beating yatterman 2 she has me pinned down 20% of the macth and i can’t seem to do anything about it.
Againist Ai-chan, I’ll just see what see does and then punish. If she takes to the sky, I’d go air-to-air or go for the Knee Press when I anticipate IAD. Her slow start-up/recovery frames on her projectile can be punished a number of ways depending on the version she uses. I think the only thing that gives me trouble is her j.B. I seem to run into that hitbox alot.
i find following up after 46c in mid-screen rather hard. i tested some assist and with ryu it works great his assist gives you enough time to dash in and use a launcher. it also works with morrigon and casshern (sorry if you guy already knew that)
edit: also after playing armies of tekkaman blades i realized you can land a hyper bomb when he uses his spinny lance thing (i forget the name but it crosses up) i thing it also works on zero if he is trying to apply pressure
Just started using Alex and god damn, he’s a monster!
My corner version of the following : 2A, 2B, 2C xx C Elbow, 4B, 1B, 1C xx C Elbow xx Barocque, 3C, j.A j.B xx Powerbomb
Yeah. You can also use Tekkaman’s assist if you feel lazy. Just call him immediately after C Elbow and he’ll grab the opponent.
And yeah, T-Blade’s Falchion is punishable by almost everything. People don’t punish it because they are usually too concerned about not being hit/blocking the crossup.
And yeah, T-Blade’s Falchion is punishable by almost everything. People don’t punish it because they are usually too concerned about not being hit/blocking the crossup.
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i knew you can use tekkaman ( Tekkaman and Alex are actually my two best characters).
as for tekkaman blade i thought it was cool cause he does his 5 power slam animation when you do it . that and you don’t have to worry about blocking
Has anyone yet experienced SGH turning around and grabbing the other way? It’s happened to me maybe only a couple times, but Alex definitely turns around and faces the other direction while headbutting the opponent.
Also, I just noticed today how Alex’s 6 throw grounds shorties instead of keeping them standing
So I was messing around with SGH, and I discovered some things that may or may not shock you. I don?t know if this is known or not, but I haven?t seen it anywhere.
I was curious what was preventing repeated SGH loops, and I realized that the game forcibly ends the stun from your second SGH, even during super flashes.
Behold the inescapable hyper bomb reset.
All you have to do is end a combo with SGH > SGH, then hyper bomb immediately. The hyper bomb will land un-scaled for full damage.
This works because they are still stunned from the second SGH until the super flash, and so cannot jump or do a reversal. Even more importantly, there is a small window after the second SGH where they cannot mega crash. Once you activate the hyper bomb (but before you grab them), the game cuts off the stun from your first combo, resetting the combo counter. Its 100% guaranteed.
This means Alex and his partner are quite capable of doing very easy 100% combos on the majority of the cast. Even if his partner is dead, Alex can do something like
2B > 236B > Baroque > 236C > C > 236B > SGH > SGH > hyper bomb
for 45 billion damage at 10% red life, anywhere on the screen (the first combo does 19.1, the hyper bomb is 25.9). 50+ billion damage combos are quite achievable with the proper assist. For instance, with Ryu/Morrigan,
2B > 236B > Assist > 236C > C > 236B > Baroque > 236C > C > 236B > SGH > SGH
does 25.8 billion. Incidentally, this combo builds exactly 1 meter before the SGHs, so the hyper bomb reset can actually be done with 4 meter.
TL;DR: Alex can do 45 billion damage by himself off a low jab.
Nice find O.o. Takes up five bars but it’s still a death sentence if you manage to get them with the SGH without them megacrashing before hand.
I was messing around with it also, and it looks like you can also get a 2A after the second SGH. But while the hyper bomb does reset damage for some reason, the 2A continues the combo. Nonetheless, you can get 2A, 5B, 236B into another SGH.
EDIT: Alright, using the SGH stuff that Lisum found, I give you the ridiculously unnecessary but flashy 46 hit 5-bar combo that you will never ever land in a real match.
j.B > 2A > 5B > 236B bbq > 236C > C > 236B > SGH > SGH > 2A > 2B > 236B > SGH > SGH > 2A > 2B > 236B > SGH … j.B > B > 3C > j.ABBC > powah bomb. Does around 40 billion.
It’s just fun doing a 46 hit combo with alex.
