Street Fighter V/Balrog/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
Character legend
Full move name Abbreviated name Input
Turn Punch TAP Hold any 2 P or K and release

Light Confirms

Notation Damage Stun Meter Cost Notes

2LK, 2LP, 5LP xx [4]6LP

134

294

0

2LK, 2LP, 5LP xx 623LK

141

294

0

Standing only

2LK, 2LP xx 5LP xx [4]6PP

176

329

1

2LK, 2LP xx 5LP xx [4]6PP first hit xx VS1, LK xx MK xx HK

193

341

1

Requires vs1, harder to execute, more damage/oki

Confirms

Notation Damage Stun Meter Cost Notes

5MK, 5MP xx [4]6MK

195

310

0

5MK, 5MP xx [4]6MP

203

310

0

5MK, 5MP xx 623MK

203

310

0

Standing only st.mp forces standing now

5MK, 5LK xx 5MK xx 5HK

168

289

0

No charge required, point blank

5HK, 2MP xx [4]6MK

206

360

0

5HK, 2MP xx [4]6MP

214

360

0

5HK, 2MP xx 623MK

214

360

0

Standing only

5HK, 5MK xx 5MP xx VS1 xx P

208

388

0

No charge required, point blank

5HK, 5MK xx 5MP xx VS1 xx K

208

388

0

No charge required, point blank

5HK, 5MK xx 5MP xx VS2

166

304

0

No charge required, point blank, ffb charge

2HP xx 623HK, [4]6LP

252

405

0

Punish, raw jump-in combo

2HP xx 623HK, [4]6KK

292

445

1

Punish, raw jump-in combo, excellent damage and oki

2HP xx 623HK, [4]6PP first hit xx VS1 + P, [4]6PP

376

515

2

Disgusting corner-carry and damage

2HP xx 623HK, [4]6PP VS2 empowered, [4]6PP

413

521

2

Disgusting-er

Punishes

Notation Damage Stun Meter Cost Notes

LK xx MK xx HK

122

213

0

3f punish

5LP, 5MP xx 623MK

173

280

0

Point-blank, 4f punish

2LK, 5LP xx [4]6LP

119

253

0

4f punish

2LK, 5LP xx 623LK

127

253

0

Standing only, 4f punish

5MP xx 623MK

160

235

0

5f punish

5MK, 5MP xx 623MK

203

310

0

6f punish

2MP xx [4]6MK

141

235

0

Longer range than st. mk or st. mp, 6f punish

2HP xx 623HK, [4]6LP

252

405

0

8f punish

nj.HK, 2HP xx 623HK, [4]6LP

314

510

0

Nj punish

CC Punishes

Notation Damage Stun Meter Cost Notes

2HP CC, TAP level 1, [4]6MP

258

405

0

Start charging as soon as you hit cr. hp, release as soon as cr. hp recovers. great corner carry. inconsistent in the corner. cc punish

2HP CC, 623HK, [4]6MP

258

405

0

Less corner carry, better oki, inconsistent in the corner. cc punish

5HK CC, f.dash, 5MK, 5MP xx 623MK

253

420

0

Point blank, also useful for mid-screen cc conversions. cc punish

5HK CC, 623HK, [4]6LP

239

405

0

Works at max st.hk range. cc punish.

5HK CC, [4]6HP

184

300

0

Even further out, if you catch a limb, for example. cc punish

VT1 Activation Combo

Notation Damage Stun Meter Cost Notes

2MK xx VT1, 2HP xx 623HK, [4]6P xx 6K xx 6K xx 6K

271

415

0

Example vt1 activation combo

VT2 Activation Combo

Notation Damage Stun Meter Cost Notes

2MK xx VT2, 2MK xx 2MK xx HPHK

226

393

0

Vt2 activation combo

Notes

  • Any 0-bar combo ending in rush punch can be empowered with vs2, and followed by a lp rush punch
  • Any 0 bar ending in lp or mp rush punch can be replaced by an ex rush punch for additional damage, 80/90 to 150!
  • Any 0 bar ending in lk or mk rush low can be replaced by an ex rush low for additional damage, 70/80 to 140!
  • Any ex rush punch combo can be converted into vs1 into lk xx mk xx hk tc
  • Any 0-bar combo ending in rush punch can be empowered with vs2, and followed by an ex rush punch

External Sources

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