Street Fighter 3: 3rd Strike/Alex: Difference between revisions

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===Serious Disadvantage Match-ups===
===Serious Disadvantage Match-ups===
*'''Chun-Li''' - ''Strategy Goes Here''
*'''Chun-Li''' - ''Strategy Goes Here''
{{Template:3rd Strike}}
{{Template:3rd Strike}}


[[Category: Street Fighter 3: 3rd Strike]]
[[Category: Street Fighter 3: 3rd Strike]]

Revision as of 12:34, 2 June 2007

Alex's Character Select Portrait
Alex's Neutral Stance

Introduction

Alex, who hails from New York, is the main character in the Street Fighter 3 series. His appearance slightly mimics that of professional wrestler Hulk Hogan. He wears green trousers and combat boots, and a identifying red head band.

Alex is a throw based character.

Moves List

Normal Moves

Throws

Body Slam LP + LK

Command Normals

Chop F + MP
Lariat F + HP
Head Butt B + HP *
Sleeper Hold B + HP (opponent turned around) *
Flying Cross Chop D + j.HP

* Sleeper Hold is performed if opponent was grabbed from behind. Press HP repeatedly for additional damage.

Target Combos

  • D + LK -> D + MK
  • D + LK -> D + HK

Special Moves

Flash Chop QCF + P (EX)
Power Bomb/Back Drop HCB + P *
Spiral D.D.T. HCB + K
Air Knee Smash DP + K (EX)
Slash Elbow Charge B, F + K (in air) (EX)
Air Stampede Charge D, U + K (EX)

* Back Drop is performed if opponent was grabbed from behind

Super Arts

I Hyper Bomb 360 + P 1 stock (3.2 ex)
II Boomerang Raid QCF, QCF + P 2 stocks (4.8 ex)
III Stun Gun Head Butt QCF, QCF + P 1 stock (2.0 ex)

Move Analysis

Combos

  • Alex's BnB - j.HP, Close MK x LP/EX Flash Chop
    • [j.HP, Close MK x SA2]meter
  • Alex's Punisher - HP Flash Chop, HP Power Bomb
    • [HP Flash Chop, Close MK x SA2]meter
  • HP Flash Chop, Close MK x SA2
  • c.LP x c.LP x SA2
  • HP Flash Chop x SA3 (Useful for attempting the stun gun trap)
  • MP x EX Air Knee (Good Anti-Air after a parry)

Frame Data

Template:Framedatainfo

Normals

Normals
Move Start-Up Adv.Frames: (Block / Hit / c.Hit) Cancel: (Special / Super) Section: (Guard / Parry) Damage: (Min / Max) JPT Rating
LP 4 1 1 1 Yes Yes H/L H/L 3 6 1 3
LP (F) 4 1 1 1 Yes Yes H/L H/L 3 6 1 2
c.LP 4 1 1 1 Yes Yes H/L H/L 3 6 1 3
j.LP 4 - - - - - H H 5 8 3 3
MP 4 1 0 1 Yes Yes HL H 12 22 1 3
c.MP 7 0 1 2 No No HL HL 11 19 1 3
j.MP 5 - - - - - H H 10 14 3 2
HP 14 -1 1 3 No No H H 18 32 - 4
c.HP 13 -9 D D No No HL HL 16 26 1/5 2
j.HP 8 - - - - - H H 18 31 3 3
LK 5 0 0 0 Yes Yes HL HL 5 8 1 3
c.LK 5 2 2 2 Yes Yes L L 5 8 1 3
j.LK 4 - - - - - H H 7 13 3 3
MK 5 -1 0 1 Yes Yes H/L H/L 13 23 1 4
MK (F) 11 0 1 2 No No H/L H/L 12 22 1 4
c.Mk 8 -1 0 1 No No L L 9 15 X 4
j.MK 9 - - - - - H H 11 19 3 3
HK 16 -13 0 2 No No HL H 19 33 1 3
c.HK 11 -15 D D No No L L 16 28 - 2
j.HK 8 - - - - - H H 15 26 3 3