Another EDIT:
Wow…not too much going on in here. I was wondering if anyone had any thoughts on using BBQ to reset in the air and get a double jump. Takes your red life, but if you have only a sliver I’d say it’s pretty useful because of the extra air mobility you get. It’s pretty surprising to see when people are expecting Alex to only have one jump, and allows him to get in a bit easier. Something like IAD in j.B > BBQ > double jump whatever.
Also, it’s pretty helpful to use j.C and then bbq as soon as it connects (hit or block) into a falling j.B or double jump fake out. If it hits, the j.B knocks them straight up for 5B > 3C > air combo for around 23-25 billion. If it gets blocked, you’re in perfect position to create block string traps or set up a nasty lvl.3. It just seems like an all around better use for baroque instead of using it to extend a combo that will probably get megacrashed anyways.
So, I saw no mention of it on here and I haven’t seen it done on any other videos of alex/online by alex players…why doesn’t anyone take advantage of of Alex’s kara-power bomb/lvl 3?
Set-up: 3c xx © power bomb/lvl 3 super gives Alex so much added range on 2 of his most damaging moves. It works great against those who turtle or those how are just waiting for Alex to dash in or whiff a j.C…
If opponent is in corner, the max range for kara-PB is 1/2 screen away or right under the timer. For the kara-lvl 3, the max range about a character space before the timer. Here are a couple basic setups for it:
-[blocked] 2a, 2a, 2b, 2c xx BBQ xx kara-PB/lvl 3
-After a knock down, walk back (into position) xx kara-PB/lvl 3 on wake up
This is a bit more situational, but Alex can also dash xx kara-PB/lvl 3. Adding the dash gives him additional range, ~3/4 of the screen. Some uses for this:
-After opponent whiffs a super or there is super lag (part 2 of Souki’s super/PTX’s super), you can dash xx kara-throw punish. This is good if there is no other way for Alex to get in close fast and to punish
-After a knockdown, if opponent rolls away from you, dash forward x 2 xx kara-PB on wake up. And if they dash behind you, dash back x 2, kara-PB on wake up.
Dashing back xx kara-PB gives Alex some breathing room, but since his dash into pokes is so slow, this sort of makes up for it. You can use it get out of possible difficult block strings after an advanced guard. Or if expect them to go on the offensive you can back-dash away from their IAD or dash-in attempts xx kara-PB to keep pressure on. I find this to sometimes be useful against Zero/Karas players or use repetitive block strings. I try to find the hole, dash back out of it and then kara-throw and then try to keep the momentum.
So, I saw no mention of it on here and I haven’t seen it done on any other videos of alex/online by alex players…why doesn’t anyone take advantage of of Alex’s kara-power bomb/lvl 3?
Set-up: 3c xx © power bomb/lvl 3 super gives Alex so much added range on 2 of his most damaging moves. It works great against those who turtle or those how are just waiting for Alex to dash in or whiff a j.C…
If opponent is in corner, the max range for kara-PB is 1/2 screen away or right under the timer. For the kara-lvl 3, the max range about a character space before the timer. Here are a couple basic setups for it:
-[blocked] 2a, 2a, 2b, 2c xx BBQ xx kara-PB/lvl 3
-After a knock down, walk back (into position) xx kara-PB/lvl 3 on wake up
This is a bit more situational, but Alex can also dash xx kara-PB/lvl 3. Adding the dash gives him additional range, ~3/4 of the screen. Some uses for this:
-After opponent whiffs a super or there is super lag (part 2 of Souki’s super/PTX’s super), you can dash xx kara-throw punish. This is good if there is no other way for Alex to get in close fast and punish.
-After a knockdown, if opponent rolls away from you, dash forward x 2 xx kara-PB on wake up. And if they dash behind you, dash back x 2, kara-PB on wake up.
Dashing back xx kara-PB gives Alex some breathing room, but since his dash into pokes is so slow, this sort of makes up for it. You can use it get out of possible difficult block strings after an advanced guard. Or if expect them to go on the offensive you can back-dash away from their IAD or dash-in attempts xx kara-PB to keep pressure on. I find this to sometimes be useful against Zero/Karas players or use repetitive block strings. I try to find the hole, dash back out of it and then kara-throw and then try to keep the momentum.
I did this a few times today, Idk if it’s the correct notation, and i’m sure it’s been discovered previously, but here it is.
Dive Bomb (j.c->C) Launch, Follow, A, B, C, Dive Bomb, Power Bomb. I had no clue you could link his dive to the power bomb mid air. Preeeeetty sweet. Sorry for the noobish post if all of this is wrong