Street Fighter V

Street Fighter V (SFV) is a 2D fighter where momentum can quickly shift in either players' direction. V-Trigger powers up characters and allows a player to start a comeback. The grey health mechanic rewards aggression by penalizing defense. Crush Counter turns normal counter hits into big combo starters. Dashes and jumps are very fast and fights can go from neutral to mixups in a second. Dizzies are very common. The outcome of a round is never certain until a character is KOed. A fight is never over until it's over in Street Fighter V.

Helpful Resources

The SFV wiki.
The Street Fighter Reddit.
MC MuraFGC's Youtube has great character guides.

Notation

Attack Notation

LP Light Punch Jab
MP Medium Punch Strong
HP Heavy Punch Fierce
LK Light Kick Short
MK Medium Kick Forward
HK Heavy Kick Roundhouse

Directional Notation

up-back up up-forward
back neutral forward
down-back down down-forward
ub u uf
b n f
db d df

High attacks are overhead attacks that must be stand blocked. Mid attacks are attacks that can be blocked with both stand block and crouch block.

Street Fighter V uses Modern frame data notation. If an attack has 7 frames of startup, it hits on the 7th frame.

Medium normal attacks, heavy normal attacks, and special attacks inflict recoverable damage. Recoverable health recovers after being out of hitstun and blockstun for a certain amount of time.

Critical Art is the game's super attack and costs 3 bars of Critical Gauge. Critical Arts have a lot of utility and are very easy to combo into. They are especially useful as combo enders because damage scaling is never more than 50%. Critical Arts are the only attacks that can chip kill.

There is less pushback in SFV than in almost any other Street Fighter game. Characters stay closer to each other after an attack is blocked and are in throw range/mixup range for longer. Knowing frame data definitely helps you win in these situations.

Street Fighter V uses a priority system instead of hitboxes and hurtboxes to decide which attack wins when attacks are active on the same frame. Medium attacks beat light attacks. Heavy attacks beat medium and light attacks. Special attacks beat normal attacks.

The priority system needs to exist for frame traps to be effective. SFV lacks proximity normal attacks and light attacks don't start hit confirmable combos for many characters. Time your medium attack to hit on the same frame as your opponent's light attack to frame trap.

There are no invincible DPs without meter. DPs with invulnerability are counter hit punishable on recovery.

Light DPs are immediately throw-invulnerable. Medium DPs are immediately air-invulnerable. Heavy DPs are fully invincible on frame 3. Heavy DPs beat frame traps with gaps of 3 frames or larger.

Some normals attacks are able to Crush Counter. When these attacks counter hit they build V-Gauge, inflict extra damage, and inflict extra hitstun. If a Crush Counter attack beats another attack via the priority system, it counts as a Crush Counter. Use Crush Counter attacks in neutral to chop off your opponent's limbs.

The recovery frames of DPs can be Crush Countered but the damage of the following combo is scaled. It is more damaging to punish DPs with a jump in combo but that sacrifices V-Gauge gain.

Dashes and jumps are fast and difficult to react to. Preemptively place pokes in neutral to check dashes.

Dash check attacks lose to Crush Counter. When the opponent is scared of checking dashes, that's when you dash in.

Whiff punishing Crush Counter attacks is impossible from most distances. I like to jump in when I expect one. Or dash in after the attack whiffs to start my pressure.

V-Gauge builds when damage is taken, attacks are blocked, and by using V-Skill. At the character selection screen you are given a choice between two V-Skills. V-Skill is performed with MP+MK.

V-Reversal is this game's Alpha Counter or Guard Cancel Roll. Press forward and all three punches or kicks in blockstun to perform it. It costs 1 bar of V-Gauge and heals 200 stun. V-Reversal is strike-invulnerable and projectile-invulnerable from startup to active frames but not throw-invulnerable. V-Reversal varies between the characters.

Evasive V-Reversals are useful for escaping the corner and avoiding chip kill.

Knockdown V-Reversals have 17 frame of startup and inflict 60 recoverable damage. They're best for keeping offense going or keeping the corner.

Non-knockdown attacking V-Reversals have 12 frames of startup and inflict 40 recoverable damage. They're better at getting out of pressure.

V-Reversal is not fast and is often too slow to punish light attacks. It's best to V-Reversal after blocking medium and heavy attacks.

