No edit summary |
No edit summary |
||
Line 5: | Line 5: | ||
|hp=1050 | |hp=1050 | ||
|stun=1075 | |stun=1075 | ||
|vt1= | |vt1=2 Bars | ||
|vt2= | |vt2=2 Bars | ||
|movef=0.04 | |movef=0.04 | ||
|moveb=0.035 | |moveb=0.035 | ||
Line 47: | Line 47: | ||
|description= | |description= | ||
* Combos into DDT (V-Trigger 2 attack) on counter hit | * Combos into DDT (V-Trigger 2 attack) on counter hit | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Stand%20LP}} | |||
}} | }} | ||
}} | }} | ||
Line 70: | Line 71: | ||
|confirm=<nowiki>13 / 14 / -</nowiki> | |confirm=<nowiki>13 / 14 / -</nowiki> | ||
|description= | |description= | ||
* Combos into DDT (V-Trigger 2 attack) | * Combos into DDT (V-Trigger 2 attack) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Stand%20MP}} | |||
}} | }} | ||
}} | }} | ||
Line 98: | Line 100: | ||
* Causes a spiked knockdown on airborne opponents | * Causes a spiked knockdown on airborne opponents | ||
* Combos into EX Air Knee Smash if st HP hits the opponent high enough in the air | * Combos into EX Air Knee Smash if st HP hits the opponent high enough in the air | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Stand%20HP}} | |||
}} | }} | ||
}} | }} | ||
Line 121: | Line 124: | ||
|confirm=<nowiki>- / - / -</nowiki> | |confirm=<nowiki>- / - / -</nowiki> | ||
|description= | |description= | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Stand%20LK}} | |||
}} | }} | ||
}} | }} | ||
Line 145: | Line 149: | ||
|description= | |description= | ||
* Hit Confirm notes: *VT1 Sledge Hammer or VT2 DDT | * Hit Confirm notes: *VT1 Sledge Hammer or VT2 DDT | ||
* Combos into DDT (V-Trigger 2 attack) | * Combos into DDT (V-Trigger 2 attack) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Stand%20MK}} | |||
}} | }} | ||
}} | }} | ||
Line 174: | Line 179: | ||
* Launches opponent into a limited juggle state (Juggle Start: +1) | * Launches opponent into a limited juggle state (Juggle Start: +1) | ||
* Juggle Limit / Increase / Start: 0 / 1 / 1 | * Juggle Limit / Increase / Start: 0 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Stand%20HK}} | |||
}} | }} | ||
}} | }} | ||
Line 197: | Line 203: | ||
|confirm=<nowiki>- / - / -</nowiki> | |confirm=<nowiki>- / - / -</nowiki> | ||
|description= | |description= | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Crouch%20LP}} | |||
}} | }} | ||
}} | }} | ||
Line 220: | Line 227: | ||
|confirm=<nowiki>- / 15 / -</nowiki> | |confirm=<nowiki>- / 15 / -</nowiki> | ||
|description= | |description= | ||
* Combos into DDT (V-Trigger 2 attack) | * Combos into DDT (V-Trigger 2 attack) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Crouch%20MP}} | |||
}} | }} | ||
}} | }} | ||
Line 237: | Line 245: | ||
|crush=<nowiki>- / - / -</nowiki> | |crush=<nowiki>- / - / -</nowiki> | ||
|block=<nowiki>-8</nowiki> | |block=<nowiki>-8</nowiki> | ||
|knockdown=<nowiki>105 / 46 / 51</nowiki> | |knockdown=<nowiki>105(103) / 46(44) / 51(49)</nowiki> | ||
|damage=<nowiki>60*30 (90)</nowiki> | |damage=<nowiki>60*30 (90)</nowiki> | ||
|stun=<nowiki>75*75 (150)</nowiki> | |stun=<nowiki>75*75 (150)</nowiki> | ||
Line 245: | Line 253: | ||
|description= | |description= | ||
* First hit has same launching knockback as second hit | * First hit has same launching knockback as second hit | ||
* VTC has | * 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 | |||
* Alex is | * Both hits cannot hit Cross-up (behind Alex) | ||
* | |||
* Juggle Limit / Increase / Start: 0*3 / 1*4 / 3*4 | * Juggle Limit / Increase / Start: 0*3 / 1*4 / 3*4 | ||
* Against grounded opponents, first hit is Juggle Start 2 and second hit is Juggle Start 1 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Crouch%20HP}} | |||
}} | }} | ||
}} | }} | ||
Line 276: | Line 285: | ||
|confirm=<nowiki>- / - / -</nowiki> | |confirm=<nowiki>- / - / -</nowiki> | ||
|description= | |description= | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Crouch%20LK}} | |||
