101 Series: Kage

The 101 series is meant to help new players quickly get acclimated to a character and to give them the knowledge and tools to play effectively with a character as fast as possible. This series won’t be covering the complex aspects of each character, rather we will talk about the basic points of the character and what makes them strong. It is our hope that this series serves as a jumping-off point for you to more deeply explore the character.

What is he good at?

Kage is a “Shoryu-archetype” character which means he shares many of the similar tools of Ryu, Ken and/or Sagat. What really separates this character from the others is how strong he is right in the opponents face. SFV is an inherently offensive game and Kage plays to those strengths. His tools far away are rather lack luster, but his tool set up close, can really make the opponent pay for just trying to block


Kage’s footsies are somewhat lackluster compared to rest of the cast. Though he can fight from a far range, your goal during footsies should be to get into your opponents space by knocking them down or by using Kage’s stomps.


Kage’s s.MK might be his best footsie tool as far as range is concerned, but does very little to help put kage in his opponents face. It’s relatively quick, but is not cancelable, so it’s a good idea to use this if you’re testing which range your opponent gets antsy.


Kage’s scariest footsie tool, because it does everything you want to advance your game plan. It moves Kage forward, it has about the same range as s.MK, It’s range can be made relatively safe, and it crush-counters to boot. This is a move you’re going to want to be sure to understand and pull out of your arsenal often.


Kage’s c.MK has less range than his s.MK or f.HP, but it can be canceled into one of his special moves. You can do things like c.MK cancelled into qcf.P or hcf.HK. I say hcf.HK although it doesn’t actually combo, but it does put you into your opponents face at an advantage. Your game plan should be to lure them into a lull using qcf.P and then when you can take a risk, slip the hcf.HK in.


Kage’s fireball. You cannot use his qcf.P, because it has wee-wee dagger range. That being said, you’ll be forced to use the hcb.LP which has considerably more start-up. If I could throw some advice at you here, I would say to only use this when an opponent is out of jump range. Because if they jump when you do this, you’re going to walk away with crutches. You can sue the MP or HP version, but I would only recommend if you’re entering into a fireball war.



Kage’s standard uppercut. This move has good air invincibility, great range, and will 99% of the time, never miss. This should be your go to anti-air.


I only listed this in here in addition to the dp.MP because if you manage to air-to-air Kage’s j.MP, you can then combo into j.qcf.P, or dp.HP. For the best result, learn to hold off on doing the dp.HP as late as possible, so you get all the hits of the Shoryuken for maximum damage.


No-Resource Combos
c.LK, s.LP xx qcb.LK, dp.LP

Your basic combo starter from a light attack. Really practice the link between qcb.LK, dp.LP as it will seem impossible at first and the timing will seem strange. If you are trying to confirm with c.LK, s.LP and you recognize that your opponent is blocking, you can follow up with a qcf.P to stay safe.

c.MP, s.MP xx qcb.MK, dp.LP

This is the lazy version of your basic BNB. I say that because whether the opponent is blocking or getting hit, c.MP, s.MP works. If you’re really going for maximum damage, and you can confirm the c.MP, instead of going for s.MP, you should aim for a s.HP. The combo will then change to c.MP, s.HP xx qcb.HK, dp.HP.

c.HP xx hcf.HK,c.MP xx qcb.MK, dp.LP

Your heavy punish without any resources. Just a quick tip, only c.HP will combo into the hcf.HK. You might think that you can do the same with s.HP, but it’s sadly not possible.

Resource Combos
c.MP, s.HP xx qcf.PP, qcb.HK, dp.HP

Your one bar signature punish. This also has the added boon of doing 1/2 stage carry, so if you’re anywhere near the center of the stage when you start, by the end of the combo your opponent will be in the corner.


Frame Traps
c.LP, s.LP, c.MP

Your basic block string, which features an uninterruptable beginning in the c.LP, s.LP, and then a small gap between s.LP and c.MP. If you want to tack on one more small frame trap, you can cancel the c.MP into hcb.MK. This string is normally uninterruptable by moves that do not have invincible. If by somehow the c.MP counter-hits your opponent, the hcb.MK will actually combo. If you want to put some more distance between yourself and the opponent, you can also go for qcf.P to end the string.

c.MP, c.MP

This is a great blockstring, just because the advantage if your opponent blocks c.MP is very large. You can follow up with c.MP or s.MP


Your opponent will very likely not try to challenge you after they blocked c.MP. You can take advantage of this respect they give you and do c.HP xx hcf.HK. c.MP, c.HP does not normally act as a frame trap but because they won’t challenge, you can so to speak “Steal” a longer turn on offense from your opponent.

After hcf.HK you can continue pressure by doing c.MP again. What’s great here is that hcf.HK, c.MP is a frame trap. Really take a moment and wrap your head around this as being able to exploit  your opponent’s respect, will allow you to really extend your offense while also forcing your opponent to take risks to stop you, allowing Kage to really maximize damage in the process. 

Okizeme [Knockdown Pressure]

Kage’s pressure after knocking an opponent down is a bit more complex than other characters. In order to force your opponent into truly scary situations, you’ll need to sacrifice some damage. Even then the best you’re doing is guessing your opponent’s wake-up choice, which is inherently risky. 


After your dp.LP ender, usually after your qcb.LK [ See the combo section ] you’re oki options if your opponent quick rises, is very good. After the knockdown immediately dash forward once time and then force your opponent to guess between your c.MP or throw. Throw will beat any button they throw out, as well as blocking. c.MP will additionally allow you to create pressure if your opponent doesn’t press a button, otherwise you can go right into a combo. If your opponent back rises, your options are a bit more limited. You can really only forward dash once and then immediately f.HP. If it hits, you can continue into the f.HP > s.HK target combo. 


By using qcb.MK and foregoing your dp.LP ender, you gain the ability to make your opponent guess on back rise. If for whatever reason, your opponent does quick rise, you have the option of forward dashing twice and then follow up with a c.MP or throw like the dp.LP ender. If the opponent decides to back-rise, do a single forward dash and then do hcf.HK. This will beat any non-invincible button they throw out and will put you in their face at advantage, where you can do either c.MP or throw. 


