G Rage is done with 2HP+HK. It's a slow, 20 frame command grab with armor starting on frame 3 and ending until the last active frame. It deals a whopping 200 damage and 200 stun, as well as decent oki for a meaty afterwards. The armor makes it a decent reversal against most medium and heavy normals. It can also be cancelled into from any normal or special, allowing G to surprise the opponent by making them block a laggy normal and then cancelling into the command grab. Standing MP or crouching HP after a crossup are useful for hiding its animation. This cancel version is 5 frames slower than the normal version. Both special moves take up half of your gauge, so functionally, you should be able to get one G Explosion and one G Rage, or two of just one. VT2 does not cancel off as many attacks but it will for his ex fireball giving you ample time to power up your presidentiality or V-Skill 2.
G Rage is done with 2HP+HK. It's a slow, 20 frame command grab with armor starting on frame 3 and ending until the last active frame. It deals a whopping 200 damage and 200 stun, as well as decent oki for a meaty afterwards. The armor makes it a decent reversal against most medium and heavy normals. It can also be cancelled into from any normal or special, allowing G to surprise the opponent by making them block a laggy normal and then cancelling into the command grab. Standing MP or crouching HP after a crossup are useful for hiding its animation. This cancel version is 5 frames slower than the normal version. Both special moves take up half of your gauge, so functionally, you should be able to get one G Explosion and one G Rage, or two of just one. VT2 does not cancel off as many attacks but it will for his ex fireball giving you ample time to power up your presidentiality or V-Skill 2.
==Matchups==
If matchup info has been added, click "Expand" above the character portrait to view it. Empty sections will say "No Data" and will not have the option to expand.
<!--
Add info after "data"; recommended format:
* '''Important Punishes:'''
** '''Opponent's Move''' - Your Punish
* Misc Info 1
* Misc Info 2-->
{{#vardefine:player|G}}<!--
--->{{#vardefine:spacing|-0.75em}}<!--
---><!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
G's unique mechanic is Presidentiality, a level system that allows him to buff his special moves to emphasize his snowballing play style. G starts every round at Level 1 and can rank up to Level 3. His level is always indicated by the Globe icon next to the V-Gauge.
Level up by inputting G Charge (22PP). Anytime G is knocked down he loses 1 level (unless V-Skill 2 has been applied). G Charge can be used to cancel certain normals and specials, but with some rules:
G Charge can be held to increase the charge time and level up to 3 at once.
G Charge can be canceled into from 4HP, 6HP, 2HK, V-Skill 1 and special moves (excluding G Impact) however you cannot hold the input for any effect.
Standing LP, HP, LK, and all crouching punches can cancel into held G Charge.
V-Trigger 1 will force G to Level 3 presidentiality while it is active among other effects.
Input 22PP to G Charge
Hold G Charge to gain 2 levels
Cancel specials into G Charge
Leveling up special moves also has details to keep in mind:
As of version CE202105, G's Light and Medium specials cap at Level 2. G's useful properties begin at Level 2.
At Level 3 G's Heavy specials are improved.
The exception to the two above points is during V-Trigger 1 all specials will be treated as the Level 3 Heavy version.
G Impact (command grab) is the exception which ranks up to Level 3 regardless of input.
Any EX special move will always inherit the max level properties. For example, performing EX G Smash Over with 623LP+MP will give you equivalent properties to 623HP at Level 3.
Use the tabs below to see how Presidentiality level affects G's special moves.
Level 1
Icon
Starting version, this is the lowest level G can be at.
His sweep (2HK) is a key normal to score a knockdown and level up.
Level 1 G is reliant on meter to access Level 3 specials.
G Burst is 1 hit only.
Level 2
Icon
G Smash Over does 120/120 damage/stun instead of 100/100.
G Smash Under does 100/150 damage/stun instead of 80/100.
G Burst
Now performs 2 hits, nullifying other 2-hit projectiles.
