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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Same Char | Same Char | Same Char |
Notes: No really, it's the same Char |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Projectiles, explosive damage, mobility | Blockstrings kinda wack, cannot mix up like Alex can | Dive Kick, Guts Bullet, Tardy Counter |
Notes: Batsu is just a protoRyu with better combos, if he can space out Alex and capitalize on every hit he can take the match easily, but the moment Alex spots a weakness Batsu is screwed. However, Batsu comes out slightly better as it's harder to make mistakes with him, and when Alex does drop the ball, Batsu will definitely have him near dead. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Space Control, Mobility | Damage | Legs, Kikoken |
Notes: Chun is one of the few characters to keep Alex out of grab range easily, lightning legs is straight kryptonite and she can kinda zone with kikoken. However, where Alex can murder her in 3 hits it takes about 20 for her, meaning that while she has the means to weather the storm, the storm will eventually come in when Alex gets that hit in. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Everything | bad normals | j.2C, 2C, Zombie summon, zombie spree, Real Megabuster, dodge |
Notes: Frank in general is a weird character, and just like Alex when he gets that hit in you're gonna feel it. He manages to outclass Alex in mixups but of course that comes with the higher brain power Frank needs in general. He can get out of trouble with his dodge, cover up space by pulling out a zombie, and Alex has very little answer to j.2C which is also safe by Rolling. As long as Frank is on the move, the match is in his favor as Alex has to chase him down, a few well placed traps and Frank is good to go. Alex just has to figure out how to close the gap and keep it closed. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Long pokes, blockstrings, explosive damage, counter | no mixups, can get grabbed out of armor, slow normals | Counter |
Notes: Soki is the resident big slow guy, which means that for once Alex has an advantage on mobility. Unlike the rest of the cast, Soki can't really do armored move mixups as A Power Bomb will snatch him right out. However, he does have counter which means any stray Elbow Slash or j.C from Alex is easy prey for an Issen. Oni mode is also even more useless as Alex will hyper bomb the moment a 6C comes out. The only reason this match isn't unfavorable is because when Soki DOES get that hit it's gonna hurt. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Zoning, Shield, like...everything | Poor damage and health | Gun Arm, Shield Arm |
Notes: Volnutt is a pretty harsh matchup, when Gun Arm comes out, Alex has to bait out the 3B shots and get in, and if he does get in, Shield Arm beats basically all options so he has to bait up close anyway. Even barring that, both of Volnutt's lvl 1 supers are insanely good and can panic button him out of mixups. It's not unwinnable, Alex can easily make it work, but man..... |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Mobility, Fireball, also has a command grab | damage output, weak combo routes | Soul Fist, Darkness Illusion |
Notes: Morrigan is not a fun one for Alex, at long range, she can toss out fireballs left and right, so you have that to deal with. When she's up close, you have to deal with air dash mixups, fake lows, fake highs, and a command grab here and there....she's basically a faster Alex now that I think of it. Her only real weakness thankfully is that when she does get to hit you....it's not that big a deal. If she has less than 30% baroque and under 3 bars just take the hit. If she does have 3 bars...then, Darkness Illusion is coming and that's a chunk of health. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Annoying, damage boost, good runaway, healing, the puddle | low health | healing, roll swing, roll puddle |
Notes: Roll is notable for not having small body privilege for Alex, there are very few routes that do not work on her, you can basically pretend she's a normal character, which is very odd. That being said, when she has the puddles she is one of the few characters to go toe to toe on damage. Tack on her ability to run away and heal and you have one annoying gremlin, but honestly that's about all she has on him. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Ryu | Ryu | hadouken, shoryu, j.C, 6B |
Notes: Ryu has the hadoukens, the j.C and 6B, but that's really about it. If you know how to play Street Fighter than this becomes a standard Street Fighter match. Watch for whiffs, punish with slash elbow, poke him out, put your fundamentals to work. Ryu has to do the same, he can't "really" open you up unless your defense is just that bad. Despite Alex being the grappler Ryu does have some aggressive tick throws however. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Some of the best zoning in the game | Getting suffocated | everything honestly |
Notes: This might be one of the worst non giant matchups in the game. Saki pretty much cooks Alex easily. B Ammo shuts down nearly every option, super jump j.C is near impossible to chase. Ending a blockstring with positron laser puts Alex out of poking range and he has to YOLO Elbow slash to get any momentum. This thankfully isn't a straight 10-0, if Alex does get in she's gonna feel it, a few bad bursts and Saki is pretty much helpless, but the road to getting there is an 80 degree incline. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Can stay out of Alex range near indefinitely, mobility | uhhh | Red Hot Kick, Voomerang, 2C |
Notes: Joe is a slightly more manageable Saki, he can fly across the screen and stay out of Alex's range. Much like the rest of this page, Alex's gameplan is just to get in there which is easier said than done. Joe can pester with Voomerangs, set traps with bombs, and a single hit will more than likely end with Slow and Zoom. Block the Red Hot Kick, unleash a slash elbow and kinda hope for the best. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Zero | lmao, I guess health | Zero Buster, Dive Kick |
