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== Combos == | |||
=== Target Combos === | |||
*''' | *'''2LK > 2MK''' | ||
:'''A quick double low that is fairly safe, but leads to no knockdown.''' | |||
* | *'''2LK > 2HK''' | ||
:'''Another double low into sweep, but does not combo, instead acting as a frame trap. Very tight 2f window to properly input this.''' | |||
=== Combo List === | |||
Alex combos are extremely limited, even with meter on the table. The lack of many cancellable normals that combo into any specials leaves his grounded punishes simple and fairly low damage, so learning to maximize reward when you can is key. | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left" | |||
|+ Basic Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
| cl.MK > 236LP || Anywhere || 31 || 15 || Very Easy || Your meterless BNB. You'll basically always use this if you get a close punish and don't want to spend meter. Doesn't net a knockdown, but leaves you 0 on hit and leaves you in range to run some more offense afterwards. | |||
|- | |||
| 5MP > 236LP || Anywhere || 30 || 17 || Very Easy || A slight alternative, 5MP isn't range reliant and is a frame faster, but LP Chop can fall out at far ranges, especially on crouchers. | |||
|- | |||
| 236HP, cl.MK > 236LP || Anywhere || 53 || 29 || Very Easy || The signature stun punish. Alex does rack up stun very fast, so you'll get a chance to do this pretty often. If you quickly taunt before doing this, it jumps up to 59 damage. | |||
|- | |||
| 236HP, 2HK || Anywhere || 41 || 17 || Very Easy || An alternative from HP Chop that gives a knockdown, usually not worth but in neutral you may sometimes land HP Slash and not be in range for anything else. | |||
|- | |||
| 236HP, 4HP || Anywhere || 50 || 40 || Very Easy || Sleeper Hold combo. Doesn't knock down, but leaves you plus and racks up a ton of stun, making it surprisingly useful as an option after HP Chop in neutral. | |||
|- | |||
| 2HP, 6HP || Anywhere (Anti-Air) || 25 || 19 || Easy || Anti-air into some extra damage and a reset. Scary in the corner, but can also be done midscreen at the sacrifice of a potentially more rewarding knockdown. You must land the later hit of 2HP, and only the later hit, for it to allow this to juggle. | |||
|} | |||
=== | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left" | ||
|+ EX Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
| cl.MK > 236PP || Anywhere || 41 || 21 || Very Easy || A very cheap and rewarding combo into EX Chop. Alex spends meter on this very often, as it nets a great knockdown, lots of damage and stun, and great corner carry. | |||
|- | |||
| 5MP > 236PP || Anywhere || 40 || 23 || Very Easy || Used for the same reasons as the meterless version, but always hits, even if you catch them crouching. At worst, it drops one hit of EX Chop, but still gets a knockdown. | |||
|- | |||
| 236MP/HP, 623KK || Anywhere || 42 || 30 || Very Easy || Alex's main neutral conversion. As long as the Flash Chop hits, the EX elbow will connect from anywhere on screen. | |||
|- | |||
| 5MP > 623KK || Anywhere (Anti-Air) || 34 || 25 || Easy || 5MP is a fast and slightly disjointed normal, which makes it a clutch anti-air, and this combo definitely makes it a whole lot scarier. It also beats air parry cleanly. | |||
|- | |||
| 2HP, 5MP > 623KK || Corner || 40 || 28 || Medium || An infamous Alex combo. You can space 2HP out in the corner to only land the second hit, which allows a 5MP to connect, leading to this juggle. Mostly just flashy as a stun punish, though it is a rewarding alternative to the anti-air combo above as well. | |||
|} | |||
{| | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left" | ||
|+ Corner Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
| J2HP, HP || Corner Only || 35 || 28 || Very Easy || Good damage and deals a knockdown on hit. J2HP must hit an airborne opponent to juggle. | |||
|- | |||
| J2HP, 236PP || Corner Only || 42 || 23 || Very Easy || Good damage and deals a knockdown on hit. J2HP must hit an airborne opponent to juggle. | |||
|- | |||
| J2HP, MP, 623KK || Corner Only || 50 || 43 || Easy || Max damage when J2HP lands weirdly, or when dealing with a character where HK does not connect mid juggle. | |||
|- | |||
| J2HP, HK, 6HP || Corner Only || 50 || 43 || Medium || Best meterless stun off J2HP. | |||
|- | |- | ||
| | | J2HP, HK, 6MP || Corner Only || 51 || 37 || Medium || Best meterless damage off J2HP. If the opponent stuns mid combo, you can follow up with 6HP. | ||
|- | |- | ||
| | | J2HP, HK, 236PP || Corner Only || 58 || 41 || Medium || Great damage, gives a good knockdown on hit. | ||
|- | |- | ||
| | | J2HP, HK, MP > 623KK || Corner Only || 65 || 51 || Very Hard || The max damage punish off J2HP, but hard to pull off and gives a weak knockdown. You'll need to microwalk in between the HK and MP. | ||
|- | |- | ||
