Street Fighter V

SFV Street Fighter V G Combo, Oki Guide

Frame Data 

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
Instant Overhead 9
Combo: Two Charge(Max) 9
Confirms 9
Counterhit Confirms 9
Command throw 9
Corner 10
Crush Counter 10
Instant Overhead 10
V-Trigger 1 Cancels 10
OKI/Setups/OS 11
OKI/Setups 11
LP G Smash Over Level 2(1 Charge) 11
G Smash Over Level 3(2 Charge) 13
LK G Smash Under Level 2(1 Charge) 13
G Smash Under Level 3 (2 Charge) 14
OS 15
OS Base 15
OS 1 Charge 15
OS 2 Charge 15
VT 1 Setups(WIP) 15
Notes 16

Character 

Forward Dash 19f

Back Dash 25f

Frame Traps

3 Frames

  • s. lp -> s. MP
  • s. lp -> s. LK
  • cr. lp -> cr. LP (Can confirm to CRMP)
  • s. Mp -> s. MP
  • s. Mp -> s. LP -> cr. MP(Not 3f but distance makes it safe bcuz of distance)

4 Fram0es

  • cr. LK -> cr. LP
  • cr. LK -> st. LP
  • st. LP -> cr. MP 
  • st. MP -> cr. MP

Combo: No charge(Base)

Confirms

  • cr. LK -> cr. LP -> EX P DP -> LP DP  
    • 197/299 Damage/Stun
    •  +37/+42 Normal/Back Tech
    • -1/+4 CMP Ccharge Cancel
  • cr. LK -> cr. LP -> LK DP xx CA 
    • 335/213 Damage/Stun
  • s. LP -> s. LP -> LK DP 
    • 91/213 Damage/Stun 
    • +27/32 Normal/Back Tech
    • -14/-9 Charge Cancel
  • s. MP -> cr. MP -> LP/MP DP 
    • 194/270 Damage/Stun
    • +35/40 Normal/Back Tech //TODO CHECK MP V  LP OKI
    • +8/+13 Charge Cancel 
  • s. MP -> (1f Microwalk) -> s.MP -> cr.MP -> lp. DP
    • 232/340 Damage/Stun
    • +35/40 Normal/Back  Tech //TODO CHECK MP V LP OKI
    • +8/+13 Charge Cancel 
  • s. MP -> cr. MP -> LP/MP DP 
    • 194/270 Damage/Stun
    • +37/40 Normal/Back Tech
    • +5/+10 Charge Cancel
    • //TODO Check LP/MP OKI Different 
  • s. MP -> cr. MP -> EX DP -> microwalk -> BHP -> VSkill 
    • 273/416 Damage/Stun 
    • +41/46 Normal/Back Tech
    • +3/+8 Charge Cancel
  • s. MP -> cr. MP -> LP DP xx CA (427/270)

VT2 Already in*-6

  • cr. LK -> cr. LP -> LK DP xx HP+HK (216/353)
  • cr. LK -> cr. LP -> QCF LP xx HP+HK (192/353)
  • st. MP -> cr. MP -> MP DP xx HP+HK (260/350)

Counterhit confirms

  • s. Mp -> cr. HP -> LP Dp xx Charge
    •  233/335 Damage/Stun 
    • +37/+42 Normal/Back Tech
    • +6/+11 Charge Cancel
  • SMP -> BHP -> QCF lk  
    • 200/330 Damage/Stun
    • +36/41 Normal/Back Tech
    • -7/-12 Charge Cancel
  • SMP -> BHP -> QCF lk  
    • 200/330 Damage/Stun 
    • +36/+41 Normal/Back Tech
    • -14/-19 Charge Cancel
  • s. MP -> b. HP -> QCF HK
    • 200/330 Damage/Stun
    • +29/41 Normal/Back Tech
    • Don’t charge if really use LK
  • s. MP -> b. HP -> HK fireball xx Charge 
    • 184/290 Damage/Stun
    • +51/+56 Normal/Back Tech
    • -3/+2 Charge Cancel
  • s. MP(point blank) -> b. HP -> VSkill 
    • 184/290 Damage/Stun
    • +42/47 Normal/Back Tech
    • +6/+11 Charge Cancel

Corner

  • s. MP -> b. HP -> s. HK 
    • 216/330 Damage/Stun 
    • +10/+15 Normal/Back Tech
    • Don’t even think of charging..

Command throw

  • hcb. K -> lp DP 
    • 150/190 Damage/Stunk
    • +37/42 Normal/Back Tech
    • +6/+11 Charge Cancel
  • hcb. K -> lp. DP xx CA 
    • 414/190 Damage/Stun
  • hcb. K -> EX K DP 
    • 149/236 Damage/Stun
    • +26/+31
    • Bad idea to Charge cancel.
  • (corner) hcb. K -> B HP xx v-skill -> st. HK 
    • 219/340 Damage/Stun
    • +5/+10 Normal/Back Tech

Crush Counter Punish

  • f. HP -> cr. HK 
    • 188/300 Damage/Stun
    • +18/+23 Normal/Back Tech
    • -22/-17 Charge Cancel
  • f. HP -> HP -> LP DP
    • 242/370 Damage/Stun
    • +41/+46 Normal/Back Tech
    • +8/+13 Charge Cancel
  • st.HP -> MP DP -> EX K DP
    • 253/366 Damage/Stun
    • +26/+31 Normal/Back Tech
    • -3/+2 Charge Cancel
  • (Corner) st. HP -> MP/DP -> B HP xx Vskill
    • 192/390 damage/Stun
    • +41/+46 Normal/Back Tech
    • +6/+11 Charge Cancel

