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		<title>SFV Street Fighter V Akuma Guide</title>
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		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Tue, 11 Feb 2020 06:36:33 +0000</pubDate>
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					<description><![CDATA[Akuma Guide A guide made in inspiration of AutoMattock’s Kolin Guide. Seeing how detailed he goes into his okizeme, having a cheat sheet for what type of okizeme to go to after a certain amount of frame advantage, and a series of exercises, makes me want to have an Akuma guide to be as detailed [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p><strong>Akuma Guide</strong></p>



<p>A guide made in inspiration of AutoMattock’s Kolin Guide. Seeing how detailed he goes into his okizeme, having a cheat sheet for what type of okizeme to go to after a certain amount of frame advantage, and a series of exercises, makes me want to have an Akuma guide to be as detailed and thorough as his.</p>



<h1 class="wp-block-heading">Number Pad Annotation</h1>



<figure class="wp-block-image"><img decoding="async" src="https://lh6.googleusercontent.com/hRyMCaKECaXrsziLe_rl3GoPxrkMUgtC6b9QR9Rm8ifp65dB-jj34RlAw9zUf4ICob4mVc-IJ7G7cGnWg9lJ9-TYKgmYDFYrHq0aP45IUY-SgNLZ43Er_Sd6LqD2XU2CGfFXlhlj" alt=""/></figure>



<h1 class="wp-block-heading">Abbreviations</h1>



<p>AF &#8211; Active Frame(s)<br>CC &#8211; Crush Counter<br>CH &#8211; Counter Hit<br>FK &#8211; Frame Kill<br>OH &#8211; On Hit<br>OB &#8211; On Block<br>SU &#8211; Start Up<br>TAF &#8211; Total Active Frames<br>TC &#8211; Target Combo<br>VS &#8211; V-Skill</p>



<p>VS-P &#8211; V-Skill Punch</p>



<p>VS-K &#8211; V-Skill Kick<br>VT &#8211; V-Trigger</p>



<p>VTC &#8211; V-Trigger Cancel</p>



<h1 class="wp-block-heading">Normals</h1>



<h2 class="wp-block-heading"><strong>Throw (5/2/18 24)</strong></h2>



<p>Starts up in 5 frames, just like that of any other character in SFV. While you are -4 on a forward dash after a forward throw, you are +2 on a forward dash after a back throw. Back throw allow for the option to throw a fireball and uppercut on reaction to a wake up forward jump.</p>



<h2 class="wp-block-heading"><strong>5LP (3/2/7 11)</strong></h2>



<p>3 frame startup, can chain into other light normals for continued pressure or light confirms into LK tatsu or MK tatsu. Can be used as an anti-air in certain situations, especially cross ups. Counter-hit confirms into 5MK xx 214LK; 2AF links into 5MK</p>



<h2 class="wp-block-heading"><strong>2LP (4/2/6 11)</strong></h2>



<p>4 frame startup, farthest reaching light normal for Akuma. Can chain into other light normals for continued pressure or light confirms into LK tatsu or MK tatsu. Recommended for a light confirm in the following situations: 5LP, 2LP xx 214LK/MK/EX or 2LP, 2LP xx 214LK/MK/EX</p>



<h2 class="wp-block-heading"><strong>5LK (4/3/10 16)</strong></h2>



<p>4 frame startup, leaves in range for a throw and is +1 OB. 3 frame active means it’s great for characters with their fastest normal being 4 frames. Opponent can walk away from throw, unless they are cornered. Great to use against characters whose fastest normal is 4 frames. Frame traps into 5LP and can counter hit convert that into 5MK.&nbsp;</p>



<h2 class="wp-block-heading"><strong>2LK (4/2/7 12)</strong></h2>



<p>4 frame startup, can chain into other light attacks and does not special cancel. Mainly a move used to catch people not blocking low on wake-up. Will also be the normal that you want to attempt to cancel into parry. Example is 2LP/2MP, 2LK xx VS; if they v-reversal the first button, 2LK will not come out and parry will take its place.</p>



<h2 class="wp-block-heading"><strong>5MP (7/3/14 23)</strong></h2>



<p>7 frame startup, +1 OB, +3 OH. 3 frame active means it’s great for characters with their fastest normal being 4 frames. Farthest reaching medium normal in neutral that can be canceled into fireball for a knockdown. This move canceled into normal fireball or LP red fireball at certain ranges will leave you safe OB.</p>



<h2 class="wp-block-heading"><strong>2MP (6/3/12 20)</strong></h2>



<p>6 frame startup, +3 OB, +5 OH. 3 frame active means it’s great for characters with their fastest normal being 4 frames. Good poke to cancel into fireball at max range in neutral. Sets up counter-hit, links into 5MK on normal hit, and links into 2MP/5MP/4HP/2MK on counter-hit. If the first 2MP gets block and the second 2MP is a counter-hit, it can link into 5MP.</p>



<h2 class="wp-block-heading"><strong>6MP (23/3/21 46)</strong></h2>



<p>23 frame overhead, 0 OB, and has deceptively far reach on the second hit of the overhead. Mainly used to close out matches or catch people who are really on the defensive.&nbsp;</p>



<h2 class="wp-block-heading"><strong>5MK (5/2/18 24)</strong></h2>



<p>5 frame startup, +4 OH, -4 OB, and forces stand. Akuma’s fastest startup normal to use in neutral, leads to one of his most damaging whiff punishes in the game, and can combo into his okizeme setups that cover both wake-up options. While it is -4 OB, using it at max range means he’ll be -3 on block and the push back makes it hard to punish. When it counter hits, he’s at a +5 OH and can link into itself at the right ranges. Great to use to cancel into EX red fireball for continued pressure. If 5MK connects on 2AF, it can link into itself.</p>



<h2 class="wp-block-heading"><strong>2MK (6/2/14 21)</strong></h2>



<p>6 frame startup, +3 OH, -1 OB. Great low normal that is safe OB, and can be +0 OB at best. Can be linked into 5LP on normal hit and 5MK on counter-hit. Has late cancelable frames, so you can late cancel into your desired special in neutral. Also your key normal to use to cancel into fireball xx super in certain situations.</p>



<h2 class="wp-block-heading"><strong>5HP (8/3/19 29)</strong></h2>



<p>8 frame startup, +2 OH, -5 OB. Great normal to use at max range and can late confirm to finish into the 5HP &gt; HP target combo. Even easier when the 5MP crush counters; can crush counter confirm into super. The 5HP &gt; HP target combo in the corner can follow up into a 6HP to cover both wake-up options, or a 9HK if they back recover.</p>



<h2 class="wp-block-heading"><strong>2HP (10/4/20 33)</strong></h2>



<p>10 frame startup, +8 OH, +3 OB, and forces stand. EXCELLENT normal to use in the mid-range game and is the key normal to use in your meaty setups. If done early enough, it’s a pretty decent anti-air. It’s active for 4 frames, meaning it can cover both wake-up options for your okizeme for any character in the cast. Scoring a crush counter causes a crumple state in neutral allows to do a 66, 4HP xx 41236HK xx HP / 63214HP for corner push or keep-away. Primarily used to link into 5MK to repeat the okizeme, or 5MP if the opponent may be too far.&nbsp;</p>



<h2 class="wp-block-heading"><strong>4HP (6/7/21 33)</strong></h2>



<p>6 frame startup, KD OH, -10 OB, and forces stand. Great anti-air to use to cover the ranges where MP uppercut cannot. Canceling this move into any red fireball will leave you at a safe distance; if canceled into MP red fireball, it leaves a perfect 3 frame gap for those who like to mash their fastest normal. Best used in a shimmy situation in the corner; 5LK, walk back, 4HP (if blocked, cancel into EX fireball; if hit can follow up into a juggle combo).</p>



<h2 class="wp-block-heading"><strong>6HP (32/7/16 54)</strong></h2>



<p>32 frame startup, +5 OH, -2 OB, can OTG. Mainly used to bait people who have a habit to tech a throw in a particular rhythm, but can be punished prior to the move being active via an air throw, or any other normal before it becomes active. Can be used as a meaty to cover both recovery options after a 214KKK in the corner, or a BnB into VS K xx 41236MK xx 214KKK. Can link into 5MK on normal hit, and 5MP on counter-hit. At the last active frame, can link into 2HP.</p>



<h2 class="wp-block-heading"><strong>5HK (11/2/22 34)</strong></h2>



<p>12 frame startup, +3 OH, -2 OB. Mainly used as your crush counter punish, or to follow into the 5HK &gt; HK target combo for the post-stun combo. Links into 2HP on a crush counter.</p>



<h2 class="wp-block-heading"><strong>2HK (7/2/27 35)</strong></h2>



<p>7 frame startup, KD OH, -15 OB, +14 OB w/ VTC. At certain ranges, 2HK can be safe and no normals can reach to punish Akuma. Allows for a dash forward into raging demon to punish 3 frame normals. Can lead into safe jump setups with Akuma on a crush counter sweep, along with certain meaty setups on normal knockdown.</p>



<h1 class="wp-block-heading">Block Strings</h1>



<h2 class="wp-block-heading"><strong>5LK &gt; 5LP; beats 3F normals</strong></h2>



<p>Your string to use to see if your opponent is trying to do a reversal 3F normal in between your strings or is attempting to jump. If you see 5LP counter-hit, you can follow up into 5MK into your BnB; if they are hit but it’s a normal hit, you can chain into 2LP and cancel into 214LK/MK if they are standing or crouching, or even EX to get the most damage.</p>



<h2 class="wp-block-heading"><strong>5LK (4F, +1 OB) &gt; throw; beats 4F normals</strong></h2>



<p>Your close range immediate throw frame trap and is best used to influence the way your opponent behaves. Against characters with 3F normals if you see the 5LK &gt; 5LP block string blocked, you can condition them with a throw; against those with 4F normals, it will beat their fastest reversal normal. This is best used in the corner because they are not able to get out of the throw and can be used to condition into a shimmy situation.</p>



<h2 class="wp-block-heading"><strong>5LP &gt; 5MK; beats 3F normals</strong></h2>



<p>This is useful because if the 5LP counter-hits, you can confirm that into 5MK, canceled into whichever special you want. Otherwise, if you’re close enough and the 5MK counter-hits, you can link it into another 5MK. There is a 3F gap, so it can be beaten with a reversal uppercut that blows up the 3F gap. If 5LP connects on 2AF, it can link into 5MK. However, this should be used sparingly due to it being -4 oB.</p>



<h2 class="wp-block-heading"><strong>5LP &gt; 2MP; beats 4F normals</strong></h2>



<p>A pretty good string to use overall for those who don’t necessarily use a 3F reversal normal in between. If the 5LP counter-hits, then the 2MP can be linked; at close range, 5MK can connect after the 2MP. When the 2MP counter-hits, it can be followed into 5MK at close range, or 2HK.</p>



<h2 class="wp-block-heading"><strong>5LP &gt; 2MK; beats 4F normals</strong></h2>



<p>Mainly used to catch people who like to walk back in between your block strings. You can then low confirm the 2MK into 214LK to punish them for walking back. If they don’t walk back, you can either just end it there and be safe on block, or cancel into 236P.&nbsp;</p>



<h2 class="wp-block-heading"><strong>2LP &gt; 2LK &gt; VS OS; true string</strong></h2>



<p>A true block string where if your opponent likes to v-reversal in between your 2LP, the 2LK will not come out and a VS will take place. Mainly used as a way to test out your opponent’s defense. 2LK leaves you at +1 OB and can continue the string with 2MK.</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 2LK &gt; VS OS; beats 3F reversals</strong></h2>



<p>A string that’s similar to the 2LP &gt; 2LK &gt; VS OS, but works against those who have slower v-reversals i.e. Cammy, Dhalsim, others.</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 5LP; beats 3F reversals</strong></h2>



<p>A great string that leaves a 2F gap. Mainly used to bait those with slow reversals like Urien’s EX headbutt. You will recover in time to block the EX headbutt and go into a full crush counter punish.</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 5MK; beats 3F normals</strong></h2>



<p>This is a great string because there is a 2F gap that will beat those who are attempting to do reversals that blow up 3F gaps. Using this will get you a good feel on what your opponent likes to do when he/she is on defense.</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 2MP; beats 3F normals</strong></h2>



<p>Block string with a 3F gap that will beat those who are mashing 3F normals. If the second 2MP counter-hits, you can follow into 2HK or 5MP xx 236P. Can be beaten with a reversal uppercut that blows up the 3F gap.</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 2MP &gt; 5MP; beats 4F normals</strong></h2>



<p>Great string to stack grey damage and can cancel the 5MP into fireball if you want to get chip damage. If the second 2MP counter-hits, then the 5MP will be linked and can cancel into a normal fireball that knocks down on crouchers. If the second 2MP connects on counter-hit on standing opponents, you need to follow up with 2HK.</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 2MP &gt; 5MK; beats 3F normals</strong></h2>



<p>A string that connects primarily on wide-body characters and beats 3F normals. You can continue the pressure by canceling this into 63214PPP to be +8 OB.</p>



<h2 class="wp-block-heading"><strong>4HP &gt; 63214MP; beats 3F normals</strong></h2>



<p>This string is a great follow-up to those who block a 2MP on block. The pushback as a result of this string makes it so that you are safe, even though 63214MP is considered to be -7 OB.&nbsp;</p>



<h2 class="wp-block-heading"><strong>4HP &gt; 63214HP; beats 4F normals</strong></h2>



<p>Similar to the string mentioned above, a great follow-up for those who block a 2MP on block. 63214HP is -8 OB, but the greater pushback leaves you at a safe distance afterwards.</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 2MP &gt; 5MP &gt; 41236LK &gt; K; beats anti-air demon flip attempts (+12 OH/+5 OB on stand, +10 OH/+3 OB on crouch); 2LP/5LP &gt; 2MP&gt; 2MK &gt; 41236MK &gt; K; (+9 OH/+2 OB on stand, +7 OH/+0 OB on crouch); 2MK (max range) &gt; 41236LK&nbsp;</strong></h2>



<p>Great string to use to attempt to counter those who like to use normals to air reset you upon a demon flip palm/throw situation. The extended time that you are in the air will cause the normal to whiff and you will punish the opponent for the attempt.</p>



<h1 class="wp-block-heading">Okizeme Cheat Sheet</h1>



<h4 class="wp-block-heading"><strong>+1</strong></h4>



<p>Raging Demon</p>



<h4 class="wp-block-heading"><strong>+2</strong></h4>



<p>Throw</p>



<p>2LP</p>



<p>5LP</p>



<p>2LK</p>



<p>5LK</p>



<p>5MK</p>



<p>2MP (double meaty vs 4F)</p>



<h4 class="wp-block-heading"><strong>+3</strong></h4>



<p>Throw 2AF</p>



<p>2LP 2AF +5 OH, +7 OH CH</p>



<p>5LP 2AF +5 OH, +7 OH CH</p>



<p>2LK 2AF</p>



<p>5LK 2AF +3 OH, +5 OH CH</p>



<p>5MK</p>



<p>2MP</p>



<p>2MK</p>



<p>5MP (double meaty vs 4F)</p>



<h4 class="wp-block-heading"><strong>+4</strong></h4>



<p>Throw 3AF</p>



<p>5LK 3AF +4 OH, +6 OH CH</p>



<p>5MP 2AF</p>



<p>2MP</p>



<p>5MK (normal recovery)</p>



<p>5HP (double meaty vs 4F)</p>



<h4 class="wp-block-heading"><strong>+5</strong></h4>



<p>2MP</p>



<p>5MP</p>



<p>5HP</p>



<p>4HP</p>



<p>5MK 2AF +5 OH, +7 OH CH</p>



<h4 class="wp-block-heading"><strong>+6</strong></h4>



<p>2MP 2AF</p>



<p>5MP</p>



<p>2MK 2AF + 4 OH, +6 OH CH</p>



<p>4HP 2AF</p>



<p>2HP (double meaty vs 4F)</p>



<p>IAOH 9LP</p>



<h4 class="wp-block-heading"><strong>+7</strong></h4>



<p>2HP (double meaty)</p>



<p>2MP 3AF</p>



<p>IAOH 7LP/9LP</p>



<h4 class="wp-block-heading"><strong>+8</strong></h4>



<p>2HP</p>



<p>5MP</p>



<p>5HP</p>



<p>IAOH 7LP</p>



<h4 class="wp-block-heading"><strong>+9</strong></h4>



<p>2HP&nbsp;</p>



<h4 class="wp-block-heading"><strong>+10</strong></h4>



<p>2HP</p>



<p>5HK</p>



<h4 class="wp-block-heading"><strong>+11</strong></h4>



<p>2HP</p>



<p>5HK</p>



<h4 class="wp-block-heading"><strong>+12</strong></h4>



<p>2HP</p>



<h4 class="wp-block-heading"><strong>+24</strong></h4>



<p>6MP 3AF</p>



<h4 class="wp-block-heading"><strong>+28</strong></h4>



<p>IAOH 7LP/9LP</p>



<h4 class="wp-block-heading"><strong>+29</strong></h4>



<p>IAOH 7LP</p>



<h4 class="wp-block-heading"><strong>+30</strong></h4>



<p>6HP (double meaty against 4F characters)</p>



<h4 class="wp-block-heading"><strong>+32</strong></h4>



<p>6HP 2AF normal recovery +6 oH, 2AF normal recovery, +11 oH, 7AF back recovery (double meaty)</p>



<h4 class="wp-block-heading"><strong>+38</strong></h4>



<p>4F forward safe jump (empty jump or jump HP)/6HP +10 OH</p>



<h4 class="wp-block-heading"><strong>+40</strong></h4>



<p>4F neutral/forward safe jump</p>



<h1 class="wp-block-heading">Optimal BnB Combos</h1>



<p>*Highlighted in green for okizeme follow-up available</p>



<h2 class="wp-block-heading"><strong>By Damage</strong></h2>



<h3 class="wp-block-heading">No Bar</h3>



<h4 class="wp-block-heading">Mid Screen</h4>



<p>2MP &gt; 5MK &gt; VS-K &gt; 214LK &gt; 623HP, 246/375</p>



<p>2MP&gt; 5MK &gt; 214LK &gt; 623HP, 238/359</p>



<p>9HP &gt; 5HK x2 TC &gt; 5MK &gt; 214MK &gt; VT1 623LP, 376/571</p>



<h4 class="wp-block-heading">Corner Only</h4>



<p>2MP &gt; 5MK &gt; 63214LP &gt; 623HP, 254/391</p>



<p>2MP &gt; 5MK &gt; 63214LP &gt; 623MP, 247/391</p>



<p>9HP &gt; 5HK x2 TC &gt; MIcrowalk 5MK &gt; 63214LP &gt; MIcrowalk 623HP, 346/531</p>



<p>9HP &gt; 5HK x2 TC &gt; Microwalk 5MK &gt; 63214MP &gt; VT1 623LP, 382/571</p>



<h3 class="wp-block-heading">Three Bars</h3>



<h4 class="wp-block-heading">Mid Screen</h4>



<p>9HP &gt; 5HK x2 TC &gt; 5MK &gt; VS-K &gt; 214LK &gt; 623HP (2 hits) &gt; 236236P &gt; 485/509&nbsp;</p>



<p>9HP &gt; 5HK x2 TC &gt; 5MK &gt; 214MK &gt; VT1 623HP &gt; 236236P &gt; 481/456</p>



<p>9HP &gt; 5HK x2 TC &gt; 5MK &gt; 214LK &gt; VT1 236P &gt; VT1 623HP &gt; 236236P,&nbsp; 522/507</p>



<h4 class="wp-block-heading">Corner Only</h4>



<p>9HP &gt; 5HK x2 TC &gt; 5MK &gt; 63214LP &gt; 623LP &gt; 236236P, 496/531</p>



<p>9HP &gt; 4HP &gt; 236236P &gt; VT1 623P, 551/491</p>



<h2 class="wp-block-heading"><strong>By Stun</strong></h2>



<h3 class="wp-block-heading">No Bar</h3>



<h4 class="wp-block-heading">Mid Screen</h4>



<p>2MP &gt; 5MK &gt; VS-K &gt; 214LK &gt; 214HK, 233/410</p>



<h4 class="wp-block-heading">Corner Only</h4>



<p>2MP &gt; 5MK &gt; 63214LP &gt; 214HK, 241/426</p>



<h2 class="wp-block-heading"><strong>By Carrying Distance</strong></h2>



<h3 class="wp-block-heading">No Bar</h3>



<h4 class="wp-block-heading">Mid Screen</h4>



<p>2MP &gt; 5MK &gt; 214LK &gt; Microwalk 214HK, 225/394</p>



<p>2MP &gt; 5MK &gt; VS-K &gt; 41236HK &gt; P, 232/375</p>



<h1 class="wp-block-heading">Knockdown Okizeme</h1>



<p>* A meaty normal follow-up that leads you at a +36/+37 state on no recovery is your ideal number. This will allow you to perform a setup that will set your opponent into a meaty throw or meaty normal situation that your opponent will have to guess.<br></p>



<p>* Okizeme that allows you to be at a +7 state before your opponent wakes up with either a normal or back recovery is ideal. This will guarantee a 2HP meaty that covers both wake-up options, which sometimes follows with the +32/+33 state on no recovery mentioned above. Text color highlighted for a +7 state meaty to beat 3F characters. Text color highlighted for a +6 state meaty to beat 4F characters. <strong>*NEW* The +7 state allows for IAOH 7LP or 9LP on normal recovery.</strong>&nbsp;<br></p>



<p>* Some knockdown combos will result in the same knockdown frame advantage. It will be easier if I were to bundle all the combos that follow the same okizeme flowchart.&nbsp;<br></p>



<p>TODO: Update 2HP frame kill okizeme</p>



<h2 class="wp-block-heading"><strong>Throw, </strong><strong>110/120</strong><strong>, 12/12/71</strong></h2>



<h3 class="wp-block-heading">Mid Screen</h3>



<h4 class="wp-block-heading">Normal/Back Recovery</h4>



<h3 class="wp-block-heading">Corner Only</h3>



<h4 class="wp-block-heading">No Recovery</h4>



<h2 class="wp-block-heading"><strong>Back Throw, </strong><strong>120/170</strong><strong>, 18/18/77</strong></h2>



<h3 class="wp-block-heading">Mid Screen</h3>



<p>&gt; 236HP</p>



<p>* Mainly used to force your opponent to jump; you recover in time to uppercut</p>



<h3 class="wp-block-heading">Corner Only</h3>



<h4 class="wp-block-heading">Normal/Back Recovery</h4>



<p>* Throwing opponent into corner</p>



<p>&gt; 66 FK (+2 state)</p>



<p>&gt;&gt; Throw</p>



<p>&gt;&gt; 2LP</p>



<p>&gt;&gt; 5LP</p>



<p>&gt;&gt; 2LK</p>



<p>&gt;&gt; 5LK</p>



<p>&gt;&gt; 5MK</p>



<p>&gt;&gt; 2MP (double meaty vs 4F)</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 66 &gt; Throw 2AF (+37 state)</p>



<p>&gt;&gt; 5LP/2LP &gt; 5MP FK (+3 state)</p>



<p>&gt;&gt;&gt; Throw 2AF</p>



<p>&gt;&gt;&gt; 2LP 2AF +5 OH, +7 OH CH</p>



<p>&gt;&gt;&gt; 5LP 2AF +5 OH, +7 OH CH</p>



<p>&gt;&gt;&gt; 2LK 2AF</p>



<p>&gt;&gt;&gt; 5LK 2AF +3 OH, +5 OH CH</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 2MK</p>



<p>&gt;&gt;&gt; 5MP (double meaty vs 4F)<strong>&nbsp;&nbsp;</strong><br></p>



<p>OR<br></p>



<p>&gt;&gt; 2LK &gt; 2MK FK (+4 state)</p>



<p>&gt;&gt;&gt; Throw</p>



<p>&gt;&gt;&gt; 5LP</p>



<p>&gt;&gt;&gt; 2LP</p>



<p>&gt;&gt;&gt; 2LK</p>



<p>&gt;&gt;&gt; 5LK</p>



<p>&gt;&gt;&gt; 2MP (against 4F characters)<br></p>



<p>OR</p>



<p>&gt;&gt; 2HP (+4 state)</p>



<p>&gt;&gt;&gt; Throw</p>



<p>&gt;&gt;&gt; 5LP</p>



<p>&gt;&gt;&gt; 2LP</p>



<p>&gt;&gt;&gt; 2LK</p>



<p>&gt;&gt;&gt; 5LK</p>



<p>&gt;&gt;&gt; 2MP (against 4F characters)</p>



<h2 class="wp-block-heading"><strong>41236K(KKK) &gt; Throw, </strong><strong>150/200 (180/250)</strong><strong>, 11/11/70</strong></h2>



<h3 class="wp-block-heading">Corner Only</h3>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 2HP</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 2HP FK (+37 state)</p>



<p>&gt;&gt; 2LP &gt; 2MP FK (+3 state)</p>



<p>&gt;&gt;&gt; Throw 2AF</p>



<p>&gt;&gt;&gt; 2LP 2AF</p>



<p>&gt;&gt;&gt; 5LP 2AF</p>



<p>&gt;&gt;&gt; 2LK 2AF</p>



<p>&gt;&gt;&gt; 5LK 2AF</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 2MK</p>



<p>&gt;&gt;&gt; 5MP (double meaty vs 4F)<br></p>



<p>OR&nbsp;<br></p>



<p>&gt;&gt; 2LK &gt; 2MK FK (+4 state)</p>



<p>&gt;&gt;&gt; Throw 3AF</p>



<p>&gt;&gt;&gt; 5LK 3AF</p>



<p>&gt;&gt;&gt; 5MP</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 5HP</p>



<h2 class="wp-block-heading"><strong>41236K, </strong><strong>100/150</strong><strong>, 22/27/71</strong></h2>



<h3 class="wp-block-heading">Mid Screen</h3>



<h4 class="wp-block-heading">Normal Recovery</h4>



<p>&gt; 66 FK (+6 state)</p>



<p>&gt;&gt; 2MP 2AF</p>



<p>&gt;&gt; 5MP</p>



<p>&gt;&gt; 2MK 2AF</p>



<p>&gt;&gt; 4HP 2AF</p>



<p>&gt;&gt; 2HP (double meaty vs 4F)</p>



<h4 class="wp-block-heading">Back Recovery</h4>



<p>&gt; 66 FK (+11 state)</p>



<p>&gt;&gt; 2HP</p>



<p>&gt;&gt; 5HK</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 66 &gt; 2HP FK (+22 state)</p>



<p>&gt;&gt; 2MP FK (+2 state)</p>



<p>&gt;&gt;&gt; Throw</p>



<p>&gt;&gt;&gt; 2LP</p>



<p>&gt;&gt;&gt; 5LP</p>



<p>&gt;&gt;&gt; 2LK</p>



<p>&gt;&gt;&gt; 5LK</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 2MP (double meaty vs 4F)</p>



<h2 class="wp-block-heading"><strong>V-Reversal, </strong><strong>60/0</strong><strong>, 14/19/73</strong></h2>



<h3 class="wp-block-heading">Corner Only</h3>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 2LK FK (+2 state)</p>



<p>&gt;&gt; Throw</p>



<p>&gt;&gt; 2LP</p>



<p>&gt;&gt; 5LP</p>



<p>&gt;&gt; 2LK</p>



<p>&gt;&gt; 5LK</p>



<p>&gt;&gt; 5MK</p>



<p>&gt;&gt; 2MP (double meaty vs 4F)</p>



<h4 class="wp-block-heading">No Recovery</h4>



<h2 class="wp-block-heading"><strong>2HK, </strong><strong>90/150</strong><strong>, 18/23/67</strong></h2>



<h3 class="wp-block-heading">Mid Screen</h3>



<h4 class="wp-block-heading">Normal Recovery</h4>



<p>&gt; 66 FK (+2 state)</p>



<p>&gt;&gt; Throw</p>



<p>&gt;&gt; 2LP</p>



<p>&gt;&gt; 5LP</p>



<p>&gt;&gt; 2LK</p>



<p>&gt;&gt; 5LK</p>



<p>&gt;&gt; 5MK</p>



<p>&gt;&gt; 2MP (double meaty vs 4F)</p>



<h4 class="wp-block-heading">Back Recovery</h4>



<p>&gt; 66 FK (+7 state)</p>



<p>&gt;&gt; 2MP</p>



<p>&gt;&gt; 5MP</p>



<p>&gt;&gt; 2HP</p>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 66 FK (+2 normal, +7 back)</p>



<p>&gt;&gt; 2MP (against 4F characters)</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 66 &gt; 2MP FK (+31 state)</p>



<p>&gt;&gt; 2LK (+19 state) &gt; 66/5LK FK (+3 state)</p>



<p>&gt;&gt;&gt; Throw 2AF</p>



<p>&gt;&gt;&gt; 2LP 2AF</p>



<p>&gt;&gt;&gt; 5LP 2AF</p>



<p>&gt;&gt;&gt; 2LK 2AF</p>



<p>&gt;&gt;&gt; 5LK 2AF</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 2MK</p>



<p>&gt;&gt;&gt; 5MP (against 4F characters)<br></p>



<p>OR<br></p>



<p>&gt;&gt; 2LP/5LP (+20 state) &gt; 66/5LK FK (+4 state)</p>



<p>&gt;&gt;&gt; Throw 3AF</p>



<p>&gt;&gt;&gt; 5LK 3AF +4 OH, +6 OH CH</p>



<p>&gt;&gt;&gt; 5MP 2AF</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 5MK (normal recovery)</p>



<p>&gt;&gt;&gt; 5HP (double meaty vs 4F)<br></p>



<p>OR<br></p>



<p>&gt; 5LK &gt; 5LP FK (+40 state)</p>



<p>&gt;&gt; 4F forward jump safe jump</p>



<h3 class="wp-block-heading">Corner Only</h3>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 5LP/2LP FK (+7 normal, +12 back)</p>



<p>&gt;&gt; 2HP&nbsp;</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 5LP &gt; 2HP FK (+23 state)</p>



<p>&gt;&gt; 2MP FK (+3 state)</p>



<p>&gt;&gt;&gt; Throw 2AF</p>



<p>&gt;&gt;&gt; 2LP 2AF +5 OH, +7 OH CH</p>



<p>&gt;&gt;&gt; 5LP 2AF +5 OH, +7 OH CH</p>



<p>&gt;&gt;&gt; 2LK 2AF</p>



<p>&gt;&gt;&gt; 5LK 2AF +3 OH, +5 OH CH</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 2MK</p>



<p>&gt;&gt;&gt; 5MP (double meaty vs 4F)</p>



<h2 class="wp-block-heading"><strong>4HP (2 hits) &gt; 623KKK, </strong><strong>90/20</strong><strong>, 7/12/66</strong></h2>



<h3 class="wp-block-heading">Mid Screen</h3>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 2HP (double meaty)</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 2HP FK (+33 state)</p>



<p>&gt;&gt; 5HP FK (+4 state)</p>



<p>&gt;&gt;&gt; Throw 3AF</p>



<p>&gt;&gt;&gt; 5LK 3AF</p>



<p>&gt;&gt;&gt; 5MP</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 5HP</p>



<h2 class="wp-block-heading"><strong>* 4HP (two hits) &gt; 41236HK &gt; P, </strong><strong>180/335</strong><strong>, 23/28/82</strong></h2>



<h2 class="wp-block-heading"><strong>* 2HP CH &gt; 4HP (two hits, late crumple) &gt; 63214LP (late cancel) &gt; VS P, </strong><strong>282/526</strong><strong>, 23/28/82</strong></h2>



<h3 class="wp-block-heading">Corner Only</h3>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 66 FK (+7 normal, +12 back)</p>



<p>&gt;&gt; 2HP (double meaty)</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 66 &gt; 2HP FK (+33 state)</p>



<p>&gt;&gt; 5HP FK (+4 state)</p>



<p>&gt;&gt;&gt; Throw 3AF</p>



<p>&gt;&gt;&gt; 5LK 3AF</p>



<p>&gt;&gt;&gt; 5MP</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 5HP</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 5MK &gt; VS K &gt; 41236KKK</strong>, <strong>170/298</strong><strong>, 30/35/89</strong></h2>



<h3 class="wp-block-heading">Corner Only</h3>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 6HP&nbsp;</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 6HP (OTG property (8/13/64))</p>



<p><em>Normal Recovery</em></p>



<p><em>&gt;&gt; 5MP 3AF</em></p>



<p><em>Back Recovery</em></p>



<p><em>&gt;&gt; 5LP/2LP FK (+2 state)</em></p>



<p><em>&gt;&gt;&gt; Throw</em></p>



<p><em>No Recovery</em></p>



<p><em>&gt;&gt; 5MP 3AF FK (+44 state)</em></p>



<p><em>&gt;&gt;&gt; 2MP &gt;&gt; 2MK FK (+3 state)</em></p>



<p><em>&gt;&gt;&gt;&gt; Throw 2AF</em></p>



<p><em>&gt;&gt;&gt;&gt; 2LP 2AF</em></p>



<p><em>&gt;&gt;&gt;&gt; 5LP 2AF</em></p>



<p><em>&gt;&gt;&gt;&gt; 2LK 2AF</em></p>



<p><em>&gt;&gt;&gt;&gt; 5LK 2AF</em></p>



<p><em>&gt;&gt;&gt;&gt; 5MK</em></p>



<p><em>&gt;&gt;&gt;&gt; 2MP</em></p>



<p><em>&gt;&gt;&gt;&gt; 2MK</em></p>



<p><em>&gt;&gt;&gt;&gt; 5MP (against 4F characters)</em><br></p>



<p><em>OR&nbsp;</em><br></p>



<p><em>&gt;&gt; 2LP/5LP &gt; 2MP FK (+33 state)</em></p>



<p>	&gt;&gt;&gt; 6HP 6AF, +10 oH/+3 OB</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 5MK &gt; 214KKK, </strong><strong>210/310</strong><strong>, 32/37/91</strong></h2>



<h3 class="wp-block-heading">Corner Only</h3>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 6HP 2AF/5AF on normal/back recovery, +6/+11 oH, -1/+4 OB</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 6HP (OTG property (8/13/64))</p>



<p><em>Normal Recovery</em></p>



<p><em>&gt;&gt; 5MP 3AF</em></p>



<p><em>Back Recovery</em></p>



<p><em>&gt;&gt; 5LP/2LP FK (+2 state)</em></p>



<p><em>&gt;&gt;&gt; Throw</em></p>



<p><em>No Recovery</em></p>



<p><em>&gt;&gt; 5MP 3AF FK (+44 state)</em></p>



<p><em>&gt;&gt;&gt; 2MP &gt; 2MK FK (+3 state)</em></p>



<p><em>&gt;&gt;&gt;&gt; Throw 2AF</em></p>



<p><em>&gt;&gt;&gt;&gt; 2LP 2AF</em></p>



<p><em>&gt;&gt;&gt;&gt; 5LP 2AF</em></p>



<p><em>&gt;&gt;&gt;&gt; 2LK 2AF</em></p>



<p><em>&gt;&gt;&gt;&gt; 5LK 2AF</em></p>



<p><em>&gt;&gt;&gt;&gt; 5MK</em></p>



<p><em>&gt;&gt;&gt;&gt; 2MP</em></p>



<p><em>&gt;&gt;&gt;&gt; 2MK</em></p>



<p><em>&gt;&gt;&gt;&gt; 5MP (against 4F characters)</em><br></p>



<p><em>OR</em><br></p>



<p><em>&gt;&gt; 2LP/5LP &gt; 2MP FK (+33 state)</em></p>



<p>&gt;&gt;&gt; 6HP 6AF, +10 oH/+3 OB</p>



<h2 class="wp-block-heading"><strong>TC 5HP &gt; HP, </strong><strong>134/222</strong><strong>, 33/38/92</strong></h2>



<h3 class="wp-block-heading">Mid Screen</h3>



<h4 class="wp-block-heading">Normal Recovery</h4>



<p>&gt; 66 x2 FK (+1 state)</p>



<p>&gt;&gt; Raging Demon</p>



<h4 class="wp-block-heading">Back Recovery</h4>



<p>&gt; 66 x2 FK (+6 state)</p>



<p>&gt;&gt; 2MP 2AF</p>



<p>&gt;&gt; 5MP</p>



<p>&gt;&gt; 2MK 2AF</p>



<p>&gt;&gt; 4HP 2AF</p>



<p>&gt;&gt; 2HP (against 4F characters)<br></p>



<p>OR<br></p>



<p>&gt; 4F forward jump safe jump</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 5MK &gt; 214LK, </strong><strong>154/254</strong><strong>, 42/47/101</strong></h2>



<h3 class="wp-block-heading">Mid Screen</h3>



<h4 class="wp-block-heading">Normal Recovery</h4>



<p>&gt; 214LK FK (+6 state)</p>



<p>&gt;&gt; 2MP 2AF</p>



<p>&gt;&gt; 5MP</p>



<p>&gt;&gt; 2MK 2AF + 4 OH, +5 OH CH</p>



<p>&gt;&gt; 2HP (double meaty vs 4F)</p>



<p>&gt;&gt; 4HP 2AF</p>



<p>&gt;&gt; IAOH 9LP</p>



<h4 class="wp-block-heading">Back Recovery</h4>



<p>&gt; 214LK FK (+11 state)</p>



<p>&gt;&gt; 2HP</p>



<p>&gt;&gt; 5HK</p>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 214LK FK (+6 normal, +11 back)</p>



<p>&gt;&gt; 2HP (double meaty vs 4F)</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 214LK FK &gt; 2HP (+36 state)</p>



<p>&gt;&gt; 4HP FK (+3 state)</p>



<p>&gt;&gt;&gt; Throw 2AF</p>



<p>&gt;&gt;&gt; 2LP 2AF</p>



<p>&gt;&gt;&gt; 5LP 2AF</p>



<p>&gt;&gt;&gt; 2LK 2AF</p>



<p>&gt;&gt;&gt; 5LK 2AF</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 2MK</p>



<p>&gt;&gt;&gt; 5MP (double meaty vs 4F)</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 5MK &gt; VS K &gt; 214LK, </strong><strong>162/270</strong><strong>, 38/43/97</strong></h2>



<h3 class="wp-block-heading">Mid Screen</h3>



<h4 class="wp-block-heading">Normal Recovery</h4>



<p>&gt; 214LK FK (+2 state)</p>



<p>&gt;&gt; Throw</p>



<p>&gt;&gt; 2LP</p>



<p>&gt;&gt; 5LP</p>



<p>&gt;&gt; 2LK</p>



<p>&gt;&gt; 5LK</p>



<p>&gt;&gt; 5MK</p>



<p>&gt;&gt; 2MP (double meaty vs 4F)</p>



<h4 class="wp-block-heading">Back Recovery</h4>



<p>&gt; 214LK FK (+7 state)</p>



<p>&gt;&gt; 2HP (double meaty)</p>



<p>&gt;&gt; IAOH 7LP/9LP</p>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 214LK FK (+2 normal, +7 back)</p>



<p>&gt;&gt; 2MP (against 4F characters)</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 214LK &gt; 2MP FK (+41 state)</p>



<p>&gt;&gt; 2MK &gt; 66/5LK FK (+4 state)</p>



<p>&gt;&gt;&gt; Throw 3AF</p>



<p>&gt;&gt;&gt; 5LK 3AF</p>



<p>&gt;&gt;&gt; 5MP</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 5HP</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 5MK &gt; 214LK &gt; 2HK, </strong><strong>217/359</strong><strong>, 19/24/68</strong>&nbsp;</h2>



<h3 class="wp-block-heading">Mid Screen</h3>



<h4 class="wp-block-heading">Normal Recovery</h4>



<p>&gt; 66 FK (+3 state)</p>



<p>&gt;&gt; Throw 2AF</p>



<p>&gt;&gt; 2LP 2AF</p>



<p>&gt;&gt; 5LP 2AF</p>



<p>&gt;&gt; 2LK 2AF</p>



<p>&gt;&gt; 5LK 2AF</p>



<p>&gt;&gt; 5MK</p>



<p>&gt;&gt; 2MP</p>



<h4 class="wp-block-heading">Back Recovery</h4>



<p>&gt; 66 FK (+8 state)</p>



<p>&gt;&gt; 5MP</p>



<p>&gt;&gt; 5HP</p>



<p>&gt;&gt; 2HP</p>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 66 FK (+3 normal, +8 back)</p>



<p>&gt;&gt; 5MP (against 4F characters)</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 66 FK &gt; Throw FK (+28 state)</p>



<p>&gt;&gt; 2MK FK (+7 state)</p>



<p>&gt;&gt;&gt; 2HP<br></p>



<p>&gt; 66 FK &gt; 5MP FK (+29 state)</p>



<p>&gt;&gt; 2MK FK (+8 state)</p>



<p>&gt;&gt;&gt; 2HP<br></p>



<p>OR&nbsp;<br></p>



<p>&gt;&gt; 5LP/2LP FK &gt; 66 FK (+2 state)</p>



<p>&gt;&gt;&gt; Throw</p>



<p>&gt;&gt;&gt; 5LP</p>



<p>&gt;&gt;&gt; 2LP</p>



<p>&gt;&gt;&gt; 2LK</p>



<p>&gt;&gt;&gt; 5LK</p>



<p>&gt;&gt;&gt; 2MP (against 4F characters)<br></p>



<p>** Ideal against 4F characters</p>



<h3 class="wp-block-heading">* Corner Only</h3>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 2LK (+7 normal, +12 back)</p>



<p>&gt;&gt; 2HP</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 2LK &gt; 2HP FK (+23 state)</p>



<p>&gt;&gt; 2MP FK (+3 state)</p>



<p>&gt;&gt;&gt; Throw 2AF</p>



<p>&gt;&gt;&gt; 2LP 2AF</p>



<p>&gt;&gt;&gt; 5LP 2AF</p>



<p>&gt;&gt;&gt; 2LK 2AF</p>



<p>&gt;&gt;&gt; 5LK 2AF</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 2MP</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 5MK &gt; 214LK &gt; 214HK, </strong><strong>225/394</strong><strong>, 21/26/80</strong></h2>



<h3 class="wp-block-heading">Mid Screen</h3>



<h4 class="wp-block-heading">Normal Recovery</h4>



<p>&gt; 66 FK (+5 state)</p>



<p>&gt;&gt; 2MP</p>



<p>&gt;&gt; 5MP</p>



<p>&gt;&gt; 5HP</p>



<p>&gt;&gt; 4HP</p>



<p>** 5HP is unsafe on block; wouldn’t recommend unless you know the opponent is pressing buttons or if you’re going to to 5HP &gt; HP TC xx VT</p>



<h4 class="wp-block-heading">Back Recovery</h4>



<p>&gt; 66 FK (+10 state)</p>



<p>&gt;&gt; 2HP</p>



<p>&gt;&gt; 5HK</p>



<p>** 5HK will only connect on those who are standing</p>



<h3 class="wp-block-heading">Corner Only</h3>



<h4 class="wp-block-heading">Normal Recovery</h4>



<p>&gt; 5LP FK (+10 state)</p>



<p>&gt;&gt; 2HP</p>



<p>&gt;&gt; 5HK</p>



<p>** 5HK will only connect on those who are standing<br></p>



<p>&gt; 44 FK (+0 state)</p>



<p>** This is something that I’m experimenting with for matchups like Necalli; it puts me out of range of his fastest normals and will make his uppercut whiff if I go for a 2MK</p>



<h2 class="wp-block-heading"><strong>* 2MP &gt; 5MK &gt; 214LK &gt; micro step 3F &gt; 214HK, </strong><strong>225/394</strong><strong>, 18/23/77;</strong></h2>



<h2 class="wp-block-heading"><strong>* (Corner Only) 2MP &gt; 5MK &gt; 63214LP &gt; 214HK, </strong><strong>241/426</strong><strong>, 18/23/77;</strong></h2>



<h2 class="wp-block-heading"><strong>* (Corner Only) 4HP &gt; 236PPP &gt; 214HK, </strong><strong>260/513</strong><strong>, 18/23/77;</strong></h2>



<h2 class="wp-block-heading"><strong>* 2MP &gt; 5MK &gt; VS K &gt; 214LK &gt; 214HK, </strong><strong>233/410</strong><strong>, 18/23/77</strong></h2>



<h3 class="wp-block-heading">Mid Screen</h3>



<h4 class="wp-block-heading">Normal Recovery</h4>



<p>&gt; 66 FK (+2 state)</p>



<p>&gt;&gt; Throw</p>



<p>&gt;&gt; 5LP</p>



<p>&gt;&gt; 2LP</p>



<p>&gt;&gt; 2LK</p>



<p>&gt;&gt; 5LK</p>



<p>&gt;&gt; 2MP (against 4F characters)</p>



<h4 class="wp-block-heading">Back Recovery</h4>



<p>&gt; 66 FK (+7 state)</p>



<p>&gt;&gt; 2MP</p>



<p>&gt;&gt; 5MP</p>



<p>&gt;&gt; 2HP</p>



<p>&gt;&gt; IAOH 7LP/9LP</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 66 &gt; 2MP (+41 state)</p>



<p>&gt;&gt; 2MK &gt; 66 FK (+4 state)</p>



<p>&gt;&gt;&gt; Throw 3AF</p>



<p>&gt;&gt;&gt; 5LK 3AF</p>



<p>&gt;&gt;&gt; 5MP</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 5HP</p>



<h3 class="wp-block-heading">* Corner Only</h3>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 5LP FK (+7 state)</p>



<p>&gt;&gt; 2HP&nbsp;</p>



<p>&gt;&gt; IAOH 7LP/9LP</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 5LP &gt; 2HP FK (+33 state)</p>



<p>&gt;&gt; 5HP FK (+4 state)</p>



<p>&gt;&gt;&gt; Throw 3AF</p>



<p>&gt;&gt;&gt; 5LK 3AF</p>



<p>&gt;&gt;&gt; 5MP</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 5HP (4F characters)</p>



<h2 class="wp-block-heading"><strong>* 5MP &gt; 63214LP &gt; 2HK, </strong><strong>195/328</strong><strong>, 18/23/67</strong></h2>



<h3 class="wp-block-heading">* Corner Only</h3>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 5LP FK (+7 state)</p>



<p>&gt;&gt; 2HP&nbsp;</p>



<p>&gt;&gt; IAOH 7LP/9LP<br></p>



<p>OR&nbsp;</p>



<p>&gt; 66 (+6 state)</p>



<p>&gt;&gt; 2MP (against 4F characters)</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 5LP &gt; 2HP FK (+23 state)</p>



<p>&gt;&gt; 2MP FK (+3 state)</p>



<p>&gt;&gt;&gt; Throw 2AF</p>



<p>&gt;&gt;&gt; 2LP 2AF +5 OH, +7 OH CH</p>



<p>&gt;&gt;&gt; 5LP 2AF +5 OH, +7 OH CH</p>



<p>&gt;&gt;&gt; 2LK 2AF</p>



<p>&gt;&gt;&gt; 5LK 2AF +3 OH, +5 OH CH</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 2MK</p>



<p>&gt;&gt;&gt; 5MP (double meaty vs 4F)<strong>&nbsp;&nbsp;</strong></p>



<h2 class="wp-block-heading"><strong>* 2MK &gt; 214MK (2 hits), </strong><strong>122/208</strong><strong>, 38/43/97</strong></h2>



<h3 class="wp-block-heading">Mid Screen</h3>



<h4 class="wp-block-heading">Normal Recovery</h4>



<p>&gt; 66 x2 FK (+6 state)</p>



<p>&gt;&gt; 2MP 2AF</p>



<p>&gt;&gt; 5MP</p>



<p>&gt;&gt; 2MK 2AF</p>



<p>&gt;&gt; 5HP</p>



<p>&gt;&gt; 4HP 2AF</p>



<p>&gt;&gt; 2HP (against 4F characters)</p>



<p>&gt;&gt; Throw (manual delay 3F)<br></p>



<p>&gt; 2MP &gt; 66 FK (+2 state)</p>



<p>&gt;&gt; Throw</p>



<p>&gt;&gt; 5LP</p>



<p>&gt;&gt; 2LP</p>



<p>&gt;&gt; 2LK</p>



<p>&gt;&gt; 5LK</p>



<p>&gt;&gt; 2MP (against 4F characters)<br></p>



<p>&gt; 41236LK &gt; P</p>



<p>** Manual timed P<br></p>



<p>&gt; 4F forward safe jump</p>



<h4 class="wp-block-heading">Back Recovery</h4>



<p>&gt; 66 x2 FK (+11 state)</p>



<p>&gt;&gt; 2HP</p>



<p>&gt;&gt; 5HK<strong>&nbsp;&nbsp;</strong><br></p>



<p>&gt; 41236MK &gt; P</p>



<p>** Manual timed P</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 41236LK &gt; P FK (+47 state)</p>



<p>&gt;&gt; 2HP &gt; 2LP FK (+7 state)</p>



<p>&gt;&gt;&gt; 2HP<br></p>



<p>OR<br></p>



<p>&gt; 66 x2 &gt; 2HP FK (+32 state)</p>



<p>&gt;&gt; 2LK &gt; 66/5LK FK (+4 state)</p>



<p>&gt;&gt;&gt; Throw 3AF</p>



<p>&gt;&gt;&gt; 5LK 3AF</p>



<p>&gt;&gt;&gt; 5MP</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 5HP</p>



<h3 class="wp-block-heading">* Corner Only</h3>



<h4 class="wp-block-heading">Normal Recovery</h4>



<p>&gt; 66 x2 FK (+6 state)</p>



<p>&gt; IAOH 9LP</p>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 2LP &gt; 2MP FK (+7 normal, +12 back)</p>



