Steven_a
The Alpha
2A into CE is the best thing ever. I love it when people try to attack after 2A then eat the CE.
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They would eat the CE anyways because 2A is +8 on hit. Lol2A into CE is the best thing ever. I love it when people try to attack after 2A then eat the CE.
9K combos into CE? Since when? Granted it doesn't seem overly useful, but HOLY SHIT!Best. Combo. Ever.
Also, CH 9K -> CE. Trollolol.
Only on CH. It is pretty useful though, especially in clutch end of round situations where you use 9K to avoid 2Ks/throws.9K combos into CE? Since when? Granted it doesn't seem overly useful, but HOLY SHIT!
Hmm. Well I've been playing DOA recently but I'll definitely check that out when I head back to SCV soon.Only on CH. It is pretty useful though, especially in clutch end of round situations where you use 9K to avoid 2Ks/throws.
Well personally I have to disagree with the fact that you say Alpha gets outranged by a lot of characters. I feel like he has fantastic range, but to answer your question, with Alphas speed, using lots of mind games to catch your opponent off guard is usually never a bad idea. DIME is an old practice partner of mine back in the day, and he is extremely good and difficult to beat. Voldo is a tough character to fight anyway, so don't look too much into that loss. But if people keep backstepping you when you rush up for attacks, you can always try to get them to backstep, and kill it with 236 3B. If you delay it until they step you may catch them. However, doing it too much will get predictable. Often times vs long range and fast characters like Ivy or Nightmare, if you do 236236236... it will allow you to approach them in a tech crouch until you get into 236 3B range for a launcher. It difficult to do effectively without practice, but can be very helpful vs characters with a lot of fast highs.Any advice for players who can turtle effectively? I was playing vs. DeathInMyEyes and his voldo totally walled me to death. It seemed like he made all the right guesses. He broke nearly all my throws, backsteped right when I ran up and used 1A:A, and blocked many 236 3B attempts. The only thing that really worked was 2A interrupts and 214 2K/ FC 2K.
I also had a hard time with opponents like Ivy and Astaroth who won't even let you get close enough to do anything, and then when I finally get close enough they backstep out of nearly everything. When I try to use 236 3B to catch backstep, they either step it or block it. Is it just me making a lot of bad choices? Also, what do you guys think of apat's guard pressure? I usually never any guard gauges to red, but everyone else seems to make mine blink red with relative ease.
I would consider Alpha my best character, and I have like an 85% win rate. I'm no pro, but I'll give ya what I got. Moves I use consistently are:Could you give a list of moves that you believe aPat has that allows him to compete with other characters who can space well (besides twister and 236 3B)?
At i27 and -16 on block, you had better be very sure your 11K/2361K is going to connect. It is quite slow (easily reactable for a sharp player) and punishable on block. This is best used as a "slow low" fake out. By that I mean, your opponent expects a low, but you do a low so slow that they twitch duck, stand again to block a mid, and then get hit by the slow low. Hard to explain, but sometimes the best way to hit someone with a low is when they're expecting it. If you are anticipating an 8WR high attack, Alpha has a better option (see below).236 1K is a very good low. Fast and hard to read, plus 2K will beat anything if it hits as well (I'm pretty sure.) If they start ducking the 2K, use twister or FC 3B:B.
I'd just like to specify that 1A is not fast. i23 does not constitute "fast". I'd draw that line somewhere around i17 or quicker, and even that is being generous. However, 1A does have a very subtle animation, which makes it hard to react to. The move might look fast, but i23 is far, far from being in the category of "fast" moves in SCV.1A: A: A is such a good move. Fast, a low, and great damage. The only problem is its range. It is great when your opponent is near a wall or an edge with limited mobility. It's hard to react to so fake a mid or something with a cancel to make them flinch, and then using it works more often than you think.
44B+K is i14, not i12.44B+K a 12 frame move with good damage and a stun. Perfect for punishing moves that are -12 if you can't get JF twister every time. Plus the BE version leads to great combos.
2361A is actually a very useful move. While it carries similar risks to 11K/2361K, it is only one frame longer to execute, and has significantly longer range, higher damage, and better tech crouch properties. 2361A is actually an ideal tool to CH fish against your opponent's 8WR high attacks. In addition, CH 11A offers you combo opportunities, whereas 11K does not lead to any combo on normal or counter hit. CH 11A can be followed by a JFT (FC 3a:B), or with 2362BA for a wallsplat/RO option.Every other move can be used as well, but avoid using 236 1 A, and 2A+B too much if at all, because they are bad, and punishable. Mostly I just use 236 3B for whiff punish and twister for punish.
Could you give a list of moves that you believe aPat has that allows him to compete with other characters who can space well (besides twister and 236 3B)?
236 3B for days vs rollers.Yeah I don't really try to space with alpha, but I do find it hard to get in on characters that can space very well. I haven't used 8 A+B > A too much but I want to see if it helps me. If anybody doesn't mind, can someone tell me the frames of that move? And what do you guys do against people who like to roll? Anything for players who really like to sideroll?
I haven't used 8 A+B > A too much but I want to see if it helps me. If anybody doesn't mind, can someone tell me the frames of that move?