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Street Fighter V/Oro

From SuperCombo Wiki
< Street Fighter V
Revision as of 00:40, 11 June 2022 by Shiburizu (talk | contribs) (β†’β€ŽThrows)
(diff) ← Older revision | Latest revision (diff) | Newer revision β†’ (diff)

Introduction

About Oro

Oro is an old hermit who makes his first appearance in Street Fighter III: New Generation. He returns in Street Fighter V with a set of abilities heavily referencing his iconic gameplay from 3rd Strike including his Tengu Stones and "chicken" combos.

Final Patch

Oro
SFV-Oro Portrait.jpg
Vitals
Life Points 950
Stun Points 1050
V-Gauge Points
V-Trigger 1 2 Bars
V-Trigger 2 3 Bars
Ground Movement
Forward Walk Speed 0.0401
Backward Walk Speed 0.02788
Forward Dash Speed 17
Backward Dash Speed 24
Forward Dash Distance 1.4875
Backward Dash Distance 1.21
Backdash CH Frames 3-10
Jumping
Back Jump Speed 4+39+4 (47)
Neutral Jump Speed 4+38+4 (46)
Forward Jump Speed 3+39+4 (46)
Forward Jump Distance 1.934
Backward Jump Distance 2.122
Throws
Throw Hurtbox 0.25
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the start of the animation.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

