Street Fighter V

Street Fighter V SFV Menat VT2 Guide

Index

  • Overview
  • V-Trigger Timer
  • V-Skill Activation
  • Soul Reflect Cancel
  • Soul Spiral Cancel
  • Judgement of Thoth
  • Prophecy of Thoth
  • V-Trigger 2 Combos
  • Bare Hand VT2 Combos
  • Crush Counter Combos
  • Special Thanks!

Overview of V-Trigger 2

  • Menat’s only 2-bar V-Trigger
  • Gives access to two sets of six orbs (20 damage each)
  • VT2 orbs are released by using the command input: QCB+Punch, instead of individual button presses (VT1)
  • It’s possible to cancel Menat’s Soul Sphere and Soul Spark special moves into VT2 special moves (EX Soul Sphere cannot be canceled on block)
  • Has potential for mix-ups but they don’t lead to high damage
  • Loses to projectile invulnerable moves (i.e. Zangief VT1, Cammy EX Spiral Arrow, etc.)
  • Beware negative edge!!

V-Trigger Timer

  • Overall, you have about 17 seconds to use both sets of orbs
  • If the timer runs out during the startup animation of your orb release, the orbs will disappear, leaving you wide open. How embarrassing!!

V-Skill Activation 

Canceling Menat’s V-Skills (Soul Reflect/Soul Spiral) into a V-Trigger activation

  • This cancel is possible when your V-Skill makes contact with your opponent, either on hit or block
  • You can also cancel V-Skill into V-Trigger when you reflect, absorb or nullify projectiles

Soul Reflect (Stella) Cancel

  • Menat’s crouching Reflect (Stella) has a much longer cancel window than standing Reflect (Kamal).
  • You can use a delayed cancel to create frame traps or alter the frame advantage of your orb release
  • This can also be helpful in juggle combos that use cr.Reflect canceled into an orb release

Soul Spiral Cancel (Crystal Ball)

  • With the Crystal Ball version of Soul Spiral, you can nullify the first hit of an EX projectile and cancel into a V-Trigger activation or orb release
  • Because Menat pushes the Crystal Ball far in front of her, you still have time to jump over the rest of the projectile after you cancel into VT
  • You could also use HP Release right after the VT2 cancel to nullify the rest of the projectile.

Judgement of Thoth (Orb Release)

  • During VT2, use the command input QCB+Punch to activate the special move “Judgement of Thoth”
  • There are three variations of orb releases depending on which punch button is used
  • You can cancel into orb releases from any ground normal move (except command normals), from both V-Skills, as well as from Soul Sphere and Soul Spark special moves
  • The startup animation for all versions is 11 frames

LP Release (Shotgun): QCB+Light Punch

  • Shoots six orbs that fly straight ahead and bundle closer together as they travel
  • Menat’s highest damage special move when all six orbs hit (120), so it’s best when used early in a combo
  • Does 30 chip damage when all six orbs are blocked
  • The volley of orbs can be used defensively to destroy multi-hit projectiles (like Rashid’s VT1 tornado) and breaks through most armor moves (exception being Abigail’s VT2)

MP Release (Birdshot): QCB+Medium Punch

  • Similar to Shotgun, except the orbs fly diagonally upward
  • Decent as an anti-air (trades in Menat’s favor) but will mostly be a combo extender
  • Creates a free juggle state when used as a raw anti-air, after a Crush Counter cr.HP or after an anti-air Recall (Soul Sphere Ankh)

HP Release (Veil): QCB+Heavy Punch 

  • All six orbs rise above Menat’s head and then fall to the ground at an angle
  • The front row of orbs fall first, followed shortly by the back row
  • The time it takes for the orbs to rise and fall can be used for offensive setups or as a defensive cover
  • The front three orbs can be used against a knocked down opponent to beat wake-up armored moves
  • If you use a neutral throw immediately after HP Release is blocked, the throw will combo into the back row of orbs for some added damage

Prophecy of Thoth (Reload)

  • After releasing the first set of orbs, press HP+HK to use the special move “Prophecy of Thoth” and gain access to a second set of six orbs
  • You can cancel into this special move from both V-Skills and from ground normal moves (except command normals)
  • Most cancels into the long reload animation will leave you defenseless
  • The safest ways to reload are by canceling from cr.HK on hit, from V-Skill on hit or from Soul Spark on hit

V-Trigger 2 Combos

“xx” = Cancel into …

“xx VT2” = Cancel into VT2 Activation

“(VT2)” = VT2 is active before combo starts

Close Range 

  • (st.LK or cr.LK or st.MP) xx VT2, cr.HP xx MP Soul Sphere xx LP Release, Dash, st.HP xx Soul Spark xx Reload, HK Soul Throw
  • (st.LK or cr.LK or st.MP) xx VT2, cr.HP xx MP Soul Sphere, LP Release, Dash, st.HP xx Soul Spiral xx Soul Spark xx Reload, LP Release, Critical Art
  • (max range) st.LK xx VT2, st.MP xx LP Release, Dash, cr.MP xx MP Sphere/Soul Spiral
  • (VT2) st.LK, cr.LP xx LP Release, Dash, cr.HP xx MPLP EX Sphere, cr.MP xx st.Reflect/Soul Spiral
  • (VT2) cr.LK, cr.LP xx MP Sphere xx LP Release, Dash, Walk, st.HK xx Soul Spark, HK Soul Throw
  • (VT2) cr.LK, cr.LK, cr.LP xx HPMP EX Sphere xx LP Release, Walk, Soul Spiral xx Soul Spark, HK Soul Throw
  • st.HK xx VT2, HP Release, cr.MP xx LP Sphere, Dash, st.MK xx Soul Spark, HK Soul Throw
  • st.HK xx VT2, Walk, st.MP xx HP Release, st.MP, j.HK, st.HP xx st.Reflect/Soul Spiral xx Reload
  • st.HK xx VT2, Walk, st.HK xx LP Release, Dash, cr.HP xx st.Reflect/Soul Spiral xx Reload

