Street Fighter 3: 3rd Strike/Alex/2021

From SuperCombo Wiki

Introduction

Alex is the shiny new main character of Street Fighter 3, and in classic protagonist style, he was designed to be easy and fun. Unlike the shoto archetype most protagonists fill, Alex more plays the role of a mid-range brawler/grappler. He has some great pokes, a decent dash, a strong command grab, and lots of useful EX moves. His combos are simple, but can potentially deal high damage, especially when the opponent is stunned. This will happen fairly often, as Alex naturally builds up tons of stun with just pokes and short combos alone. A few strong reads on the opponent will lead to a stun, which leads to a HP Chop combo into huge damage. Add the threat of this damage to Alex's various EX moves that evade opponents attacks, like EX Elbow and EX Stomp, and he is almost always a few guesses away from winning.

Despite this, Alex is known as a low tier for a reason, and comes with a lot of issues that become more noticeable as you improve. His lack of cancel options hurts him a lot, since only 5MP and cl.MK combo into any specials. He can't poke into a knockdown or bait a low parry into damage like the best characters can, even with meter. This means that a ranged parry will often find Alex settling for sweep, which doesn't give him much reward at all. He also lacks any good supers, with all 3 of his super arts having noticeable issues that hold them back. Most Alex players will run SAII for the simple utility and high EX, but even that has problems. Many of Alex's best tools also have simple answers, like red parry EX Elbow or tap backwards vs EX Stomp, which make them much riskier vs opponents who know the matchup.

Above all else, Alex is a simple and fun character who runs rewarding strike/throw, pushing the opponent to the corner and building stun, until he lands a damaging HP Chop stun combo and steals the round. He forces guesses out of the opponent, and a few wrong ones ends the round. He definitely is the low tier people say he is, but luckily he's also in 3rd Strike, where anyone can win. Devote enough time, and you'll rob even the best players.

Super Arts

SA1: Hyper Bomb

An almost great super, Hyper Bomb is a fast and damaging command grab. It can be used in combos, unlike other command grab supers, but only after a MP or HP Chop since they cause backturn. The speed and invincibility make it a nice reversal, though these two things are about where the utility ends. It has an infamous weakness in that it isn't instant startup like other command grabs. This means that if the opponent was blocking during the super flash, they can hold up and jump over the grab, leading to a full punish even though they were blocking. SAI also only stocks one bar, leaving Alex with little EX to use.

SA2: Boomerang Raid

Boomerang Raid is the super of choice for Alex. It's simple to use, combos from lights, does decent damage, and works as a reversal. It also stocks 2 bars, giving Alex lots of EX to play with, which he really wants. The super does have major issues with falling out at long range however, especially the command grab at the end, which leaves Alex open for a huge punish. Pay attention to your ranges well, and SAII will pass as a basic super to use.

SA3: Stun Gun Headbutt

The epitome of Alex gimmicks, Stun Gun Headbutt is a massively rewarding command grab that instantly stuns the opponent. It works uniquely to other grabs in that it actually does catch opponents jumping, as long as they're grabbed during the rising portion of a jump. The answer is to anti-air Alex as he falls, which isn't too hard to do with most characters LP buttons, though if the opponent doesn't know they'll be stunned. There is the Stun Gun Trap as well, which is using the LP version of the super after a HP Chop, though this is escapable as well by reversals or extremely fast buttons.

