- Startup
- 4
- Active
- 2
- Recovery
- 9
- On hit
- +5
- On block
- -1
- Damage
- 300
- Guard
- LH
- Cancel
- Chn Sp SA
- Total
- 14
- Punish counter
- +9
- Drive dmg (block)
- 500
- Drive gain
- 250
Chains into 5LP/2LP/2LK; Alex's only 4f attack with above average range
Debuting in Street Fighter III and returning from SFV, Alex is once again a grappler specializing in burst movement and relentless pressure. Where Manon's gameplan is about mixups, Lily’s about stock based plus frames, and Zangief's is about landing the SPD, Alex instead is a high-aggression, high mobility brawler who specializes at getting into medium-close range and forcing your opponent into constant guesses with relentless frame advantage, attacks that hold your Drive Gauge hostage, and big damage once he lands a clean hit.
Alex’s pressure on knockdown is some of the most suffocating offense to deal with in Street Fighter 6. He can approach above, behind, low, or the front, and each has a variety of options, attributes, and follow ups. Armored attacks that leave him plus, command grabs, and sneaky resets -- and that’s only scratching the surface.
Alex's buttons are long reaching and strong, giving him good pokes that allow him to roll into his game plan. 5MK has incredible range for harassing enemies, 5HK is excellent as a big punish and trap tool, and 5HP has an utterly gargantuan disjointed hitbox to win poke wars. Both of the standing heavies can be charged too, which gives him better frame data and unique properties (like the ability to special cancel from Charged 5HP). 5MP and 2MP are his go-to cancelable pokes, and his 5LK can be linked after certain moves for longer combo extensions. His 5MP can be followed up with a new Target Combo called Palm Strikes, which creates a safe frame trap on block while setting up Prowler Stance oki if it knocks down.
Condition them to block with Flash Axe, his brand new light and medium variant of the powerful Flash Chop. Axe is safer on block and easier to combo into, as the powerful Chop only cancels properly on charged 5HP or 2HP. Aerial Knee Smash returns as his anti-air special; the light and medium versions are extremely fast and both give good oki, while the heavy is your ideal combo tool. Power Bomb and Power Drop are Alex's high-damage command throws, and it even retains the Street Fighter III 'back turn' mechanic, where moves that cause your opponent to spin before the throw (such as Heavy Lariat or Flash Chop) pay out better screen positioning and damage.
Brand new to Alex's kit is Prowler Stance, which functions like a more versatile version of Chun Li's Serenity Stream that can be performed in neutral or canceled from specific combo starters. He ducks low to the ground in a low-profile stance, and while he can't block or crouch under projectiles, he gains access to a vast arsenal of normal and special follow-ups. Alex gains a long-range chainable jab called Palm Thrust that cancels into specials or most other Prowler follow-ups. Air Stampede and Slash Elbow are terrific approach tools using both aerial or grounded movement, respectively. Tactical Hop allows Alex to juke OD reversals or sneak in a crafty cross-up at close range. Sweep Combination is a low Target Combo that gives good oki and big damage on Counter-hit. Shoulder Launcher can punish any aerial move on reaction, including jump-ins, safe specials like Sumo Headbutt or Blanka Ball, and even some airborne Supers that would otherwise punish Alex's stance. Heavy Lariat leads to combos on hit or pressure on block; by charging it up, it gains more block advantage and 2 hits of armor that can beat the opponent's Drive Impact, OD reversal, or other attempted counters. When Alex has them conditioned to only block or Parry, he can throw them with Hyper Takedown, which is functionally a normal throw that can be safe if the opponent tries to jump away. From farther away, the leaping command throw Dangerous Armbar can catch standing opponents or blow through any projectile in the game on reaction; it becomes the more devastating DDT if it lands as a Punish Counter, which will make opponents think twice about trying to parry any of Alex's approach options. The sheer variety of offensive weapons at his disposal makes any knockdown incredibly stressful for the opponent.
This incredible oki roulette comes at a cost; Alex's defensive tools are subpar, with no OD reversal and generally slow Supers that can be blocked in many oki setups. He has relatively few cancelable normals, and is notably lacking cancels from low pokes or from safe heavy pokes (except for the highly reactable Charged 5HP), limiting his ability to control the midrange and punish back walks. Power Bomb deals solid damage, but the range drops off dramatically on faster versions, making it much easier to escape some pressure strings. While Prowler Stance is phenomenal, there are limited ways to cancel into it and his movement is limited to dashes, jumps, and attacks while in the stance. He also lacks a standard throw loop, forcing him to either use Hyper Takedown or spend meter on Drive Rush, while his wide hurtbox makes him more susceptible to throw loops himself.
