Street Fighter V/Alex

From SuperCombo Wiki

Introduction

About Alex

Alex is a character of highs and lows. In some matches and matchups Alex will get thrown into the corner and bullied to death due to his weak defensive options, while other games you will perfect your opponent in 15 seconds as you make all the right reads and murder them while feeling like the smartest person to ever play Street Fighter. While he has a command grab and the slower walk speed that makes him seem like a grappler, he is more of a brawler type focusing on poking away at the opponent with his longer ranged pokes until they get frustrated and make a mistake giving Alex an opening, at which point he must capitalize as he often won't get another chance.Playing Alex required patiences, both in looking for an opening and being forced to deal with relentless pressure and overwhelming odds much of the time. However there are few feelings in SFV as wonderful as barely eeking out a win as Alex from managing to make 3-4 correct reads in a row or landing an amazing parry into EX Power Bomb. Alex is also a low-execution character, with most of his combos being only 2-3 hits long and having few complicated setups or oki situations. If you want to have fun and don't care about only winning, Alex isn't a bad choice.

Final Patch

Players to Watch

  • DemonDan14
  • Escudo
  • Gunfight
  • Neguinho
  • Pro7otype
  • Problem X
  • TwistedRivera
Alex
SFV-Alex Portrait.jpg
Vitals
Life Points 1050
Stun Points 1075
V-Gauge Points
V-Trigger 1 2 Bars
V-Trigger 2 2 Bars
Ground Movement
Forward Walk Speed 0.04
Backward Walk Speed 0.035
Forward Dash Speed 19
Backward Dash Speed 24
Forward Dash Distance 1.56
Backward Dash Distance 1.102
Backdash CH Frames 3-11
Jumping
Back Jump Speed 47(4+39+4)
Neutral Jump Speed 47(4+39+4)
Forward Jump Speed 46(3+39+4)
Forward Jump Distance 2.106
Backward Jump Distance 1.872
Throws
Throw Hurtbox 0.45
Throw Range 1
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

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, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. 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. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

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 have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