| | | [4]6LK, MP > 623KK || Corner Only || 43 || 36 || Medium || Niche juggle. If you cancel elbow off one of your ticks and catch someone jumping, you can get a small combo off it. | ||
|- | |||
| 2HP, [4]6LK/MK, HK, MP > 623KK || Corner Only || 66 || 54 || Very Hard || A combo that becomes available rarely when you anti air someone trying to corner escape. The first hit of 2HP must trade for bigger combos to work. | |||
|- | |||
| HK, [4]6LK, HK, 6HP || Corner Only || 63 || 63 || Extremely Difficult || Maximum stun against DPs in the corner, but extremely hard to pull off. The first HK must not hit meaty for the juggle to work. On low stun characters like Akuma/Remy/Ibuki this combo will stun them from 0%, letting you follow up with major damage. | |||
|} | |} | ||
=== | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left" | ||
|+ SAI Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
| 236MP/HP, 360P || Anywhere || 80 || 39 || Very Easy || The only way to combo SAI normally is with the backturn from MP or HP Chop. This is a pretty rewarding combo in all fairness, dealing lots of damage and netting a great knockdown, though you really don't wanna run SAI as Alex, so this is rarely seen. | |||
|- | |||
| 6HP, 360P || Anywhere || 89 || 39 || Hard || An even rarer combo, although not practical. 6HP must be hit meaty on a standing opponent for this to combo. Does not work on Elena and Urien, as 6HP does not cause backturn on those characters. | |||
|} | |||
=== | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left" | ||
|+ SAII Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
| cl.MK > 236236P || Anywhere || 60 || 27 || Easy || Basic punish into SAII. The main way you'll use this super in punishes, does solid damage and nets a consistent knockdown. | |||
|- | |||
| 2LK > 236236P || Anywhere || 53 || 21 || Easy || Low into SAII. Incredibly unsafe, but also your only way to net a knockdown from a low, so you'll have to use it every now and again. Just be sure to condition them to block high with lots of 5HP before letting this rip. | |||
|- | |||
| cl.LP > 5LP > 236236P || Anywhere || 56 || 26 || Easy || Jabs into SAII. The only real confirm route, you can basically do any two LP buttons to confirm super, though this is notably easier than doing it with the others. | |||
|- | |||
| [4]6K > 236236P || Anywhere || 49~55 || 31~35 || Easy || Elbow into SAII. Great for ranged whiff punishes, but it can fall out if hit too far away. | |||
|- | |||
| [4]6KK (1) > 236236P || Anywhere || 46 || 25 || Easy || EX Elbow into SAII is much more realistic, if a bit expensive. EX Elbow is something you'll use often to punish at long range, and since it moves forward so fast, you'll often get full connect SAII. Just be sure to cancel on the first hit. | |||
|- | |||
| 236HP, cl.MK > 236236P || Anywhere || 66 || 40 || Easy || Your most realistic high damage route, though not the highest damage possible with Alex. Very common as a stun punish to close rounds, and after an unheld taunt it deals 73 damage to close rounds out much faster. | |||
|- | |||
| 236HP, 4HP, 236236P || Anywhere || 49 || 45 || Medium || A combo you should really never do unless it will definitely stun. SAII can link from Sleeper Hold, and it isn't too difficult to do, but it always loses the final hit leaving Alex incredibly punishable. It does just a smidge more stun than a normal SAII confirm, so if you are sure it'll stun it can be worth, but mostly this is just listed for completion sake. | |||
|} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left" | |||
{| | |+ SAIII Combos | ||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
| 236MP/HP > 236236P, 236HP, 63214HP || Anywhere || 86 || 92 + 23 || Very Easy || The only way to combo SAIII normally is with both the hitstun and backturn from MP or HP Chop. The reward off this is pretty high, but because of SA3's long startup it is impossible to hit confirm. Not seen often, as SA3 is a bad super in every other aspect outside of damage. | |||
|- | |- | ||
| | | 2HP, [4]6LK/MK > 236236P || Anywhere || 90 || 88 + 20 || Hard || If you're lucky, or facing a character with highly active air normals like Hugo you can land this combo as an anti-air. The first hit of 2HP must trade for this to combo, and the elbow must land right before they touch the ground. Not really practical, but if you're running this super it's the one of the few combos you've got. | ||
|- | |- | ||
| | | HK, [4]6LK/MK > 236236P || Corner Only || 99 || 104 + 20 || Very Hard || A DP punish combo. The HK must not hit meaty for it to combo, and the elbow must land right before they hit the ground. | ||
|} | |} | ||
{{Navbox-3S}} | |||
[[Category:Street Fighter III: 3rd Strike]] |
Latest revision as of 15:42, 1 May 2025
Combos
Target Combos
- 2LK > 2MK
- A quick double low that is fairly safe, but leads to no knockdown.
