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[[Category:Street Fighter V]]
[[Category:Street Fighter V]]
[[Category:Alex]]
[[Category:Street Fighter games]]

Revision as of 15:58, 5 March 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

  • 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 1 600
V-Trigger 2 600
Ground Movement
Forward Walk Speed 4
Backward Walk Speed 3.5
Forward Dash Speed 19
Backward Dash Speed 24
Forward Dash Distance 156
Backward Dash Distance 110.2
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 210.6
Backward Jump Distance 187.2
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

Stand LP
Stand LP
5LP
SFV Alex 5LP.png
Startup Active Recovery Hit
4 3 7 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: sp su vt1 vt2
  • Combos into DDT (V-Trigger 2 attack) on counter hit
Stand MP
Stand MP
5MP
SFV Alex 5MP.png
Startup Active Recovery Hit
6 2 12 5
Damage Stun Attack Block
60 100 H 3
  • Cancel options: sp su vt1 vt2
  • Combos into DDT (V-Trigger 2 attack) on hit
Stand HP
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
  • 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
Stand LK
Stand LK
5LK
SFV Alex 5LK.png
Startup Active Recovery Hit
5 3 8 2
Damage Stun Attack Block
40 70 H 0
Stand MK
Stand MK
5MK
SFV Alex 5MK.png
Startup Active Recovery Hit
7 3 15 2
Damage Stun Attack Block
70 100 H -2
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VT1 Sledge Hammer or VT2 DDT
  • Combos into DDT (V-Trigger 2 attack) on hit
Stand HK
Stand HK
5HK
SFV Alex 5HK.png
Startup Active Recovery Hit
17 3 24 1
Damage Stun Attack Block
100 150 H -4
  • 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
Crouch LP
Crouch LP
2LP
SFV Alex 2LP.png
Startup Active Recovery Hit
4 2 7 5
Damage Stun Attack Block
30 70 H 2
Crouch MP
Crouch MP
2MP
SFV Alex 2MP.png
Startup Active Recovery Hit
7 2 17 2
Damage Stun Attack Block
70 100 H -1
  • Cancel options: vt1 vt2
  • Combos into DDT (V-Trigger 2 attack) on hit
Crouch HP
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
  • Cancel options: vt1 vt2
  • First hit has same launching knockback as second hit
  • VTC has 1 less KDA on second hit (KD (+124/65/70)
  • The range of cr.hp changes significantly depending on which version of crouch is inputted
  • db+HP causes Alex to move forward the least during the startup frames
  • d+HP causes Alex to move significantly further forward during the startup frames
  • df+HP causes Alex to move a little bit further than d+HP
  • Alex is only considered crouching during startup (frames 1-9) and after landing during recovery
  • During active and early recovery he is considered STANDING instead of airborne, and must be parried as a mid attack
  • Juggle Limit / Increase / Start: 0*3 / 1*4 / 3*4
Crouch LK
Crouch LK
2LK
SFV Alex 2LK.png
Startup Active Recovery Hit
4 3 6 4
Damage Stun Attack Block
20 70 L 0
Crouch MK
Crouch MK
2MK
SFV Alex 2MK.png
Startup Active Recovery Hit
9 2 18 0
Damage Stun Attack Block
60 100 L -3
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VT1 Sledge Hammer or VT2 DDT
  • Combos into DDT (V-Trigger 2 attack) on hit
Crouch HK
Crouch HK
2HK
SFV Alex 2HK.png
Startup Active Recovery Hit
10 2 24(20) KD
Damage Stun Attack Block
100 150 L -12
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VT1 Sledge Hammer or VT2 DDT
  • Recovers 4F faster (21F) on HIT only
Jump LP
Jump LP
j.LP
SFV Alex j.LP.png
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
Jump MP
Jump MP
j.MP
SFV Alex j.MP.png
Startup Active Recovery Hit
5 7 - -
Damage Stun Attack Block
70 100 M -
Jump HP
Jump HP
j.HP
SFV Alex j.HP.png
Startup Active Recovery Hit
8 3 - -
Damage Stun Attack Block
90 150 M -
Jump LK
Jump LK
j.LK
SFV Alex j.LK.png
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
  • Cancel options: -
  • Can Cross-up
Jump MK
Jump MK
j.MK
SFV Alex j.MK.png
Startup Active Recovery Hit
6 6 - -
Damage Stun Attack Block
70 100 M -
Jump HK
Jump HK
j.HK
SFV Alex j.HK.png
Startup Active Recovery Hit
9 5 - -
Damage Stun Attack Block
90 150 M -

Command Normals

Chop
Chop
6MP
SFV Alex 6MP.png
Startup Active Recovery Hit
22 2 17 1
Damage Stun Attack Block
60 100 M -8
  • Cancel options: -
  • Very far range for an overhead but also -8 on block
Lariat
Lariat
6HP
SFV Alex 6HP.png
Startup Active Recovery Hit
11 4 16 8
Damage Stun Attack Block
80 150 H 4
  • Cancel options: sp su vt1 vt2
  • Slightly smaller hurtbox on head during startup frames
  • Combos into DDT (V-Trigger 2 attack) on hit
  • Forces stand on hit
  • Capcom will never stop buffing this move
Flying Cross Chop
Flying Cross Chop
2HP (air)
SFV Alex 2HP (air).png
Startup Active Recovery Hit
14 23 - 8
Damage Stun Attack Block
90 150 M -29(-21)
  • Cancel options: -
  • Landing recovery frames change depending on hit (20 frames) or block / whiff (34 frames)
  • Doesn't increase the juggle counter on an opponent already in a juggle state (Juggle Increase: +0)

Throws

Face-Crush Chop
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
Leg Tomahawk
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
  • Cancel options: -
  • Does more damage than average for a back throw

Special Moves

LP Flash Chop
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
  • Cancelable into Choke Sleeper on hit or block during V-Trigger 2
  • Juggle Limit / Increase / Start: 7 / 1 / 1
MP Flash Chop
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
  • Cancelable into Choke Sleeper on hit or block during V-Trigger 2
  • Juggle Limit / Increase / Start: 1 / 1 / 1
HP Flash Chop
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
  • 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
EX Flash Chop
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
  • Cancel options: vs1 vs2 vt2
  • Has a secondary projectile hitbox that nullifies 2 hit of projectiles
  • 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
  • Juggle Limit / Increase / Start: 7*8 / 1*1 / 1*1
LK Slash Elbow
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
MK Slash Elbow
MK Slash Elbow
46MK
SFV Alex 46MK.png
Startup Active Recovery Hit
18 5 22 KD
Damage Stun Attack Block
90 150 H -6
  • Cancel options: su
  • Takes 45 frames to charge
  • Launches opponent into a limited juggle state
  • Juggle Limit / Increase / Start: 0 / 1 / 1
HK Slash Elbow
HK Slash Elbow
46HK
SFV Alex 46HK.png
Startup Active Recovery Hit
24 5 18 KD
Damage Stun Attack Block
100 150 H -7
  • Cancel options: su
  • Takes 45 frames to charge
  • Launches opponent into a limited juggle state
  • Juggle Limit / Increase / Start: 1 / 1 / 1
EX Slash Elbow
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
  • 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
LK Air Knee Smash
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
  • Cancel options: -
  • 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: 6
MK Air Knee Smash
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
  • Cancel options: -
  • 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: 6
HK Air Knee Smash
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
  • Cancel options: -
  • 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
EX Air Knee Smash
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 KD
  • Cancel options: -
  • Crouching hurtbox on first 4 frames of startup
  • Invincible to fireballs and all air attacks on frames 5-13
  • 27 landing recovery frames
  • Can hit standing and airborne characters (misses crouching)
  • Can grab crossups
  • Juggle Limit: 7
LP Power Bomb
LP Power Bomb
63214LP
Startup Active Recovery Hit
9 2 60 KD
Damage Stun Attack Block
170 200 T KD
  • Cancel options: -
  • Throw Distance: 1.614
  • Denies back-roll
  • 3F slower start-up than MP/HP version but has more range
MP Power Bomb
