Street Fighter 3: 3rd Strike/Alex/Archive

From SuperCombo Wiki
Alex's Character Select Portrait
Alex's Neutral Stance

Introduction

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

State

These next points will define the unknown terminology in the Frame Data.

  • "StUp" (Start Up): This indicates the number of frames it takes for the hit box of an attack to open.
  • "BkAd" (Block Advantage): When an attack is blocked, you have a certain number of recovery frames before you can move, attack, or block again. A positive number indicates the number of frames you can move or attack before your opponent can; as a negative number indicates the number of frames your opponent can move or attack before you can. The higher, the better. This number is used to determine if a move is safe or not, and for linking purposes. I only have block advantage for special moves right now. If you see RR, it means Rather Random...
  • "HtAd" (Hit Advantage): This is the same as block advantage, except this is when your attack hits the opponent instead of your attack being blocked. This does make a difference in most moves as far as frame advantage goes. Generally this number is greater then the block advantage depending on the attack strength. The numbers comparable to the block advantage is +0 on jabs and shorts, +1 on strongs and fowards, and +2 on fierces and roundhouses, this rule doesn't apply all the time.
  • "CHAd" (Crouching Hit Advantage): This is the same as block advantage, except this is when your attack hits a crouching oppoenent instead of your attack being blocked. Generally this number is greater then the block advantage depending on the attack strength. The numbers comparable to the block advantage is +0 on jabs and shorts, +2 on strongs and fowards, and +4 on fierces and roundhouses, this rule doesn't apply all the time.
  • "SlCn" (Special Cancel): If the animation of the move can be canceled into a special, then it is a special cancel.
  • "SpCn" (Super Cancel): If the animation of the move can be canceled into a super, then it is a super cancel. For special moves, it will only have super cancel.
  • "Grd" (Guard): This is just stating what form of guard must be used to defend this move. It will either be H (High), L (Low), HL (Both), T (Techable), U (Unblockable).
  • "Pry" (Parry): This is just stating what form of parry must be used to defend this move. It will either be H (High), L (Low), HL (Both), U (Unparryable).
  • "Dmg" (Damage): This is the amount of damage the attack does on Hugo to a crouching Gouki (Akuma). This is so you can see the maximum and minimum damage the attack is capable of doing. This damage though is done on standing characters. the MinDmg is the damage done on a crouching Gouki, and the MaxDmg is the damage done on Hugo. Note that some moves just can't hit a crouching Gouki, and that the damage for throws doesn't change whether the oppnent is crouching or standing.
  • "JPT" (Juggle Potential Take): This is the amount of juggle potential that is lost when this attack hits during a juggle. Default juggle potential is always 6. Soon as juggle potential reachs 0, you can't juggle the opponent anymore (There are exceptions). If an attack has a juggle potential take of 6, you basically won't be able to juggle anymore (of course, there are exceptions). X means that you can't juggle with the move, and - means you CAN juggle with it but theres nothing you can do to juggle after it.
  • "UFN" (Usefulness): This is my personal rating on the attack. The higher (1-5) the number, the more useful it is. This rating is determined by not only the provided information about the attack, but other information that I don't give like the range of an attack, its priority, the size of the attack box as well as the length of time it stays out.
  • "MLth" (Meter Length): This is the size of the super meter. Generally (Besides Ibuki) a Standing Strong will give you 2 points of meter.
  • "Stks" (Stocks): How meny stocks of meter are avalible in this super art.

Normals

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

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

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


OBT: Opponents Back Turned

Special Moves

Special Moves
Move Start-Up Adv.Frames: (Block / Hit / c.Hit) Cancel: (Special / 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


OBT: Opponents Back Turned

Super Arts

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-Throwing

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.

Zoning

Mixups

High

  • HP
  • Meaty UOH x SA2
  • Meaty Close MK x HK Air Stomp (Cross Up)
  • Meaty Close MK x MK Air Stomp

Low

  • c.LK x c.MK
  • 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