STREET FIGHTER 6
MAX DATABASE
アレックス
51 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Chn Sp SA
Notes Chains into 5LP/2LP/2LK; Alex's only 4f attack with above average range
Standing Medium Punch
5MP5M
Cancel Sp SA TC
Notes 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 +6 oH / +3 oB)
Standing Heavy Punch
5HP5H
Cancel SA
Notes 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)
Standing Light Kick
5LK5L
Cancel Sp SA
Notes Very long range for a 6-frame button (but slow for a light normal); DR cancel is delayed until after active frames
Standing Medium Kick
5MK5M
Cancel -
Notes 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
Standing Heavy Kick
5HK5H
Notes 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)
Crouching Light Punch
2LP2L
Notes 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
Crouching Medium Punch
2MP2M
Notes 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)
Crouching Heavy Punch
2HP2H
Cancel PS Sp SA
Notes 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
Crouching Light Kick
2LK2L
Cancel Chn TC
Notes 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)
Crouching Medium Kick
2MK2M
Notes Good low starter from Drive Rush (links to 2MP except from longer ranges); solid poke range to punish back walk
Roundhouse Kick
2HK2H
Notes Long range sweep; has juggle potential
Twisted Drop
2LK~2HK2LK~2H
Cancel PS*
Notes () 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
Prowler Stance
2PP
Notes 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
Dangerous Armbar (Spiral DDT)
2PP~2LPLK2PP~2LPL
Notes 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
Slashing Elbow
2PP~6P
Notes 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)
Sweep Combination 1 (Flying Suplex)
2PP~HK2PP~H
Cancel TC
Notes 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)
Sweep Combination 2 (Flying Suplex)
2PP~HK~HK2PP~HK~H
Notes 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
Heavy Lariat
2PP~HP2PP~H
Notes 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)
Tactical Hop
2PP~LK2PP~L
Notes 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
Palm Jab
2PP~LP2PP~L
Notes 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
Hyper Takedown (Death Valley Bomb)
2PP~LPLK2PP~LPL
Notes 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
Air Stampede
2PP~MK2PP~M
Notes 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
Shoulder Launcher (Falling Moon)
2PP~MP2PP~M
Notes 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
Palm Strikes
5MP~HP5MP~H
Notes () 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
Oblique Stomp
4MK4M
Notes Transitions into Collapsing Driver for a cinematic knockdown on backturned opponents; good punish starter into 2MP; strong pressure tool with a 5LP frame trap that links to 5MP on Counter-hit, or with DR~4MK into itself
Power Bomb
63214LP63214L
Notes 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
63214MP63214M
Notes 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
Chop
6MP6M
Notes Good range and damage for an overhead; when used out of Drive Rush, combos into 5MP at any range
63214HP63214H
Notes Shortest range / fastest startup version; turns into Power Drop on backturned opponent; most useful for tick throws when the range allows it; Alex's strongest meterless Drive Reversal punish (but can whiff when blocked at max range)
63214PP
Notes 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
Jumping Light Punch
j.LPj.L
Notes Quick air-to-air
Jumping Medium Punch
j.MPj.M
Notes Puts airborne opponents into a limited juggle state; lower body projectile invuln 7-21f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Notes 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)
Jumping Light Kick
j.LKj.L
Notes Cross-up; can be used as a fuzzy instant overhead on tall characters
Jumping Medium Kick
j.MKj.M
Notes 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)
Jumping Heavy Kick
j.HKj.H
Notes 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)
Flash Chop
236HP236H
Cancel SA3
Notes 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)
Flash Axe
236LP236L
Notes 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)
236MP236M
Cancel PS SA3
Notes 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 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 get midscreen oki with Drive Rush into a delayed button or throw; Prowler Stance cancel: KD +46 oH (variable on airborne opponents)
236PP
Cancel PS SA2 SA3
Notes 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)
Aerial Knee Smash
623KK
Notes 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)
623LK623L
Notes 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
Flying Cross Chop
j.2HPj.2H
Notes Forward Jump only; 15f extra recovery on whiff; Alex is in a crouching state during landing recovery (standing-sized hurtbox for the first 3 frames); puts airborne opponents into a limited juggle state; leg hurtbox is projectile invuln on frame 19 until landing
Raging Spear
236236K
Notes 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)
Sledgecross Hammer
214214P
Notes 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)
The Final Prison
236236P
Notes 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