hide results

    Alex by DarkBunny

    Version: 0.3 | Updated: 01/21/00 | Search Guide | Bookmark Guide

    An Advanced Strategy Guide to Alex in Street Fighter 3: 3rd Strike
    Written by DarkBunny
    Email: darkbunny@hotmail.com
    ICQ: 7513314
    Version 0.3 - 01/21/2000
    Added new Hyper Bomb section
    More Strategy for trapping
    Revised Stungun Headbutt Trap strategies
    Version 0.2 - 11/13/1999
    Fixed some errors induced by late night cut-n-pasting. :D
    Fixed some incorrect arcade lingo... now uses standard move description
    Added some new combos to the strategy section
    Added Waking Up and Wake Up Counters Section to Strategy
    Added New VS. Section
    Version 0.1 - 10/08/1999
    First version
           First off, the intended purpose of this FAQ is that, after reading it, 
    you should have an advanced understanding of how to use Alex against CPU and 
    human opponents.  This FAQ does *not* cover other character strategies, 
    endings, story, colors or other such trivia.  For a good basic overview of SF3
    controls, character moves and strategy, Kao Megura's FAQ is a good starting 
    point.  Also for another take on Alex strategy see Ben Williamson's Alex FAQ.
    (Both of these FAQs are available on www.gamefaqs.com)
           Also, just so that you realize, Alex is *not* going to win you friends
    in the community of players who feel that crossing you up and pulling off *one*
    combo over and over is the epitome of Street Fighter acumen.  Some people have
    an ethical problem with beating someone using a 50%-60% combo.  In my opinion,
    the best players are the ones who mix up strategies, are comfortable playing 
    offensively and defensively, and who can win on their own terms.  Alex is one 
    of the better 3rd strike characters to show this with, utilizing not only high
    powered supers but diverse and powerful attacks.
    About Alex
           Alex is what I would refer to as a a hybrid character.  He possesses a
    number of charging moves as well as joystick motion moves.  The priorities on
    his regular moves as well as his special moves make him a serious threat to
    just about everybody.  His skills fall somewhere between a traditional grappler
    like Zangief, and a powerhouse like Guile.  I would highly recommend Alex to
    any SF3:3S player looking to turn some heads and suprise some high level
       All moves are notated for a character facing right.
       HCT - Half Circle Towards
       HCA - Half Circle Away
       P   - Any Punch Button
       K   - Any Kick Button
       PPP - All three punches
       KKK - All three kicks
    Regular Moves
    (* Updated 11/11/1999 *)
    Here's the moves I consider to be of a fairly useful nature.
       Standing Moves
       Fierce - Pretty useless big windup punch.  Causes your opponent a fairly 
                lengthly stun period if you can hit or trade hits.
       + ->   - Swings his fist quickly in the air.  A really good deterrant for up
                close jumpers, does good stun gauge too.  Tag Ibuki with this for
                for quick retribution.
       + <-   - Extends his hand to grab opponent to do a fairly damaging and
                stunning headbutt.
       Strong - This elbow is a semi-reliable anti-air move.  Alex has better moves
                for that purpose though, so I personally use it to charge up my
                super meter if I'm playing defensive.
       + ->   - Does a quick over the head chop.  I throw this in with ducking
                turtlers and footsie players.
       Jab    - Fairly standard stuff.  I have a few interesting uses for it that I
                will talk about later
       RH     - A great move to put on someone who loves to jump in and trip.  Put
                your boot on 'em before they land and watch them fly.  Watch the
                stun Gauge go up too.
       Forward- This is Alex's best friend.  You'll be using this to start some
       (Close   mayhem in combos.
       (Long  - A good keep away move.  Deals OK damage and doesn't leave you
        Range)  especially vulnerable.  You'll be using this against Gill...
       Near   - I use this one when playing footsie with Shotoclones... it's not
       Opponent really all that effective but you can use it to set up a standing
       Short    medium or strong.
