Prima Games eGuides Street Fighter V eGuide

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Street Fighter V eGuide Fighters Alex

Unique Attacks

Flying Cross Chop at apex of forward jump
Startup

13

Active

15

Recovery

Landing after hit: 20; landing after guard or whiff: 34

Guard Level

H

On Hit

On Guard

Cancel

Damage

90

Stun

150

Meter Gain

50/25

Flying Cross Chop: Alex’s classic diving punch. He plunges down with a heavy punch attack, rolling on the ground on landing. He rolls for less time on landing off a hit than blocked or whiffed, making him safer. On hit, he’s even better off than in Third Strike–you can actually link into ground attacks, making Flying Cross Chop a viable, long-range jump-in. Because of the long recovery roll, Alex is basically guaranteed to take damage if this doesn’t hit, though.

As in 3S, this is a strong move when you expect your foe to jump, or otherwise leave the ground. Flying Cross Chop is active for a long time, covering lots of the screen, and it places airborne victims into a jugglable state.

Chop
Startup

22

Active

2

Recovery

18

Guard Level

H

On Hit

1

On Guard

-4

Cancel

Damage

60

Stun

100

Meter Gain

30/15

Chop: This is a pretty standard command overhead, used to check the enemy’s high guard. Great when they’re about to be stunned or knocked out when you expect them to turtle up, blocking low. On block, Alex is left at -4, open to mild punishment. Unfortunately, while it looks like this punch might have an arc that hits at an anti-air angle, it has no hitbox until Alex’s arm is extended and parallel with the ground.

LAriat
Startup

10

Active

3

Recovery

17

Guard Level

HL

On Hit

5

On Guard

3

Cancel

V

Damage

80

Stun

150

Meter Gain

50/25

Lariat: Alex whirls forward with an arcing punch. This is like R. Mika’s Lady Mika uppercut in several ways. It leaves Alex with a whopping +3 advantage on block, keeping initiative. On normal hit, +5 advantage allows a link into standing , or even his Critical Art. And on counter-hit, Lariat causes a spinning Crush Counter that allows for a combo follow-up, while building V-Gauge.

Lariat’s punch reaches diagonally up in front of Alex, so it can be suitable as anti-air against long-range jump-ins. (Against jump-ins from closer in, you should use crouching HP or standing LP.) As an anti-air counter-hit, it pops the enemy into a jugglable knockdown; you can fish with anti-air Lariat and then immediately start charging for MK Slash Elbow in case the opponent eats the hit.

It will whiff over crouchers a couple of steps away, but it has a hitbox on Alex’s flank just under his arm too, so it will hit crouchers up close, preserving its use as a frame trap starter. With its 10-frame startup and the sweep of Alex’s arm, it also seems tailor-made to anticipate the wakeup option select of briefly guarding, then jumping back with a throw input.

Lariat also makes a perfect tick throw setup. With Lariat being +3 on block, if you go for immediate Power Bomb, opponents who try to mash out 3-frame jabs to beat the throw will lose.