Instant Overhead

  • j. LK -> VSkill -> KK DP
    • 173/280 Damage/Stun
    • +26/+31 Normal/Back Tech
    • -3/ +2 Charge Cancel
  • (VT2) j. LK -> VSkill -> KK DP -> HP+HK
    • 260/420 Damage/Stun
    • +38/+43 Normal/Back Tech
    • +11/+16 Charge Cancel
  • j. LK -> VSkill -> VSkill
    • 125/20 Damage/Stun
    • +37/+42 Normal/Back Tech
    • +2/+7 Charge Cancel
  • (VT2) j. LK -> VSkill -> VSkill -> HP+HK
    • 230/380 Damage/Stun
    • +41/56 Normal/Back Tech
    • +12/+17 Charge Cancel
  • j. LK -> VSkill -> s. HK
    • 157/280 Damage/Stun
    • +12/+17 Normal/Back Tech
  • (VT2) j. LK -> VSkil -> s. HK xx HP+HK
    • 230/360 Damage/Stun
    • 36/+41 Normal/Back Tech
    • +8/+13 Charge Cancel
  • j. LK -> VSkill -> HK DP (Side Swap)
    • 85/160 Damage/Stun
    • -3/+2 Normal/Back Tech 

Combo: One Charge

Confirms

  • s. MP -> cr. MP -> MP DP -> EX K DP 
    • 250/392 Damage/Stun
    • +26/31 Normal/Back Tech
  • s. HP -> QCF LK -> st. LK -> EX P DP -> Microwalk -> bhp xx Vskill 
    • 294/490 Damage/Stun
    • +41/46 Normal/Back Tech
    • -3/+2 Charge Cancel

Counterhit confirms

  • SMP -> DHP -> QCF LK -> SLP -> LK DP  
    • 274/474 Damage/Stun
    • +27/+32 Normal/Back Tech
    • -14/-9 Charge Cancel
  • SMP -> DHP -> QCF LK -> SLK -> LP DP 
    • 293/456 Damage/Stun
    • +43/+48 Normal/Back Tech
    • +6/+11 Charge Cancel
  • SMP -> BHP -> (Delay) LP DP -> MK DP
    • 310/411 Damage/Stun (CA 506/411)
    • +29/34 Normal/Back Tech
    • -14/-9 Charge Cancel
  • s. MP -> b. HP -> (Delay) qcf HP -> mk DP
    • 237/375 Damage/Stun
    • +27/+32 Normal/Back Tech
    • -14/-9 Charge Cancel

Command throw

  • HCB K -> QCF lk -> lp/mp DP
    • 211/306 Damage/Stun
    • +48/53 Normal/Back Tech
    • +11/16 Charge Cancel
  • hcb. K -> QCF lk -> dp MK xx CA
    •  426/330 Damage/Stun
  • hcb. K -> qcf. LK -> lp DP -> ex K DP 
    • 288/412 Damage/Stun
    • +26/+31 Normal/Back Tech
    • -6/-11 Charge Cancel
  • (Corner) hcb. K xx qcf MK -> b. HP xx Vskill -> (Delay) -> HK
    • 254/420 Damage/Stun 
    • +7/+12 Normal/Back Tech
  • (VT2) hcb. K -> QCF mk -> HP+HK (235/370)
  • (VT2) hcb. K -> QCF MK -> DP LK xx HP+HK (300/470)

Corner

  • cr. HP xx qcf. HP -> s. LP -> qcf. Lk 
    • 252/447 Damage/Stun
    • +27/32 Normal/Back Tech
    • -14/-19 Charge Cancel
  • cr. HP xx QCF+HP -> st.LP xx DP+PP -> b.HP xx QCF+HP -> s.HK 
    • 343/564 Damage/Stun
    • +5/+10 Normal/Back Tech
  • (In VT2) J. HK -> cr. HP xx qcf LK -> st. LK -> EX P DP -> b. HP xx qcf HP -> HP+HK xx Charge

Crush Counter

  • f. HP -> s. HP -> qcf. LK -> s. LK -> LP DP
    • 291/472 Damage/Stun
    • +43/+48 Normal/Back Tech
    • +6/+11 Charge Cancel
  • s. HP -> QCF LK -> LP DP -> EX KK
    • 326/474 Damage/Stun
    • +26/+31 Normal/Back Tech
    • -3/+2 Charge Cancel
  • s. HP -> QCF LK -> LP DP
    • 260/384 Damage/Stun
    • +44/+49 Normal/Back Tech
    • +9/+14 Charge Cancel
  • (Corner) s. HP -> QCF MK -> (Delay) b. HP xx VSkill
    • 255/430 Damage/Stun
    • +43/48 Normal/Back Tech
    • +8/+13 Charge Cancel
  • (Corner) f. HP -> s. HP -> QCF LK -> s. LK -> DP PP -> b. HP -> VSkill
    • 317/542 Damage/Stun
    • +42/+47 Normal/Back Tech
    • +7/+13 Charge Cancel

Jump in

  • j. HP -> b. HP -> (Delay) lp. DP ->  DP MK 
    • 328/441 Damage/Stun (CA 524/441)
    • +29/34 Normal/Back Tech