5LP
Stand LP
5LP
SFV Alex 5LP.png
Startup Active Recovery Hit
4 3 7 5
Damage Stun Attack Block
30 70 H 3
  • Cancel options: sp su vt1 vt2
Combo and pressure tool
Tick throw
Combos into DDT (V-Trigger 2 attack) on counter hit
FATonline.png
5MP
Stand MP
5MP
SFV Alex 5MP.png
Startup Active Recovery Hit
6 2 12 5
Damage Stun Attack Block
60 100 H 3
  • Confirm windows:
    • Specials & CA: 13
    • V-Trigger: 14
  • Cancel options: sp su vt1 vt2
Combo and pressure tool
Good tick throw for command grab
Combos into DDT (V-Trigger 2 attack)
FATonline.png
5HP
Stand HP
5HP
SFV Alex 5HP.png
Startup Active Recovery Hit
9(10) 4(3) 22 0
Damage Stun Attack Block
90 150 H -3
  • Confirm windows:
    • Specials & CA: 17
    • V-Trigger: 17
  • Cancel options: sp su vt1 vt2
Combos into DDT (V-Trigger 2 attack) on hit
1st active frame can only hit airborne opponents (cannot hit cross-up)
Causes a spiked knockdown on airborne opponents
Combos into EX Air Knee Smash if st HP hits the opponent high enough in the air
No hurtbox extension during start-up
FATonline.png
5LK
Stand LK
5LK
SFV Alex 5LK.png
Startup Active Recovery Hit
5 3 8 2
Damage Stun Attack Block
40 70 H 0
  • Cancel options: sp su vt1 vt2
FATonline.png
5MK
Stand MK
5MK
SFV Alex 5MK.png
Startup Active Recovery Hit
7 3 15 2
Damage Stun Attack Block
70 100 H -2
  • Confirm windows:
    • V-Trigger: 15/*14
    • Notes: *VT1 Sledge Hammer or VT2 DDT
  • Cancel options: vt1 vt2
Combos into DDT (V-Trigger 2 attack)
No hurtbox extension during start-up
FATonline.png
5HK
Stand HK
5HK
SFV Alex 5HK.png
Startup Active Recovery Hit
17 3 24 1
Damage Stun Attack Block
100 150 H -4
  • Crush Counter: Crumple, C Adv, +120 V-Gauge.
  • Knockdown: 94 KD Adv, 52 Quick Rise Adv, 52 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 17
  • Cancel options: vt1 vt2
Forces stand
Combos into DDT (V-Trigger 2 attack) on hit
+16 frame advantage on a Crush Counter before the opponent becomes airborne
Launches opponent into a limited juggle state (Juggle Start: +1)
Juggle Limit / Increase / Start: 0 / 1 / 1
FATonline.png
2LP
Crouch LP
2LP
SFV Alex 2LP.png
Startup Active Recovery Hit
4 2 7 5
Damage Stun Attack Block
30 70 H 2
  • Cancel options: sp su vt1 vt2
FATonline.png
2MP
Crouch MP
2MP
SFV Alex 2MP.png
Startup Active Recovery Hit
7 2 17 2
Damage Stun Attack Block
70 100 H -1
  • Confirm windows:
    • V-Trigger: 15
  • Cancel options: vt1 vt2
Combos into DDT (V-Trigger 2 attack)
FATonline.png
2HP
Crouch HP
2HP
SFV Alex 2HP.png
Startup Active Recovery Hit
10 1*5 23 KD
Damage Stun Attack Block
60*30 (90) 75*75 (150) H -8
  • Knockdown: 105(103) KD Adv, 46(44) Quick Rise Adv, 51(49) Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 12/16
  • Cancel options: vt1 vt2
Second hit deals 60 damage and 100 stun if the first hit doesn't connect
First hit has same launching knockback as second hit
KDA in parentheses refers to if ONLY the second connects on a grounded opponent
VTC on second hit has +1F KDA if BOTH hits connect (KDA +124/67/72)
VTC on second hit has -1F KDA if ONLY the second hit connect (KDA +122/65/70)
Alex can move forward or backward during frames 2-15F allowing him to change how far forward or backward he moves during those frames
Alex is considered standing during frames 10-25F
Both hits cannot hit Cross-up (behind Alex)
Juggle Limit / Increase / Start: 1*3 / 1*4 / 3*1
Against grounded opponents, first hit is Juggle Start 2
FATonline.png
2LK
Crouch LK
2LK
SFV Alex 2LK.png
Startup Active Recovery Hit
4 3 6 4
Damage Stun Attack Block
20 70 L 0
  • Cancel options: vt1 vt2
Check out my Timbs!
FATonline.png
2MK
Crouch MK
2MK
SFV Alex 2MK.png
Startup Active Recovery Hit
9 2 18 0
Damage Stun Attack Block
60 100 L -3
  • Confirm windows:
    • V-Trigger: 16/*15
    • Notes: *VT1 Sledge Hammer or VT2 DDT
  • Cancel options: vt1 vt2
Combos into DDT (V-Trigger 2 attack)
Combos into V-Trigger 1 Sledge Hammer on Counter-Hit
FATonline.png
2HK
Crouch HK
2HK
SFV Alex 2HK.png
Startup Active Recovery Hit
10 2 24(20) KD
Damage Stun Attack Block
100 150 L -12
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 71 KD Adv, 22 Quick Rise Adv, 27 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 18/*16
    • Notes: *VT1 Sledge Hammer or VT2 DDT
  • Cancel options: vt1 vt2
Recovers 4F faster (21F) on HIT only
FATonline.png
8LP
Jump LP
8LP
SFV Alex 8LP.png
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
FATonline.png
8MP
Jump MP
8MP
SFV Alex 8MP.png
Startup Active Recovery Hit
5 7 - -
Damage Stun Attack Block
70 100 M -
FATonline.png
8HP
Jump HP
8HP
SFV Alex 8HP.png
Startup Active Recovery Hit
8 3 - -
Damage Stun Attack Block
90 150 M -
FATonline.png
8LK
Jump LK
8LK
SFV Alex 8LK.png
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
Can Cross-up
FATonline.png
8MK
Jump MK
8MK
SFV Alex 8MK.png
Startup Active Recovery Hit
6 6 - -
Damage Stun Attack Block
70 100 M -
FATonline.png
8HK
Jump HK
8HK
SFV Alex 8HK.png
Startup Active Recovery Hit
9 5 - -
Damage Stun Attack Block
90 150 M -
FATonline.png

