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Backup of Supernaut's Alex guide

Jan 18th, 2021
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  1. Backup of Supernaut's Alex guide
  2.  
  3. Written on 12/15/16
  4.  
  5. ========
  6. OVERVIEW
  7. ========
  8.  
  9. Alex is a grappler hybrid character with decent poking normals and high damage; he can really punish a bad mistake and apply decent pressure.
  10.  
  11. Pros:
  12.  
  13. -Has high damage with SA2 and EX moves
  14.  
  15. - Has some good poking normals to control the screen
  16.  
  17. - A variety of ways to anti air
  18.  
  19. - Has high health and stun, allowing him to take more risks
  20.  
  21. - Some characters cannot juggle him as well (example being Urien)
  22.  
  23. - Has a nice headband
  24.  
  25. Cons:
  26.  
  27. - Has some really bad match-ups, like Chun Li
  28.  
  29. - His pokes are slow to start up and can be stuffed easily
  30.  
  31. - Has no real low options
  32.  
  33. - He relies on meter to do damage
  34.  
  35. - Often has to rely on reads to get damage
  36.  
  37. - Has weak Oki comparatively
  38.  
  39. - Some character can juggle him more easily due to being wide (example being Oro)
  40.  
  41. =======
  42. Normals
  43. =======
  44.  
  45. Standing Normals:
  46.  
  47. Light Punch: There is a far and close version of this move but there is almost no difference and they serve the same function. It comes out in 4 frames and is +1 on block. This normal is pointless as its superior cousin Standing MP over shadows it.
  48.  
  49. Frame Data: Close: Start: 4 | Hit: 2| Recovery :9| On block: +1| On Hit: +1| Counter Hit: +1| Cancel: Everything| Damage: 5 | Stun: 5| Far: Only difference is Recovery: 8.
  50.  
  51. Medium Punch: This is the real work horse normal, it comes out in 4 frames reaches far and high and can be cancelled into both specials and supers.
  52.  
  53. Neutral: This can be a good fast normal to throw out to stuff an opponent’s normal, it also serves as one of his best anti airs since it can be cancelled into his specials to increase the hits and the timing between those hits to help stop parrying. Once it connects on a grounded opponent you can go into Super or into ex or light flash chop for good damage. Will whiff on some crouching opponents so use it with caution against people who crouch a lot and smaller characters.
  54.  
  55. Combos: A staple combo tool if you are too far away for close MK to hit or if you feel you won’t get close MK. Good for punishing as it comes out 1 frame faster than close MK so it can be used to punish some things. Cancel into ex flash chop is pretty much guaranteed from any range and will cause a knockdown giving you forward momentum. If charge is held can use an ex slash elbow from near max range to combo into super. You should be careful because stand MP may whiff on crouching opponents, particularly smaller characters.
  56.  
  57.  
  58.  
  59. Oki: Can be used in Oki if you enemy is going to jump out as it can catch them easily or if they use a move that gets them frame 1 airborne like Urien’s head butt. If it connects on the ground, you can do good damage with super or ex. Not ideal to use since its -1 on block but still an option to consider.
  60.  
  61. Frame Data: Start: 4| Hit:3 | Recovery: 12 | Block: -1 | Hit: 0| Counter: +1| Cancel: Special and Super| Damage: 17| Stun: 11|
  62.  
  63. Hard Punch: An Oki tool mainly as it starts up slow and cannot be cancelled into anything nor can it link into anything. Can sometimes be used in neutral but it is normally not worth it. Since Stand HP is an overhead and will knockdown on counter hit it can be a very useful Oki tool and is -1 on block meaning you are safe to use it and not have to worry about strange spacing issues as with UOH.
  64.  
  65. Frame Data: Start: 14 | Hit: 4 | Recovery: 16 | Block: -1 | Hit: +1| Counter: +3| Cancel: N/A | Damage: 25 | Stun: 19 |
  66.  
  67. Light Kick: Decent normal, slower than stand jab and stand MP. Its 0 on block and hit and has some decent range for a light. Is not a standing low despite, looking Ky’s 5k, this attack only hits mid. Best used to kill someone who is on low hp as it can be a good unexpected attack. Can be used to combo into super, and will be a good option in situations where stand MP would whiff because they are crouching. Only combos into super raw, so do not try an ex flash chop into super.
  68.  
  69. Frame Data: Start: 5| Hit:3| Recovery: 10| Block: 0| Hit: 0 | Counter: 0| Cancel: Super and Special| Damage: 7| Stun: 3|
  70.  
  71. Far Medium Kick: Another real working normal, this is one of Alex’s best long range poke, its main weakness it that it comes out slow, taking 11 frames to start up. But it will prove to be a reliable option when within range, using Alex’s decent walk speed you should try moving in and out of its range to threaten with it. It cannot be combed out of, and is only good for poking. Being a mid it is bad for Oki and being slow it is easy to see coming. Like anything in 3s do avoid over using it or you will get whiff punished and/or parried and punished hard.
  72.  
  73. Frame Data: Start: 11| Hit: 3| Recovery: 14| Block: -1| Hit: 0| Counter: +1| Cancel: N/A| Damage: 17| Stun: 9|
  74.  
  75. Close Medium Kick: Another very useful normal in Alex’s arsenal. A staple combo tool, if close MK hits you can cancel into super and it will often fully connect, minor issues at extreme ranges. Close MK also hits enemies that are crouching where ST MP will not sometimes. The fast start up and damage you can get from this move make it a very valuable tool.
  76.  
  77. Neutral: Good damage and speed but is a close normal and thus cannot be used as reliably as some other normals. If you are within its range, it can be a good mid to throw around.
  78.  
