Street Fighter V/Necalli/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 623MP

135

253

0

2LP, 5LP xx 623MP

135

253

0

5LK, 5LP xx 623MP

155

253

0

2LP, 2LP xx 236KK

134

293

1

Point blank to start

5LK, 2LP xx 236KK

154

293

1

Point blank to start

Confirms

Notation Damage Stun Meter Cost Notes

5MP, 5MK xx 5HK xx VS1

190

305

0

5MP, 5MK xx 5HK xx VS1, 623LP

250

395

0

Corner only

5MP, 5MK xx 5HK xx VS1, 2LP

202

347

0

Corner only, reset

5MP, 5MK xx 5HK xx VS2

162

270

0

The vomit hits in the corner, sets up midscreen

5MP, 2MP xx 236LK

154

270

0

5MP, 2MP xx [4]6LP

178

310

0

5MK, 2MP xx [4]6LP

178

310

0

5HP xx 236MK, 2MP xx [4]6LP

238

425

0

2HP xx 236HK, 623HP

224

381

0

Good post jump-in option

2MK xx 236LK

95

190

0

-4 on block, but can be spaced to be safe

5MP, 2MP xx 236KK

210

350

1

63214KK, 623HP

168

185

1

63214KK, 623PP

233

230

2

5MP, 2MP xx 236LK xx CA

380

270

3

5MP, 5MK xx 5HK xx VS1 xx CA

397

305

3

Punishes

Notation Damage Stun Meter Cost Notes

623LP

100

150

0

3f punish

5LP xx 623MP

129

205

0

3f punish

5MK xx 5HK xx VS1

146

230

0

5f punish

5MK xx 623HP

168

235

0

5f punish

2MP xx 623HP

168

235

0

6f punish

2HP xx 236HK, 623HP

224

381

0

9f punish

5HP xx 236MK, 2MP xx [4]6LP

238

425

0

9f punish

nj.HP, 2HP xx 236HK, 623HP

307

519

0

Nj punish

nj.HP, 2HP xx 236MK, 2MP xx [4]6LP

318

555

0

Nj punish

CC Punishes

Notation Damage Stun Meter Cost Notes

5HK CC, 2HP xx 236HK, 623HP

282

477

0

Cc punish. point blank

5HK CC, 2HP xx 236MK, 2MP xx [4]6LP

290

505

0

Cc punish. point blank

5HK CC, [4]6LP

172

300

0

Cc punish. far

VT1 Activation Combos

Notation Damage Stun Meter Cost Notes

2LP, 2LP xx 236KK xx VT1, 5HP xx 236HK, 623HP

196

381

1

Vt1 or vt2 activation combos

2LP, 2LP xx 236KK xx VT1, 5HP xx 236HK xx HPHK

184

378

1

VT1 Activation Combos. New route from the new 2 bar vtrigger

2MK xx 236KK xx VT1, 2HP xx 236HK, 623HP

243

399

1

Vt1 or vt2 activation combos

VT1 Combos

Notation Damage Stun Meter Cost Notes

2MP, 2MP xx [4]6MP

229

310

0

Vt1 or vt2 combo

5MP, 5MP xx [4]6HP

245

310

0

Vt1 or vt2 combo

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