Street Fighter 3: New Generation/Alex

From SuperCombo Wiki

Introduction

As the new main character of Street Fighter at the time, Alex was created to be another well-rounded character like Ryu and Ken, but also original from the Shoto archetype. As such, he is a semi-grappler who is both strong and decently swift, has good health and can rack up a lot of stun very quickly, with a breadth of various and unique tools to work with. While he may not have many combos or offensive mixups, in the right hands, he can bring down his opponents quicker than anyone else in the game.

Super Arts

SA1: Hyper Bomb

Alex's command grab SPD super. Very high damage and has some useful invul. The startup is not instant which leads to your opponent being able to jump out unless in very specific setups. The only time that it is ever guaranteed is after amp or Fierce Flash Chop. Can be useful against low stamina characters that are very offense oriented as it can frighten their offense as they will explode for overcommitting

SA2: Boomerang Raid

Alex's most obviously useful super, and the general go-to option. With 2 stocks, Alex has more access to his EX moves which make him much strong. Also easy to combo into. One issue is the grab won't connect if the opponent is too far.

SA3: Stun Gun Head-butt

Fairly strong with high damage, and has it's uses vs characters with no anti-airs. Also can punish a blocked Chun crMK, so take that as you will. The Stun Gun Trap is escapable so this super is fairly gimmicky, however it's not very easy to avoid. Has the smallest stock bar of all Alex's SAs which means you have more opportunity to use the SA itself, but less so for EX moves which is a notable downside.

Strengths Weaknesses
  • Example 1
  • Example 2
  • Example 3
  • Example 4
  • Example 1
  • Example 2
  • Example 3
  • Example 4
Alex
NG Alex Portrait Art.png
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?
New Generation 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.

  • "ch": Chain cancel (into itself or another light attack), refer to description for options.
  • "self": Self-only chain cancel. Much more restrictive than a standard chain cancel.
  • "tc": Target combo, refer to description for options. Successive attacks in a target combo may warrant their own move entry.
  • "dash": Grounded dashes.
  • "sj": Super jump.
  • "sp": Special move.
  • "su": Super Art.
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.

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)
Close LP
Lp.png (cl)
(alexcloselp).gif
Startup Active Recovery Hit Cr. Hit
4? 2? 9? 1? 1?
Damage Stun Attack Parry Block
5? 5? H? A? 1?
  • Cancel options: ch sp su?
5LP (far)
Far LP
Lp.png (far)
(alexlp).gif
Startup Active Recovery Hit Cr. Hit
4? 2? 8? 1? 1?
Damage Stun Attack Parry Block
5? 5? H? A? 1?
  • Cancel options: ch sp su?
5MP
Stand MP
Mp.png
(alexmp).gif
Startup Active Recovery Hit Cr. Hit
4? 3? 12? - 1?
Damage Stun Attack Parry Block
17? 11? H? H? -1?
  • Cancel options: sp su?
  • 8 kara range?
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
5HP
Stand HP
Hp.png
(alexhp).gif
Startup Active Recovery Hit Cr. Hit
14? 4? 16? 1? 3?
Damage Stun Attack Parry Block
25? 19? M? H? -1?
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
5LK
Stand LK
Lk.png
(alexlk).gif
Startup Active Recovery Hit Cr. Hit
5? 3? 10? - -
Damage Stun Attack Parry Block
7? 3? H? A? -
  • Cancel options: sp su?
  • 8 kara range?
5MK (cl)
Close MK
Mk.png (cl)
(alexclosemk).gif
Startup Active Recovery Hit Cr. Hit
5? 3? 12? 1? 2?
Damage Stun Attack Parry Block
18? 9? H? H? -
  • Cancel options: sp su?
  • 8 kara range?
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
5MK (far)
Far MK
Mk.png (far)
(alexmk).gif
Startup Active Recovery Hit Cr. Hit
11? 3? 14? - 1?
Damage Stun Attack Parry Block
17? 9? H? H? -1?
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
5HK
Stand HK
Hk.png
(alexhk).gif
Startup Active Recovery Hit Cr. Hit
16? 5? 29? - 2?
Damage Stun Attack Parry Block
26? 21? H? H? -13?
  • -16 kara range?
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?