Kage is one of the rare characters who have the ability to make their Shoryuken’s safe under the right conditions. Of course to break through pressure or steal back turns you’ll be using your EX Shoryuken. Additionally, if you have V-Trigger 1 active, you can cancel any blocked Shoryuken into b.HP+HK. this will have Kage teleport backward. While it is technically still punishable, it’s very difficult to do because of the distance it puts Kage at. 

Keep in mind that you cannot cancel Kage’s DP into V-Trigger 1 activation. You will have to already be in V-Trigger to get the effect of the teleport. 


Kage’s V-Skill is a single hit super-armor forward moving attack. Great for blowing thru fireballs or slow long-range single hit normals in footsies. Keep in mind that Kage will take the white-damage if the super-armor takes a hit. The V-Skill can be charged, and by all accounts you’ll want to charge it because, if you simply tap it, and the opponent blocks, Kage is left in the opponent’s face and is punishable. If charged, Kage cannot continue pressure, but his opponent cannot normally punish him. 

Recommended V-Trigger 1 Combo:
c.MP, s.HP xVT1x s.HP xx hcb.MP xx HP+HK, dp.HP

V-Trigger 1 is probably going to be your go to V-Trigger for a few reasons. First, Kage is a character with very low health. This means you may actually die before you get to use VT2, just because it is 3 bars. V-Trigger 1 being 2 bars really helps to make sure you get to activate it at least once every round. Additionally VT1 allows you to gamble shoryuken’s and back peddle if they don’t hit to get out of pressure. Finally it allows you to set up a little more damage on hits by using simple combos like hcb.LP xx HP+HK, dp.HP. You also gain access to V-Skill after Kage’s f.HP > s.HK for hefty extra damage. 

If you’re going to use V-Trigger 2, it’ll likely be for fireball heavy match-ups. Once in V-trigger 2, Kage has the ability to bypass the entire screen and slams down on his opponent simply by pressing HP+HK. This helps to finish off combos getting a hard knockdown. The extra cherry on top is that Kage can perform his special raging demon critical art while V-Trigger 2 is active. Unlike Akuma, this one can be combo’d into.

101 Series: Sagat

The 101 series is meant to help new players quickly get acclimated to a character and to give them the knowledge and tools to play effectively with a character as fast as possible. This series won’t be covering the complex aspects of each character, rather we will talk about the basic points of the character and what makes them strong. It is our hope that this series serves as a jumping-off point for you to more deeply explore the character.

What is he good at?

Sagat, is a very classic type of fighter, in that his game plan has always been very simple: throw a lot of fireballs from far away to frustrate the opponent and then uppercut them when they decide to jump. In SFV, this gameplan is virtually unchanged. Sagat has a great fireball game, lots of anti-airs and the ability to cancel the beginning of his f.MK and f.HK attacks into his specials. A technique known as “kara-ing.” If you are the type of player who enjoys playing a basic fireball uppercut game and dishing out hard damage when the opponent makes mistakes, Sagat is definitely the character for you.



Sagat’s footsies will mostly revolve around his fireball game, alternating between low and high Tiger Shots [qcf.LK and qcf.LP, respectively]. Although he does have a great set of normal attacks that help keep the enemy at bay.


Sagat’s s.MK is one of his longest-reaching normals that doesn’t cause him to move forward. This attack has him reach his leg out almost horizontally, which allows it to go over low attacks almost entirely. He cannot cancel it into any special attacks, but it is great for keeping enemies at by at about half a screen length away. It’s also less risky than throwing a fireball, if you’re worried about your opponent jumping.


Sagat’s high Tiger Shot special attack. The speed it moves depends on what button you press, with LP being the slowest, and HP being the fastest. This attack will not hit opponents who are crouching. For that reason it’s useful for keeping opponents in place. An opponent who is crouching cannot move and so this serves as a way to make opponents impatient and want to jump. It should also be noted that the punch version of tiger shot animation ends more quickly than the kick version.


Sagat’s low Tiger Shot or “Grand Tiger Shot” special attack. Like the punch version, the button you press depends on how quickly it moves. LK being the slowest and HK being the fastest. This attack, although the animation is longer, will hit opponents who are crouching.




You Must Learn to Kara
Sagat has a myriad of anti-air options for nearly every range and situation. It should be noted that in situations where you believe a normal Tiger Uppercut [dp.P] will not hit, you should consider using a kara tiger uppercut by cancelling the beginning of f.HK or f.MK into a tier uppercut. To perform this, simple do the forward moving normal attack and quickly input the dragon punch motion. It is easier to do with the f.MK attack, however, to truly master the character you should eventually master doing it with the f.HK into dragon punch.

dp.LP / dp.MP

Sagat’s main anti-air. If you want to be successful with the character, you must learn to punish jump attacks with tiger uppercut. The dp.LP has very little forward range, but will never lose to a jumping attack. Meanwhile, dp.MP will sometimes trade with jump in attacks from your opponent but does have a bit more forward range.


If your opponent performs a jump from very far away, you can do a heavy punish with f.HK. If this hits, it will put the opponent in a juggle state that will allow you to follow-up with a tiger uppercut for more damage.


In some rare cases, you may opt to take to the sky with your opponent to beat their air attack. If you decide to do this, j.MP should be your go to button. Like other basic, fireball/uppercut characters, this move will also put the opponent in a juggle state should it hit them. You can usually follow up on the ground with a tiger uppercut to finish them off.


No-Resource Combos

c.LK, c.LP xx dp.HP / dp.MK

Your basic combo starter from a light attack. If you’re aiming to get more damage, go with the HP Tiger Uppercut [dp.HP]. Use the Tiger Knee [dp.MK] instead if you’re looking to push your opponent further into the corner, get yourself out of the corner, or put your opponent in a lock-down fireball situation when they recover from the knockdown. Considering this begins from a light attack, you’re likely not going to be doing a heavy punish and should opt to most often finish with the tiger knee

s.MP, c.MP xx dp.HP / dp.HK

This is your combo starter that also acts as a frame trap. Keep in mind that doing the HK version of the tiger knee really moves you far forward, allowing you to make up a lot of ground, however your ability to set the opponent up with they recover is weakened a bit. If you’re really trying to set the opponent up here, you’ll likely want to finish with the MK version of tiger knee. It will net you less damage, but the trade-off is more potential damage when they get up.

s.HK, c.MP xx dp.HP

Your heavy punish using no resources.