  79. Oki: Can be a good normal to stuff throw attempts and buffered into super can really make someone regret attempting to throw. Being a close ranged normal it will make it appear that you are going for a throw setup but you can hit them instead. Being a mid it does have limited application against blocking opponents as there is no mix up.
  80.  
  81. Combo: Staple combo tool often used as a follow up to jump HP and can be used as a starter into super and flash chops. As noted above will almost guarantee the super will connect fully.
  82.  
  83. Frame Data: Start: 5 | Hit: 3| Recovery: 12| Block: 0| Hit: +1| Counter: +2| Cancel: Super and Special| Damage: 18| Stun: 9|
  84.  
  85. Hard Kick: Very slow to start up move but has some of the best reach of Alex’s normals. Danger comes from its massive recovery and being -13 on block. Only useful at the furthest part of its range where it can be hard to punish the recovery. It cannot be cancelled into anything and its only function is smashing someone in neutral. It can be used in very specific corner combos but those are rare. Throw it out once or twice a session at most.
  86.  
  87. Frame Data: Start: 16| Hit: 5| Recovery: 29| Block: -13| Hit: 0| Counter: +2 | Cancel: N/A| Damage: 26| Stun: 21|
  88.  
  89. Crouching:
  90.  
  91. Light Punch: Standing Jab but you are crouching instead, can serve the same purpose as standing jab, but is not a low. Generally, not the best normal to throw around but is one of his faster crouching normals.
  92.  
  93. Frame Data: Start: 4| Hit: 2| Recovery: 9| Block: +1| Hit: +1| Counter: +1| Cancel: Super, Special, Self| Damage: 5| Stun: 5|
  94.  
  95. Medium Punch: A strong normal to use in neutral, it starts up quickly and reaches very far. While it is not a low, it does have a strong range. Deals good damage, and is 0 on block making it a great choice in neutral. However, it cannot be cancelled into anything so there is a level of commitment to it. Use in neutral while charging and that is pretty much it.
  96.  
  97. Frame Data: Start: 7| Hit: 2| Recovery: 13| Block: 0| Hit: +1| Counter: +1| Cancel: N/A| Damage: 16| Stun: 7|
  98.  
  99. Hard Punch: Is a 2 hitting normal, best used as an Anti-Air. However, this is a slow move so it can be difficult to hit, not to mention, it is predictable and can be reliably parried. It is not safe on block and can lead to some real pain if you use it against a grounded opponent. It can be used in combos, but only if you connect with the first hit only. Very situational and unlikely to hit but if you do, you can do a decent combo.
  100.  
  101. Frame Data: Start: 13| Hit: 5| Recovery: 22| Block: -9| Hit: D| Counter: D | Cancel: N/A| Damage: 23| Stun: 7|
  102.  
  103. Light Kick: One of Alex’s few cancellable lows and is quick and far. It only combos into super but it can be useful to get a good super during Oki. However, it is hard to do, as you cannot hit-confirm the super you just have to do it. It can be used in neutral because of its speed and range but it will often be out shinned by crouching MK in neutral.
  104.  
  105. Frame Data: Start: 5| Hit:2| Recovery:8| Block: +2 | Hit:+2| Counter: +2| Cancel: Super and Special| Damage: 5| Stun:3|
  106.  
  107. Medium Kick: Just like standing MK this is a good normal to use in neutral with good speed and range. Unlike most of the cast Alex cannot cancel his crouching MK, so he gets no big reward for connecting with it. However, it still has many uses in neutral so do not sleep on this crouching normal especially while charging.
  108.  
  109. Frame Data: Start: 8 | Hit: 3| Recovery: 12| Block: -1| Hit: 0| Counter: +1| Cancel: N/A| Damage: 12| Stun: 3|
  110.  
  111. Hard Kick: Alex’s sweep, startup is good but like most sweeps it is not safe. It is -15, but it can be good at max range as it is Alex’s farthest reaching low. Good against characters like Dudley who have dead zones that are low.
  112.  
  113. Frame Data: Start: 11| Hit: 2| Recovery: 29| Block: -15| Hit: D| Counter: D| Cancel: N/A| Damage: 23| Stun: 3 |
  114.  
  115. Jumping:
  116.  
  117. Light Punch: A quick normal in the air, best used for tick throw setups. If the opponent blocks the attack then you can land and do a light command grab, this works because jumping Jab has many active frames allowing it be +1 or 2 depending on the height it hits at. Otherwise, it is not useful due to its shorter range and inability to combo into anything upon landing.
  118.  
  119. Frame Data: Start: 4| Hit: 12| Cancel: N/A| Damage: 7| Stun: 5|
  120.  
  121. Medium Punch: A good air-to-air normal as it is fast and goes far. Can have marginal success as a jump in normal but is not preferable to HP or HK. You may want to throw it around to alter parry timing but it is not a go-to normal.
  122.  
  123. Frame Data: Start: 5| Hit: 3| Cancel: N/A| Damage: 14| Stun: 13|
  124.  
  125. Heavy Punch: Good damage, range and speed, this is Alex’s staple jump in normal and combos well into stand MP and close MK. Its key weakness is the fact that Alex cannot cancel anything out of it in the air thus making it easy to parry once the opponent has a read on your jump ins.
  126.  
  127. Frame Data: Start: 8| Hit: 3| Cancel: N/A| Damage: 24| Stun: 15|
  128.  
  129. Light Kick: Not a great normal comes out fast but is overall inferior to jumping Light Punch. You may use this, but very rarely.
  130.  
  131. Frame Data: Start: 4| Hit?| Cancel: N/A| Damage: 10| Stun: 7|
  132.  
  133. Medium Kick: This normal hits at an odd angle but has some extreme horizontal range, can be used as an air to air and sometimes as a jump in. Using this as a jump in is only useful to alter parry timing as it comes out one frame slower than jumping HK. Can combo into Stand MP when you land.