Strengths Weaknesses
  • High average stun, allowing him to easily dizzy the opponent with a few correct hits.
  • Long range normals like 5MK and 2HK that can poke and counterpoke, and strong anti-airs to keep opponents grounded.
  • Rewarding dizzy combos thanks to HP Chop.
  • Strong EX moves that do high damage, evade options in neutral, or allow anti-air combos that bait air parry.
  • Simple to understand at any level, and lots of gimmicks to check how much your opponent knows.
  • No good supers, forced to settle for SAII which drops at range.
  • Incredibly limited combo game that basically requires him to be point blank for much reward.
  • Lack of a strong low leads to easily parried mixups.
  • Wide and large, letting him get hit by advanced juggles for more damage.
  • Heavily reliant on forcing guesses on offense, meaning smart opponents can escape fairly often.
Alex
#3S_AL
3S Alex Art.png
Vitals
Life Points 1200
Stun Points 72
Super Art Stock/Size
SA1 1/128
SA2 2/96
SA3 1/80
Ground Movement
Forward Dash duration/distance 17 (123px)
Back Dash duration/distance 21 (107px)
Jumping
Back Jump duration 37(5+29+3)
Neutral Jump duration 41(5+32+3)
Forward Jump duration 38(5+30+3)
Back Super Jump duration 47(7+37+3)
Neutral Super Jump duration 47(7+37+3)
Forward Super Jump duration 47(7+37+3)
Wake up
Wake up duration 67
Quick rise duration 49
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 Hit Cr. Hit
4 2 9 1 1
Damage Stun Guard Parry Block
5 5 - A 1
  • Cancel options: ch sp su
FATonline.png

A fairly decent close jab. Only whiffs on the shortest crouchers, like Chun and Oro, making it solid for tick throws and starting offense. Extremely small activation range holds it back however, as Alex essentially has to be point blank for this. He also gets extremely low reward on hit, outside of an awkward and difficult SAII confirm.

5LP (far)
Far LP
Lp.png (far)
(alexlp).gif
Startup Active Recovery Hit Cr. Hit
4 2 8 1 1
Damage Stun Guard Parry Block
5 5 - A 1
  • Cancel options: ch sp su
FATonline.png

A more standard jab. Decent reach, but whiffs almost every croucher, and leads to no real reward. Not bad to check air parry at times, but Alex has better tools in most situations.

5MP
Stand MP
Mp.png
(alexmp).gif
Startup Active Recovery Hit Cr. Hit
4 3 12 - 1
Damage Stun Guard Parry Block
17 11 - H -1
  • 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

The elbow, a standout Alex button. Disjoint around the tip of the hitbox makes it great to use as an anti-air, and even as a counterpoke vs extended hurtboxes. This also combos to LP/EX Chop, making it a decent punish normal, aided more by the 4 frame startup. If the opponent gets hit airborne by this, you can still combo into 623KK, which is useful in specific combos and as an air parry counter. 5MP also acts as your primary whiff meter build normal.

5HP
Stand HP
Hp.png
(alexhp).gif
Startup Active Recovery Hit Cr. Hit
14 4 16 1 3
Damage Stun Guard Parry Block
25 19 - H -1
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png

A fast overhead. No knockdown and limited pressure potential due to immense pushback, but very safe if blocked in exchange. This does a chunk of damage and stun, so if your opponent is close to being stunned, you can use this as a surprise option to hit them overhead. It also slams down on air hits, but it isn't the greatest of anti-airs even with this in mind. This does make it decent at catching people jumping out of the corner however.

5LK
Stand LK
Lk.png
(alexlk).gif
Startup Active Recovery Hit Cr. Hit
5 3 10 - -
Damage Stun Guard Parry Block
7 3 - A -
  • Cancel options: sp su
  • 8 kara range
FATonline.png

A fast kick. The main use of 5LK is that it's your longest range confirm into SAII, and will almost always secure a full connect, assuming it doesn't hit an extended hurtbox. Other than that, it's an alright check vs forward movement, but isn't really used much.

5MK (cl)
Close MK
Mk.png (cl)
(alexclosemk).gif
Startup Active Recovery Hit Cr. Hit
5 3 12 1 2
Damage Stun Guard Parry Block
18 9 - H -
  • 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

Your primary cancel normal for combos. This normal is one of the two Alex has that combo into LP/EX Chop, and unlike 5MP, it can't be crouched. It's also an alright brawling normal, as it starts up fast and has medium priority. You'll usually use this as your primary meaty as well, cancelled into Chop for a combo. Unfortunately, large pushback and being 0 on block means it's hard to run continued offense after this is blocked. Alex usually has to risk a dash or go for a longer range normal like 2MK afterwards, but generally his turn is over.