Resource Combos

s.HK, c.MP xx dp.LK, dp.PP [CORNER]

This combo requires the opponent be in the corner when follow-up. The dp.PP hits the opponent very very low to the ground, and your first inclination is that they will not be able to be hit, but definitely practice this so you can see for yourself and make better informed decisions in a real match. It’s possible, just doesn’t look so at first glance.

s.HK, c.MP xx qcf.PP, f.HK[dp.PP] or [dp.P [scar]]

Sagat’s strongest combo option using one bar. This combo is a bit tricky because it requires a f.HK kara Tiger Uppercut. My recommendation is to use this whenever you have a scar stocked [V-Skill]. Having to use EX Tiger Uppercut is really a lot of resources to be used on a simple punish, and honestly isn’t worth the meter usage.


Frame Traps

s.LP, s.MP, c.MP

Sagat’s frame traps are really simple, but there is absolutely a lot to unpack here with the ability to throw fireballs and perform tiger knees. The s.LP, s.MP, c.MP frame trap has a lot that it allows. If the opponent tries to attack between the s.LP, s.MP they will be counter-hit and you can follow up with the c.MP into Tiger Knee or Tiger Uppercut. On the chance that you have Critical Art stock, after the counter-hit s.MP, you can do s.HK, qcf.qcf.K. This is not a cancel and will require you to link the super. Please practice this before attempting in a real match as the timing feels a little strange.

If the opponent blocks the entire string, you can perform either a LP Tiger Shot [qcf.LP] or LK Grand Tiger Shot [qcf.LK]. If you do the LP Tiger shot, the opponent must duck and you can follow up with a LK Tiger Knee [dp.LK]. If you do LK Tiger Shot, you can do a HK Tiger Knee. If the opponent blocks this, you can follow up with a s.LK and will almost always beat an opponent’s attack.

Okizeme [Knockdown Pressure]

Sagat’s knockdown pressure is very straight forward and actually probably among the safest in the entire game. He doesn’t need to commit to running up and guessing the opponents wake up, whether it’s quick or back recovery. He can simply throw fireballs and set up traps if the opponent wakes up.


After the LK Tiger Knee, you should immediately throw a LP Tiger Shot. The opponent must guard this regardless if they quick or back recover. From there, you should immediately throw a HK Grand Tiger Shot. If the opponent jumps over the fireball, you will always be in position to anti-air them. If they are far away, do a f.HK followed by a dp.HP. If they are close, simply dp.LP. If the opponent blocks they will be back to full screen and Sagat and continue the fireball / anti-air game.

dp.MK / dp.HK

This is the same as above except the fire Tiger Shot you throw should be MP Tiger Shot, instead of the LP Tiger Shot. The set-ups work the same.


If Sagat back throws the opponent, you can immediately spend 1 meter by doing EX Tiger Knee [dp.KK]. After the Tiger knee, you will have advantage and will be able to follow up with s.MP


Like any other basic shoto-style character’s, Sagat’s defense rests on his EX Tiger Uppercut, with it’s invincibility. In addition, his V-Reversal [f.KKK] will knock the opponent down and put some space between the two characters so Sagat can start up his fireball game again. Be careful however as, if it is blocked, he is at a disadvantage.


Sagat’s V-Skill is fairly straight forward. By pressing MP + MK, he performs Angry Charge, a power-up move that charges up energy and if successful, his next Tiger Uppercut will have some additional properties. It will juggle in some combos that it previously did not juggle in before [Check the combo section for more information here]. It also has improve damage and stun [+ 30 DMG / + 50 STUN]. You cannot stack this effect multiple times, by doing multiple. The animation for Angry Charge is quite long, so really be careful when you use it. Sagat gains V-gauge if he hits an opponent with a powered up Tiger Uppercut.

Recommended V-Trigger 2 Combo:
s.HK, s.MP xVTx, s.HP xx f.HP+HK xx HP + HK [Level 2 Charge] f.HK[dp.HP]

Sagat’s V-Trigger 2 will be your V-Trigger of choice. It affords him two new attacks that work in tandem to force the opponent away from Sagat, while also giving him greater combo opportunity up close. His first move, Tiger Spike, is a chargeable kick attack that can be charged to 3 levels. The first level is a basic hit and can be achieved by simply tapping HP + HK. The second level, if you hold HP + HK, will have Sagat perform the kick attack, however if it hits, will cause the opponent to spin in mid-air and in some situations will allow you to follow-up with a f.HK kara HP Tiger Uppercut. Finally, the level 3 version if the attack is held to it’s maximum length will guard-break a blocking opponent, allowing you again to follow up with a f.HK kara HP Tiger Uppercut. What makes this attack even better is that it has a single hit of super armor, allowing it absorb some attacks and then retaliate. To get the maximum potential from this move, you need to make your opponent afraid of the level 3 and then hit them with the level 2 when they try to get away from the charging animation.

The second attack Sagat gains in V-Trigger 2 is Tiger Rush. This is a two step forward moving attack that you can cancel the ending of into Tiger Spike. Be careful as this attack can usually be punished if blocked by an opponent.

Sagat’s V-Trigger 1, will be your V-trigger in certain match-ups where both Sagat and the enemy fight from far away. Characters like Guile who can compete with Sagat’s fireball game from far away, might be good candidates for V-Trigger 1. Sagat’s V-Trigger 1, gives him access to a 5-hit fireball that travels very quickly, and cannot be ducked under. This can help turn the tide in some situations where you’re having trouble competing in the fireball war. You can use this to quickly gain the advantage. In addition, these fireballs can be canceled into from Sagat’s s.HP or c.HP allowing him some hard hitting combo opportunities if you’re close and need to dish out some more damage.

101 Series: Juri

101: Juri Image

The 101 series is meant to help new players quickly get acclimated to a character and to give them the knowledge and tools to play effectively with a character as fast as possible. This series won’t be covering the complex aspects of each character, rather we will talk about the basic points of the character and what makes them strong. It is our hope that this series serves as a jumping-off point for you to more deeply explore the character.

What is she good at?

Juri is a defensive type of hit and run character in SFV. She uses long range attacks and a myriad of tools to hit the opponent from afar, do some damage up-close and then get away as soon as possible. She has a somewhat complex tool-set with lots of intricate properties on many of her attacks that may not seem readily apparent. She has great individual buttons, but requires good resource management of not only meter but stocked attacks. If you are the kind of player who can mentally juggle these resources during a match, you’ll definitely excel at Juri’s style of play.


