Character FAQ's for SF3:Third Strike

Despair

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Twelve

Special Moves
A.X.E.: d, db, b + P, press P repeatedly (useable in air) [EX]
N.D.L.: d, df, f + P [EX]
D.R.A.: In air, d, db, b + K [EX]
Glide: In air, press f, f or b, b
Wall Leap: Glide into the wall and press the opposite direction of the wall
Pop-Up Kick: Press b + MK


Super Arts
I X.N.D.L.: d, df, f, d, df, f + P (2 Levels, medium gauge)
II X.F.L.A.T.: In air, d, df, f, d, df, f + K (1 Level, medium gauge)
III X.C.O.P.Y: d, df, f, d, df, f + P (1 Level, large gauge)
* EX Moves and Super Arts are not useable during X.C.O.P.Y.
If X.C.O.P.Y. is used on another Twelve, then Twelve will morph into a different color and not be able to use its Personal Action.

Kara-Throws: far away MP, HP

Personal Action: Invisibility
* Twelve will become invisible for a brief period of time, unless Twelve is hit, or blocks he will become visible. Invisibility can also be cancelled with a Super Art. This will cause Twelve to become visible again. Parrying will keep Twelve invisible.


Combos

· Gliding deep HK, crouching HP

· Gliding deep HK, standing close MK

· Crouching LK, crouching LK

· Gliding deep HK, crouching LK, A.X.E. with LP

· Standing close MK, A.X.E. with MP

· Standing close Pop-Up Kick, A.X.E. with MP

· When the opponent is in the corner, EX N.D.L., A.X.E. with HP

· EX N.D.L., standing MP

· EX N.D.L., standing HK

· When the opponent is in the corner, EX N.D.L., standing HP

· Gliding deep HK, crouching LK, EX A.X.E.

· Standing close MK, EX A.X.E.

· Standing close Pop-Up Kick, EX A.X.E.

· When the opponent is in the corner, EX N.D.L., EX A.X.E.

· EX N.D.L., N.D.L.

· Crouching LK, crouching LK, Super Cancel, X.N.D.L.

· Standing close MK, Super Cancel, X.N.D.L.

· Standing close Pop-Up Kick, Super Cancel, X.N.D.L.

· EX N.D.L., Super Cancel, X.N.D.L.

· Gliding deep HK, crouching LK, A.X.E. with LP, Super Cancel, X.N.D.L.

· Leap Attack, crouching LK, Super Cancel, X.N.D.L.

· Standing close MK, Super Jump Cancel, X.F.L.A.T.

· When the opponent is jumping at you, A.X.E. with LP, Super Jump Cancel, X.F.L.A.T.

· When Elena is in the corner and jumping, A.X.E. with LP, Super Cancel, Spinning Scythe with MK, Scratch Wheel with MK

· When Remy is in the corner and jumping, A.X.E. with LP, Super Cancel, Cold Blue Kick with MK, Rising Rage Flash with HK

· When Dudley is in the corner and jumping, A.X.E. with LP, Super Cancel, crouching HK, Machine Gun Blow with LP, Ducking Dashing Uppercut with MK

· When Urien is in the corner and jumping, A.X.E. with LP, Super Cancel, Chariot Tackle with HK, Chariot Tackle with MK, Dangerous Head-Butt with LP

· When Urien is in the corner and jumping, A.X.E. with LP, Super Cancel, Chariot Tackle with HK, Chariot Tackle with MK, Chariot Tackle with MK
 
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Despair

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Alex

Special Moves
Flash Chop: d, df, f + P [EX]
Elbow Slash: Charge b for 2 seconds, then press f + K [EX]
Spiral DDT: f, df, d, db, b + K
Air Stampede: Charge d for 2 seconds, then press u + K [EX]
Air Knee Smash: f, d, df + K [EX]
Power Bomb: When close to the opponent, f, df, d, db, b + P
Head-Butt: Press b + HP
Grappler Fest: When the opponent is backwards, press b+ HP
Power Dive: While jumping, press d + HP
Lariat: Press f + HP

Kara Throws
MP, standing close MK, press f + HP

Taunt
Increase in Strength
* The longer you charge this, the more powerful Alex's attack will be. However when charging it, Alex's strength increases slowly.