- 2LK > 2HK
- Another double low into sweep, but does not combo, instead acting as a frame trap. Very tight 2f window to properly input this.
Combo List
Alex combos are extremely limited, even with meter on the table. The lack of many cancellable normals that combo into any specials leaves his grounded punishes simple and fairly low damage, so learning to maximize reward when you can is key.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cl.MK > 236LP | Anywhere | 31 | 15 | Very Easy | Your meterless BNB. You'll basically always use this if you get a close punish and don't want to spend meter. Doesn't net a knockdown, but leaves you 0 on hit and leaves you in range to run some more offense afterwards. |
5MP > 236LP | Anywhere | 30 | 17 | Very Easy | A slight alternative, 5MP isn't range reliant and is a frame faster, but LP Chop can fall out at far ranges, especially on crouchers. |
236HP, cl.MK > 236LP | Anywhere | 53 | 29 | Very Easy | The signature stun punish. Alex does rack up stun very fast, so you'll get a chance to do this pretty often. If you quickly taunt before doing this, it jumps up to 59 damage. |
236HP, 2HK | Anywhere | 41 | 17 | Very Easy | An alternative from HP Chop that gives a knockdown, usually not worth but in neutral you may sometimes land HP Slash and not be in range for anything else. |
236HP, 4HP | Anywhere | 50 | 40 | Very Easy | Sleeper Hold combo. Doesn't knock down, but leaves you plus and racks up a ton of stun, making it surprisingly useful as an option after HP Chop in neutral. |
2HP, 6HP | Anywhere (Anti-Air) | 25 | 19 | Easy | Anti-air into some extra damage and a reset. Scary in the corner, but can also be done midscreen at the sacrifice of a potentially more rewarding knockdown. You must land the later hit of 2HP, and only the later hit, for it to allow this to juggle. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cl.MK > 236PP | Anywhere | 41 | 21 | Very Easy | A very cheap and rewarding combo into EX Chop. Alex spends meter on this very often, as it nets a great knockdown, lots of damage and stun, and great corner carry. |
5MP > 236PP | Anywhere | 40 | 23 | Very Easy | Used for the same reasons as the meterless version, but always hits, even if you catch them crouching. At worst, it drops one hit of EX Chop, but still gets a knockdown. |
236MP/HP, 623KK | Anywhere | 42 | 30 | Very Easy | Alex's main neutral conversion. As long as the Flash Chop hits, the EX elbow will connect from anywhere on screen. |
5MP > 623KK | Anywhere (Anti-Air) | 34 | 25 | Easy | 5MP is a fast and slightly disjointed normal, which makes it a clutch anti-air, and this combo definitely makes it a whole lot scarier. It also beats air parry cleanly. |
2HP, 5MP > 623KK | Corner | 40 | 28 | Medium | An infamous Alex combo. You can space 2HP out in the corner to only land the second hit, which allows a 5MP to connect, leading to this juggle. Mostly just flashy as a stun punish, though it is a rewarding alternative to the anti-air combo above as well. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
J2HP, HP | Corner Only | 35 | 28 | Very Easy | Good damage and deals a knockdown on hit. J2HP must hit an airborne opponent to juggle. |
J2HP, 236PP | Corner Only | 42 | 23 | Very Easy | Good damage and deals a knockdown on hit. J2HP must hit an airborne opponent to juggle. |
J2HP, MP, 623KK | Corner Only | 50 | 43 | Easy | Max damage when J2HP lands weirdly, or when dealing with a character where HK does not connect mid juggle. |
J2HP, HK, 6HP | Corner Only | 50 | 43 | Medium | Best meterless stun off J2HP. |
J2HP, HK, 6MP | Corner Only | 51 | 37 | Medium | Best meterless damage off J2HP. If the opponent stuns mid combo, you can follow up with 6HP. |
J2HP, HK, 236PP | Corner Only | 58 | 41 | Medium | Great damage, gives a good knockdown on hit. |
J2HP, HK, MP > 623KK | Corner Only | 65 | 51 | Very Hard | The max damage punish off J2HP, but hard to pull off and gives a weak knockdown. You'll need to microwalk in between the HK and MP. |