5MK (far)
Far MK
Mk.png (far)
(alexmk).gif
Startup Active Recovery Hit Cr. Hit
11 3 14 - 1
Damage Stun Guard Parry Block
17 9 - H -1
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png

A long range kick. Decent midrange poke, and is one of Alex's longest range buttons. Not very rewarding or damaging, but nice to use to keep the opponent sitting still at times.

5HK
Stand HK
Hk.png
(alexhk).gif
Startup Active Recovery Hit Cr. Hit
16 5 29 - 2
Damage Stun Guard Parry Block
26 21 - H -13
  • -16 kara range
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png

A huge kick that shrinks Alex backwards on startup. Massively risky, -13 on block and almost a full second of total duration for the opponent to punish. You'll mainly use this as a way to dodge backwards out of the way of mashing, and punish whatever button they pressed, but should still be used extremely sparingly here as it's very high risk for low reward. On air hit, you can follow up with juggles, 6HP and [4]6KK being the most consistent ones.




Command Normals

6MP
High Chop
f+MP
F.png+Mp.png
(alexfmp).gif
Startup Active Recovery Hit Cr. Hit
7 5 10 - -
Damage Stun Guard Parry Block
19 9 - H -2
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png

High Chop acts as one of your premier pokes in neutral, thanks to the long range and wide hitbox with disjoint at the tip. It hits above and in front of Alex with great range, catching tons of extended hurtboxes or bad movement. It even functions as an anti-air with the highest hit going active quite fast. All around solid normal that you'll be using often.

6HP
Lariat
f+HP
F.png+Hp.png
(alexfhp).gif
Startup Active Recovery Hit Cr. Hit
9 4 17 - -
Damage Stun Guard Parry Block
24 15 - H -1
  • 16 kara range
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png

Lariat is a niche but strong normal. The forward movement and high hitbox gives it a huge strength in chasing jumps down, as people will often jump backwards to escape strike/throw setups. You can also use it often in juggles as a reset, which is incredibly useful for Alex as it leaves them point blank for a strike/throw mixup.

4HP
Headbutt
b+HP
B.png+Hp.png
(alexbhp).gif
Startup Active Recovery Hit Cr. Hit
8 4 23 - -
Damage Stun Guard Parry Block
32 23 - N -11
  • 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

Headbutt is a hitgrab, which means it functions similar to a grab but can be blocked like a hit. It has great throw range, and can be used as a meaty to beat reversals that aren't throw invuln, though it whiffs on crouchers and leaves Alex unsafe if blocked. If it hits, it does a decent amount of damage and great stun.

4HP (opp turn, mash)
Sleeper Hold
b+HP (reverse)
B.png+Hp.png
(opp turn, mash)
(alexjbhpr).gif
Startup Active Recovery Hit Cr. Hit
8 4 23 4 -
Damage Stun Guard Parry Block
40 24 - N -11
  • Same input as Headbutt, but on back turned opponents
FATonline.png

One of Alex's options after a MP/HP Chop backturn. Has great reach, letting it combo even after the farthest Chop backturns, and it does solid damage and stun as a reward. It also leaves Alex quite plus on hit, technically plus enough to link an SAII, though it only secures one hit if done this way. The far pushback makes it hard to run much offense, even with the +4 on hit value, so don't get too greedy after using it.




Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(alexclp).gif
Startup Active Recovery Hit Cr. Hit
4 2 9 1 1
Damage Stun Guard Parry Block
5 5 - A 1
  • Cancel options: ch sp su
  • 16 kara range
FATonline.png

A solid 2LP with decent range, aided by a forward slide on startup that ties with 6HP in terms of kara-cancels. It pays for this by being a frame slower than the faster jabs, giving Alex a hard time on defense with mashing. You can use negative edge to kara-cancel this into LP Power Bomb, giving Alex a scary long range command grab, but it's harder to do kara-cancel normal throws with this compared to Lariat.