Does 80/150 damage/stun instead of 50/100.
G Spin Kick is now +5 on hit, juggles further in air allowing further combos - useful even in Level 3.
G Impact
Does 70/120 damage/stun instead of 60/100, floats slightly longer allowing combo into MP Smash Over increasing corner carry.
Has the best overall knockdown advantage of all versions.
Becomes cancelable into all specials, V-Skills or Critical Art.
G Burst becomes 2 hits.
G Impact becomes 2 hits.
Level 3
Icon
G Smash Over causes a wall bounce which can be comboed after, becomes -6 on block from -4.
G Smash Over and Under
Become cancelable into V-Trigger 1 on the 1st hit on hit or block for big frame advantage.
Become cancelable into any EX move allowing you spend meter to make the string safe on block.
G Burst becomes multi-hitting and cause a splash extending its range greatly and often going through projectiles. 2nd hit knocks down.
G Spin Kick become projectile invincible during the middle of it, -2 on block, and causes a knockdown on hit.
G Impact now does 80/120 damage/stun, camera zooms in during animation.
All of G's Level 3 specials have a deep red effect.
G Burst creates a large explosion on ground impact.
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit or block (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
Launches opponent into a limited juggle state on hit
G has access to LP and MP Level 2 Smash Over during Level 3
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit or block (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
Launches opponent into a limited juggle state on hit
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit or block (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
Launches opponent into a limited juggle state on hit
G has access to LP and MP Level 2 Smash Over during Level 3
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit or block (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
Launches opponent into a limited juggle state on hit
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit or block (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
Startup frames based on proximity range to target (up to 25F startup if not in range yet)
Launches opponent into a limited juggle state on hit
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit or block (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
Startup frames based on proximity range to target (up to 25F startup if not in range yet)
Launches opponent into a limited juggle state on hit
Level 3 Smash Over can only be performed as HP Smash Over
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on 2nd hit only
Cancelable into any EX move on hit or block
Only 1st hit is cancelable into V-Trigger 1 on hit or block
Only 2nd hit is special cancelable into V-Trigger 2 post-activation on hit
1st hit hit launches opponent on hit into a free juggle state
2nd hit wall bounces opponent into a limited juggle state
Juggle Limit / Increase / Start: 1*5 / 1*3 / 0*2
The KDA data outside the parantheses refers to when using the move when mid-screen
The KDA data inside the parantheses (x~y) refers to the varying KDA data depending on how close / far away the wall is (less KDA the closer the wall is)
NOTE: The variable KDA when canceling into G Charge (PP) or Message to the People (KK) is NOT shown (use the amount of variables as seen on regular KDA data)
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit or block (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
Launches opponent into a limited juggle state on hit (but can't really juggle anything afterwards)
Launches into free juggle state on counter-hit (but how would you juggle afterwards?)
G has access to LK and MK Level 2 Smash Under during Level 3
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit or block (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
Launches opponent into a limited juggle state on hit (but can't really juggle anything afterwards)
Launches into free juggle state on counter-hit (but how would you juggle afterwards?)
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit or block (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
Launches opponent into a limited juggle state on hit (but can't really juggle anything afterwards)
Launches into free juggle state on counter-hit (but how would you juggle afterwards?)
Juggle Limit / Increase / Start: 1 / 1 / 1
1 extra KDA when canceling into G Charge (PP) or Message to the People (KK) than all other level 1 or 2 versions (even Level 2 MK version doesn't have the same KDA as this Level 1 MK version)
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit or block (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
Level 2 MK and HK versions are less negative (only -6) on block than all other versions of G Smash Under (normally -8 on block)
Launches opponent into a limited juggle state on hit (but can't really juggle anything afterwards)
Launches into free juggle state on counter-hit (but how would you juggle afterwards?)
