Hellish Quart

Hellish Quart

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Alexander Guide
By Subutai
This is a guide for those who wish to main Alexander and use him in competitive play.
   
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Intro and Strengths and Weaknesses of Alexander
I wrote this guide to help my fellow Alexander mains as his character has many nuances and he is a difficult to use character after recent patches that increased the mass of his weapon making him slower, and reduced the effectiveness of his guard.


Strong points of Alexander:

● Good guard
● Arguably the best footwork in the game
● Good consistent damage thanks to his broad saber
● Allows the player more freedom than many characters as you can make your own combos instead of sticking strictly to the move list
● Deceptive reach
● Fast thrust from LG (long guard)
● Good variation of speed for his limited attacks
● Can exploit pretty much all attack angles at least with regards to cutting
● HP is fantastic, same as Gideon and Isabella’s.
● He is the only character who can bob his head like a boxer leading to fantastic dodges used correctly.
● Good dash attack
● Good stamina management like most characters


Weaknesses of Alexander:

● His long guard still leaves parts of his body exposed and can sometimes be overcome by thrusts. Therefore, it is very offensive in nature unless you catch the blade just right. A cut can also really ruin his day in this position unless (as with any other character’s thrust) unless you are launching a thrust as you are hit and catch the blade just right.
● His neutral guard leaves his belly open and his lower openings and if he is flanked it can still be surprisingly easy to hit him. Fast attacks that reach out a bit further like Lazlo’s slashes can also hit him
● His footwork can make it hard to manage distance properly because of how quickly he moves.
● While surprisingly versatile (which I will get into) His Long guard really only has one real thrust.
● A bit slower than Gideon and Jacek in particular which can be problematic regardless of his guard. Isabella is also a menace to watch out for in this regard. Marie, Isabella, Zera, Marta, and Kalkstein can also stab him quite easily depending on what he is doing.
● His biggest sidesteps are head bobs which leave him wide open.
● He has good attacks that involve stepping forward, but his A cut lunge leaves a bit to be desired.
Footwork
The first thing to address is his footwork as this is really what sets him apart from other characters and is the most intimidating thing for both pros and novices. Alexander automatically takes steps on his spot and switches his feet with a capoeira style to his footwork regardless of whether the player moves or not. This means you should get a feel for the rhythm of his footwork so that it becomes muscle memory. Messing up the rhythm means poorly managing your distance, and timing as you may find yourself taking extra steps forward and getting too close among other things.

It is awkward to figure out at first but once you get the hang of it, his footwork becomes second nature somewhat like learning how to dribble a soccer ball (or football if you are outside of North America) or indeed learning footwork in real life. You just have to do it with your controller which saves you some trouble because he does the stepping for you. All you need to do is understand the rhythm. The steps can make him a bit vulnerable to flanking so you should always be ready to retreat if you see your opponent attempting this. Very often the best counter is either retreating, circling around, or matching your opponent's footwork. The nice thing about his footwork is you can easily match people in speed whether they are dashing, or stepping as long as you do not move forward as the extra steps can cause you to get punished for footwork that is too linear. This said, someone who relies exclusively on flanking while initially awkward to fight, is quite easy to take out as long as you are careful.

He sometimes takes extra steps or shuffles when he does certain moves that are not listed in the move list or any guides so far that I have seen so I will mention these subtleties for each of his attacks where they apply. Once you have a feel for the footwork though, these aren’t a big deal.
Neutral Attacks (No movement)
Alexander's neutral attacks are quite basic and easy to figure out.

His basic Y cut is quite fast and comes down diagonally from the right though it is out-sped by Gideon and Jacek. It is a useful tool though and you will probably throw most of your cuts from this angle. It can also be readily used to push the offensive and can be relatively safe. I especially like using it to snipe heads or hands, or to get a quick riposte after a parry which is one of its best uses. With good timing and distance, this will prove to be a powerful tool in your arsenal. Contrary to popular belief, he does put quite a bit of power into it and so it's not a simple wrist flick nor is it perfectly safe as it can be parried and riposted. A good upward cut from a longsword or a well-timed thrust can also interrupt it. The attack has good damage though and will often kill with one good hit.

