Street Fighter V

SFV Street Fighter V Alex Guide

+ Meaty Lariat Setups

If Alex lands a lariat at any frame other than its first frame, he can cancel it into a hp flash chop for highly damaging combos and resets. This is a list of knockdowns that give him the ability to land a meaty lariat. Note that +13 setups also allow Alex to link his Lariat into st hp on normal hit and leaves him at +6 on block for a frame trap into st hp on 4f chars.

These setups will be formatted as follows:

  • Setup -> framekill
    • KDA (+13 KDA is optimal but +11 and +12 are good too)
  • Mp flash chop -> lariat (cc’s opponent’s backdash) -> dash x2
    • +11 on qr
  • EX flash chop -> dash
    • +13 on qr
    • +6 on block, true block string st.MP after lariat
  • Hk slash elbow -> dash x2
    • +12 on br
    • Lariat still catches 4f moves on qr
  • Ex slash elbow -> dash (corner only)
    • +13 on br
    • Lariat still catches 3f moves on qr
    • +6 on block, true block string st.MP after lariat
  • Choke sleeper
    • +12 on qr (no br available)
  • Choke sleeper -> lariat -> lariat
    • +11 on nr
  • DDT
    • +12 (hard kd)
  • Mk slash elbow -> dash
    • +11 on qr
  • Lk air stampede -> dash -> cr lp
    • +13
    • hard kd
    • +6 on block, true block string st.MP after lariat
  • Ex air stampede -> dash -> cr lp
    • +12
    • hard kd
  • Ex air stampede -> lariat
    • +13
    • hard kd
    • +6 on block, true block string st.MP after lariat
  • CC cr hk -> lariat -> throw
    • +13
    • hard kd
    • +6 on block, true block string st.MP after lariat
  • Cr hp -> lp flash chop (opponent must be low to the ground) -> dash
    • +13 on qr
    • +6 on block, true block string st.MP after lariat
  • (Corner) Cr hp -> lp flash chop -> throw
    • +13 on br
    • Lariat still catches 3f moves on qr

VT1:

Unblockable Sledgehammer Setup

CC cr hk xx vt1 activation -> whiff st lk (whiff st.MP on Hard Hit CC)-> fully charged sledge

  • Punish/Escape options:
    • Ryu – EX DP/CA escape
      • EX DP punish – CH st.MP (st.MP, st.MP in corner) CH cr.MP, CH cr.MK, CH st.MK, CA
      • CA punish – lariat, etc.
    • Necalli – EX DP/CA escape
      • EX DP punish – CH cr.MP, CC cr.HK, CH st.MK, CA
      • CA is unpunishable
    • Akuma – EX DP/CA escape
    • Ken – EX DP/CA escape
    • Guile – EX Flash Kick/CA escape
    • Rashid – Loses to CA
    • R.Mika – Loses to Nadeshiko(front)
    • Chun – CA escape, Loses to EX SBK
    • Cammy – Loses to EX DP
    • Zangief – Loses to V-skill/CA
    • Nash – CA escape (unpunishable)
    • Dictator – Loses to EX head press/CA
    • Dhalsim – Teleport (unpunishable)
    • F.A.N.G. – EX escape (unpunishable)
    • Boxer – CA escape (unpunishable)
    • Ibuki – EX DP/CA escape (unpunishable)
    • Juri – EX pinwheel escape, Loses to CA

VT2:

Choke Sleeper Safe Jump Setup

Tip: Empty jump cr.LK for mixup

  • Lariat -> neutral jump. True safe jump, +41.
  • Deep Neutral jump HK                     *Not safe against the following*
    • Menat – CA
    • Akuma – MP/EX DP/CA
    • Alex – Be aware of Parry
    • R.Mika – CA
    • Ryu – MP/EX DP, CA, VT2
    • Ken – MP/EX DP
    • Cammy – EX DP, CA, VT1 DP
    • Necalli – EX DP
    • Guile – MK/EX Flash Kick
    • Kolin – EX parry
    • Zeku – EX DP, CA
    • Laura – CA
    • Zangief – Be aware of V-skill
    • Dictator – EX Devils Reverse (escape)
    • Dhalsim – Teleport (escape)
    • F.A.N.G. – EX escape
    • Abigail – Be aware of armor from EX punches and EX run

Midscreen Deep Neutral Jump HK Safe Jump Setups:

Tip: Empty jump cr.LK for mixup

  • Cr.HP, LP chop, dash in, lariat

            *Not safe against the following*

  • Akuma/Cammy/Necalli – EX DP, can be empty jump baited
  • Ryu – EX DP, can be empty jump baited
  • R.Mika – CA, wait a frame after lariat and n.j.HK must hit high to safe jump
  • Kolin – EX counter
  • Laura – CA, wait a frame after lariat and n.j.HK must hit high to safe jump
  • Zangief – V-skill & CA, for CA wait a frame after lariat and n.j.HK must hit high to safe jump
  • Dictator – VT2 Devils Reverse, his only escape option (punishable)
  • Dhalsim – Teleport, his only escape option (punishable)
  • F.A.N.G. – EX escape, his only escape option (punishable)
  • MK Stomp, hold up after stomp hits for jump

            *Not safe against the following*

  • Menat – CA, safe if outer hitbox of stomp hits
  • Akuma – MP/EX DP, safe from MP/VT1 DP if outer hitbox of stomp hits, EX DP can be empty jump baited if outer hitbox of stomp hits
  • Alex – Be aware of Parry
  • R.Mika – CA
  • Ryu – MP/EX DP, CA, VT2, can be empty jump baited if outer hitbox of stomp hits
  • Ken – MP/EX DP, safe if outer hitbox of stomp hits
  • Cammy – EX DP, CA, VT1 DP, can be empty jump baited if outer hitbox of stomp hits
  • Necalli – EX DP, can be empty jump baited if outer hitbox of stomp hits
  • Guile – MK/EX Flash Kick, safe if outer hitbox of stomp hits
  • Kolin – EX parry
  • Zeku – EX DP, CA, safe if outer hitbox of stomp hits
  • Laura – CA
  • Zangief – Be aware of V-skill
  • Dictator – EX Devils Reverse (escape), beats all reversals if outer hitbox of stomp hits
  • Dhalsim – Teleport (escape)
  • F.A.N.G. – EX escape
  • Abigail – Be aware of armor from EX punches and EX run

Midscreen Deep Forward Jump HK Safe Jump:

  • Far CC cr.HK, cr.MP (hold up-foward during animation of cr.MP)              *Not safe against the following*
    • Akuma/Cammy/Necalli – EX/VT1 DP, can be empty jump baited
    • Ryu – EX DP, can be empty jump baited
    • R.Mika – CA
    • Kolin – EX counter
    • Laura – CA
    • Zangief – V-skill & CA
    • Dictator – VT2 Devils Reverse, only escape option (punishable)
    • Dhalsim – Teleport, only escape option (punishable)
    • F.A.N.G. – EX escape, only escape option (punishable)

Post Stomp Setups (Air Stampede):

*on some setups st.MP/cr.LK hits meaty enough that they become +6 on normal hit, which means u can combo (6 frame start-up) st.MP*

  • LK Stomp
    • dash, dash, st.MP(+6) 
    • dash, dash, slight delay, powerbomb
    • LP chop, lariatP 
    • overhead, powerbomb                   

  • MK Stomp
    • lariat, lariat 
    • LP chop, st.MP (+6)
    • cr.HK, powerbomb (tight input window)
    • cr.LK, cr.LP, lariat
    • lariat, cr.MK
       
  • HK Stomp
    • cr.MK, lariat 
    • cr.HK, powerbomb
    • st.HP, st.MP
  • EX Stomp
    • LP chop, lariat 
    • MP chop, st.MP 
    • MP chop, powerbomb
    • dash, dash, cr.LK(+6)

Post EX Knee Setups:

  • Dash in st.MP
    • Blocked st.MP,
      • LP/MP Powerbomb (4 framers)
      • EX powerbomb (3 framers)
    • Delayed rise 
      • Lariat,
        • st.MP
        • Powerbomb
      • jump forward, air dive (makes reversals whiff on wakeup, can be used to dive out of corner)                           *not safe on the following*
        • Dictator – CA
        • Uiren – CA
        • Rashid – CA
        • Abigail – CA
    • Delayed rise in corner
      • jump forward cross-up LK (makes reversals whiff)                            *not safe on the following*
        • Dictator – CA
        • Urien – CA
        • Rashid – CA
        • Abigail – CA
  • Dash in powerbomb 
    • All powerbombs are universal now, yayyy season 4

