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Damage Stun Total Hitstop Chip Attack Level Cancel Ability CH hit adv. CH Damage CH Stun KD Adv. KDR Adv. KDRB Adv. Hitboxes Alex combos
stand LP 4 3 6 4 2 30 70 13 8 0 H SP,CA,V 6 36 84 - - -
stand MP 6 2 11 5 2 60 100 19 12 10 H SP,CA,V 7 72 120 - - - Anti Airs Frame data collated by @gilley3D
stand HP 10 3 21 -1 -3 90 150 34 15 15 H SP,CA,V 1 108 180 - - - EX knee appears to have upper body invincibility, works from really close or really far, knocks down, high damage, !!!NOTE that Alex can get counter hit combos where other characters normally couldn't, such as Hitboxes collated by @FreestyleiSH
probably the best anti air alex has. Costs a bar, though. punishes, by merit of his v-skill. As such, "counter hit only" combos will be all throughout this guide,
stand LK 5 3 7 2 -1 40 70 15 8 0 H SP,CA,V 4 48 84 - - - using Frame Trapped
denoted by "CH" starters.
stand MK 8 3 14 2 -2 70 100 25 12 12 H V 4 84 120 - - - f+HP really good hitbox, works from surprisingly close and far, rarely seems to trade and often hits the opponent Combo info collated by Bafael
so high up you get a crush counter. From here you can easily juggle MK slash elbow (even into super) or
stand HK 17 3 24 -1 -4 90 150 44 15 15 H V KD 62 108 180 - - -
EX elbow.
crouch LP 4 2 6 4 2 30 70 12 8 0 H SP,CA,V 6 36 84 - - - Larger hitbox image here: http://eish.deviantart.com/gallery/58172993/Street-Fighter-V-Hitboxes
crouch MP 7 3 14 2 1 60 100 24 12 10 H V 4 72 120 - - - st. LP fast, very tall hitbox, and pretty good anti crossup box. Leads to a nice fifty fifty after it works.
crouch HP 12 6 22 KD -8 50*40 75*75 40 12*12 8*7 H*H V KD 60*40 90*75 104 45 50 cr. HP knocks down, tends to trade if you do it late or go under if you do it too close. Both hits juggle into LP flash
chop (and then super, if you like) or EX knee. Note that EX knee does significantly more damage than LP
crouch LK 4 3 5 4 0 20 70 12 8 0 L V 6 24 84 - - -
chop. Alex can also gain an extra juggle point if he connects with only the
crouch MK 8 2 17 0 -3 80 100 27 12 10 L V 2 72 120 - - - last hit of cr. HP this allows him to connect into any strength knee.
crouch HK 11 2 23 KD -12 100 150 36 15 17 L V KD 120 180 67 18 23
jump LP 4 5 - - - 40 70 - 8 0 M - - 48 84 - - - LK knee No invincibility here but really high damage and really fast startup. Quite rewarding on hit but requires
decently quick reactions and loses to early air normals.
jump MP 6 7 - - - 70 100 - 12 12 M - - 84 120 - - -
jump HP 8 3 - - - 90 150 - 15 15 M - - 108 180 - - - jump back LP works as an anti air from closer range than his st. LP, but st. LP is almost always better.
jump LK 4 5 - - - 40 70 - 8 0 M - - 48 84 - - - Punish Combos Damage (in V) Stun Comments
jump MK 6 6 - - - 70 100 - 12 12 M - - 84 120 - - - st. HP xx MP flash chop 162 285 Not very damaging but leaves you close and +3, so great for a mixup between alex's command grab
and blockstrings. Good after jump in combos and when you don't have time to HP chop, but you can
jump HK 9 5 - - - 90 150 - 15 15 M - - 108 180 - - -
also do st. HP xx MK slash elbow for a bit more damage and a knockdown if you have charge. f+HP,
chop f+MP 22 2 17 1 -4 60 100 41 12 10 M - 3 72 120 - - - LP xx LP chop does similar damage and more stun but loses the follow up mixup
lariat f+HP 10 3 16 5 3 80 150 30 15 13 H V 15 96 180 - - -
flying cross chop d+HP (air) 14 23 - - - 90 150 - 15 15 M - - 108 180 - - - cr. HP xx EX knee 234 330 Unlike most characters, it's absolutely worth it to spend a single bar in most alex combos, he gets a
substantial increase in damage for his meter invested.
face-crush chop LP+LK 5 2 17 KD - 120 170 24 - - T - KD 120 170 66 17 17
leg tomahawk b+LP+LK 5 2 17 KD - 140 200 24 - - T - KD 140 200 57 8 8 st. HP xx MP flash chop xx CA 442 285 super version. Again, if you have charge you can do MK slash elbow into super instead for 451
damage, 330 stun, a substantial improvement.
rage shift HP+HK - - - - - 56 - - - - - - - - - -
sledge hammer HP+HK (during VT) 20 ?? ?? 5 -12 80 150 51 15 20 H - 7 96 180 - - - HP chop xx backdrop 216 375 Can't follow a jump but does more damage than the previous meterless combo if you have time to
get it out. Note doing EX command grab adds 40~ damage and 50 stun which is not usually worth
sledge hammer (full charge) HP+HK (hold, during VT) 68 ?? ?? 11 guard break +4 130 200 95 18 33 H - 13 156 240 - - -
it. Also note that this is almost always better than his 1 bar combos that don't start from HP chop.
overhaul MP+MK - - - - - - - 55 - - - - - - - - - -
big boot f+KKK 23 KD -2 60 0 0 H - 86 27 32 CH st. HP xx HP chop xx backdrop 301 515 Max damage meterless if you have a v-skill stocked. Note that it swaps sides. One bar options don't
add substantial damage here, and super conversions just use MP chop or HK slash elbow into
flash chop LP qcf+LP 13 3 19 2 -4 70 150 35 15 18 H CA 4 84 180 - - -
super.
flash chop MP qcf+MP 19 3 18 3 -4 80 150 40 15 20 H CA 5 96 180 - - -
flash chop HP qcf+HP 25 3 20 2 -4 90 150 48 15 23 H CA 4 108 180 - - - CH st. HK, st. HP xx MP chop 253 435 Notably lower damage than the above combo but leads to a mixup, keeps the opponent on the
same side, and builds v-meter. Note that you now ALWAYS have time to charge MK slash elbow if
flash chop EX qcf+PP 11 5 18 KD -2 75*75 100*100 34 10*15 19*19 H*H - KD 90*75 120*100 91 32 37
you'd prefer the extra 8 damage and knockdown to the mixup.
slash elbow LK b,f+LK 14 5 17 3 -4 80 200 36 12 20 H CA 5 96 240 - - -
slash elbow MK b,f+MK 19 5 18 KD -6 90 200 42 12 23 H CA KD 108 240 93 34 39 CH st. HK, st. HP xx MK slash elbow xx CA 506 475 when going into super, MK elbow is always preferred.
slash elbow HK b,f+HK 24 5 18 KD -7 100 150 47 12 25 H CA KD 120 180 104 45 50 Punish combos USING V-trigger
slash elbow EX b,f+KK 14 3 28 KD -10 75*75 100*100 53 15*15 19*19 H*H - KD 90*75 120*100 86 27 32 st. HP xx trigger, st. HP xx sledgehammer xx backdrop 302 525 I'm not aware of any way to add substantial damage to this combo using 1 bar.
air knee smash LK f,d,df+LK 6 8 37 KD - 10*120 0*200 51 - - H - KD 12*120 0*200 72 23 23 st. HP xx trigger, st. HP xx sledgehammer xx MP chop xx CA 441 465 The damage is about the same as without trigger here, but in case you want the extra stun or are hit
confirming from the trigger, this is the combo avenue to maximize damage.
air knee smash MK f,d,df+MK 9 8 38 KD - 10*120 0*200 55 - - H - KD 12*120 0*200 72 23 23
air knee smash HK f,d,df+HK 11 8 40 KD - 10*120 0*200 59 - - H - KD 12*120 0*200 72 23 23 CH st. HK, st. HP xx trigger, st. HP xx sledgehammer xx backdrop 370 635 you can swap st. HK for f+HP when HK is too slow.
air knee smash EX f,d,df+KK 6 8 ?? KD - 10*150 0*200 62 - - H - KD 12*150 0*200 72 23 23 CH st. HK, st. HP xx trigger, st. HP xx sledgehammer xx MP chop xx CA 515 585
power bomb LP hcb+LP 6 2 51 KD - 160 220 59 - - T - KD 160 220 64 15 15 Punish combos IN V-trigger
power bomb MP hcb+MP 6 2 51 KD - 170 220 60 - - T - KD 170 220 64 15 15 st. HP xx sledgehammer xx backdrop 274 485 All combos here are the same as above minus the [st. HP xx trigger], but I'll write their damage
values anyway.
power bomb HP hcb+HP 6 2 51 KD - 180 220 60 - - T - KD 180 220 64 15 15
power bomb EX hcb+PP 6 2 51 KD - 220 250 60 - - T - KD 220 250 64 15 15 st. HP xx sledgehammer xx MP chop xx CA 471 405
power drop hcb+P (opponent turned) 5 2 51 KD - 126 225 - - - T - KD 126 225 55 6 6 CH st. HK, st. HP xx sledgehammer xx backdrop 351 610
power drop EX hcb+PP (opponent turned) 5 2 51 KD - 72*90 0*270 - - - T - KD 72*90 0*270 64 15 15 CH st. HK, st. HP xx sledgehammer xx MP chop xx CA 519 540
air stampede LK d,u+LK 27 2 17 KD -5 120 200 46 15 30 M - KD 144 240 44 44 44 Crush counter punishes
air stampede MK d,u+MK 30 2 21 KD -5 120 200 53 15 30 M - KD 144 240 40 40 40 Alex's crush counter punishes are off f+HP and st. HK, and are mentioned elsewhere in the guide though I'll reproduce them
below. Despite the fact that CH st. HP xx HP chop combos do slightly more damage than the equivalent meterless crush counter
air stampede HK d,u+HK 33 2 22 KD -5 120 200 57 15 30 M - KD 144 240 39 39 39
combo, crush counters build V-meter, keep screen position, end in resets when meterless, and do more damage if using any
air stampede EX d,u+KK 29 2 18 KD 2 140 200 49 15 35 M - KD 168 240 43 43 43 meter.
head crush LP d,u+LP 36 2 43 3 - 160 250 81 - - T - 3 160 250 - - -
head crush MP d,u+MP 40 2 49 3 - 160 250 91 - - T - 3 160 250 - - - CH st. HP xx HP chop xx backdrop 301 515 meterless max damage, not actually a crush counter
head crush HP d,u+HP 44 2 55 3 - 160 250 101 - - T - 3 160 250 - - - CH st. HK, st. HP xx MP chop 253 435 meterless setup
head crush EX d,u+PP 30 2 49 3 - 180 300 82 - - T - 3 180 300 - - - CH st. HK, st. HP xx MK slash elbow xx CA 506 475 super
heavy hammer qcf,qcf+P 5 KD -25 100*50*200 0*0*0 - 20*20*20 H*H*H - KD 120*50*200 0*0*0 64 15 15 CH st. HK, st. HP xx trigger, st. HP xx sledgehammer xx backdrop 370 635 trigger
CH st. HK, st. HP xx trigger, st. HP xx sledgehammer xx MP chop xx CA 515 585 trigger+super
health CH st. HK, st. HP xx sledgehammer xx backdrop 351 610 already in trigger
stun CH st. HK, st. HP xx sledgehammer xx MP chop xx CA 519 540 already in trigger, super
taunt 61 Ranged Punishes
jump 47(4+39+4) st. HP starts all his ranged punish options. You don't get the mixup scenario of MP chop so MK slash elbow is marginally better.
jump forward 46(3+39+4) st. HP xx MK elbow 171 330
jump backward 47(4+39+4) st. HP xx trigger, st. HK xx sledgehammer xx backdrop 302 525 if you hit with a far st. HP, it hits slightly later than normal and allows a st. HK post trigger. This is
important since at the ranges st. HP hits late, a second st. HP won't hit at all. You can react during
dash forward 19
the trigger freeze to where alex's st. HP connected with the opponent, letting you know whether the
dash backward 24 st. HK is possible.
Not shown but all the normal conversions from st. HP still work.
Confirm combos
st. MP, st. LP xx LP chop 143 283 cancelling to super does (388, 283) here
st. MP, st. LK xx EX chop 216 323 LK does a little more damage when both are comboing to flash chop
f+HP, st. LP xx LP chop 163 333 f+HP is +3 on block and hits crouching opponents. Cancelling to super does (408, 333)
f+HP, st. LK xx EX chop 236 373
CH st. MP, st. MP xx LP chop 182 330 You can also end in MK slash elbow, but you need a little prior charge since this combo doesn't
inherently grant charge time.
Corner stuff
Alex cr. HP inherently links to non EX knee in the corner. That's mostly irrelevant except for this single CH only meterless juggle,
from what I can tell.
It's a bit risky but you can frame trap with slow chop cancels. If you get a counter hit chop, you can combo out of it.
If you get a counterhit or hard hit sledgehammer, you can cancel to HP chop then backdrop on reaction
Alex has some nice combos from fully charged sledgehammer if you get the guard break or a dizzy
Video tutorial here (link)
Move Command Startup Active Recovery Hit Advantage Block Advantage Damage Stun Total Hitstop Chip Attack Level Cancel Ability CH hit adv. CH Damage CH Stun KD Adv. KDR Adv. KDRB Adv. Hitboxes Birdie combos
stand LP - 5 2 10 4 3 40 90 0 H SP,V 6 48 108
stand MP - 7 2 16 4 -1 60 120 10 H SP,V 6 72 144 Anti Airs Frame data collated by @gilley3D
stand HP - 14 2 22 -2 -6 90 150 15 H V 0 108 180 cr. MP Birdie's most ubiquitous anti air. Works even from really close, but not so great from afar. Works moreso Hitboxes collated by @FreestyleiSH
by its enormous vertical height than its shrinking hurtbox so feel free to hit it early.
stand LK - 4 2 7 6 3 30 90 0 H SP,V 8 36 108 using Frame Trapped
stand MK - 8 3 16 2 -2 70 120 12 H V 4 84 144 Combo info collated by Bafael
stand HK - 12 3 20 6 0 100 150 17 H V 29 120 180 Bad Hammer You have to do the second hit pretty delayed and sometimes it's impossible. High damage AA though.
Doesn't work well close but works fantastically from afar. Do it early too. Losing the 2nd hit is a lot better
crouch LP - 5 2 11 4 2 40 90 0 H V 6 48 108 Larger hitbox image here: http://eish.deviantart.com/gallery/58172993/Street-Fighter-V-Hitboxes
than losing to jump normals
crouch MP - 6 6 15 0 -5 70 120 12 H SP,V 2 84 144
crouch HP - 10 4 26 KD -9 90 150 15 H SP,V 0 108 180 93 32 37 Bull horn Shrinks his hurtbox but doesn't work too well up close. knockdown, high damage.
crouch LK - 4 2 11 4 2 30 90 0 L V 6 36 108 HK chain You can't do this on reaction to a jump but it's not THAT risky to pull chain out during footsies and it does
win clean for good damage, while his other two chains bait jump in combos.
crouch MK - 10 2 18 -1 -4 60 120 10 L V 1 72 144
crouch HK - 12 3 25 KD -11 100 150 17 L V KD 120 180 69 20 25
jump LP - 4 5 - - - 50 90 0 M - - 60 108 CA it works from mid range to far out reliably but goes under when close. Underwhelming as an AA.
jump MP - 7 6 - - - 70 120 12 M - - 84 144
jump HP - 7 5 - - - 100 150 17 M - - 120 180
jump LK - 5 5 - - - 50 90 0 M - - 60 108 Punish Combos Damage (in V) Stun Comments
jump MK - 7 4 - - - 70 120 12 M - - 84 144 cr. HP xx HK chain 234 (281) 330 good after jump ins and whatnot.
jump HK - 9 5 - - - 100 150 17 M - - 120 180 st. HK, cr. MP xx MP bull head 267 (300) 418 Really slow and maybe impossible after jumps. Point blank only. It's usually not worth it but st. HK,
cr. MP xx EX chain adds 32 damage for the bar, important only for securing a kill
bull charge f+HP 25 4 18 3 -7 100 150 17 H - KD 118 120 180
bull slider df+HP 19 5 22 -1 -5 100 150 17 L - 1 120 180 st. HK, cr. MP xx MP bull head xx CA 505 418 super version
bull drop f+HK 7 3(12)4 18 2 -4 40*80 50*100 7*13 H*M - 2 48*80 60*100
bad hammer d+HP > HP 7 5 31 KD - 90*54 150*135 - H*H - KD 54 135 62 1 6 Punish combos USING V-trigger
bad skull N or f+LP+LK 5 2 18 KD - 150 200 - T - KD 150 200 71 12 12 cr. MP xx bull horn xx trigger, LP bull head 318 484 This combo looks pretty weird but outside the corner, this is his only way to combo into bull head
and have it still juggle into trigger, which means this is a damage optimized meterless trigger BnB.
bad chain b+LP+LK 5 2 18 KD - 75*75 100*100 - T - - 75*75 100*100 74 15 15
break time MP+MK - - - 52 - - - - - -
banana time b+MP+MK 50 - 9 29 2 10 0 2 H - 12 0 cr. MP xx EX bull horn xx trigger, LP bull head 337 529
drink time d+MP+MK 50 - 11 28 10 10 0 2 H - 12 0 st. HK, cr. MP xx EX bull horn xx trigger, LP bull head 393 613
enjoy time HP+HK 16 - - - - - - - Crush counter punishes
pepper pot f+PPP in block 16 2 19 KD -2 60 0 H st. HK, cr. HP xx HK chain 329 475 Birdie can't walk in and do st. HK here.
bull head LP qcf+LP 14 3 29 KD -10 120 200 30 H CA,V KD 144 240 85 26 31 st. HK, cr. MP xx MP bull head xx CA 525 448
bull head MP qcf+MP 18 3 30 KD -10 130 200 33 H CA,V KD 156 240 85 25 30 st. HK, cr. MP xx bull horn xx trigger, LP bull head 397 603
bull head HP qcf+HP 27 3 24 KD -5 140 200 35 H CA,V KD 168 240 90 31 36 st. HK, cr. MP xx bull horn xx trigger, LP bull head xx CA 601 603
bull head EX qcf+PP 14 4(26)4 28 KD -10 80*80 100*150 20*20 H*H V KD 96*80 180*150 85 26 30 Ranged Punishes
bull horn hold any button, release 15 6 29 KD -18 130 200 33 H CA,V KD 156 240 89 30 35 st. MK 70 120
bull horn EX hold any 2 button, release 15 9(11)4 32 KD -19 75*75 50*200 19*19 H*H V KD 90*75 60*200 88 29 34 st. MP, MP bull head 177 300
killing head LP hcb+LP 5 2 52 KD - 20*160 40*160 - T - KD 20*160 40*160 82 23 23 cr. HP xx EX chain 243 348
killing head MP hcb+MP 5 2 52 KD - 20*20*150 40*40*140 - T - KD 20*20*150 40*40*140 82 23 23 st. MP, MP bull head xx CA 449 300
killing head HP hcb+HP 5 2 52 KD - 20x3*140 40x3*120 - T - KD 20x3*140 40x3*120 82 23 23 Confirm combos
killing head EX hcb+PP 5 2 52 KD - 10x6*160 30x6*90 - T - KD 10x6*160 30x6*90 82 23 23 Birdie's st. HK combos also function as confirms. Besides that I could only find one other, and it's point blank, v-trigger only.
hanging chain LK qcf+LK 25 16 24 KD -23 140 200 0 H - KD 140 200 79 20 20 There's probably a bunch of confirms involving the banana though.
hanging chain MK qcf+MK 25 16 24 KD -23 150 200 0 H - KD 150 200 68 19 19 Confirm combos (light normals)
hanging chain HK qcf+HK 25 16 31 KD - 160 200 - H - KD 160 200 81 22 22 cr. LK, st. LK, cr. LP 89 243 Sorry, this is max damage off a low outside trigger.
hanging chain EX qcf+KK 15 17 21 KD -21 70*100 100*100 0 H - KD 70*100 100*100 78 29 29 cr. LK, st. LK xx CA 329 171 Super confirm from low.
hanging chain cancel hold K, press P - - 17 - - - - - - - - - - - (trigger) cr. LK, st. LK xx LP bull head 183 331 Max damage in trigger
bull revenger LK hcb+LK 35 2 28 KD - 70*70*30 100*100*30 - T - KD 70*70*30 100*100*30 69 20 20 (trigger) cr. LK, st. LK xx LP bull head xx CA 469 331 With super
bull revenger MK hcb+MK 40 2 28 KD - 70*70*40 100*100*30 - T - KD 70*70*40 100*100*30 69 20 20 st. LK, st. LP xx LP bull head 162 331 LP combos to bull head but you generally can't get to st. LP off a low.
bull revenger HK hcb+HK 43 2 28 KD - 70*70*50 100*100*30 - T - KD 70*70*50 100*100*30 69 20 20 st. LK, st. LP xx LP bull head xx CA 400 331 Super version
bull revenger EX hcb+KK 25 11 47 KD - 50*50*100 50*50*130 - T - KD 50*50*100 50*50*130 69 20 20 With cr. LK, st. LK, the recoil of the second LK pushes enemies out of the range where st. LP works. But if you do the jab a frame
later (1f window instead of 3f if buffered) it will reach. This is probably unintended. It reliably works on cornered opponents,
skip to my chain qcf,qcf+P 6 5 60 KD -30 50x3*200 0*0*0*0 50 H - KD 60*50*50*200 0*0*0*0 36 36 36
crouching opponents, and after crossups regardless of timing.
-
health 1050 -
stun 1000 - Non CC punish CC confirms
taunt 61 - f+HP, MP bull head 237 (285) 360
jump 49(4*41*4) - f+HP, MP bull head xx CA 509 (611) 360
jump forward 49(4*41*4) - far HK, (walk in) st. MP xx MP bull head 278 448
jump backward 49(4*41*4) - far HK, (walk in) st. MP xx EX bull horn xx trigger, LP bull head 404 643
dash forward 23 - Counter hit BnBs
dash backward 26 - st. LK, st. MP
- cr. LK, st. LP
V-TRIGGER st. MP, CA
bull head LP hcf+LP 10 2(1)4 29 KD -9 24*120 10*190 H CA KD 84 25 30 f+HK second hit, st. LK (pretty much only possible meaty AFAIK)
bull head MP hcf+MP 15 2(2)2(2)4 29 KD -9 24*24*108 10*10*180 H CA KD 84 25 30 Corner stuff
bull head HP hcf+HP 22 2(1)2(1)2(3)4 23 KD -9 24x3*96 10x3*170 H CA KD 90 31 36 In the corner, Birdie's bull horns and bull heads all juggle into v-trigger. Additionally, bull head juggles get more hits. This
drastically increases his damage.
bull head EX hcf+PP 1(3)2(2)2(2)4(20)2(3)4
8 23 KD -7 192 250 H - KD 91 32 37
bull horn hold any button, release 15 2(0)10 31 KD -12 78*78 100*100 H CA KD 94 35 40 Midair connect and juggles
bull horn EX hold any 2 button, release 152(1)2(3)2(11)4 31 KD -17
24*24*66*66
10*10*80*150 H - KD 89 30 35 Anti air bull horn xx trigger, LP bull head
killing head LP hcb+LP 5 2 52 KD - 24*192 40*160 T - KD 82 23 23 Anti air bull horn xx trigger, LP bull head xx CA
killing head MP hcb+MP 5 2 52 KD - 24*24*180 40*40*140 T - KD 82 23 23 Notes
killing head HP hcb+HP 5 2 52 KD - 24x3*168 40x3*120 T - KD 82 23 23 Birdie has lots of combo opportunities and extensions off his banana
killing head EX hcb+PP 5 2 52 KD - 12x6*192 60x3*90 T - KD 82 23 23 Video tutorial here (link)
hanging chain LK qcf+LK 25 16 24 KD -23 168 200 H - KD 79 20 20
hanging chain MK qcf+MK 25 16 24 KD -23 180 200 H - KD 68 19 19
hanging chain HK qcf+HK 25 16 31 KD - 192 200 T - KD 81 22 22
hanging chain EX qcf+KK 15 17 21 KD -21 84*120 100*120 H - KD 78 29 29
hanging chain cancel hold K, press P - - 17 - - - - - - - - - -
bull revenger LK hcb+LK 35 2 28 KD - 84*84*36 100*100*30 T - KD 69 20 20
bull revenger MK hcb+MK 40 2 28 KD - 84*84*48 100*100*30 T - KD 69 20 20
bull revenger HK hcb+HK 43 2 28 KD - 84*70*60 100*100*30 T - KD 69 20 20
bull revenger EX hcb+KK 25 11 47 KD - 60*60*120 50*50*130 T - KD 69 20 20
skip to my chain qcf,qcf+P 6 5 60 KD -30 60x3*240 0*0*0*0 H - KD 36 36 36
Move Command Startup Active Recovery Hit Advantage Block Advantage Damage Stun Total Hitstop Chip Attack Level Cancel Ability CH hit adv. CH Damage CH Stun KD Adv. KDR Adv. KDRB Adv. Hitboxes Cammy combos
stand LP 4 2 6 4 2 30 70 0 H CH,SP,V 6 36 84
stand MP 6 3 9 7 2 60 100 10 H SP,V 9 72 120 Anti Airs Frame data collated by @gilley3D
stand HP 6 2 20 1 -3 80 150 13 H SP,V 3 96 180 Cannon spike They all seem to be invincible and do the same damage. LK works from Hitboxes collated by @FreestyleiSH
surprisingly close and HK works from surprisingly far. All versions can be
stand LK 4 2 7 2 1 40 70 0 H V 4 48 84 using Frame Trapped
cancelled into HK super. This is her best anti air.