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit or block (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
Startup frames based on proximity range to target (up to 23F startup if not in range yet)
Launches opponent into a limited juggle state on hit (but can't really juggle anything afterwards)
Launches into free juggle state on counter-hit (but how would you juggle afterwards?)
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit or block (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
Startup frames based on proximity range to target (up to 23F startup if not in range yet)
Level 2 MK and HK versions are less negative (only -6) on block than all other versions of G Smash Under (normally -8 on block)
Launches opponent into a limited juggle state on hit (but can't really juggle anything afterwards)
Launches into free juggle state on counter-hit (but how would you juggle afterwards?)
Level 3 Smash Under can only be performed as HK Smash Under
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on 2nd hit only
Cancelable into any EX move on hit or block
Startup frames based on proximity range to target (up to 18F startup if not in range yet)
Launches opponent into a limited juggle state on hit
Only 1st hit is cancelable into V-Trigger 1 on hit or block
Only 2nd hit is special cancelable into V-Trigger 2 post-activation on hit or block
Juggle Limit / Increase / Start: 7*12 / 1*1 / 1*1
LP G Burst 236LP
Presidentiality Lv1/2
Level 1
Startup
Active
Recovery
Hit
15
11
34
-6
Damage
Stun
Attack
Block
50
100
H
-11
Cancel options: su vs2 vt2
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit, block, and whiff (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
1-hit projectile hitbox
Level 2
Startup
Active
Recovery
Hit
15
11
34
-3
Damage
Stun
Attack
Block
40*40 (80)
75*75 (150)
H
-8
Cancel options: su vs2 vt2
G has access to LP and MP Level 2 G Burst during Level 3
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit, block, and whiff (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit, block, and whiff (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
1-hit projectile hitbox
Level 2
Startup
Active
Recovery
Hit
20
11
29
2
Damage
Stun
Attack
Block
40*40 (80)
75*75 (150)
H
-3
Cancel options: su vs2 vt2
G has access to LP and MP Level 2 G Burst during Level 3
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit, block, and whiff (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit, block, and whiff (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
1-hit projectile hitbox
Level 2
Startup
Active
Recovery
Hit
25
11
27
4
Damage
Stun
Attack
Block
40*40 (80)
75*75 (150)
H
-1
Cancel options: su vs2 vt2
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit, block, and whiff (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
Level 3 G Burst can only be performed as HP G Burst
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit, block, and whiff (even though this move isn't special cancelable)
Cancelable into any EX move on hit or block
Special cancelable into V-Trigger 2 post-activation on hit or block
Canceling into V-Skill 2 is less punishable if fireball hits (-11); KDA listed is if fireball only hits (corner) / splash hitbox (midscreen)
2-hit projectile hitbox seperated by active frames (13+16) so it's not as good at nullifying other 2-hit fireballs as Level 2 Fireball is
Second hit knocks down opponent
Only first hit is V-Trigger cancelable
LK G Spin Kick 236LK
Presidentiality Lv1/2
Level 1
Startup
Active
Recovery
Hit
20(25)
7
4+16
3
Damage
Stun
Attack
Block
70
150
H
-5
Cancel options: vs2 vt2
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit or block (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
Airborne on frames 16-30
Projectile invincible on lower body on frames 16-29
Projectile invincible on extended attacking leg on frames 23-27
First 5 active frames cannot hit grounded (doesn't connect on grounded opponents until frame 25)
Level 2
Startup
Active
Recovery
Hit
17(25)
2(1)7
3+16
5
Damage
Stun
Attack
Block
50*50
50*100
H
-5
Cancel options: vs2 vt2
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit or block (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
Airborne on frames 17-29
Projectile invincible on lower body on frames 16-29