All in all, if you like big damage, relentless offense, or you just really like looking at his muscles, Alex has a 141 ⅔ percent chance of being your character.
STRETCH 'EM: Hard knockdowns and looping pressure in and out of Prowler Stance, letting Alex maintain a terrifying offense.
Good Workrate: A wide array of tools from command grabs to evasive hops to armored strikes, with even more reward on Punish Counter.
20-Inch Pythons: Long-reaching pokes with great reward even at a distance.
OUTTA NOWHERE!!!: Able to pressure with plus frame attacks like heavy lariat & command grabs to keep opponents guessing from anywhere on the screen
In-Ring Psychology: Recognizing when to use your options from Prowler Stance for maximum reward.
Getting Cut Off: Poor reversal options barring a raw Super Art.
Abnormal Throw Loop: Has to use Drive Rush or enter Prowler Stance in order to throw loop properly, telegraphing Alex's intentions more than other characters.
Just Playing the Heel: No cancelable lows, limiting his back walk punishes.
Chains into 5LP/2LP/2LK; Alex's only 4f attack with above average range
1f extra recovery on block; 2f extra recovery on whiff; extends a wide arm and foot hurtbox on the first 15 recovery frames; can lead to a hitconfirmable TC knockdown; great meaty tool with very low pushback (up to +7 oH / +3 oB)
() refers to scaled damage starting from 5MP (full sequence on hit does the same damage as just a counter-hit on the HP itself); easily hitconfirmable but fairly low risk and DI-safe between hits; cancelable into Prowler Stance on hit only for oki; 1f blockstring gap between hits (up to 3f if delayed, can throw off Perfect Parry timing); can be useful to stay close in Burnout (no blockstring gap but becomes +1 on block with some pushback); on block, leaves Alex in throw range if done from point blank; Prowler Stance cancel: KD +24 oH
Disjointed poke with great range to harass the opponent's Drive gauge; cancelable into Super for a hitconfirm or to punish Drive Impact; extends a wide arm and foot hurtbox on the first 12 recovery frames; high active frame count for meaty setups (up to +8 oH / +1 oB, but high pushback on block); can be held for a stronger, fully cancelable version (uncharged version comes out if button is held up to 15 frames); holding the button 1-7f results in 12f startup; holding the button 8-15f increases the total startup incrementally by 1f (up to a maximum startup of 20f)
Very long range for a 6-frame button (but slow for a light normal); DR cancel is delayed until after active frames
Foot hurtbox shifts backward on frames 5-16f (more effective at counter-hitting low pokes); long range poke with good hitbox priority and no extended hurtbox before active frames; creates a useful spacing trap against Ryu/Akuma/Terry 2MK and Ed 2MP using 5LP~2LP~2LP or 2LK~5LP~2LP that grants a Punish Counter link to 5LK; extends a wide leg hurtbox on the first 11 recovery frames
Disjointed poke with great range; grounded Punish Counter crumple puts opponent into a free juggle crumple state and is +23 before opponent falls to the ground (no grounded combo possible); puts airborne opponents into a limited juggle state (free juggle on Punish Counter); extends a hurtbox 1f before active that is vulnerable to projectiles; can be held for a stronger, longer-range version (uncharged version comes out if button is held up to 15 frames); holding the button 1-8f results in 16f startup; holding the button 9-15f increases the total startup incrementally by 1f (up to a maximum startup of 23f)
Button must be held 16f (early release results in uncharged version); more damage, range, and juggle potential than uncharged version; stops forward momentum when used out of Drive Rush (good for baiting DR checks); Punish Counter (ground/air) puts opponent into a free juggle state; puts airborne opponents into a limited juggle state on normal hit; startup frames 17-24 extend a small leg hurtbox (more easily counter-poked by standing buttons); extends a wide leg hurtbox on the first 10 recovery frames; Prowler Stance cancel: KD +42 oH / +4 oB (KD advantage varies on airborne opponents)
Button must be held 16f (early release results in uncharged version); more damage and range than uncharged version; has juggle potential unlike uncharged version (useful in some routes like juggled SA2 when not fully cornered); puts airborne opponents into a limited juggle state; stops forward momentum when used out of Drive Rush (good for baiting DR checks, but will usually be out of range for link follow-ups afterward); enables true blockstring into HP Flash Chop for huge Drive damage and plus frames; true blockstring when canceled into Drive Impact (can be delayed to manually create a gap); extends a front leg hurtbox on frames 8-19 of startup (more easily counterpoked by lows); extends a wide arm and foot hurtbox on the first 15 recovery frames; can be safe to Drive Impact if absorbed late; Prowler Stance cancel: +9 oH / +6 oB