       Crouching Moves
       Fierce - Does a neat 2-hit shoulder uppercut.  Used to be *extremely* useful
                in SF3, but is not all that powerful.  Try throwing it out after
                you knock someone down at the end of a round for a nice looking
                finish.  It is probably one of your better regular anti-air moves.
       Strong - This baby will help you effectively charge your Super Art gauge as
                well as hold your own in games of footsie.  Chop Ryu in the crotch
                when he does a big fancy spinning roundhouse.  Rinse.  Repeat.
       RH     - Has a fairly long windup, so you won't be fooling Yun and Yang, but
                it's at least comparable to the Shotoclone recovery speed.
       Forward- I actually find this to be pretty useful.  It does a fair amount of
                damage and is pretty quick.  I personally use this after a success-
                ful jump in to mix things up instead of a Power Bomb.
       Air Moves
       Fierce - Does a big chop with pretty good priority.  You won't be using it
                much since you have to be right next to your opponent for it to hit
       + Down - Does a cool dive in the air that changes your angle towards the
                ground.  The bad thing is, as soon as you hit the ground, you roll,
                which makes you fully vulnerable.  Use the priority and damage
                advantage you have here to your advantage (it trades hits with 
                stuff like Remy's Flash Kick, and does about 3X the damage)
       Strong - This move used to be cool in SF3:2I and SF3, but I have yet to find
                a good use for this move in actual combat.  Alex sticks his arm out
                and kinda clotheslines around.
       Jab    - This has the same animation that the old Strong air punch from SF3
                and SF3:2I.  It has pretty much the same effect, only does less
                damage.  Jump in with this and cause some mayhem.
       RH     - This one is very similar to Zangief's RH kick, with Alex going
                sideways and causing a fairly serious stun upon impact.  It's 
                useful for combos, but very obvious for your opponent to parry.  
                Wait to use it when they throw out a near fireball, or a trip.  
                Also, use it as a cross up for *supreme* mayhem.
       Forward -This one now goes down at an angle and it's really useful for 
                reaching someone who's just coming out of a projectile.  Otherwise,
                a good move to throw in the mix.
       Short   -This is the brass ring as far as Power Bomb set ups and in-air
                fighting goes.  More on this later.  As an in-air move it has 
                really high priority, so take advantage of it.
    Special Moves
       Power Bomb        - (HCA + P, near opponent)
       Flash Chop        - (QCT + P)                         *
       Air Stampede      - (Charge Down, Up and K)           *
       Rising Knee Smash - (Forward, Down, Forward and K)    *
       Spiral DDT        - (HCA + K)
       Elbow Slash       - (Charge Back, Forward and K)      *
       * - Denotes EX'able
    Super Arts
       1) Hyper Bomb - (Full Circle and P)
       2) Boomerang Raid - (2X QCT and P)
       3) Stun Gun Headbutt - (2X QCT and P)
    Simple Combos
       Your most simple combos are the following:
          -Standing MK - Jab Flash Chop (2 - in - 1)
           (standing close MK, QCT + LP)
          -Standing MP - Jab Flash Chop (2 - in - 1)
           (standing close MP, QCT + LP)
           [This little combo is absolutely _crucial_ in most Alex strategies, and
            does substantial enough damage to be a deterrant.  Note that the MP 
    	version acts a little differently than the MK version and is a good
    	one to throw in to add variety.]
          -Fierce Flash Chop that hits , into anything that you can use on a 
           stunned opponent
          -Jump in HK, into Headbutt
           [This used to work on all characters in the earlier Sf3s, but now you
            really have to plant that HK Jump in _Deep_]
           [There are more like this, but they are basically based on the same 
          -1 hit of rising shoulder (Down + FP) chained into rising knee smash
           [This combo can really add some spice to your trapping strategies.  In
    	order to get only one hit in the air, do the rising shoulder very 
    Tricks (AKA Nasty S@&%)
       The biggest problem with Alex is that none of his Super Arts are really 
       easily used in an offensive posture.  They all do quite good damage, but the
       trick is getting into a position to use them.  This little library of 
       nastiness can cause some mayhem for even your most experienced opponents for
       a number of reasons.  I theorize the biggest of these is that Alex players 
       generally don't 2-in-1 their super arts, which is where the magic comes from
       The other big thing you can do to make your super arts effective is to 
       exploit the push delay that most of your moves do.  Ever notice how far a 
       fierce Flash Chop pushes your opponent?  Well that can be used very 
       effectively to place your super art.
       Most Alex players ignore the Stun Gun Headbutt because it's difficult to hit
       consistently.  Using the techniques I hinted at earlier though you can turn
       the standard Stun Gun Headbutt into a deadly and menacing super art.
       Remember that the SGH dizzies your opponent so feel free to experment
       to find your best dizzy combo.  Also remember that the SGH has a very short
       Super Art bar, so even if you use the super at the very beginning of the
       round you should have it filled again soon.
       1) Easy (not so mean) Punishment - 
         Fierce Flash Chop that hits (2-in-1) into Jab Stun Gun Headbutt
        [Try this one when you're charged up and a Shotoclone misses a Dragon Punch
         or something like that.  This one is pretty simple.]
       2) Semi-Difficult (Relatively mean) Punishment -
         Fierce Flash Chop that is blocked in close range (2-in-1) into Strong Stun
         Gun Headbutt
         Fierce Flash Chop that is blocked in outer range (2-in-1) into Fierce Stun
         Gun Headbutt
        [This can be countered easily by just about every character but Hugo, by 
         either dashing undeneath it right as the blockstun is over.  If they try 
         to jump out they will get caught by it.  Chances are that if your opponent
         is good, or awake, they'll have no problem countering it.  Some characters
         have regular moves and super arts that will nail you on your way down so
         be careful.]
       3) Tricky (and really mean) Punishment -
         Roundhouse Elbow Slash that is blocked (2-in-1) into Strong Stun Gun 
         Roundhouse Elbow Slash that hits (2-in-1) into Strong or Jab Stun Gun 
        [This one is even more useful.  If the dash hits, so does the SGH if you 
         chose the right distance.  Some characters can just jump out of it, but 
         most will just get caught midjump.  They can avoid this whole thing by 
         doing a move  that  gets them out of the way the second they get 
         "unblocked" like a super art or a dash move.  Of course if your opponent 
         parries the first  hit, and believe me, they will try after they realize 
         it's almost impossible to get out of, you should start jumping in with 
         different short kick, jab punch, power bomb combinations.  Note that if 
         the dash doesn't hit, you probably won't connect the SGH if your 
         opponent's good or awake.]
       4) Use SGH as a wake up
         Watch an overeager shotoclone or Yun/Yang player jump in or trip you.
         Time the jab SGH so it goes through their attack and tags them when you
       5) Use SGH as air defense
         Watch for an opponent to stick out an air attack and be committed to it.
         Use the jab SGH so that it goes through the attack and grab them while
         they land.
       6) Use SGH as projectile punishment
         If you can anticipate that your opponent is going to throw a projectile,
         use SGH to go over the projectile and nail your opponent.  Not as useful
         as it was SF3:NG where your SGH had full screen range, but still pretty
       While I use the SGH as my primary weapon against human players, I sometimes
       like to use the Boomerang Raid when I really want to give my opponent a
       chance.  This is the Super art to use if you make heavy use of EX moves.
       1) Another Easy one.
         Fierce Flash Chop that hits into Boomerang Raid
        [I'd consider this one fairly obvious, and you probably would do this as a
         gut instinct anyways.]