5LP
Stand LP
5LP
Startup Active Recovery Hit
3 3 6 5
Damage Stun Attack Block
30 70 H 2
  • Cancel options: sp su vs1 vs2 vt1 vt2
Oro's only 3F move
In tick throw range on block even if opponent walks back
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5MP
Stand MP
5MP
Startup Active Recovery Hit
7 4 21 KD
Damage Stun Attack Block
40*30 (70) 60*60 (120) H -6
  • Knockdown: 107 KD Adv, 48 Quick Rise Adv, 53 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 15/18*
    • V-Trigger: 15
    • Notes: *Jump Cancel
  • Cancel options: j sp su vs1 vs2 vt1 vt2
Cancelable into a forward jump on hit by holding up
Launches opponent into a limited juggle state
Cannot hit cross-up (behind Oro)
+64/5/10 KDA if canceled into V-Skill 1 on hit
Juggle Limit / Increase / Start: 3 / 1 / 1
FATonline.png
5HP
Stand HP
5HP
Startup Active Recovery Hit
11 3 20 2
Damage Stun Attack Block
80 150 H -2
  • Confirm windows:
    • Specials & CA: 17
    • V-Trigger: 17
  • Cancel options: sp su vs1 vs2 vt1 vt2
Stand HP has only 5F start-up if released half-way through the hold version (after holding HP for at least 7F of start-up)
FATonline.png
5LK
Stand LK
5LK
Startup Active Recovery Hit
5 3 8 5
Damage Stun Attack Block
40 70 H 2
  • Cancel options: sp su vs1 vs2 vt1 vt2
Good for poking and pressure
FATonline.png
5MK
Stand MK
5MK
Startup Active Recovery Hit
6 2 15 5
Damage Stun Attack Block
60 100 H 3
  • Confirm windows:
    • Specials & CA: 15
    • Target Combos: 19
    • V-Trigger: 15
  • Cancel options: sp su vs1 vs2 vt1 vt2
Forces stand on hit
Very low pushback on block
Great frametrap / combo starter
FATonline.png
5HK
Stand HK
5HK
Startup Active Recovery Hit
11 3 22 2
Damage Stun Attack Block
90 150 H -4
  • Crush Counter: Stagger, 22 Adv, +120 V-Gauge.
  • Confirm windows:
    • V-Trigger: 17
  • Cancel options: vt1 vt2
Can dash up and do stand LK combos on Crush Counter
Reduced hurtbox on the leg Oro stands on frames 9-10 (helps avoiding low attacks)
No hurtbox extension during start-up and very fast hurtbox retraction on whiff makes this a solid poke in neutral
FATonline.png
2LP
Crouch LP
2LP
Startup Active Recovery Hit
4 3 7 4
Damage Stun Attack Block
40 70 H 2
  • Cancel options: sp su vs1 vs2 vt1 vt2
Chains into crLP and crLK
In tick throw range on block but not if opponent walks back
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2MP
Crouch MP
2MP
Startup Active Recovery Hit
7 3 16 3
Damage Stun Attack Block
70 100 H -2
  • Confirm windows:
    • V-Trigger: 14
  • Cancel options: vt1 vt2
No hurtbox extension during start-up and decent range makes this a strong poke
FATonline.png
2HP
Crouch HP
2HP
Startup Active Recovery Hit
7 4 26 -4
Damage Stun Attack Block
90 150 H -7
  • Crush Counter: Stagger, 15 Adv, +150 V-Gauge.
  • Confirm windows:
    • Specials & CA: 18
    • V-Trigger: 18
  • Cancel options: sp su vs1 vs2 vt1 vt2
Forces stand on hit
Cannot hit cross-up (behind Oro)
Only crush counters on first active frame
Decent vertical anti-air on active frames 2-4
FATonline.png
2LK
Crouch LK
2LK
Startup Active Recovery Hit
4 2 7 3
Damage Stun Attack Block
20 70 L 0
  • Cancel options: vt1 vt2
Chains into crLP and crLK
FATonline.png
2MK
Crouch MK
2MK
Startup Active Recovery Hit
7 3 14 2
Damage Stun Attack Block
50 100 L -2
  • Confirm windows:
    • Specials & CA: 15
    • V-Trigger: 15
  • Cancel options: sp su vs1 vs2 vt1 vt2
FATonline.png
2HK
Crouch HK
2HK
Startup Active Recovery Hit
8 2 23 KD
Damage Stun Attack Block
100 150 L -12
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 72 KD Adv, 23 Quick Rise Adv, 28 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 16
  • Cancel options: vt1 vt2
Extended leg hurtbox sticks out for longer on block only (makes it easier to punish on block)
FATonline.png
j.LP
Jump LP
j.LP
Startup Active Recovery Hit
4 6 - -
Damage Stun Attack Block
50 90 M -
Not a good hitbox for a jumping jab
FATonline.png
j.MP
Jump MP
j.MP
Startup Active Recovery Hit
7 3 - -
Damage Stun Attack Block
70 120 M -
Doesn't seem useful in any way whatsoever
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j.HP
Jump HP
j.HP
Startup Active Recovery Hit
10 4(6)3 - -
Damage Stun Attack Block
60*40 (100) 100*50 (150) M -
First hit resets airborne opponents
Second hit puts airborne opponents into a limited juggle state
Can land both hits on standing opponents if timed properly (easier against taller opponents)
Juggle Limit / Increase / Start: 3 / 1 / 1
FATonline.png
j.LK
Jump LK
j.LK
Startup Active Recovery Hit
5 8 - -
Damage Stun Attack Block
50 90 M -
Cross-up
Pretty good vertical hitbox (similar to Ryu jump LK)
Slightly lowers head hurtbox for the entire move duration
FATonline.png
j.MK
Jump MK
j.MK
Startup Active Recovery Hit
6 4 - -
Damage Stun Attack Block
70 120 M -
  • Cancel options: sp
Puts airborne opponents into a limited juggle state
Cancelable into Air Chicken Stomps
Pretty good air-to-air hitbox
Has the furthest horizontal reach of all of Oro's jump-ins
Juggle Limit / Increase / Start: 3 / 2 / 1
FATonline.png
j.HK
Jump HK
j.HK
Startup Active Recovery Hit
10 5 - -
Damage Stun Attack Block
90 150 M -
Oro's ideal horizontal jump-in
Juggle Limit: 3
FATonline.png
7, 8, or 9 > 7, 8, or 9
Double Jump
7, 8, or 9 > 7, 8, or 9
Startup Active Recovery Hit
- - 4 -
Damage Stun Attack Block
- - - -
Oro is susceptible to special counter-hits during the entire duration of his double jump by any medium / heavy / command normals, this special counter-hit state puts Oro into a free juggle state
Double Jump works the same as pressing a button in the air and follows the same recovery rules as a jumping attack would (4F landing recovery; Oro can't block or do any actions on the first 2 frames of landing)
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Command Normals

