SFV: Alex Setplay

Explanation post to go along with my Alex Setplay video:

Note: I got all my Alex frame data from Gilley. You can find his frame data here.

Note: I do not account for back recovery and no recovery in my video. Way too lazy to record all the different knockdowns and I wanted to get something out fast. Maybe I’ll do another video in the future.

1. Power Bomb Setplay

  • Alex is +15 after he lands any Power Bomb (LP/MP/HP/EX). Power Bomb is a grab so the opponent cannot back recover after getting hit by it.
  • If Alex dashes forward after a Power Bomb lands, he is -4 (on quick rise) because he has a 19F forward dash.
  • You want to train your opponent to not press buttons after waking up from a Power Bomb by using his s.HK and LK Slash Elbow as meaty attacks.
  • After training your opponent to stay still after a Power Bomb lands, you can start either dashing forward into a throw/Power Bomb or start using EX Head Crush/EX Air Stampede.

2. F. Throw Setplay

  • Alex is +17 after he lands a forward throw.
  • If Alex dashes forward after a forward throw lands, he is -2 (on quick rise) because he has a 19F forward dash.
  • You want to train your opponent to not press buttons after waking up from a forward throw by using his s.HK and LK Slash Elbow as meaty attacks.
  • After training your opponent to stay still after a forward throw lands, you can start either dashing forward into a throw/Power Bomb or start using EX Head Crush/EX Air Stampede.
  • If you land a forward throw in the corner, you are left closer to your opponent than if you landed a forward throw midscreen. You can walk forward a couple frames and go for meaty F+HP (CCs 3F+ normals and is at least +3 on block) or meaty Power Bomb (can beat 3F+ normals if timed correctly). Once you’ve trained your opponent to not press buttons after you land a forward throw in the corner, you can go for walk forward throw/Power Bomb.

3. EX Flash Chop Setplay

  • Alex is +32 if he lands an EX Flash Chop.
  • If Alex dashes forward after an EX Flash Chop lands, he is +13 (on quick rise) because he has a 19F forward dash.
  • After dashing forward, Alex can go for a meaty F+HP (CCs 3F+ normals and is at least +3 on block). If your opponent blocks the F+HP, you are at least +3 and can go for a Power Bomb (beats 3F+ normals) or a s.MP (counterhits and beats 3F+ normals).

4. EX Knee Smash Setplay

  • Alex is +23 after he lands any Knee Smash (LK/MK/HK/EX). Knee Smash is considered a grab so the opponent cannot back recover after getting hit by it.
  • If Alex dashes forward after a Knee Smash lands, he is +4 (on quick rise) because he has a 19F forward dash.
  • After dashing forward, Alex can go for a meaty throw/Power Bomb (beats 3F+ normals) or meaty s.MP (counterhits and beats 3F+ normals).

5. EX Air Stampede Setplay 

  • Alex is +43 after he lands an EX Air Stampede. Air Stampede is a hard knockdown move so the opponent cannot quick rise or back recover after getting hit by it.
  • If Alex dashes 2x after an EX Air Stampede lands, he is +5 because he has a 19F forward dash (19×2 = 38).
  • After dashing forward x2, Alex can go for a meaty throw/Power Bomb (beats 3F+ normals) or meaty s.MP (counterhits and beats 3F+ normals).

6. Cr.MP xx VTC Setplay

  • Alex is +3 after a MP Flash Chop lands. Alex can go for a throw/Power Bomb (beats 3F+ normals). If you’re afraid of your opponent neutral jumping after MP Flash Chop lands, you should go for normal throw because you can react to your throw whiff and still use EX Knee Smash to antiair their neutral jump.
  • If your opponent likes to jump in general after MP Flash Chop lands, you can go for s.MP xx Sledge Hammer (hits the opponent grounded if they’re trying to jump out). This option also counterhits and beats 3F+ normals.
  • If your opponent likes to backdash after MP Flash Chop lands, the “safest” option would be to go for a s.HK. If you are SURE your opponent will backdash after MP Flash Chop lands, you can go for the more risky and damaging option which is a raw Sledge Hammer (can follow up if it hits the opponent’s backdash).

7. VReversal Setplay

  • Alex is +27 after he lands a VReversal.
  • If Alex dashes forward after a VReversal lands, he is +8 because he has a 19F forward dash.
  • Because Alex is +8 after dashing forward, you want to slightly delay your throw/Power Bomb/s.MP so it will catch 3F+ normals on wakeup and beat them.
  • You can also go for a meaty F+HP if you dash forward after a VReversal lands. This option will CC 3F+ normals and is at least +3 on block.

8. Bonus Stuff! 

  • Alex can VTC his cr.MK (an 8F low attack) and combo into s.MP xx Sledge Hammer. This can be used as an empty jump low surprise if you need to make a comeback with VTrigger stocked.
  • The rest of the video is possible scenarios that can happen after you land an EX Flash Chop and manage to CC your opponent with F+HP after dashing forward.
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