    (* UPDATE 11/11/1999, version 0.2 *)
         Fierce Flash Chop (or anything that links into... ) Standing Forward Knee
         (2-in-1) into Boomerang Raid 
        [The timing on the link is tricky.  I haven't used it in 3rd strike yet 
         but I've seen it devastate in sf3, and sf3:2I... I think maybe some
         boomerang raiding is in order... SGH is not so fun anymore N E ways :D ]
       2) Semi-Difficult fun -
         Elbow Slash or EX Elbow Slash that hit (2-in-1) into Boomerang Raid
        [It's a good combo, and I would use this more against human players than a
         CPU just because the CPU is really easy to dizzy and just use 1).  The
         damage is pretty weak but then again you can do two of them. ]
       3) Not really worth the difficulty -
         In the corner do a Medium Boomerang Raid from about half a step away.
         You'll bounce off initially, but you'll come into range and execute the
         piledriver at the end
        [This is one I use rarely against turtlers.  A higher level player would 
         just attack you low while you bounce off.]
      I'd highly recommend the Hyper Bomb, probably my second favorite super art, 
      because there are some fairly cool little things you can do with it.  
    (* UPDATE 01/21/2000, version 0.3 *)
      Hyper bomb really is a different style of grapple super.  It has some 
      ideosynchrocies that are important to know if you want to be effective with
      it.  If has good priority (and a frame of invincibility) however this can
      all come crashing down due to a *jab*.  A jab that was executed at exactly
      the right time will go through your invincibility frame and connect with 
      you to knock you out of the Hyper Bomb.  This is a pretty rare occurance 
      but it is something to note.  The key to effective Hyper Bomb use is using
      it right after your opponent has committed to doing another move.  If you
      anticipate a trip, your superior priority will ensure that the HB connects.
      Landing a HB is best done while your opponent is attacking you, but can 
      also be used defensively after a blocked or parried move.
      1) The Easy Con
        Jump or super jump in the air, do the air dive into the ground so that you 
        land within Hyper Bomb range after you're done your little roll.  Your 
        opponent is likely starting a combo right now, so just as you wake up from 
        the roll execute your Hyper Bomb and you'll catch them right in the linker,
        so to speak.
      2) The Killer Cross Up
        While just inside of any Air stampede range, choose the distance that will 
        cause your opponent to cross up (ie land on the outside so you push your
        opponent towards your point of departure) then execute the Hyper Bomb when
        the blockstun is over.  
      Lemme know if you have problems and/or find any amazing super art combos I've
    Not Exactly Combos
      1) Hit someone with a shoulder uppercut (down + HP) and hold down throughout
         the travel of the move.  If you connected then use the down charge you've
         just done to make a forward air stampede.  Otherwise, this will set you 
         up perfectly for a cross up of some sort depending on if your opponent 
         blocks.  Missed the shoulder uppercut?  Watch for a trip and jump on him
         if he tries!
      2) Power Bomb Mayhem
           Connecting a Power Bomb consistently and being a constant annyonance is
           an art.
           i) Just walk up to your opponent and do it if he's turtling.
           [Only try this if your opponent appears to be a newbie and you just want
           to get your match over.  Otherwise you could be eating a super art.
           Of course, nothing can piss off a really good player more than taking
           a big stupid hit :D]
           ii) Jump in with an air short kick, and then do it after a very short 
           [This gets even some very advanced players because they know that if 
           they don't pull off some sort of counter you'll be power bombing.
           Eventually they'll figure out that they can throw you pretty easily so
           then start using iii)]
           iii) Jump in with an air short kick, throw out a standing jab, then 
           power bomb while they're recoiling from it.  This is remeniscient of an
           old Zangief strategy, but it works.  If they duck the jab then throw,
           if you're too far out of range try the medium or short Spiral DDT but
           just remember it's not really that great a move.
           iv) After doing all of this your opponent will probably try to attack 
           you on your way in (if he hasn't been from the beginning).  Parry the 
           oncoming hits and power bomb away.
           v) Once these are all in your opponents mind, start mixing them up.  Mix
           up your super and regular jumps to really be unpredictable.
           vi) And of course you are free to parry and punish.
