Alex FAQ
Street Fighter 3: Alex Guide
Written by Anthony Festino (
[email protected])
v2.0
written April 12, 1997
updated April 18, 1997
*** TABLE OF CONTENTS ***
1. FAQ History
2. Alex's Storyline
3. Miscallaneous Info
___I. Opening and Winning Poses
___II. Colors
4. FAQ Legend
5. Moves
___I. Universal Moves
___II. Normal Moves
___III. Special Moves
___IV. Super Arts
6. Combos
___I. Special Move Combos
___II. Super Art Combos
7. Updated: Strategies
8. Ending
9. Credits
*** 1. FAQ History ***
v1.0 : First version of this FAQ. Contains all moves and some combos.
Things to be added: Strategies, more combos, Ending, win quotes.
v2.0 : Second version, added Parrying strategies, and
Powerbomb/Hyperbomb/Stun Gun Headbutt strategies, corrected some minor
errors. This page is now part of the Street Fighter Web Ring.
*** 2. Alex's Storyline ***
"A retired soldier living in Manhattan with his father's old friend
Tom and Tom's daughter Patricia. He has not seen his parents since he
moved out as a teenager. Brusque, straightforward in manner, his
taciturnity often gets him into trouble, but essentially, he's not the
sort of a person that earns lasting hatred. Despite his size, this
brawler can move with amazing speed to get in close and pummel the
opponent with punches and execute powerful throws."
*** 3. Miscallaneous Info ***
*** I. Pre and Post Fight Poses ***
Opening Pose: Alex pumps his arms and knees up and down while
clenching his fists.
Winning Pose 1: Removes headband and holds it while standing there and
looking cool :)
Winning Pose 2: Turns around and raises his hand into the air.
Winning Pose 3: Raises his hand to his face than brings it down and
holds it slightly out in front of himself.
*** II. Colors ***
Button Headband Color Overalls / Glove Color
Jab Red Green
Strong Green Red
Fierce Blue Dark Blue
Short Red Light Blue
Forward Green Yellow
Roundhouse Blue White
*** 4. FAQ Legend ***
F= forward
B= back
U= up
D= down
DF= diagonal down forward
DB= diagonal down back
UF= diagonal up forward
UB= diagonal up back
QCF= ( D,DF,F )
HCB= ( F,DF,D,DB,B )
DP= ( F,D,DF )
360= ( any 3/4 of a circle motion, the easiest for me is: (
B,DB,D,DF,F,UF,U ))
P= Any Punch Button
K= Any Kick Button
P\K= Any Punch or Kick Button
tap= tap that direction
charge= charge that direction for at least 2 seconds
*** 5. Moves ***
*** I. Universal Moves ***
Forward Dash= F,F
Backward Dash= B,B
Hopping Overhead= D,D+P\K
High Jump= tap D,U
Long Jump= tap DB,UF or tap DF,UB
High Parry= tap F (as attack is about to hit you)
Low Parry= tap D (as attack is about to hit you)
Quick Get Up= tap D (as soon as you touch the ground when knocked
down)
[Note: Parrying can also be done in the air, because there is no more
air blocking in SF3. In the air using a high parry will block the
attack and you will continue to move forward. If you use the low parry
in the air, you will bounce in the direction you are facing.]
*** II. Normal Moves ***
Jab
Standing [1 Hit]: Your standard quick, straight jab
Crouching [1 Hit]: Quick crouching punch
Jumping [1 Hit]: Sticks his palm at a downward angle, stays out a
while but extremely weak
Strong
Standing [1 Hit]: A swinging elbow strike
Crouching [1 Hit]: Same as Jab, but slower and more powerful
Jumping [1 Hit]: Same as Jab, but retracts quicker and does more
damage
F+Strong (Standing only)
[1 Hit]: An overhead chop, does not hit as an overhead, just gives
more range than the standard Strong.
Fierce
Standing [1 Hit]: A strong downward hooking punch. If it connects
against an airborne opponent, it strikes them straight down. Also hits
crouching opponents like an overhead.
Crouching [2 or 1 Hits, depends on range]: A slow rising shoulder ram.
Can be used as an anti air attack, however it has a slow execution
time.
Jumping [1 Hit]: A downward one handed chop. It has decent range and
high priority over other jumping attacks.
Short
Standing [1 Hit]: A quick kick that strikes at shin level, weak
Crouching [1 Hit]: A quick poking kick that has minimal range, weak
Jumping [1 Hit]: Sticks out his knee, pretty short range and really
has no use
Forward
Standing [1 Hit]: A forward thrusting kick with excellent range. It
has a bit slow execution time, but can be tagged on after most parries
of attacks at about sweep range. The close version is a quick knee
strike which can easily cancel into a Jab Flash Chop
Crouching [1 Hit]: A low kick with decent range, but a slight lag time
in execution.
