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MoveCommandStartupActiveRecovery
Hit Advantage
Block Advantage
DamageStunTotal HitstopChip
Attack Level
Cancel Ability
CH hit adv.
CH Damage
CH Stun
KD Adv.
KDR Adv.
KDRB Adv.
HitboxesAlex combos
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stand LP4364230701380HSP,CA,V63684---
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stand MP62115260100191210HSP,CA,V772120---Anti AirsFrame data collated by @gilley3D
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stand HP10321-1-390150341515HSP,CA,V1108180---EX kneeappears to have upper body invincibility, works from really close or really far, knocks down, high damage, probably the best anti air alex has. Costs a bar, though.!!!NOTE that Alex can get counter hit combos where other characters normally couldn't, such as punishes, by merit of his v-skill. As such, "counter hit only" combos will be all throughout this guide, denoted by "CH" starters.Hitboxes collated by @FreestyleiSH
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stand LK5372-140701580HSP,CA,V44884---using Frame Trapped
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stand MK83142-270100251212HV484120---f+HPreally good hitbox, works from surprisingly close and far, rarely seems to trade and often hits the opponent so high up you get a crush counter. From here you can easily juggle MK slash elbow (even into super) or EX elbow.Combo info collated by Bafael
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stand HK17324-1-490150441515HVKD 62108180---
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crouch LP4264230701280HSP,CA,V63684---
Larger hitbox image here: http://eish.deviantart.com/gallery/58172993/Street-Fighter-V-Hitboxes
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crouch MP73142160100241210HV472120---st. LPfast, very tall hitbox, and pretty good anti crossup box. Leads to a nice fifty fifty after it works.
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crouch HP12622KD-850*4075*754012*128*7H*HVKD60*4090*751044550cr. HPknocks down, tends to trade if you do it late or go under if you do it too close. Both hits juggle into LP flash chop (and then super, if you like) or EX knee. Note that EX knee does significantly more damage than LP chop. Alex can also gain an extra juggle point if he connects with only the
last hit of cr. HP this allows him to connect into any strength knee.
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crouch LK4354020701280LV62484---
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crouch MK82170-380100271210LV272120---
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crouch HK11223KD-12100150361517LVKD120180671823
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jump LP45---4070-80M--4884---LK kneeNo invincibility here but really high damage and really fast startup. Quite rewarding on hit but requires decently quick reactions and loses to early air normals.
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jump MP67---70100-1212M--84120---
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jump HP83---90150-1515M--108180---jump back LPworks as an anti air from closer range than his st. LP, but st. LP is almost always better.
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jump LK45---4070-80M--4884---Punish CombosDamage (in V)StunComments
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jump MK66---70100-1212M--84120---st. HP xx MP flash chop162285Not very damaging but leaves you close and +3, so great for a mixup between alex's command grab and blockstrings. Good after jump in combos and when you don't have time to HP chop, but you can also do st. HP xx MK slash elbow for a bit more damage and a knockdown if you have charge. f+HP, LP xx LP chop does similar damage and more stun but loses the follow up mixup
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jump HK95---90150-1515M--108180---
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chopf+MP222171-460100411210M-372120---
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lariatf+HP103165380150301513HV1596180---
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flying cross chopd+HP (air)1423---90150-1515M--108180---cr. HP xx EX knee234330Unlike most characters, it's absolutely worth it to spend a single bar in most alex combos, he gets a substantial increase in damage for his meter invested.
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face-crush chopLP+LK5217KD-12017024--T-KD120170661717
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leg tomahawkb+LP+LK5217KD-14020024--T-KD1402005788st. HP xx MP flash chop xx CA442285super version. Again, if you have charge you can do MK slash elbow into super instead for 451 damage, 330 stun, a substantial improvement.
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rage shiftHP+HK-----56----------
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sledge hammerHP+HK (during VT)20????5-1280150511520H-796180---HP chop xx backdrop216375Can't follow a jump but does more damage than the previous meterless combo if you have time to get it out. Note doing EX command grab adds 40~ damage and 50 stun which is not usually worth it. Also note that this is almost always better than his 1 bar combos that don't start from HP chop.
