Street Fighter V/Dan/Combos

From SuperCombo Wiki
General legend
Abbreviation Meaning
A,B Link X into Y. This is done by pressing X, then Y after the recovery frames of X.
A xx B Cancel A into B. During A's animation, press B to cancel.
A > B Alternate notation indicating chains or target combos, cancelling A into B.
(N) Multi-hit move hits only N times. Omitted if all hits are used.
xN Normal that chains into itself pressed N times
[X] Hold down X
]X[ Release X
X~Y X then Y done in quick succession
X/Y X or Y
Fastfall Cancelling an air normal into another move to change momentum and land early. The 2nd move is land cancelled during startup.
Kara Quickly cancelling a move into another move before it becomes active. This is done for positioning or to access airborne specials from grounded attacks.
OTG Following move hits off the ground
CH Counter hit
CC Crush Counter
CA Critical Art
GB Guard Break
VS(1/2) V-Skill 1 or 2. Input with MP+MK
VT(1/2) V-Trigger 1 or 2. Input with HP+HK. Combos may either activate V-Trigger or use attack on the same input when Trigger is active.
j. Prefix an attack command with j. to indicate it must be performed in the air. "nj." means neutral jump only.
jc Jump cancel
dl Delay
jf Just Frame (special move with precise button timing, e.g. Karin's Tenko)
TK Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button.)
whiff / (w) Indicates that the move must not hit the opponent.
(move) Indicates that the move is optional in a sequence.
236 Qcf.png
214 Qcb.png
623 Dp.png
421 Rdp.png
41236 Hcf.png
63214 Hcb.png
[4]6 Cb.png (hold), F.png
[2]8 Cd.png (hold), U.png
360 360.png
720 360.png 360.png
7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward

Light Confirm

Notation Damage Stun Meter Cost Notes

5LP, 5LP xx 623HP

153

191

0

5LP, 2LP, 5LP xx 214LP

137

191

0

Can go into qcb+lk here to lead to a +6 situation on hit, +2 on block

Confirm

Notation Damage Stun Meter Cost Notes

5MP, 5LP xx 214LP

151

189

0

5MP, 5MP xx 214HP

194

248

0

5MP, 5MP xx 623HP xx VS1

217

255

0

5MP, 2MP xx 214HP

194

248

0

4HK, 5LK xx 214LP

171

229

0

2HP xx 214HK xx VS1, 5LP xx 623HP xx VS1

204

258

0

Either in-air or tumble vs1 gives same damage

5HK xx VS2 xx 2HP xx 623HP

222

270

0

5MP, 2MP xx 214PP, 214HK

241

356

1

5MP, 2MP xx 214PP, 214LK, 623LP

273

400

1

5MP, 5MP xx 236PP, 2MP xx 214PP

266

348

1

Corner only

2HP xx 236PP, 5LK xx 623HP

251

334

1

5HK xx VS2 xx 2HP xx 214PP, 214HK

253

378

1

More stun/corner carry

5HK xx VS2 xx 2HP xx 236PP, 5LK xx 623HP

275

361

1

Punish

Notation Damage Stun Meter Cost Notes

5LP xx 623HP

138

158

1

4f punish

5LK xx 623HP

138

158

1

5f punish

5MP xx 623HP

168

188

1

6f punish

5MP xx 236PP, 5LK xx 623HP

231

294

1

6f punish

2HP xx 214HK

161

228

1

8f punish

2HP xx VS2 xx 2HP xx 214HK

188

270

1

8f punish

2HP xx VS2 xx 2HP xx 623HP

212

270

1

8f punish

nj.HK, 2HP xx 623HP

258

354

1

N.j punish

nj.HK, 2HP xx VS2 xx 2HP xx 623HP

278

390

1

N.j punish

CC Punish

Notation Damage Stun Meter Cost Notes

5HP CC, 2HP xx 623HP

232

324

1

Cc punish

5HP CC, 2HP xx VS2 xx 2HP xx 623HP

248

354

1

Cc punish

VT1 Activation Combo

Notation Damage Stun Meter Cost Notes

5MK xx VT1, dash, 214LP

177

233

1

Vt1 activation combo

2HP xx 623HP xx VS1 ground xx VT1, dash, 214LP

278

343

1

Vt1 activation combo

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