Command Normals

6MP
Chop
6MP
SFV Alex 6MP.png
Startup Active Recovery Hit
22 2 17 1
Damage Stun Attack Block
60 100 M -8
Very far range for an overhead but also -8 on block
Can hit air opponents
FATonline.png
6HP
Lariat
6HP
SFV Alex 6HP.png
Startup Active Recovery Hit
11 4 16 8
Damage Stun Attack Block
80 150 H 4
  • Crush Counter: Spinning, 15 Adv, +120 V-Gauge.
  • Confirm windows:
    • Specials & CA: 18
    • V-Trigger: 18
  • Cancel options: sp su vt1 vt2
Slightly smaller hurtbox on head during startup frames
Can hit Cross-up (behind Alex)
Combos into DDT (V-Trigger 2 attack)
Forces stand on hit
Will whiff on crouching opponents from further out
Can Option Select against V-Reversals with 5MP/Power Bomb or V-Trigger
Capcom never stopped buffing this move
FATonline.png
9 > 2HP
Flying Cross Chop
9 > 2HP
SFV Alex 9 2HP.png
Startup Active Recovery Hit
14 - 40(20) 8(-12)
Damage Stun Attack Block
90 150 M -35(-21)
Cannot hit cross-up (behind Alex)
Can be done from frames 12-27 of a forward jump
Frame advantage on block varies greatly based on height
Can be -12 on HIT if connecting on last possible frame
Landing recovery frames change depending on hit (20 frames) or block / whiff (40 frames)
Does not increase the juggle counter on an opponent already in a juggle state (Juggle Increase: +0)
FATonline.png

Throws

LPLK
Face-Crush Chop
Throw
LPLK
SFV Alex LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
120 120 T KD
  • Knockdown: 66 KD Adv, 17 Quick Rise Adv, 17 Back Rise Adv.
FATonline.png
4LPLK
Leg Tomahawk
Back Throw
4LPLK
SFV Alex 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
160 200 T KD
  • Knockdown: 57 KD Adv, 8 Quick Rise Adv, 8 Back Rise Adv.
Does more damage than average for a back throw
FATonline.png