}} | }} | ||
}} | }} | ||
Line 300: | Line 310: | ||
|description= | |description= | ||
* Hit Confirm notes: *VT1 Sledge Hammer or VT2 DDT | * Hit Confirm notes: *VT1 Sledge Hammer or VT2 DDT | ||
* Combos into DDT (V-Trigger 2 attack) | * Combos into DDT (V-Trigger 2 attack) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Crouch%20MK}} | |||
}} | }} | ||
}} | }} | ||
Line 326: | Line 337: | ||
* Hit Confirm notes: *VT1 Sledge Hammer or VT2 DDT | * Hit Confirm notes: *VT1 Sledge Hammer or VT2 DDT | ||
* Recovers 4F faster (21F) on HIT only | * Recovers 4F faster (21F) on HIT only | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Crouch%20HK}} | |||
}} | }} | ||
}} | }} | ||
Line 331: | Line 343: | ||
=====<font style="visibility:hidden; float:right">Jump LP</font>===== | =====<font style="visibility:hidden; float:right">Jump LP</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Alex_8LP.png | ||
|name=Jump LP | |name=Jump LP | ||
|input= | |input=8LP | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
Line 349: | Line 361: | ||
|confirm=<nowiki>- / - / -</nowiki> | |confirm=<nowiki>- / - / -</nowiki> | ||
|description= | |description= | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Jump%20LP}} | |||
}} | }} | ||
}} | }} | ||
Line 354: | Line 367: | ||
=====<font style="visibility:hidden; float:right">Jump MP</font>===== | =====<font style="visibility:hidden; float:right">Jump MP</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Alex_8MP.png | ||
|name=Jump MP | |name=Jump MP | ||
|input= | |input=8MP | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
Line 372: | Line 385: | ||
|confirm=<nowiki>- / - / -</nowiki> | |confirm=<nowiki>- / - / -</nowiki> | ||
|description= | |description= | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Jump%20MP}} | |||
}} | }} | ||
}} | }} | ||
Line 377: | Line 391: | ||
=====<font style="visibility:hidden; float:right">Jump HP</font>===== | =====<font style="visibility:hidden; float:right">Jump HP</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Alex_8HP.png | ||
|name=Jump HP | |name=Jump HP | ||
|input= | |input=8HP | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
Line 395: | Line 409: | ||
|confirm=<nowiki>- / - / -</nowiki> | |confirm=<nowiki>- / - / -</nowiki> | ||
|description= | |description= | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Jump%20HP}} | |||
}} | }} | ||
}} | }} | ||
Line 400: | Line 415: | ||
=====<font style="visibility:hidden; float:right">Jump LK</font>===== | =====<font style="visibility:hidden; float:right">Jump LK</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Alex_8LK.png | ||
|name=Jump LK | |name=Jump LK | ||
|input= | |input=8LK | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
Line 419: | Line 434: | ||
|description= | |description= | ||
* Can Cross-up | * Can Cross-up | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Jump%20LK}} | |||
}} | }} | ||
}} | }} | ||
Line 424: | Line 440: | ||
=====<font style="visibility:hidden; float:right">Jump MK</font>===== | =====<font style="visibility:hidden; float:right">Jump MK</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Alex_8MK.png | ||
|name=Jump MK | |name=Jump MK | ||
|input= | |input=8MK | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
Line 442: | Line 458: | ||
|confirm=<nowiki>- / - / -</nowiki> | |confirm=<nowiki>- / - / -</nowiki> | ||
|description= | |description= | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Jump%20MK}} | |||
}} | }} | ||
}} | }} | ||
Line 447: | Line 464: | ||
=====<font style="visibility:hidden; float:right">Jump HK</font>===== | =====<font style="visibility:hidden; float:right">Jump HK</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Alex_8HK.png | ||
|name=Jump HK | |name=Jump HK | ||
|input= | |input=8HK | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
Line 465: | Line 482: | ||