Instant Overhead

  • j. LK -> VSkill -> DP LK
    • 165/280 Damage/Stun
    • +27/+32 Normal/Back Tech
    • -14/-9 Charge Cancel
  • (VT2) j. LK -> VSkill -> DP LK -> HP+HK
    • 270/420 Damage/Stun
    • +35/+40 Normal/Back Tech
    • +9/+14 Charge Cancel

Combo: Two Charge(Max)

Confirms

  • cr. lk -> cr. lp -> HP DP -> HK DP 
    • 204/335 Damage/Stun
    • +26/+31 Normal/Back Tech
  • cr. lk -> cr lp -> HP DP -> (Microwalk Forward) -> BHP -> VSkill 
    • 206/359 Damage/Stun
    • +41/46 Normal/Back Tech
  • st. mp -> cr. MP -> HP DP -> (Microwalk Forward) -> BHP -> VSkill 
    • 329/514 Damage/Stun
    • +41/46 Normal/Back Tech
  • s. HP -> HP DP -> HK DP xx ca 
    • 478/378 Damage/Stun

Counterhit Confirms

  • SMP (CH) -> crhp -> hp DP -> bhp xx Vskill (312/481)

Command throw

  • HCB K -> LsP DP -> LK DP (258/348)
  • HCB K -> LP DP -> LK DP xx CA (480/348)
  • (Corner) HCB K -> (Wait till they are very low) LP DP -> HK DP (xx/yy)

Corner 

  • s. MP -> cr. MP -> hp DP -> b. HP xx qcf HK (309/446)
  • (Corner) HCB K -> (Wait till they are very low) LP DP ->HK DP (xx/yy)

Crush Counter

  • s. HP -> DP P-> DP K
    • 190/382 Damage/Stun
    • +26/+31 Normal/Back Tech
  • s. HP -> DP P -> HK
    • 239/384 Damage/Stun
    • +11/+16 Normal/Back Tech
  • s. HP -> DP p -> Microwalk Forward -> b. HP -> VSkill
    • 255/406 Damage/Stun
    • +42/+47 Normal/Back Tech
  • f. HP -> s. HP -> DP P -> Microwalk Forward -> b. HP -> VSkill
    • 309/494 Damage/Stun
    • +42/+47 Normal/back Tech

Instant Overhead

  • j. LK -> VSkill -> DP K
    • 173/280 Damage/Stun
    • +26/+31 Normal/Back Tech
    • -3/+2 Charge Cancel

V-Trigger 1 Cancels

  • (Mid Screen) EX KK xx VTC -> DP P -> DP K -> QCF K 
    • 241/324 Damage/Stun
    • +39/+44 Normal/Back
  • (Mid Screen) EX KK xx VTC -> DP P -> VSkill-> DP K -> QCF K 
    • 267/355 Damage/Stun
    • +39/+44 Normal/Back

OKI/Setups/OS

OKI/Setups

All things after the first attack on the blockstring are presumed Counterhit

Sweep  +18/+23 (On hit)

LP G Smash Over Level 2(1 Charge)

+43/+48 Normal/Back Tech

Normal Tech/Back tech(Back tech you may have to delay up to 5f)

  • 2x Dash (+4) – Point Blank on both techs
    • s. LP(+3 OB)
      • (Hit) s. LK -> LP DP
    • cr. LK (+1) – 
      • (Hit) cr. lp -> EX DP
      • (hit) cr.lp -> LK DP
      • Notes
        • Next hit will trade with 3f 
    • s. LP -> Throw
      • Notes
        • Beats 3f
        • Resets to neutral
        • Mix with Shimmy which takes minor bywalk back
    • s. LP -> s.LP (+3 OB)
      • (hit) cr. MP -> LP/MP DP
      • (hit) st. LK -> LP DP
      • Notes
        • Beats 3f
    • s. LP -> s.LP -> (Microwalk forward)s.MP (+3 OB)
      • (hit) lp. DP
      • (hit started point blank)  lk -> LP DP
      • (block) qcf LP (-5 but pushback makes it relatively safe)
      • Notes
        • Ends pressure
        • Puts you out of range of most moves, can whiff punish with CRMP -> DP if you see buttons
        • Losers to mashing at last part of string 
    • S. LP -> Shimmy
      • (hit/confirm) b HP
      • (hit/confirm) s HP 
      • Notes
        • (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
    • S. LP -> s. LP -> cr.MP (+2 OB)
      • (hit) lp/mp DP
      • (block) qcf LP (-5 but pushback makes it relatively safe)
      • Notes
        • Ends pressure
        • Lots of push back(may beat 3f to check due to range) //TODO
    • S.lp -> s.lp -> walk in -> tiny walk back(Shimmy)
      • (hit) shp 
      • Notes
        • Very far distance you can walk quite far in then walk back. Best test because it is ALOT of push back
    • Throw
      • No OKI but “Take the throw” so hey
    • s. MP -> s. LP
      • (hit) cr. MP -> mp. DP
      • Notes
    • s. MP -> s. LP -> cr. MP
      • (hit) HP DP
      • (hit) MP DP (Safer)
      • Notes
        • Puts to neutral
    • s. MP -> s.MP 
      • (hit) cr. MP -> MP DP
      • (block) Microwalk -> cr. MP
      • (block) return to neutral
      • (block) forward jump -> d. MP will look like its crossing up but will stay same side. Slight walk forward will cross up
      • Beats 3f
    • S. MP -> Small walk forward -> Throw
      • “Take the throw”
      • Notes
        • Not a micro walk forward but a small walk can mix with be mixed with staggered pressure to open people up
  • Normal Tech only
    • 1 Dash (+24)
    • s. LP (FK) -> Command throw
      • cr. LP (FK) -> Command throw(easier input)
      • f. HK (-7 OB)
        • Meaty overhead +3 on CH
        • Notes
          • Looks punishable on back tech
  • Back Tech
    • 1 Dash (+24)
      • s. LP -> f HP
        • (hit) CC -> LK/MK DP 
      • Microwalk -> f. HK (-7 OB)
        • Meaty overhead +3 on CH

