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|active=<nowiki>3</nowiki> | |active=<nowiki>3</nowiki> | ||
|recovery=<nowiki>7</nowiki> | |recovery=<nowiki>7</nowiki> | ||
|hit=<nowiki> | |hit=<nowiki>5</nowiki> | ||
|block=<nowiki> | |block=<nowiki>3</nowiki> | ||
|damage=<nowiki>30</nowiki> | |damage=<nowiki>30</nowiki> | ||
|stun=<nowiki>70</nowiki> | |stun=<nowiki>70</nowiki> | ||
Line 44: | Line 44: | ||
|description= | |description= | ||
:Combos into DDT (V-Trigger 2 attack) on counter hit | :Combos into DDT (V-Trigger 2 attack) on counter hit | ||
:Cancelable into Choke Sleeper on hit or block during V-Trigger 2 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Stand%20LP}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Stand%20LP}} | ||
}} | }} | ||
Line 68: | Line 69: | ||
|description= | |description= | ||
:Combos into DDT (V-Trigger 2 attack) | :Combos into DDT (V-Trigger 2 attack) | ||
:Cancelable into Choke Sleeper on hit or block during V-Trigger 2 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Stand%20MP}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Stand%20MP}} | ||
}} | }} | ||
Line 92: | Line 94: | ||
|description= | |description= | ||
:Combos into DDT (V-Trigger 2 attack) on hit | :Combos into DDT (V-Trigger 2 attack) on hit | ||
:Cancelable into Choke Sleeper on hit or block during V-Trigger 2 | |||
:1st active frame can only hit airborne opponents (cannot hit cross-up) | :1st active frame can only hit airborne opponents (cannot hit cross-up) | ||
:Causes a spiked knockdown on airborne opponents | :Causes a spiked knockdown on airborne opponents | ||
Line 117: | Line 120: | ||
|cancel=<nowiki>sp su vt1 vt2</nowiki> | |cancel=<nowiki>sp su vt1 vt2</nowiki> | ||
|description= | |description= | ||
:Cancelable into Choke Sleeper on hit or block during V-Trigger 2 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Stand%20LK}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Stand%20LK}} | ||
}} | }} | ||
Line 141: | Line 145: | ||
|description= | |description= | ||
:Combos into DDT (V-Trigger 2 attack) | :Combos into DDT (V-Trigger 2 attack) | ||
:Cancelable into Choke Sleeper on hit or block during V-Trigger 2 | |||
:No hurtbox extension during start-up | :No hurtbox extension during start-up | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Stand%20MK}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Stand%20MK}} | ||
Line 172: | Line 177: | ||
:Forces stand | :Forces stand | ||
:Combos into DDT (V-Trigger 2 attack) on hit | :Combos into DDT (V-Trigger 2 attack) on hit | ||
:Cancelable into Choke Sleeper on hit or block during V-Trigger 2 | |||
:+16 frame advantage on a Crush Counter before the opponent becomes airborne | :+16 frame advantage on a Crush Counter before the opponent becomes airborne | ||
:Launches opponent into a limited juggle state (Juggle Start: +1) | :Launches opponent into a limited juggle state (Juggle Start: +1) | ||
Line 196: | Line 202: | ||
|cancel=<nowiki>sp su vt1 vt2</nowiki> | |cancel=<nowiki>sp su vt1 vt2</nowiki> | ||
|description= | |description= | ||
:Cancelable into Choke Sleeper on hit or block during V-Trigger 2 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Crouch%20LP}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Crouch%20LP}} | ||
}} | }} | ||
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|description= | |description= | ||
:Combos into DDT (V-Trigger 2 attack) | :Combos into DDT (V-Trigger 2 attack) | ||
:Cancelable into Choke Sleeper on hit or block during V-Trigger 2 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Crouch%20MP}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Crouch%20MP}} | ||
}} | }} | ||
Line 274: | Line 282: | ||
|cancel=<nowiki>vt1 vt2</nowiki> | |cancel=<nowiki>vt1 vt2</nowiki> | ||
|description= | |description= | ||