|confirm=<nowiki>- / - / -</nowiki> | |confirm=<nowiki>- / - / -</nowiki> | ||
|description= | |description= | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Jump%20HK}} | |||
}} | }} | ||
}} | }} | ||
Line 491: | Line 509: | ||
|description= | |description= | ||
* Very far range for an overhead but also -8 on block | * Very far range for an overhead but also -8 on block | ||
* Can hit air opponents | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Chop}} | |||
}} | }} | ||
}} | }} | ||
Line 515: | Line 535: | ||
|description= | |description= | ||
* Slightly smaller hurtbox on head during startup frames | * Slightly smaller hurtbox on head during startup frames | ||
* Combos into DDT (V-Trigger 2 attack) | * Can hit Cross-up (behind Alex) | ||
* Combos into DDT (V-Trigger 2 attack) | |||
* Forces stand on hit | * Forces stand on hit | ||
* Capcom will never stop buffing this move | * Capcom will never stop buffing this move | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Chop}} | |||
}} | }} | ||
}} | }} | ||
Line 523: | Line 545: | ||
=====<font style="visibility:hidden; float:right">Flying Cross Chop</font>===== | =====<font style="visibility:hidden; float:right">Flying Cross Chop</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Alex_9 2HP.png | ||
|name=Flying Cross Chop | |name=Flying Cross Chop | ||
|input=2HP | |input=9 > 2HP | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|startup=<nowiki>14</nowiki> | |startup=<nowiki>14</nowiki> | ||
|active=<nowiki> | |active=<nowiki>-</nowiki> | ||
|recovery=<nowiki> | |recovery=<nowiki>40(20)</nowiki> | ||
|hit=<nowiki>8</nowiki> | |hit=<nowiki>8(-12)</nowiki> | ||
|crush=<nowiki>- / - / -</nowiki> | |crush=<nowiki>- / - / -</nowiki> | ||
|block=<nowiki>- | |block=<nowiki>-35(-21)</nowiki> | ||
|knockdown=<nowiki>- / - / -</nowiki> | |knockdown=<nowiki>- / - / -</nowiki> | ||
|damage=<nowiki>90</nowiki> | |damage=<nowiki>90</nowiki> | ||
Line 541: | Line 563: | ||
|confirm=<nowiki>- / - / -</nowiki> | |confirm=<nowiki>- / - / -</nowiki> | ||
|description= | |description= | ||
* Landing recovery frames change depending on hit (20 frames) or block / whiff ( | * 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) | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Chop}} | |||
}} | }} | ||
}} | }} | ||
Line 569: | Line 596: | ||
|confirm=<nowiki>- / - / -</nowiki> | |confirm=<nowiki>- / - / -</nowiki> | ||
|description= | |description= | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Face-Crush%20Chop}} | |||
}} | }} | ||
}} | }} | ||
Line 594: | Line 622: | ||
|description= | |description= | ||
* Does more damage than average for a back throw | * Does more damage than average for a back throw | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Leg%20Tomahawk}} | |||
}} | }} | ||
}} | }} | ||
Line 620: | Line 649: | ||
|description= | |description= | ||
* Has a secondary projectile hitbox that nullifies 1 hit of projectiles | * 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 | * Cancelable into Choke Sleeper on hit or block during V-Trigger 2 | ||
* Juggle Limit / Increase / Start: 7 / 1 / 1 | * Juggle Limit / Increase / Start: 7 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/LP%20Flash%20Chop}} | |||
}} | }} | ||
}} | }} | ||
Line 646: | Line 677: | ||
|description= | |description= | ||
* Has a secondary projectile hitbox that nullifies 1 hit of projectiles | * 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 | * Cancelable into Choke Sleeper on hit or block during V-Trigger 2 | ||
* Juggle Limit / Increase / Start: 1 / 1 / 1 | * Juggle Limit / Increase / Start: 1 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/MP%20Flash%20Chop}} | |||
}} | }} | ||
}} | }} | ||
Line 673: | Line 706: | ||
* Forces standing on hit | * Forces standing on hit | ||
* Has a secondary projectile hitbox that nullifies 1 hit of projectiles | * 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 | * 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 | * 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 | * 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 | * Juggle Limit / Increase / Start: 1 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/HP%20Flash%20Chop}} | |||
}} | }} | ||
}} | }} | ||
Line 701: | Line 736: | ||
|description= | |description= | ||
* Has a secondary projectile hitbox that nullifies 2 hit of projectiles | * Has a secondary projectile hitbox that nullifies 2 hit of projectiles | ||
* Arm and leg projectile invincible on frames 11-15 | |||
* Cancelable into Choke Sleeper on hit or block during V-Trigger 2 | * Cancelable into Choke Sleeper on hit or block during V-Trigger 2 | ||
* KDA shown in the parentheses (X) refers to if canceled into V-Skill 1/2 on hit | * 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 | * Juggle Limit / Increase / Start: 7*8 / 1*1 / 1*1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/EX%20Flash%20Chop}} | |||
}} | }} | ||
}} | }} | ||
Line 732: | Line 769: | ||
* Puts airborne opponents into a limited juggle state | * Puts airborne opponents into a limited juggle state | ||
* Juggle Limit / Increase / Start: 0 / 1 / 1 | * Juggle Limit / Increase / Start: 0 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/LK%20Slash%20Elbow}} | |||
}} | }} | ||
}} | }} | ||
Line 758: | Line 796: | ||
* Launches opponent into a limited juggle state | * Launches opponent into a limited juggle state | ||
* Juggle Limit / Increase / Start: 0 / 1 / 1 | * Juggle Limit / Increase / Start: 0 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/MK%20Slash%20Elbow}} | |||
}} | }} | ||
}} | }} | ||
Line 784: | Line 823: | ||
* Launches opponent into a limited juggle state | * Launches opponent into a limited juggle state | ||
* Juggle Limit / Increase / Start: 1 / 1 / 1 | * Juggle Limit / Increase / Start: 1 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/HK%20Slash%20Elbow}} | |||
}} | }} | ||
}} | }} | ||
Line 814: | Line 854: | ||
* KDA shown in the parentheses (X) refers to if canceled into V-Skill 1/2 on hit | * 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 | * Juggle Limit / Increase / Start: 0*2 / 1*1 / 1*1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/EX%20Slash%20Elbow}} | |||
}} | }} | ||
}} | }} | ||
Line 843: | Line 884: | ||
* Can grab crossups | * Can grab crossups | ||
* Juggle Limit: 6 | * Juggle Limit: 6 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/LK%20Air%20Knee%20Smash}} | |||
}} | }} | ||
}} | }} | ||
Line 872: | Line 914: | ||
* Can grab crossups | * Can grab crossups | ||
* Juggle Limit: 6 | * Juggle Limit: 6 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/MK%20Air%20Knee%20Smash}} | |||
}} | }} | ||
}} | }} | ||
Line 901: | Line 944: | ||
* Can grab crossups | * Can grab crossups | ||
* Juggle Limit: 8 | * Juggle Limit: 8 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/HK%20Air%20Knee%20Smash}} | |||
}} | }} | ||
}} | }} | ||
Line 930: | Line 974: | ||
* Can grab crossups | * Can grab crossups | ||
* Juggle Limit: 7 | * Juggle Limit: 7 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/EX%20Air%20Knee%20Smash}} | |||
}} | }} | ||
}} | }} | ||
Line 956: | Line 1,001: | ||
* Denies back-roll | * Denies back-roll | ||
* 3F slower start-up than MP/HP version but has more range | * 3F slower start-up than MP/HP version but has more range | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/LP%20Power%20Bomb}} | |||
}} | }} | ||
}} | }} | ||
Line 981: | Line 1,027: | ||
* Throw Distance: 1.404 | * Throw Distance: 1.404 | ||
* Denies back-roll | * Denies back-roll | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/MP%20Power%20Bomb}} | |||
}} | }} | ||
}} | }} | ||
Line 1,006: | Line 1,053: | ||
* Throw Distance: 1.204 | * Throw Distance: 1.204 | ||
* Denies back-roll | * Denies back-roll | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/HP%20Power%20Bomb}} | |||
}} | }} | ||
}} | }} | ||
Line 1,031: | Line 1,079: | ||
* Throw Distance: 1.495 | * Throw Distance: 1.495 | ||
* Denies back-roll | * Denies back-roll | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/EX%20Power%20Bomb}} | |||
}} | }} | ||
}} | }} | ||
Line 1,059: | Line 1,108: | ||
* 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 | * 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) | * Increased damage (+20) and stun (+50) when canceled into from Sledge Hammer (V-Trigger 1 Attack / Clothesline) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Power%20Drop}} | |||
}} | }} | ||
}} | }} | ||
Line 1,087: | Line 1,137: | ||
* 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 | * 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) | * Increased damage (+20) and stun (+50) when canceled into from Sledge Hammer (V-Trigger 1 Attack / Clothesline) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/EX%20Power%20Drop}} | |||
}} | }} | ||
}} | }} | ||
Line 1,115: | Line 1,166: | ||
* Cannot hit airborne or cross-up | * Cannot hit airborne or cross-up | ||
* CAN hit airborne if canceled into from VS2 powered specials | * CAN hit airborne if canceled into from VS2 powered specials | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/LK%20Air%20Stampede}} | |||
}} | }} | ||
}} | }} | ||
Line 1,143: | Line 1,195: | ||
* Cannot hit airborne or cross-up | * Cannot hit airborne or cross-up | ||
* CAN hit airborne if canceled into from VS2 powered specials | * CAN hit airborne if canceled into from VS2 powered specials | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/MK%20Air%20Stampede}} | |||
}} | }} | ||
}} | }} | ||
Line 1,171: | Line 1,224: | ||
* Cannot hit airborne or cross-up | * Cannot hit airborne or cross-up | ||
* CAN hit airborne if canceled into from VS2 powered specials | * CAN hit airborne if canceled into from VS2 powered specials | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/HK%20Air%20Stampede}} | |||
}} | }} | ||
}} | }} | ||
Line 1,202: | Line 1,256: | ||
* CAN hit airborne if canceled into from VS2 powered specials | * 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 | * KDA shown in the parentheses (X) refers to if canceled into V-Skill 1/2 on hit | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/EX%20Air%20Stampede}} | |||
}} | }} | ||
}} | }} | ||
Line 1,228: | Line 1,283: | ||
* Trajectory can be altered by holding stick forward or back during the move animation | * Trajectory can be altered by holding stick forward or back during the move animation | ||
* Airborne on frames 7-35 | * Airborne on frames 7-35 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/LP%20Head%20Crush}} | |||
}} | }} | ||
}} | }} | ||
Line 1,254: | Line 1,310: | ||
* Trajectory can be altered by holding stick forward or back during the move animation | * Trajectory can be altered by holding stick forward or back during the move animation | ||
* Airborne on frames 12-39 | * Airborne on frames 12-39 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/MP%20Head%20Crush}} | |||
}} | }} | ||
}} | }} | ||
Line 1,280: | Line 1,337: | ||
* Trajectory can be altered by holding stick forward or back during the move animation | * Trajectory can be altered by holding stick forward or back during the move animation | ||
* Airborne on frames 15-43 | * Airborne on frames 15-43 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/HP%20Head%20Crush}} | |||
}} | }} | ||
}} | }} | ||
Line 1,307: | Line 1,365: | ||
* Trajectory can be altered by holding stick forward or back during the move animation | * Trajectory can be altered by holding stick forward or back during the move animation | ||
* Airborne on frames 5-29 | * Airborne on frames 5-29 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/EX%20Head%20Crush}} | |||
}} | }} | ||
}} | }} | ||
== Critical | == Critical Art == | ||
