Street Fighter 3: 3rd Strike/Alex/Archive

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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