      3) Q: What exactly can you do with the Spiral DDT?
         A: Chain it in the same way you would a SGH from a Flash Chop or Elbow 
            Dash.  Still it's not that great.
         The Spiral DDT also has the ability to chain off of regular moves, 
         especially (quel surprise) the standing forward.  Throw in the medium
         DDT on someone who stood up to the standing forward.  Just don't do it if
         they ducked.
         I have also found the RH Spiral DDT to be of good use to evade Remy's
         corner trapping strategies.  RH Spiral DDT, Power Bomb or combo.
         Spiral DDT can also be used to grab dashing players, so if you have a
         footsie player coming in for a followup, do the short kick version for
         a shift in momentum.
         Don't get me wrong, Spiral DDT is an asset, just don't expect it to fool
         a high level opponent on a regular basis (however feel free to throw it
         in if you want to add extra variety)
      4) Anticipation
         Even experienced players get nervous with Alex in close range.  Try doing
         your easy Standing Medium Kick - Jab Flash Chop 2-in-1, then watch for 
         your opponent to jump and then use the medium Rising Knee Smash.  The CPU
         Akuma *really* falls for this one...
      5) Avoid the Wake up
         Here's the deal.  You just knocked your opponent down with a massive combo
         worth 50%.  They are probably feeling the pressure right about now.  They
         need to take off damage and they need it now.  Wait, you're standing right
         over them... what an opportunity to make up some ground!  Wrong answer.
         Time your standing MK to correspond with the *exact* time they wake up 
         and, you guessed it... combo it into either the Boomerang Raid *or* the 
         Jab Flash chop.  Some players will see the pattern and start anticipating 
         by parrying or some other counter move.  Did somebody say Power Bomb? Even
         a perfect wakeup Dragon Punch will trade hits with the knee.  Just watch 
         though for folks who love to throw because, well, you're vulnerable right
         there.  Or Remy with that damn Blue Nocturne.
      6) Your Wake up Strategy
         It's always good to be ready for whats coming.  When you think someone
         might be coming to trip you or start a combo low off of waking up, be sure
         to charge up your low Air Stampede and use it as a wake up.  Use a medium
         if you think they'll use something that will either push them back or if
         you want to use it to set up one of your ranged supers.
         Other wake up strategies include using a parry and Power Bomb, or some
         Super Art usage (Boomerang Raid could pay off here)
      7) Parrying as a Link For a Charge Move
         (* Whoever sent this to me... lemme know if you want credit *)
         This has been used for other characters with back-forward charge moves,
         (try using it with Oro on a closeup projectile) but it's a useful mixup 
         for Alex too.  Charge back, and when a jumping in opponent comes in
         parry forward, then execute your Elbow Slash with the kick button. Throw
         it in when they expect some other anti-air like the Rising Knee Smash.
      8) The EX'd Air Stampede
         I've recieved a couple of emails about my aforementioned EX'd Air Stampede
         strategy against projectile throwers.  Just about all projectile throwers
         require some sort of delay after they throw (with Remy's being the most
         annoyingly short).   In case you didn't know, the EX Air Stampede makes it
         heat seeking.  Yup that's what it does.  So if your opponent does any sort
         of move that has a let's say 0.1 second of vulnerability, pull out the 
         EX and Alex's big 'ol boots will be resting on your opponents face.  Try
         it as an ender to a Shoto-style fighter who tries to gain some ground with
         a projectile.  Please note that the heat seeking nature of this move
         allows Alex to move the entire length of the screen in the least amount of
         time of any of his moves (yes, even more distance and faster than an EX'd
         Elbow Slash).
      9) The EX'd Rising Knee Smash
         This strange little EX has the ability to grab a standing opponent off the
         ground.  I haven't found any really practical uses for it yet but, it is a
         really stylish way to finish someone off.
