Difference between revisions of "Alex (3S)"

From Shoryuken Wiki!
Jump to: navigation, search
(Super Arts)
(Mixups)
Line 949: Line 949:
 
=== Mixups ===
 
=== Mixups ===
  
====High====
+
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.
 
+
*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====
 
====Throws====

Revision as of 01:29, 1 June 2007

Alex's Character Select Portrait
Alex's Neutral Stance

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

Frame Data Terminology

  • Start Up: This indicates the number of frames it takes for the hit box of an attack to open.
  • Adv.Frames: (Block / Hit / c.Hit): When an attack is blocked, or hits (or hits crouching) respectively, 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.
  • Cancel: (Special / Super): If the animation of the move can be cancelled into a special, then it is a special cancel. If the animation of the move can be cancelled into a super, then it is a super cancel. Special moves only have super cancel for obvious reasons.
  • Section: (Guard / Parry): This is just stating what form of guard must be used to defend this move. It will either be H (High), L (Low), H/L (Both) or U (Unblockable). This also states what form of parry must be used to defend this move. It will either be H (High), L (Low), H/L (Both), U (Unparryable).
  • 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 reaches 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 there's nothing you can do to juggle after it.
  • Rating: 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.
  • Mtr Length (Meter Length): This is the size of the super meter. Generally (Besides Ibuki) a Standing Strong will give you 2 points of meter.

Alex Only

  • OBT (Opponent's Back Turned): Specifies the case of whether the attack hit an opponent facing away from Alex.

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

Special Moves

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

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.

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