Throws

Throws
Move Start-Up Adv.Frames: (Block / Hit / c.Hit) Cancel: (Special / Super) Section: (Guard / Parry) Damage: (Min / Max) JPT Rating
Body Slam 3 - - - - - - - ? ? - -

Command Normals

Command Normals
Move Start-Up Adv.Frames: (Block / Hit / c.Hit) Cancel: (Special / Super) Section: (Guard / Parry) Damage: (Min / Max) JPT Rating
F + MP 7 -1 0 1 No No H/L H/L 14 24 1 4
F + HP 9 -1 1 3 No No H/L H 17 24 6 3
B + HP 8 -11 - - No No H/L U 23 32 X 2
B + HP (OBT) 8 -11 3 3 No No H/L U ? ? X 2
D + j.HP 10 - - - - - H H 15 26 3 2

Special Moves

Special Moves
Move Start-Up Adv.Frames: (Block / Hit / c.Hit) Cancel: (Super) Section: (Guard / Parry) Damage: (Min / Max) JPT Rating
LP Flash Chop 12 -2 - - No H/L H 15 26 6 4
MP Flash Chop 16 -1 - - Yes H/L H 16 28 6 3
HP Flash Chop 20 -1 - - Yes H/L H 18 31 6 3
EX Flash Chop 10 -1 - - Yes H/L H 24 39 6 4
LP Power Bomb 7 - - - No U U 20 28 X 4
MP Power Bomb 8 - - - No U U 23 32 X 3
HP Power Bomb 9 - - - No U U 25 35 X 3
LP Power Bomb (OBT) 7 - - - No U U 23 32 X 2
MP Power Bomb (OBT) 8 - - - No U U 25 35 X 2
HP Power Bomb (OBT) 9 - - - No U U 29 40 X 3
LK DDT 21 - - - No U U 20 28 X 2
MK DDT 24 - - - No U U 20 28 X 3
HK DDT 27 - - - No U U 20 28 X 2
LK Air Knee Smash 7 - - - No H H 15 21 6 3
MK Air Knee Smash 8 - - - No H H 17 24 6 3
HK Air Knee Smash 9 - - - No H H 19 26 6 3
EX Air Knee Smash 4 - - - No H H 24 33 6 4
LK Slash Elbow 16 -2 - - Yes H/L H 12 22 3 3
MK Slash Elbow 19 -8 - - Yes H/L H 15 26 3 2
HK Slash Elbow 21 -8 - - Yes H/L H 18 31 3 2
EX Slash Elbow 10 -6 - - Yes H/L H 19 34 6 4
LK Air Stomp 24 -3 - - No H H 15 26 - 3
MK Air Stomp 26 -3 - - No H H 18 31 - 3
HK Air Stomp 27 -3 - - No H H 20 35 - 3
EX Air Stomp 27 -3 - - No H H 23 40 - 3

Super Arts

Super Arts
Move Start-Up Adv.Frames: (Block / Hit / c.Hit) Section: (Guard / Parry) Damage: (Min / Max) Mtr Length Stocks JPT Rating
Hyper Bomb 3 - - - U U 64 88 130 1 X 3
Hyper Bomb (OBT) 3 - - - U U 71 99 130 1 X 3
Boomerang Raid 3 - - - H H 43 64 97 2 - 2
Stun Gun Head-butt 27 - - - U U 22 31 82 1 X 3

Additional Frame Data

  • Jump Start Up: 4 Frames
  • High Jump Start Up: 6 Frames
  • Toward Dash: 1 frame start up, 9 frames in air, 4 recovery frames
  • Away Dash: 2 frame start up, 10 frames in air, 6 recovery frames
  • Length of Stun Meter: 72 points (It takes 23 frames for Alex to recover 1 point)
  • 67 frame wake up
  • 49 frame quick recovery.