G Smash Over Level 3(2 Charge)

+44/+49 Normal (Cant Back Tech)

  • 2x Dash (+5) – Point Blank on both techs
    • s. LK(+2 OB)
      • Looks pretty useless V3f but potential for 4F
    • cr. LP (+3  OB)
      • Refer to s.LP in Level 2
    • 1f delay SLP 
      • Refer to level 2
    • s. MP 
      • Refer to level 2
  • 1x Dash (+25)
    • (FK) cr. LP -> Command throw
      • (hit) look at combos section)
    • F+HK (-7)
      • (block) Pray they dont punish the -7
      • (hit) not comboable but +3 on CH
    • (FK) st. LK -> s. MP (+5 OB)
      • (hit) +9 so you can cr. HP
      • TODO

LK G Smash Under Level 2(1 Charge)

+27/32 Normal/Back Tech

Back tech is the same but after dash walk forward

  • Dash (+8)
    • s. MP (+4 OB)
      • (Hit) cr. MP
      • (Counter Hit) b. HP
      • (Counter Hit) cr. HP
      • Notes
        • Possible because it hits on the last active frame
    • s. MP 
      • Refer to level one Smash Over
    • Walk Forward -> s. LP
      • Normal LP stuff

G Smash Under Level 3 (2 Charge)

+26/31 Normal/Back Tech

  • Dash (+7)

OS

OS Base

  • s. LP -> Tick throw 
    • (Enemy jump over) -> VSkill xx charge
      • +3/+8 Charge (Can be more/less depending how late you hit)
    • (Enemy neutral jump -> VSkill xx charge
      • +7/+12 Charge

OS 1 Charge

  • s. LP -> Tick throw 
    • (Enemy neutral/jump over) -> b. HP -> QCF HK -> LP DP 
      • 256/331 Damage/Stun
      • +9/+14 Forward Jump Charge (Can be more/less depending how late you hit)
      • 0/+5 Neutral Jump Charge 

OS 2 Charge

  • s. LP -> Tick throw 
    • (Neutral Jump) -> b. HP -> DP LK
      • 169/236 Damage/Stun
      • +26/+31 Normal/Back Tech
    • (Jump Over) -> b. HP -> QCF LK
      • 169/235 Damage/Stun
      • +42/+47 Normal/Back Tech


VT 1 Setups(WIP)

Jump Hk -> HK  xx VTC -> CRHP -> QCF LK -> xx Vskill -> Dash forward -> DP LK → QCF LK -> Dash forward -> (Delay) Command Grab -> (Wait till low) DP LP -> DP LK -> VT(After second hit previously)

Gif Link: Here

Jump Hk -> HK  xx VTC -> CRHP -> QCF LK -> xx Vskill -> Dash forward -> DP LK → QCF LK -> Jump Forward -> SMP -> CRMP -> HP DP 

Gif Link: Here

FHP (Non CC) xx VTC -> CRHP -> DP P xx VSkill -> DP K -> QCF LK (Regular setups after LK) 

Notes

Ex command grab does its own version until level 3 which it does regular grabs only.

Cancelling to VSkill is only safe when they block, they are interrupt with invincible moves during the ball cancel animation.  – https://www.youtube.com/watch?v=risv66FIq6w

G max damage combos 

Number at end = damage of combo

ch = counterhit

lv1 = no charge, lv2 = 1 charge, lv3 = 2 charges

VT1 keeps you in lv3 so no variations of combos for it

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.

LV1 midscreen no meter jumpin – jump heavy, st.mp, cr.mp xx smash over | 262

LV1 midscreen 1 bar jumpin – jump heavy, cr.hp xx ex smash over, back hp(1hit) xx vskill | 330

LV1 midscreen 2 bar jumpin – jump heavy, cr.hp xx ex smash over, back hp(1hit) xx ex spin kick | 366

LV1 midscreen ch light – ch st.lp, st.mp, cr.mp xx ex smash over, back hp(1hit) xx ex spin kick | 305

LV1 midscreen ch medium – ch st.mp, cr.hp xx ex smash over, back hp(1hit) xx ex spin kick | 348

LV1 midscreen ch heavy – ch f+hp, st.hp xx ex smash over, back hp(1hit) xx ex spin kick | 339

LV1 corner no bar jumpin – jump heavy, back hp xx light smash over, back hp(1hit) xx vskill, st.hk(1hit) | 361

LV1 corner 1 bar jumpin – jump heavy, back hp xx light smash over, back hp(1hit) xx ex spin kick | 357 (worse than no bar)

LV1 corner 2 bar jumpin – same as midscreen

LV1 corner ch light – same as midscreen

LV 1 corner ch medium – same as midscreen

LV1 corner ch heavy – same as midscreen

LV2 midscreen no bar jumpin – jump heavy, back hp xx light spin kick, medium smash over | 326

LV2 midscreen 1 bar jumpin – jump heavy, back hp xx light spin kick, medium smash over, ex smash under | 392