:Cancelable into Choke Sleeper on hit or block during V-Trigger 2 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Crouch%20LK}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Crouch%20LK}} | ||
}} | }} | ||
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|hcWinNotes=<nowiki>*VT1 Sledge Hammer or VT2 DDT</nowiki> | |hcWinNotes=<nowiki>*VT1 Sledge Hammer or VT2 DDT</nowiki> | ||
|description= | |description= | ||
:Cancelable into Choke Sleeper on hit or block during V-Trigger 2 | |||
: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}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Crouch%20MK}} | ||
Line 484: | Line 494: | ||
:Can hit Cross-up (behind Alex) | :Can hit Cross-up (behind Alex) | ||
:Combos into DDT (V-Trigger 2 attack) | :Combos into DDT (V-Trigger 2 attack) | ||
:Cancelable into Choke Sleeper on hit or block during V-Trigger 2 | |||
:Forces stand on hit | :Forces stand on hit | ||
:Capcom will never stop buffing this move | :Capcom will never stop buffing this move | ||
Line 587: | Line 598: | ||
: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 | :Arm and leg projectile invincible on frames 12-16 | ||
:Cancelable into Choke Sleeper on hit or block during V-Trigger 2 | :Cancelable into DDT or 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}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/LP%20Flash%20Chop}} | ||
Line 612: | Line 623: | ||
: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 | :Arm and leg projectile invincible on frames 18-22 | ||
:Cancelable into Choke Sleeper on hit or block during V-Trigger 2 | :Cancelable into DDT or 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}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/MP%20Flash%20Chop}} | ||
Line 638: | Line 649: | ||
: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 | :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 DDT or 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 | ||
Line 668: | Line 679: | ||
: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 | :Arm and leg projectile invincible on frames 11-15 | ||
:Cancelable into Choke Sleeper on hit or block during V-Trigger 2 | :Cancelable into DDT or 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 | ||
Line 694: | Line 705: | ||
:Takes 45 frames to charge | :Takes 45 frames to charge | ||
:+7/+2 on Hit/Block on last active frame | :+7/+2 on Hit/Block on last active frame | ||
:Cancelable into Spiral DDT | :Cancelable into Spiral DDT or choke Sleeper on hit or block during VT2 | ||
: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 | ||
Line 779: | Line 790: | ||
:One hit of armor on frames 3-14 (or 3-22 if doing the slowest max range version) | :One hit of armor on frames 3-14 (or 3-22 if doing the slowest max range version) | ||
:1st hit forces standing | :1st hit forces standing | ||
:1st hit can cancel to Spiral DDT | :1st hit can cancel to Spiral DDT or Choke Slepper on hit or block during VT2 | ||
: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 | ||
Line 863: | Line 874: | ||
|kdrb=<nowiki>19</nowiki> | |kdrb=<nowiki>19</nowiki> | ||
|description= | |description= | ||
:Invincible to air attacks from frame 7 until the end of its active frames | |||
:Crouching hurtbox on first 6 frames of startup | :Crouching hurtbox on first 6 frames of startup | ||
:Airborne frames 10-39 | :Airborne frames 10-39 | ||
Line 1,040: | Line 1,052: | ||
|startup=<nowiki>5</nowiki> | |startup=<nowiki>5</nowiki> | ||
|active=<nowiki>2</nowiki> | |active=<nowiki>2</nowiki> | ||
|recovery=<nowiki> | |recovery=<nowiki>44</nowiki> | ||
|hit=<nowiki>KD</nowiki> | |hit=<nowiki>KD</nowiki> | ||
|block=<nowiki>KD</nowiki> | |block=<nowiki>KD</nowiki> | ||
Line 1,070: | Line 1,082: | ||
|recovery=<nowiki>17</nowiki> | |recovery=<nowiki>17</nowiki> | ||