Jumping [1 Hit]: A flying drop kick like the Roundhouse. This one
stays out longer, but has lower priority and does less damage.
Roundhouse
Standing [1 Hit]: A lunging boot kick. It has excellent range, but has
extremely slow execution time, making it parry bait. Can be used to
nail foolish jumpers who land a bit away from you, but you must
anticipate.
Crouching [1 Hit]: A sweep with great range which comes out really
slow
Jumping [1 Hit]: A flying drop kick that has good range and has very
good priority.
Scoop Slam
F/B+Strong or F/B+Fierce
Alex scoops up the opponent and slams them right back down to the
ground. Unblockable and must be used up close.
*** III. Special Moves ***
Flash Chop= QCF+P
Jab= short range, quick execution time
Strong= medium range, medium execution time
Fierce= long range, slow execution time
Alex swings his hand out in front of him in a chopping motion. Jab
comes out quickly and is the only version that can be used in combos.
The Strong and Fierce versions turn the opponent around when they
connect, and allow you to follow up with either a Choke Hold
(B+Fierce) or a German Suplex (HCB+P). This is the only special move
for Alex to cancel into a Super Art, but only the Strong and Fierce
versions.
Catch & Slam= DP+K
Short= travels short distance up and forward
Forward= travels medium distance up and forward
Roundhouse= travels long distance up and forward
Alex hops into the air and grabs the opponent, then proceeds to drive
them into the ground with his knee. If you miss with the Roundhouse or
forward versions, you can be punished by any attack.
Powerbomb= HCB+P
Jab= Quick execution, least damaging Powerbomb
Strong= Medium execution, more damaging than Jab
Fierce= Slow execution, most damaging Powerbomb
Alex grabs the opponent than jumps high and slams the opponent down on
their back. This is the most powerful special in Alex's set of moves.
It cannot be blocked or parried. The easy execution is due to the
extremely short range of this move. If you have the time to, use the
Fierce because it does more damage, but in ticking situations, or you
need it out quickly, use the Jab version. If you can predict an attack
and parry it, you can instantly Powerbomb by just using the forward
tap than completing the HCB.
German Suplex= HCB+P ( When opponent's back is turned )
All versions are the same
Alex grabs the opponent from behind and slams them back onto their
backs. You can use this move after connecting with either a Strong or
Fierce Flash Chop.
Headbutt= B+Fierce
Alex throws out his hand and grabs the opponent, proceeding to pull
them in and delivers a headbutt. It does good damage, but can be
blocked and parried, and if it is, you can get punished big time. This
move can also grab jumping opponents out of the air.
Choke Hold= B+Fierce ( When opponent's back is turned )
Alex puts the opponent into a headlock and begins to choke them. Jam
on the buttons to take off extra damage. You can use this move after
connecting with either a Strong or Fierce Flash Chop.
Head Stomp= charge D,U+K
Short= travels a short distance
Forward= travels about 1/4 the screen
Roundhouse= travels about 1/2 the screen
Alex jumps up and stomps on the opponents head. Can be blocked. It's
pretty useless, but when connected looks brutal.
Diving Cross Chop= D+Fierce ( While in the Air )
Alex dives out of the air at his opponent with a diving cross handed
chop. If you miss, Alex rolls forward on the ground for a second where
he is totally vulnerable to an attack.
*** IV. Super Arts ***
Super Art I. Hyperbomb= 360+P ( Can charge a max of 1 )
All versions are the same
Alex grabs the opponent and does 2 consecutive German Suplex's
followed by a Powerbomb. This is the most powerful move in the whole
game, it does about 50% damage on all the machines I've played on.
Connecting this requires some skill because it has prctically no
range. Later on I'll add ways to setup your opponent to connect this
move. For now, if you're at point blank range, you can cancel a Flash
Chop into this, but it does less damage. My personal favorite Super
Art:).
Super Art II. Boomerang Raid= QCF,QCF+P ( Can charge a Max of 2 )
Jab= Quicker execution but shorter range
Strong= Slower than jab, but a little more range
Fierce= Slowest execution but longest range
Alex does 4 consecutive Flash Chops followed by a German Suplex. It
doesn't have that great of a range, but does good damage if it does.
The throw at the end can connect even if they block, if you are close
enough or push them into a corner. Can cancel a Flash Chop into this
Super, but it does less damage. All Hits are not guarunteed all the
time. For instance, if the first Flash Chop hits them from far away,
they can block the rest, and you are left wide open.
Super Art III. Stun Gun Headbutt= QCF,QCF+P ( Can charge a Max of 1 )
Jab= Jumps straight up, lands in same position
Strong= Jumps at 60 degree angle, travels about 1/2 screen
Fierce= Jumps at a 45 degree angle, travels the entire screen
Alex hops in the air, and if he lands right in front of his opponent
he grabs them and delivers 3 headbutts which stun the opponent. After
this he can followup with any combo or a Powerbomb. The grab and the
headbutts count as hits in the combo, so if you do a 3 hit combo after
this, it counts as a 7 hit combo. Alex cannot grab the opponent out of
the air, and he is totally vulnerable while hopping.
