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 | |
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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.
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SFV Frame Data Glossary | |
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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.
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Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
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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.
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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