Chains into 5LP/2LP/2LK; topmost hurtbox on frames 1-7 is vulnerable only to aerial attacks (preventing its use as an anti-air) and is projectile invincible to avoid High Tiger Shot; DR cancel is delayed until after 2nd active frame
4f extra recovery on whiff; topmost hurtbox on frames 1-9 is vulnerable only to aerial attacks (preventing its use as an anti-air) and is projectile invincible to avoid High Tiger Shot; Special/DR/DI cancel is delayed until after active frames; relatively poor DR Cancel options (no natural combo into 2HP > 236HP, max range cannot cancel to 4MK > 2HP, and only a true blockstring into 5LP/2LP/2LK)
Forces stand; head and arm hurtbox are anti-air invuln on frames 10-14; decent anti-air but weaker against close jumps; active frames 1-2 can hit grounded or airborne and are cancelable; active frames 3-6 can only hit airborne opponents and cannot cancel; cannot hit cross-up; Punish Counter puts opponents into a limited juggle state (much higher launch vs. airborne); stand-sized hurtboxes on frames 10-30 (considered crouching); very short horizontal range (usually requires Drive Rush to combo properly); useful combo tool into Prowler Stance (combos naturally into Palm Jab) or into HP Flash Chop when used out of Drive Rush; Prowler Stance cancel: +7 oH / +4 oB
Chains into 5LP/2LP/2LK; TC into 2HK requires Drive Rush/Counter-hit/Punish Counter (useful 5f punish at longer ranges, especially with Modern controls)
() refers to scaled damage from 2LK starter; does not combo naturally (requires Drive Rush / Counter-hit / Punish Counter); allows 2LK to be a useful punish option at ranges where 2LP whiffs (and especially in Modern where Alex cannot punish with 2LP); cancelable into Prowler Stance on hit only for oki; 6f blockstring gap between the hits (interruptible on block without DR~2LK or Burnout); Prowler Stance cancel: KD +17 oH
Good low starter that links into 2LP naturally, into 5MP on counter-hit, or into 2MP from Drive Rush (except from max range); solid poke range to punish back walk
Long range sweep; has juggle potential; Prowler Stance cancel: KD +24 (normal hit) / HKD +39 (PC)
Good range and damage for an overhead; when used out of Drive Rush, combos into 5MP at any range
Transitions into Collapsing Driver for a cinematic knockdown on backturned opponents; good punish starter into 2MP; strong pressure tool on block (frame traps into 5LP/2LP which can link to 5MP on counter-hit, and can tick throw into 63214HP at close range); DR~4MK gives even stronger pressure (frame trap into itself or 2HP, or tick throw into 63214LP even from longer ranges)
Performs a cinematic knockdown on backturned opponents; can be canceled into after 236HP on hit; counts as 2 separate moves for damage scaling; can whiff after max range 236HP on crouching opponents; deals less damage than Power Drop but maintains same side and gives better HKD oki
Quick air-to-air
Puts airborne opponents into a limited juggle state; cancelable into j.2HP from forward jump only; can situationally combo into j.MP~j.2HP (like after regular 2PP~MP, PC 2HP, or CH/PC 2PP~HP); lower body projectile invuln 7-21f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Best downward hitbox priority for vertical approaches; spike knockdown on airborne opponents; lower body projectile invuln 9-24f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Cross-up; can be used as a fuzzy instant overhead on tall characters
Most horizontal range of Alex's jump-ins but more difficult to time than j.HK; requires frame perfect timing to connect on a standard crouching hurtbox (4f timing vs. tall crouching opponents); lower body projectile invuln 8-25f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Decent all-around jump-in for horizontal approaches; lower body projectile invuln 10-21f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Forward Jump only; can be canceled into from forward j.MP; 15f extra recovery on whiff; Alex is in a crouching state during landing recovery (standing-sized hurtbox for the first 3 frames); spike knockdown vs. airborne opponents (KD +6~14 near the opponent); leg hurtbox is projectile invuln on frame 19 until landing; useful corner escape tool (recovers far away from the opponent if not anti-aired)
Leaves Alex at neutral advantage after forward dash for a pseudo-throw loop; Drive Rush allows real corner throw loops but gives weak midscreen oki; a successful Throw Escape builds 0.5 Drive bars for the defender; Throw Escape is awarded to a random player if input simultaneously
