Street Fighter V/Nash/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 Confirms

Notation Damage Stun Meter Cost Notes

2LK, 2LP xx 214LK

127

213

0

Low confirm

2LP, 2LP, 5LP xx 214LK

151

259

0

3 hit light confirm

2LP, 5LP xx 5MP xx 214MK

174

267

0

2LP, 5LP xx 5MP xx 214HK

181

302

0

2LP, 5LK xx 623PP

153

253

1

2LK, 5LK xx 623PP

143

253

1

Low confirm

Confirms

Notation Damage Stun Meter Cost Notes

2MP, 5MP xx 214HK

210

310

0

2MP, 4MK xx 214HK

210

310

0

2MP, 2MP xx 214HK

210

310

0

2MP, 5MP xx 623LP

194

310

0

2MP, 5MP xx 5LK xx 5HP

195

300

0

Haltable at the st. lk for a +2 situation on hit

2HP, 5MP xx 214HK

230

360

0

2HP, 4MK xx 214HK

230

360

0

2HP, 5MK xx 5HK xx VS1

226

374

0

2HP, 5MK xx 5HK xx 5MK

226

374

0

Same damage, no vmeter, but better oki

2HP, 5MP xx 214HK VS2, 214MK

307

430

0

With vs2 stocked

2HP, 5MK xx 5HK xx VS1, 214KK

322

494

1

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

243

379

1

Corner only

2MP, 5MP xx 236PP xx P, 5LK xx 623PP

282

457

2

Corner only

2MP, 5MP xx 214HK xx CA

446

310

3

Punishes

Notation Damage Stun Meter Cost Notes

5LK xx 623PP

138

205

1

3f punish

LP xx MP xx 214HK

171

262

0

4f punish

5HP xx 214HK

198

285

0

8f punish

2HP, 5MP xx 214HK

230

360

0

9f punish

2HP, 5MK xx 5HK xx VS1

226

374

0

9f punish

2HP, 5MK xx 5HK xx VS1, 214KK

322

494

1

9f punish, corner

j.HP, 2HP, 5MK xx 5HK xx VS1

308

511

0

Nj punish

j.HP, 2HP, 5MK xx 5HK xx VS1, 214KK

383

611

1

Nj punish corner

CC Punishes

Notation Damage Stun Meter Cost Notes

5HP xx 236LK, LP xx MP xx 214HK

262

432

0

Cc punish

2HP CH, 5HP xx 214HK

273

435

0

Cc punish

2HP CH, VS1, 4MK xx 236PP xx P, 5LK xx 623PP

348

575

2

Cc punish. corner only

VT1 Activation Combo

Notation Damage Stun Meter Cost Notes

2MP, 5MP xx 623PP xx 6HPHK (VT1), nj.HK, 214KK

339

500

2

Vt1 activation combo

2MP, 5MP xx 214MK xx VT1, 214KK

298

390

1

Vt1 activation combo

2MP, 5MP xx 214HK xx 6HPHK (VT1), nj.HK, 214LK

266

410

0

Vt1 activation combo, can go into ca as well

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