
Alex
Alex is a wrestler from New York. His best friend and father figure Tom has been seriously injured in a fight with Gill, and despite Tom's promise that Gill had won fairly, he went to participate in the World Warrior tournament for revenge.
In a nutshell
Move List
Normal Moves
Throws
Command Normals
Special Moves
Super Arts
Frame Data
Move Analysis
Normal Moves
Command Normals
Target Combos
Normal Throws
Special Moves
Super Arts
SA1 - Hyper Bomb (360 + P)
Your standard grappler super. Alex grabs the opponent and performs two German Suplexes on them before finishing them with a jumping Power Bomb. High damage. Guess what. Don't bother using this super.
But it does so much damage! Yes. But if you want to maximize Alex's highest potential, you're going to need lots of EX meter. Hyper Bomb doesn't provide as much EX meter as Boomerang Raid does. On top of that, once you've used an EX meter, assuming you previously had full bar, now you lose the threat of super. Alex is heavily dependent on EX meter, but to be fair, a lot of his damage comes from the okizeme game (attacking on opponent's wake-up). A hard knockdown is so useful for Alex and the only way he's going to get that is with the threat of super. But guess what! You just burned an EX. Say goodbye to your hard knockdown threat!
Variant: Quintuple German Suplex If Alex does Hyper Bomb on a back-turned opponent (usually set up by landing strong or fierce Flash Chop), instead of two German Suplexes followed by a Power Bomb, Alex does five German Suplexes. This does more damage than standard Hyper Bomb, but the problem is landing the turn-around state on the opponent (outside of a stun combo).
SA2 - Boomerang Raid (QCFx2 + P)
Alex's best super, by far. Not that his supers are actually any good, but of his three mediocre supers, this one is the least mediocre. Alex hits the opponent four times and finishes with a German Suplex.
So, why pick this one? It's simple: METER. Remember how I mentioned that Alex is heavily dependent on meter? Boomerang Raid gives you the most EX meter. Plus, if you burn meter for an EX move, you potentially will still have a super to threaten the opponent with. On top of that, of Alex's three supers, Boomerang Raid is the only one you can actually confirm off of a normal (s.forward is his best confirm for Boomerang Raid). And yes, get good at confirming the hit. You have half a day to confirm s.forward into Boomerang Raid. So get into training mode and practice, practice, practice!
Note: If you activate Boomerang Raid and all four punches whiff before the grab at the end, the grab becomes a Power Bomb. You don't get the full damage, I believe, but eh, it still looks cool.
SA3 - Stun Gun Headbutt (QCFx2 + P)
So Alex has that sick move where he headbutts the opponent (b.fierce). It does an exorbitant amount of stun damage and leaves the opponent wondering, "How did I just get hit by that?" Imagine if you could do that to your opponent four times in a row! Alex leaps into the air and, upon nearing the ground, grabs his opponent and headbutts them four times. Done on its own, this stuns EVERYONE. Off of a stun, this won't re-stun most opponents but still leave them with like, 85% stun.
So, a high stun combo? What's not to love about that?
Plenty. First off, the only way to confirm the hit is off of a strong/fierce Flash Chop, or off of dive against an opponent's air attack (air d.fierce), or off of a successful shoulder tackle. Meaning you're going to end up fishing for it.
Good news is that you're completely invulnerable on the way up. Bad news is that as soon as you're falling, the opponent can jab you out of it, or uppercut you, or teleport. Some characters can just activate super and pass right through the grab portion of Stun Gun. Some characters can outright dash forward and make you whiff. Alex, in SA3 mirror matches, can jab SA3 to counter your SA3. It has one short meter, so you don't get a lot of EX, and like I said before, if you burn meter on an EX move, you lose your super.
But hey, it goes over fireballs. That's always cool.
Strategy
Tips and Tricks
Basic Strategy
Advanced Strategy
Matchups
- Vs. Akuma
TBW (To be written)
- Vs. Alex
TBW
- Vs. Chun-Li
Okay. Fighting Chun-Li is like fighting a guy with two bazookas when all you have is a pearing knife. Yeah, it's pretty shite. As soon as she's close to one meter, 90% of your offense becomes unsafe. You can't EX Slash against her unless she unwisely sticks out a move, Jab Flash Chop whiffs when she's crouching, s.strong whiffs when she's crouching, she can react to everything you do. So what exactly do you do?
It's simple. You move the cursor left to Ken and pi-- oh, that's not an option.
Okay. Against Chun, your best bet is to inflict as much damage as you can before she gets close to one meter. And by close to one meter, I'm referring to the point where she can confirm a normal into super and said normal, if confirmed, will give her enough meter to super on confirmation (DED technique/meter confirming). As soon as she gets meter, you can't go buckwild like most Alex players do, unless the Chun-Li player is that stupid. You'll end up having to fish for small damage here and there.
If you score a knockdown, EXCELLENT. This is where you need to assess risk/reward. Gauge your Chun-Li player and see if they're going to fish for parries or burn meter on EX Spinning Bird/EX Legs to get you off of them. Obviously, if you're parried and she has meter or can get you into the corner, GGs, nice try, pick a better character next time. Get to the tip of kara-throw range and see if you can bait a reaction from Chun-Li. If you smell EX Bird, remember, it can be stuffed by UOH.
Mid-range, she dominates you completely. You can try fishing for cr.strong to counter-poke any low attempts, but you also need to be vigilant about range. Also, if you smell s.fierce, you can try and counter with sweep. But be sparing about placement. Chun moves faster than you and pokes better than you. The midrange game is not something to completely rely on here, but if that's where you are, that's where most of your damage will come. You could try to whiff punish as well using EX Slash Elbow, but you must have a good eye for punishing her on whiff, or have a read on your opponent.
If she starts doing that whole tick into kara-throw/b.fierce/cr.forward bullshit, pay close attention to where she's ticking from. If you have her kara-throw range figured, what's left is to figure out what she's using to gain that range. One cr.short, two cr.shorts, cr.jab, and others all move her closer to that range. The good thing, though, is that if you smell the throw, congrats, you've been charging down. You've opened up stomp. Once you teach her not to kara-throw you, she might start relying on cr.forward and b.fierce to fish for the opening. So don't get predictable with the stomp, but know that it's an opened option.
The biggest key is to persevere, here. You can't be afraid as soon as she stocks Hoyokusen. But you have to be smart. Pick your spots. And most of all, don't get buckwild unless you completely have to.
- Vs. Dudley
TBW
- Vs. Elena
TBW
- Vs. Gill
TBW
- Vs. Hugo
TBW
- Vs. Ibuki
TBW
- Vs. Ken
TBW
- Vs. Makoto
TBW
- Vs. Necro
TBW
- Vs. Oro
TBW
- Vs. Q
TBW
- Vs. Remy
TBW
- Vs. Ryu
TBW
- Vs. Sean
TBW
- Vs. Twelve
TBW
- Vs. Urien
TBW
- Vs. Yang
TBW
- Vs. Yun
TBW