MP Power Bomb
63214MP
Startup Active Recovery Hit
6 2 60 KD
Damage Stun Attack Block
180 230 T KD
  • Cancel options: -
  • Throw Distance: 1.404
  • Denies back-roll
HP Power Bomb
HP Power Bomb
63214HP
Startup Active Recovery Hit
6 2 60 KD
Damage Stun Attack Block
190 250 T KD
  • Cancel options: -
  • Throw Distance: 1.204
  • Denies back-roll
EX Power Bomb
EX Power Bomb
63214PP
SFV Alex 63214PP.png
Startup Active Recovery Hit
5 3 59 KD
Damage Stun Attack Block
230 250 T KD
  • Cancel options: -
  • Throw Distance: 1.495
  • Denies back-roll
Power Drop
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
  • Cancel options: -
  • 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)
EX Power Drop
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
  • Cancel options: -
  • 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)
LK Air Stampede
LK Air Stampede
28LK
Startup Active Recovery Hit
27 3 17 KD
Damage Stun Attack Block
120 200 M -5
  • Cancel options: -
  • Takes 35 frames to charge
  • Airborne on frames 10-26
  • Hard Knockdown on hit
  • Cannot hit airborne or cross-up
  • CAN hit airborne if canceled into from VS2 powered specials
MK Air Stampede
MK Air Stampede
28MK
Startup Active Recovery Hit
30 3 21 KD
Damage Stun Attack Block
120 200 M -5
  • Cancel options: -
  • Takes 35 frames to charge
  • Airborne on frames 13-31
  • Hard Knockdown on hit
  • Cannot hit airborne or cross-up
  • CAN hit airborne if canceled into from VS2 powered specials
HK Air Stampede
HK Air Stampede
28HK
Startup Active Recovery Hit
33 3 22 KD
Damage Stun Attack Block
120 200 M -5
  • Cancel options: -
  • Takes 35 frames to charge
  • Airborne on frames 16-34
  • Hard Knockdown on hit
  • Cannot hit airborne or cross-up
  • CAN hit airborne if canceled into from VS2 powered specials
EX Air Stampede
EX Air Stampede
28KK
Startup Active Recovery Hit
29 3 18 KD
Damage Stun Attack Block
140 200 M 2
  • 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
LP Head Crush
LP Head Crush
28LP
Startup Active Recovery Hit
36 2 30 3
Damage Stun Attack Block
160 250 T -
  • Cancel options: -
  • Takes 35 frames to charge
  • Trajectory can be altered by holding stick forward or back during the move animation
  • Airborne on frames 7-35
MP Head Crush
MP Head Crush
28MP
Startup Active Recovery Hit
40 2 30 3
Damage Stun Attack Block
160 250 T -
  • Cancel options: -
  • Takes 35 frames to charge
  • Trajectory can be altered by holding stick forward or back during the move animation
  • Airborne on frames 12-39
HP Head Crush
HP Head Crush
28HP
Startup Active Recovery Hit
44 2 30 3
Damage Stun Attack Block
160 250 T -
  • Cancel options: -
  • Takes 35 frames to charge
  • Trajectory can be altered by holding stick forward or back during the move animation
  • Airborne on frames 15-43
EX Head Crush
EX Head Crush
28PP
Startup Active Recovery Hit
30 2 49 3
Damage Stun Attack Block
180 300 T -
  • Cancel options: -
  • 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

Critical Arts

Heavy Hammer
Heavy Hammer
236236P
SFV Alex 236236P.png
Startup Active Recovery Hit
5 2 46 KD
Damage Stun Attack Block
340 0*0*0 H -25
  • Cancel options: -
  • Fully invincible on frames 1-6

Taunts

Taunt
Taunt
5PPPKKK
SFV Alex 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -

V-System

V-Skill 1

Overhaul
Overhaul
MPMK (VS1)
SFV Alex MPMK (VS1).png
Startup Active Recovery Hit
- - 50 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 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)
  • Adds +3 advantage insead of +5 on a Crush Counter
  • Adds +3 KDA to V-Reversal and d+HK
  • 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
  • This power-up builds 50 V-Gauge by itself