Headcrush Setups:

  • cr.HP, LP chop
    • LP headcrush – quick rise, beats 4 framers
    • MP headcrush – backroll, beats 4 framers

Hardhit V-skill setups:

  • [HH]CC cr.HK, immediate V-skill, LK elbow (+8) [+11]           
  • EX Stomp, V-skill
    • st.MK (+7)
      cr.MP (+7)
      st.HP (+4)                                                          lariat (CC, 4 framers)
      delay V-skill cancel – st.MP (+10)
      d.V-skill – Powerbomb
      d.V-skill – cr.LK (+10)
  • V-skill, EX Powerbomb, LK elbow (+8), combo into cr.MP
  • V-skill, grab, LK elbow (+10), combo into cr.HP mid and corner
  • Corner only, juggle EX chop, V-skill
    • Mid juggle, V-skill, st.LP (+9) [trades w/4 frame jabs, can combo into st.LK on trade] (quickrise)
      • Backroll: st.LP or cr.LK Mid(+11)/Low(+10) juggle, beats 3 frame jabs
    • High(+11)/Mid/Low juggle, st.MP, beats 3 framers (backroll)+10
      • Delayed Rise
        • cr.MP, lariat (CC/+5 on block)
    • High juggle EX chop, V-skill, st.LP, beats 4 frame jabs(+9) and trades with 3 frame jabs(+6) (quickrise)
    • Juggle EX chop, V-skill, Powerbomb (backroll)
  • Corner EX elbow, V-skill, (backroll)
    • st.LP (+9)
    • cr.LP (+9)
    • cr.LK (+9)
    • Powerbomb (4 framers)
    • EX powerbomb (3 framers)
  • Corner CC st.HK, wait till opponent is almost to the ground, EX elbow, V-skill, (quickrise)
    • st.LP (+9)
    • cr.LP (+9)
    • cr.LK (+9)
    • Powerbomb (4 framers)
    • EX powerbomb (3 framers)

Notes:

Lk.elbows are only -3 if you space them correctly (ryu s.lk can punish close, but not far)

4f punish: s.lp xx lp.chop/c.lp xx ex.chop (c.lp has slightly more range)

5f punish: s.lk xx ex.chop (to punish stuff that is further away)

5f punish: super

6f meterless punish: hp.power bomb

10f punish: f.hp for crush counter punish, combo to df.hp, lp.chop/(corner) df.hp, lk.knee/lp.chop

Can increase ex.stomp speed by holding forward, then back when you want to land (not actual frames, but visually)

After ex.chop, slight delay hk.elbow becomes meaty (but dashup is a much better option)

After ex.chop -> dash alex is +13, go for slight delay f.hp or delayed s.mp/power bomb (doesn’t work vs backroll), after f.hp, s.lk xx ex.chop you have to do dash, s.hp xx lp.chop to pressure backroll

Ex.stomp is +2 på block, use this move to get in

J.lk is his only crossup (combo to s.lp even if you hit high on standing chars)

S.lk xx lp.chop is good for pressure if you space max range lk (combo on CH)

Lk.knee is a strong anti air vs medium and far jumps

F.hp is a strong AA vs medium and far jumps (always instant back charge after)

S.lp is a strong AA vs close and medium range jumps and crossups

C.hp trades and loses if you don’t do it early (good AA vs medium and far jumps, leads to most dmg and stun)

S.hp has a strong hitbox vs far jumps, but a lot less dmg than f.hp with the same startup, not worth it

Jump up-back hk/mp/lk are all good AAs vs crossups

Blocked normal, v-trigger activation, s.mp/power bomb for 50/50

You lose back charge if you do knee AA or in combo!

When they are scared of meaty elbows etc. go for the dash power bomb/throw even if slightly minus

V-reversal is with kicks

C.hp has 3 different ranges, db.hp, d.hp and df.hp

Always db charge after s.hk, throw and power bomb to be ready for elbows or stomps

Bnb:

S.lp, s.lp xx lp.chop/ex.chop

S.mp, s.lp xx lp.chop

S.mp, s.lk xx ex.chop

F.hp, s.lp xx lp.chop

F.hp, s.lk xx ex.chop

C.lk, s.lp xx lp.chop/ex.chop (is not a frame trap, kinda shitty, ok after empty jump)

Crush counter combo:

S.hk, hk.elbow, ex.chop/(corner) df.hp, lk knee/lp.chop (works even when s.hk is CH)

F.hp, df.hp, lp.chop/ex.knee/(corner only) lk.knee/lp.chop

F.hp, s.hp, mp.chop

Counter hit starter combos:

S.hp xx hp.chop xx power bomb

S.hp xx hk.elbow, ex.chop/(corner only) df.hp, lk.knee/lp.chop

lp/hp.chop, c.lp xx ex.chop

Mp.chop, s.lk xx ex.chop

Lk.elbow, s.lk xx ex.chop

Anti air combos:

C.hp (1hit), hk.knee

C.hp (2hit), ex.knee

C.hp (1/2hit), lp.chop

F.hp , lk.elbow

F.hp xx v-trigger, (charged) v-trigger, lk.knee/lp.chop

F.hp, micro step, s.hk

(corner only) f.hp, (walk forward), df.hp, lk.knee/lp.chop

(corner only) f.hp, f.hp (meaty s.mp/power bomb)

F.hp, (walk forward), df.hp xx v-trigger activation, v-trigger, lp.chop (xx super)

V-trigger combos:

S.hp v-trigger activate, s.hp xx v-trigger xx power bomb/ex.power bomb/s.lp, s.lp xx lp.chop (xx super)/mp.chop xx super

(CH) v-trigger, s.hp xx v-trigger xx power bomb/ex.power bomb/s.lp, s.lp xx lp.chop/mp.chop xx super

(crush counter, midscreen only) f.hp, df.hp xx v-trigger activate, v-trigger, lp.chop (xx super)

(in v-trigger) s.mp, v-trigger, power bomb/mp.chop (xx super)

Frametraps:

S.lp, (CH) s.lp, s.mp xx lp.chop/lk.elbow/ex.chop

F.hp, s.mp xx lp.chop/lk.elbow/ex.chop

S.mp xx mp.chop (trade vs 4 frame normals), s.hp xx mp.chop/ex.chop/v-trigger

S.hp xx hp.chop (trade vs 4 frame normals), s.hp xx mp.chop/ex.chop/v-trigger

S.mp xx mp.chop (CH vs throws), s.lp xx lp.chop/s.lk xx ex.chop/super

S.hp xx hp.chop (CH vs throws), s.lp xx lp.chop/s.lp xx ex.chop

Setups after ex.chop:

Dash, 1-2f delay, f.hp, df.hp, lp.chop/lk.knee

Dash, 1-2f delay, f.hp, s.hp, mp.chop

Dash, 4-5f delay, power bomb

Dash, 4-5f delay s.mp, s.mp xx lp.chop/ex.chop

Setups after power bomb midscreen:

S.hk (crush counter), dash, df.hp, lp.chop/ex.knee

S.hk (crush counter), hk.elbow, ex.chop

Lk.elbow, c.mp (v-trigger activate, super)

Lk.elbow, c.mp (v-trigger activate, super)

Ex.stun gun

Ex.stomp 

Setups after power bomb in corner:

S.hk (crush counter), hk.elbow, df.hp, lk knee/lp.chop

Lk.elbow, c.mp (v-trigger activate, df.hp, lk.knee/lp.chop)

Lk.elbow, c.mp (v-trigger activate, df.hp, lk.knee/lp.chop)

Lk.elbow, c.mp (v-trigger activate, df.hp, lk.knee/lp.chop)

Setups after f.throw midscreen:

S.hk (crush counter), dash, df.hp, lk.knee/lp.chop

S.hk (crush counter), hk.elbow, ex.chop

S.hk (crush counter), hk.elbow, dash, dash, s.mp/power bomb

Lk.elbow, c.mp, v-trigger activation, super

Lk.elbow, c.mp, v-trigger activation, df.hp, v-trigger, lp.chop/lk.knee/ex.knee

Ex.stun gun

Ex.stomp

Setup after forward throw in corner:

Mp.chop, s.lk xx ex.chop

S.hk (crush counter), dash, df.hp, lk.knee/lp.chop

S.hk (crush counter), hk.elbow, df.hp, lk.knee/lp.chop

Micro step, power bomb

Micro step, f.throw

Lk.elbow, c.mp, v-trigger activation, df.hp, v-trigger, lp.chop/lk.knee/ex.knee

F.hp, df.hp, lk.knee/lp.chop

Setups after knee:

Dash, s.mp, s.mp xx lp.chop/ex.chop

Dash, power bomb

Dash, 1-2f delay, f.throw (ex.knee AA vs neutral jumps (TEST LK.KNEE)

1-2f delay, s.hk, hk.elbow, lp.chop/ex.knee

Setups after lk.knee in corner:

Microstep back, s.hk (crush counter), hk.elbow, df.hp, lk knee/lp.chop

Whiff s.lp, f.hp (crush counter), df.hp, lk.knee/lp.chop

Whiff s.lp, s.hp xx hk.elbow, df.hp, lk.knee/lp.chop

Whiff s.mp, hp.power bomb

Hp.chop, s.lp, s.lp xx lp.chop/ex.chop

Whiff s.lk, s.mp s.mp xx lp.chop/ex.chop

Whiff s.lp, c.hk (crush counter) (xx v-trigger activation for unblockable)

Ex.stomp

Setups after lp.chop juggle ender midscreen:

Dash, f.hp, df.hp, lp.chop/ex.knee

Setups after lp.chop juggle ender in corner:

Whiff mp, lk.elbow, c.mp (v-trigger), s.hp xx v-trigger xx power bomb

Whiff s.lk, overhead c.lp xx ex.chop

Whiff s.mp, s.hk (crush counter), hk.elbow, df.hp, lk knee/lp.chop

Whiff s.lp, whiff s.lp, f.hp (crush counter), df.hp, lk.knee/lp.chop

Whiff s.lp, whiff s.lp, s.hp xx hk.elbow, df.hp, lk.knee/lp.chop

Whiff s.lk, whiff s.lk, hp.power bomb

Whiff s.lp, hp.chop, s.lp, s.lp xx lp.chop/ex.chop

Whiff s.lk, whiff s.lk, s.mp s.mp xx lp.chop/ex.chop

Whiff s.lp, whiff s.lp, c.hk (crush counter) (xx v-trigger activation for unblockable)

Normal wakeup setups (after whiffed underlined move):

F.hp, whiff s.mp, whiff s.lp, f.hp

F.hp, whiff s.mp, whiff s.lk, hp.power bomb

Lk.elbow, whiff s.mp, f.hp

Lk.elbow, whiff c.mp, s.mp

Lk.elbow, whiff c.mp, hp.power bomb

S.hk, lk.elbow

S.hp, whiff s.lp, whiff s.lp, s.hp/f.hp

S.hp, whiff s.lp, whiff s.lk, s.mp

S.hp, whiff s.lp, whiff s.lk, hp.power bomb

S.mp, whiff s.lp, whiff s.lp, s.mp

S.mp, whiff s.lp, whiff s.lp, hp.power bomb

Hp.chop, whiff s.lk, s.mp

Setups after v-reversal:

Dash, f.hp, df.hp, lk.knee/lp.chop

Dash, f.hp, s.hp, mp.chop

Dash, 1-2f delay, power bomb

Dash, 1-2f delay s.mp, s.mp xx lp.chop/ex.chop

Stomp spacing (stomps safe vs some 3f jabs):

(Start of round) mk.stomp

Setups after ex.stomp:

Dash, dash, 1-2f delay, f.throw

Dash, dash, power bomb

Dash, dash, s.mp, s.mp xx lp.chop/ex.chop

Dash, s.lk, f.hp (TEST)

Setups after normal stomps:

Dash, s.lp, f.throw

Dash, s.lp, power bomb

Dash s.lp, s.mp, s.mp xx lp.chop/ex.chop

Setups after super:

Lk.elbow (slow stand whiff s.mp, f.hp (crush counter)), c.mp (v-trigger activate, super)

Lk.elbow (slow stand whiff c.mp, s.mp), c.mp (v-trigger activate, super)

Lk.elbow (slow stand whiff c.mp, hp.power bomb), c.mp (v-trigger activate, super)

Unblockable setup:

CH sweep xx v-trigger, whiff s.lk, (charged) v-trigger

Traps if f.hp/s.mp/s.lp is blocked:

F.throw

S.mp, s.mp xx lp.chop/ex.chop

(vs 4f) power bomb

Traps after mp.chop:

S.mp, s.mp xx lp.chop/ex.chop

power bomb

Traps after lp.chop (vs 4 frame):

F.throw

S.mp, s.mp xx lp.chop/ex.chop

power bomb