Side switch; no real strike/throw oki in the corner but can pressure with Drive Rush normals; a successful Throw Escape builds 0.5 Drive bars for the defender; Throw Escape is awarded to a random player if input simultaneously
No true throw loop without Drive Rush (can dash + LP Power Bomb, dash up into spaced normals, or use Drive Rush for better strike/throw oki); DR~5HK leaves Alex +7/+2 anywhere on screen and in range for a tick command grab (HP in corner, OD midscreen); midscreen, can also hold the DR~5[HK] to throw off Perfect Parry timing or punish delay tech; a successful Throw Escape builds 0.5 Drive bars for the defender; Throw Escape is awarded to a random player if input simultaneously
Puts opponent into Backturned state and Forces Stand on hit; slow startup but plus on block (leaves the opponent inside OD Power Bomb range for a tick throw); true blockstring from 5[HP] dealing significant Drive damage; has both a strike hitbox as well as a separate 1-hit projectile clash box on frames 25-29 (starting 1f before active); this allows Alex to hit the opponent even when clashing with higher-priority projectiles like Supers (though it doesn't dissipate any hits of the higher priority projectiles); recovery is cancelable on hit into Power Drop (63214P) or Collapsing Driver (4MK) on frame 40 (opponent must be grounded for these to connect); can omit the follow-up cancel and link normals afterward (lights on regular hit, 5MP on counter-hit, 2HP on Punish Counter)
Safe on block if spaced from a light string and maintains pressure up close on hit; has both a strike hitbox and a separate 1-hit projectile clash box during the active frames; this allows Alex to hit the opponent even when clashing with higher-priority projectiles like Supers (though it doesn't dissipate any hits of the higher priority projectiles)
Can transition into Prowler Stance on hit; important combo tool that is relatively safe if spaced out; extends a large vertical combo-only hitbox for juggle consistency; has both a strike hitbox as well as a separate 1-hit projectile clash box on frames 16-20 (starting 1f before active); this allows Alex to hit the opponent even when clashing with higher-priority projectiles like Supers (though it doesn't dissipate any hits of the higher priority projectiles); can get midscreen oki with Drive Rush into a delayed button or throw; Prowler Stance cancel: KD +46 oH (variable on airborne opponents)
2 hits; 1st hit keeps opponent grounded (SA2 cancel allows cinematic hit); 2nd hit puts opponents into a limited juggle state (SA2 cancel causes wall splat); can transition into Prowler Stance on hit; completely safe on block due to pushback; has both a strike hitbox as well as a separate 2-hit OD projectile clash box on frames 14-19 (starting 1f before active); this allows Alex to hit the opponent even when clashing with higher-priority projectiles like Supers (though it doesn't dissipate any hits of the higher priority projectiles); leads to good midscreen oki with Drive Rush or a 6-frame safe jump with j.HK (can often outspace 5f reversals as well); Prowler Stance cancel: KD +37 oH (variable on airborne opponents)
Cannot block while in stance (counter-hit state for entire duration); Alex is in a crouching state on frame 5 onward (stand-sized hurtbox until frame 8); crouch-sized hurtbox on frames 9-15; Low Profile on frame 16~ (but does not duck under standard projectiles); can transition into one of several different follow-ups on frame 18 onward (frame 17 for Stance Exit); can be canceled with any up input (2PP~8); Alex remains in stance until canceled or hit; Alex switches facing direction when opponent switches sides
Turns into Spiral DDT on Punish Counter (different animation with separate KD advantage and higher damage/meter properties); can only hit standing opponents; regular version gets strong meterless corner oki or Drive Rush midscreen oki; Punish Counter version can walk for meterless oki anywhere on screen; immediately loses low profile state and exits stance upon activation but retains crouching state on frames 1-14 (standing-sized hurtboxes on frames 9-14); can be canceled into from Palm Jab for a more effective tick throw; strong reaction counter to projectiles when already in stance (including invincible projectile Supers)
Distance: 1.00; cannot cancel into follow-ups during the dash animation (except Stance Exit 1f before recovery ends); maintains Low Profile / crouch for entire duration and remains in Prowler Stance afterward; holding back does not buffer the dash (must be timed using the standard input buffer window)
