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ALEX
アレックス

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MATCHUP GUIDE

ALEX Matchup Guide

Review published matchup material and practical punish checks.

MATCHUP OVERVIEW

Identify the stance entry before guessing the follow-up

Alex can reach close pressure through Aerial Knee Smash or enter Breaker Stance after Flash Axe. These routes offer different visual cues. Name the entry first, then distinguish a grounded strike, command throw, or hop instead of treating all forward stance movement as the same attack.

What to watch for

OD Knee into dash pressure

The guide lists heavy Power Bomb, back medium kick, normal throw, crouching heavy punch, and guard after this knockdown. A dash does not lock Alex into the command throw.

Medium Flash Axe into Breaker Stance

The documented options include forward stance movement into Slash Elbow or Tactical Hop, then a jump attack or landing Power Bomb. Keep the stance movement in the recording; testing a raw hop misses its setup.

How to deal with common situations

A strong Knee ender occurs midscreen

The source uses a stopped Drive Rush into a delayed low, delayed throw, or retreat. It uses a different dash setup at the corner. Check screen position before applying the same wake-up timing.

You keep jumping away from Power Bomb

The OD-Knee setup also contains strikes intended for the next close exchange. Record one of those alongside the grab and compare the cost of your escape. A successful jump against the throw does not solve the strike branch.

Distance-specific responses

Before the stance reaches you

Watch whether the movement stays grounded or becomes Tactical Hop. Practice those two arrivals first instead of trying to react to every stance possibility at once.

After Knee in the middle

Notice the rush stop and whether Alex delays the low or throw. An immediate response learned against the corner dash is not automatically timed for this route.

At the corner knockdown

Match the Knee strength or the Flying Cross Chop ender before choosing your defense. The latter has its own back-medium-kick and Power Bomb setup in the guide.

Common mistakes

  • Treating every Breaker Stance advance as a throw.
  • Reusing the midscreen Knee timing in the corner.
  • Testing Tactical Hop without the preceding Flash Axe route.

Training mode practice steps

Use your own character as the defender. Turn on the frame meter and input history so you can distinguish a real answer from a mistimed recording.

  1. Separate grounded stance and hop

    Record medium Flash Axe into the documented stance movement. Make one slot end in Slash Elbow and another in hop into attack; add landing Power Bomb after you can distinguish the first two. Keep the setup distance fixed initially.

  2. Defend the OD-Knee choices

    Record OD Aerial Knee Smash into dash and either Power Bomb, back medium kick, or guard. Verify the approach, then compare blocking, throw evasion, and reversal against each. Record which branch defeats each choice.

Draws on Alex’s OD/strong Aerial Knee Smash, medium-Flash-Axe stance, and Flying Cross Chop setplay sections. Older assessment frame values are not repeated. For current numerical values, use the linked Frame Data page and confirm important situations in Training Mode.

TRAINING CHECK

Start with spacing and guaranteed punishes

Use the published frame data below as a shortlist, then confirm range, pushback, follow-ups, and active-frame timing in Training Mode before treating a punish as guaranteed.

FRAME CHECK

Moves to test after blocking

MoveOn BlockTraining check
OD Aerial Knee Smash-46Test a punish that reaches at the recorded spacing.
H Aerial Knee Smash-42Test a punish that reaches at the recorded spacing.
SA1 Raging Spear-38Test a punish that reaches at the recorded spacing.
SA3 The Final Prison-38Test a punish that reaches at the recorded spacing.
CA The Final Prison-38Test a punish that reaches at the recorded spacing.
SA2 Sledgecross Hammer-29Test a punish that reaches at the recorded spacing.
Sweep Combination(2)-20Test a punish that reaches at the recorded spacing.
Sweep Combination(1)-17Test a punish that reaches at the recorded spacing.
Twisted Drop-15Test a punish that reaches at the recorded spacing.
Flying Cross Chop-12~-1Test a punish that reaches at the recorded spacing.

The numerical shortlist uses the same official-reference frame dataset as the Japanese guide. Character-specific editorial notes are not machine-invented.

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