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== Other Info == | == Other Info == |
Revision as of 20:47, 2 December 2006
http://photobucket.com/albums/a347/givequicheachance/alex-stance.gif
Other Info
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.
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
Wake Up: 67 frame wake up, 49 frame quick recovery.
Target Chains: C.Sht-C.Fwd, C.Sht-C.Rdh
Best costume: Short > Strong > Special
"Thanks to SFA3Hugo for the help with the tables"
"Thanks to Karathrow for Wake up frame, Dash Data, and Jump frame data"
-LiSyaoran
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) * |
* Press HP repeatedly for additional damage | |
Flying Cross Chop | While jumping, D + HP |
UOH | MP + MK |
Target Combos
- D + LK -> D + MK
- D + LK -> D + HK
Special Moves
Flash Chop | D, DF, F + P | (EX) |
Power Bomb/Back Drop | F, DF, D, DB, B + P * | |
* Back Drop is performed if opponent was grabed from behind | ||
Spiral D.D.T. | F, DF, D, DB, B + K | |
Air Knee Smash | F, D, DF + K | (EX) |
Slash Elbow | Charge B, F + K (in air) | (EX) |
Air Stampede | Charge D, U + K | (EX) |
Super Arts
I | Hyper Bomb | 360 + P | 1 stock (3.2 ex) |
II | Boomerang Raid | D, DF, F, D, DF, F + P | 2 stocks (4.8 ex) |
III | Stun Gun Head Butt | D, DF, F, D, DF, F + P | 1 stock (2.0 ex) |
Frame Data
Normals
Name | State | [StUp] | BkAd | HtAd | CHAd | SlCn | SpCn | Grd | Pry | Dmg Min-Max |
(JPT) | UFN |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab | Close | [4] | +1 | +1 | +1 | Yes | Yes | HL | HL | 3-6 | (1) | 3 |
Far | [4] | +1 | +1 | +1 | Yes | Yes | HL | HL | 3-6 | (1) | 2 | |
Crouch | [4] | +1 | +1 | +1 | Yes | Yes | HL | HL | 3-6 | (1) | 3 | |
Jump | [4] | - | - | - | - | - | H | H | 5-8 | (3) | 3 | |
Strong | Stand | [4] | -1 | +0 | +1 | Yes | Yes | HL | H | 12-22 | (1) | 3 |
Crouch | [7] | +0 | +1 | +2 | No | No | HL | HL | 11-19 | (1) | 3 | |
Jump | [5] | - | - | - | - | - | H | H | 10-14 | (3) | 2 | |
Fierce | Stand | [14] | -1 | +1 | +3 | No | No | H | H | 18-32 | (-) | 4 |
Crouch | [13] | -9 | D | D | No | No | HL | HL | 16-26 | (1/5) | 2 | |
Jump | [8] | - | - | - | - | - | H | H | 18-31 | (3) | 3 | |
Short | Stand | [5] | +0 | +0 | +0 | Yes | Yes | HL | HL | 5-8 | (1) | 3 |
Crouch | [5] | +2 | +2 | +2 | Yes | Yes | L | L | 5-8 | (1) | 3 | |
Jump | [4] | - | - | - | - | - | H | H | 7-13 | (3) | 3 | |
Forward | Close | [5] | -1 | +0 | +1 | Yes | Yes | HL | HL | 13-23 | (1) | 4 |
Far | [11] | +0 | +1 | +2 | No | No | HL | HL | 12-22 | (1) | 4 | |
Crouch | [8] | -1 | +0 | +1 | No | No | L | L | 9-15 | (X) | 4 | |
Jump | [9] | - | - | - | - | - | H | H | 11-19 | (3) | 3 | |
Rdhouse | Stand | [16] | -13 | +0 | +2 | No | No | HL | H | 19-33 | (1) | 3 |
Crouch | [11] | -15 | D | D | No | No | L | L | 16-28 | (-) | 2 | |
Jump | [8] | - | - | - | - | - | H | H | 15-26 | (3) | 3 |
Throws
Name | [StUp] | Dmg Min-Max |
---|---|---|
Body Slam | [3] | - |
Command Normals
Name | [StUp] | BkAd | HtAd | CHAd | SlCn | SpCn | Grd | Pry | Dmg Min-Max |
(JPT) | UFN |
---|---|---|---|---|---|---|---|---|---|---|---|
T.Strong | [7] | -1 | +0 | +1 | No | No | HL | HL | 14-24 | (1) | 4 |
T.Fierce | [9] | -1 | +1 | +3 | No | No | HL | H | 17-24 | (6) | 3 |
A,Fierce | [8] | -11 | - | - | No | No | HL | U | 23-32 | (X) | 2 |
A.Fierce(Back) | [8] | -11 | +3 | +3 | No | No | HL | U | - | (X) | 2 |
D.Fierce(air) | [10] | - | - | - | - | - | H | H | 15-26 | (3) | 2 |
