Recommended Moves
Punches:







--You can free cancel this anywhere. With 7 chances to do so, this can mindfuck people so hard.






--Same as before, just less hits, and the fourth P can launch.




--Third P can give a deep stun, and is pretty fast.


--Resets and crushes highs. Can set up into many things.


--CB!



-- A high critical burst that can now be followed up with a launcher in less than a 1 frame window.






--Her infamous launcher.
Kicks:





--The mid kick comes quick enough to where whiffing the high doesn't matter. I abuse this.


--CB!





--Every kick gives a deep stun. Free cancel this anywhere, or go into a P ender.




--Her infamous launcher, without the first two punches. Great for neutral game.
Throws and OH's:



--Her strongest grab with no special animation. Great for looking out for holds.


--An Offensive Hold that can crush wake-up kicks, and has a nearly full screen range.



--Another Offensive Hold.This thing damn near avoids everything, and damn near catches everything, and has a half-screen range to boot! Learn it. Love it. Live it.



--55% HP on hi-counter for one throw. Two of these will kill anyone. This will absolutely devastate anyone brave enough to hold against Alpha-152.



--Fastest Offensive Hold in the entire game. Use this after 2P or anything with slight advantage if your enemy doesn't crush a lot. Though this once great offensive hold is now a 7 frame normal throw.
Special:


--Your get-away tool. Use it in fear of a wake-up kick. This also goes into Floating stance, in which you can fake people out by using Floating H, or try to hit them with Floating P.

OTG head first on stomach--Your surprise attack! After just floating lazily up enough times, people will think Alpha's a punching bag. That's when you throw this out if you know they don't expect it. It's her only wake-up kick!
Launchers --> Juggles:




-->







(Light, Med, Heavy)




-->









(Light, Med)




-->







(Light, Med)
CH


-->







(Light, Med, Heavy)
CH


-->









(Light, Med)
CH


-->







(Light, Med)
After CB! -->












(Light, Med)
After CB! -->











When near Wall.(Light, Med)
After CB! -->










(Light, Med, Heavy)





-- >





(Light, Med, Heavy)





-- >








(Light, Med)





-- >









(Light, Med)





-- >






(Light, Med)
Wall Launch -->





(Light)
Wall Launch -->








(Light, Med)
Wall Launch -->






(Light, Med, Heavy)
Wall Launch -->









(Light)
Wall Launch -->




(Light, Med, Heavy)
High Wall Launch -->







(Light, Med, Heavy)
High Wall Launch -->









(Light, Med)
High Wall Launch -->







(Light, Med)
Danger Zone Launch -->




(Light, Med, Heavy)
Danger Zone Launch -->




(Light, Med, Heavy)
Danger Zone Launch -->








(Light, Med)
Tag Mode Juggles


















(Light, Med)




















(Light, Med)
















(Light, Med, Heavy)
At Wall:























(Light)
At Wall:





















(Light, Med, Heavy)
CB! Set-ups






CB!






CB!





CB!





CB!
Match Ups: