Street Fighter V/Alex

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Alex

SFV-Alex Portrait.jpg
VITALS
Health: 1025 Stun: 1050
WALKING THROWS
Forward Walk Speed: 3.8 Throw Range: 0.9
Back Walk Speed: 3.3 Throw Hurt Range: 0.45
DASHING JUMPING
Forward Dash Total Frames: 19 Jump Height Apex: -
Back Dash Total Frames: 24 Jump Total Frames: 47(4+39+4)
Forward Dash Distance: 156 Forward Jump Distance: 210.17
Back Dash Distance: 110.2 Back Jump Distance 187.2
NOTABLE MOVE CLASSES
Overheads: f+MP Hard Knockdowns: crHK, Air Stampede
Low Attacks: crLK, crMK, crHK Crush Counters: HP, HK, crHK

Summary

Bio

Bio


Why Pick 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.


Players To Watch
Gunfight, Prototype. Twisted Rivera, any DemonDan14 video

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Back throw damage increased from 140 to 160
  • Stand LP active frames increased from 2f to 3f, recovery reduced from 8f to 7f, upward hitbox reduced
  • Stand HK forces opponent to hit, allowing DDT to allows connect
  • Crouch LP upward hitbox reduced
  • Crouch HP float on hit increased
  • Lariat can now be special canceled
  • Chop (f+MP) disadvantage increased from -6 to -8
  • Flying Cross Chop (d+HP in air) float increased, combo count eased, and minimum height restriction reduced
  • Big Boot (f+KKK) startup increased from 16f to 17f
  • Flash Chop
    • Medium startup decreased from 17f to 16, allow MP xx M Flash Chop to work
    • Heavy damage increased from 90 to 100
  • Heavy Air Knee Smash combo count eased, separation after hit increased, and recovery after hit increased by 4f
  • EX Power Bomb startup decreased from 6f to 5f
  • VT2
    • Rage Boost (VT2) collision box adjusted on startup
    • Choke Sleeper (Flash Chop > HP+HK) startup decreased from 6f to 5f (easier to connect with after MP flash chop, removed gap that allowed it to still grab on block if cancels on last frame
    • Flying DDT (HP+HK) damage decreased from 190 to 180, startup decreased by 3f when cancels into (allows crMK and crMP xx DDT to connect)


Season 3 (Arcade Edition)

  • Stand LP hitbox reduced, hurtbox expanded
  • Stand MP pushback on hit reduced
  • Stand MK hurtbox reduced
  • Crouch HP hitbox expanded, hurtbox reduced, collision adjusted, and knock back on 2nd hit adjusted (allowing combo into HK Air Knee Smash)
  • Crouch HK collision box adjusted
  • Jump MP hitbox expanded, hurtbox before active frames removed, upper hurtbox increased while lower hurtbox decreased
  • Jump HP hitbox improved, hurtbox decreased, lower hurtbox expanded on 3rd active frame
  • Jump HK hurtbox reduced
  • Chop (f+MP) on block changed from -4 to -6, pushback on block reduced
  • Lariat (f+HP) advantage on hit increased from +6 to +7, active frames increased from 3 to 4, hurtbox reduced
  • Flying Cross Chop (d+HP in air) adjusted
  • Power Bomb
    • Recovery on whiff for all versions increased by 9f
    • Damage increased from 160/170/180/220 to 170/180/190/230 for L/M/H/EX versions
    • Stun adjusted from 220/220/220 to 200/230/250
  • Air Knee Smash
    • Fixed bug that prevented back charge after hit allowing Slash Elbow to be performed
    • LK version hurtbox reduced
    • MK/HK versions active frames increased by 2f, hurtbox reduced, landing recovery on whiff increased by 5f, and movement distance adjusted
  • EX Air Stampede collision box adjusted
  • Added V-Trigger 2: Rage Boost


Move List

Unique Attacks

SFV-Alex-Unique.jpg

Special Moves

SFV-Alex-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Alex-Vsystem.jpg

Critical Art

SFV-Alex-Critical.jpg

Alex Discussions

Discussions regarding Alex

Alex Shoryuken Forum

Alex Discord Link

Alex Discord

Video Guides

Capcom Fighter's Introduction Series

Shoryuken's Rising Up Series

Twisted Rivera's Alex How-To Series

Other Useful Guides

Frame Data

- Season 1 Data courtesy of @gilley3d, Season 3.5 onward courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, and BananaCyclone. - Huge thanks for their efforts! - Season 4 data coming soon!

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 4 3 7 2 4 FILL_ME_IN_COUNTER_HIT 30 70 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Stand MP MP 6 2 12 2 5 FILL_ME_IN_COUNTER_HIT 60 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Stand HP HP 10 3 22 -3 -1 FILL_ME_IN_COUNTER_HIT 90 150 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Stand LK LK 5 3 8 -1 2 FILL_ME_IN_COUNTER_HIT 40 70 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Stand MK MK 8 3 15 -2 2 FILL_ME_IN_COUNTER_HIT 70 100 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Stand HK HK 17 3 24 -4 1 FILL_ME_IN_COUNTER_HIT 100 150 H vt1/vt2 94 52 52 CHIP CH_DAMAGE CH_STUN
Crouch LP d+LP 4 2 7 2 4 FILL_ME_IN_COUNTER_HIT 30 70 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Crouch MP d+MP 8 2 17 -1 2 FILL_ME_IN_COUNTER_HIT 60 100 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Crouch HP d+HP 10 6 23 -8 KD FILL_ME_IN_COUNTER_HIT 60*30 75*75 H vt1/vt2 104 45 50 CHIP CH_DAMAGE CH_STUN
Crouch LK d+LK 4 3 6 0 4 FILL_ME_IN_COUNTER_HIT 20 70 L vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Crouch MK d+MK 9 2 18 -3 0 FILL_ME_IN_COUNTER_HIT 60 100 L vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Crouch HK d+HK 11 2 24 -12 KD FILL_ME_IN_COUNTER_HIT 100 150 L vt1/vt2 67 18 23 CHIP CH_DAMAGE CH_STUN
Jump LP u+LP 4 5 - - - FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
Jump MP u+MP 5 7 - - - FILL_ME_IN_COUNTER_HIT 70 100 M - - - - CHIP CH_DAMAGE CH_STUN
Jump HP u+HP 8 3 - - - FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
Jump LK u+LK 4 5 - - - FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
Jump MK u+MK 6 6 - - - FILL_ME_IN_COUNTER_HIT 70 100 M - - - - CHIP CH_DAMAGE CH_STUN
Jump HK u+HK 9 5 - - - FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Chop f+MP 22 2 17 -8 1 FILL_ME_IN_COUNTER_HIT 60 100 M - - - - CHIP CH_DAMAGE CH_STUN
Lariat f+HP 11 4 16 3 7 FILL_ME_IN_COUNTER_HIT 80 150 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Flying Cross Chop d+HP (air) 14 23 - -29(-21) 8 FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Face-Crush Chop N or f+LP+LK 5 3 17 KD KD FILL_ME_IN_COUNTER_HIT 120 120 T - 66 17 17 CHIP CH_DAMAGE CH_STUN
Leg Tomahawk b+LP+LK 5 3 17 KD KD FILL_ME_IN_COUNTER_HIT 160 200 T - 57 8 8 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Rage Shift HP+HK (VT1) 1 - 5 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Rage Boost HP+HK (VT2) 1 - 5 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Overhaul MP+MK - - 52 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Big Boot f+KKK 17 2 23 -2 KD FILL_ME_IN_COUNTER_HIT 60 - H - 77 18 23 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Flash Chop LP qcf+LP 12 3 20 -4 2 FILL_ME_IN_COUNTER_HIT 70 150 H su - - - CHIP CH_DAMAGE CH_STUN
Flash Chop MP qcf+MP 18 3 19 -4 3 FILL_ME_IN_COUNTER_HIT 80 150 H su - - - CHIP CH_DAMAGE CH_STUN
Flash Chop HP qcf+HP 25 3 21 -4 2 FILL_ME_IN_COUNTER_HIT 100 150 H su - - - CHIP CH_DAMAGE CH_STUN
