Street Fighter V/Ibuki/Combos: Difference between revisions

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{{ComboLegend-SFV}}
{{Character_Subnav_SFV|name=Ibuki|hash=IBK|discord=012ePpX8MjyCsPmWz}}
 
{{ComboLegend-SFV
|{{!}}-
{{!}} Kunai Ikkinage
{{!}} Ikkinage
{{!}} Hold P for 50f, then release. If throwing 2 or more kunai, it can be cancelled into a special move or CA.
{{!}}-
{{!}} Air Kunai Ikkinage
{{!}} Air Ikkinage
{{!}} Hold K for 50f, then release while jumping. Can be done after EX Kazekiri with precise timing.
{{!}}-
}}
 
== General Combo Notes ==
 
'''Midscreen Combo Enders'''
* '''HK Kazekiri (623HK)''' does more damage and corner carry, but can be back rolled making the oki weaker
** All strengths of Kazekiri do the same damage, but HK is the least likely to drop due to range
** Allows cancels into CA
** In most juggles, Kazekiri loses a hit which lowers the damage. The main exception is after Crush Counters like 6HK or anti-air 5HK, which give free juggle states.
** If the opponent back rolls, Ibuki can use dash + meaty 5HK, which will hit crouchers unless they hit a reversal crouching normal. This is +6 on hit, 0 on block.
** If they quick rise instead, 5HK whiffs quickly enough that Ibuki can often land an immediate 5LP or throw afterwards. An opponent that consistently quick rises gives Ibuki stronger midscreen oki.
 
* '''LP Raida (63214LP)''' deals more stun, and prevents back roll for stronger oki
** Sets up a perfect dash + meaty 2LK that links into 5LK, or a microwalk + throw. This low threat makes it risky for the opponent to backdash or back walk, and it is safe against V-Shift Break
** Raida whiffs after 5MK > 5MP in most scenarios, so either use 623HK or use an EX Kunai to start a juggle
** Raida is preferred as a juggle ender since it won't lose any hits. However, it tends to whiff after a ranged CC 6HK.
 
* '''HK/EX Command Dash (236HK or KK)''' into an Air Target Combo followup are useful in some juggle scenarios
** After 5MK > 2HK > HK, Ibuki can cancel into 236HK > j.LP > j.MK or 236KK > j.HP > j.HK
** Kazekiri and Raida (including EX) don't have enough juggle potential to combo here
 
'''Corner Combo Enders'''
* '''HP Raida (63214HP)''' is generally preferred, as it gets the damage of Kazekiri with the stun/oki of Raida
* '''EX Kazekiri (623KK)''' can cancel into HK Air Kunai Ikkinage + EX Raida for massive 2-bar corner damage.
** Because of the high resource cost, this is usually only recommended to secure the stun/kill
 
 
Combos with interchangeable Kazekiri/Raida enders will have Damage and Stun listed as '''a(b)''', with '''a''' = Kazekiri and '''b''' = Raida


== Light Confirms ==  
== Light Confirms ==  
Line 6: Line 45:
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
2LK, 2LP, 5LK xx 623HK
2LK, 2LP, 5LK xx 623HK/63214LP
|damage=
|damage=
155
155 (141)
|stun=
|stun=
294
294 (329)
|meter=
0
|notes=
3-hit confirm from point blank, omit 5LK if farther back
}}
 