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sledge hammer (full charge)
HP+HK (hold, during VT)68????11guard break +4130200951833H-13156240---
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overhaulMP+MK-------55----------
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big bootf+KKK23KD-26000H-862732CH st. HP xx HP chop xx backdrop301515Max damage meterless if you have a v-skill stocked. Note that it swaps sides. One bar options don't add substantial damage here, and super conversions just use MP chop or HK slash elbow into super.
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flash chop LPqcf+LP133192-470150351518HCA484180---
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flash chop MPqcf+MP193183-480150401520HCA596180---
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flash chop HPqcf+HP253202-490150481523HCA4108180---CH st. HK, st. HP xx MP chop253435Notably lower damage than the above combo but leads to a mixup, keeps the opponent on the same side, and builds v-meter. Note that you now ALWAYS have time to charge MK slash elbow if you'd prefer the extra 8 damage and knockdown to the mixup.
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flash chop EXqcf+PP11518KD-275*75100*1003410*1519*19H*H-KD90*75120*100913237
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slash elbow LKb,f+LK145173-480200361220HCA596240---
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slash elbow MKb,f+MK19518KD-690200421223HCAKD108240933439CH st. HK, st. HP xx MK slash elbow xx CA506475when going into super, MK elbow is always preferred.
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slash elbow HKb,f+HK24518KD-7100150471225HCAKD1201801044550Punish combos USING V-trigger
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slash elbow EXb,f+KK14328KD-1075*75100*1005315*1519*19H*H-KD90*75120*100862732st. HP xx trigger, st. HP xx sledgehammer xx backdrop302525I'm not aware of any way to add substantial damage to this combo using 1 bar.
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air knee smash LKf,d,df+LK6837KD-10*1200*20051--H-KD12*1200*200722323st. HP xx trigger, st. HP xx sledgehammer xx MP chop xx CA441465The damage is about the same as without trigger here, but in case you want the extra stun or are hit confirming from the trigger, this is the combo avenue to maximize damage.
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air knee smash MKf,d,df+MK9838KD-10*1200*20055--H-KD12*1200*200722323
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air knee smash HKf,d,df+HK11840KD-10*1200*20059--H-KD12*1200*200722323CH st. HK, st. HP xx trigger, st. HP xx sledgehammer xx backdrop370635you can swap st. HK for f+HP when HK is too slow.
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air knee smash EXf,d,df+KK68??KD-10*1500*20062--H-KD12*1500*200722323CH st. HK, st. HP xx trigger, st. HP xx sledgehammer xx MP chop xx CA515585
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power bomb LPhcb+LP6251KD-16022059--T-KD160220641515Punish combos IN V-trigger
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power bomb MPhcb+MP6251KD-17022060--T-KD170220641515st. HP xx sledgehammer xx backdrop274485All combos here are the same as above minus the [st. HP xx trigger], but I'll write their damage values anyway.
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power bomb HPhcb+HP6251KD-18022060--T-KD180220641515
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power bomb EXhcb+PP6251KD-22025060--T-KD220250641515st. HP xx sledgehammer xx MP chop xx CA471405
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power drop
hcb+P (opponent turned)
5251KD-126225---T-KD1262255566CH st. HK, st. HP xx sledgehammer xx backdrop351610
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power drop EX
hcb+PP (opponent turned)
5251KD-72*900*270---T-KD72*900*270641515CH st. HK, st. HP xx sledgehammer xx MP chop xx CA519540
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air stampede LKd,u+LK27217KD-5120200461530M-KD144240444444Crush counter punishes
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air stampede MKd,u+MK30221KD-5120200531530M-KD144240404040Alex's crush counter punishes are off f+HP and st. HK, and are mentioned elsewhere in the guide though I'll reproduce them below. Despite the fact that CH st. HP xx HP chop combos do slightly more damage than the equivalent meterless crush counter combo, crush counters build V-meter, keep screen position, end in resets when meterless, and do more damage if using any meter.