  134.  
  135. Frame Data: Start: 9| | Hit: 3| Cancel: N/A| Damage: 16| Stun: 11|
  136.  
  137. Hard Kick: A hefty normal that comes out fast and reaches far, a good air to air and useful jump in if you think Jump HP might not connect. A solid all around jumping normal, use it alter parry timings on a jump in and to connect from further out. Can combo into Stand MP and Stand MK if close enough. Sometimes you may be too far to connect with any follow up.
  138.  
  139. Frame Data: Start: 8| Hit: 4| Cancel: N/A| Damage: 21| Stun: 15|
  140.  
  141. Command Normals:
  142.  
  143. Forward MP: A solid tool for neutral and for anti-airing as it reaches up high above Alex. It reaches far in front of and above Alex allowing you to advance forward with this normal and cover space Alex sometimes struggles to cover. The issue with this normal is it starts high up in the air before coming forward so it starts up slower than the frame data would suggest, also it cannot cancel nor can you do it while charging. Sometimes you will curse it as you get it after a parry and you want standing MP.
  144.  
  145. Frame Data: Start: 7| Hit: 5| Recovery: 10| Block: -2| Cancel: N/A| Damage: 19| Stun: 9|
  146.  
  147. Forward HP: Sends Alex forward as he sticks his arms out. The hitbox is forward and up, and will whiff entirely on crouching opponents. Can be used as anti-air but you are unable to cancel it and it is only one hit, therefore, it is easy to parry it. Situational but I would recommend most of his other normals like Stand MP.
  148.  
  149. Frame Data: Start: 9| Hit: 4| Recovery: 17| Block: -1| Cancel: N/A| Damage: 24| Stun: 15|
  150.  
  151. Back Hard Punch: A “hit-grab” aka an attack that functions like a grab but is block-able. Once it connects Alex, will headbutt the opponent but if they block it will not hit. Best used to blow up parry attempts on wake up or as a read in neutral. Is -11 on block but it can be hard to punish from maximum range, so use sparingly. Hits hard for a single hit and does high stun, can be a good way to finish off a stun attempt. In addition, if done to a back turned enemy it will be a different move called Sleeper Hold. A mash-able throw that deals good stun and damage but a perceptive opponent with mash out quickly and it will do marginal damage.
  152.  
  153. Frame Data: Start: 8| Hit:4| Recovery: 23| Block: -11| Cancel: Super and Special| Damage: 32| Stun: 23|
  154.  
  155. Air Down Hard Punch: The superman dive, or the "why would you ever use this". Alex halts his air momentum and dives downward with his arms out stretched. If it connects on an airborne opponent, it will pop them for a small juggle combo. If it connects on a standing opponent, you will be negative on hit and be wide open for a punish. On block, it is also very punishable, so please avoid using this move if you can. You can get it to connect reliably if you get a jump back parry and do it.
  156.  
  157. Frame Data: Start: 10| Hit: 11| Recovery: 26| Cancel: N/A| Damage: 21| Stun: 11|
  158.  
  159. =============
  160. Special Moves
  161. =============
  162.  
  163. Specials:
  164.  
  165. Flash Chop: One of Alex's best special moves useful in both combos and in neutral, you will be coming back to this move a lot. (236 P)
  166.  
  167. Light Flash Chop: A quick move for Alex, it is best used in combos and can be useful in block strings if you want to create space between you and your opponent. During combos, it is the only non-ex flash chop you can combo into, so if you have no meter it is your best option. Combos from St.MP and close MK. Also useful for cancelling into from a Stand MP anti-air as it is fast and will add an extra hit. It cannot be cancelled into Super unlike the other flash chops so do not autopilot into it if you have Super simply stop and do it off the normal. Can be good in neutral as it comes out fast and reaches far while also being somewhat safe, just be careful of those with 1-frame supers.
  168.  
  169. Frame Data: Start: 11| Hit: 2| Recovery: 17| Block:-2| Cancel: N/A| Damage: 21| Stun: 7|
  170.  
  171. Medium Flash Chop: Slower than light punch but faster than hard punch. It causes a back turned state like hard punch and allows for follow-ups like command grab and Stand MK Super. Cannot be comobed into so it can really only be used in neutral or as a punish, being a slow single hitting mid its usefulness during Oki is limited and can serve as a weak frame trap off something like Stand MK or Stand MP. Can itself be cancelled into Super but since it causes back turn, you will get more damage not cancelling it.
  172.  
  173. Frame Data: Start: 15| Hit: 3| Recovery: 19| Block: -2| Cancel: Super| Damage: 23| Stun: 9|
  174.  
  175. Hard Flash Chop: Slowest of all the flash chops but also the best punish flash chop as it has more hit-stun and slightly more damage and stun. Once you connect with this move, it will cause a back-turn state and you can follow up with Stand MP or Stand MK. A good no meter option is to do a hard power bomb after this connects for high damage and stun, will throw the enemy behind you so be aware. Uses are limited outside of punishing since it is slow, but it is also the safest flash chop on block.
  176.  
  177. Frame Data: Start: 19| Hit: 4| Recovery: 17| Block: -1| Cancel: Super| Damage: 24| Stun: 15|
  178.  
  179. EX Flash Chop: Fastest flash chop to come out and recover this is one of the best ways to spend ex meter. Causes a knockdown on hit and hits more than once. Combos out of Stand MP and Stand MK, useful for anti-air Stand MP as it hits more than once and hits fast making parrying it difficult. It can be cancelled into Super which makes it useful for getting a very small amount of extra damage out of a combo, sometimes that little bit is all you need to ensure a KO but otherwise I would not recommend it as that meter is precious. Can be used in neutral because of its range and speed. Overall, never forget about ex flash chop when you have meter to spare.
  180.  