6MP
Kaeshi Genkotsu
6MP
Startup Active Recovery Hit
10 3 20 2
Damage Stun Attack Block
60 100 H -4
  • Confirm windows:
    • Specials & CA: 16
    • V-Trigger: 16
  • Cancel options: sp su vs1 vs2 vt1 vt2
Puts airborne opponents into a limited juggle state
Good for juggles and anti-air juggle conversions
Decent poke
Pretty hit confirmable into cancels (16F)
Juggle Limit / Increase / Start: 2 / 1 / 1
FATonline.png
6MK
Tobi Hiza
6MK
Startup Active Recovery Hit
12 8 18 -2(5)
Damage Stun Attack Block
60 100 H -4(3)
Airborne on frames 7-21 (and hops over most low attacks)
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it hits
Can be spaced during blockstrings to hit meaty enough to continue pressure
FATonline.png
4MK
Hane Jodan Mawashi
4MK
Startup Active Recovery Hit
14 2 17 3
Damage Stun Attack Block
70 100 H -4
  • Cancel options: vt1 vt2
Not actually airborne
Hops over low attacks (no leg hurtboxes) on frames 8-11
Reduced standing leg hurtbox on frames 12-15
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 5 / 1 / 1
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Target Combos

5MK > 5MP
Tsurane Uchiage
5MK > 5MP
Startup Active Recovery Hit
6+11 2 20 KD
Damage Stun Attack Block
60*45 (105) 100*90 (190) H -5
  • Knockdown: 99 KD Adv, 54 Quick Rise Adv, 59 Back Rise Adv.
  • Cancel options: vt1 vt2
Launches the opponent into a more limited juggle state than regular stMP (Juggle Start 4 instead of 1)
Juggle Limit / Increase / Start: 3 / 1 / 4
FATonline.png
5MK > 5MP > MPMK (VS1)
Oi Onibi
5MK > 5MP > MPMK (VS1)
Startup Active Recovery Hit
6+11+60 - 6 KD
Damage Stun Attack Block
60*45 (105) 100*90 (190) - -42
  • Knockdown: 58 KD Adv, -1 Quick Rise Adv, 4 Back Rise Adv.
Good way of setting up V-Skill 1
FATonline.png
5MK > 5MP > MPMK (VS2)
Oi Minomushi
5MK > 5MP > MPMK (VS2)
Startup Active Recovery Hit
6+11+36 0 0 KD
Damage Stun Attack Block
60*45 (105) 100*90 (190) - -22
  • Knockdown: 85 KD Adv, 26 Quick Rise Adv, 31 Back Rise Adv.
FATonline.png
5MK > 5MP > MPMK (VS2) > P
Oi Kaki Otoshi
5MK > 5MP > MPMK (VS2) > P
Startup Active Recovery Hit
6+11+17+12 2 21 KD
Damage Stun Attack Block
60*45*56 (161) 100*90*80 (270) M -7
  • Knockdown: 71 KD Adv, 12 Quick Rise Adv, 17 Back Rise Adv.
Overhead
Cannot be canceled into V-Trigger 1 Command Grab unlike regular V-Skill 2
Juggle Limit / Increase / Start: 4 / 1 / 1
FATonline.png
5MK > 5MP > MPMK (VS2) > K
Oi Eda Uchi
5MK > 5MP > MPMK (VS2) > K
Startup Active Recovery Hit
6+11+17+11 2 19 KD
Damage Stun Attack Block
60*45*48 (153) 100*90*80 (270) H -4
  • Knockdown: 93 KD Adv, 34 Quick Rise Adv, 39 Back Rise Adv.
Cannot be canceled into V-Trigger 1 Command Grab unlike regular V-Skill 2
Juggle Limit / Increase / Start: 4 / 1 / 1
FATonline.png

Throws

LPLK
Yashi Kudaki
Throw
LPLK
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 150 T -
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 15 Back Rise Adv.
FATonline.png
4LPLK
Tomoe Nage
Back Throw
4LPLK
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
140 150 T -
  • Knockdown: 72 KD Adv, 23 Quick Rise Adv, 23 Back Rise Adv.
FATonline.png
LPLK (air)
Kuchu Jigoku Guruma
LPLK (air)
Startup Active Recovery Hit
5 3 6 KD
Damage Stun Attack Block
150 200 T -
  • Knockdown: 52 KD Adv, 13 Quick Rise Adv, 13 Back Rise Adv.
6F landing recovery if air throw whiffs
FATonline.png