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air stampede HKd,u+HK33222KD-5120200571530M-KD144240393939
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air stampede EXd,u+KK29218KD2140200491535M-KD168240434343
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head crush LPd,u+LP362433-16025081--T-3160250---
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head crush MPd,u+MP402493-16025091--T-3160250---CH st. HP xx HP chop xx backdrop301515meterless max damage, not actually a crush counter
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head crush HPd,u+HP442553-160250101--T-3160250---CH st. HK, st. HP xx MP chop253435meterless setup
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head crush EXd,u+PP302493-18030082--T-3180300---CH st. HK, st. HP xx MK slash elbow xx CA506475super
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heavy hammerqcf,qcf+P5KD-25
100*50*200
0*0*0-20*20*20H*H*H-KD120*50*2000*0*0641515CH st. HK, st. HP xx trigger, st. HP xx sledgehammer xx backdrop370635trigger
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CH st. HK, st. HP xx trigger, st. HP xx sledgehammer xx MP chop xx CA515585trigger+super
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healthCH st. HK, st. HP xx sledgehammer xx backdrop351610already in trigger
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stunCH st. HK, st. HP xx sledgehammer xx MP chop xx CA519540already in trigger, super
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taunt61Ranged Punishes
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jump47(4+39+4)st. HP starts all his ranged punish options. You don't get the mixup scenario of MP chop so MK slash elbow is marginally better.
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jump forward46(3+39+4)st. HP xx MK elbow171330
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jump backward47(4+39+4)st. HP xx trigger, st. HK xx sledgehammer xx backdrop302525if you hit with a far st. HP, it hits slightly later than normal and allows a st. HK post trigger. This is important since at the ranges st. HP hits late, a second st. HP won't hit at all. You can react during the trigger freeze to where alex's st. HP connected with the opponent, letting you know whether the st. HK is possible.
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dash forward19
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dash backward24
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CH st. HP xx HP chop xx backdrop301515
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CH st. HP xx HK elbow, EX chop318475the above combo seems to always work for range, but this one has much better corner carry and positioning
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Not shown but all the normal conversions from st. HP still work.
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Confirm combos
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st. MP, st. LP xx LP chop143283cancelling to super does (388, 283) here
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st. MP, st. LK xx EX chop216323LK does a little more damage when both are comboing to flash chop
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f+HP, st. LP xx LP chop163333f+HP is +3 on block and hits crouching opponents. Cancelling to super does (408, 333)
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f+HP, st. LK xx EX chop236373
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CH st. MP, st. MP xx LP chop182330You can also end in MK slash elbow, but you need a little prior charge since this combo doesn't inherently grant charge time.
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CH st. MP, st. MP xx EX chop246370
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CH st. MP, st. MP xx trigger, st. MP xx sledgehammer xx backdrop286495a nice CH confirm. Cancelling to MP chop at the end then super does (431, 445)
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CH st. MP, st. MP xx sledgehammer xx backdrop288505for when you're already triggered.
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Confirm combos (crush counter)
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All previously listed CH st.HK or f+HP combos. If you get really far connect, the best follow up is generally st. HP xx MK slash elbow (you have time to charge) unless you wanna do HP xx trigger instead, then just follow the above routes. You can also combo to power bomb too, which does a hair more damage but at much smaller ranges with worse okizeme (wake up options).
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Confirm combos (light normals)
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cr. LK, st. LP xx LP flash chop103253his cr. LK is low, the same speed as his other lights, and his normal conversions still work, so it's generally the ideal starter. Two jabs does barely more damage in a 4f punish scenario, though.
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cr. LK, st. LP xx EX flash chop167293
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cr. LK, st. LP xx LP chop xx CA348253
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CH cr. LK, st. MP xx LP chop134294skill/CH makes alex lows much more dangerous. EX conversion does 198 damage, super does 379.
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CH st. LP, st. MP, st. LK xx EX chop228370
Max damage confirm from a CH light normal, but doesn't work from cr. LK because of pushback.
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CH cr. LK, st. MP xx trigger, st. MP xx sledgehammer xx backdrop238459Alex can also link cr. HP after trigger, but I can't find any combos that make it worth it. Consult the "confirm combo section of this guide for other things you can do off the st. MP xx trigger or st. MP xx sledgehammer if already in trigger.
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Corner stuff
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Alex cr. HP inherently links to non EX knee in the corner. That's mostly irrelevant except for this single CH only meterless juggle, from what I can tell.
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CH st. HP xx HK slash elbow, cr. HP, LK knee321515
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Midair connect and juggles
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anti air slash elbow, CAworks on all versions, but can be picky. Anti air HK elbow can actually go to EX knee if you ever actually get that.