Alex at best was Mid-Tier, but IIRC he would be overall Mid-Low.
What I'm posting is off the top of my head I hadn't used Alex in a very long time ^^;
His normals did decent damage and overall his best pokes were St. MP, Cr. MK, Far MK
The range on HCB+P grab was not that big but if he landed it, it'd do a good amount of stun but put him a distance from his opponent.
You basically wanted to manage your range so your grabs and BnBs would connect to eventually stun and deal big damage to them.
His main super is Boomerang Raid/SA2, due to EX meter, and overall stund damage+easy to combo into off of his primary attacks.
Due to how other characters have better options to pressure him, Alex was not considered among the best characters in the game but he could still hold his own.
He's overall an easy character to learn far as short ranged characters go but learning the range of his HCB+P was important, but not too difficult to get used.
Alex is really bad (but fairly easy to learn) because he doesn't really have much in terms of combos and has
nothing dangerous that starts from a low (which is his main weakness). He does hit really hard and for a lot of stun, though, so his whole game involves mix ups and mostly tick kara-throws.
His BnB combo is st. cl. MK x Flash (LP or MP; EX ideally), which can also be st. MP linked to Flash (LP or MP; EX ideally).
His Power Bombs (HCB+P) have decreasing range from LP to HP, so that's also something to be aware of. Hugo's Moonsault Press will always beat Power Bomb, too, so be careful around him.
His kara-throw is f. HP x throw.
f. HP is a decent anti-air, since it comes out at a weird angle. It's great against Dudley, since Dudley has a low jump arc, and f. HP can hit him at near his apex. s. MP x Air Knee Smash (SRK+K) is a great anti-air. Even if your opponent parries the s. MP, you might still get him with the Air Knee Smash. Air Knee Smash
can be parried (which is freaking dumb, as it's a grab, and Hugo's can't be parried), so mix up which one you use to vary your timing.
s. HP will beat any non-EX SRK from Ryu or Ken. It's great for wake-up against scrubs. Doesn't work against Akuma.
b. HP (headbutt) beats wake-up parry, but use it sparingly. It will also beat some wake-up supers (like Dudley's Corkscrew Blow) if you time it right.
The light variant of the dashing move whose name I forget is safe if blocked. EX is usually pretty safe, too, but some characters, like Chun-Li can reversal super and punish your really badly for it.
Never use Spiral DDT (HCB+K). It blows.
The best move against Yun's Genei-Jin is block. You can't beat it. Yun, in general, will rock your face off most of the time due to his speed, priority, and dive kicks.
The best thing to do against Oro is to back out and pick Chun-Li. Oro is probably Alex's worst match up, but Chun eats him up alive. This strategy also works against every other character in the game, except for maybe Gill.
On the very first round against a scrubby Akuma, start off with a HK Air Knee Smash. He'll probably jump up and try to throw an air fireball right away, and you'll nail him.
You can also use his stomps to cross-up if you space things out properly. EX Stomp is his fastest move and is fast enough to nail someone stupidly throwing fireballs from across the screen.
Try to hit people with The Boot (st. HK). It's a pretty crappy move, but it looks so great and totally demoralizes anyone who gets hit by it. It does move his hitbox back slightly, so if you properly space things, you can boot a shoto in the face for being bad at footsies.