stand MK 9 3 13 2 -2 60 100 10 H V 4 72 120 Combo info collated by Bafael
stand HK 9 4 17 2 -2 90 150 15 H V 20 108 180 st. HK Beats jump attacks clean, and carries less risk from far away than a HK cannon
spike (which might whiff if they don't extend a limb). Not as rewarding, more
crouch LP 3 2 7 4 2 20 70 0 H CH,SP,V 6 24 84 Larger hitbox image here: http://eish.deviantart.com/gallery/58172993/Street-Fighter-V-Hitboxes
specific to time. Up close you can potentially get a crush counter which gives you
crouch MP 5 3 10 5 1 60 100 10 H SP,V 7 72 120 a nice free dp, better damage than the dp alone.
crouch HP 9 3 20 0 -2 90 150 15 H CA,V 2 108 180
crouch LK 4 2 9 1 -1 20 70 0 L CH,V 3 24 84 Jump back MP(/LP/LK) Very quick, nice hitbox, good for very close jumps.
crouch MK 7 2 14 0 -3 50 100 8 L SP,V 2 60 120 Punish Combos Damage (in V) Stun Comments
crouch HK 7 2 20 KD -12 100 150 17 L V KD 120 180 69 20 25 f+HK, cr. MP xx HK SA 214 (230) 310 Cammy's f+HK, cr. MP punishes do literally 2 more damage than her st. MP, st. HP punishes,
but f+HK is way slower, which means it punishes fewer moves and is harder to land after a
jump LP 3 5 - - - 40 70 0 M - - 48 84
jump-in. Its combos also do noticably less dizzy and are less open to v-trigger extensions. I
jump MP 5 5 - - - 70 100 12 M - - 84 120 recommend the next combos instead:
jump HP 7 5 - - - 90 150 15 M - - 108 180
jump LK 3 5 - - - 40 70 0 M - - 48 84 st. MP, st. HP xx HK SA 212 355
jump MK 6 5 - - - 70 100 12 M - - 84 120 b+MP xx HK xx EX hooligan, divekick, MK CSp 280 410
jump HK 8 5 - - - 90 150 15 M - - 108 180 st. MP, st. HP xx HK CSp xx CA 447 395 BnB super combo
knee bullet f+HK 12 2(5)2 17 5 -2 40*40 50*50 7*7 H*H - 2 48*40 60*50 Ending combos with HK spiral arrow (MK spiral arrow after target combo) gives you much better okizeme
and corner carry at the expense of a little damage and stun over cannon spike. Use whichever you prefer.
lift upper b+MP 4 4 14 0 -2 60 100 10 H SP,V 2 72 120
lift combination b+MP > HK 9 4 27 KD -12 60*72 100*90 10*13 H*H SP KD 72*72 120*90 87 29 33 Punish combos USING V-trigger
gyro clipper LP+LK 5 2 18 KD - 65*65 100*100 - T - KD 65*65 100*100 58 9 9 st. MP, st. HP xx trigger, st. HP xx spiral arrow, cannon spike 340 530 You can just do the cannon spike if you wanna save half your trigger meter at the expense of
60 damage.
delta through b+LP+LK 5 2 18 KD - 140 200 - T - KD 140 200 64 15 15
delta drive HP+HK - - - - - - Cammy's v-trigger super combo is weaker than no trigger and wastes half her trigger time. Use V-trigger or
super but not both.
axel spin knuckle MP+MK 36 2 16 6 2 60 100 10 H - 8 72 120
strike back f+KKK 17 2 29 KD -8 60 0 H Punish combos IN V-trigger
spiral arrow LK qcf+LK 7 11 21 KD -12 80 150 20 H CA KD 96 180 85 26 31 st. MP, st. HP xx spiral arrow, cannon spike 340 495 if you've ran out of trigger time, the ender can also be executed with EX uppercut for identical
damage and stun.
spiral arrow MK qcf+MK 7 13 23 KD -15 90 150 23 H CA KD 108 180 78 19 25
spiral arrow HK qcf+HK 7 2(1)11 26 KD -11 50*50 50*100 13*13 H*H CA KD 60*50 60*100 80 21 26 st. MP, st. HP xx spiral arrow, LK CA 447 355 Note the damage is equal to her meterless super combo, which is not available in v-trigger as
cannon spike cannot be cancelled.
spiral arrow EX qcf+KK 7 2(2)10 23 KD -11 50*70 50*150 13*18 H*H - KD 60*70 60*150 81 21 26
cannon spike LK f,d,df+LK 4 11 39 KD -37 120 200 30 H CA KD 144 240 79 20 25 Crush counter punishes
cannon spike MK f,d,df+MK 5 11 39 KD -37 120 200 30 H CA KD 144 240 79 20 25 Crush counter st. HK and a small walk in can be added to all cammy's previously listed punishes to
increase the damage. If you're too far out to get a point blank st. HK, you can do a dash into target combo
cannon spike HK f,d,df+HK 6 11 39 KD -37 120 200 30 H CA KD 144 240 79 20 25
(b+MP xx HK) at all ranges. Here are some ideal combos.
cannon spike EX f,d,df+KK 3 11 38 KD -37 50*50*60 50*50*100 13 H - KD 60*50*60 60*50*100 77 18 23
cannon strike LK qcb+LK(air) 13 11 - - - 60 100 15 H - - 72 120 - - (CC) st. HK, (dash) b+MP xx HK xx MK SA (or HK CSp) 277/298 455/490
cannon strike MK qcb+MK(air) 13 11 - - - 60 100 15 H - - 72 120 - - (CC) st. HK, (dash) b+MP xx HK xx HK CSp xx CA 483 490
cannon strike HK qcb+HK(air) 13 11 - - - 60 100 15 H - - 72 120 - - (CC) st. HK, (dash) b+MP xx trigger, st. HP xx SA, CSp 358 565
cannon strike EX qcb+KK(air) 13 11 - - - 60 100 15 H - - 72 120 - - Ranged Punishes
hooligan combination LP hcf+LP - - - - - 39 - - - - - - - - cr. MK xx HK CSp 158 280
hooligan combination MP hcf+MP - - - - - 39 - - - - - - - - cr. MK xx HK CSp xx CA 410 280
hooligan combination HP hcf+HP - - - - - 39 - - - - - - - - cr. HP xx trigger, cr. MK xx SA, CSp 302 457 cr. HP goes far but doesn't special cancel. It karas you forward if you v-trigger cancel it,
enabling combos even at max range.
hooligan combination EX hcf+PP - - - - - 39 - - - - - - - -
razor edge slicer hcf+P > no input 10 KD -2 100 150 25 L - KD 120 180 94 35 40 Confirm combos
razor edge slicer EX hcf+PP > no input 10 KD 3 50*50*50 50*50*100 13*13*13 L*L*L - KD 60*50*50 60*50*100 97 38 43 All of Cammy's previously listed link combos function as confirms. Here are some more.
fatal leg twister hcf+P > LP+LK near ground - cr. MP, cr. MP comes out fast
cross scissors pressure hcf+P > LP+LK in air 4 KD 150 200 - T - KD 150 200 55 6 6 st. MP, cr. MK works from afar
cannon strike hcf+P > K 15 11 - - 60 100 15 H - - 72 120 v-skill, cr. MP
cannon strike EX hcf+PP > K 13 11 - - 60 100 15 H - - 72 120 divekick (high), cr. LP
cross stinger assault qcf,qcf+K 4 KD -22? 330 0 50 H - KD 340 0 93 44 divekick (low), cr. MP
(trigger) divekick, st. MP
health 900 Confirm combos (light normals)
stun 900 cr. LK, st. LP xx SA 127 253 Low confirm
taunt 61 cr. LK, st. LP xx HK CSp xx CA 362 293 Low super confirm
jump 46(3+39+4) cr. LP, b+MP xx HK xx MK SA 201 345 3f punish
jump forward 46(3+39+4) cr. LP, b+MP xx HK xx HK CSp xx CA 407 380 3f super punish
jump backward 46(3+39+4) cr. LP, b+MP xx trigger, st. HP xx SA, CSp 282 455
dash forward 16 Counter hit BnBs
dash backward 21 cr. LP, st. HP
cr. MP, st. HP
v-skill, st. HP
V-TRIGGER there really isn't much better to link into than good old st. HP (+ continuations)
spiral arrow qcf+K 7 12 23 KD -13 15x4*60 25x4*50 4x4*15 H CA KD 18*15x3*60 30*25x3*50 Corner stuff
cannon spike f,d,df+K 3 6(3)3(3)3 41 KD -37 50*20x3*50 40x5 13 H CA KD 60*20x3*50 48*40x4 far spiral arrow, LK/EX/trigger CSp
cannon strike qcb+K(air) 13 11 - 6? - 40*20*20 40*30*30 10*5*5 H - - 48*20*20 48*20*20 (EX) razor's edge slicer, LK/EX/trigger CSp
Midair connect and juggles
EX cannon strike, CSp
AA CC st. HK, CSp
AA CC st. HK, CSp xx CA
Notes
Video tutorial here (link)
Move Command Startup Active Recovery Hit Advantage Block Advantage Damage Stun Total Hitstop Chip Attack Level Cancel Ability CH hit adv. CH Damage CH Stun KD Adv. KDR Adv. KDRB Adv. Hitboxes Chun Li combos
stand LP 4 2 8 5 2 30 70 0 H CH,SP,V 7 36 84
stand MP 5 2 10 6 3 60 100 10 H SP,V 5 72 120 Anti Airs Frame data collated by @gilley3D
stand HP 11 2 16 0 -3 80 100 13 H CA,V 2 96 180 b+HK Chun's general anti air. Goes very high above her head so it works closer than most Hitboxes collated by @FreestyleiSH
anti airs do. It's not so hot at beating attacks from extremely far out, though.
stand LK 4 3 7 1 -3 40 70 0 H SP,V 3 48 84 using Frame Trapped
stand MK 8 3 15 2 -2 60 100 10 H V 4 72 120 st. LK Works from close and far, and comes out much faster than b+HK, but somewhat Combo info collated by Bafael
unrewarding to land. Doesn't shrink her hurtbox so use it early
stand HK 12 3 16 1 -2 90 150 15 H V 21 108 180
crouch LP 3 2 6 5 2 20 70 0 H CH,SP,V 7 24 84 st. HK Works from moderately to extremely far away. Can juggle to super on crush Larger hitbox image here: http://eish.deviantart.com/gallery/58172993/Street-Fighter-V-Hitboxes
counter. Slow but great hitbox and range.
crouch MP 10 9 18 -3 -8 60 100 10 L V -1 72 120
crouch HP 7 2(10)2 14 2 -5 60*40 100*50 10*7 H*H SP,V 2 72*40 120*50 EX SBK Considerably better at getting all the hits anti air than SF4. Also, true invincibility and
hits crossups.
crouch LK 3 2 8 1 -1 20 70 0 L CH,V 3 24 84
crouch MK 6 2 15 0 -2 50 100 8 L SP,V 0 60 120 Jump back air throw Works really well at anti airing close jumps, and does nice damage. You could use it
from afar too I guess but it really shines as an anti crossup
crouch HK 7 3 24 KD -12 100 150 17 L V KD 120 180 65 16 21
jump LP 3 5 - - - 40 70 0 M - - 48 84 Jump back LP Another anti crossup. Significantly less rewarding than air throw but a smidge faster
and less height restriction.
jump MP 6 4 - - - 60 100 10 M - - 72 120
jump HP 6 4(2)4 - - - 50*50 100*50 8 M*M - - 60*50 120*50 In Trigger, anti air or air to air medium and hard normals allow for juggles.
jump LK 4 7 - - - 40 70 0 M - - 48 84 Punish Combos Damage (in V) Stun Comments
jump MK 6 5 - - - 60 100 10 M - - 72 120 Ending combos in Lightning Legs instead of spinning bird kick usually makes them dramatically easier but
sacrifices some damage and the knockdown. In order to do the st. MP, cr. MK xx bird combo, you have to
jump HK 5 6 - - - 90 150 15 M - - 108 180
charge down as soon as you do the st. MP, and cancel the cr. MK slightly late to maximize your charge time.
tsuitotsuken b or f+MP 7 2 12 3 0 60 100 10 H V 5 72 120
hakkei b+HP 7 5 13 3 2 90 150 15 H SP,V KD 97 108 180
senenshu df+MK 26 2 16 0 -2 70 100 12 M - 2 84 120 cr. HP xx LK legs, cr. LP xx LK spinning bird 232 370 cr. HP puts you abnormally close to opponents, so you can reach the cr. LP after LK legs.
tenkukyaku b+HK 8 5 13 2 0 70 150 12 H V 4 84 180 cr. HP xx LK legs, cr. LP xx CA 396 228 BnB super punish. You can cancel the cr. LP to legs and then that to super which makes it more
reliable, but you lose about 20 damage.
yokusenkyaku f+HK 18 5 13 2 -2 70 150 13 H - 4 84 180
kakurakukyaku df+HK 34 6 6 4 -2 80 150 13 M - - 96 180 Chun li doesn't have a meaningful way to use 1 bar to increase her damage that I can find.