Special Moves

236LP
LP Flash Chop
236LP
SFV Alex 236LP.png
Startup Active Recovery Hit
12 3 20 2
Damage Stun Attack Block
70 150 H -4
  • Cancel options: su
Has a secondary projectile hitbox that nullifies 1 hit of projectiles
Arm and leg projectile invincible on frames 12-16
Cancelable into Choke Sleeper on hit or block during V-Trigger 2
Juggle Limit / Increase / Start: 7 / 1 / 1
FATonline.png
236MP
MP Flash Chop
236MP
SFV Alex 236MP.png
Startup Active Recovery Hit
18 3 19 3
Damage Stun Attack Block
80 150 H -4
  • Cancel options: su
Has a secondary projectile hitbox that nullifies 1 hit of projectiles
Arm and leg projectile invincible on frames 18-22
Cancelable into Choke Sleeper on hit or block during V-Trigger 2
Juggle Limit / Increase / Start: 1 / 1 / 1
FATonline.png
236HP
HP Flash Chop
236HP
SFV Alex 236HP.png
Startup Active Recovery Hit
25 3 21 2
Damage Stun Attack Block
90 150 H -6
  • Cancel options: su
Forces standing on hit
Has a secondary projectile hitbox that nullifies 1 hit of projectiles
Arm and leg projectile invincible on frames 25-29
Cancelable into Power Drop and Choke Sleeper (during V-Trigger 2) follow-ups on hit or block on frames 38-40
HOW TO YAMI DROP: If the Power Drop / Choke Sleeper (during V-Trigger 2) follow-up cancel is executed on the latter 2 frames of the cancel window (frames 39-40) then the command grab will connect even after canceling into it from block
3F reversals (like 3F jabs) will counter-hit Alex if he cancels into Power Drop / Choke Sleeper (during V-Trigger 2) on the last frame (frame 40) - so the cancel has to be frame perfect (frame 39) to beat 3F reversals
Juggle Limit / Increase / Start: 1 / 1 / 1
FATonline.png
236PP
EX Flash Chop
236PP
SFV Alex 236PP.png
Startup Active Recovery Hit
11 5 19 KD
Damage Stun Attack Block
70*70 (140) 100*100 (200) H -2
  • Knockdown: 99(67) KD Adv, 40(8) Quick Rise Adv, 45(13) Back Rise Adv.
  • Cancel options: vs1 vs2 vt1 vt2
Has a secondary projectile hitbox that nullifies 2 hit of projectiles
Arm and leg projectile invincible on frames 11-15
Cancelable into V-Trigger activations and V-Trigger 2 specials (DDT and Choke Sleeper)
KDA shown in the parentheses (X) refers to if canceled into V-Skill 1/2 on hit
Juggle Limit / Increase / Start: 7*8 / 1*1 / 1*1
FATonline.png
46LK
LK Slash Elbow
46LK
SFV Alex 46LK.png
Startup Active Recovery Hit
16 5 22 3
Damage Stun Attack Block
80 150 H -2
  • Cancel options: su vt2
Takes 45 frames to charge
+7/+2 on Hit/Block on last active frame
Cancelable into Spiral DDT (VT2) on hit or block
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 0 / 1 / 1
FATonline.png
46MK
MK Slash Elbow
46MK
SFV Alex 46MK.png
Startup Active Recovery Hit
18 5 22 KD
Damage Stun Attack Block
90 150 H -6
  • Knockdown: 99 KD Adv, 40 Quick Rise Adv, 45 Back Rise Adv.
  • Cancel options: su
Takes 45 frames to charge
Launches opponent into a limited juggle state
Juggle Limit / Increase / Start: 0 / 1 / 1
FATonline.png
46HK
HK Slash Elbow
46HK
SFV Alex 46HK.png
Startup Active Recovery Hit
24 5 18 KD
Damage Stun Attack Block
100 150 H -7
  • Knockdown: 104 KD Adv, 45 Quick Rise Adv, 50 Back Rise Adv.
  • Cancel options: su
Takes 45 frames to charge
Launches opponent into a limited juggle state
Juggle Limit / Increase / Start: 1 / 1 / 2
FATonline.png
46KK
EX Slash Elbow
46KK
SFV Alex 46KK.png
Startup Active Recovery Hit
14(22) 1*2 29 KD
Damage Stun Attack Block
75*75 (150) 100*100 (200) H -17
  • Knockdown: 88(60) KD Adv, 29(1) Quick Rise Adv, 34(6) Back Rise Adv.
  • Cancel options: vs1 vs2 vt2
Takes 45 frames to charge
Move startup travels until Alex reaches opponent (ranges from 14F~22F startup)
One hit of armor on frames 3-14 (or 3-22 if doing the slowest max range version)
1st hit forces standing
1st hit can cancel to Spiral DDT (VT2) on hit or block
KDA shown in the parentheses (X) refers to if canceled into V-Skill 1/2 on hit
Juggle Limit / Increase / Start: 0*2 / 1*1 / 1*1
FATonline.png
623LK
LK Air Knee Smash
623LK
SFV Alex 623LK.png
Startup Active Recovery Hit
