@keninblack any advice on Alex? At the moment, I'm playing most of the time with SA1.
Off the bat you need to use SA2, as its your only option. It is a super you can hit confirm/combo into as well as give you more meter to work with. Which Alex uses plenty of.
Top Alex players to watch and study are...
Genki
Kazuya
KSK
Alex is a character that is really strong offensively and can work the corner better than a lot of characters in this game. I'll go over his good poking/footsie tools and after that give you an idea of what his mix up game should be.
S.MP is his meter bulider.
S.LK and C.LK are alright moves at interrupting an opponents footsies.
C.MP and far S.MK are your go to pokes to use at the correct ranges. Be careful with C.MP as it can be forward AND down parried so the guess is very minimal.
Sweep is good because it gives you knockdown which you really need but just be smart with it to really see it being effective.
Alex has multiple air normals that are good.
J.LP as your fast air to air.
J.HP as main jump in/good read air to air.
J.MK as far ranged air to air.
J.HK as a pretty fast/good damage air to air.
His specials all range from gimmicky to okay.
Spacing with EX chop for the knockdown is good, and approaching with Slash Elbow is an okay option unless they just parry than it sucks.
Using HP chop as a parry bait into good damage is strong to keep them on their toes.
Your command grab is really good, I mostly go with LP command grab unless I reaaally know its going to work.
Good ways to tick into command grab are...
C.LK
S.LP
Jump In
My dude is lacking in the combo department.
Basically your goal is to just land close S.MK into LP or EX chop, if you confirm it S.MK into SA2.
When you have a super hard punish or the opponent is stunned you did the following.
HP Chop into command grab (Meterless Punish but gives up your opponent in the corner so only use if KOs.)
HP Chop, S.MK, EX Chop (Meter Punish)
HP Chop, S.MK, SA2 (Super Punish)
Your goal is to just get knockdown, and in doing this you build a crazy amount of stun. Stun the opponent for absurd damage and probably the round.
When you have the knockdown you have a lot of options. On wake up you can do any of the following things.
Block (Bait DP or buttons by parrying or simply blocking. As well as reading a upback if you have them scared of command grab and you punish the jump with an air to air or anti air command grab if you really feeling it.)
Walk Back (Bait throw whiff/buttons and punish accordingly)
Command Grab (Bait Block/Parry)
Tick Command Grab (Bait Block/Parry after tick)
S.MK (Bait Low Parry, confirm into LP/EX Chop or SA2)
S.HP (Bait Low Block/Parry, its an overhead)
B.HP (Bait Parry)
Thats all off the top of my head, hope that helps.
If anyone else wants help let me know and I can try my best. If anyone has anymore questions don't hesitate to ask!