Distance: 1.76; cancelable into Slash Elbow (6P) on frames 1-14 (if done later, Elbow is buffered at the usual follow-up timing); can perform Tactical Hop (LK) / Air Stampede (MK) on frame 18~; can perform Stance Exit on frame 28 (final recovery frame); cancelable into other Stance follow-ups on frame 21~; maintains Low Profile / crouch for entire duration and remains in Prowler Stance afterward; holding forward does not buffer the dash (must be timed using the standard input buffer window)
Button strength determines distance and startup (LP shortest/fastest, HP longest/slowest); exits Stance after use; high active frame count allows it to be spaced or used with meaty timing for better advantage; Counter-hit/Punish Counter puts opponent into a limited juggle state; puts airborne opponents into a limited juggle state; head and arm hurtbox are anti-air invuln on frames 8-15 (LP) / 11-18 (MP) / 14-21 (HP); maintains Low Profile on startup until 5f before active; maintains crouch state until the end of active frames (standing-sized hurtboxes after the Low Profile frames end); expands significantly on the 3rd active frame making it easier to space for advantage on block; causes a screen shake effect when blocked with frame advantage (3rd/4th active frames)
Can start exiting stance 1 frame earlier than other follow-ups; fastest total stance + exit time is 42f; Low Profile and crouch state on frames 1-9 of exit animation; Alex remains in a counter-hit state for entire exit duration; holding up direction will buffer the Stance Exit at the earliest possible timing
Hitconfirmable (but unsafe) long range sweep; Counter-hit/Punish Counter transitions into Flying Suplex for extra damage, meter, and a Hard Knockdown (no difference between 1st or 2nd hit of the TC when this happens); puts airborne opponents into a limited juggle state (allows TC follow-up to combo); Alex remains in stance after recovery except on Perfect Parry or when Flying Suplex connects; maintains Low Profile and crouch state for entire duration; 3f blockstring gap between hits (will frame trap if opponent attempts a punish too early); can be canceled into from Palm Jab (consistent combo ender at any range)
Counter-hit/Punish Counter transitions into Flying Suplex for extra damage, meter, and a Hard Knockdown (no difference between 1st or 2nd hit of the TC when this happens); Alex remains in stance after recovery except on Perfect Parry or when Flying Suplex connects; maintains Low Profile and crouch state for entire duration; 3f blockstring gap between hits (will frame trap if opponent attempts a punish too early); leaves Alex +1 after manual Stance Exit for corner oki; can whiff when the first sweep connects at max range
Can be held to gain damage, 2f extra blockstun, and armor properties; puts airborne opponents into a limited juggle state; Counter-hit (+8) / Punish Counter (+10) puts grounded opponents into a Backturned state that can link to 4MK or MP/OD Power Drop (can whiff at long range); shorter range vs. crouching opponents; great pressure tool for depleting the opponent's Drive gauge; can be canceled into from Palm Jab (up to 3 jabs vs. standing or 2 jabs vs. crouching); uncharged version comes out if button is held up to 12 frames; can be spaced out to hit on later active frames for better advantage (up to +8/+5); holding the button 1-5f results in 12f startup; holding the button 6-12f increases the total startup incrementally (up to a maximum startup of 20f); maintains Low Profile on frames 1-6 and crouch state on frames 1-14 (standing-sized hurtbox on frames 11-14)
More damage and blockstun than uncharged version; puts airborne opponents into a limited juggle state; Counter-hit (+8) / Punish Counter (+10) puts grounded opponents into a Backturned state that can link to 4MK or MP/OD Power Drop (can whiff at long range); armor absorbs 2 hits as long as the button continues to be held (armor lasts until the end of active frames); shorter range vs. crouching opponents; great pressure tool for depleting the opponent's Drive gauge; can be canceled into from Palm Jab but only combos on Punish Counter; can be spaced out to hit on later active frames for better advantage (up to +8/+7); button must be held 13f (early release ends the armor and results in uncharged version); maintains Low Profile on frames 1-16 and crouch state on frames 1-23 (standing-sized hurtbox on frames 20-23)