6 8 20+17 KD
Damage Stun Attack Block
50*80 (130) 200 H KD
  • Knockdown: 72 KD Adv, 23 Quick Rise Adv, 23 Back Rise Adv.
Crouching hurtbox on first 3 frames of startup
Airborne frames 5-34
17 landing recovery frames
Can hit airborne characters only
Can grab crossups
Juggle Limit: 8
FATonline.png
623MK
MK Air Knee Smash
623MK
SFV Alex 623MK.png
Startup Active Recovery Hit
9 10 20+23 KD
Damage Stun Attack Block
50*80 (130) 200 H KD
  • Knockdown: 72 KD Adv, 23 Quick Rise Adv, 23 Back Rise Adv.
Crouching hurtbox on first 5 frames of startup
Airborne frames 8-37
18 landing recovery frames
Can hit airborne characters only
Can grab crossups
Juggle Limit: 8
FATonline.png
623HK
HK Air Knee Smash
623HK
SFV Alex 623HK.png
Startup Active Recovery Hit
11 10 20+25 KD
Damage Stun Attack Block
50*80 (130) 200 H KD
  • Knockdown: 68 KD Adv, 19 Quick Rise Adv, 19 Back Rise Adv.
Invincible to airborne strikes on frames 7-20
Crouching hurtbox on first 6 frames of startup
Airborne frames 10-39
20 landing recovery frames
Can hit airborne characters only
Can grab crossups
Juggle Limit: 8
FATonline.png
623KK
EX Air Knee Smash
623KK
SFV Alex 623KK.png
Startup Active Recovery Hit
6 8 22+27 KD
Damage Stun Attack Block
50*90 (140) 200 H -40
  • Knockdown: 72 KD Adv, 23 Quick Rise Adv, 23 Back Rise Adv.
Crouching hurtbox on first 4 frames of startup
Invincible to airborne strikes on frames 1-13
Projectile invincible on frames 5-13
27 landing recovery frames
Can hit standing and airborne characters (misses crouching)
Can hit cross-up (behind Alex)
Juggle Limit: 7
FATonline.png
63214LP
LP Power Bomb
63214LP
SFV Alex 63214P.png
Startup Active Recovery Hit
9 2 60 KD
Damage Stun Attack Block
170 200 T KD
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 15 Back Rise Adv.
Throw Distance: 1.614
Denies back-roll
3F slower start-up than MP/HP version but has significantly more range
FATonline.png
63214MP
MP Power Bomb
63214MP
SFV Alex 63214P.png
Startup Active Recovery Hit
6 2 60 KD
Damage Stun Attack Block
180 230 T KD
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 15 Back Rise Adv.
Throw Distance: 1.404
Denies back-roll
FATonline.png
63214HP
HP Power Bomb
63214HP
SFV Alex 63214P.png
Startup Active Recovery Hit
6 2 60 KD
Damage Stun Attack Block
190 250 T KD
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 15 Back Rise Adv.
Throw Distance: 1.204
Denies back-roll
FATonline.png
63214PP
EX Power Bomb
63214PP
SFV Alex 63214PP.png
Startup Active Recovery Hit
5 3 59 KD
Damage Stun Attack Block
230 250 T KD
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 15 Back Rise Adv.
Throw Distance: 1.495
Denies back-roll
FATonline.png
63214P (opp. turned)
Power Drop
63214P (opp. turned)
SFV Alex 63214P (opp. turned).png
Startup Active Recovery Hit
5 2 52 KD
Damage Stun Attack Block
120 200 T KD
  • Knockdown: 55 KD Adv, 6 Quick Rise Adv, 6 Back Rise Adv.
Denies back-roll
Cancelable into from HP Flash Chop on hit or block on frames 38-40
HOW TO YAMI DROP: If the Power Drop / Choke Sleeper (V-Trigger 2 grab) follow-up cancel is executed on the latter 2 frames of the cancel window (frames 39-40) then they will connect even after canceling into it from block
3F reversals (like 3F jabs) will counter-hit Alex if he cancels into Power Drop / Choke Sleeper (during V-Trigger 2) on the last frame (frame 40) - so the cancel has to be frame perfect (frame 39) to beat 3F reversals
Increased damage (+20) and stun (+50) when canceled into from Sledge Hammer (V-Trigger 1 Attack / Clothesline)
FATonline.png
63214PP (opp. turned)
EX Power Drop
63214PP (opp. turned)
SFV Alex 63214PP (opp. turned).png
Startup Active Recovery Hit
5 2 52 KD
Damage Stun Attack Block
80*100 (180) 250 T KD
  • Knockdown: 72 KD Adv, 23 Quick Rise Adv, 23 Back Rise Adv.
Denies back-roll
Grants better oki than non-EX version
Cancelable into from HP Flash Chop on hit or block on frames 38-40
HOW TO YAMI DROP: If the Power Drop / Choke Sleeper (V-Trigger 2 grab) follow-up cancel is executed on the latter 2 frames of the cancel window (frames 39-40) then they will connect even after canceling into it from block
