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|cancel=<nowiki>sp su vt1 vt2</nowiki> | |cancel=<nowiki>sp su vt1 vt2</nowiki> | ||
|description= | |description= | ||
:Combo and pressure tool | |||
:Tick throw | |||
: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}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Stand%20LP}} | ||
}} | }} | ||
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|hcWinVt=<nowiki>14</nowiki> | |hcWinVt=<nowiki>14</nowiki> | ||
|description= | |description= | ||
:Combo and pressure tool | |||
:Good tick throw for command grab | |||
: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}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Stand%20MP}} | ||
}} | }} | ||
Line 94: | Line 96: | ||
|description= | |description= | ||
:Combos into DDT (V-Trigger 2 attack) on hit | :Combos into DDT (V-Trigger 2 attack) on hit | ||
: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 120: | Line 121: | ||
|cancel=<nowiki>sp su vt1 vt2</nowiki> | |cancel=<nowiki>sp su vt1 vt2</nowiki> | ||
|description= | |description= | ||
{{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 145: | Line 145: | ||
|description= | |description= | ||
:Combos into DDT (V-Trigger 2 attack) | :Combos into DDT (V-Trigger 2 attack) | ||
: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 177: | Line 176: | ||
:Forces stand | :Forces stand | ||
:Combos into DDT (V-Trigger 2 attack) on hit | :Combos into DDT (V-Trigger 2 attack) on hit | ||
:+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 202: | Line 200: | ||
|cancel=<nowiki>sp su vt1 vt2</nowiki> | |cancel=<nowiki>sp su vt1 vt2</nowiki> | ||
|description= | |description= | ||
{{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}} | ||
}} | }} | ||
Line 226: | Line 223: | ||
|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}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Crouch%20MP}} | ||
}} | }} | ||
Line 252: | Line 248: | ||
|hcWinVt=<nowiki>12/16</nowiki> | |hcWinVt=<nowiki>12/16</nowiki> | ||
|description= | |description= | ||
:Second hit deals 60 damage and 100 stun if the first hit doesn't connect | |||
:First hit has same launching knockback as second hit | :First hit has same launching knockback as second hit | ||
:KDA in parentheses refers to if ONLY the second connects on a grounded opponent | :KDA in parentheses refers to if ONLY the second connects on a grounded opponent | ||
Line 259: | Line 256: | ||
:Alex is considered standing during frames 10-25F | :Alex is considered standing during frames 10-25F | ||
:Both hits cannot hit Cross-up (behind Alex) | :Both hits cannot hit Cross-up (behind Alex) | ||
:Juggle Limit / Increase / Start: | :Juggle Limit / Increase / Start: 1*3 / 1*4 / 3*1 | ||
:Against grounded opponents, first hit is Juggle Start 2 | :Against grounded opponents, first hit is Juggle Start 2 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Crouch%20HP}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Crouch%20HP}} | ||
}} | }} | ||
Line 282: | Line 279: | ||
|cancel=<nowiki>vt1 vt2</nowiki> | |cancel=<nowiki>vt1 vt2</nowiki> | ||
|description= | |description= | ||
: | :Check out my Timbs! | ||
{{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}} | ||
}} | }} | ||
Line 306: | Line 303: | ||
|hcWinNotes=<nowiki>*VT1 Sledge Hammer or VT2 DDT</nowiki> | |hcWinNotes=<nowiki>*VT1 Sledge Hammer or VT2 DDT</nowiki> | ||
|description= | |description= | ||
:Combos into DDT (V-Trigger 2 attack) | :Combos into DDT (V-Trigger 2 attack) | ||
:Combos into V-Trigger 1 Sledge Hammer on Counter-Hit (and can be hit confirmed into Super by canceling the start-up of Sledge Hammer into Super) | |||
{{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}} | ||
}} | }} | ||
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: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) | ||
:Forces stand on hit | :Forces stand on hit | ||
:Capcom will never stop buffing this move | :Capcom will never stop buffing this move | ||
Line 598: | Line 594: | ||
: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 | :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}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/LP%20Flash%20Chop}} | ||
Line 623: | Line 619: | ||
: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 | :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}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/MP%20Flash%20Chop}} | ||
Line 649: | Line 645: | ||
: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 | :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 | ||
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|stun=<nowiki>100*100 (200)</nowiki> | |stun=<nowiki>100*100 (200)</nowiki> | ||
|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|cancel=<nowiki>vs1 vs2 vt2</nowiki> | |cancel=<nowiki>vs1 vs2 vt1 vt2</nowiki> | ||
|kd=<nowiki> | |kd=<nowiki>99(67)</nowiki> | ||
|kdr=<nowiki> | |kdr=<nowiki>40(8)</nowiki> | ||
|kdrb=<nowiki> | |kdrb=<nowiki>45(13)</nowiki> | ||
|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 | :Arm and leg projectile invincible on frames 11-15 | ||
:Cancelable into | :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 | :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 705: | Line 701: | ||
: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 (VT2) on hit or block | ||
: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 761: | Line 757: | ||
:Takes 45 frames to charge | :Takes 45 frames to charge | ||
:Launches opponent into a limited juggle state | :Launches opponent into a limited juggle state | ||
:Juggle Limit / Increase / Start: 1 / 1 / | :Juggle Limit / Increase / Start: 1 / 1 / 2 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/HK%20Slash%20Elbow}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/HK%20Slash%20Elbow}} | ||
