Street Fighter 3: 3rd Strike/Alex/Combos

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Combos

Target Combos

  • 2LK > 2MK
A quick double low that is fairly safe, but leads to no knockdown.
  • 2LK > 2HK
Another double low into sweep, but does not combo, instead acting as a frame trap. Very tight 2f window to properly input this.

Combo List

Alex combos are extremely limited, even with meter on the table. The lack of many cancellable normals that combo into any specials leaves his grounded punishes simple and fairly low damage, so learning to maximize reward when you can is key.

Basic Combos
Combo Position Damage Stun Difficulty Notes
cl.MK > 236LP Anywhere 31 15 Very Easy Your meterless BNB. You'll basically always use this if you get a close punish and don't want to spend meter. Doesn't net a knockdown, but leaves you 0 on hit and leaves you in range to run some more offense afterwards.
5MP > 236LP Anywhere 30 17 Very Easy A slight alternative, 5MP isn't range reliant and is a frame faster, but LP Chop can fall out at far ranges, especially on crouchers.
236HP, cl.MK > 236LP Anywhere 53 29 Very Easy The signature stun punish. Alex does rack up stun very fast, so you'll get a chance to do this pretty often. If you quickly taunt before doing this, it jumps up to 59 damage.
236HP, 2HK Anywhere 41 17 Very Easy An alternative from HP Chop that gives a knockdown, usually not worth but in neutral you may sometimes land HP Slash and not be in range for anything else.
236HP, 4HP Anywhere 50 40 Very Easy Sleeper Hold combo. Doesn't knock down, but leaves you plus and racks up a ton of stun, making it surprisingly useful as an option after HP Chop in neutral.
2HP, 6HP Anywhere (Anti-Air) 25 19 Easy Anti-air into some extra damage and a reset. Scary in the corner, but can also be done midscreen at the sacrifice of a potentially more rewarding knockdown. You must land the later hit of 2HP, and only the later hit, for it to allow this to juggle.
EX Combos
Combo Position Damage Stun Difficulty Notes
cl.MK > 236PP Anywhere 41 21 Very Easy A very cheap and rewarding combo into EX Chop. Alex spends meter on this very often, as it nets a great knockdown, lots of damage and stun, and great corner carry.
5MP > 236PP Anywhere 40 23 Very Easy Used for the same reasons as the meterless version, but always hits, even if you catch them crouching. At worst, it drops one hit of EX Chop, but still gets a knockdown.
5MP > 623KK Anywhere (Anti-Air) 34 25 Easy 5MP is a fast and slightly disjointed normal, which makes it a clutch anti-air, and this combo definitely makes it a whole lot scarier. It also beats air parry cleanly.
2HP, 5MP > 623KK Corner 40 28 Medium An infamous Alex combo. You can space 2HP out in the corner to only land the second hit, which allows a 5MP to connect, leading to this juggle. Mostly just flashy as a stun punish, though it is a rewarding alternative to the anti-air combo above as well.
SAI Combos
Combo Position Damage Stun Difficulty Notes
236MP/HP, 360P Anywhere 80 39 Very Easy The only way to combo SAI is with the backturn from MP or HP Chop. This is a pretty rewarding combo in all fairness, dealing lots of damage and netting a great knockdown, though you really don't wanna run SAI as Alex, so this is rarely seen.
SAII Combos
Combo Position Damage Stun Difficulty Notes
cl.MK > 236236P Anywhere 60 27 Easy Basic punish into SAII. The main way you'll use this super in punishes, does solid damage and nets a consistent knockdown.
2LK > 236236P Anywhere 53 21 Easy Low into SAII. Incredibly unsafe, but also your only way to net a knockdown from a low, so you'll have to use it every now and again. Just be sure to condition them to block high with lots of 5HP before letting this rip.
cl.LP > 5LP > 236236P Anywhere 56 26 Easy Jabs into SAII. The only real confirm route, you can basically do any two LP buttons to confirm super, though this is notably easier than doing it with the others.
[4]6K > 236236P Anywhere 49~55 31~35 Easy Elbow into SAII. Great for ranged whiff punishes, but it can fall out if hit too far away.
[4]6KK (1) > 236236P Anywhere 46 25 Easy EX Elbow into SAII is much more realistic, if a bit expensive. EX Elbow is something you'll use often to punish at long range, and since it moves forward so fast, you'll often get full connect SAII. Just be sure to cancel on the first hit.
236HP, cl.MK > 236236P Anywhere 66 40 Easy Your most realistic high damage route, though not the highest damage possible with Alex. Very common as a stun punish to close rounds, and after an unheld taunt it deals 73 damage to close rounds out much faster.
236HP, 4HP, 236236P Anywhere 49 45 Medium A combo you should really never do unless it will definitely stun. SAII can link from Sleeper Hold, and it isn't too difficult to do, but it always loses the final hit leaving Alex incredibly punishable. It does just a smidge more stun than a normal SAII confirm, so if you are sure it'll stun it can be worth, but mostly this is just listed for completion sake.

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