  181. Frame Data: Start: 9| Hit: 4| Recovery: 15| Block: -1| Cancel: Super| Damage: 34| Stun: 13|
  182.  
  183. Power Bomb: Alex's signature command grab, this command grab starts up in 6 frames and has more range than a normal throw so it is best used in mix-ups and not as a punish like a SPD. If used on back-turned opponents it will deal more damage, stun and throw them behind you. (63214 P)
  184.  
  185. Light Power Bomb: The fastest power bomb at 6-frame start up and the farthest range, used in tick throw setups, on your opponents wake up to beat throws with its range or to remind them that you are a hybrid grappler. Alex can use a variety of normals to create deadly tick throws; a good example is jumping light punch, which leaves Alex at +1 or so when he lands allowing for a dangerous tick grab mix-up. Can also be used in strings, for example on block Jump Hard Punch xx Stand MK xx light power bomb. Since stand MK leaves you at +1 you can condition an enemy to block by using light flash chop as an ender and then mix them up with a power bomb the second time. There are many setups so experiment. Beyond tick throws, power bomb is also a strong Oki tool since it out ranges throws, allowing you throw someone who was attempting to block an incoming high low without the danger of being thrown or throw teched. Spaced properly the opponent will have a hard time guessing if you are doing a stand HP overhead or a power bomb, allowing for more dangerous mix-ups. Finally, sometimes you can just walk or dash up to the enemy and throw them, many players are looking for a parry so they may just not be ready for your quick command grab. The same works for empty jumps as Alex can land farther away and still get it off. The recovery is harsh so try not to whiff it or you can be heavily punished.
  186.  
  187. Frame Data: Start: 6| Hit: 2| Recovery: 35| Block: N/A| Cancel: N/A| Damage: 28| Stun: 18|
  188.  
  189. Back Turned: Damage: 32| Stun: 20|
  190.  
  191. Medium Power Bomb: Slower and with less range than light punch, it is the middle ground between light and heavy in every respect. It does more damage than light but less than heavy, there is not a whole lot of use for this move other than to alter the timing of your throw and increase the damage slightly. A punish situation may require only doing medium as heavy might be too slow but that is rare.
  192.  
  193. Frame Data: Start: 7| Hit: 2| Recovery: 41| Block: N/A| Cancel: N/A| Damage: 32|Stun 18|
  194.  
  195. Back Turned: Damage: 35| Stun: 20|
  196.  
  197. Heavy Power Bomb: Slowest command grab, with the least range but the highest damage. Can be used to punish the opponent but is best used with heavy or medium flash chop as a combo. Possible to use in tick throws to alter the gap timing but making it slower has little advantage.
  198.  
  199. Frame Data: Start: 8| Hit: 2| Recovery: 44| Block: N/A| Cancel: N/A| Damage: 35| Stun: 18|
  200. Back Turned: Damage: 40| Stun: 20
  201.  
  202. Knee Smash: Aka that weird looking DP like thing. Alex flies into the air to catch the opponent with a grab in the air, while one would assume it is a great anti-air option, you would be mistaken as all version of this move can be parried in the air thus making it useless. (Done with 623 K)
  203.  
  204. Light Knee Smash: Fastest of the non-ex moves, it comes out quickly at six frames and deals decent damage. However, like the rest of its brothers when you miss or are parried and land you are wide open to a deadly punish combo from your opponent. Use in conjunction with a Stand MP that your opponent parries as it alters the timing from things like flash chop but only when you are really feeling yourself. In addition, it is beaten by many normals so do be careful.
  205.  
  206. Frame Data: Start: 6| Hit: 6| Recovery: 35| Block: Airborne| Damage: 21| Stun: 14 |
  207.  
  208. Medium Knee Smash: Slower than light but does more damage, goes at a different angle slightly so there is that.
  209.  
  210. Frame Data: Start: 7| Hit: 10| Recovery: 34| Damage: 24|Stun: 14|
  211.  
  212. Heavy Knee Smash: Slowest to come out and does the same damage as EX, goes at a different angle.
  213.  
  214. Frame Data: Start 8| Hit: 12| Recovery: 33| Damage: 26| Stun: 14|
  215.  
  216. EX Knee Smash: Comes out the fastest at three frames, hits people on the ground and is part of some rare juggle combos in the corner. You can combo into this move from a Close MK and it will carry them pretty far along the screen, but can only be done from very close. This is the best option to use as part of a Stand MP anti-air mix-up as it comes out fast and has a good hitbox. Can be used as well to anti-air as it will not lose to most normals but is of course dangerous with parrying.
  217.  
  218. Frame Data: Start: 3| Hit: 17| Recovery: 34| Damage: 26| Stun: 14|
  219.  
  220. Air Stampede: A charge move that launches Alex up into the air and back down at a set spot, or with ex on the enemy. Useful to closing the distance or punishing a fireball you predict, do not over use this move as if you whiff you will be punished and on block its -3 across the board. (Done with 2~8 K)
  221.  
  222.  
  223.  
  224. Light Kick Air Stampede: This version of stomp goes the shortest distance, about 1 Alex away. It starts up the fastest but also deals the least damage of the stomps. The main use of this version of stomp is to catch someone when they are close to you.
  225.  
  226. Frame Data: Start: 23| Hit: 2| Recovery: 24| Block: -3| Cancel: N/A| Damage: 21| Stun: 11|
  227.  
  228. Medium Kick Air Stampede: This version of stomp goes a medium distance about one and a half Alexs away. Much like the other versions of stomp, it is useful for punishing fireballs and is mostly safe on block. When used in conjunction with stand MK it can cross up behind the enemy for a gimmicky Oki strategy.
  229.  
  230. Frame Data: Start: 25| Hit: 2| Recovery: 24| Block: -3| Cancel: N/A| Damage: 24| Stun: 11|
  231.  
