Street Fighter 3: New Generation/Alex: Difference between revisions

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|description=
|description=
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Alex/normal/Flying%20Knee}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Alex/normal/Flying%20Knee}}
}}
}}
<br>
<br>
<br>
==== Taunt ====
=====<font style="visibility:hidden; float:right">HPHK</font>=====
{{MoveData
|name=Arm Spin
|input={{hp}}+{{hk}}
|subtitle=Taunt
|image=(alext).gif
|data=
{{AttackData-3S
|startup=64
|description=
* Unheld taunt - Increases damage for the next hit/combo by 9.4% for the first taunt and 6.3% for each additional taunt. Maximum: 6 taunts, 37.5% bonus.
* Held taunt - Increases damage for the next hit/combo or throw by 6.3% per extra arm turn. Maximum: 8 turns, 50% bonus.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Alex/normal/Arm%20Spin}}
}}
}}
}}
}}

Revision as of 11:29, 27 April 2022

Introduction

As the new main character of Street Fighter at the time, Alex was created to be another well-rounded character like Ryu and Ken, but also original from the Shoto archetype. As such, he is a semi-grappler who is both strong and decently swift, has good health and can rack up a lot of stun very quickly, with a breadth of various and unique tools to work with. While he may not have many combos or offensive mixups, in the right hands, he can bring down his opponents quicker than anyone else in the game.

Super Arts

SA1: Hyper Bomb

Alex's command grab SPD super. Very high damage and has some useful invul. The startup is not instant which leads to your opponent being able to jump out unless in very specific setups. The only time that it is ever guaranteed is after amp or Fierce Flash Chop. Can be useful against low stamina characters that are very offense oriented as it can frighten their offense as they will explode for overcommitting

SA2: Boomerang Raid

Alex's most obviously useful super, and the general go-to option. With 2 stocks, Alex has more access to his EX moves which make him much strong. Also easy to combo into. One issue is the grab won't connect if the opponent is too far.

SA3: Stun Gun Head-butt

Fairly strong with high damage, and has it's uses vs characters with no anti-airs. Also can punish a blocked Chun crMK, so take that as you will. The Stun Gun Trap is escapable so this super is fairly gimmicky, however it's not very easy to avoid. Has the smallest stock bar of all Alex's SAs which means you have more opportunity to use the SA itself, but less so for EX moves which is a notable downside.

Strengths Weaknesses
  • Example 1
  • Example 2
  • Example 3
  • Example 4
  • Example 1
  • Example 2
  • Example 3
  • Example 4
Alex
#3S_AL
3S Alex Art.png
Vitals
Life Points ?
Stun Points ?
Super Art Stock/Size
SA1 1/?
SA2 2/?
SA3 1/?
Ground Movement
Forward Dash duration/distance ?
Back Dash duration/distance ?
Jumping
Back Jump duration ?
Neutral Jump duration ?
Forward Jump duration ?
Back Super Jump duration ?
Neutral Super Jump duration ?
Forward Super Jump duration ?
Wake up
Wake up duration ?
Quick rise duration ?
3S Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2)

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel (into itself or another light attack), refer to description for options.
  • "self": Self-only chain cancel. Much more restrictive than a standard chain cancel.
  • "tc": Target combo, refer to description for options. Successive attacks in a target combo may warrant their own move entry.
  • "dash": Grounded dashes.
  • "sj": Super jump.
  • "sp": Special move.
  • "su": Super Art.
Damage

Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit.

"Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching.

Kara Range

Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel.

Link

A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super.

Parry

This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.

Stun

Amount of stun added to the opponent's stun bar on hit.

Throw range

Range in pixels from the center of the character to the center of the opponent which allows a grab to connect.

Frame Data

Standing Normals

5LP (cl)
Close LP
Lp.png (cl)
(alexcloselp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 2 9 1 1 1 5 5 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: ch sp su
FATonline.png
5LP (far)
Far LP
Lp.png (far)
(alexlp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 2 8 1 1 1 5 5 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: ch sp su
FATonline.png
5MP
Stand MP
Mp.png
(alexmp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 3 12 -1 - 1 17 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su
  • 8 kara range
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
5HP
Stand HP
Hp.png
(alexhp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
14 4 16 -1 1 3 25 19 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
5LK
Stand LK
Lk.png
(alexlk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 3 10 - - - 7 3 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su
  • 8 kara range
FATonline.png
5MK (cl)
Close MK
Mk.png (cl)
(alexclosemk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 3 12 - 1 2 18 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su
  • 8 kara range
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
5MK (far)
Far MK
Mk.png (far)
(alexmk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
11 3 14 -1 - 1 17 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
5HK
Stand HK
Hk.png
(alexhk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
16 5 29 -13 - 2 26 21 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • -16 kara range
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png




