Street Fighter V

SFV Street Fighter V Falke Guide Combos, Oki, VT1, VT2

falke SFV guide

FALKE NOTES

[LEGEND]

ShortMove
st.Shothold then release punch while standing
cr.Shothold then crouch release punch
jmp.Shothold then release punch while jumping
st.VT1HK + HP while VT1 is active
cr.VT1HK + HP while VT1 is active and while crouching
jmp.VT1HK + HP while VT1 is active and while jumping
PPSchneide, uppercut (Any two Punches)
KKKatapult (Any two Kicks)
EX KKEX Katapult (All three Kicks)
CHCounter Hit
CCCrush Counter
CACritical Art

[GOOD THINGS TO KNOW]

  • Frame and hitbox data: https://sfvsim.com/diff/FLK/000/
  • Shots can be charged at ANY time. During; hitstun, blockstun, knocked down, normals, specials and start of round.
  • Button used to charge can be switched without losing charge. In neutral the new charge button will come out on press though.
  • Pressing All Punch button while charging will make PP come out (cannot PPP while charging)
  • df.HK can OTG a knocked down opponent, works after CC cr.HK or if they delay rise
  • In VT2, crHK can be cancelled on block into cr.VT2p

[CORE COMBOS]

jmp.HP, df.HK, st.MP, st.MK xx KK [315/555] (Max damage jump in no resource)

st.LK, cr.LP xx VS [115/213]

df.HK ⇒ st.MP Core Combos below

st.MP, st.MK xx VS [162/270] (gains about ¼ of a vguage bar)

                     xx KK [186/310] (less damage than PP but more pressure)

                     xx KK xx CA [418/310]

                     xx PP [210/310] (sometimes whiffs max range, most damage ender for no bar)

                     xx EX KK, PP [262/415] (1 bar, wait to input PP to get all hits) / EX PP [276/450]

                     xx EX KK, st.shot [234/394] (1 bar, less damage than PP but gets oki)

VT1:

jmp.HP xx jmp.VT1 ⇒ st.MP VT1 Combos (jump in starter)

f.HP xx st.VTShot xx cr.VT1 [251/391]

st.MP, st.MK xx VS xx st.VT1 xx CA [450/375]

                               xx st.VT1 xx cr.VT1 [306/495]

st.MP, st.MK xx EX KK, VS xx st.VT1 [274/434] (1 bar, leave out cr.VT1 for oki)

                                            xx st.VT1 xx cr.VT1 [324/534] (1 bar, for damage)

VT2:

(do kick combos off of df.HK. PP whiffs)

cr.VT2 (overhead starter) ⇒ st.MP combo below

st.MP, st.MK xx VS xx KK xx VT2 [293/465] xx CA [463/465]

st.MP, st.MK xx VS xx PP xx cr.VT2 [315/485] (good oki)

st.Mp, st.MK xx EX KK, PP xx cr.VT2 [316/505] (delay PP, 1 bar, good oki)

[CORE COUNTER COMBOS]

  • CC cr.HK, df.HK (df.hk can be done OTG on knockdowns but only if they delay rise)
  • CC st.HK, fdash, st.MP, st.MK xx PP [258/420] 

                                                 xx EX KK, PP [287/495]

                                                 xx EX KK, st.Shot [274/480]

  • CC f.HP xx VT1(A), f.HP (Reset) xx st.VT1 xx cr.VT1 [
  • CH st.LK ⇒ st.MP Core Combos

VT1:

CC st.HK, fdash, st.MP, st.MK xx VS xx st.VT1 xx cr.VT1[322/545]

(CC f.HP in resets section)

VT2:

CC st.HK xx cr.VT2, st.MP, st.MK xx PP xx cloop r.VT2 [342/565] (uses half VT2, good oki)

CC st.HK xx cr.VT2, st.MP, st.MK xx VS xx KK xx VT2 [347/585] xx CA [517/585](almost all VT2)

CC f.HP xx VT2(A)

CC f.HP xx VT2 [188/300] xx CA [426/300]

[CORNER COMBOS]

VT1:

f.HP xx st.VT1, f.HP xx st.VT1, f.HP xx st.VT1, KK xx CA (Jump Range)

st.MP, st.MK xx VS xx cr.VT1 xx st.VT1 [304/500] xx CA [475/500]

[GOOD VT ACTIVATES]

VT1:

st.Shot xx VT1(A)

f.HP xx VT1(A)

st.HP xx VT1(A)

VT2:

VT2(A), get hit by projectile (Fireball will interrupt animation, won’t get full punished)

st.MP, st.MK xx PP xx VT2(A) [292/430] xx CA [462/430]

st.MK xx KK xx VT2(A)

st.MK xx st.Shot xx VT2(A) (Good confirm)