Flash Chop EX qcf+PP 11 5 19 -2 KD FILL_ME_IN_COUNTER_HIT 140 100*100 H - 91 32 37 CHIP CH_DAMAGE CH_STUN
Slash Elbow LK b,f+LK 16 5 22 -2 3 FILL_ME_IN_COUNTER_HIT 80 200 H su - - - CHIP CH_DAMAGE CH_STUN
Slash Elbow MK b,f+MK 19 5 22 -6 KD FILL_ME_IN_COUNTER_HIT 90 200 H su 89 30 35 CHIP CH_DAMAGE CH_STUN
Slash Elbow HK b,f+HK 24 5 18 -7 KD FILL_ME_IN_COUNTER_HIT 100 150 H su 104 45 50 CHIP CH_DAMAGE CH_STUN
Slash Elbow EX b,f+KK 14(22) 3 29 -10 KD FILL_ME_IN_COUNTER_HIT 75*75 100*100 H - 86 27 32 CHIP CH_DAMAGE CH_STUN
Air Knee Smash LK f,d,df+LK 6 8 20+17 KD KD FILL_ME_IN_COUNTER_HIT 50*80 0*200 H - 72 23 23 CHIP CH_DAMAGE CH_STUN
Air Knee Smash MK f,d,df+MK 9 10 20+23 KD KD FILL_ME_IN_COUNTER_HIT 50*80 0*200 H - 72 23 23 CHIP CH_DAMAGE CH_STUN
Air Knee Smash HK f,d,df+HK 11 10 20+25 KD KD FILL_ME_IN_COUNTER_HIT 50*80 0*200 H - 68 19 19 CHIP CH_DAMAGE CH_STUN
Air Knee Smash EX f,d,df+EX 6 8 22+27 KD KD FILL_ME_IN_COUNTER_HIT 50*110 0*200 H - 72 23 23 CHIP CH_DAMAGE CH_STUN
Power Bomb LP hcb+LP 6 2 59 KD KD FILL_ME_IN_COUNTER_HIT 170 200 T - 64 15 15 CHIP CH_DAMAGE CH_STUN
Power Bomb MP hcb+MP 6 2 59 KD KD FILL_ME_IN_COUNTER_HIT 180 230 T - 64 15 15 CHIP CH_DAMAGE CH_STUN
Power Bomb HP hcb+HP 6 2 59 KD KD FILL_ME_IN_COUNTER_HIT 190 250 T - 64 15 15 CHIP CH_DAMAGE CH_STUN
Power Bomb EX hcb+PP 5 2 61 KD KD FILL_ME_IN_COUNTER_HIT 230 250 T - 64 15 15 CHIP CH_DAMAGE CH_STUN
Power Drop hcb+P (opp. turned) 5 2 51 KD KD FILL_ME_IN_COUNTER_HIT 126 225 T - 55 6 6 CHIP CH_DAMAGE CH_STUN
Power Drop EX hcb+PP (opp. turned) 5 2 51 KD KD FILL_ME_IN_COUNTER_HIT 72*90 0*270 T - 64 15 15 CHIP CH_DAMAGE CH_STUN
Air Stampede LK d,u+LK 27 3 17 -5 KD FILL_ME_IN_COUNTER_HIT 120 200 M - 44 44 44 CHIP CH_DAMAGE CH_STUN
Air Stampede MK d,u+MK 30 3 21 -5 KD FILL_ME_IN_COUNTER_HIT 120 200 M - 40 40 40 CHIP CH_DAMAGE CH_STUN
Air Stampede HK d,u+HK 33 3 22 -5 KD FILL_ME_IN_COUNTER_HIT 120 200 M - 39 39 39 CHIP CH_DAMAGE CH_STUN
Air Stampede EX d,u+KK 29 3 18 2 KD FILL_ME_IN_COUNTER_HIT 140 200 M - 43 43 43 CHIP CH_DAMAGE CH_STUN
Head Crush LP d,u+LP 36 2 30 - 3 FILL_ME_IN_COUNTER_HIT 160 250 T - - - - CHIP CH_DAMAGE CH_STUN
Head Crush MP d,u+MP 40 2 30 - 3 FILL_ME_IN_COUNTER_HIT 160 250 T - - - - CHIP CH_DAMAGE CH_STUN
Head Crush HP d,u+HP 44 2 30 - 3 FILL_ME_IN_COUNTER_HIT 160 250 T - - - - CHIP CH_DAMAGE CH_STUN
Head Crush EX d,u+PP 30 2 49 - 3 FILL_ME_IN_COUNTER_HIT 180 300 T - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Heavy Hammer qcf,qcf+P 5 2 46 -25 KD FILL_ME_IN_COUNTER_HIT 340 0*0*0 H - 64 15 15 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Sledge Hammer HP+HK 20 2 50 -12 5 FILL_ME_IN_COUNTER_HIT 80 150 H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Sledge Hammer (hold) Hold HP+HK 68 2 50 4 11 FILL_ME_IN_COUNTER_HIT 130 200 H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Flying DDT HP+HK 22(15) 3 41 ~ KD FILL_ME_IN_COUNTER_HIT 180 220 T - 12 12 12 CHIP CH_DAMAGE CH_STUN
Choke Sleeper HP+HK 5 2 51 ~ KD FILL_ME_IN_COUNTER_HIT 120 120 T - 71 12 12 CHIP CH_DAMAGE CH_STUN
Notes:

