An attack from Prowler Stance that quickly brings you back to the ground after jumping up.
Evaluation
Alex's Command Normal "Air Stampede". Detailed notes to be added.
How to Use
Notes on how Alex uses Air Stampede — combo routes, pressure, pokes — to be added.
How to Counter
An overhead stomp attack from the air (Prowler Stance cancel). 30F startup, +2 on block for Alex. On hit the opponent bounces, allowing a follow-up or immediate wake-up pressure.
Recommended counters
In neutral
Using a special anti-air often gets beaten by the Tactical Hop (2PP→LK) that Alex can mix in instead. Normal-move anti-airs also get stuffed by Air Stampede. The recommended approach is:
Confirm 2PP → Forward jump → crossup attack
Anti-airs can still trade occasionally, but the risk is lower than committing to one.
If you fear the anti-air entirely, confirm 2PP → back step. This option punishes a whiffed Air Stampede cleanly.
On block
If you block 2PP→MK, Alex is +2F. Avoid mashing out of it carelessly.
The recommended responses are back step, neutral jump, or back jump. After blocking Air Stampede, Alex cannot re-open with a second light attack, so his only answer to punish back step or neutral/back jump is LP→Flash Axe (236LP) — which carries little risk for you.
If Alex tries to punish back step he uses MP→HP, but a jump makes it whiff and you can score damage.
Summing up the yomi tree:
- Neutral jump
- Beats Alex's command throw option
- Loses to LP→236LP
- Beats MP→HP
- Loses to Alex's jump-read (623HK anti-air)
- Back jump
- Draws with Alex's command throw option
- Loses to LP→236LP
- Beats MP→HP
- Loses to Alex's jump-read (236236K anti-air)
- Back step
- Beats Alex's command throw option
- Loses to MP→HP
- Loses to LP→236LP

