Hellish Quart – Ultimate Alexander Guide

This is a guide for those who wish to main Alexander and use him in competitive play.

Definitive Guide to Alexander

Note: Credit goes to The Mongolian Rear Charge

Intro and Strengths and Weaknesses of Alexander

Alexander is a formidable character in the game and has been an annoying character for many to fight ever since he made his debut. Even so, while some are beginning to use him more often, in no small part because I have had great success with him, he remains fairly underused in some cases largely because he is deceptively hard to use. This guide will help my fellow Alexander mains as his character has many nuances.

Strong points of Alexander:

  • Fantastic 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 attack sequence that flows without the need to cancel.
  • 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.
  • His feinting game is weak unless you manually feint with his cuts. His one listed feint is highly telegraphed and is one of those moves that will only work once at most in a fight. If it does hit though it is a powerful leg cut.

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 typically but can be done with X (X prevents you from doing the main combo though) is one of his best tools as it is very fast and hits for surprising damage at times. However, it is not an overpowered move and it is quite predictable. Therefore, it is often best to throw it suddenly and hide your intentions unless you need to catch an incoming thrust as sometimes this combined with the guard of his weapon can actually keep you safe and allow for a quick counterthrust. I also like to throw this sometimes when my opponent has opened themself up and it sometimes hits with absolutely blinding speed. This said, it does not always kill so this thrust should not be seen as a kill shot on its own. If it does kill your opponent in one move, that is fantastic as it makes everything easier. However, it may not, and in that case, you have to be ready at a moment’s notice to throw either the follow-up Y cut in the move list, or a cut of your own to finish the opponent off.

Keep in mind that this stab is essentially impossible to cancel while it gets going so it’s predictable and linear so it can be sidestepped by an opponent with good reaction time. It also does not actively defend you which is why if you want to use this as a form of defence it is crucial that you catch the blade. Otherwise, you tend to be open to attacks that don’t hit your blade directly. So it is a powerful move but one that comes with many risks if not used properly. If an opponent dashes back it’s best to either back away, or follow up with a cut if you feel you can reach them.

Attacks With Movement

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 some opponents too so there is that to consider.

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.

Kubold may add more to him as time goes on as Kubold himself admits that HAMA has a lot more to offer than what we have now but for now I will list the combos on the move list along with any combos I discovered myself. I will add to it if Kubold updates him.

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 though and it is a devastating move.

From the Y stab from LG you can also do the following. (Possibly more, that is the beauty of this move)

LG Y stab back Y (the one where he moves back quickly)

This one enables you to stab your opponent and if he isn’t dead you are already retreating before he can hit you back and hit him at the same time. This is a devastating combination and is done simply by performing the input after the stab.

LG Y down (to the right) Y

This is the big Y cut to the right side. By cancelling the follow up you can quickly do a big cut and sidestep with a horizontal slash to ensure you get a clean hit. This can be helpful against some guards.

LG Y up (to the left) X

This lets you follow up the stab with a quick X slash. This sometimes ends up being a sideways slash but you can also use it in a brutal faction to shove the blade or tip into or across your opponent before withdrawing it back. Backward X is possible from this position too if you need to retreat and your blade gets stuck making for a lethal draw cut.

Use the stab as a set up for other cuts, not just the combos listed and you will find the maximum success with the move. The stab can kill outright and the combo listed is fantastic, but don’t be afraid to play around with it and come up with moves of your own. If you move dynamically it is surprisingly easy to discover these.

Lastly, there is his feint attack

Feint attack: Down Back B

This is his most useless attack and frankly should only be used to mess with your opponent. As previously mentioned it will only work once at most really and it is a bit mesmerizing but leaves you totally open not to mention the sound effect it makes and the visual effect announcing it is a feint. Still, in casual sparring it is a fun move to pull off, just don’t rely on it in competitive play.

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

This is the subject of much controversy as I am writing this. As an Alexander main I can safely say that his autoguard does need to be nerfed. As we have discovered in recent tournaments and fighting with pro players, it is far from impossible to get past it, you have to pay special attention to positioning, aim where his sword isn’t, time swings for punishes, and there are specific attacks that get past with minimal issues such as Gideon’s thrust into slash which as of writing this I still struggle to deal with, but nonetheless, his guard should struggle more against longsword swings like the other saber users. Its ok that one of his strengths is his guard but it does need some nerfing so the physics is more consistent.

Nonetheless, 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. 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.

Against upward cuts, you want to focus on countering them either with a horizontal B cut of your own in the case of Isabella’s B cut or you can use your distance and timing to counter while your opponent is vulnerable. Do not exclusively rely on your guard for these but he can sometimes catch these with his autoguard if you are patient as well.

If a blow is coming down on your blade though you are in a relatively secure position. Your opponent cannot blindly throw swings at you and kill you and this frustrates some people but it gives you good security. Expect the guard to be (rightfully so) nerfed however to be more in line with the other saber characters. The fact that the sword is protecting your head though is a big asset that you should make really good use of. 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. People do overstate his guard’s effectiveness but nonetheless the weak of his blade should be a vulnerable point like anyone else’s sword and it is a good guard there is no denying that. Do not expect his long guard to defend thrusts reliably though. Instead, use it to keep an opposing blade at bay with physics rather than protecting your vulnerable points. Seek the bind and close in either stabbing or switching it up so you are not predictable and cutting instead.

Final Section: How Do You Fight as Alexander?

After using him for months I find there are two 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, and the style that wants to use his mobility to the fullest extent at the expense of his guard at times.

I tend to take the former approach 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 counterstriking 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 defense 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 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.

Jan Bonkoski
About Jan Bonkoski 954 Articles
Jan Bakowski aka Lazy Dice, was always interested in gaming and writing. His love of gaming began with The Legend of Zelda: Ocarina of Time (Nintendo 64) back in 1998. He’s been making game guides since 2012. Sharing his gaming experience with other players has become not only his hobby but also his job. In his free time, he plays on Steam Deck.

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