Juri’s footsies at mid and long range are simple, but highly effective. She has moves that allow you to get over low attacks and just outrange most opponents outrange. Not to mention her low fireball which helps her control the floor and walking space on the level.


A great 2-hitting attack, that has great range and goes over a large amount of the cast’s low attacks. The first hit is cancelable, and can be buffered if you throw it out in footsies and catch an opponent overextending themselves. The second hit is not cancelable but does set you up in a great place to attack with s.HK afterward.


One of Juri’s crush counter attacks. This move hops over low moves altogether and has incredibly far range. If you manage to land a crush counter with this attacks you can dash forward and follow-up for a bigger reward than you would normally get in footsies.


a standard low poking attack. It is cancelable, but does not actually combo from many special moves. It is recommended that you only cancel into the qcf.HK released version or dp.LP. Standard tool for any character with good footsies in a Street Fighter game.

qcf.LK [Release]

This is Juri’s low fireball which travels about half of the screen and then dissipates. This will go under normal Hadouken-like fireballs and clip the opponents feet. In V-Trigger 1, this has more range and becomes 2 hits. Note that before you can unleash this attach, you have to first stock the fireball by doing an initial qcf.LK. It also has significant recovery, so make sure there is some distance between yourself and your opponent before first using it. After it’s been fired, you can walk behind it to pressure the opponent to make a move or retreat.



Pretty good anti-air attack and will also crush counter which allows you to follow up with dp.MP or dp.PP. Be careful as it does have considerable start-up and is not recommended if your opponent is close to you before you can react.


Juri’s go-to anti-air attack. This is like a normal dragon punch but has enormous range. It also has upper-body invincibility, which means it will never lose to a jumping attack. In addition, you can leverage the upper-body invincibility to punish attacks the go over your head like Ryu’s grounded Tatsu.


No-Resource Combos

c.LK, c.LP xx dp.HP

Juri’s quick, low-damage, hit-confirm from a light attack. if the opponent is blocking, you can end the move with a s.LK to stay safe, but if you confirm that you hit your opponent, you can do the dp.HP to get good damage and a chance to stock an attack of level up your v-skill.

s.MP, s.MK [1 Hit] xx dp.HP

Your go to combo if you confirm a combo off of s.MP, or during a frame trap. Be sure not to let the s.MK hit two-times as the second hit is not cancelable. It might require some practice to get it down consistently. Like before, you can you the knockdown to stock an attack with qcf.LK/MK/HK or hold v-skill and backdash to level-up.

s.MP > f.HP xx  dp.MP

Good meterless and stock-less punish that grants a knockdown using the target combo from s.MP.

Resource Combos

s.MP, s.MK [1 Hit] xx qcf.MK [Release], c.MP xx qcb. MK

Here you extend the s.MP, s.MK above with a stocked qcf.MK attack and get a knockdown. Great damage and only requires one stocked move to execute. This attack also moves Juri very far across the level, which allows her to occupy ground and quickly push her opponent to the corner.

c.HP, qcf.MK [Release], c.MP xx qcf.HK [Release], dp.MP [CORNER ONLY]

Very damaging and hard htiting combo, but requires two stocks (MK & HK). Also the qcf.HK must end in the corner for you to get the follow-up dp.MP. It’s not recommended that you use dp.PP becuase the damage added is negligible compared to all of the resources that you have to spend.


Frame Traps

c.LP, s.MP, c.MP
c.LP, s.MP, s.MK

Please keep in mind that Juri is not a character meant to be played upclose. She is meant to pressure from mid-range with long buttons. For this reason, you’ll see that her tight frame-traps are scarce and the reward she reaps from them are also small. The first frame trap has a small gap between the c.LP and s.MP, if the s.MP counter-hits the opponent, will allow you to follow up with c.MP. Do be advised, that the gap between s.MP and c.MP, while small, can be interrupted by the fastest light attacks. The second frame trap is much the same. The difference here is that because the s.MK has a little bit of sway back it can sometimes cause the fastest attacks to miss and then you can hit the recovery. It is a situation that works more because of the interaction of the attacks on the screen rather than the speed of attacks. Again, from the c.MP and s.MK of either combo, you can cancel them both into qcb.MK

If opponents are adamant on blocking all of your frame traps, it might be useful to take advantage of the s.MP, take a few steps back and then when your opponent thinks it’s okay to press a button, nail them with Juri’s b.HK, which is two hits and is cancelable on both of them. Remember, that Juri does not excel at close range, and that your optimal area on the screen is about 1 to 2 character lengths away from your opponent. There you can use buttons like b.HK, s.HK, and s.MK to pressure the opponent.


Prioritize stocking qcf.HK as soon as possible. 
At mid-range, you can cancel c.MK into qcf.HK. This is great if you can can quickly confirm the single hit. qcf.HK knocks the opponent down for a long time which allows you to stock another qcf.HK [Or LK / MK, you’re choice, but I always recommend having HK]. If the opponent jumps, after waking up, you have time after stocking your attack to punish with a dp.MP or j.MP > j.HK target combo, or j.LP+LK throw. Always have a qcf.HK stocked!

Okizeme [Knockdown Pressure]

Juri’s knockdown pressure is not where she excel, and while she does have some set-ups, the do require some level of risk, and so for the majority of situations, you should prioritize defense when you get knockdowns. Ask yourself if you have stocked all of your moves, or if you have leveled up V-Skill  to the faster and safer version. Once you’ve confirmed your resources, then it’s recommended that you follow-up on offense.

qcf.HK [Release]

After the HK tatsu Ken can use his regular forward dash and work with a fairly straightforward mix-up as follows:

Quick Recovery:

f.dash, f.dash, s.MP, s.HP [s.HP will combo, if the s.MP was a counter-hit. From here you can combo qcb.MK

Back Recovery:

qcf.LK/MK/HK [Stock]. Not much you can get offense-so take the time to re-stock something and react. You’ll be able to react to and punish jump attacks even if you stock. dp.MP should punish the jumps.