}} | }} | ||
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: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 (VT2) on hit or block | ||
: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 821: | Line 817: | ||
:Can hit airborne characters only | :Can hit airborne characters only | ||
:Can grab crossups | :Can grab crossups | ||
:Juggle Limit: | :Juggle Limit: 8 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/LK%20Air%20Knee%20Smash}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/LK%20Air%20Knee%20Smash}} | ||
}} | }} | ||
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:Can hit airborne characters only | :Can hit airborne characters only | ||
:Can grab crossups | :Can grab crossups | ||
:Juggle Limit: | :Juggle Limit: 8 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/MK%20Air%20Knee%20Smash}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/MK%20Air%20Knee%20Smash}} | ||
}} | }} | ||
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|kdrb=<nowiki>19</nowiki> | |kdrb=<nowiki>19</nowiki> | ||
|description= | |description= | ||
:Invincible to | :Invincible to airborne strikes on frames 7-20 | ||
: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 905: | Line 901: | ||
|description= | |description= | ||
:Crouching hurtbox on first 4 frames of startup | :Crouching hurtbox on first 4 frames of startup | ||
:Invincible to | :Invincible to airborne strikes on frames 1-13 | ||
:Projectile invincible on frames 5-13 | |||
:27 landing recovery frames | :27 landing recovery frames | ||
:Can hit standing and airborne characters (misses crouching) | :Can hit standing and airborne characters (misses crouching) | ||
:Can | :Can hit cross-up (behind Alex) | ||
:Juggle Limit: 7 | :Juggle Limit: 7 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/EX%20Air%20Knee%20Smash}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/EX%20Air%20Knee%20Smash}} | ||
Line 1,052: | Line 1,049: | ||
|startup=<nowiki>5</nowiki> | |startup=<nowiki>5</nowiki> | ||
|active=<nowiki>2</nowiki> | |active=<nowiki>2</nowiki> | ||
|recovery=<nowiki> | |recovery=<nowiki>52</nowiki> | ||
|hit=<nowiki>KD</nowiki> | |hit=<nowiki>KD</nowiki> | ||
|block=<nowiki>KD</nowiki> | |block=<nowiki>KD</nowiki> | ||
Line 1,058: | Line 1,055: | ||
|stun=<nowiki>250</nowiki> | |stun=<nowiki>250</nowiki> | ||
|attack=<nowiki>T</nowiki> | |attack=<nowiki>T</nowiki> | ||
|kd=<nowiki> | |kd=<nowiki>72</nowiki> | ||
|kdr=<nowiki> | |kdr=<nowiki>23</nowiki> | ||
|kdrb=<nowiki> | |kdrb=<nowiki>23</nowiki> | ||
|description= | |description= | ||
:Denies back-roll | :Denies back-roll | ||
:Grants better oki than non-EX version | |||
: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 (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 | :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 | ||
Line 1,093: | Line 1,091: | ||
:Airborne on frames 10-26 | :Airborne on frames 10-26 | ||
:Hard Knockdown on hit | :Hard Knockdown on hit | ||
:Projectile invincible | :Projectile invincible on frames 10-28 | ||
: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 | ||
:+10 recovery frames on whiff (27F) | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/LK%20Air%20Stampede}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/LK%20Air%20Stampede}} | ||
}} | }} | ||
Line 1,122: | Line 1,121: | ||
:Airborne on frames 13-31 | :Airborne on frames 13-31 | ||
:Hard Knockdown on hit | :Hard Knockdown on hit | ||
:Projectile invincible | :Projectile invincible on frames 13-31 | ||
: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 | ||
:+10 recovery frames on whiff (31F) | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/MK%20Air%20Stampede}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/MK%20Air%20Stampede}} | ||
}} | }} | ||
Line 1,151: | Line 1,151: | ||
:Airborne on frames 16-34 | :Airborne on frames 16-34 | ||
:Hard Knockdown on hit | :Hard Knockdown on hit | ||
:Projectile invincible | :Projectile invincible on frames 16-34 | ||
: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 | ||
:+10 recovery frames on whiff (32F) | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/HK%20Air%20Stampede}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/HK%20Air%20Stampede}} | ||
}} | }} | ||
Line 1,208: | Line 1,209: | ||
: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 | ||
: | :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 | ||
{{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 1,231: | Line 1,232: | ||
: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 | ||
: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 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/MP%20Head%20Crush}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/MP%20Head%20Crush}} | ||
}} | }} | ||
Line 1,253: | Line 1,255: | ||
: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 | ||
: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 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/HP%20Head%20Crush}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/HP%20Head%20Crush}} | ||
}} | }} | ||
Line 1,276: | Line 1,279: | ||
: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 | ||
: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 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/EX%20Head%20Crush}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/EX%20Head%20Crush}} | ||
}} | }} | ||
Line 1,303: | Line 1,307: | ||
: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 | :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 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Heavy%20Hammer}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Heavy%20Hammer}} | ||
}} | }} | ||
Line 1,337: | Line 1,342: | ||
