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=== Mixups === | === 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. | |||
====Throws==== | ====Throws==== |
Revision as of 18:29, 31 May 2007
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) * |
* Press HP repeatedly for additional damage | |
Flying Cross Chop | D + j.HP |
Target Combos
- D + LK -> D + MK
- D + LK -> D + HK
Special Moves
Flash Chop | QCF + P | (EX) |
Power Bomb/Back Drop | HCB + P * | |
* Back Drop is performed if opponent was grabed from behind | ||
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) |
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 (with meter)]
- Alex's main "combo opportunity" combo - HP Flash Chop, HP Power Bomb [HP Flash Chop, Close MK x SA2 (with meter)]
- HP Flash Chop, Close MK x SA2
- c.LP x c.LP x SA2
- HP Flash Chop x SA3 (A good way to attempt the stun gun trap)
- MP x EX Air Knee (Good Anti-Air after a parry)
Frame Data
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
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
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
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
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 |
OBT: Opponents Back Turned
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
Basics
Super Art Selection
Recommended 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 (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.
Kara-Techniques
Alex's kara-throw is performed the best from his F+HP -> throw. Because it significantly has a better range.
To confirm that you performed it correctly, watch Alex's feet. When you see his feet jump half a step forward it means you successfully performed a Kara-Throw. ~Arkayne
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.
Throws
- Power Bomb
- Tick c.LK, Power Bomb
- Meaty Close MK x MK DDT
Crossup
- Meaty Close MK x HK Air Stomp
- DDT (Prior to wake-up)
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
- Hugo
- Twelve
- Sean
Fair Match-ups
- Remy
- Alex
- Necro
Disadvantage Match-ups
- Yun
- Chun-Li
- Ken
- Makoto
- Dudley
- Yang
- Akuma
- Urien
- Ryu
- Oro
- Ibuki
- Elena
Serious Disadvantage Match-ups
- Chun-Li