"Name": This is used to identify each move, so you know what stats are for what move. A question I get asked often is why do I say Toward and Away instead of Foward and Back. Its because I get confused. Foward to me means medium kick, not toward. Anyway, this is a quick translation to the names.
S = Standing
Jab = Jab (Light Punch)
SC = Standing Close
Sht = Short (Light Kick)
C = Crouching
Stg = Strong (Medium Punch)
T = Toward
Fwd = Foward (Medium Kick)
DT = Down Toward
Frc = Fierce (Heavy Punch)
A = Away
Rdh = Roundhouse (Heavy Kick)
J = Jumping
All = All Attacks
"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.
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"
|Body Slam||LP + LK|
|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|
|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)|
|Power Bomb (Back)||Jab||||-||No||U||U||23-32||(X)||2|
|Air Knee Smash||Short||||-||No||H||H||15-21||(6)||3|
|I||Hyper Bomb||360 + P||1 stock|
|II||Boomerang Raid||D, DF, F, D, DF, F + P||2 stocks|
|III||Stun Gun Head Butt||D, DF, F, D, DF, F + P||1 stock|
|Stun Gun Headbutt||||-||U||U||22-31||(X)||82||1|
Mix Up on Wake Up
---Meaty UOH to SA2
---Meaty Close Forward xx Roundhouse Air Stomp (Cross Up)
---Meaty Close Forward xx Forward Air Stomp
---Crouching Short xx Crouching Forward
---Tick Crouching Short, Power Bomb
---Meaty Close Forward xx Forward DDT
---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
Fierce Flash Chop, Fierce Power Bomb
---Alex's main "combo opertunity" 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 opertunity" 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
Roundhouse Slash Elbow xx SA3
---A good way to attempt the stun gun trap
Standing Strong xx EX Air Knee
---Good Anti-Air after a parry