All three attacks, grant the same knockdown timings and unlike other options, grant you some decent follow-ups to continue pressuring the opponent:

Quick Recovery:

f.dash, s.MK,[CH], s.MK [1 Hit] xx qcb.MK. After the forward dash,t he first s.MK will hit on the second hit, but will grant you enough time to hit s.MK again. Here you can cancel the first hit of the second s.MK for another knockdown to rinse and repeat the same set-up if the opponent does not change their behavior. 

Back Recovery:

f.dash, s.HK [CH], f.dash, s.LP, s.LK xx dp.HP. Have your reactions on-point for this. After the counter-hit from s.HK, you can either dash forward and follow-up with the s.LP, and s.LK to confirm into the dp.HP or, you can take a small step forward and try to follow-up with a s.HP xx qcb.MK. Definitely practice this set-up to see which one feels more comfortable for you to perform in a real match. 


Juri’s rising kick specials, much like the qcf.HK release, grant Juri an enormous amount of time before the opponent gets back on their feet, and so again, you should prioritize your resources before going in here.


As a defensive-oriented character, Juri has more tools than most to deal with an opponent’s offense. With meter, she has access to her EX Tensinrin [DP] to shut down offense. In addition to this, her V-Skill, allows her to move through her opponent and attack from the other side, and goes through fireball attacks. Once charged, it also gains throw invincibility and becomes incredibly fast. Once leveled up, it allows Juri to shut-down a lot of the cast’s options. Finally, she also has her V-reversal which attempts to put a great deal of distance between her and her opponent if it hits.


Juri’s V-Skill comes in two versions, Level 1 and Level 2. By holding the buttons you can charge the move up. Once you release, Juri will short forward, go past the opponent and hit them on the other side. Please keep in mind if they block, you can be punished. The level 2 is harder to punish because of the distance, but it’s still possible. During the release of the V-Skill, you can tap the buttons again, to make Juri cancel out of the V-Skill and stop short before moving past the opponent. You can use them when the opponent is expecting to block, to end early next to them and just throw. The level 2 version goes through fireballs and can be used to follow-up after some special attacks like qcf.HK, though the damage is negligible.

Level up V-Skill and abuse it’s speed!

If you hold Juri’s V-Skill, you notice after about 1 second a puff of smoke appears around her feet. This is an indication that the next time her V-Skill is used, it will be the leveled up version. The V-Skill is cancelable into forward or backdash, so you can save it for later. Once leveled, you can stop or deal with lots of attacks that most of the cast cannot. Below is a short list of attacks that you can shut down with charged up V-Skill.

Every Fireball [Ryu, Ken, Nash, Sakura, Rashid, Cody, Falke, Akuma, Juri, Guile, Laura, Urien, Chun-Li Dhalsim]
Orb Set [Menat]
Can V-Skill [Birdie]
Whip V-Skill [Ed]
Blanka Ball Punish on Block [Blanka]
EX Tackle > 2nd Aegis Reflector [Urien]
V-Trigger 2 Pressure [Urien]
Run Shenanigans [Abigail]

Recommended V-Trigger I Combo:
s.MP, s.MK [1 Hit] xx qcf.HK [Release] [1 Hit]  xVTx, s.MP > f.HP xx dp.MP

Juri’s V-Trigger 1, Feng-Shui Engine Alpha is incredibly deep and grants her lots of intricate properties on her moves. As for the basics, it allows her to cancel her normal buttons into the next strength button, but simply mashing the buttons. She also can use the Release version of the qcf.LK/MK/HK attacks without needing the appropriate stock [using V-gauge instead]. In addition, it allows Juri to jump cancel her s.MP > j.HP target combo. After the jump combo, you can cancel the air normals into the next strength attack like you would the ground attacks.

V-Gauge Uses:


c.MK > s.HK xx qcf.HK
s.MK > s.HK > s.HP xx qcf.HK

From far range, you want to cancel your c.MK or s.MK into s.HK on hit and follow-up with more damage. Basically any hit you land will net you around 200 points of damage.

c.LP, s.LP, s.LK > s.MK > s.HK xx qcf.HK

Your simple confirms, can be confirmed into strong button cancels. Be careful as this will take a significant amount of V-gauge to perform.

s.HP xx qcf.MK, s.MK xx dp.HP

You can certainly make longer and higher damaging combos in V-Trigger, however, the damage they add for the V-gauge they require is not optimal, and so this combo is recommended for general use.


101 Series: Ken

101: Ken Image

The 101 series is meant to help new players quickly get acclimated to a character and to give them the knowledge and tools to play effectively with a character as fast as possible. This series won’t be covering the complex aspects of each character, rather we will talk about the basic points of the character and what makes them strong. It is our hope that this series serves as a jumping-off point for you to more deeply explore the character.

What is he good at?

Ken is one of the basic, well-rounded archetype characters in SFV. While Ryu is geared a bit more toward the defensive side, Ken is the opposite, skewed toward pressure and mixing the opponent up. He’s got every tool someone needs to be an effective character; a fireball for play away, an uppercut to interrupt offense and a a myriad of other moves to keep him in your opponents face. While his length of his attacks isn’t stellar, if one of them lands the reward is heavily skewed in his favor. If you want to be a jack of all trades, but favor offense a bit more, Ken is the character for you.


Ken’s footsies and attacks at mid-range aren’t great, but his heavy attacks have massive reward if they crush counter an opponent. Though slow and punishable, you’ll want to pepper them into your arsenal to reap the rewards from time to time.


One of Ken’s faster and farther reaching attacks that is completely cancellable. While doing c.MK xx qcf.HP can be interrupted, Ken’s s.MP xx qcf.HP cannot, making it safer to use. Be careful as you must be standing to use this move and most characters often low hitting attacks at mid-range. There’s a good chance your legs could get hit. This also has some interesting uses with Ken’s V-Skill.


One of Ken’s big reward moves. Albeit slow to start and slow to finish, if Ken crush counter’s an opponent with this move, he can use his V-Skill attack or V-Skill run and follow up with a Shoryuken. Again, because of the time it takes to recover and the time for this move to start-up, it’s recommended you overuse this move, but rather carefully pick your spots.



As a basic “shoto” character Ken comes equipped with three things: A dragon punch, a hurricane kick, and a FIREBALL. While Ken’s isn’t as good as Ryu’s, he still has the option to use Hadouken’s when far away from his opponent. When the opponent cannot reach you is probably the best time to use this as the move is slow to recover, and if the opponent jumps in one time, you’re gonna be in for a world of hurt.



