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.