3F reversals (like 3F jabs) will counter-hit Alex if he cancels into Power Drop / Choke Sleeper (during V-Trigger 2) on the last frame (frame 40) - so the cancel has to be frame perfect (frame 39) to beat 3F reversals
Increased damage (+20) and stun (+50) when canceled into from Sledge Hammer (V-Trigger 1 Attack / Clothesline)
FATonline.png
28LK
LK Air Stampede
28LK
SFV Alex 28K.png
Startup Active Recovery Hit
27 3 17 KD
Damage Stun Attack Block
120 200 M -2
  • Knockdown: 44 KD Adv, 44 Quick Rise Adv, 44 Back Rise Adv.
Takes 35 frames to charge
Airborne on frames 10-26
Hard Knockdown on hit
Projectile invincible on frames 10-28
Cannot hit airborne or cross-up
CAN hit airborne if canceled into from VS2 powered specials
+10 recovery frames on whiff (27F)
FATonline.png
28MK
MK Air Stampede
28MK
SFV Alex 28K.png
Startup Active Recovery Hit
30 3 21 KD
Damage Stun Attack Block
120 200 M -2
  • Knockdown: 40 KD Adv, 40 Quick Rise Adv, 40 Back Rise Adv.
Takes 35 frames to charge
Airborne on frames 13-31
Hard Knockdown on hit
Projectile invincible on frames 13-31
Cannot hit airborne or cross-up
CAN hit airborne if canceled into from VS2 powered specials
+10 recovery frames on whiff (31F)
FATonline.png
28HK
HK Air Stampede
28HK
SFV Alex 28K.png
Startup Active Recovery Hit
33 3 22 KD
Damage Stun Attack Block
120 200 M -2
  • Knockdown: 39 KD Adv, 39 Quick Rise Adv, 39 Back Rise Adv.
Takes 35 frames to charge
Airborne on frames 16-34
Hard Knockdown on hit
Projectile invincible on frames 16-34
Cannot hit airborne or cross-up
CAN hit airborne if canceled into from VS2 powered specials
+10 recovery frames on whiff (32F)
FATonline.png
28KK
Startup Active Recovery Hit
29 3 18 KD
Damage Stun Attack Block
140 200 M 2
  • Knockdown: 43(9) KD Adv, 43(9) Quick Rise Adv, 43(9) Back Rise Adv.
  • Cancel options: vs1 vs2
Takes 35 frames to charge
Projectile invincible on frames 1-30
Airborne on frames 14-30
Trajectory can be altered by holding stick forward or back during the move animation
Hard Knockdown on hit
Cannot hit airborne or cross-up
CAN hit airborne if canceled into from VS2 powered specials
KDA shown in the parentheses (X) refers to if canceled into V-Skill 1/2 on hit
FATonline.png
28LP
Startup Active Recovery Hit
36 2 30 3
Damage Stun Attack Block
160 250 T -
Takes 35 frames to charge
Trajectory can be altered by holding stick forward or back during the move animation
Airborne on frames 7-35
If V-Skill 2 is active when this grab connects, Alex can cancel into his other specials 15F before recovery ends, essentially making this grab +18 on hit for his V-Skill 2 cancel follow-ups
FATonline.png
28MP
Startup Active Recovery Hit
40 2 30 3
Damage Stun Attack Block
160 250 T -
Takes 35 frames to charge
Trajectory can be altered by holding stick forward or back during the move animation
Airborne on frames 12-39
If V-Skill 2 is active when this grab connects, Alex can cancel into his other specials 15F before recovery ends, essentially making this grab +18 on hit for his V-Skill 2 cancel follow-ups
FATonline.png
28HP
Startup Active Recovery Hit
44 2 30 3
Damage Stun Attack Block
160 250 T -
Takes 35 frames to charge
Trajectory can be altered by holding stick forward or back during the move animation
Airborne on frames 15-43
If V-Skill 2 is active when this grab connects, Alex can cancel into his other specials 15F before recovery ends, essentially making this grab +18 on hit for his V-Skill 2 cancel follow-ups
FATonline.png
28PP
Startup Active Recovery Hit
30 2 49 3
Damage Stun Attack Block
180 300 T -
Takes 35 frames to charge
Throw invincible on frames 1-4
Trajectory can be altered by holding stick forward or back during the move animation
Airborne on frames 5-29
If V-Skill 2 is active when this grab connects, Alex can cancel into his other specials 15F before recovery ends, essentially making this grab +18 on hit for his V-Skill 2 cancel follow-ups
FATonline.png