Good Anti-air and has the ability to crush counter opponents, although very unlikely. Works well if the opponent jumps and will land right in front of Ken or they are jumping over Ken. The forward range of this attack is pretty limited, so best not used if the opponent jumps from far away.


Ken’s tried and true, signature move, the Shoryuken. Has upper body invincibility and will not lose to air attacks. If you need to hit someone jumping in and can input the dragon punch motion fast enough, this should be your go to move, without exception.


While c.HP and dp.MP are good if the opponent is close to Ken, there are some cases where the character will jump and attack from far away. In such circumstances, the heavy version of Shoryuken is the way to go. It’s got some good invincibility but most importantly the forward range on this move is massive.


c.LK, c.LP, s.LK xx dp.HP

Ken’s quick, low damage, hit-confirm from a light attack. If the opponent is blocking, you can end the move at s.LK to stay safe, but if you’ve confirmed that you hit them, cash out with the heavy shoryuken for good damage.

c.MP, s.LK xx dp.HP

Always good to keep this in mind if during pressure you connect a c.MP. The s.LK will connect if you’re close.

c.MP, b.MP > s.HP xx qcb.HK

Great combo in terms of damage, stun output and moves the opponent toward the corner really really far, and leaves you the opportunity to mix up the opponent. Be careful if the c.MP is a counter hit as it will sometimes mess up the combo and your b.MP may not connect at all.

f.HK, qcb.LK, dp.PP

Ken’s overhead step combo. do the EX Shoryuken as quickly as possible, as the timing can be a little tight. This takes nearly a third of an opponents life from a single overhead, so always keep this in your back pocket, if the opponent keeps crouch blocking. If your opponent is in the corner when you land the f.HK, you can use dp.HP to save resources, but note that it will do less damage than using the EX meter.


Frame Traps

c.MP, b.MP
c.MP, s.LP, s.MP
c.LP xx s.LP, s.HP

Ken’s medium punches are all great tools to pressure your opponent with. His first frame trap, c.MP, b.MP is a fairly tight frame trap which will catch any non-invincible attacks that opponents try to sneak in between your attacks. This does require a fair bit of concentration as you have to check whether the b.MP hit. If it hits, you can cancel into his target combo with HP afterward and follow up with a shoryuken [dp.HP] or tatsu [qcb.HK]. Be careful as if you accidentally perform the b.MP > HP target combo when the opponent is blocking, you can be hit afterward. You can make the string safe if you have some EX meter, by cancelling into EX fireball as a last resort.

c.MP, s.LP, s.MP is for opponents who try to attack back once there is some distance between Ken and themselves. On hit, you can follow up with MK version of tatsu [qcb.MK]. If you have really practiced it and can confirm the hit, I recommend learning to follow up with HK tatsu [qcb.HK]. Regardless of your skill level, You always have the option of doing EX tatsu [qcb.KK]; this does great damage and moves the opponent relatively far to the corner. If the opponent blocks the whole string, the final s.MP will miss.

Remember when I said you should pepper Ken’s high reward moves into your gameplay? The last frame trap is a great example of that. When doing c.LP xx s.LP, s.HP, if you do this move directly you can be interrupted before the s.HP, however if you hold back when you do s.LP and move back just a smidgen after the opponent blocks the attack before doing s.HP most quick attacks your opponent can do will whiff and miss you completely, and the s.HP will smack them.


For the frame trap above, if the opponent blocks the first two hits, the last hit won’t actually connect. It will miss completely. Because of this unique situation you can immediately press V-Skill afterward and if the opponent presses a button and gets hit by s.HP, Ken will immediately run forward. You can hold the V-Skill and actually combo into the V-Skill kick if done correctly. If the opponent blocks and the s.HP misses, the V-Skill run will not come out. This is an advanced technique known as an empty buffer. Talk about the best of both worlds!

If you’ve done it correctly, you can do s.HP xx V-Skill, qcb.LK, dp.HP

Okizeme [Knockdown Pressure]

Ken’s Knockdown pressure can be a bit tricky. He basically gets a great reward if he guess right and hits the opponent but if he guesses wrong or the opponent blocks, he has a hard time safely continuing pressure. Because he has a run [V-Skill] and a normal forward dash the set-ups for attacks can be a bit complicated. We’ve tried to simply as best we could using the flowchart’s below.


After the HK tatsu Ken can use his regular forward dash and work with a fairly straightforward mix-up as follows:

Quick Recovery:

f.dash, c.MP or Throw [c.MP follows up into s.MP xx qcb.MK, dp.PP]

Back Recovery:

f.dash, s.HP [s.HP will be a crush counter if it counter hits, and you can follow up with V-Skill, qcb.LK, dp.HP]


After Shoryuken, Ken’s options are a bit trickier to remember. You can either follow up with:

Quick Recovery:

V-Skill [MP+MK], c.MP or Throw [Like before, you can follow up c.M pwith s.Mp xx qcb.MK, dp.PP]

Back Recovery:

V-Skill [MP + MK], s.HP [Like before will be crush counter if it counter hits and you can follow up.]


As one of the more well-rounded characters Ken gets decent defense options for SFV. With meter he has access to his EX shoryuken which will pretty much blow through anything without fail. In addition to this, his V-Skill is fairly straight forward and leaves him with a bit of breathing room afterward.


Ken’s V-Skill is pretty useful as it allows him to close the gap between he and his opponent fairly quickly in order to continue offense or to continue combos. By continuing to hold the V-skill buttons down he can cancel the end of the run into a kick as a combo extender as well. The regular run is great to use if the opponent is hesitant to press buttons and attack at mid-range. It’s your chance to sneak in a throw here. Ken’s normal attacks can all be canceled into a run, with the safest attack into run being s.MP. Be careful as you can still be hit during this time. It’s best to use these kinds of tactics when the opponent is being overly defensive.

Recommended V-Skill Combos
s.HP xx V.Skill, qcb.LK, dp.HP
s.HP [Counter] xx V.Skill, b.MP > HP xx qcb.HK

Ken’s V-Trigger’s and their uses are easy to understand. You should ask yourself the following question when choosing V-Trigger: “Is my opponent Rashid or Guile?” If the the answer is yes, pick V-Trigger II, else V-Trigger I.

