SF3S - Alex Guide Ben Williamson Writer's Note: Hello. This isn't structured like most FAQs, because it isn't really meant to be a FAQ. I'm not going to go through every single move Alex possesses. I don't know about his uniform colors, how many hits all his combos do, his background, or his ending. I do however know how to beat human opponents with him. That's all this guide is for... trashing other players. Basic Strategy: Before thinking about anything else, realize this. Alex does enormous amounts of damage. More than anyone in the game other than a really skilled Ryu or a pissed off Makoto. So, you can afford to be patient. It's fine to get wake-up dragon punched two or three times if the last time you block and Hyper-Bomb. The idea is to make your opponent makes mistakes. So crowd them, but don't rush... bide your time. People get nervous (and justifiably so) when Alex is right up in their face, and they will invariably do something silly. Like jump, or do a special move, or attempt a strong normal. Wait on the mistake, then punish with Power Bombs, or your bread and butter combo. You'll win... not necessarily because you're more skilled, but simply because Alex does unfairly massive amounts of damage. Brief Note: I'll be referring to the "bread and butter" combo alot. I'll explain it later, but just for reference, it's: Jumping HP, Close Standing MK, Jab Flash Chop. or just Close Standing MK, Jab Flash Chop. Normals: Like I said, I'm not going to cover every move. Just the useful ones: They are ordered by my personal preference. Jump-ins: Alex shouldn't be jumping too much, unless the other player is acting like an idiot. Basically, jump-ins should only be used to counter mistakes or when you anticipate a move with recovery. 1) HP - Hits deep by necessity, combos easily. Bread n' Butter! 2) HK - Use only if they are too far away to hit with HP Anti-air See the Special Move and other strategy sections for better ways of dealing with jumpers. 1) D. HP - Hits twice, annoys semi-skilled parriers. 2) MK - For longer range jump-ins 3) F+HP - This looks cool, but it's parry bait. Best not to use. 4) HK - Because it's fun to see Alex punt your opponent :) Footsie Alex shouldn't be playing footsie too long. Mess around just long enough for the opponent to realize that their footsie game is way better than Alex's. Because Alex's footsie game sucks... if you attempt a ducking HK, you're going to get supered. Dance back and forth around MK range, trying to get them to sweep you. If they do, jump in with the bread n' butter. 1) MK - Very long range kick. Decent recovery, too. 2) F+MK - Interesting long range chop... I need to experiment more 3) D. LK - Fast, target chains into D. HK (not advisable, see above) 4) D. MK/MP - Decent standard ducking hits Close Range By hook or by crook, Alex should get into this range. Don't make the mistake of attempting power bombs like a crazed Zangief/Hugo wannabe. Realize that Alex's normals are great at close range, and that your opponent is probably afraid of getting hurled. 1) MK - Alex's best move. Bread and butter! 2) MP - Kind of like the knee, only it whiffs duckers. Why bother? Yeah, I just basically dedicated an entire section to the close range knee. It's that good. Specials: Flash Chop Okay, we all want to land the Fierce FC and look cool when we choke the other guy out or back drop them. Face it, it's never going to happen in serious competition. You can hit people with it, but usually only as ranged anti-air. Otherwise, don't get your hopes up. The Jab FC on the other hand is great, and you can throw it out all day long. ES: Extra damage, but personally I'd rather have the super. Use only if you're using the Boomerang Raid super. Rushing Elbow Note to self: Alex is not Balrog. Use this move alot and you _will_ get destroyed. However, this is pretty decent anti-air. What it's _really_ great for is as a pursuit move, if someone tries to jump away from you. Great for end-of-round dink battles when people are jumping around like idiots. Also, if you're stuck in a corner and Ken's going crossup happy on your sorry self, you can try to run under him using this move. Finally, it's good to keep this charged if someone is being silly with mid-ranged special moves... Alex has trouble chasing after people sometimes, so this move is great as a counter attack _after_ their move is done. ES: Alex's only worthwhile ES move. This might be reason enough for me to use Boomerang Raid. Ultra fast, two hits, smites jumps but good. Whatever Stampede (Stompy Move) Want to get parried-into-Marvel-vs.-Capcom-sized combo? Want to pretend your Elena doing a Rhino horn? Use this move, and let go of the joystick because you're going for a _ride_. This move has two uses: 1) _Very rarely_ throw in a MK Stompy to confuse someone who's going footsie on you. Do _not_ do this more than once in a very long while. Trash talk your opponent for getting caught with such a stupid move. 2) For ultra snazzy skill points, whiff a HK Stompy to jump _over_ someone that you predicted was going to do a heavy move on you. Then Hyper Bomb them from behind. I'll worship you if you can pull this off often. Other than style points, this move just hurts you more than them. ES: Doesn't even seem to do more damage. WTF? Flying Knee-to-the-Groin Manuever Looks good. Even worse priority than Rose. So why use it? Okay... first of all, I never use LK or MK Flying Knees. However, the HK flying knee is great. What for? Akuma and Ibuki, and occasionally a floaty Necro or Twelve. See, the move has crap priority but great range and speed. So use it when people can't attack you, and you're fine. Wait for Akuma or Ibuki to chuck a projectile. Dash under it or parry, then do a flying knee. Or, wait for Twelve to hang glide or necro to miss a jumping attack. Ta da! ES: Doesn't seem to do more damage, but style point city! If you ES this you can hit _standing opponents_ with it, which is really fun. See combos. Swinging DDT See Alex leap! See Alex hold out his arm! See Alex look stupid! It's duckable, and Alex tends to do horrid things like jump _over_ the opponent and get hurt. Also, those rare times that you might be able to land the move usually come right after you were blocking, so you end up getting a Rushing Elbow. Personally, I don't use the move much. You can use it sort of like a dash to get out from under a cross up. You can use it to jump over someone who footsie's you, if you are _really_ good at judging the range... then throw them from behind. Finally, if you try to parry-Power Bomb but they are out of range, do a parry-DDT instead. Power Bomb Yay! Sort of like Zangief, but with massive startup. Hurrah! Okay, so it sort of sucks, but it has it's uses. 1) Punish just about _any_ blocked special move. Yun's rushing punch, Shotobrat's shoryuken or hurricane kick (watch out for another shoryuken or a super though), Makoto's rushing punch, and many more. Usually you can get a HP powerbomb out, but if you want to be safe use a LP powerbomb. 2) Anti-air. Parry into power bomb. Yay! 3) Often, when people see you anti-air them, they will jump in with a parry. Personally, I think this is the stupidest possible thing to do, especially against alex. Simply wait until they are about to land, and give them a great big Alex Power hug. 4) After a HP power bomb, the timing and distance are _perfect_ for the following sequence: Dash - Dash - HP powerbomb. Unless they either jump up or do a special/super move, they will get sucked in. Don't do it too often, but it's _great_ for surprise value. Supers: Hyper Bomb My super of choice. How do you use it? Simple. _don't_. The primary mistake of people is trying to use this move offensively. Never, ever, do that. Aware players will jump straight out of it, even _after_ the move starts. Instead, remember what I said about patience? No matter how good the player, they will eventually make a mistake. Especially if you crowd them on the wake up. Do they stay still and get power bombed, or do they dragon punch you? Well, if they dragon punch you once or twice on wake up... the third time you block. End of round. Play defensively when you have this move. One of two things will happen. Either they will miss a special/super move, in which case you get the super for free. Or, they will play _so_ carefully, not doing _anything_ with recovery time, that you will beat them with normal moves and combos. Make sense? The final way to use this is as anti-air. Sure, you can do parry - Hyper Bomb, but where's the style? Also, I think it's escapable by certain fast moves (dragon punch, for example). Skip the parry. Hyper Bomb has HUGE invulnerability. Wait for a jump in, and finish the motion right before they hit the ground. Their foot/hand will go through your face, and they will fall into you _after_ you grab, but you will still complete the move. Takes some timing though... experiment! Boomerang Raid My second best super. Good for wake up, and because it seems to push people back a bit if they block, you won't get MASSIVELY comboed. You'll still get punished, but not as badly as if you (for example) whiffed a shoryureppa or something. It comboes, of course, but it doesn't do much damage in a combo. Instead, use it as a counter... take advantage of it's invulnerability, not it's damage dealing capacity. Also, it's good if you like using ES moves. In particular, the ES rushing elbow is great, and the ES flash chop adds a little "oomph" to the bread and butter combo. Stun Gun Headbutt Great if you are playing a drunken, catatonic 7 year old with no limbs. Otherwise complete and utter crap. Yes, you can land it on occasion. Yes, it does huge damage. It's just that the other two supers are sooooo much better. Combos: Can we say "Bread and Butter" Okay, call it what you will. You can call it the "Ben has only one testicle" combo. It's still _the key_ to playing Alex effectively. If someone fireballs you, whiffs a special, or attempts a sweep, jump in with HP, close MK, Jab FC. Check out the damage this does...it's ridiculous. And if they block, no worries. FC has nearly zero recovery. Keep the pressure on... every time you are close, just do standing close MK into Jab FC. Every once in a while throw in a throw, powerbomb, or ddt and you're set. Excellent as retaliation, as pressure, after a jump in, even as a wake up. There's no reason _not_ to use this combo. Style combos Deep Jumping HK into B+HP headbutt works sometimes. Jumping HP, close MK, ES Jumping Knee looks great. I _think_ that it's possible to do: HP FC -> MP FC -> Close standing MK -> Jab/ES FC I'm not sure how to check the timing to see if it's possible to get HP FC -> MP FC to work though. Anyone verify this? Final notes: Sorry if this was a little disjoint, but I hope it gives you a head start on playing Alex. I know I'm a little nuts about that MK->FC combo, but it really makes all the difference. I've been playing Alex since the very beginning, trying to make him not suck. But other than getting lucky with Zangief tactics, I generally got reamed by decent Ryuken players. Now I defeat everyone. Mu ha ha ha ha. Seriously though, I am king of Sunnyvale Golfland =). Well, maybe it's because everyone else is playing Tekken Tag and doesn't care about me. Ah well. Anyway... get the word out! Ryu and Ken are tired, 40 year old bastardized kickboxers that wouldn't know Karate if Makoto bit them on the arse. Major props to anyone who plays Alex, Q, Twelve, Oro, Makoto, even Ibuki or Chun Li. I'm just frickin SICK of Ryu and Ken. And someone come to golfland and show me how to play Sean please! Thanks to Jinston for getting me to write this. Thanks to Kao Megura for crediting me in one of his FAQs and generally being a vast source of information. Thanks to Natalie Portman for gracing my desktop as I write this. Mm... goth Natalie. yum. Okay, that's it. Oh yeah... if you want to post this, put it on a website, or stick it in a larger FAQ, I'd be honored. But _please_ notify me and credit me, or I'll have to use my Hung Gar to terrorize your younger siblings! -ben williamson benw@ugcs.caltech.edu