|Street Fighter V||+|
Executed by performing a quarter-circle forward motion and pressing punch, Alex moves slightly forward and delivers an open-palm horizontal chop to his opponent.
The startup, range, and damage output of this move is determined by the strength of the punch button. The Light version has the fastest startup. However, it has the shortest range and inflicts the least amount of damage. The Heavy version has the longer range and inflicts more damage. However, it has the longest startup, making it easy for his opponent to intercept.
The EX version has the fastest startup, longest range and inflicts the most damage. It also leads to a knockdown, sending the opponent roughly 2/3 of the way across the screen on hit. The EX version is also the safest on block at -2, while the normal versions are all -4.
The Flash Chop can stop also fireballs. Each normal version can nullify single-hit projectiles, while the EX version can negate two-hit projectiles. This move is also a solid combo ender. While the normal versions does not result in a knockdown, each put Alex plus on hit, allowing him to maintain offensive pressure and keeping his opponent on their heels with frametraps and command throws. The Light version can be cancelled from Alex's Medium Punch, while his Medium version can be cancelled from his Heavy Punch.
Alex's Heavy version of the Flash chop also has special properties. Because of its slow startup, it's difficult to combo into this version. However, if the Heavy version hitst hits the opponent, it spins them around, meaning that they are facing away from Alex for a second after it hits, allowing him to set up combos. The Heavy version can cancel into his Power Drop.
In Tatsunoko vs. Capcom: Cross Generation of Heroes, The heavy punch version can be charged, and when fully charged it becomes a Machine Gun Flash Chop with 20 rapid-fire flash chops following the initial strike. If it is fully charged, the move becomes unblockable. However, if you charge the move fully you cannot immediately follow-up with other attacks due the distance the opponent is sent fly on impact.
Through the use of partner assists, this can easily set up for resets.