Command Normals

6MP
High Chop
f+MP
F.png+Mp.png
(alexfmp).gif
Startup Active Recovery Hit Cr. Hit
7? 5? 10? - -
Damage Stun Attack Parry Block
19? 9? M? H? -2?
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
4HP
Headbutt
b+HP
B.png+Hp.png
(alexbhp).gif
Startup Active Recovery Hit Cr. Hit
8? 4? 23? - -
Damage Stun Attack Parry Block
32? 23? H? N? -11?
  • 72 throw range?
  • Whiffs on crouching opponents?
    • Against crouching Dudley and Oro, it can combo after a deep jump normal?
  • Self meter gain: Whiff: 3, Hit: 11, Block: 9.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
4HP (opp turn, mash)
Sleeper Hold
b+HP (reverse)
B.png+Hp.png
(opp turn, mash)
(alexjbhpr).gif
Startup Active Recovery Hit Cr. Hit
8? 4? 23? 4? -?
Damage Stun Attack Parry Block
40? 24? T? N? -11?
  • Same input as Headbutt, but on back turned opponents?




Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(alexclp).gif
Startup Active Recovery Hit Cr. Hit
4? 2? 9? 1? 1?
Damage Stun Attack Parry Block
5? 5? H? A? 1?
  • Cancel options: ch sp su?
  • 16 kara range?
2MP
Crouch MP
D.png+Mp.png
(alexcmp).gif
Startup Active Recovery Hit Cr. Hit
7? 2? 13? 1? 2?
Damage Stun Attack Parry Block
16? 7? H? A? -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
2HP
Crouch HP
D.png+Hp.png
(alexchp).gif
Startup Active Recovery Hit Cr. Hit
13? 5? 22? D? D?
Damage Stun Attack Parry Block
23? 7? H*H? A*A? -9?
  • 2nd hit whiffs on crouch blocking opponents; number of required parries depends on opponent height?
  • Self meter gain: Whiff: 3, Hit: 18, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
2LK
Crouch LK
D.png+Lk.png
(alexclk).gif
Startup Active Recovery Hit Cr. Hit
5? 2? 8? 2? 2?
Damage Stun Attack Parry Block
5? 3? L? L? 2?
  • Cancel options: sp su?
2MK
Crouch MK
D.png+Mk.png
(alexcmk).gif
Startup Active Recovery Hit Cr. Hit
8? 3? 12? - 1?
Damage Stun Attack Parry Block
12? 3? L? L? -1?
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
2HK
Crouch HK
D.png+Hk.png
(alexchk).gif
Startup Active Recovery Hit Cr. Hit
11? 2? 29? D? D?
Damage Stun Attack Parry Block
23? 3? L? L? -15?
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?




Jumping Normals

j.LP
Jump LP
U.png+Lp.png
(alexjlp).gif
Startup Active Recovery Hit Cr. Hit
4? 12? - - -
Damage Stun Attack Parry Block
7? 5? M? H? -
j.MP
Jump MP
U.png+Mp.png
(alexjmp).gif
Startup Active Recovery Hit Cr. Hit
5? 3? - - -
Damage Stun Attack Parry Block
14? 13? M? H? -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
j.HP
Jump HP
U.png+Hp.png
(alexjhp).gif
Startup Active Recovery Hit Cr. Hit
8? 3? - - -
Damage Stun Attack Parry Block
24? 15? M? H? -
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
j.LK
Jump LK
U.png+Lk.png
(alexjlk).gif
Startup Active Recovery Hit Cr. Hit
4? - - - -
Damage Stun Attack Parry Block
10? 7? M? H? -
j.MK
Jump MK
U.png+Mk.png
(alexjmk).gif
Startup Active Recovery Hit Cr. Hit
9? 3? - - -
Damage Stun Attack Parry Block
16? 11? M? H? -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
j.HK
Jump HK
U.png+Hk.png
(alexjhk).gif
Startup Active Recovery Hit Cr. Hit
8? 4? - - -
Damage Stun Attack Parry Block
21? 15? M? H? -
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
2HP (air)
Flying Cross Chop
Superman Dive
D.png+Hp.png (air)
(alexjdhp).gif
Startup Active Recovery Hit Cr. Hit
10? 11? 26? -9 ~ 0? -4 ~ 0?
Damage Stun Attack Parry Block
21? 11? M? H? -20 ~ -11?
  • Self meter gain: Whiff: 3, Hit: 15, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.?