<p>&gt;&gt; 2HP (double meaty)</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 2LP &gt; 2MP FK (+66 state)</p>



<p>&gt;&gt; 2HP FK (+33 state)</p>



<p>&gt;&gt;&gt; 5HP FK (+4 state)</p>



<p>&gt;&gt;&gt;&gt; Throw 3AF</p>



<p>&gt;&gt;&gt;&gt; 5LK 3AF</p>



<p>&gt;&gt;&gt;&gt; 5MP</p>



<p>&gt;&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt;&gt; 5HP</p>



<h2 class="wp-block-heading"><strong>* 2MP &gt; 5MK &gt; 214MK (3 hits), </strong><strong>170/286</strong><strong>, 39/44/98</strong></h2>



<h3 class="wp-block-heading">Mid Screen</h3>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 66 x2 FK (+7 normal, +12 back)</p>



<p>&gt;&gt; 2HP (double meaty)</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 66 x2 &gt; 2HP FK (+33 state)</p>



<p>&gt;&gt; 5HP FK (+4 state)</p>



<p>&gt;&gt;&gt; Throw 3AF</p>



<p>&gt;&gt;&gt; 5LK 3AF</p>



<p>&gt;&gt;&gt; 5MP</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 5HP</p>



<h2 class="wp-block-heading"><strong>* 2MP &gt; 5MK &gt; VS K &gt; 41236MK &gt; P, </strong><strong>232/375</strong><strong>, 23/28/82;&nbsp;</strong></h2>



<h2 class="wp-block-heading"><strong>* (Corner Only) 2HP CC &gt; 66 &gt; 4HP &gt;&gt; 41236HK &gt; P, </strong><strong>259/420</strong><strong>, 23/28/82;</strong></h2>



<h2 class="wp-block-heading"><strong>* (Corner Only) 2MP &gt; 5MK &gt; 63214PPP &gt; VS P &gt;, </strong><strong>259/420</strong><strong>, 23/28/82</strong></h2>



<h3 class="wp-block-heading">Mid Screen</h3>



<p>Both Recoveries<br>&gt; 66 FK (+7 normal, +12 back)</p>



<p>&gt;&gt; 2HP (double meaty)</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 66 &gt; 2HP FK (+33 state)<strong>&nbsp;</strong></p>



<p>&gt;&gt; 5HP FK (+4 state)</p>



<p>&gt;&gt;&gt; Throw 3AF</p>



<p>&gt;&gt;&gt; 5LK 3AF</p>



<p>&gt;&gt;&gt; 5MP</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 5HP</p>



<h3 class="wp-block-heading">Corner Only</h3>



<h4 class="wp-block-heading">Normal Recovery</h4>



<p>&gt; 66 FK (+7 state)</p>



<p>&gt;&gt; IAOH 7LP/9LP</p>



<p>&gt;&gt; 2HP</p>



<h2 class="wp-block-heading"><strong>* 2MP &gt; 5MK &gt; 214LK &gt; 623MP (623LP), </strong><strong>231/359 (224/359)</strong><strong>, 28/33/87</strong></h2>



<p>* I only listed corner setups for this since his mid screen okizeme for this setup is not that useful.<br></p>



<p>* Same okizeme applies if you replace 623MP with 623LP. I didn&#8217;t list this variant since you get less damage for the same situation.&nbsp;</p>



<h3 class="wp-block-heading">Corner Only</h3>



<h4 class="wp-block-heading">Normal Recovery</h4>



<p>&gt; 2MK/44 FK (+7 state)</p>



<p>&gt;&gt; IAOH 7LP/9LP</p>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 2MK/44 FK (+7 state)</p>



<p>&gt;&gt; 2HP (double meaty)</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 2MK/44 &gt; 2HP FK (+33 state)<strong>&nbsp;</strong></p>



<p>&gt;&gt; 5HP FK (+4 state)</p>



<p>&gt;&gt;&gt; Throw 3AF</p>



<p>&gt;&gt;&gt; 5LK 3AF</p>



<p>&gt;&gt;&gt; 5MP</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 5HP<strong>&nbsp;&nbsp;</strong></p>



<h2 class="wp-block-heading"><strong>2MP &gt; 5MK &gt; 63214PPP, </strong><strong>210/350</strong><strong>, 51/56/110</strong></h2>



<h3 class="wp-block-heading">Mid Screen</h3>



<h4 class="wp-block-heading">Normal Recovery</h4>



<p>&gt; 5LP/2LP FK (+40 state)</p>



<p>&gt;&gt; 4F safe jump<br></p>



<p>&gt; 66 x3 FK (+3 state)</p>



<p>&gt;&gt; Throw 2AF</p>



<p>&gt;&gt; 2LP 2AF</p>



<p>&gt;&gt; 5LP 2AF</p>



<p>&gt;&gt; 2LK 2AF</p>



<p>&gt;&gt; 5LK 2AF</p>



<p>&gt;&gt; 5MK</p>



<p>&gt;&gt; 2MP</p>



<p>&gt;&gt; 2MK</p>



<p>&gt;&gt; 5MP (against 4F characters)</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 5MK &gt; 214LK &gt; 41236KKK, </strong><strong>250/401</strong><strong>, 25/30/74</strong></h2>



<h3 class="wp-block-heading">Mid Screen&nbsp;</h3>



<h4 class="wp-block-heading">Normal Recovery</h4>



<p>&gt; 5MP FK (+2 state)</p>



<p>&gt;&gt; Throw</p>



<p>&gt;&gt; 5LP</p>



<p>&gt;&gt; 2LP</p>



<p>&gt;&gt; 2LK</p>



<p>&gt;&gt; 5LK</p>



<p>&gt;&gt; 2MP (against 4F characters)<strong> &nbsp; </strong>&nbsp;<br></p>



<p>OR<br></p>



<p>&gt; 2MK FK (+4 state)</p>



<p>&gt;&gt;&gt; Throw 3AF</p>



<p>&gt;&gt;&gt; 5LK 3AF</p>



<p>&gt;&gt;&gt; 5MP</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 5HP<strong>&nbsp;</strong></p>



<h2 class="wp-block-heading"><strong>2MP &gt; 5MK &gt; 214LK &gt; 41236KKK &gt; K Follow-Up &gt; VS P, </strong><strong>243/406</strong><strong>, 25/30/84</strong></h2>



<h3 class="wp-block-heading">Corner Only</h3>



<h4 class="wp-block-heading">Normal Recovery</h4>



<p>&gt; 5MP FK (+2 state)</p>



<p>&gt;&gt; Throw</p>



<p>&gt;&gt; 5LP</p>



<p>&gt;&gt; 2LP</p>



<p>&gt;&gt; 2LK</p>



<p>&gt;&gt; 5LK</p>



<p>&gt;&gt; 2MP (against 4F characters)<strong> &nbsp; </strong>&nbsp;<br></p>



<p>OR<br></p>



<p>&gt; 2MK FK (+4 state)</p>



<p>&gt;&gt; Throw 3AF</p>



<p>&gt;&gt; 5LK 3AF</p>



<p>&gt;&gt; 5MP</p>



<p>&gt;&gt; 2MP</p>



<p>&gt;&gt; 5MK</p>



<p>&gt;&gt; 5HP</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 5MK &gt; VS K &gt; VS P, </strong><strong>211/340</strong><strong>, 24/29/83</strong></h2>



<h3 class="wp-block-heading">Mid Screen</h3>



<p>N/A</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 5MK &gt; 236PPP, </strong><strong>194/326</strong><strong>, 36/41/94</strong></h2>



<h3 class="wp-block-heading">Mid Screen</h3>



<h4 class="wp-block-heading">Normal Recovery</h4>



<p>&gt; 66 x2 FK (+4 state)</p>



<p>&gt;&gt; Throw 3AF</p>



<p>&gt;&gt; 5LK 3AF</p>



<p>&gt;&gt; 5MP</p>



<p>&gt;&gt; 2MP</p>



<p>&gt;&gt; 5MK</p>



<p>&gt;&gt; 5HP</p>



<h4 class="wp-block-heading">Back Recovery</h4>



<p>&gt; 66 x2 (+9 state)</p>



<p>&gt;&gt; 2HP</p>



<h3 class="wp-block-heading">* Corner Only</h3>



<h4 class="wp-block-heading">Normal Recovery</h4>



<p>&gt; 2HP/5HP FK (+7 state)</p>



<p>&gt;&gt; IAOH 7LP/9LP</p>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 2HP/5HP FK (+7 normal, +12 back)</p>



<p>&gt;&gt; 2HP</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 5HP &gt; 2HP FK (+32 state)</p>



<p>&gt;&gt; 2LK &gt; 66/5LK FK (+4 state)</p>



<p>&gt;&gt;&gt; Throw 3AF</p>



<p>&gt;&gt;&gt; 5LK 3AF</p>



<p>&gt;&gt;&gt; 5MP</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 5HP</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 5MK &gt; VS K &gt; 214LK &gt; 623HP, </strong><strong>246/375</strong><strong>, 24/29/83</strong></h2>



<h3 class="wp-block-heading">Corner Only</h3>



<h4 class="wp-block-heading">Normal Recovery</h4>



<p>&gt; 2MK FK (+3 state)</p>



<p>&gt;&gt; Throw 2AF</p>



<p>&gt;&gt; 2LP 2AF</p>



<p>&gt;&gt; 5LP 2AF</p>



<p>&gt;&gt; 2LK 2AF</p>



<p>&gt;&gt; 5LK 2AF</p>



<p>&gt;&gt; 5MK</p>



<p>&gt;&gt; 2MP</p>



<p>&gt;&gt; 2MK</p>



<p>&gt;&gt; 5MP (double meaty vs 4F) <strong>&nbsp;&nbsp;</strong></p>



<h4 class="wp-block-heading">Back Recovery</h4>



<p>&gt; 2MK FK (+8 state)<strong>&nbsp;&nbsp;&nbsp;</strong></p>



<p>&gt;&gt; 2HP</p>



<p>&gt;&gt; 5MP</p>



<p>&gt;&gt; 5HP</p>



<p>&gt;&gt; IAOH 7LP</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 2MK FK (+62 state)</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 5MK &gt; 214LK &gt; 623HP, </strong><strong>238/359</strong><strong>, 25/30/84</strong></h2>



<h3 class="wp-block-heading">Mid Screen</h3>



<h4 class="wp-block-heading">Normal Recovery</h4>



<p>&gt; 5MP FK (+2 state)</p>



<p>&gt;&gt; Throw</p>



<p>&gt;&gt; 5LP</p>



<p>&gt;&gt; 2LP</p>



<p>&gt;&gt; 2LK</p>



<p>&gt;&gt; 5LK</p>



<p>&gt;&gt; 2MP (against 4F characters)<strong> &nbsp; </strong>&nbsp;<br></p>



<p>OR<br></p>



<p>&gt; 2MK FK (+4 state)</p>



<p>&gt;&gt; Throw 3AF</p>



<p>&gt;&gt; 5LK 3AF</p>



<p>&gt;&gt; 5MP</p>



<p>&gt;&gt; 2MP</p>



<p>&gt;&gt; 5MK</p>



<p>&gt;&gt; 5HP</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 5MK &gt; 214KKK &gt; 623HP, </strong><strong>294/415</strong><strong>, 24/29/83</strong></h2>



<h3 class="wp-block-heading">Corner Only</h3>



<h4 class="wp-block-heading">Normal Recovery</h4>



<p>&gt; 5LK/66 FK (+8 state)</p>



<p>&gt;&gt; 2HP</p>



<p>&gt;&gt; 5MP</p>



<p>&gt;&gt; 5HP</p>



<p>&gt;&gt; IAOH 7LP<br></p>



<p>OR<br></p>



<p>&gt; 2MK FK (+3 state)</p>



<p>&gt;&gt; Throw 2AF</p>



<p>&gt;&gt; 2LP 2AF</p>



<p>&gt;&gt; 5LP 2AF</p>



<p>&gt;&gt; 2LK 2AF</p>



<p>&gt;&gt; 5LK 2AF</p>



<p>&gt;&gt; 5MK</p>



<p>&gt;&gt; 2MP</p>



<p>&gt;&gt; 2MK</p>



<p>&gt;&gt; 5MP (double meaty vs 4F)&nbsp;</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 5MK &gt; 214MK &gt; 623HP, </strong><strong>191/300</strong><strong>, 21/26/80</strong></h2>



<h2 class="wp-block-heading"><strong>2MP &gt; 5MK &gt; 63214LP, </strong><strong>170/286</strong><strong>, 38/43/97</strong></h2>



<h2 class="wp-block-heading"><strong>IA VT 236LP &gt; 4HP &gt; VT 236LP &gt; 41236KKK &gt; 236P (in air) &gt; VT 623P, </strong><strong>427/633</strong><strong>, 35/35/35;</strong></h2>



<h2 class="wp-block-heading"><strong>VT 623P, </strong><strong>200/230</strong><strong>, 35/35/35;</strong></h2>



<h3 class="wp-block-heading">Mid Screen</h3>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 2LP &gt; 2MK FK (+3 state)</p>



<p>&gt;&gt; Throw 2AF</p>



<p>&gt;&gt; 2LP 2AF</p>



<p>&gt;&gt; 5LP 2AF</p>



<p>&gt;&gt; 2LK 2AF</p>



<p>&gt;&gt; 5LK 2AF</p>



<p>&gt;&gt; 5MK</p>



<p>&gt;&gt; 2MP</p>



<p>&gt;&gt; 2MK</p>



<p>&gt;&gt; 5MP (double meaty vs 4F)&nbsp;<br></p>



<p>OR<br></p>



<p>&gt; 2LP &gt; 2MP FK (+4 state)</p>



<p>&gt;&gt; Throw 3AF</p>



<p>&gt;&gt; 5LK 3AF</p>



<p>&gt;&gt; 5MP</p>



<p>&gt;&gt; 2MP</p>



<p>&gt;&gt; 5MK</p>



<p>&gt;&gt; 5HP<br></p>



<p>OR<br></p>



<p>&gt; 66 &gt; 2LK FK (+7 state)</p>



<p>&gt;&gt; 2HP (double meaty)</p>



<p>&gt;&gt; 2MP 3AF</p>



<p>&gt;&gt; IAOH 7LP/9LP</p>



<h2 class="wp-block-heading"><strong>4HP &gt; 63214MP, </strong><strong>132/258</strong><strong>, 34/39/93</strong></h2>



<h3 class="wp-block-heading">Corner Only</h3>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 5LP &gt; 66 FK (+7 normal, +12 back)</p>



<p>&gt;&gt; 2HP (double meaty)<br></p>



<p>* Normal recovery works Mid-Screen</p>



<h4 class="wp-block-heading">No Recovery<strong>&nbsp;</strong></h4>



<p>&gt; 5LP &gt; 66 &gt; 2HP FK (+33 state)</p>



<p>&gt;&gt; 5HP FK (+4 state)</p>



<p>&gt;&gt;&gt; Throw 3AF</p>



<p>&gt;&gt;&gt; 5LK 3AF</p>



<p>&gt;&gt;&gt; 5MP</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 5HP</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 5MK &gt; 214LK &gt; 623LP &gt; 236236P, </strong><strong>416/359</strong><strong>, 38/43/105;</strong></h2>



<h2 class="wp-block-heading"><strong>2MP &gt; 5MK &gt; 214LK &gt; 623HP &gt; 236236P, </strong><strong>409/345</strong><strong>, 38/43/105;</strong></h2>



<h2 class="wp-block-heading"><strong>2MP &gt; 5MK &gt; 214LK &gt; 236P &gt; 623HP, 236236P, </strong><strong>440/359</strong><strong>, 38/43/105</strong></h2>



<h3 class="wp-block-heading">Corner Only</h3>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 2MP &gt; 2LP/5LP FK (+7 state)</p>



<p>&gt;&gt; 2HP (double meaty)</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&nbsp;&gt; 2MP &gt; 2LP/5LP &gt; 2HP FK (+41 state)<br>&gt;&gt; 2MK &gt; 66 FK (+4 state)</p>



<p>&gt;&gt;&gt; Throw 3AF</p>



<p>&gt;&gt;&gt; 5LK 3AF</p>



<p>&gt;&gt;&gt; 5MP</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 5HP</p>



<h2 class="wp-block-heading"><strong>2MP &gt; 5MK &gt; 236P, </strong><strong>162/286</strong><strong>, 29/34/88</strong></h2>



<h3 class="wp-block-heading">Corner Only</h3>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 2MK (+8 state)</p>



<p>&gt;&gt; 2HP (double meaty)</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 2MK &gt; 2HP FK (+34 state)</p>



<p>&gt;&gt; 66 x2 FK (+2 state)<br></p>



<h2 class="wp-block-heading"><strong>2MK &gt; 5MK &gt; 236PPP, </strong><strong>194/326</strong><strong>, 36/41/94</strong></h2>



<h3 class="wp-block-heading">Corner Only</h3>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 5HP (+7 state)</p>



<p>&gt;&gt; 2HP (double meaty)</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 5HP &gt; 2HP FK (+32 state)</p>



<p>&gt;&gt; 2LK &gt; 5LK/66 FK (+4 state)</p>



<p>&gt;&gt;&gt; Throw 3AF</p>



<p>&gt;&gt;&gt; 5LK 3AF</p>



<p>&gt;&gt;&gt; 5MP</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 5HP</p>



<h2 class="wp-block-heading"><strong>2MK &gt; 5MK &gt; 63214LP &gt; 623MP, </strong><strong>247/391</strong><strong>, 27/32/86</strong></h2>



<h3 class="wp-block-heading">Corner Only</h3>



<h4 class="wp-block-heading">Both Recoveries</h4>



<p>&gt; 2MP (+7 state)</p>



<p>&gt;&gt; 2HP (double meaty)</p>



<h4 class="wp-block-heading">No Recovery</h4>



<p>&gt; 2MP &gt; 2HP FK (+33 state)</p>



<p>&gt;&gt; 5HP FK (+4 state)</p>



<p>&gt;&gt;&gt; Throw 3AF</p>



<p>&gt;&gt;&gt; 5LK 3AF</p>



<p>&gt;&gt;&gt; 5MP</p>



<p>&gt;&gt;&gt; 2MP</p>



<p>&gt;&gt;&gt; 5MK</p>



<p>&gt;&gt;&gt; 5HP</p>



<h1 class="wp-block-heading">Match-Ups</h1>



<h2 class="wp-block-heading"><strong>Abigail</strong></h2>



<p>Health 1100</p>



<p>Stun 1050</p>



<p>Back Jump 50(8+36+6)</p>



<p>Neutral Jump 50(8+36+6)</p>



<p>Forward Jump 50(8+36+6)</p>



<p>Forward Dash 25</p>



<p>Back Dash 25</p>



<p>Forward Walk 3.2</p>



<p>Back Walk 2.5</p>



<p>F.Jump Distance 108</p>



<p>B.Jump Distance 108</p>



<p>Throw Range 0.9</p>



<p>Throw Hurtbox Range 0.4<br></p>



<h3 class="wp-block-heading">Normals/Specials:</h3>



<h4 class="wp-block-heading"><strong>2LK (4/2/12 17, +2 oB)</strong></h4>



<p>&gt; Abigail lands early on an air reset, so this button is used very often</p>



<p>&gt; Far reaching light that can VTC into huge frame advantage (+8 oB)</p>



<h4 class="wp-block-heading"><strong>5MP (9/3/18 29) (+5 state if standing, +6 state if crouching)</strong></h4>



<p>&gt; Best bet is to block it standing to reduce the frame advantage and backdash out of the situation when blocking this normal at the fist; contest with 5LP if one feels that it’s coming again<br></p>



<h4 class="wp-block-heading"><strong>2MK (12/2/21 34, 0 oH, -3 oB)&nbsp;</strong></h4>



<h4 class="wp-block-heading"><strong>2HP (11/5/35 50, -15 oH, -18 oB)</strong></h4>



<p>&gt; 2HP VTC is +15 oB</p>



<p>&gt; If done raw, can be punished with Akuma’s 2HK</p>



<p>&gt; Another option is to forward dash and put Abigail in a +2 guessing situation</p>



<h4 class="wp-block-heading"><strong>6HP (10/5/18 22)</strong></h4>



<p>&gt; This move is mainly used to contest someone jumping and is mainly for a preemptive callout for someone jumping<br></p>



<h4 class="wp-block-heading"><strong>5HK (18/14/29 60, -8 oB)</strong></h4>



<p>&gt; This move crush counters and causes a knockdown state</p>



<p>&gt; Punishable with super oB</p>



<h4 class="wp-block-heading"><strong>LP/MP/HP/EX Giant Flip (0/+1/+2/-2 oB)</strong></h4>



<h3 class="wp-block-heading">Block Strings:</h3>



<h4 class="wp-block-heading"><strong>2LK &gt; 5LP &gt; 2HP &gt; 63214LP; 2HP &gt; 63214LP (2F gap)</strong></h4>



<p>&gt; Use 623PPP, VT 623P, or Raging Demon</p>



<p>&gt; Possible to use 421KKK to get out of the situation</p>



<h4 class="wp-block-heading"><strong>2LK &gt; 5LP &gt; 2HP &gt; 63214LP; 2HP &gt; 63214LP (2F gap)</strong></h4>



<h4 class="wp-block-heading"><strong>2HP &gt; KK Hold</strong></h4>



<p>&gt; Used to gauge how one reacts to 2HP and whether one can get away with Abigail run into command grab or well spaced P</p>



<p>&gt; Back dashing resets the situation, a well spaced punch sets up a trap for whiff punishing a retaliation normal into 2HP xx whatever he wants</p>



<h4 class="wp-block-heading"><strong>2HP &gt; Abigail Flip</strong></h4>



<p>&gt;&nbsp;</p>



<h4 class="wp-block-heading"><strong>2MP &gt; any special cancel (5F gap at best)</strong></h4>



<p>&gt; Can all be beaten with 623LP</p>



<p>&gt; Cancels into Abigail flip can be VS1 parried into launcher into oki</p>



<h4 class="wp-block-heading"><strong>2MK &gt; any special cancel (7F gap at best)</strong></h4>



<p>&gt; Can all be beaten with 623LP</p>



<p>&gt; Cancels into Abigail flip can be VS1 parried into launcher into oki</p>



<h4 class="wp-block-heading"><strong>5MP &gt; 5MP (4F gap if standing, 3F gap if crouching)</strong></h4>



<p>&gt; Can interrupt with 5LP, LP/HP/EX uppercut</p>



<h4 class="wp-block-heading"><strong>5MP &gt; 4HP (2F gap, -6 oB)</strong></h4>



<p>&gt; Punish options are in VT1</p>



<p>&gt;&gt; 623HP</p>



<p>&gt;&gt; Demon</p>



<h4 class="wp-block-heading"><strong>4HP &gt; 63214LP (true string)</strong></h4>



<p>&gt; 63214LP is +0 oB</p>



<p>&gt; If spaced right, you can contest with Akuma’s 5HP and you’ll pretty much beat all the options</p>



<p>&gt;&gt; Only if Abigail has meter is when it becomes threatening, as the only thing that will win is 2LP xx EX Abigail Punch</p>



<h4 class="wp-block-heading"><strong>KK &gt; P (max range)</strong></h4>



<p>&gt; Can be punished with CA</p>



<h3 class="wp-block-heading">Common Knockdown Situations (Advantage states assume quick rise):</h3>



<h4 class="wp-block-heading"><strong>4HP &gt; HP (28/33/87)</strong></h4>



<p>&gt; 66 FK (+3 state)</p>



<h4 class="wp-block-heading"><strong>KK &gt; P (26/31/85)</strong></h4>



<p>&gt; 66 FK (+1 state)</p>



<p>&gt;&gt; Can trade with 5LP, LP uppercut, or beat clean with HP/EX uppercut, or even wake up VS1</p>



<h4 class="wp-block-heading"><strong>KK &gt; K (20/25/79)</strong></h4>



<p>&gt; If he forward dashes, you can reversal 5MK to punish</p>



<h4 class="wp-block-heading"><strong>LP/MP/HP Abigail Flip (31/36/90; 30/35/89)</strong></h4>



<p>&gt; MP/HP Abigail Flip can be neutral/jumped jumped</p>



<h4 class="wp-block-heading"><strong>LP/MP/HP Abigail Punch (Non-Mash: 28/33/87 Mash: 26/31/85)</strong></h4>



<p>&gt; 66 FK (+3 state on non-mash, +1 state on mash)</p>



<p>&gt;&gt; When not mashed, it sets up a meaty command grab on quick rise to beat your 3F jab</p>



<p>&gt;&gt;&gt; Answers to this would be to wake up backdash on quick rise, wake up LP uppercut, or wake up forward jump to be airborne<br></p>



<p>&gt;&gt; When mashed, you can trade his meaty with 5LP, LP uppercut, or beat clean with HP/EX uppercut, or even wake up VS1</p>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 2MP &gt; 2LK OS VS &#8211; +14 state</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +19 state</p>



<h2 class="wp-block-heading"><strong>Akuma</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 2MP &gt; 2LK OS VS &#8211; +12 state</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +17 state</p>



<h2 class="wp-block-heading"><strong>Alex</strong></h2>



<h3 class="wp-block-heading">Normals:</h3>



<h4 class="wp-block-heading"><strong>5MP (+5 state if standing, +6 state if crouching)</strong></h4>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 2MP &gt; 2LK OS VS &#8211; +11 state</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +16 state</p>



<h2 class="wp-block-heading"><strong>Balrog</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 2MP &gt; 2LK OS VS &#8211; +12 state</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +17 state</p>



<h2 class="wp-block-heading"><strong>Birdie</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 2MP &gt; 2LK OS VS &#8211; +7 state</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +12 state</p>



<h2 class="wp-block-heading"><strong>Blanka</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +16 state</p>



<h2 class="wp-block-heading"><strong>Cammy</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 2MP &gt; 2LK OS VS &#8211; +12 state (spacing dependent for the punish)</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +17 state (spacing dependent for the punish)</p>



<h2 class="wp-block-heading"><strong>Chun-Li</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +12 state</p>



<h2 class="wp-block-heading"><strong>Cody</strong></h2>



<h3 class="wp-block-heading">Normals:</h3>



<h4 class="wp-block-heading"><strong>5HK</strong></h4>



<p>&gt; Requires to walk forward</p>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 2MP &gt; 2LK OS VS &#8211; +11 state</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +16 state</p>



<h2 class="wp-block-heading"><strong>Dhalsim</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 2MP &gt; 2LK OS VS &#8211; +11 state</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +16 state</p>



<h2 class="wp-block-heading"><strong>Ed</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>N/A</p>



<h2 class="wp-block-heading"><strong>Falke</strong></h2>



<h3 class="wp-block-heading">Specifics:</h3>



<p>Falke’s 2MK in the air has a follow up where she can either stay in front or cross up. Best option after blocking that situation is to jump back medium kick to escape and cover both options; reclaim the neutral this way.</p>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<h2 class="wp-block-heading"><strong>F.A.N.G.</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>N/A</p>



<h2 class="wp-block-heading"><strong>G</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 2MP &gt; 2LK OS VS &#8211; +12 state</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +17 state</p>



<h2 class="wp-block-heading"><strong>Guile</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 2MP &gt; 2LK OS VS &#8211; +11 state</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +16 state</p>



<h2 class="wp-block-heading"><strong>Ibuki</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 2MP &gt; 2LK OS VS &#8211; +5 state</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +10 state</p>



<h2 class="wp-block-heading"><strong>Juri</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 2MP &gt; 2LK OS VS &#8211; +15 state</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +20 state</p>



<h2 class="wp-block-heading"><strong>Kage</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>Kage’s v-reversal comes out too fast to be able to OS with 2MP &gt; 2LK OS VS; need to use 2LP/5LP &gt; 2LK OS VS instead.<br></p>



<p>&gt; 2LP/5LP &gt; 2LK VS OS &#8211; +14 state</p>



<h2 class="wp-block-heading"><strong>Karin</strong></h2>



<h3 class="wp-block-heading">Block Strings:</h3>



<h4 class="wp-block-heading"><strong>5LK &gt; 2MP (3F gap)</strong></h4>



<p>&gt; MIxes between this and throw, since 5LK is +2 oB and 2MP has a 3F startup</p>



<p>&gt; LP uppercut to call out this string; worst case in the commit is a trade that resets neutral</p>



<h4 class="wp-block-heading"><strong>2MP &gt; 2MK (4F gap)</strong></h4>



<p>&gt; Best option is to backdash after this, if possible</p>



<p>&gt; If they’re being predictable with this string and going into 2MK for the one-hit confirm into JF Tenko, you can do the following<br>&gt;&gt; Air reset with the backdash and punish the reactionary hit on the back dash air juggle if they commit to the Tenko</p>



<p>&gt;&gt; Call out the string with LP or HP uppercut</p>



<p>&gt;&gt; 3F jab to interrupt this string (?)</p>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +16 state</p>



<h2 class="wp-block-heading"><strong>Ken</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>N/A</p>



<h2 class="wp-block-heading"><strong>Kolin</strong></h2>



<h3 class="wp-block-heading">V-Reversal Counters:</h3>



<p>Her v-reversal is reactable to punish upon her recovery. Best bet is to use normals at max range to make use of your active frames and catch her as she is switching sides.<br></p>



<p>&gt; 2MP &gt; 2LK OS Throw</p>



<p>&gt; 2MP &gt; 2MP/5LP OS Throw</p>



<p>&gt; 63214PPP &gt; 2HP OS Throw</p>



<h2 class="wp-block-heading"><strong>Laura</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 2MP &gt; 2LK OS VS &#8211; +12 state</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +17 state</p>



<h3 class="wp-block-heading">Common Scenarios:</h3>



<p>&gt; After regular command grab, she is +13; if she forward dashes, she is -4</p>



<h2 class="wp-block-heading"><strong>M. Bison</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 2MP &gt; 2LK OS VS &#8211; +8 state</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +13 state</p>



<h2 class="wp-block-heading"><strong>Menat</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>Menat’s v-reversal switches sides, so you can actually OS walk back and use 5LK to catch her during the recover of her v-reversal. 5LK is 4F startup and 3F active, so it’s long enough to catch her during her recovery.<br></p>



<p>&gt; 2MP &gt; 2MP/5MP &gt; 236P with throw input</p>



<h2 class="wp-block-heading"><strong>Nash</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 63214PPP &gt; 2HP OS Throw</p>



<h2 class="wp-block-heading"><strong>Necalli</strong></h2>



<h3 class="wp-block-heading">Okizeme:</h3>



<h4 class="wp-block-heading"><strong>5MK &gt; 5HK &gt; VS &gt; 66 x2 (1/6/?)</strong></h4>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 2MP &gt; 2LK OS VS &#8211; +12 state</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +17 state</p>



<h2 class="wp-block-heading"><strong>Rashid</strong></h2>



<h3 class="wp-block-heading">Normals:</h3>



<h4 class="wp-block-heading"><strong>5LK (+1 state)</strong></h4>



<p>&gt; Point blank leads to tick throw; respond with backdash or 5LP</p>



<h4 class="wp-block-heading"><strong>2MP (+1 state)</strong></h4>



<p>&gt; Point blank leads to tick throw; respond with backdash or 5LP</p>



<p>&gt; Can frame trap with 5LK to give it a 2F gap to beat 3F normals</p>



<h4 class="wp-block-heading"><strong>2MK (-4 state)</strong></h4>



<p>&gt; Usually a string ender for this move; can be canceled into Whirlwind Shot to end pressure, usually the LK variant</p>



<h3 class="wp-block-heading">Block Strings:</h3>



<h4 class="wp-block-heading"><strong>5MP &gt; 236LK (LK Whirlwind Shot)</strong></h4>



<h4 class="wp-block-heading"><strong>2LP &gt; 2LK &gt; 2LP &gt; 236HK &gt; 2VS K (HK Whirlwind Shot, +2 state if blocked)</strong></h4>



<p>&gt; Large gap between 2LP and 236HK</p>



<p>&gt; Punish with 2HK or 5HP &gt; 5HP TC</p>



<h4 class="wp-block-heading"><strong>5MP &gt; 5MP (2F gap)</strong></h4>



<h4 class="wp-block-heading"><strong>5LP &gt; 5MP (2F gap)</strong></h4>



<h4 class="wp-block-heading"><strong>Any &gt; 236KKK (EX Whirlwind Shot)</strong></h4>



<p>&gt; Can be interrupted with EX uppercut, forward jump, or 5LK</p>



<h3 class="wp-block-heading">Okizeme:</h3>



<h4 class="wp-block-heading"><strong>236MP (MP Spinning Mixer, Max Level), 35/40/94</strong></h4>



<p>&gt; 236HK (HK Whirlwind Shot); react to the wind-up and EX uppercut</p>



<p>&gt; 8HK in corner (4F safe jump on back recovery)</p>



<h4 class="wp-block-heading"><strong>F. Throw, 12/12/71</strong></h4>



<p>&gt; 236KKK (EX Whirlwind Shot)</p>



<p>&gt;&gt; Jump on reaction to EX Whirlwind Shot as a meaty</p>



<h4 class="wp-block-heading"><strong>2VS K &gt; 236 MP (MP Spinning Mixer Level 1), 40/45/99</strong></h4>



<p>&gt; Empty neutral jump (safe jump)</p>



<p>&gt; Neutral jump attack (loses to 4F uppercut on normal recovery)</p>



<h3 class="wp-block-heading">Specifics:</h3>



<p>Rashid can <a href="https://mmosumo.com/sfv-street-fighter-v-falke-guide/" >VT2 on reaction to Akuma’s VT1</a> air fireballs and get a huge punish. Be more conservative with your v-meter and don’t be impatient.</p>



<h2 class="wp-block-heading"><strong>R.Mika</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 2MP &gt; 2LK OS VS &#8211; +12 state</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +17 state</p>



<h2 class="wp-block-heading"><strong>Ryu</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 2MP &gt; 2LK OS VS &#8211; +12 state</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +17 state</p>



<h2 class="wp-block-heading"><strong>Sagat</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 2MP &gt; 2LK OS VS &#8211; +12 state</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +17 state</p>



<h2 class="wp-block-heading"><strong>Sakura</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 2MP &gt; 2LK OS VS &#8211; +15 state</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +20 state<br></p>



<p>* Enough frame advantage to even activate v-trigger and punish</p>



<h2 class="wp-block-heading"><strong>Urien</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; 5LP/2LP &gt; 2MP OS Throw</p>



<p>&gt; 2MP &gt; 2LK OS VS &#8211; +12 state</p>



<p>&gt; 63214PPP &gt; 2HP OS VS &#8211; +17 state</p>



<h2 class="wp-block-heading"><strong>Vega</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>&gt; Look into OS 66 in the corner and explore</p>



<h2 class="wp-block-heading"><strong>Zangief</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>N/A</p>



<h2 class="wp-block-heading"><strong>Zeku</strong></h2>



<h3 class="wp-block-heading">V-Reversal OS:</h3>



<p>N/A<br></p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>SFV Street Fighter V Alex Guide</title>
		<link>https://mmosumo.com/sfv-street-fighter-v-alex-guide/</link>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Mon, 10 Feb 2020 05:26:54 +0000</pubDate>
				<category><![CDATA[Street Fighter V]]></category>
		<guid isPermaLink="false">https://mmosumo.com/?p=1581</guid>

					<description><![CDATA[+ Meaty Lariat Setups If Alex lands a lariat at any frame other than its first frame, he can cancel it into a hp flash chop for highly damaging combos and resets. This is a list of knockdowns that give him the ability to land a meaty lariat. Note that +13 setups also allow Alex [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p><strong>+ Meaty Lariat Setups</strong></p>



<p>If Alex lands a lariat at any frame other than its first frame, he can cancel it into a hp flash chop for highly damaging combos and resets. This is a list of knockdowns that give him the ability to land a meaty lariat. Note that +13 setups also allow Alex to link his Lariat into st hp on normal hit and leaves him at +6 on block for a frame trap into st hp on 4f chars.<br></p>



<p>These setups will be formatted as follows:<br></p>



<ul class="wp-block-list"><li>Setup -&gt; framekill<ul><li>KDA (+13 KDA is optimal but +11 and +12 are good too)</li></ul></li></ul>



<ul class="wp-block-list"><li>Mp flash chop -&gt; lariat (cc’s opponent’s backdash) -&gt; dash x2<ul><li>+11 on qr</li></ul></li><li>EX flash chop -&gt; dash<ul><li>+13 on qr</li><li>+6 on block, true block string st.MP after lariat</li></ul></li><li>Hk slash elbow -&gt; dash x2<ul><li>+12 on br</li><li>Lariat still catches 4f moves on qr</li></ul></li><li>Ex slash elbow -&gt; dash (corner only)<ul><li>+13 on br</li><li>Lariat still catches 3f moves on qr</li><li>+6 on block, true block string st.MP after lariat</li></ul></li><li>Choke sleeper<ul><li>+12 on qr (no br available)</li></ul></li><li>Choke sleeper -&gt; lariat -&gt; lariat<ul><li>+11 on nr</li></ul></li><li>DDT<ul><li>+12 (hard kd)</li></ul></li><li>Mk slash elbow -&gt; dash<ul><li>+11 on qr</li></ul></li><li>Lk air stampede -&gt; dash -&gt; cr lp<ul><li>+13</li><li>hard kd</li><li>+6 on block, true block string st.MP after lariat</li></ul></li><li>Ex air stampede -&gt; dash -&gt; cr lp<ul><li>+12</li><li>hard kd</li></ul></li><li>Ex air stampede -&gt; lariat<ul><li>+13</li><li>hard kd</li><li>+6 on block, true block string st.MP after lariat</li></ul></li><li>CC cr hk -&gt; lariat -&gt; throw<ul><li>+13</li><li>hard kd</li><li>+6 on block, true block string st.MP after lariat</li></ul></li><li>Cr hp -&gt; lp flash chop (opponent must be low to the ground) -&gt; dash<ul><li>+13 on qr</li><li>+6 on block, true block string st.MP after lariat</li></ul></li><li>(Corner) Cr hp -&gt; lp flash chop -&gt; throw<ul><li>+13 on br</li><li>Lariat still catches 3f moves on qr</li></ul></li></ul>



<p><strong>VT1:</strong></p>



<p><strong>Unblockable Sledgehammer Setup</strong></p>



<p>CC cr hk xx vt1 activation -&gt; whiff st lk (whiff st.MP on Hard Hit CC)-&gt; fully charged sledge</p>



<ul class="wp-block-list"><li>Punish/Escape options:<ul><li><strong>Ryu </strong>&#8211; EX DP/CA escape<ul><li>EX DP punish &#8211; CH st.MP (st.MP, st.MP in corner) CH cr.MP, CH cr.MK, CH st.MK, CA</li><li>CA punish &#8211; lariat, etc.</li></ul></li><li><strong>Necalli</strong> &#8211; EX DP/CA escape<ul><li>EX DP punish &#8211; CH cr.MP, CC cr.HK, CH st.MK, CA</li><li>CA is unpunishable</li></ul></li><li><strong>Akuma &#8211; </strong>EX DP/CA escape</li><li><strong>Ken &#8211; </strong>EX DP/CA escape</li><li><strong>Guile &#8211; </strong>EX Flash Kick/CA escape</li><li><strong>Rashid &#8211; </strong>Loses to CA</li><li><strong>R.Mika &#8211; </strong>Loses to Nadeshiko(front)</li><li><strong>Chun &#8211; </strong>CA escape, Loses to EX SBK</li><li><strong>Cammy &#8211; </strong>Loses to EX DP</li><li><strong>Zangief &#8211; </strong>Loses to V-skill/CA</li><li><strong>Nash &#8211; </strong>CA escape (unpunishable)</li><li><strong>Dictator &#8211; </strong>Loses to EX head press/CA</li><li><strong>Dhalsim &#8211; </strong>Teleport (unpunishable)</li><li><strong>F.A.N.G. &#8211; </strong>EX escape (unpunishable)</li><li><strong>Boxer </strong>&#8211; CA escape (unpunishable)</li><li><strong>Ibuki &#8211; </strong>EX DP/CA escape (unpunishable)</li><li><strong>Juri &#8211; </strong>EX pinwheel escape, Loses to CA</li></ul></li></ul>



<p><strong>VT2:</strong></p>



<p><strong>Choke Sleeper Safe Jump Setup</strong></p>



<p>Tip: Empty jump cr.LK for mixup</p>



<ul class="wp-block-list"><li>Lariat -&gt; neutral jump. True safe jump, +41.</li><li>Deep Neutral jump HK &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *Not safe against the following*<ul><li><strong>Menat &#8211; </strong>CA</li><li><strong>Akuma &#8211; </strong>MP/EX DP/CA</li><li><strong>Alex &#8211; </strong>Be aware of Parry</li><li><strong>R.Mika &#8211; </strong>CA</li><li><strong>Ryu &#8211; </strong>MP/EX DP, CA, VT2</li><li><strong>Ken &#8211; </strong>MP/EX DP</li><li><strong>Cammy &#8211;</strong> EX DP, CA, VT1 DP</li><li><strong>Necalli &#8211; </strong>EX DP</li><li><strong>Guile &#8211; </strong>MK/EX Flash Kick</li><li><strong>Kolin &#8211; </strong>EX parry</li><li><strong>Zeku &#8211; </strong>EX DP, CA</li><li><strong>Laura &#8211; </strong>CA</li><li><strong>Zangief &#8211; </strong>Be aware of V-skill</li><li><strong>Dictator &#8211; </strong>EX Devils Reverse (escape)</li><li><strong>Dhalsim &#8211; </strong>Teleport (escape)</li><li><strong>F.A.N.G. &#8211; </strong>EX escape</li><li><strong>Abigail &#8211; </strong>Be aware of armor from EX punches and EX run</li></ul></li></ul>



<figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="SFV Alex S4 Rivera Guide" width="1170" height="658" src="https://www.youtube.com/embed/C7W9WMAit2s?feature=oembed" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</div></figure>



<p><strong>Midscreen Deep Neutral Jump HK Safe Jump Setups:</strong></p>



<p>Tip: Empty jump cr.LK for mixup</p>



<ul class="wp-block-list"><li><strong>Cr.HP, LP chop, dash in, lariat</strong></li></ul>



<p><strong>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</strong>*Not safe against the following*</p>



<ul class="wp-block-list"><li><strong>Akuma/Cammy/Necalli &#8211; </strong>EX DP, can be empty jump baited</li><li><strong>Ryu &#8211; </strong>EX DP, can be empty jump baited</li><li><strong>R.Mika &#8211; </strong>CA, wait a frame after lariat and n.j.HK must hit high to safe jump</li><li><strong>Kolin &#8211; </strong>EX counter</li><li><strong>Laura &#8211; </strong>CA, wait a frame after lariat and n.j.HK must hit high to safe jump</li><li><strong>Zangief &#8211; </strong>V-skill &amp; CA, for CA wait a frame after lariat and n.j.HK must hit high to safe jump</li><li><strong>Dictator &#8211; </strong>VT2 Devils Reverse, his only escape option (punishable)</li><li><strong>Dhalsim &#8211; </strong>Teleport, his only escape option (punishable)</li><li><strong>F.A.N.G. &#8211; </strong>EX escape, his only escape option (punishable)</li><li><strong>MK Stomp, hold up after stomp hits for jump</strong></li></ul>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;*Not safe against the following*</p>



<ul class="wp-block-list"><li><strong>Menat &#8211; </strong>CA, safe if outer hitbox of stomp hits</li><li><strong>Akuma &#8211; </strong>MP/EX DP, safe from MP/VT1 DP if outer hitbox of stomp hits, EX DP can be empty jump baited if outer hitbox of stomp hits</li><li><strong>Alex &#8211; </strong>Be aware of Parry</li><li><strong>R.Mika &#8211; </strong>CA</li><li><strong>Ryu &#8211; </strong>MP/EX DP, CA, VT2, can be empty jump baited if outer hitbox of stomp hits</li><li><strong>Ken &#8211; </strong>MP/EX DP, safe if outer hitbox of stomp hits</li><li><strong>Cammy &#8211;</strong> EX DP, CA, VT1 DP, can be empty jump baited if outer hitbox of stomp hits</li><li><strong>Necalli &#8211; </strong>EX DP, can be empty jump baited if outer hitbox of stomp hits</li><li><strong>Guile &#8211; </strong>MK/EX Flash Kick, safe if outer hitbox of stomp hits</li><li><strong>Kolin &#8211; </strong>EX parry</li><li><strong>Zeku &#8211; </strong>EX DP, CA, safe if outer hitbox of stomp hits</li><li><strong>Laura &#8211; </strong>CA</li><li><strong>Zangief &#8211; </strong>Be aware of V-skill</li><li><strong>Dictator &#8211; </strong>EX Devils Reverse (escape), beats all reversals if outer hitbox of stomp hits</li><li><strong>Dhalsim &#8211; </strong>Teleport (escape)</li><li><strong>F.A.N.G. &#8211; </strong>EX escape</li><li><strong>Abigail &#8211; </strong>Be aware of armor from EX punches and EX run</li></ul>



<p><strong>Midscreen Deep Forward Jump HK Safe Jump:</strong></p>



<ul class="wp-block-list"><li>Far CC cr.HK, cr.MP (hold up-foward during animation of cr.MP)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *Not safe against the following*<ul><li><strong>Akuma/Cammy/Necalli &#8211; </strong>EX/VT1 DP, can be empty jump baited</li><li><strong>Ryu &#8211; </strong>EX DP, can be empty jump baited</li><li><strong>R.Mika &#8211; </strong>CA</li><li><strong>Kolin &#8211; </strong>EX counter</li><li><strong>Laura &#8211; </strong>CA</li><li><strong>Zangief &#8211; </strong>V-skill &amp; CA</li><li><strong>Dictator &#8211; </strong>VT2 Devils Reverse, only escape option (punishable)</li><li><strong>Dhalsim &#8211; </strong>Teleport, only escape option (punishable)</li><li><strong>F.A.N.G. &#8211; </strong>EX escape, only escape option (punishable)</li></ul></li></ul>



<p><strong>Post Stomp Setups (Air Stampede):</strong></p>



<p>*on some setups st.MP/cr.LK hits meaty enough that they become +6 on normal hit, which means u can combo (6 frame start-up) st.MP*<br></p>



<ul class="wp-block-list"><li>LK Stomp<ul><li>dash, dash, st.MP(+6)&nbsp;</li><li>dash, dash, slight delay, powerbomb</li><li>LP chop, lariatP&nbsp;</li><li>overhead, powerbomb&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br><br></li></ul></li><li>MK Stomp<ul><li>lariat, lariat&nbsp;</li><li>LP chop, st.MP (+6)</li><li>cr.HK, powerbomb (tight input window)</li><li>cr.LK, cr.LP, lariat</li><li>lariat, cr.MK<br>&nbsp;</li></ul></li><li>HK Stomp<ul><li>cr.MK, lariat&nbsp;</li><li>cr.HK, powerbomb</li><li>st.HP, st.MP</li></ul></li></ul>



<ul class="wp-block-list"><li>EX Stomp<ul><li>LP chop, lariat&nbsp;</li><li>MP chop, st.MP&nbsp;</li><li>MP chop, powerbomb</li><li>dash, dash, cr.LK(+6)</li></ul></li></ul>



<p><strong>Post EX Knee Setups:</strong></p>



<ul class="wp-block-list"><li>Dash in st.MP<ul><li>Blocked st.MP,<ul><li>LP/MP Powerbomb (4 framers)</li><li>EX powerbomb (3 framers)</li></ul></li><li>Delayed rise&nbsp;<ul><li>Lariat,<ul><li>st.MP</li><li>Powerbomb</li></ul></li><li>jump forward, air dive (makes reversals whiff on wakeup, can be used to dive out of corner) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *not safe on the following*<ul><li>Dictator &#8211; CA</li><li>Uiren &#8211; CA</li><li>Rashid &#8211; CA</li><li>Abigail &#8211; CA</li></ul></li></ul></li><li>Delayed rise in corner<ul><li>jump forward cross-up LK (makes reversals whiff)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *not safe on the following*<ul><li>Dictator &#8211; CA</li><li>Urien &#8211; CA</li><li>Rashid &#8211; CA</li><li>Abigail &#8211; CA</li></ul></li></ul></li></ul></li><li>Dash in powerbomb&nbsp;<ul><li>All powerbombs are universal now, yayyy season 4</li></ul></li></ul>



<p><strong>Headcrush Setups:</strong></p>



<ul class="wp-block-list"><li>cr.HP, LP chop<ul><li>LP headcrush &#8211; quick rise, beats 4 framers</li><li>MP headcrush &#8211; backroll, beats 4 framers</li></ul></li></ul>