Critical Art

236236P
Heavy Hammer
236236P
SFV Alex 236236P.png
SFV Alex 236236P 2.png
Startup Active Recovery Hit
5 2(20)2(20)3 46 KD
Damage Stun Attack Block
100*40*200 (340) 0*0*0 H -25
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 15 Back Rise Adv.
Fully invincible on frames 1-6
If the first hit misses or is blocked then the remaining two hits do 100*130 (230) damage and do not trigger cinematic
Juggle Limit: 10
FATonline.png

Taunts

5PPPKKK
Taunt
5PPPKKK
SFV Alex 5PPPKKK.png
"C'mon!"
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
FATonline.png

V-System

V-Skill 1

MPMK (VS1)
Overhaul
MPMK (VS1)
SFV Alex MPMK (VS1).png
Startup Active Recovery Hit
- - 50 -
Damage Stun Attack Block
- - - -
The next attack Alex manages to land will result in a 'Hard Hit' (adds Counter-Hit properties but gives +5F advantage instead of the usual +2F; Scales as 1 hit)
Adds +3 advantage instead of +5 on a Crush Counter
Hard Hit 'Crush Counters' are not subject to a standard 2-hit scaling
This added Counter-Hit bonus goes away if a move is blocked by the opponent (does NOT go away if hit during startup of Alex's attack)
This V-Skill buff does not go away if Alex is knocked down
Alex is NOT in a Counter-Hit state during this power-up
This power-up builds 50 V-Meter by itself
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V-Skill 2

MPMK (VS2)
Overchain
MPMK (VS2)
SFV Alex MPMK (VS2).png
Startup Active Recovery Hit
- - 50 -
Damage Stun Attack Block
- - - -
The next special attack (Flash Chop, Elbow Slash, Air Stampede, or Head Crush) that Alex uses will be special cancelable on hit or block into: Flash Chop, Elbow Slash, Air Stampede, or Knee Smash (but not the same move into itself)
Regular Special Attacks can cancel into any version, but EX Special Attacks can only cancel into another EX Special Attack
This special cancel property goes away if the next special attack (Elbow Slash, Air Stampede, or Flash Chop) that connects on hit or block is not canceled into (the exception being that a Head Crush attempt whiffs the V-Skill 2 buff fades away)
This V-Skill buff does not go away if Alex is knocked down
Alex is NOT in a Counter-Hit state during this power-up
The special that Alex cancels into grants him both V-Meter and EX meter
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V-Trigger 1

HPHK (VT1)
Rage Shift
HPHK (VT1)
SFV Alex HPHK (VT1).png
Startup Active Recovery Hit
1 - 5 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 1700 frames (~28 seconds)
Gives access to a new move (Sledge Hammer)
See the V-Trigger 1 page for details on it
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HPHK (Hold)
Sledge Hammer Lvl 1
HPHK (Hold)
SFV Alex HPHK (Hold).png
Startup Active Recovery Hit
13+7(60+7) 2 51 5
Damage Stun Attack Block
80 150 H -12
This move refers to Sledge Hammer Lvl 1 that is not fully charged (held up to 61f)
Minimum of 13 frame startup on the charge itself followed by the Sledge Hammer Attack 7F later at earliest
Level 1 startup on the charge itself ranges from 13-61 frames depending on how early / late you let go of the HP+HK buttons
Immediately upon input, spends 100 V-Meter (5% of V-Timer) and gains 20 EX gauge (15% of one EX bar)
Upon release, spends 400 V-Meter (23.5% of V-Timer)
While charging, Alex can parry any kind of strike or projectile attack from frames 2-57. See Sledge Hammer (Parry) for more details
2F faster startup (18F) and 1F faster (1-57F) Parry window when canceled into
Recovers 22F faster (29f) on Whiff but ONLY if Alex releases Sledge Hammer while the opponent is NOT above or below him
No collision boxes after active frames end (to pass through the opponent)
The Sledge Hammer follow-up move is always -12 on block (despite it showing -8 in game), even if released 1 frame before it's fully charged
Cancelable into all Specials and Super on a successful parry or after a Sledge Hammer hit
Juggle Limit / Increase / Start: 10 / 1 / 1
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HPHK (Hold)
Sledge Hammer Lvl 2
HPHK (Hold)
SFV Alex HPHK (Release).png
Startup Active Recovery Hit
61+7 2 48 11
Damage Stun Attack Block
130 200 H 4(GB)
This move refers to the fully charged (held for 62F) version of Sledge Hammer
Causes Guard Break (+4 frame advantage)
Immediately upon input, spends 100 V-Meter (5% of V-Timer) and gains 20 EX gauge (15% of one EX bar)
Upon release, spends 400 V-Meter (23.5% of V-Timer)
While charging, Alex can parry any kind of strike or projectile attack from frames 2-57. See Sledge Hammer (Parry) for more details
Recovers 23F faster (25f) on Whiff but ONLY if Alex releases Sledge Hammer while the opponent is NOT above or below him
Second active frame cannot hit Cross-up but ONLY on whiffed version
No collision boxes after active frames end (to pass through the opponent)
Cancelable into all Specials and Super on a successful parry or after a Sledge Hammer hit
Juggle Limit / Increase / Start: 10 / 1 / 1
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HPHK
Sledge Hammer (Parry)
HPHK
SFV Alex HPHK Parry.png
Startup Active Recovery Hit
2(1) - 5 -
Damage Stun Attack Block
- - - -
This move refers to successful parry if not canceled into the Sledge Hammer follow-up
Upon successful parry, gains 200 V-Meter (11.7% of V-Timer)
1F startup if canceled into from a prior successful parry
Release buttons during hitstop of parry (18F hitstop) to stop the Sledge Hammer Attack follow-up from coming out
5F of recovery on a successful parry (if not canceled into the Sledge Hammer follow-up)
When a parry is successful, the game freezes momentarily during which time Alex is briefly fully invincible for 1 frame and then Projectile invincible for 15 frames (after 18 freeze frames, both characters start moving again)
You can calculate your frame advantage on a successful parry (if you don't cancel out of it) by adding up the remaining Active + Recovery frames on the opponent's move you just parried and subtract that with your parry recovery frames (5F recovery) - (Example: Parrying first active frame of Akuma's 2MP; 2+12 frames (14) frames left to play out for Akuma -> 14-5 = +9 advantage for Alex after the Parry)
Alex can also cancel a successful parry into all his Specials, V-Trigger Specials, or Super on frames 10-20 of the parry which enbles Alex to start his Specials 8F before the opponent even gets out of the parry freeze frames (Example: If we use Akuma's 2MP again, it has 14 frames left to play out after it is parried -> 14+8 = 22 frames, which means that Alex can punish Akuma with up to a 22F start-up Special)
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V-Trigger 2