yosokyaku d or df+MK during jump 5 4 - - 40 60 7*8*10 M SP - 48 72 Punish combos USING V-trigger
wall jump uf during jump near wall - - - - - - - - - - - - - - - - st. HP xx trigger, cr. HP xx LK legs, cr. LP, cr. MK xx MK SBK 304 458 Using a link then trigger seems unoptimal, so this is the strongest combo I could find. st. HP is
used because it moves chun forward so she's still close after activation.
koshuto LP+LK 5 2 18 KD 120 170 - T - KD 120 170 64 15 15
tenshin shushu b+LP+LK 5 2 18 KD 140 200 - T - KD 140 200 72 23 23 st. HP xx trigger, cr. HP xx LK legs, cr. LP, cr. MK xx legs xx CA 442 394 super version of the last combo. Here the legs don't reduce the damage due to scaling.
ryuseiraku LP+LK(air) 5 2 - KD 130 200 T - KD 130 200 70 21 21 Punish combos IN V-trigger
renkiko HP+HK 54 - - - - - - (trigger)f+HK, cr. LP, st. MP, cr. MK xx MK SBK 306 483 f+HK is the strongest starter in trigger that I could find, and this seems to be the optimal way to
convert from it.
rankyaku MP+MK 11 4 44 KD -24 40 50 7 H - KD 48 60 71 12 17
sohakkei f+PPP 10 2 20 1 0 40 0 H (trigger)f+HK, cr. LP, st. MP, cr. MK xx legs xx CA 422 387 super version of the last combo. Here the legs don't reduce the damage due to scaling.
kikoken LP b,f+LP 13 - 32 0 -6 60 100 10 H CA 2 72 120 Crush counter punishes
kikoken MP b,f+MP 11 - 32 -1 -5 60 100 10 H CA 1 72 120 st. HK, dash in, st. MP, cr. MK xx MK SBK 303 490 Without the dash the punishes are too far, and with it you're only about +5 so st. MP seems
optimal here.
kikoken HP b,f+HP 9 - 32 -2 -4 60 100 10 H CA 0 72 120
kikoken EX b,f+PP 11 - 27 4 1 40*60 0*100 7*10 H*H - 4 48*60 0*100 st. HK, dash in, st. MP, cr. MK xx CA 450 350 Same but with super, again no 1-2 bar combos here.
hyakuretsukyaku LK qcf+LK 5 2x4 20 3 -8 20x4 20x4 5x4 H CA 3 24*20x3 24*20x3 st. HK xx trigger, f+HK, cr. LP, st. MP, cr. MK xx MK bird 334 539 Max meterless damage with activation I could find.
hyakuretsukyaku MK qcf+MK 10 2x5 20 2 -9 20x5 20x5 5x5 H CA 2 24*20x4 24*20x4 st. HK xx trigger, f+HK, cr. LP, st. MP, cr. MK xx legs xx CA 472 475 Super version. Again, legs don't add scaling so they're used here.
hyakuretsukyaku HK qcf+HK 14 2x6 20 1 -10 20x6 20x6 5x6 H CA 1 24*20x5 24*20x5 Chun's st. HK causes an airborne reel in V-trigger, but she can still abuse the counter hit.
hyakuretsukyaku EX qcf+KK 5 2x10 19 KD -2 10x9*50 10x9*150 3x9*13 H - KD 12*10x8*5012*10x8*150 90 31 36 (trigger) f+HK, st. MP, cr. HP xx HK bird 347 490
air hyakuretsukyaku LK qcf+LK(air) 7 2x4 - - 20x4 20x4 5x4 H - - 24*20x3 24*20x3 (trigger) f+HK, st. MP, cr. HP xx CA 472 350
air hyakuretsukyaku MK qcf+MK(air) 8 2x5 - - 20x5 20x5 5x5 H - - 24*20x4 24*20x4 Ranged Punishes
air hyakuretsukyaku HK qcf+HK(air) 8 2x6 - - 20x6 20x6 5x6 H - - 24*20x5 24*20x5 cr. MK xx MK SBK 165~179 262~280 This almost always works, except when cr. MK is hitting the recovery of an extended hitbox, in
which case HK legs is better. Even when it loses hits it's stronger than legs
air hyakuretsukyaku EX qcf+KK(air) 6 2x7 - - 25x7 30x7 6x7 H - - 30*25x6 36*30x6
spinning bird kick LK d,u+LK 9 2x5 24 KD -6 20x4*40 20*25x3*105 5x4*10 H - KD 24*20x3*40 24*20x3*40 91 32 37 cr. MK xx CA 364 100 A quick super combo. Damage is low here but it's more of an addition than super usually gets,
200~ damage stronger than meterless combos.
spinning bird kick MK d,u+MK 15 2x7 24 KD -8 25*15x5*40 30*20x5*70 6*4x7*10 H - KD 30*15x5*40 36*20x5*70 91 32 37
spinning bird kick HK d,u+HK 22 2x9 26 KD -10 10*15x7*45 20x8*40 3*4x7*11 H - KD 12*15x7*45 24*20x7*40 89 30 35 st. HP xx trigger, cr. HP xx HK bird 255 370 This works except at the farthest reaches of st. HP's range, and it's a decently strong conversion
spinning bird kick EX d,u+KK 5 2x5 27 KD -12 30x4*50 30x4*80 8x4*13 H - KD 36*30x3*50 36*30x3*80 80 21 26 st. HP xx trigger, cr. HP xx super 380 230 Super version. The damage isn't really notably higher than the triggerless version.
hoyokusen qcf,qcf+K 5 2 35 KD -20 340 0 8*3x??*7 H - KD 346 0 99 40 40 Confirm combos
st. MP, cr. MK xx MK SBK 217 350 Chun's cr. HP isn't so good to throw out and doesn't confirm into its cancel. This link is safe and
allows chun to pressure and converts to good damage. HK legs works but less damage and no
health 950
knockdown but it is dramatically easier.
stun 1000
taunt 61 st. MP, cr. MK xx CA 369 190 super variation.
jump 48 (3+41+4) Chun doesn't seem to have a great way to hit confirm into v-trigger. She's better off using the trigger itself as a
hit confirm or using it to add to her punish combo damage.
jump forward 48 (3+41+4)
jump backward 48 (3+41+4) (trigger) b+HP, cr. MK xx MK SBK 275 400 This is your highest damage hit confirm in v-trigger from a fast safe normal.
dash forward 15 (trigger)f+HK, cr. LP, st. MP, cr. MK xx MK SBK 306 483 This is a higher damage confirm from an unthrowable low crush. It's much slower.
dash backward 21 (trigger)f+HK, cr. LP, st. MP, cr. MK xx legs xx CA 422 387 super version of the last combo. Here the legs don't reduce the damage due to scaling.
(trigger)d/f+MK, cr. LP, cr. MK xx MK SBK 263 383 BnB from an overhead
(trigger)d/f+MK, cr. LP, cr. MK xx CA 403 242 BnB super from an overhead
V-TRIGGER Confirm combos (light normals)
stand LP 4 5 5 6 2 40 70 H CH,SP 8 48 84 cr. LK, cr. LP xx LK SBK 134 293 You can also use lightning legs if you don't have charge. Both chun's lights are 3f but only LK is
low and only jab cancels.
stand MP 5 2 10 8 3 70 100 H SP 10 78*6 120*0
stand HP 11 4 14 2 -3 90 150 H - 4 96*6*6 180*0*0 cr. LK, cr. LP, st. LP xx LK SBK 146 331 Only a smidge more damage but more lights = more hitconfirming time. Works only point blank.
stand LK 4 4 6 1 -3 50 70 H SP 3 60 84 cr. LK, st. LP, st. LP xx CA 319 189 no need to charge here so standing jabs are more optimal for marginally higher damage
stand MK 8 4 14 4 -2 70 100 H - 6 78*6 120*0 (trigger)cr. LK, cr. LP, cr. MK xx MK SBK 213 353 This hit confirm is only available in trigger but is very useful and potent. SF4 veterans should
understand it immediately.
stand HK 12 3 16 1 -2 100 150 H - KD 105 108*6*6 180*0*0
crouch LP 3 4 4 6 2 30 70 H CH,SP 8 36 84 trigger)cr. LK, cr. LP, cr. MK xx CA 353 213 super version of last combo.
crouch MP 10 9 18 -2 -8 70 100 L - -1 78*6 120*0 Chun can actually link cr. LP to st. MP, which starts the confirm with a 3f normal. It lowers the damage a bit so
it's mostly useful for punishing -3 or -4 moves, It also allows Chun to combo out of certain +3/+4 attacks into
crouch HP 7 2(10)2 14 2 -2 65*45 150 H*H SP 2 66*6*6*35*5*5
120*0*0*50*0*0
higher damage, as seen with v-trigger f+HK for example.
crouch LK 3 3 7 3 -1 30 70 L CH 5 36 84
crouch MK 6 2 13 4 -2 60 100 L SP 6 66*72 120*0 Non CC punish CC confirms
crouch HK 7 4 23 KD -12 110 150 L - KD 82 120*6*6 180*0*0 b+HP xx HK legs 216 288 You have to do b+HP into hcf every time you execute this in order to react to the crush counter
but it is reactable
jump LP 3 5 - - - 50 70 M - 60 84
jump MP 6 4 - - - 70 100 M - 78*6 120*0 b+HP, CA 422 180 This is a considerably easier confirm because it's a juggle rather than a cancel.
jump HP 6 4(2)4 - - - 55*55 150 M - 54*6*6*45*5*5
120*0*0*50*0*0 b+HP xx v-trigger, cr. HP xx HK legs 251 344 highest damage juggle I could find off v-trigger reaction activation meterless.
jump LK 4 7 - - - 50 70 M - 48 84 b+HP xx v-trigger, st. HP, CA
jump MK 6 5 - - - 70 100 M - 74*6 120*0 Counter hit BnBs
jump HK 9 6 - - - 100 150 M - 97*5*5 180*0*0 b/f+MP into EX legs or CA
tsuitotsuken b or f+MP 7 3 11 4 0 70 100 H - 6 78*6 120*0 cr. LP into cr. MK
hakkei b+HP 7 7 11 6 2 100 150 H SP KD 96 108*6*6 180*0*0 (trigger)f+HK into st. MP
senenshu df+MK 26 2 16 3 -2 80 100 M - 5 90*6 120*0 Corner stuff
tenkukyaku b+HK 8 5 13 2 0 80 150 H - 4 84*6*6 180*0*0 There's not anything super practical here besides the fact that EX fireball combos to crouch jab in the corner. I
guess if you've got a cornered opponent and a point blank punish your max damage for 1 bar would be
yokusenkyaku f+HK 18 5 13 3 -2 90 150 H - 5 96*6*6 180*0*0
something like b+HP, EX fireball, cr. LP xx LK SBK, but you only get 40 damage more than a meterless
kakurakukyaku df+HK 34 6 11 7 3 90 150 M - 96*6*6 180*0*0 combo which isn't really worth the bar.
rankyaku MP+MK KD 60 60
kikoken LP b,f+LP 13 - 32 0 -6 2 72 120 Midair connect and juggles
kikoken MP b,f+MP 11 - 32 -1 -5 1 72 120 Anti air fireball, CA 374 100 If you see a fireball hit on a midair opponent you can often super to pick up a juggle.
kikoken HP b,f+HP 9 - 32 -2 -4 0 72 120 V-skill, yosokyaku x3, MK air legs 170 206 Getting that MK legs is quite precise but there's no other meterless juggle so it's free damage
and worth pursuing.
kikoken EX b,f+PP 11 - 27 4 1 4 60*70 0*100
hyakuretsukyaku LK qcf+LK 5 20 3 -8 3 24*20x3 24*20x3 V-skill, yosokyaku x3, EX air legs 263 320 Here the EX adds 100 damage so it's generally worth the meter.
hyakuretsukyaku MK qcf+MK 10 20 2 -9 2 24*20x4 24*20x4 air to air j. MP xx HK legs 168 208
hyakuretsukyaku HK qcf+HK 14 20 1 -10 1 24*20x5 24*20x5 air to air j. MP, CA 374 100 this is so precise it's borderline impractical.
hyakuretsukyaku EX qcf+KK 5 19 KD -2 KD 12*10x8*5012*10x8*150 air to air j. MP, v-trigger, cr. HP xx HK legs 175 236 not a bad way to get v-trigger going but barely more damage than an air cancel
spinning bird kick LK d,u+LK 9 24 KD -6 (trigger) air to air j. MP, yosokyaku x3, j. HK 267 334 Do the stomps fast.
spinning bird kick MK d,u+MK 15 24 KD -8 (trigger)air to air j. MP, yosokyaku x3, j. HK, CA 449 334 The later you do the j.HK, the easier the combo is.
spinning bird kick HK d,u+HK 22 26 KD -10 The best juggle after any anti air medium or hard normal in v-trigger is generally into cr. HK for consistent
damage and knockdown, or st. HP, CA if you have super. In some contexts you can also go for cr. HP xx HK
spinning bird kick EX d,u+KK 9 27 KD -12
legs for a bit more meterless damage.