Mid Range

  • st.MP xx VT2, MP Sphere xx LP Release, Soul Spiral xx Soul Spark xx Reload, HK Soul Throw
  • st.MP xx VT2, cr.MP xx HPMP EX Sphere xx LP Release, Soul Spark xx Reload, HPMP EX Sphere
  • far st.MP xx VT2, Walk, st.MP xx LP Release, Dash, cr.HK xx Reload
  • max range cr.MK xx VT2, st.MP xx LP Release, LPMP EX Sphere, Walk, Throw

Jump-In

  • j.HP (max height), cr.LK xx VT2, st.MP xx LP Release, Dash, cr.HK xx Reload
  • j.HK, st.HK, st.MP xx VT2, st.HP xx LP Release, Dash, cr.HK xx Reload
  • j.HK, st.HP xx LPMP EX Sphere, st.MP xx VT2, LP Release, Dash, cr.HP xx st.Reflect
  • j.HK, st.HP xx LPMP EX Sphere, st.MP xx VT2, st.HP xx LP Release, Dash, cr.MP xx Soul Spiral

Khamun Kick

  • st.LK xx VT2, cr.MP xx MP Sphere xx LP Release, Soul Spark xx Reload, HK Soul Throw
  • (VT2) st.LK, MP Sphere xx LP Release, Dash, st.HP xx Soul Spiral xx Soul Spark, HK Soul Throw
  • (VT2) st.LK, cr.LP xx LP Release, Dash, cr.HP xx MPLP EX Sphere, cr.MP xx st.Reflect/Soul Spiral

Anti-air

  • (Activation in reaction to a jump) VT2, EX Soul Throw
  • VT2, MP Release, HPMP EX Sphere
  • VT2, MP Release, Dash/Walk, st.Reflect/Soul Spiral xx Critical Art

Bare Hand VT2 Combos

This isn’t an ideal scenario, but it’s important to be familiar with these combos in case you’re caught barehanded with VT available. Remember, you’re still dangerous even without the Crystal Ball in hand!

Close Range

  • (VT2) st.LK, cr.LK xx LP Release, Dash, st.HK xx Recall, st.HK, cr.MP xx st.Reflect/Soul Spiral
  • st.MP, cr.LK xx VT2, st.MK xx LP Release, Dash, cr.HK xx Reload
  • st.MP, cr.LK xx VT2, st.MK xx LP Release, Dash, cr.MP xx Soul Spiral
  • (VT2) st.MP (or cr.MP), cr.LK xx LP Release, Dash, cr.HP xx st.Reflect/Soul Spiral xx Soul Spark, HP Sphere xx Critical Art

Anti-Air

  • MP Release, HPMP EX Sphere
  • MP Release, Walk/Dash, st.Reflect xx Soul Spark, HK Soul Throw
  • MP Release, Soul Spark, cr.Reflect, HK Soul Throw

Jump-in

  • j.MK, st.MP xx VT2, st.HK xx LP Release, Dash, cr.HP xx st.Reflect/Soul Spiral

Crush Counter Combos

Activating V-Trigger during your Crush Counter combo is usually not a good idea because of damage scaling

The combos listed below assume you’ve already activated VT2 before the Crush Counter

  • close st.HP xx MP Release, HK Soul Throw
  • far st.HK, Dash, cr.Reflect xx MP Release, HK Soul Throw
  • far st.HK xx LP Release, Dash, cr.HP xx MPLP EX Sphere, cr.MP xx st.Reflect
  • close st.HK xx HP Release, cr.MP xx LP Sphere, Walk, st.MK xx Soul Spark, HK Soul Throw
  • close st.HK xx HP Release, cr.MP xx HP Sphere, Dash, st.HP xx Soul Spiral xx Soul Spark, HK Soul Throw
  • close st.HK, cr.HP xx MP Sphere xx LP Release, Dash, st.HP xx Soul Spiral xx Soul Spark, HK Soul Throw
  • far st.HK, cr.MP xx HPMP EX Spere xx LP Release, Walk, Soul Spiral, Soul Spark, HK Soul Throw
  • cr.HP xx HP Sphere, MP Release, Dash, st.Reflect xx Soul Spark, HK Soul Throw
  • cr.HP xx LP Sphere, st.Reflect xx Soul Spark, MP Release, HK Soul Throw
  • cr.HP xx LP Sphere, MP Release, Soul Spark, Reload, cr.Reflect xx MP Release, HK Soul Throw
  • cr.HP xx LP Sphere, MP Release, Soul Spark xx Reload, MP Release, Soul Spiral xx Critical Art
  • bare hand (ball behind Menat) close st.HK, Dash, st.MP xx HP Release, cr.MK xx Recall, j.HK, cr.HP xx st.Reflect 
  • bare hand (ball behind opponent) close st.HK, Walk, st.HK xx LP Release, Dash, st.HP xx st.Reflect xx Soul Spark, HK Soul Throw

This Crush Counter leads to a setup with an orb crossup

  • (VT2) cr.HK xx HP Release, Dash, cr.LK (whiff), Forward Jump, cr.HP xx MPLP EX Sphere, cr.MP xx HPLP EX Sphere
  • cr.HK xx VT2, HP Release, Dash, cr.LK (whiff), Forward Jump, cr.MP xx Soul Spiral xx Critical Art

Special Thanks

  • Special thanks to SFV Battle Director Woshige for the sweet VT2 buffs in Champion Edition!

That should be more than enough to get you started and building your own strategies. Thanks for reading until the end!

Credits                                                     TaNooki