<p><strong>Hardhit V-skill setups:</strong></p>



<ul class="wp-block-list"><li>[HH]CC cr.HK, immediate V-skill, LK elbow (+8) [+11]           </li><li>EX Stomp, V-skill<ul><li>st.MK (+7)<br>cr.MP (+7)<br>st.HP (+4)                                                          lariat (CC, 4 framers)<br>delay V-skill cancel &#8211; st.MP (+10)<br>d.V-skill &#8211; Powerbomb<br>d.V-skill &#8211; cr.LK (+10)</li></ul></li><li>V-skill, EX Powerbomb, LK elbow (+8), combo into cr.MP</li><li>V-skill, grab, LK elbow (+10), combo into cr.HP mid and corner</li><li>Corner only, juggle EX chop, V-skill<ul><li>Mid juggle, V-skill, st.LP (+9) [trades w/4 frame jabs, can combo into st.LK on trade] (<em>quickrise</em>)<ul><li><em>Backroll</em>: st.LP or cr.LK Mid(+11)/Low(+10) juggle, beats 3 frame jabs</li></ul></li><li>High(+11)/Mid/Low juggle, st.MP, beats 3 framers (<em>backroll</em>)+10<ul><li><em>Delayed Rise</em>: <ul><li>cr.MP, lariat (CC/+5 on block)</li></ul></li></ul></li><li>High juggle EX chop, V-skill, st.LP, beats 4 frame jabs(+9) and trades with 3 frame jabs(+6) (<em>quickrise</em>)</li><li>Juggle EX chop, V-skill, Powerbomb (<em>backroll</em>)</li></ul></li><li>Corner EX elbow, V-skill, (<em>backroll)</em><ul><li>st.LP (+9)</li><li>cr.LP (+9)</li><li>cr.LK (+9)</li><li>Powerbomb (4 framers)</li><li>EX powerbomb (3 framers)</li></ul></li><li>Corner CC st.HK, wait till opponent is almost to the ground, EX elbow, V-skill, (quickrise)<ul><li>st.LP (+9)</li><li>cr.LP (+9)</li><li>cr.LK (+9)</li><li>Powerbomb (4 framers)</li><li>EX powerbomb (3 framers)</li></ul></li></ul>



<figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="How To Series : Alex 02 Meaties, Defense, and Control" width="1170" height="658" src="https://www.youtube.com/embed/uniTo4ZgM-w?feature=oembed" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</div></figure>



<p><strong>Notes:</strong></p>



<p>Lk.elbows are only -3 if you space them correctly (ryu s.lk can punish close, but not far)<br></p>



<p>4f punish: s.lp xx lp.chop/c.lp xx ex.chop (c.lp has slightly more range)</p>



<p>5f punish: s.lk xx ex.chop (to punish stuff that is further away)</p>



<p>5f punish: super</p>



<p>6f meterless punish: hp.power bomb</p>



<p>10f punish: f.hp for crush counter punish, combo to df.hp, lp.chop/(corner) df.hp, lk.knee/lp.chop<br></p>



<p>Can increase ex.stomp speed by holding forward, then back when you want to land (not actual frames, but visually)<br></p>



<p>After ex.chop, slight delay hk.elbow becomes meaty (but dashup is a much better option)</p>



<p>After ex.chop -&gt; dash alex is +13, go for slight delay f.hp or delayed s.mp/power bomb (doesn’t work vs backroll), after f.hp, s.lk xx ex.chop you have to do dash, s.hp xx lp.chop to pressure backroll</p>



<p>Ex.stomp is +2 på block, use this move to get in<br></p>



<p>J.lk is his only crossup (combo to s.lp even if you hit high on standing chars)<br></p>



<p>S.lk xx lp.chop is good for pressure if you space max range lk (combo on CH)<br></p>



<p>Lk.knee is a strong anti air vs medium and far jumps</p>



<p>F.hp is a strong AA vs medium and far jumps (always instant back charge after)</p>



<p>S.lp is a strong AA vs close and medium range jumps and crossups</p>



<p>C.hp trades and loses if you don’t do it early (good AA vs medium and far jumps, leads to most dmg and stun)</p>



<p>S.hp has a strong hitbox vs far jumps, but a lot less dmg than f.hp with the same startup, not worth it</p>



<p>Jump up-back hk/mp/lk are all good AAs vs crossups<br></p>



<p>Blocked normal, v-trigger activation, s.mp/power bomb for 50/50<br></p>



<p>You lose back charge if you do knee AA or in combo!<br></p>



<p>When they are scared of meaty elbows etc. go for the dash power bomb/throw even if slightly minus<br></p>



<p>V-reversal is with kicks<br></p>



<p>C.hp has 3 different ranges, db.hp, d.hp and df.hp<br></p>



<p>Always db charge after s.hk, throw and power bomb to be ready for elbows or stomps</p>



<p><strong>Bnb:</strong></p>



<p>S.lp, s.lp xx lp.chop/ex.chop</p>



<p>S.mp, s.lp xx lp.chop</p>



<p>S.mp, s.lk xx ex.chop</p>



<p>F.hp, s.lp xx lp.chop</p>



<p>F.hp, s.lk xx ex.chop</p>



<p>C.lk, s.lp xx lp.chop/ex.chop (is not a frame trap, kinda shitty, ok after empty jump)<br></p>



<p><strong>Crush counter combo:</strong></p>



<p>S.hk, hk.elbow, ex.chop/(corner) df.hp, lk knee/lp.chop (works even when s.hk is CH)</p>



<p>F.hp, df.hp, lp.chop/ex.knee/(corner only) lk.knee/lp.chop</p>



<p>F.hp, s.hp, mp.chop<br></p>



<p><strong>Counter hit starter combos:</strong></p>



<p>S.hp xx hp.chop xx power bomb</p>



<p>S.hp xx hk.elbow, ex.chop/(corner only) df.hp, lk.knee/lp.chop</p>



<p>lp/hp.chop, c.lp xx ex.chop</p>



<p>Mp.chop, s.lk xx ex.chop</p>



<p>Lk.elbow, s.lk xx ex.chop<br></p>



<p><strong>Anti air combos:</strong></p>



<p>C.hp (1hit), hk.knee</p>



<p>C.hp (2hit), ex.knee</p>



<p>C.hp (1/2hit), lp.chop</p>



<p>F.hp , lk.elbow</p>



<p>F.hp xx v-trigger, (charged) v-trigger, lk.knee/lp.chop</p>



<p>F.hp, micro step, s.hk</p>



<p>(corner only) f.hp, (walk forward), df.hp, lk.knee/lp.chop</p>



<p>(corner only) f.hp, f.hp (meaty s.mp/power bomb)</p>



<p>F.hp, (walk forward), df.hp xx v-trigger activation, v-trigger, lp.chop (xx super)<br></p>



<p><strong>V-trigger combos:</strong></p>



<p>S.hp v-trigger activate, s.hp xx v-trigger xx power bomb/ex.power bomb/s.lp, s.lp xx lp.chop (xx super)/mp.chop xx super</p>



<p>(CH) v-trigger, s.hp xx v-trigger xx power bomb/ex.power bomb/s.lp, s.lp xx lp.chop/mp.chop xx super</p>



<p>(crush counter, midscreen only) f.hp, df.hp xx v-trigger activate, v-trigger, lp.chop (xx super)</p>



<p>(in v-trigger) s.mp, v-trigger, power bomb/mp.chop (xx super)</p>



<p></p>



<p></p>



<p><strong>Frametraps:</strong></p>



<p>S.lp, (CH) s.lp, s.mp xx lp.chop/lk.elbow/ex.chop</p>



<p>F.hp, s.mp xx lp.chop/lk.elbow/ex.chop</p>



<p>S.mp xx mp.chop (trade vs 4 frame normals), s.hp xx mp.chop/ex.chop/v-trigger</p>



<p>S.hp xx hp.chop (trade vs 4 frame normals), s.hp xx mp.chop/ex.chop/v-trigger</p>



<p>S.mp xx mp.chop (CH vs throws), s.lp xx lp.chop/s.lk xx ex.chop/super</p>



<p>S.hp xx hp.chop (CH vs throws), s.lp xx lp.chop/s.lp xx ex.chop<br></p>



<p><strong>Setups after ex.chop:</strong></p>



<p>Dash, 1-2f delay, f.hp, df.hp, lp.chop/lk.knee</p>



<p>Dash, 1-2f delay, f.hp, s.hp, mp.chop</p>



<p>Dash, 4-5f delay, power bomb</p>



<p>Dash, 4-5f delay s.mp, s.mp xx lp.chop/ex.chop<br></p>



<p><strong>Setups after power bomb midscreen:</strong></p>



<p>S.hk (crush counter), dash, df.hp, lp.chop/ex.knee</p>



<p>S.hk (crush counter), hk.elbow, ex.chop</p>



<p>Lk.elbow, c.mp (v-trigger activate, super)</p>



<p>Lk.elbow, c.mp (v-trigger activate, super)</p>



<p>Ex.stun gun</p>



<p>Ex.stomp&nbsp;<br></p>



<p><strong>Setups after power bomb in corner:</strong></p>



<p>S.hk (crush counter), hk.elbow, df.hp, lk knee/lp.chop</p>



<p>Lk.elbow, c.mp (v-trigger activate, df.hp, lk.knee/lp.chop)</p>



<p>Lk.elbow, c.mp (v-trigger activate, df.hp, lk.knee/lp.chop)</p>



<p>Lk.elbow, c.mp (v-trigger activate, df.hp, lk.knee/lp.chop)<br></p>



<p><strong>Setups after f.throw midscreen:</strong></p>



<p>S.hk (crush counter), dash, df.hp, lk.knee/lp.chop</p>



<p>S.hk (crush counter), hk.elbow, ex.chop</p>



<p>S.hk (crush counter), hk.elbow, dash, dash, s.mp/power bomb</p>



<p>Lk.elbow, c.mp, v-trigger activation, super</p>



<p>Lk.elbow, c.mp, v-trigger activation, df.hp, v-trigger, lp.chop/lk.knee/ex.knee</p>



<p>Ex.stun gun</p>



<p>Ex.stomp</p>



<p></p>



<p></p>



<p></p>



<p><strong>Setup after forward throw in corner:</strong></p>



<p>Mp.chop, s.lk xx ex.chop</p>



<p>S.hk (crush counter), dash, df.hp, lk.knee/lp.chop</p>



<p>S.hk (crush counter), hk.elbow, df.hp, lk.knee/lp.chop</p>



<p>Micro step, power bomb</p>



<p>Micro step, f.throw</p>



<p>Lk.elbow, c.mp, v-trigger activation, df.hp, v-trigger, lp.chop/lk.knee/ex.knee</p>



<p>F.hp, df.hp, lk.knee/lp.chop<br></p>



<p><strong>Setups after knee:</strong></p>



<p>Dash, s.mp, s.mp xx lp.chop/ex.chop</p>



<p>Dash, power bomb</p>



<p>Dash, 1-2f delay, f.throw (ex.knee AA vs neutral jumps (TEST LK.KNEE)</p>



<p>1-2f delay, s.hk, hk.elbow, lp.chop/ex.knee<br></p>



<p><strong>Setups after lk.knee in corner:</strong></p>



<p>Microstep back, s.hk (crush counter), hk.elbow, df.hp, lk knee/lp.chop</p>



<p>Whiff s.lp, f.hp (crush counter), df.hp, lk.knee/lp.chop</p>



<p>Whiff s.lp, s.hp xx hk.elbow, df.hp, lk.knee/lp.chop</p>



<p>Whiff s.mp, hp.power bomb</p>



<p>Hp.chop, s.lp, s.lp xx lp.chop/ex.chop</p>



<p>Whiff s.lk, s.mp s.mp xx lp.chop/ex.chop</p>



<p>Whiff s.lp, c.hk (crush counter) (xx v-trigger activation for unblockable)</p>



<p>Ex.stomp<br></p>



<p><strong>Setups after lp.chop juggle ender midscreen:</strong></p>



<p>Dash, f.hp, df.hp, lp.chop/ex.knee<br></p>



<p><strong>Setups after lp.chop juggle ender in corner:</strong></p>



<p>Whiff mp, lk.elbow, c.mp (v-trigger), s.hp xx v-trigger xx power bomb</p>



<p>Whiff s.lk, overhead c.lp xx ex.chop</p>



<p>Whiff s.mp, s.hk (crush counter), hk.elbow, df.hp, lk knee/lp.chop</p>



<p>Whiff s.lp, whiff s.lp, f.hp (crush counter), df.hp, lk.knee/lp.chop</p>



<p>Whiff s.lp, whiff s.lp, s.hp xx hk.elbow, df.hp, lk.knee/lp.chop</p>



<p>Whiff s.lk, whiff s.lk, hp.power bomb</p>



<p>Whiff s.lp, hp.chop, s.lp, s.lp xx lp.chop/ex.chop</p>



<p>Whiff s.lk, whiff s.lk, s.mp s.mp xx lp.chop/ex.chop</p>



<p>Whiff s.lp, whiff s.lp, c.hk (crush counter) (xx v-trigger activation for unblockable)</p>



<p></p>



<p></p>



<p><strong>Normal wakeup setups (after whiffed </strong><strong>underlined</strong><strong> move):</strong></p>



<p>F.hp, whiff s.mp, whiff s.lp, f.hp</p>



<p>F.hp, whiff s.mp, whiff s.lk, hp.power bomb</p>



<p>Lk.elbow, whiff s.mp, f.hp</p>



<p>Lk.elbow, whiff c.mp, s.mp</p>



<p>Lk.elbow, whiff c.mp, hp.power bomb</p>



<p>S.hk, lk.elbow</p>



<p>S.hp, whiff s.lp, whiff s.lp, s.hp/f.hp</p>



<p>S.hp, whiff s.lp, whiff s.lk, s.mp</p>



<p>S.hp, whiff s.lp, whiff s.lk, hp.power bomb</p>



<p>S.mp, whiff s.lp, whiff s.lp, s.mp</p>



<p>S.mp, whiff s.lp, whiff s.lp, hp.power bomb</p>



<p>Hp.chop, whiff s.lk, s.mp<br></p>



<p><strong>Setups after v-reversal:</strong></p>



<p>Dash, f.hp, df.hp, lk.knee/lp.chop</p>



<p>Dash, f.hp, s.hp, mp.chop</p>



<p>Dash, 1-2f delay, power bomb</p>



<p>Dash, 1-2f delay s.mp, s.mp xx lp.chop/ex.chop<br></p>



<p><strong>Stomp spacing (stomps safe vs some 3f jabs):</strong></p>



<p>(Start of round) mk.stomp<br></p>



<p><strong>Setups after ex.stomp:</strong></p>



<p>Dash, dash, 1-2f delay, f.throw</p>



<p>Dash, dash, power bomb</p>



<p>Dash, dash, s.mp, s.mp xx lp.chop/ex.chop</p>



<p>Dash, s.lk, f.hp (TEST)<br></p>



<p><strong>Setups after normal stomps:</strong></p>



<p>Dash, s.lp, f.throw</p>



<p>Dash, s.lp, power bomb</p>



<p>Dash s.lp, s.mp, s.mp xx lp.chop/ex.chop<br></p>



<p><strong>Setups after super:</strong></p>



<p>Lk.elbow (slow stand whiff s.mp, f.hp (crush counter)), c.mp (v-trigger activate, super)</p>



<p>Lk.elbow (slow stand whiff c.mp, s.mp), c.mp (v-trigger activate, super)</p>



<p>Lk.elbow (slow stand whiff c.mp, hp.power bomb), c.mp (v-trigger activate, super)</p>



<p></p>



<p></p>



<p><strong>Unblockable setup:</strong></p>



<p>CH sweep xx v-trigger, whiff s.lk, (charged) v-trigger<br></p>



<p><strong>Traps if f.hp/s.mp/s.lp is blocked:</strong></p>



<p>F.throw</p>



<p>S.mp, s.mp xx lp.chop/ex.chop</p>



<p>(vs 4f) power bomb<br></p>



<p><strong>Traps after mp.chop:</strong></p>



<p>S.mp, s.mp xx lp.chop/ex.chop</p>



<p>power bomb<br></p>



<p><strong>Traps after lp.chop (vs 4 frame):</strong></p>



<p>F.throw</p>



<p>S.mp, s.mp xx lp.chop/ex.chop</p>



<p>power bomb<br></p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>SFV Street Fighter V Balrog Boxer Guide</title>
		<link>https://mmosumo.com/sfv-street-fighter-v-balrog-boxer-guide/</link>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Sat, 08 Feb 2020 21:01:45 +0000</pubDate>
				<category><![CDATA[Street Fighter V]]></category>
		<guid isPermaLink="false">https://mmosumo.com/?p=1578</guid>

					<description><![CDATA[OB: On BlockBR: Back RiseQR: Quick Rise Low: Dash Low Straight: Dash Straight Upper: Screw Smash VS: V-Skill VT: V-Trigger BnB Juggle: Crouch HP xx HK Upper &#62; LP Straight Buttons: Button Startup Active Recovery OB OH Additional Info Stand LP 4 2 7 +3 +5 Good Range, Good for punishing some spaced attacks with, [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>OB: On Block<br>BR: Back Rise<br>QR: Quick Rise</p>



<p>Low: Dash Low</p>



<p>Straight: Dash Straight</p>



<p>Upper: Screw Smash</p>



<p>VS: V-Skill</p>



<p>VT: V-Trigger</p>



<p>BnB Juggle: Crouch HP xx HK Upper &gt; LP Straight</p>



<h3 class="wp-block-heading">Buttons:</h3>



<figure class="wp-block-table"><table class=""><tbody><tr><td>Button</td><td>Startup</td><td>Active</td><td>Recovery</td><td>OB</td><td>OH</td><td>Additional Info</td></tr><tr><td>Stand LP</td><td>4</td><td>2</td><td>7</td><td>+3</td><td>+5</td><td>Good Range, Good for punishing some spaced attacks with, cancellable, decent damage, good for frame traps, combos into itself, combos into stand MP at Point Blank</td></tr><tr><td>Crouch LP</td><td>4</td><td>3</td><td>7</td><td>+3</td><td>+4</td><td>Slightly worse range than Stand LP, cancellable, decent damage, good for frame traps.&nbsp;</td></tr><tr><td>Stand MP</td><td>5</td><td>4</td><td>13</td><td>0</td><td>+2</td><td>Amazing Anti air (for non crossups and divekicks), bad horizontal range, used to follow up from overheads, Cancellable (let’s be honest, no one checks this button on block)&nbsp;</td></tr><tr><td>Crouch MP</td><td>6</td><td>3</td><td>12</td><td>+2</td><td>+4</td><td> GOOD ASS RANGE, Cancellable, useful for tick throws up close. Good Damage</td></tr><tr><td>Stand HP</td><td>12</td><td>2</td><td>19</td><td>0</td><td>-3</td><td>Long range, only cancels into super, Crush Counters, Good for meaties off of back throw. Good Damage</td></tr><tr><td>Crouch HP</td><td>8</td><td>4</td><td>22</td><td>-1</td><td>-5</td><td>Good anti air, used in max damage combos, Crush Counters, cancellable, balrogs only button that goes into HK upper.</td></tr></tbody></table></figure>



<p></p>



<figure class="wp-block-table"><table class=""><tbody><tr><td>Button</td><td>Startup&nbsp;</td><td>Active</td><td>Recovery</td><td>OB&nbsp;</td><td>OH</td><td>Additional Info</td></tr><tr><td>Stand LK</td><td>3</td><td>2</td><td>8</td><td>+1</td><td>+2</td><td>Good check, decent range, goes into target combo, doesn’t cancel.</td></tr><tr><td>Crouch LK</td><td>4</td><td>3</td><td>8</td><td>+1</td><td>+4</td><td>Good Range, goes into Light punches and stand LK. Doesn’t cancel, hits low, used in High Low mixups<br></td></tr><tr><td>Stand MK</td><td>6</td><td>3</td><td>12</td><td>+2</td><td>+5</td><td>Decent range,Goes into stand MP target combo or just on hit, Cancelable. Good for frame traps</td></tr><tr><td>Crouch MK</td><td>7</td><td>2</td><td>17</td><td>-2</td><td>+2</td><td>Good range, +2 OH, goes into stomp target combo, does not cancel, -2 OB, just good for whiff punishes and well spaced unsafe special.</td></tr><tr><td>Stand HK</td><td>9</td><td>3</td><td>19 (22)</td><td>+3</td><td>+7</td><td>Good Range,, Crush Counters into big damage, doesn’t cancel, good for whiff punishes. Good for frame traps. More recovery on whiff.&nbsp;</td></tr><tr><td>Crouch HK</td><td>8</td><td>2</td><td>26</td><td>KD</td><td>-14</td><td>Crouch HK: 8F startup, Good Range, KD on hit,, Crush Counters for a hard knockdown, useful for whiff punishes, counter sweeps and as a low check.</td></tr></tbody></table></figure>



<p></p>



<p></p>



<p></p>



<p></p>



<h3 class="wp-block-heading">Special and Unique attacks(Unfinished):</h3>



<figure class="wp-block-table"><table class=""><tbody><tr><td>Attack</td><td>Startup</td><td>Active</td><td>Recovery</td><td>OB</td><td>OH</td><td>Additional info</td></tr><tr><td>LP Straight</td><td>10(12)</td><td>4</td><td>22</td><td>-4</td><td>+2</td><td>Decent range, pretty good for taking back space in close ranges, good for combos off of lights can be made safe with spacing and with meaties.</td></tr><tr><td>MP Straight</td><td>12(16)</td><td>4</td><td>22</td><td>-6</td><td>+3</td><td>Good Range, Easier to space, easy to close distance, good damage, good for combos</td></tr><tr><td>HP Straight</td><td>19(25)</td><td>4</td><td>22</td><td>-7</td><td>+2</td><td>Fullscreen(ish) Range, -7 OB. Best Damage (No bar), hard to space, if combo’d into it&nbsp; leaves you close enough to throw or shimmy or continue pressure.</td></tr><tr><td>EX Straight</td><td>9(22)</td><td>6</td><td>29</td><td>+1</td><td>KD</td><td>Fullscreen(ish) Range, +1 OB, Second hit can be v-skill cancelled on hit and on block, Combos off of all cancellable normals. Good for extending pressure</td></tr><tr><td>LK Low</td><td>17</td><td>2</td><td>26</td><td>-7</td><td>KD</td><td>Shortest distance, useful for v-skill canceling through fireballs, Good for meaties off of forward throw, also good for a low check when spaced.</td></tr><tr><td>MK Low</td><td>18(22)</td><td>2</td><td>26</td><td>-7</td><td>KD</td><td>Decent Distance, Good for combos, can be used as a frame trap to end medium frame traps</td></tr><tr><td>HK Low</td><td>19(25)</td><td>2</td><td>26</td><td>-7</td><td>KD</td><td>Farthest distance, Can be combo’d into from some normals, best damage.</td></tr><tr><td>EX Low</td><td>11(19)</td><td>2</td><td>23</td><td>-2</td><td>KD</td><td>Fastest, Best Oki, Can be combo’d into off of any cancellable normal.</td></tr><tr><td>LK Upper</td><td>10</td><td>5</td><td>25</td><td>-10</td><td>KD</td><td>Can be used for catching neutral jump</td></tr><tr><td>MK Upper</td><td>13</td><td>5</td><td>26</td><td>-10</td><td>KD</td><td>Can be used for catching neutral jump</td></tr><tr><td>HK Upper</td><td>23</td><td>5</td><td>25</td><td>-12</td><td>KD</td><td>Can be used for catching neutral jump</td></tr><tr><td>EX Upper</td><td>12</td><td>5</td><td>29</td><td>-17</td><td>KD</td><td>Can be used for catching neutral jump</td></tr><tr><td>Vskill 1</td><td>n/a</td><td>n/a</td><td>29</td><td>n/a</td><td>n/a</td><td>Projectile invincible on frames 4-22</td></tr><tr><td>Vskill K</td><td>11+17</td><td>3</td><td>17</td><td>-6</td><td>+5</td><td>OverheadProjectile invincible from frames 4-26</td></tr><tr><td>Vskill P</td><td>11+7</td><td>2</td><td>19</td><td>-4</td><td>+2</td><td>Good Poke&nbsp;Projectile invincible from frames 4-17</td></tr><tr><td>Crouch MK TC</td><td>7+10</td><td>3</td><td>20</td><td>-7</td><td>+2</td><td>Used to catch backwards movement.Combos into B3 in VT2</td></tr><tr><td>Stand MK TC VS1</td><td>6+6</td><td>4</td><td>20</td><td>-8</td><td>KD</td><td>Good if you don’t have charge and aren’t close enough to link stand MP.Follow ups are -8&nbsp;Wouldn’t recommend V-Skill K ender bad oki</td></tr><tr><td>Stand MK TC VS2</td><td>6+6</td><td>4</td><td>20</td><td>-36</td><td>KD</td><td>Safe activation on hit, if you press v-skill on block prepare for a world of hurt.</td></tr><tr><td>Stand LK TC</td><td>3+6+9</td><td>2</td><td>21</td><td>-8</td><td>KD</td><td>Good damage for a 3 frame TC.Combos into B3 on second hit</td></tr></tbody></table></figure>



<p></p>



<p></p>



<h3 class="wp-block-heading">Frame Traps:</h3>



<p>(Thank you to Ronilo for providing a list of them in his video series Balrogs Boxer Basics)</p>



<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>



<p>3 frame frametraps</p>



<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>



<p>stLP &gt; &nbsp;stLK&nbsp; (0f gap, true blockstring)</p>



<p>stLP &gt; stLP&nbsp; (1f gap)</p>



<p>stLP &gt; crLP&nbsp; (1f gap)</p>



<p>stLP &gt; &nbsp;crLK&nbsp; (1f gap)</p>



<p>stLP &gt; &nbsp;stMP&nbsp; (2f gap)</p>



<p>stLP &gt; &nbsp;crMP&nbsp; (3f gap, medium priority over 3f lights)</p>



<p>stLP &gt; stMK&nbsp; (3f gap, medium priority)</p>



<p>crLP &gt; &nbsp;stLK&nbsp; (0f, blockstring)</p>



<p>crLP &gt; &nbsp;stLP&nbsp; (1f)</p>



<p>crLP &gt; &nbsp;crLP&nbsp; (1f)</p>



<p>crLP &gt; &nbsp;crLK&nbsp; (1f)</p>



<p>crLP &gt; stMP&nbsp; (2f)</p>



<p>crLP &gt; &nbsp;crMP&nbsp; (3f, medium priority)</p>



<p>crLP &gt; &nbsp;stMK&nbsp; (3f, medium priority)</p>



<p>stLK &gt; &nbsp;stLK&nbsp; (2f)</p>



<p>crLK &gt; &nbsp;stLK&nbsp; (2f)</p>



<p>crMP &gt; &nbsp;stLK (1f)</p>



<p>crMP &gt; &nbsp;stLP (2f)</p>



<p>crMP &gt; crLP (2f)</p>



<p>stMK &gt; &nbsp;stLP&nbsp; (2f)</p>



<p>stMK &gt; &nbsp;stMP&nbsp; (3f, medium priority)</p>



<p>stHK &gt; &nbsp;stLK (0f, blockstring)</p>



<p>stHK &gt; &nbsp;stLP (1f)</p>



<p>stHK &gt; crLP (1f)</p>



<p>stHK &gt; &nbsp;crMP&nbsp; (3f, medium priority)</p>



<p>stHK &gt; &nbsp;stMK&nbsp; (3f, medium priority)<br></p>



<p>stLP/crLP/stMP/crMP/stMK/crHP xx EX straight (0f, blockstring)</p>



<p>crMP xx MK low&nbsp; (3f, medium priority)</p>



<p>EX straight &nbsp;&gt; stLK (2f)</p>



<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;</p>



<p>4 frame gap frametraps</p>



<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;</p>



<p>stLP &gt; &nbsp;crMK</p>



<p>crLP &gt; &nbsp;crMK</p>



<p>stLK &gt; stLP</p>



<p>stLK &gt; &nbsp;crLP</p>



<p>crLK &gt; &nbsp;stLP</p>



<p>crLK &gt; &nbsp;crLP</p>



<p>stMP &gt; &nbsp;stLK</p>



<p>crMP &gt; &nbsp;crMP</p>



<p>crMP &gt; &nbsp;stMK</p>



<p>stMK &gt; &nbsp;crMP</p>



<p>stMK &gt; &nbsp;stMK</p>



<p>stHK &gt; crMK<br></p>



<p>EX straight &gt; &nbsp;stLP</p>



<p>EX straight &gt; &nbsp;crLP<br></p>



<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>



<p>5+ frame gap (fake) frametraps</p>



<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>



<p>stLK &gt; crMP&nbsp; (5f gap)</p>



<p>stLK &gt; &nbsp;stMK&nbsp; (5f)</p>



<p>stLK &gt; &nbsp;stHK&nbsp; (8f)</p>



<p>crLK &gt; &nbsp;crMP&nbsp; (5f)</p>



<p>crLK &gt; &nbsp;stMK&nbsp; (5f)</p>



<p>crLK &gt; &nbsp;stHK&nbsp; (8f)</p>



<p>stLP (tip range) &gt; &nbsp;crHK (5f)</p>



<p>stLP (tip range) &gt; &nbsp;stHP (9f)</p>



<p>crMP (tip range) &gt; &nbsp;stHP (9f)</p>



<p>stMK &gt; &nbsp;crHP&nbsp; (5f)</p>



<p>stMK &gt; &nbsp;stHK&nbsp; (6f)</p>



<p>stHK &gt; &nbsp;stHK&nbsp; (6f)<br></p>



<p>EX straight &gt; &nbsp;crMP (5f)</p>



<p>EX straight &gt; &nbsp;stMK (5f)<br></p>



<p>=======================</p>



<p></p>



<p></p>



<p></p>



<p></p>



<h3 class="wp-block-heading"><strong>Combos:</strong>&nbsp;</h3>



<p>Thanks once again to ronilo for providing a list of combos.</p>



<p>&#8212;&#8212;&#8211;</p>



<p><strong>Lights:</strong></p>



<p>(crLP, crLK, or stLP)&nbsp; &gt; LK-MK-HK target combo</p>



<p>(crLP, crLK or stLP)&nbsp; &gt; stLP xx (LP or EX) straight</p>



<p>(crLP, crLK or stLP)&nbsp; &gt; crLP xx MP straight<br></p>



<p><strong>[counterhit only]</strong></p>



<p>(crLP, crLK, or stLP)&nbsp; &gt; stMK xx HP straight/HK low</p>



<p>(crLP, crLK, or stLP)&nbsp; &gt; crMP xx MP straight/MK low</p>



<p>(crLP, crLK, or stLP)&nbsp; &gt; MK-MP-vskill+p target combo<br></p>



<p>&#8212;&#8212;&#8212;</p>



<p><strong>Mediums:</strong></p>



<p>stMK&nbsp; &gt;  stLP xx (LP or EX) straight</p>



<p>stMK&nbsp; &gt;  crLP xx MP straight</p>



<p>stMK&nbsp; &gt;  stMP xx MP straight</p>



<p>stMK&nbsp; &gt; stMP xx MK low</p>



<p>stMK xx HP straight</p>



<p>stMK xx HK low</p>



<p>crMP xx MP straight</p>



<p>crMP xx MK low<br></p>



<p><strong>[counterhit only]</strong></p>



<p>(crMP or stMK)&nbsp; &gt; stMK xx HP straight/HK low</p>



<p>(crMP or stMK)&nbsp; &gt;  crMP xx MP straight/MK low</p>



<p>crMK &gt; stLP xx LP/EX straight/EX low</p>



<p>crMK &gt; LK-MK-HK target combo<br></p>



<p>&#8212;&#8212;&#8212;</p>



<p><strong>Heavies:</strong></p>



<p>crHP xx HK upper &gt; LP straight&nbsp;</p>



<p>crHP xx HK upper &gt;&nbsp; EX straight [v-skill+p, EX straight]</p>



<p>crHP xx HK upper &gt; EX low (best in corner)</p>



<p>stHK &gt;&nbsp; MK-MP-v-skill+p target</p>



<p>stHK &gt;&nbsp; MK xx HP straight</p>



<p>stHK &gt;&nbsp; MK xx HK low</p>



<p>stHK &gt;&nbsp; crMP xx MP straight</p>



<p>stHK &gt;&nbsp; crMP xx MK low<br></p>



<p><strong>[crush counter only]</strong></p>



<p>crHP &gt; HK upper, MP straight</p>



<p>crHP &gt;&nbsp; HK upper, EX straight [v-skill+p, EX straight]</p>



<p>crHP &gt; TAP &gt;&nbsp; MP straight</p>



<p>crHP &gt;&nbsp; TAP &gt; EX straight [v-skill+p, EX straight]</p>



<p>crHP &gt; LK low xx v-skill+p &gt;&nbsp; EX straight [v-skill+p, EX straight]</p>



<p>stHK &gt;&nbsp; HK upper &gt;&nbsp; LP straight</p>



<p>stHK &gt;&nbsp; HK upper &gt;&nbsp; EX straight [v-skill+p, EX straight]</p>



<p>stHK &gt;&nbsp; HP straight</p>



<p>stHK &gt;&nbsp; LP straight xx v-skill+p</p>



<p>crHK &gt;&nbsp; f-dash &gt;&nbsp; v-skill+k, stLP (meaty setup)</p>



<p>&#8212;&#8212;&#8212;&#8212;&#8212;</p>



<p><strong>V-skill Combos:</strong></p>



<p>v-skill+k &gt;&nbsp; stMP xx MP/EX straight (close range)</p>



<p>v-skill+k &gt;&nbsp; stMP xx MK/EX low (close range)</p>



<p>v-skill+k &gt;&nbsp; stLP xx (LP or EX) straight/ EX low<br></p>



<p>[counterhit only]</p>



<p>v-skill+p &gt;&nbsp; stLP xx (LP or EX) straight/ EX low</p>



<p>v-skill+k &gt;&nbsp; stMK xx HP straight/HK low</p>



<p>v-skill+k &gt;&nbsp; crMP xx MP straight/MK low</p>



<p>&#8212;&#8212;&#8212;&#8212;</p>



<p><strong>VT1 Combos:</strong></p>



<p>[Any special cancellable normal] xx EX low &gt; fK &gt;&nbsp; v-skill+p, EX straight, fK, fK</p>



<p>LK/MK/HK low &gt;&nbsp; fK/fP [up to 2 fK&#8217;s]&nbsp; &gt; v-skill+p &gt;  EX straight &gt; fK &gt;&nbsp; fK</p>



<p>LP/MP/HP straight &gt;&nbsp; fK [up to 2] &gt;  v-skill+p &gt;&nbsp; EX straight &gt;  fK &gt;  fK (opponent has to be grounded)</p>



<p>LP/MP/HP straight &gt;&nbsp; fP [up to 3] &gt;  v-skill+p (leaves you at +2 in their face, grounded opponent)</p>



<p>LP/MP/HP straight &gt;&nbsp; fP/fK &gt;  v-skill+p &gt;  EX straight (if the straight catches the opponent in the air)<br></p>



<p>&#8212;&#8212;&#8212;&#8212;</p>



<p><strong>VT2 Combos:</strong></p>



<p>crHP xx B3</p>



<p>stMK &gt; stMP xx B3</p>



<p>cr/stLP xx B3</p>



<p>v-skill+k &gt; stMP xx B3</p>



<p>crMK-MK xx B3</p>



<p>LK-MK xx B3</p>



<p>EX Straight xx v-skill &gt; LK-MK xx B3</p>



<p><strong>[counterhit-only]</strong></p>



<p>v-skill+k &gt;&nbsp; stMK xx B3</p>



<p>EX straight xx v-skill+k &gt;&nbsp; stMP xx B3</p>



<p>EX straight xx v-skill &gt;&nbsp; stMP xx B3</p>



<p>crLP &gt;&nbsp; stMK xx B3 (up close)</p>



<p>crMP &gt;&nbsp; stMK xx B3 (up close)</p>



<p>stMK &gt;&nbsp; stMK xx B3 (up close)</p>



<p>&#8212;&#8212;&#8212;&#8212;&#8211;</p>



<p><strong>Specials:</strong><br></p>



<p>EX straight xx v-skill &gt;&nbsp; LK-MK-HK</p>



<p>EX straight xx v-skill &gt;&nbsp; LK-MK VTC crHP<br></p>



<p><strong>[counterhit-only]</strong></p>



<p>LP/MP/HP straight &gt;&nbsp; stLP xx LP straight/LK screw*/EX low/EX straight</p>



<p>EX straight xx v-skill+k &gt;&nbsp; stMP xx MP straight/MK low/MK screw*</p>



<p>EX straight xx v-skill, stMP xx MP straight/MK low/MK screw*</p>



<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;</p>



<h3 class="wp-block-heading">Meaties:&nbsp;</h3>



<p>A general rule is that if it works midscreen it works in the corner although the spacing you would normally get to make moves safe would not apply so try to learn the situations to use each meaty. Also please note if something just says v-skill this is a set up you’re job is to think of a button afterwards or else this one section could go on for a good 10 pages.<br></p>



<p>Forward Throw</p>



<p>Midscreen: LK Low -7 OB (QR/BR)&nbsp;</p>



<p>MK Upper -6 OB (QR/BR) (whiffs on crouching normal)</p>



<p>*Note* After the opponent begins blocking the LK Low and you’ve confirmed they do not want to punish, begin using MK Upper to bait another whiff punish after that you can start dashing you bait out 3 or 4 frame normals with a Forward Dash as it leaves you at the perfect distance to whiff punish most of those normals with a crouch HP<br></p>



<p>Corner: Microwalk forward &gt; Stand HK minimum: +3 OB (QR/BR)<br></p>



<p>Back Throw</p>



<p>Midscreen: LP Straight -1 OB (QR/BR) (Against 4 frame characters mash that 3 frame)</p>



<p>Stand HP -2 OB (QR/BR)</p>



<p>Corner: Microwalk Forward: Stand HK minimum +3 OB (QR/BR)</p>



<p></p>



<p>Stand HP CC:<br>Midscreen:<br>MK Low xx v-skill +4 (QR) +9 (BR)<br></p>



<p>B3</p>



<p>Midscreen: LP Straight -1 OB (QR/BR)</p>



<p>Stand HP: -2 OB (QR/BR)</p>



<p>Microwalk Forward &gt; Stand HK +3 OB Minimum (QR/BR)</p>



<p>Walk Forward &gt; Crouch MK -2 OB Minimum (QR/BR)</p>



<p>Corner: Microwalk Forward &gt; B3</p>



<p></p>



<p>BnB Juggle (No Bar):<br></p>



<p>Midscreen: Stand LP Frame kill &gt; LK Low (QR) -7&nbsp; OB / HP Straight (BR) -4 OB</p>



<p>Dash &gt; MK Upper (BR) -6 OB/ Stand HP (QR) -3 OB</p>



<p>Corner: Throw Frame Kill &gt; Stand MK (QR) +2 OB/ Stand HK (BR) +4 OB<br></p>



<p>BnB Juggle (1 Bar Ex Low)</p>



<p>Anywhere on Screen: FDash &gt; Stand MK (QR) +2 OB / Stand HK (BR) +5<br></p>



<p>BnB Juggle (1 Bar Ex Straight No V-skill)</p>



<p>Midscreen:&nbsp; The meaties you get midscreen are all punishable so to maintain pressure:&nbsp;</p>



<p>LP straight V-skill (empty)&nbsp; (QR) 0  (BR) +5</p>



<p>Corner: Throw Frame Kill &gt; Stand HK (QR) +3 OB/ MP Straight(BR) -4 OB /&nbsp;</p>



<p>Stand LP Frame Kill &gt; Stand LK +1/ Stand LP +3/ Crouch LP +3/ Crouch LK +1 (BR)<br></p>



<p>BnB Juggle (1 Bar EX straight V-Skill P)</p>



<p>Midscreen: V-skill P Frame Kill &gt; Stand MK (QR) +2 OB&nbsp; / Stand HK (BR) +3 OB</p>



<p>Corner: Crouch LK Frame Kill &gt; V-Skill K -4 OB (QR) (Meme Setup)</p>



<p>An actual setup: Crouch HK &gt; Stand HK +4 OB (QR)/ MP Straight -3 OB (BR)<br></p>



<p>BnB Juggle (2 Bar)</p>



<p>Midscreen: As it is extremely unlikely you’ll land midscreen due to the corner carry I have not labbed it yet</p>



<p>Corner: Crouch MK Frame Kill &gt; LP straight -1 OB (QR) / MP Straight -3 OB (BR)</p>



<p>Stand HK or Stand HP Frame Kill &gt; Stand MK +2 OB (QR)/ Stand HK +5 (BR)<br></p>



<p>LK/MK/HK Target:<br>Midscreen:</p>



<p>Crouch LP Frame Kill &gt; LK Low -6 OB (QR) / LK Low v-skill P -3 OB (BR) (not max range)</p>



<p>Crouch LP Frame Kill &gt; MK Low -7 OB (BR)</p>



<p>Crouch MP Frame Kill or Stand MK &gt; LP Straight for -3 OB (QR) / MP straight -6 (BR)&nbsp;</p>



<p>MP Straight xx V-skill -1 OB (QR) +4 OB (BR)</p>



<p>LK low xx V-skill 0 OB (QR) +5 OB (BR)<br></p>



<p>Corner:&nbsp;</p>



<p>V-skill K -5 OB (QR)</p>



<p>Crouch MK Frame Kill &gt; Stand MK +2 (QR) / Stand HK +5 (BR)</p>



<p></p>



<p></p>



<p>EX straight:</p>



<p>Midscreen:&nbsp;</p>



<p>Stand LP Frame kill &gt; HP straight&nbsp; -4 OB (QR)/ HP straight v-skill P -4 OB (BR)&nbsp;&nbsp;</p>



<p>MP Straight xx V-skill +2 OB (QR) +7 (BR)</p>



<p>Corner: F Dash &gt; Stand LP Frame Kill &gt; Stand MK +2 OB(QR)/ Stand HK +4 OB (BR)<br></p>



<p>V-Reversal<br></p>



<p>Midscreen:</p>



<p>&nbsp;Wouldn’t recommend chasing midscreen because it&#8217;s unsafe but you can do with:&nbsp;</p>



<p>HP Straight -4 OB (BR)/ V-Skill P -4 OB (QR)<br></p>



<p>Corner:&nbsp;</p>



<p>Stand LP Frame Kill &gt; Stand MK +2 OB (QR)/ Stand LP +4 OB (QR)/</p>



<p>Stand HK +4 OB (BR)<br></p>



<p>LK Upper<br></p>



<p>Midscreen:&nbsp;</p>



<p>Dash &gt; Manually timed Stand HK min +3 OB (QR)/ Stand HP -3 OB (QR)&nbsp;</p>



<p>HP Straight xx V-skill P -3 OB (QR)</p>



<p>LK Low xx V-skill K -5 OB (BR)</p>



<p>Corner:&nbsp;</p>



<p>Throw Frame Kill &gt; Stand LP (QR) +4 OB/ Stand HK (BR) +4 OB&nbsp;</p>



<p>*Note on counter hit stand LP you can link Crouch HP for big damage*<br></p>



<p>MK Upper</p>



<p>Midscreen:&nbsp;</p>



<p>Crouch MP &gt; Light Straight -3 OB (QR)/ Medium Straight -6 OB (BR)&nbsp;</p>



<p>LK Low xx V-skill 0 OB (QR) +5 (BR)</p>



<p>Corner:&nbsp;</p>



<p>Overhead (QR) -5 OB</p>



<p>V-skill frame kill &gt; Stand LK (QR) +1 OB/ Stand MK (BR) +3 OB</p>



<p>Crouch MK Frame Kill &gt; Stand MK (QR) +2 OB/ Stand HK (BR) +5 OB<br></p>



<p>All non EX Lows</p>



<p>Midscreen:</p>



<p>Fdash &gt; Stand MK +2 OB (QR) / Stand HK +3 OB (BR)</p>



<p>Fdash &gt; Crouch LP/ Stand LP +3 OB (QR)</p>



<p></p>



<p>EX Low / Crouch HK</p>



<p>Midscreen:</p>



<p>Fdash &gt; Crouch LP +5 OB (QR)/ Stand HK +5 OB (BR)</p>



<p>Fdash &gt; Crouch LK +3 OB (QR)</p>



<p>Stand LK &gt; Stand HK +5 (QR)</p>



<p>Stand MK Target V-skill P ender:</p>



<p>Midscreen:&nbsp;</p>



<p>LK Low xx V-skill +5 OB (QR) +10 OB (BR)<br></p>



<p>Stand MK Target V-Skill 2 Ender:<br>Midscreen:</p>



<p>Stand HK +4 OB (QR)&nbsp;</p>



<p>Microwalk Stand HK +3 OB Minimum (BR)</p>



<p>Medium Straight +2 OB (QR) +5 OB (BR) (Trades with 3 frames on QR for trade combo)</p>



<h3 class="wp-block-heading">Matchup Knowledge:</h3>



<p>Akuma:<br></p>



<p><strong>Air Fireballs(No VT1):</strong></p>



<p><strong>Instant Air Fireball&nbsp;</strong></p>



<p>Can be punished after blocking it with Stand MP as he lands or before he lands. He can space it however but it&#8217;s easy to see if he’s spaced it. But if you react to his spacing you can anti air him with V-Skill P combo into LP Straight for 132 Damage<br></p>



<p><strong>Regular Air Fireball&nbsp;</strong></p>



<p>You can v-skill either through it or v-skill underneath his jump to avoid the fireball pressure and or punish depending on when you reacted, I’d recommend just pressing Stand LP after v-skill to try and punish.<br></p>



<p><strong>Instant EX Air Fireball</strong></p>



<p>If close enough and you react in time you can punish with v-skill P and juggle with LP Straight. If not just v-skill to avoid the fireball<br></p>



<p><strong>Regular EX Air Fireball</strong></p>



<p>If you react to it you can just walk under it and anti air with stand medium punch<br></p>



<p><strong>Air Fireballs (VT1)</strong><br></p>



<p><strong>Instant Air Fireballs</strong></p>



<p>If he’s close enough you’ll just have to eat the fireballs on block</p>



<p>At a decent distance you can v-skill through all of them except Light.</p>



<p>A bit further away jump with akuma and air to air<br></p>



<p><strong>Demon flip fireballs</strong><br></p>



<p>See above the same applies here. If he does light you just have to eat it<br></p>



<p><strong>Regular air fireballs</strong><br></p>



<p>You can use TAP and knock him out of the air but you need to be pretty far away, it needs to be hard fireball and you need to react pretty early. Other than that the air fireballs generally work the same. Blocking is your best friend against his v-trigger 1.<br></p>



<p><strong>Red Fireball Mixups:</strong></p>



<p>Stand Medium Kick to EX, MP or HP Red Fireball is punishable with v-skill overhead you can react if you see him build up the fireball.<br></p>



<p><strong>Demon Flip:</strong></p>



<p>It’s wack. I’m serious, it&#8217;s a bad mixup unless its meaty. You can cover all options with stand MP and Crouch HP on reaction so do that. Unless he’s in vt1 then you just have to hope he wastes his fireballs quickly.<br></p>



<p><strong>Dealing with his normals:</strong></p>



<p>F-HP: It’s pretty reactable I’d say and you know what’s pretty cool is that you can really mess up his face by crush countering with Crouch HP and getting your juggle.<br></p>



<p>Stand HP: -5 OB so you can punish but they HAVE TO BE CLOSE, however if he has v-trigger its a frame trap to go into the target <a href="https://mmosumo.com/sfv-street-fighter-v-falke-guide/" >combo so don’t try to punish if he has VT1</a> ready to activate at max range counter poke with stand HP so he doesn’t get to whiff punish with EX Demon Flip<br></p>



<p>Stand MK: A fantastic button thats -4 OB however he can cancel it so don’t let the frame data fool you. You need to look for tendencies if he does more than one at a time press Stand LP to Punish. If he goes into Light Red fireball or any hadouken outside of v-trigger try punishing with crouch MP if he’s close.<br></p>



<p>Crouch MK: Same applies to what was said for Stand MK except its -1 OB not -4 so you can’t punish multiple easily but remember to take your turn.<br></p>



<p>Ibuki:<br></p>



<p>Cammy:&nbsp;<br></p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>SFV Street Fighter V Blanka Guide</title>
		<link>https://mmosumo.com/sfv-street-fighter-v-blanka-guide/</link>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Fri, 07 Feb 2020 19:18:03 +0000</pubDate>
				<category><![CDATA[Street Fighter V]]></category>
		<guid isPermaLink="false">https://mmosumo.com/?p=1575</guid>

					<description><![CDATA[PREFACE Hello, brave soul who dares to journey into the savage minds of the strongest Amazonian warriors! You have stumbled across the Bible of the Wild, a structured compendium of everything you need to know about how to be a skillful predator in the Amazon jungle! With this book, you shall learn to not only [&#8230;]]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/5zI2_quxFFg145_B74JdE3qllI0P5U9JA5JAigkkypkU_02uVHbP-TQfVALjsCFieDJpzTbWHoFWz7_PIN6u9SvJuGFfTs5_pjFLzGEPWIM1Q3gpQCGDw-x4lL0NN7I9LHcDx1qW" alt=""/></figure>



<p><strong>PREFACE</strong><br></p>



<p><em>Hello, brave soul who dares to journey into the savage minds of the strongest Amazonian warriors! You have stumbled across the Bible of the Wild, a structured compendium of everything you need to know about how to be a skillful predator in the Amazon jungle! With this book, you shall learn to not only overcome your growing pains within the wild, but eventually stand your ground and make your mark as the almighty king of the jun-</em></p>



<p></p>



<p>okay idk where I’m going with this lol.<br></p>



<p>sup guys, this is Wolfgang. I’ve had a lot of people ask for a handy Blanka guide to read on for various reasons: to pick my brain and knowledge of the character, to understand their opposing matchups, etc. Well it’s finally here. Mind you, this definitely took me months to settle on completing, so consider this more of a living document more than anything. Since SFV is currently an ongoing game, there will definitely be odds and ends updated as time marches on.<br></p>



<p>With that being said, let’s (forward) hop to it!</p>



<p></p>



<p><strong>BLANKA</strong><br></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh6.googleusercontent.com/7eG1q6MeaxX89GuUBcFTlq2-kgm5e25OIMzrDcOazk98JIITQ0px2roJHA0A_5fOqJGisKFIXaS3rFfYYBdUGfi8s1wcENBKEEOSe_n7LUTc0tuPoIy2IjFF8mtb3ttJzEprWEcX" alt=""/></figure>