It is worth noting that as with many attacks, you don’t really have to pay attention to his feet but he does get a bit more distance off his attack with his right foot forward just because it is the right hand that is swinging. This is where getting a good understanding of the rhythm will really help you, same with other attacks as you will have a feel for how he is oriented without having to look down. He does do a small shuffle forward when his right foot is forward but it is quite subtle. Still worth noting.

His X cut comes down diagonally from the left. It's a good attack for dealing with certain openings, finishing off a hit opponent in some situations, and is especially helpful if you need a quick draw cut up close but it sometimes does not hit quite as hard and leaves you a bit more open. It doesn’t have the sniping potential that say, Jacek or even Barabasz’s X cut have though so it is best used as a follow-up or if a slash from that angle is better suited in the moment for hitting the target. If the right foot is forward, he will take a step with his left to commit to the attack when you execute the cut regardless of whether you intended to move a little forward or not. If the left foot is forward, he will also move a bit with this particular attack but the cut remains more or less the same regardless of the foot forward, there are just interesting subtleties when it comes to his footwork. Overall, it is a useful attack but shouldn’t be used carelessly and will probably be of less use to you in many dangerous exchanges because it leaves that arm vulnerable. An opponent's blade can also stop it in its tracks but you can get interesting snipes if you move a bit to the left and flank your opponent slightly.

His B cut is perhaps the most interesting cut out of the four basic cuts because you would think it would work like most saber characters and be a “Hellish Quart” or an intuitive cut from the lower right up to the upper left but it doesn’t quite work like most character’s upward cuts. It instead almost swings horizontally so it has good offensive and defensive applications. As a result, it does leave your head open. Therefore, this should not be an attack you throw constantly, but it is fantastic for breaking up your rhythm and surprising your opponent and especially works against Isabella’s upward B cut or sniping lower openings above the legs. Because of the somewhat horizontal nature of the cut, you can even snipe arms as well as the torso with it. It can also be a good addition to a combo or right after a block in an exchange.

With this attack, if his right foot is forward he will shuffle forward slightly but he will take a step if his left foot is forward.

His A cut is a bit more standard coming from the bottom left to the top right. Again, it isn’t really the kind of thing you want to throw all the time and I think it lacks much of the utility of the B cut so it's best only thrown if the bottom left opening is your best target and you are safe to hit it. With this cut, he shuffles back a little when his left leg is forward but if the right is forward he will shuffle forward. Again, a feel of the footwork will make all of this second nature and it does make sense if you think about where the cut is coming from as the foot forward can determine how you want to generate power realistically.

The A cut can stop certain upward cuts from below as well from my experimentation but I think oftentimes you want to defend with your footwork and guard more than you do with your cuts so don’t rely on this unless you have no other option.

His stab from long guard which is done with Y is one of his weakest tools. It is fast but rather predictable and can only hit for 11 damage thanks to some tweaks made to it recently. This combined with the recent update to stuns means that the low damage will prevent you from completing the combo before the opponent can respond. Alexander does have a strong cancel game like some other characters but it cannot be used to its full effect with this slow sluggish combo which will generally only kill an opponent who is asleep (AI can fall for it though especially rapiers). So against a player who is paying any sort of attention it should be avoided.



Attacks With Movement Part 1
These are attacks which you throw whilst moving which alters the attack that you actually perform from the moves I mentioned earlier.

Perhaps the most basic one is simply moving forward and pressing Y which does the same downward cut but with more range. Unlike some of the moves we discussed previously, this one is not at all dependent on the leg forward since you are taking a step into the cut regardless. This cut while a bit slower just because you are taking that step often catches people off guard because of its surprising reach. Alexander’s blade is broader than the other sabers and so more of the blade can be used for massive damage and this attack is no exception. The main thing to watch out for when using it though is you are by default, moving in a linear fashion so it may be easier for an opponent to sidestep you. It's also easy to get the distance a bit wrong because of the fact Alex is so nimble which can lead to trouble in the pocket against characters like Gideon. Still, this is a very useful cut especially for trying to deal with characters who may have a bit more reach than you.

