RISE UP! Street Fighter V on PS4 and PC

XZero264

FSD | Nichol
Premium Donor
@grap3fruitman
Gonna cover the Z motion on Ken's Shoryuken.

When you look at the input command for the special you see:
manual_eng_03a-png.16692


The red circle on the left mimics an arcade stick with the Punch Icon on the right mimicking a Punch command (in this case l.P,m.P, or h.P will not matter).

To input the command you would start (using the number directional notations) at 5 and then quickly input 623. This isn't immediately obvious but with these command demonstrations you have to follow the path of the arrow from start to finish.

For the vast majority of commands (more or less all of them) the inputs will start at 5 and go in a direction or multiple directions before the command will be accepted (think of DOA half circle throws that go 541236T on a stick or just 41236T on a control). You follow the path the arrows starts from (which will be stick at neutral and no buttons on a pad being pushed, aka 5), from 5 the arrows goes to the right, the 6 position. It does not stop there as the arrow head is not present or end here and instead continues in another direction.

The "second" directional input (based on if we want to count 5 as a position in the command) takes it to the 2 direction. This makes the commands so far 562, or just 62 for short. The arrow head is not present at the 2 and instead continues on a path in another direction so there is another direction that needs to be executed before the command can be complete.

This last direction is 3 (ambiguous because you would assume it actually goes back to 6 but this is universal across all characters with these commands). The final directional input for the command becomes 5623, or 623 for short. In terms of DOA this is the directional input for Raidou's EWGF, the juggling strike that emits lightning when done right.

Finally you would input a Punch to complete the command. If done right you will get Ken performing an uppercut while shouting Shoryuken. This is what you are looking to do with this command and if you look at other commands and follow the arrow from the center of the red dot along it's path of travel you can deduce what the directional input for a command is.


If you look at the Hadouken the arrow follows a 236 direction with a Punch as the strike command, his Tatsumaki Senpukyaku follows a 214 direction with a Kick command, and the Shoryuken follows the 623 with a Punch command.


Ken's Critical are has two directional inputs followed by a kick command. If you follow the path of the arrow from the center of the dot to the end of the arrow you find that the first directional input of the CA is 236, if you follow the second directional command you find it is 236. This makes the directional commands for the CA 236 236. Kick is the followup strike command and because it is a grey icon you can use anny of the three kick commands. This makes the full command for the Critical Art 236236 + K.


If you look at Necalli or many of Bison's specials there are white arrows as part of multi directional inputs. These are charge moves and you have to hold a direction for a certain number of frames to "charge" the strike before inputting the final directional and strike command. The amount of time required to charge tends to vary per special.


Below is what you can use in some situations and require a very slightly higher degree of knowledge above complete beginner.


Based on which special you use you can add a higher strength strike to add additional effects to the special, as a new player your concern is to add higher strength commands to deal more damage. A lot of it is not immediately obvious just looking at the animation but in the case of Ken's Shoryuken the l.P version is a fast single hitting uppercut. The m.P version is a double hitting uppercut that travels higher than the light version and I believe has a degree of invincibility making this a decent anti air option against foes jumping in on you (it also has more recovery than the l.p version). The h.P version is a triple hitting uppercut and travels the highest and the most damaging but has the longest recovery time of the three versions (I believe it retains the invincibility but I'm not 100% sure on this).


If you look at reversals you will see that you have to input 3 strike buttons with a directional command, this means you press all three of either the Punch or Kick buttons while pressing in the corresponding direction. Reversals are a counter system universal to the cast that you initiate on block and requires the use of 1 V Trigger meter bar. Until you get down directional stuff and get confident in basic play do not worry about this, this is just for your future reference.
 

d3v

Well-Known Member
See, how would you have even known that was a motion? I see a button with the letter Z on it. I don't see how you're getting 623 from a Z though, shouldn't it be 7895123? And you say there's no "which punch" but the web movelist has a red icon but the in-game one is gray? So is that a clerical error on Capcom's part? They're kinda known for their typos. "PECIAL MOVES" on the page with Ken too.
It's 623 because you're starting from neutral. Hence why it's also only in the lower right corner.
...I had to zoom in 5x before I could even see an arrow (how would you do it on the TV?) but now I'm really confused. So... I'm supposed to be holding down the hard punch then I do 852369 plus hard punch again or a regular punch? The more I look at the movelist, the more confusing it is. Above you said I don't need a specific punch but Wah says red means one of the hard buttons and it's inconsistent between the in-game manual and online one. Or did they change it so you could hold any punch between betas? Maybe the manual's old? I only tried beta 2.
No, you're misreading Matt's words. The red circle, as Matt stated, means that it's for the directional input.