  232. Hard Kick Air Stampede: Slowest start up and highest non-ex damage it goes two full Alexs away. Covers a good amount of ground but to hit someone throwing a fireball it must be done predicatively. Functions like all stomps so use it when you need to go a good distance with stomp.
  233.  
  234. Frame Data: Start: 26| Hit: 2| Recovery: 24| Block: -3| Cancel: N/A| Damage 28| Stun: 11|
  235.  
  236. EX Air Stampede: Slowest start up tied with hard kick, this version of stomp will track the enemy's position but can be evaded if the enemy sees it coming. A good tool to traverse the screen relatively safely as it can go full screen. It does good damage and stun but like all versions of stomp can be punished with fast starting moves. Use sparingly but it can be a decent choice when you have meter to spare.
  237.  
  238. Frame Data: Start 26| Hit: 2| Recovery: 24| Block: -3| Cancel: N/A| Damage: 32| Stun: 11|
  239.  
  240. Slash Elbow: A charge move that sends Alex forward while attack with his elbow. Not safe unless you are using light punch but all versions can be cancelled into Super on hit. A decent way for Alex to traverse the screen when he has charge but because all versions can be punished by fast supers like Ken or Chun Li it can be risky to throw it out a lot. (Done with 4~6 K)
  241.  
  242. Light Kick Slash Elbow: Fastest non-ex Slash Elbow, safest and does the least damage. Can be used generally to harass someone when they are within in range while charging but do not whiff or you can be punished and being -2 a Ken or Chun Li who is aware can super on block and punish you hard for using it. However, this is still the safest and most useful version of this attack. Experiment with it in neutral as you can buffer Super and hit confirm easily for high damage.
  243.  
  244. Frame Data: Start: 15| Hit: 1| Recovery: 17| Block:-2| Cancel: Super| Damage: 17| Stun: 13|
  245.  
  246. Medium Kick Slash Elbow: This version goes farther than light but less distance than heavy, has decent start up but is very unsafe on block. Much like the other versions of this move it is best applied in neutral but is far more risky compared to light or ex. Can still be cancelled into Super on hit and is just as easy to buffer. Only use if you need that extra range and you know it is going to hit.
  247.  
  248. Frame Data: Start: 18| Hit: 1| Recovery: 23| Block: -8| Cancel: Super| Damage: 21| Stun: 15|
  249.  
  250. Heavy Kick Slash Elbow: Slowest to startup, highest non-ex damage and goes the furthest. This version much like MK is unsafe and best only used when you are certain it will connect. Can be spaced so it is difficult to punish but is generally not worth the risk. Can be cancelled into Super like all other versions. Use this version if you really need that extra range.
  251.  
  252. Frame Data: Start: 20| Hit: 1| Recovery: 23| Block: -8| Cancel: Super| Damage: 24| Stun: 17|
  253.  
  254. EX Slash Elbow: Fastest startup and highest damage, goes roughly the same distance as heavy. This version of the move has a couple of applications; it can get you in to punish something if you are too far away and cancel it into Super for a good chunk of damage. It can be comobed into from a Standing MP when you are too far for Super to hit otherwise, but does require you to be charging already. While still unsafe this version has its uses, however, it is important to note that the second hit will make opponent airborne so you must cancel the first hit into Super. This makes it a bit harder to hit-confirm but it is still manageable. Besides light, this is the most useful of the slash elbows but is still unsafe on block.
  255.  
  256. Frame Data: Start: 9| Hit: 6*1| Recovery: 23| Block: -6| Cancel: Super| Damage: 27| Stun: 17|
  257.  
  258. Spiral D.D.T: Last and most certainly least we come to spiral D.D.T., Alex will jump forward a set distance and grab a standing opponent, all versions do the same damage as light power bomb and slightly less stun. Generally, I would recommend avoiding this move, it is slow and only goes set distances thus making it hard to land on a mobile opponent. The opponent must be standing which is a problem since most people default to down back and the damage is good but it hardly out ways the negatives. However, there are some situations where the surprise factor of this move can take the round with that last pixel of damage you need. (Done with 63214 P)
  259.  
  260. Light Punch Spiral D.D.T.: Goes a very short distance maybe half a dash or so, best to be used right on top of someone, say in Oki since Alex is airborne during this move. If you can sniff out a throw this is a decent choice to mix things up. Be sparring as always and it can land.
  261.  
  262. Frame Data: Start: 20| Hit:3| Recovery: 15| Block :N/A| Cancel: N/A| Damage: 28| Stun: 14|
  263.  
  264. Medium Punch Spiral D.D.T.: Goes about a dash away maybe a little more, can be used in neutral if you think they are asleep at the wheel or very afraid of you attacking low for some reason. It is possible to do a very gimmicky, Jumping jab or HP into Medium D.D.T. but is risky and has little reward. Again, like all versions, be careful with it and you might find it saves the day when you need it most and your opponent suspects it the least.
  265.  
  266. Frame Data: Start: 22| Hit: 3| Recovery: 14| Block: N/A| Cancel: N/A| Damage: 28| Stun: 14|
  267.  
  268. Heavy Punch Spiral D.D.T.: This version goes from the starting position to the other starting position, so decent distance. While it is the slowest, its range may make it one of the more useful versions of this move for grabbing someone. Can be used as a gimmicky set up from jumping HK into Heavy Spiral D.D.T again, this is unsafe as if you whiff you will eat big damage. Some experimentation is required to find uses for this move but at the end of the day, it is a gimmicky move best saved for a desperate bid for victory.
  269.  
  270.  
  271. ======
  272. Supers
  273. ======
  274.  
  275. Supers:
  276.  