LV2 midscreen 2 bar jumpin – 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)

LV2 midscreen ch light – 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)

LV2 midscreen ch medium – ch st.mp, back hp xx light spin kick, medium smash over, ex smash under | 374

LV2 midscreen ch heavy – 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 

LV2 corner no bar jumpin – jump heavy, cr.hp xx heavy fireball, cr.lp xx light smash under | 316

LV2 corner 1 bar jumpin – jump heavy, cr.hp xx heavy fireball, cr.lp xx ex smash over, back hp(1hit) xx heavy fireball(1hit), st.hk(1hit) | 391

LV2 corner 2 bar jumpin – jump heavy, cr.hp xx heavy fireball, cr.lp xx ex smash over, back hp(1hit) xx heavy fireball(1hit), ex smash under | 400

LV2 corner ch light – same as midscreen

LV2 corner ch medium – 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

LV2 corner ch heavy – ch cr.hp xx heavy fireball, cr.lp xx ex smash over, back hp(1hit) xx heavy fireball, ex smash under | 380

LV3 midscreen no bar jumpin – jump heavy, cr.hp xx smash over, back hp(1hit) xx spin kick | 366

LV3 midscreen 1 bar jumpin – same as no bar

LV3 midscreen 2 bar jumpin – same as no bar

LV3 midscreen ch light – ch st.lp, st.mp, cr.mp xx smash over, back hp(1hit) xx spin kick | 305

LV3 midscreen ch medium – ch st.mp, cr.hp xx smash over, back hp(1hit) xx spin kick | 348

LV3 midscreen ch heavy – ch f+hp, st.hp xx smash over, back hp(1hit) xx spin kick | 339

LV3 corner no bar jumpin – same as midscreen

LV3 corner 1 bar jumpin – same as midscreen

LV3 corner 2 bar jumpin – same as midscreen

LV3 corner ch light – same as midscreen

LV3 corner ch medium – same as midscreen

LV3 corner ch heavy – same as midscreen

Command grab

LV1 grab no bar midscreen – light smash over | 150

LV1 grab 1 bar midscreen – ex smash under | 159

LV1 grab 2 bar midscreen – not possible

LV1 grab no bar corner – back hp(1hit) xx vskill, st.hk | 219

LV1 grab 1 bar corner – back hp(1hit) xx ex spin kick | 211 (worse than no bar)

LV1 grab 2 bar corner – not possible

LV2 grab no bar midscreen – light spin kick, medium smash over | 211 (267 with screen dependant st.hk)

LV2 grab 1 bar midscreen – light spin kick, medium smash over, ex smash under | 288

LV2 grab 2 bar midscreen – not possible

LV2 grab no bar corner – medium spin kick, back hp(1hit) xx vskill, st.hk(1hit) | 254

LV2 grab 1 bar corner – medium spin kick, back hp(1hit) xx heavy fireball(1hit), ex smash under | 265

LV2 grab 2 bar corner – not possible

LV3 grab midscreen – smash over, smash under | 258

LV3 grab corner – same as midscreen

LV1 EX grab midscreen – medium smash over, ex smash under | 258

LV1 EX grab corner – ex smash over, ex smash under | 258(242 with st.hk instead of ex smash under)

LV2 EX grab midscreen – medium smash over, ex smash under | 272

LV2 EX grab corner – light spin kick, f+hp,  ex smash under | 319

LV3 EX grab midscreen and corner – same as regular lv3 grab

VT1 active grab midscreen – smash over xx vskill, smash under xx spin kick | 377

VT1 active grab corner – same as midscreen

LV1 VT1 not active grab midscreen – forward hp xx VT1, smash under xx spin kick | 262

LV1 VT1 not active grab corner – same as midscreen

LV2 VT1 not active grab midscreen – forward hp xx VT1, smash under xx spin kick | 272

LV2 VT1 not active grab corner – light spin kick, forward hp, st.hk(1st hit) xx VT1, smash under xx spin kick | 299

LV3 VT1 not active grab midscreen – smash over(1st hit) xx VT1, smash under xx spin kick | 242

Lv3 VT1 not active grab corner –  smash over(1st hit) xx VT1, vskill, st.hk | 243

LV1 VT2 not active grab midscreen – forward hp xx VT2, ex smash under xx G explosion | 282

LV1 VT2 not active grab corner –  same as midscreen

LV1 VT2 active grab midscreen – ex smash under xx G explosion | 279

LV1 VT2 active grab corner – back hp(1hit) xx vskill, G explosion | 268

LV2 VT2 not active grab midscreen – forward hp xx VT2, ex smash under xx G explosion | 292

LV2 VT2 not active grab corner – light spin kick, forward hp, st.hk(1st hit) xx VT2, ex smash under xx G explosion | 311

LV2 VT2 active grab midscreen – light spin kick, medium smash over, ex smash under xx G explosion | 378

LV2 VT2 active grab corner –  medium spin kick, back hp xx heavy fireball(1hit), ex smash under xx G explosion | 340

LV3 VT2 not active grab midscreen – smash over, forward hp xx VT2, smash under xx G explosion | 357

LV3 VT2 not active grab corner – smash over, st.hk(1st hit) xx VT2, smash under xx G explosion | 325

LV3 VT2 active grab midscreen – smash over, smash under xx G explosion | 363

LV3 VT2 active grab corner – same as midscreen

VT1 and VT2

midscreen VT1 active – jump heavy, cr.hp xx smash over xx vskill, smash under xx spin kick | 428

corner VT1 active – jump heavy, cr.hp xx smash under(1hit) xx vskill, fireball xx vskill, st.hk(1hit) | 429