At the character selection screen you are given a choice between two V-Triggers. When the V-Gauge is completely filled press HP+HK to activate V-Trigger. Most V-Triggers are a powered up state for the character but some are simply attacks. There are 1 bar, 2 bar, and 3 bar V-Triggers. You build enough V-Gauge in a round to activate a 2 bar V-Trigger twice if you don't spend any meter on V-Reversal or V-Shift. V-Reversal and V-Shift are not possible during V-Trigger.

V-Trigger activation might have a built in attack. Some activations don't do anything which is a good thing because those can be used like a Roman Cancel. These activations are usually plus on block after being canceled from a heavy attack. All activations have a lot of recovery frames and are unsafe to activate in neutral unless far away.

Grounded overheads are universally -7 on block. Overheads are punishable with medium attacks.

Throws are performed with LP+LK and are teched with the same input. There is a whiff animation if unsuccessful. If a throw and strike are active on the same frame the throw wins. Throws in SFV have 5 frames of startup. Throws have shorter range than previous games which means the defender can be shimmied easier. Characters cannot be thrown 2 frames after leaving hitstun, blockstun, or wakeup. Meaty throws are still possible because throws have 3 active frames.

Command throws universally have 70 frames of recovery on whiff. Every character gets a max damage punish after a jump or backdash. This was added to the game to prevent V-Trigger activation into command throw from being overpowered.

Backdash avoids throws. Getting hit during the first part of backdash is a regular hit while getting hit during the middle part is a counter hit. The middle part is airborne and air resets the character unless they get Crush Countered. The final part of the backdash is still vulnerable but is not counter hit punishable.

After a knockdown, press down or two punches to quick recover. Or press back or two kicks to back recover. Back recovery is slower but creates more distance. It has a smoke effect and a different voice sample to tell it apart from quick recovery.

The number 2 is everywhere in SFV. Frame data of so many things is intentionally designed to be exactly -2 or +2 on hit or block. It is the basis of the throw game, rushdown game, and shimmy game. The fastest strike has 3 frames of startup and the default throw has 5 frames of startup. Because throws beat strikes if they meet on the same frame, throw wins +2 exchanges.

Let's look at options from both sides. At +2 the attacker can throw. The defender can use delayed throw tech to beat it. The attacker can shimmy to beat delayed throw tech.

The defender can beat shimmy with a low poke to catch the walk backwards. The attacker can beat the low poke with a frame trap.

The defender can use an invincible DP to beat frame traps/rushdown if they don't want to block. The attacker can beat invincible DP with shimmying or blocking.

Press HP+MK in neutral to V-Shift. V-Shift costs 1 bar of V-Gauge but refunds half a bar if successful. It is fully invincible from frames 1-9 and throw-invulnerable from frames 1-16. If a strike is evaded, the rest of V-shift becomes fully invincible and the character enters slow motion. Slow motion begins on frame 11. V-Shift does not go into slow motion after evading a throw. If V-Shift doesn't go into slow motion, it loses invincibility and becomes counter hit punishable from frames 10-31.

V-Shift can turn defensive situations into offensive ones. You can use it to evade medium, heavy, or special attacks and punish your opponent's recovery if you're close enough. V-Shift makes buffered attacks come out. V-Shifting in the corner is both riskier and more rewarding as you're close to your opponent after both a successful and unsuccessful V-Shift. Attacks delayed to counter hit regular backdash lose to V-Shift but if those attacks are delayed even later they counter hit V-Shift.

You can hold forward or back and V-Shift, which means you can stand block but not crouch block into V-Shift. The forward input also creates an option select. On defense press forward and both the V-Shift and V-Reversal inputs. If you're in blockstun you V-Reversal and if not you V-Shift.

Press HP+MK again during a successful V-Shift to V-Break. V-Break has a lot of forward range, inflicts recoverable damage, and knocks down. It is safe at -2 on block.

Like V-Reversal, V-Break is not guaranteed after a light attack.

Only the first 9 frames of V-Shift are invincible. That means you can beat it by delaying an attack by 10 frames or leaving gaps of 10 frames in pressure. For example, Abigail's first punch is +2 and I follow it with an attack with 12 frames of startup to punish V-Shift.

While you don't have to punish V-Shift the first frame it loses invincibility, the later you punish it the farther away your opponent will be. They might be too far away for a combo punish.

To record the training dummy performing V-Break, mash HP+MK with slowdown during recording then set Replay Playback Interval to 20.