With Season 2.5 looming over my head, I can safely say Alex will be having yet another poor year within SFV. So because I’m completely unappeaseable as a player, let’s talk future balance adjustments.
Make sure to give all of your pipe dreams below.
I feel the biggest issues with Alex’s normals are that he’s too heavily reliant on f.hp to get things started, and his other normals don’t allow him to pressure on block effectively. Consistency is a problem, and that’s what I want to target.
St.lp, +3 on block -
This is my most desperately wanted change. This answers almost all of Alex’s minor character issues, you give him access to a light > medium 3f trap, you give him a 3f tick throw option that isn’t f.hp. You also give St.lp a use after it got dismantled as an AA in S2 and cr.lp became comboable into L.Chop.
Cr.mp reverted to 7f -
This speaks for itself, Alex’s normals in S1 felt very well pieced together and he had a 7f/8f/9f normal pool to pick from for poking. That is now gone, and things like st.mp > cr.mp on CH are no longer possible because of this.
Cr.mk -2 on block -
Why is a now 9f crouching forward -3 on block?
St.mp, less pushback on block and hit -
This is pretty straightforward. St.mp currently has enough pushback that st.mp > Powerbomb can whiff if the opponent walks back. This is specific to faster characters like Vega, Balrog and Cammy but it’s a huge issue nonetheless. It also has bad functionality as a frame trap into itself due to the pushback, lowering the overall pushback will let Alex have slightly longer lasting pressure - at least 2 blocked hits before being pushed out.
St.hk, -2 on block -
This move has a bunch of range and about 7 years of start-up, but it’s punishable on block and awkward to space because it leaves Alex stripped of options other than st.hk when you’re spaced correctly. I think losing your turn is enough when normals like Urien St.hp exist with essentially the same purpose but 10x better hitbox data and frame data.
F.hp, extend downward hitbox -
This move whiffs on crouchers INCREDIBLY close. It should not be happening as close as it does, so I suggest an extension of its downward hitbox in the initial frames of the move.
I had some really gamechanging ideas in this thread before, but I decided to just simply say I want increased damage on his air mobility tools because of how risky they are to perform, especially the M/H versions. A bigger payoff makes Headbutt and Stomp look much more appealing for resets and approaches.
Stomp increased damage, L/M/H 130dmg/200stun EX 150dmg/200stun
Headbutt increased damage, L/M/H 180dmg/250stun EX 200dmg/300stun