Alex Moves and Hitboxes

Alex moves, stats and hitboxes

How to play Alex in Street Fighter 5

Alex is a sort of grappler character who’s great at whiff punishing, poking from a long range with normals and hit or throw mixups.

Which means his gameplan revolves around staying midrange to the opponent while trying to bait out unsafe moves while staying safe himself.

Altough this may seem a bit difficult due to his slow walk speed it’s definitely possible with proper spacing on his normals and a lot of patience in neutral / footsies.

If you get in after a knockdown Alex can pressure the opponent with light attacks that can confirm into his EX-Flash Chop or tick throw. If that hits he can then move in and continue even more pressure trough light attacks, Lariat Punch or go for a Power Bomb. Each of these give him a different type of advantage, so mixing them up a must when trying to keep the opponent guessing.

Also, don’t forget that if you happen to stun the opponent, he is the only character in the game that go for a crush counter combo thanks to his V-Skill.

Stats:

Vitality: 1000
Stun: 1050
V-Gauge: 600
Forward Walk Speed: 3.8
Backward Walk Speed (Pixels Per Frame): 3.3
Dash Duration (Total Frames): 19
Dash Distance (Total Pixels): 144.08
Backdash Duration (Total Frames): 24 (frames 1-2 throw invincible, frames 3-11 airborne)
Backdash Distance (Total Pixels): 110.17
Pre-Jump Frames: 3 forward, 4 neutral or backward
Jump Duration (Total Frames): 39
Forward Jump Distance (Total Pixels): 210.17
Backward Jump Distance (Total Pixels): 187.2

Normal Moves

Alex Light Punch Hitbox - Normal Move

Light Punch

  • Decent range and good anti air if your opponent goes for light jump ins.
  • Tick throw tool.
  • Startup: 4
  • Active: 2
  • Recovery: 8
  • On hit: 4
  • On block: 2
  • Damage: 30
  • Cancels into: SP/CA/VT
Alex Medium Punch Hitbox - Normal Move


Medium Punch

  • Great neutral/footsie tool.
  • Good for frametraps.
  • Startup: 6
  • Active: 2
  • Recovery: 14
  • On hit: 5
  • On block: 2
  • Damage: 60
  • Cancels into: SP/CA/VT
Alex Hard/Heavy Punch Hitbox - Normal Move


Hard Punch

  • Great range.
  • On counterhit starts a huge combo.
  • Startup: 10
  • Active: 3
  • Recovery: 22
  • On hit: -1
  • On block: -3
  • Damage: 90
  • Cancels into: SP/CA/VT
Alex Light Kick Hitbox - Normal Move


Light Kick

  • Decent range.
  • Startup: 5
  • Active: 3
  • Recovery: 8
  • On hit: 2
  • On block: -1
  • Danage: 40
  • Cancels into: SP/CA/VT
Alex Medium Kick Hitbox - Normal Move


Medium Kick

  • Huge range so great footsie tool.
  • Startup: 9
  • Active: 3
  • Recovery: 14
  • On hit: 2
  • On block: -2
  • Damage: 80
  • Cancels into: VT
Alex Hard/Heavy Kick Hitbox - Normal Move


Hard Kick

  • Great range.
  • Crush Counter properties.
  • Startup: 17
  • Active: 3
  • Recovery: 24
  • On hit: 1
  • On block: -4
  • Damage: 100
  • Cancels into: VT
Alex Crouching Light Punch Hitbox - Normal Move


Crouching Light Punch

  • Combo starter(combo into st.lp)
  • Tick throw tool.
  • Startup: 4
  • Active: 2
  • Recovery: 6
  • On hit: 4
  • On block: 2
  • Damage: 30
  • Cancels into: SP/CA/VT
Alex Crouching Medium Punch Hitbox - Normal Move


Crouching Medium Punch

  • Huge hitbox.
  • Startup: 8
  • Active: 2
  • Recovery: 17
  • On hit: 2
  • On block: -1
  • Damage: 60
  • Cancels into: VT
Alex Crouching Hard/Heavy Punch Hitbox - Normal Move


Crouching Hard Punch

  • Average anti-air.
  • Startup: 10
  • Active: 6
  • Recovery: 23
  • On hit: KD
  • On block: -8
  • Damage: 50*40
  • Cancels into: VT
Alex Crouching Light Kick Hitbox - Normal Move


Crouching Light Kick

  • Only low combo starter.
  • Startup: 4
  • Active: 3
  • Recovery: 5
  • On hit: 4
  • On block: 0
  • Damage: 20
  • Cancels into: VT
Alex Crouching Medium Kick Hitbox - Normal Move


Crouching Medium Kick

  • Great footsie tool for conditioning your opponent to block low.
  • Startup: 10
  • Active: 2
  • Recovery: 18
  • On hit: 0
  • On block: -3
  • Damage: 60
  • Cancels into: VT
Alex Crouching Hard/Heavy Kick Hitbox - Normal Move


Crouching Hard Kick

  • High range sweep.
  • Hard knockdown on counter hit.
  • Startup: 11
  • Active: 2
  • Recovery: 23
  • On hit: KD
  • On block: -12
  • Damage: 100
  • Cancels into: VT
Alex Jumping Light Punch Hitbox - Normal Move


Jumping Light Punch

  • Decent air to air.
  • Startup: 4
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~
Alex Jumping Medium Punch Hitbox - Normal Move


Jumping Medium Punch

  • Decent air to air.
  • Startup: 5
  • Active: 7
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 70
  • Cancels into: ~
Alex Jumping Hard/Heavy Punch Hitbox - Normal Move


Jumping Hard Punch

  • Jump in combo starter.
  • Startup: 8
  • Active: 3
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~
Alex Jumping Light Kick Hitbox - Normal Move


