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"Over the limit."
—Alex

Rage Boost is Alex's second V-Trigger in Street Fighter V.

Input
Flying DDT Arcade-Button-HPunch+Arcade-Button-HKick
Choke Sleeper Arcade-Button-HPunch+Arcade-Button-HKick (Only after Flash Chop)

DescriptionEdit

Executed by pressing Heavy Punch and Heavy Kick simultaneously, Alex gains access to two of his command throws  from Street Fighter III: 3rd Strike.

ChokeSleeper

Alex choking out Cammy using Choke Sleeper.

  • Flying DDT: By pressing Heavy Punch and Heavy Kick during V-Trigger, Alex pounces toward his opponent. If he is in range, Alex applies a front facelock and swings around to fall backwards, driving his opponent's head into the ground.
  • Choke Sleeper: By pressing Heavy Punch and Heavy Kick during V-Trigger after Flash Chop, Alex positions himself behind his opponent. Next, he wraps his arm around his opponent's neck, pressing his biceps against one side of their neck with his forearm against the other side. Alex squeezes his opponent's neck very tightly, causing them to crumble to their knees and fall on their stomach.

Tactics Edit

FlyingDDT

Alex driving Cammy's head into the ground using Swinging DDT.

During Rage Boost, Alex's throw game becomes stronger, now that he has access to two more command grabs. Both the Flying DDT and the Choke Sleeper cannot be blocked. Like most command throws, they are great for keeping the opponent on their heels, as well as utilizing tick throws. With it's fast startup, he can use this move to break down their defenses and deal a large chunk of damage at the same time. Alex can condition his opponent to constantly block his offensive pressure and frametrap normals, and surprise them with his command throw. However, his command throw have a lot of recovery frames, leaving Alex defenseless if he whiffs.

The Flying DDT may have a longer startup than other command grabs. However, it has a long range, allow Alex to land this move when his opponent is almost a fullscreen length away. The Flying DDT also serves as a decent combo ender. Despite this, it will not grab the opponent if they are either jumping or crouching. Because of this, the Flying DDT can be a liability in the neutral game. It also cannot go through fireballs. It can be difficult for Alex to use this move if the opponent is constantly crouch blocking. This means that if Alex whiffs this move, his opponent can get a solid punish off of it. In order make this move reliable, Alex needs to hit his opponent with his Lariat to force them to stand. 

The Choke Sleeper can only be used after Alex connects with Flash Chop. If it hits, this move can inflict a solid amount of damage and stun. It also gives Alex an option to knockdown the opponent during his Flash Chop combos. However, the Choke Sleeper doesn't always guarantee after combo. Depending on the range and the pushback of the moves used in Alex's combos, Alex can potentially whiff this command throw, making him unsafe. This move does slightly less damage and slightly more stun, compared to Swinging DDT.

Performing each command grab will consume 1/4 of Alex's V-Gauge. If he is able to connect with Flying DDT or Choke Sleeper, it drains another 1/4 of his V-Gauge. Alex can only use his command throws at least twice before his V-Gauge is completely depleted.

Gallery Edit

Trivia Edit

  • Alex's Flying DDT is similar to his Spiral DDT from Street Fighter III: 3rd Strike. It is also based off of a popular wrestling throw called the Tornado DDT.
  • Alex's Choke Sleeper is based on a popular professional wrestling move called the Sleeper Hold, which is used by many professional wrestlers such as the late Roddy Piper.
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