Super Arts
I Hyper Bomb: When close to the opponent, 360 º motion + P (1 Level, large gauge)
II Boomerang Raid: d, df, f d, df, f + P (2 levels, medium gauge)
III Stun-Gun Head-Butt: d, df, f, d, df, f + P (1 level, small gauge)

Combos

· Flash Chop (HP), Power Bomb (HP)

· Flash Chop (HP), Grappler Fest

· Jumping deep fierce punch, Head-Butt

· Flash Chop (HP), standing close MK, Flash Chop (LP)

· Jumping deep HP, standing close MK, Flash Chop (LP)

· Flash Chop (HP), standing close forward kick, EX Flash Chop

· Jumping deep (HP), standing close MK, EX Flash Chop

· Jumping deep (HP), standing close MK, EX Air Knee Smash

· Flash Chop (HP), standing close MK, EX Air Knee Smash

· Flash Chop (HP), Super Cancel, Hyper Bomb

· Elbow Slash (HK), Super Cancel, Boomerang Raid

· EX Elbow Slash, Super Cancel, Boomerang Raid

· Flash Chop (HP), standing close MK, Super Cancel, Boomerang Raid

· Jumping deep HP, standing close MK, Super Cancel, Boomerang Raid

· Flash Chop (HP), Super Cancel, Stun-Gun Head-Butt, Flash Chop (HP), Power Bomb (HP)

· Flash Chop (HP), Super Cancel, Stun-Gun Head-Butt, Flash Chop (HP), Grappler Fest

· Flash Chop (HP), Super Cancel, Stun-Gun Head-Butt, Jumping deep HP, standing close MK, Flash Chop (LP)

· Flash Chop (HP), Super Cancel, Stun-Gun Head-Butt, Grapple

· Flash Chop (HP), Super Cancel, Stun-Gun Head-Butt, Spiral DDT

· Flash Chop (HP), Super Cancel, Stun-Gun Head-Butt, Elbow Slash (HK)

· Flash Chop (HP), Super Cancel, Stun-Gun Head-Butt, Air Stampede (HK)

· Flash Chop (HP), Super Cancel, Stun-Gun Head-Butt, Flash Chop (HP), standing close MK, Flash Chop (LP)

· Flash Chop (HP), Super Cancel, Stun-Gun Head-Butt, Jumping deep HP, Head-Butt
 
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Despair

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Q

Special Moves
Dashing Head Attack: Charge b for 2 seconds, then press f + P [EX]
Dashing Over-Head Attack: Charge b for 2 seconds, then press f + P, hold P
Dashing Leg Attack: Charge b for 2 seconds, then press f + K [EX]
High Speed Barrage: d, db, b + P [EX]
Capture and Deadly Blow: When close to the opponent, f, df, d, db, b + K

Kara Throws: MP, press b + MP

Personal Action: Increase in Defense
* Three of these will MAX out Q's defense, allowing him to take little damage

Super Arts
I Critical Combo Attack: d, df, f, d, df, f + P (2 Levels, medium gauge)
II Deadly Double Combination: When close to the opponent, d, df, f, d, df, f + P (1 Level, large gauge)
III Total Destruction: d, df, f, d, df, f + P, when close to the opponent, d, df, f +P/K (1 Level, large gauge)

Combos

· Jumping deep HP, standing close MK, Dashing Head Attack (MP)

· Jumping deep HP, standing close MK, High Speed Barrage (MP)

· Jumping deep HP, standing close MK, EX Dashing Head Attack, Dashing Head Attack (MP)

· Jumping deep HP, standing close MK, EX High Speed Barrage

· Capture & Deadly Blow (HK), Dashing Head Attack (MP)

· Capture & Deadly Blow (HK), Dashing Leg Attack (MK)

· Jumping deep HP, standing close MK, Dashing Head Attack (MP), Super Cancel, Critical Combo Attack

· When the opponent is crouching, Dashing Over-Head Attack (HP), Super Cancel, Critical Combo Attack

· Jumping deep HP, standing close MK, Dashing Head Attack (MP), Deadly Double Combination, Dashing Head Attack (MP)

· Jumping deep HP, standing close MK, Dashing Head Attack (MP), Deadly Double Combination, Dashing Leg Attack (MK)

· When the opponent is crouching, Dashing Over-Head Attack (HP), Deadly Double Combination, Dashing Head Attack (MK)

· When the opponent is crouching, Dashing Over-Head Attack (HP), Deadly Double Combination, Dashing Leg Attack (MK)

· Total Destruction, Jumping deep HP, standing close MK, Total Destruction (P)

· Total Destruction, Capture & Deadly Blow (HK), Total Destruction (P)
 
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Despair

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The Basics to SF3:Third Strike

Block: You can defend yourself against special moves, combos, regular moves and super arts by blocking. When the opponent attacks, hold back for a upper block. For a lower block, hold down-back. All attacks are not blockable. In addition, when you block a Special Move, EX Move or Super Art, you will take chip damage. This is just a small amount of damage compared to being hit directly by a Special Move, EX Move or Super Art. Over-Head attacks cannot be blocked low but they can however be blocked high.

Super Jump: quickly press down, up to jump higher than a normal jump. A Super Jump can also be angled by pressing, down-back, down, down-forward and then pressing up-back, up, up-forward. In addition some techniques can also be Super Jump cancelled.

Dash: to cover more ground quickly than a basic walk or jumping, you can dash forward into an assault by quickly pressing forward, forward. You can also retreat to safety by quickly pressing back, back.

Parrying: This a more offensive form of blocking. For you will ward off your opponent's attack(s) and not take any damage. When the opponent attacks, press forward for a standing parry. If the opponent attacks low, press down. Over-Heads work the same; you must parry high and not low. Parrying can also be done in the air. All forms of attacks can be parried, from normal moves, special moves, EX Moves and Super Arts. It can be possible to parry one hit and block the rest or take the additional hit(s). Some attacks can be harder to parry than others. Parrying works the same as blocking, if you block low against a certain attack, then you must parry low. In addition with parrying, you can launch an attack on your opponent after parrying. You can take the first move while your opponent recovers from their attack.

Red Parrying: This is exactly the same as normal parrying in every aspect. The only difference is you block an attack, and then parry. You will notice your opponent will flash red as they parry. Red Parries only work on multiple hitting techniques.

Quick Standing: When your opponent knocks you up in the air or throws you, instantly press down. You land and take half-damage of the attack you received.

Stun Recovery: When you are stunned, press all attacks buttons and directions in a random order to recovery quickly from a stun.

Throws & Grapple: When close to the opponent, press LP + LK to throw or grab your opponent. Some characters even have airborne throws & grapples. Some characters also have various throws by pressing forward, back or keeping the direction neutral while activating a throw. To throw your opponent behind you to the other side, use back + Jab Punch & Short Kick.

Grapple Defense: When the opponent executes a grapple or throw; press LP + LK. This will result in a quick escape from your opponents grapple.

Kara Throw: By inputting an additional button with LP + LK, you will Kara-throw. You will cancel your basic attack and advance forward to throw. Some characters also have Kara-Throws that will advance them backwards. In addition with air throwing characters, Kara-Air Throws are possible. In each character section,everyone's best normal cancel and suitable kara-throws are displayed.

Leap Attack: By pressing MP + MK, your character will execute a short jump attack. These have been known to also be universal over-heads. Leap Attacks cannot be parried or blocked low.

Personal Action: By pressing HP + HK, your character will taunt the opponent. Some personal actions do attack the opponent. These are blockable and able to be parried. Personal Actions will leave you open, but at the same time everyone's Personal Action has a unique effect.

EX Moves: By inputting 2 punch or kick buttons for the required special move command, you will execute an EX Move. EX Moves are available to use when your gauge is blinking light blue or is at max. EX Moves are enhanced special moves, but not all special moves can be EX'ed. EX Moves tend to have more priority, speed, damage, multiple hit properties or range. EX Moves use a certain amount of gauge.

Super Arts: Each character has 3 different Super Arts to pick from. All Super Arts are different in commands, gauge length and levels. Super Arts are more powerful special moves. To activate a Super Art, you must have at least 1 Level of gauge. Yet some Super Arts require a MAX level gauge. In other words, your gauge must be completely full to activate the required Super Art. Super Arts will use one level of gauge.

Juggling: All characters have launcher like moves. These are strong attacks that launch your opponent in the air. Some are normal moves and others can be special moves, ex moves or Super Arts. Yet some moves must be activated as an anti-air against jumping opponents, in order to juggle them. You can juggle your opponent twice with a normal move, special move or ex move. Super Arts will resent your juggle limit. While being juggled you cannot block, only parry. The maximum amounts of a juggle combo are 6 hits.

Cancels: When inputting a normal attack, special move or EX Move. You can quickly input the command to a Special Move, EX Move or Super Art. This will result in canceling the last few frames of your attack into another attack. Although, not all attacks are cancelable.

Partioning: This effects only charging moves, charge partitioning is when you separate the charge time for a single move into more than one section. Which is to say, instead of charging for a full two seconds; you charge, interrupt it with something, charge again, then perform the move. You can break the charge up into a few moves if you want to, just know how long it takes to get the minimum charge. For instance, you can dash back and forth several times while charging downward, and all charge time will go together provided you go back to charging as soon as possible after inputting the dash commands.

Grade Judge System: When playing in Arcade mode your play is evaluated in various factors. This includes Offense, Defense, Tech Points and EX points. The worst grade to get is an F. The highest grade to get is an S. When you complete or not continue in arcade mode, your overall grade will be displayed. Including your final battle that you either won or lost.

System Direction - This allows you to change certain aspects, such as input times for moves, damage system, super arts etc. Normal is the default game sytem, when you edit it and save it. Load it up and choose orignal.
 
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Despair

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Twelve strats

Advanced Strategy

Twelve is bit of brain buster. It’s not a flashy combo machine; it can’t be picked up and easily played like a Shotokan scrub either. Twelve doesn’t come close in game play to anyone. Although, it does share a few similar moves to Necro. They both have the same standing jab punch, strong punch, short kick, crouching jab punch, short kick, strong punch and forward kick. They are both decently effective at pokes. In addition, they both carry a rapid-fire general counter move. At the same time, this doesn’t mean Necro players can pick up on Twelve quickly. Twelve is a very mobile fighter with good defenses. Twelve can be suitable for turtling since Twelve is not a typical rush down character. The main goal with Twelve is to mix-up your attacks, keep your opponent away from you and make your opponent play guessing games.

Twelve is not just a brain buster to its players but also to its opponents. Most of the time you want to stay on the defensive side with Twelve. Its best pokes and keep aways are standing strong punch and standing roundhouse kick. Standing strong punch is a lot safer due to the fact it has lesser recovery time, unlike standing roundhouse kick. Standing roundhouse is also an easy move for the opponent to set up a nasty counter to with so much as a Super Art.

At the same time, you must mix up these attacks. You must also learn to mix up N.D.L.’s when needed. These will always keep your opponent guessing and at a far distance. If your opponent is standing close, use a standing close jab punch, short kick, N.D.L. with strong punch. This will push your opponent away to a further distance. Then tag on a standing strong punch or standing roundhouse kick at the end. N.D.L.’s will also come in handy due to their surprise value and anti-air use. The only downfall of the N.D.L. is they cannot be two-in-one’d. N.D.L.’s also occupy various distances. If you don’t learn these distances you could easily leave yourself open and fail at your keep-away or poke string. Jab punch N.D.L. is for standing close. N.D.L. with strong punch occupies a step outside of standing close. A fierce N.D.L. occupies a much further space, so never use these when standing close or one-step outside of range. This will lead to a N.D.L. that goes behind your opponent. EX N.D.L.’s can be ok to use due to their juggling and reset use. They also have more anti-air priority. Just don’t abuse EX N.D.L.’s or you’ll be wasting your gauge.

To stay mobile with Twelve, you must learn floating. This will give good opportunities to build gauge with a floating fierce punch or roundhouse kick. Floating can also be used to set-up throws and combos. A backwards float into a D.R.A. with short kick is always a good confusing retreat. In addition, it will build gauge. Once you master floating, you must learn instant floating by pressing uf, f or ub, b. Floating is a great way to get from point a to point b. Twelve’s walk is excellent for traveling under projectiles, your opponent will not be stupid enough to launch a projectile. Again, resort to mix-ups. Use floats and dashes for a while and your opponent will tend to forget about Twelve’s walking advantage. Even though walking under projectiles is good and embarrassing to your opponent. You must have a good set-up to counter with. This is where standing strong punch and or standing roundhouse kick come into play.

Another thing that works just as good or even better is to jump back immediately when your opponent fires a projectile and use a D.R.A., your opponent will be stuck in their projectile throwing state and waiting to recover. This gives enough time to counter them with Twelve’s D.R.A. move. This strategy will confuse your opponent and once again make them think twice about using projectiles. However, if your opponent recovers first then they can use a general counter or anti-air counter. D.R.A. is relatively not a safe move, for if it is blocked, Twelve is left vulnerable. Although, EX D.R.A.’s don't result in vulnerability. An EX D.R.A. will keep you safe just about most of the time. Every now then use a short kick D.R.A. after you jump back, if the opponent is far away this will psyche them out. If you just so happen to land in front of the opponent go in for a poke, or Twelve’s crouching fierce or crouching roundhouse. A throw works just as well. A somewhat decent set-up for a well timed D.R.A. is Twelve’s standing close forward kick, Super Jump cancel and D.R.A., though this will look like a two-in-one, it is not. Yet, using this will confuse the opponent. Rather you score a successful hit or not, use a good crouching poke to keep the pressure on your opponent.

To keep Twelve defensive and somewhat offensive, he uses the A.X.E., a repetitive hitting counter. This can be used against standing, crouching and jumping opponents. This is Twelve’s only special that can be linked. Only strong punch and jab punch A.X.E. will link. Even if you cannot master Twelve’s difficult combos, its A.X.E. two-in-ones are always easy and good to use. Another value of this move is it can be used in the air. Fierce A.X.E.’s can come in handy for nasty cross up’s. Just don’t retain to using this for cross-ups continually. Regardless of the button you use, any strength A.X.E. just about works well in situations outside of combos. If you happen to be standing over a knocked down opponent, a well-timed A.X.E. will work well. The A.X.E. also take out airborne opponents. Except, for resets and combos you must refer once again to jab punch or strong punch anti-air A.X.E.’s. Yet, a jab punch A.X.E. is likely more reliable for anti-air’s. A.X.E. is also the only special move of Twelve’s that can be super canceled. Learning to super cancel this move can be rather difficult. You must be quick and precise, allowing only one hit from this attack. EX A.X.E. are not much different but work well in corner juggles. Try not to rely on this move or you’ll be wasting gauge. As far as wake-ups go, A.X.E. is not a bad choice. You can always use a crouching forward, crouching jab punch instead.

A neutral grapple from Twelve always guarantee’s a good wake-up game. Another thing Twelve is known for, is its airborne attacks that can easily whiff. Jumping fierce and roundhouse are among his best air attacks. Fierce has great range and roundhouse can quickly end your floating. A jumping roundhouse is also known to be a good combo starter. Overall, jumping roundhouse and forward kick is known to whiff the most. With roundhouse you can use this to your benefit. A well-timed deep roundhouse can be used to cross up your opponent or psyche out a cross up and still hit. If roundhouse is whiffed, then this opens up a great opportunity to throw your opponent. Throwing and floating is a big chunk of Twelve’s game. Floating keeps Twelve on the go, while throwing creates space between Twelve and its opponent.

Even though A.X.E. and N.D.L.’s remain as Twelve’s best anti-airs, it still has a few more. This includes crouching strong punch and crouching fierce punch. Never use crouching HP too much, for if blocked Twelve is left open. The same goes for crouching HK, Use these two attacks after you have blocked. Pop-Up Kick is decent but covers little ground. If you are a safe distance away from your opponent, feel free to use the Pop-Up Kick, it will recover quickly, pysch the opponent and build gauge. Use the Pop-Up Kick sparingly. Even though these anti-airs are rendered useless. Crouching strong punch is great for building gauge and crouching fierce can hit up to 3 times, if the opponent is grounded. Crouching fierce is also good due to its range and yet it still keeps Twelve at its original sitting position.

Never taunt with Twelve too much. Yes Twelve becomes invisible how neat, if your 5 years old. It gives Twelve no advantage and has a bad wind-up time. It can be good to confuse your opponent, but finding the right time to use it hard enough. After a throw (no neutral throw) then it's safe to use the taunt. The best set-up for the taunt, is if your far away and have knocked down the opponent. So EX N.D.L. works well. When invisible, try to keep quiet, dont use crouching HP, crouching HK, standing HK or any moves that where Twelve makes noise. You wanna stay sneaky as possible.
 
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Despair

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Twelve strats continued

Twelve’s super arts all resemble its game play as much as the other moves do. The X.N.D.L. is an enhanced N.D.L., with more range, anti-air potential, speed and packs more damage. Overall, X.N.D.L. is Twelve’s best super art. Twelve receives two average sized gauges, which are not difficult to max out. X.N.D.L. also works well in juggles, resets and combos. It looks like X.N.D.L. can pack some good wake up play but it doesn’t really. X.N.D.L. goes along with Twelve’s keep away play.

The X.F.L.A.T. is an all right Super Art. It carries a rather large gauge but is none the less an effective technique. Super Canceling it can be a pain, but it’s worth it. X.F.L.A.T. can just about be used in the same areas as D.R.A. does. However, using it to dodge a projectile and missing your opponent can be a real drag. If you’re cornered, the waste of a gauge is ok. The wind up time on this just gives a lot away. This move can work as an excellent counter but will do less damage and fewer hits. This means to not use it as an anti-air. If timed right, X.F.L.A.T. can be used as a wake-up similar to X.N.D.L’s wake-up value.

X.C.O.P.Y. is no other but a gimmick move. Twelve will take the form of its opponent and use their moves. In order to activate this move, you first got to build an enormous gauge. Then once activated, Twelve is left open for punishment. Then, when Twelve morphs back to his original form he is left open. It may give Twelve more combo ability and variety, but this move cannot be reset. Plus, if you don’t know your opponent, then you are in a bad situation. You must master every character to use the X.C.O.P.Y. maneuver. Even though it set-ups good combos from the help of Twelve’s A.X.E., X.C.O.P.Y. combos can be terrible or average. One pro about this move is you can use your opponent’s taunt and it will travel over to Twelve in his default form. The best time to use this move is when your opponent is stunned. You can also stun your opponent at the last minute and morph back into Twelve. Then while your opponent is stunned, you can use a Twelve combo of choice.

Twelve doesn't have many great match-up's. His best are against the bottom tiers such as Q, Sean and Hugo. He can work his way around with caution and defeat a Urien. Just play it safe. Evade his projectiles and counter. Don't get reckless with gliding or else Urien will fire his anti-air projectiles. However if he happens to corner you with Agesi Reflector, use any of these tatics. Throw Urien forward, jump back, and glide. If you do this at the perfect timing you should escape to safety. X.F.L.A.T. will work just as well with the cost of a bar. However, if your desperate to get outta that corner, then use it. Also, X.N.D.L.'s upper body invincibility always works. Although Twelve is no match for Elena. Elena will out prioritize everything you throw at her. Plus, you do not wanna cross her up. Just glide and poke. Run-away and poke. Try to run outta time, as long as you win heh. Ken will definetly beat you to. Just wait for a close Shoryuken to counter him. Use those pokes and try to bait him in. Chun-Li will own you no matter what. Never, I repeat never use a standing HK on a good Chun-Li. They'll counter you with Houyoku-Sen. When it comes to Hugo, stay on him but also run-away. Just don't rush him down. Don't glide too much. Try to stay grounded and use N.D.L.'s to keep him away. When Hugo goes for the Megaton press. a gliding MP will easily snuff him. Also, ig you want to own Hugo, neutral throw, then use X.N.D.L. or X.F.L.A.T. since Hugo has a bad recovery time from a knockdown. This will look like a combo but it isn't.
 

Despair

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Alex Strats

Alex defines the close-range fighter. You could almost say he is the epitome of this game. He's also a good grappler. Yet, he coems nothing close to CAPCOM's other grapplers, such Zangief, T. Hawk, Hugo etc. Alex is greatly balanced. He has both tools for offense and defense. For a big character he's also relatively fast. Yet, some of his moves are slow in general.

Alex tends to suffer from far range and decent pokes. Alex works well in close-range combat. Alex does have a few good far range moves such as, Jumping HK, standing HK and standing far MK. With Alex though, you don't always wanna poke your opponent outta distance. Keep them close. Only refer to poking to keep the pressure on them and off of you. Alex's best pokes are standing close MK, which will put you in distance for his standing far long range MK. Crouching MK x 2 and crouching MP x 2 also work well. LP's are decent but not dependable.

Alex is also well known for dealing good stun damage. The jumping deep HP, Head-Butt, does excellent stun damage. His fierce Flash Chop links also do good stun damage. When the opponent is stunned always go in for the kill with a combo or grapple. In addition, Alex has a double stun combo. Talk about a Guile wanna-be. Stun the opponent, then end the stun with a Flash Chop (HP), super cancel it with the Stun-Gun Head-Butt (LP) right in time to combo. Then use any Stun-Gun Head-Butt combo of your choice. This does miracoulous damage in the end.

Alex makes good use of both air and ground combat. His standing HK, crouching HP, Air Knee Smash and lariat are all great anti-airs. This is what also makes Alex so balanced. Always use crouching HP as an anti-air, that's the only good thing it's for. Standing HK can be a bit slow and unreliable. Lariat is good, but Air Knee Smash takes the cake. A range controlling anti-air. Espcially since the EX one can stuff grounded opponets, giving this good combo use.

Flash Chop and Power Bomb are Alex best moves. Well timed Flash Chops can kill projectiles. You must learn to anticipate them, in order to Flash them. Flash Chop can also be an anti-air but just stick to Air Knee Smash. Flash Chop is great, cause it can start and end combos. It does decent stun damage. In addition, it can be EX'ed. What more could you ask for? Flash Chop (HP) will spin the opponent around opening up for a combo. The wind-up time is expensive and this move cannot be tow-in-one'd. Flash Chop (MP) is a bit quicker, it can be used in the same way to start combos, but it's just more difficult. Flash Chop (LP) is the fastest and used to end combos and two-in-ones. Power Bomb is great move since you can tag it on after a Flash Chop with HP or MP. This little two-hitter will look good and do great damage. If used after a Flash CHop (HP), the Power Dive will keep you close after execution. If you do this move by it's self, then it will keep you at a safe distance. However, it's range is small. If missed, Alex is left open. It can be used to snuff a jumping opponent. It'll connect best if they are super deep or just beginning to jump. This move always work great after a close range parry. This is where the close-range fighting comes in, after all this is no Spinning Pile Driver.

Elbow Slash and Air Stampede come into the defense games. Air Stampede is great due to its suprise value. Elbow Slash works the same, but not as good when at far range. An incoming Elbow Slash from far away, is easily seen. Plus if it is blocked, Alex will be open for attack. If blocked, go in for a crouching poke. If timed right Elbow Slash can be a rather ok anti-air. Air Stampede works the same though, but it's not as punishable when blocked. Air Stampede just lacks range. EX Air Stampede alsmot has the same range but just comes out faster. EX Elbow Slash works the same, except it's faster and does 2 hits. If you got Boomerang Raid, go in for the kill after a successful Elbow Slash. For this combo good looking, easy and does good damage.

Spiral DDT is a terrible move. You can duck, Hugo can easily miss it if he is stunned. It can be linked, has bad wind-up time and recovery time. Plus with the angle it goes, you would think it can be used teh same as Air Knee Smash. WRONG! The whole time during this move, your opponent will be thinking "Wha the hell is he doing?!" use this less than sparingly, will rarely score a clean hit, unless stunned. It does decent damage, but isn't worth it. Another move just as worthless is Power Dive. It covers good screen, but has bad wind-up time. If you want good range in a jump, just stick to HK.

Even though Alex has one grapple, he carries bouns points. The Head-Butt and grappler fest. They are both far-range, can be used after a Flash Chop (HP), and do good dfamage overall. They even stun well. However they can be blocked, as long as your at a safe range, then your safe.

If your on the defense with Alex, use his long range attacks ranging from standing HK, standing far MK, crouching HK and a few pokes. Don't use standing HP, except for mix-up's. This move is a bit slow. Also use a Head Butt to stay safe and far. Power Bombs will works since they move you away from the opponent. Just keep in mind, Alex does work better at close-range. So don't turtle forever.

Alex's taunt is rather ok but useless. It'll power up his next attack. Even though, if this taunt is held down longer, you must delay for a while to pack a heavy amount of damage. Use this after a Power Bomb or Hyper Bomb by their self. Just don't delay it.
 
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Despair

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Alex Strats continued.

Alex's super arts all contribute to his close range fighting. The best is probaly Stun-Gun Head-Butt but some people recomend Boomerang Raid. Hyper Pomb, gives Alex no variety in combat. It's close range. Leaves him open after execution if missed. It can snuff jumping opponents. It can also only be linked after a Flash Chop (HP). If it is linked after a Flash Chop (HP) then it does 6 hits instead of three. They pay-off of the damge is good, but it takes a long time to build your gauge. Overall, it's just a powered up version of Hyper Bomb.

Boomerang Raid works well againts cornered opponents. Some people like this S.A. cause it carries two gauges. Enabling more use for EX moves. It is a bit difficult to combo and or super cancel into. The bad thing is, if blocked, it works just like apoke and pokes you to a far distance. Then you miss your Power Bomb finish, leaving Alex vulnerable. With it's pushback properties, don't use this on an Aegis Reflector. Or else you'll poke yourself into DEATH!!!

Stun-Gun Head-Butt is a very viable move. It's distance can be controlled with LP (close range), MP (mid-range) or HP (far range). It also has great suprise value, when close or not. Juts don't trust Alex on his words "You can't escape". The opponent can easily anti-air you, or just move outta harms way. This is why it's best used after a Flash Chop (HP). Then do the Flash Chop (HP), Power Bomb (HP) combo for the most damage. Since they move automatically stuns your opponent, you can combo them or taunt them. The double stun also gives this move some priority. Just don't use it to kill the stun on your opponent or else it won't stun. This S.A. also carries a small 1 level gauge to build up easy. You just wanna stick to Stun-Gun Head-Butt and not too many EX moves. Try your best to use the Jumping fierce, Head-Butt to stun, then you can set-up a double stun combo.
 

Takumaji

Krautmin
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20,462
Nice writeups, despair. Bit hard to read but very informative, good work!
 

Shinji

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curious to where you got this from (or if you wrote it for some site, or have your own)
 

Despair

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I just wrote them for fun and other people's benefit yet I'm tryin to get them to gamefaqs.com why u ask?
 

Shinji

Gai's Trainer
Joined
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Posts
1,332
Despair said:
I just wrote them for fun and other people's benefit yet I'm tryin to get them to gamefaqs.com why u ask?

because the first few posts were a few minutes in between, so I was curious.

great job :)
 
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