Target Combos

2LK,2K
Crouch LK -> Crouch MK (TC)
D.png+Lk.png>D.png+Mk.png
Startup Active Recovery Hit Cr. Hit
8? 3? 12? - 1?
Damage Stun Attack Parry Block
12? 3? L*L? L*L? -1?
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
2LK,2HK
Target Combo
(cr.LK > cr.HK)

D.png+Lk.png>D.png+Hk.png
Startup Active Recovery Hit Cr. Hit
11? 2? 29? D? D?
Damage Stun Attack Parry Block
23? 3? L*L? L*L? -15?
  • This Target Combo does not combo but instead serves as a frame trap?
  • Only a 2f window to input the cr.HK, near the end of the cr.LK animation?
  • Self meter gain: Whiff: 3, Hit: 17, Block: 9.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?




Throws

LPLK
Body Slam
Throw
(B.png/F.png)+Lp.png+Lk.png
(alexbsl).gif
Startup Active Recovery Hit Cr. Hit
2? 1? 21? D? D?
Damage Stun Attack Parry Block
24? 16? T? N? -
  • 30 throw range?




Universal Overhead

MPMK
Flying Knee
Universal Overhead
Mp.png+Mk.png
(alexoh).gif
Startup Active Recovery Hit Cr. Hit
15? 10? 5? 0 ~ 8? 1 ~ 9?
Damage Stun Attack Parry Block
7? 3? M? H? -5 ~ 7?




Specials

236P
Flash Chop
Flash Chop
Qcf.png+P.png
(alexchop).gif
Lp.png/Mp.png/Hp.png
LP? Startup Active Recovery Hit Cr. Hit
11? 2? 17? 0? 0?
Damage Stun Attack Parry Block
21? 7? H? H? -2?
  • Self meter gain: Whiff: 3, Hit: 16, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.?
MP? Startup Active Recovery Hit Cr. Hit
15? 3? 19? 14? 14?
Damage Stun Attack Parry Block
23? 9? H? H? -2?
  • Cancel options: su?
  • Backturns opponent?
  • Self meter gain: Whiff: 3, Hit: 16, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.?
HP Startup Active Recovery Hit Cr. Hit
19? 4? 17? 15? 15?
Damage Stun Attack Parry Block
24? 15? H? H? -1?
  • Cancel options: su?
  • Backturns opponent?
  • Self meter gain: Whiff: 3, Hit: 16, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.?
63214P
Power Bomb
Command Grab
Hcb.png+P.png
(alexpbomb).gif
Lp.png/Mp.png/Hp.png
LP? Startup Active Recovery Hit Cr. Hit
6? 2? 35? D? D?
Damage Stun Attack Parry Block
28? 18? T? N? -
  • 48 throw range?
  • Self meter gain: Whiff: 2, Hit: 20, Block: 0.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
MP? Startup Active Recovery Hit Cr. Hit
7? 2? 41? D? D?
Damage Stun Attack Parry Block
32? 18? T? N? -
  • 44 throw range?
  • Self meter gain: Whiff: 2, Hit: 20, Block: 0.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
HP? Startup Active Recovery Hit Cr. Hit
8? 2? 44? D? D?
Damage Stun Attack Parry Block
35? 18? T? N? -
  • 40 throw range?
  • Self meter gain: Whiff: 2, Hit: 20, Block: 0.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
63214P (opp turn)
Back Drop
Reverse Command Grab
Hcb.png+P.png (opp turn)
(alexbdrop).gif
Lp.png/Mp.png/Hp.png
LP? Startup Active Recovery Hit Cr. Hit
6? 2? 35? D? D?
Damage Stun Attack Parry Block
32? 20? T? N? -?
  • 48 throw range?
  • Self meter gain: Whiff: 2, Hit: 20, Block: 0.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
MP Startup Active Recovery Hit Cr. Hit
7? 2? 41? D? D?
Damage Stun Attack Parry Block
35? 20? T? N? -?
  • 44 throw range?
  • Self meter gain: Whiff: 2, Hit: 20, Block: 0.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
HP Startup Active Recovery Hit Cr. Hit
8? 2? 44? D? D?
Damage Stun Attack Parry Block
40? 20? T? N? -?
  • 40 throw range?
  • Self meter gain: Whiff: 2, Hit: 20, Block: 0.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
623K
Air Knee Smash
AA Knee
Dp.png+K.png
(alexaksm).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
6? 6? 35? D? D?
Damage Stun Attack Parry Block
21? 14? H (air)? H (air)? -?
  • 43 throw range?
  • If Alex holds down when landing, he will be in a crouching recovery state?
  • Self meter gain: Whiff: 2, Hit: 18, Block: 0.?
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.?
MK Startup Active Recovery Hit Cr. Hit
7? 10? 34? D? D?
Damage Stun Attack Parry Block
24? 14? H (air)? H (air)? -?
  • 43 throw range?
  • If Alex holds down when landing, he will be in a crouching recovery state?
  • Self meter gain: Whiff: 2, Hit: 18, Block: 0.?
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.?
HK Startup Active Recovery Hit Cr. Hit
8? 12? 33? D? D?
Damage Stun Attack Parry Block
26? 14? H (air)? H (air)? -?
  • 43 throw range?
  • If Alex holds down when landing, he will be in a crouching recovery state?
  • Self meter gain: Whiff: 2, Hit: 18, Block: 0.?
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.?
28K
Air Stampede
Stomp
hold D.png,U.png+K.png
(alexstomp).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
23? 2? 24? D? D?
Damage Stun Attack Parry Block
21? 11? M? H? -3?
  • 1f grounded throw/lower body invulnerable, 5f airborne?
  • Opponent cannot quick rise after knockdown?
  • Self meter gain: Whiff: 3, Hit: 12, Block: 4.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
MK Startup Active Recovery Hit Cr. Hit
25? 2? 24? D? D?
Damage Stun Attack Parry Block
24? 11? M? H? -3?
  • 1f grounded throw/lower body invulnerable, 5f airborne?
  • Opponent cannot quick rise after knockdown?
  • Self meter gain: Whiff: 3, Hit: 12, Block: 4.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
HK Startup Active Recovery Hit Cr. Hit
26? 2? 24? D? D?
Damage Stun Attack Parry Block
28? 11? M? H? -3?
  • 1f grounded throw/lower body invulnerable, 5f airborne?
  • Opponent cannot quick rise after knockdown?
  • Self meter gain: Whiff: 3, Hit: 12, Block: 4.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?