Command Normals

6MP
High Chop
f+MP
F.png+Mp.png
(alexfmp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 5 10 -2 - - 19 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
4HP
Headbutt
b+HP
B.png+Hp.png
(alexbhp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 4 23 -11 - - 32 23 - - N
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 72 throw range
  • Whiffs on crouching opponents
    • Against crouching Dudley and Oro, it can combo after a deep jump normal
  • Self meter gain: Whiff: 3, Hit: 11, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
4HP (opp turn, mash)
Sleeper Hold
b+HP (reverse)
B.png+Hp.png
(opp turn, mash)
(alexjbhpr).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 4 23 -11 4 - 40 24 - - N
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Same input as Headbutt, but on back turned opponents
FATonline.png




Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(alexclp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 2 9 1 1 1 5 5 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: ch sp su
  • 16 kara range
FATonline.png
2MP
Crouch MP
D.png+Mp.png
(alexcmp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 2 13 - 1 2 16 7 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
2HP
Crouch HP
D.png+Hp.png
(alexchp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
13 5 22 -9 D D 23 7 - - A*A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 2nd hit whiffs on crouch blocking opponents; number of required parries depends on opponent height
  • Self meter gain: Whiff: 3, Hit: 18, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
2LK
Crouch LK
D.png+Lk.png
(alexclk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 2 8 2 2 2 5 3 - - L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su
FATonline.png
2MK
Crouch MK
D.png+Mk.png
(alexcmk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 3 12 -1 - 1 12 3 - - L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
2HK
Crouch HK
D.png+Hk.png
(alexchk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
11 2 29 -15 D D 23 3 - - L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png




Jumping Normals

j.LP
Jump LP
U.png+Lp.png
(alexjlp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 12 - - - - 7 5 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
FATonline.png
j.MP
Jump MP
U.png+Mp.png
(alexjmp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 3 - - - - 14 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
j.HP
Jump HP
U.png+Hp.png
(alexjhp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 3 - - - - 24 15 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
j.LK
Jump LK
U.png+Lk.png
(alexjlk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 - - - - - 10 7 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
FATonline.png
j.MK
Jump MK
U.png+Mk.png
(alexjmk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
9 3 - - - - 16 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
j.HK
Jump HK
U.png+Hk.png
(alexjhk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 4 - - - - 21 15 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
2HP (air)
Flying Cross Chop
Superman Dive
D.png+Hp.png (air)
(alexjdhp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
10 11 26 -20 ~ -11 -9 ~ 0 -4 ~ 0 21 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 15, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png




Target Combos

2LK,2K
Crouch LK -> Crouch MK (TC)
D.png+Lk.png>D.png+Mk.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 3 12 -1 - 1 12 3 - - L*L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
2LK,2HK
Target Combo
(cr.LK > cr.HK)

D.png+Lk.png>D.png+Hk.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
11 2 29 -15 D D 23 3 - - L*L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • This Target Combo does not combo but instead serves as a frame trap
  • Only a 2f window to input the cr.HK, near the end of the cr.LK animation
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png




Throws

LPLK
Body Slam
Throw
(B.png/F.png)+Lp.png+Lk.png
(alexbsl).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 1 21 - D D 24 16 - - N
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 30 throw range
FATonline.png




Universal Overhead

MPMK
Flying Knee
Universal Overhead
Mp.png+Mk.png
(alexoh).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
15 10 5 -5 ~ 7 0 ~ 8 1 ~ 9 7 3 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
FATonline.png




Specials

236P
Flash Chop
Flash Chop
Qcf.png+P.png
(alexchop).gif
Lp.png/Mp.png/Hp.png
(alexfcex).gif
Ex.png
LP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
11 2 17 -2 0 0 21 7 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 16, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png



MP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
15 3 19 -2 14 14 23 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • Backturns opponent
  • Self meter gain: Whiff: 3, Hit: 16, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png



HP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
19 4 17 -1 15 15 24 15 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • Backturns opponent
  • Self meter gain: Whiff: 3, Hit: 16, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
63214P
Power Bomb
Command Grab
Hcb.png+P.png
(alexpbomb).gif
Lp.png/Mp.png/Hp.png
LP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 2 35 - D D 28 18 - - N
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 48 throw range
  • Self meter gain: Whiff: 2, Hit: 20, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png