2MP
Crouch MP
D.png+Mp.png
(alexcmp).gif
Startup Active Recovery Hit Cr. Hit
7 2 13 1 2
Damage Stun Guard Parry Block
16 7 - A -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png

Another amazing poke, 2MP has great range and priority, catching tons of extended hurtboxes and keeping them at the range Alex wants them. You'll use this all the time to keep the opponent from moving around, allowing you to approach with a dash instead. Doesn't cancel into anything, leaving it fairly low reward, but this is the only weakness of an otherwise great button.

2HP
Crouch HP
D.png+Hp.png
(alexchp).gif
Startup Active Recovery Hit Cr. Hit
13 5 22 D D
Damage Stun Guard Parry Block
23 7 - A*A -9
  • 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

Alex rises with a shoulder. Strong normal for anti-airs, and has some low/throw invuln from frame 16 onward. Two hits make it a more difficult parry than his other anti-airs, and the timing of the parries can change depending on height. Unsafe on block, so be careful using it in neutral or randomly on offense.

A neat trait of this move is single hit 2HP. If only the second hit connects, whether as an anti-air or as a well spaced grounded hit, you can juggle afterward into a variety of different things. 623HK and 5MP > 623KK are possible in the corner, and 6HP works anywhere, making it much more rewarding as a jump callout.

2LK
Crouch LK
D.png+Lk.png
(alexclk).gif
Startup Active Recovery Hit Cr. Hit
5 2 8 2 2
Damage Stun Guard Parry Block
5 3 - L 2
  • Cancel options: sp su
FATonline.png

Your main low and pressure normal in general. +2 on block leaves this as Alex's most plus normal overall, though tick throws from it are somewhat difficult due to pushback. It has built in frametraps with his Target Combos, 2LK > 2MK being the primary one for this, both being low hits and safe on block. This is also a decent low risk poke in neutral thanks to the long range. You can combo this into SAII, making a strong low threat that gives Alex more reward on block than cl.MK.

2MK
Crouch MK
D.png+Mk.png
(alexcmk).gif
Startup Active Recovery Hit Cr. Hit
8 3 12 - 1
Damage Stun Guard Parry Block
12 3 - L -1
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png

Another great low kick. Has great range and hits low, giving it similar use to a standard 2MK, though it can't cancel. A great poke regardless, as it can catch many things that 2MP or 6MP don't have the range for, and the low hit helps to discourage walking forward/backward.

2HK
Crouch HK
D.png+Hk.png
(alexchk).gif
Startup Active Recovery Hit Cr. Hit
11 2 29 D D
Damage Stun Guard Parry Block
23 3 - L -15
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png

A long range sweep. Good for whiff punishes to secure knockdowns, though the oki afterwards isn't great if they tech. You can still usually dash in however, which pushes them farther into the corner, making it rewarding nonetheless. One of Alex's longest range normals, letting it snipe stuff from farther than usual, though it is unsafe on block.




Jumping Normals

j.LP
Jump LP
U.png+Lp.png
(alexjlp).gif
Startup Active Recovery Hit Cr. Hit
4 12 - - -
Damage Stun Guard Parry Block
7 5 - H -
FATonline.png

Alex reaches down with a palm. Low hitstun and blockstun make for a decent jump-in tick throw normal.

j.MP
Jump MP
U.png+Mp.png
(alexjmp).gif
Startup Active Recovery Hit Cr. Hit
5 3 - - -
Damage Stun Guard Parry Block
14 13 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png

A long reaching chop. Strong air-to-air with a decent hitbox, and like all of Alex's MP buttons, it's slightly disjointed. Using up-back j.MP as an anti-air is surprisingly useful at times, as many of Alex's anti-airs have a blind spot right above him, which this can cover.

j.HP
Jump HP
U.png+Hp.png
(alexjhp).gif
Startup Active Recovery Hit Cr. Hit
8 3 - - -
Damage Stun Guard Parry Block
24 15 - H -
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png

A big chop with a solid hitbox. A fairly useful jumping heavy, though it's usually outshined by j.HK since that does more damage and has the same startup. This does knock down on air hit however, and it has some disjoint at the start on top of the hitbox, giving it great use as a jump callout.