hoyokusen qcf,qcf+K
Notes
Video tutorial here (link)
Move Command Startup Active Recovery Hit Advantage Block Advantage Damage Stun Total Hitstop Chip Attack Level Cancel Ability CH hit adv. CH Damage CH Stun KD Adv. KDR Adv. KDRB Adv. Hitboxes Dhalsim combos
stand LP 3 4 8 5 3 30 70 0 H SP,V 7 36 84
stand MP 12 2 17 0 -4 60 100 10 H V 2 72 120 Anti Airs Frame data collated by @gilley3D
stand HP 20 3 22 -3 -6 60 150 15 L V -1 108 180 cr. MP probably his most consistent option. Works pretty well up close but great from afar. Reaches so far Hitboxes collated by @FreestyleiSH
it anti airs neutral jumps, shrinks his hurtbox, and comes out pretty quickly. Not as good as b+MP
stand LK 5 3 7 3 2 40 70 0 H SP,V 5 48 84 using Frame Trapped
up close
stand MK 10 2 15 0 -4 50 100 8 H V 2 60 120 Combo info collated by Bafael
stand HK 16 2 23 -3 -5 90 150 15 H V 24 108 180 b+MP Comes out faster than cr. MP and much better at hitting attacks going straight over his head. Still
not great at anti airing would be crossups. Still great hitbox, small hurtbox, usually interchangable
crouch LP 4 2 8 4 1 30 70 0 H SP,V 6 36 84 Larger hitbox image here: http://eish.deviantart.com/gallery/58172993/Street-Fighter-V-Hitboxes
from cr. MP but very narrow so won't hit far jumps, which could spell dhalsim's demise if the
crouch MP 8 4 19 -1 -3 60 100 10 H SP,V 1 72 120 opponent empty jumps from certain ranges as sim whiffs this
crouch HP 8 3 13 7 3 90 150 15 H SP,V 9 108 180
crouch LK 4 6 14 -4 -7 20 70 0 L V -2 24 84 b+HP a slow, high damage anti air that doesn't seem to shrink his hurtbox at all. Gets crush counter on
counter hit so hit it as soon as you see a jump. Rewarding but unreliable.
crouch MK 7 11 12 -3 -8 50 100 8 L V -1 60 120
crouch HK 12 16 19 KD -21 90 150 15 L V KD 108 180 57 8 13
jump LP 5 5 - - - 40 70 0 M - - 48 84 CA A fantastic anti air. Much wider than it looks, hits would-be crossups, high damage and
knockdown. Costs lots of bar
jump MP 6 4 - - - 70 100 - M - - 84 120
jump HP 7 4 - - - 90 150 15 M - - 108 180 cr. LK Not a traditional anti air. Dhalsim can use one of his slides to get out of potential crossups, or the
corner.
jump LK 4 5 - - - 40 70 0 M - - 48 84
jump MK 6 6 - - - 70 100 12 M - - 84 120 fireball can't be done on reaction to jumps but fairly good at stuffing them.
jump HK 12 6 - - - 90 150 15 M - - 108 180 Not demonstrated here but cr. MK can also trip-guard far out jumps and is safe on empty jump
block if done early enough. cr. MP is usually better there anyway, unless it's REALLY far.
drill kick d+K (air) 12 - - - - 60 70 10 H - - 72 84
yoga anvil b+HP 12 6 24 -3 -8 90 150 15 H SP,V KD 95 108 180
yoga upper b+MP 8 4 11 3 0 60 100 10 H SP,V 5 72 120 Punish Combos Damage (in V) Stun Comments
divine kick b+MK 6 3 15 3 1 60 100 10 H SP,V 5 72 120 cr. HP xx MP flame 152 285 A very general punish that's always available. Dhalsim has trouble moving point blank due to his low foot
speed and might not be able to do it in time.
yoga rocket LP+LK 5 2 18 KD - 120 170 - T - KD 120 170 77 28 28
yoga hoop b+LP+LK 5 2 18 KD - 130 200 - T - KD 130 200 76 17 17 cr. HP, b+MK xx MP flame 198 360 Point blank only but significantly more damage and not significantly harder.
yoga burner HP+HK 13 3 25 KD 4 100 150 25 - - KD 120 180 100 41 46 Instant air teleport, j. HP, cr. HP xx MP flame 226 405 Only available during long punishes but the most meterless damage Dhalsim can squeeze out I'm aware of.
Basically a fast jump-in combo.
yoga float MP+MK or f+MP+MK 29? 107 - - - - - -
yoga float(airborne) MP+MK (air) 16? - - - - - - cr. HP, b+MK xx MP flame xx CA 394 360 For any of Dhalsim's combos into flame, you can tack on a critical art to increase the damage. Any of the
above 3 combos also cancel into critical art even at max range. The damage addition isn't much compared
yoga mala f+PPP 15 2 37 KD -2 100 0 H
to most supers but it's still worthy of the meter.
yoga fire LP qcf+LP 15 - 38 -6 -8 50 100 9 H CA -4 60 120
yoga fire MP qcf+MP 15 - 38 -6 -8 50 100 9 H CA -4 60 120 Crush counter punishes
yoga fire HP qcf+HP 15 - 38 -6 -8 50 100 9 H CA -4 60 120 st. HK, cr. HP, b+MK xx MP flame 272 500 the cr. HP cancel is much more reliable than this combo but this is pretty optimized for damage.
yoga fire EX qcf+PP 14 - 32 4 5 40*60 40*60 7*10 H*H - 4 48*60 48*60 Ranged Punishes
yoga flame LP hcb+LP 13 23 22 KD -3 70 100 18 H CA KD 84 120 99 40 45 st. MK 50 100 Sweep is 2f slower which is enough it misses the punish here.
yoga flame MP hcb+MP 18 27 15 KD -2 80 150 20 H CA KD 96 180 102 43 48 cr. HP xx MP flame 152 285 works from quite far away but not THAT far.
yoga flame HP hcb+HP 25 32 19 KD 3 90 200 23 H CA KD 108 240 106 47 52 cr. MK xx trigger 130 220
yoga flame EX hcb+PP 12 32 24 KD -3 30*30*20*40 50*50*50*50 8x3*10 H - KD 36*30*20*40 60*50*50*50 118 57 62 cr. HP, cr. MK xx trigger 195 345
yoga gale LP hcb+LP (air) 13 14 - KD - 80 200 20 H CA KD 96 240 Sim doesn't appear to be able to confirm a super at a range.
yoga gale MP hcb+MP (air) 15 16 - KD - 90 200 23 H CA KD 108 240 Confirm combos
yoga gale HP hcb+HP (air) 17 18 - KD - 100 200 25 H CA KD 120 240 cr. HP is dhalsim's only confirm combo and I've already shown it off as his optimal punish. The combos are
identical. Note that dhalsim doesn't need to confirm usually as his yoga flames are pretty safe.
yoga gale EX hcb+PP (air) 10 20 - KD - 45*45*36 80*80*80 13*10*10 H - KD 54*45*36 96*80*80
yoga teleport f,d,df or b,d,db+PPP or KKK 8? - 53 - - - - - - Confirm combos (light normals)
yoga sunburst qcf,qcf+P (can hold) (air) 10 KD 9 320 0 8x4*20 H KD 330 0 108 49 54 cr. LP, cr. LP xx EX flame 153 293 Dhalsim's metered conversion is generously better than his meterless one, which is just 2 jabs into nothing.
health 900 cr. LP, cr. LP xx CA 281 133 no way to have a special move here.
stun 900 Non CC punish CC confirms
taunt 61 st. HK, st. HP 168 315 Dhalsim's best combo from max range st. HK
jump 71(3+64+4) st. HK, cr. HK 177 315 More damage plus a knockdown. Puts sim uncomfortably close if they neutral quickstand though.
jump forward 71(3+64+4) Counter hit BnBs
jump backwards 71(3+64+4) st. LK, st./cr. LP
dash forward 21 st. LP, b+MK
dash backwards 25 cr. HP, cr. HP
Corner stuff
EX fireball, st. LP not really worth it cuz the only conversion is into another EX move so it forces you to burn 2 bars.
EX flame, EX burst Kind of cool looking but the damage again isn't that high for 2 bars. Better than the last combo anyway.
Midair connect and juggles
CC b+HP xx fireball this is a bit safer than flame if you don't react well to the crush counter.
CC b+HP xx HP yoga flame high damage meterless conversion
CC b+HP xx HP yoga flame xx CA super conversion
Notes
Dhalsim can get a lot of combos into or out of fireballs. It would be very exhausting to show all those off.
Several of Dhalsim's zoom limbs can cancel into trigger. cr. MK is almost always the best because it's quite fast and moves
Dhalsim close enough to get the trigger's hit.
Tenko can juggle into a short v-skill, which is useful for building v-meter at the expense of some damage.
v-skill can be cancelled to v-trigger, allowing juggles into rekkas or super
Video tutorial here (link)
Move Command Startup Active Recovery Hit Advantage Block Advantage Damage Stun Total Hitstop Chip Attack Level Cancel Ability CH hit adv. CH Damage CH Stun KD Adv. KDR Adv. KDRB Adv. Hitboxes Ken Tutorial
stand LP 4 2 7 4 2 30 70 0 H CH,SP,V 6 36 84
stand MP 7 2 15 3 0 60 100 10 H SP,V 5 72 120 Anti Airs Frame data collated by @gilley3D
stand HP 9 2 20 5 -3 80 150 13 H SP,V 6 96 180 MP shoryuken True invincibility, high damage, knock down. What more could you ask for? kind of sucks when it whiffs Hitboxes collated by @FreestyleiSH
stand LK 4 2 9 3 -1 30 70 0 H SP,V 5 36 84 using Frame Trapped
stand MK 8 3 17 1 -2 60 100 10 H V 3 72 120 cr. HP goes a bit more straight up than uppercut, can maybe hit would-be crossups before they cross. Can also be Combo info collated by Bafael
cancelled to v-skill for a neat cross under.
stand HK 13 2 25 3 -4 90 150 15 H V KD 104 108 180
crouch LP 4 2 8 3 2 30 70 0 H CH,SP,V 5 36 84 st. MK doesn't shrink his hurtbox but goes pretty high up so it's good at counterhitting, also works from pretty far Larger hitbox image here: http://eish.deviantart.com/gallery/58172993/Street-Fighter-V-Hitboxes
out.
crouch MP 5 3 12 4 1 60 100 10 H SP,V 6 72 120
crouch HP 6 5 22 -4 -9 90 150 15 H SP,V -2 84 180 j. MP(/LP/LK) Good for beating jumps from very very close.
crouch LK 4 2 7 3 1 20 70 0 L CH,V 5 24 84 CA Ken's critical art is surprisingly tall and works surprisingly close and far. You can do a deep MP uppercut
cancelled to CA for a bit more damage but it's tight.
crouch MK 6 2 14 0 -4 50 100 8 L SP,V 2 60 120
crouch HK 7 3 23 KD -12 100 150 17 L V KD 120 180 73 24 29 Punish Combos Damage (in V) Stun Comments
jump LP 3 6 - - - 40 70 0 M - - 48 84 cr. MP, b+MP xx HP xx HK tatsu 251 376 the initial link is point blank only so get really close. This is his strongest link into his strongest special
move.
jump MP 5 6 - - - 70 100 12 M - - 84 120
jump HP 8 4 - - - 90 150 15 M - - 108 180 Ken's 1 bar combos aren't worth the meter investment as punishes.
jump LK 4 7 - - - 40 70 0 M - - 48 84 cr. HP xx HP shoryu xx CA 453 240 Ken's strongest cancel, strongest special move. Links reduce damage due to scaling.
jump MK 6 5 - - - 60 100 10 M - - 72 120 Punish combos USING V-trigger
jump HK 8 5 - - - 90 150 15 M - - 108 180 cr. HP xx trigger, cr. HP xx LK tatsu, HP shoryu 321 466
thunder kick f+HK (hold) 23 3 22 0 -4 80 150 13 M - 2 96 180 Ken's activation super combos actually do less than his normal super combos
thunder kick (feint) f+HK - - - - 31 - - - - - - Punish combos IN V-trigger
inazuma kick b+MK 21 3 19 0 -4 60 100 10 M - 2 72 120 cr. HP xx LK tatsu, HP shoryu 299 406
chin buster b+MP 4 2 15 0 -2 50 80 8 H SP,V 2 60 96 cr. HP xx LK tatsu, MP shoryu xx CA 482 346
chin buster 2nd b+MP > HP 6 3 27 KD -13 50*54 80*72 8*10 H*H SP,V KD 60*54 96*72 88 29 34 Crush counter punishes
lion breaker MK > HK 8 4 23 KD -6 60*54 100*90 10*10 H*H SP,V KD 72*54 120*90 87 28 34 st. HP xx skill, b+MP xx HP xx HK tatsu 287 456
knee bash LP+LK 5 2 18 KD - 30*30*60 0*0*170 - T - KD 30*30*60 0*0*170 78 19 19 Ken can no longer use his strongest cancels, cr. HP and st. HK, in CC punishes, but he gets no new combo opportunities into LK
tatsu. As a result his damage actually goes DOWN in crush counter scenarios. Apart from that meterless combo his crush counter
hell wheel b+LP+LK 5 2 18 KD - 130 200 - T - KD 130 200 69 10 10
punishes are all identical except he starts with st. HP instead of cr. HP
heat rush HP+HK - - - - 51 - - - - - -
quick step MP+MK (hold to attack) 24 2 KD -6 70 150 22 12 H V KD 84 180 89 30 35 Ranged Punishes
senpu nataotoshi f+KKK 10 4 22 2 0 40 0 H cr. HK 90 150
hadouken LP qcf+LP 14 - 34 -4 -10 50 100 8 H CA,V -2 60 120 EX shoryu 150 200
hadouken MP qcf+MP 14 - 34 -4 -10 50 100 8 H CA,V -2 60 120 cr. MK xx CA 347 100
hadouken HP qcf+HP 14 - 34 -4 -10 50 100 8 H CA,V -2 60 120 Ken is not so good here.