<p><strong>NAME: </strong>Jimmy Blanka</p>



<p><strong>HEIGHT: </strong>6’4 (192cm)</p>



<p><strong>WEIGHT: </strong>216 lbs (98kg)</p>



<p><strong>OCCUPATION: </strong>Blanka-Chan Merchandiser</p>



<p><strong>STYLE: </strong>Feral movement, electric attacks</p>



<p><strong>SKILLS: </strong>Hunting, electric discharge</p>



<p><strong>HEALTH: </strong>1000&nbsp; <strong>STUN: </strong>1000<br></p>



<p><strong>STRENGTHS</strong></p>



<ul class="wp-block-list"><li>excellent mobili ok huh kity options and corner escape</li><li>solid damage/stun output</li><li>(somewhat) easy to pick up and learn</li><li>element of surprise factor</li><li>comebacks more prevalent with V-Trigger</li></ul>



<p><strong>WEAKNESSES</strong></p>



<ul class="wp-block-list"><li>awkward/difficult normals to master for neutral throughout the cast</li><li>can become uncomfortably predictable</li><li>abusing pressure at high level requires execution cap (Piano input)</li><li>4f character</li><li>hard to play on gamepad for most</li></ul>



<p><strong>DESCRIPTION</strong><br></p>



<p>Blanka has had various iterations of himself slightly altered throughout his experience in the Street Fighter franchise. While not counting crossover or team games, this honestly feels like [one of] the strongest versions Blanka has ever been in SF overall, alongside SF2. And while that may not seem intimidating at first, his archetype has definitely flourished enough to the point where it’s “tolerated” at best in the current SFV meta.<br></p>



<p>Blanka’s main goal is to prey on the weak and confused. Classified by most as a stealthy, hit-and-run “trollish” character, his abrasive mid-range pokes and sporadic specials can give him an unprecedented edge versus his opponent. Couple that with his upclose electric thunder, and the fact that he now has a <strong>full screen command grab</strong>, he can catch anyone off guard who isn’t totally ready. And that’s where he strives the most, to be honest.&nbsp;<br></p>



<p>Unfamiliarity.<br></p>



<p>However, striving from this taboo attribute can be both a blessing and a curse. For the players who have done their homework (ironically heightening that possibility with this guide lol), you’ll most likely be forced into a stalemate of raw fundamentals in order to clutch out wins.<br></p>



<p>And it’s possible! That’s part of the reason why we’re here.</p>



<p></p>



<p><strong>KEY</strong></p>



<table class="wp-block-table"><tbody><tr><td><strong>ABV.</strong></td><td><strong>MOVE</strong></td><td><strong>VERSION</strong></td><td><strong>VARIANTS</strong></td></tr><tr><td><strong>L</strong>B</td><td>Rollng Attack(aka Ball/Forward Ball)</td><td><strong>Light</strong></td><td><strong>M</strong>B, <strong>H</strong>B, <strong>EX</strong>B</td></tr><tr><td><strong>M</strong>UB&nbsp;</td><td>Vertical Rolling(aka Upball)</td><td><strong>Medium</strong></td><td><strong>L</strong>UB, <strong>H</strong>UB, <strong>EX</strong>UB</td></tr><tr><td><strong>H</strong>RB</td><td>Back Step Rolling(aka Rainbow Ball)</td><td><strong>Heavy</strong></td><td><strong>L</strong>RB, <strong>M</strong>RB, <strong>EX</strong>RB</td></tr><tr><td><strong>EX</strong>Elec</td><td>Electric Thunder(aka Elec/Electric)</td><td><strong>EX</strong></td><td>Elec, <strong>EX</strong>Elec</td></tr><tr><td>WH</td><td>Wild Hunt(aka command grab)</td><td><br></td><td><strong>L</strong>WH, <strong>M</strong>WH, <strong>H</strong>WH, <strong>EX</strong>WH</td></tr><tr><td>CA</td><td>Critical Art -Dynamic Rolling</td><td><br></td><td><br></td></tr><tr><td>TCa/TCb</td><td>Target Combo</td><td><br></td><td>Raging Bash 1st/Raging Bash 2nd</td></tr><tr><td>ARR</td><td>Amazon River Run(aka Slide)</td><td><br></td><td><br></td></tr><tr><td>OH</td><td>Overhead -Rock Breaker</td><td><br></td><td><br></td></tr><tr><td>CWC/<strong>CWC</strong></td><td>Coward Crouch (Vskill)</td><td>Normal/<strong>Held</strong></td><td><br></td></tr><tr><td>Hop</td><td>Surprise Forward</td><td><br></td><td><br></td></tr><tr><td>Backhop</td><td>Surprise Back</td><td><br></td><td><br></td></tr><tr><td>Lift</td><td>Wild Lift (Vskill &gt; P)</td><td><br></td><td><br></td></tr><tr><td>Raid</td><td>Raid Jump (Vskill &gt; K)</td><td><br></td><td><br></td></tr><tr><td><strong>VT1</strong></td><td>V-Trigger 1 -Jungle Dynamo</td><td><br></td><td><br></td></tr><tr><td><strong>VT2</strong></td><td>V-Trigger 2 -Lightning Beast</td><td><br></td><td><br></td></tr><tr><td>c</td><td>Beast Cannon(aka Cannon/VT2 Ball)</td><td><strong>f, df, d, db, b, ub, u, uf</strong></td><td><strong>df</strong>+c</td></tr></tbody></table>



<p><strong>GAMEPLAN</strong></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh3.googleusercontent.com/RLFyCAvaRjjJCJSoyRSFIuy_7uK5cStrFxGqow5NFrecQCJh0LQvCLoCNIImciqx0FRO6X5dXsqXyWOLFQgIz6nrr5zxSgJaotk8eNxLUuSiF2ul9pCbuZfkwtwlzxgBvGcNDXF6" alt=""/></figure>



<p>You’ve probably heard various opinions about how bad Blanka’s “neutral” is. He doesn’t really have a comfortable range he can sit at that doesn’t involve mid to full screen, but that’s okay! He isn’t meant to always be up in his opponents’ face unless the time is right. He’s meant to be unpredictable and agile when it matters, no matter what the skill level.<br></p>



<p>Here’s a few things to keep in mind during battle with Blanka:</p>



<p></p>



<p></p>



<p><strong>ZONING AND POKING</strong></p>



<p></p>



<p><strong>st. LP</strong><br></p>



<p>This is a really good tool for antagonizing the opponent if they’re looking for a way in, or to stop their slower active/counter pokes by cancelling into HP Ball. Staggering with this button is also a good option depending on the situation, as Blanka has a better forward walk speed than his back walk.<br></p>



<p>Strats:</p>



<p>st. LP xx H<strong>B</strong></p>



<p>st. LP stagger/pokes</p>



<p>st. LP xx Hop (fake pressure)</p>



<p></p>



<p><strong>st. MP</strong><br></p>



<p>Another go-to active poke that preemptively shuts down buttons from mid range, and also act as a quick whiff punish to tack on damage and meter build. 0 on block, +3 on hit, low risk when spaced right, and moderate reward to aggravate your opponent.<br></p>



<p>Strats:</p>



<p>st. MP stagger/pokes</p>



<p>st. MP (on hit) xx <strong>VT</strong>, CA</p>



<p></p>



<p><strong>st. HP</strong><br></p>



<p>Probably one of your most used normals when playing Blanka, standing heavy punch is the hit confirm god when used in sync with his patented Coward Crouch (which we’ll get to soon) and his Electric Thunder. If you set your space traps correctly and/or can be aware of your opponents’ button timings, it can be a great whiff punisher into Wild Lift.<br></p>



<p><strong><em>NEW!!</em></strong> With Blanka’s st. HP now being 10f instead of 11f, it completely mimics M. Bison’s st. HP and can also be used as such. With a giant cancel window, it can be hit confirmed into HP Ball if a charge was kept.<br></p>



<p>Strats:</p>



<p>st. HP xx Lift</p>



<p>st. HP (on block) xx CWC &gt; Backhop</p>



<p></p>



<p><strong>cr. LK</strong><br></p>



<p>One thing Blanka really benefits from is having light attacks that cover a good amount of range. Cr. LK is no exception, as the hitbox extends forward past the hurtbox for 3 active frames. Great for shutting down surprise approaches like Balrog’s EX Dash Straight, or sneaky advantageous pressure like Laura’s Thunder Clap strings.<br></p>



<p>This is also a special normal since, the only special that can be cancelled from it is Electric Thunder/EX Electric Thunder.<br></p>



<p>Strats:</p>



<p>cr. LK xx <strong>EX</strong>Elec</p>



<p></p>



<p><strong>cr. MK</strong><br></p>



<p>A quicker, more fundamentally-approved normal, cr. MK is a great low that can be used for hit confirming inbetween electric strings, whiff punishing, or even hit confirming after CA if the opponent doesn’t know that Blanka has a guaranteed meaty afterward.<br></p>



<p>Strats:</p>



<p>cr. MK xx Backhop</p>



<p>cr. MK xx <strong>L</strong>UB</p>



<p>cr. MK xx <strong>EX</strong>Elec, <strong>H</strong>B</p>



<p></p>



<p><strong>HP Blanka Ball (Forward Ball)</strong><br></p>



<p>One of Blanka’s classic whiff punishing specials, the heavy strength version of Blanka Ball strikes fear into the unprepared at a high-speed 8 frame startup. Use this to whiff punish your opponents’ attacks with laggy recovery frames where you usually couldn’t reach them with a standard normal.</p>



<p></p>



<p><strong>ANTI-AIRS/AIR-TO-AIRS</strong></p>



<p></p>



<p><strong>cr. MP</strong><br></p>



<p>Blanka’s second best anti-air, and probably one of the best in the game (next to Birdie cr. MP). It can also act as a secondary whiff punisher when defending vs attacks that have lower hurtboxes.<br></p>



<p>TIP: you can use cr. MP as a corner escape—or a way to keep an opponent cornered if they try jumping out—by cancelling the first two active frames into forward hop! Great tool.<br></p>



<p>Strats:</p>



<p>cr. MP anti air (first two active frames) xx Hop<br></p>



<p><strong>st. HK</strong><br></p>



<p>For those tricky jumps that either have a great downward hitbox, OR abusive jump attacks from farther out, st. HK covers a great range both in front of him, and right above him, while simultaneously shrinking his hurtbox. It can stop approaches such as Guile’s j. HK, Birdie’s delayed j. HK, a handful of ambiguous jumps like Sakura/Kage/Vega, and other hard-to-anti air specials like Zeku’s Bushin Flip and M. Bison’s VT1 EX Stomp.<br></p>



<p>Strats:</p>



<p>st. HK (anti-air vs oppressive jumps from directly above or far away)</p>



<p></p>



<p></p>



<p><strong>Vertical Rolling (Upball)</strong><br></p>



<p>Playing lame with Blanka is nothing new in his archetype, at has been shown from his legacy that anti-airing with Upball does a great job at controlling certain parts of the screen.<br></p>



<p>In SFV, you will utilize Upballs in ways that hardly any other SF character can (apart from Rashid). LK and MK Upball is great for sniping opponents who like to jump away and create space from imminent grounded approaches, whereas HK Upball covers the area right above him in vertical fashion, and EX Upball shuts down any kneejerk threat from the air that would usually be hard to react to without any form of physical invulnerability. Think of Cammy’s EX Divekick/EX Hooligan &gt; Divekick/VT1 Divekick.<br></p>



<p>Strats:</p>



<p>LK Upball (for far away snipes)</p>



<p>MK Upball (for slightly closer snipes)</p>



<p>HK Upball (for anti-airing directly above)</p>



<p>EX Upball (for shutting down threats from air with priority)</p>



<p></p>



<p><strong>j. LK/j. LP/j. MP/Neutral j. HP</strong><br></p>



<p>All 4 of these air normals serve their purpose for controlling the air, with j. MP and Neutral j. HP being a good air check from at least a backdash away, along with j. LK and j. LP resetting neutral vs ambiguous jump-ins that serve a purpose to obstruct the average anti air that would cover directly above Blanka, or serve oppressive priority in some manner (Sakura j. MK, Juri j. LK/MK, Cammy EX Divekick, M. Bison EX Devil Reverse, Kage j. MK)<br></p>



<p>Strats:</p>



<p>j. LK/j. LP (works vs ambiguous jump-ins with oppressive priority that would otherwise beat your other anti-airs)</p>



<p>j. MP/Neutral j. HP (solid air checks from spaced distances)</p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p><strong>~o~o~o~o~o~</strong></p>



<p><strong>UNDER CONSTRUCTION</strong></p>



<p><strong>~o~o~o~o~o~</strong></p>



<p><strong>(pls ignore info below, not updated)</strong></p>



<p></p>



<p><strong>PrefOki and follow ups</strong></p>



<p><strong><em>Normal Recovery (Quick rise)</em></strong><br></p>



<p><strong>Electric:</strong></p>



<ol class="wp-block-list"><li>Dash &#8211; Dash (+6) &#8211; Bait opponent reversals. Shimmy opportunity.</li></ol>



<p>2</p>



<ol class="wp-block-list"><li>Dash &#8211; Dash &#8211; st.LK (Normally +4) (Meaty +7) (Counter +9)</li></ol>



<p>A. Raging Bash target combo (187 dmg) [See target combo Oki.]</p>



<p>B. cr.MP xx Electric combo (154 dmg) [Oki repeat. Mixup opportunity.]</p>



<p>C. cr.MK &#8211; st.LP xx HP Roll combo [See HP Roll Oki.]</p>



<p>D. cr.MK &#8211; st.LP xx EX Roll &#8211; LP Roll combo (1 Meter)&nbsp;</p>



<p>[Charge direction: Mid screen : Back to Back. Corner: Back to Front.]</p>



<p>E. (Counter) Sweep</p>



<p>F. (Counter) CA [Link]<br></p>



<p>3.&nbsp; Dash &#8211; Overhead (Normally +2) (Meaty +3) (Counter +5)</p>



<p>A. (Counter) st.LP xx HP Roll Combo (149 dmg)</p>



<p>B. (Counter) cr.LP xx LK Up ball Combo (165 dmg)</p>



<p>C. (Counter) st.LP xx EX Roll &#8211; LP Roll Combo (1 meter) (219 dmg)</p>



<p>D. (Counter) st.LP xx EX Electric &#8211; (1 meter) (165 dmg)<br></p>



<p>4.&nbsp; Hop (+8) &#8211; Bait and Shimmy. Side Switch if near corner.<br></p>



<p>5.&nbsp; Hop &#8211; cr.MP (Normally 0) (Meaty +3) (Counter +5)</p>



<p>A. Same counter hit follow ups as 3..<br></p>



<p>6.&nbsp; Hop &#8211; st.HP (Crush Counter)</p>



<ol class="wp-block-list"><li>xx Wild Lift &#8211; Up ball (228 dmg) [Can’t hit confirm. Can cancel late but won’t combo.]</li><li>(CC) xx Hop &#8211; cr.MK xx LK Up ball (220 dmg)</li><li>(CC) xx Hop &#8211; cr.MK &#8211; <em>st.LP</em> &#8211; LK Up ball (229 dmg)</li></ol>



<p></p>



<p>7.&nbsp; Hop &#8211; Electric (Beats 3f jab)<br></p>



<p>8.&nbsp; [Corner] Dash &#8211; st.LK &#8211; st.MK (Counter +5)</p>



<p>A. Same counter hit follow ups as 3..<br></p>



<p><strong>EX Electric:</strong><br></p>



<ol class="wp-block-list"><li>Dash &#8211; Dash &#8211; Dash (+1)</li></ol>



<ol class="wp-block-list"><li>Forward Jump (Safe against 3f DP. Whiffs on opponent doing nothing.)</li></ol>



<p>A. Empty jump &#8211; forward hop (Strict timing. Goes through 3f DP. Hop back again to CC and combo or sweep.)</p>



<p>B. Empty jump &#8211; (Normally 0) (Meaty +3) (Counter +5. Can combo follow up.)<br></p>



<ol class="wp-block-list"><li>LP Roll &#8211; st.MK (Beats 3f jab) (Counter +5. Can combo follow up)</li><li>LP Roll actually hits as combo if facing toward corner.</li></ol>



<p>B. (Counter) st.LP xx HP Roll Combo (179 dmg)</p>



<p>C. (Counter) cr.LP xx LK Up ball Combo (195 dmg)</p>



<p>D. (Counter) st.LP xx EX Roll &#8211; HP Roll Combo (1 meter) (249 dmg)</p>



<p>E. (Counter) st.LP xx EX Electric &#8211; (1 meter) (195 dmg)<br></p>



<ol class="wp-block-list"><li>V-Skill xx K &#8211; j.MK (There is a timing where some Auto-correct 3f DP won’t come out properly, and you will counter hit opponent if they mess up.)</li></ol>



<ol class="wp-block-list"><li>Hop &#8211; Dash (+3) (Mid screen: Stays in front.) (Corner: Hop goes through.)</li></ol>



<ol class="wp-block-list"><li>In the corner, if Hop goes through, you can still face opponent and forward Dash and will be the same frame data.&nbsp;</li><li>If you end up back dashing, you are -5. But due to side switching, back dash won’t come out normally.</li></ol>



<ol class="wp-block-list"><li>Dash &#8211; Hop (+3) (Mid screen: Goes through.) (Corner: Dash goes through.)</li></ol>



<ol class="wp-block-list"><li>In the corner, if Dash goes through, you can still face opponent and forward Hop, same frame data and you escape the corner.</li><li>If you end up doing back Hop, you are -1 thus still safe from 3f DP.</li></ol>



<ol class="wp-block-list"><li>Dash &#8211; Dash &#8211; st.LK &#8211; st.LK (Normally +4) (Counter hit +6)</li><li>Same counter hit follow ups as 3.</li></ol>



<p><strong>LK Up ball:</strong><br></p>



<p><strong>MK Up ball:</strong><br></p>



<p><strong>LP Roll:&nbsp;</strong><br></p>



<p><strong>HP Roll:</strong><br></p>



<p><strong>EX Roll:</strong><br></p>



<p><strong>st.MK &#8211; st.HK Target Combo:</strong><br></p>



<p><strong>Raging Bash (Target Combo):</strong><br></p>



<p><strong>Slide:</strong><br></p>



<p><strong>Throw:</strong><br></p>



<p><strong>V-Skill:</strong><br></p>
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		<item>
		<title>SFV Street Fighter V Cammy Combos</title>
		<link>https://mmosumo.com/sfv-street-fighter-v-cammy-combos/</link>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Thu, 06 Feb 2020 01:14:23 +0000</pubDate>
				<category><![CDATA[Street Fighter V]]></category>
		<guid isPermaLink="false">https://mmosumo.com/?p=1572</guid>

					<description><![CDATA[To anyone looking to pick up combos for Cammy Drill enders are generally for midscreen corner push and Oki. DP is for damage and corner because in the corner she can still get a knockdown and pressure someone. If you were to DP someone midscreen you will NOT get pressure. Basic and all you need [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>To anyone looking to pick up combos for Cammy</p>



<p><br>Drill enders are generally for midscreen corner push and Oki. DP is for damage and corner because in the corner she can still get a knockdown and pressure someone. If you were to DP someone midscreen you will NOT get pressure.<br><br>Basic and all you need to know combos:<br>Cr.lp Cr.Lp Hk Drill/DP-<br>Basic 3 frame combo<br><br>Cr.Mp Cr.MP HK Drill/DP- <br>Easy 5 frame combo<br><br>St.MP Cr.MP HK Drill/DP- <br>General use frame traps 3 frame normals. You can also do St.Mp St.HP if you want more damage.<br><br>Situational combos:<br>St.MP Cr.Mk HK Drill/DP- <br>This combo is for situations where cr.mp does not connect and the opponent is too far.<br><br>Cr.Lp B.MP Target Combo Lk/Mk/Hk Drill/DP- <br>This is a very situation combo which requires you to be very close to the opponent in the first place. <br><br>St.HK F.HK Cr.MP HK Drill/DP-<br>This is a very situational combo because the St.Hk has to crush counter the opponent. Mostly used to punish DPs and get the maximum amount of damage possible.<br><br>Counter Hit Combos:<br>Cr.Mp Cr.MK HK Drill/DP- <br>Cr.Mp on CH can link into Cr.Mk and you can visually hit confirm it on reaction.<br><br>Random Combos:<br>Keep in mind some of these combos can be used midscreen as well.<br><br>J.Hp B.Mp St.Hk (Target Combo) LK Drill EX DP-<br>This is the maximum amount of damage you can do in the corner and its considered the most optimal for both cost per meter and amount of damage you get. It will not work midscreen.<br><br>B.Mp St.Hk(Target Combo) EX Hooligan Divekick Dp-<br>This is maximum damage you can do with 1 EX bar midscreen without V Trigger. In the corner do the combo above because it gives better damage.<br><br>Cr.HP VTrigger St.HP Drill DP-<br>Our most common VT confirm and most used starter for activation. Gives a nice chunk of damage and can be done from midscreen as well. You can also opt out of using the DP ender because you gain better pressure. Go for damage or pressure, its up to you.<br></p>
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		<item>
		<title>SFV Street Fighter V Cody Guide</title>
		<link>https://mmosumo.com/sfv-street-fighter-v-cody-guide/</link>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Wed, 05 Feb 2020 15:33:39 +0000</pubDate>
				<category><![CDATA[Street Fighter V]]></category>
		<guid isPermaLink="false">https://mmosumo.com/?p=1567</guid>

					<description><![CDATA[Cody Guide&#160; Introduction&#160; Cody is a DLC character in SFV. He hits hard, especially with meter, and brought a few tools that change up his gameplan a bit. He now has a projectile, the knife is part of his V-Trigger 1 called Side Arm, and the fan favorite pipe from one of his Ultras in [&#8230;]]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-image"><img decoding="async" src="https://lh3.googleusercontent.com/RZLW9BhBgcjwvQCzf2gVQEf4JuHOyFKkPRWXWh_UeSWs6Ik2cbq2kypjFJVQk5oc4O7Y2k-GNKCKgeBPMkf-IfA4k5s-5Fhfx2tN5OL8DIrKOGjJ-kiQE2LIQhcj4AVlXM94p-5-" alt=""/></figure>



<p>Cody Guide&nbsp; </p>



<h1 class="wp-block-heading">Introduction&nbsp;</h1>



<p>Cody is a DLC character in SFV. He hits hard, especially with meter, and brought a few tools that change up his gameplan a bit. He now has a projectile, the knife is part of his V-Trigger 1 called Side Arm, and the fan favorite pipe from one of his Ultras in SFIV makes a return as a V-Trigger 2 armament. He’s an easy to use character to with hidden depths in setups with his Triggers.&nbsp;<br></p>



<p>This guide is community made, meaning the information is gleaned from discords, forums, videos, and contributions from readers. If you’d like to request a change or add something, please leave a comment and I’ll update the guide.&nbsp;</p>



<h1 class="wp-block-heading">Stats</h1>



<table class="wp-block-table"><tbody><tr><td>Health</td><td>1000</td></tr><tr><td>Stun</td><td><br></td></tr><tr><td>Back Jump</td><td><br></td></tr><tr><td>Neutral Jump</td><td><br></td></tr><tr><td>Forward Jump</td><td><br></td></tr><tr><td>Forward Dash</td><td><br></td></tr><tr><td>Back Dash</td><td><br></td></tr></tbody></table>



<p></p>



<h1 class="wp-block-heading">Notations and Glossary</h1>



<p>Term = Official Name (Examples/Execution)<br>ST. = Standing (STLP)<br>CR = Crouching (CRLK)<br>F = Forward (FHK)<br>J = Jump<br>TC = Target Combo (ex STLP xx STLP xx STLP)<br>NR = No Recovery (No input, delayed rise)<br>QR = Quick Rise (PPP when landing from a soft knockdown)<br>BR = Backwards Roll (b.PPP when landing from a soft knockdown)<br>Microstep = A movement forward, usually only for a few frames for timing meaty attacks<br>Shimmy = Throw bait. Walking backward during a tick throw or conditioned throw setup in order to bait a throw tech.<br>OH = On Hit<br>OB = On Block<br>CH = Counter Hit<br>CC = Crush Counter<br>AA = Anti Air. Opponent airborne.<br>CA = Critical Art <br>&gt; = Link (cr.LK &gt; st.LP, st.MP &gt; b.HP)<br>xx = Cancel (cr.HP xx EX Flip, Run Punch xx CA)<br>(close) = Must be performed at close range<br>(corner) = Must be performed in the corner</p>



<p>VT1 = Activate V-Trigger 1 in this combo</p>



<p>VT2 = Activate V-Trigger 2 in this combo<br></p>



<h1 class="wp-block-heading">Movelist</h1>



<h2 class="wp-block-heading">Normals</h2>



<p>STLP</p>



<p>STMP<br>STHP<br></p>



<p>STLK</p>



<p>STMK&nbsp;</p>



<ul class="wp-block-list"><li>Party starter, links to everything&nbsp;</li></ul>



<p>STHK&nbsp;</p>



<ul class="wp-block-list"><li>CC button&nbsp;</li></ul>



<p>CRLP</p>



<p>CRMP</p>



<p>CRHP</p>



<p>CRLK</p>



<p>CRMK</p>



<p>CRHK<br></p>



<p>FHK</p>



<ul class="wp-block-list"><li>Can cancel into VS (target combo) and special&nbsp;</li></ul>



<p>J.LP</p>



<p>J.MP</p>



<ul class="wp-block-list"><li>Air to air button</li></ul>



<p>J.HP</p>



<p></p>



<p>J.LK</p>



<p>J.MK</p>



<ul class="wp-block-list"><li>Crossup button&nbsp;</li></ul>



<p>J.HK<br></p>



<p>LK RUFFIAN&nbsp;</p>



<ul class="wp-block-list"><li>Can space it to be &#8211; 4</li><li>Most KD advantage, so in other words, the most oki off the RUFFIAN series&nbsp;</li></ul>



<p>Zonk&nbsp;</p>



<ul class="wp-block-list"><li>Zonk can be held during combos, punches only</li><li>Great midscreen button</li><li>EX version can cancel into V-Trigger&nbsp;</li></ul>



<p>V-Skill</p>



<ul class="wp-block-list"><li>Throw invincible&nbsp;</li><li>Invincibility last long&nbsp;</li></ul>



<p>VT1</p>



<ul class="wp-block-list"><li>Good oB stuff</li></ul>



<p>VT2</p>



<ul class="wp-block-list"><li>To time the command grab GENTLE SWING right, try waiting until he puts both hands on the pipe, or for an audio cue, wait until he’s done talking&nbsp;</li></ul>



<p>Bad Spray</p>



<ul class="wp-block-list"><li>Used to mess up flowcharted meaties but it’s not a good reversal&nbsp;</li></ul>



<h1 class="wp-block-heading">Combos&nbsp;</h1>



<h2 class="wp-block-heading">Light Confirms&nbsp;</h2>



<p>STLP</p>



<p>STLP xx STLP xx STLP xx STLP&nbsp;</p>



<p>STLP xx STLP xx STLP xx Down STLP&nbsp;</p>



<p>STLP xx MK/HK RUFFIAN&nbsp;<br></p>



<p>STLK</p>



<p>(Close) STLK XX STLP xx STLP xx STLP xx STLP&nbsp;</p>



<p>(Close) STLK XX STLP xx STLP xx STLP xx Down STLP&nbsp;</p>



<p>STLK XX MK/HK RUFFIAN</p>



<p>STLK xx EX ZONK&nbsp;<br></p>



<p>CRLP</p>



<p>CRLP xx STLP xx STLP xx STLP xx STLP xx STLP&nbsp;&nbsp;</p>



<p>CRLP xx STLP xx STLP xx STLP xx Down STLP&nbsp;</p>



<p>CRLP xx MK/HK RUFFIAN</p>



<p>CRLP xx CRLP xx CRLP xx EX ZONK</p>



<p>CRLP xx CRLP xx MK RUFFIAN&nbsp;</p>



<p>CRLP xx CRLP xx CRLP xx MK RUFFIAN&nbsp;<br></p>



<p>CRLK&nbsp;</p>



<p>CRLK xx CRLP xx MK/HK RUFFIAN&nbsp;</p>



<p>CRLK xx STLP xx MK/HK RUFFIAN&nbsp;</p>



<p>CRLK xx STLP xx STLP xx STLP xx STLP xx STLP&nbsp;&nbsp;</p>



<p>CRLK xx STLP xx STLP xx STLP xx Down STLP&nbsp;</p>



<h2 class="wp-block-heading">Normal Combos</h2>



<p>STMP</p>



<p>STMP xx MP/HP/EX FB&nbsp;</p>



<p>STMP xx REGULAR/EX ZONK&nbsp;</p>



<p>STMP xx LK/MK/HK/EX RUFFIAN&nbsp;<br></p>



<p>CRMP</p>



<p>CRMP xx ZONK&nbsp;</p>



<p>CRMP xx STLK xx MK/HK RUFFIAN&nbsp;</p>



<p>CRMP xx STLK xx EX ZONK<br></p>



<p>STMK</p>



<p>STMK xx CRMP xx LK/MK/HK/EX RUFFIAN&nbsp;</p>



<p>STMK xx CRMP xx EX RUFFIAN xx FHK xx VSKILL&nbsp;</p>



<p>STMK xx STMP xx LP/MP/HP/EX FIREBALL</p>



<p>STMK xx STMP xx ZONK/EX ZONK&nbsp;</p>



<p>STMK xx STMP xx LK/MK/HK/EX RUFFIAN&nbsp;</p>



<p>STMK xx STMP xx EX RUFFIAN xx FHK xx VSKILL&nbsp;</p>



<p>STMK xx STHP xx LK/MK/HK/EX RUFFIAN&nbsp;</p>



<p>STMK xx STHP xx EX RUFFIAN xx FHK xx VSKILL&nbsp;<br></p>



<p>STHP</p>



<p>STHP xx LK/MK/HK/EX RUFFIAN&nbsp;</p>



<p>STHP xx EX RUFFIAN xx FHK xx VSKILL&nbsp;</p>



<p>STHP xx ZONK/EX ZONK&nbsp;<br></p>



<p>Jump Ins</p>



<p>JMK xx STMK xx STMP LK/MK/HK/EX RUFFIAN<br></p>



<p>JHP xx STHP&nbsp;<br></p>



<p>JHK xx STMK xx STHP xx LK/MK/HK/EX RUFFIAN&nbsp;<br></p>



<p>FHK</p>



<p>FHK xx LK/MK/HK/EX RUFFIAN&nbsp;</p>



<p>FHK xx EX RUFFIAN xx LK/MK/HK RUFFIAN&nbsp;</p>



<p>FHK xx VSkill&nbsp;</p>



<p>FHK xx EX RUFFIAN xx FHK xx VSKILL&nbsp;</p>



<p>FHK xx LK/MK/HK/EX RUFFIAN&nbsp;&nbsp;<br></p>



<p>EX RUFFIAN&nbsp;</p>



<p>EX RUFFIAN xx FHK xx VSKILL&nbsp;</p>



<h2 class="wp-block-heading">CAs</h2>



<p>CRLP</p>



<p>CRLP xx CRLP xx MK RUFFIAN xx CA&nbsp;</p>



<p>CRLP xx CRLP xx CRLP xx MK RUFFIAN xx CA&nbsp;<br></p>



<p>STLK</p>



<p>STLK xx MK/HK RUFFIAN xx CA<br></p>



<p>STMK</p>



<p>STMK xx STHP xx MK RUFFIAN xx CA&nbsp;<br></p>



<p>Jump Ins</p>



<p>JHP xx CRHP xx CA</p>



<p>JHP xx CRHP xx HP FIREBALL xx CA</p>



<p></p>



<p></p>



<p>JMK xx STMK xx STMPxx MK/HK RUFFIAN xx CA<br></p>



<p>JHK xx STMK xx STHP xx MK/HK RUFFIAN xx CA&nbsp;<br></p>



<p><br>RUFFIANS</p>



<p>MK/HK RUFFIAN xx CA</p>



<ul class="wp-block-list"><li>MK does more&nbsp;</li></ul>



<h2 class="wp-block-heading">Crush Counter Combos</h2>



<p>STHK</p>



<p>STHK xx LK\MK/HK RUFFIAN&nbsp;</p>



<p>STHK CC xx FHK xx VSKILL</p>



<ul class="wp-block-list"><li>Builds almost a full bar&nbsp;</li></ul>



<p>STHK CC xx FHK xx LK RUFFIAN&nbsp;</p>



<p>STHK (CC) xx Micro Walk xx STLK xx EX ZONK&nbsp;</p>



<p>STHK (CC) xx Micro Walk xx STLK xx HK RUFFIAN&nbsp;</p>



<p>STHK (CC) xx STHP xx EX RUFFIAN xx MK/HK RUFFIAN&nbsp;</p>



<p>STHK (CC) xx CRHP xx EX RUFFIAN xx LK\MK/HK RUFFIAN&nbsp;</p>



<p>STHK (CH) xx CRHP xx LK/MK/H/EX RUFFIAN&nbsp;<br></p>



<p>STHK (CC) xx Micro Step xx STMK xx STMP xx LK/MK/HK/EX RUFFIAN&nbsp;</p>



<p>STHK (CC) xx Micro Step xx STMK xx STMP xx EX RUFFIAN xx LK/MK/HK RUFFIAN&nbsp;</p>



<p>STHK (CC) xx Micro Step xx STMK xx STMP xx EX RUFFIAN xx FHK&nbsp;</p>



<p>STHK (CC) xx Micro Step xx STMK xx STMP xx EX RUFFIAN xx FHK xx VSKILL<br></p>



<p>CAs</p>



<p>STHK (CC) xx Micro Step xx STMK xx STMP xx LK/MK/HK RUFFIAN xx CA<br></p>



<h2 class="wp-block-heading">Corner Only</h2>



<p>STMK</p>



<p>STMK xx STHP xx EX FIREBALL xx CRLP xx HK RUFFIAN&nbsp;</p>



<h2 class="wp-block-heading">Counterhit Combos (CH)</h2>



<p>CRLP xx CRMP xx STLK xx HK RUFFIAN&nbsp;</p>



<p>CRLP xx CRMP xx STLK xx EX ZONK<br></p>



<p>CRMP xx STHP xx LP/MP/HP/EX FIREBALL&nbsp;</p>



<p>CRMP xx STHP xx LK/MK/H/EX RUFFIAN&nbsp;</p>



<p>CRMP xx STHP xx EX RUFFIAN xx FHK xx VSKILL</p>



<p>CRMP xx STHP xx EX RUFFIAN xx LK/MK/HK RUFFIAN<br></p>



<p>STMK (CH) xx CRHP xx LK/MK/H/EX RUFFIAN&nbsp;</p>



<p>STMK (CH) xx CRHP xx EX RUFFIAN xx FHK xx VSKILL&nbsp;&nbsp;</p>



<p>STMK (CH) xx STHP&nbsp;</p>



<p>STMK (CH) xx STHP xx LP/MP/HP/EX FIREBALL&nbsp;</p>



<p>STMK (CH) xx STHP xx LK/MK/H/EX RUFFIAN&nbsp;</p>



<p>STMK (CH) xx STHP xx EX RUFFIAN xx FHK xx VSKILL&nbsp;&nbsp;</p>



<p>STMK (CH) xx STHP xx EX RUFFIAN xx LK/MK/HK RUFFIAN<br></p>



<p>CRMK xx CRLP xx HK RUFFIAN<br></p>



<p>BAD SPRAY xx STLP xx STLP xx STLP xx STLP&nbsp;<br></p>



<p>ZONK xx&nbsp; STLP xx STLP xx STLP xx STLP&nbsp;</p>



<p></p>



<p>VT1 &#8211; Side Arm</p>



<p>Activation&nbsp;</p>



<p>STLP xx STLP xx STLP xx STLP xx VTC xx FHK xx HK RUFFIAN&nbsp;<br></p>



<p>JHK xx STMK xx STHP xx VTC xx STHP xx CRMP xx SLING SHOT xx FHK xx HK RUFFIAN&nbsp;</p>



<p>JHK xx STMK xx STHP xx EX ZONK xx VTC xx STHP xx CRMP xx SLING SHOT xx FHK xx HK RUFFIAN&nbsp;</p>



<p><br>Standard<br>CRLP xx CRLP xx SNIPE SHOT xx FHK xx HK RUFFIAN&nbsp;<br></p>



<p>STMP xx STHP xx AA SNIPE SHOT xx FHK xx HK RUFFIAN&nbsp;</p>



<p>STMP/CRMP xx STLP xx SNIPE SHOT xx MK RUFFIAN</p>



<p></p>



<p>STHP xx CRMP xx SNIPE SHOT xx FHK xx HK RUFFIAN&nbsp;</p>



<p>STHP xx CRMP xx SNIPE SHOT xx MK RUFFIAN</p>



<p>STHP xx CRMP xx RAPID FIRE</p>



<p>STHP xx STMK xx STLK xx HK/MK RUFFIAN&nbsp;<br></p>



<p><br>Crush Counter’d&nbsp;</p>



<p>STHK (CC) xx STHP xx KNIFE THROW xx FHK xx HK RUFFIAN&nbsp;</p>



<p>STHK (CC) xx STHP xx KNIFE THROW xx FHK xx KNIFE RELOAD (HP+HK)&nbsp;<br></p>



<h2 class="wp-block-heading">VT2 &#8211; Dirty Coach&nbsp;</h2>



<p>Activation&nbsp;</p>



<p>STLP xx STLP xx STLP xx STLP xx VT2 xx FHK&nbsp;</p>



<p>STLP xx STLP xx STLP xx STLP xx VT2 xx FHK xx ZONK</p>



<p>STLP xx STLP xx STLP xx STLP xx VT2 xx FHK xx ZONK xx GENTLE SWING&nbsp;</p>



<p><br>STHP xx VTC2 xx CRHP xx ZONK xx SWING&nbsp;<br></p>



<p>Standard</p>



<p>STLP xx STLP xx STLP xx STLP xx GENTLE SWING&nbsp;</p>



<p><br>CRHP xx ZONK xx GENTLE SWING UPPER</p>



<p>CRHP xx EX RUFFIAN xx GENTLE SWING UPPER xx MK RUFFIAN&nbsp;<br></p>



<p>STMK xx GENTLE SWING</p>



<p>STMK xx CRMP xx GENTLE UPPER xx GENTLE SWING&nbsp;<br></p>



<p>ROCK TOSS xx&nbsp; GENTLE SWING UPPER xx JHP (ROCK TOSS HIT) xx JHP xx CRHP xx ZONK xx GENTLE SWING<br></p>



<p>ROCK TOSS xx&nbsp; GENTLE SWING UPPER xx CRHP xx HK RUFFIAN xx (ROCK TOSS HIT) xx HK RUFFIAN xx SWING</p>



<p></p>



<p>Corner</p>



<p>STLP xx STLP xx STLP xx STLP xx VT2 xx FHK xx HK RUFFIAN xx GENTLE SWING<br></p>



<p>CRHP xx HK RUFFIAN xx GENTLE SWING</p>



<p>CRHP xx ZONK xx GENTLE SWING UPPER xx HP ROCK TOSS xx GENTLE SWING</p>



<p>CRHP xx EX RUFFIAN xx GENTLE SWING UPPER xx MK RUFFIAN xx GENTLE SWING</p>



<p>CRHP xx EX RUFFIAN xx GENTLE SWING UPPER xx EX ZONK xx GENTLE SWING<br></p>



<p>STMK xx STMP xx EX RUFFIAN xx GENTLE UPPER xx MK RUFFIAN xx GENTLE SWING&nbsp;<br></p>



<p>ROCK TOSS xx&nbsp; GENTLE SWING UPPER xx JHP xx (ROCK TOSS HIT) xx JHP xx CRHP xx HK RUFFIAN xx SWING</p>



<p>ROCK TOSS xx&nbsp; GENTLE SWING UPPER xx JHP xx (ROCK TOSS HIT) xx JHP xx CRHP xx EX RUFFIAN xx&nbsp; GENTLE SWING UPPER xx MK RUFFIAN xx GENTLE SWING</p>



<p></p>



<p>Jump In</p>



<p>JHK xx STMK xx STMP -&gt; VT2 -&gt; CRMP xx ZONK xx GENTLE UPPER xx ROCK TOSS xx GENTLE SWING&nbsp;</p>



<p>JHK xx STMK xx STMP -&gt; VT2 -&gt; CRMP xx EX RUFFIAN xx GENTTLE SWING&nbsp;</p>



<ul class="wp-block-list"><li>The combo above this one does more damage and doesn’t waste a bar. Probably better to go with that one.&nbsp;</li></ul>



<p>JHK xx CRHP xx EX RUFFIAN xx GENTLE SWING&nbsp;</p>



<p></p>



<p>Crush Counter’d&nbsp;</p>



<p>STHK (CC) xx STHK xx VT2 xx CRHP xx ZONK xx GENTLE SWING</p>



<p>STHK (CC) xx CRHP xx VT2 xx CRHP xx ZONK xx GENTLE SWING<br></p>



<p>STHK (CC) xx WALK FORWARD xx STHP xx VT2 xx CRHP xx ZONK xx GENTLE SWING</p>



<p>STHK (CC) xx WALK FORWARD xx STHP xx VT2 xx CRHP xx EX RUFFIAN xx ZONK xx GENTLE SWING<br></p>



<p>STHK (CH) xx WALK FORWARD xx CRHP xx ZONK xx GENTLE UPPER SWING&nbsp;</p>



<p></p>



<p>Counter Hit&nbsp;</p>



<p>(Corner) STHP (CH) xx GENTLE UPPER SWING xx HK RUFFIAN&nbsp;</p>



<p>(Corner) STHP (CH) xx GENTLE UPPER SWING xx HK RUFFIAN xx SWING&nbsp;</p>



<p></p>



<p></p>



<p>CA</p>



<p>STHP xx CA&nbsp;</p>



<p>STHP xx VTC2 xx CRHP xx ZONK xx SWING&nbsp;</p>



<p>STHP (CC) xx CA&nbsp;</p>



<p>(Corner) STHP (CH) xx GENTLE UPPER SWING xx HK RUFFIAN xx CA</p>



<p>(Corner) STHP (CH) xx GENTLE UPPER SWING xx WAIT xx MK RUFFIAN xx CA<br></p>



<p>CRHP xx ZONK xx GENTLE SWING UPPER xx HP ROCK TOSS xx GENTLE SWING<br></p>



<p>STHK (CC) xx CRHP xx VT2 xx CRHP xx ZONK xx SWING xx CA&nbsp;</p>



<p>STHK (CC) xx CRHP xx VT2 xx CRHP xx ZONK xx GENTLE SWING xx CA&nbsp;<br></p>



<p>ROCK TOSS xx&nbsp; GENTLE SWING UPPER xx JHP xx (ROCK TOSS HIT) xx JHP xx CRHP xx ZONK xx SWING xx CA<br></p>



<p>ROCK TOSS xx&nbsp; GENTLE SWING UPPER xx CRHP xx HK RUFIAN xx (ROCK TOSS HIT) xx MK RUFFIAN xx SWING xx CA<br><br></p>



<p>(CORNER) ROCK TOSS xx&nbsp; GENTLE SWING UPPER xx JHP xx (ROCK TOSS HIT) xx JHP xx CRHP xx HK RUFFIAN xx SWING xx CA</p>



<p></p>



<p>After Stun&nbsp;</p>



<p>COMMAND GRAB (stuns) xx ROCK TOSS xx SWING xx CA&nbsp;</p>



<ul class="wp-block-list"><li>Might have to back up a bit to start the rock toss</li><li>Twitter example here: https://twitter.com/jav1ts/status/1013473060895318017</li></ul>



<h2 class="wp-block-heading">Frame Traps</h2>



<p>Beats 3Fs</p>



<p>STLK xx CRMP</p>



<p>STMK xx CRMP&nbsp;<br></p>



<h2 class="wp-block-heading">General Sequences</h2>



<h2 class="wp-block-heading">EX ZONK xx CRLK xx STLK xx MK/HK RUFFIAN</h2>



<ul class="wp-block-list"><li>Instead of going for a throw, try this to open them up&nbsp;</li></ul>



<h2 class="wp-block-heading">Meaty Sequences<br><br></h2>



<p>LP xx LP xx LP xx LP xx VT1 xx FHK xx ZONK</p>



<ul class="wp-block-list"><li>Leaves you + on both quick and back rise&nbsp;</li></ul>



<h2 class="wp-block-heading">Beats Both Wakeups&nbsp;</h2>



<p>EX ZONK xx Dash xx Dash xx STHP&nbsp;<br></p>



<h2 class="wp-block-heading">Misc.</h2>



<p>General Tips&nbsp;</p>



<ul class="wp-block-list"><li>Walkback xx STLP xx STLP xx STLP xx STLP works well if they dash a lot. Make sure to only complete the combo when it connects or you’ll be super negative.&nbsp;</li></ul>



<p>Shimmy buttons</p>



<p>STLK&nbsp;</p>



<p>CRHP&nbsp;</p>



<p>STMP&nbsp;</p>



<p>CRMP</p>



<p>ZONK/EX ZONK</p>



<h1 class="wp-block-heading">Matchups</h1>



<p>Abigail</p>



<ul class="wp-block-list"><li>Wakeup Bad Spray good after getting run throw’d. Trades with Dash xx CRLK (which is their usual response) and leaves Cody +2 on trade. Also beats Dash xx NORMAL THROW and Dash xx CMD THROW&nbsp;</li></ul>



<p>&nbsp;Alex&nbsp;</p>



<ul class="wp-block-list"><li>VSKILL beats LARIAT xx STMP/CMD GRAB mixup</li><li>VSKILL also beats VT1 PARRY</li></ul>



<p>Balrog</p>



<ul class="wp-block-list"><li>Stop his DASH PUNCH advances with CRMK &#8211; very good button to use against him in the neutral&nbsp;</li><li>STLP TC his poorly spaced DASH PUNCH&nbsp;</li><li>EX ZONK is the way in</li></ul>



<p>Birdie</p>



<ul class="wp-block-list"><li>Punishing EX Bullhorn<ul><li>STLK xx MK RUFFIAN after blocking it, CA after if you have meter.&nbsp;&nbsp;</li></ul></li><li>Punishing VT BULLHEAD&nbsp;<ul><li>Micro Walk xx STMP</li></ul></li></ul>



<p>Cammy</p>



<ul class="wp-block-list"><li>Divekicks<ul><li>VSKILL seems to work against this.</li></ul></li></ul>



<p>Ed</p>



<ul class="wp-block-list"><li>One of Ed’s main confirms is from his CRMK</li></ul>



<p>FANG</p>



<ul class="wp-block-list"><li>Can EX ZONK his POISON BALLS (not VSKILL) on reaction for a punish.&nbsp;</li></ul>



<p>Nash&nbsp;</p>



<ul class="wp-block-list"><li>Punishing BACK FIST by using MK RUFFIAN </li><li>Punish MK SCYTHE with STLK , STHK , or CA? </li></ul>



<h2 class="wp-block-heading">Meaties</h2>



<p>LK.Ruffian &#8211;<br>
Quickrise, dash &gt; cr.mp<br>
Backrise, dash &gt; st.mk</p>



<p>MK.Ruffian &#8211;<br>
Quickrise, dash &gt; cr.lp(trades with 3f)<br>
Backrise, dash &gt; cr.mp<br>
Corner only Quickrise, whiff cr.lp &gt; cr.mp<br>
Corner only Backrise, whiff cr.lp &gt; st.mk</p>



<p>HK.Ruffian(corner only) &#8211;<br>
Quickrise, whiff cr.mp &gt; cr.mp<br>
Backrise, whiff cr.mp &gt; st.mk</p>



<p>EX.Ruffian &gt; LK.Ruffian &#8211;<br>
Quickrise, dash &gt; cr.mp<br>
Backrise, dash &gt; st.mk</p>



<p>EX.Ruffian &gt; MK.Ruffian &#8211;<br>
Quickrise, dash &gt; cr.mp<br>
Backrise, dash &gt; st.mk<br>
Corner only Quickrise, whiff st.lk &gt; cr.mp<br>
Corner only Backrise, whiff st.lk &gt; st.mk</p>



<p>EX.Ruffian &gt; HK.Ruffian(corner only)<br>
Quickrise, dash &gt; whiff st.lk &gt; cr.mp(air reset on backdash/jump)<br>
Quickrise, dash &gt; whiff st.lk &gt; st.lk/cr.lk(1st frame meaty)<br>
Backrise, dash &gt; whiff st.lk &gt; st.mk</p>



<p>EX.Zonk Knuckle &#8211;<br>
Normal Rise, dash x2 &gt; cr.mp<br>
Backrise, dash x2 &gt; st.mk</p>



<p>Sweep &#8211;<br>
Quickrise, dash &gt; cr.lp<br>
Backrise, dash &gt; cr.mp</p>



<p>VT2 Grab Oki &#8211;<br>
Quickrise,<br>
LP.Toss upward swing &gt; cr.mp xx Zonk(air reset on backdash/jump)<br>
LP.Toss upward swing &gt; st.lp x3(1st frame meaty)<br>
LP.Toss &gt; dash &gt; regrab<br>
LP.Toss &gt; dash &gt; cr.mp(air reset on backdash/jump)<br>
LP.Toss &gt; dash &gt; st.lk/cr.lk(1st frame meaty)</p>



