特殊技
Adopt a very low, stationary fighting stance. While in this stance, each input performs a different technique.
Evaluation
Alex's Command Normal "Prowler Stance". Detailed notes to be added.
How to Use
Notes on how Alex uses Prowler Stance — combo routes, pressure, pokes — to be added.
How to Counter
A stance entered with down + two punches. While in the stance Alex cannot block, but gains access to a wide range of follow-up attacks.
Key follow-ups:
- 2PP→LP (4F startup)
- Rapid-cancel capable; +1 on block for Alex
- Can cancel into other follow-ups from frame 15
- 2PP→MP (7F startup)
- Launches the opponent; also used as an anti-air
- -6 on block — guaranteed punish available
- 2PP→HP (12F startup)
- +3 on block; charged version is +5 and gains armor
- 2PP→LK
- Movement technique (Tactical Hop); Alex can act from frame 21
- 2PP→MK (30F startup)
- Overhead stomp; +2 on block for Alex
- 2PP→HK (11F startup)
- Low attack; can extend to a 2nd hit
- -17 on block — large guaranteed punish
- 2PP→LPLK (5F startup)
- Throw that hits standing opponents; crouching opponents can evade
- 2PP→2LPLK (21F startup)
- Throw follow-up that also catches crouching opponents; airborne property
Recommended counters
See each individual follow-up article for detailed counters. Key points:
- 2PP→MP is -6 on block; take your punish every time
- 2PP→HK is -17 on block; take maximum damage on block
- 2PP→MK (Air Stampede) on block: back step, neutral jump, or back jump are all safe and low-risk options