Special Moves

46LP
LP Nichirin Sho
46LP
Startup Active Recovery Hit
16 - 30 0
Damage Stun Attack Block
60 100 H -3
  • Cancel options: su
Takes 45 frames to charge
Projectile Speed: 0.05
Projectile lasts on screen for 109 frames
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 10 / 1 / 1
FATonline.png
46MP
MP Nichirin Sho
46MP
Startup Active Recovery Hit
16 - 30 0
Damage Stun Attack Block
60 100 H -3
  • Cancel options: su
Takes 45 frames to charge
Projectile Speed: 0.09
Projectile lasts on screen for 109 frames
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 10 / 1 / 1
FATonline.png
46HP
HP Nichirin Sho
46HP
Startup Active Recovery Hit
16 - 30 4
Damage Stun Attack Block
60 100 H -3
  • Cancel options: su
Takes 45 frames to charge
Cannot hit crouching opponents
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 2 / 1 / 1
FATonline.png
46PP
EX Nichirin Sho
46PP
Startup Active Recovery Hit
16 - 30 6
Damage Stun Attack Block
40*30 (70) 100 H 4
  • Cancel options: vt1 vt2
Takes 45 frames to charge
Homes in on the opponent
Projectile lasts on screen for 150 frames
Cancelable into V-Trigger activations on Hit and Block
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 10 / 1 / 1
FATonline.png
28LP
LP Oni Yanma
28LP
Startup Active Recovery Hit
4 12 19+11 KD
Damage Stun Attack Block
100(60) 150(100) H -24
  • Knockdown: 89 KD Adv, 30 Quick Rise Adv, 35 Back Rise Adv.
  • Cancel options: su vt1
Takes 45 frames to charge
Invincible to throws and airborne strike attacks on frames 1-7
Airborne on frames 4-34
Launches opponent into a limited juggle state
60 damage / 100 stun on later active frames
Cannot hit cross-up (behind Oro)
Oro is in counterhit state during move duration
Can be canceled into V-Trigger 1 Air Command Grab on hit
Cancelable into Super on the first 2 active frames
Active frames 1-4; Juggle Limit / Increase / Start: 6 / 3 / 5
Active frames 5-12; Juggle Limit / Increase / Start: 6 / 3 / 90
FATonline.png
28MP
MP Oni Yanma
28MP
Startup Active Recovery Hit
5 11 26+13 KD
Damage Stun Attack Block
120(60) 150(100) H -32
  • Knockdown: 81 KD Adv, 22 Quick Rise Adv, 27 Back Rise Adv.
  • Cancel options: su vt1
Takes 45 frames to charge
Invincible to airborne strike attacks on frames 1-8
Airborne on frames 7-41
Launches opponent into a limited juggle state
60 damage / 100 stun on later active frames
Cannot hit cross-up (behind Oro)
Oro is in counterhit state during move duration
Can be canceled into V-Trigger 1 Air Command Grab on hit
Cancelable into Super on the first 2 active frames
Active frames 1-4; Juggle Limit / Increase / Start: 7 / 3 / 5
Active frames 5-11; Juggle Limit / Increase / Start: 7 / 3 / 90
FATonline.png
28HP
HP Oni Yanma
28HP
Startup Active Recovery Hit
6 2*8 28+15 KD
Damage Stun Attack Block
70*60(130) 100*50(150) H -33
  • Knockdown: 81 KD Adv, 22 Quick Rise Adv, 27 Back Rise Adv.
  • Cancel options: su vt1
Takes 45 frames to charge
Strike and Projectile invincible on frames 3-6
Airborne on frames 8-43
Launches opponent into a limited juggle state
60 damage / 50 stun on later active frames (aka the 2nd hit)
Oro is in counterhit state during move duration
Can be canceled into V-Trigger 1 Air Command Grab on hit
Cancelable into Super on the first hit only
Juggle Limit / Increase / Start: 8*9 / 1*3 / 5*90
FATonline.png
28PP
EX Oni Yanma
28PP
Startup Active Recovery Hit
4 15 37+17 KD