|hit=<nowiki>KD</nowiki> | |hit=<nowiki>KD</nowiki> | ||
|block=<nowiki>- | |block=<nowiki>-2</nowiki> | ||
|damage=<nowiki>120</nowiki> | |damage=<nowiki>120</nowiki> | ||
|stun=<nowiki>200</nowiki> | |stun=<nowiki>200</nowiki> | ||
Line 1,081: | Line 1,093: | ||
:Airborne on frames 10-26 | :Airborne on frames 10-26 | ||
:Hard Knockdown on hit | :Hard Knockdown on hit | ||
:Projectile invincible while airborne | |||
: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 | ||
Line 1,098: | Line 1,111: | ||
|recovery=<nowiki>21</nowiki> | |recovery=<nowiki>21</nowiki> | ||
|hit=<nowiki>KD</nowiki> | |hit=<nowiki>KD</nowiki> | ||
|block=<nowiki>- | |block=<nowiki>-2</nowiki> | ||
|damage=<nowiki>120</nowiki> | |damage=<nowiki>120</nowiki> | ||
|stun=<nowiki>200</nowiki> | |stun=<nowiki>200</nowiki> | ||
Line 1,109: | Line 1,122: | ||
:Airborne on frames 13-31 | :Airborne on frames 13-31 | ||
:Hard Knockdown on hit | :Hard Knockdown on hit | ||
:Projectile invincible while airborne | |||
: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 | ||
Line 1,126: | Line 1,140: | ||
|recovery=<nowiki>22</nowiki> | |recovery=<nowiki>22</nowiki> | ||
|hit=<nowiki>KD</nowiki> | |hit=<nowiki>KD</nowiki> | ||
|block=<nowiki>- | |block=<nowiki>-2</nowiki> | ||
|damage=<nowiki>120</nowiki> | |damage=<nowiki>120</nowiki> | ||
|stun=<nowiki>200</nowiki> | |stun=<nowiki>200</nowiki> | ||
Line 1,137: | Line 1,151: | ||
:Airborne on frames 16-34 | :Airborne on frames 16-34 | ||
:Hard Knockdown on hit | :Hard Knockdown on hit | ||
:Projectile invincible while airborne | |||
: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 | ||
Line 1,193: | Line 1,208: | ||
: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}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/LP%20Head%20Crush}} | ||
}} | }} | ||
Line 1,341: | Line 1,357: | ||
|recovery=<nowiki>50</nowiki> | |recovery=<nowiki>50</nowiki> | ||
|description= | |description= | ||
:The next special attack (Elbow Slash, Air Stampede, | :The next special attack (Elbow Slash, Air Stampede, Flash Chop, or Head Crush) that Alex uses will be special cancelable on hit or block into: Elbow Slash, Air Stampede, Flash Chop, Knee Smash, or Head Crush (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 | :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 | :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 Alex whiffs a Head Crush | ||
: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 | ||
Line 1,491: | Line 1,507: | ||
:Hard Knockdown | :Hard Knockdown | ||
:Cannot grab airborne or crouching opponents | :Cannot grab airborne or crouching opponents | ||
:Startup is | :Startup is 10F faster (12F) when canceled into from normals | ||
: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 | :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}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/vtTwo/Flying%20DDT}} | ||
Line 1,501: | Line 1,517: | ||
|image=SFV_Alex_HPHK.png | |image=SFV_Alex_HPHK.png | ||
|name=Choke Sleeper | |name=Choke Sleeper | ||
|input= | |input=2HPHK | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV |
Revision as of 09:21, 12 April 2022
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
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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
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
6MP
6HP
9 > 2HP
Throws
LPLK
4LPLK
Special Moves
236LP
236MP
236HP
236PP
46LK
46MK
46HK
46KK
623LK
623MK
623HK
623KK
63214LP
63214MP
63214HP
63214PP
63214P (opp. turned)
63214PP (opp. turned)
28LK
28MK
28HK
28KK
28LP
28MP
28HP
28PP
Critical Art
236236P
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1)
V-Skill 2
MPMK (VS2)
V-Trigger 1
HPHK (VT1)
HPHK (Hold)
HPHK (Hold)
HPHK
V-Trigger 2
HPHK (VT2)
HPHK
HPHK
V-Shift
MKHP
V-Shift Break
MKHP
V-Reversal
6KKK