{{Combo-SFV
|notation=
2LK, 2LP, 5LK xx 63214LP
|damage=
141
|stun=
329
|meter=
|meter=
0
0
Line 40: Line 66:
0
0
|notes=
|notes=
Works from farther ranges, like after blocked 5LP
Works from farther ranges, like after blocked 5LP. Raida can whiff at max range.
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
2LP, 5LP > MP > HP xx 623HK
2LP, 5LP > MP > HP xx 623HK/63214LP
|damage=
|damage=
196
196 (184)
|stun=
|stun=
312
312 (342)
|meter=
|meter=
0
0
Line 57: Line 83:
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
2LP, 5LP > MP > HP xx 63214LP
2LP, 5LP > MP > HP xx 236LP+MP, 236LK, 63214LP
|damage=
|damage=
184
210
|stun=
|stun=
342
382
|meter=
|meter=
0
1
|notes=
|notes=
}}
}}
Line 69: Line 95:
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
2LP, 5LP > MP > HP xx 236LP+MP, 236LK, 63214LP
5LP > MP > HP xx 236LP+MP xx VS2(HP), 236LK, 236MK
|damage=
|damage=
210
148
|stun=
|stun=
382
241
|meter=
|meter=
1
1
|notes=
|notes=
V-Skill 2 midscreen combo into meaty caltrop + side switch that works against back roll.
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5LP > MP > HP xx 236LP+MP xx MP+MK (~HP), 236LK, 236MK
5LP > MP > HP xx 236LP+MP xx VS2(LP), 63214HP
|damage=
|damage=
148
220
|stun=
|stun=
241
361
|meter=
|meter=
1
1
|notes=
|notes=
V-Skill 2 midscreen combo into meaty caltrop + side switch that works against back roll.  
V-Skill 2 corner combo into meaty caltrop. If starting with 5MK, 5MP then juggle 623MK instead of Raida.
}}
}}


Line 102: Line 129:
0
0
|notes=
|notes=
Corner only; HP Raida is always preferred corner ender
Corner or crouching only; HP Raida is always preferred corner ender
}}
}}


Line 115: Line 142:
1
1
|notes=
|notes=
Corner only
Corner or crouching only
}}
}}


Line 128: Line 155:
3
3
|notes=
|notes=
Corner only
Corner or crouching only
}}
}}


Line 164: Line 191:
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5MP, 5LK xx 623HK
5MP, 5LK xx 623HK/63214LP
|damage=
183
|stun=
283
|meter=
0
|notes=
More damage and corner carry than LP Raida ender
}}
 
{{Combo-SFV
|notation=
5MP, 5LK xx 63214LP
|damage=
|damage=
167
183 (167)
|stun=
|stun=
323
283 (323)
|meter=
|meter=
0
0
|notes=
|notes=
More stun than Kazekiri ender, opponent cannot back roll
Kazekiri for damage/corner carry, Raida for stun/oki
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5MK, 5LK xx 623HK
5MK, 5LK xx 623HK/63214LP
|damage=
|damage=
183
183 (167)
|stun=
|stun=
283
283 (323)
|meter=
|meter=
0
0
|notes=
|notes=
More damage and corner carry than LP Raida ender
Kazekiri for damage/corner carry, Raida for stun/oki. 5LK has more range than 5MP, making it more consistent if the starter is not point blank.
}}
 
{{Combo-SFV
|notation=
5MK, 5LK xx 63214LP
|damage=
167
|stun=
323
|meter=
0
|notes=
More stun than Kazekiri ender, opponent cannot back roll
}}
}}


Line 224: Line 225:
0
0
|notes=
|notes=
Always use Kazekiri for meterless ender (Raida whiffs).  
Always use Kazekiri for meterless ender, as Raida whiffs. Must start close to the opponent for 5MP to reach.
}}
}}


Line 268: Line 269:
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5MK, 5MP xx 623KK [hold + release HK], 63214PP
5MP, 2LP xx 236LP+HP, 236MK, 4MP
|damage=
156
|stun=
278
|meter=
1
|notes=
Must input 4MP as '''6MP''', as quickly as possible while Ibuki is still considered to be on the opposite side. Sets up a midscreen left/right mixup after the air reset.
}}
 
{{Combo-SFV
|notation=
5MK, 5MP xx 623KK xx HK Air Ikkinage, 63214PP
|damage=
|damage=
400
400
Line 281: Line 295:
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5MK, 5MP xx 236LP+HP, [hold + release HP] xx 236HK, j.HP, 63214PP
5MK, 5MP xx 236LP+HP, HP Ikkinage xx 236HK, j.HP, 63214PP
|damage=
|damage=
361
361
Line 307: Line 321:
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5HK, 5KP xx 623HK
5HK, 5LK xx 623HK/63214LP
|damage=
|damage=
213
213 (197)
|stun=
|stun=
333
333 (373)
|meter=
|meter=
0
0
|notes=
|notes=
Standing only; 5LK is more consistent link than 5LP
Standing only; 5LK is a more consistent link than 5LP
}}
 
{{Combo-SFV
|notation=
5HK, 5LK xx 63214LP
|damage=
197
|stun=
373
|meter=
0
|notes=
Standing only; 5LK is more consistent link than 5LP
}}
}}


Line 372: Line 373:
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
6MK, 5LP xx 623HK
6MK, 5LP xx 623HK/63214LP
|damage=
193
|stun=
283
|meter=
0
|notes=
Overhead combo; most consistent option
}}
 
{{Combo-SFV
|notation=
6MK, 5LP xx 63214LP
|damage=
|damage=
177
193 (177)
|stun=
|stun=
323
283 (323)
|meter=
|meter=
0
0
|notes=
|notes=
Overhead combo; Raida whiffs on Laura if she whiffs a throw tech
Overhead combo; Against '''Laura''', always end with 623HK, as Raida whiffs if she attempts a throw tech
}}
}}


Line 476: Line 464:
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
CH 2MP, 5LK xx 623HK
CH 2MP, 5LK xx 623HK/63214LP
|damage=
|damage=
195
195 (179)
|stun=
|stun=
303
303 (343)
|meter=
|meter=
0
0
Line 489: Line 477:
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
CH 5MK, 2HP xx 623HK
CH 5MK, 2HP xx 623HK/63214LP
|damage=
|damage=
249
249 (233)
|stun=
|stun=
375
375 (415)
|meter=
|meter=
0
0
Line 507: Line 495:
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5LP > MP > HP xx 623HK
5LP > MP > HP xx 623HK/63214LP
|damage=
|damage=
190
190 (176)
|stun=
|stun=
276
276 (311)
|meter=
|meter=
0
0
Line 520: Line 508:
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5LK xx 623HK
5LK xx 623HK/63214LP
|damage=
|damage=
138
138 (120)
|stun=
|stun=
205
205 (250)
|meter=
|meter=
0
0
Line 533: Line 521:
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5MP xx 623HK
5MP xx 623HK/63214LP
|damage=
|damage=
168
168 (150)
|stun=
|stun=
235
235 (280)
|meter=
|meter=
0
0
|notes=
|notes=
5f punish; stronger but less range than 5LK
5f punish; stronger but less range than 5LK; Raida tends to whiff near max range
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
2MP xx 623HK
2MP xx 623HK/63214LP
|damage=
|damage=
168
168 (150)
|stun=
|stun=
235
235 (280)
|meter=
|meter=
0
0
Line 585: Line 573:
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
2HP xx HK uppercut
2HP xx 623HK/63214LP
|damage=
|damage=
198
198 (180)
|stun=
|stun=
285
285 (330)
|meter=
|meter=
0
0
Line 598: Line 586:
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5HK, 5LK xx 623HK
5HK, 5LK xx 623HK/63214LP
|damage=
|damage=
213
213 (197)
|stun=
|stun=
333
333 (373)
|meter=
|meter=
0
0
Line 611: Line 599:
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5HP xx 623HK
5HP xx 623HK/63214LP
|damage=
|damage=
188
188 (170)
|stun=
|stun=
285
285 (330)
|meter=
|meter=
0
0
|notes=
|notes=
10f punish, great range and consistency but less damage than 5HK starter
10f punish, great range and consistency but less damage than 5HK starter
}}
{{Combo-SFV
|notation=
[hold LP], j.HK, 2HP xx LP Ikkinage xx 623HK/63214LP
|damage=
351 (337)
|stun=
486 (521)
|meter=
0
|notes=
Strong meterless post-stun combo; if near the corner, use HP Raida ender instead.
}}
}}