Understand that these are just visual shorthand for individual directional inputs. If we laid them out, it would look like this
  • Hadouken - :2::3::6:+:P:
  • Shoryuken - :6::2::3:+:P:
  • Tatsumaki Senpuu-kyaku - :2::1::4:+:K:

We figured out long ago that laying out individual button notation can get confusing when there's alot and it's just better to show the motion, especially with things like half circles, 360s and supers.
  • Shinkuu Hadouken - :2::3::6::2::3::6:+:P:
  • Yoga Fire - :4::1::2::3::6:+:P:
  • Spinning Pile-driver-:1::2::3::6::9::8::7::4:+:P:
And let's not get into things like the SNK "pretzel" motions such as Geese's Raging Storm
  • Raging Storm - :1::6::3::2::1::4::3:+:P:
Why would they not include 24 moves on the movelist?! Don't you see how this kind of stuff just gives experienced players a completely one-sided advantage?
Because it's redundant to list all 3 versions of a special move when they're the same special move, just with different properties. A shoryuken is a shoryuken no matter if it has flames, has more invulnerability or travels higher.

And knowing how to do special moves doesn't necessarily give a player an advantage. It's perfectly doable to win with just normal buttons and no combos. Heck, I've done that multiple times in 3rd Strike alone.
Look guys (and gals), please don't write out huge explanations for me. I'm not looking for hand-holding "give me the answer" stuff. I just wanted to know if there was a guide for new players because I couldn't find one and the game does a poor job of explaining how to play. It doesn't even try. There's a huge difference between a "beginner player" and a "beginner high-level player." Everything seems aimed at the latter, which is a shame and why fighting games will remain a niche.

Every other genre of game in the last 15 years comes with a campaign that includes a decent tutorial explaining its rules and how to play. I think DOA's training mode could use some improvement but it is lightyears ahead of other fighting games'. That's why it traditionally appealed more to casuals - the instruction was better, not the game being easier. People can perform brain surgery, given the proper instruction. I don't know why people think learning a fighting game is out of the question. Maybe I can record some beginner stuff this weekend during the beta if I can figure out a little more. It's kind of ridiculous that I'm the first person in the universe to think of this.
Yes there is a tutorial mode, it's just wasn't in the last stress test.
But they aren't react able when being used to punish. I'm not talking leading with them or dashing in for it like you are. I'm talking using them when the opponent is trying to attack, q situation where they CANT react to it.

Like yeah trying to knee lift an opponent just standing in front of you is stupid, you'll get shoryukend. But doing it on a jumping or otherwise airborne attacking opponent? That's smart.

Like in one of my vid, Alex knee lifted Hugo right out of his butt slam. In another, power bombing ken right out of his super animation. In another, headbutting ken out of his fireball to the point the fireball just passes through Alex harmlessly. You can command grab Q out of his lunging attacks, you can knee lift Chun out of her axe drop, you can DDT Hugo most of the time he's trying to do anythinf, you can knee lift Sean out of his wheel kick, you can powerbomb Yun out of his dash, etc etc.

And to boot threw no reason to use light versions so they're always HEAVY punishes that destroy the stun gauge.

See what I'm saying? The guy may be the top but he's still ignoring Alex' main strength in favor of bnb setups (which he's admittedly good at). He's just going the formulaic approach which isn't what grapplers are for. You use em right and they can function like Holds in DOA.
Dude just stop. You're literally being spoonfed how Alex is played at high levels and yet you're arguing that he's being played wrong.

Command throws get stuff because there are multiple attacks that can stuff them on startup. His fastest command throw (light Power Bomb) has 6 frames of startup, the average jab has 3 (Heck, most medium attacks have around 5 frames of startup standing). Try it against Akuma and you're just eating short, short xx super. Worst yet, it looses out to SGGK option select (kara throw/parry confirm super OS, that almost everybody has) because normal throws can beat out command throws. Now consider that the heavy version comes out in 8 frames.

His only command throw that comes out fast is Hyper Bomb (SA1) which has a 1 frame startup. That's pointless anyway since his best super is Boomerang Raid (SA2).