=====<font style="visibility:hidden; float:right">Heavy Hammer</font>===== | =====<font style="visibility:hidden; float:right">Heavy Hammer</font>===== | ||
Line 1,320: | Line 1,379: | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|startup=<nowiki>5</nowiki> | |startup=<nowiki>5</nowiki> | ||
|active=<nowiki>2</nowiki> | |active=<nowiki>2(20)2(20)3</nowiki> | ||
|recovery=<nowiki>46</nowiki> | |recovery=<nowiki>46</nowiki> | ||
|hit=<nowiki>KD</nowiki> | |hit=<nowiki>KD</nowiki> | ||
Line 1,333: | Line 1,392: | ||
|description= | |description= | ||
* Fully invincible on frames 1-6 | * 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 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Heavy%20Hammer}} | |||
}} | }} | ||
}} | }} | ||
Line 1,358: | Line 1,419: | ||
|confirm=<nowiki>- / - / -</nowiki> | |confirm=<nowiki>- / - / -</nowiki> | ||
|description= | |description= | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Taunt}} | |||
}} | }} | ||
}} | }} | ||
Line 1,385: | Line 1,447: | ||
|confirm=<nowiki>- / - / -</nowiki> | |confirm=<nowiki>- / - / -</nowiki> | ||
|description= | |description= | ||
* 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) | * 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 insead of +5 on a Crush Counter | * Adds +3 advantage insead of +5 on a Crush Counter | ||
* Adds +3 KDA to V-Reversal and d+HK | * Adds +3 KDA to V-Reversal and d+HK | ||
* 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 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) | ||
* Alex is NOT in a Counter-Hit state during this power-up | * Alex is NOT in a Counter-Hit state during this power-up | ||
* This power-up builds 50 V- | * This power-up builds 50 V-Meter by itself | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Overhaul}} | |||
}} | }} | ||
}} | }} | ||
Line 1,421: | Line 1,485: | ||
* Alex is NOT in a Counter-Hit state during this power-up | * Alex is NOT in a Counter-Hit state during this power-up | ||
* The special that Alex cancels into gains him both V-Meter and EX meter | * The special that Alex cancels into gains him both V-Meter and EX meter | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Overchain}} | |||
}} | }} | ||
}} | }} | ||
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* Duration of 1700 frames (~28 seconds) | * Duration of 1700 frames (~28 seconds) | ||
* Gives access to a new move (Sledge Hammer) | * Gives access to a new move (Sledge Hammer) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Rage%20Shift}} | |||
}} | }} | ||
}} | }} | ||
=====<font style="visibility:hidden; float:right">Sledge Hammer</font>===== | =====<font style="visibility:hidden; float:right">Sledge Hammer Lvl 1</font>===== | ||
{{MoveData | {{MoveData | ||
|image=SFV_Alex_HPHK.png | |image=SFV_Alex_HPHK (Hold).png | ||
|name=Sledge Hammer | |name=Sledge Hammer Lvl 1 | ||
|input=HPHK | |input=HPHK (Hold) | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|startup=<nowiki> | |startup=<nowiki>13+7(60+7)</nowiki> | ||
|active=<nowiki>2</nowiki> | |active=<nowiki>2</nowiki> | ||
|recovery=<nowiki> | |recovery=<nowiki>51</nowiki> | ||
|hit=<nowiki>5</nowiki> | |hit=<nowiki>5</nowiki> | ||
|crush=<nowiki>- / - / -</nowiki> | |crush=<nowiki>- / - / -</nowiki> | ||
|block=<nowiki>- | |block=<nowiki>-12</nowiki> | ||
|knockdown=<nowiki>- / - / -</nowiki> | |knockdown=<nowiki>- / - / -</nowiki> | ||
|damage=<nowiki>80</nowiki> | |damage=<nowiki>80</nowiki> | ||
Line 1,472: | Line 1,538: | ||
|confirm=<nowiki>- / - / -</nowiki> | |confirm=<nowiki>- / - / -</nowiki> | ||
|description= | |description= | ||
* | * 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 | ||
* 2F faster startup (18F) when canceled into | * 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 | |||
* The Sledge Hammer follow-up move is always -12 on block, even if released 1 frame before it's fully charged | * Recovers 22F faster (29f) on Whiff but ONLY if Alex releases Sledge Hammer while the opponent is NOT above or below him | ||