HPHK (VT2)
Rage Boost
HPHK (VT2)
SFV Alex HPHK (VT2).png
Startup Active Recovery Hit
1 - 5 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 3000 frames (50 seconds)
Gives access to two new moves (Flying DDT & Choke Sleeper)
See the V-Trigger 2 page for details on them
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HPHK
Flying DDT
HPHK
SFV Alex HPHK.png
Startup Active Recovery Hit
22(12) 3 41 KD
Damage Stun Attack Block
180 220 T -
  • Knockdown: 12 KD Adv, 12 Quick Rise Adv, 12 Back Rise Adv.
Hard Knockdown
Cannot grab airborne or crouching opponents
Cancelable into from all normals (except f+MP Overhead), Flash Chops and LK / EX Slash Elbow on hit and block
Can tick throw into DDT on block when canceled from crouch LP and stand LK
Startup is 10F faster (12F) when canceled into from normals (combos from all of them except crouch LK)
Spends 500 V-Meter (~16.6% V-Timer) on startup and 500 V-Meter (~16.6% of V-Timer) again if it connects on hit
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2HPHK
Choke Sleeper
2HPHK
SFV Alex 2HPHK.png
Startup Active Recovery Hit
5 2 51 KD
Damage Stun Attack Block
120 120 T -
  • Knockdown: 71 KD Adv, 12 Quick Rise Adv, 12 Back Rise Adv.
Denies back-roll (Throw)
Spends 1000 V-Meter (33% of V-Timer)
Can only be performed as a cancel
Cancelable into from all normals except 6MP, Flash Chops and LK / EX Slash Elbow on hit and block
HOW TO YAMI DROP: If the Power Drop / Choke Sleeper (during V-Trigger 2) follow-up cancel is executed on the latter 2 frames of the HP Flash Chop cancel window (frames 39-40) then they will connect even after canceling into it from block
3F reversals (like 3F jabs) will counter-hit Alex if he cancels into Power Drop / Choke Sleeper (during V-Trigger 2) on the last frame (frame 40) - so the cancel has to be frame perfect (frame 39) to beat 3F reversals
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V-Shift

MKHP
V-Shift
MKHP
SFV Alex MKHP.png
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 1.10 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
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V-Shift Break

MKHP
War Hammer
MKHP
SFV Alex MKHP break.png
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 76 KD Adv, 17 Quick Rise Adv, 22 Back Rise Adv.
Fully invincible during startup and active frames
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V-Reversal

6KKK
Big Boot
6KKK
SFV Alex 6KKK.png
Startup Active Recovery Hit
17 2 23 KD
Damage Stun Attack Block
60 - H -2
  • Knockdown: 78(81) KD Adv, 19(22) Quick Rise Adv, 24(27) Back Rise Adv.
Strike and Projectile invincible on frames 1-30
+3 extra KDA (+81/22/27) on Counter-Hit or Hard Hit from V-Skill 1
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