Damage Stun Attack Block
40*30x4 (160) 200 H -36
  • Knockdown: 74 KD Adv, 15 Quick Rise Adv, 20 Back Rise Adv.
  • Cancel options: su vt1
Takes 45 frames to charge
Fully invincible on frames 1-16
Oro is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
Can be canceled into V-Trigger 1 Air Command Grab on hit
Juggle Limit / Increase / Start: 12*12*12 / 0*0*30 / 0*0*80
FATonline.png
63214LP
LP Nioh Riki
63214LP
Startup Active Recovery Hit
5 2 35 KD
Damage Stun Attack Block
110 200 H -17
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 15 Back Rise Adv.
Range: 1.44
Strike throw; Can be blocked (but still denies back-roll wake-up option for opponent)
Switches sides with opponent
All the non-EX versions have the same start-up, range, and oki (the only difference is damage, making LP and MP versions of this special completely useless; just use the HP version)
FATonline.png
63214MP
MP Nioh Riki
63214MP
Startup Active Recovery Hit
5 2 35 KD
Damage Stun Attack Block
120 200 H -17
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 15 Back Rise Adv.
Range: 1.44
Strike throw; Can be blocked (but still denies back-roll wake-up option for opponent)
Switches sides with opponent
All the non-EX versions have the same start-up, range, and oki (the only difference is damage, making LP and MP versions of this special completely useless; just use the HP version)
FATonline.png
63214HP
HP Nioh Riki
63214HP
Startup Active Recovery Hit
5 2 35 KD
Damage Stun Attack Block
140 200 H -17
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 15 Back Rise Adv.
Range: 1.44
Strike throw; Can be blocked (but still denies back-roll wake-up option for opponent)
Switches sides with opponent
This HP version is the correct choice of the non-EX versions and only one you should be using
FATonline.png
63214PP
EX Nioh Riki
63214PP
Startup Active Recovery Hit
5 2 35 KD
Damage Stun Attack Block
180 200 H -17
  • Knockdown: 68 KD Adv, 19 Quick Rise Adv, 19 Back Rise Adv.
Range: 1.51
Strike throw; Can be blocked (but still denies back-roll wake-up option for opponent)
Switches sides with opponent
4F less recovery on hit (grants +4 on KDA compared to non-EX versions) allowing for dash up +2 oki
Combos from max range stand HP (hold) unlike the non-EX versions
FATonline.png
236K
Jinchu Watari
236K
Startup Active Recovery Hit
26 2*2 16(6) KD
Damage Stun Attack Block
50*70 (120) 50*100 (150) H -16(-19)
  • Knockdown: 81(84) KD Adv, 22(25) Quick Rise Adv, 27(30) Back Rise Adv.
  • Cancel options: vt1
Not an overhead
Airborne from frame 9 until landing
Frame advantage and KDA varies depending on how high Oro connects on the opponent (the low Oro's kicks connect, the less punishable it is on block and the higher KDA it grants)
Frame advantage and KDA shown is for normal height characters (worse on block and KDA against taller standing characters)
10 less landing recovery frames on hit (6F)
Trajectory Oro jumps in depends on version used (LK/MK/HK)
Can be canceled into V-Trigger 1 Air Command Grab on hit
Launches opponent into a limited juggle state on hit
Juggle Limit / Increase / Start: 10*11 / 1*1 / 1*1
FATonline.png
236KK
EX Jinchu Watari
236KK
Startup Active Recovery Hit
24 10 16(6) KD
Damage Stun Attack Block
20*40x3 (140) 200 H -17(-20)
  • Knockdown: 78(82) KD Adv, 19(23) Quick Rise Adv, 24(28) Back Rise Adv.
  • Cancel options: vt1
Not an overhead