Distance: 1.157; much shorter trajectory and lower height than a standard jump; can perform air normals or Flying Cross Chop on frames 22-32 (buffers from frame 8~, then buffers a grounded normal if pressed on frame 33~); immediately loses low profile state and exits stance upon activation; prejump frames 1-2 are in a crouching state followed by a standing state on frames 3-6; Lower Body Projectile Invuln on frames 6-8 (helps jump over projectiles on startup); has a smaller body hurtbox on frames 6-33; 3f landing recovery like a regular jump but cannot block when landing from an empty jump; Alex is in a Counter-hit state for entire move duration; can be canceled into from Palm Jab
Fast and long range jab that maintains the stance's Low Profile and crouching state; cancelable into other Prowler Stance moves (except Stance Exit, Forward/Back Dash, Hyper Takedown, or Slashing Elbow) and into standard specials / DI / DR; Alex remains in stance if not canceled (forced to exit after Perfect Parry); chained jabs form a true blockstring (can chain 4 jabs on hit or 3 on block); frame advantage compares the end of the jab recovery to the opponent's hitstun/blockstun but is only really relevant for tick throws with Hyper Takedown or when using Slashing Elbow afterward; can only tick throw into Hyper Takedown (Stance LP+LK) after 1 jab
Acts like a normal throw with extra range (can be teched); turns into Death Valley Bomb on Punish Counter (different animation with separate KD advantage and higher damage/meter properties); leads to good oki anywhere on screen; immediately loses low profile state and exits stance upon activation but retains crouching state on frames 1-7 with standing-sized hurtboxes; cannot be canceled into from Palm Jab (only in throw range after 1 jab on hit or block); a successful Throw Escape builds 0.5 Drive bars for the defender; Throw Escape is awarded to a random player if input simultaneously
Can be steered left/right; cannot hit cross-up; Alex is considered grounded on the 2nd active frame (anti-air invuln specials will lose if they don't hit before this frame); Punish Counter puts opponents into a limited juggle OTG bounce state (Hard Knockdown if no move is juggled afterward); immediately loses low profile state and exits stance upon activation (remains crouching on frames 1-8 with a standing-sized hurtbox on frames 5-8); very short hitstop gives little time for opponent to make a decision on block (significantly longer hitstop on Punish Counter for easier juggle confirms); stomp is block reactable but difficult to anti-air (can hold back to cause many anti-airs to whiff at some ranges); can intentionally whiff over the opponent to bait parry (opponent can option select with 4~4MPMK to option select a parry + Drive Rush, though the timing is strict to punish Alex); can be canceled into from Palm Jab
Counter-hit/Punish Counter transitions into Falling Moon for higher damage, Hard Knockdown, and improved meter properties (regardless of whether 1st or 2nd hit connects); () refers to Falling Moon damage; not airborne despite the animation; puts opponents into a limited juggle state on normal hit; maintains Low Profile on frames 1-7 and considered crouching on frames 1-13; cannot hit cross-up but will autocorrect if input while dashing under the opponent (allows for side swap juggle routes); can be canceled into from Palm Jab
Active frames 1-2 can hit grounded or airborne; active frames 3-8 can only hit airborne; Drive/Super meter gain only applies to the first hit when blocked; cannot hit cross-up; slow for anti-air purposes but the range can be used to punish landing recovery of divekicks or similar moves; useful as a combo ender even from max range light normals; allows strong meterless oki in the corner or Drive Rush oki midscreen
Active frames 1-2 can hit grounded or airborne; active frames 3-8 can only hit airborne; Super meter gain only applies to the first hit when blocked; cannot hit cross-up; Hard Knockdown allows strong meterless oki anywhere on screen; combos and anti-airs in all the same situations as HK version (and even more lenient in juggles due to the faster startup)
Anti-air grab (cannot hit grounded opponents); cannot hit cross-up; best overall anti-air at closer ranges due to its fast speed and upward trajectory; allows strong meterless oki in the corner or Drive Rush oki midscreen
Anti-air grab (cannot hit grounded opponents); cannot hit cross-up; more horizontal range and an extended combo-only hitbox make it useful in juggles; allows strong meterless oki in the corner or Drive Rush oki midscreen
Shortest range / fastest startup version; turns into Power Drop on backturned opponent; most useful for tick throws when the range allows it (like after 4MK on block at point blank); Alex's strongest meterless Drive Reversal punish (but can whiff when blocked at max range)
Longest range / slowest startup version; useful in some oki situations (e.g. corner throw + dash) but less useful in tick throw scenarios; turns into Power Drop on backturned opponent
