Written for my good friend Herb, I hope this is a good read for anyone new to Alex. Presenting ParryAll’s Alex starter/basics writeup.
There is a lot of in depth information already available in the forum, this is for people picking up Alex for the first time. I hope it is useful and informative. I’m only going to cover the basics. For more advanced, we have over 10 years of information in this forum! Good news though, is Alex is very beginner friendly. Learn at your own pace, and don’t feel overwhelmed by the information available!
Alex General Bio:
Alex is a versatile mid tier character in 3rd Strike. He is a good rushdown character, has a strong footsie game, and some decent defensive options. Alex is easy to pick up and play. Highly recommended starter character for 3rd Strike noobies. Most of Alex’ combos and setups are very easy to pull off So, without further a-do (uhh, I guess that’s how you say it?), let’s begin.
**Alex Special Moves: **
Flash Chop: QCF+P. Alex does a big Rick Flair chop and yells WOOOOOO. Good range, but slow startup and recovery on the heavier versions. LP version combos, MP and HP do not. MP and HP put opponent in a LONG hitstun, allowing you to follow up with Powerbomb, Sleeperhold, SuperArt I, or a neutral MP or MK into several combos (touched on later). LP version safe on block.
Powerbomb: HCB+P. Alex gives a big daddy cool Diesel-esque powerbomb, and then Michael Jackson says “you can’t escape”. This move is very useful in mixups, particularly the LP version. Test out the range for yourself in training mode, LP version has very deceptive range. Very useful in mixups. I will talk setups for it later. HP and MP versions have less range, but more damage.
DDT: HCB+K. Raven and Jake the Snake taught Alex this move. At first this move may seem wonky to you, but it has it’s purposes. It works like a throw, in that it cannot be parried. However it does not work on crouching opponents. Not a bad tool for mixup. MK is the only version of the move I use, and I use it in a very simple setup, or as a mixup. HK version has very long range, but is slow, still might be useful. Setups for this move will be touched on later.
Elbow Smash: charge B, F+K: The EX version of this move is very useful due to it’s very fast startup. It’s almost completely safe on block, just be careful against Ken because he can punish with SAIII on block. The regular version of this move is super cancelable. EX version is also great in footsies. Basically, if they press a button, they eat it.
Stomp: charge D, U+K. MK version crosses up. EX version has a homing property. This move is an overhead, so it’s useful for mixups. Use it sparingly as a wakeup move, and mixup between MK and LK versions to keep an opponent from parrying it.
Knee Lift: EX version is good for combos, and the regular version is great as an anti air. Do not use the EX version as an anti air by itself, because it can be parried, while the non-EX version cannot. Strange, I know, but that’s how it works. Keep in mind this move is kinda wonky, sort of a crappier version of Hugo’s BackBreaker, but still it has it’s uses.
Alex Pokes:
Alex has a lot of good pokes. I’ll talk about my favorite pokes and their usefulness and detail combo potential. Let’s begin.
Standing neutral MP is a versatile poke. It’s fast and can be used to build meter from afar. Good up close. When you are out of range for close medium kick (more on that later), throw out MP and cancel into EX Flash Chop for good damage, or LP Flash Chop if you don’t have meter. Standing neutral MP is also an excellent anti air. On jumping opponents, combo into EX Knee Lift for solid damage. A non EX Knee Lift will not combo.
F+MP is another good tool. Use it at mid/closemid range. Useful in the corner if you anticipate the opponent will try to jump out.
Close MK is used for Alex’s bread and butter combos, which I will touch on later.
Far MK is an excellent midrange poke, it’s fast as hell, sick range, and stuffs many a shotos crouching MKs.
F+HP is a situational move. It can actually be used as a poke, but only versus tall characters like Q and Hugo. Also useful in some combos. Does mad stun. Use it if you have an opponent cornered and read a jump from midrange. Up close, you’ll want to do F+MP, as the HP version will leave you open on block.
B+HP has two properties. If hit on a forward facing opponent, Alex does a headbutt that does crazy stun. This move cannot be parried, but it will miss crouching opponents. Still, it’s great to use against parry-happy opponents. When the opponent is facing backwards (such as after a landed Flash Chop), Alex performs the million dollar dream hold that does less damage and stun. It looks cool though.
C.HP is a decent anti air, since it hits twice, but again this is sort of situational. Best used sparingly, but in certain situations when only the second hit lands, you can combo into regular Knee Lift for good damage.
Jumping Down+P: Never, ever use this terrible fucking move. Ok I think there’s one combo it’s good for, that is it. Just, don’t do it. Terrible recovery and easy as shit to parry.