Why do you think guys like KSK and ReNiC only go for Power Bomb via tick throw setups? Because that's pretty much the only way to guarantee them. Make it so that they're coming out of block stun so that a counter poke can't come out on time.
 

Goarmagon

Well-Known Member
Standard Donor
I scored a PC beta code and holy shit does this game run weird on my rig. It will go into the 40's if I max things out and I have a pretty manly rig. Got some pretty butal rollbacks too.
 

d3v

Well-Known Member
I scored a PC beta code and holy shit does this game run weird on my rig. It will go into the 40's if I max things out and I have a pretty manly rig. Got some pretty butal rollbacks too.
rollback has nothing to do with your hardware.
 

Argentus

Well-Known Member
Dude just stop. You're literally being spoonfed how Alex is played at high levels and yet you're arguing that he's being played wrong.

Command throws get stuff because there are multiple attacks that can stuff them on startup. His fastest command throw (light Power Bomb) has 6 frames of startup, the average jab has 3 (Heck, most medium attacks have around 5 frames of startup standing). Try it against Akuma and you're just eating short, short xx super. Worst yet, it looses out to SGGK option select (kara throw/parry confirm super OS, that almost everybody has) because normal throws can beat out command throws. Now consider that the heavy version comes out in 8 frames.

His only command throw that comes out fast is Hyper Bomb (SA1) which has a 1 frame startup. That's pointless anyway since his best super is Boomerang Raid (SA2).

Why do you think guys like KSK and ReNiC only go for Power Bomb via tick throw setups? Because that's pretty much the only way to guarantee them. Make it so that they're coming out of block stun so that a counter poke can't come out on time.

Dude no. Again, you're thinking if only power bombing when the opponent is just standing there ready to jab.

I'm talking how you can command grab them right out of their attack and movement animations, when they can't jab you out of it.

Yes akuma is one of the ones hard to powerbomb. But all the OTHER command grabs still work in him. Most akumas are always jumping so knee lift and stomp work wonders. 4T grabs him right out of most attacks. DDT is almost always a guarantee. Then the heavy attacks just annihilate akuma with superior reach and power.

But like say an akuma is stepping in. Time the powerbomb earlier so you grab as he's stepping in, before he can jab. He literally walks into the powerbomb.

I'm not being "spoonfed how to use Alex". That guy uses a totally different approach and I'm pointing out he's obviously not used to using the actual grapples and could start to we ck the akuma in seconds.

He's focusing entirely on setups, which leaves him with no mixup whatsoever. Like so many time in the video he could have done the dashing elbow as a bait instead of simply stepping in and getting hit every time, he almost never punishes fireballs with a stomp or cross dive or headbutt when close enough, he misses out on almost every knee lift opportunity including Akumas airborne kicks like the shotokick, not just jumpins, he doesn't utilize Alex' heavies enough as punishers, etc. Like both are really good, obviously, but they've also obviously gotten too complacent and settled into their patterns. Both are relying on guaranteed setups which leaves them predictable with little to no mixup, but both are also unwilling to break those patterns to take advantage of the other's.

Like if this guy started to actually use Alex's heavies and grapplers more instead of just relying on stepins, with his skill, he could just totally steamroll the Akuma without needing to trap him in the corner.

I'm not saying I could beat either one, but as the rare type who actually learns how to time and use grapples in fighting games, I'm just pointing out how the guy could expand his Alex instead of neglecting a characters main strength in favor of just using "safe" moves.

I'm at work but later I could rewatch the vid and write down each time he couldve done a heavy or grapple with no issue.

Its like with Hugo, I don't jab or poke at all like most players because if you actually learn a power character like him, that stuff is totally unneeded. Its only purpose is to act as a buffer for people who don't know how to use the actual grapples.
 

VirtuaKazama

Well-Known Member
Standard Donor
News Team
Trying out Laura. She's fun to use. Need some pointers, though.

I feel that you can continue the combo after QCF+LP, but I'm not sure. Probably have to set the dummy to counter to find out.
 

J.D.E.

Well-Known Member
Standard Donor
I'm not really getting why people are getting so hung up over the changes in BETA. Once the game comes, everything in the builds will be different except for how the character generally plays.