Projectile invincible on extended attacking leg on frames 22-27
1st hit and first 5 active frames of the 2nd hit cannot hit grounded (doesn't connect on grounded opponents until frame 25)
MK G Spin Kick 236MK
Presidentiality Lv1/2
Level 1
Startup
Active
Recovery
Hit
25(30)
7
4+18
3
Damage
Stun
Attack
Block
70
150
H
-5
Cancel options: vs2 vt2
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit or block (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
Airborne on frames 21-35
Projectile invincible on lower body on frames 21-34
Projectile invincible on extended attacking leg on frames 27-32
First 5 active frames cannot hit grounded (doesn't connect on grounded opponents until frame 30)
Level 2
Startup
Active
Recovery
Hit
22(30)
2(1)7
3+19
5
Damage
Stun
Attack
Block
50*51
50*101
H
-5
Cancel options: vs2 vt2
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit or block (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
Airborne on frames 22-34
Projectile invincible on lower body on frames 21-35
Projectile invincible on extended attacking leg on frames 27-32
1st hit and first 5 active frames of the 2nd hit cannot hit grounded (doesn't connect on grounded opponents until frame 25)
HK G Spin Kick 236HK
Presidentiality Lv1/2
Presidentiality Lv3
Level 1
Startup
Active
Recovery
Hit
28(33)
7
3+19
3
Damage
Stun
Attack
Block
70
150
H
-5
Cancel options: vs2 vt2
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit or block (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
Airborne on frames 24-37
Projectile invincible on lower body on frames 24-37
Projectile invincible on extended attacking leg on frames 30-35
First 5 active frames cannot hit grounded (doesn't connect on grounded opponents until frame 33)
Level 2
Startup
Active
Recovery
Hit
25(33)
2(1)7
3+19
5
Damage
Stun
Attack
Block
50*52
50*102
H
-5
Cancel options: vs2 vt2
Cancelable into G Charge (PP), Message to the People (KK), or G Protection (V-Skill 2) on hit or block (even though this move isn't special cancelable)
Special cancelable into V-Trigger 2 post-activation on hit or block
Airborne on frames 25-37
Projectile invincible on lower body on frames 24-38
Projectile invincible on extended attacking leg on frames 30-35
1st hit and first 5 active frames of the 2nd hit cannot hit grounded (doesn't connect on grounded opponents until frame 25)
7F startup (instead of 12F) when canceling into this from other moves
Launches opponent into a limited juggle state on hit
Cancels into all specials / v-skill / super on hit
Has 2 seperate cancel execution windows during the on-hit animation on frames 65-67 and again on frames 75-77 (the last 3 recovery frames on hit) - In some cases it can be better to delay the cancel for the 2ndary cancel window
Cannot be canceled into Message to the People (KK) on hit
Can be canceled into G Charge on hit (but has to be input with 22PP (down-down-2 punches) since the regular PP (2 punches) shortcut version is not possible to cancel into)
More KDA on this Level 2 version than all the other versions of this move
7F startup (instead of 12F) when canceling into this from other moves
Launches opponent into a limited juggle state on hit
Cancels into all specials / v-skill / super on hit
Cannot be canceled into Message to the People (KK) on hit
Can be canceled into G Charge on hit (but has to be input with 22PP (down-down-2 punches) since the regular PP (2 punches) shortcut version is not possible to cancel into)
V-System
V-Reversal
A 17f strike V-Reversal. G steps forward and takes a bow knocking his opponent away.
V-Skill 1
G summons a large orb around him which absorbs 1 hit projectiles while grounded, generating V-Gauge. While it is a bit slow at 13f, due to its large amount of active frames it can be used as a preemptive anti-air to cover multiple angles such as normal jump in or dive kick. It can also be used in the air and can absorb up to 2 hit projectiles that are not classed EX and canceled into from certain attacks such as jLK. Because it knocks the opponent upwards, it is possible to follow it up afterwards in some situations.
In VT1, his VS1 becomes a giant projectile that beats out almost every other projectile in the game. The force field negates 2 hits of projectile and the launched globe although hitting once has a projectile durability of 3 hits.