hadouken EX qcf+PP 12 - 33 3 1 40*50 0*150 7*7 H*H V 3 48*50 0*150 Confirm combos
shoryuken LP f,d,df+LP 3 11 30 KD -23 100 150 25 H CA,V KD 120 180 89 30 35 All cr. MP, b+MP combos function as confirms.
shoryuken MP f,d,df+MP 4 12 35 KD -26 80*50 75*75 20*13 H CA,V KD 96*50 90*75 89 29 34 st. MK xx st. HK there's barely enough time to confirm the st. HK. Shoryu cancels are best here for consistency.
shoryuken HP f,d,df+HP 4 13 43 KD -34 60*50*30 50*50*50 15*13*8 H CA,V KD 72*50*30 60*50*50 85 26 31
shoryuken EX f,d,df+PP 4 8(18)7 60 KD -45 20x6*30 20x5*50*50 5x6*8 H V KD 24*20x6*30 24*20x5*50*50 83 24 29 st. HP, st. LK
tatsumaki senpukyaku LK qcb+LK 3 2(5)2(4)2 19 KD -8 40*30 50*50 10*8 H CA,V KD 48*30 60*50 96 37 42 EX tatsu, (dash) HP shoryu
tatsumaki senpukyaku MK qcb+MK 6 2(5)2(6)2(6)2(4)2 18 KD -9 40*30*30 50*50*50 10*8*8 H CA,V KD 48*30*30 60*50*50 95 36 41 (trigger) crossup tatsu, b+MP
tatsumaki senpukyaku HK qcb+HK 16 4(12)2(10)2(10)3 21 KD -43 50*30x3 60*40*40*60 13 H - KD 60*30x3 72*40*40*60 77 18 23 Confirm combos (light normals)
tatsumaki senpukyaku EX qcb+KK 8 5(9)3(4)3(3)3(5)2 45 KD -59 40x4 50x4 10 H - KD 48*40x3 60*50x3 88 29 34 cr. LK, st. LP xx HP shoryu 159 253
air tatsumaki senpukyaku LK qcb+LK(air) 9 2(6)2(6)2 - - - 80 100 20 H - - 96 120 - st. LP, st. LK xx LK tatsu, EX shoryu 218 353
air tatsumaki senpukyaku MK qcb+MK(air) 9 2(5)2(5)2 - - - 80 100 20 H - - 96 120 - st. LP, b+MP xx HP xx HK tatsu 221 346
air tatsumaki senpukyaku HK qcb+HK(air) 9 2(4)2(4)2 - - - 80 100 20 H - - 96 120 - (trigger) st. LP, st. LK xx LK tatsu, HP shoryu 241 358
air tatsumaki senpukyaku EX qcb+KK(air) 9 2(6)2(7)2 - - - 90 100 23 H - - 108 120 - (trigger) st. LP, st. LK xx LK tatsu, MP shoryu xx CA 397 306
guren enjikyaku qcf,qcf+K 5 2 44 KD -26 340 0 60 H - KD 346 0 31 31 31 Non CC punish CC confirms
st. HK xx skill, uppercut/super
health 1000 cr. HP xx fireball, dash in uppercut/super
stun 1000 Counter hit BnBs
taunt 60 cr. LP, cr. MP
jump 45 (3+38+4) cr. MP xx CA
jump forward 45 (3+38+4) Corner stuff
jump backward 45 (3+38+4) EX fireball xx HP shoryu hits a little harder than LK tatsu combos in v-trigger but they've removed his 3f normal so he can't combo
out of non-trigger EX fireball anymore. I don't even show it cuz it only adds like 20 some damage, plus a little more for EX fireball
dash forward 15
EX uppercut
dash backward 24
Midair connect and juggles
Besides combos out of HP SRK 2nd hit trigger and anti air MP SRK trigger, the only useful juggles are LK tatsu which is already
demonstrated in many combos
V-TRIGGER
hadouken qcf+P 13 - 34 KD -6 70 100 H CA Notes
hadouken EX qcf+PP 12 - 33 KD 2 60*60 100*100 H - Video tutorial here (link)
shoryuken LP f,d,df+LP 3 12 26 KD -18 120*80 150*100 H CA
shoryuken MP f,d,df+MP 4 13 41 KD -31 100*50 75*75 H CA
shoryuken HP f,d,df+HP 4 14 49 KD -39 40*30x4 30x5 H CA
shoryuken EX f,d,df+PP 4 8(18)11 56 KD -42 20x8*10 20x8*10 H -
tatsumaki senpukyaku LK qcb+LK 3 2(5)4(2)2 15 KD -8 50*40 75*75 H CA
tatsumaki senpukyaku MK qcb+MK 6 2(5)5(1)3(3)3(3)3 25 KD -9 40*40*40 50*50*100 H CA
tatsumaki senpukyaku HK qcb+HK 13 4(12)2(10)2(11)3 21 KD -2 50*40*40*30 100*50x3 H CA
tatsumaki senpukyaku EX qcb+KK 6 5(8)3(4)3(3)3(5)2 46 KD -59 40*50*50*40 50x4 H -
air tatsumaki senpukyaku qcb+K (air) 9 - KD - 100 150 H -
air tatsumaki senpukyaku EX qcb+KK (air) 8 - KD - 55*2 100*100 H -
Move Command Startup Active Recovery Hit Advantage Block Advantage Damage Stun Total Hitstop Chip Attack Level Cancel Ability CH hit adv. CH Damage CH Stun KD Adv. KDR Adv. KDRB Adv. Hitboxes Laura combos
stand LP 3 2 9 3 2 30 70 0 H SP,V 5 36 84
stand MP 6 5 11 4 3 60 100 10 H SP,V 6 72 120 Anti Airs Frame data collated by @gilley3D
stand HP 8 3 18 3 -2 80 150 13 H SP,V 16 96 180 HP bolt charge You really couldn't ask for anything better than this. Upper body invincibility, knockdown, Hitboxes collated by @FreestyleiSH
high damage, large hitbox. One of the best AA's out there.
stand LK 4 3 9 4 3 30 70 0 H SP,V 6 36 84 using Frame Trapped
stand MK 6 4 14 2 -1 60 100 10 H V 4 72 120 st. MP less risky than HP bolt charge from afar, where if the opponent empty jumps, HP bolt Combo info collated by Bafael
whiffs and is punishable while st. MP whiffs harmlessly.
stand HK 12 3 19 1 -4 90 150 15 H CA,V 17 108 180
crouch LP 4 2 7 4 2 30 70 0 H CH,SP,V 6 36 84 jump back LP (/LK) good for close anti airs. Comes out very quickly. If you're sufficiently close you can walk Larger hitbox images here: http://eish.deviantart.com/gallery/58172993/Street-Fighter-V-Hitboxes
under then st. MP but it might trade.
crouch MP 5 2 15 3 2 60 100 10 H SP,V 5 72 120
crouch HP 7 4 17 2 -2 90 150 15 H SP,V 4 108 180 Punish Combos Damage (in V) Stun Comments
crouch LK 4 2 8 2 -2 20 70 0 L CH,SP,V 4 24 84 You can end MP bolt charge combos with Rodeo Break (kick) or Split River (punch). The damage and stun are
identical so use whichever gives you better screen position. Punch changes sides and kick doesn't.
crouch MK 7 3 13 0 -2 50 100 8 L SP,V 2 60 120
crouch HK 9 3 20 KD -12 100 150 17 L V KD 120 180 74 25 30 cr. HP xx MP bolt charge xx Rodeo Break 216 315 very easy simple punish combo.
jump LP 3 5 - - - 40 70 0 M - - 48 84 f+HP xx HP xx HP bolt charge 254 370 Significantly more damage but significantly more startup.
jump MP 4 3 - - - 60 100 10 M - - 72 120 cr. HP xx EX clap, cr. HK 251 351 Only slightly more damage than her meterless cr. HP combo and less than her f+HP meterless
one, but you can do this after jump ins and v-trigger so it's worth knowing.
jump HP 7 5 - - - 90 150 15 M - - 108 180
jump LK 4 10 - - - 40 70 0 M - - 48 84 cr. HP xx HP thunder clap xx CA 424 204 Doesn't work from afar so you have to go straight from cr. HP to CA, which only does 405
jump MK 5 7 - - - 60 100 10 M - - 72 120 Punish combos USING V-trigger
jump HK 5 6 - - - 90 150 15 M - - 108 180 cr. HP xx trigger, cr. HP xx MP bolt charge xx rodeo 277 430
step elbow f+HP 18 2 17 4 -2 80 120 13 H V 6 96 144 cr. HP xx trigger, st. HP xx EX thunderclap, HP bolt charge 346 504 even though cr. HP is stronger, st. HP is used here for forward motion.
twist barrage f+HP > HP 9 3 19 KD -8 54 90 13*10 H*H SP,V KD 54 90 93 32 37 Laura's super combo using trigger is not significantly stronger so use trigger or super but not both.
dual crash MP > MK 7 3 16 1 -2 60*54 100*90 10*10 H*H V 1 72*54 120*90 Punish combos IN V-trigger
seoi throw LP+LK 5 2 18 KD - 130 200 - T - KD 130 200 66 17 17 All her punish combos in v-trigger are the same but do more damage, but she does have a significantly improved 1
bar option that's worth noting.
pullback hold b+LP+LK 5 2 18 KD - 120 170 - T - KD 120 170 68 19 19
volty line MP+MK 22 6 22 0 -7 90 150 15 M - KD 103 108 180 cr. HP xx EX clap, HP bolt charge 332 458 Now the EX bar adds about 90 damage.
linear movement avante f+MP+MK - - - - 21 - - - - - - Crush counter punishes
linear movement equiva b+MP+MK - - - - 26 - - - - - - st. HP xx f+v-skill, cr. HP xx MP bolt charge xx rodeo 288 460 A consistent CC punish that works on all characters.
linear movement finta b+MP+MK > MP+MK - - - - 30 - - - - - - st. HP xx f+v-skill, cr. HP xx clap xx CA 470 363
spark show HP+HK - - - - 57 - - - - - - st. HP xx MP clap (or HP, depends on char), cr. HP xx MP bolt charge xx rodeo 318 479 the clap hits delayed here, enabling linking afterward. This is a semi-character specific combo.
You can do st. HP into medium clap on R. Mika, Karin, Ryu, Nash, Ken, Bison, Cammy, Vega,
double slap f+PPP 15 2 24 KD -2 60 0 H
Dhalsim, and F.A.N.G. On the remaining characters, Rashid, Zangief, Chun-Li, Laura, Birdie, and
bolt charge LP qcf+LP 13 3 18 2 -2 60 100 15 H - 4 72 120 Necalli, that doesn't work, but you can use HP clap instead and then do the same combos.
bolt charge MP qcf+MP 15 3 20 2 -7 60 50 15 H - 4 72 60
bolt charge HP qcf+HP 7 8 30 KD - 60*90 50*150 - H - KD 72*90 60*150 66 17 17 st. HP xx MP clap (or HP, depends on char), cr. HP xx HP clap xx CA 474 396
bolt charge EX qcf+PP 14 3 22 0 -11 70 50 18 H - 2 84 60 Ranged Punishes
split river qcf+MP > P - - - KD - 81 135 - H - KD 81 135 58 9 9 cr. HP xx MP bolt charge xx rodeo 216 315
rodeo break qcf+MP > K - - - KD - 81 135 - H - KD 81 135 66 17 17 cr. HP xx CA 405 150
thunder clap LP qcb+LP 19 - 28 0 -5 60 60 10 H CA 2 72 72 st. HP xx trigger, st. HP xx MP bolt charge 259 430 here st. HP is used for its forward movement.
thunder clap LP qcb+LP (hold) 70 - 13 31 18 60*30*30 60*30*30 10*5*5 H CA 31 72*30*30 72*30*30 Confirm combos
thunder clap MP qcb+MP 19 - 28 0 -5 60 60 10 H CA 2 72 72 cr. MK xx LP bolt charge 104 190 Not actually a confirm but safe on block so you don't really need to confirm it. Highest damage off
a low she can muster safely.
thunder clap MP qcb+MP (hold) 70 - 13 31 18 60*30*30 60*30*30 10*5*5 H CA 31 72*30*30 72*30*30
thunder clap HP qcb+HP 19 - 28 0 -5 60 60 10 H CA 2 72 72 f+HP, st. LP xx LP bolt charge 155 263
thunder clap HP qcb+HP (hold) 70 - 13 31 18 60*30*30 60*30*30 10*5*5 H CA 31 72*30*30 72*30*30 multi hitting thunderclap, cr. HP xx MP bolt charge xx rodeo variable variable When you do multi hit thunderclaps you can wait and watch if they hit or get blocked, and react to
successful ones with st. MP xx MK xx trigger, cr. HP xx MP bolt charge xx rodeo (274, 430)
thunder clap EX qcb+PP 17 - 24 KD 3 60*30 60*30 10*5 H - KD 72*30 72*30 105 46 51
sunset wheel LK hcb+LK 6 2 52 KD - 60*90 100*100 - T - KD 60*90 100*100 62 13 13 Confirm combos (light normals)
sunset wheel MK hcb+MK 6 2 52 KD - 60*100 100*100 - T - KD 60*100 100*100 62 13 13 cr. LP, st. LP xx LP bolt charge 105 213 Sorry, this is all. She only has one conversion off lights. She can't confirm off cr. LK except into
cr. LP which doesn't combo into anything except...
sunset wheel HK hcb+HK 6 2 52 KD - 60*110 100*100 - T - KD 60*100 100*100 62 13 13
sunset wheel EX hcb+KK 19 2 52 KD - 80*100 100*100 - T - KD 80*100 100*100 62 13 13 cr. LK, cr. LP xx CA 327 133 Her only good combo from a low.
inazuma spin hold qcf,qcf+K 4 2 52 KD - 350 0 - T - KD 350 0 50 1 1 You can also combo cr. LP, st. LK xx EX bolt charge which adds significant damage in the corner and decent
damage elsewhere. Combo to sweep midscreen, or HP bolt charge in corners.
