アレックス
Alex — 대책
Key Info
- Grappler-leaning in-fighter
- Command grab 63214P (Power Bomb) is his primary mixup tool
- Sustained overhead but no combo follow-up
- 6HP (startup 22F)
- Defense options
- 623LK (Air Knee Smash): startup 6F, air invincible
- 623KK (OD Air Knee Smash): startup 10F, air invincible
- SA1 (236236K): startup 9F, strike and throw invincible
- SA2 (214214P): startup 13F, strike, throw, and projectile invincible
- SA3 (236236P): startup 12F, fully invincible
- Moves that are plus on block
- 236HP (Flash Chop): +2F
- 2PP→HP (Heavy Lariat): +3F
- 2PP→HP hold (Heavy Lariat hold): +5F with armor
- HP hold (Face Crasher hold): +2F
- HK hold (Long Kick hold): +2F
Neutral Game (Focus Points)
- Prioritize Just Parry
- Situations after command grab and normal throw are not favorable for Alex
- You'll have more opportunities to go for reversal Just Parries than against most characters
- Don't let him get close
- Alex at close range has an extremely strong strike/command-grab mixup
- Keep mid-range or further and poke him out — maintain a spacing where HP and HK whiff
- Watch for 2PP→MK (Air Stampede)
- A mid-air overhead stomp — if your anti-air is late, he transitions straight into okizeme
- Anti-air with a grounded normal or walk forward to whiff it and punish
63214P (Power Bomb)
Alex's signature command grab. Startup and range differ by strength.
- 63214LP (Light Power Bomb)
- Startup 9F, long range
- +15F on hit
- 63214MP (Medium Power Bomb)
- Startup 7F, mid range
- +15F on hit
- 63214HP (Heavy Power Bomb)
- Startup 5F, short range (roughly same as normal throw)
- +15F on hit
- 63214PP (OD Power Bomb)
- Startup 5F, range between light and medium
- Higher damage
- +15F on hit
Recommended Counter
+15F on hit. The distance after the grab puts you far enough that carelessly pressing a button gets Punish Counter from HK or HP.
As a first option against Rush oki, neutral jump or back jump are solid choices. Alex's Rush follow-ups are all weak — decide based on your character's tools and gauge status.
- Neutral jump
- Can get return against his hold HK and hold HP
- Fastest HP and MK can catch a neutral jump — treat it as a read
- Some characters can get return against his fastest HP
- There is an 8F gap after fastest HP — place your character's long-range normal in it
- Back jump
- Even his fastest HP misses — very effective
- If he reads your jump and goes for anti-air
- Alex must extend his Rush in that case — fastest mash is very effective
Don't passively block his hold HP and hold HK.
2PP (Breaker Stance)
Activated with down + two punches. While in stance Alex cannot block, but gains access to many follow-up options:
- 2PP→LP (Palm Contact, startup 4F)
- Rapid-cancellable, Alex +1F on block
- Can cancel into follow-ups from frame 15
- 2PP→MP (Shoulder Launcher, startup 7F)
- Launches the opponent, also used as anti-air
- Alex -6F on block — punishable
- 2PP→HP (Heavy Lariat, startup 12F)
- Alex +3F on block; hold version is +5F with armor
- 2PP→LK (Tactical Leap)
- Movement option, actionable from frame 21
- 2PP→MK (Air Stampede, startup 30F)
- Overhead stomp, Alex +2F on block
- 2PP→HK (Sweep Combination, startup 11F)
- Low attack, can chain to second hit
- Alex -17F on block — heavy punish
- 2PP→LPLK (Hyper Lift, startup 5F)
- Grab that only hits standing opponents — whiffs on crouchers
- 2PP→2LPLK (Dangerous Approach, startup 21F)
- Grab that also hits crouchers, airborne during active frames
Recommended Counter
236P (Flash Axe / Flash Chop)
Alex's strike special — properties change by strength.