@VirtuaKazama, go with F+HP into her Heavy QCF+HP for a BNB combo. It's good damage. Her QCF+HP is also a good AA. CrMK is a godlike button. Her mixups are really annoying because of her fireball, too. I'm thinking about using her when the game comes. I already have my main, but she may be the other character after I learn him. F+HP is also a nice whiff punisher with her cr Mk into her light dp.
 

d3v

Well-Known Member
iWKad22.jpg

Once again you fall back into your habit of ignoring what's already know about high level play by using your own misconceptions about the game/genre, instead of actually trying to learn why these things happen in high level play and trying to learn from them.
Cammy's very fun.
Yes she is once you stop playing her like SFIV Cammy (and do so like ST/CvS2 Cammy).
 

Russian-chiropractic19

Well-Known Member
Standard Donor
Was messing with Nash and didn't get into a single match online last night, but at the same time I refuse to get into any serious training until that buff/nerf roulette stops spinning.

I basically just saw how I could combo into his specials, but I couldn't use his V-trigger to combo or combo from specials.

I finally was able to get his Tragedy Assault to work properly. works a lot better when you do the right command I was using kicks instead of punches last time....

Let it never be said that I know what the fuck I'm doing.
 

Argentus

Well-Known Member
iWKad22.jpg

Once again you fall back into your habit of ignoring what's already know about high level play by using your own misconceptions about the game/genre, instead of actually trying to learn why these things happen in high level play and trying to learn from them.

Yes she is once you stop playing her like SFIV Cammy (and do so like ST/CvS2 Cammy).
Oh bullshit you just don't have any legitimate argument anymore. I know why they do that stuff and I accept they're better than me at the game but I'll still point out that most players never bother to actually learn how to use grapplers, and this case is no different. He's a top player but his play style is a waste on a character like Alex.

Anyway my point is that I hope Alex remains legible as a pure grappler in V like he could be in 3.

Hopefully not like how Sheeva was totally superior to Goro in the move from 9-X, in terms of being a power character who could control the match and punish from any point on the screen. (Goro has better combo ability but that's because he's offense oriented while she was defense oriented)
 

J.D.E.

Well-Known Member
Standard Donor
iWKad22.jpg

Once again you fall back into your habit of ignoring what's already know about high level play by using your own misconceptions about the game/genre, instead of actually trying to learn why these things happen in high level play and trying to learn from them.
Yes she is once you stop playing her like SFIV Cammy (and do so like ST/CvS2 Cammy).
How do you feel about Ken? I hope he doesn't stay the way he is or I'll either have to work him to death or I'll have to look at either Cammy, Karin, Ibuki, Ryu or Laura.
 

Powerbombfaggot

New Member
Dude no. Again, you're thinking if only power bombing when the opponent is just standing there ready to jab.

I'm talking how you can command grab them right out of their attack and movement animations, when they can't jab you out of it.

Yes akuma is one of the ones hard to powerbomb. But all the OTHER command grabs still work in him. Most akumas are always jumping so knee lift and stomp work wonders. 4T grabs him right out of most attacks. DDT is almost always a guarantee. Then the heavy attacks just annihilate akuma with superior reach and power.

But like say an akuma is stepping in. Time the powerbomb earlier so you grab as he's stepping in, before he can jab. He literally walks into the powerbomb.

I'm not being "spoonfed how to use Alex". That guy uses a totally different approach and I'm pointing out he's obviously not used to using the actual grapples and could start to we ck the akuma in seconds.

He's focusing entirely on setups, which leaves him with no mixup whatsoever. Like so many time in the video he could have done the dashing elbow as a bait instead of simply stepping in and getting hit every time, he almost never punishes fireballs with a stomp or cross dive or headbutt when close enough, he misses out on almost every knee lift opportunity including Akumas airborne kicks like the shotokick, not just jumpins, he doesn't utilize Alex' heavies enough as punishers, etc. Like both are really good, obviously, but they've also obviously gotten too complacent and settled into their patterns. Both are relying on guaranteed setups which leaves them predictable with little to no mixup, but both are also unwilling to break those patterns to take advantage of the other's.

Like if this guy started to actually use Alex's heavies and grapplers more instead of just relying on stepins, with his skill, he could just totally steamroll the Akuma without needing to trap him in the corner.

I'm not saying I could beat either one, but as the rare type who actually learns how to time and use grapples in fighting games, I'm just pointing out how the guy could expand his Alex instead of neglecting a characters main strength in favor of just using "safe" moves.

I'm at work but later I could rewatch the vid and write down each time he couldve done a heavy or grapple with no issue.