V-TRIGGER j. MP, b+HK 116 211 this is ryu's best hope at a meterless follow up.
stand LP 3 2 7 4 2 30 100 0 6 36 120 H SP - - - j. MP, j. MP xx HK tatsu 196 305 this is insanely impractical right now but might get more viable on release. You need a crazy deep j. mp.
stand MP 5 3 10 6 1 60 130 10 8 72 156 H SP - - - j. MP, EX shoryu 224 280 this is the BnB 1 bar follow up
stand HP 7 3 20 3 -1 90 180 15 KD 99 108 216 H - - - - j. MP, CA 350 100 BnB super follow up
crouch LP 4 2 6 3 2 30 100 0 5 36 120 H CH,SP - - - j. MP (1 hit) xx tatsu, HP shoryu 166 230 you can still preserve the free juggle state with a cancel to tatsu on first hit, but it's more impractical
because tatsu has more ground recovery and HP shoryu is slower. You could go into sweep too I guess.
crouch MP 5 3 12 4 2 60 130 10 6 72 156 H SP - - -
crouch HP 6 4 24 -7 -10 80 180 15 -5 108 216 H SP - - - Notes
jump LP 3 6 - - - 40 100 0 - 48 120 M - - - - Video tutorial here (link)
jump MP 7 3(2)3 - - - 40*40 65*65 7 - 48*40 78*65 M*M SP - - -
jump HP 7 5 - - - 90 180 15 - 108 216 M - - - -
collarbone breaker f+MP 20 4 17 0 -4 30*30 60*70 5*5 0 36*30 72*70 M*M - - - -
solar plexus strike f+HP 17 2(1)2 18 6 -2 45*45 60*70 8*8 6 54*45 72*70 H - - - -
hadouken LP qcf+LP 13 - 31 KD -6 70 150 12 KD 84 180 H CA 92 - -
hadouken MP qcf+MP 13 - 33 KD -6 70 150 12 KD 84 180 H CA 91 - -
hadouken HP qcf+HP 13 - 35 KD -6 70 150 12 KD 84 180 H CA 90 - -
hadouken EX qcf+PP 11 - 32 KD -1 40*40*40 0*0*200 7*7*7 KD 48*40*40 0*0*200 H - 102 - -
hadouken (full charge) qcf+P(hold) 6 - 31 KD guard break +32 40*40*40 0*0*300 7*7*7 KD 48*40*40 0*0*200 H CA 103 - -
hadouken EX (full charge) qcf+PP(hold) 5 - 32 KD guard break +32 50*50*50 0*0*300 8*8*8 KD 60*50*50 0*0*300 H - 102 - -
shoryuken LP f,d,df+LP 3 12 30 KD -24 120 200 30 KD 144 240 H CA 89 - -
shoryuken MP f,d,df+MP 4 11 39 KD -32 140 200 35 KD 168 240 H CA 81 - -
shoryuken HP f,d,df+HP 5 10 44 KD -36 160 250 40 KD 192 300 H CA 79 - -
shoryuken EX f,d,df+PP 3 12 44 KD -37 100*80 0*250 25 KD 120*80 0*250 H - 72 - -
shinkuu hadouken qcf,qcf+P 4 - 61 KD guard break +8 350 300 7x6*18 KD 358 300 H - 83 - -
Move Command Startup Active Recovery Hit Advantage Block Advantage Damage Total Hitstop Stun Chip Attack Level Cancel Ability CH hit adv. CH Damage CH Stun KD Adv. KDR Adv. KDRB Adv. Hitboxes
stand LP 5 2 9 5 1 30 70 0 H SP,V 7 36 84
stand MP 8 2 14 6 1 60 100 10 H V 8 72 120 Anti Airs Vega has 3 states Frame data collated by @gilley3D
stand HP 8 2 21 5 -2 80 150 13 H SP,V 7 96 180 cr. HP Probably his general AA, nice hitbox above him but doesn't shrink his hurtbox beyond Claw - Vega has his claw on Hitboxes collated by @FreestyleiSH
the crouch as far as I can tell.
stand LK 3 2 9 4 2 30 70 0 H V 6 36 84 Removed Claw (RC) - Vega has manually removed his claw using Frame Trapped
stand MK 7 3 12 4 2 60 100 10 H V 6 72 120 (claw off) cr. HP actually seems to shrink the hurtbox more and does the same damage, so this seems Clawless - vega has had his claw knocked off Combo info collated by Bafael
really good
stand HK 11 3 17 4 -1 90 150 15 H V 18 108 180
crouch LP 4 2 7 5 2 30 70 0 H SP,V 7 36 84 st. HK Works great from afar. Not the greatest hurtbox but goes very high. And if you get a The only difference between removed claw and clawless combos are that clawless Larger hitbox images here: http://eish.deviantart.com/gallery/58172993/Street-Fighter-V-Hitboxes
crush counter, you can combo stuff vega "claw switch" does not change his normals, which gives him a strange "best of
crouch MP 6 2 15 3 0 60 100 10 H V 5 72 120
both worlds"
crouch HP 9 2 19 -2 -5 80 150 13 H V 0 96 180 air throw best anti air from close. Highest damage anti air, made practical because he has no
height restriction on it
crouch LK 4 2 9 4 0 20 70 0 L V 6 24 84
crouch MK 7 2 16 6 2 50 100 8 L V 8 60 120 v-skill maybe better against some jumpers than others. The invincibility is easy to use but
they might land and block before you connect depending on timing.
crouch HK 9 9 15 KD -13 90 150 15 L V KD 108 180 71 23 27
jump LP 4 5 - - - 40 70 0 M - - 48 84 Punish Combos Damage (in V) Stun Comments
jump MP 5 5 - - - 70 100 12 M - - 84 120 (claw/clawless) st. HP xx claw switch, cr. MP xx MK CT 214 352 optimal meterless damage, good corner carry, switches from claw
jump HP 7 4 - - - 90 150 15 M - - 108 180 (RC) st. HP xx HK CT 188 294 best corner carry, very simple and easy, can be done w/ claw but outclassed
jump LK 4 6 - - - 40 70 0 M - - 48 84 (claw/clawless) st. HP xx claw switch, cr. MP xx EX FBA, izuna 278 380
jump MK 5 7 - - - 70 100 12 M - - 84 120 (RC) st. MP xx st. HK xx EX FBA, izuna 276 312
jump HK 9 5 - - - 90 150 15 M - - 108 180 (claw) st. HP xx MP ASE xx CA 450 330 damage optimized super w/ claw
mercury shard f+MK 22 3 13 0 -4 60 100 10 M - 2 72 120 (RC) st. HP xx HK CT xx CA 406 204 Vega doesn't have good damage options w/o claw
buster claw f+HP 13 4 20 -3 -14 80 150 13 H - 12 96 180 (clawless) st. HP xx claw switch, cr. MP xx MK CT xx CA 411 272
matador flash HP > HP > MP+MK (claw only) 8 KD -10 80*54 150*72 13*10 H*H - KD 96*54 180*72 77 19 23 Punish combos USING V-trigger
matador blitz MP > HK > MP+MK (claw off) 6 KD -16 60 100 10*13 H SP KD 72 120 78 18? 22? Meterless combos into v-trigger are almost never worth the bar because they sacrifice opportunity cost.
Instead use EX FBA into trigger or trigger into super.
wall jump uf during jump near wall - -
rainbow suplex LP+LK 5 2 18 KD - 140 200 T - KD 140 200 62 13 13 (claw/clawless) st. HP xx claw switch, cr. MP xx EX FBA, claw attack, v-trigger 335 380
crescent line b+LP+LK 5 2 18 KD - 140 200 T - KD 140 200 57 8 8 (RC) st. MP xx st. HK xx EX FBA, claw attack, v-trigger 333 312
stardust shot LP+LK(air) 5 2 - KD - 130 200 T - KD 130 200 - (claw/RC/clawless) st. HP xx v-trigger, CA 461/468 150 Note that super does slightly less damage when no claw
bloody kiss torero HP+HK 10 KD -2 30*70*70 44 0*0*0 8*18*18 H - KD 36*70*70 0*0*0 111 52 57 Crush counter punishes
bloody kiss rojo d+HP+HK 10 KD -22 30*70*70 37 0*0*0 8*18 H - KD 36*70*70 0*0*0 81 23 28 Vega's crush counter st. HK reels and can be followed by all his previously listed combos to increase punish damage
bloody kiss azul HP+HK during forward jump 10 KD -2 30*85*85 - 0*0*0 8*21*21 H - KD 36*85*85 0*0*0 89 27 35 Ranged Punishes
matador turn MP+MK 22 2 31 KD -13 90 36 100 15 H - KD 108 120 77 18 23 cr. HK 90 150
backslash f+PPP 41 CA 350 0
short backslash f+KKK 31 (claw) cr. HP xx v-trigger 468 150 the cr. HP clawless doesn't reach as far. It does 216 w/o super, maybe still worth it.
flying barcelona attackf,d,df+LK
LK or b,d,db+LK - - - - - Confirm combos
flying barcelona attackf,d,df+MK
MK or b,d,db+MK - - - - - (claw off) cr. MK, cr. MP xx MK roll
flying barcelona attackf,d,df+LK
HK or b,d,db+HK - - - - - (claw on) cr. MK, st. LP xx MP ASE
flying barcelona attackf,d,df+KK
EX or b,d,db+KK 9 KD 40 0 10 H - KD 48 0 - (claw on) cr. MK, cr. LP xx EX FBA
flying barcelona attack(claw)
f,d,df+K, then P(must have claw) 3 6 KD - 90 150 23 M - KD 108 180 (claw on) st. MP, cr. MP xx V-trigger
izuna drop f,d,df+K, then LP+LK 4 5 KD - 150 150 - T - KD 180 180 12 12 (claw off) flying barcelona attack, cr. MP
grand izuna drop LP hcb+LP (claw off) 6 2 44 KD - 50*80 100*100 - T - KD 50*80 100*100 63 14 14 (claw off) EX flying barcelona attack, st. HP
grand izuna drop MP hcb+MP (claw off) 6 2 44 KD - 50*90 100*100 - T - KD 50*90 100*100 63 14 14 (claw on) flying barcelona attack, v-trigger
grand izuna drop HP hcb+HP (claw off) 6 2 44 KD - 50*100 100*100 - T - KD 50*100 100*100 63 14 14 Confirm combos (light normals)
grand izuna drop EX hcb+PP (claw off) 6 2 44 KD - 80*100 100*150 - T - KD 80*100 100*150 68 19 19 cr. LK, st. LP, st. LK xx MK tatsu 141 329 a 3 lights confirm, somewhat rare among the cast. Shoryu won't reach here
crimson terror LK qcf+LK 8 2(16)5 10 0 -6 20*60 20*100 5*15 H*H CA 0 24*60 24*100 cr. LK, cr. LP xx HP shoryu 159 293 Higher damage but less reaction time
crimson terror MK qcf+MK 17 2(11)2(21)5 12 -2 -7 20*20*60 20*20*100 5*5*15 H*H*H CA -2 24*20*60 24-20*100 cr. LK, st. LP, st. LK xx LK tatsu, CA 307 329 super version of first combo
crimson terror HK qcf+HK 19 4(12)2(10)3(22)5 14 KD -8 20x3*60 20x3*100 5x3*15 H CA KD 24*20*20*60 24*20*20*100 89 30 35 cr. LK, cr. LP xx HP shoryu xx CA 369 293 super version of second combo
crimson terror EX qcf+KK 16 5(14)3(8)3(8)3(18)5 10 KD -2 20x4*60 20x4*100 5x4*15 H - KD 24*20x3*60 24*20x3*100 97 38 43 Non punish CC confirms
aurora spin edge LP qcb+LP 12 6 20 KD -7 100 200 25 H CA KD 120 240 90 31 36 f+HP, cr. HK 177 315 This only works from somewhat close but it's the most consistent follow up
aurora spin edge MP qcb+MP 15 6 18 KD -6 100 200 25 H CA KD 120 240 92 33 38 f+HP xx v-trigger 232 180 This works from all ranges that f+HP can connect at, and can be hit confirmed on
reaction to the crush counter
aurora spin edge HP qcb+HP 12 7 15 KD - 100 200 - H CA KD 120 240 - - -
aurora spin edge EX qcb+PP 12 7(12)4 21 KD -3 50*100 100*100 13*25 H*H - KD 120*100 120*100 86 27 32 Counter hit BnBs
switch claw qcf+P 23 - - - - - (claw off) cr. MP, cr. MP
bloody rain qcf,qcf+P or qcb,qcb+P 9 8 29 KD -22 330 0 5 H - KD 334 0 80 (any) cr. LP, cr. MP
(claw on) cr. MK, st. HP
(any) cr. MK, cr. MK
health 1000 Corner stuff
stun 950 Couldn't really find anything neat besides HP ASE combos but they don't seem good.