Projectile invincible from frame 3 until landing
The attack portion is not projectile invincible
Airborne from frame 9 until landing
Can be drifted forward
Frame advantage and KDA varies depending on how high Oro connects on the opponent (the low Oro's kicks connect, the less punishable it is on block and the higher KDA it grants)
Frame advantage and KDA shown is for normal height characters (worse on block and KDA against taller standing characters)
10 less landing recovery frames on hit
Does 4 stomps on block and 5 stomps on hit
Does not bounce away on block if the last stomp misses
Can be canceled into V-Trigger 1 Air Command Grab on hit
Launches opponent into a limited juggle state on hit
Juggle Limit / Increase / Start: 14 / 1*1*1*1 / 1
FATonline.png
236K(air)
Jinchu Nobori (air)
236K(air)
Startup Active Recovery Hit
5 4 9 KD
Damage Stun Attack Block
40*40 (80) 60*60 (120) H -15
  • Knockdown: 83 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
  • Cancel options: vt1
Not an overhead
Frame advantage and KDA listed is for Instant Air Chicken Stomp
Can be canceled with V-Trigger 1 Air Command Grab on hit
Launches opponent into a limited juggle state on hit
Juggle Limit / Increase / Start: 10*11 / 1*1 / 1*1
FATonline.png
236KK(air)
EX Jinchu Nobori (air)
236KK(air)
Startup Active Recovery Hit
4 4 4 KD
Damage Stun Attack Block
20x4*60 (140) 200 H -2
  • Knockdown: 70 KD Adv, 11 Quick Rise Adv, 16 Back Rise Adv.
  • Cancel options: vt1
Not an overhead
Frame advantage and KDA listed is for Instant Air EX Chicken Stomp
Does 4 stomps on block and 5 stomps on hit
Does not bounce away on block if the last stomp misses
Can be canceled with V-Trigger 1 Air Command Grab on hit
Launches opponent into a limited juggle state on hit
Juggle Limit / Increase / Start: 11*12*13*14 / 1*1*1*1 / 1
FATonline.png
214LK
LK Tsuranekeashi
214LK
Startup Active Recovery Hit
12 3 27 2
Damage Stun Attack Block
70 100 H -8
  • Cancel options: vt1 vt2
Cancelable into V-Trigger activations on Hit and Block
Can be canceled with V-Trigger 2 Command Grab
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 3 / 1 / 1
FATonline.png
214MK
MK Tsuranekeashi
214MK
Startup Active Recovery Hit
15 2(8)2 28 2
Damage Stun Attack Block
50*50 (100) 50*70 (120) H -10
  • Cancel options: vt1 vt2
Pulls in the opponent on Hit and Block; gives Oro a +2 mix-up up close on hit
Cancelable into V-Trigger activations on Hit and Block
Can be canceled with V-Trigger 2 Command Grab
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 3*3 / 0*1 / 1*1
FATonline.png
214HK
HK Tsuranekeashi
214HK
Startup Active Recovery Hit
18 2(8)2 28 KD
Damage Stun Attack Block
60*60 (120) 50*100 (150) H -10
  • Knockdown: 85 KD Adv, 26 Quick Rise Adv, 31 Back Rise Adv.
  • Cancel options: vt1 vt2
Cancelable into V-Trigger activations on Hit and Block
Can be canceled with V-Trigger 2 Command Grab
Puts opponents into a limited juggle state
Juggle Limit / Increase / Start: 10*11 / 1*1 / 1*1
FATonline.png
214KK
EX Tsuranekeashi
214KK
Startup Active Recovery Hit
15 2(8)2 35 KD
Damage Stun Attack Block
30*20*30 (80) 20x2*60 (100) H -19
  • Knockdown: 102 KD Adv, 43 Quick Rise Adv, 48 Back Rise Adv.
  • Cancel options: vt1 vt2
Final hit only occurs on hit
Can cancel final hit into V-Skill 2
Launches opponent into a limited juggle state
Juggle Limit / Increase / Start: 1*2*3 / 1*1*2 / 1*0*0
FATonline.png