Medium range / startup version; turns into Power Drop on backturned opponent; can be used in some tick throw situations especially out of Drive Rush normals
Startup of HP version with range in between LP/MP versions; most useful overall in tick throw scenarios; turns into Power Drop on backturned opponent; more consistent and slightly more damaging as a Drive Reversal punish than HP version
Does not switch sides; sets up a safe jump or Drive Rush oki anywhere on the screen; cannot be canceled into Omega Wing Buster; () refers to Punish Counter damage, scaled damage refers to version canceled from 236HP combo starter; maintains the same damage scaling as the preceding OD Power Drop (does not count as a separate move for scaling); backturn connect can occur even without 236HP starter (e.g. after opponent jumps over Alex)
Switches sides and leads to Drive Rush oki even midscreen; cancelable into Omega Wing Buster by inputting PP (cannot hold buttons for the entire animation, input during the 2nd body slam); () refers to Punish Counter damage, scaled damage refers to version canceled from 236HP combo starter; the version that comes out after 236HP has more range than any standard version of Power Bomb (but can whiff at absolute max range vs. crouching opponents); the starter scaling affects Omega Wing Buster damage when punishing with a raw OD Power Drop, while the combo scaling affects it when canceled from HP Flash Chop; backturn connect can occur even without 236HP starter (e.g. after opponent jumps over Alex)
Switches sides with no real oki; no difference between strengths once the grab connects; the version that comes out after 236HP has more range than any standard version of Power Bomb (but can whiff at absolute max range vs. crouching opponents); () refers to Punish Counter damage, scaled damage refers to version canceled from 236HP combo starter; backturn connect can occur even without 236HP starter (e.g. after opponent jumps over Alex)
Causes a cinematic on grounded opponents and a wallsplat on airborne opponents (can juggle in the corner); wallsplat is a free juggle state if SA2 starts the combo (otherwise, maintains the existing juggle state); can choose which version to cancel into from OD Flash Chop (1st hit stays grounded, 2nd hit launches); effective fireball counter due to range and invincibility; cinematic version gives decent Drive Rush oki (but DR~Throw can only beat reversal 4f normals on wide characters like Alex, Marisa, Sagat, Blanka, E. Honda, and Zangief)
Alex's best reversal option; sends opponent far away (oki only possible near the corner); puts opponent into a limited juggle state that can lead to trade combos depending on distance and the opponent's attack hitstun (e.g. fireball trade, early anti-air timing)
Cinematic time regenerates ~2 Drive bars for Alex; significantly less range than Alex's other Supers; poor oki after the cinematic (e.g. spaced DR~5MP or DR~2MK); has 2 different cinematics depending on whether it KOs the opponent
Available at 25% HP or below; cinematic time regenerates ~2.1 Drive bars for Alex; significantly less range than Alex's other Supers; better oki than standard SA3 (e.g. DR~Throw or DR~5HP into tick MP Power Bomb); has 2 different cinematics depending on whether it KOs the opponent
Can only be performed after OD Power Drop on a backturned opponent; 2800 damage refers to base damage without scaling (1680 is the most it can theoretically do at 60% scaling); fully invincible for the entire cinematic; pushes opponent a full screen away (no possible oki); PP input must be pressed rather than held for the entire throw cinematic (timing is around the 2nd body slam)
Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; 4f less hitstop on block compared to most Drive Reversals (changes the punish timing); see Drive Reversal.
Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze except for a 12f freeze when interacting with the opponent's throw hitbox (this also refunds 1 Drive bar after punishing the throw); 4f less hitstop on block compared to most Drive Reversals (changes the punish timing); see Drive Reversal.
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo.
See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties
See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.393 (min/throw), 1.722 (min/block), 3.530 (max/final DR frame)
"Let's do this!"
"Aaalex. Aaaalex! AAAALEX!!! AAHHHH!!"
"Mind if... I loosen up... a bit?"
"... BOOM!"
"You know what I'm gonna do to you once I'm warmed up? THIS!"
"Bring it."


































Character data, frame data and patch notes are mirrored from the SuperCombo wiki, maintained by the community under CC BY-SA.