j.LK
Jump LK
U.png+Lk.png
(alexjlk).gif
Startup Active Recovery Hit Cr. Hit
4 - - - -
Damage Stun Guard Parry Block
10 7 - H -
FATonline.png

Another jump light, with much of the same use as j.LP. Doesn't extend his hurtbox as far downward, meaning it will beat some weaker anti-airs, but relying on it to do this isn't consisnent.

j.MK
Jump MK
U.png+Mk.png
(alexjmk).gif
Startup Active Recovery Hit Cr. Hit
9 3 - - -
Damage Stun Guard Parry Block
16 11 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png

A long range j.MK that more works as an air poke. The first frame of the hitbox is massive, making it hard to contest, and it remains large throughout the active frames. You can use this to harrass opponents from far with a jump, where they may not expect something to hit them.

j.HK
Jump HK
U.png+Hk.png
(alexjhk).gif
Startup Active Recovery Hit Cr. Hit
8 4 - - -
Damage Stun Guard Parry Block
21 15 - H -
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png

Alex's dropkick. Great heavy jump normal, does solid damage and has good range. Your primary normal for punishing fireballs or laggy pokes that you jumped over, and you can use this as an alternate starter for stun combos over 236HP.

2HP (air)
Flying Cross Chop
Superman Dive
D.png+Hp.png (air)
(alexjdhp).gif
Startup Active Recovery Hit Cr. Hit
10 11 26 -9 ~ 0 -4 ~ 0
Damage Stun Guard Parry Block
21 11 - H -20 ~ -11
  • Self meter gain: Whiff: 3, Hit: 15, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png

Cross Chop is an infamously weak button. It functions similar to a divekick, but has one huge issue: Alex goes through a roll animation at the end. On hit, this roll is fairly short, though it still ensures he is always negative after even the most perfect hits. On block or whiff however, he rolls for a much longer time, making it extremely punishable. You can still use it from time to time, as a divekick is still a divekick, but be careful of it being blocked. It starts juggles on air hit, which is great for stun juggles as well, leading to great damage as an air-to-air with much less risk involved as well.




Target Combos

2LK,2K
Crouch LK -> Crouch MK (TC)
D.png+Lk.png>D.png+Mk.png
Startup Active Recovery Hit Cr. Hit
8 3 12 - 1
Damage Stun Guard Parry Block
12 3 - L*L -1
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png

A fast double low TC. Combos on hit and is safe on block. Not really rewarding in any way, but a useful option to keep the opponent from mashing or jumping after 2LK.

2LK,2HK
Target Combo
(cr.LK > cr.HK)

D.png+Lk.png>D.png+Hk.png
Startup Active Recovery Hit Cr. Hit
11 2 29 D D
Damage Stun Guard Parry Block
23 3 - L*L -15
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png

A strange TC that doesn't actually combo on hit. Instead, it's supposed to be a higher risk but higher reward frametrap over the 2LK > 2MK TC, as 2HK will secure a knockdown here. Oddly, this has an extremely tight window to input, with only 2 franes to press 2HK and have it be accepted near the end of the 2LK animation.




Throws

LPLK
Body Slam
Throw
(B.png/F.png)+Lp.png+Lk.png
(alexbsl).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 D D
Damage Stun Guard Parry Block
24 16 - N -
  • 30 throw range
FATonline.png

Body slam is a decent normal throw, acting as your faster but lower damage throw compared to Power Bomb. Midscreen oki afterwards depends on quick rise timings, on some characters you get a dash that leaves you +1, but on others dashing will leave you punishable, meaning you get no oki. In the corner, this always gives strong okizeme with just a slight walk forward.




Universal Overhead

MPMK
Flying Knee
Universal Overhead
Mp.png+Mk.png
(alexoh).gif
Startup Active Recovery Hit Cr. Hit
15 10 5 0 ~ 8 1 ~ 9
Damage Stun Guard Parry Block
7 3 - H -5 ~ 7
FATonline.png

Alex's UOH isn't too common in his mixup, but it is quite strong. It's fast, can link into SAII or even cl.MK if done meaty, beats throws and lows which makes it great vs people who tech or mash your throws a lot, and is plus if done meaty. If not done meaty, it's not rewarding on hit and can be punished on block, but is still an alright harrassment tool.