* Cancelable into all | * 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 successful Sledge Hammer hit | |||
* Juggle Limit / Increase / Start: 6 / 1 / 1 | * Juggle Limit / Increase / Start: 6 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/vtOne/Sledge%20Hammer%20Lvl%201}} | |||
}} | }} | ||
}} | }} | ||
=====<font style="visibility:hidden; float:right">Sledge Hammer | =====<font style="visibility:hidden; float:right">Sledge Hammer Lvl 2</font>===== | ||
{{MoveData | {{MoveData | ||
|image=SFV_Alex_HPHK ( | |image=SFV_Alex_HPHK (Hold).png | ||
|name=Sledge Hammer | |name=Sledge Hammer Lvl 2 | ||
|input=HPHK ( | |input=HPHK (Hold) | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|startup=<nowiki> | |startup=<nowiki>61+7</nowiki> | ||
|active=<nowiki>2</nowiki> | |active=<nowiki>2</nowiki> | ||
|recovery=<nowiki> | |recovery=<nowiki>48</nowiki> | ||
|hit=<nowiki>11</nowiki> | |hit=<nowiki>11</nowiki> | ||
|crush=<nowiki>- / - / -</nowiki> | |crush=<nowiki>- / - / -</nowiki> | ||
|block=<nowiki>4</nowiki> | |block=<nowiki>4(GB)</nowiki> | ||
|knockdown=<nowiki>- / - / -</nowiki> | |knockdown=<nowiki>- / - / -</nowiki> | ||
|damage=<nowiki>130</nowiki> | |damage=<nowiki>130</nowiki> | ||
Line 1,505: | Line 1,574: | ||
|confirm=<nowiki>- / - / -</nowiki> | |confirm=<nowiki>- / - / -</nowiki> | ||
|description= | |description= | ||
* Causes Guard | * This move refers to the fully charged (held for 62F) version of Sledge Hammer | ||
* | * Causes Guard Break (+4 frame advantage) | ||
* No collision boxes after active frames end (to pass | * Immediately upon input, spends 100 V-Meter (5% of V-Timer) and gains 20 EX gauge (15% of one EX bar) | ||
* Cancelable into all | * 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 successful Sledge Hammer hit | |||
* Juggle Limit / Increase / Start: 6 / 1 / 1 | * Juggle Limit / Increase / Start: 6 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/vtOne/Sledge%20Hammer%20Lvl%202}} | |||
}} | }} | ||
}} | }} | ||
=====<font style="visibility:hidden; float:right">Sledge Hammer ( | =====<font style="visibility:hidden; float:right">Sledge Hammer (Parry)</font>===== | ||
{{MoveData | {{MoveData | ||
|image=SFV_Alex_HPHK.png | |image=SFV_Alex_HPHK.png | ||
|name=Sledge Hammer ( | |name=Sledge Hammer (Parry) | ||
|input=HPHK | |input=HPHK | ||
|data= | |data= | ||
Line 1,533: | Line 1,608: | ||
|confirm=<nowiki>- / - / -</nowiki> | |confirm=<nowiki>- / - / -</nowiki> | ||
|description= | |description= | ||
* This | * This move refers to successful parry if notcanceled into the Sledge Hammer follow-up | ||
* Upon successful parry, gains 200 V-Meter (11.7% of V-Timer) | |||
* 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) | |||
* 1F startup if canceled into from a prior successful parry | * 1F startup if canceled into from a prior successful parry | ||
* 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 19 freeze frames, both characters start can start moving again and Alex can immediately perform other actions, that is if Alex doesn't cancel right into the Sledge Hammer Attack follow-up) | |||
* You can calculate your frame advantage by adding up the remaining Active + Recovery frames on the opponent's move you just parried and subtract that with your parry recovery frames (5) (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) | * You can calculate your frame advantage by adding up the remaining Active + Recovery frames on the opponent's move you just parried and subtract that with your parry recovery frames (5) (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) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/vtOne/Sledge%20Hammer%20(Parry)}} | |||
}} | }} | ||
}} | }} | ||
Line 1,564: | Line 1,644: | ||
* Duration of 3000 frames (50 seconds) | * Duration of 3000 frames (50 seconds) | ||
