Is it a dp motion after flash elbow cause thats the closest I have seen in the forum post…So am I right
It’s DP + C button if the Dashing Elbow connects. Note, they sometimes can block this part.
First Post but don’t underestimate me, I know what I’m talking about…
All stuns in this game do that. It’s a simple solution that prevents the player from resetting the same combo string with another stun at the end. It works out pretty well, prevents people from being too cheap and getting a little too carried away with their extended combos. After you start a combo from stun you’re forced to end it with a launch or some other kind of ground combo finisher. If you do another stun it’ll just knock them down to the ground since they’re airborne.
Also I don’t know if it’s been mentioned already in this thread but Alex can get off his power bomb from an Aerial Rave immediately after a :snkc:. You have to do it fast enough so that it cancels on hit. Of course Alex has to be on par with the character he wants to do it to, don’t bother going for it if you launch them from above you and they fly too high.
For example, what I commonly do after I get a normal launch (opponent on the ground right next to me) is do
:snka:,:snkb:,:snkb:,:snkc:,:hcb::snkc: for 16708 damage easy.
This is the most he can do for a :snkc: to Power grab in the air. I tried :snka:,:snka:,:snkb:,:snkb:,:snkc: to Power grab and it comes up short and misses everytime. Too many hits.
The timing is extremely tight, so try to buffer the :hcb: as you get ready to press :snkc:
Another thing I noticed is that the best thing to finish anything that ends with a trip is :dp::snkc:. It does more damage than his stomp or his elbow slash.
Trip to Elbow:
6880
Trip to Stomp:
6500
Trip to Knee Grab in the air* (lol sorry I don’t know the name of the move, kinda new)* It’s :dp::snkc:
9520
There’s your proof, try it yourself if you don’t believe me
Here are two cool Baroque combos I found when messing with him in training. The first probably shouldn’t be used with a lot of Red life since it’s only two hits after the Baroque initiates but it’s fun to do and it is quite technical because you can easily elbow slash by accident (after the trip) if you aren’t mindful of what your fingers are doing.
**1st **
:snka:,:d::snka:,:snkb:,:d::snkc:,:r::snka:, BAROQUE, :snkb:, :dp::snkb: (I recommend :snkb: even though you can use either :snka:,:snkb:, or :snkc: because it’s the last button you’ve pressed therefore you won’t have to change finger positions to execute the next command, although sometimes the :snkb: version misses with this combo so if you want it guaranteed and changing buttons isn’t a problem for you then use the :snkc: version.
**
2nd **
Elbow Slash, BAROQUE, :snkb:,:snkc:, :df::snkc:, :snkb:,:snkb:,:hcb::snkc:
This hits for 21764 points of damage with 10% Red Life (Around 45% of Ken’s HP!!) Imagine what happens if you sacrifice even more red life… :woot:
Something to know; All variations of his Knee grab (A,B, and C) do the same damage, the only difference is the range, so you don’t necessarily always have to go for the :snkc: version. So if you think you might miss just use the :snka: version for shorter recovery. This also applies to his power bomb.
All of this was tested on Ken the Eagle, just incase Defense applies…which I doubt.
Everything I put here and more is shown in this video:
[media=youtube]rt3NkWXZiYA[/media]
You can do this with multiple characters. I do this with Soki unintentionally sometimes because his aerial :snkc: is so slow that I have time to input the :qcf: P command to interrupt it
You can do that air combo you mentioned and time the AABB slowly, do C (which will whiff) xx C air power bomb. The power bomb doesn’t combo but still grabs so it doesn’t scale.
Yah I’ve actually done it a few times and I didn’t see much use for it up until you brought up scaling. You’re right, that would be the best, the opponent can’t do much in that situation anyway and it lands a nice clean powerbomb. Nice
Quick Question: Does powerbomb whiff if the opponent is in block stun?
did anyone mention how to do the snap back yet? being that this must b the advance alex thread not the beggining one like all the other chars in this thread
It’s been mentioned a few places around.
Charge :l:, :r::snka: or :snkb: or :snkc:
If it connects, follow it up with :dp::snkc:
If that hits, the opponent will be kicked out and the partner will come on screen.
In the corner with Polymar or Chun assist, 2a 2a 2b p 2c xx 236c (hold c), yay unblockable setups!
It does and it doesn’t actually…but it’s weird.
If someone blocks his :qcf: :snkc: (or any other version of the move) his followup level 3 H.C. will miss automatically. As far as H.C.s are concerned…
When it comes to his regular powerbomb, his light grab seems to be the only one that can’t grab on block stun due to range issues. His :snkb: and :snkc: version of the powerbomb works just fine. So you can actually do things like :snka:, :hcb::snkc: (doesn’t matter if they block or not the grab will always get 'em, given they don’t adv. guard)
Keep in mind that the :snkb: version if still shorter than the :snkc: version in range so :snkc: should always be used for powerbombs because I noticed the only way to get the :snkb: grab on block is to do it from a dash. If you don’t dash in while attempting this (in other words if you just stand right next to the guy and try it) the only one that works is :snkc:
This also works with Karas assist because his sword spin stuns. Nice find btw, gotta work that in. I’ve always wanted a guaranteed setup for that move because it looks so cool and does decent damage.
The timing on this for it to be an actual combo is so tight. When Alex becomes a bit more common, people are gonna start expecting the extra hit (the snapback) so the need to know the timing so that it’s an actual combo is definitely a necessity. The way I learned the timing is listen to the timing of the hits when it did combo and try to sync up the :dp: motion with that timing. For now it’s the only way, telling by animation is pretty hard but it can be done. When Alex hits with the Elbow he pauses, the first moment he starts moving his elbow away from the character is when you can input the :dp:, :snkc:. Doing it at that exact moment results in a 2 hit combo. Anytime after that will just be a regular hit, therefore…easily blockable. It pays to learn this now though.
A good way to get in a 3 hit combo with snapback included is to start with his aerial :snkc: stun and throughout the move’s duration you should be charging back, elbow slash as soon as you can to snapback. Results in a easier way to get a snapback. Rather than having to mindgame in an elbow slash you just get the easier hit (aerial :snkc:) to the elbow slash > snapback
It doesnt work with Karas, because Karas assist doesnt do anything on block. I guess i wasnt specific, but this is what you’d do if you get them to block. If they dont block, just combo like normal. You need an assist that keeps them in blockstun long enough to charge the qcf+c all the way. Right now, I think only polymar and chun can do it for him.
Just something for humor. You can megacrash out of his command grab before he drills them into the ground. I had very little life left, opponent did command grab, I megacrashed before he descended.
Yup. All attacks and throws of all kinda can be MCed. The only exception is during supers.
Ah I see. Well when you put it like that, couldn’t the opponent just adv. guard the assist and jab you before Alex gets fully charged?
Sure they can, if they are good.
Thankfully if this becomes a habit and the person breaks out of it the same way each time you can learn to let go of :snkc: early and just hit them with a regular Elbow slash to a possible level 3 if you have enough bars so it’s somewhat fool proof
How do you do Alex’s snapback?
It’s on Page 2 in 2 places.
Thank you. Another question. Can you up cancel Alex’s j.C?
You can cancel it into his powerbomb :hcb::snkc: I have a video that shows the application of this.
[media=youtube]rt3NkWXZiYA[/media]