Street Fighter V/G/Strategy

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V-System

V-Reversal

A 17f strike V-Reversal. G steps forward and takes a bow knocking his opponent away.

V-Skill 1

G summons a large orb around him which absorbs 1 hit projectiles while grounded, generating V-Gauge. While it is a bit slow at 13f, due to its large amount of active frames it can be used as a preemptive anti-air to cover multiple angles such as normal jump in or dive kick. It can also be used in the air and can absorb up to 2 hit projectiles that are not classed EX and canceled into from certain attacks such as jLK. Because it knocks the opponent upwards, it is possible to follow it up afterwards in some situations.

In VT1, his VS1 becomes a giant projectile that beats out almost every other projectile in the game. The forcefield negates 2 hits of projectile and the launched globe although hitting once has a projectile durability of 3 hits.

V-Skill 2

G's V-Skill 2 is a homage to Q's taunt from Third Strike. By using it once, G reduces the damage he takes by 10%. He can use it twice to reduce it by 20%, and a maximum of 3 times for up to 30% less overall damage. When knocked down, G loses his buffs, but normal hits that don't knock down won't remove the buff, despite how much damage it may do. This V-Skill also protects his Presidentiality level one time when knocked down. Unlike V-Skill 1 where you can cancel into it like a special move, you can instead cancel into this move wherever you can cancel into his level up (after any special, sweep, etc.). You build a tiny bit of V-Gauge whenever you use it, but it's perfectly spammable against characters who have trouble approaching. Against characters with weak fireballs, this might be the better V-Skill to pick to protect your Presidentiality and health.

In VT1, his VS2 has armor for most of the animation but uses up some of his V-gauge.

V-Trigger 1

Maximum President is a 3 bar V-Trigger that has 3 effects: it levels up G's Presidentiality to level 3 permanently while in it, it changes what VS he's using, and it allows him to cancel his special moves into each other. An important detail is that during VT1 you are unable to power up your presidentiality status. The status you had prior to VT01 will be kept when VT1 wears off. Depending on the chosen VS, it'll turn his VS1 into a giant projectile, and grants his VS2 some armor duration the animation (generally you'll want to pick VS1 with VT1 for the damage and safe pressure). Using a special or VS takes up about 1/8 of the V-Timer, depending on your presidentiality level. So functionally, you'll be able to use 7-8 specials when fully powered. At lv. 2 and 3 you can get 9-11 uses at most. V-skill 1 during VT1 uses more v-gauge than other special moves. 5-7 shots depending on your level. This VT is infamous for being the definition of SFV robbery in past builds and is still rather powerful. G can make any of his special moves safe by cancelling into wheel kick or VS1. He can approach essentially for free with VS1 on the ground or in the air or use it as an anti-air. And, of course, he can take games in the blink of an eye. VT01 install combos can do a lot of stun, earn your meter back for critical art later and corner carry. Now that V-Skill 1 uses up more meter, it might be wise to use low dash (1st hit) cancel into high dash punch. This option is unavailable during lv 3 due to property changes during VT1. You benefit utilizing your v-gauge time better. Due to activation scaling, it's somewhat difficult to pick and choose when you should use your specials so you can make the most out of this VT, but make one right guess and it could net you the game. VT01 benefits from installing off more attacks than VT02.

V-Trigger 2

Dangerous President is a 2 bar V-Trigger that gives G access to two new special moves. G Explosion is done with HP+HK. It's an exploding uppercut that does good damage and stun. It can be cancelled into from any normal or special, making it a powerful combo ender and make use of his MK. It launches the opponent higher than all of G's other moves, giving him great oki from it and time to power up or reinforce defence. You can't cancel it into his critical art, but you can juggle into it provided the opponent is high enough. G Rage is done with 2HP+HK. It's a slow, 20 frame command grab with armor starting on frame 3 and ending until the last active frame. It deals a whopping 200 damage and 200 stun, as well as decent oki for a meaty afterwards. The armor makes it a decent reversal against most medium and heavy normals. It can also be cancelled into from any normal or special, allowing G to surprise the opponent by making them block a laggy normal and then cancelling into the command grab. Standing MP or crouching HP after a crossup are useful for hiding its animation. This cancel version is 5 frames slower than the normal version. Both special moves take up half of your gauge, so functionally, you should be able to get one G Explosion and one G Rage, or two of just one. VT2 does not cancel off as many attacks but it will for his ex fireball giving you ample time to power up your presidentiality or V-Skill 2.

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