V-Trigger I is a basic power up on all of Ken’s kick attacks, adds new properties to his special attacks and allows him one combo extender from many of his moves upon activation when he automatically runs forward. The difficult part here is that it takes longer to fill than V-Trigger II. You may have to give up the option to use V-Reversal to use V-Trigger I in a match.

Recommended V-Trigger I Combo:
s.HP xx V-Trigger, s.HP xx V-Skill, qcb.LK,  dp.HP

V-Trigger II isn’t very impressive if you’re using it for the damage. At best it adds about 50 damage to his regular combos which all things considered is bad resource management. That being said, it is a great way to interrupt characters with relatively tricky or safe fireballs. In Rashid’s case, if Ken has V-Trigger II, and Rashid tries to do an attack canceled into his fireball, the Ken player just needs to mash HP+HK and it will eat through the attack and deal a good bit of damage. It also has a unique vacuum effect which pulls in enemies who are just outside of Ken’s range. Unfortunately using this does not grant Ken much knockdown pressure. While you can mash buttons to extend it and do more damage, it’s recommended you don’t, and instead conserve the remaining V-gauge to shut down your opponents options.

101 Series: Cammy

The 101 series is meant to help new players quickly get acclimated to a character and to give them the knowledge and tools to play effectively with a character as fast as possible. This series won’t be covering the complex aspects of each character, rather we will talk about the basic points of the character and what makes them strong. It is our hope that this series serves as a jumping-off point for you to more deeply explore the character.

What is she good at?

One of the original street fighter characters, Cammy is a offensive machine. She has a very simple tool set that allows her to pressure the opponent at nearly every turn. With great buttons from mid range and and close range, in addition to her cannon strike, dive-kick like attack, she can keep the opponent guessing at all times. She has the ability to take the enemy from mid screen to the corner by ending combos with her spiral arrow attack. If you’re looking for a character who can get in and attack attack attack without the difficult execution, Look no further.


Cammy has some of the strongest footsies attacks in the game which really make it difficult for her opponent to keep up with her at mid range.

c.MK :

Very very long range crouching poke. Be careful, even though her body moves very low to the ground, she can still be hit by moves that are a higher than her animation appears. This move should not be used to go under attacks as it will likely fail. Also cancellable into spiral arrow if it hits.


Longer range than her c.MK, but is not cancellable. Also has the added effect of going over lower attacks. This is a great move to annoy the hell out of your opponent with.


Although a bit on the slower side, this attack moves Cammy forward ever so slightly, which makes this a great way stay in range for attacks after taking a small step back. It’s also if it hits, you can confirm into V-Trigger and follow-up for a big combo.



Incredibly fast and virtually never loses to air attacks. If you anti-air an opponent with this, you have the option to dash forward and try to mix the opponent up when they land by doing an attack on their left or right side.


This attack is a bit harder to use because of it’s start-up, but if you counter-hit the opponent, you get a crush counter which leaves your opponent spinning in the air. You can generally follow-up by doing a dp.HK Cannon Strike.


Cammy’s Cannon Strike attack. A solid, “shoryuken-like” attack which has great range. You needn’t worry about opponents changing their jump-in timing by doing a delayed dive kick if you use this move. It will beat anything in the air.


c.LK, c.LP xx qcf.HK

Your quick confirm attack into a knockdown. Carries your opponent very far to the corner, which allows you to continue offense.

s.MP, s.HP xx dp.HK

Bread and butter for damage. Make sure you hit your opponent which s.HP, because if they block the DP, you will get crush countered.

f.HK, c.MP xx dp.HK

Strongest meterless combo. Linking into c.MP from f.HK isn’t difficult, but it feels a bit weird. Practice! practice! practice!

s.MP, s.HP xx qcf.LK, dp.KK

Great metered corner combo. Practice this before using it in a series, match as the timing to get the Cannon Spike after the Spiral arrow is a bit weird.

b.MP > s.HK xx hcf.PP > K, dp.HK

Probably the most taxing combo Cammy has executionally. Great midscreen, but HK Cannon Spike might be difficult. If you’re having trouble, you can change the HK to MK Cannon Spike for ease.



Frame Traps

s.MP, c.MP, c.MK or s.HP
c.MP, c.LP, c.MP

Cammy’s s.MP is wonderful because it grants her a lot of frame advantage and also builds white block damage fairly quickly. The first frame trap here the s.MP into the c.MP will catch any stray buttons the opponent presses. If the opponent is caught pressing buttons, the c.MP will become a counter hit and you will be able to link into c.MK. If the opponent guards the c.MP, the gap between c.MP and c.MK is can be interrupted, but generally isn’t. If the opponent starts to interrupt your c.MK, you can switch it up and start doing s.HP instead which will generally catch them.

The second frame trap is used for complete safety. While the first frame trap has some gaps in the latter half that are possible to break through by an opponent, this frame trap will catch anything the opponent presses that doesn’t have invincibility. If the opponent blocks the whole sequence, it also sets you up with the spacing to do a very fast cannon MK cannon strike. If you do it fast enough, the cannon strike will hit the opponents legs and you will be able to continue offense with a c.LP or c.MP. Again, this takes considerable practice so be wary before you throw it into your game.

Cammy’s Cannon Strike

At first glance, Cammy’s cannon strike doesn’t seem like it has much use. Generally if the opponent blocks it, Cammy is put at a disadvantageous position. This is because the attack generally strikes an opponent in their chest. To make it more effective, try hitting your opponent blow their waist. If you can do this, Cammy will retain advantage, and you can continue offense with s.LP, c.LP, b.MP, or c.MP. It’s best to visualize your opponent’s body in two different boxes. The top half which is bad, and the bottom half which is good. Practice the ranges at where you can hit your opponent’s lower half so you can keep the rush-down going. 

Okizeme [Wake-Up Pressure]:

Cammy’s knockdown situations are fairly straight forward and don’t require too much finesse.


Knocking down the opponent with the heavy version of spiral arrow is like Okizeme on training wheels. Afterward, immediately dash forward and depending on their wake up tendencies, do the following.

Quick Recovery:

c.MP [You can combo into s.MP on counter-hit.]

Back Recovery:

s.MK [It’s generally difficult to do, but you can in some situations combo into s.HP on counter-hit]


Ending a combo with the LK version of Cannon Strike allows you to immediately dash up  and do Cammy’s f.HK attack. The great thing about this set-up is that it will hit the opponent on both of their wake-up timings. You should be advised however, that if f.HK is blocked, Cammy is put into a slightly disadvantageous position and you should just block to avoid getting hit.