<p>No Rise,<br>
LP.Toss upward swing &gt; cr.mp &gt; dash &gt; whiff cr.mp &gt; cr.lk<br>
LP.Toss upward swing &gt; cr.mp &gt; dash &gt; whiff cr.mp &gt; regrab<br>
LP.Toss upward swing &gt; cr.mp &gt; whiff cr.lp &gt; overhead<br>
LP.Toss upward swing &gt; st.lp x3 &gt; dash &gt; cr.mp(air reset on backdash/jump)<br>
LP.Toss upward swing &gt; st.lp x3 &gt; dash &gt; st.lk(1st frame meaty)<br>
LP.Toss upward swing &gt; st.lp x3 &gt; dash &gt; regrab<br>
LP.Toss &gt; dash &gt; cr.mp &gt; dash &gt; whiff cr.mp &gt; cr.mp(air reset on backdash/jump)<br>
LP.Toss &gt; dash &gt; cr.mp &gt; dash &gt; whiff cr.mp &gt; st.lk/cr.lk(1st frame meaty)<br>
LP.Toss &gt; dash &gt; cr.mp &gt; dash &gt; whiff cr.mp &gt; regrab</p>



<p>Corner only Quickrise,<br>
dash &gt; cr.mp(1st frame meaty)<br>
dash &gt; regrab</p>



<p>Corner only No Rise,<br>
dash &gt; cr.mp &gt; whiff cr.mk &gt; dash &gt; cr.mp(air reset on backdash/jump)<br>
dash &gt; cr.mp &gt; whiff cr.mk &gt; dash &gt; st.lk/cr.lk(1st frame meaty)<br>
dash &gt; cr.mp &gt; whiff cr.mk &gt; dash &gt; regrab</p>



<h1 class="wp-block-heading">Links&nbsp;&nbsp;</h1>



<p><a href="https://docs.google.com/document/d/1BjnG6WvhTFeoLAdZdmNJk_TabfCpQxSJ8pjf7jKPiHU/edit?copiedFromTrash#heading=h.3kdtc4magt4p" target="_blank" rel="noopener">RoloTonyBrownTown’s massive Oki And Frame Data Guide&nbsp;</a></p>



<p><a href="https://game.capcom.com/cfn/sfv/character/cody/frame/table#vt1" target="_blank" rel="noopener">Official Frame Data</a></p>



<p><a href="https://docs.google.com/spreadsheets/d/1nlbWon7SYhhO5TSpNx06qQrw2TRDEZ85HQrNherXioY/edit#gid=998988997" target="_blank" rel="noopener">SF5 Frame Data &#8211; Cody</a></p>



<p><strong>Credits</strong></p>



<p><a href="https://discord.gg/raFxH3" target="_blank" rel="noopener">Cody Discord</a></p>



<p><a href="https://www.reddit.com/r/StreetFighter/" target="_blank" rel="noopener">SFV Reddit</a>&nbsp;</p>



<p><a href="https://docs.google.com/document/d/1NoPQv3ASmG83bY1y9fXQMjUnI-2Eg5zZV_qtQmLokuQ/edit?usp=sharing" target="_blank" rel="noopener">MonkUnit for making this detailed Abigail guide that I could base this one off of.</a></p>



<p>Anyone who’s committed any sort of time to make this look nice and fill it with information. Thank you.&nbsp;<br></p>
]]></content:encoded>
					
		
		
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		<title>SFV Street Fighter V E. Honda Guide</title>
		<link>https://mmosumo.com/sfv-street-fighter-v-e-honda-guide/</link>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Tue, 04 Feb 2020 20:48:47 +0000</pubDate>
				<category><![CDATA[Street Fighter V]]></category>
		<guid isPermaLink="false">https://mmosumo.com/?p=1564</guid>

					<description><![CDATA[Honda Sento Guide *Please add comments for any additions you’d like to be added I’ll lab ‘em and if they work they’ll be added&#160; Also keep in mind that it may take time for the additions to happen as I’ve gotta sleep sometime and UK to NA time is a pretty big jump. Honda Tech [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p><strong>Honda Sento Guide</strong></p>



<figure class="wp-block-image is-resized"><img fetchpriority="high" decoding="async" src="https://lh5.googleusercontent.com/MYLNRWG5m31JVjjnf5vj_DmQA-U6NgBAsFqORjBIRUcU5fE8S1bkFSqwjapwanc1sHgn2yUWhCiENzAfTaS6BHxjeZ5riJ1dBHOCz17GtkYNDtO6cqFWbNNH1IGzL_ZAbjXkqNGb" alt="" width="437" height="423"/></figure>



<p></p>



<p></p>



<p></p>



<p></p>



<p>*Please add comments for any additions you’d like to be added I’ll lab ‘em and if they work they’ll be added&nbsp;</p>



<p>Also keep in mind that it may take time for the additions to happen as I’ve gotta sleep sometime and UK to NA time is a pretty big jump.</p>



<p><strong>Honda Tech Videos:</strong></p>



<p>Bafaels Assorted E.Honda Tech: <a href="https://youtu.be/htzoW7HTidY" target="_blank" rel="noopener">https://youtu.be/htzoW7HTidY</a><br></p>



<p><strong>Key:</strong></p>



<p>QR : Quick Rise</p>



<p>BR : Back Rise</p>



<p>OB : On Block</p>



<p>VS : Vskill</p>



<p>CH : Counter Hit</p>



<p>Hands : Hundred Hand Slaps</p>



<p>Head : Sumo Headbutt</p>



<p>Butt Splash: Sumo Smash<br></p>



<p><strong>Frame Traps:</strong></p>



<p>3F<br>Stand LP &gt; Stand LP<br>Stand LP &gt; Stand MK (No conversion found)<br>Stand MP/ Crouch MP &gt; Stand LK</p>



<p>Stand MP&#8211;DF HK xx LP Hands (Kara Cancel the light hands)<br>Crouch LK &gt; Crouch LP<br>Stand LK &gt; Stand LK/Stand MK/Crouch MP</p>



<p>Stand MK &gt; Stand MK (Goes into light head)<br>Stand MK &gt; Stand MP/Crouch MP/Crouch MK/Stand LP/ Crouch LP/Stand HP<br>Stand LP &gt; EX hands<br>EX Butt Splash &gt; Literally any medium or heavy except Hard Punches and command normals</p>



<p>Stand MK &gt; Crouch HK<br></p>



<p>4F</p>



<p>Crouch MP &gt; Crouch MP<br>Crouch LP &gt; Crouch LP</p>



<p>Stand MK &gt; Stand HK<br>Crouch LP &gt; EX hands<br>Stand LK &gt; Stand LP</p>



<p>Crouch LP &gt; Stand LP<br>Stand LK &gt; Crouch LP<br>Light hands &gt; Crouch MP</p>



<p>Light Hands &gt; Stand LP/Crouch LP<br></p>



<p>5F (if the opponent uses a medium)</p>



<p>DF HK/Crouch MP/Stand MP/Stand LK/Crouch LP/ &gt; Crouch HK<br></p>



<p><strong>Meaties:</strong></p>



<p>All Command grabs: F-HK<br></p>



<p>Light Head(NO Juggle):&nbsp;</p>



<p>Both Rises:<br>Fdash &gt; light hands +2 OB (Only in the corner)</p>



<p>Fdash &gt; F-HK (requires a microwalk although it’s pretty lenient)</p>



<p>QR:&nbsp;</p>



<p>Fdash &gt; Stand HK +3 OB&nbsp;</p>



<p>Fdash &gt; Stand HP -3 OB,&nbsp;</p>



<p>(Terrible in Corner) Fdash &gt; F-HK -7 OB</p>



<p>BR:</p>



<p>Fdash &gt; DF-HK (only for 4 framers and only in the corner can fake out and do kara command grab which is a true meaty against 3 framers) +2 OB</p>



<p>Fdash &gt; V-skill -4 OB but you can cancel to make it +2<br></p>



<p>Medium Head (No Juggle):</p>



<p>QR:&nbsp;</p>



<p>Fdash &gt; F-HK -5 OB</p>



<p>BR:</p>



<p>Fdash F-HK -7OB (need for a microwalk)</p>



<p>CORNER ONLY:<br>sMK whiff &gt; Vskill (trade vs 3f normals &#8211; at worst [vs Menat] +16 oH on QR &#8211; meaty on BR [+8 on CH])<br>If they attempt to no-rise this setup, whiff sLK after Vskill &gt; Vskill (beats 3f normals)<br>Buffer L/M HHS on block<br></p>



<p>Stand LP Target Combo (V-Skill Ender):<br>Both Rises (Against 4 frame characters):</p>



<p>FDash &gt; DF HK (+2 OB QR) (+5 OB Midscreen BR) (+4 OB Corner BR)&nbsp;</p>



<p>(I don’t know why it does this but we take those)</p>



<p>QR:</p>



<p>FDash &gt; Stand LK &gt; Stand LK +2 OB<br></p>



<p>Stand LP Target Combo (Medium Head ender):</p>



<p>Both Rises (Corner)</p>



<p>FDash &gt; DF HK (+2 OB QR) (+5 OB BR)</p>



<p>Can kara cancel into command grab for a meaty command grab<br></p>



<p>Stand LP Target Combo(HP Hands ender):</p>



<p>Both Rises (Corner)</p>



<p>FDash &gt; DF HK (+2 OB QR) (+5 OB BR)&nbsp;</p>



<p>Can kara cancel into command grab for a meaty command grab<br></p>



<p>VT2 Command Grab:</p>



<p>DF HK (+5 OB)</p>



<p>Can kara cancel into command grab for a meaty command grab<br></p>



<p>Sweep:</p>



<p>Corner Dual Rise:</p>



<p>Stand LP &gt; Stand HK (+3 OB BR) (-4 OB QR)</p>



<p>Stand LP &gt; Stand HP (-3 OB BR) (-6 OB QR)</p>



<p>Stand LP &gt; Light Hands (+2 OB BR) (+2 OB QR)</p>



<p>Medium Hands (+1 OB BR) (+1 OB QR)</p>



<p><strong>BnBs:</strong></p>



<p>Shoutouts to VesperArcade for his video on some Honda combos you can find it <a href="https://youtu.be/j4LPSSeNvj8" target="_blank" rel="noopener">here</a>:&nbsp;</p>



<p>General rule: If your going to cancel into super from hands try to make it medium hands for marginally more damage<br></p>



<p>BnB key:</p>



<p>xx : cancel</p>



<p>VS : Vskill<br></p>



<p>HIT CONFIRMS</p>



<p>c.lk/lp, c.lp xx mp.head/l.hands *</p>



<p>c./s.lp, s.lp-mp xx mp.head/h.hands *</p>



<p>c./s.lp, s.lp-mp-VS</p>



<p>s.lk, s.lk xx mp.head</p>



<p>s.mp, s.lp-mp xx mp.head/h.hands *</p>



<p>s.mp, s.lp-mp-VS</p>



<p>s.mp-df.hk, s.lp xx mp.head/h.hands *</p>



<p>s. mp-df.hk xx l.hands</p>



<p>c.mp, s.lk xx mp.head</p>



<p>s.mk, s.lp-mp xx mp.head/h.hands *</p>



<p>s.mk, s.lp-mp-VS</p>



<p>s.mk, c.hk</p>



<p>c.mk, s.lk xx mp.head</p>



<p>c.hp, s.lk xx mp.head/h.hands *</p>



<p>s.hk, s.lp-mp xx mp.head/h.hands *</p>



<p>s.hk, s.lp-mp-VS</p>



<p>df.hk, s.lp-mp xx mp.head/h.hands *</p>



<p>df.hk, s.lp-mp-VS</p>



<p>VS xx h.hands*<br></p>



<p>JUMP IN</p>



<p>j.lk (crossup), c.lk, c.lp xx mp.head/l.hands *</p>



<p>j.d.mk (crossup), s.mp-df.hk, c.lp xx mp.head</p>



<p>j.hk, s.hk, s.lp-mp xx mp.head/h.hands*<br></p>



<p>COUNTER HIT</p>



<p>s./c.lp CH, s.mk xx mp.head/h.hands *</p>



<p>s./c.lp CH, c.hk</p>



<p>s./c.lk CH, s.lp-mp xx mp.head</p>



<p>s./c.lk CH, s.lp-mp-VS</p>



<p>s.mp/c.mp CH, s.mk xx mp.head/h.hands*</p>



<p>s.mp/c.mp CH, c.hk</p>



<p>s.mk CH, s.hp xx mp.head/h.hands *</p>



<p>c.mk CH, s.lp-mp xx mp.head/h.hands *</p>



<p>c.mk CH, s.lp-mp-VS</p>



<p>c.mk CH, s.mk xx mp.head/h.hands*</p>



<p>df.hk CH, s.mp, s.lp xx mp.head/l.hands *</p>



<p>VS CH, s.lp-mp xx mp.head/h.hands*</p>



<p>VS CH, s.lp-mp-VS<br></p>



<p>CRUSH COUNTER</p>



<p>f.hk CC (close), s.hp xx h.hands*</p>



<p>f.hk CC (far), hp.head<br></p>



<p>c.hp CC (close), s.mp-df.hk, s.lp xx mp.head/l.hands *</p>



<p>c.hp CC (close), s.hk, s.lp-mp xx mp.head/h.hands * (337 meterless EX reversal punish)</p>



<p>c.hp CC, dash, s.lp, s.lp-mp xx mp.head/h.hands *</p>



<p>c.hk CC, df.hk<br></p>



<p>EX COMBOS</p>



<p>[any starter] xx ex.hands, s.lk xx mp.head/h.hands</p>



<p>[any starter], s.lp-mp xx m.hands, EX Buttsplash</p>



<p>[any starter], s.lk xx EX Buttsplash</p>



<p>[any starter] xx ex.hands, s.lk xx EX Buttsplash<br></p>



<p>ANTI AIR</p>



<p>VS (high), f.hk</p>



<p>VS xx m.hands, EX Buttsplash (hold forward)</p>



<p>VS xx h.hands *<br></p>



<p>V-Trigger Cancel Combos:</p>



<p>s.hk, s.lp-mp-VS, VTC, h.Buttsplash (If you delay the buttsplash you can side switch)</p>



<p>S.hk, VTC, EX hhs xx&nbsp; headbutt 1 xx headbutt 2 (VT1 only)<br></p>



<p>Character Specific Combos:</p>



<p>Abigail:</p>



<p>s.lp-mp xx m hands, m headbutt&nbsp;<br></p>
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		<item>
		<title>SFV Street Fighter V Falke Guide Combos, Oki, VT1, VT2</title>
		<link>https://mmosumo.com/sfv-street-fighter-v-falke-guide/</link>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Mon, 03 Feb 2020 18:45:37 +0000</pubDate>
				<category><![CDATA[Street Fighter V]]></category>
		<guid isPermaLink="false">https://mmosumo.com/?p=1560</guid>

					<description><![CDATA[FALKE NOTES [LEGEND] Short Move st.Shot hold then release punch while standing cr.Shot hold then crouch release punch jmp.Shot hold then release punch while jumping st.VT1 HK + HP while VT1 is active cr.VT1 HK + HP while VT1 is active and while crouching jmp.VT1 HK + HP while VT1 is active and while jumping [&#8230;]]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/IjDN6rBKAftS6AW0WXVd07E75IWDnAHn6LsxNKswOnkSLvIUQWhyddLcQhK4h6o34CReEDgnpDwka29pJWqEih5rD68NUBYP4iqqp4XibPbWGt_gR8kb5_6Kspt7PXtDX3UfX9qm" alt=""/></figure>



<p><sub>FALKE NOTES</sub></p>



<p><strong><sub>[LEGEND]</sub></strong><br></p>



<table class="wp-block-table"><tbody><tr><td><strong>Short</strong></td><td><strong>Move</strong></td></tr><tr><td><strong>st.Shot</strong></td><td>hold then release punch while standing</td></tr><tr><td><strong>cr.Shot</strong></td><td>hold then crouch release punch</td></tr><tr><td><strong>jmp.Shot</strong></td><td>hold then release punch while jumping</td></tr><tr><td><strong>st.VT1</strong></td><td>HK + HP while VT1 is active</td></tr><tr><td><strong>cr.VT1</strong></td><td>HK + HP while VT1 is active and while crouching</td></tr><tr><td><strong>jmp.VT1</strong></td><td>HK + HP while VT1 is active and while jumping</td></tr><tr><td><strong>PP</strong></td><td>Schneide, uppercut (Any two Punches)</td></tr><tr><td><strong>KK</strong></td><td>Katapult (Any two Kicks)</td></tr><tr><td><strong>EX KK</strong></td><td>EX Katapult (All three Kicks)</td></tr><tr><td><strong>CH</strong></td><td>Counter Hit</td></tr><tr><td><strong>CC</strong></td><td>Crush Counter</td></tr><tr><td><strong>CA</strong></td><td>Critical Art</td></tr></tbody></table>



<p></p>



<p><strong><sub>[GOOD THINGS TO KNOW]</sub></strong></p>



<ul class="wp-block-list"><li><sub>Frame and hitbox data: https://sfvsim.com/diff/FLK/000/</sub></li><li><sub>Shots can be charged at </sub><strong><sub>ANY </sub></strong><sub>time. During; hitstun, blockstun, knocked down, normals, specials and start of round.</sub></li><li><sub>Button used to charge can be switched without losing charge. In neutral the new charge button will come out on press though.</sub></li><li><sub>Pressing All Punch button while charging will make PP come out (cannot PPP while charging)</sub></li><li><sub>df.HK can OTG a knocked down opponent, works after CC cr.HK or if they delay rise</sub></li><li><sub>In VT2, crHK can be cancelled on block into cr.VT2p</sub><sub></sub></li></ul>



<p><strong><sub>[CORE COMBOS]</sub></strong></p>



<p><sub>jmp.HP, df.HK, st.MP, st.MK xx KK </sub><strong><sub>[315/555] (Max damage jump in no resource)</sub></strong></p>



<p><sub>st.LK, cr.LP xx VS </sub><strong><sub>[115/213]</sub></strong></p>



<p><sub>df.HK ⇒ st.MP Core Combos below</sub></p>



<p><sub>st.MP, st.MK xx VS </sub><strong><sub>[162/270] (gains about ¼ of a vguage bar)</sub></strong></p>



<p><sub>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;xx KK </sub><strong><sub>[186/310] (less damage than PP but more pressure)</sub></strong></p>



<p><strong><sub>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</sub></strong><sub>xx KK xx CA </sub><strong><sub>[418/310]</sub></strong></p>



<p><sub>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;xx PP </sub><strong><sub>[210/310] (sometimes whiffs max range, most damage ender for no bar)</sub></strong></p>



<p><sub>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;xx EX KK, PP </sub><strong><sub>[262/415] (1 bar, wait to input PP to get all hits) / </sub></strong><sub>EX PP </sub><strong><sub>[276/450]</sub></strong></p>



<p><sub>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;xx EX KK, st.shot </sub><strong><sub>[234/394] (1 bar, less damage than PP but gets oki)</sub></strong></p>



<p><strong><sub>VT1:</sub></strong></p>



<p><sub>jmp.HP xx jmp.VT1 ⇒ st.MP VT1 Combos </sub><strong><sub>(jump in starter)</sub></strong></p>



<p><sub>f.HP xx st.VTShot xx cr.VT1 </sub><strong><sub>[251/391]</sub></strong></p>



<p><sub>st.MP, st.MK xx VS xx st.VT1 xx CA </sub><strong><sub>[450/375]</sub></strong></p>



<p><sub>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;xx st.VT1 xx cr.VT1 </sub><strong><sub>[306/495]</sub></strong></p>



<p><sub>st.MP, st.MK xx EX KK, VS xx st.VT1 </sub><strong><sub>[274/434] (1 bar, leave out cr.VT1 for oki)</sub></strong></p>



<p><sub>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;xx st.VT1 xx cr.VT1 </sub><strong><sub>[324/534] (1 bar, for damage)</sub></strong></p>



<p><strong><sub>VT2:</sub></strong></p>



<p><sub>(do kick combos off of df.HK. PP whiffs)</sub></p>



<p><sub>cr.VT2 </sub><strong><sub>(overhead starter) </sub></strong><sub>⇒ st.MP combo below</sub></p>



<p><sub>st.MP, st.MK xx VS xx KK xx VT2 </sub><strong><sub>[293/465] </sub></strong><sub>xx CA </sub><strong><sub>[463/465]</sub></strong></p>



<p><sub>st.MP, st.MK xx VS xx PP xx cr.VT2 </sub><strong><sub>[315/485] (good oki)</sub></strong></p>



<p><sub>st.Mp, st.MK xx EX KK, PP xx cr.VT2 </sub><strong><sub>[316/505] (delay PP, 1 bar, good oki)</sub></strong></p>



<p><strong><sub>[CORE COUNTER COMBOS]</sub></strong></p>



<ul class="wp-block-list"><li><sub>CC cr.HK, df.HK </sub><strong><sub>(df.hk can be done OTG on knockdowns but only if they delay rise)</sub></strong></li><li><sub>CC st.HK, fdash, st.MP, st.MK xx PP </sub><strong><sub>[258/420]&nbsp;</sub></strong></li></ul>



<p><sub>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;xx EX KK, PP </sub><strong><sub>[287/495]</sub></strong></p>



<p><strong><sub>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</sub></strong><sub>xx EX KK, st.Shot </sub><strong><sub>[274/480]</sub></strong></p>



<ul class="wp-block-list"><li><sub>CC f.HP xx VT1(A), f.HP (Reset) xx st.VT1 xx cr.VT1 </sub><strong><sub>[</sub></strong></li><li><sub>CH st.LK ⇒ st.MP Core Combos</sub></li></ul>



<p><strong><sub>VT1:</sub></strong></p>



<p><sub>CC st.HK, fdash, st.MP, st.MK xx VS xx st.VT1 xx cr.VT1</sub><strong><sub>[322/545]</sub></strong></p>



<p><sub>(CC f.HP in resets section)</sub></p>



<p><strong><sub>VT2:</sub></strong></p>



<p><sub>CC st.HK xx cr.VT2, st.MP, st.MK xx PP xx cloop r.VT2 </sub><strong><sub>[342/565] (uses half VT2, good oki)</sub></strong></p>



<p><sub>CC st.HK xx cr.VT2, st.MP, st.MK xx VS xx KK xx VT2 </sub><strong><sub>[347/585] </sub></strong><sub>xx CA </sub><strong><sub>[517/585](almost all VT2)</sub></strong></p>



<p><sub>CC f.HP xx VT2(A)</sub></p>



<p><sub>CC f.HP xx VT2 </sub><strong><sub>[188/300] </sub></strong><sub>xx CA </sub><strong><sub>[426/300]</sub></strong><br></p>



<p><strong><sub>[CORNER COMBOS]</sub></strong></p>



<p><strong><sub>VT1:</sub></strong></p>



<p><sub>f.HP xx st.VT1, f.HP xx st.VT1, f.HP xx st.VT1, KK xx CA </sub><strong><sub>(Jump Range)</sub></strong></p>



<p><sub>st.MP, st.MK xx VS xx cr.VT1 xx st.VT1 </sub><strong><sub>[304/500] </sub></strong><sub>xx CA </sub><strong><sub>[475/500]</sub></strong><br></p>



<p><strong><sub>[GOOD VT ACTIVATES]</sub></strong></p>



<p><strong><sub>VT1:</sub></strong></p>



<p><sub>st.Shot xx VT1(A)</sub></p>



<p><sub>f.HP xx VT1(A)</sub></p>



<p><sub>st.HP xx VT1(A)</sub></p>



<p><strong><sub>VT2:</sub></strong></p>



<p><sub>VT2(A), get hit by projectile </sub><strong><sub>(Fireball will interrupt animation, won’t get full punished)</sub></strong></p>



<p><sub>st.MP, st.MK xx PP xx VT2(A) </sub><strong><sub>[292/430] </sub></strong><sub>xx CA </sub><strong><sub>[462/430]</sub></strong></p>



<p><sub>st.MK xx KK xx VT2(A)</sub></p>



<p><sub>st.MK xx st.Shot xx VT2(A) </sub><strong><sub>(Good confirm)</sub></strong><br></p>



<p><strong><sub>[CONFIRMS]</sub></strong></p>



<p><sub>st.LK xx st.Shot </sub><strong><sub>[112/178]</sub></strong></p>



<p><sub>st.HP xx KK </sub><strong><sub>[161/285]</sub></strong></p>



<p><sub>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;xx EX KK, PP </sub><strong><sub>[248/405]</sub></strong></p>



<p><strong><sub>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</sub></strong><sub>xx EX KK, st.Shot </sub><strong><sub>[216/381]</sub></strong><br></p>



<p><strong><sub>[SETUPS]</sub></strong></p>



<p><sub>After EX KK, st.Shot ⇒ dash up, df.HK&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</sub></p>



<p><sub>After KK ⇒ f.HP (CC)</sub><br></p>



<p><strong><sub>VT1:</sub></strong></p>



<ul class="wp-block-list"><li><sub>EX KK ⇒ Meaty Head stomp ⇒ jmp.HP xx jmp.VT1, df.HK, st.MP, st.MK xx VS, cr.VT1, st.VT1 xx CA (Corner)</sub></li><li><sub>After EX KK, df.HK ⇒ VS xx VT1(A) </sub><strong><sub>(+3 on block, throw afterwards)</sub></strong></li></ul>



<p></p>



<p><strong><sub>[RESETS]</sub></strong></p>



<p><strong><sub>VT1:</sub></strong></p>



<p><sub>CC f.HP xx VT1(A), f.HP (Reset) xx st.VT1 xx cr.VT1</sub><br></p>



<p><strong><sub>VT2:</sub></strong></p>



<p><sub>st.MP, st.MK xx EX KK, df.HK, d.VT2 (reset)</sub><br></p>



<h1 class="wp-block-heading">Frame Kills &amp; Oki</h1>



<table class="wp-block-table"><tbody><tr><td>Quick</td><td>Back</td><td>Delayed</td><td>+Frame Advantage | Post Dash</td></tr></tbody></table>



<table class="wp-block-table"><tbody><tr><td><strong>Katapult</strong><strong><sub>&nbsp;</sub></strong></td><td><strong>Meaty</strong></td><td><strong>oB</strong></td><td><strong>oH</strong></td><td><strong>Notes</strong></td></tr><tr><td>+ | +</td><td>f.HP</td><td><br></td><td><br></td><td><br></td></tr><tr><td>s.lk</td><td>5</td><td>6</td><td>You must walk for this</td></tr><tr><td>+ | +</td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>+</td><td><br></td><td><br></td><td><br></td><td><br></td></tr></tbody></table>



<table class="wp-block-table"><tbody><tr><td><strong>EX Katapult</strong><strong><sub>&nbsp;</sub></strong></td><td><strong>oB</strong></td><td><strong>oH</strong></td><td><strong>Notes</strong></td></tr><tr><td>+ | +</td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>+ | +</td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>+</td><td><br></td><td><br></td><td><br></td><td><br></td></tr></tbody></table>



<table class="wp-block-table"><tbody><tr><td><strong>EX Katapult &gt; st.Shot</strong><strong><sub>&nbsp;</sub></strong></td><td><strong>oB</strong></td><td><strong>oH</strong></td><td><strong>Notes</strong></td></tr><tr><td>+ | +</td><td>f.dash | df.HK</td><td>+2</td><td>+6</td><td><br></td></tr><tr><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>+ | +</td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>+</td><td><br></td><td><br></td><td><br></td><td><br></td></tr></tbody></table>



<table class="wp-block-table"><tbody><tr><td><strong>Sweep</strong></td><td><strong>Meaty</strong></td><td><strong>oB</strong></td><td><strong>oH</strong></td><td><strong>Notes</strong></td></tr><tr><td>+ | +</td><td>f.dash | throw</td><td>KD</td><td><br></td></tr><tr><td>f.dash | st.MP</td><td>+3</td><td>+8</td><td><br></td></tr><tr><td>+ | +</td><td>f.dash &gt; delay | st.MP</td><td>+3</td><td>+8</td><td><br></td></tr><tr><td>+</td><td><br></td><td><br></td><td><br></td><td><br></td></tr></tbody></table>



<table class="wp-block-table"><tbody><tr><td><strong>V-Skill</strong></td><td><strong>Meaty</strong></td><td><strong>oB</strong></td><td><strong>oH</strong></td><td><strong>Notes</strong></td></tr><tr><td>+ | +</td><td>f.dash &gt; delay | st.MP</td><td>+3</td><td>+8</td><td><br></td></tr><tr><td>f.dash &gt; delay | throw</td><td>KD</td><td><br></td></tr><tr><td>f.dash | df.HK</td><td><br></td><td><br></td><td><br></td></tr><tr><td>+ | +</td><td>f.dash | f.HP</td><td><br></td><td><br></td><td><br></td></tr><tr><td>f.dash | df.HK</td><td>+2</td><td>+6</td><td><br></td></tr><tr><td>+</td><td><br></td><td><br></td><td><br></td><td><br></td></tr></tbody></table>



<table class="wp-block-table"><tbody><tr><td><strong>VT2(A)</strong></td><td><strong>Meaty</strong></td><td><strong>oB</strong></td><td><strong>oH</strong></td><td><strong>Notes</strong></td></tr><tr><td>+ | +</td><td>f.dash | throw</td><td>KD</td><td><br></td></tr><tr><td>f.dash | st.MP</td><td>+3</td><td>+8</td><td><br></td></tr><tr><td>f.dash | st.LK</td><td>+3</td><td>+4</td><td><br></td></tr><tr><td>+ | +</td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td>+</td><td><br></td><td><br></td><td><br></td><td><br></td></tr></tbody></table>



<p>(Season 4 has came out and Falke has received mad buffs. I will update everything eventually.)<br></p>



<p>Falke is a new character in SFV who is very unique. She seems like a zoner at first glance, but she has some surprisingly good offensive tools. Falke has some weaknesses that limit her from being a strong character. As of season 4 Falke has some of those problems fixed. Anyways… Let&#8217;s begin. (HA CRINGEY INTRO).<br><br></p>



<h2 class="wp-block-heading">What makes Falke strong:</h2>



<p><br>First, her lights are very good. All of them are at least +2 on block. This is good because the current meta of SFV is very heavy on throws and throwbait. Another good offensive tool is df.hk(+3). The range it puts you at does not guarantee a true tick throw, but it is a standing low. It’s also a decent throwbait tool after a jump-in or against a person who late techs. Speaking of throwbait tools, Falke also has a very good crush counter (which is about as good as Cammy&#8217;s): st.hk. This move is very good for people who late tech, although it leaves you at -3 on block. Both of these tools are good and should be used a lot. In season 4, Falke&#8217;s Psycho Kanonen (low shot) is now throw invincible. Falke has good long-reaching bufferable normals such as: st.hp, cr.hp (personal favorite), and st.mk. F.hp is a good tool for catching backdashes but is very risky to throw out and and should be used wisely. Her Schneide (PP) anti-air is one of the strongest anti-airs in the game (hitbox was buffed in season 4), and if it trades you still get very good oki. A decent anti-crossup is her jumpback jab, because it’s easy, it cuts off momentum, and you remain on the same side. Kugel (stand shot) is now +7 on hit and +2 on block. This is a fair trade (PP and V-Skill are now more consistent as combo enders).&nbsp;<br></p>



<h2 class="wp-block-heading">OFFENSE</h2>



<p>1. MP pressure<br></p>



<p>More MP &#8211;&gt; MP or MP &#8211;&gt; microwalk &#8211;&gt; MP pressure<br></p>



<p>2. Shimmies in general<br></p>



<p>More shimmies after jump in<br></p>



<p>3. Tick throws<br></p>



<p>More throws</p>



<p>More cr.LP &#8211;&gt; Throw (tick throw)</p>



<p>More cr.LK &#8211;&gt; Throw (tick throw)<br></p>



<p>4. df.HK options<br></p>



<p>After df.HK, more shimmy</p>



<p>After df.HK, more df.HK</p>



<p>After df.HK, more throw</p>



<p>After df.HK, more MP<br></p>



<p>5. VT1 Low shot knocks down<br></p>



<p>6. Standing shot is +7 after hit after LP &#8211;&gt; Shot, do cr.MK</p>



<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</p>



<p>DEFENSE</p>



<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</p>



<p>V-Reversal more<br></p>



<p>Delay EX DP</p>



<p>EX DP after the first hit blocked<br></p>



<p>cr.HP anti-cross up in corner</p>



<p>Sweep anti-cross up mid screen</p>



<p></p>



<p>Meaties (In most situations you want to meaty with your cr.lk or any light):<br></p>



<p>Falke has very strong oki in the corner. After Katapult (KK), Falke can do meaty df.hk and make it +5. This makes df.hk into st.mp real against 3 frame characters. The meaty reduces the pushback so a tick throw is possible. Falke is at her best in the corner; this is where she actually wants to zone. F.hp, st.mk xx stand shot, and cr.hp (your aa for crossup) are your strongest tools for caging the opponent.</p>



<p></p>



<p>What makes Falke weak:<br><br>Falke is a 4 frame character. This means she has to respect more pressure, and she can easily be baited due to her 12f ex dp. Her very bad hurtboxes are easily the biggest flaws of the character. Her okizeme outside of EX Katapult or VT1 shot is lacking (PP gives better oki now as of season 4) outside of the corner. Falke has trouble getting strong conversions from her light attacks, even on counter hit. St.lk and st.lp are the only lights that are +6 on counterhit. This is important because her main combo tool is st.mp which is a 6f normal. Falke has a very slow dash (20f) and backdash (25f). Airshot is good at baiting anti airs but can be jumped over and you eat a full jump-in as a result. Falke struggles are very offensive characters such as Dictator, Boxer, Rashid. Falke also struggles against characters who beat her in neutral such as Menat and Dhalsim.</p>



<p></p>



<p></p>



<p>Now let&#8217;s talk about her V-Triggers.<br><br>Falke has multiple good paths to go into VT1. Kugel xx VT1 is +17(It is more plus with the season 4 buffs) on block and +21 on hit(also more plus), and Kanonen xx VT1 is +18(more plus) on block and +25(more plus) on hit. F.hp xx VT1 is a decent path, because it is +5 on block and +15 on hit. St.hp xx VT1 is +10 on block and +17 on hit. Cr.mp xx VT1 is decent but limited, as it is +6 on block and +12 on hit. Cr.mk is easily her worst (decent) path into VT1, leaving you +5 on block and +9 on hit. [Cr.mp now has 9f startup as a result of season 4 changes.]<br><br><br>Falke VT1 is quite good for her. It not only gives her great advantage on block which can lead to a frame trap or a shimmy situation, but it also makes her able to convert off almost anything with good oki afterwards. It also makes her air shot threatening because of the bounce. (Falke has scary empty jumps in&nbsp; both VT1 and VT2.)<br><br>VT2 is very overlooked. The main reason is because activation is -28 on block and has no special properties like air invincibility or projectile invincibility. It also is a 3 bar VT. In VT2, Falke has debatably the best throw bait in the game in d.hp+hk (overhead). VT2 overhead is +3 on block and +6 on hit. The only downside is having a lot of pushback on both block and hit. This overhead can be cancelled from a lot of her moves. It is really good to use after landing a crush counter because it does a lot of damage and is +6 afterwards. Pressing hp+hk in VT2 gives her a move that also be cancelled into almost all of her moves. This move knocks down and gives good oki. It makes lacking moves, such as cr.mp and cr.mk cancellable. In VT2, V-Skill can be cancelled into a special with a follow-up afterwards.<br><br></p>



<p></p>



<p>Verdict:</p>



<p>Overall, Falke is a character who has a lot of potential but needs minor adjustments to be a threat.<br></p>



<p>*Side notes*</p>



<ol class="wp-block-list"><li>She has an air throw</li><li>Don&#8217;t use Default color 15 or Battle Outfit 11 because those are mine &gt;:(</li><li>Look behind you</li></ol>



<p></p>



<p>My personal favorite season 4 change: The divekick<br></p>



<p>Back in season 3 Falke was very limited with her divekick, even being punishable on hit. With the new buffs, Falke can release an airshot after bouncing off the opponent. Falke can now control where she lands after after she bounces off the opponent. This means she can cross you up or back away in the air.&nbsp;<br></p>



<p>Here&#8217;s a setup I found with it:&nbsp;<br></p>



<p><a href="https://drive.google.com/file/d/1XzJHSssZW6YTvj3HKDtZLZsb5uGlFnJ0/view?usp=drivesdk" target="_blank" rel="noopener">https://drive.google.com/file/d/1XzJHSssZW6YTvj3HKDtZLZsb5uGlFnJ0/view?usp=drivesdk</a></p>



<h2 class="wp-block-heading">VT1:</h2>



<ul class="wp-block-list"><li>3 Oki opportunities (4 if you activate off of Kugel or d+f hk) </li><li>Safe Activation off of anything, activation off of vskill is a double dash confirm on back recovery, on normal recovery one dash and time meaty </li><li>17 oB from Kugel activation, gives a 50/50 off of say st. mp / near point black st.mk into kugel into activate, needs to be close or you can&#8217;t get the throw mixup due to the push back </li><li>Automated oki from stand shot, double dash every time, you don&#8217;t have to think about it <br>
+Easy chip if you want it<br>
+Air shot confirms from the air / j.mp into air shot gives you extreme advantage </li><li>Situational and clutch air and prone shots, (Quickly sniping a fireball for the kill, air shooting when they try to chase as you jump back, etc.) <br>
-Her frame trap loop is not very threatening at all, even if you walk up and grab <br>
-You still need to hit confirm into standing shot for oki, but at least if its blocked you are safe and on advantage </li><li>Long range confirms (when stand shot doesn&#8217;t knock down, low shot from outside of corner) do not translate into oki</li></ul>



<h2 class="wp-block-heading">VT2: </h2>



<ul class="wp-block-list"><li>4 Oki opportunities (Activation + 3 overhead)</li><li>Guaranteed oki on activation </li><li>Guaranteed oki off of all DP confirms with dash + st. lp, if they normal recover, just walk forward (same as Ed d+v skill basically) </li><li>Half screen corner carry off of jabs, bat swing will give you oki in the corner even from a ranged KK </li><li>Damage and stun is much higher, easily can kill characters with this VT, especially in corner. VT1 does not give equivalent damage and stun, VT2 gives 100 &#8211; 0 kill sequences off of a stray cr. mp confirm anywhere on screen on low health characters. </li><li>Realistically, Falke is a hit confirming character, this VT rewards her the most for doing so<br>
-NEEDS to be hit confirmed into <br>
-Overhead is a useless gimmick outside of confirms <br>
-Punishable if they block most of what you do <br>
-You kind of give up using V skill in neutral, but ideally you aren&#8217;t playing neutral anymore after activating this</li></ul>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>SFV Street Fighter V F.A.N.G Guide</title>
		<link>https://mmosumo.com/sfv-street-fighter-v-f-a-n-g-guide/</link>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Sun, 02 Feb 2020 17:24:07 +0000</pubDate>
				<category><![CDATA[Street Fighter V]]></category>
		<guid isPermaLink="false">https://mmosumo.com/?p=1557</guid>

					<description><![CDATA[StrengthsUnique Play styleSetups Strong neutralWeaknessesNo invincible DPLow damage output Name: F.A.N.GStyle:&#160; Chinese kempo with PoisonHealth: 950 Stun: 950Frame data Terminology Acronym Meaning Acronym Meaning st Standing kk Ex kicks cr Crouching pp Ex punch Lp / lk&#160; Light punch/kick ob/oh On block/hit mp/mk Medium punch/kick ch Counterhit hp/hk Heavy punch/kick kd&#160; Knockdown Normals 5 Standing [&#8230;]]]></description>
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<figure class="wp-block-table"><table class=""><tbody><tr><td></td><td><strong>Strengths</strong><br>Unique Play style<br>Setups Strong neutral<br><strong>Weaknesses</strong><br>No invincible DP<br>Low damage output</td></tr><tr><td><strong>Name:</strong> F.A.N.G<br><strong>Style:&nbsp; </strong>Chinese kempo with Poison<br><strong>Health:</strong> 950 <br><strong>Stun:</strong> 950<br><a href="https://fullmeter.com/fatonline/#/framedata/F.A.N.G" target="_blank" rel="noopener">Frame data</a></td><td><br></td></tr></tbody></table></figure>



<p>Terminology</p>



<figure class="wp-block-table"><table class=""><tbody><tr><td>Acronym</td><td>Meaning</td><td>Acronym</td><td>Meaning</td></tr><tr><td>st</td><td>Standing</td><td>kk</td><td>Ex kicks</td></tr><tr><td>cr</td><td>Crouching</td><td>pp</td><td>Ex punch</td></tr><tr><td>Lp / lk&nbsp;</td><td>Light punch/kick</td><td>ob/oh</td><td>On block/hit</td></tr><tr><td>mp/mk</td><td>Medium punch/kick</td><td>ch</td><td>Counterhit</td></tr><tr><td>hp/hk</td><td>Heavy punch/kick</td><td>kd&nbsp;</td><td>Knockdown</td></tr></tbody></table></figure>



<p></p>



<p>Normals    5<br>
Standing Light Punch    5<br>
Standing Medium Punch    5<br>
Standing Heavy Punch    5<br>
Standing Light Kick    5<br>
Standing Medium Kick    5<br>
Standing Heavy Kick    5<br>
Crouching Light Punch    6<br>
Crouching Medium Punch    6<br>
Crouching Heavy Punch    6<br>
Crouching Light Kick    6<br>
Crouching Medium Kick    6<br>
Crouching Heavy Kick    6<br>
Nirenko (df. HP)    7<br>
Senpukuga (PPP+Down)    7<br>
Specials    8<br>
Nishikyu / Upball    8<br>
Sotoja    8<br>
Ryobenda    8<br>
Punishes/Non setup    9<br>
Basic    9<br>
Advanced    9<br>
Neutral    10<br>
Anti-Air    10<br>
cr. MK    10<br>
cr. HP    10<br>
Setups    11<br>
Cr. HP xx hk Ryobenda    11<br>
Quick Tech    11<br>
Back Tech    11<br>
No tech    11<br>
General Pressure    11<br>
cr. MK (+3)    12<br>
Combos    12<br>
Followups    12<br>
st. LP (GIF)    12<br>
Notes    12<br>
Block strings    12<br>
Pressure    13<br>
st. HK (+1)    13<br>
Combos    13<br>
Senpukuga (+2)    15<br>
Combos    15<br>
Setups    16<br>
ex Nishikyu    16<br>
VT2 Activation    17<br>
Crush counter Sweep    17<br>
lp. Nishikyu (Distance)    17<br>
Mk Ryobenda (Closeish)    17<br>
Forward dash (Distance)    18<br>
Forward dash 2    18<br>
Post stun    19<br>
OKI(WIP)    20<br>
MP Sotoja    20<br>
Normal    20<br>
Back    20<br>
None    21<br>
HP Sotoja    21<br>
Normal    21<br>
Back    21<br>
EX Sotoja: +35 Normal / +40 back / + 93 No<br>
Normal    22<br>
Back    22<br>
None    23<br>
EX Ryobenda    23<br>
VT2 Spacings    24<br>
Point blank spacing    24<br>
Matchup specific    26<br>
Alex(TODO)    26<br>
Balrog(TODO)    26<br>
Blanka(TODO)    26<br>
Chun Li(TODO)    26<br>
Falke(TODO)    26<br>
G(TODO)    26<br>
Juri    26<br>
Vtrigger 1 stuff    26<br>
Karin    27<br>
Vt1 Rekkas    27<br>
Ken    27<br>
Ryobenda    28<br>
Laura    28<br>
EX Shoulder    28<br>
Necalli    28<br>
R-Mika    28<br>
Corner Os’s    29</p>



<h1 class="wp-block-heading"><strong>Normals</strong></h1>



<figure class="wp-block-table"><table class=""><tbody><tr><td>Standing Light Punch<strong>Startup:</strong> 4<strong>Active:</strong> 3<strong>Recovery:</strong> X<strong>On Hit:</strong> +5<strong>On Block:</strong> +2 oh,&nbsp;<strong>Hitbox:</strong> Link<br><strong>Notes</strong>Fangs fastest buttonCombos to st. mkCombos to st. hp on CH<br></td><td>Standing Medium Punch<strong>Startup: </strong>7<strong>Active: </strong>9<strong>Recovery: </strong>X<strong>On Hit: </strong>+2<strong>On Block: </strong>-3&nbsp;<br><strong>Notes</strong>Long range button with lots of active framesFirst hit has very little pushbackSpecial CancelableVulnerable to jump ins</td></tr><tr><td>Standing Heavy Punch<strong>Startup: </strong>7<strong>Active: </strong>3<strong>Recovery: </strong>X<strong>On Hit: </strong>+1<strong>On Block: </strong>-2&nbsp;<br><strong>Notes</strong>Fast crush counter buttonDeals a good amount of grey on blockSpecial cancelableMoves forward</td><td>Standing Light Kick<strong>Startup: </strong>6<strong>Active: </strong>3<strong>Recovery: </strong>X<strong>On Hit: </strong>+5<strong>On Block: </strong>+3&nbsp;<br><strong>Notes</strong>Slow starup for a lightHigh priority(Good hitbox vs hurtbox)(TODO EXPLAIN WHAT THAT MEANS)Closes out rounds well</td></tr><tr><td>Standing Medium Kick<strong>Startup: </strong>5<strong>Active: </strong>4<strong>Recovery: </strong>X<strong>On Hit: </strong>+3<strong>On Block: </strong>+1<br><strong>Notes</strong>2 hits (First special cancellable)FastDoesn&#8217;t move your hurtbox forward(Rare)Good for counterpoke buffersCan antiair</td><td>Standing Heavy Kick<strong>Startup: </strong>12<strong>Active: </strong>13<strong>Recovery: </strong>X<strong>On Hit: </strong>+6<strong>On Block: </strong>+1<br><strong>Notes</strong>Very SlowBad against backdash jump insGood for shimmiesGood vs 4f characters&nbsp;Trades with 3f so you always lose pressure</td></tr><tr><td>Crouching Light Punch<strong>Startup: </strong>4<strong>Active: </strong>3<strong>Recovery: </strong>X<strong>On Hit: </strong>+3<strong>On Block: </strong>+1<br><strong>Notes</strong>Mash against low confirms.Converts on counter hit</td><td>Crouching Medium Punch<strong>Startup: </strong>6<strong>Active: </strong>2<strong>Recovery: </strong>X<strong>On Hit: </strong>+1<strong>On Block: </strong>-2<br><strong>Notes</strong>Good pokeGreat rangeFast startup and recovery.Special cancellable</td></tr><tr><td>Crouching Heavy Punch<strong>Startup: </strong>9<strong>Active: </strong>2(6)3<strong>Recovery: </strong>X<strong>On Hit: </strong>+8<strong>On Block: </strong>-6<br><strong>Notes</strong>Good antiair for crossups2 hits (First hit special cancellable)</td><td>Crouching Light Kick<strong>Startup: </strong>5<strong>Active: </strong>3<strong>Recovery: </strong>X<strong>On Hit: </strong>+4<strong>On Block: </strong>+1<br><strong>Notes</strong>Good low pokeHard to convert (Only point blank and CH)</td></tr><tr><td>Crouching Medium Kick<strong>Startup: </strong>8<strong>Active: </strong>6<strong>Recovery: </strong>X<strong>On Hit: </strong>+5<strong>On Block: </strong>+3<br><strong>Notes</strong>Good blockstring buttonLots of active framesFantastic antiairSusceptible to vreversal</td><td>Crouching Heavy Kick<strong>Startup: </strong>9<strong>Active: </strong>2(8)2&nbsp;<strong>Recovery: </strong>X<strong>On Hit: </strong>KD<strong>On Block: </strong>-12<br><strong>Notes</strong>2 hitsCan cancel to vtrigger on first hitGood rangeCrush counter gives setups</td></tr><tr><td>Nirenko (df. HP)<strong>Startup: </strong>12<strong>Active: </strong>9&nbsp;<strong>Recovery: </strong>X<strong>On Hit: </strong>0<strong>On Block: </strong>-5<br><strong>Notes</strong>Longest range button.Fantastic at catching dashesVulnerable to jumpins<br></td><td>Senpukuga (PPP+Down)<strong>Startup: </strong>21<strong>Active: </strong>7<strong>Recovery: </strong>X<strong>On Hit: </strong>6<strong>On Block: </strong>2<br><strong>Notes</strong>Fangs core button, makes fang&#8217;s ground game come together.Moves you forward and gives oki on blockAbuse when they respect you and start blocking in neutral</td></tr></tbody></table></figure>



<p></p>



<h1 class="wp-block-heading"><strong>Specials</strong></h1>



<p></p>



<figure class="wp-block-table"><table class=""><tbody><tr><td>Nishikyu / Upball<strong>Startup: </strong>13<strong>Active: </strong>~<strong>Recovery: </strong>48<strong>On Hit: </strong>-7/-7/-7/+3<strong>On Block: </strong>-11/-11/-11/-1<br><strong>Notes</strong>2 fireballsDifferent fireballs have different arcsCan combo even after being knocked down if timed right</td><td>Sotoja&nbsp;<strong>Startup: </strong>16/20/21/14<strong>Active: </strong>8<strong>Recovery: </strong>25/23/24/19<strong>On Hit: </strong>KD<strong>On Block: </strong>-11/-9/-10/-3<br><strong>Notes</strong>Can be used max range but very punishable if not spaced properly(Unless EX)Good ender for combos</td></tr><tr><td>Ryobenda&nbsp;<br><strong>Startup: </strong>14/19/23/15<strong>Active: </strong>3/80/120/220 (whiff)<strong>Recovery: </strong>29/27/29/30<strong>On Hit: </strong>KD/+1/-1/KD<strong>On Block: </strong>&#8211;9/-8-10/+2<br><strong>Notes</strong>Frame data is very misleadinglk ryobenda is generally safe (Specific punishes EG Balrog EX rush punch)mk ryobenda on block can gimmick people but when you get higher/people familiar they will punish</td><td><br></td></tr></tbody></table></figure>