Critical Art

236236P
Daishinsenriki
236236P
Startup Active Recovery Hit
7(4) 2 69 KD
Damage Stun Attack Block
340 0 H -47
  • Knockdown: 32 KD Adv, 32 Quick Rise Adv, 32 Back Rise Adv.
Fully invincible on frames 1-8
Hard knockdown
Strike throw; Can be blocked
3F faster start-up (4F) when canceled into from Oni Yanma (DP)
Goes back to center screen and full screen apart after cinematic
FATonline.png

Taunts

5PPPKKK
Taunt
5PPPKKK
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
FATonline.png

V-System

V-Skill 1

4, 5, or 6+MPMK (VS1)
Onibi
4, 5, or 6+MPMK (VS1)
Startup Active Recovery Hit
60 - 5 25
Damage Stun Attack Block
30*30*40 (100) 30*30*40 (100) H 24
3 hit projectile
n+V-Skill (5MPMK): Travels in an arc that goes fullscreen
b+V-Skill (4MPMK): Travels fullscreen in two small arcs
d+V-Skill (2MPMK): Travels a little more than fullscreen in a very large arc
Frame advantage refers to point blank orb
Builds 100 / 50 V-Gauge on Hit / Block
Adds 60 V-Timer on Hit
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 5*5*5 / 0*0*1 / 1
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V-Skill 2

MPMK (VS2)
Minomushi
MPMK (VS2)
Startup Active Recovery Hit
- - 36 -
Damage Stun Attack Block
- - - -
Can go into follow-ups on frames 17-20
Not actually airborne
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MPMK (VS2) > P
Kaki Otoshi
MPMK (VS2) > P
Startup Active Recovery Hit
17+12 2 21 4
Damage Stun Attack Block
60 100 M -7
  • Cancel options: vt1
Overhead
Can be canceled into V-Trigger 1 Command Grab on Hit and Block
Builds 80 / 40 V-Gauge on Hit / Block
Spikes down airborne opponents to the ground
Juggle Limit / Increase / Start: 3 / 1 / 1
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MPMK (VS2) > K
Eda Uchi
MPMK (VS2) > K
Startup Active Recovery Hit
17+7 1*2 19 2
Damage Stun Attack Block
30*30 30*70 H -4
  • Cancel options: vt1
Can be canceled into V-Trigger 1 Command Grab on Hit and Block
Builds 70 / 35 V-Gauge on Hit / Block
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 5*5 / 0*2 / 1*1
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V-Trigger 1

5HPHK
Kishinriki
5HPHK
Startup Active Recovery Hit
5 3 60 KD
Damage Stun Attack Block
200 240 T -
  • Knockdown: 72 KD Adv, 23 Quick Rise Adv, 23 Back Rise Adv.
Spends 1500 V-Timer (50% V-Timer)
This command grab can be canceled into from V-Trigger cancelable moves and V-Skill 2 follow-ups
Switches sides with opponent
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5HPHK (air)
Kishin Kuchu Jigoku Guruma
5HPHK (air)
Startup Active Recovery Hit
5 2 10 KD
Damage Stun Attack Block
200(160) 250(200) T -
  • Knockdown: 14 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
Spends 1500 V-Timer (50% V-Timer)
Hard knockdown
This command grab can be canceled into from DP
Does less damage (160) and stun (200) when canceled into
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V-Trigger 2

5HPHK
Stone
5HPHK
Startup Active Recovery Hit
- - - -
Damage Stun Attack Block
10 0 H -
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5HPHK
Clay Dinosaur Figure
5HPHK
Startup Active Recovery Hit
- - - -
Damage Stun Attack Block
10 10 H -
Recovers 20 frames of V-Timer on hit
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5HPHK
Basketball
5HPHK
Startup Active Recovery Hit
- - - -
Damage Stun Attack Block
10 0 H -
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5HPHK
CPSP
5HPHK
Startup Active Recovery Hit
- - - -
Damage Stun Attack Block
20 0 H -
Sets opponent on fire on hit
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5HPHK
Blanka-chan Doll
5HPHK
Startup Active Recovery Hit
- - - -
Damage Stun Attack Block
10 15 H -
Recovers 10 frames of V-Timer on hit
Electrocutes opponent on hit
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5HPHK
Testament
5HPHK
Startup Active Recovery Hit
- - - -
Damage Stun Attack Block
5 20 H -
Chills opponent on hit; does not freeze stun bar
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V-Shift

5MKHP
V-Shift
5MKHP
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 1.11 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
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V-Shift Break

5MKHP
Okabuto Wari
5MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 78 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
Fully invincible during startup and active frames
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V-Reversal

6PPP
Ashi Barai
6PPP
Startup Active Recovery Hit
17 2 24 KD
Damage Stun Attack Block
- - H -2
  • Knockdown: 74 KD Adv, 15 Quick Rise Adv, 20 Back Rise Adv.
Strike and Projectile invincible on frames 1-30
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