You can also step into the X cut which actually allows you to do two different cuts. If the right foot is forward you will actually do a horizontal cut from the left side. This cut has a bit less range, but it allows you to strike from an angle many saber characters simply can’t strike from. It's also very easy to follow it up should it not kill so as long as you are careful with managing distance, it is a very useful strike. With the left foot forward he does a more traditional X cut which comes from the top left down to the bottom right just like the previous X cut but with more range. I find this less useful as you are vulnerable on the cut and there is more wind up to it but at the same time, you get more reach with this diagonal cut so if you find the correct angle it's absolutely useful. The X cut like the Y cut can also be used to stun your opponent to break contact if you are having trouble finding a good angle to strike with. I do find however this particular cut is stopped dead if the auto guard blocks it so you have to be careful.

The B cut stepping forward shares the same nuances as the X cut in that you can throw two different cuts depending on which foot is forward. If the right foot is forward you get a much wider upward swing akin to what Jacek among other saber characters perform but it is slow. If it does connect it has quite a bit of power though but this is at the expense of guarding your head so I tend not to use it but there are situations where it could be good for sniping and it does pack a punch. Though any attack hitting the lower openings can be less reliable with regards to killing than a cut coming down on the head or arm in this game so be aware of that. If the left foot is forward, you instead do a similar cut to the B cut I referred to earlier which is the horizontal slash only this time you are stepping forward. It has more reach and decent sniping potential but again, it does leave your head exposed. However, if you want to attack from a subtle angle and do not feel as though your head is in much danger, it can be a good option but it is very important that you are aware of what foot is forward if you do either of these attacks or you may end up doing a slower cut than you intended to do. This is a mistake even I can make but I make it sound a bit more complex than it really is as this all becomes muscle memory the more you practice

When you step forward, the A cut begins to become interesting instead of being sort of an afterthought you never use except for the most specific of circumstances but this is mostly only if the left foot is forward. When the left foot is forward Alexander will take a big step forward and do a low horizontal cut that is fantastic for getting around guards and catching players off guard. You can’t throw this one all the time as it is by no means a safe move, but it can be useful if you need to crack open Alexander’s defence in a mirror match or need to change up the rhythm as long as you are sure you won’t be cut down on the head in turn. When the right leg is forward Alexander just does a standard upward slash with much less reach and I would almost say it's not even worth using but there are situations where it can be a helpful option close in if you need a quick low attack from the left.

Lastly, probably everyone's favourite visually is his dash attack. You simply click the stick twice forward or double tap the d-pad and then throw that Y cut. It's inconsistent and must be well timed but sometimes it can actually sneak past certain auto guards and timed well it can punish characters such as Zera in the recovery phase. Against rapier characters, while it does leave you open as he jumps, it does let you close the distance fast and ensure you land a cut. You don’t want to use this one too much and messing up the distance or timing on this one will lead to a devastating punish as it can be easy to guard against but it is a surprisingly powerful move nonetheless and it doesn’t hurt to throw it every once in a while.

Attacks With Movement Part 2
Alexander also has some good attacks where he moves backwards.

Once again, he has a Y cut for this purpose but the beautiful thing about this move is it allows you to swing downward and retreat at the same time. This can be excellent for getting in and getting out while threatening your opponent with a damaging swing and it even can force doubles if you mess up the timing. It is worth noting that Alexander does more of a vertical downward slash with less range on his retreat if the left foot is forward but it is still quite effective in its own right. If the right foot is forward the movement looks a bit more graceful and is a bit more diagonal but most importantly allows you to step much further backward. Both variations also protect your center line to a degree so you aren’t as defenceless as you may think when you throw these attacks.

The X cut is consistent regardless of the foot forward. Alexander throws the basic X cut but will always do a step backwards. This is once again good for creating distance but as with most of the X cuts, you are a bit more vulnerable so this one should be done only if the opening to the left is available. The Y cut with the right leg forward also gives you more distance to work with.