<h1 class="wp-block-heading"></h1>



<h1 class="wp-block-heading">Punishes/Non setup</h1>



<h2 class="wp-block-heading">Basic</h2>



<figure class="wp-block-table"><table class=""><tbody><tr><td> Combo string</td><td>DMG</td><td>Notes</td><td>GIF</td></tr><tr><td>s. LP &gt; s. MK xx MP Sotoja</td><td>121 | 275</td><td>Requires charge prior4f Punish</td><td>&nbsp;</td></tr><tr><td>cr. LK &gt; cr. LP &gt; LP Sotoja</td><td>102 | 293</td><td>Requires charge priorLow confirmPoint blank</td><td>TODO</td></tr><tr><td>HP Nishikyu xx KK Nikankyaku &gt; st. HK &gt; cr. MP &gt; MP Sotoja</td><td>208 | 456</td><td>Must be very far awayEasily confirmableFull screen confirm</td><td>TODO</td></tr></tbody></table></figure>



<h2 class="wp-block-heading">Advanced</h2>



<figure class="wp-block-table"><table class=""><tbody><tr><td> Combo string</td><td>DMG</td><td>Notes</td><td>GIF</td></tr><tr><td>St.hk -&gt; Microwalk -&gt; st. lp -&gt; st. lp -&gt; st. hk -&gt; hp sotoja</td><td>254 | 494</td><td>Assumed point blank after st.hkCr = Microwalk backSt = Microwalk forward</td><td><a href="https://gfycat.com/CooperativeSoupyAlpineroadguidetigerbeetle" target="_blank" rel="noopener">Standing&nbsp;</a><br><a href="https://gfycat.com/AcrobaticFlakyBeardeddragon" target="_blank" rel="noopener">Crouching</a></td></tr><tr><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td><br></td><td><br></td><td><br></td><td><br></td></tr></tbody></table></figure>



<h1 class="wp-block-heading">Neutral</h1>



<h2 class="wp-block-heading">Anti-Air&nbsp;</h2>



<p>Fang has an amazing amount of anti air options and can be used for many situations. The most common ones you should rely are on are cr. MK for ones in front and cr. HP for crossups.<br></p>



<p>Most of them are special cancelable and you can cause a great amount of damage from them as well as many setups.<br></p>



<h3 class="wp-block-heading">cr. MK</h3>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/lHBlI638ypdy0XZaZZi-JevpODrKL3tTqs0jvlD6-CndD7KKYuNwBUzxXxyEOwP1ZltD_M-kJoec1ZWaDo0xdgJtC8gzFw2Y1Wc07B07uruvVLN7vwWbj5VTN9YyrSgEKsf3Fe8U" alt=""/></figure>



<p>Crouching MK has a great hitbox during the earlier frames, can even be used to beat crossups in the first active frame. It can be special canceled to create pressure(<a href="https://gfycat.com/WildFewIberianemeraldlizard" target="_blank" rel="noopener">GIF</a>) or escape the corner (<a href="https://gfycat.com/EuphoricRadiantBream" target="_blank" rel="noopener">GIF</a>).<br></p>



<h3 class="wp-block-heading">cr. HP</h3>



<figure class="wp-block-image"><img decoding="async" src="https://lh6.googleusercontent.com/pIsW1Ql7s6V-7Qx01346Os9xSYpgHLukYrKiJBjCBBio-TUtf_XwKT2E32caVgJ0JbhYrcTYUkBg5gzRkdlCCHB7dxTdnrcrAYqdJPNrysgXb2bBlrHOSIkiONKMoDlDmU-h4Wy6" alt=""/></figure>



<p>Crouching HP is an amazing antiair for crossup’s as it hits so far above him(Also slightly moves him forward). It is cancelable to specials(at least+13 on block with hk. Ryobenda but &#8211; on wakeup) and also links into CA(<a href="https://gfycat.com/WiltedHeartfeltDarwinsfox" target="_blank" rel="noopener">GIF</a>).&nbsp;<br></p>



<ul class="wp-block-list"><li>mk. Ryobenda expires before no tech(more + on normal tech)</li><li>mk. Ryobenda recovers before invulnerable reversals(Could change depend on height)</li><li>hk. Ryobenda hits on wakeup</li><li>hk. Ryobenda does <strong>NOT</strong> recover before invulnerable reversals(Could change depend on height)</li><li>mk. Nikankyaku is +20~</li></ul>



<h4 class="wp-block-heading">Setups</h4>



<h5 class="wp-block-heading">Cr. HP xx hk Ryobenda</h5>



<h6 class="wp-block-heading"><em>Quick Tech</em></h6>



<ul class="wp-block-list"><li>Senpukuga<ul><li>Combos on hit with hk. Ryobenda</li></ul></li><li>st. HK&nbsp;<ul><li>Combos on hit with hk. Ryobenda</li></ul></li></ul>



<h6 class="wp-block-heading"><em>Back Tech</em></h6>



<ul class="wp-block-list"><li>Sadness and a gas wall</li></ul>



<h6 class="wp-block-heading"><em>No tech</em></h6>



<ul class="wp-block-list"><li>Walk back &gt; lk/mk.Nikankyaku xx Senpukuga<ul><li>Walking back allows you to choose which side you end up on because of Nikankyaku</li></ul></li><li>Delay &gt; lk/mk. Nikankyaku xx Senpukuga (<a href="https://gfycat.com/VibrantShamelessBull" target="_blank" rel="noopener">GIF</a>)<ul><li>Depending on the timing you can mix them up.</li><li>Loses to ex DP(Unless you bait with an early and block)</li></ul></li><li>(Delay and in corner) &gt; Neutral jump &gt; hp(hold forward) &gt; st. hk &gt; cr. mp &gt; lp. sotoja<ul><li>Fake crossup</li></ul></li><li>s. MP(Frame Kill&gt; lk/mk Nikankyaku xx Senpukuga&nbsp;<ul><li>Lk = same side / Mk = Crossup</li><li>Coward crouch -&gt; Combo</li></ul></li></ul>



<h1 class="wp-block-heading">General Pressure</h1>



<p>Fangs can pressure opponents in a few ways. By creating a feeling of helplessness by</p>



<p>creating an illusion of them being unable to press buttons or an urgency by HP being</p>



<p>whittled away by poison and gray life.<br></p>



<p>I will attempt to break down the pressure you can attain using each button as pressure is&nbsp;</p>



<p>always dynamic and maximize it you must know all options not just one.<br></p>



<h2 class="wp-block-heading">cr. MK (+3)</h2>



<h3 class="wp-block-heading">Combos</h3>



<p></p>



<figure class="wp-block-table"><table class=""><tbody><tr><td> Combo string</td><td>DMG</td><td>Notes</td><td>GIF</td></tr><tr><td>cr. MK &gt; cr. LP xx LP Sotoja</td><td>142 | 323</td><td>Link from all knockdowns where cr. LP&nbsp; reaches	</td><td>TODO</td></tr><tr><td>Cr. MK &gt; st. MK xx MP Sotoja</td><td>151 | 305</td><td>Must be close to opponent for cancel</td><td><a href="https://gfycat.com/WhiteYoungAmericanmarten" target="_blank" rel="noopener">Link</a></td></tr><tr><td>Cr. MK <strong>(CH) </strong>&gt; st. HP xx HP Sotoja</td><td>233 | 415</td><td><strong>Counterhit ONLY</strong></td><td><a href="https://gfycat.com/welltodolikablelcont" target="_blank" rel="noopener">Link</a></td></tr><tr><td>cr. MK<strong>(CH)</strong> &gt; microwalk back &gt; st. lp &gt; st. lp &gt; st. hp xx hp. sotoja</td><td>246 | 464&nbsp;</td><td>Point blank CRMKHard to confirm&nbsp;</td><td>&nbsp;</td></tr></tbody></table></figure>



<p></p>



<h3 class="wp-block-heading">Followups</h3>



<h4 class="wp-block-heading">st. LP (<a href="https://gfycat.com/MatureWickedHeron" target="_blank" rel="noopener">GIF</a>)</h4>



<h5 class="wp-block-heading">Notes</h5>



<ul class="wp-block-list"><li>Beats 3f</li><li>Counterhit confirms to st. HP</li></ul>



<h5 class="wp-block-heading">Block strings</h5>



<ul class="wp-block-list"><li>&gt; st. lp &gt; st. lk &gt; st. MP &gt; lk/mk. Ryobenda (<a href="https://gfycat.com/CarefreeImmaterialAlleycat" target="_blank" rel="noopener">GIF</a>)<ul><li>LK Ryobenda safe ender</li><li>MK ryobenda requires microwalk back during string so it lands right at feet</li><li>Any light can counterhit confirm to st. HP</li></ul></li><li>&gt; st. lp &gt; cr. lk &gt; cr. MP &gt; mk. Ryobenda<ul><li>cr. lk trades with 3f(Well it did against akuma stand jab, lab against cammy crlp)</li><li>cr. lk Counterhit confirms into lp. Sotoja</li></ul></li><li>&gt; cr. mp &gt; mk. Ryobenda<ul><li>St. LP counter hit confirms to cr. MP</li><li>cr. MP links to lp Sotoja</li><li>Good for allowing times for confirms</li><li>Gas lands right at feet</li></ul></li></ul>



<h5 class="wp-block-heading">Pressure</h5>



<p></p>



<ul class="wp-block-list"><li>st. LK (<a href="https://gfycat.com/WanCandidAmethystgemclam" target="_blank" rel="noopener">GIF</a>)&nbsp;</li></ul>



<ul class="wp-block-list"><li>Beats 4f (Loses to 3f)</li><li>(Not a common button)</li><li>cr. MP (<a href="https://gfycat.com/DecentLameBoilweevil" target="_blank" rel="noopener">GIF</a>)<ul><li>Beats 3f</li><li>From distance can setup gas wall</li></ul></li><li>st. MP (<a href="https://gfycat.com/ElectricPertinentDartfrog" target="_blank" rel="noopener">GIF</a>)<ul><li>Beats 4f</li><li>Loses 3f</li><li>From distance can setup gas wall</li></ul></li></ul>



<ul class="wp-block-list"><li>shimmy(*) &gt; st. HP (<a href="https://gfycat.com/AmazingBogusAcornweevil" target="_blank" rel="noopener">GIF</a>)<ul><li>(Generally delay throw techs will be longer so you can walk in/back etc)</li><li>Only worth it pretty much point blank.</li></ul></li><li>Walk up throw</li><li>Senpukuga&nbsp;<ul><li>If they are scared to press buttons then start the pressure.</li></ul></li></ul>



<h2 class="wp-block-heading">st. HK (+1)</h2>



<h3 class="wp-block-heading">Combos</h3>



<p></p>



<figure class="wp-block-table"><table class=""><tbody><tr><td> Combo string</td><td>DMG</td><td>Notes</td><td>GIF</td></tr><tr><td>st. HK &gt; cr. MP xx LP Sotoja</td><td>181 | 400</td><td><br></td><td><a href="https://gfycat.com/WickedShinyDeer" target="_blank" rel="noopener">Link</a></td></tr><tr><td>st. HK <strong>(CH) </strong>&gt; st. HP xx HP Sotoja</td><td>xx || xx</td><td><br></td><td><br></td></tr></tbody></table></figure>



<ul class="wp-block-list"><li>Walk up throw</li><li>St. LP</li></ul>



<h2 class="wp-block-heading">Senpukuga (+2)</h2>



<p>This is fangs main pressure tool, it gets you really close as it has forward movement and opens so many options. Utilizing this move is crucial to extending your pressure and pushing them to the corner.<br></p>



<h3 class="wp-block-heading">Combos</h3>



<p></p>



<figure class="wp-block-table"><table class=""><tbody><tr><td> Combo string</td><td>DMG</td><td>Notes</td><td>GIF</td></tr><tr><td>d. PPP &gt; K &gt; cr. LK &gt; cr. LP &gt; LP Sotoja</td><td>161 | 359</td><td>No knockdown&nbsp;</td><td>TODO</td></tr><tr><td>d. PPP &gt; K &gt; cr. MP xx MP Sotoja</td><td>179 | 350</td><td>Can confirm from far</td><td>TODO</td></tr><tr><td>d. PPP &gt; K &gt; st. MK xx MP Sotoja</td><td>161 | 305</td><td>Has to be close to opponentMore lenient than cr. MP</td><td><a href="https://gfycat.com/ForkedMellowBison" target="_blank" rel="noopener">Link</a></td></tr><tr><td>d. PPP &gt; K &gt; st. LK &gt; st. LP &gt; st.LP &gt; st. HP &gt; HP Sotoja</td><td>255 | 488</td><td>Must be point blank coward crouchEnemy must be <strong>STANDING</strong></td><td><a href="https://gfycat.com/likableseriousbird" target="_blank" rel="noopener">Link</a></td></tr><tr><td>d. PPP &gt; K &gt; st. LP &gt; st. LP &gt; st.LP &gt; st. HP &gt; HP Sotoja</td><td>246 | 458</td><td>Must be point blank coward crouchEnemy must be <strong>CROUCHING </strong>and <strong>Non Counterhit</strong></td><td><a href="https://gfycat.com/wildwhichizuthrush" target="_blank" rel="noopener">Link</a></td></tr><tr><td>D. PPP &gt; K<strong>(CH)</strong> &gt; st. LP &gt; microwalk &gt; st. LP &gt; st. LP &gt; st. HP &gt; HP Sotoja</td><td>260 | 478</td><td>Must be point blank coward crouchEnemy must be <strong>CROUCHING </strong>and <strong>Counterhit</strong></td><td><a href="https://gfycat.com/leafyphonyamethystsunbird" target="_blank" rel="noopener">Link</a></td></tr></tbody></table></figure>



<p><strong>Block strings</strong></p>



<ul class="wp-block-list"><li>&gt; st. lp &gt; st. lk &gt; st. MP &gt; lk/mk. Ryobenda (<a href="https://gfycat.com/CarefreeImmaterialAlleycat" target="_blank" rel="noopener">GIF</a>)<ul><li>LK Ryobenda safe ender</li><li>MK ryobenda requires microwalk back during string so it lands right at feet</li><li>Any light can counterhit confirm to st. HP</li></ul></li><li>&gt; st. lp &gt; throw<ul><li>No movement required, unless they walk back</li></ul></li><li>&gt; st. lp &gt; st. lp &gt; cr. lk &gt; cr. mp&nbsp;<ul><li>Spaces so most buttons will whiff so you can whiff punish</li><li>Can end with mk ryobenda</li><li>st. lp links to st. mk on non counterhit</li><li>st. lp’s confirm to st. hp on counterhit</li><li>cr. lk CH confirms to cr. mp (<a href="https://gfycat.com/HastyHairyKite" target="_blank" rel="noopener">GIF</a>)</li></ul></li></ul>



<p><strong>Pressure</strong></p>



<ul class="wp-block-list"><li>Walk up throw</li><li>Jab</li><li>s. HP</li></ul>



<h2 class="wp-block-heading">Setups</h2>



<p>&nbsp;ex Ryobenda<br></p>



<p>Input pp Ryobenda &gt; flight &gt; st. MP(In air) &gt; mk Nikankyaku(+6/+11 back)</p>



<p>TODO</p>



<h3 class="wp-block-heading">ex Nishikyu&nbsp;</h3>



<p><strong>Input: </strong>pp Nishikyu &gt; cr. HK</p>



<p><strong>On Hit:&nbsp; </strong>KD</p>



<p><strong>On Block:</strong> Safe(Depending on timing/spacing)</p>



<p><strong>GIF: </strong><a href="https://gfycat.com/WideQuerulousBream" target="_blank" rel="noopener">GIF</a> (Closer to punishable ones)</p>



<p><strong>Explained: </strong>This option is good against people who like to walk back since it makes the sweep safe, once you have established not to walk back it allows you create alot more pressure.<br></p>



<p><strong>Input: </strong>pp Nishikyu &gt; jump Forward &gt; button</p>



<p><strong>On Hit:&nbsp; </strong>(Depends on finisher)</p>



<p><strong>On Block:</strong> Safe(Depending on timing/spacing)</p>



<p><strong>GIF: </strong>TODO&nbsp;</p>



<p><strong>Explained:</strong> This is another pressure option you can go once they stop worrying about walking back. If they do walk back it will effect the time you hit and the pressure you get since you are spaced further away. But unless they dp or something like that you still get a jump in and thats pressure<br></p>



<p><strong>Input: </strong>pp Nishikyu &gt; MK/HK Nikankyaku</p>



<p><strong>On Hit:&nbsp; </strong>(Depends on finisher)</p>



<p><strong>On Block:</strong> Safe(Depending on timing/spacing)</p>



<p><strong>GIF: </strong>TODO&nbsp;</p>



<p><strong>Explained:</strong> This is another pressure option you can go once they stop spamming buttons or if they like to micro walk back it will walk them back to the fireball. The walk back will make them walk back into the poison(But if max range it will hit but HK Nikankyaku will not crossup)<br></p>



<h4 class="wp-block-heading">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;VT2 Activation</h4>



<ul class="wp-block-list"><li>Ex Nishikyu xx VT2&nbsp;<ul><li>Combos on hit at right spacing(<a href="https://gfycat.com/ScentedFarIbex" target="_blank" rel="noopener">GIF</a>)</li><li>Plus on block<ul><li>Can go into coward crouch and look real (<a href="https://gfycat.com/RichVillainousCavy" target="_blank" rel="noopener">GIF</a>)</li></ul></li><li>Can pick sides with MK/HK Nikankyaku(DP)</li></ul></li></ul>



<h3 class="wp-block-heading">Crush counter Sweep</h3>



<p><em>Please note damage will not be correct unless they mash on wakeup(Counterhit for reset)</em><br></p>



<h4 class="wp-block-heading">lp. Nishikyu (Distance)</h4>



<p><strong>Input: </strong>cr. Hk(CH) &gt; lp Nishikyu &gt; mk/hk Nikankyaku(DP) &gt; <em>(Continue)</em></p>



<p><strong>On Hit:&nbsp; </strong>mk:+19 / hk: +15</p>



<p><strong>On Block:</strong> mk:+15 / hk: +11</p>



<p><strong>GIF: </strong><a href="https://gfycat.com/IncomparableAmusingCarpenterant" target="_blank" rel="noopener">Hk Nikankyaku</a></p>



<p><strong>Explained: </strong>This setup is mainly to make it it look like it is going to cross up but it will not. <strong>Options:&nbsp;</strong></p>



<ul class="wp-block-list"><li>st. Hk &gt; (Confirm) cr Mp &gt; lp Sotoja<ul><li>st. HK counter hit links to st. HP &gt; hp Sotoja</li><li>Optimal no bar damage</li><li>st. HK will lose pressure against 3f afterwards</li></ul></li><li>Coward crouch<ul><li>Extend pressure(Does not combo)</li><li>-10 on block / -6 on hit</li></ul></li></ul>



<p><strong>Counters:&nbsp;</strong></p>



<ul class="wp-block-list"><li>Invincible reversals</li><li>Always blocking same side(As FANG)</li></ul>



<h4 class="wp-block-heading">Mk Ryobenda (Closeish)</h4>



<p>Input: cr. HK(CH) &gt; mk Ryobenda &gt; lk/mk. Nikankyaku</p>



<p><strong>On Hit:</strong> +25</p>



<p><strong>On Block:</strong> +14</p>



<p><strong>GIF:</strong>&nbsp; <a href="https://gfycat.com/WideGlitteringKid" target="_blank" rel="noopener">LK Nikankyaku</a> | <a href="https://gfycat.com/IncompatibleInsecureCats" target="_blank" rel="noopener">MK Nikankyaku</a></p>



<p><strong>Explained:</strong> This setup relies on using the Nikankyaku to hit the enemy on the dash through(Or infront).&nbsp; Depending on the Nikankyaku you can pick which side you are on for when it hits(If you are too close the LK Nikankyaku will go through). This will allow you to combo on hit or on block extend your pressure.&nbsp;</p>



<p><strong>Options:</strong></p>



<p><strong>Counters:</strong></p>



<ul class="wp-block-list"><li>Block same side as Fang then react to which side he’s on afterwards.</li></ul>



<h4 class="wp-block-heading">Forward dash (Distance)</h4>



<p>Input: cr. HK(CH) &gt; Forward Dash &gt; lk/mk. Nikankyaku(DP) &gt; (option)</p>



<p><strong>Frames: </strong>+18~</p>



<p><strong>GIF:</strong>&nbsp; <a href="https://gfycat.com/OrnateElementaryAmericangoldfinch" target="_blank" rel="noopener">LK Nikankyaku</a> | <a href="https://gfycat.com/ColossalPleasingBaboon" target="_blank" rel="noopener">MK Nikankyaku</a></p>



<p><strong>Explained:</strong> This setup is a good solid 50/50. After the Nikankyaku you are left in a 50/50 in the opponent. It is possible for them to see which side(but very hard), although if you delay the Nikankyaku you can get it tighter and harder for them to see although not as rewarding..</p>



<p><strong>Options:</strong></p>



<ul class="wp-block-list"><li>xx Senpukuga (-4)<ul><li>Good option since you cancel the dash and it is ambiguous.</li><li>Gives pressure</li><li>Can get full combo on confirm</li></ul></li><li>cr. MK&nbsp;<ul><li>Lots of active frames to confirm</li><li>Gives pressure</li><li>Have to delay your Nikankyaku(You can use SLP for frame kill before Nikankyaku)</li></ul></li><li>cr. LK &gt; cr. LP &gt; lp. Nishikyu&nbsp;<ul><li>Low combo which you can confirm(Hold charge down during dash through)</li><li>Can cancel to VTrigger 2</li><li>cr. LP is +1 can possible extend pressure</li></ul></li><li>st. LK (DP Bait)<ul><li>Recovers before DP will hit so can bait.</li></ul></li></ul>



<p><strong>Counters:</strong></p>



<ul class="wp-block-list"><li>Invincible reversals</li><li>Block same side as Fang then react to which side he’s on afterwards</li></ul>



<h4 class="wp-block-heading">Forward dash 2</h4>



<p>Input: cr. HK(CH) &gt; Forward Dash &gt; lp &gt; lk Nikankyaku(DP) &gt; (Option) +8</p>



<p><strong>On Hit:</strong> +25</p>



<p><strong>On Block:</strong> +14</p>



<p><strong>GIF: </strong>TODO</p>



<p><strong>Explained:</strong> This a setup which can look ambiguous from long range but is pretty obvious close range. It always lands on the other side and hits meaty against 3f(+8 after Nikankyaku). Against people who like to press buttons on wakeup this is a very good setup as it will yield great reward or just to swap sides.</p>



<p><strong>Options:</strong></p>



<ul class="wp-block-list"><li>cr. MK&nbsp;</li><li>st. HP</li><li>xx Senpukuga&nbsp; (-7?)</li></ul>



<p></p>



<h3 class="wp-block-heading">Post stun</h3>



<p>Forward throw<br></p>



<ul class="wp-block-list"><li>TODO</li></ul>



<p>Backwards throw</p>



<ul class="wp-block-list"><li>TODO</li></ul>



<h1 class="wp-block-heading">Meaties</h1>



<h2 class="wp-block-heading">MP Sotoja&nbsp;</h2>



<p><em>+33 Normal&nbsp;</em></p>



<p><em>+38 Back&nbsp;</em></p>



<p><em>+92 None</em><br></p>



<h3 class="wp-block-heading">Mk Command Dash(Nikankyaku)</h3>



<figure class="wp-block-table"><table class=""><tbody><tr><td>Quick Raise (+4) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	</td></tr><tr><td>Lp &gt; mk xx mp sotoja</td><td>121 dmg /275 stun</td><td>Can cancel 2<sup>nd</sup> hit of sotoja if standing</td></tr><tr><td>(ch) lp &gt; sthp &gt; hp sotoja</td><td>193 / 379 stun</td><td><br></td></tr><tr><td>Cr lk &gt; crlp &gt; lp sotoja</td><td>103 damage</td><td><strong>&nbsp;</strong></td></tr><tr><td>(ch) cr lk &gt; cr mp &gt; mp sotoja</td><td>133 / 334 stun</td><td><br></td></tr><tr><td>Lp &gt; mk &gt; sotoja</td><td>148 damage</td><td><strong>&nbsp;</strong></td></tr><tr><td>Throw</td><td>120 damage</td><td><strong>&nbsp;</strong></td></tr><tr><td>(4f)Cr mk &gt; mk &gt; mp sotoja</td><td>133 damage</td><td><strong> </strong>Can cancel 2<sup>nd</sup> hit of sotoja if standing</td></tr><tr><td>Back Raise (+7)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	</td></tr><tr><td>DF HP</td><td><strong>&nbsp;</strong></td><td><strong>&nbsp;</strong></td></tr><tr><td>Cr mk</td><td><strong>&nbsp;</strong></td><td>Does not combo unless counterhit</td></tr><tr><td>(<strong>CH)</strong> cr mk -&gt; sthp -&gt; hp sotoja</td><td>233 damage415 stun<br></td><td><strong>&nbsp;</strong></td></tr></tbody></table></figure>



<h3 class="wp-block-heading">Hk Command Dash(Nikankyaku)</h3>



<figure class="wp-block-table"><table class=""><tbody><tr><td>Quick Raise (+2) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	</td></tr><tr><td>Lp &gt; mk xx mp sotoja</td><td>121 dmg /275 stun</td><td>Can cancel 2<sup>nd</sup> hit of sotoja if standing</td></tr><tr><td>(ch) lp &gt; sthp &gt; hp sotoja</td><td>193 / 379 stun</td><td><br></td></tr><tr><td>Throw</td><td>120 damage</td><td><br></td></tr><tr><td>Back Raise (+7)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	</td></tr><tr><td>Lk &gt; hp &gt; hp sotoja</td><td>183 damage</td><td><br></td></tr><tr><td>Crlk &gt; crmp -&gt; mp sotoja</td><td>97 damage</td><td>Must delay crlk a bit</td></tr><tr><td>Crmk -&gt; mk -&gt; mp sotoja</td><td>133 damage</td><td><br></td></tr></tbody></table></figure>



<ul class="wp-block-list"><li></li></ul>



<h3 class="wp-block-heading">None</h3>



<ul class="wp-block-list"><li>Forward dash(+71)<ul><li>cr. MK(Whiff) +45<ul><li>Delay &gt; lk/mk Nikankyaku &gt; cr. MK<ul><li>GIF: LK <a href="https://gfycat.com/NiftyApprehensiveEmu" target="_blank" rel="noopener">Nikankyaku</a>/ <a href="https://gfycat.com/CornySeriousGodwit" target="_blank" rel="noopener">MK Nikankyaku</a></li><li>Beats 3f</li><li>lk Nikankyaku goes infront</li><li>mk Nikankyaku goes behind</li></ul></li><li><strong>Note:</strong> Catches normal tech</li></ul></li></ul></li></ul>



<h2 class="wp-block-heading">HP Sotoja&nbsp;</h2>



<h3 class="wp-block-heading">Mk Command Dash(Nikankyaku)</h3>



<figure class="wp-block-table"><table class=""><tbody><tr><td>Quick Raise (+3) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	</td></tr><tr><td>Lp &gt; mk xx mp sotoja</td><td>121 dmg /275 stun</td><td>Can cancel 2<sup>nd</sup> hit of sotoja if standing</td></tr><tr><td>(ch) lp &gt; sthp &gt; hp sotoja</td><td>193 / 379 stun</td><td><br></td></tr><tr><td>Cr lk &gt; crlp &gt; lp sotoja</td><td>103 damage</td><td><strong>&nbsp;</strong></td></tr><tr><td>(ch) cr lk &gt; cr mp &gt; mp sotoja</td><td>133 / 334 stun</td><td><br></td></tr><tr><td>Lp &gt; mk &gt; sotoja</td><td>148 damage</td><td><strong>&nbsp;</strong></td></tr><tr><td>Throw</td><td>120 damage</td><td><strong>&nbsp;</strong></td></tr><tr><td><br></td><td><br></td><td><br></td></tr><tr><td>Back Raise (+8) TODO&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	</td></tr><tr><td>(CH) Delay stlk &gt; sthp &gt; hp sotoja</td><td><strong>&nbsp;</strong></td><td><strong>&nbsp;</strong></td></tr><tr><td>Cr mk</td><td><strong>&nbsp;</strong></td><td>Does not combo unless counterhit</td></tr><tr><td>(<strong>CH)</strong> cr mk -&gt; sthp -&gt; hp sotoja</td><td>233 damage415 stun<br></td><td><strong>&nbsp;</strong></td></tr></tbody></table></figure>



<h3 class="wp-block-heading">Hk Command Dash(Nikankyaku)</h3>



<figure class="wp-block-table"><table class=""><tbody><tr><td>Quick Raise (+1) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	</td></tr><tr><td>(4f)Lp &gt; mk xx mp sotoja<br><br></td><td>121 dmg /275 stun</td><td>Can cancel 2<sup>nd</sup> hit of sotoja if standingTrades with 3f</td></tr><tr><td>(ch) lp &gt; sthp &gt; hp sotoja</td><td>193 / 379 stun</td><td><br></td></tr><tr><td>(4f)Throw</td><td>120 damage</td><td><br></td></tr><tr><td>Back Raise (+6)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 	</td></tr><tr><td>Lk &gt; mk &gt; mp sotoja</td><td>X damage</td><td><br></td></tr><tr><td>Crlk &gt; crmp -&gt; mp sotoja</td><td>97 damage</td><td><br></td></tr><tr><td>Crmk -&gt; mk -&gt; mp sotoja</td><td>133 damage</td><td><br></td></tr><tr><td>(<strong>CH)</strong> cr mk -&gt; sthp -&gt; hp sotoja</td><td>233 damage415 stun<br></td><td><strong>&nbsp;</strong></td></tr></tbody></table></figure>



<ul class="wp-block-list"><li></li></ul>



<h1 class="wp-block-heading">HP Sotoja&nbsp;</h1>



<p>+31 Normal / +36 back / + 89 No<br><br></p>



<h2 class="wp-block-heading">Normal</h2>



<ul class="wp-block-list"><li>Forward Dash(+11)<ul><li>Little Walk(Optional) &gt; Cr. MK<ul><li>St. MK xx mp sotoja</li><li>(CH) st.HP</li><li>Note: You can be out of range from st. MK depending on previous combo</li><li>Note: -10~ on back tech</li></ul></li><li>cr. MK&nbsp;<ul><li>Cr.LP &gt; lp sotoja</li><li>(CH) st. HP</li><li>Note: -10~ on back tech</li></ul></li></ul></li><li>MK Nikankyaku (+2)<ul><li>Jab(Beats 3f)&nbsp;<ul><li>st. MK xx mp sotoja</li><li>(CH) st. HP -&gt; HP Sotoja</li><li>(Block) Walk back shimmy</li></ul></li><li>Throw(Meaty)</li><li>Cr. LK(-)<ul><li>cr. lp &gt; lp sotoja</li><li>(Block) Walk back shimmy</li></ul></li></ul></li><li>HK Nikankyaku(0) (Crossup)<ul><li>Jab<ul><li>Loses to 3f</li></ul></li></ul></li></ul>



<h3 class="wp-block-heading">Back</h3>



<ul class="wp-block-list"><li>MK Nikankyaku(+6)<ul><li>Neutral</li><li>Walk up st.HP&nbsp;</li><li>cr. mk&nbsp;<ul><li>Last hit clips<ul><li>st. mp(second hit clips, first whiffs)</li></ul></li><li>(CH) st. MP &gt; xx</li></ul></li></ul></li><li>HK Nikankyaku(+5) (Same side)<ul><li>Cr. lk<ul><li>(Hit) cr. lp&gt; lp sotoja</li></ul></li><li>Cr. mk&nbsp;<ul><li>St. mk &gt; mp sotoja</li><li>(CH) st. HP</li><li>Note: -10~ on back tech</li></ul></li></ul></li></ul>



<p></p>



<h1 class="wp-block-heading">EX Sotoja: +35 Normal / +40 back / + 93 No<br>Normal</h1>



<ul class="wp-block-list"><li>Forward Dash(+15)<ul><li>Little Walk(Optional) &gt; Cr. MK<ul><li>St. MK xx mp sotoja</li><li>(CH) st.HP</li><li>Note: You can be out of range from st. MK depending on previous combo</li><li>Note: -10~ on back tech</li><li>Without Wait it will whiff</li></ul></li></ul></li><li>MK Nikankyaku (+6)<ul><li>Delay &gt; throw</li></ul></li><li>HK Nikankyaku(+4) &#8211; infront<ul><li>st. HP(-2 on block)<ul><li>hp sotoja / Throw</li><li>(CC) st. hp -&gt; hp sotoja</li></ul></li><li>cr. LK<ul><li>cr.lp -&gt; lp sotoja</li><li>(CH) cr. MP -&gt; mp sotoja</li></ul></li></ul></li></ul>



<h2 class="wp-block-heading">Back</h2>



<ul class="wp-block-list"><li>Forward Dash(+20)<ul><li>Yeah nah (Nothing as too far)</li><li>Fake OKI<ul><li>&nbsp;Jump (forward) xx flight -&gt; HK(for crossup)</li><li>Jump (Neutral) xx flight -&gt; MK(for sameside)</li></ul></li></ul></li><li>MK Nikankyaku (+11)<ul><li>Coward crouch (- but reaches)</li></ul></li><li>HK Nikankyaku(+9) &#8211; Infront<ul><li>cr. MK (2 hit)<ul><li>cr. HP -&gt; lp Sotoja</li><li>(CH) st. HP -&gt; hp Sotoja</li></ul></li><li>Walk forward -&gt; Throw</li><li>Walk forward&nbsp;<ul><li>(CH) st. HP -&gt; hp Sotoja</li></ul></li></ul></li></ul>



<h2 class="wp-block-heading">None</h2>



<p>Lk ryobenda: +32 Normal<br><br></p>



<p>Mk ryobenda(VT2) : +58 normal</p>



<p>Mk Ryobenda &gt; LP Upball(VT2): +45 Normal<br></p>



<h3 class="wp-block-heading">Corner (Nikankyaku)</h3>



<p></p>



<h1 class="wp-block-heading">EX Ryobenda&nbsp;</h1>



<p>+74 Normal/ +79 Back / +112 No<br></p>



<p><strong>(Refer to Setups)&nbsp;</strong><br></p>



<p><strong>VT2 Ryobenda -&gt; Light Upball (+46)</strong><br></p>



<h1 class="wp-block-heading"></h1>



<h1 class="wp-block-heading">VT2 Spacings</h1>



<ol class="wp-block-list"><li>EX Upballs spacing<ol><li>coward crouch &gt; lk/lp &gt; lp lp &gt; st. HP -&gt; lp sotoja xx vt2 -&gt; crmp -&gt; ex upball</li><li>cr. mk &gt; st mk (2hit) &gt; xx vt2 crmp -&gt; EX upball</li></ol></li><li>Point blank&nbsp;<ol><li>Coward crouch &gt; st mk (1 hit) xx vt2 &gt; crhp (1hit) xx ex ryobenda</li><li>Crmk xx VT2</li></ol></li><li>Standard 2 hit normal gas&nbsp;<ol><li>st. hk -&gt; crmp -&gt; lp sotoja &gt; st. HP</li><li>cr. mk &gt; st mk(2hit) . st. HP</li></ol></li><li>Standard(2 hit ex gas)<ol><li>Ending with st. MP</li></ol></li><li>Standing(1hit ex gas)<ol><li>Ending with st. HP</li></ol></li></ol>



<h2 class="wp-block-heading">Point blank spacing</h2>



<p><strong>GIF: </strong><a href="https://gfycat.com/HeftyMessyBlackbuck" target="_blank" rel="noopener">Same Side</a> / <a href="https://gfycat.com/CleanNeedyBasil" target="_blank" rel="noopener">Crossup</a></p>



<p><strong>Recovery: </strong>N/A</p>



<p><strong>Explained: </strong>This setup relies on cr. HP putting the opponent into a juggle state which lets fly air to air them. On the landing frames the upballs hit meaty which forces the opponent to block(Excluding invincible reversals etc) and canceling the upballs into a command dash (LK same side/MK crossup) which will put the opponent into a 50/50 guesing which side we are on</p>



<p><strong>Original:</strong> Monopr<br></p>



<p><strong>GIF:</strong> Same side(TODO | <a href="https://gfycat.com/WaterySinfulAmericanratsnake" target="_blank" rel="noopener">Crossup</a> | Crossup Low</p>



<p><strong>Recovery:</strong> N/A</p>



<p><strong>Explained:</strong> TODO<br></p>



<p>Standard 2 hit normal gas</p>



<p></p>



<p><strong>GIF: </strong><a href="https://twitter.com/MQS_FGC/status/1075861867766210560" target="_blank" rel="noopener">MQS</a></p>



<p><strong>Normal Recovery:</strong> lp upball</p>



<p><strong>Back Recovery:</strong> mp upball</p>



<p><strong>No Recovery:</strong>Slight delay in upballs makes light upball hit meaty</p>



<p><strong>Explained: </strong>This setup is off very specific spacing where the st.hp will just hit 2 times and will let upballs fire without hitting the opponent when he is airborne. The delay will make upballs hit meaty when landing. The mixup is which side they will have to block depending on the command dash you do. If you land this mixup you will recieve a free 1 bar stun on &lt;1000 stun characters.</p>



<p>MK = same side</p>



<p>HK = Swap</p>



<p><strong>Original:</strong> <a href="https://twitter.com/MQS_FGC/status/1075861867766210560" target="_blank" rel="noopener">MQS</a></p>



<p></p>



<p><strong>GIF:</strong> <a href="https://gfycat.com/LeftWetDrever" target="_blank" rel="noopener">Same side</a> | <a href="https://gfycat.com/PessimisticAdorableAchillestang" target="_blank" rel="noopener">Crossup</a></p>



<p><strong>Normal recovery:</strong> mp upball (Side swap cmd dash + heavy)</p>



<p><strong>Back recovery:</strong> mp upball (2x hk dash)</p>



<p><strong>No recovery:</strong> sad 🙁</p>



<p><strong>Explained: </strong>TODO<br></p>



<h1 class="wp-block-heading"></h1>



<h1 class="wp-block-heading">Matchup specific</h1>



<h2 class="wp-block-heading">Alex(TODO)</h2>



<ul class="wp-block-list"><li>Coward crouch -&gt; lp &gt; lp &gt; lp&nbsp; does not link when crouching</li><li>St. HK lp lp lp (When standing)</li></ul>



<h2 class="wp-block-heading">Balrog(TODO)</h2>



<ul class="wp-block-list"><li>Can punish light ryobenda with EX dash punch(<a href="https://gfycat.com/OilyConfusedEagle" target="_blank" rel="noopener">GIF</a>)</li><li>If too close can jab check ryobenda (<a href="https://gfycat.com/ImpressionableFrightenedGangesdolphin" target="_blank" rel="noopener">GIF</a>)</li><li>From far can check with sthp (<a href="https://gfycat.com/MeatyHugeBobolink" target="_blank" rel="noopener">GIF</a>)</li><li>EX DP goes through Ryobenda (<a href="https://gfycat.com/SeveralHorribleDegu" target="_blank" rel="noopener">GIF</a>)</li><li>Regular dp can hit/trade with ryobenda if spaced properly (<a href="https://gfycat.com/EasyNecessaryClingfish" target="_blank" rel="noopener">GIF</a>)</li></ul>



<h2 class="wp-block-heading">Blanka(TODO)</h2>



<ul class="wp-block-list"><li>Cr.MK Airball</li><li>Ball punishes</li></ul>



<h2 class="wp-block-heading">Chun Li(TODO)</h2>



<ul class="wp-block-list"><li>Coward crouch -&gt; lp &gt; lp &gt; lp&nbsp; does not link when crouching</li></ul>



<h2 class="wp-block-heading">Falke(TODO)</h2>



<ul class="wp-block-list"><li>Ground shot trades with ryobenda</li><li>Doing upballs can do pole kick</li></ul>



<h2 class="wp-block-heading">G(TODO)</h2>



<ul class="wp-block-list"><li>Spin kicks goes over wall/balls</li><li>Ending string with ex ball for pressure can be beaten by ex kicks</li></ul>



<h2 class="wp-block-heading">Juri</h2>



<h3 class="wp-block-heading">Vtrigger 1 stuff</h3>



<ul class="wp-block-list"><li>Smk -&gt; shk -7(Todo see how late she can cancel)</li></ul>



<h2 class="wp-block-heading">Karin</h2>



<h3 class="wp-block-heading">Vt1 Rekkas</h3>



<p>Karin’s vt rekkas has 6 variations</p>



<ul class="wp-block-list"><li>Palm<ul><li>Frametrap after rekkas</li><li>-9 on block</li></ul></li><li>Elbow<ul><li>4f Gap between rekkas and elbow&nbsp;</li><li>+2 on block</li></ul></li><li>Slide<ul><li>Can delay to punish buttons</li><li>-10 on block</li></ul></li><li>Overhead<ul><li>-2 On block</li><li>+16(earliest)</li></ul></li><li>Head toss<ul><li>Whiff punish when crouching</li></ul></li><li>Backdash<ul><li>Resets to neutral</li><li>Can whiff punish buttons with st. MP</li></ul></li></ul>



<p>Fang’s cr. LP beats 3/6 of these options (Loses to Palm/Delayed/Back Dash slide) and can reward a good punish for the elbow(Which is the best option to keep pressure). If they were to beat this they would have to read it or anticipate something.<br></p>



<p>Palm/Slide both are a very risky option for karin because they are both very punishable(-9+) which allows you to st. HP punish. Palm is also not a great option for karin because if you back tech(Mid screen) it then she loses pressure unless she gets a very well timed orochi meaty which is +1.&nbsp;</p>



<p><br>Overhead be beaten by cr. LP as you can interrupt it or block it on reaction.<br></p>



<p>Headtoss(High command throw) will make cr. LP whiff and in reaction you can then use st. HK to punish the recovery frames (<a href="https://gfycat.com/OffbeatDirtyDachshund" target="_blank" rel="noopener">GIF</a>)<br></p>



<p>Backdash is the only option which is safe for Karin and it can also punish whiffed buttons and is quite common from high level Karin’s which can anticipate whiff light buttons and returns to neutral. (<a href="https://gfycat.com/HighThreadbareEft" target="_blank" rel="noopener">Example</a>)<br></p>



<p>Elbow is the most common option for extending pressure as it is +2 on block and not normally very risky. Fang surprisingly has a very good punish for this</p>



<ul class="wp-block-list"><li>cr. LP &gt; st. LP &gt; st. LP &gt; st. HP &gt; hp Sotoja (<a href="https://gfycat.com/DirectNegativeAfricanporcupine" target="_blank" rel="noopener">GIF</a>)</li></ul>



<h2 class="wp-block-heading">Ken</h2>



<h3 class="wp-block-heading">Ryobenda</h3>



<ul class="wp-block-list"><li>Ken can go through with hp DP (<a href="https://gfycat.com/OffensiveBoilingDuck" target="_blank" rel="noopener">GIF</a>) or VT2 activate (<a href="https://gfycat.com/AjarUncommonBurro" target="_blank" rel="noopener">GIF</a>)</li><li>If you end the string with lk Ryobenda the DP will not come out (<a href="https://gfycat.com/BlandParchedAlligatorgar" target="_blank" rel="noopener">GIF</a>)</li><li>Ex tatsu can go over gas wall (<a href="https://gfycat.com/BouncyWellmadeGalago" target="_blank" rel="noopener">GIF</a>)</li></ul>



<p></p>



<h2 class="wp-block-heading">Laura</h2>



<h3 class="wp-block-heading">EX Shoulder</h3>



<p><strong>Startup:</strong> 14 frames</p>



<p><strong>Armour(1)</strong>: 3-16 frames</p>



<p>This is a move which Lauras which are familiar to the matchup will use alot, it allows her to punish buttons behind Ryobenda(Such as upballs) and armor through some of fangs strings.<br></p>



<p>Moves which are are +1 allow you to st. LP afterwards(<a href="https://gfycat.com/WellmadePlasticAnemoneshrimp" target="_blank" rel="noopener">GIF</a>) and recover in time to block and punish the shoulder(+11) so point blank you can get st. HK or from further range st. HP.<br></p>



<p>Moves which twice can beat it although only one is truly consistent which is cr. MK, common strings like light into cr. MK will always beat it although st. MP will lose(Sometimes -13 on trade).<br></p>



<ul class="wp-block-list"><li><strong>Beats</strong><ul><li>S. LP &gt; st. MP</li><li>mk/hk Ryobenda</li></ul></li><li><strong>Loses</strong><ul><li>s. Lp &gt; cr. MK&nbsp;</li><li>ex. Ryobenda</li></ul></li></ul>



<h2 class="wp-block-heading">Necalli</h2>



<ul class="wp-block-list"><li>DF HP (Investigate how good it is against mediums)</li></ul>



<h2 class="wp-block-heading">R-Mika</h2>



<ul class="wp-block-list"><li>Vreversal hit -&gt; Dash forward = -1</li><li>S. MP = -2</li><li>Cr. MK -2</li><li>Lk -&gt; s. MP target combo -5</li></ul>



<h3 class="wp-block-heading">Corner Os’s</h3>



<ul class="wp-block-list"><li>In the corner against R.Mika you have to be carefull against using vreversals as she has alot of options to beat them. You should mainly be warey against f. HP.</li><li>Meaty Throw -&gt; cr. MP to beat jump outs.</li></ul>



<p>Credits/Acknowledgements</p>



<ul class="wp-block-list"><li>Rotten Seagull&nbsp;<ul><li>Used his normal document as a starter for normals</li><li>TODO Probably alot more</li></ul></li><li>FGC Jesus<ul><li>Nabbing knowledge from the saviours stream.</li></ul></li><li><a href="https://mmosumo.com/street-fighter-v-karin-kanzuki-ryu-guide/">Street fighter</a> 5 Guru<ul><li>Hitbox pictures ( <a href="https://streetfighter5guru.com/fang-moves/" target="_blank" rel="noopener">https://streetfighter5guru.com/fang-moves/</a>)</li></ul></li><li>F.A.N.G discord for teaching me how to play this character &lt;3</li></ul>



<p><strong>[Match-ups]</strong></p>



<p>Feel free to post general Vs. character things, details, and videos as well.<br></p>



<p><strong>Vs. M.bison (dictator)</strong></p>



<p>-Watch for re-pressure tactics. jab-check after bison does 2 hits so you won’t get hit by one of his re-pressuring tools such as scythe.&#8211;<em>unomia</em></p>



<p><strong>Vs. F.A.N.G</strong></p>



<p>A fight for the real #2</p>



<p><strong>Vs. R. Mika</strong></p>



<p>Spacing is incredibly important in the Mika matchup, there is a certain spacing where Mika will struggle to do anything without taking a risk in one of charged st.hk/cr.hp/cr.hkjump/dash.</p>



<p>You can use st.HP to counter her charged dropkick. It will CC and leave her in a juggle state. You can followup with a sweep finish the juggle.&nbsp;</p>



<p>Slippery senpukuga:</p>



<p>Charged st.hk will be low profiled (leads to meaty combo)<br></p>



<p><strong>Vs. Dhalsim</strong></p>



<p>Not a very hard match-up,</p>



<p>Medium ryobenda is a great tool against his limbs, use it when he throws fireballs or when hes out of reach.</p>



<p>You can CC his teleport with st.hp and follow it up with sotoja.</p>



<p>Use senpukuga as a meaty in corner and in mid range, escaping with teleport from senpukuga can be punished with a sweep or df.hp<br></p>



<p><strong>Vs. Ryu</strong><br></p>



<p><strong>Vs. Ken</strong></p>



<p>Watch the st hk pressure. If it hits close to max distance, it is unpunishable. Make them wiff and counter by sweeping, or if they st hk often, you can even jump to crossup. <br>Don’t be pressing buttons when he’s on the offense except when you see him to the lp&#8211;&gt;mp target combo<br><br><br></p>



<p><strong>Vs. Necalli</strong></p>



<p>Don’t try to zone him, that’s just a bad idea, forget it.</p>



<p>What you want to do is to actually start pressuring him, but try not to use nishikyus at all other than punishing him from long distance or for mix-ups. Your best friends in pressure are light and medium ryobendas and senpukuga. Don’t press a lot of buttons and don’t feel like you are the king of this unpunishable world, you can die from one mistake.</p>



<p>Watch out for his cr.mk when he has VT.<br><br>Can punish all blocked disc guidance with st. mk cancel into whatever special<br>Can punish blocked overhead with st.lp&gt;HPxx any special<br></p>



<p><strong>Vs. Cammy&nbsp;</strong><br></p>



<p><strong>Vs. Rashidaez</strong></p>



<p>Slippery senpukuga:</p>



<p>Low profiles Eagle Spikes<br></p>



<p><strong>Vs. Birdie</strong></p>



<p>When Birdie uses v-skill can, it is a good idea to minimise the effectiveness of the situation by dropping a cloud or using lp nishikyo, making it very hard for Birdie to approach behind the can.</p>



<p>Sweep can effective to quickly neutralise it? (needs testing)<br></p>



<p>Birdie has little answers against well spaced mp. Up-balls<br></p>



<p>Situational but Coward Crouch low profiles Birdies super (vs wakeup super or reset super)&nbsp;<br></p>



<p><strong>Vs. Karin</strong><br></p>



<p>mp XX shoulder charge is not a true block string, but cannot be jabbed in between. however shoulder charge is -2 on block and is at perfect range for a +8 jab on hit. be ready! after showing this to karin a couple of times, it might be a good idea to back off as karin can DP to catch your jab &#8212;<em>unomia</em><br></p>