taunt 61 Midair connect and juggles
jump 46(3+39+4) AA CC st. HK into sweep (probably best for clawless), MP ASE (into CA), EX ASE, v-skill, or ground/air v-trigger.
jump forward 46(3+39+4) All of those follow ups also work after trade EX FBA in emergencies
jump backward 46(3+39+4) Notes
dash forward 17 Vega's target combo into v-skill is usually not optimal but if you're about to build trigger it could be just what
you need.
dash backward 21
Video tutorial here (link)
no claw normals...
stand LP 3 2 6 5 3 30 10 8 70 0 H SP,V 7 36 84 - - -
stand MP 6 3 13 3 1 60 21 12 100 10 H V 5 72 120 - - -
stand HP 9 2 21 4 -1 90 31 15 150 15 H SP,V 6 108 180 - - -
crouch LP 4 2 7 4 2 30 12 8 70 0 H CH,SP,V 6 36 84 - - -
crouch MP 5 3 12 4 2 60 19 12 100 10 H SP,V 6 72 120 - - -
crouch HP 9 4 15 1 -2 80 27 15 150 13 H SP,V 3 96 180 - - -
jump LP 3 5 - - - 40 - 8 70 0 M - - 48 84 - - -
jump MP 4 5 - - - 70 - 12 100 10 M - - 84 120 - - -
jump HP 7 4 - - - 90 - 15 150 15 M - - 108 180 - - -
Move Command Startup Active Recovery Hit Advantage Block Advantage Damage Stun Total Hitstop Chip Attack Level Cancel Ability CH hit adv. CH Damage CH Stun KD Adv. KDR Adv. KDRB Adv. Hitboxes
stand LP 5 4 7 5 3 40 70 0 H SP,V 7 48 84
stand MP 6 2 12 3 1 70 100 12 H V 5 84 120 Anti Airs Frame data collated by @gilley3D
stand HP (hold) 16(37) 4 23 1 (KD) -3 (1) 100(130) 150 17 (22) H V 27 120(156) 180 94 Lariat Gief's main AA. Good damage, knockdown, and seems to shrink his hurtbox. Actually hits on the back but Hitboxes collated by @FreestyleiSH
worse at hitting crossup jumps than you'd think.
stand LK 5 2 12 2 0 30 70 0 H SP,V 4 36 84 using Frame Trapped
stand MK 9 3 17 0 -3 70 100 12 H V 2 84 120 cr. HP Very tall and decently powerful. Doesnt' shrink his hurtbox and bad at hitting directly over his head as it Combo info collated by Bafael
moves forward somewhat. Less committal than Lariat when anti airing from afar.
stand HK 11 4 22 1 -2 90 150 15 H V KD 109 108 180
crouch LP 4 3 6 5 3 30 70 0 H SP,V 7 36 84 st. LP Really tall hitbox, great for pre-empting crossups and preventing corner escape. Works from closer than his Larger hitbox images here: http://eish.deviantart.com/gallery/58172993/Street-Fighter-V-Hitboxes
cr. HP. Doesn't shrink his hurtbox and somewhat unrewarding. Fundamentally important as it's his best AA
crouch MP 7 3 12 5 3 60 100 10 H SP,V 7 72 120
when close (where his mixup works) and it keeps opponents in the corner (unlike lariat)
crouch HP 9 6 20 1 -4 100 150 17 H CA,V 3 120 180
crouch LK 4 2 8 4 1 30 70 0 L SP,V 6 36 84 st. HK Doesn't shrink his hurtbox but tall enough to anti air pre-emptively and can crush counter. Juggle to another
st. HP, lariat, or air EX SPD from easiest and least rewarding to hardest and most rewarding.
crouch MK 8 2 16 0 -4 60 100 10 L SP,V 2 72 120
crouch HK 10 3 26 KD -10 100 150 17 L V KD 120 180 68 19 24 Gief doesn't particularly need a jump back AA because jab is fine for anti airing close jumps. He can also anti air with a quick jump EX
air SPD but it's difficult to get it out in time.
jump LP 5 5 - - - 50 70 0 M - - 60 84 - -
jump MP 6 4 - - - 80 100 13 M - - 96 120 - - Punish Combos Damage (in V) Stun Comments
jump HP 7 6 - - - 100 150 17 M - - 120 180 - - HP SPD 240 250 A pretty strong punish and pretty straightforward. Doesn't work after jump in attacks and stuff so you need...
jump LK 6 5 - - - 50 70 0 M - - 60 84 - -
jump MK 7 3 - - - 70 100 12 M - - 84 120 - - f+HP, st. LK xx lariat 207 423 Good for after jump ins. You have to hold forward for the lariat to reach. It's worth noting this also does
significantly more stun.
jump HK 9 5 - - - 100 150 17 M - - 120 180 - -
head butt f+HP 12 4 14 7 2 100 200 17 H CA 9 120 240 - - f+HP, cr. MP xx CA 474 290 Best super combo I could come up with. Spin fast!
knee hammer f+MK 12 4 12 3 -3 70 100 12 H - 5 84 120 - - Punish combos USING V-trigger
flying body press d+HP during jump 7 7 - - 100 150 17 M - - 120 180 - - st. HP xx trigger (maximum hold), st. HP (charged) 335 490 Doesn't add that much damage for the price of your whole v-meter, but is stronger than his normal
punishes.
atomic drop LP+LK 5 2 18 KD - 130 170 - T - KD 130 170 64 15 15
captured b+LP+LK 5 2 18 KD - 130 170 - T - KD 130 170 74 25 25 st. HP xx trigger (maximum hold), EX air SPD (384, 490) 384 490 A decent damage increase for one bar.
cyclone lariat HP+HK 27 KD 20x9 20x8*90 H - KD 24*20x8 24*20x7*90 131 ?? ?? Punish combos IN V-trigger
iron muscle MP+MK (hold) 2 -2 50 100 25 8 H - 4 60 120 - - f+HP, cr. MP xx trigger (medium hold) 250 450 Note that you have to already be in v-trigger to do this combo. Can still follow jump ins and does
dramatically more stun than just an SPD, but uses up some trigger meter.
muscle explosion f+KKK 10 2 17 3 -2 60 0 H
screw pile driver LP 360+LP 5 2 52 KD - 180 250 - T - KD 180 250 71 22 22 f+HP, cr. MP xx trigger (maximum hold), st. HP (charged) 389 630 Adds quite a lot of damage but uses up your trigger.
screw pile driver MP 360+MP 5 2 52 KD - 200 250 - T - KD 200 250 76 27 27 f+HP, cr. MP xx trigger (maximum hold), EX air SPD 438 630 1 bar version.
screw pile driver HP 360+HP 5 2 52 KD - 240 250 - T - KD 240 250 76 27 27 Crush counter punishes
screw pile driver EX 360+PP 5 2 52 KD - 240 300 - T - KD 240 300 76 27 27 st. HP, (walk in?) HP SPD 336 405 How far you need to move is based on your starting range.
double lariat PPP 9 6(5)4(8)3 31 KD -35 100 200 25 H - KD 120 200 75 16 st. HP, MK running bear grab 300 360 easier and has more corner carry (important!) but does noticably less damage.
siberian express LK hcb+LK 17 2 52 KD - 170 200 - T - KD 170 200 73 24 24 st. HP, (walk in) f+HP, cr. MP xx CA 538 440
siberian express MK hcb+MK 23 2 52 KD - 200 200 - T - KD 200 200 73 24 24 (from afar)
siberian express HK hcb+HK 30 2 52 KD - 220 200 - T - KD 220 200 73 24 24 st. HP, (walk in) cr. HK 210 315 Gief has a really hard time converting a CC punish from afar.
siberian express EX hcb+KK 15 2 52 KD - 200 200 - T - KD 200 200 68 19 19 st. HP, v-trigger (maximum hold), st. HP (charged) 355 520 a good conversion from max range but resource heavy
borscht dynamite LP 360+LP(air) 3 4 37 KD - 50*130 100*150 - T - KD 50*130 100*150 72 23 23 st. HP, v-trigger (maximum hold), EX air SPD 404 520 even more resource heavy
borscht dynamite MP 360+MP(air) 3 4 37 KD - 50*150 100*150 - T - KD 50*150 100*150 72 23 23 st. HP, v-trigger (no hold), CA 440 180 uses 2 more bars than previous combo but keeps v-trigger as a resource. Potentially useful in heavy fireball
matchups like Ryu, but usually unoptimal compared to the previous combo.
borscht dynamite HP 360+HP(air) 3 4 37 KD - 50*170 100*150 - T - KD 50*170 100*150 72 23 23
borscht dynamite EX 360+PP(air) 3 4 37 KD - 50*150 100*150 - T - KD 50*150 100*150 76 27 27 Ranged Punishes
bolshoi russian suplex 720+P 1 2 65 KD - 50*50*300 0 - T - KD 50*50*300 0 60 11 11 cr. HK 100 150 Goes far enough to punish most unsafe attacks, but somewhat unrewarding
LP SPD 180 250 Pretty good at grabbing attacks even quite far out, not bad for punishing.
health 1050 st. LK xx CA 390 70 st. LK is his farthest range button that can reasonably punish something, and with really quick spinning you
can cancel into super (works even at max range, only won't work when you're hitting an extended hurtbox
stun 1050
from an attack's recovery). Just st. LK by itself is still a good punish by merit of its enormous range, since it
taunt 63 often hits when nothing else will, and you can even cancel to running bear for a reset.
jump 49(5+39+5)
jump forward 49(5+39+5) Confirm combos
jump backward 49(5+39+5) All of gief's previous f+HP combos function as confirms. Here are some others:
dash forward 25 cr. MP, st. LK xx lariat 167 323 note this also combos to CA instead of lariat.
dash backward 25 st. MP, CA 430 100 safely puts you into v-trigger on block, can combo super on reaction
st. HP xx trigger (don't hold), CA 420 150 safely puts you into v-trigger on block, can combo super on reaction
v-skill (hold), CA 410 100 Gief can super on reaction to the flex hitting.
Confirm combos (light normals)
cr. LP, st. LK xx lariat 137 293 knockdown conversion from lights.
cr. LK, cr. LP, cr. LP 81 189 Max damage from a low w/o super.
cr. LK, cr. LK, CA 377 133 You can also cancel into the super but linking it is much easier.
cr. LK, cr. LP, cr. LP xx trigger (medium hold) 165 329 only way to combo out of 3 light normals w/o super
cr. LK, cr. LP, cr. LP xx trigger (maximum hold), st. HP (charged) 292 473 You can do 2 light normals here but the damage loss is minimal and the extra confirm time is appreciated.
cr. LK, cr. LP xx trigger (maximum hold), EX air SPD 341 473 Here the damage loss is notable for 3 light normals so try to confirm off two.
Crush Counter confirms
st. HP (full charge), dash in HP SPD 372 465 This works at all ranges because the reel is now long enough for a dash.
st. HK, st. HP 198 315 works even from almost max range
st. HK, f+HP 198 360 Good okizeme and damage equal to lariat. Point blank only.
st. HK, EX air SPD 288 360
Counter hit BnBs
f+MK, st. LK the most useful one. I can say with absolute certainty you can do f+MK watching for counter hit and react
when you get it with the st. LK xx lariat cancel. It makes f+MK a fantastic poke.
Side note the hitbox images are small to keep the spreadsheet size under 1-2mb. The larger ones would've made the
spreadsheet a 20mb+ download hence the optional link to the larger images for those that want them.
All data complete and verified. Guile section should be done soon.
Another thing worth mentioning is that if you like and use this data please think about visiting and subscribing to Bafael's youtube page also follow gilley and eiSH on twitter and eiSH's deviant art page.
Also some of them have patreon or donation pages so sending some lunch money their way is always appreciated.
@gilley3D
@FreestyleiSH
Frame Trapped
Bafael