Edit Introduction
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 |
---|---|
|
|
Alex #3S_AL | |
---|---|
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.
|
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)
(cl)
5LP (far)
(far)
5MP
5HP
5LK
5MK (cl)
(cl)
5MK (far)
(far)
5HK
Command Normals
6MP
f+MP
+
6HP
f+HP
+
4HP
b+HP
+
4HP (opp turn, mash)
b+HP (reverse)
+
(opp turn, mash)
Crouching Normals
2LP
+
2MP
+
2HP
+
2LK
+
2MK
+
2HK
+
Jumping Normals
j.LP
+
j.MP
+
j.HP
+
j.LK
+
j.MK
+
j.HK
+
2HP (air)
Superman Dive
+ (air)
Target Combos
2LK,2K
+>+
2LK,2HK
(cr.LK > cr.HK)
+>+
Throws
LPLK
Throw
(/)++
Universal Overhead
MPMK
Universal Overhead
+
Taunt
HPHK
Taunt
+
Specials
236P
Flash Chop
+
//
63214P
Command Grab
+
//
63214P (opp turn)
Reverse Command Grab
+ (opp turn)
//
623K
AA Knee
+
//
28K
Stomp
hold ,+
//
46K
Elbow
hold ,+
//
63214K
DDT
+
//
Super Arts
4268P (SA1)
SA1
+ (SA1)
4268P (SA1 opp turn)
Reverse SA1
+ (SA1 opp turn)
236236P (SA2)
SA2
+ (SA2)
236236P (SA3)
SA3
+ (SA3)
3S Navigation
Street Fighter III: Third Strike (3S) |
General |
Controls Notation HUD Glossary System FAQ |
Characters |
Akuma
Chun-Li Dudley Elena Hugo Ibuki Ken Makoto Q Necro Oro Remy Ryu Sean Twelve Urien Yang Yun Gill |