Prima Games eGuides Street Fighter V eGuide

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Street Fighter V eGuide Fighters Alex

Data

Vitals

Stat Value Rank

Vitality

1000

B

Stun

1050

A

V-Gauge

600

Forward Walk Speed (Pixels Per Frame)

3.8

B

Backward Walk Speed (Pixels Per Frame)

3.3

B

Dash Duration (Total Frames)

19

C

Dash Distance (Total Pixels)

144.08

C

Backdash Duration (Total Frames)*

24 (frames 1-2 throw invincible, frames 3-11 airborne)

C

Backdash Distance (Total Pixels)

110.17

C

Pre-Jump Frames†

3 forward, 4 neutral or backward

Jump Duration (Total Frames)

39

B

Forward Jump Distance (Total Pixels)

210.17

B-

Backward Jump Distance (Total Pixels)

187.2

B

* As part of the day one launch update, the throw invulnerability period of backdashes for all characters was reduced from frames 1-10 (as in pre-final versions and as the printed guide lists) to frames 1-2. This is an unfortunate error for the printed guide, but at least in effect, backdashes are still invincible to throws for ~10 frames because of the airborne period that immediately follows the initial two throw-invincible frames. This change’s relevance applies against air throws: you can backdash to dodge Zangief’s ground-based SPD, but his Borscht Dynamite air throw performed low to the ground would still connect.

† As of the March update to SFV, most characters have three pre-jump frames for forward jump and four pre-jump frames for neutral and backward jump. The longer takeoff time is intended to make defensive jumps slightly less effective against ground-based throw/strike mix-ups. Birdie and Zangief are slower: Birdie has four forward pre-jump frames and five for neutral and backward jump and Zangief has five pre-jump frames in any direction. Alex isn’t quite in “heavy” territory and has the same prejump arrangement as most, three frames forward/four frames neutral or back.