LV1 midscreen VT2 active – jump heavy, back hp xx light smash over, ex smash under xx G explosion | 418

LV1 corner VT2 active  – same as midscreen

LV2 midscreen VT2 active – jump heavy, back hp xx light spin kick, medium smash over, ex smash under xx G explosion | 467 

LV2 corner VT2 active – 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

LV3 midscreen VT2 active – jump heavy, cr.hp xx smash over, smash under xx G explosion | 418

LV3 corner VT2 active – jump heavy, cr.hp xx smash over, back hp xx G explosion | 390

Super/CA

CA midscreen no VT – (LV3) jump heavy, cr.hp xx smash over, smash under xx CA | 526

CA corner no VT – (LV3) jump heavy, cr.hp xx smash over, back hp xx vskill, CA | 495

CA midscreen VT1 active – jump heavy, cr.hp xx smash over xx vskill, smash under xx CA | 538

CA corner VT1 active – jump heavy, cr.hp xx vskill, vskill, CA | 562

CA midscreen VT2 active – (lv3)jump heavy, cr.hp xx smash over, smash under xx G explosion(2hits), CA | 580

CA corner VT2 active – (lv3) jump heavy, cr.hp xx smash under xx G explosion(2hits), CA | 562

G SFV Bread and Butter Combos

G Vital Stats

Health: 1000

Stun: 1000

Strengths:

Weaknesses:

Difficulty:

Due to the mechanics of G charge, I’m going to refer to G’s different levels as:

G at round start: Level 1

G with one presidential charge: Level 2

G with both presidential charges: Level 3

G Charge – Down down + 2 punches – 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’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’s combos change radically depending on your charge, so it’s always worth going for the charge, and you need different combos when you’re charged. I’ll mention charges when they’re allowed.

Specials

G burst – qcf punch – 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’t connect properly raw, though after a link it’ll hit properly. Level 3 fireball has a blast after it hits the ground which notably increases its range.

G smash over – dp+punch – 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’t change across versions, they just go farther, launch higher, and come out slower. This is G’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.

G smash under – dp+kick – 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.  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.

G kick – qcf kick – G jumps and kicks at you. It’s fast enough to combo from his heavy cancels. Level 1 is +3 on hit and -5 on block, so it’s good to go into if you want to reset and mix up the opponent but it’s unsafe. Level 2 is still -5 on block, but it’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’t anti air with it.

G impact – hcb kick – a command grab. Seems faster than Q’s. It’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.

All of G’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.

Pangaea burst – qcf qcf P – Super. It’s actually a very good anti air unless they jump over you, and from mid screen or closer it’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.

G barrier – v-skill – 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’s tall as hell so it’s actually a pretty good anti air, and it’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’t attack on the way down after a shield, he takes a long time to land, and he can’t do it on backward jumps. It has a hitbox, so it can be combo’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.

VT1 – Maximum president – 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’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.

VT2 – Dangerous president – G gains access to 2 new special moves, G explosion and G rage.

G explosion – HP+HK – G does an uppercut followed by an explosion. The damage is high, and you have a juggle into super on very high connects. It’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.

G rage – d+HP+HK – A command grab. It’s not incredibly fast but it has armor and it’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’s best to try and go for a G explosion before the G rage, or just two G explosions. It’s 3f armor so don’t use it like a wakeup reversal maybe.

Anti-Fireballs:

Anti airs:

V-skill – 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.

cr. HP – Upper body invincibility. The damage isn’t great but it seems reliable. The hitbox goes behind him so not bad for would-be crossups.

b+HP – very tall,  not upper body invincible, so do it early. Cancels to G kick. Nice damage. Better as a far anti air than v-skill, anyway.

CA – Raw super works from pretty much any range and also punishes neutral jumps from 2/3rds screen or so.

You can probably meet them midair with a jump strong, which is probably good if they’re jumping from very close. If they’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.

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’t do better than +1 so it’s not amazing.

Invincibility/Reversal options:

CA

Safe Special Moves:

Meaties and Pressure:

Pokes and Counterpokes:

Punish combos:

lv1

st. MP, cr. MP xx MP smash over xx G charge (194 damage, 270 stun) – This link does more damage than any of his raw cancels. G’s damage seems pretty low without presidential power so go for the stuff that allows charges.

st. MP, cr. MP xx EX smash over, (microwalk) b+HP xx v-skill xx G charge (273, 416)  – 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’s way easier while building v-meter and allowing the charge, but practice that microwalk.

st. MP, cr. MP xx EX smash over, b+HP xx EX G kick (309, 446) – A 2 bar version. Doesn’t add too much damage but maybe worth it if you need to kill.

cr. HP xx smash over xx CA (444, 240) – CA version. Combo shortened to reduce scaling.

lv2

cr. HP xx LK G kick, st. LP, st. LK xx LP smash over xx G charge (259, 417) – Already a respectable increase in damage

b+HP xx LK G kick, LP smash over xx G charge (266, 331) – alternative starter

cr. HP xx LK G kick, st. LK xx EX smash over, (microwalk) b+HP xx v-skill xx G charge (304, 490)

cr. HP xx smash over xx CA (462, 258) – same combo but it’s stronger.

lv3

cr. HP xx smash over, b+HP xx G kick (313, 443)

cr. HP xx smash over, smash under xx CA (499, 378)

VT1 punish combos:

cr. HP xx smash over, smash under xx G kick (345, 483)

cr. HP xx smash over xx v-skill, smash under xx G kick (387, 534) – Uses another special to squeeze out a bit more damage.

cr. HP xx smash over xx v-skill, smash under xx CA (519, 444) – There’s almost certainly something better here but I don’t know what.