: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) | :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 | ||
:Hard Hit 'Crush Counters' are not subject to a standard 2-hit scaling | :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) | ||
: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 | :Alex is NOT in a Counter-Hit state during this power-up | ||
:This power-up builds 50 V-Meter by itself | :This power-up builds 50 V-Meter by itself | ||
Line 1,357: | Line 1,362: | ||
|recovery=<nowiki>50</nowiki> | |recovery=<nowiki>50</nowiki> | ||
|description= | |description= | ||
:The next special attack (Elbow Slash, Air Stampede | :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 | :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 | :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 | :Alex is NOT in a Counter-Hit state during this power-up | ||
:The special that Alex cancels into | :The special that Alex cancels into grants him both V-Meter and EX meter | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Overchain}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Overchain}} | ||
}} | }} | ||
Line 1,381: | Line 1,387: | ||
: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) | ||
:See the V-Trigger 1 page for details on it | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Rage%20Shift}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Rage%20Shift}} | ||
}} | }} | ||
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:No collision boxes after active frames end (to pass through the opponent) | :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 | :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 | :Cancelable into all Specials and Super on a successful parry or after a Sledge Hammer hit | ||
:Juggle Limit / Increase / Start: | :Juggle Limit / Increase / Start: 10 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/vtOne/Sledge%20Hammer%20Lvl%201}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/vtOne/Sledge%20Hammer%20Lvl%201}} | ||
}} | }} | ||
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:Second active frame cannot hit Cross-up but ONLY on whiffed version | :Second active frame cannot hit Cross-up but ONLY on whiffed version | ||
:No collision boxes after active frames end (to pass through the opponent) | :No collision boxes after active frames end (to pass through the opponent) | ||
:Cancelable into all Specials and Super on successful Sledge Hammer hit | :Cancelable into all Specials and Super on a successful parry or after a Sledge Hammer hit | ||
:Juggle Limit / Increase / Start: | :Juggle Limit / Increase / Start: 10 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/vtOne/Sledge%20Hammer%20Lvl%202}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/vtOne/Sledge%20Hammer%20Lvl%202}} | ||
}} | }} | ||
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|recovery=<nowiki>5</nowiki> | |recovery=<nowiki>5</nowiki> | ||
|description= | |description= | ||
:This move refers to successful parry if | :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) | :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 | :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) | :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) | |||
: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 | :You can calculate your frame advantage on a successful parry (f 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) | ||
: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 ( | :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) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/vtOne/Sledge%20Hammer%20(Parry)}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/vtOne/Sledge%20Hammer%20(Parry)}} | ||
}} | }} | ||
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: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) | ||
:See the V-Trigger 2 page for details on them | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Rage%20Boost}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/normal/Rage%20Boost}} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|startup=<nowiki>22( | |startup=<nowiki>22(12)</nowiki> | ||
|active=<nowiki>3</nowiki> | |active=<nowiki>3</nowiki> | ||
|recovery=<nowiki>41</nowiki> | |recovery=<nowiki>41</nowiki> | ||
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:Hard Knockdown | :Hard Knockdown | ||
:Cannot grab airborne or crouching opponents | :Cannot grab airborne or crouching opponents | ||
:Startup is 10F faster (12F) when canceled into from normals | :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 | :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}} | ||
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}} | }} | ||
=====<font style="visibility:hidden; float:right"> | =====<font style="visibility:hidden; float:right">2HPHK</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Alex_2HPHK.png | ||
|name=Choke Sleeper | |name=Choke Sleeper | ||
|input=2HPHK | |input=2HPHK | ||
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:Denies back-roll (Throw) | :Denies back-roll (Throw) | ||
:Spends 1000 V-Meter (33% of V-Timer) | :Spends 1000 V-Meter (33% of V-Timer) | ||
:Cancelable into from | :Can only be performed as a cancel | ||
: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 | :Cancelable into from all normals, 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 | :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}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Alex/vtTwo/Choke%20Sleeper}} |
Revision as of 00:02, 4 June 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
|
|
|
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 |
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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
2HPHK
V-Shift
MKHP
V-Shift Break
MKHP
V-Reversal
6KKK