Notes: It's Zero, I don't even have to put anything here, the dude outclasses Alex pretty much everywhere, as with the other unfavorable matchups, you have to pick your spot, YOLO slash elbow and pray to whoever you look up to. Zero can shut down nearly every approach with Zero Buster, lock down with sugenmu, or just push you away with Rekkoha. That is if he isn't mixing you up with Buster loops. It's still not a 10-0, his low health means Alex is going to capitalize on the hit if Zero doesn't burst, but man....when Alex has a bad matchup it gets BAD. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Damage output | No mixups | Knee, Friender, C Denkou Charged |
Notes: Casshan is kind of a whatever matchup, he has some basic mixups, Friender is there sometimes. There's nothing really notable here. Just watch the 2C/Knee mixup, hit em until he's dead. Cash hits hard but so does Alex, whatever. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Mixups, zoning, resets | Cannot get pressured | Tree, Rock |
Notes: Doronjo can mix up Alex to high heaven and try to space him out, but if he manages to get on her once, she has to scramble to get back on track. Just wait out the trees and slowly close the gap. If she has no baroque she can't get started so try to temper your blockstrings a bit so you can farm some BBQ and open her up. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Blockstrings, zoning | ??? | Baseball, Quick Upper, Final Reversal Breaker |
Notes: Ippatsuman is kinda like Casshan in that he's just there. The baseball is a good zoning tool but it's unfortunately easy to spot and you can just tank them as Alex. To do anything of note Ippatsu kinda has to close the gap. His Quick upper Blockstrings are really good and I don't think Alex has any tools to deal with it other than Pushblock and poke. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Zoning, da boot | Can't chip | Savage Shot, Cactus Bunker, 2C, Shuriken |
Notes: Joe has enough tools to never approach Alex, but in the event they are face to face, he has a counter, a near full screen low, or he can just fly in the air and stay away. Honestly, this would be a nightmare matchup if not for the fact that Condor can't chip Alex at all....like seriously what's up with that? |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Mixups, bombs | blockstrings | 6B, Bingo |
Notes: Jun's ability to tab Alex with bombs is pretty cool, but that's about it. When she hits Alex with a combo it'll hurt a bit but there's nothing really special here. Her mixups are the saving grace as Alex's normals aren't exactly fast so she can take advantage of the lightning strike mixups |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Mixups, pure speed | Damage | Kasha |
Notes: If anyone is familiar with Guilty Gear, this is just Chipp vs. Potemkin, Karas will fly across the screen, do wacky movements, put him in near infinite blockstun, while Alex just needs that "one" grab and Karas is near dead. STR vs DEX in fighting game form. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | mixups, air movement, level 3 | normals | Random Flight, Science Ninpo: Phoenix, Bird Run |
Notes: Ken is just a better Karas, he can poke Alex and run away with Random Flight. Interrupt his movement with Bird Run, even punish some bad calls with Science Ninpo: Phoenix. But when Alex gets in, Ken suffers a bit. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Mixups | Polimar | 6B |
Notes: Polimar excels at being up close, which is also what Alex excels at. Polimar has to perfectly call emblem mixups or Alex gets a grab/elbow slash. Alex gets a slight edge due to his damage output being better while also having some better pokes. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Range | speed | C, 6C, j.C, Tek Lancer |
Notes: Tekkaman is the other slow character on the roster, giving Alex a little bit of a mobility edge. He also has better damage output than Alex, AND his pokes outclass Alex by a while. It's all hurt by his speed. For every good Thing Tekka does, Alex can kind of weave through him, the real threat being Tek Win. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Blade | lol | j.2C, Falchion, Shamshit |
Notes: Blade is a god for a reason, if Saki didn't exist this may be the worst matchup. Blade can dance around Alex all day, damage output outclasses Alex, speed, everything. Again, it's not a 10-0, Alex can definitely beat Blade, your blocks just need to be on point, your meter management has to be better, know when to call for a hyperbomb, just...don't get hit. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Speed, Range, Yatterman | Health | Kendamagic, 6B, 3C |
Notes: Rounding off the last of the high tiers, we have Y1. The dude is just El Fuerte with Dhalsim limbs. He'll be in your face in seconds or stay away and just flick with Kendamagic. He can shut down any air attempts with 6B or Yatterspin. It's Yatterman, watch for whiffs and punish. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | The robot, shield, mixups | Health | j.B, Omotchama, This Week's surprise Robots, Yattersplash |
Notes: Alex excels in being in your face and Y2 excels in keeping you away from her face. Yattersplash stops any attempts to get in, Omotchama does the rest of the work, and if she has 3 Bars, Surprise Robots is a real threat if she can mash. Her low health is Alex's asset, get your hits in often, you can ignore Omotchama during Grab animation so watch when her guard goes down. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Damage | Lightan | Gold Crash |
Notes: Lightan is already suffering, but Alex puts salt in the wound, pretty much any whiffed move is a free grab, battleship breaker is a free stungun headbutt/hyperbomb. This feels easily like a 9-1, the only thing Lightan has on Alex is damage, which is only hurt by the fact that Lightan can't combo anything to save his life if it's not point blank. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Damage | Dashing, Jumping | Missles, j.C, 4B->6B, L-P Buster |
Notes: Much better than Lightan, there are still holes, anything PTX does there's like a 6 frame startup which Alex can grab. The lack of double jump means PTX can keep the pressure on, and L-P Buster just hurts. In the end Alex still has the advantage but PTX can put up a good fight. |