Street Fighter V/Akuma/Combos

From SuperCombo Wiki
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

Light Confirm

Notation Damage Stun Meter Cost Notes

5LP or 2LP or 2LK, 5LP xx 214LK, 623HP

195

302

0

Standing opponent only, st. lp has 3f startup, cr.lk is a low 4f

5LP, 5LP xx 214MK

121

229

0

Crouching opponent variant, 2x dash oki

5LP, 5LP xx 214LK, 214HK

168

337

0

Better oki

Confirm

Notation Damage Stun Meter Cost Notes

2MP, 5MK xx 214LK, 214HK

225

394

0

Better oki and stun

2MP, 5MK xx 214LK, 623HP

252

359

0

Better damage

2MP, 5MK xx VS1 xx K xx 41236HK xx P

232

375

0

Excellent oki, v-gauge build. delay palm to get cr.hp hit both rises

2MP, 5MK xx VS1 xx K xx 214LK, 623HP

260

375

0

More damage

2MP, 5MK xx VS1 xx K, 214LK, 214HK

233

410

0

More stun

2HP, 5HP xx HP

200

349

0

Longest range confirm off cr.hp

2HP, 5MK xx 214LK, 623HP

272

409

0

2HP, 5MK xx 214LK, 214HK

245

444

0

6HP, 5MK xx 214LK, 623HP

252

359

0

6HP, 5MK xx 214LK, 214HK

225

394

0

6HP, 5MK xx VS1 xx K xx 41236HK, P

232

375

0

6HP, 5MK xx VS1 xx K xx 214LK, 623HP

260

375

0

2MP, 5MK xx 63214PP, VS1 xx P

243

380

1

Corner only

2MP, 5MK xx 214LK, 41236KK, VS1 xx P

243

406

1

2MP, 5MK xx 214LK, 623PP

266

394

1

2MP, 5MK xx VS1 xx K xx 41236MK, 214KK

274

445

1

Almost no oki midscreen

2MP, 5MK xx 214LK, 41236KK hold forward

238

386

1

Massive corner carry

2MP, 5MK xx VS1 xx K xx 214LK, 623PP

274

410

1

No longer a side switch

2MP, 5MK xx 63214PP, 623PP

306

450

2

Corner only, remember burn damage, best used at high scaling

2MP, 5MK xx 214LK, 41236KK xx K, 623PP

288

456

2

2MP, 5MK xx 214LK, 41236KK xx 236P, 623PP

318

486

2

Corner only

2MP, 5MK xx 214KK, 623PP

322

450

2

Corner only, use at low scaling

2MP, 5MK xx 214LK, 623HP xx CA

423

345

3

2HP, 5MK xx 214LK, 623HP xx CA

433

395

3

Punish

Notation Damage Stun Meter Cost Notes

5LP xx 214LK, 623HP

187

262

0

3f punish

5MK xx 214LK, 623HP

217

292

0

5f punish

2MP, 5MK xx 214LK, 623HP

252

359

0

6f punish

2HP, 5MK xx 214LK, 623HP

272

409

0

10f punish

nj.HK, 5HK xx HK, 5MK xx 214LK, 623HP

344

507

0

Nj punish

nj.HK, 5HK xx HK, 5MK xx VS1 xx K, 623HP

350

519

0

Nj punish

CC Punish

Notation Damage Stun Meter Cost Notes

5HK CC, 2HP, 5MK xx 214LK, 623HP

302

457

0

Cc punish

VT1 activation combo

Notation Damage Stun Meter Cost Notes

2MP, 5MK xx 236HP xx VT1, dash, 623HP

252

401

0

Vt1 activation combo.

2MK xx 236HP xx VT1, dash, 623HP

212

328

0

Vt1 activation combo.

5LP xx VT1, 5MK xx 214LK, 623HP

192

303

0

Vt1 activation combo. 3f activation path, creates a hitconfirm off the st. lp that can be used to interrupt pressure

2MP, 5MK xx 236HP xx VT1, 214MK

162

285

0

Vt1 activation combo. results in a sideswitch into +5 against a qr opponent

VT1 combo

Notation Damage Stun Meter Cost Notes

2MP, 5MK xx VS1 xx K xx 41236HK, 236MP, 623HP

326

478

0

Vt1 combo. heavy damage for a meterless combo

VT2 Activation combo

Notation Damage Stun Meter Cost Notes

5LP xx VT2, 2MP, 5MK xx 214LK, 623PP xx 214KK xx 236PP

254

403

0

Example vt2 activation combo. 3f activation path, creates a hitconfirm off of st. lp because of the vt2 activation

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