Top 10 moves

synce

Well-Known Member
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Last edited:

damedame

Member
I really do like the :7::K:. I've found this move to be almost always useful, especially if feeling pressured and wanted a break or to escape. It's the same as Kasumi's really, except it seems really safe, where Kasumi can be thrown after.

I find the :4::K::K::K::K::K::K: string seems to be pretty useful when being rushed at. If all connect, it does pretty hefty damage for such an easy move to execute.

Also for CB next to walls, :8::K::K::K::K::K: works really well. It all connects before they hit the wall, whereas most other combos always knock them into the wall first.

I wish I could pull off the ground OH better. If I try to input it quickly, it always fails and either gives me :8::F:+:P: or just :F:+:P: it seems. Maybe it's my old xbox controller though. (7 years old now? X.x) If I do it slowly, it usually works, but it's too easy to telegraph what I'm doing if I do that. :p

Oh and the :P::P::K::K::K::K::K::K::K: string seems kinda crazy in the number of hits she does before the natural combo ends. Most players I play usually stop blocking somewhere and get hit.

And :K::K::K::K::K: by itself is nice sometimes to put them in critical stun before CB. :F:+:K: :K: works pretty well for this too.

Alpha seems pretty fun so far. My main problem is I used to play Kasumi a lot, and since a lot of the moves are similar, I sometimes try to do Kasumi's finishers and wind up doing something really stupid and getting myself punished. XD

What are some good options after a counter? So far the only things that seem to work well are :6::P::P::P:.
 

synce

Well-Known Member
I want to say the ground pound OH is a good option after countering but this requires reflexes beyond my current ability :) Everything else I've tried either doesn't connect or gets beaten out by BT attacks

BTW, I believe her highest damage juggle is pkkkk7k. It works near walls and on any weight class as long as you launch with 3h+k. If you launch with 8k, it won't fully connect unless you take out the p. The resulting combo can also be used on any weight class but not near walls. If you're near a wall you can use pkkkk7k regardless of launcher or weight class.
 

damedame

Member
I haven't tried :P::K::K::K::K::7::K: yet. I'll check it out next chance I get to play.

After a teleport counter, you can also use :6::6::P: pretty effectively. (:3::K: also seems to work but not as fast)

I'd love to do the ground pound throw as well. I'd love to use it more often as it's an amazing move, but my button pressing ability just can't mash it out quickly enough to be reliable. I imagine with more practice maybe. :)
 

damedame

Member
some updates

:P::K::K::K::K::7::K:... I tried this, it can sometimes miss. In fact it can miss more than I'd like.
:3::P::P::P: (free cancel) :P::K::K::7::K:... that first part gets such amazing height. It's kinda sick. I noticed it as well, but the last kick seems to miss a lot.

:F:+:K: :K::K::K::7::K: works amazing by walls. The damage is just crazy.

:2::K::K::K: or :2::K::K::2::K: seems to be really strong too.
 

Nightpup

Well-Known Member
some updates

:P::K::K::K::K::7::K:... I tried this, it can sometimes miss. In fact it can miss more than I'd like.
:3::P::P::P: (free cancel) :P::K::K::7::K:... that first part gets such amazing height. It's kinda sick. I noticed it as well, but the last kick seems to miss a lot.

:F:+:K: :K::K::K::7::K: works amazing by walls. The damage is just crazy.

:2::K::K::K: or :2::K::K::2::K: seems to be really strong too.
You're doing the first two not fast enough, then. They will hit every single time, no matter what the enemy's weight. The second one must be against a wall though.

Oh and for the record, :7::K: gives frame advantage for Alpha. +2 on block.
 

synce

Well-Known Member
Is the game data incorrect? It says 0 for me, although it's -2 after some strings I tried...

Edit: Weird. Sometimes it's 0, sometimes +1, sometimes +2.
 

ScattereDreams

Well-Known Member
2kkk ~ I've tried holding after the first hit, but it seems that entire string natural combo's which is really annoying.
 

P1naatt1ke1tt0

Active Member
2kkk ~ I've tried holding after the first hit, but it seems that entire string natural combo's which is really annoying.

I just tested this in training, after the first low kick you can and MUST low-hold the second kick, or you're screwed. That's the only option. The second low kick gives a stumple-stun (or whatever), which can not bet SE'd or held out of, so the launch is guaranteed. Actually, I think that 2KK2K is completely useless if the first hit (2K) connects, as the launch is guaranteed for 2KKK.

Somebody correct me if there's false info here.

EDIT: I think this string is totally OP, at least online.
 

damedame

Member
Second hit is NOT guaranteed at all. I get it countered all the time.
The 3rd IS indeed a natural combo.

It's a strong move.

:7::K: is pretty OP by walls I've found lately.
 

synce

Well-Known Member
Yup 7k by wall = byebye 30% HP :cool: I think it's only fair Alpha has a strong wall game since she gets destroyed if the tables are reversed

2kkk can be a bitch online, I try not to use it unless the other guy is getting away with something ridiculous
 

Nuke-Nin

Well-Known Member
:236: :236: :H+P: > USE THIS ON COUNTER SPAMMERS. I tested this on Arcade Legend Difficulty i got to round 5 before they caught onto my 5P and started low hitting... STILL 5 WINS!
 

ErickBello

Active Member
:6::K::P: is still top in my opinion, causes sitdown stun, and well, it's not SEable. And pretty much guarantees a FLOAT :P: or a :4::K::K::K: Setup.
 

FlamingMuffin

Active Member
My top 10 in 1.03

236236T - 149 on HCH? Yes please
214236T - Crushes highs and awesome range OH
66T 2T - i10 OH, 30 or 60 damage on walls and with the new recovery it's not trash
6K series - Crushes lows, P ender(s) gives +8 on block
3K - Deceptively long range, crumple stun, safe due to pushback
2P - Reset
8T - Another long range OH
P+K - i14 mid track, reset on hit
3H - Mid parry for damage
66P - +8 on block
 

synce

Well-Known Member
Does Alpha even have 10 truly good moves as of 1.05? Here's all I can think of

:P: - options not nearly as good anymore but still a fast jab
:3::K: - safe at range, good stun...miraculously escaped nerfs thus far!
:2::F+P: - still fast and powerful
:214::426::F+P: - nerfed damage but still decent


For anyone who missed out I've compiled a list of once-great moves so you can compare the old, godly properties (in parentheses) to whatever garbage they've most recently been nerfed to.

:6::6::P: (+8 GB)
:6::6::F+P: (10 frame OH)
:236::236::F+P: (~10 frame recovery)
:F+K::K: (2 in 1, 3rd hit CB's)
:2::K::K::K: (2 in 1, highly delayable)
:K::K::~: (highly delayable)
:7::K: (reset, fast recovery)
:3::F: (guaranteed knockback)
 

deathofaninja

Well-Known Member
Premium Donor
News Team
I still think Alpha has some good moves:

1. 8T -- I really don't give a damn how easy it is to punish... it works a lot, you then have the FLT stance afterwards, and FLT P is a great pseudo because you can escape even if it misses. It's a game changer for me, and I've eaten some of the best alive with it.:bradwong:
 

Intelligent Alpha

Well-Known Member
:236: :236: :H+P: > USE THIS ON COUNTER SPAMMERS. I tested this on Arcade Legend Difficulty i got to round 5 before they caught onto my 5P and started low hitting... STILL 5 WINS!

"Good night!!" I love this throw more so than RUSH! Pain up close and personal; you can feel it! Pow! Right in the kisser!! XD
 
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