Jumpin regular HP is your go to jump in move. Starts big combos. Landing it causes great hitstun, so you can actually hit it high in the air, land and immediately go into SAII for good damage. In 3s, moves with this type of property are very useful, because delaying or hitting HP early can thwart parry attempts.
Jumping HK: Good range, a good air-to-air.
Jumping MK: also good range, excellent as a “get the fuck away from me” kind of move, when you are jumping away from the opponent.
LP and LK can be used to setup powerbomb. LK can be comboed into SAII, as can LP. Crouching LK is better, because it can’t be parried high like crouching LP.
Standing HP is a powerful overhead move that does excellent stun. Very useful in mixups, and as a close to close-midrange poke. More on this later.
Crouching HK: Crazy range, bad startup and recover though. Best used at max range. Not a terrible mid-range option, but be warned: Chun Li can stuff this move with c.MK very, very easily at that range.
Crouching MK: useful when you wanna go low but are too close for c.HK.
Crouching MP: Excellent range, a great footsie (handsie?) tool. This is your “offensive” poke, whereas far standing MK is your “defensive” poke. What do I mean by this? Uhhh… Idk, it’ll make sense when you start playing. I need some coffee.
Target Combo: crouching LK into crouching MK. Most players don’t expect Alex to go low on mixups, so it has it’s purposes. Would be nice if you could cancel Alex crouching MK into SOMETHING, anything, but you can’t, because Capcom hates you.
Bread and Butter Combos:
Jumping HP, standing MK, EX Flashchop. Use LP Flashchop if no meter. Oh, I almost forgot, this isn’t SF4, burn that fucking meter if you got it. Especially with Alex, never be afraid to use meter, ever. Anyways, great combo that knocks down. Also if you really wanna be fancy and are metered, combo the first hit of the EX flashchop into SAII.
MP, EX Knee Raise: excellent as an anti air.
MP, EX Flash Chop: use this at close-midrange. Stuffs alot of moves up close, and is great for pressure even if blocked.
Normal Elbow Smash, SAII. I guess it’s useful. I’m tired.
Hit Confirm:
Standing Close MK into SAII. Very, very easy hit confirm. Do QCF+K to land the knee, then another QCF+P for SAII. Mixup a dash-throw with a dash-hit confirm super.
Kara Thow: Forward+P. Nice range. Alex has a fast dash, do dashing in and throwing is always good with him. His kara isn’t 100% needed imo, because Alex has an untechable command grab that has about the same range anyway. Still, like any kara throw it has it’s uses.
Mixups and Setups:
Alex has a lot of very simple, yet effective mixups. Standing Close MK can be cancelled into MK DDT. This move has great utility, if the opponent blocks the MK the DDT will hit, if the opponent parrys the MK it will hit. Misses, however, on crouch-teching opponents. Good news for Alex players, though, is that your opponent seldomly crouch-blocks (more on this at the end).
LP Powerbomb. Do a crouching LK, hit or blocked, then do the LP powerbomb. Jump-in HP (blocked), standing LP (blocked), LP Powerbomb. Let opponent wakeup “clean”, standing at maximum range and do LP powerbomb. The move has -very- deceptive range. Dashup HP powerbomb isn’t bad either.
Target combo, or midrange c.HK are good to get the opponent used to blocking low. Once they are conditioned to blocking low, you can start mixing in Standing HP. Still, try to use S.HP at maximum range, it is much more useful this way.
Beginner Strategy/Character notes:
Alex is suprisingly fast. His dash is excellent. Alex is great close up, close-midrange, midrange, and far-midrange. Remember the pokes we talked about in these circumstances, and use them to out footsie your opponent and control space. When you get in, its time to use Alex strong BnB jumpin combo, s.mp into ex flashchop, and keep the opponent guessing with good mixups we talked about. When you have the opponent cornered is your opportunity to land a stun. Use Alex’s ground to air moves we talked about to keep them put. When the opponent has you pressured/cornered, or is doing alot of pressure, EX Shoulder and EX Stomp are your friends.
Best/Worst Matchups:
Alex is favored versus Hugo, Sean, and Q.
Alex matches up very well against Dudley and Urien.
Alex matches up well to Necro, Remy, Ibuki, Twelve, Ryu, Oro, Yang, Akuma, Elena
Alex does OK against Ken, Makoto, and Yun
Alex will fucking die against Chun Li
Final Thoughts:
Well, there you have it for now. Keep in mind this is a beginners guide. This is your starting point. The strategy I gave you is very basic but it’s a great starting point. As always, learn, experiment, and develop your own style of play. This is just the tip of the iceberg, as they say. Thanks for reading.
3SOE:XBL:ParryAll.