Its like with Hugo, I don't jab or poke at all like most players because if you actually learn a power character like him, that stuff is totally unneeded. Its only purpose is to act as a buffer for people who don't know how to use the actual grapples.

Hi, I've been summoned like Batman with a giant bat-signal in the sky.

I've used Alex in 3S for going on 10 years. He's my main. #1 character I wanted in SF V. Took me a long time and I had to learn but I'm not an expert in the sense that I can hang with the Japanese 3S players. I can kinda' hang with the So Cal players. They beat me but I might take the occasional match.

You are a complete fucking idiot and you need to stop typing nonsense.

Alex is best defined in 3S as a Jack of All Trades and Master of None, I define him more as a nerfed KOF grappler. You don't rely on Alex's command grabs. At all. He has the worst unblockable command grab in the entire game. I used to think Hugo's Ultra Throw was the worst but at least Hugo can do something off of it and get a setup going in the corner.

The Powerbomb can still be hit out with Jabs or Lights. It depends on the character you're fighting and what you did when you knocked them down. It doesn't do much damage. It has really bad recovery (32-33 frames last I checked) which allows them to neutral jump and score a free jump in combo if you tried it on their wakeup. It has bad reach. And horrible Oki (pressure on the opponent's wakeup) because if you land it it sends them flying far away and there's no way to capitalize on it unless you did it in the corner. And even then, characters with a fast quickrise (particularly the Twins, Ibuki and I think Makoto) they can still stop whatever pressure you want to do.

Point is this: you don't Powerbomb. Alex is not a grappler like Hugo, Gief, or even Makoto. He relies on the threat of the Powerbomb to get shit done. So, let's say you get a jump in light and you did one Powerbomb and got them. You jump in again and this time you did a delayed st.MK (close) or st.MP into EX Flash or Super to catch them off guard. He has a lot of different (maybe gimmicky shit) that he can do to keep you guessing. But how you play him is deceptively simple: you score a jump in or confirm into super. He has a few pokes and he can punish certain things with EX Shoulder. EX Stomp is... Okay. It works against idiots who want to play fireball keepaway. And there's some gimmicks with the Stomp. DDT is awful. Let's see... b.HP is pretty decent. I like using it on wakeup to stop wakeup Parries or any Buffer Parry shenanigans (Dudley's love doing that a lot). His Grab Super is balls. One of the worst supers in the game because it has 1 or 3 frame startup so they can easily jump out. Stun Gun Headbutt has a few applications; you can use the Jab version on wakeup to counter a Denjin Ryu. He can reset Hugo with st.MP as an AA and do it. And if Oro does Chicken Wing and you block that's a free punish with Stun Gun. The later two examples aren't very practical.

I've encountered very few dudes who know how to use him so just because you see Maximilian or some random use him on a stream and beat scrubs doesn't mean that guy is a master and should be your mentor. Enough dudes already do that when it comes to JROD (PikachuAkuma).

I doubt he'll be a "pure" grappler in 5. We already have Gief and Birdie for that. He'll remain as a hybrid character for sure.

Who the fuck posts on a DOA forum?
 

Argentus

Well-Known Member
Hi, I've been summoned like Batman with a giant bat-signal in the sky.

I've used Alex in 3S for going on 10 years. He's my main. #1 character I wanted in SF V. Took me a long time and I had to learn but I'm not an expert in the sense that I can hang with the Japanese 3S players. I can kinda' hang with the So Cal players. They beat me but I might take the occasional match.

You are a complete fucking idiot and you need to stop typing nonsense.

Alex is best defined in 3S as a Jack of All Trades and Master of None, I define him more as a nerfed KOF grappler. You don't rely on Alex's command grabs. At all. He has the worst unblockable command grab in the entire game. I used to think Hugo's Ultra Throw was the worst but at least Hugo can do something off of it and get a setup going in the corner.

The Powerbomb can still be hit out with Jabs or Lights. It depends on the character you're fighting and what you did when you knocked them down. It doesn't do much damage. It has really bad recovery (32-33 frames last I checked) which allows them to neutral jump and score a free jump in combo if you tried it on their wakeup. It has bad reach. And horrible Oki (pressure on the opponent's wakeup) because if you land it it sends them flying far away and there's no way to capitalize on it unless you did it in the corner. And even then, characters with a fast quickrise (particularly the Twins, Ibuki and I think Makoto) they can still stop whatever pressure you want to do.