Moving back is probably the best chance you have to make use of that heavy B cut from the bottom right. This allows you to get distance and get powerful arm snipes especially after an opponent has done an attack. It does still leave your head vulnerable and you are not protecting your body or head all that well but sometimes the risk is worth it. Like the X cut, this cut is consistent across the board.

The A cut is interesting because he pulls the blade back with a draw cut and takes a step before he freezes in a pose regardless of which foot is forward. I don’t recommend using it often, but it is an interesting gimmick cut and it is a draw cut so by its nature it is more useful up close though it leaves you somewhat vulnerable so you better be sure it will connect. The pose he does may throw off some opponents too so there is that to consider.

To gain distance, you may also alternate retreating attacks to maintain bursts of speed such as backwards B into backwards Y. You can also cancel into regular cuts to catch an opponent who is trying to rush in. My favourite is backwards A into the normal Y cut downward.

As one would expect with a character who is very quick on his feet, Alexander is very good at out-positioning his opponents. Regardless of your tendencies when using the character I think it is crucial you take advantage of these movements.

I will first cover movements that move to the outside.

The first is the Y cut moving to the right. What Alexander does from here is a big wide overhead cut coming from the right that ends up being more horizontal. This cut does leave you a bit vulnerable and if it doesn’t land properly (a big if however), the damage may leave something to be desired but it is excellent for sneaking past guards, and striking the head and neck. It does leave you a bit exposed but it often forces your opponent to defend and is especially effective if you do it right after parrying an attack to change up the tempo of an exchange. The cut is the same regardless of the foot forward but I do think it is worth mentioning that when the left foot is forward he will also step forward with the right while he shuffles forward instead if the right is forward. So what you end up with is a move that enables you to effectively sidestep with a wide powerful slash that can get past guards, change up the tempo, and allow you to inch just a little closer and even catch people trying to flank you. This makes for a devastating attack if you can master the distancing and timing and it throws even pro players off if you engage in an exchange but suddenly change up the attack on them.

The X cut is also quite effective but as usual, shorter range though they differ like some of the previous X cuts. The X cut with right foot forward stepping to the left will cause Alexander to do a horizontal slash as he steps to the left stepping forward with his left foot. This is excellent for hitting the head from the other side and tagging arms at close range, catching the opponent's blade and getting a strike in. You have to be more mindful of the range, and you are more vulnerable than you think you are when you use this attack, but timed well, you can kill your opponent in one tempo before they can do much of anything. With the left foot forward Alexander will just do a diagonal cut from the left to the right with rotation as usual but he does inch forward a bit which can create interesting sniping opportunities. Just be careful as this also does leave you a bit open.

The B cut can be a good move moving to the right as well. It has the same problems as usual. Still, the positional advantage you can get from doing this can be helpful. He does the standard upward slash from the right rather than the horizontal cut. However, when his left foot is forward he will take a step forward and do a quicker cut while if the right foot is forward he will do a cut with longer wind-up. This is intuitive but again takes some practice. They both achieve the same thing but the right foot forward cut has more reach so it might be more advantageous.

The A cut is more effective with a sidestep as well to the left. With the left foot forward Alex will do a faster flick which can be effective but he does a bigger cut when the right foot is forward but to compensate he will actually bring his sword up to guard his head. This does not seem to be as reliable as his standard auto guard so you aren’t as safe doing this as you may think, but it does enable you to theoretically stay in the fight even if the cut fails.