Jumping Light Kick

  • Cross up.
  • Tick throw tool on hit and block.
  • Startup: 4
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~
Alex Jumping Medium Kick Hitbox - Normal Move


Jumping Medium Kick

  • Great air to air.
  • Startup: 6
  • Active: 6
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 70
  • Cancels into: ~
Alex Jumping Hard/Heavy Kick Hitbox - Normal Move


Jumping Hard Kick

  • Big range.
  • Good for jump ins.
  • Startup: 9
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~
Alex Face-Crush Chop Hitbox - Throw

(Neutral or Forward)

Face-Crush Chop

  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: KD
  • Damage: 120
  • Cancels into: ~
Alex Leg Tomahawk Hitbox - Throw


Leg Tomahawk

  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: KD
  • Damage: 140
  • Cancels into: ~

Unique Moves

Alex Chop Hitbox - Unique Move


Chop

  • Overhead.
  • Safe if spaced properly.
  • Startup: 22
  • Active: 2
  • Recovery: 17
  • On hit: 6
  • On block: 3
  • Damage: 60
  • Cancels into: ~
Alex Lariat Hitbox - Unique Move


Lariat

  • Combo starter.
  • Tick throw/frametrap tool for it’s safety on block.
  • Decent anti air for hard reads.
  • Startup: 11
  • Active: 3
  • Recovery: 17
  • On hit: 6
  • On block: 3
  • Damage: 80
  • Cancels into: VT
Alex Flying Cross Chop Hitbox - Unique Move

(During Forward Jump)

Flying Cross Chop

  • Can only be used on the apex of your jump.
  • Combo starter.
  • Really risky.
  • Startup: 14
  • Active: 23
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~

Special Moves


 
Flash Chop

  • Range increases with button strength. (light shortest, ex longest)
  • Hitbox beats single hit projectiles.(ex beats 2 hit projectiles)
  • Heavy version leads to command grab(don’t spend bar on the powerdrop in longer combos).
  • Startup: 12/19/25/11
  • Active: 2/3/3/5
  • Recovery: 20/19/21/18
  • On hit: 2/3/2/KD
  • On block: -4/-4/-4/-2
  • Damage: 70/80/90/140
  • Cancels into: CA


  
Slash Eblow

  • Range increases with button strength.
  • Hitbox beats single hit projectiles. (ex beats 2 hit projectiles)
  • Ex version has 2 hits on armor at frame 3-22.
  • Startup: 16/19/24/11
  • Active: 5/5/5/3
  • Recovery: 22/22/18/28
  • On hit: 3/KD/KD/KD
  • On block: -4/-6/-7/-10
  • Damage: 80/90/100/
    75*75
  • Cancels into: CA


 
Air Knee Smash

  • Good anti air.
  • Wont hit grounded opponents.
  • Arc adjust with strength.(ex version is the most consistent)
  • Startup: 6/9/11/6
  • Active: 8/8/8/8
  • Recovery: 37/38/40/49
  • On hit: KD/KD/KD/KD
  • On block: KD/KD/KD/KD
  • Damage: 50*80/50*80/
    50*80/50*110
  • Cancels into: ~


 
Air Stampede

  • Range increases with button strength.
  • Can be used as an instant overhead.
  • Ex version’s range can be adjusted if you hold forward or backward.
  • Ex version is projectile invincible from frame 3-30.
  • Startup: 27/30/33/29
  • Active: 3/3/3/3
  • Recovery: 17/21/22/18
  • On hit: KD/KD/KD/KD
  • On block: -5/-5/-5/2
  • Damage: 120/120/120/
    140
  • Cancels into: ~


 
Head Crush

  • Range increases with button strength.
  • Ex version’s range can be adjusted if you hold forward or backward.
  • Jumps over projectiles
  • Startup: 36/40/44/30
  • Active: 2/2/2/2
  • Recovery: 30/30/30/49
  • On hit: 5/5/5/5
  • On block: ~
  • Damage: 160/160/160/
    180
  • Cancels into: ~


 
Power Bomb

  • Range decreases with button strength, damage increases.
  • Startup: 6/6/6/6
  • Active: 2/2/2/2
  • Recovery: 51/51/51/51
  • On hit: KD/KD/KD/KD
  • On block: KD/KD/KD/KD
  • Damage: 160/170/180/
    220
  • Cancels into: ~

V-Skill

Alex Overhaul - V-Skill

  
Overhaul

  • Turns the next hit into a counter hit.
  • Startup: ~
  • Active: ~
  • Recovery: 55
  • On hit: ~
  • On block: ~
  • Damage: ~
  • Cancels into: ~
Alex Big Boot Hitbox - V-Reversal

(During Guard)

Big Boot

  • High knockback.
  • Startup: 16
  • Active: 2
  • Recovery: 19
  • On hit: KD
  • On block: -2
  • Damage: Varies
  • Cancels into: ~
Alex Rage Shift - V-Trigger


Rage Shift

  • Enables use of sledge hammer.
  • Startup: 1
  • Active: ~
  • Recovery: 10
  • On hit: ~
  • On block: ~
  • Damage: ~
  • Cancels into: ~

(During V-Trigger)

Sledge Hammer

  • Increases range when hold
  • Breaks guard with max charge.
  • Parry properties.
  • Combo extender.
  • Startup: 20/68
  • Active: 2/2
  • Recovery: 50/50
  • On hit: 5/11
  • On block: -8/4
  • Damage: 80/130
  • Cancels into: SP

Critical Art

   
Heavy Hammer

  • Almost never worth it to use in combos except when you’re about to win.
  • Startup: 5
  • Active: 2
  • Recovery: 46
  • On hit: KD
  • On block: -25
  • Damage: 340
  • Cancels into: ~

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