[CONFIRMS]

st.LK xx st.Shot [112/178]

st.HP xx KK [161/285]

          xx EX KK, PP [248/405]

          xx EX KK, st.Shot [216/381]

[SETUPS]

After EX KK, st.Shot ⇒ dash up, df.HK                                     

After KK ⇒ f.HP (CC)

VT1:

  • 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)
  • After EX KK, df.HK ⇒ VS xx VT1(A) (+3 on block, throw afterwards)

[RESETS]

VT1:

CC f.HP xx VT1(A), f.HP (Reset) xx st.VT1 xx cr.VT1

VT2:

st.MP, st.MK xx EX KK, df.HK, d.VT2 (reset)

Frame Kills & Oki

QuickBackDelayed+Frame Advantage | Post Dash
Katapult MeatyoBoHNotes
+ | +f.HP


s.lk56You must walk for this
+ | +



+



EX Katapult oBoHNotes
+ | +







+ | +



+



EX Katapult > st.Shot oBoHNotes
+ | +f.dash | df.HK+2+6




+ | +



+



SweepMeatyoBoHNotes
+ | +f.dash | throwKD
f.dash | st.MP+3+8
+ | +f.dash > delay | st.MP+3+8
+



V-SkillMeatyoBoHNotes
+ | +f.dash > delay | st.MP+3+8
f.dash > delay | throwKD
f.dash | df.HK


+ | +f.dash | f.HP


f.dash | df.HK+2+6
+



VT2(A)MeatyoBoHNotes
+ | +f.dash | throwKD
f.dash | st.MP+3+8
f.dash | st.LK+3+4
+ | +



+



(Season 4 has came out and Falke has received mad buffs. I will update everything eventually.)

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’s begin. (HA CRINGEY INTRO).

What makes Falke strong:


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’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’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). 

OFFENSE

1. MP pressure

More MP –> MP or MP –> microwalk –> MP pressure

2. Shimmies in general

More shimmies after jump in

3. Tick throws

More throws

More cr.LP –> Throw (tick throw)

More cr.LK –> Throw (tick throw)

4. df.HK options

After df.HK, more shimmy

After df.HK, more df.HK

After df.HK, more throw

After df.HK, more MP

5. VT1 Low shot knocks down

6. Standing shot is +7 after hit after LP –> Shot, do cr.MK

—————————————————————————————————————-

DEFENSE

—————————————————————————————————————-

V-Reversal more

Delay EX DP

EX DP after the first hit blocked

cr.HP anti-cross up in corner

Sweep anti-cross up mid screen

Meaties (In most situations you want to meaty with your cr.lk or any light):

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.

What makes Falke weak:

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.

Now let’s talk about her V-Triggers.

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.]


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  both VT1 and VT2.)

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.

Verdict:

Overall, Falke is a character who has a lot of potential but needs minor adjustments to be a threat.

*Side notes*

  1. She has an air throw
  2. Don’t use Default color 15 or Battle Outfit 11 because those are mine >:(
  3. Look behind you

My personal favorite season 4 change: The divekick

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. 

Here’s a setup I found with it: 

https://drive.google.com/file/d/1XzJHSssZW6YTvj3HKDtZLZsb5uGlFnJ0/view?usp=drivesdk

VT1:

  • 3 Oki opportunities (4 if you activate off of Kugel or d+f hk)
  • 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
  • 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’t get the throw mixup due to the push back
  • Automated oki from stand shot, double dash every time, you don’t have to think about it
    +Easy chip if you want it
    +Air shot confirms from the air / j.mp into air shot gives you extreme advantage
  • 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.)
    -Her frame trap loop is not very threatening at all, even if you walk up and grab
    -You still need to hit confirm into standing shot for oki, but at least if its blocked you are safe and on advantage
  • Long range confirms (when stand shot doesn’t knock down, low shot from outside of corner) do not translate into oki

VT2:

  • 4 Oki opportunities (Activation + 3 overhead)
  • Guaranteed oki on activation
  • 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)
  • Half screen corner carry off of jabs, bat swing will give you oki in the corner even from a ranged KK
  • 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 – 0 kill sequences off of a stray cr. mp confirm anywhere on screen on low health characters.
  • Realistically, Falke is a hit confirming character, this VT rewards her the most for doing so
    -NEEDS to be hit confirmed into
    -Overhead is a useless gimmick outside of confirms
    -Punishable if they block most of what you do
    -You kind of give up using V skill in neutral, but ideally you aren’t playing neutral anymore after activating this