    VS. Opponents
        VS. *ANYONE*
    Keep in mind these things if you wish to become a better SF player, at any game
    with any character.  To some of you, these might seem a little bit vague, but
    these are the things I think about when I play:
        -Don't take the game too seriously.  It is a very sophisticated and 
         competitive game, but it is a _game_.
        -Control your anger.  If you let yourself get extremely angry at an
         opponent, you will become more likely to make mistakes.  Focus on 
         destroying your opponent's character in the game and *not* on destroying
         your opponent.
        -Trash talking is for the dishonorable.  Anyone who does it, makes 
         themselves look like an ass.  Take it and make your opponent look bad in
         the game.  [This doesn't mean that you can't have choice words after the
         match is over, just keep yourself focused on the match]
        -Be honorable and give 2nd round.  It presents an excellent opportunity to
         practise parrying and can have other strategic uses.  Moreover, it makes
         the game more exciting.
        -Don't play when you're overly tired.  If you are tired, you again will be
         prone to error.
        -If you have an opponent you can't seem to beat, take a step back and 
         analyze their technique vs. the computer or against other players.
         Knowlege of your opponent's ideosyncrocies will give you the upper hand.
        -Know your weaknesses and improve on them.  If you never practise, you will
         never get any better.  Just because there are no challengers around,
         doesn't necessarily mean you shouldn't play.  Make the most of your 
         practise time by trying to parry difficult moves and develop new Super Art
        -Never ever give up.  Never.  By challenging opponents of superior skill 
         you will get better (given that you are learning the most that you can 
         from every battle).  By walking away you are selling yourself short.  Calm
         yourself down, return with a peaceful mind, and play with deadly accuracy
         to win.
        -Know yourself - Know why you play the game.  Do you play because you enjoy
         it as a release, a change from everyday life?  Do you play because you can
         be better than someone else at it?  Do you play because it's fun?  Do you
         play because you enjoy humiliating others?  Examine your reason for
         playing and acknowledge it.  You might find that's a question you haven't
         asked yourself before and you might find that the answer surprises you.
         I would urge those who are unhappy with their reason to seek solutions (SF
         can take up a lot of time, effort and your life.  Make sure you're not
         missing out on other things.)  Just something to think about.
    Keep in mind these things when you are playing SF3:3S as any character:
        -Parrying isn't always the best solution to every problem
        -Creative techniques will surprise and damage even the best opponents
        -Be aware of the vulnerability of all of your moves
        -2-in-1'ing your super arts not only looks good but is integral in building
         new and creative combos
        -The standard throw has very high priority, it is just executed in a
         different way.  Be prepared to throw the over-ambitious.
    Keep in mind these things when you are playing as Alex:
        -Most of your regular moves are very powerful.  Counter with them or trade
         hits in order to gain ground against most opponents.
        -Your Super Arts are also very powerful.  Find ways to link or 2-in-1 them
         for surpreme mayhem.
        -Your air moves have very good priority and deal quite good damage and stun
        -Your anti-air moves are excellent as well, use them alongside your parry
        -Parrying will give you the edge to defeat high-level opponents.  Period.
        -Stunning your opponent will only take around 3 combos.  Be watching for
         the opportunities.
    One of the most difficult opponents for Alex is Ken.  Ken has probably the best
    agility of the Shoto-style players as well as the best footsie game of them too
    .  Alex can do some good footwork thanks to the longer range of his low RH, but
    I wouldn't want to be tangoing with Ken for too long.  Use a hop to mix up his
    ground game, then Power Bomb when he tries one of those tall heel kicks or rush
    combos.  Against players who love to use the Shippu-Jinrai-Kyaku in a combo or
    cross up, use the RH Elbow Slash to escape at the height of their jump.  (That
    is if they can't parry your MK/RH Rising Knee Smash)  If Ken likes to hurricane
    kick over you, catch him with your Crouching Fierce shoulder uppercut to deter
    that kind of behaviour.  Otherwise, be sharp with your parrying, use your
    strength advantage and Super Arts whenever possible, and you'll win.