Line 637: Line 638:
0
0
|notes=
|notes=
Meterless Crush Counter, easily confirmable from any range
Meterless Crush Counter, easily confirmable from any range. Raida can also juggle, but only from very close range.
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
CC 5HK, 5HP xx 623HK
CC 5HK, 5HP xx 623HK/63214LP
|damage=
|damage=
256
256 (242)
|stun=
|stun=
405
405 (440)
|meter=
|meter=
0
0
Line 655: Line 656:
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
CC 5HK, 5HK, 5LK xx 623HK
CC 5HK, 5HK, 5LK xx 623HK/63214LP
|damage=
|damage=
273
273 (261)
|stun=
|stun=
439
439 (469)
|meter=
|meter=
0
0
Line 769: Line 770:
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
2MK xx HP+HK [hold LP], 2HP xx 63214HP, (shuriken return), ]release LP[ xx 236MK, CA
2MK xx HP+HK [hold LP], 2HP xx 63214HP, (shuriken return), LP Ikkinage xx 236MK, CA
|damage=
|damage=
440
440
Line 782: Line 783:
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
2MK xx HP+HK [hold HP], 5MK, 623HK, (shuriken return), ]release HP[, CA
2MK xx HP+HK [hold HP], 5MK, 623HK, (shuriken return), HP Ikkinage, CA
|damage=
|damage=
422
422
Line 790: Line 791:
3
3
|notes=
|notes=
Corner VT2 combo from confirmable 2MK;  
Corner VT2 combo from confirmable 2MK; delay CA slightly to avoid whiffing
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5MK, 5MP xx HP+HK [hold LP], 2MP xx 6HK, (shuriken return), nj.HK, 5HP xx ]release LP[, CA
5MK, 5MP xx HP+HK [hold LP], 2MP xx 6HK, (shuriken return), nj.HK, 5HP xx LP Ikkinage, CA
|damage=
|damage=
437
437
Line 808: Line 809:
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
236HP xx HP+HK [hold LP], 63214PP, (shuriken return), ]release LP[, 63214PP
236HP xx HP+HK [hold LP], 63214PP, (shuriken return), LP Ikkinage, 63214PP
|damage=
|damage=
292
292
Line 821: Line 822:
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
4HP+HK [hold LP], 63214PP, (shuriken return), ]release LP[, 63214PP
4HP+HK [hold LP], 63214PP, (shuriken return), LP Ikkinage, 63214PP
|damage=
|damage=
407
407
Line 829: Line 830:
2
2
|notes=
|notes=
VT2 anti-air combo; can also be done after CC 6HK
VT2 anti-air combo; can also be done after CC 6HK. May need to cancel Ikkinage into Command Dash first depending on screen position.
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
HP+HK, 2HP xx 63214HP, (shuriken return), ]release HP[ xx 236HK, j.HP, CA
HP+HK, 2HP xx 63214HP, (shuriken return), HP Ikkinage xx 236HK, j.HP, CA
|damage=
|damage=
557
557

Latest revision as of 02:29, 19 June 2022

General legend
Abbreviation Meaning
A,B Link X into Y. This is done by pressing X, then Y after the recovery frames of X.
A xx B Cancel A into B. During A's animation, press B to cancel.
A > B Alternate notation indicating chains or target combos, cancelling A into B.
(N) Multi-hit move hits only N times. Omitted if all hits are used.
xN Normal that chains into itself pressed N times
[X] Hold down X
]X[ Release X
X~Y X then Y done in quick succession
X/Y X or Y
Fastfall Cancelling an air normal into another move to change momentum and land early. The 2nd move is land cancelled during startup.
Kara Quickly cancelling a move into another move before it becomes active. This is done for positioning or to access airborne specials from grounded attacks.
OTG Following move hits off the ground
CH Counter hit
CC Crush Counter
CA Critical Art
GB Guard Break
VS(1/2) V-Skill 1 or 2. Input with MP+MK
VT(1/2) V-Trigger 1 or 2. Input with HP+HK. Combos may either activate V-Trigger or use attack on the same input when Trigger is active.
j. Prefix an attack command with j. to indicate it must be performed in the air. "nj." means neutral jump only.
jc Jump cancel
dl Delay
jf Just Frame (special move with precise button timing, e.g. Karin's Tenko)
TK Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button.)
whiff / (w) Indicates that the move must not hit the opponent.
(move) Indicates that the move is optional in a sequence.
236 Qcf.png
214 Qcb.png
623 Dp.png
421 Rdp.png
41236 Hcf.png
63214 Hcb.png
[4]6 Cb.png (hold), F.png
[2]8 Cd.png (hold), U.png
360 360.png
720 360.png 360.png
7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
Character legend
Full move name Abbreviated name Input
Kunai Ikkinage Ikkinage Hold P for 50f, then release. If throwing 2 or more kunai, it can be cancelled into a special move or CA.
Air Kunai Ikkinage Air Ikkinage Hold K for 50f, then release while jumping. Can be done after EX Kazekiri with precise timing.

General Combo Notes

Midscreen Combo Enders

  • HK Kazekiri (623HK) does more damage and corner carry, but can be back rolled making the oki weaker
    • All strengths of Kazekiri do the same damage, but HK is the least likely to drop due to range
    • Allows cancels into CA
    • In most juggles, Kazekiri loses a hit which lowers the damage. The main exception is after Crush Counters like 6HK or anti-air 5HK, which give free juggle states.
    • If the opponent back rolls, Ibuki can use dash + meaty 5HK, which will hit crouchers unless they hit a reversal crouching normal. This is +6 on hit, 0 on block.
    • If they quick rise instead, 5HK whiffs quickly enough that Ibuki can often land an immediate 5LP or throw afterwards. An opponent that consistently quick rises gives Ibuki stronger midscreen oki.
  • LP Raida (63214LP) deals more stun, and prevents back roll for stronger oki
    • Sets up a perfect dash + meaty 2LK that links into 5LK, or a microwalk + throw. This low threat makes it risky for the opponent to backdash or back walk, and it is safe against V-Shift Break
    • Raida whiffs after 5MK > 5MP in most scenarios, so either use 623HK or use an EX Kunai to start a juggle
    • Raida is preferred as a juggle ender since it won't lose any hits. However, it tends to whiff after a ranged CC 6HK.
  • HK/EX Command Dash (236HK or KK) into an Air Target Combo followup are useful in some juggle scenarios
    • After 5MK > 2HK > HK, Ibuki can cancel into 236HK > j.LP > j.MK or 236KK > j.HP > j.HK
    • Kazekiri and Raida (including EX) don't have enough juggle potential to combo here

Corner Combo Enders

  • HP Raida (63214HP) is generally preferred, as it gets the damage of Kazekiri with the stun/oki of Raida
  • EX Kazekiri (623KK) can cancel into HK Air Kunai Ikkinage + EX Raida for massive 2-bar corner damage.
    • Because of the high resource cost, this is usually only recommended to secure the stun/kill


Combos with interchangeable Kazekiri/Raida enders will have Damage and Stun listed as a(b), with a = Kazekiri and b = Raida

Light Confirms

Notation Damage Stun Meter Cost Notes

2LK, 2LP, 5LK xx 623HK/63214LP

155 (141)

294 (329)

0

3-hit confirm from point blank, omit 5LK if farther back

2LP, 5LK xx 623HK

153

253

0

Works from farther ranges, like after blocked 5LP. Raida can whiff at max range.

2LP, 5LP > MP > HP xx 623HK/63214LP

196 (184)

312 (342)

0


2LP, 5LP > MP > HP xx 236LP+MP, 236LK, 63214LP

210

382

1


5LP > MP > HP xx 236LP+MP xx VS2(HP), 236LK, 236MK

148

241

1

V-Skill 2 midscreen combo into meaty caltrop + side switch that works against back roll.

5LP > MP > HP xx 236LP+MP xx VS2(LP), 63214HP

220

361

1

V-Skill 2 corner combo into meaty caltrop. If starting with 5MK, 5MP then juggle 623MK instead of Raida.

