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Appearing seemingly out of nowhere, this mysterious fighter claims to be the "President of the World." He has a strong sense of unity and power, but the mystery still remains: who exactly is he? Is he related to Q, the mysterious fighter from Street Fighter 3? Was he a project made by the Illuminati? Does he have some sort of relation with Gill? We may never know.
G is a momentum-based, rushdown fighter with an oppressive ground game and excels at opening up opponents with good frame traps and normals, while also always threatening with a command grab. Being very momentum-based, it can result in G being a volatile character capable of rolling through the opponent's health bar once he gets a knockdown and is free to stack his levels/V-meter. Although he lacks in the defensive department, G makes it up as a solid character for those who want an aggressive playstyle with a simple game plan and versatile combos for micromanaging trading Presidentiality levels for Oki, or vice versa.
G's unique mechanic is Presidentiality, a level system that allows him to buff his special moves to emphasize his snowballing play style. G starts every round at Level 1 and can rank up to Level 3. His level is always indicated by the Globe icon next to the V-Gauge.
Level up by inputting G Charge (22PP). Anytime G is knocked down he loses 1 level (unless V-Skill 2 has been applied). G Charge can be used to cancel certain normals and specials, but with some rules:
- G Charge can be held to increase the charge time and level up to 3 at once.
- G Charge can be canceled into from 4HP, 6HP, 2HK, V-Skill 1 and special moves (excluding G Impact) however you cannot hold the input for any effect.
- Standing LP, HP, LK, and all crouching punches can cancel into held G Charge.
- V-Trigger 1 will force G to Level 3 presidentiality while it is active among other effects.
See the Strategy page for more information.
Players to Watch
- 801 Strider
|V-Trigger 1||3 Bars|
|V-Trigger 2||2 Bars|
|Forward Walk Speed||0.0377|
|Backward Walk Speed||0.03|
|Forward Dash Speed||19|
|Backward Dash Speed||25|
|Forward Dash Distance||1.567|
|Backward Dash Distance||1.052|
|Backdash CH Frames||3-10|
|Back Jump Speed||46 (4+38+4)|
|Neutral Jump Speed||46 (4+38+4)|
|Forward Jump Speed||45 (3+38+4)|
|Forward Jump Distance||1.9|
|Backward Jump Distance||1.71|
|Frame Data & Descriptions are provided by FATOnline.|
|SFV Frame Data Glossary|
How many frames a move remains active (can hurt opponents) for.
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).
Available cancel options.
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.
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.
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.
How many frames it takes for a move to finish after it's been active.
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.
Amount of stun added to the opponent's stun bar on hit.