For what it’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.

VT2 punish combos:

st. MP, cr. MP xx MP smash over xx HP+HK xx G charge (299, 410) – level 1 confirm

b+HP xx LK G kick, MK smash under xx HP+HK xx G charge (341, 500) – level 2 confirm

cr. HP xx Smash over, smash under xx HP+HK (373, 518) – level 3 confirm. You can cancel the end into a speech if you like.

Note that HP smash over into HP+HK actually won’t connect properly.

Crush counter punishes:

f+HP (CC), st. HP xx HP smash over xx G charge (242, 370) – level 1

f+HP (CC), st. HP xx LK G kick, st. LK xx LP smash over xx G charge (291, 472) – level 2

f+HP (CC), st. HP xx smash over, b+HP xx G kick (339, 519) – level 3

Ranged Punishes:

G’s punishes at range are pretty much the same as his crush counter punish combos, minus the f+HP starter.

st. HP xx HP smash over xx G charge (170, 240)

Confirm combos:

All of G’s st. MP combos also function as confirms. Here are some others.

cr. MP, st. LK xx LP smash over  xx G charge (176, 243 for lv1, 192, 259 for lv2)

st. HP xx G kick, st. LK xx LP smash over  xx G charge(241, 380) – This cancel can be done on reaction to a successful st. HP. It’s only really worth it in level 2 IMO.

G impact, LP smash over  xx G charge(150, 180) – level 1

G impact, LK G kick, LP smash over xx G charge (211, 306) – level 2. The G kick is done as a cancel from the 2nd hit of the command grab

G impact, smash over, smash under (258, 348) – level 3

EX command grab gives you a level 3 command grab, but you don’t have the level 3 specials to follow it up, which means it doesn’t end up doing any more damage than a non-EX command grab unless you burn a second meter on EX smash over.

EX G impact, EX smash over, (microwalk) st. HK (242, 348) – You can also end with v-skill into G charge, but I wouldn’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.

Confirm combos (light normals):

cr. LK, cr. LP xx LK smash under (111, 213) – Max damage meterless off a low short in level 1 and 2

cr. LK, cr. LP xx smash over, B+HP xx G kick (242, 389) – level 3

cr. LK, cr. LP xx EX smash over, b+HP xx v-skill xx G charge (206, 359) – EX from low

cr. LP, st. LK xx LP smash over xx G charge (146, 213) – max damage from 4f. G gets considerably more damage from cr. LP than cr. LK when considering his ability to get a charge.

Confirm combos (crush counter):

st. HP xx MP smash over xx G charge (176, 260) – level 1 meterless

st. HP xx MP smash over, EX smash under xx G charge (253, 366) – level 1 1-bar. If you G-charge here you’re -3 for what it’s worth, so be wary in the corner.

st. HP xx MP smash over, MK smash under (262, 381) – level 2 meterless. -13 on G charge so don’t do it unless you’re greedy.

st. HP xx smash over, b+HP xx G kick (291, 436)

f+HP (afar), LP smash over xx G charge (188, 260) – for when st. HP would be out of range. level 1/2 version

f+HP (afar), smash over, b+HP xx G kick (303, 436) – level 3 version

Confirm Combos (V-trigger):

f+HP xx VT, st. HP – Moves you in, so probably a good starter.

st. HK (2 hits) xx VT, st. HP – Easy to confirm and though it’s -5, you can space it easily to be outside jab range on block.

cr. MK xx VT, cr. HP – you’ve got to be somewhat close for this link.

EX smash over xx VT1 – Good range, and good conversions. +8 on block, full combos on hit, I can see people using this a lot.

EX smash under xx VT1 – Less juggle potential than the above, less plus on block, but hits low so higher success rate.

Counter Hit confirms:

cr. LK, st. MP – max damage from CH low.

st. LP, st. MP – this is a 3f trap and a combo on CH. Fantastic sequence.

st. MP, cr. HP – always adds damage, but particularly good in level 2 into G kick

cr. MK, cr. LP – stronger combo from a low.

cr. MP, cr. MP

Frame Traps:

St. LP, st.MP, cr.MP, Smash over MP.

st.LP, st.LK, Smash under LK

St. LP, st.MP, cr.MP, Smash over MP.

Corner:

st. MP, cr. MP xx MP smash over, v-skill xx G charge (243, 356) – level 2

cr. HP xx HP burst, st. LP xx LK smash under (256, 447) – level 2

cr. HP xx HP burst, st. LP xx EX smash over, b+HP xx HP burst, s.HK (350, 564) – level 2

cr. HP xx LK G kick, st. LK xx EX smash over, b+HP xx HP burst, st. HK (331, 518) – level 2

b+HP xx LK G kick, v-skill xx G charge (210, 315) – level 2. His b+HP combos from level 1 don’t appear to change in the corner, and I can’t find a good route from b+HP in level 3 at all.

G impact, b+HP xx v-skill, st. HK (219, 340) – level 1. For this combo you’re probably better off building a charge but this followup does more damage and is corner only so I wanted to show it.

