Street Fighter V/Menat/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

Confirms

Notation Damage Stun Meter Cost Notes

j.HK, 5HK, 2MP xx 236MP

238

414

0

j. hk necessary to temporarily fizzle the ball, resulting in an orbless st. hk

j.HP, 5HK, 2MP xx 236MP

238

414

0

j. hp necessary to temporarily fizzle the ball, resulting in an orbless st. hk

j.HK, 5HP xx VS1

226

405

0

j.HK, 5HK, 2MP xx VS2

259

449

0

2LK, 2LP xx 236LPHP

167

293

1

j.HK, 5HK, 2MP xx 236LPHP

315

505

1

j.HK, 5HP xx 236LPMP, 2MP xx VS1

300

445

1

j.HK, 5HP xx 236LPMP, 2MP xx VS2

294

427

1

j.HK, 5HP xx 236LPMP, 2MP xx 236LPHP

342

475

2

j.HK, 5HK, 2MP xx 236MP xx CA

436

414

3

j.HK, 5HP, 2MP xx VS2 xx CA

457

449

3

6MK xx 236K, 623HK

214

345

0

orb deployed, opponent at max overhead range

j.HK, 5HK, 2MP xx 236P, 5HK, 2MP xx 236MP

314

582

0

orb deployed 1 square behind opponent

j.HK, 5HK, 2MP xx 236K, 623HK

332

590

0

orb deployed 1 square behind opponent

6MK xx 236P, 5HK, 2MP xx VS1

220

393

0

orb deployed 1 square behind opponent

j.HK, 5HK, 2MP xx 236P, 5HK, 2MP xx VS2

326

602

0

orb deployed 1 square behind opponent

j.HK, 5HK, 2MP xx VS2 xx 236K, 623HK

359

639

0

orb deployed 1 square behind opponent

j.HK, 5HK, 2MP xx 236P, 5HP xx 236LPHP

343

604

1

orb deployed 1 square behind opponent

j.HK, 5HK, 2MP xx 236P, 5HP xx 236LPMP, 2MP xx 236MP

334

565

1

orb deployed 1 square behind opponent

6MK xx 236P, 5HK, 2MP xx 236LPHP

262

423

1

orb deployed 1 square behind opponent

j.HK, 5HK, 2MP xx 236P, 5HP xx 236LPMP, 2MP xx VS2

343

580

1

orb deployed 1 square behind opponent

j.HK, 5HK, 2MP xx 236P, 5HP xx 236LPMP, 2MP xx 236LPHP

367

604

2

orb deployed 1 square behind opponent

j.HK, 5HK, 2MP xx 236P, 5HK, 2MP xx 236MP xx CA

479

582

3

orb deployed 1 square behind opponent

j.HK, 5HK, 2MP xx 236K, CA

446

470

3

orb deployed 1 square behind opponent

5LK xx VS1 xx 236K, CA

297

325

3

orb deployed 2 squares behind opponent

j.HK, 2HP xx VS1 xx 236K, CA

470

510

3

orb deployed 1 square behind opponent

j.HK, 5HK, 2MP xx 236P, 5HK, 2MP xx VS2 xx CA

491

602

3

orb deployed 1 square behind opponent

j.HK, 5HK, 2MP xx VS2 xx 236K, CA

454

539

3

orb deployed 1 square behind opponent

Light Confirms

Notation Damage Stun Meter Cost Notes

2LK, 5LK xx VS1

111

253

0

4f starter

2LK, 2LP xx VS1

111

253

0

4f starter

2LK, 5LK xx VS1 xx CA

342

253

3

5LK xx VS1 xx 236K, 623HK

264

465

0

orb deployed 2 squares behind opponent

Punishes

Notation Damage Stun Meter Cost Notes

5LK xx VS1

102

205

0

3f punish

5MP xx 236P

86

163

0

5f orbless punish (allows for followups, only other 5f punish is throw)

2MK xx 236LPHP

185

210

1

7f punish. Decent range.

2HP xx VS1

152

285

0

9f punish

nj.HK, 2HP xx VS1

244

435

0

Neutral jump punish option, CC punish above does more damage

CC Punishes

Notation Damage Stun Meter Cost Notes

2HP CC xx 236LP, VS1 xx 236K, 623HK

300

525

0

point blank CC punish

VT2 Activation Combo

Notation Damage Stun Meter Cost Notes

j.HK, 5HK, 2MP xx VT2, 5HP xx 214LP, dash, VS1 xx CA

487

533

1

VT2 activation combo into CA

VT2 Combo

Notation Damage Stun Meter Cost Notes

nj.HK, 5HK, 2MP xx 214LP, dash, VS1 xx CA

525

569

1

VT2 Combo w/ orb

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