2LK, 5LP > MP > HP xx 63214HP

186

342

0

Corner or crouching only; HP Raida is always preferred corner ender

2LK, 5LP > MP > HP xx 236LP+MP, 63214HP

210

382

1

Corner or crouching only

2LK, 5LP > MP > HP xx 623HK xx CA

338

282

3

Corner or crouching only

CH 2LP, 2MP xx 623HK

186

294

0

Counter-hit combo

CH 2LP, 5MP, 5LK xx 623HK

198

335

0

Counter-hit combo

Confirms

Notation Damage Stun Meter Cost Notes

5MP, 5LK xx 623HK/63214LP

183 (167)

283 (323)

0

Kazekiri for damage/corner carry, Raida for stun/oki

5MK, 5LK xx 623HK/63214LP

183 (167)

283 (323)

0

Kazekiri for damage/corner carry, Raida for stun/oki. 5LK has more range than 5MP, making it more consistent if the starter is not point blank.

5MK, 5MP xx 623HK

210

310

0

Always use Kazekiri for meterless ender, as Raida whiffs. Must start close to the opponent for 5MP to reach.

5MK, 5MP xx 236LP+MP, 236LK, 63214LP

232

410

1


5MK, 5MP xx 236LP+MP, 236HK, j.HP > j.HK

255

423

1

More damage, stun, corner carry than LP Raida ender, but worse oki

5MK, 5MP xx 236LP+MP, 236HK, j.LP > j.MK

232

349

1

Air reset instead of damage/knockdown; can only crossup the opponent in the corner

5MP, 2LP xx 236LP+HP, 236MK, 4MP

156

278

1

Must input 4MP as 6MP, as quickly as possible while Ibuki is still considered to be on the opposite side. Sets up a midscreen left/right mixup after the air reset.

5MK, 5MP xx 623KK xx HK Air Ikkinage, 63214PP

400

554

2

Corner only

5MK, 5MP xx 236LP+HP, HP Ikkinage xx 236HK, j.HP, 63214PP

361

530

2

Combo must start with 5 kunai to juggle j.HP properly

5MK, 5MP xx 623HK xx CA

432

270

3


5HK, 5LK xx 623HK/63214LP

213 (197)

333 (373)

0

Standing only; 5LK is a more consistent link than 5LP

5HK, 5LP > MP > HP xx 63214HP

256

422

0

Corner and standing only

5HK, 5LP > MP > HP xx 236LP+MP, 63214HP

280

462

1

Corner and standing only

5HK, LP > MP > HP xx 623HK xx CA

408

362

3

Corner and standing only

6MK, 5LP xx 623HK/63214LP

193 (177)

283 (323)

0

Overhead combo; Against Laura, always end with 623HK, as Raida whiffs if she attempts a throw tech

6MK, 5LP > MP > HP xx 63214HP

236

372

0

Overhead combo, corner only

2MP xx 236HP xx CA

360

145

3

Easy, safe mid-range confirm into CA

2MK, 623LK

168

235

0

Point blank low starter; after blocked 5LP, this can catch every back-walking character except Sakura

2MK, 5LP xx 623HK

183

283

0

Crouching only (also works if Ibuki is fully cornered)

CH 2MK, 5LK xx 623HK

195

303

0

Counter-hit confirm; at farther ranges, 5LK may whiff but 623HK can still link

CH 2MK, CA

394

120

3

Counter-hit confirm, works from max range

CH 2MP, 5LK xx 623HK/63214LP

195 (179)

303 (343)

0

Counter-hit confirm

CH 5MK, 2HP xx 623HK/63214LP

249 (233)

375 (415)

0

Counter-hit confirm, 2HP forces stand which can be used for 236KK combos

Punishes

Notation Damage Stun Meter Cost Notes

5LP > MP > HP xx 623HK/63214LP

190 (176)

276 (311)

0

3f punish

5LK xx 623HK/63214LP

138 (120)

205 (250)

0

4f punish, great range; Raida can work but may whiff at max distance

5MP xx 623HK/63214LP

168 (150)

235 (280)

0

5f punish; stronger but less range than 5LK; Raida tends to whiff near max range

2MP xx 623HK/63214LP

168 (150)

235 (280)