Alexander has two head bobs as well which enable him to cover more distance on the sidestep in a very boxing/capoeira-type fashion. These moves are situational but have been used effectively in competitive play on many occasions and are accompanied by a slash so they are surprisingly potent on offence too. One thing that is worth noting though is you MUST have your right foot forward in order to do the Y move which involves two dashes to the left instead of steps to do the head bob into Y cut. These inputs have to be done together or you will simply dash. This head bob is accompanied by a horizontal Y cut so an unsuspecting opponent can be tagged despite believing he is safe. If you want to perform the B cut your left leg must be forward and at which point Alexander does a head bob to the right and an upward B slash which can also be good for sniping though I do find the Y cut is often more beneficial. Nonetheless, both are very legitimate moves and some players will even find they prefer to implement these moves into their style and use them a lot. You just have to be aware that unless Alex is lucky and an attack happens to hit his sword, or he simply avoids the blow altogether, he is totally open to an attack when he does these moves so you sacrifice the advantage of his guard for this added mobility. The move when done well though is devastating nonetheless and it's best to do it as an attack is launched rather than before so the move doesn’t track you. Different attacks have different amounts of tracking so doing this consistently will take skill and practice on your part but it can be done as you learn the game. I personally find the head bob Y works best against thrusts since thrusts are linear and easier to get out of the way of but some cuts can be countered in this way too.

You may also do regular swings moving in to your target but these are best used to catch someone moving to the side of you to adjust the angle of the swing. Essentially moving in the opposite direction of what I mentioned earlier but these just cause a change in angle.
Combos
Alexander does not have many combos but that is part of the fun of the character, you can make your own! There could be combinations I will neglect to mention but I will do my best and I encourage Alexander players to play with his moveset and figure out what combos work best or if there are undiscovered ones I haven’t considered.

EDIT: Recently, new combos were added. They are listed now.

Here is a list of the combos.

Combo 1 : X cut Y cut

This is a basic windmill started with the X cut. I don’t recommend just throwing a combo like this out there necessarily but sometimes these can catch a vulnerable opponent and secure a kill. Just be aware that after the first cut your opponent can sometimes respond.

Combo 2 : Y cut X cut

Similar idea but the foot forward changes the move. It's a basic windmill if the right foot is forward but with left foot forward he does two quick cuts and backs up a bit making for a surprisingly useful retreating/sniping combo that does not even require you to manually use the stick

Combo 3: Forward X cut Y cut

This is a similar idea to the forward X but you follow it up with the Y cut. This is where the horizontal slash from right foot forward comes in handy but you can also follow it up just as easily from the left foot forward diagonal X slash for a nasty windmill. Just use at an opportune time and don’t spam it as an opponent can exploit the openings

Combo 4: Forward Y cut X cut

In this combo, if the left foot is forward Alexander does two big yet fast cuts. Not so much a windmill this time but if the right foot is forward instead of an X diagonal slash he actually does do the horizontal swing which is a perfect way to finish an opponent off or ensure that your onslaught gets through.

Low Attack: Down Forward A cut

This is a low lunge attack similar to some other lunges we see among saber characters. Alex really exposes himself here though and so usually you do not want to use this move. I like to use it when I am limping as people don’t expect me to move so fast as Alexander is very slow when his legs are hurt. It can be good for getting around guards, and surprising your opponent though. If the left foot is forward he will simply take a step with the right to compensate so you don’t have to worry about his footwork with this move.


Stab and Cut (from LG): LG, Y, Y

This is the stab I referred to followed by a cut. The cut actually is a bit different depending on the foot forward but the idea is always the same, a stab followed by a cut. Often a retreating opponent can be tagged by the cut if you distance yourself properly. This move also has the most versatility as you do not need to use the basic Y Y combo. If the left foot is forward he will take a bigger step but if the right foot is already forward he will do a shorter cut. Both have their uses but LFF is the most reliable one.

It's best to think of the LG stab as a set up move for a finisher. It rarely kills on its own barring a perfect hit to the head.

New LG combos:

Leg Sweep: LG B

Exactly what it sounds like, you can make it look like you are going to stab holding LG but suddenly shoot down for the leg and cut. This has risks, but has a fairly good chance of getting past a guard and can be followed up with a quick y cut to ensure a kill. Be aware that this leg cut will not always kill though and is sometimes more likely to cause your opponent to limp. It is very high risk as well just because you can't guard yourself while doing this attack but it can be great for trickery. Don't throw it too often, but if you are struggling to find a good "can opener" this might just be what you need. Just be aware that it does provoke a leg void cut so you might embarrass yourself and get hit in the head if you fail to time this well.