Super Arts

4268P (SA1)
Hyper Bomb
SA1
360.png+P.png (SA1)
(alexsa1).gif
Startup Active Recovery Hit Cr. Hit
2? 2? 33? D? D?
Damage Stun Attack Parry Block
88? 18? T? N? -
  • 68 throw range?
  • 1-4f fully invulnerable (until end of active frames)?
  • Opponent can jump out after super freeze if they have not committed to another action?
236236P (SA2)
Boomerang Raid
SA2
Qcf.pngQcf.png+P.png (SA2)
(alexsa2).gif
Startup Active Recovery Hit Cr. Hit
1? 14? 41? D? D?
Damage Stun Attack Parry Block
59? 20? H? H? -46 ~ -84?
  • 68 throw range?
  • 1-4f fully invulnerable (up to its 3rd active frame)?
  • Frame advantage on block varies drastically based on which hits connect; large amount of pushback on each blocked hit?
  • Even if the first 4 hits don't connect, the Power Bomb at the end can still throw the opponent if they are in range?
    • This is especially common if the opponent crouch blocks in the corner?
236236P (SA3)
Stun Gun Headbutt
SA3
Qcf.pngQcf.png+P.png (SA3)
(alexsa3).gif
Startup Active Recovery Hit Cr. Hit
25? 3? 17? stun? stun?
Damage Stun Attack Parry Block
31? 100%? T? N? -
  • 61 throw range?
  • Will grab airborne opponents that try to jump away after Elbow xx SA3 blockstring?
  • Button strength determines range (LP = close, HP = far)?
  • Will always stun, except in rare re-stun combo attempts against high stun characters?

NG Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Select Your Character
Alex
Dudley
Elena
Ibuki
Ken
Necro
Oro
Ryu
Sean
Yun
Gill