G impact xx LK G kick, b+HP xx v-skill, st. HK (254, 420) – level 2. For this combo you’re probably better off building a charge but this followup does more damage and is corner only so I wanted to show it.

G impact xx smash over, smash under (258, 348) – level 3. There’s maybe something better here. Get a late smash over into an immediate smash under.

Midair Connect and Juggles:

j. MP – There’s no combo here but it has juggle potential and it spikes so I thought I’d let you guys know 🙂

level 2 G kick xx G charge

level 2 G kick xx b+HP xx EX G kick

v-skill xx VT1

v-skill xx VT2

VT1 v-skill

v-skill, super

Other:

If G does a forward throw on a crouching opponent, it does a bit more damage and stun.

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.

If you leave G idle for about 1 minute he’ll do an attack that does 500 damage with a jugglable state and no recovery. Naturally this has no competitive utility.

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’ll never get more than a tiny charge in a real match.

Players to Watch: Nemo, Stormkubo

G Okizeme

The following sections are formatted as follows:

President Level

  • knockdown (kda on qr, br)
    • followup (kda afterwards)
      • buffered meaty options (alternate advantage on hit/block if landed meaty)

PrezLev1

  • lk/mk dp (+27/+32)
    • -> dash (+8/+13)
      • qr: impact (beats 4f), cr mk (+4/+1), cr mp (+7/+4)
      • br: f hp
  • hk dp (+29/+34)
    • -> dash (+10/+15)
      • qr: impact, cr hp (+4/0)
      • br: f hp (+3/-3)
  • prezlev1 punch dp’s should always be charge/super/vt cancelled
  • ex impact xx mp dp (+47/+52)
    • -> dash x2 (+9/+14)
      • qr: impact, cr mk (+5/+2)
      • br: f hp

PrezLev2

  • lk dp (+27/+32)
    • -> dash (+8/+13)
      • qr: impact (beats 4f), cr mk (+4/+1, links to cr lp), cr mp (+7/+4, links into itself)
      • br: f hp
  • mk dp (+29/+34)
    • -> dash (+10/+15)
      • qr: impact, cr hp (+4/0, links to cr lp)
      • br: f hp (+3/-3)
  • hk dp (+30/+35)
    • -> dash (+11/+16)
      • qr: st hp (+4/-2, links to cr lp)
      • br: f hp (+4/-2, links to cr lp)
  • lp dp (+42/+47)
    • -> dash x2 (+4/+9)
      • qr: st mp, cr lk (+5/+2, links to st lk), throw
      • br: impact, cr mk (+5/+2, links to st lk)
    • -> safe jump on qr in corner only
  • mp dp (+45/+50)
    • -> dash x2 (+7/+12)
      • qr: st mp (+9/+5, links to cr hp), cr mk
      • br: f hp, st hp (+5/-1, links to st lk)
  • hp dp (+49/+54)
    • -> dash x2 (+11/+16)
      • qr: st hp (+4/-2, links to cr lp)
      • br: f hp (+5/-3, links to st lk)
  • impact xx lp dp (+44/+49)
    • -> dash x2 (+6/+11)
      • qr:
      • br:
  • impact xx mp dp (+48/+53)
    • -> dash x2 (+10/+15)
      • qr: impact, cr hp (+4/0, links to cr lp)
      • br: f hp (+3/-3)
  • Impact xx hp dp (+49/+54)
    • same as normal hp dp
  • ex impact xx punch dp not practical, inconvenient kda’s

Corner:

  • mp dp -> v skill 
    • xx charge (+2/+7)
  • hp dp -> v skill 
    • xx charge (+3/+8)

PrezLev3

  • kick dp gives bad oki (+7 after dash but far away)
  • punch dp (+43, wallbounce eliminates backrise option; usually optimal to just juggle into kick dp)
    • -> dash x2 (+5)
      • st mp, cr lp (+7/+4, links to cr mp), cr mk
  • spin kick (+39, +44)
    • -> safe jump on qr against some dp’s (exact frame unknown)
    • -> dash x2 (+1/+6)
      • qr: cr lp, st lp, cr lk, throw (all only against 4f chars)
      • br: st mp (+8, +4, links to cr hp), cr mk
  • punch dp -> b hp xx spin kick (+40, +45) 
    • -> safe jump on qr against some dp’s (exact frame unknown)
    • -> dash x2 (+2/+7)
      • qr: st lp, cr lp, cr lk, throw
      • br: st mp (+9/+5, too far to link anything unless in corner), cr mk
  • punch dp -> microwalk -> b hp xx v skill (~+41, +46)
    • -> dash x2 (+3/+8)
      • qr: st lp, cr lp, cr lk, st mp, throw
      • br: impact (against 4f chars), cr mk (+4/+1, can link cr lp)

Corner:

  • punch dp -> b hp xx vskill (+41, +46)
    • -> perfect safe jump on qr, works against 4f reversals
    • -> cr hp (+9, +14)
      • qr: impact, cr mk (+5/+2, links to st lk)
      • br: uhhh
    • -> b hp (+5, +10)
      • qr: st mp, cr lp (+7/+4, links to cr mp), cr mk
      • br: impact, st hp
  • punch dp -> b hp xx spinkick (+37, +42)
    • -> st mk (+9, +14)
      • qr: impact, cr mk (+5/+2, links to st lk)
      • br: uhhh
    • -> dash -> cr lp (+4, +9)
      • qr: qr: st mp, cr lk (+5/+2, links to st lk), throw
      • br: impact, cr mk (+5/+2, links to st lk)