V-Skill 2

Overchain
Overchain
MPMK (VS2)
SFV Alex MPMK (VS2).png
Startup Active Recovery Hit
- - 50 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • The next special attack (Elbow Slash, Air Stampede, or Flash Chop) that Alex uses will be special cancelable on hit or block into: Elbow Slash, Air Stampede, Flash Chop, 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) is not canceled into or if the opponent lands a knockdown on Alex
  • 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

V-Trigger 1

Rage Shift
Rage Shift
HPHK (VT1)
SFV Alex HPHK (VT1).png
Startup Active Recovery Hit
1 - 5 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 1700 frames (~28 seconds)
  • Gives access to a new move (Sledge Hammer)
Sledge Hammer
Sledge Hammer
HPHK
SFV Alex HPHK.png
Startup Active Recovery Hit
20(18) 2 50(5) 5
Damage Stun Attack Block
80 150 H -8
  • Cancel options: -
  • Causes Guard Crush when charged fully, leaving Alex at +4
  • One hit of parry from frames 2-13 (up to frame 57 if buttons are held down)
  • 2F faster startup (18F) when canceled into from other normals (parry window also ends 2F shorter (frames 2-11) on this cancel version)
  • Release buttons during hitstop of parry (18F hitstop) to stop the Sledge Hammer follow-up from coming out
  • Parry is cancelable during recovery into another parry or Sledge Hammer
  • 5 frames 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 17 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 follow-up)
  • The Sledge Hammer follow-up move is always -12 on block, even if released 1 frame before it's fully charged
  • Cancelable into all specials and super on a successful Sledge Hammer hit
  • Juggle Limit / Increase / Start: 6 / 1 / 1
Sledge Hammer (hold)
Sledge Hammer (hold)
HPHK (hold)
Startup Active Recovery Hit
68 2 50 11
Damage Stun Attack Block
130 200 H 4
  • Cancel options: -
  • Causes Guard Crush, leaving you at +4
  • One hit of parry from frames 2-57
  • No collision boxes after active frames end (to pass throug the opponent)
  • Cancelable into all specials and super on a successful Sledge Hammer hit
  • Juggle Limit / Increase / Start: 6 / 1 / 1
Sledge Hammer (parry)
Sledge Hammer (parry)
HPHK
SFV Alex HPHK.png
Startup Active Recovery Hit
2(1) - 5 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • This is just framedata on a successful parry if not canceled into the Sledge Hammer follow-up
  • 1F startup if canceled into from a prior successful 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)

V-Trigger 2

Rage Boost
Rage Boost
HPHK (VT2)
SFV Alex HPHK (VT2).png
Startup Active Recovery Hit
1 - 5 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 3000 frames (50 seconds)
  • Gives access to two new moves (Flying DDT & Choke Sleeper)
Flying DDT
Flying DDT
HPHK
SFV Alex HPHK.png
Startup Active Recovery Hit
22(15) 3 41 KD
Damage Stun Attack Block
180 220 T -
  • Cancel options: -
  • Hard Knockdown
  • Cannot grab airborne or crouching opponents
  • Startup framedata in the parentheses (15) refers to the version of the move used when canceling into it from normals
  • Spends 500 V-Timer (~16.6% V-Timer) on startup and 500 V-Timer (~16.6% of V-Timer) again if it connects on hit
Choke Sleeper
Choke Sleeper
HPHK
SFV Alex HPHK.png
Startup Active Recovery Hit
5 2 51 KD
Damage Stun Attack Block
120 120 T -
  • Cancel options: -
  • Denies back-roll (Throw)
  • Spends 1000 V-Timer (33% of V-Timer)
  • 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
  • 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

V-Shift

V-Shift
V-Shift
MKHP
SFV Alex MKHP.png
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 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

V-Shift Break

War Hammer
War Hammer
MKHP
SFV Alex MKHP.png
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Big Boot
Big Boot
6KKK
SFV Alex 6KKK.png
Startup Active Recovery Hit
17 2 23 KD
Damage Stun Attack Block
60 - H -2
  • Cancel options: -
  • 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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