Top Cut: LG X

This is quite similar to Alexander's Whirl X cut, Alex shoots in with a slower, wide vertical cut instead of a thrust. Its best used at a distance as it has some wind up reaching far and hitting hard. The nice thing about this move is it can be used to chase down people who are retreating, and it can keep your opponent guessing.

Feint attack: Down Back B

This attack used to be useless, but with Alexander's blade becoming longer and heavier, it is actually threatening to a careless opponent who thinks they can just walk forward. It kills quite reliably and reaches out surprisingly far and can be good for mindgames. You should not rely on this too much by any means but its a fun move to land if you pull it off. What Alexander does here is he essentially rises up a bit like he is going to cut high or something but then crouches low to cut the leg.

Short Whirl: Down Right X

This is an attack where Alexander does a whirl before stepping forward and landing a wide diagonal slash from the upper left. The foot forward will change the move a bit however. If he has his left foot forward, he will do two whirls, each of which can do damage before throwing the big cut and if the right foot is forward, he will do one whirl before launching a big swing. In both cases, the final cut is rather vertical being only slightly diagonal so its a nice angle to try utilising and the move is good for covering ground. You can also trick your opponent with this one by suddenly using his retreat Y attack which flows very nicely after this one. Just be aware that you are quite vulnerable when throwing this combo but this can be offset by the flourishes which do hit for some damage, and the final cut is a rather big commitment.

Sidestep attack Down Right Y

This one is not very creatively named but it is exactly what it sounds like. The only difference from the standard sidestep y is that he shoots forward as well as stepping to the right side to throw that big horizontal y cut from the right. This attack is good for chasing people down, striking at people who are too passive, getting to the side if you are a bit further away, or shooting forward when an opponent sees you limping. It is slower than the standard Y sidestep to the right attack but with that slowness you gain some power and distance covered and the nice thing is, the foot forward does not really matter with this one.




I also encourage players to try stringing cuts together as there are many combos that can be done in this way. B cut into X cut into Y cut is one possibility for instance. You can also do a Y Y cut that does a barrage of fast downward cuts where Alexander then steps back if his left foot is forward. If the right foot is forward this is not much of a combo though as he just does two basic swings. Play with the button combinations and you will surely discover other neat tricks.
Alexander's Guard
Alex Guards his top openings well but there are certain nuances to be aware of. The fact that he switches legs sometimes will put him in a vulnerable position even to a basic diagonal downward cut. This is something you get used to as you play with him more but is something to keep in mind. His guard is solid and is aided by his heavier sword but has clear points of weakness too.

You aren’t invincible. As an Alexander main and I can safely say that many thrusts will be the bane of your existence as will certain upward cuts from the likes of Isabella and many of the other sabers like Bara or Gedeon. When it comes to thrusts, your neutral guard can only occasionally deal with them same as most other characters so you want to use your long guard to catch the blade and counter-thrust or cut into the attack to set it aside or threaten your opponent. This can be easier said than done and LG sometimes won’t even save you but it is your best bet. You can also beat the blade or aim for a lethal hit to the head if you get your spacing just right.

Against upward cuts which are a point of weakness for his guard, you want to focus on countering them. Sometimes trusting your autoguard is enough but often you will want to use footwork to avoid them combined with it as autoguard alone is not a reliable defence against his worst openings in all circumstances. Sometimes even just striking right for the head when you see that opening is the best call too as Alexander has devastating head cuts. Do not exclusively rely on your guard for these but he can sometimes catch these with his autoguard if you are patient.