Strategies

Overview

Alex is a low tier character, who is afflicted with being the other half of Hugo, in that he's fast, but his grabs aren't particularly good. His EX Techniques are very useful, as they make his regularly unsafe moves safe(ish).

Basics

Super Art Selection

Use Super Art: SA2 (Boomerang Raid). Why? Alex's EX moves make him a much better character, and SA2 has the most meter to store EX moves. SA2 is also the easiest super art to combo into. Why not SA1? Because it has a 3 frame start up, that's why. The opponent can just jump out of it if it's not properly set up. The only time that it is ever guaranteed is after a MP or HP Flash Chop. Why not SA3? Because the Stun Gun trap is escapable. It's not easy, but its possible.

The other two supers tend to rely on gimmicks to land. As we all know, gimmicks only work once on a competent opponent, if at all.

  • SA1
    • Cannot be Comboed Into
    • 3 Frame Start Up
    • Large Damage
      • Use on: Akuma(ish) Akuma's low stamina means that this super can really frighten an offensive player.
  • SA2
    • Large capacity for EX Techniques
    • Easier to Combo into
      • Use on: All
  • SA3
    • Trap is Escapable
    • Small capacity for EX Techniques
    • Large Stun
      • Use on: N/A

Kara-Techniques

Throw
Alex's prime kara-throw normal is F+HP. (F+HP x Throw)

Template:KaraThrow

Zoning

Mixups

Strong high section techniques include; HP and Meaty UOH x SA2. Meaty Close MK x HK Air Stomp and Meaty Close MK x MK Air Stomp are also very useful tools as the former will actually cross up the opponent giving you at least a 50/50 game going. Regarding Alex's low mix-ups c.LK x c.MK can be very helpful in addition to his sweep: c.HK. Utilize your c.Lk x c.MK freely, and the sweep more sparingly.

As is the way with all the characters in the game, a throw as an additional "3rd Option" for your mix-up in very helpful. Especially in Alex's case, given his two command throws. Power Bombing, and tick Power Bombing are dangerous techniques to be hit by, but use them sparingly, they have not the strength of Hugo's and can be defended against more easily.

Your final tool that you can use is Meaty Close MK x MK DDT. This can be very helpful if you use it correctly. Crouching up close before executing the meaty technique can give the impression you're going to prepare an Air Stomp OR a low move. If you're lucky, they'll block the wrong way pre-empting your cross-up air stomp/try to parry low/get the timing wrong on a high parry. If you're unlucky, they'll block. This kind of reinforcing agent (coupled with Close MK's relative safety) can be a great help to you in trying to land power bombs.

Additional Notes

  • Personal Action: Alex's damage done on the next attack increases. Holding Fierce and Roundhouse keeps this action going. If Alex rotates his arm 7 times, the damage increase is maxed out. This can be done in multiple taunts.

Match-ups

Serious Advantage Match-ups

Alex has no match-ups where he is at a serious advantage

Advantage Match-ups

  • Q - Strategy Goes Here
  • Hugo - Strategy Goes Here
  • Twelve - Strategy Goes Here
  • Sean - Strategy Goes Here

Fair Match-ups

  • Remy - Strategy Goes Here
  • Alex - Strategy Goes Here
  • Necro - Strategy Goes Here

Disadvantage Match-ups

  • Yun - Strategy Goes Here
  • Chun-Li - Strategy Goes Here
  • Ken - Strategy Goes Here
  • Makoto - Strategy Goes Here
  • Dudley - Strategy Goes Here
  • Yang - Strategy Goes Here
  • Akuma - Strategy Goes Here
  • Urien - Strategy Goes Here
  • Ryu - Strategy Goes Here
  • Oro - Strategy Goes Here
  • Ibuki - Strategy Goes Here
  • Elena - Strategy Goes Here

Serious Disadvantage Match-ups

  • Chun-Li - Strategy Goes Here