  277. Hyper Bomb (SA1): A command grab Super, it takes 3 frames to connect after the Super flash, thus meaning everyone can just hold up to jump out of it during the Super flash. However, all hope is not lost for this Super, on a punish or good parry read it can really do a lot of damage. While not Alex's best Super, you can use it against low health characters as this Super can do a very sizeable portion of their health pool. This also has a back turned version, which can comobed into from a medium or heavy flash chop thus adding to its ability to punish. The danger is that this Super cannot be normally comobed into and the limited number of EXs makes it less desirable. Having one large bar also means it takes a longer time to build and you are limited in the number of EXs you can use, as you will need to save it for Super to justify picking this Super. Consider it, but it is not a go to. (Done with 6321789 P)
  278.  
  279. Frame Data: Start: 1| Hit: 2| Recovery: 33| Block: N/A| Damage: 88| Stun: 18|
  280.  
  281. Back Turned Frame Data: Start: 1| Hit: 2| Recovery: 33| Block: N/A| Damage: 99| Stun: 26|
  282.  
  283. Boomerang Raid (SA2) : Alex's best Super, he gets 2 bars of it thus allowing for more Ex moves and it can be comobed into from a wide variety of normals and specials as seen above. This is the default Super to pick for Alex and will be what you play with most. Besides its versatility in combo potential, it can also be used as an invincible reversal but it is highly risky as if they block you can be punished heavily or if do hit them in the air sometimes they will recovery before the Super is finished. Be sure to learn all the ways to cancel into this Super, as this is how Alex will deal his explosive damage in most situations. This Super ends in a grab so it may catch someone off guard but an opponent who is weary will get a good jump in combo.
  284.  
  285. Frame Data: Start: 0| Hit: 14| Recovery: 41| Block: N/A| Damage: 59| Stun: 20|
  286.  
  287. Stun Gun Head Butt (SA3): This is mainly a gimmick Super as all characters can easily thwart all setups for this Super. Depending on the character they can get a very good punish, like Oro's close MP, or a more meager punish like a LP. I would recommend you avoid this Super as a perceptive opponent will thwart it easily, but if you desire to use it, it will stun the opponent once it connects allowing for a good combo. However, it gives you very few EX moves to use so you will be relying on the Super itself for damage.
  288.  
  289. Frame Data: Start: 24| Hit: 3| Recovery: 17| Block: N/A| Damage: 31| Stun: 57|
  290.  
  291.  
  292. ====
  293. Misc
  294. ====
  295.  
  296. Throw: Alex's throw is great as it comes out fast, as all throws do, and has the second best range second only to Hugo. Due to Alex's better range he can throw people outside of their throw range making it more difficult for them to counter act it. Can be a good choice when you need that speed to get the throw out, keep throw in mind.
  297.  
  298. Frame Data: Start: 2| Hit: 1| Recovery: 21| Block: N/A| Cancel: N/A| Damage: 30| Stun: 24|
  299.  
  300. Universal Overhead: Done with MP+MK at the same time it is a decent overhead option. It combos into SA2 when done meaty and can be safe if spaced and timed properly. However, like all UOHs it has some strange interactions and will sometimes be negative on block or hit oddly. Use in conjunction with ST HP for a more tricky Oki game.
  301.  
  302. Frame Data: Start: 15| Hit: 10| Recovery: 5| Block: -5~+7| Hit: 0~+8| Counter: +1~9| Cancel: N/A| Damage: 7| Stun: 3|
  303.  
  304. ======
  305. Combos
  306. ======
  307.  
  308. Alex's combos are generally grounded and he struggles to convert damage when the enemy hits the air, but so long as they stay grounded, Alex has many routes to get damage out. Combos will be broken down into what the combo starts with.
  309.  
  310. Standing MP: Alex's real go to besides Close MK, so get used to landing combos out of this move and using it during combos.
  311.  
  312. St. MP xx LP FC: A quick, safe and decent combo to throw around, it is safe on block in most cases and pushes you far away. It will leave your opponent standing so follow-ups are limited but getting this down is a key building block to learning Alex. Damage: 30
  313.  
  314. St.MP xx EX FC: Good use of meter when you only have enough meter for an ex adds 10 damage to the normal combo and gives you a soft knockdown. It is safer than non-ex so if you have the meter it can be a good choice. Damage: 40
  315.  
  316. St. MP xx Ex Slash Elbow: A good combo if you hit at the very tip of St MP as it will combo from distances where an EX FC will not lead into Super fully. In addition, it can work when doing a retreating St MP as cover but requires a read as you cannot hit confirm it. Good to use during a jump in that hits on the edge and you need that extra range for the damage. Damage: 35
  317.  
  318. Jump HP St Mp xx Super: Alex's go to jump in when you want to use St MP if you think close MK might not connect. However, the biggest risk is that this combo does not hit everyone crouching so only use it if you hit them standing. This is an easy hit confirm as if you connect with JP HP you will almost always get St Mp as a follow up and then you can go right into super. If JP HP does not hit you can do LP FC for a decent block string ender. Damage: 71
  319.  
  320. Jump HK St Mp xx EX SE xx Super: A good combo to use when you are too far away for ex FC to fully connect and want to confirm into Super. It is expensive meter wise but it does decent damage overall. The trick to getting the ex Slash Elbow is to be holding back while you are jumping since that time is counted and it allows you to perform SE once you hit with the St MP. Damage: 68
  321.  
  322. Jump MK St Mp xx Super: If you are looking to alter the parry timing on your jump in you can use this as it works. Not great as the damage is lower but again it works. Damage: 63
  323.  
  324. St Mp xx Ex Knee Smash: An odd combo but it works, if you are looking for some good corner carry this is an option. Similar damage to ex FC but will not hit unless you are rather close. Damage: 52
  325.  
  326. Close MK: Tied with St MP for best combo normal this is another normal you will be using in all of his combos. The advantage that Close MK has is that it hits crouching opponents and deals more damage.