    Expect to see a lot of this guy.  He's the second best dizzier in the game
    compared to you, and he has as much if not more nastiness that he can do.
    Your parry game will have to be sharp because he has more versatility than Ken
    and you will be forced to deal with his Super Arts, the most menacing of which
    are the Shinkuu-Hado-Ken and Shin-Syouryu-Ken.
    Many Ryu players believe that just because you're a grappler, it gives them
    the license to start jumping all over the place.  Take advantage of this to
    use your excellent anti-air moves like the Rising Knee Smash to surprise them
    for some decent damage.  Parrying and punishing any jump-ins they send at you
    will also show them that they are *not* fighting the CPU Alex.
    If your opponent starts throwing out spinning RH kicks to try and corner you,
    (A strategy that I've actually seen work against Alex players who have poor
    knowledge of their regular moves or who cannot parry well) use your crouching 
    forward chop to stop it.  If you don't feel comfortable parrying Ryu jump-ins
    then I would recommend using someone else, because parry/power bombing a jump- 
    in a couple of times will definately give you an edge.  Use your crouching
    fierce to nail hurricane happy foes the same way you do with Ken.  Basically,
    expect to see some of the same stuff you saw from Ken, with much more powerful
    supers, more versatile regular moves and longer, meaner combos.  Usage of nasty
    Super Art strategies combined with what I've outlined here, should be enough to
    keep all but the very best Ryu players at bay.
    Another commonly used character by human opponents is the projectile happy
    Akuma.  Again, have at least a medium level parry game if you hope to survive.
    One thing I must mention against shoto-players is that contrary to most players
    opinions, I would recommend not going after them right at the very start.  Use
    your jumping short kick (which has priority over just about every move they
    have in the air) to knock them to the ground, and Power Bomb if you land close
    enough to your opponent.  Also be aware that if you time SGH combo iii) well
    you can catch an opponent that has been knocked out of the air, so do it to a
    player who's using Akuma's air agility to his favor.  Parry and punish Akuma's
    diving kick to disable much of his combo ability.  Beware of Akuma players
    using Gadou-Hadou-Ken because it has very little charge time (short enough to
    catch you in Power Bomb windup) as well as it can deal fairly severe damage if
    you're stuck on the ground.  Watch for misplaced trips and punish them with a
    combo or a power bomb.  Also note that you'll have to red parry his hurricane
    kick if you want to counter it, because it's a little closer to the ground 
    than Ken or Ryu's and you can't duck it.  Take advantage of the fact that Akuma
    can't throw two Dragon Punches in a row as fast as Ken or Ryu and slap him up
    with a combo or a super art.  
    Q is probably your only rival as far as damage dealing (with the possible
    exception of Hugo) and you can expect that once he has his taunts in, you're
    going to have a hard time taking him down. Exploit his more evasive stance
    early in the round (for those who don't know, Q can double his armor by 
    taunting 3 times in a round) for your purposes.  If you are using Stungun
    Headbutt or Boomerang Raid, and happen to see him start to dash backwards,
    start an Elbow Slash/Super Art Combo.  Most Q players dash at the beginning
    of the round so if you have a super art charged, why not stop them from
    taunting and do some major damage.  At all costs, stop Q from taunting.  Use an
    EX'd Air Stampede or Elbow Slash if you don't have a super art ready.  Don't be
    afraid to jump in and start Power Bomb mayhem (Q is very vulnerable to the 
    flying short kick/power bomb setups).  Or just dash and Power Bomb if the Q 
    player turtles a lot.