[4]6LK, MP > 623KK | Corner Only | 43 | 36 | Medium | Niche juggle. If you cancel elbow off one of your ticks and catch someone jumping, you can get a small combo off it. |
2HP, [4]6LK/MK, HK, MP > 623KK | Corner Only | 66 | 54 | Very Hard | A combo that becomes available rarely when you anti air someone trying to corner escape. The first hit of 2HP must trade for bigger combos to work. |
HK, [4]6LK, HK, 6HP | Corner Only | 63 | 63 | Extremely Difficult | Maximum stun against DPs in the corner, but extremely hard to pull off. The first HK must not hit meaty for the juggle to work. On low stun characters like Akuma/Remy/Ibuki this combo will stun them from 0%, letting you follow up with major damage. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
236MP/HP, 360P | Anywhere | 80 | 39 | Very Easy | The only way to combo SAI normally is with the backturn from MP or HP Chop. This is a pretty rewarding combo in all fairness, dealing lots of damage and netting a great knockdown, though you really don't wanna run SAI as Alex, so this is rarely seen. |
6HP, 360P | Anywhere | 89 | 39 | Hard | An even rarer combo, although not practical. 6HP must be hit meaty on a standing opponent for this to combo. Does not work on Elena and Urien, as 6HP does not cause backturn on those characters. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cl.MK > 236236P | Anywhere | 60 | 27 | Easy | Basic punish into SAII. The main way you'll use this super in punishes, does solid damage and nets a consistent knockdown. |
2LK > 236236P | Anywhere | 53 | 21 | Easy | Low into SAII. Incredibly unsafe, but also your only way to net a knockdown from a low, so you'll have to use it every now and again. Just be sure to condition them to block high with lots of 5HP before letting this rip. |
cl.LP > 5LP > 236236P | Anywhere | 56 | 26 | Easy | Jabs into SAII. The only real confirm route, you can basically do any two LP buttons to confirm super, though this is notably easier than doing it with the others. |
[4]6K > 236236P | Anywhere | 49~55 | 31~35 | Easy | Elbow into SAII. Great for ranged whiff punishes, but it can fall out if hit too far away. |
[4]6KK (1) > 236236P | Anywhere | 46 | 25 | Easy | EX Elbow into SAII is much more realistic, if a bit expensive. EX Elbow is something you'll use often to punish at long range, and since it moves forward so fast, you'll often get full connect SAII. Just be sure to cancel on the first hit. |
236HP, cl.MK > 236236P | Anywhere | 66 | 40 | Easy | Your most realistic high damage route, though not the highest damage possible with Alex. Very common as a stun punish to close rounds, and after an unheld taunt it deals 73 damage to close rounds out much faster. |
236HP, 4HP, 236236P | Anywhere | 49 | 45 | Medium | A combo you should really never do unless it will definitely stun. SAII can link from Sleeper Hold, and it isn't too difficult to do, but it always loses the final hit leaving Alex incredibly punishable. It does just a smidge more stun than a normal SAII confirm, so if you are sure it'll stun it can be worth, but mostly this is just listed for completion sake. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
236MP/HP > 236236P, 236HP, 63214HP | Anywhere | 86 | 92 + 23 | Very Easy | The only way to combo SAIII normally is with both the hitstun and backturn from MP or HP Chop. The reward off this is pretty high, but because of SA3's long startup it is impossible to hit confirm. Not seen often, as SA3 is a bad super in every other aspect outside of damage. |
2HP, [4]6LK/MK > 236236P | Anywhere | 90 | 88 + 20 | Hard | If you're lucky, or facing a character with highly active air normals like Hugo you can land this combo as an anti-air. The first hit of 2HP must trade for this to combo, and the elbow must land right before they touch the ground. Not really practical, but if you're running this super it's the one of the few combos you've got. |
HK, [4]6LK/MK > 236236P | Corner Only | 99 | 104 + 20 | Very Hard | A DP punish combo. The HK must not hit meaty for it to combo, and the elbow must land right before they hit the ground. |