  327.  
  328. Close MK xx LP FC: The true building block to all Alex combos this combo is quick and easy and deals good damage. Leaves them standing but still a good combo when you have no meter to spend. Damage: 31
  329.  
  330. Close MK xx Ex FC: A great way to spend meter and causes a soft knockdown, make sure to use it when you can. Damage: 41
  331.  
  332. Close Mk XX Super: The next key block to doing Alex combos as this is where you want to end up in most combos. Can be used as a meaty so long as you can guess the opponent will try to throw tech. Damage: 60
  333.  
  334. Close Mk xx Ex SE: A decent choice but overall it is not worth it as Close MK ensures that ex FC will connect as well as Super so it is best to use those instead. Damage: 36
  335.  
  336. Close Mk xx Ex Knee Smash: Just like St Mp this combo is ok and has good corner carry but overall when you connect with Close MK go for EX FC or Super.
  337.  
  338. Jump HP CL MK xx Super: Alex's best jump in combo, deals a good chunk of damage and gives you a knockdown. Hits crouching opponents and deals the same damage as St MP, use this when you hit them with JP HP. Damage: 71
  339.  
  340. Jump HP CL MK xx EX FC xx Super: Deals 4 more damage than without EX FC but can be that small amount you need to kill. However, overall, it is not worth that extra meter, but it is also easier to hit-confirm as you can wait until the EX FC connects before hitting Super. Also it is harder to drop so it has some advantages. Damage: 75
  341.  
  342. Most other jump in normals will work with Close MK.
  343.  
  344. Misc: These are various combos Alex can use but will not really be using every day or all the time.
  345.  
  346. Cr.LK xx Super: Alex's only low hitting combo but can be a choice if you think the enemy is looking for an overhead but this combo is high commitment. To land this I would recommend you buffer by doing 236 cr.lk 236 P as that will give you the Super if you are quick enough, much easier than attempting to input the Super after cr.lk has hit. Damage: 53
  347.  
  348. St LK xx Super: Used sometimes during a jump in if you do not think that Close Mk will hit and they are crouching thus eliminating St MP. Just like Cr. LK you want to buffer this, do the first quarter circle, let the stick return to neutral, hit LK, and then finish with the 2nd quarter circle. Getting this down is good once you have mastered the rest of the standard combos and need to hit an opponent who is at an odd distance. Damage: 54
  349.  
  350. Any Slash Elbow xx Super: If you are at the right distance this can be a good way to hit into your enemy and deal some great damage. Using LK is safest so that is what you should practice the most. You can buffer this and hit confirm with LK, wait and then press punch if you see it connects. For EX you have to cancel the first hit or else they will be hit into the air and that will make the last three hits of the Super miss. LK Damage: 49| MK Damage: 52| HK Damage: 55| EX Damage: 46|
  351.  
  352. HP Flash Chop: A great way to punish someone who whiffs a DP or does something unsafe in your face. It comes out slow but it can lead to some high damage. All of these also work with MP FC. Can be good for stun if you know your opponent is fast to leave stun as it takes less time than a jump in.
  353.  
  354. HP FC xx HP PB: Great damage for no meter, does require you to be close to your opponent when you connect with the HP FC. Damage: 49
  355.  
  356. HP FC xx LP PB: Does less damage than HP but has great range allowing you connect with the power bomb from most situations. Damage: 43
  357.  
  358. Hp FC CL MK xx Super: Deals the most damage you can get beyond a jump in so this is your best metered punish combo. You can always do EX FC for less damage but also for less meter. Damage: 66
  359.  
  360. HP FC xx Back Hp: If you opponent does not mash on this move it will do some good damage and stun, if they do mash the damage is marginal. It does hit from far away though. Damage: 44 (if they are not mashing at all)
  361.  
  362. HP FC Cr. HK: If you hit the tip of HP FC you can follow up with a sweep for a knockdown and some damage if it is all you can get. Damage: 36
  363.  
  364. HP FC SA1: If you have SA1 selected this is a very high damage combo and can be very powerful when done against a low health character like Akuma or Yun. Damage: 100
  365.  
  366. Hyper Situational: These combos will be possible if you hit them in these specific situations and are best learned for fun or to eke out the extra damage you want once you have mastered everything else.
  367.  
  368. Opponent jumping in the Corner: LK SE, St HK, St MP xx Ex Knee Smash: If your opponent jumps in the corner you can hit them with a light slash elbow and follow up with a number of things, the easiest is forward HP, also St MP xx Ex KS, EX SE, EX FC or St HK Forward Hp. Each of these combos will hit at different heights and so on with the first combo being the hardest. This is good damage and stun for only one ex bar but is situational and difficult to land, you have to be fishing for it. Be sure to walk forward a little bit for the St MP to connect. Damage: 64
  369.  
  370. One hit Cr Hp Ex Knee Smash: Works when only the first of Crouching HP hits, which is possible if you hit with the very tip of Alex's shoulder. Not a very useful thing to do but it is something to do if you want. Since Cr HP is unsafe on block it is very risky and since you need to hit at a very specific angle and spacing it is not useful. Knowing this is mainly for fun. Damage: 27
  371.  
  372. ========
  373. Strategy
  374. ========
  375.  
  376. Strategy: This guide will be broken into several categories that cover many aspects of playing Alex.
  377.  
  378. Neutral: In neutral Alex's goal is to advance with his pokes and get close enough to score a combo into a knockdown so he can start his pressure. When playing in neutral Alex pokes with his Standing MK, Standing MP, Crouching MP, Crouching MK and Crouching LK. Sometimes you will want to poke with Standing HK or Crouching HK but those can be more risky as they are unsafe. Flash Chop can be used in neutral as well due to its good range and speed. The main goal for Alex is to deal damage and get himself close to his opponent. Focus on being safe and reading your opponent's pokes to advance. Alex will often struggle to get in on opponents with superior normals so he often has to rely on jumping in to get screen position.