Taunt

HPHK
Arm Spin
Taunt
Hp.png+Hk.png
(alext).gif
Startup Active Recovery Hit Cr. Hit
64 - - - -
Damage Stun Guard Parry Block
- - - - -
  • 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.
FATonline.png

A useful taunt, though it's quite slow which limits where you can use it. Usually, you'll taunt after a stun to increase your stun combo damage, but depending on what hit stunned them you may not have time to use this, or you may have to sacrficie a 236HP starter to avoid them mashing out.




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 Hit Cr. Hit
11 2 17 0 0
Damage Stun Guard Parry Block
21 7 - H -2
  • Self meter gain: Whiff: 3, Hit: 16, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
MP Startup Active Recovery Hit Cr. Hit
15 3 19 14 14
Damage Stun Guard Parry Block
23 9 - H -2
  • 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 Hit Cr. Hit
19 4 17 15 15
Damage Stun Guard Parry Block
24 15 - H -1
  • 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
EX Startup Active Recovery Hit Cr. Hit
9 4 15 D D
Damage Stun Guard Parry Block
34 13 - H*H -1
  • Cancel options: su
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png

Flash Chop acts as Alex's primary combo special, whether for starting them or finishing them. LP Chop is his meterless ender, but it only combos from his cancellable mediums, limiting where you can use it. It also doesn't secure a knockdown, instead leaving Alex 0 on hit and fairly spaced, generally making offense afterwards hard or impossible. MP and HP Chop serve a similar purpose to eachother, as both cause backturn, allowing further combos and unique followups. MP Chop is better for punishing after a parry, as it's slightly faster, where HP Chop will be best to start stun combos or punish extremely negative moves.

EX Chop is a stellar combo ender that nets a strong knockdown, does great damage, and is safe on block. You want to end any combo with EX Chop whenever you can.

63214P
Power Bomb
Command Grab
Hcb.png+P.png
(alexpbomb).gif
Lp.png/Mp.png/Hp.png
LP Startup Active Recovery Hit Cr. Hit
6 2 35 D D
Damage Stun Guard Parry Block
28 18 - N -
  • 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 Hit Cr. Hit
7 2 41 D D
Damage Stun Guard Parry Block
32 18 - N -
  • 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 Hit Cr. Hit
8 2 44 D D
Damage Stun Guard Parry Block
35 18 - N -
  • 40 throw range
  • Self meter gain: Whiff: 2, Hit: 20, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png

Power Bomb is Alex's command grab. LP has the longest range and closest knockdown, but the least damage. HP has the highest damage, but the worst knockdown and range. MP strikes a middle ground. Generally, you'll only use these in the corner, and only the LP version which grants okizeme when in the corner. Midscreen, no version gives oki if they quick rise, limiting their use and weakening Alex's throw mixups.

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 Hit Cr. Hit
6 2 35 D D
Damage Stun Guard Parry Block
32 20 - N -
  • 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 Hit Cr. Hit
7 2 41 D D
Damage Stun Guard Parry Block
35 20 - N -
  • 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 Hit Cr. Hit
8 2 44 D D
Damage Stun Guard Parry Block
40 20 - N -
  • 40 throw range
  • Self meter gain: Whiff: 2, Hit: 20, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png

If you land Power Bomb during a backturn, you get Back Drop instead. This is a higher damage version of Power Bomb that forces a sideswap. Strong option after any MP/HP Chop for good damage, but oki afterwards isn't good.

