Street Fighter V/Ed/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
Psycho Flicker Flicker Mash P

Light Confirm

Notation Damage Stun Meter Cost Notes

2LK, 2LP xx flicker

111

253

0

Catches walk back

2LK, 5LP xx KK xx P

136

283

0

Point blank to start

5LP xx 5LK xx 2LP xx flicker

137

294

0

3 hit light string, point blank to start

2LK, 2LP xx PPP

159

293

1

2LK, 5LP xx KK xx PP, 2MPMK (VS1)

203

373

1

D+vs2 and pp works as well. weird timing in the corner. vsk 2 is most consistent in the corner no timing requierd. for pp to connect consistently, press pp as soon as possible. for vsk 1 to connect, you want to delay pp a bit,but press before the opponent starts to fall. pp should be your goto in the corner

Confirm

Notation Damage Stun Meter Cost Notes

5MP, 2HK

141

235

0

Still hits at max st. mp range

5MP, 2MK xx PP

201

310

0

Damadge/ca cancel variant, oki is tight

5MP, 2MK xx KK xx P

194

340

0

Good for consistent oki

5MP, 2HP xx PP

228

355

0

5MP, 2HP xx KK xx P

221

385

0

Goto combo

5MP, 2HP xx 6MP xx MP, 2MK xx PP

290

498

0

corner only, point blank

2MK xx flicker

122

235

0

good as a low poke/pressure tool

[2MPMK] (VS1), KK xx P

221

170

0

vs 1 can be replaced by d+vs2 charged here

[5HP], 5MP, 2MK, PP

278

425

0

[5HP], [2MPMK] (VS1), PP

277

378

0

2MK xx 6MP xx P, 5LP xx KK xx P

221

387

0

5MP, 2MK xx KK xx PP, 2MPMK (VS1)

261

430

1

d+vs2\pp works as well. when cornered dash , flicker for sideswitch

5MP, 2HP xx KK xx PP, 2MPMK (VS1)

288

475

1

d+vs2\pp works as well

[2MPMK] (VS1), 6MP xx PP, [5HP]

315

297

1

Pp prefered. one dash if midscreen, pp, one more for oki after pp

2MK xx 6MP xx PP, flicker

241

417

1

Pointblank,usefull midscreen

5MP, 2MK xx KK xx PP, PPP

285

460

2

Ex pp in combos is not recommended, except for light confirms

5MP, 2HP xx KK xx PP, PPP

312

505

2

[2MPMK] (VS1), 6MP xx P, CA

315

297

3

Better to do pp into ca, but sometimes pp whiffs if the opponent was far away

Punish

Notation Damage Stun Meter Cost Notes

5LK xx 5LP xx flicker

121

253

0

5LK xx 5LP xx KK xx P

146

283

0

5LP, 5LP xx KK xx P

146

283

0

2MP xx KK xx P

161

270

0

6f punish, point blank

2MP xx PP

168

235

0

6f punish

2HP xx KK xx P

181

320

0

8f punish, point blank

2HP xx PP

188

285

0

8f punish

nj.HK, 2HP xx PP

276

435

0

nj.HK, 2HP xx KK xx PP, 2MPMK (VS1)

336

555

1

CC Punish

Notation Damage Stun Meter Cost Notes

2HP CC, 6MP, 6MP xx P

192

300

0

Cc punish. first spark should not be cancelled. second spark should be delayed a bit, or shot will whiff.ex hot, dash up, pp ender gives 278/439

5HK CC, dash, 5LP xx KK xx P

197

366

0

5HK CC, 2HP xx PP

244

405

0

CC 5HP xx CA

380

180

3

VT1 Activation Combo

Notation Damage Stun Meter Cost Notes

5MP, 2HP xx VT1, [2MPMK] (VS1), PP xx CA

457

435

3

Example VT1 Activation Combo

5HK xx VT1, [2MPMK] (VS1), PP xx CA

437

390

3

Example VT1 Activation Combo

VT2 Activation Combo

Notation Damage Stun Meter Cost Notes

5HK xx VT2, 5MP, 2HP xx HPHK, 2MP xx PP xx 2HPHK

292

470

0

Example vt2 activation combo, pointblank

VT2 Combo

Notation Damage Stun Meter Cost Notes

5MP, 2HP xx HPHK, 2MP xx PP xx 2HPHK

360

550

0

Example post vt2 activation combo

5MP, 2HP xx 6MP xx P xx HPHK, 2MP xx PP xx 2HPHK

363

563

0

Example post vt2 activation combo

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