  379.  
  380. Offense/Oki: On the offense Alex's main goal is to break the opponent's defense with a mixture of highs, lows and command or normal throws. However, due to Alex's slower speed it can be hard for him to maintain the pressure once he applies it. The main way Alex gets started is when he either gets a combo into Super or he gets an EX move to connect, as all of Alex's EX moves will cause a knockdown even if it is soft. Once they are knocked down Alex can dash up for a hit/strike mix up between a close MK or a command grab. This is the most basic mix up for Alex and one you should get familiar with after the MK you can spend meter for an EX Flash Chop or Super to continue pressure. After the command grab you will be unable to continue pressure if they quick rise but you will be at frame advantage so you can pressure them with pokes to try and get close again. Next Alex can begin incorporating highs and lows into his game, Alex's standing highs include his Standing HP and the universal overhead. Standing Hp does not lead to combos but will give him frame advantage and leaves you in close range to your opponent. Universal Overhead can be comobed into Super if done meaty and allows for more pressure afterward. Alex can also jump at the enemy to do a high attack, though it is easy to see coming, you can always do an empty jump and do a low instead to add another layer to that mix up. For lows Alex's only cancellable low is crouching LK, which can be cancelled into any of his specials or Supers but only combos into SA2. Using Alex's cr. LK he can apply pressure by following up with a safe special like FC, LK SE or Stomp though that is risky. By changing which special and the strength, Alex can create decent frame traps that will catch people mashing. By mixing all these elements together Alex can create a decent offensive game, be sure to mix it all up to avoid being predictable and Alex can make a showing.
  381.  
  382. Defense: On the defense, Alex is limited by his only reversal being Super. However, he has some fast far reaching normals like St MP and Close MK that can lead to good damage if they connect thus making his ability to mash decent. As with everyone in 3s Alex can use well timed parries to escape pressure and get a strong reversal of momentum. Parrying is inherently risky but it is often one of Alex's best methods of escaping strong offensive pressure. Alex's throw is also a good tool for escaping danger as it comes out fast, reaches farther than most characters and allows him to reset pressure. Be careful with this option as it can often lead to trouble as whiffing throw can lead to some serious damage but careful application can make your opponent think twice about their next move. Alex has a few good options for Anti-Airing an opponent as he can cancel ST MP into all of his special moves. As mentioned before, this gives him the ability to alter the number of hits and the timing between them thus making jump in parry less effective and giving you some forward momentum.
  383.  
  384. ==========
  385. Conclusion
  386. ==========
  387.  
  388. Well now you know a lot about Alex, I hope this guide has helped you on your journey to mastering the subway man. Please feel free to leave any comments or concerns about this guide somewhere. While I do not really recommend playing Alex, he is able to put up a fight. However, if you really want to play Alex you are in for a difficult time not because of his combos or game plan but his weakness can become a hurdle in some match-ups and against some players. Due to his limitations, Alex is often forced to take risks, but these risks do have big rewards. Having to take risks is what places Alex lower on the tier list but so long as you are ready for that Alex can be a dangerous character.
  389.  
  390. =============
  391. Bonus Section
  392. =============
  393.  
  394. Colors:
  395.  
  396. Light Punch: Default Alex, not a bad color mixture and overall a solid choice. Great to pick and get playing Alex with.
  397.  
  398. Medium Punch: Red White and Blue Alex, this is a good color for Alex the blue and red play well together and his white hair adds good contrast to the scheme. A great choice to show your love for the United States or to pay tribute to Hulk Hogan.
  399.  
  400. Hard Punch: Red Alex aka the Genki color, Alex sports red pants a green headband and reddish blonde hair. A good choice to channel aggression and parries, and nice if you enjoy the color read. I would recommend this color for players looking to get in and show some dominance.
  401.  
  402. Light Kick: The worst color, Alex has white pants, white gloves, a dark blue headband and dark yellow hair and darker skin. This color just does not work in game, the colors clash and the darker skin does not complement the white pants at all making them stand out even more. The headband is rather nice but that is all I have to say about it. I would not recommend this color.
  403.  
  404. Medium Kick: The golden boy Alex, Alex in this color sports gold pants and gloves, a tasteful plum headband and blond hair. A very nice color choice, it is tastefully gold and works well, the headband is a nice touch, and I would recommend this color if you enjoy golds.
  405.  
  406. Hard Kick: Periwinkle Alex, in this color Alex is sporting a plum or periwinkle set of pants and gloves, a darker purple headband and normal blonde hair. This is a nice color, it is muted yet bold and shows a level of class Alex rarely achieves. I would recommend this color if you are looking for a nice dignified color to play with.
  407.  
  408. Light Punch+ Medium Kick+ Hard Punch: Dark Alex rises, this is the color KSK often uses and can be a good choice if you want your Alex to have a bit of an edge. Alex is wearing black pants, gloves and a black headband. His hair is white and plays well with the overall darker tones of this color. I would recommend this color if you love shadow the hedgehog, want to summon dark forces or just enjoy the color black.
  409. Players to Look out For: First is Genki, he is known for his skill and recent win at Co-Op Cup, a really great all around player, gets some crazy conversions and is just super solid a must watch. Recognizable by his distinct Red color choice, look for 元気 below the name. Next is Kazuya and no not the Tekken Character. He is a good JP Alex player, overall solid and good game play, he plays the gross White Alex but do not let that deter you. Finally, KSK he is one of the best Alex players in JP and plays the black Alex mainly. He has high technical skill and great reads, he is the Alex I would recommend watching the most of as he can really show you what the character is capable of.
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