Oh, shit, that’s good. It almost feels like with the right timing on the second elbow, you could follow up with a standing B, launcher and get your regular air garbage for a non-baroque option. I haven’t been able to get it yet, but I think it’s there, and if it is, this is gonna be my new BnB.
Never have to worry about the crap range on the launcher again.
Small thing I noticed is that A elbow travels slightly farther than B elbow, which I find makes this combo a bit more reliable, both for connecting the elbow, and being deep enough to connect the launcher easily off the baroque cancel. It’s a nominal damage tradeoff, and doesn’t seem to have any different hit properties than the B elbow.
Was messing using the wall bounce off C elbow in the corner, found that Saki’s assist (and probably some others) will cross people up if you call it as you hit them with the elbow. So for a basic example, I do 2a, 2b, 2c xx C Elbow, P (as elbow connects), b, 3c, j.b, j.b xx powerbomb and it was almost 25 billion. I know it’s possible to do more with some baroque and/or some more normals off the wall bounce, since they get caught in the air between Alex and Saki, but my execution sucks so I was just going for the most basic setup. Also you seem to need to take just a tiny step back after hitting with the c elbow, or they might fly over Alex’s head.
Hahahaha, here’s a fun setup for the unblockable slapchop at midscreen with Tekkaman. 2a, 2b, 2c, c elbow, p as the elbow hits, immediately jump back (helps spacing and timing), 246c (hold) as you land. Sure its possible to do a launcher instead, but if your timing isn’t perfect, you’ll get a bad pursuit that won’t combo well. And this just looks awesome anyways.
Dunno if this worked in CGOH, but since it’s been said grabs work better now, probably not.
Anyways you can cancel out of a blocked 246a or 246b into Hyper Bomb and I believe it’s impossible to escape. However this does NOT work in the corner, because Alex slides back when the chop is blocked there; he slides forwards elsewhere. Also make sure you slightly delay the Hyper Bomb, you can cancel too early and he won’t be close enough. You can also cancel a Raging Stomp into a Hyper Bomb on block, and this works in the corner as well. You do not however, seem to be able to cancel a Slash Elbow on block. I mean it will cancel, but the grab never seems to work.
Yes Alex still has the snap-back, just 623 C after one of his charged rushes hits. Regarding Wedge’s post about canceling slashes into hyper bomb being unblockable/unable to be escaped. If they hold up after blocking the slash they get out of the hyper bomb. I’m not sure about the advantage or lack thereof on alex’s slash moves but I’m thinking you might actually be punished for trying that setup. You cannot grab people out of block stun as far as I know, but correct me if I am wrong here.
The change notes say you can grab people coming out of blockstun, which I think is what happens when you cancel it slightly late. I suppose this is why it doesn’t work out of the slash elbow, since you can’t cancel that late, and doing it early they are still in full block stun. I’m not sure if there is some way to escape coming off the blockstun, but the change notes said you can’t jump out of Alex’s Hyper Bomb after the super flash anymore. Anyways I can probably test this out holding up on a second controller or something.
God damn, alex is really great, he does so much damage so fast, and has shitloads of health, I dont know why people call him low tier. I really have trouble against alex, any advice?
OK so after trying a couple things, it seems there is a sort of block/stun recovery period you can hit with the Hyper Bomb where they cannot jump away. So far it seems like it works off the blocked slash (if in range, harder in corner sometimes), blocked stomp, and the headbutt throw in the corner. However if you try to do the Hyper Bomb too early, it will just whiff. I’m not certain if there’s any sort of reversal or anything they can do in that recovery period, but they absolutely cannot jump to escape.
By having someone block and then hold up after the super flash. Or for the headbutt in the corner, just hold up once the throw animation starts. Sometimes it looks like you were able to jump away, but I’m almost certain when that happened it was because I did it too early and the Hyper Bomb would have whiffed even if they weren’t jumping.