*** 6. Combos ***
A Note about Alex's comboing ability
Alex is one of the few characters in SF3 that doesn't have chains. If
you don't know, chains are simple combos by just pressing a few
buttons. For example, Dudley has a chain that goes Forward,
Roundhouse, Fierce. This does 4 Hits and is as simple as pressing
those 3 buttons in order. Due to having no chains, and also being a
big and slow guy, Alex doesn't have many combos. Alex relies more on
his powerful attacks and range to win, but the few combos he does have
help too.
*** I. Special Move Combos ***
[2 Hits]: Jumping Fierce\Roundhouse, Headbutt ( B+Fierce )
A Simple yet useful combo. Simply press B+Fierce as soon as you land
from the air.
[2 Hits]: Standing Jab\Strong\Forward, Jab Flash Chop ( QCF+Jab )
Another simple combo. The forward must be his close version (a knee)
to cancel.
[2 Hits]: Strong\Fierce Flash Chop ( QCF+Strong\Fierce ), German
Suplex (HCB+P )
Connecting the Strong or Fierce Flash Chop will turn your opponent
around, allowing you to grab them. The Strong version comes a bit
quicker, but the opponent recovers quicker. The Fierce comes out
slower, but alots you more time to grab 'em.
[2 Hits]: Jumping Fierce\Roundhouse, Crouching Roundhouse
A classic old school combo. The jumping attack must be pretty deep to
compensate for the slow ass sweep's execution time.
[3 Hits]: Fierce Flash Chop ( QCF+Fierce ), Strong Flash Chop (
QCF+Strong ), Jab Flash Chop ( QCF+Jab )
Just do one after the other while there back is still turned.
[3 Hits]: Jumping Fierce\Roundhouse, Standing Jab\Strong\Forward, Jab
Flash Chop ( QCF+ Jab )
A very effective combo to use. To use forward, you must land a deep
jumping attack, or you'll get the far version which cannot be
canceled.
[??? Hits]: Strong\Fierce Flash Chop ( QCF+Strong\Fierce ), Choke Hold
( B+Fierce )
The ??? Hits is because each squeeze with the Choke Hold counts as a
hit, and the amount of squeezes varies. If your opponent struggles out
quickly, you may only get a few, but if you mash on the buttons, you
can get a whole bunch. So far, my max hits with this is 10 Hits.
*** II. Super Art Combos ***
I. Hyperbomb
On it's own, it does 3 Hits and about 50%-60% damage. The only other
combo I've done with the Hyperbomb is by cancelling a Fierce or Strong
Flash Chop at point blank range, but it does less damage than a
Hyperbomb alone. It's not really combo material.
II. Boomerang Raid
On it's own, it does 5 Hits. This can easily be added into combos
though. Again, you can cancel a Flash Chop into this, but it does a
lot less damage.
[6 Hit]: Jumping Fierce\Roundhouse, Boomerang Raid ( QCF,QCF+P )
This is really simple to do. Buffer the 2 QCF motions in the air so it
comes out as soon as you land.
[6 Hit]: Standing Jab\Strong\Forward, Boomerang Raid ( QCF,QCF+P )
Be careful not to do a Flash Chop when using either Jab or Strong. I
usually do D,DF+Jab\Strong,F,QCF+P so it doesn't accidentally do a
Flash Chop. If you can get close enough, the Forward version is a bit
easier. Do QCF+Forward,QCF+P, because QCF+Forward is not a special
move for Alex. The Forward must be his close version, the knee.
[6 Hit]: Any Flash Chop ( QCF+P ), Boomerang Raid ( QCF,QCF+P )
This is a very easy combo to do, but it does less damage than a
Boomerang Raid itself. This is pretty useless, because if you have
time to land this, you'd be better off just doing a Boomerang Raid
only.
[7 Hit]: Jumping Fierce\Roundhouse, Jab\Strong\Forward, Boomerang Raid
( QCF,QCF+P )
Same as above, but just add a jumping attack. For Forward, the attack
must be really deep to get the knee.
III. Stun Gun Headbutt
This can't be used in combos at all, but if connected stuns the
opponent and gives you a free combo opportunity. This move will do 4
Hits, and this will be added to whatever combo you decide to use while
they are stunned. So if you do a simple 3 Hit combo after this, it
will really be a 7 Hit combo. Just use any of the Special Move combos
listed above.
*** 7. Strategies ***
** Parrying Strategies **
The newest addition to the Street Fighter 3 engine is parrying.