Combos

BnB

  • crLK or crLP
    • crLP xx LP Flash Chop
  • MP
    • xx MP Flash Chop
    • LP xx LP Flash Chop
  • Lariat (f+HP)
    • MP xx MP Flash Chop

With Meter

  • Replace any LP Chop with EX Chop
  • crHP
    • EX Air Knee Smash (dash after for MP or Power Bomb)
    • EX Flash Chop
  • MP
    • LK, EX Flash Chop

Corner

  • HK Elbow
    • crHP, MK or EX Air Knee Smash
  • f+HP
    • xx HK Elbow, then above combo

Crush Counter

  • f+HP
    • f+HP, MP xx MP Flash Chop
    • f+HP xx HK Elbow, EX Air Knee Smash
  • HK
    • (f+HP xx if in range) HK Elbow, EX Flash Chop

V-Trigger Cancels

  • VT1
    • f+HP
      • MP VTC, HP xx Sledge Hammer, Back Drop for damage, MP Flash Chop for advantage
    • HK
      • VTC HK xx Sledge Hammer, Back drop
    • crMP
      • crHP (2 hits) xx Sledge Hammer (slight charge), EX Air Knee Smash. Side switch combo
      • f+crHP (1 hit), EX Flash Chop
  • VT2
    • Above combos, replace Sledge Hammer with MP Flash Chop xx Choke
    • HK
      • VTC HK xx DDT (HK forces standing so will always work)

V System

V Reversal

A strike V-Reversal that knocks the opponent down on hit.

V Skill

Alex's V-Skill is Overhaul, which causes his next attack to be a counter hit. He builds a small amount of V-Gauge on activation, and more when a move hits with it. If the opponent blocks an attack or Alex takes damage he loses the bonus. Due to the long startup it is difficult to use outside of in stun combos or at full screen. Note that when Alex gets a crush counter from this, it is NOT affected by the Season 3 Crush Counter changes that have them scale by two hits; it only counts as 1 allowing him to do big damage. While not as useful as some other V-Skills, Alex does get stuns fairly often and this helps him get the most out of them, and makes his neutral that much scarier when he does manage to use it outside of stun situations.

V Trigger 1

Alex's VT1, Rage Shift, is a two bar V-Trigger that gives Alex access to a 1f parry and a new special move, Sledge Hammer. By pressing HP+HK Alex will begin charging Sledge Hammer. When Alex is hit by any non throw attack, high or low, he parries it quickly recovering after. By tapping HP+HK after the first parried attack he can parry multiple attacks one after another, or by continuing to hold it Alex will cancel into Sledge Hammer. Note that after a successful parry, Alex builds back a small amount of V-Gauge. Alex can also cancel any of his normals into Sledge Hammer; MP, HP, f+HP, and HK all combo into it while crMP and crHP combo on counter hit. On hit Sledge Hammer goes through the opponent and can be canceled into Back Drop or EX Back Drop for damage at the cost of oki, MP Flash Chop to be +3 next to the opponent forcing them to guess between MP and Power Bomb, or EX Flash Chop. If Sledge Hammer is fully charge, on block it will guard break which can be canceled into Back Drop for a small amount of damage, and on hit it will leave you at +10 allowing Alex to link into lariat (f+HP) for bigger damage. A non-charged version on block is -8 however and punishable, and once Alex starts charging Sledge Hammer there is no way to cancel it forcing the Alex player to guess between the opponent trying to jump out of its way or them continuing to block. Because of its big damage potential and defense gain this is the best V-Trigger in almost any circumstances.

V Trigger 2

Alex's VT2 is a two bar V-Trigger called Rage Shift, which gives Alex access to two new special moves. By pressing HP+HK again Alex performs a flying DDT, a short ranged grab that causes Alex to jump forward and grab the opponent. It only works on standing opponents, whiffing if they are crouching or airborne. He can cancel into this from specials, crMP, and crMK on hit for a combo making his crMK much scarier. On hit it leaves the opponent close enough to hit with a lariat afterwards, however due to distance a Power Bomb will usually whiff. A DDT on activation takes about 1/4 of the V-Gauge, and on hit takes another 1/4 meaning you can land at most 2 DDTs. The other special it gives Alex access to it Choke Sleeper, which is a grab done after a Flash Chop by pressing HP+HK. Alex spins the opponent around choking them causing them to fall to the ground, leaving Alex is prime position for oki along with causing a decent amount of damage and stun. As with DDT this takes 1/2 the V-Gauge on activation, meaning in total you get 2 V-Trigger specials before the gauge runs out. On hit Choke Sleeper leaves Alex closer than DDT does and slightly more damage overall in most combos, so this is the go-to ender if you have a choice. While the additional oki and scarier crMK is nice, only being able to use it twice and losing the defensive bonus VT1 offers makes this difficult to recommend in most matchups.

Strategy

Playing as Alex

Fighting Against Alex