UOH | [15-25] | - | - | - | - | - | H | H | 5-8 | (1) | 3 |
Special Moves
Name | Type | [StUp] | BkAd | SpCn | Grd | Pry | Dmg Min-Max |
(JPT) | UFN |
---|---|---|---|---|---|---|---|---|---|
Flash Chop | Jab | [12] | -2 | No | HL | H | 15-26 | (6) | 4 |
Strong | [16] | -1 | Yes | HL | H | 16-28 | (6) | 3 | |
Firece | [20] | -1 | Yes | HL | H | 18-31 | (6) | 3 | |
EX | [10] | -1 | Yes | HL | H | 24-39 | (6) | 4 | |
Power Bomb | Jab | [7] | - | No | U | U | 20-28 | (X) | 4 |
Strong | [8] | - | No | U | U | 23-32 | (X) | 3 | |
Fierce | [9] | - | No | U | U | 25-35 | (X) | 3 | |
Power Bomb (Back) | Jab | [7] | - | No | U | U | 23-32 | (X) | 2 |
Strong | [8] | - | No | U | U | 25-35 | (X) | 2 | |
Fierce | [9] | - | No | U | U | 29-40 | (X) | 3 | |
DDT | Short | [21] | - | No | U | U | 20-28 | (X) | 2 |
Forward | [24] | - | No | U | U | 20-28 | (X) | 3 | |
Roundhouse | [27] | - | No | U | U | 20-28 | (X) | 2 | |
Air Knee Smash | Short | [7] | - | No | H | H | 15-21 | (6) | 3 |
Forward | [8] | - | No | H | H | 17-24 | (6) | 3 | |
Roundhouse | [9] | - | No | H | H | 19-26 | (6) | 3 | |
EX | [4] | - | No | H | H | 24-33 | (6) | 4 | |
Slash Elbow | Short | [16] | -2 | Yes | HL | H | 12-22 | (3) | 3 |
Foward | [19] | -8 | Yes | HL | H | 15-26 | (3) | 2 | |
Roundhouse | [21] | -8 | Yes | HL | H | 18-31 | (3) | 2 | |
EX | [10] | -6 | Yes | HL | H | 19-34 | (6) | 4 | |
Air Stomp | Short | [24] | -3 | No | H | H | 15-26 | (-) | 3 |
Foward | [26] | -3 | No | H | H | 18-31 | (-) | 3 | |
Roundhouse | [27] | -3 | No | H | H | 20-35 | (-) | 3 | |
EX | [27] | -3 | No | H | H | 23-40 | (-) | 3 |
Super Arts
Name | [StUp] | BkAd | Grd | Pry | Dmg Min-Max |
(JPT) | MLth | Stks |
---|---|---|---|---|---|---|---|---|
Hyper Bomb | [3] | - | U | U | 64-88 | (X) | 130 | 1 |
Hyper Bomb(Back) | [3] | - | U | U | 71-99 | (X) | 130 | 1 |
Boomerang Raid | [3] | - | H | H | 43-64 | (-) | 97 | 2 |
Stun Gun Headbutt | [27] | - | U | U | 22-31 | (X) | 82 | 1 |
Strategies
Recommended Super Art: SA2 (Boomerang Raid), Why? Alex's EX moves make him a much better character, 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, thats 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 Strong or Fierce Flash Chop. Why not SA3? Because the Stun Gun trap is escapable. It's not easy, but its possible.
The other two supers (SA1 and SA3) are viable in mid-level play, but tend to rely on gimmicks to land. As we all know, gimmicks only work once on a competent opponent, if at all.
Mix Up on Wake Up
Options
-High
---Standing Fierce
---Meaty UOH to SA2
---Meaty Close Forward xx Roundhouse Air Stomp (Cross Up)
---Meaty Close Forward xx Forward Air Stomp
-Low
---Crouching Short xx Crouching Forward
---Crouching Roundhouse
-Throws
---Power Bomb
---Tick Crouching Short, Power Bomb
---Meaty Close Forward xx Forward DDT
-Crossup
---Meaty Close Forward xx Roundhouse Air Stomp
---DDT prior to wake up
Basic Combos you need to know
Jumping Fierce, Close Forward xx Jab/EX Flash Chop
---Alex's BnB
Fierce Flash Chop, Fierce Power Bomb
---Alex's main "combo opportunity" combo
Jumping Fierce, Close Forward xx SA2
---Do this instead of his BnB if you have the meter
Fierce Flash Chop, Close Forward xx SA2
---Do this instead of his "combo opportunity" if you have the meter
Crouching Jab xx Crouching Jab xx SA2
---Confirmable to super art
Fierce Flash Chop xx SA3
---A good way to attempt the stun gun trap
Standing Strong xx EX Air Knee
---Good Anti-Air after a parry