MP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 2 41 - D D 32 18 - - N
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 44 throw range
  • Self meter gain: Whiff: 2, Hit: 20, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png



HP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 2 44 - D D 35 18 - - N
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 40 throw range
  • Self meter gain: Whiff: 2, Hit: 20, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
63214P (opp turn)
Back Drop
Reverse Command Grab
Hcb.png+P.png (opp turn)
(alexbdrop).gif
Lp.png/Mp.png/Hp.png
LP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 2 35 - D D 32 20 - - N
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 48 throw range
  • Self meter gain: Whiff: 2, Hit: 20, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png



MP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 2 41 - D D 35 20 - - N
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 44 throw range
  • Self meter gain: Whiff: 2, Hit: 20, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png



HP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 2 44 - D D 40 20 - - N
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 40 throw range
  • Self meter gain: Whiff: 2, Hit: 20, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
623K
Air Knee Smash
AA Knee
Dp.png+K.png
(alexaksm).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 6 35 - D D 21 14 - - H (air)
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 43 throw range
  • If Alex holds down when landing, he will be in a crouching recovery state
  • Self meter gain: Whiff: 2, Hit: 18, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png



MK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 10 34 - D D 24 14 - - H (air)
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 43 throw range
  • If Alex holds down when landing, he will be in a crouching recovery state
  • Self meter gain: Whiff: 2, Hit: 18, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png



HK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 12 33 - D D 26 14 - - H (air)
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 43 throw range
  • If Alex holds down when landing, he will be in a crouching recovery state
  • Self meter gain: Whiff: 2, Hit: 18, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png



EX Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
3 17 34 -31 D D 26 14 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 43 throw range
  • Cannot hit crouching characters, except for Dudley and Oro during crouching hitstun
  • If Alex holds down when landing, he will be in a crouching recovery state
  • Self meter gain: Whiff: -40, Hit: -24, Block: -40 (gains 16 meter on hit due to a bug)
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
28K
Air Stampede
Stomp
hold D.png,U.png+K.png
(alexstomp).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
23 2 24 -3 D D 21 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 1f grounded throw/lower body invulnerable, 5f airborne
  • Opponent cannot quick rise after knockdown
  • Self meter gain: Whiff: 3, Hit: 12, Block: 4.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png



MK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
25 2 24 -3 D D 24 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 1f grounded throw/lower body invulnerable, 5f airborne
  • Opponent cannot quick rise after knockdown
  • Self meter gain: Whiff: 3, Hit: 12, Block: 4.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png



HK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
26 2 24 -3 D D 28 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 1f grounded throw/lower body invulnerable, 5f airborne
  • Opponent cannot quick rise after knockdown
  • Self meter gain: Whiff: 3, Hit: 12, Block: 4.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
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EX Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
26 2 24 -3 D D 32 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 1f grounded throw/lower body invulnerable, 5f airborne
  • Auto-tracks to opponent's location at the moment the move is input
  • Opponent cannot quick rise after knockdown
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png




Super Arts

4268P (SA1)
Hyper Bomb
SA1
360.png+P.png (SA1)
(alexsa1).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 2 33 - D D 88 18 - - N
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 68 throw range
  • 1-4f fully invulnerable (until end of active frames)
  • Opponent can jump out after super freeze if they have not committed to another action
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4268P (SA1 opp turn)
Reverse Hyper Bomb
Reverse SA1
360.png+P.png (SA1 opp turn)
(alexsa1r).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 2 33 - D D 99 26 - - N
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 68 throw range
  • Higher damage/stun version of SA1 against backturned opponents
  • Can combo after MP or HP Flash Chop
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236236P (SA2)
Boomerang Raid
SA2
Qcf.pngQcf.png+P.png (SA2)
(alexsa2).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
1 14 41 -46 ~ -84 D D 59 20 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 68 throw range
  • 1-4f fully invulnerable (up to its 3rd active frame)
  • Frame advantage on block varies drastically based on which hits connect; large amount of pushback on each blocked hit
  • Even if the first 4 hits don't connect, the Power Bomb at the end can still throw the opponent if they are in range
    • This is especially common if the opponent crouch blocks in the corner
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236236P (SA3)
Stun Gun Headbutt
SA3
Qcf.pngQcf.png+P.png (SA3)
(alexsa3).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
25 3 17 - stun stun 31 100% - - N
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 61 throw range
  • Will grab airborne opponents that try to jump away after Elbow xx SA3 blockstring
  • Button strength determines range (LP = close, HP = far)
  • Will always stun, except in rare re-stun combo attempts against high stun characters
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3S Navigation

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