623K
Air Knee Smash
AA Knee
Dp.png+K.png
(alexaksm).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
6 6 35 D D
Damage Stun Guard Parry Block
21 14 - H (air) -
  • 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 Hit Cr. Hit
7 10 34 D D
Damage Stun Guard Parry Block
24 14 - H (air) -
  • 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 Hit Cr. Hit
8 12 33 D D
Damage Stun Guard Parry Block
26 14 - H (air) -
  • 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 Hit Cr. Hit
3 17 34 D D
Damage Stun Guard Parry Block
26 14 - H -31
  • 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

Knee Smash is an occassional anti-air tool. Similar to 4HP, this is a hitgrab, meaning it can't be parried in the air. You can use this to beat air parries, or cancel into it from 5MP to force them to press a fast button and beat it. It will generally lose to most buttons, so using it like a normal DP anti-air isn't possible. No version gives very good okizeme. You can juggle these after a single hit 2HP in the corner as well.

623KK is extremely fast in comparison to the meterless versions. It will beat certain things on speed alone, and is fast enough to combo from cancellable mediums even on air hit. If the opponent air parries a 5MP, this is fast enough to beat any button they press and still grabs them out of a parry attempt, making 5MP much stronger vs air parry.

28K
Air Stampede
Stomp
hold D.png,U.png+K.png
(alexstomp).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
23 2 24 D D
Damage Stun Guard Parry Block
21 11 - H -3
  • 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 Hit Cr. Hit
25 2 24 D D
Damage Stun Guard Parry Block
24 11 - H -3
  • 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 Hit Cr. Hit
26 2 24 D D
Damage Stun Guard Parry Block
28 11 - H -3
  • 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
EX Startup Active Recovery Hit Cr. Hit
26 2 24 D D
Damage Stun Guard Parry Block
32 13 - H -3
  • 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

Stampede, usually just called Stomp, is a situationally strong special. Frame 1 low and throw invuln lets it hop over a ton of things in neutral, and it immediately knocks down with great oki afterwards. They can also cross up at certain spacings, allowing you to create a mixup where MK Stomp wouldn't cross up, but HK Stomp will. This loses to tap back parry OS however.

EX Stomp is a great special. It comes with all the same strengths, but will track to the opponents location when input, making it a stellar option to punish things from fullscreen with a knockdown or just surprise the opponent with a fast option they weren't expecting. If blocked, it's fairly safe as well. It is vulnerable to the same parry OS however, and it even glows yellow to warn the opponent that it's coming. Don't get predictable with this, and it'll serve you very well.

46K
Slash Elbow
Elbow
hold B.png,F.png+K.png
(alexse).gif
Lk.png/Mk.png/Hk.png
(alexseex).gif
Ex.png
LK Startup Active Recovery Hit Cr. Hit
15 1 17 0 2
Damage Stun Guard Parry Block
17 13 - H -2
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 12, Block: 4.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
MK Startup Active Recovery Hit Cr. Hit
18 1 23 0 2
Damage Stun Guard Parry Block
21 15 - H -8
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 12, Block: 4.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
HK Startup Active Recovery Hit Cr. Hit
20 1 23 -1 1
Damage Stun Guard Parry Block
24 17 - H -8
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 12, Block: 4.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
EX Startup Active Recovery Hit Cr. Hit
9 6*1 23 D D
Damage Stun Guard Parry Block
27 17 - H*H -6
  • Cancel options: su
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png

Slash Elbox is a strong midrange harrassment special and punish tool. LK Elbow acts as a poke and pressure option, since it's much faster and safer than the other versions. MK and HK more act as long range punish tools when the opponent whiffs something. Every version can super cancel, and combo into SAII, making them much scarier.

EX Elbow is one of Alex's best moves. It travels forward extremely fast, is hard for most characters to punish, and even secures a knockdown on hit. It catches extended hurtboxes, dodges under some high hitting moves, and punishes things at far ranges extremely consistently. The first hit can cancel into supers, giving an expensive but rewarding combo to SAII.