Parrying is a type of block that when performed allows you to block
with zero block stun. What this means, is you can block and retaliate
with your own attack while the opponent is still recovering from their
move. Parrying is a great tool to use when trying to master Alex,
because you can inflict major damage off of your opponent's screw ups
or being over aggressive. Here are some good parrying followups and
strategies I've figured out from my own experiences.
** Parrying Jump Ins **
Parry into Powerbomb/Hyperbomb
The most powerful option for Alex to choose after a successful parry.
Depending on where you parry the opponent's attack ( early and high,
mid-level, deep ) determine's the button used to Powerbomb. If you
parry their attack early and high, using the Fierce Powerbomb should
grab them as soon as they land. Likewise, for a mid-level attack, you
can use a Strong Powerbomb, and a deep attack a Jab Powerbomb. You
could always use the Jab Powerbomb, but since the others do more
damage, you should try to use them. Also, this will only work if the
opponent is in your grabbing range. If not, you whiff and eat an
attack.
For the Hyperbomb, since all the versions are the same, you must time
it so they are about to land. The beauty of the Hyperbomb versus the
Powerbomb, is that it connects instantaneously. This means that if the
opponent is anywhere in range, it's safe to say they are about to get
pounded. The easiest way to get the Hyperbomb to come out off of a
parry is to use the Parry motion as a buffer. In other words, use the
F of the parry as the beginning of the Hyperbomb movement. After
tapping F, rotate the stick either clockwise to D (F,UF,U,UB,B,DB,D)
or counter clockwise to U (F,DF,D,DB,B,UB,U). Use whichever one you
want and feel most comfortable doing.
Parry Into Catch & Slam
This one's a little harder to do, since the opponent must hit early
and high, and also almost directly above you or you'll miss the
attack. If you do actually get these conditions, use the F tap for the
parry as the first motion of the Catch & Slam, than complete the
motion from there. You must do it immediately, or you'll whiff. This
will do less damage than the Powerbomb or Hyperbomb, but adds variety
to your game. (If that's what you want)
Parry into Headbutt / Standing Forward
Use these for those parries that are out of range of those other
attacks. The Headbutt does a bit more damage than the Standing
Forward, but the Standing Forward has more range than the Headbutt.
** Parrying Standing/Crouching Attacks **
Parrying standing/crouching attacks gives Alex 2 good options to
choose from. For the guarunteed hit from almost any range, go for a
Standing Forward. If the opponent is close, you should go for a
Powerbomb ( Any Version ) or Hyperbomb.
** Connecting the Powerbomb/Hyperbomb **
The most pwerful move in Alex's repertoire, you should try and use
these any chance you get, but don't try it all of the time or be
predictable about it. So far, the 2 best ways to connect it are Jump
Ins or Dashing in. If you see the opponent just standing there and
turtling, dash in and Jab Powerbomb/Hyperbomb them. If they say it's
cheap, FUCK EM. If they let you dash in and Powerbomb/Hyperbomb, they
deserve it. Today, I won a match by doing this and everytime, the
prick called me cheap. Another tactic revolves around players who are
parry happy about Jump Ins. If they do tis repeatedly, Jump in but
don't attack and Powerbomb/Hyperbomb them.
** Stun Gun Headbutt Strategies **
Alex's second best super IMO, has a lot of uses. It's best used
against the CPU, but if used on humans, you can't be predictable about
it. The number one use for this is to snag those scrubby shoto-boys
from throwing fireballs from across the screen. Using the Fierce
version will do the trick.
Another way to catch the opponent is after his crouching Fierce. If
both the hits connect, you will land before the opponent, and doing
the Jab version immediately willplace you right in front of them as
soon as they land. They may be able to jump away from it, but you
should catch them off guard every once in awhile, and that may be just
enough to win.
After a Fierce Flash Chop do a Jab Stun Gun Headbutt to grab them
while their back is turned. Don't know if it's guarunteed, but like
the crouching Fierce, most players fall for it at least once.
** Defeating Gill **
A simple, yet cheezy, way to defeat Gill is to retreat to a corner and
just wait for him to do that clothesline move. After this, Powerbomb
him and retreat back to the corner. If you have either the Hyperbomb
or Boomerang Raid Super Arts charged, use those instead of the
Powerbomb. If you beat him and he does the Resurrection Super, walk by
him and do a Roundhouse Catch & Slam ( DP+Roundhouse ) as soon as he
starts it.
*** 8. Ending ***
I haven't beat the game yet, because I've only benn playing for about
a week, and the machine has been broken for the past 3 days. Hopefully
it'll be fixed by tomorrow so I can go play it and beat it.
*** 9. Credits ***
This is a list of people who have contributed to this FAQ or have
allowed me to use information.
[email protected]: Some normal move information, the correct story on
Alex, and some other miscallaneous info from his FAQ.
All those on alt.games.sf2 for posting stuff about this great game
before I even got to play it.