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. Utilize your c.Lk x c.MK freely, and the sweep more sparingly.
As is the way with all the characters in the game, a throw as an additional "3rd Option" for your mix-up in very helpful. Especially in Alex's case, given his two command throws. Power Bombing, and tick Power Bombing are dangerous techniques to be hit by, but use them sparingly, they have not the strength of Hugo's and can be defended against more easily.
Your final tool that you can use is Meaty Close MK x MK DDT. This can be very helpful if you use it correctly. Crouching up close before executing the meaty technique can give the impression you're going to prepare an Air Stomp OR a low move. If you're lucky, they'll block the wrong way pre-empting your cross-up air stomp/try to parry low/get the timing wrong on a high parry. If you're unlucky, they'll block. This kind of reinforcing agent (coupled with Close MK's relative safety) can be a great help to you in trying to land power bombs.
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