Alexander's guard has been nerfed to be more balanced alongside other sabers to better reflect the physics of an incoming longsword. This means you have to now pay more attention to how you catch an incoming strike and utilise your footwork. He still has a solid guard by design so I think many of these points still stand but you have to be more active in your defence now. Cutting into attacks can also help keep you safe and make it harder to beat your blade. In general, you want to push more initiative against a longsword. Counterstriking is still a good tactic but do not turtle up or you will be killed eventually. I personally like to "put my foot on the gas pedal" and pressure my opponents instead of just relying on the guard alone. I let the swords tell me what to do and adapt as I go. When it comes to incoming longsword thrusts. Either baiting them out and throwing a cut to the head or stepping off line with long guard to ensure you are not hit and catch the blade just right are the best options. You can also switch up and cancel attacks to throw your opponent off. Despite the nerfing, his guard remains solid thanks to where his blade is positioned and he is especially good at catching blows coming down. Just be weary that a heavier two-handed blade can break through so you should not let a longsword user bully you. I would suggest getting in the habit of using your footwork as much as you use your blade to defend though the same with active defences with attacks but against sabers he tends to defend them pretty reliably. Just be wary of rushing Laszlos as they can overwhelm your guard if you are not careful.

Like many saber characters, Alexander is very good at the exchange game so make really good use of this and get used to the temp of parrying and riposting immediately afterwards. Sometimes you can also switch up the timing by doing a slower swing or change your angle by sidestepping but make sure you have parried first or that there is a clear opportunity to strike if you do this. Alexander's footwork makes tempo in some ways even more crucial than other saber characters so it is absolutely essential that you intuitively understand when you must defend, and when you must attack, or even do both at the same time.
Final section: How do you fight as Alexander?
After using him for months I find there are three main styles that folks like to use. There is the style that takes advantage of his guard and seeks exchanges and counter-attacks fighting in a more linear approach, the style that wants to use his mobility to the fullest extent at the expense of his guard at times, and there is the style which as a result of recent nerfs to his guard, makes use of his good offensive abilities and applies constant pressure but doesn't abandon defence by any means. Making good use of blade beats, cancel combos, and harassing attacks to keep an opponent on his toes.

I tend to take the former and last approach depending on the situation and fence more traditionally like a HAMA fencer. I feel as though trying to head bob and dash too much just leaves you too exposed but players such as Captain Piperanddummer have made it work even on delay so I do not think either approach is wrong. Experiment with the moves and use whichever style is best for you. But definitely keep both tactics in your repertoire as you can’t do nothing but dodging and expect to succeed. On the other hand, though, dodging in my experience can be a useful skill in certain situations.

Players also always ask whether offence or defence is superior. In a game like this, I do not think this is the right question as this game tries to replicate realistic fencing and does a decent job. In reality, I think you want to flow between the two and you shouldn’t see the two as separate at all as you can defend yourself simply by killing your opponent with many characters, Alexander included and I have found aggression and counter striking as well as passive styles have all worked and Alexander is no exception. I like to flow between aggression and counter striking personally and apply passive pressure with footwork even if I choose not to engage. Someone who is too passive can never offend his opponent and is losing the fight but someone who abandons all defence is equally guaranteed to die.

Vinerd describes the way I play as being like a tiger stalking his prey and I really like that analogy. Everyone has their own tendencies though and as long as you do not get hung up on that question, I say play the way that suits your personal style the best. Alexander has a limited set of moves (a few more now thanks to recent updates thankfully so he has enough) but in spite of that you get a surprising amount of freedom with him and in some ways more freedom to do what you like than with other characters as even Isabella who has tons of combos has strict button combinations you must adhere to or you will not do any sort of effective combo. Alex gives you more freedom to perform your own combos so you should make good use of that.
6 Comments
Luck 25 Aug, 2023 @ 2:19pm 
jacek>
Tenax Interfectorem 1 Mar, 2023 @ 8:44am 
gay black sex.
Gloopnar 1 Mar, 2023 @ 5:33am 
Chad guide
Vinerd 12 Jan, 2023 @ 7:48pm 
TL:DR Git Gud .

If you read all of this you already master Alex. :cozywolfmedalion:
Subutai  [author] 24 Dec, 2022 @ 2:24am 
Thank you.
Ger4og 24 Dec, 2022 @ 2:20am 
Good work:cozykcdknight: