Street Fighter 3: 3rd Strike/Alex/Archive

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Alex's Frame Data.

"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.

"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 are +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 are +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.

"Grd": This is just stating what form of guard (High or Low) must be used to block this move. It will either be H (High), L (Low), HL (Both), T (Techable), U (Unblockable).

"Pry": This is just stating what form of guard (High or Low) must be used to block 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 Gouki (Akuma) to Hugo. This is so you can see the maximum and minimum damage the attack is capable of doing.

"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).

"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.


Name: [StUp] BkAd/HtAd/CHAd SlCn/SpCn Grd/Pry Dmg (JPT) UFN

"Normals"

S.Jab: [4] +1/+1/+1 Yes/Yes HL/HL 3-5 (1) 2

S.Sht: [5] +0/+0/+0 Yes/Yes HL/HL 5-7 (1) 3

S.Stg: [4] -1/+0/+1 Yes/Yes HL/H 12-17 (1) 3

S.Fwd: [11] +0/+1/+2 No/No HL/HL 12-17 (1) 4

S.Frc: [14] -1/+1/+3 No/No H/H 18-25 (-) 4

S.Rdh: [16] -13/+0/+2 No/No HL/H 19-26 (1) 3

SC.Jab: [4] +1/+1/+1 Yes/Yes HL/HL 3-5 (1) 3

SC.Fwd: [5] -1/+0/+1 Yes/Yes HL/HL 13-18 (1) 4

C.Jab: [4] +1/+1/+1 Yes/Yes HL/HL 3-5 (1) 3

C.Sht: [5] +2/+2/+2 Yes/Yes L/L 5-7 (1) 3

C.Stg: [7] +0/+1/+2 No/No HL/HL 11-16 (1) 3

C.Fwd: [8] -1/+0/+1 No/No L/L 9-12 (X) 4

C.Frc: [13] -9/ D/ D No/No HL/HL 16-23 (1/5) 2

C.Rdh: [11] -15/ D/ D No/No L/L 16-23 (-) 2

J.Jab: [4] - - H/H 5-7 (3) 3

J.Sht: [4] - - H/H 7-10 (3) 3

J.Stg: [5] - - H/H 10-14 (3) 2

J.Fwd: [9] - - H/H 11-16 (3) 3

J.Frc: [8] - - H/H 18-24 (3) 3

J.Rdh: [8] - - H/H 15-21 (3) 3


"Special Normals"

T.Stg [7] -1/+0/+1 No/No HL/HL 14-19 (1) 4

T.Frc [9] -1/+1/+3 No/No HL/H 17/24 (6) 2

A.Frc [8] -11/+3/+3 No/No HL/U 23-32 (X) 2

DT.Frc (air) [10] - - H/H 15-21 (3) 2


"Specials"

Jab.Flash Chop [12] -2 No HL/H 15-21 (6) 4

Stg.Flash Chop [16] -1 Yes HL/H 16-23 (6) 3

Frc.Flash Chop [20] -1 Yes HL/H 18-24 (6) 3

EX.Flash Chop [10] -1 Yes/No HL/H 24-34 (6) 4

Jab.Power Bomb [7] - No U/U 20-28 (X) 4

Stg.Power Bomb [8] - No U/U 23-32 (X) 3

Frc.Power Bomb [9] - No U/U 25-35 (X) 3

Sht.DDT [21] - No U/U 20-28 (X) 2

Fwd.DDT [24] - No U/U 20-28 (X) 3

Rdh.DDT [27] - No U/U 20-28 (X) 2

Sht.Air Knee [7] - No H/H 15-21 (6) 3

Fwd.Air Knee [8] - No H/H 17-24 (6) 3

Rdh.Air Knee [9] - No H/H 19-26 (6) 3

EX. Air Knee [4] - No H/H 24-33 (6) 4

Sht.Slash Elbow [16] -2 Yes HL/H 12-17 (3) 3

Fwd.Slash Elbow [19] -8 Yes HL/H 15-21 (3) 2

Rdh.Slash Elbow [21] -8 Yes HL/H 18-24 (3) 2

EX.Slash Elbow [10] -6 Yes HL/H 19-27 (6) 4

Sht.Air Stomp [24] -3 No H/H 15-21 (-) 3

Fwd.Air Stomp [26] -3 No H/H 18-24 (-) 3

Rdh.Air Stomp [27] -3 No H/H 20-28 (-) 3

EX.Air Stomp [27] -3 No H/H 23-32 (-) 3


"Supers"

Hyper Bomb [3] - - U/U 64-88 (-) 2

Hyper Bomb (Bk) [3] - - U/U 71-99 (-) 2

Boomerang Raid [3] - - H/H 43-59 (1) 3

Stun Gun Headbutt [27] - - U/U 22/31 (-) 2