Point is this: you don't Powerbomb. Alex is not a grappler like Hugo, Gief, or even Makoto. He relies on the threat of the Powerbomb to get shit done. So, let's say you get a jump in light and you did one Powerbomb and got them. You jump in again and this time you did a delayed st.MK (close) or st.MP into EX Flash or Super to catch them off guard. He has a lot of different (maybe gimmicky shit) that he can do to keep you guessing. But how you play him is deceptively simple: you score a jump in or confirm into super. He has a few pokes and he can punish certain things with EX Shoulder. EX Stomp is... Okay. It works against idiots who want to play fireball keepaway. And there's some gimmicks with the Stomp. DDT is awful. Let's see... b.HP is pretty decent. I like using it on wakeup to stop wakeup Parries or any Buffer Parry shenanigans (Dudley's love doing that a lot). His Grab Super is balls. One of the worst supers in the game because it has 1 or 3 frame startup so they can easily jump out. Stun Gun Headbutt has a few applications; you can use the Jab version on wakeup to counter a Denjin Ryu. He can reset Hugo with st.MP as an AA and do it. And if Oro does Chicken Wing and you block that's a free punish with Stun Gun. The later two examples aren't very practical.

I've encountered very few dudes who know how to use him so just because you see Maximilian or some random use him on a stream and beat scrubs doesn't mean that guy is a master and should be your mentor. Enough dudes already do that when it comes to JROD (PikachuAkuma).

I doubt he'll be a "pure" grappler in 5. We already have Gief and Birdie for that. He'll remain as a hybrid character for sure.

Who the fuck posts on a DOA forum?
Sounds more like you're the idiot here. Who the fuck tries to command grab an opponent who can jab them out?

Like I said, repeatedly now, you use the grabs when a) you know you can read them to avoid a jab, and b) to interrupt and punish their offense.

Stun gun is great to flow up his dashing elbow special because the latter baits a sweep from them while the former punishes it with a full super. It also functions as solid anti air since hell grab people right out of the air on the way back down.

DDT is fantastic against projectiles (leap right over of to headlock them during firing animation), as well as characters with grabs like mako to, Hugo, q, etc. It can also punish Rating Demon, but then any grab can do that.

Power bomb is used when they wiff, or to catch them out of certain attacks (you can PB Twins out of their little dash, for example.) Its a punisher, not something to step in for, unless they're being REALLY predictable. I know I've PBd akuma out of raging demon before, PBd ken out of his kick super, PBd Sean out of his tackle, and I THINK I got ibuki out if her slide as well though not sure on that one. Been a while.

4HP is amazing, it goes through projectiles, catches multiple characters out of rushing attacks (grabs q out of his charge attack for example).

Knee lift, also amazing, as it catches opponents out of damn near every attack. As seen in the vid, it catches Hugo right out if his flying butt slam, for example.

Stun Gun does huge damage with followups but I also like how it doubles as an escape option when cornered, as well as the best super for punishing.

That's generally what it comes down to. Grapples are amazing for punishing, admittedly crap for pressure. But most players are pure rush down so they ignore the grapples.


As a primarily defensive player, I'm hoping Alex isn't changed too much
 

Argentus

Well-Known Member
Guys... this is a time where I'll take a second and remind people there are "block" and "ignore" buttons.

Some people you just can't teach.
Really..?

I literally posted vids perfectly demonstrating exactly what I'm saying (alex's grapples are perfect for punishing and interrupting attacks), people ignore that to state they're horrible for rush down which, no shit, not what i was saying, and yet I'm always....yaknow what, fuckit I'm gonna buy sfv now, main Alex and grapple the fuck outta y'all just to make the point.

Assuming he transitions to V well at least.


Anyways at least my vid got Russian more interested in Alex, so there's that. Someone tag me when threw news for him please.
 

Awesmic

Well-Known Member
Standard Donor
Really..?

I literally posted vids perfectly demonstrating exactly what I'm saying (alex's grapples are perfect for punishing and interrupting attacks), people ignore that to state they're horrible for rush down which, no shit, not what i was saying, and yet I'm always....yaknow what, fuckit I'm gonna buy sfv now, main Alex and grapple the fuck outta y'all just to make the point.

Assuming he transitions to V well at least.


Anyways at least my vid got Russian more interested in Alex, so there's that. Someone tag me when threw news for him please.
Don't sweat 'em. It's hard to determine context, but I don't believe they were trying to be an asshole to you.
 
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