    Remy possesses absurdly quick charge times with his special moves, and a nice
    assortment of powerful non-charge moves.  His primary strategies involve
    cornering and knocking opponents out of the air.  Your most powerful asset is
    something that you probably don't use much, your air dive.  It trades hits
    with Remy's flash kick and all of his crouching/standing air moves, and does
    roughly three times the damage that they do.  After you have made a habit of
    doing this, Remy will think twice about automatically countering, so take the
    liberty of starting some Power Bombing.  Once mixes of these two strategies
    have been defused by your opponent, take the liberty of parrying on your way
    in and Power Bombing or comboing when you land.  Also, Remy can be a pain 
    with using his Light of Virtue (Sonic Boom) and Cold Blue Kick to corner you,
    then using crouching strong into low Light of Virtue chains.  Avoid the whole
    situation by blocking or parrying the combo and then Spiral DDT'ing over or
    onto your opponent.  I have a gut feeling that a properly timed Fierce Flash
    Chop can defuse the combo but that's unconfirmed.  Otherwise, don't be afraid
    to trade hits because once you have strategies for these two situations, the
    playing field will be a lot more level.
    This little ninja has been known to cause problems for Alex, despite her small
    size and weak attacks.  Make extensive use of your anti-air, with the notable
    use of the Short and Forward Rising Knee Smashes to grab her leaping and and
    hopping attacks.  Also of note to SGH users is that her double kick bounces off
    of you perfectly to land in fierce SGH range.  Wait a little while before doing
    it if she throws a knife in the process of jumping.  Also be watching for her
    to jump in outer ranges, and use your rarely used RH Rising Knee Smash.  
    Effective users of Ibuki can present problems, so be aware.
       Yun and Yang
    These two guys are generally used by opponents who like to throw out combos
    indiscretely.  One thing that is a major weakness from these two is that their
    moves are not as fast as they used to be, and that Power Bombing them out of
    missed attacks is not that difficult.  The fact that they fight in close a lot
    can also be used to your advantage if you are a Hyper Bomb user or if you enjoy
    Power Bomb mayhem.  This used to be a more difficult fight before 3S, but is
    not really that bad if you can parry or can effectively trade hits to your
    Twelve can present problems for you as well.  Prepare for some difficulty
    parrying his standing strong on a jump-in, as well as for problems with his
    DRA attack.  His throw also has some extreme priority so try to avoid Power
    Bombing if you know your opponent will use it.  Combo him when he misses an NDL
    (which is also an excellent opportunity to use your EX'd Air Stampede or SGH if
    that's what you use).  Watch in particular for his air dive, (counter with the
    appropriate version of the Rising Leg Smash) and AXE.  Being able to parry all
    five hits of the AXE will also be of use to you.  Also notice that Twelve is
    the only character to my knowledge that has the ability to simply jump out of
    SGH combo iii) without requiring a counter, so version ii) or some other chain
    is required to be effective.
       CPU Gill
    I had initially some problems with this, but I've figured out some strategies
    to keep this guy at bay.  Don't expect to be able to Power Bomb him.  All of
    his regular moves come out quickly enough to hit you out of the windup.  This
    I realize is not as flashy as your other strategies, but use your standing +
    back medium kick to keep him away, then throw him when he dashes in.  If you
    are able to parry his two hit knee drop, do so, Fierce Flash Chop him and
    throw in the Super Art or combo of your choice.  Watch for mid-screen 
    projectiles because you will be able to hop them and punish Gill for this
    mistake.  This is one situation that you can't really play both offensively
    and defensively.  If he starts to resurrect, dash near him and Fierce Flash
    Chop him for your quickest and most punishing stop.
    (* send requests, inaccuracies and/or suggestions for VS. section *)
    Final Thoughts
      That's all for now.  If you want more, have suggestions or want to challenge
      email me @
      or ICQ me @
      Thanks to SAL for being my #1 rival (and nitpicker) :D
      Thanks to everyone who's ever written a SF faq of any sort and folks who take
      the time to play the game with skill.  Cheers.

    FAQ Display Options: Printable Version