<p><strong>Vs. Balrog (boxer)</strong></p>



<p>Block low if you are far away from rog. Learn to react to rogs overhead(which is now -6 on block)</p>



<p>Rogs will st.light to check your meaty timings or frame traps; make sure they are tight.&nbsp;</p>



<p>Slippery senpukuga:9</p>



<p>Low profiles dash punches</p>



<p>Put lots of RYOBENDASSSS</p>



<p>Boxer WILL CA you full screen if you try to throw down ryobenda<br></p>



<p><strong>Vs. Urien</strong></p>



<p>Slippery senpukuga:</p>



<p>Low profiles headbutts, including EX Headbutt on wakeup<br></p>



<p><strong>Vs. Juri</strong></p>



<p>-Feels at though this matchup needs to be played at such a range where Juri can’t freely charge v-skill stock, as zoning her becomes impossible when she has it.<br></p>



<p><strong>Vs. Laura</strong></p>



<p>St lk can keep her at bay&nbsp;</p>



<p>Save CA meter and try to build v-gauge for v-reversals</p>



<p>Play a hit and run game as close range equals death .She basically have no way to get in besides jumping and her mk can be cc with hp in the footsies battle so AA has to be perfect&nbsp;</p>



<p><a href="https://www.youtube.com/watch?v=llOMW6HUkyA&amp;feature=share" target="_blank" rel="noopener">Defending vs. Laura</a><br></p>



<p>Slippery senpukuga:</p>



<p>Low profiles bolt charge<br></p>



<p><strong>Vs. Vega (claw)</strong><br></p>



<p>Slippery senpukuga:</p>



<p>Senpukuga vs EX FBA causes it to hit in a strange way. You will be left at enough advantage to st.hp vega as a punish, although you can still be grabbed.&nbsp; &#8212;Thanks to <em>Rhyllis</em><br></p>



<p><strong>Vs. Ibuki</strong><br></p>



<p><strong>Vs. Akuma</strong></p>



<p>-Consider using slides to deal with charged fireballs&nbsp;</p>



<p>-st.mk is a good answer to a lot of his air options&#8212;<em>Mresh</em><br></p>



<p><strong>Vs. Alex</strong></p>



<p>&#8211; He’s got weak oki pressure so don’t fret if you take a powerbomb. The only oki he can do after command grab is his st hk that crush counters. If he dashes, he is at&nbsp; -2.</p>



<p>-If you can, V-REVERSAL out of his lariat. He can either st mp you as a frame trap or command grab. <br>-His jab can anti air very well. However, fangs j. mk hits at a range where alex cannot contest well. (aim around the head and back area)</p>



<p>-Bait out his meter by throwing up-balls XX into nishikyu</p>



<p>-Without meter, Mp up balls is a problem for alex</p>



<p>-Alex’s resets are very gimmicky and can be avoided if you understand how they are setup. The most popular one is the flash chop ender. They can jab XX into head crush which will !!most likely stun and kill you. Can also command grab you as well.&nbsp;</p>



<p>&#8211; In the neutral game, his cr.mp is an extremely good button so try to stand outside of that range for a whiff punish.&nbsp;</p>



<p>-Don’t let alex jump in on you because his walk up(delay) lariat beats delayed buttons/teching</p>



<p>-When alex has v-trigger, don’t leave too many holes in your offense as alex’s are known for stealing matches from a single stray hit.<br></p>



<p>Slippery senpukuga:</p>



<p>Low profiles elbows<br></p>



<p><strong>Vs. Chun-Li</strong></p>



<p>IAL can be stuffed by FANGS Cr.mk on reaction</p>



<p>Slippery senpukuga:</p>



<p>Low profiles EX SBK	</p>



<p></p>



<p><strong>Vs. Zangief</strong></p>



<p>Mp Nishikyu will destroy Zangief in this matchup until he has V-Trigger stocked.</p>



<p>St.mk as an anti air is extremely effective against giefs typical jump range/arc.</p>



<p>This is one of the matchups where the effectiveness of v-skill/poison should not be underrated.</p>



<p>-st.mk is a good AA option against gief if you’re trying to lame it out.</p>



<p>-Gief has little answers against well spaced mp. upballs<br></p>



<p>-The new zangief vortex is real. It is very important to understand which strength SPD is used if you were to get grabbed. You can determine this by the range you were hit, or visually determine the height of the SPD during its animation</p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-Lp SPD: no true oki pressure. gief can only hard-read an aerial spd.</p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-Mp SPD: Gief can dash into another meaty mp spd.&nbsp;</p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-Hp SPD: Gief can dash and get strong oki pressure. &#8211;<em>unomia</em><br></p>



<p><strong>Vs. Guile</strong></p>



<p>React with Ex sotoja against vskill. It works against sonic booms too.</p>



<p>Ex slide/V-reversal are FANG’s options against slow booms setup</p>



<p>Don’t rush in like crazy, wait, wait and wait, once you get in &#8211; don’t press a lot of buttons.<br>And remember guile is 4f character, he can’t stop you from using st.hk</p>



<p><strong>Vs. Nash</strong></p>



<p>V-Reversal allows punish on ex moonsault</p>



<p>You can sweep when Nash uses ex moonsault to low profile it and then get a st. hp/hk punish when he lands<br></p>



<p>Slippery senpukuga:</p>



<p>Low profiles mk scythe</p>



<p></p>



<p></p>



<p></p>



<p><strong>[Meaty set-ups]</strong></p>



<p>Post wake up game stuff here</p>



<p><strong>Corner </strong><strong><br></strong><strong>&#8211;</strong>Any special combo ender &gt; whiff lp &gt; senpukyuga</p>



<p>-Any sotoja &gt;mk ryobenda (puts in blockstun , can cc mashed 3f jabs)</p>



<p>-After forward grab, St. hpx3 covers ALL wakeup options &#8212;<em>unomia</em></p>



<p><strong>ryobenda okizeme</strong></p>



<p><strong>Midscreen :&nbsp;&nbsp;</strong></p>



<p>mp &gt; ex ryobenda &gt;lk nikankyaku &gt; lk nikankyaku(front)&nbsp; &gt; senpukyuga</p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&gt; mk nikankyaku(back) &gt;</p>



<p>This setup is very strong as it covers both recoveries but bare in mind that it seems to not work on big bodies<br></p>



<p><br>After ch cr mk, cr mp,&nbsp; hp Sotoya,  if the opponent bankrolls and we do slide hk,&nbsp; we&#8217;re +6, <br> 1If the opponent presses button while crouched we get ch cr lp,&nbsp; St lp,  hp,  hp sotoya</p>



<p><em>Project_branda</em></p>



<p><strong>Corner :&nbsp;&nbsp;&nbsp;</strong></p>



<p>lk ryobenda combo ender&nbsp; &gt; ex ryobenda in front of them &gt; mp nishikyu &gt; dash &gt; mp or hp nikankyaku</p>



<p>The goto setup as it is a very versatile one (crossup dash or overhead&nbsp; to push opponent into the cloud , normal into lk dash stays in front and trade with fast their normal for a combo)&nbsp; try to experiment and adapt to your opponent’s response</p>



<p>Mk-hk ryobenda let you have the same mixup without the nishikyu &gt; dash&nbsp; part <br>&#8211;koufdell (Thanks to shoryuken’s forum guys)&nbsp;</p>



<p></p>



<p></p>



<p></p>



<p><strong>[Tech]</strong></p>



<p>Shimmying with St Hk catches a lot of players off guard due to the hitbox of the knee extending far in front of F.A.N.G., causing the microwalk you have to do backward to be really short. <em>[Coolem]</em><br></p>



<p>St Hk, microwalk back X# Frames, St Hk<br></p>



<p>Ex Ryobenda setups cause ambiguous mix &#8211; ups on opponents wake up, especially strong if opponent has no reversal.<br></p>



<p>St HP &gt; St HP &gt; Ex Ryo &gt; Medium Swim &gt; L or M swim (depending on what side you are committing) &gt; coward crouch<br></p>



<p>St HP &gt; St HP &gt; Ex Ryo &gt; Medium Swim &gt; L or M swim (depending on what side you are committing) &gt; coward crouch on delayed get-up, light swim st lp [<em>Mono / Coolem (typing)</em>]</p>



<p></p>



<p><strong>Meaty jab combos starters</strong></p>



<p>(S.lk ~ cr.mk ~ s.hk ~ coward crouch) all on standing <br>(Cr.lk ~ cr.mk ~ coward crouch)&nbsp; on crouching<br>(S.hp) on counterhit crouching and standing<br>(Cr.mk ~ cr.lp) on counterhit standing<br>(Deep J.hp) on standing opponent<br>(Cr.hp 2nd hit air reset -&gt; meaty cr.jab) on jumping, opponent must be standing upon reset</p>



<p>(Cr.hp[1st hit] XX nishikyu) wiff 1 cr.lp. timing is rhythmic.</p>



<p>(Cr.hp XX ryobenda, hk nishikyu). Cr.hp MUST hit at the tip<br>(Meaty cr.jab) on opponents wake up,&nbsp; or after AA jab</p>



<p>Here’s a video showing them in listed order (cr.hp[1 hit] not included) <a href="https://www.youtube.com/watch?v=7-d0KPIuetc" target="_blank" rel="noopener">https://www.youtube.com/watch?v=7-d0KPIuetc</a></p>



<p>&#8211;Thanks to <em>Big <a class="wpil_keyword_link " href="https://mmosumo.com/black-desert-class-tier-list-for-pve/" title="Tier" data-wpil-keyword-link="linked">Tier</a></em> for posting this on discord</p>



<p></p>



<p></p>



<p></p>



<p><strong>[Gimmicks]</strong></p>



<p>Post things that aren’t real, or very situational.</p>



<p>Dash into sotoja/ryobenda<strong>:</strong></p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-during end of your blockstun, and you are holding charge, input:[ →], P/K, [→]. the second forward will complete the dash. fast and strict timing. <a href="https://www.youtube.com/watch?v=bXb5dH1xa38" target="_blank" rel="noopener">example</a> &#8211;u<em>nomia</em></p>



<p></p>



<p><strong>[Combos]</strong></p>



<p></p>



<p><strong>[Pressure Strings, Frame traps]</strong></p>



<p>Unlike anime fighters, F.A.N.G’s pressure isn’t “air-tight” but is still a strong option, post your favorite pressure strings/ pressure ideas here.</p>



<p></p>



<p><strong>[Detailed move list]</strong></p>



<p>Talk about moves here!<br></p>



<p><strong>[St.lk]</strong></p>



<p>This move can notably link to st.hp on counterhit, which is great in footsies. This move is also great to cancel from during v.trigger, into clouds and maybe ex.sotoja, During Footsies. You have to be quick with the execution. &#8212;<em>Mresh</em><br></p>



<p><strong>[J.Hp]</strong></p>



<p>Fang’s most conventional jump in button, it’s beefy and has good hitstun. You can hit with it higher up and still link s.hp, but if you get it to hit deep it combos into s.hk, which leads to more damage. It also has the property of letting you move forward with it on a neutral jump. This little bump is great for dealing with some of the more oppressive fireball neutrals, as it just gives you more options to dodge all that nonsense.<br><br><strong>Rhyllis blurb on move list! Forgive me if stuff is repeated.</strong><strong><br></strong><strong><br></strong><strong>-Light Attacks</strong><br></p>



<p><strong>[St.LP]</strong><strong><br></strong>One of FANG&#8217;s two fastest attacks (4 frames).</p>



<p>Good vertical hit box which allows it to work as an anti air vs most jump ins.</p>



<p>Combos into s.MK at close range.&nbsp;</p>



<p>Combos into st.HP on counter hit.</p>



<p>Strong advantage on block (+2)</p>



<p>Certain set ups cause st.LP to hit meaty, allowing it to combo into st.HP without counter hit.<br></p>



<p><strong>[Cr.LP]</strong><br>One of FANG&#8217;s two fastest attacks (4 frames).</p>



<p>Can only combo into other attacks if hit meaty or counter hit.</p>



<p>FANG&#8217;s Only special cancellable crouching light attack.</p>



<p>Sets up spacing for st.LP, st.LP, st.HP when done as close as possible to the opponent.</p>



<p>Can be useful for specific situations. Otherwise one of FANG&#8217;s weakest buttons to throw out without a purpose in mind.</p>



<p><strong>[St.LK]</strong> <br>Good range.</p>



<p>Good damage.</p>



<p>Slow start up (6 frames).</p>



<p>Strong advantage on block (+3)</p>



<p>Combos into st.HP on counter hit for a strong mid range combo.</p>



<p><strong>[Cr.LK]</strong><br>FANG&#8217;s only safe low attack.&nbsp;</p>



<p>Slow start up (5 frames).</p>



<p>Can combo into s.LP.&nbsp;</p>



<p>On counter hit or meaty set ups, can combo into Cr.MP.</p>



<p></p>



<p><strong>-Medium Attacks</strong></p>



<p></p>



<p><strong>[St.MP]</strong><br>Long range.&nbsp;</p>



<p>Two hits.</p>



<p>Special cancellable on the first hit.<br>st.MP into Light Ryobenda is strong tool to keep opponents at bay, and punish certain moves that push the opponent farther away. Only punishable by a few fast moves.<br>The start up (7 frames), active, and recovery frames are long! While an extremely useful button, it is more prone to getting a lucky jump punish than its footsie counterpart Cr.MP&nbsp;<br></p>



<p><strong>[Cr.MP]</strong><strong><br></strong>Good range.</p>



<p>Decent damage (50).</p>



<p>Decent start up (6 Frames).</p>



<p>Useful to punish most overheads on block.</p>



<p>Lowers hitbox, making some air attacks whiff.</p>



<p>Combos into all light specials.<br>Combos into EX Ryobenda fully in the corner.</p>



<p><strong>[St.MK]</strong> <br>Fastest medium normal (5 frames).&nbsp;</p>



<p>Two hits (only hits once on crouching opponents).</p>



<p>First hit only lands at close range and is special cancellable.&nbsp;</p>



<p>Good anti air for far jump ins (does full 60 damage on anti air).</p>



<p>Can be cancelled into Medium Sotoja.</p>



<p>Combos into EX Ryobenda mid screen.</p>



<p>Can V-Trigger the 2nd hit to combo into st.HP.</p>



<p><strong>[Cr.MK]</strong> <br>Slow start up (8 frames).&nbsp;</p>



<p>Two hits, making it easier to confirm counter hits.<br>+3 on block, +5 on hit.&nbsp;</p>



<p>Special cancellable on the first half.</p>



<p>At close range, combos into st.MK.</p>



<p>On counter hit, can combo into st.HP.</p>



<p>Good anti air at certain ranges, particularly useful for dealing with dive kick attacks such as Dhalsim, Menat, Cammy, Chun-Li, etc.</p>



<p>At close range, with a microstep backwards, st.LP, st.LP, st.HP will connect.</p>



<p>Very useful normal for frame traps, starting shimmies, walk up throw, etc. Our most versatile and effective normal!<br></p>



<p><strong>-Heavy Attacks</strong><br></p>



<p><strong>[St.HP]</strong><br>Fastest heavy normal (7 frames).&nbsp;</p>



<p>Crush counter property.</p>



<p>Good range.</p>



<p>Special cancellable.&nbsp;</p>



<p>Long cancel window (allowing you to hold charge a bit longer)&nbsp;</p>



<p>Moves FANG forward.&nbsp;</p>



<p>Combos into heavy Sotoja.&nbsp;</p>



<p>Long cancel window and reach makes it useful for shimmying.</p>



<p>When cancelled into Medium/Heavy Ryobenda, often leaves cloud right in the opponent&#8217;s face.</p>



<p>Off crush counter, can light or medium command dash into st.HP to close distance. Can also heavy command dash from a long range Crush Counter (E.G., vs Dhalsim) and combo into st.LP, st.MK, M Sotoja.</p>



<p><strong><br></strong><strong><br></strong><strong>[Cr.HP]</strong><strong><br></strong>Anti air.</p>



<p>Two hits.</p>



<p>Lowers FANG&#8217;s hurtbox.</p>



<p>Hits the area directly above and behind FANG, allowing him to deal with most cross up attacks exceptionally well.</p>



<p>Both hits can be cancelled, such as cr.HP (1 hit) &gt; L Ryobenda, or cr.HP (2 hits) &gt; command dash for mix ups.</p>



<p><strong>[St.HK]</strong> <br>Slow start up (12 frames)</p>



<p>Two hits.</p>



<p>Special cancellable on first hit.</p>



<p>+1 on block and +6 on hit.</p>



<p>Combo into cr.MP, st.MK, or even st.HP on counter hit for bigger damage.&nbsp;</p>



<p>Moves FANG forward.</p>



<p>Long recovery on whiff.<br>Useful for shimmying.</p>



<p>At close range, with a microstep backwards, st.LP, st.LP, st.HP will connect.</p>



<p>st.HK is particularly good against anyone who does not have a 3 frame attack, as FANG can can continue pressure afterwards and frame trap them.</p>



<p><strong>[Cr.HK]</strong><br>Crush counter property.</p>



<p>Two hits.</p>



<p>Can combo off of sweep by using V-Trigger to cancel the first hit, allowing medium punches or st.HP to connect.</p>



<p>The first hit of FANG&#8217;s sweep has slightly longer reach than the follow up, so the second part can miss if done at max range.</p>



<p>FANG&#8217;s sweep hits from a very far distance, making it a very important, albeit risky low.</p>



<p>Crush counter sweep at close range allows FANG to set up his Ryobenda mix up on the opponent&#8217;s wake up.<br></p>



<p><strong>-Jumping Attacks</strong><br></p>



<p><strong>[J.LP/LK] </strong><strong><br></strong>FANG&#8217;s fastest air normals (4 frames).</p>



<p>A lot of active frames (6).&nbsp;</p>



<p>j.LK can cross up in the corner.</p>



<p>Pretty standard jumping lights. Use when you can&#8217;t lose an air to air situation. FANG has enough anti airs to not have to rely on these often.</p>



<p><strong>[J.MP]</strong><br>Fast medium attack (5 frames).&nbsp;</p>



<p>Damaging (70 damage).</p>



<p>Great air to air hitbox.&nbsp;</p>



<p>Likely FANG&#8217;s overall best air to air normal.<br></p>



<p><strong>[J.MK]</strong>	</p>



<p>Fast medium attack (5 frames).</p>



<p>Two hits.&nbsp;</p>



<p>Instant overhead jumping attack (only first hit is an overhead).</p>



<p>Great downward hitbox, making it harder to anti air if done early.</p>



<p>Does not have high hitstun, so it can be difficult to combo if done too early.</p>



<p>The j.MK can juggle off certain situations for extra damage.<br></p>



<p><strong>[J.HP]</strong></p>



<p>FANG&#8217;s strongest jumping attack (90 damage).</p>



<p>Somewhat slow (8 frames).</p>



<p>Good hitbox.&nbsp;</p>



<p>If hit deep enough, can combo into st.HK for higher damage.&nbsp;</p>



<p>Unique trait when neutral jumping, in that you can push yourself by holding forward and pressing HP. Can catch people off guard, dodge fireballs, etc.<br></p>



<p><strong>[J.HK]</strong></p>



<p>Forward jump HK turns FANG around for easy cross ups (Neutral jump does not turn him around).</p>



<p>Two hits, similar to j.MK but slower and more damaging (only first hit is an overhead).<br>Instant overhead jumping attack (only first hit is an overhead).</p>



<p>Good downward hitbox, which can be useful to punish whiffed throw attempts.<br></p>



<p><strong>-Unique Attacks</strong><br></p>



<p><strong>[Df.HP]</strong> <strong>(Nirenko)</strong><br>Very long range poke.</p>



<p>Two hits.</p>



<p>Good damage (100).</p>



<p>Slow start up (12 frames).</p>



<p>Even on hit, -5 on block. Can be punished at certain range by some characters (Zangief SPD at close range, some fast supers, etc).</p>



<p>Very long recovery making it vulnerable on whiff.<br>Can V-Trigger the first hit and combo into st.HP.&nbsp;</p>



<p><strong>[D.3P] (Coward Crouch)</strong><br>Greatly lowers hurtbox to the point he can hide under most fireballs and under some attacks, such as R. Mika&#8217;s charged drop kick, Ken&#8217;s V-Skill kick, Laura&#8217;s s.HK, early jump attacks, etc.</p>



<p>Can hold the down direction to stay in position longer, or just tap it to stay on the ground for the minimum time.&nbsp;</p>



<p>Can cancel this move into Nishikyu.&nbsp;</p>



<p>While FANG is on the ground, he is in a constant counter-hit state.</p>



<p>Counts as a normal, so during V-Trigger can cancel immediately into Nishikyu.</p>



<p>Can low profile early jumping attacks and punish their landing frames.<br></p>



<p><strong>[D.3P &gt; Kick] (Senpukuga)</strong><br>Forward moving attack.</p>



<p>This attack is +6 on hit, allowing him to combo into any light attack or directly into Cr.MP.&nbsp;</p>



<p>Combo into St.HP on counter hit.<br>Can set up meaty St.LP combos for big damage when done close enough.</p>



<p>+2 on block, coupled with moving FANG forward makes this one of FANG’s key pressure tools.<br>Weak to enemy neutral jump.<br></p>



<p><strong>-Throws</strong><br></p>



<p><strong>[Forward Throw]&nbsp;</strong></p>



<p>Better than average reach.</p>



<p>Sends the opponent flying, creating a lot of space between between the two unless done in the corner.&nbsp;</p>



<p>Frame advantage, so FANG can apply pressure in the corner or get a head start using his projectiles.</p>



<p>Can be looped in the corner.<br></p>



<p><strong>[Back Throw]</strong></p>



<p>Better than average reach.</p>



<p>Knocks the opponent down somewhat close.</p>



<p>Swaps sides with the opponent.</p>



<p>Frame advantage allows FANG to walk up cr.MK to beat 3 frame normals.<br>Builds the most meter in a single attack for FANG, so the best option if the opponent is stunned and one hit away from K.O.<br></p>



<p></p>



<p></p>



<p><strong>-Specials</strong>		</p>



<p><strong>[Sotoja]&nbsp;</strong></p>



<p>Executed by holding back for a second and pressing forward punch.</p>



<p>Usually FANG&#8217;s main combo ender.&nbsp;</p>



<p>Two hits.</p>



<p>Unsafe on block, but good spacing can make punishing it difficult.</p>



<p>Slow start up, but the active frames can negate projectiles.&nbsp;</p>



<p>Unless done from too far, it will hit twice and score a knockdown.&nbsp;</p>



<p>FANG can medium or heavy command dash afterward the knockdown to apply meaty pressure on the opponent (medium dash for quick tech, heavy dash for back tech).&nbsp;</p>



<p>Can cancel Sotoja into Critical Art.&nbsp;</p>



<p>Increasing strengths of Sotoja provide slightly more damage, reach, frame advantage, and different positioning.</p>



<p>Can juggle airborne opponents.<br><strong>-EX-</strong><strong><br></strong>Will always hit twice when combo&#8217;d into.</p>



<p>Fastest start up (14 frames).</p>



<p>Farthest reach.</p>



<p>Can be a useful to catch people walking forward from a range they otherwise think is safe.</p>



<p>Does more damage (100, vs 60, 70, and 80).</p>



<p>-3 on block, so it is much safer compared to the other versions.</p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p><strong>[Ryobenda]</strong></p>



<p>Executed by holding back for a second and pressing forward kick.</p>



<p>Very versatile tool that can help apply pressure, end combos, or keep people out.</p>



<p>While all versions are unsafe on block, the LK version sends FANG back far away so that very few characters can do anything about it unless they have super.&nbsp;</p>



<p>MK and HK Ryobenda persist for varying lengths of time which can protect FANG from fireballs, attacks, and approach.</p>



<p>Can cancel Ryobenda into Critical Art. Will miss the last hit of the super unless done close to the corner.</p>



<p>Can juggle airborne opponents.</p>



<p>Ending block strings with MK or HK Ryobenda so that the cloud sits right in the opponents face can make it very difficult for the opponent to counter attack unless they are prepared for it.&nbsp;</p>



<p>However, the opponent can jump immediately and FANG will not be able to anti air in time, but should be able to block if the medium cloud was used. The heavy cloud may not give enough time to block, so it is a risk vs reward scenario.&nbsp;</p>



<p>Useful as a meaty on opponent&#8217;s wake up, allowing frame advantage during quick rise or left/right mix up for delayed tech with Nikankyaku.</p>



<p><strong>-EX-</strong><br>Functions similar to LK and HK Ryobenda combined, in that it has an attack/jump back start, and a persistent trap function later</p>



<p>Cloud persists for a very long duration, and has two durability points instead of one. This means armored moves cannot easily get by it, and you&#8217;re protected against most projectiles.</p>



<p>When used in a combo, can be followed up with EX Sotoja for additional damage.</p>



<p>+2 on block, but sends FANG back so that he cannot pressure easily after.</p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p><strong>[Nishikyu]</strong></p>



<p>Executed by holding down for a couple of seconds and pressing up punch.&nbsp;</p>



<p>Key zoning tool.</p>



<p>Two arced projectiles.</p>



<p>Low damage (20 damage each).</p>



<p>Punishable on block AND on hit if done at close range!</p>



<p>Projectile distance increases based on the strength of the punch pressed (Light is close, heavy is far).&nbsp;</p>



<p>The close range one (Light Nishikyu) is useful to protect FANG from jump ins and aggression, and the heavy version is good for fighting at full range. Medium is the middle ground.&nbsp;</p>



<p>Can cancel into super as long as it is done before the second fireball is out.</p>



<p>Can cancel into EX Nikankyaku (Command Dash) shortly after he has thrown both projectiles. The recovery on this move is long, so be ready to cancel into EX Nikankyu to save yourself.</p>



<p>Projectile change slightly in V-Trigger to cover more space. This allows you to do HP Nishikyu &gt; EX Nikankyaku &gt; Senpukuga from full screen.<br><strong>-EX-</strong><br>Throws a bouncing projectile up and down.&nbsp;</p>



<p>Can cancel EX Nishikyu into his command dashes to apply pressure and mix ups (Left/Right, Shimmy, Low/Insant Overhead, etc.) Great to score that last hit on an opponent.</p>



<p>Safe on block (-2).</p>



<p>Damage increase (45 damage per projectile instead of 20).<br></p>



<p><strong>[Nikankyaku]</strong><br>Executed by pressing forward, down, down forward and kick.&nbsp;</p>



<p>The command dash is fairly slow, and shouldn&#8217;t be overused.</p>



<p>Projectile invincible shortly after its start up.</p>



<p>Can cancel into Nikankyaku from an EX Nishikyu.</p>



<p>Lowers FANG&#8217;s hitbox so that some attacks may also whiff, including certain V-Reversals.</p>



<p>While the recovery is fairly long, if you predict the opponent will throw a fireball you can punish.</p>



<p>The distance increases based on the strength of the kick pressed (Heavy going farther than light).&nbsp;</p>



<p>The heavy dash has one more frame of recovery than light and medium.</p>



<p>This move can also be cancelled into from normals to try and reset your pressure, although it is risky.</p>



<p>Can be cancelled into Senpukuga to apply pressure and, in some scenarios, make it difficult to see what side FANG will end up.<br><strong>-EX-</strong><br>Strike invincible (but can still be thrown), so it is an option to consider while being pressured by the opponent.&nbsp;</p>



<p>Goes the farthest distance.</p>



<p>At far range, if you see the heavy Nishikyu is going to land, you can cancel into EX Command dash and convert into a full screen combo with st.HK.<br></p>



<p><strong>[Critical Art]</strong></p>



<p>FANG&#8217;s critical art is performed by quarter circle forward x 2 and punch.&nbsp;</p>



<p>Long start up (10 frames).</p>



<p>Great corner carry.</p>



<p>Can anti air a good space in front of him, such as if an opponent is neutral jumping.&nbsp;</p>



<p>Can V-Trigger on reaction to a jump, giving you extra time to buffer a super anti air scenario.</p>



<p>Can be combo&#8217;d into from Sotoja or Ryobenda, as well as from all his standing normals except cr.LK and sweep.</p>



<p>If the opponent blocks, it can be tricky to punish due to how FANG flies away leaving a trail of poison behind him.</p>



<p>FANG&#8217;s only fully invincible attack.&nbsp;</p>



<p>It is one of the two Critical Arts in the game that has the animation freeze after the attack is already active. Very useful in K.O.ing an opponent v9ia chip, since they can’t know for certain it’s coming and may not be ready to V-Reversal until it’s already chipped them out.</p>



<p>The long start up time/invincibility period also means it can catch people more easily unless they truly commit to baiting it.</p>



<p>If done too close to the corner, the opponent can fall out of the super early.<br></p>



<p><strong>-V-Bar</strong><br></p>



<p><strong>[V-Skill]</strong></p>



<p>Sends a slow moving, unstoppable projectile.&nbsp;</p>



<p>No hit or block stun.&nbsp;</p>



<p>Poisons the opponent and generates 1/6th of one V-Gauge bar for FANG.&nbsp;</p>



<p>This move has decent recovery, so it can be used to bait out certain attacks.</p>



<p>Dangerous to throw out if you&#8217;re in range of a jump attack/during footsies, as the reward for landing it is quite low compared to the risk.</p>



<p>While the opponent is poisoned, their stun gauge will not decrease.<br></p>



<p><strong>[V-Reversal]</strong></p>



<p>Allows FANG to Zoidberg himself a moderate distance.&nbsp;</p>



<p>Deals no damage.</p>



<p>Invincible to everything except throws.</p>



<p>Fairly good recovery, allowing FANG to punish certain attacks (Nash&#8217;s EX Sonic Scythe)&nbsp;</p>



<p>Given FANG&#8217;s lack of defensive options, V-Reversal is a very useful tool, especially to change positions in the corner. Often a better use of V-Bar than V-Trigger.</p>



<p></p>



<p></p>



<p></p>



<p></p>



<p><strong>[V-Trigger]</strong></p>



<p>Covers FANG in a cloud of poison, damaging enemies who get too close to him, even while they&#8217;re comboing him.</p>



<p>Possibly the weakest V-Trigger in the game, so it is often used purely as a combo extender.</p>



<p>Because of the properties of FANG&#8217;s sweep, V-Trigger allows him to have an extremely long reaching low attack that he can combo off of if he cancels the first hit.</p>



<p>Removes charge time requirement when cancelling a normal into a special.</p>



<p>Changes the arc/timing of HP Nishikyu, spreading the hits out a bit more.</p>



<p></p>



<p><strong>[Strategy]</strong></p>



<p>Talk about game-plans here.<br></p>



<p>Poison tick damage prevents grey life recovery, but also isn’t affected by any kind of scaling. So even though it only does as much as a jab after 8 seconds or so, it will be more effective on low health opponents, as all character get more “defence” the lower their health. F.A.N.G also has great options for finishing off an opponent, such as a cr.lk with a great counter poke hitbox, and a strong instant overhead. &#8212;<em>Mresh</em><br></p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>SFV Street Fighter V G Combo, Oki Guide</title>
		<link>https://mmosumo.com/sfv-street-fighter-v-g-combo-oki-guide/</link>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Sat, 01 Feb 2020 16:21:20 +0000</pubDate>
				<category><![CDATA[Street Fighter V]]></category>
		<guid isPermaLink="false">https://mmosumo.com/?p=1553</guid>

					<description><![CDATA[Frame Data&#160; Discord Character 2 Frame Traps 3 3 Frames 3 4 Frames 3 Combo: No charge(Base) 3 Confirms 3 Counterhit confirms 4 Corner 4 Command throw 5 Crush Counter Punishw 5 Instant Overhead 5 Combo: One Charge 7 Confirms 7 Counterhit confirms 7 Command throw 7 Corner 8 Crush Counter 8 sJump in 8 [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p><a href="https://docs.google.com/spreadsheets/d/1nlbWon7SYhhO5TSpNx06qQrw2TRDEZ85HQrNherXioY/edit#gid=1393215675" target="_blank" rel="noopener">Frame Data&nbsp;</a></p>



<p><a href="https://discord.gg/zPUG8FA" target="_blank" rel="noopener">Discord</a></p>



<p>Character    2<br>
Frame Traps    3<br>
3 Frames    3<br>
4 Frames    3   <br>
Combo: No charge(Base)    3<br>
Confirms    3<br>
Counterhit confirms    4<br>
Corner    4<br>
Command throw    5<br>
Crush Counter Punishw     5<br>
Instant Overhead    5<br>
Combo: One Charge    7<br>
Confirms    7<br>
Counterhit confirms    7<br>
Command throw    7<br>
Corner    8<br>
Crush Counter    8<br>
sJump in    8<br>
Instant Overhead    9<br>
Combo: Two Charge(Max)    9<br>
Confirms    9<br>
Counterhit Confirms    9<br>
Command throw    9<br>
Corner    10<br>
Crush Counter    10<br>
Instant Overhead    10<br>
V-Trigger 1 Cancels    10<br>
OKI/Setups/OS    11<br>
OKI/Setups    11<br>
LP G Smash Over Level 2(1 Charge)    11<br>
G Smash Over Level 3(2 Charge)    13<br>
LK G Smash Under Level 2(1 Charge)    13<br>
G Smash Under Level 3 (2 Charge)    14<br>
OS    15<br>
OS Base    15<br>
OS 1 Charge    15<br>
OS 2 Charge    15<br>
VT 1 Setups(WIP)    15<br>
Notes    16</p>



<h1 class="wp-block-heading">Character&nbsp;</h1>



<p>Forward Dash 19f</p>



<p>Back Dash 25f</p>



<p></p>



<h1 class="wp-block-heading"></h1>



<h1 class="wp-block-heading">Frame Traps</h1>



<h2 class="wp-block-heading">3 Frames</h2>



<ul class="wp-block-list"><li>s. lp -&gt; s. MP</li><li>s. lp -&gt; s. LK</li><li>cr. lp -&gt; cr. LP (Can confirm to CRMP)</li><li>s. Mp -&gt; s. MP</li><li>s. Mp -&gt; s. LP -&gt; cr. MP(Not 3f but distance makes it safe bcuz of distance)</li></ul>



<h2 class="wp-block-heading">4 Fram0es</h2>



<ul class="wp-block-list"><li>cr. LK -&gt; cr. LP</li><li>cr. LK -&gt; st. LP</li><li>st. LP -&gt; cr. MP&nbsp;</li><li>st. MP -&gt; cr. MP</li></ul>



<h1 class="wp-block-heading">Combo: No charge(Base)</h1>



<h2 class="wp-block-heading">Confirms</h2>



<ul class="wp-block-list"><li>cr. LK -&gt; cr. LP -&gt; EX P DP -&gt; LP DP&nbsp;&nbsp;<ul><li>197/299 Damage/Stun</li><li>&nbsp;+37/+42 Normal/Back Tech</li><li>-1/+4 CMP Ccharge Cancel</li></ul></li><li>cr. LK -&gt; cr. LP -&gt; LK DP xx CA&nbsp;<ul><li>335/213 Damage/Stun</li></ul></li><li>s. LP -&gt; s. LP -&gt; LK DP<em>&nbsp;</em><ul><li>91/213 Damage/Stun&nbsp;</li><li>+27/32 Normal/Back Tech</li><li>-14/-9 Charge Cancel</li></ul></li><li>s. MP -&gt; cr. MP -&gt; LP/MP DP&nbsp;<ul><li>194/270 Damage/Stun</li><li>+35/40 Normal/Back Tech //TODO CHECK MP V&nbsp; LP OKI</li><li>+8/+13 Charge Cancel&nbsp;</li></ul></li><li>s. MP -&gt; (1f Microwalk) -&gt; s.MP -&gt; cr.MP -&gt; lp. DP<ul><li>232/340 Damage/Stun</li><li>+35/40 Normal/Back&nbsp; Tech //TODO CHECK MP V LP OKI</li><li>+8/+13 Charge Cancel&nbsp;</li></ul></li><li>s. MP -&gt; cr. MP -&gt; LP/MP DP&nbsp;<ul><li>194/270 Damage/Stun</li><li>+37/40 Normal/Back Tech</li><li>+5/+10 Charge Cancel</li><li>//TODO Check LP/MP OKI Different&nbsp;</li></ul></li><li>s. MP -&gt; cr. MP -&gt; EX DP -&gt; microwalk -&gt; BHP -&gt; VSkill&nbsp;<ul><li>273/416 Damage/Stun&nbsp;</li><li>+41/46 Normal/Back Tech</li><li>+3/+8 Charge Cancel</li></ul></li><li>s. MP -&gt; cr. MP -&gt; LP DP xx CA (427/270)</li></ul>



<p>VT2 Already in*-6</p>



<ul class="wp-block-list"><li>cr. LK -&gt; cr. LP -&gt; LK DP xx HP+HK (216/353)</li><li>cr. LK -&gt; cr. LP -&gt; QCF LP xx HP+HK (192/353)</li><li>st. MP -&gt; cr. MP -&gt; MP DP xx HP+HK (260/350)</li></ul>



<h2 class="wp-block-heading">Counterhit confirms</h2>



<ul class="wp-block-list"><li>s. Mp -&gt; cr. HP -&gt; LP Dp xx Charge<ul><li>&nbsp;233/335 Damage/Stun&nbsp;</li><li>+37/+42 Normal/Back Tech</li><li>+6/+11 Charge Cancel</li></ul></li><li>SMP -&gt; BHP -&gt; QCF lk&nbsp;&nbsp;<ul><li>200/330 Damage/Stun</li><li>+36/41 Normal/Back Tech</li><li>-7/-12 Charge Cancel</li></ul></li><li>SMP -&gt; BHP -&gt; QCF lk&nbsp;&nbsp;<ul><li>200/330 Damage/Stun&nbsp;</li><li>+36/+41 Normal/Back Tech</li><li>-14/-19 Charge Cancel</li></ul></li><li>s. MP -&gt; b. HP -&gt; QCF HK<ul><li>200/330 Damage/Stun</li><li>+29/41 Normal/Back Tech</li><li>Don’t charge if really use LK</li></ul></li><li>s. MP -&gt; b. HP -&gt; HK fireball xx Charge&nbsp;<ul><li>184/290 Damage/Stun</li><li>+51/+56 Normal/Back Tech</li><li>-3/+2 Charge Cancel</li></ul></li><li>s. MP(point blank) -&gt; b. HP -&gt; VSkill&nbsp;<ul><li>184/290 Damage/Stun</li><li>+42/47 Normal/Back Tech</li><li>+6/+11 Charge Cancel</li></ul></li></ul>



<h2 class="wp-block-heading">Corner</h2>



<ul class="wp-block-list"><li>s. MP -&gt; b. HP -&gt; s. HK&nbsp;<ul><li>216/330 Damage/Stun&nbsp;</li><li>+10/+15 Normal/Back Tech</li><li>Don’t even think of charging..</li></ul></li></ul>



<h2 class="wp-block-heading">Command throw</h2>



<ul class="wp-block-list"><li>hcb. K -&gt; lp DP&nbsp;<ul><li>150/190 Damage/Stunk</li><li>+37/42 Normal/Back Tech</li><li>+6/+11 Charge Cancel</li></ul></li><li>hcb. K -&gt; lp. DP xx CA&nbsp;<ul><li>414/190 Damage/Stun</li></ul></li><li>hcb. K -&gt; EX K DP&nbsp;<ul><li>149/236 Damage/Stun</li><li>+26/+31</li><li>Bad idea to Charge cancel.</li></ul></li><li>(corner) hcb. K -&gt; B HP xx v-skill -&gt; st. HK&nbsp;<ul><li>219/340 Damage/Stun</li><li>+5/+10 Normal/Back Tech</li></ul></li></ul>



<h2 class="wp-block-heading">Crush Counter Punish</h2>



<ul class="wp-block-list"><li>f. HP -&gt; cr. HK&nbsp;<ul><li>188/300 Damage/Stun</li><li>+18/+23 Normal/Back Tech</li><li>-22/-17 Charge Cancel</li></ul></li><li>f. HP -&gt; HP -&gt; LP DP<ul><li>242/370 Damage/Stun</li><li>+41/+46 Normal/Back Tech</li><li>+8/+13 Charge Cancel</li></ul></li><li>st.HP -&gt; MP DP -&gt; EX K DP<ul><li>253/366 Damage/Stun</li><li>+26/+31 Normal/Back Tech</li><li>-3/+2 Charge Cancel</li></ul></li><li>(Corner) st. HP -&gt; MP/DP -&gt; B HP xx Vskill<ul><li>192/390 damage/Stun</li><li>+41/+46 Normal/Back Tech</li><li>+6/+11 Charge Cancel</li></ul></li></ul>



<h2 class="wp-block-heading">Instant Overhead</h2>



<ul class="wp-block-list"><li>j. LK -&gt; VSkill -&gt; KK DP<ul><li>173/280 Damage/Stun</li><li>+26/+31 Normal/Back Tech</li><li>-3/ +2 Charge Cancel</li></ul></li><li>(VT2) j. LK -&gt; VSkill -&gt; KK DP -&gt; HP+HK<ul><li>260/420 Damage/Stun</li><li>+38/+43 Normal/Back Tech</li><li>+11/+16 Charge Cancel</li></ul></li><li>j. LK -&gt; VSkill -&gt; VSkill<ul><li>125/20 Damage/Stun</li><li>+37/+42 Normal/Back Tech</li><li>+2/+7 Charge Cancel</li></ul></li><li>(VT2) j. LK -&gt; VSkill -&gt; VSkill -&gt; HP+HK<ul><li>230/380 Damage/Stun</li><li>+41/56 Normal/Back Tech</li><li>+12/+17 Charge Cancel</li></ul></li><li>j. LK -&gt; VSkill -&gt; s. HK<ul><li>157/280 Damage/Stun</li><li>+12/+17 Normal/Back Tech</li></ul></li><li>(VT2) j. LK -&gt; VSkil -&gt; s. HK xx HP+HK<ul><li>230/360 Damage/Stun</li><li>36/+41 Normal/Back Tech</li><li>+8/+13 Charge Cancel</li></ul></li><li>j. LK -&gt; VSkill -&gt; HK DP (Side Swap)<ul><li>85/160 Damage/Stun</li><li>-3/+2 Normal/Back Tech&nbsp;</li></ul></li></ul>



<h1 class="wp-block-heading"></h1>



<h1 class="wp-block-heading">Combo: One Charge</h1>



<h2 class="wp-block-heading">Confirms</h2>



<ul class="wp-block-list"><li>s. MP -&gt; cr. MP -&gt; MP DP -&gt; EX K DP&nbsp;<ul><li>250/392 Damage/Stun</li><li>+26/31 Normal/Back Tech</li></ul></li><li>s. HP -&gt; QCF LK -&gt; st. LK -&gt; EX P DP -&gt; Microwalk -&gt; bhp xx Vskill&nbsp;<ul><li>294/490 Damage/Stun</li><li>+41/46 Normal/Back Tech</li><li>-3/+2 Charge Cancel</li></ul></li></ul>



<h2 class="wp-block-heading">Counterhit confirms</h2>



<ul class="wp-block-list"><li>SMP -&gt; DHP -&gt; QCF LK -&gt; SLP -&gt; LK DP&nbsp;&nbsp;<ul><li>274/474 Damage/Stun</li><li>+27/+32 Normal/Back Tech</li><li>-14/-9 Charge Cancel</li></ul></li><li>SMP -&gt; DHP -&gt; QCF LK -&gt; SLK -&gt; LP DP&nbsp;<ul><li>293/456 Damage/Stun</li><li>+43/+48 Normal/Back Tech</li><li>+6/+11 Charge Cancel</li></ul></li><li>SMP -&gt; BHP -&gt; (Delay) LP DP -&gt; MK DP<ul><li>310/411 Damage/Stun (CA 506/411)</li><li>+29/34 Normal/Back Tech</li><li>-14/-9 Charge Cancel</li></ul></li><li>s. MP -&gt; b. HP -&gt; (Delay) qcf HP -&gt; mk DP<ul><li>237/375 Damage/Stun</li><li>+27/+32 Normal/Back Tech</li><li>-14/-9 Charge Cancel</li></ul></li></ul>



<h2 class="wp-block-heading">Command throw</h2>



<ul class="wp-block-list"><li>HCB K -&gt; QCF lk -&gt; lp/mp DP<ul><li>211/306 Damage/Stun</li><li>+48/53 Normal/Back Tech</li><li>+11/16 Charge Cancel</li></ul></li><li>hcb. K -&gt; QCF lk -&gt; dp MK xx CA<ul><li>&nbsp;426/330 Damage/Stun</li></ul></li><li>hcb. K -&gt; qcf. LK -&gt; lp DP -&gt; ex K DP&nbsp;<ul><li>288/412 Damage/Stun</li><li>+26/+31 Normal/Back Tech</li><li>-6/-11 Charge Cancel</li></ul></li><li>(Corner) hcb. K xx qcf MK -&gt; b. HP xx Vskill -&gt; (Delay) -&gt; HK<ul><li>254/420 Damage/Stun&nbsp;</li><li>+7/+12 Normal/Back Tech</li></ul></li><li>(VT2) hcb. K -&gt; QCF mk -&gt; HP+HK (235/370)</li><li>(VT2) hcb. K -&gt; QCF MK -&gt; DP LK xx HP+HK (300/470)</li></ul>



<h2 class="wp-block-heading">Corner</h2>



<ul class="wp-block-list"><li>cr. HP xx qcf. HP -&gt; s. LP -&gt; qcf. Lk&nbsp;<ul><li>252/447 Damage/Stun</li><li>+27/32 Normal/Back Tech</li><li>-14/-19 Charge Cancel</li></ul></li><li>cr. HP xx QCF+HP -&gt; st.LP xx DP+PP -&gt; b.HP xx QCF+HP -&gt; s.HK&nbsp;<ul><li>343/564 Damage/Stun</li><li>+5/+10 Normal/Back Tech</li></ul></li><li>(In VT2) J. HK -&gt; cr. HP xx qcf LK -&gt; st. LK -&gt; EX P DP -&gt; b. HP xx qcf HP -&gt; HP+HK xx Charge</li></ul>



<h2 class="wp-block-heading">Crush Counter</h2>



<ul class="wp-block-list"><li>f. HP -&gt; s. HP -&gt; qcf. LK -&gt; s. LK -&gt; LP DP<ul><li>291/472 Damage/Stun</li><li>+43/+48 Normal/Back Tech</li><li>+6/+11 Charge Cancel</li></ul></li><li>s. HP -&gt; QCF LK -&gt; LP DP -&gt; EX KK<ul><li>326/474 Damage/Stun</li><li>+26/+31 Normal/Back Tech</li><li>-3/+2 Charge Cancel</li></ul></li><li>s. HP -&gt; QCF LK -&gt; LP DP<ul><li>260/384 Damage/Stun</li><li>+44/+49 Normal/Back Tech</li><li>+9/+14 Charge Cancel</li></ul></li><li>(Corner) s. HP -&gt; QCF MK -&gt; (Delay) b. HP xx VSkill<ul><li>255/430 Damage/Stun</li><li>+43/48 Normal/Back Tech</li><li>+8/+13 Charge Cancel</li></ul></li><li>(Corner) f. HP -&gt; s. HP -&gt; QCF LK -&gt; s. LK -&gt; DP PP -&gt; b. HP -&gt; VSkill<ul><li>317/542 Damage/Stun</li><li>+42/+47 Normal/Back Tech</li><li>+7/+13 Charge Cancel</li></ul></li></ul>



<h2 class="wp-block-heading">Jump in</h2>



<ul class="wp-block-list"><li>j. HP -&gt; b. HP -&gt; (Delay) lp. DP -&gt;&nbsp; DP  MK&nbsp;<ul><li>328/441 Damage/Stun (CA 524/441)</li><li>+29/34 Normal/Back Tech</li></ul></li></ul>



<h2 class="wp-block-heading">Instant Overhead</h2>



<ul class="wp-block-list"><li>j. LK -&gt; VSkill -&gt; DP LK<ul><li>165/280 Damage/Stun</li><li>+27/+32 Normal/Back Tech</li><li>-14/-9 Charge Cancel</li></ul></li><li>(VT2) j. LK -&gt; VSkill -&gt; DP LK -&gt; HP+HK<ul><li>270/420 Damage/Stun</li><li>+35/+40 Normal/Back Tech</li><li>+9/+14 Charge Cancel</li></ul></li></ul>



<h1 class="wp-block-heading">Combo: Two Charge(Max)</h1>



<h2 class="wp-block-heading">Confirms</h2>



<ul class="wp-block-list"><li>cr. lk -&gt; cr. lp -&gt; HP DP -&gt; HK DP&nbsp;<ul><li>204/335 Damage/Stun</li><li>+26/+31 Normal/Back Tech</li></ul></li><li>cr. lk -&gt; cr lp -&gt; HP DP -&gt; (Microwalk Forward) -&gt; BHP -&gt; VSkill&nbsp;<ul><li>206/359 Damage/Stun</li><li>+41/46 Normal/Back Tech</li></ul></li><li>st. mp -&gt; cr. MP -&gt; HP DP -&gt; (Microwalk Forward) -&gt; BHP -&gt; VSkill&nbsp;<ul><li>329/514 Damage/Stun</li><li>+41/46 Normal/Back Tech</li></ul></li><li>s. HP -&gt; HP DP -&gt; HK DP xx ca&nbsp;<ul><li>478/378 Damage/Stun</li></ul></li></ul>



<h2 class="wp-block-heading">Counterhit Confirms</h2>



<ul class="wp-block-list"><li>SMP (CH) -&gt; crhp -&gt; hp DP -&gt; bhp xx Vskill (312/481)</li></ul>



