This isn’t a really advanced technique but since I see no mention of it in the Alex forum I figured that maybe not many know about it? I see people discussing kara-power bomb, which I think is technically impossible, but I’ve never seen anyone post about kara Flash Chop here. If you already knew about it, think about this before you flame: I’m just trying to share stuff and help out the community here.
Obviously, this tutorial assumes you’re familiar with the basics of kara-canceling moves. If you don’t, go read the article about kara-throwing on shoryuken.com.
How do you perform it?
It’s quite easy, really. Most Alex users already know that Alex’s best kara move is toward fierce because it moves you forward so much. However in this case it isn’t the most effective normal to kara since Alex’s Flash Chop doesn’t really need that extra range and is rather slow.
Ever tried kara-throwing with standing roundhouse instead of toward fierce? That’s right, it actually moves Alex backwards (Makoto can do this too). Indeed, Standing Roundhouse is a great anti-throw move since it moves Alex’s sprite back very quickly, but it isn’t very useful since it has bad recovery (-13 on block). But there’s a way to keep those benefits with a much better risk/reward ratio.
You can kara his Flash Chop with standing roundhouse by just doing 236 + HK, P (or down, down/toward, toward, roundhouse, punch). To make sure you don’t miss it, you can even press roundhouse and then double tap whatever punch button you’re using. It’s better to use the strong version of his Flash Chop here, I’ll explain why later on.
As expected, what this does is move Alex back a lot before performing his Flash Chop. This is so much better than a regular standing roundhouse because:
strong Flash Chop is super safe (-1 on block).
you can get much more damage with its follow-ups.
Why is it useful?
Say you’re playing against someone who’s very fond of teching throws. Everytime you empty jump at him he’ll throw/tech, and it’s pissing you off because there isn’t all that much you can to do punish him when you’re not charging stomps while jumping. The Flash Chop start-up animation moves you back a bit, but sadly not enough to dodge throws after landing -you’ll get thrown out of the start-up frames.
Instead, try jumping at him and immediately performing a kara-flash chop upon landing. Because of the angle of your jump, it’ll look like you’re in throw range when in fact you really aren’t. Therefore, if he tries to throw you, he’ll get hit because the kara moves you too far back and the Chop will catch him during his whiff throw animation. This prevents your opponent from going into automode defense or he’ll get badly punished.
It’s important to keep in mind that the spacing is different on all characters. Pulling this off against Hugo isn’t easy, but it’s not hard at all against characters with shorter throw ranges.
Basically, this works with any kind of throw baiting setups, like low short, standing jab or whiff close standing forward after knockdowns. Empty jumping is just the most common one.
Why should I use strong Flash Chop rather than other versions?
Because it’s the best speed/damage compromise here. You can’t tackly any damage after jab flash chop and fierce flash chop is a tad bit slow considering it only does 1 point of damage more than the strong version.
Strong Flash Chop + follow-ups do sick damage for just baiting a throw! Try these, they are the most practical IMHO:
Kara strong Flash Chop, fierce Power Bomb: 48 damage*
Kara strong Flash Chop, close standing forward X jab Flash Chop: 47 damage*
Kara strong Flash Chop, close standing forward X EX Flash Chop: 57 damage*
Kara strong Flash Chop, close standing forward XX Boomerang Raid: 65 damage*
Kara strong Flash Chop, Hyper Bomb: 79 damage*
Is it -really- worth learning?
Yes, because it doesn’t even require good execution skills. It’s about as hard to perform as a regular kara-throw.
Learning this technique can also improve your game because it works very well with Alex’s high guessing game. Once you got them scared of throwing/teching, they’re likely to take one of the following actions:
Block - This is obviously really good for you since you get free throws/power bombs and get to start your infernal guessing game.
Jump-away - This is also good for you because you’re getting them toward the corner.
Obviously it doesn’t make Alex top tier at all, but it makes you much more of a threat if you can get around 30% damage just for baiting a throw without even wasting meter.
Hope that helps a few fellow Alex players out there.