0

6f punish; longer range than 5MP

5MK > 2HK > 5HK xx 236HK, j.LP > j.MK

216

281

0

6f punish with great corner carry and reset, but less range than 2MP

5MK > 2HK > 5HK xx 236LK, 236KK, j.HP > j.HK

20

381

1

6f punish; 1 bar gives extra damage, stun, corner carry, and knockdown

2HP xx 623HK/63214LP

198 (180)

285 (330)

0

7f punish

5HK, 5LK xx 623HK/63214LP

213 (197)

333 (373)

0

10f punish, standing only; 5LK drops near max 5HK range

5HP xx 623HK/63214LP

188 (170)

285 (330)

0

10f punish, great range and consistency but less damage than 5HK starter

[hold LP], j.HK, 2HP xx LP Ikkinage xx 623HK/63214LP

351 (337)

486 (521)

0

Strong meterless post-stun combo; if near the corner, use HP Raida ender instead.

Crush Counter Punish

Notation Damage Stun Meter Cost Notes

CC 6HK, 623HK

204

300

0

Meterless Crush Counter, easily confirmable from any range. Raida can also juggle, but only from very close range.

CC 5HK, 5HP xx 623HK/63214LP

256 (242)

405 (440)

0

Meterless Crush Counter punish, low execution, works from almost any range

CC 5HK, 5HK, 5LK xx 623HK/63214LP

273 (261)

439 (469)

0

Meterless Crush Counter punish from close-mid range

CC 5HK, dash, 5MK > 2HK > 5HK xx 236HK, j.LP > j.MK

270

393

0

Meterless Crush Counter punish; excellent corner carry, reset situation

CC 5HK, dash, 5MK > 2HK > 5HK xx 236LK, 236KK, j.HP > j.HK

298

457

1

Crush Counter punish; excellent corner carry and knockdown

VT1 Combo

Notation Damage Stun Meter Cost Notes

3MK xx 5HP+HK, 2MP xx Delay 6HK, (explosion), j.HP > j.HK

236

334

0

VT1 1st bomb combo from slide

2MK xx 5HP+HK, 5MK, 623HK, 236LK, 63214LP

260

355

0

VT1 1st bomb combo

5MK, 5MP xx 6HP+HK, 3MK, 63214LP

241

360

0

VT1 1st bomb combo

5LP > MP > HP xx 236HP xx 6HP+HK, 2MP xx 236LK, 63214LP

266

376

0

VT1 2nd bomb combo

5MK, 5MP xx 236HP xx 6HP+HK, 623MK, 63214PP

319

408

1

VT1 2nd bomb combo; MK Kazekiri hits before explosion, allowing for juggle

VT2 Combo

Notation Damage Stun Meter Cost Notes

2MK xx HP+HK [hold LP], 2HP xx 63214HP, (shuriken return), LP Ikkinage xx 236MK, CA

440

334

3

Midscreen VT2 combo from confirmable 2MK; Can possibly work in corner if Raida cancel is perfectly delayed

2MK xx HP+HK [hold HP], 5MK, 623HK, (shuriken return), HP Ikkinage, CA

422

379

3

Corner VT2 combo from confirmable 2MK; delay CA slightly to avoid whiffing

5MK, 5MP xx HP+HK [hold LP], 2MP xx 6HK, (shuriken return), nj.HK, 5HP xx LP Ikkinage, CA

437

447

3

VT2 combo; in the corner, delay the chain into 6HK to give the shuriken more time to return and link 2HP instead of 5HP for more damage

236HP xx HP+HK [hold LP], 63214PP, (shuriken return), LP Ikkinage, 63214PP

292

404

2

VT2 combo from midscreen whiff punish

4HP+HK [hold LP], 63214PP, (shuriken return), LP Ikkinage, 63214PP

407

528

2

VT2 anti-air combo; can also be done after CC 6HK. May need to cancel Ikkinage into Command Dash first depending on screen position.

HP+HK, 2HP xx 63214HP, (shuriken return), HP Ikkinage xx 236HK, j.HP, CA

557

613

3

Midscreen VT2 combo, requires 5 kunai for j.HP to juggle properly for a CA followup. With 3-4 kunai, using 2LP in place of 2HP allows the juggle at the cost of some damage/stun

External Sources

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