- 236LP (Light Flash Axe, startup 13F)
- Alex -4F on block
- A reliable poke cancel
- 236MP (Medium Flash Axe, startup 17F)
- Slower than 236LP but longer range
- Alex -6F on block — punishable
- 236HP (Flash Chop, startup 26F)
- Alex +2F on block
- 236PP (OD Flash Chop, startup 15F)
- Alex -4F on block
Recommended Counter
- 236LP is -4F on block but the distance prevents a direct punish
- Drive Impact also does not confirm — Just Parry is the only real option
- Look for Just Parry on the 2LK→2LP→2LP→236LP sequence
- If you cannot get Just Parry, accept that he'll keep using it and grind it out
- 236MP is -6F on block but the distance prevents a direct punish
- Look for Just Parry on 2MP→236MP
- Drive Impact also does not confirm — Just Parry is the only option
- If you cannot get Just Parry, accept that he'll keep using it and grind it out
- 236HP leaves Alex +2F on block
- You'll usually block this after HP(hold), but the distance often prevents the command grab from reaching
- Look for Just Parry on the MP portion of HP→236HP→MP
- Importantly, also fish for Just Parry on the 236HP itself
- He'll typically make it a block string, but he may also delay to punish your mash
623K (Air Knee Smash)
Alex's anti-air special. All versions are invincible to airborne strikes and air projectiles, and cannot hit grounded opponents.
- 623LK (startup 6F)
- Invincible frames 1-10, damage 1200
- Fast startup — great for quick anti-air reactions
- +29F on hit
- 623MK (startup 8F)
- Invincible frames 1-16, damage 1400
- Longer active window and wider anti-air coverage than light
- +29F on hit
- 623HK (startup 14F)
- Invincible frames 1-21, damage 1500
- -42F on block — heavy punish if guarded
- +29F on hit
- 623KK (OD, startup 10F)
- Invincible frames 1-17, damage 1700
- -46F on block — heavy punish if guarded
2PP→MK (Air Stampede)
Overhead stomp from the air. Startup 30F, Alex +2F on block. On hit causes a bounce that leads into follow-up combos or straight into okizeme.
Recommended Counter
In neutral
Using a special anti-air frequently results in getting caught by 2PP→LK (Tactical Leap). Normal anti-airs also get stuffed by 2PP→MK — not realistic in practice.
However, 2PP→MK is strong directly below but weak horizontally. The recommended response is: Confirm 2PP → forward jump → crossup attack
Sometimes his anti-air will still connect, but the risk is lower than incorrectly trying to anti-air.
If you're worried about anti-air, confirm 2PP → backdash. This lets you punish a whiffed 2PP→MK.
On block
If you block 2PP→MK, Alex is +2F. Don't mash carelessly.
The recommended response on block is backdash, neutral jump, or back jump. After blocking 2PP→MK, Alex cannot chain two light attacks into his follow-up. So putting a risk on backdash or neutral jump requires LP→236LP — and that has almost no risk for you.
Alex's option against backdash is MP→HP (Palm Strike) — but if you jumped, it whiffs, so you get return.
Breaking down the mixup after blocking 2PP→MK:
- Neutral jump
- Beats his command grab mixup option
- Loses to LP→236LP
- Beats MP→HP
- Loses to jump read (623HK anti-air)
- Back jump
- Ties with his command grab mixup option
- Loses to LP→236LP
- Beats MP→HP
- Loses to jump read (236236K anti-air)
- Backdash
- Beats his command grab mixup option
- Loses to MP→HP
- Loses to LP→236LP
MP→HP (Palm Strike — Target Combo)
Alex's target combo with no punish on full execution. On hit it transitions into his powerful okizeme.
Recommended Counter
Just Parry is the only effective option — accept this and go for it. This target combo does not confirm Drive Impact even on full execution, and the second hit is a mash punish — Just Parry is the answer.
LPLK (Forward Throw — Arm Lock)
+28F on hit. The distance after the throw means carelessly pressing buttons gets Punish Counter from HK (hold).
Recommended Counter
Alex's mash punish options are:
- Rush → HK
- +2F at close range
- Rush → MP
- +4F throw range
Assuming he goes for Rush → HK: Back wakeup → block the strike → back jump is a very stable option. The situation resembles after blocking 2PP→MK — two light attacks can't reach the second time.
Once he adapts to this, Alex will start holding HK. In that case, place a neutral jump to get return.