63214K
Spiral D.D.T.
DDT
Hcb.png+K.png
(alexsddt).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
20 3 15 D D
Damage Stun Guard Parry Block
28 14 - N -
  • 12 throw range + short hop
  • Can only hit standing opponents
  • Self meter gain: Whiff: 2, Hit: 20, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
MK Startup Active Recovery Hit Cr. Hit
22 3 14 D D
Damage Stun Guard Parry Block
28 14 - N -
  • 12 throw range + medium hop
  • Can only hit standing opponents
  • Self meter gain: Whiff: 2, Hit: 20, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
HK Startup Active Recovery Hit Cr. Hit
24 3 13 D D
Damage Stun Guard Parry Block
28 14 - N -
  • 12 throw range + long hop
  • Can only hit standing opponents
  • Self meter gain: Whiff: 2, Hit: 20, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png

An odd looking command grab that has Alex hop forward. It dodges over lows and beats throws, but will whiff over crouching opponents. LK version hops the shortest range, HK hops the farthest. Okizeme afterwards is generally bad, with the best possible oki being 0 after wakeup. On some characters, Alex can actually be punished for landing this move, such as Chun-Li with a reversal SAII. Use very rarely, if barely at all.




Super Arts

4268P (SA1)
Hyper Bomb
SA1
360.png+P.png (SA1)
(alexsa1).gif
Startup Active Recovery Hit Cr. Hit
2 2 33 D D
Damage Stun Guard Parry Block
88 18 - N -
  • 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
FATonline.png

Hyper Bomb is a sadly flawed super, but it still has uses. SAI is a command grab super that does strong damage and has great range. It's a single 360, unlike Hugo's 720, making it much easier to input. It works as a reversal, and can be used after MP or HP Chop in combos. However, it has only one bar, limiting how much EX Alex can use. It also is not instant startup, which means that if they were blocking, they can react to the super freeze and hold up to avoid the throw. These factors heavily limit the super, making it a niche pick, usually for the strong reversal capabilities.

4268P (SA1 opp turn)
Reverse Hyper Bomb
Reverse SA1
360.png+P.png (SA1 opp turn)
(alexsa1r).gif
Startup Active Recovery Hit Cr. Hit
2 2 33 D D
Damage Stun Guard Parry Block
99 26 - N -
  • 68 throw range
  • Higher damage/stun version of SA1 against backturned opponents
  • Can combo after MP or HP Flash Chop
FATonline.png

If you use Hyper Bomb after a MP or HP Chop, you get this. Stellar command grab, does amazing damage and gives strong okizeme afterwards. One of the biggest positives of SAI is this being an option, so if you want to run SAI, make sure you learn where you can punish with Chops.

236236P (SA2)
Boomerang Raid
SA2
Qcf.pngQcf.png+P.png (SA2)
(alexsa2).gif
Startup Active Recovery Hit Cr. Hit
1 14 41 D D
Damage Stun Guard Parry Block
59 20 - H -46 ~ -84
  • 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
FATonline.png

The super of choice for Alex. Simple and strong, decent in combos, and most importantly, stocks a ton of EX for Alex to work with. The final hit is a command grab, which can catch opponents who are unaware if they block the first hits. It also works as a reversal, and while it doesn't fully connect, can work as an anti-air and secures a knockdown. It has one issue in that it won't fully connect at long range, leaving Alex punishable on hit, so make sure the opponent is in range before using it.

236236P (SA3)
Stun Gun Headbutt
SA3
Qcf.pngQcf.png+P.png (SA3)
(alexsa3).gif
Startup Active Recovery Hit Cr. Hit
25 3 17 stun stun
Damage Stun Guard Parry Block
31 100% - N -
  • 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
FATonline.png

Stun Gun Headbutt is a high reward super, but mostly falls into the wayside as a gimmick. It's a unique command grab that will actually grab opponents rising midair, and if it grabs the opponent, they'll be instantly stunned. It also has a fairly short bar, meaning you'll have it often. This short bar is also a major weakness however, as it also only stocks 1 super, meaning Alex has barely any EX moves to use. Mixed with the fact that Alex can't combo into it, and has to rely on knowledge check style traps, it's hard to see much success with SAIII.

3S Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Akuma
Alex
Chun-Li
Dudley
Elena
Hugo
Ibuki
Ken
Makoto
Q
Necro
Oro
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun
Gill