* Gives access to two new moves (Flying DDT & Choke Sleeper) | * Gives access to two new moves (Flying DDT & Choke Sleeper) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Rage%20Boost}} | |||
}} | }} | ||
}} | }} | ||
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* Hard Knockdown | * Hard Knockdown | ||
* Cannot grab airborne or crouching opponents | * Cannot grab airborne or crouching opponents | ||
* Startup | * Startup is 7F faster (15F) when canceled into from normals | ||
* Spends 500 V- | * 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 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/vtTwo/Flying%20DDT}} | |||
}} | }} | ||
}} | }} | ||
Line 1,615: | Line 1,697: | ||
|description= | |description= | ||
* Denies back-roll (Throw) | * Denies back-roll (Throw) | ||
* Spends 1000 V- | * Spends 1000 V-Meter (33% of V-Timer) | ||
* Cancelable into from HP Flash Chop on hit or block on frames 38-40 | * Cancelable into from HP Flash Chop 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 they will connect even after canceling into it from 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 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 | * 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 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/vtTwo/Choke%20Sleeper}} | |||
}} | }} | ||
}} | }} | ||
Line 1,652: | Line 1,735: | ||
* 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 | * 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 | * 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 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/V-Shift}} | |||
}} | }} | ||
}} | }} | ||
Line 1,670: | Line 1,754: | ||
|crush=<nowiki>- / - / -</nowiki> | |crush=<nowiki>- / - / -</nowiki> | ||
|block=<nowiki>-2</nowiki> | |block=<nowiki>-2</nowiki> | ||
|knockdown=<nowiki> | |knockdown=<nowiki>76 / 17 / 22</nowiki> | ||
|damage=<nowiki>60</nowiki> | |damage=<nowiki>60</nowiki> | ||
|stun=<nowiki>0</nowiki> | |stun=<nowiki>0</nowiki> | ||
Line 1,678: | Line 1,762: | ||
|description= | |description= | ||
* Fully invincible during startup and active frames | * Fully invincible during startup and active frames | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/War%20Hammer}} | |||
}} | }} | ||
}} | }} | ||
Line 1,705: | Line 1,790: | ||
* Strike and Projectile invincible on frames 1-30 | * Strike and Projectile invincible on frames 1-30 | ||
* +3 extra KDA (+81/22/27) on Counter-Hit or Hard Hit from V-Skill 1 | * +3 extra KDA (+81/22/27) on Counter-Hit or Hard Hit from V-Skill 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Big%20Boot}} | |||
}} | }} | ||
}} | }} |
Revision as of 17:16, 13 April 2021
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
|
|
|
Alex | |
---|---|
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 |
![]() |
Frame Data & Descriptions are provided by FATOnline.
|
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.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
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.
|
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
Stand LP
Stand MP
Stand HP
Stand LK
Stand MK
Stand HK
Crouch LP
Crouch MP
Crouch HP
Crouch LK
Crouch MK
Crouch HK
Jump LP
Jump MP
Jump HP
Jump LK
Jump MK
Jump HK
Command Normals
Chop
Lariat
Flying Cross Chop
Throws
Face-Crush Chop
Leg Tomahawk
Special Moves
LP Flash Chop
MP Flash Chop
HP Flash Chop
EX Flash Chop
LK Slash Elbow
MK Slash Elbow
HK Slash Elbow
EX Slash Elbow
LK Air Knee Smash
MK Air Knee Smash
HK Air Knee Smash
EX Air Knee Smash
LP Power Bomb
MP Power Bomb
HP Power Bomb
EX Power Bomb
Power Drop
EX Power Drop
LK Air Stampede
MK Air Stampede
HK Air Stampede
EX Air Stampede
LP Head Crush
MP Head Crush
HP Head Crush
EX Head Crush
Critical Art
Heavy Hammer
Taunts
Taunt
V-System
V-Skill 1
Overhaul
V-Skill 2
Overchain
V-Trigger 1
Rage Shift
Sledge Hammer Lvl 1
Sledge Hammer Lvl 2
Sledge Hammer (Parry)
V-Trigger 2
Rage Boost
Flying DDT
Choke Sleeper
V-Shift
V-Shift
V-Shift Break
War Hammer
V-Reversal
Big Boot