<h2 class="wp-block-heading">Command throw</h2>



<ul class="wp-block-list"><li>HCB K -&gt; LsP DP -&gt; LK DP (258/348)</li><li>HCB K -&gt; LP DP -&gt; LK DP xx CA (480/348)</li><li>(Corner) HCB K -&gt; (Wait till they are very low) LP DP -&gt; HK DP (xx/yy)</li></ul>



<h2 class="wp-block-heading">Corner&nbsp;</h2>



<ul class="wp-block-list"><li>s. MP -&gt; cr. MP -&gt; hp DP -&gt; b. HP xx qcf HK (309/446)</li><li>(Corner) HCB K -&gt; (Wait till they are very low) LP DP -&gt;HK DP (xx/yy)</li></ul>



<h2 class="wp-block-heading">Crush Counter</h2>



<ul class="wp-block-list"><li>s. HP -&gt; DP P-&gt; DP K<ul><li>190/382 Damage/Stun</li><li>+26/+31 Normal/Back Tech</li></ul></li><li>s. HP -&gt; DP P -&gt; HK<ul><li>239/384 Damage/Stun</li><li>+11/+16 Normal/Back Tech</li></ul></li><li>s. HP -&gt; DP p -&gt; Microwalk Forward -&gt; b. HP -&gt; VSkill<ul><li>255/406 Damage/Stun</li><li>+42/+47 Normal/Back Tech</li></ul></li><li>f. HP -&gt; s. HP -&gt; DP P -&gt; Microwalk Forward -&gt; b. HP -&gt; VSkill<ul><li>309/494 Damage/Stun</li><li>+42/+47 Normal/back Tech</li></ul></li></ul>



<h2 class="wp-block-heading">Instant Overhead</h2>



<ul class="wp-block-list"><li>j. LK -&gt; VSkill -&gt; DP K<ul><li>173/280 Damage/Stun</li><li>+26/+31 Normal/Back Tech</li><li>-3/+2 Charge Cancel</li></ul></li></ul>



<h1 class="wp-block-heading">V-Trigger 1 Cancels</h1>



<ul class="wp-block-list"><li>(Mid Screen) EX KK xx VTC -&gt; DP P -&gt; DP K -&gt; QCF K&nbsp;<ul><li>241/324 Damage/Stun</li><li>+39/+44 Normal/Back</li></ul></li><li>(Mid Screen) EX KK xx VTC -&gt; DP P -&gt; VSkill-&gt; DP K -&gt; QCF K&nbsp;<ul><li>267/355 Damage/Stun</li><li>+39/+44 Normal/Back</li></ul></li></ul>



<h1 class="wp-block-heading"></h1>



<h1 class="wp-block-heading">OKI/Setups/OS</h1>



<h2 class="wp-block-heading">OKI/Setups</h2>



<p><em>All things after the first attack on the blockstring are presumed Counterhit</em><br></p>



<p>Sweep&nbsp; +18/+23 (On hit)</p>



<h3 class="wp-block-heading">LP G Smash Over Level 2(1 Charge)</h3>



<p><strong>+43/+48 Normal/Back Tech</strong><br></p>



<p>Normal Tech/Back tech(Back tech you may have to delay up to 5f)</p>



<ul class="wp-block-list"><li>2x Dash (+4) &#8211; Point Blank on both techs<ul><li>s. LP(+3 OB)<ul><li>(Hit) s. LK -&gt; LP DP</li></ul></li><li>cr. LK (+1) &#8211;&nbsp;<ul><li>(Hit) cr. lp -&gt; EX DP</li><li>(hit) cr.lp -&gt; LK DP</li><li>Notes<ul><li>Next hit will trade with 3f&nbsp;</li></ul></li></ul></li><li>s. LP -&gt; Throw<ul><li>Notes<ul><li>Beats 3f</li><li>Resets to neutral</li><li>Mix with Shimmy which takes minor bywalk back</li></ul></li></ul></li><li>s. LP -&gt; s.LP (+3 OB)<ul><li>(hit) cr. MP -&gt; LP/MP DP</li><li>(hit) st. LK -&gt; LP DP</li><li>Notes<ul><li>Beats 3f</li></ul></li></ul></li><li>s. LP -&gt; s.LP -&gt; (Microwalk forward)s.MP (+3 OB)<ul><li>(hit) lp. DP</li><li>(hit started point blank)&nbsp; lk -&gt; LP DP</li><li>(block) qcf LP (-5 but pushback makes it relatively safe)</li><li>Notes<ul><li>Ends pressure</li><li>Puts you out of range of most moves, can whiff punish with CRMP -&gt; DP if you see buttons</li><li>Losers to mashing at last part of string&nbsp;</li></ul></li></ul></li><li>S. LP -&gt; Shimmy<ul><li>(hit/confirm) b HP</li><li>(hit/confirm) s HP&nbsp;</li><li>Notes<ul><li>(walk back very little will put out of range at point blank otherwise its natural) //TODO May change against Bigger throw ranges, tested with Cammy</li></ul></li></ul></li><li>S. LP -&gt; s. LP -&gt; cr.MP (+2 OB)<ul><li>(hit) lp/mp DP</li><li>(block) qcf LP (-5 but pushback makes it relatively safe)</li><li>Notes<ul><li>Ends pressure</li><li>Lots of push back(may beat 3f to check due to range) //TODO</li></ul></li></ul></li><li>S.lp -&gt; s.lp -&gt; walk in -&gt; tiny walk back(Shimmy)<ul><li>(hit) shp&nbsp;</li><li>Notes<ul><li>Very far distance you can walk quite far in then walk back. Best test because it is ALOT of push back</li></ul></li></ul></li><li>Throw<ul><li>No OKI but “Take the throw” so hey</li></ul></li><li>s. MP -&gt; s. LP<ul><li>(hit) cr. MP -&gt; mp. DP</li><li>Notes</li></ul></li><li>s. MP -&gt; s. LP -&gt; cr. MP<ul><li>(hit) HP DP</li><li>(hit) MP DP (Safer)</li><li>Notes<ul><li>Puts to neutral</li></ul></li></ul></li><li>s. MP -&gt; s.MP&nbsp;<ul><li>(hit) cr. MP -&gt; MP DP</li><li>(block) Microwalk -&gt; cr. MP</li><li>(block) return to neutral</li><li>(block) forward jump -&gt; d. MP will look like its crossing up but will stay same side. Slight walk forward will cross up</li><li>Beats 3f</li></ul></li><li>S. MP -&gt; Small walk forward -&gt; Throw<ul><li>“Take the throw”</li><li>Notes<ul><li>Not a micro walk forward but a small walk can mix with be mixed with staggered pressure to open people up</li></ul></li></ul></li></ul></li><li>Normal Tech only<ul><li>1 Dash (+24)</li><li>s. LP (FK) -&gt; Command throw<ul><li>cr. LP (FK) -&gt; Command throw(easier input)</li><li>f. HK (-7 OB)<ul><li>Meaty overhead +3 on CH</li><li>Notes<ul><li>Looks punishable on back tech</li></ul></li></ul></li></ul></li></ul></li><li>Back Tech<ul><li>1 Dash (+24)<ul><li>s. LP -&gt; f HP<ul><li>(hit) CC -&gt; LK/MK DP&nbsp;</li></ul></li><li>Microwalk -&gt; f. HK (-7 OB)<ul><li>Meaty overhead +3 on CH</li></ul></li></ul></li></ul></li></ul>



<h3 class="wp-block-heading">G Smash Over Level 3(2 Charge)</h3>



<p><strong>+44/+49 Normal (Cant Back Tech)</strong></p>



<ul class="wp-block-list"><li>2x Dash (+5) &#8211; Point Blank on both techs<ul><li>s. LK(+2 OB)<ul><li>Looks pretty useless V3f but potential for 4F</li></ul></li><li>cr. LP (+3&nbsp; OB)<ul><li>Refer to s.LP in Level 2</li></ul></li><li>1f delay SLP&nbsp;<ul><li>Refer to level 2</li></ul></li><li>s. MP&nbsp;<ul><li>Refer to level 2</li></ul></li></ul></li><li>1x Dash (+25)<ul><li>(FK) cr. LP -&gt; Command throw<ul><li>(hit) look at combos section)</li></ul></li><li>F+HK (-7)<ul><li>(block) Pray they dont punish the -7</li><li>(hit) not comboable but +3 on CH</li></ul></li><li>(FK) st. LK -&gt; s. MP (+5 OB)<ul><li>(hit) +9 so you can cr. HP</li><li>TODO</li></ul></li></ul></li></ul>



<h3 class="wp-block-heading">LK G Smash Under Level 2(1 Charge)</h3>



<p><strong>+27/32 Normal/Back Tech</strong></p>



<p><em>Back tech is the same but after dash walk forward</em></p>



<ul class="wp-block-list"><li>Dash (+8)<ul><li>s. MP (+4 OB)<ul><li>(Hit) cr. MP</li><li>(Counter Hit) b. HP</li><li>(Counter Hit) cr. HP</li><li>Notes<ul><li>Possible because it hits on the last active frame</li></ul></li></ul></li><li>s. MP&nbsp;<ul><li>Refer to level one Smash Over</li></ul></li><li>Walk Forward -&gt; s. LP<ul><li>Normal LP stuff</li></ul></li></ul></li></ul>



<h3 class="wp-block-heading">G Smash Under Level 3 (2 Charge)</h3>



<p>+26/31 Normal/Back Tech</p>



<ul class="wp-block-list"><li>Dash (+7)</li></ul>



<h1 class="wp-block-heading"></h1>



<h1 class="wp-block-heading">OS</h1>



<h2 class="wp-block-heading">OS Base</h2>



<ul class="wp-block-list"><li>s. LP -&gt; Tick throw&nbsp;<ul><li>(Enemy jump over) -&gt; VSkill xx charge<ul><li>+3/+8 Charge (Can be more/less depending how late you hit)</li></ul></li><li>(Enemy neutral jump -&gt; VSkill xx charge<ul><li>+7/+12 Charge</li></ul></li></ul></li></ul>



<h2 class="wp-block-heading">OS 1 Charge</h2>



<ul class="wp-block-list"><li>s. LP -&gt; Tick throw&nbsp;<ul><li>(Enemy neutral/jump over) -&gt; b. HP -&gt; QCF HK -&gt; LP DP&nbsp;<ul><li>256/331 Damage/Stun</li><li>+9/+14 Forward Jump Charge (Can be more/less depending how late you hit)</li><li>0/+5 Neutral Jump Charge&nbsp;</li></ul></li></ul></li></ul>



<h2 class="wp-block-heading">OS 2 Charge</h2>



<ul class="wp-block-list"><li>s. LP -&gt; Tick throw&nbsp;<ul><li>(Neutral Jump) -&gt; b. HP -&gt; DP LK<ul><li>169/236 Damage/Stun</li><li>+26/+31 Normal/Back Tech</li></ul></li><li>(Jump Over) -&gt; b. HP -&gt; QCF LK<ul><li>169/235 Damage/Stun</li><li>+42/+47 Normal/Back Tech</li></ul></li></ul></li></ul>



<h1 class="wp-block-heading"><br>VT 1 Setups(WIP)</h1>



<p>Jump Hk -&gt; HK&nbsp; xx VTC -&gt; CRHP -&gt; QCF LK -&gt; xx Vskill -&gt; Dash forward -&gt; DP LK → QCF LK -&gt; Dash forward -&gt; (Delay) Command Grab -&gt; (Wait till low) DP LP -&gt; DP LK -&gt; VT(After second hit previously)</p>



<p>Gif Link: <a href="https://twitter.com/Patyfatycake/status/1026788363318091776" target="_blank" rel="noopener">Here</a></p>



<p>Jump Hk -&gt; HK&nbsp; xx VTC -&gt; CRHP -&gt; QCF LK -&gt; xx Vskill -&gt; Dash forward -&gt; DP LK → QCF LK -&gt; Jump Forward -&gt; SMP -&gt; CRMP -&gt; HP DP&nbsp;</p>



<p>Gif Link: <a href="https://twitter.com/Patyfatycake/status/1026788777954430978" target="_blank" rel="noopener">Here</a><br></p>



<p>FHP (Non CC) xx VTC -&gt; CRHP -&gt; DP P xx VSkill -&gt; DP K -&gt; QCF LK (Regular setups after LK)&nbsp;<br></p>



<h1 class="wp-block-heading">Notes</h1>



<p>Ex command grab does its own version until level 3 which it does regular grabs only.<br></p>



<p>Cancelling to VSkill is only safe when they block, they are interrupt with invincible moves during the ball cancel animation.&nbsp; &#8211; <a href="https://www.youtube.com/watch?v=risv66FIq6w" target="_blank" rel="noopener">https://www.youtube.com/watch?v=risv66FIq6w</a><br></p>



<p><strong>G max damage combos&nbsp;</strong></p>



<p><em>Number at end = damage of combo</em></p>



<p><em>ch = counterhit</em></p>



<p><em>lv1 = no charge, lv2 = 1 charge, lv3 = 2 charges</em></p>



<p><a href="https://mmosumo.com/sfv-street-fighter-v-falke-guide/"><em>VT1 keeps you in lv3 so no variations of combos</a> for it</em></p>



<p><em>Some of these combos do not allow a charge or speech at the end of them and some instances might do less stun than other combos. Optimized for max damage.</em><br></p>



<p>LV1 midscreen no meter jumpin &#8211; jump heavy, st.mp, cr.mp xx smash over | 262<br></p>



<p>LV1 midscreen 1 bar jumpin &#8211; jump heavy, cr.hp xx ex smash over, back hp(1hit) xx vskill | 330<br></p>



<p>LV1 midscreen 2 bar jumpin &#8211; jump heavy, cr.hp xx ex smash over, back hp(1hit) xx ex spin kick | 366<br></p>



<p>LV1 midscreen ch light &#8211; ch st.lp, st.mp, cr.mp xx ex smash over, back hp(1hit) xx ex spin kick | 305<br></p>



<p>LV1 midscreen ch medium &#8211; ch st.mp, cr.hp xx ex smash over, back hp(1hit) xx ex spin kick | 348<br></p>



<p>LV1 midscreen ch heavy &#8211; ch f+hp, st.hp xx ex smash over, back hp(1hit) xx ex spin kick | 339<br></p>



<p>LV1 corner no bar jumpin &#8211; jump heavy, back hp xx light smash over, back hp(1hit) xx vskill, st.hk(1hit) | 361<br></p>



<p>LV1 corner 1 bar jumpin &#8211; jump heavy, back hp xx light smash over, back hp(1hit) xx ex spin kick | 357 (worse than no bar)<br></p>



<p>LV1 corner 2 bar jumpin &#8211; same as midscreen<br></p>



<p>LV1 corner ch light &#8211; same as midscreen<br></p>



<p>LV 1 corner ch medium &#8211; same as midscreen<br></p>



<p>LV1 corner ch heavy &#8211; same as midscreen<br></p>



<p>LV2 midscreen no bar jumpin &#8211; jump heavy, back hp xx light spin kick, medium smash over | 326<br></p>



<p>LV2 midscreen 1 bar jumpin &#8211; jump heavy, back hp xx light spin kick, medium smash over, ex smash under | 392<br></p>



<p>LV2 midscreen 2 bar jumpin &#8211; jump heavy, cr.hp xx light spin kick, st.lk xx ex smash over, back hp(1hit) xx heavy fireball(1hit), ex smash under | 383 (worse than 1 bar)<br></p>



<p>LV2 midscreen ch light &#8211; ch st.lp, st.mp, cr.mp xx ex smash over, back hp(1hit) xx heavy fireball(1hit), ex smash under | 314(302 with st.hk ender)<br></p>



<p>LV2 midscreen ch medium &#8211; ch st.mp, back hp xx light spin kick, medium smash over, ex smash under | 374<br></p>



<p>LV2 midscreen ch heavy &#8211; ch f+hp, st.hp xx light spin kick, st.lk xx ex smash over, back hp(1hit) xx heavy fireball, ex smash under | 343&nbsp;<br></p>



<p>LV2 corner no bar jumpin &#8211; jump heavy, cr.hp xx heavy fireball, cr.lp xx light smash under | 316<br></p>



<p>LV2 corner 1 bar jumpin &#8211; jump heavy, cr.hp xx heavy fireball, cr.lp xx ex smash over, back hp(1hit) xx heavy fireball(1hit), st.hk(1hit) | 391<br></p>



<p>LV2 corner 2 bar jumpin &#8211; jump heavy, cr.hp xx heavy fireball, cr.lp xx ex smash over, back hp(1hit) xx heavy fireball(1hit), ex smash under | 400<br></p>



<p>LV2 corner ch light &#8211; same as midscreen<br></p>



<p>LV2 corner ch medium &#8211; ch st.mp, cr.hp xx light spin kick, st.lk xx ex smash over, back hp(1hit) xx heavy fireball, ex smash under | 365<br></p>



<p>LV2 corner ch heavy &#8211; ch cr.hp xx heavy fireball, cr.lp xx ex smash over, back hp(1hit) xx heavy fireball, ex smash under | 380<br></p>



<p>LV3 midscreen no bar jumpin &#8211; jump heavy, cr.hp xx smash over, back hp(1hit) xx spin kick | 366<br></p>



<p>LV3 midscreen 1 bar jumpin &#8211; same as no bar<br></p>



<p>LV3 midscreen 2 bar jumpin &#8211; same as no bar<br></p>



<p>LV3 midscreen ch light &#8211; ch st.lp, st.mp, cr.mp xx smash over, back hp(1hit) xx spin kick | 305<br></p>



<p>LV3 midscreen ch medium &#8211; ch st.mp, cr.hp xx smash over, back hp(1hit) xx spin kick | 348<br></p>



<p>LV3 midscreen ch heavy &#8211; ch f+hp, st.hp xx smash over, back hp(1hit) xx spin kick | 339<br></p>



<p>LV3 corner no bar jumpin &#8211; same as midscreen<br></p>



<p>LV3 corner 1 bar jumpin &#8211; same as midscreen<br></p>



<p>LV3 corner 2 bar jumpin &#8211; same as midscreen<br></p>



<p>LV3 corner ch light &#8211; same as midscreen<br></p>



<p>LV3 corner ch medium &#8211; same as midscreen<br></p>



<p>LV3 corner ch heavy &#8211; same as midscreen</p>



<p></p>



<p></p>



<p><strong>Command grab</strong><br></p>



<p>LV1 grab no bar midscreen &#8211; light smash over | 150</p>



<p>LV1 grab 1 bar midscreen &#8211; ex smash under | 159</p>



<p>LV1 grab 2 bar midscreen &#8211; not possible</p>



<p>LV1 grab no bar corner &#8211; back hp(1hit) xx vskill, st.hk | 219</p>



<p>LV1 grab 1 bar corner &#8211; back hp(1hit) xx ex spin kick | 211 (worse than no bar)</p>



<p>LV1 grab 2 bar corner &#8211; not possible<br></p>



<p>LV2 grab no bar midscreen &#8211; light spin kick, medium smash over | 211 (267 with screen dependant st.hk)</p>



<p>LV2 grab 1 bar midscreen &#8211; light spin kick, medium smash over, ex smash under | 288</p>



<p>LV2 grab 2 bar midscreen &#8211; not possible<br></p>



<p>LV2 grab no bar corner &#8211; medium spin kick, back hp(1hit) xx vskill, st.hk(1hit) | 254</p>



<p>LV2 grab 1 bar corner &#8211; medium spin kick, back hp(1hit) xx heavy fireball(1hit), ex smash under | 265</p>



<p>LV2 grab 2 bar corner &#8211; not possible<br></p>



<p>LV3 grab midscreen &#8211; smash over, smash under | 258</p>



<p>LV3 grab corner &#8211; same as midscreen<br></p>



<p>LV1 EX grab midscreen &#8211; medium smash over, ex smash under | 258</p>



<p>LV1 EX grab corner &#8211; ex smash over, ex smash under | 258(242 with st.hk instead of ex smash under)<br></p>



<p>LV2 EX grab midscreen &#8211; medium smash over, ex smash under | 272</p>



<p>LV2 EX grab corner &#8211; light spin kick, f+hp,&nbsp; ex smash under | 319<br></p>



<p>LV3 EX grab midscreen and corner &#8211; same as regular lv3 grab<br></p>



<p>VT1 active grab midscreen &#8211; smash over xx vskill, smash under xx spin kick | 377</p>



<p>VT1 active grab corner &#8211; same as midscreen<br></p>



<p>LV1 VT1 not active grab midscreen &#8211; forward hp xx VT1, smash under xx spin kick | 262</p>



<p>LV1 VT1 not active grab corner &#8211; same as midscreen<br></p>



<p>LV2 VT1 not active grab midscreen &#8211; forward hp xx VT1, smash under xx spin kick | 272</p>



<p>LV2 VT1 not active grab corner &#8211; light spin kick, forward hp, st.hk(1st hit) xx VT1, smash under xx spin kick | 299<br></p>



<p>LV3 VT1 not active grab midscreen &#8211; smash over(1st hit) xx VT1, smash under xx spin kick | 242</p>



<p>Lv3 VT1 not active grab corner &#8211;&nbsp; smash over(1st hit) xx VT1, vskill, st.hk | 243<br></p>



<p>LV1 VT2 not active grab midscreen &#8211; forward hp xx VT2, ex smash under xx G explosion | 282</p>



<p>LV1 VT2 not active grab corner &#8211;&nbsp; same as midscreen</p>



<p>LV1 VT2 active grab midscreen &#8211; ex smash under xx G explosion | 279</p>



<p>LV1 VT2 active grab corner &#8211; back hp(1hit) xx vskill, G explosion | 268<br></p>



<p>LV2 VT2 not active grab midscreen &#8211; forward hp xx VT2, ex smash under xx G explosion | 292</p>



<p>LV2 VT2 not active grab corner &#8211; light spin kick, forward hp, st.hk(1st hit) xx VT2, ex smash under xx G explosion | 311</p>



<p>LV2 VT2 active grab midscreen &#8211; light spin kick, medium smash over, ex smash under xx G explosion | 378</p>



<p>LV2 VT2 active grab corner &#8211;&nbsp; medium spin kick, back hp xx heavy fireball(1hit), ex smash under xx G explosion | 340<br></p>



<p>LV3 VT2 not active grab midscreen &#8211; smash over, forward hp xx VT2, smash under xx G explosion | 357</p>



<p>LV3 VT2 not active grab corner &#8211; smash over, st.hk(1st hit) xx VT2, smash under xx G explosion | 325</p>



<p>LV3 VT2 active grab midscreen &#8211; smash over, smash under xx G explosion | 363</p>



<p>LV3 VT2 active grab corner &#8211; same as midscreen<br></p>



<p><strong>VT1 and VT2</strong></p>



<p>midscreen VT1 active &#8211; jump heavy, cr.hp xx smash over xx vskill, smash under xx spin kick | 428</p>



<p>corner VT1 active &#8211; jump heavy, cr.hp xx smash under(1hit) xx vskill, fireball xx vskill, st.hk(1hit) | 429<br></p>



<p>LV1 midscreen VT2 active &#8211; jump heavy, back hp xx light smash over, ex smash under xx G explosion | 418</p>



<p>LV1 corner VT2 active&nbsp; &#8211; same as midscreen<br></p>



<p>LV2 midscreen VT2 active &#8211; jump heavy, back hp xx light spin kick, medium smash over, ex smash under xx G explosion | 467&nbsp;</p>



<p>LV2 corner VT2 active &#8211; jump heavy, cr.hp xx heavy fireball, cr.lp xx ex smash over, back hp xx heavy fireball, ex smash under xx G explosion | 430<br></p>



<p>LV3 midscreen VT2 active &#8211; jump heavy, cr.hp xx smash over, smash under xx G explosion | 418</p>



<p>LV3 corner VT2 active &#8211; jump heavy, cr.hp xx smash over, back hp xx G explosion | 390<br></p>



<p><strong>Super/CA</strong><br></p>



<p>CA midscreen no VT &#8211; (LV3) jump heavy, cr.hp xx smash over, smash under xx CA | 526</p>



<p>CA corner no VT &#8211; (LV3) jump heavy, cr.hp xx smash over, back hp xx vskill, CA | 495<br></p>



<p>CA midscreen VT1 active &#8211; jump heavy, cr.hp xx smash over xx vskill, smash under xx CA | 538</p>



<p>CA corner VT1 active &#8211; jump heavy, cr.hp xx vskill, vskill, CA | 562<br></p>



<p>CA midscreen VT2 active &#8211; (lv3)jump heavy, cr.hp xx smash over, smash under xx G explosion(2hits), CA | 580</p>



<p>CA corner VT2 active &#8211; (lv3) jump heavy, cr.hp xx smash under xx G explosion(2hits), CA | 562<br></p>



<h2 class="wp-block-heading"><strong>G SFV Bread and Butter Combos</strong></h2>



<p><strong>G Vital Stats</strong><br></p>



<p>Health: 1000</p>



<p>Stun: 1000</p>



<p>Strengths:</p>



<p>Weaknesses:</p>



<p>Difficulty:</p>



<p></p>



<p>Due to the mechanics of G charge, I&#8217;m going to refer to G&#8217;s different levels as:</p>



<p>G at round start: Level 1</p>



<p>G with one presidential charge: Level 2</p>



<p>G with both presidential charges: Level 3<br></p>



<p>G Charge &#8211; Down down + 2 punches &#8211; G can charge up presidentiality. Having a single charge improves his special moves somewhat, having multiple charges improves his special moves dramatically. The charge takes a pretty long time and is probably not great in neutral, but you can cancel various special moves into the charge by hitting 2 punches during the special. A single charge is guaranteed after G smash over, EX G smash under, EX fireball, v-skill, CC sweep, and super. Anti air G kick gives the opponent time to do something but they&#8217;ll be very far away. If G is knocked over, he loses a charge. In VT1, you instantly get full presidentiality and keep it for the remainder of the trigger. G&#8217;s combos change radically depending on your charge, so it&#8217;s always worth going for the charge, and you need different combos when you&#8217;re charged. I&#8217;ll mention charges when they&#8217;re allowed.<br></p>



<p><strong>Specials</strong><br></p>



<p><strong>G burst &#8211; qcf punch</strong> &#8211; G shoots a fireball at the ground. All versions seem to shoot the same angle and do the same damage, but light starts up faster and has more recovery while heavy recovers quickly and starts slowly. At one charge, it becomes stronger and safer, while it launches with two charges which allows a cancel into his speech for some meter build. In the corner, the fireball won&#8217;t connect properly raw, though after a link it&#8217;ll hit properly. Level 3 fireball has a blast after it hits the ground which notably increases its range.<br></p>



<p><strong>G smash over &#8211; dp+punch</strong> &#8211; A dash punch. The light one combos from st. LK, the medium one combos from cr. MP, and the heavy one from his heavies. Damage doesn&#8217;t change across versions, they just go farther, launch higher, and come out slower. This is G&#8217;s ideal combo ender for damage and allowing him to charge. At level 1 charge, medium and heavy will launch high enough for a juggle to EX smash under. At level 2 charge they wall bounce for a juggle into v-skill or back fierce. Level 1 and 2 are -4 on block, level 3 and ex are -6.<br></p>



<p><strong>G smash under &#8211; dp+kick </strong>&#8211; A low dash punch. The light one is slightly faster than smash over, and will combo from stand or crouch jab, while medium combos from stand short.. Medium and heavy work from all other cancels.&nbsp; All versions are -8 on block and do the same damage so again you pick versions mostly based on range. Level 3 and EX have good juggle potential and corner carry.<br></p>



<p><strong>G kick &#8211; qcf kick</strong> &#8211; G jumps and kicks at you. It&#8217;s fast enough to combo from his heavy cancels. Level 1 is +3 on hit and -5 on block, so it&#8217;s good to go into if you want to reset and mix up the opponent but it&#8217;s unsafe. Level 2 is still -5 on block, but it&#8217;s +5 on hit so you could link st. LK or something. This gives him some pretty neat combos, like st. HP xx G kick, st. LK xx LP smash over. Level 3 goes through fireballs, and has nice juggle potential, making it good as a combo ender when available. Notably the hitbox is pretty tall, making it incidentally good at catching jumps, though I wouldn&#8217;t anti air with it.<br></p>



<p><strong>G impact &#8211; hcb kick</strong> &#8211; a command grab. Seems faster than Q&#8217;s. It&#8217;s not very strong but you can juggle a G smash over so the damage is actually really good. Level 1 juggles into LP smash over, Level 2 juggles into MP smash over, level 3 goes to his really beefy level 3 combos. All versions appear to have the same range.<br></p>



<p>All of G&#8217;s EX specials function basically identically to his level 3 specials. All of his EX specials and level 3 specials cancel to VT1 on hit and block.<br></p>



<p><strong>Pangaea burst &#8211; qcf qcf P &#8211; Super</strong>. It&#8217;s actually a very good anti air unless they jump over you, and from mid screen or closer it&#8217;s an anti fireball. It has some invincibility but not enough to anti-fireball without trading. Works well in all of his super cancels I tested.<br></p>



<p><strong>G barrier &#8211; v-skill</strong> &#8211; G makes a shield around his body. It absorbs fireballs and hits, and gives G v-meter whenever it does. You can cancel into it like a special move. It&#8217;s tall as hell so it&#8217;s actually a pretty good anti air, and it&#8217;ll beat crossups while throwing the opponent back to their original side, and you can cancel it into charge. He can do it midair, which allows him to pause midair, but he can&#8217;t attack on the way down after a shield, he takes a long time to land, and he can&#8217;t do it on backward jumps. It has a hitbox, so it can be combo&#8217;d and canceled into his G charge. You can cancel into the air version from his j. LK. It cancels to v-trigger on hit or block.<br></p>



<p><strong>VT1 &#8211; Maximum president</strong> &#8211; G is put into level 3 presidental charge instantly and remains there even if knocked down. All of his special moves cost a little v-meter, maybe 10% of the bar. You can cancel all of his specials into another special, but you can&#8217;t cancel the 2nd special into a third. His v-skill barrier is followed by large fireball, for both the ground and air versions, and it also works in his special-special cancels. You can cancel into this trigger from EX or level 3 special moves.</p>



<p><strong>VT2 &#8211; Dangerous president</strong> &#8211; G gains access to 2 new special moves, G explosion and G rage.</p>



<p>G explosion &#8211; HP+HK &#8211; G does an uppercut followed by an explosion. The damage is high, and you have a juggle into super on very high connects. It&#8217;s very unsafe on block. You can cancel into it from his grounded special moves (including level 1-2 G kick). Using this consumes half your v-timer.</p>



<p><strong>G rage &#8211; d+HP+HK</strong> &#8211; A command grab. It&#8217;s not incredibly fast but it has armor and it&#8217;s unblockable. It costs half your v-timer to attempt, and consumes the other half if you succeed. The damage is very high. You can cancel into it from all VT-cancellable normals, including sweep, which gives you some annoying setups. Since this consumes your v-trigger on hit, it&#8217;s best to try and go for a G explosion before the G rage, or just two G explosions. It&#8217;s 3f armor so don&#8217;t use it like a wakeup reversal maybe.</p>



<p></p>



<p>Anti-Fireballs:</p>



<p></p>



<p></p>



<p><strong>Anti airs:</strong><br></p>



<p>V-skill &#8211; Very tall, but not upper body invincible, so do it early. Great against crossups but not good from afar. Gives you time to get a G charge, and gives you v-meter, so resource wise, about as good as it gets. Juggles into super if you wanna do that.</p>



<p>cr. HP &#8211; Upper body invincibility. The damage isn&#8217;t great but it seems reliable. The hitbox goes behind him so not bad for would-be crossups.</p>



<p>b+HP &#8211; very tall,&nbsp; not upper body invincible, so do it early. Cancels to G kick. Nice damage. Better as a far anti air than v-skill, anyway.</p>



<p>CA &#8211; Raw super works from pretty much any range and also punishes neutral jumps from 2/3rds screen or so.<br></p>



<p>You can probably meet them midair with a jump strong, which is probably good if they&#8217;re jumping from very close. If they&#8217;re cornered you can juggle an anti air back fierce into another back fierce, and then even cancel the second one. Flip kick antiairs really well but comes out WAY too slow to be used on reaction to a jump.<br></p>



<p>You can anti air with a jump short and cancel to v-skill and you should land before they do. This is probably a great gimmick to get counterhits or throws on people who have never seen it, but I couldn&#8217;t do better than +1 so it&#8217;s not amazing.</p>



<p></p>



<p></p>



<p>Invincibility/Reversal options:<br></p>



<p>CA</p>



<p></p>



<p>Safe Special Moves:</p>



<p></p>



<p></p>



<p>Meaties and Pressure:</p>



<p></p>



<p></p>



<p>Pokes and Counterpokes:</p>



<p></p>



<p></p>



<p><strong>Punish combos:</strong><br></p>



<p><strong>lv1</strong></p>



<p>st. MP, cr. MP xx MP smash over xx G charge (194 damage, 270 stun) &#8211; This link does more damage than any of his raw cancels. G&#8217;s damage seems pretty low without presidential power so go for the stuff that allows charges.</p>



<p>st. MP, cr. MP xx EX smash over, (microwalk) b+HP xx v-skill xx G charge (273, 416)&nbsp; &#8211; This is a HUGE improvement for 1 bar but the microwalk is pretty hard. It still does 229 if you kill the b+HP and it&#8217;s way easier while building v-meter and allowing the charge, but practice that microwalk.</p>



<p>st. MP, cr. MP xx EX smash over, b+HP xx EX G kick (309, 446) &#8211; A 2 bar version. Doesn&#8217;t add too much damage but maybe worth it if you need to kill.</p>



<p>cr. HP xx smash over xx CA (444, 240) &#8211; CA version. Combo shortened to reduce scaling.<br></p>



<p><strong>lv2</strong></p>



<p>cr. HP xx LK G kick, st. LP, st. LK xx LP smash over xx G charge (259, 417) &#8211; Already a respectable increase in damage</p>



<p>b+HP xx LK G kick, LP smash over xx G charge (266, 331) &#8211; alternative starter</p>



<p>cr. HP xx LK G kick, st. LK xx EX smash over, (microwalk) b+HP xx v-skill xx G charge (304, 490)</p>



<p>cr. HP xx smash over xx CA (462, 258) &#8211; same combo but it&#8217;s stronger.<br></p>



<p><strong>lv3</strong></p>



<p>cr. HP xx smash over, b+HP xx G kick (313, 443)</p>



<p>cr. HP xx smash over, smash under xx CA (499, 378)</p>



<p></p>



<p><strong>VT1 punish combos:</strong><br></p>



<p>cr. HP xx smash over, smash under xx G kick (345, 483)</p>



<p>cr. HP xx smash over xx v-skill, smash under xx G kick (387, 534) &#8211; Uses another special to squeeze out a bit more damage.</p>



<p>cr. HP xx smash over xx v-skill, smash under xx CA (519, 444) &#8211; There&#8217;s almost certainly something better here but I don&#8217;t know what.<br></p>



<p>For what it&#8217;s worth, not using the cancels and using your regular combos, then using your improved special-special cancels to help with neutral, will probably end up being the better way to use this trigger.</p>



<p></p>



<p><strong>VT2 punish combos:</strong><br></p>



<p>st. MP, cr. MP xx MP smash over xx HP+HK xx G charge (299, 410) &#8211; level 1 confirm</p>



<p>b+HP xx LK G kick, MK smash under xx HP+HK xx G charge (341, 500) &#8211; level 2 confirm</p>



<p>cr. HP xx Smash over, smash under xx HP+HK (373, 518) &#8211; level 3 confirm. You can cancel the end into a speech if you like.<br></p>



<p>Note that HP smash over into HP+HK actually won&#8217;t connect properly.</p>



<p></p>



<p><strong>Crush counter punishes:</strong><br></p>



<p>f+HP (CC), st. HP xx HP smash over xx G charge (242, 370) &#8211; level 1</p>



<p>f+HP (CC), st. HP xx LK G kick, st. LK xx LP smash over xx G charge (291, 472) &#8211; level 2</p>



<p>f+HP (CC), st. HP xx smash over, b+HP xx G kick (339, 519) &#8211; level 3</p>



<p></p>



<p><strong>Ranged Punishes:</strong><br></p>



<p>G&#8217;s punishes at range are pretty much the same as his crush counter punish combos, minus the f+HP starter.</p>



<p>st. HP xx HP smash over xx G charge (170, 240)</p>



<p></p>



<p><strong>Confirm combos:</strong><br></p>



<p>All of G&#8217;s st. MP combos also function as confirms. Here are some others.</p>



<p>cr. MP, st. LK xx LP smash over&nbsp; xx G charge (176, 243 for lv1, 192, 259 for lv2)</p>



<p>st. HP xx G kick, st. LK xx LP smash over&nbsp; xx G charge(241, 380) &#8211; This cancel can be done on reaction to a successful st. HP. It&#8217;s only really worth it in level 2 IMO.</p>



<p>G impact, LP smash over&nbsp; xx G charge(150, 180) &#8211; level 1</p>



<p>G impact, LK G kick, LP smash over xx G charge (211, 306) &#8211; level 2. The G kick is done as a cancel from the 2nd hit of the command grab</p>



<p>G impact, smash over, smash under (258, 348) &#8211; level 3<br></p>



<p>EX command grab gives you a level 3 command grab, but you don&#8217;t have the level 3 specials to follow it up, which means it doesn&#8217;t end up doing any more damage than a non-EX command grab unless you burn a second meter on EX smash over.</p>



<p>EX G impact, EX smash over, (microwalk) st. HK (242, 348) &#8211; You can also end with v-skill into G charge, but I wouldn&#8217;t really go for this combo at all unless you NEEDED to kill off a grab. You can alternatively end with DP+kicks which does max damage off a grab at the expense of your whole super meter.</p>



<p></p>



<p><strong>Confirm combos (light normals):</strong><br></p>



<p>cr. LK, cr. LP xx LK smash under (111, 213) &#8211; Max damage meterless off a low short in level 1 and 2</p>



<p>cr. LK, cr. LP xx smash over, B+HP xx G kick (242, 389) &#8211; level 3</p>



<p>cr. LK, cr. LP xx EX smash over, b+HP xx v-skill xx G charge (206, 359) &#8211; EX from low</p>



<p>cr. LP, st. LK xx LP smash over xx G charge (146, 213) &#8211; max damage from 4f. G gets considerably more damage from cr. LP than cr. LK when considering his ability to get a charge.</p>



<p></p>



<p><strong>Confirm combos (crush counter):</strong><br></p>



<p>st. HP xx MP smash over xx G charge (176, 260) &#8211; level 1 meterless</p>



<p>st. HP xx MP smash over, EX smash under xx G charge (253, 366) &#8211; level 1 1-bar. If you G-charge here you&#8217;re -3 for what it&#8217;s worth, so be wary in the corner.</p>



<p>st. HP xx MP smash over, MK smash under (262, 381) &#8211; level 2 meterless. -13 on G charge so don&#8217;t do it unless you&#8217;re greedy.</p>



<p>st. HP xx smash over, b+HP xx G kick (291, 436)</p>



<p>f+HP (afar), LP smash over xx G charge (188, 260) &#8211; for when st. HP would be out of range. level 1/2 version</p>



<p>f+HP (afar), smash over, b+HP xx G kick (303, 436) &#8211; level 3 version</p>



<p></p>



<p><strong>Confirm Combos (V-trigger):</strong><br></p>



<p>f+HP xx VT, st. HP &#8211; Moves you in, so probably a good starter.</p>



<p>st. HK (2 hits) xx VT, st. HP &#8211; Easy to confirm and though it&#8217;s -5, you can space it easily to be outside jab range on block.</p>



<p>cr. MK xx VT, cr. HP &#8211; you&#8217;ve got to be somewhat close for this link.</p>



<p>EX smash over xx VT1 &#8211; Good range, and good conversions. +8 on block, full combos on hit, I can see people using this a lot.</p>



<p>EX smash under xx VT1 &#8211; Less juggle potential than the above, less plus on block, but hits low so higher success rate.</p>



<p></p>



<p><strong>Counter Hit confirms:</strong><br></p>



<p>cr. LK, st. MP &#8211; max damage from CH low.</p>



<p>st. LP, st. MP &#8211; this is a 3f trap and a combo on CH. Fantastic sequence.</p>



<p>st. MP, cr. HP &#8211; always adds damage, but particularly good in level 2 into G kick</p>



<p>cr. MK, cr. LP &#8211; stronger combo from a low.</p>



<p>cr. MP, cr. MP</p>



<p></p>



<p>Frame Traps:</p>



<p>St. LP, st.MP, cr.MP, Smash over MP.</p>



<p>st.LP, st.LK, Smash under LK</p>



<p>St. LP, st.MP, cr.MP, Smash over MP.</p>



<p></p>



<p><strong>Corner:</strong><br></p>



<p>st. MP, cr. MP xx MP smash over, v-skill xx G charge (243, 356) &#8211; level 2</p>



<p>cr. HP xx HP burst, st. LP xx LK smash under (256, 447) &#8211; level 2</p>



<p>cr. HP xx HP burst, st. LP xx EX smash over, b+HP xx HP burst, s.HK (350, 564) &#8211; level 2</p>



<p>cr. HP xx LK G kick, st. LK xx EX smash over, b+HP xx HP burst, st. HK (331, 518) &#8211; level 2</p>



<p>b+HP xx LK G kick, v-skill xx G charge (210, 315) &#8211; level 2. His b+HP combos from level 1 don&#8217;t appear to change in the corner, and I can&#8217;t find a good route from b+HP in level 3 at all.</p>



<p>G impact, b+HP xx v-skill, st. HK (219, 340) &#8211; level 1. For this combo you&#8217;re probably better off building a charge but this followup does more damage and is corner only so I wanted to show it.</p>



<p>G impact xx LK G kick, b+HP xx v-skill, st. HK (254, 420) &#8211; level 2. For this combo you&#8217;re probably better off building a charge but this followup does more damage and is corner only so I wanted to show it.</p>



<p>G impact xx smash over, smash under (258, 348) &#8211; level 3. There&#8217;s maybe something better here. Get a late smash over into an immediate smash under.</p>



<p></p>



<p><strong>Midair Connect and Juggles:</strong><br></p>



<p>j. MP &#8211; There&#8217;s no combo here but it has juggle potential and it spikes so I thought I&#8217;d let you guys know 🙂</p>



<p>level 2 G kick xx G charge</p>



<p>level 2 G kick xx b+HP xx EX G kick</p>



<p>v-skill xx VT1</p>



<p>v-skill xx VT2</p>



<p>VT1 v-skill</p>



<p>v-skill, super<br></p>



<p><strong>Other:</strong><br></p>



<p>If G does a forward throw on a crouching opponent, it does a bit more damage and stun.<br></p>



<p>When you leave VT1, you go back to the same presidentiality you had when you entered VT1. This happens regardless of knockdowns or charges that occur during VT1. This, coupled with the fact that level 3 specials can be canceled into VT1, heavily encourages players to pursue getting G Charges even if they pick VT1.<br></p>



<p>If you leave G idle for about 1 minute he&#8217;ll do an attack that does 500 damage with a jugglable state and no recovery. Naturally this has no competitive utility.<br></p>



<p>His speech builds super meter. So many people asked me what it does that I had to comment on it. You can use it in place of G charge if you really need the meter, I guess. Depending on which two kicks are pressed, he has 3 different speeches. According to his frame data, LK+MK is the fastest to hold to full duration, but you&#8217;ll never get more than a tiny charge in a real match.</p>



<p></p>



<p>Players to Watch: Nemo, Stormkubo<br></p>



<h2 class="wp-block-heading">G Okizeme</h2>



<p>The following sections are formatted as follows:</p>



<p>President Level</p>



<ul class="wp-block-list"><li>knockdown (kda on qr, br)<ul><li>followup (kda afterwards)<ul><li>buffered meaty options (alternate advantage on hit/block if landed meaty)</li></ul></li></ul></li></ul>



<p>PrezLev1</p>



<ul class="wp-block-list"><li>lk/mk dp (+27/+32)<ul><li>-&gt; dash (+8/+13)<ul><li>qr: impact (beats 4f), cr mk (+4/+1), cr mp (+7/+4)</li><li>br: f hp</li></ul></li></ul></li><li>hk dp (+29/+34)<ul><li>-&gt; dash (+10/+15)<ul><li>qr: impact, cr hp (+4/0)</li><li>br: f hp (+3/-3)</li></ul></li></ul></li><li>prezlev1 punch dp’s should always be charge/super/vt cancelled</li><li>ex impact xx mp dp (+47/+52)<ul><li>-&gt; dash x2 (+9/+14)<ul><li>qr: impact, cr mk (+5/+2)</li><li>br: f hp</li></ul></li></ul></li></ul>



<p>PrezLev2</p>



<ul class="wp-block-list"><li>lk dp (+27/+32)<ul><li>-&gt; dash (+8/+13)<ul><li>qr: impact (beats 4f), cr mk (+4/+1, links to cr lp), cr mp (+7/+4, links into itself)</li><li>br: f hp</li></ul></li></ul></li><li>mk dp (+29/+34)<ul><li>-&gt; dash (+10/+15)<ul><li>qr: impact, cr hp (+4/0, links to cr lp)</li><li>br: f hp (+3/-3)</li></ul></li></ul></li><li>hk dp (+30/+35)<ul><li>-&gt; dash (+11/+16)<ul><li>qr: st hp (+4/-2, links to cr lp)</li><li>br: f hp (+4/-2, links to cr lp)</li></ul></li></ul></li><li>lp dp (+42/+47)<ul><li>-&gt; dash x2 (+4/+9)<ul><li>qr: st mp, cr lk (+5/+2, links to st lk), throw</li><li>br: impact, cr mk (+5/+2, links to st lk)</li></ul></li><li>-&gt; safe jump on qr in corner only</li></ul></li><li>mp dp (+45/+50)<ul><li>-&gt; dash x2 (+7/+12)<ul><li>qr: st mp (+9/+5, links to cr hp), cr mk</li><li>br: f hp, st hp (+5/-1, links to st lk)</li></ul></li></ul></li><li>hp dp (+49/+54)<ul><li>-&gt; dash x2 (+11/+16)<ul><li>qr: st hp (+4/-2, links to cr lp)</li><li>br: f hp (+5/-3, links to st lk)</li></ul></li></ul></li><li>impact xx lp dp (+44/+49)<ul><li>-&gt; dash x2 (+6/+11)<ul><li>qr:</li><li>br:</li></ul></li></ul></li><li>impact xx mp dp (+48/+53)<ul><li>-&gt; dash x2 (+10/+15)<ul><li>qr: impact, cr hp (+4/0, links to cr lp)</li><li>br: f hp (+3/-3)</li></ul></li></ul></li><li>Impact xx hp dp (+49/+54)<ul><li>same as normal hp dp</li></ul></li><li>ex impact xx punch dp not practical, inconvenient kda’s</li></ul>



<p>Corner:</p>



<ul class="wp-block-list"><li>mp dp -&gt; v skill&nbsp;<ul><li>xx charge (+2/+7)</li></ul></li><li>hp dp -&gt; v skill&nbsp;<ul><li>xx charge (+3/+8)</li></ul></li></ul>



<p>PrezLev3</p>



<ul class="wp-block-list"><li>kick dp gives bad oki (+7 after dash but far away)</li><li>punch dp (+43, wallbounce eliminates backrise option; usually optimal to just juggle into kick dp)<ul><li>-&gt; dash x2 (+5)<ul><li>st mp, cr lp (+7/+4, links to cr mp), cr mk</li></ul></li></ul></li><li>spin kick (+39, +44)<ul><li>-&gt; safe jump on qr against some dp’s (exact frame unknown)</li><li>-&gt; dash x2 (+1/+6)<ul><li>qr: cr lp, st lp, cr lk, throw (all only against 4f chars)</li><li>br: st mp (+8, +4, links to cr hp), cr mk</li></ul></li></ul></li><li>punch dp -&gt; b hp xx spin kick (+40, +45)&nbsp;<ul><li>-&gt; safe jump on qr against some dp’s (exact frame unknown)</li><li>-&gt; dash x2 (+2/+7)<ul><li>qr: st lp, cr lp, cr lk, throw</li><li>br: st mp (+9/+5, too far to link anything unless in corner), cr mk</li></ul></li></ul></li><li>punch dp -&gt; microwalk -&gt; b hp xx v skill (~+41, +46)<ul><li>-&gt; dash x2 (+3/+8)<ul><li>qr: st lp, cr lp, cr lk, st mp, throw</li><li>br: impact (against 4f chars), cr mk (+4/+1, can link cr lp)</li></ul></li></ul></li></ul>



<p>Corner:</p>



<ul class="wp-block-list"><li>punch dp -&gt; b hp xx vskill (+41, +46)<ul><li>-&gt; perfect safe jump on qr, works against 4f reversals</li><li>-&gt; cr hp (+9, +14)<ul><li>qr: impact, cr mk (+5/+2, links to st lk)</li><li>br: uhhh</li></ul></li><li>-&gt; b hp (+5, +10)<ul><li>qr: st mp, cr lp (+7/+4, links to cr mp), cr mk</li><li>br: impact, st hp</li></ul></li></ul></li><li>punch dp -&gt; b hp xx spinkick (+37, +42)<ul><li>-&gt; st mk (+9, +14)<ul><li>qr: impact, cr mk (+5/+2, links to st lk)</li><li>br: uhhh</li></ul></li><li>-&gt; dash -&gt; cr lp (+4, +9)<ul><li>qr: qr: st mp, cr lk (+5/+2, links to st lk), throw</li><li>br: impact, cr mk (+5/+2, links to st lk)</li></ul></li></ul></li></ul>
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