V-Skill 2
G's V-Skill 2 is a homage to Q's taunt from Third Strike. By using it once, G reduces the damage he takes by 10%. He can use it twice to reduce it by 20%, and a maximum of 3 times for up to 30% less overall damage. When knocked down, G loses his buffs, but normal hits that don't knock down won't remove the buff, despite how much damage it may do. This V-Skill also protects his Presidentiality level one time when knocked down.
Unlike V-Skill 1 where you can cancel into it like a special move, you can instead cancel into this move wherever you can cancel into his level up (after any special, sweep, etc.). You build a tiny bit of V-Gauge whenever you use it, but it's perfectly spammable against characters who have trouble approaching. Against characters with weak fireballs, this might be the better V-Skill to pick to protect your Presidentiality and health.
In VT1, his VS2 has armor for most of the animation but uses up some of his V-gauge.
V-Trigger 1
Maximum President is a 3 bar V-Trigger that has 3 effects: it levels up G's Presidentiality to level 3 permanently while in it, it changes what V-Skill he's using, and it allows him to cancel his special moves into each other. An important detail is that during VT1 you are unable to power up your presidentiality status. The status you had prior to activation will be kept when VT1 wears off.
Depending on the chosen VS, it'll turn his VS1 into a giant projectile, and grants his VS2 some armor duration the animation (generally you'll want to pick VS1 with VT1 for the damage and safe pressure). Using a special or VS takes up about 1/8 of the V-Timer, depending on your presidentiality level. So functionally, you'll be able to use 7-8 specials when fully powered. At lv. 2 and 3 you can get 9-11 uses at most. V-skill 1 during VT1 uses more v-gauge than other special moves. 5-7 shots depending on your level. This VT is infamous for being the definition of SFV robbery in past builds and is still rather powerful. G can make any of his special moves safe by cancelling into wheel kick or VS1. He can approach essentially for free with VS1 on the ground or in the air or use it as an anti-air. And, of course, he can take games in the blink of an eye. VT01 install combos can do a lot of stun, earn your meter back for critical art later and corner carry.
Now that V-Skill 1 uses up more meter, it might be wise to use low dash (1st hit) cancel into high dash punch. This option is unavailable during level 3 due to property changes during VT1. You benefit utilizing your v-gauge time better. Due to activation scaling, it's somewhat difficult to pick and choose when you should use your specials so you can make the most out of this VT, but make one right guess and it could net you the game. VT01 benefits from installing off more attacks than VT02. One final detail is that if you are performing a VT1 special attack and it wears off, you cannot use meter to cancel into another special move.
V-Trigger 2
Dangerous President is a 2 bar V-Trigger that gives G access to two new special moves.
G Explosion is done with HP+HK. It's an exploding uppercut that does good damage and stun. It can be cancelled into from any normal or special, making it a powerful combo ender and make use of his MK. It launches the opponent higher than all of G's other moves, giving him great oki from it and time to power up or reinforce defence. You can't cancel it into his critical art, but you can juggle into it provided the opponent is high enough.
G Rage is done with 2HP+HK. It's a slow, 20 frame command grab with armor starting on frame 3 and ending until the last active frame. It deals a whopping 200 damage and 200 stun, as well as decent oki for a meaty afterwards. The armor makes it a decent reversal against most medium and heavy normals. It can also be cancelled into from any normal or special, allowing G to surprise the opponent by making them block a laggy normal and then cancelling into the command grab. Standing MP or crouching HP after a crossup are useful for hiding its animation. This cancel version is 5 frames slower than the normal version. Both special moves take up half of your gauge, so functionally, you should be able to get one G Explosion and one G Rage, or two of just one. VT2 does not cancel off as many attacks but it will for his ex fireball giving you ample time to power up your presidentiality or V-Skill 2.
Matchups
If matchup info has been added, click "Expand" above the character portrait to view it. Empty sections will say "No Data" and will not have the option to expand.