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Alex

アレックス

Alex — 对策

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

Power Drop(背后近身)→↘↓↙←

Power Drop

Counter-strategy for Power Drop — punish frames, blocking direction, yomi paths — to be added.

Power Bomb(近身)→↘↓↙←P

Power Bomb

Power Bomb (command throw) leaves +15F on hit, but the spacing afterward means a careless button gets counter-hit by HK / HP.

Recommended counters

+15F on hit puts you out of range, so blindly mashing eats a HK / HP punish counter.

As a first option, place a neutral or back jump against drive-rush oki. Alex's rush follow-ups are not strong, so judge from your character's tools and meter.

Neutral jump

You can punish Alex's held HK / HP versions.

The fastest HP and MK clip neutral-jumps, so treat this as a yomi.

Some characters can return damage on Alex's fastest HP. Since fastest HP leaves an 8F gap, placing a long-range button works too.

Back jump

Alex's fastest HP whiffs, making this very effective.

If Alex tries an anti-air against the neutral / back jump, he has to extend with rush — fastest mash works extremely well there. Don't just hold guard against the held HP / HK.

Flash Chop (236HP) is +2 on block. You will usually be blocking it after a held HP, where the spacing leaves Alex unable to land a command throw.

Recommended counters

  • 236HP is +2 on block for Alex
    • You will commonly block it after held HP, and the resulting spacing means Alex's command throw often will not reach
    • Aim for a just-parry on the MP in HP→236HP→MP
    • Crucially, also aim for a just-parry on the 236HP itself
    • The string is normally a true block string, but Alex can delay it to bait mashing

Flash Axe (236P) pushes Alex too far on block to use a normal punish or Drive Impact. Just-parry is the only real answer.

Recommended counters

  • 236LP is -4 on block, but spacing prevents any guaranteed punish
    • Drive Impact does not connect either — just-parry is the only counter
    • Aim for the just-parry on 2LK→2LP→2LP→236LP
    • If you can't read the parry, accept that 236LP will keep getting buffered and grind through it

  • 236MP is -6 on block, but spacing again prevents a guaranteed punish
    • Aim for the just-parry on 2MP→236MP
    • Drive Impact does not connect — just-parry is the only counter
    • If you can't read the parry, accept that 236MP will keep being buffered

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

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

Alex's aerial-invincible anti-air. All versions are invincible to airborne and aerial-projectile attacks, and do not hit grounded opponents.

  • 623LK (Light, 6F startup)
    • Aerial invincible frames 1–10, 1200 damage
    • Fast enough to cover most jump-ins on reaction
    • +29 on hit
  • 623MK (Medium, 8F startup)
    • Aerial invincible frames 1–16, 1400 damage
    • Longer active window than Light; wider anti-air coverage
    • +29 on hit
  • 623HK (Heavy, 14F startup)
    • Aerial invincible frames 1–21, 1500 damage
    • Alex is -42 on block — huge guaranteed punish
    • +29 on hit
  • 623KK (OD, 10F startup)
    • Aerial invincible frames 1–17, 1700 damage
    • Alex is -46 on block — maximum punish opportunity

Recommended counters

Normal version

  • 623LK / 623MK (Light / Medium Aerial Knee Smash)
    • These versions are not used on the ground, so blocking them is uncommon
  • 623HK (Heavy Aerial Knee Smash)
    • Alex is -42 on block — punishable with any 5–6F move for huge damage

OD version

  • 623KK (OD Aerial Knee Smash)
    • Alex is -46 on block — take the maximum punish every time you block it

Heavy and OD versions are only used in error or as a risky callout — the frame disadvantage on block is so large that punishing reliably is straightforward.

63214P

Alex's signature command throw. Startup and range differ by strength.

  • (Close) 63214LP — 9F startup, longest range, +15F on hit
  • (Close) 63214MP — 7F startup, medium range, +15F on hit
  • (Close) 63214HP — 5F startup, shortest range (roughly equal to a normal throw), +15F on hit
  • (Close) 63214PP (OD) — 5F startup, range between L and M, higher damage, +15F on hit

Recommended counters

+15F on hit but the spacing pushes you apart, so a careless button risks a punish counter from HK or HP.

As a first option, place a neutral jump or back jump against drive-rush wake-up pressure. Alex's rush follow-ups are all weak, so judge based on your character's tools and meter.

  • Neutral jump
    • Can punish Alex's charged HK and HP versions
  • Fastest HP and MK can clip a neutral jump, so treat it as a yomi call
  • Some characters can punish Alex's fastest HP; since fastest HP leaves an 8F gap, placing a long-range button works too
  • Back jump
    • Even Alex's fastest HP whiffs, making this very effective
  • If Alex tries to anti-air your neutral/back jump, he must extend with rush — fastest mash is very effective in that case

Don't just hold guard against the charged HP or HK.

+28F on hit. The spacing after the throw means mashing out a button risks eating a punish counter from HK (charged).

Recommended counters

Alex's reversal attempt options are:

  • Rush → HK
    • Meaty at +2F on hit from close range
  • Rush → MP
    • Command throw range at +4F

Assuming Alex goes for Rush → HK as the default, the safest response is: Back tech → block the strike → back jump. The situation resembles post-2PP→MK block, where the second light attack cannot reach after the rush, making back step and neutral/back jump very low-risk options.

If you reduce that risk, Alex will switch to holding HK (charged version). In that case, place a neutral jump to punish.

Alex's target combo with no guaranteed punish. Even on full hit it leads into Alex's strong wake-up pressure.

Recommended counters

Just-parry is the only viable option — commit to it.

Even on the complete string, Drive Impact does not connect, and the second hit beats mashing. Accept that and focus on landing the just-parry.

Hyper BombOD强力坠落中→

Hyper Bomb

Counter-strategy for Hyper Bomb — punish frames, blocking direction, yomi paths — to be added.