|Street Fighter V||+|
Executed by charging down and then pressing up and punch, Alex leaps forward and performs a somersault in midair, landing on his feet as he extends his arm toward his opponent. If he is in range, Alex grabs a hold of his opponent's head and delivers a vicious headbutt, stunning his opponent and causing them stumble backwards.
This move allows Alex to punish projectiles, allowing him to leap over fireballs and inflict a decent amount of damage at the same time. The Head Crush is an effective way to approach the opponent. While this move has a slower startup compared to his Air Stampede, it's a command grab that deals as much damage as that of his Power Bomb. By mixing up his Head Crush approach with Air Stampede, Alex can keep his opponent on their heels by forcing them to guess either to crouch block to avoid the command grab or stand to block the stomp.
The startup and range of this attack are determined by the strength of the punch button pressed. However, the damage and stun inflicted remains the same. The Light version has the fastest startup. It also allows to Alex jump and land just in front of where he originally was. The Medium version has Alex leaping and landing about 1/3 of the screen away. The Heavy version has the longest startup. During this version, Alex comes down about half the screen from where he started.
The EX version specifically targets where the opponent is at the beginning of the move. It can reach all the way across the screen. During the EX version, Alex can move forward or backward to adjust his position to make it easier to land the move. The EX version also comes out much quicker than the other versions. If Alex is trying to finish off the round from a distance, he can use EX Head Crush to surprise his opponent.
Even though it is one of Alex's most deceptive tools, it is difficult to connect. Because the strength of the punch button determines the move's range, Alex has to guess the correct spacing between himself and his opponent. If the wrong kick button is pressed, Alex can undershoot his opponent, leaving him vulnerable for a counterattack. On the other hand, Alex can also overshoot his opponent and completely jump over them, setting himself up for their punishes.
In addition, due to the move's long startup, it is easy for his opponent to read and react to Head Crush. While it does give Alex a nice mix-up tool, his opponent can simply neutral jump to make Alex whiff the command grab, allowing his opponent to punish him.
- This move is arguably based off the professional wrestling move called the Headbutt. It is an attack mainly used by large wrestlers who use their size and strength to overwhelm their opponents.
- This is the only command grab that does not knockdown, ironically Makoto's own forward throw is the only throw of the previous game that does not knockdown and both of the throws are headbutts.
- Head Crush is a combination of Alex's former Headbutt Unique Attack and former Stun Gun Headbutt Super Art, having a single headbutt that does a notable amount of stun following a flip.