Though offense is where Cammy shines, her defensive skills aren’t half bad either. She has EX Cannon Strike which will blow through any attack, however be careful that the opponent is in range. Unlike the regular Cannon Strike attacks, this attack does not move forward at all. Cammy also has a great V-Reversal, which causes her to switch sides with her opponent and attack them. This is great because any situation where Cammy is on defense in the corner, forces her into the corner and allows her to become the attacker.


Cammy’s V-Skill isn’t great when used by itself, but against an opponent who has been condition to block, does allow it to see some use. The V-Skill attack causes her to hop forward which allow her to go over some low attacks during this time, and then attack. If you are close to your opponent when you do this attack, Cammy will hop to the other side and then attack. If the attack lands, you can generally combo into a s.HP afterward. If it’s blocked, Cammy is still at an advantageous position and can continue offense. It should be advised that this attack does have considerable start-up animation before it actually hits the opponent, so be sure to weigh the risk before throwing this out willy-nilly

Recommended V-Skill combo:
V-Skill, s.HP xx qcf.HK

Cammy’s V-Trigger is incredibly straight forward. It puts her in a state that powers up the next 2 special attacks she uses. Her spiral arrow will shoot forward across the screen and is invincible to fireballs. If it hits, it allows cammy to follow up with her Cannon Spike attack for big damage. Speaking of the Cannon Spike,the powered up version makes it a perfect shoryuken-like attack. Incredible range, fully invincible, and super-fast. And finally her Cannon Strike dive-kick becomes multi-hit, very fast, advantageous on block, and allow her to combo if it hits. A very cool thing is that against opponents stationary V- Reversals, Cammy will simply go through them and land on the other side, allowing her to continue offense or punish them for an ill-timed v-reversal.

Recommended V-Trigger combo:
j.qcb.K, s.MP, s.HP xx qcf.K, dp.KK


101 Series: Ed

The 101 series is meant to help new players quickly get acclimated to a character and to give them the knowledge and tools to play effectively with a character as fast as possible. This series won’t be covering the complex aspects of each character, rather we will talk about the basic points of the character and what makes them strong. It is our hope that this series serves as a jumping-off point for you to more deeply explore the character.

What is he good at?

Introduced in season 2, Ed is a kind of character that has never existed in the Street Figther Series ever before. Instead of using motion like quarter circle forward or charging motions, Ed only has special moves that are button presses. He isn’t particularly strong far away, but when he is close, his attacks can be suffocating. For opponents who are far away, Ed can also use his V-Skill which can reel opponents in and put him in an advantageous position. He also has very strong options against opponents who try to often jump at him, by aiming his V-Skill or other attacks like Psycho Rising.


Ed’s footsies, are a bit on the stubby side, but his moves make up what they lack in range with their different properties.

c.MK :

You have to be careful using this move. Although it’s one of his longest reaches normal attacks. Even at max range, cancelling it will cause the special move to whiff.


This move has good range, also goes over lows and is able to crush counter opponents and follow-up for damage. Just be careful using this move very close to your opponent as you can be hit by some characters if it’s blocked.


This move is chargeable, and although that’s alright, what really makes it great is the fact that Ed reels back during the charge, and whenever you release the button he will punch. Ed has the ability to dodge out of the way of an opponents attack when charging, then release, and hit them opponent while their attack is recovering. Be careful not to hold it for too long or you’ll get the charged version which puts Ed at a disadvantage if blocked.



Great anti-air and also crush counters opponents if the beginning of the move is a counter hit. Allows you to get a small combo from a crush counter.


Although it can be difficult to execute quickly enough for the move to come out, Ed’s down plus V-Skill can be used to scoop opponents out of the sky for a hard knockdown and net you a bit a v-meter in the process


Pressing any two kick buttons, has Ed do his uppercut kick attack. This move is a great anti-air, and can be followed up with, with by pressing any punch button. If you press two punch buttons instead, you can do an EX attack.


c.LK, c.LP xx KK > P

Your quick confirm attack into a knockdown.

s.MP, c.MK xx PP

Bread and butter combo for damage. Be careful, if you are too far away, PP will miss the opponent.

s.MP, c.HP xx KK > P

Your meterless punish combo of choice.

s.MP, c.HP xx KK > PP, d.V-Skill

This is your basic punish combo with one meter. Also builds a little V-Gauge as well.

c.HP [Crush Counter], j.MP, d.V-Skill

This is a great meterless crush counter combo that builds about 80% of 1 V-Gauge bar.


Frame Traps

c.LP, s.MP, c.MK
c.LP, s.MP, c.MP, s.HK or s.HP

As Ed want’s to be near his opponent at all times, it’s important to start your pressure strings with c.LP. It also leaves Ed at a range that lets him throw afterward. The frame trap ending with c.MK is good to end in case any attack before it connects and if you do hit your opponent, you can follow-up with PP.

If you want to keep up the pressure for longer, then you can use the second frame trap listed. The double s.MP will hit an opponent trying to attack between each of them. If the opponent blocks both, you can do s.HK to over low attacks afterward and maybe get a crush counter. You also have the choice of doing s.HP. This move is interesting, because it can be held. and the charging motion reels the character back. You can use the reelback to dodge an attack and then punish afterward. Don’t hold it too long though or you’ll get the full animation which puts Ed in a bad position if the opponent blocks it.

Okizeme [Wake-Up Pressure]:

Many of Ed’s options when he knocks down an opponent are very similar even from different attacks. He does have to guess the opponent’s wake-up choice however, so be careful of taking these kinds of risks.


A knockdown from Psycho Upper gives Ed two basic options. First you should dash forward, then you should do either s.HP or s.HK based on the opponent’s choice to wake-up. Check the small chart below.

Quick Recovery:

s.HP [Crush counter’s on hit]

Back Recovery:

s.HK [Crush counter’s on hit]

KK > P

If you knock an opponent down with Psycho Rising into Psycho Splash, your options are essentially the same. Both of the options from Psycho Upper knockdown work here as well. Less to remember!


Ed’s defensive options are pretty good, given he has the resources to implement them. By pressing PPP, Ed’s EX Psycho upper will blow through nearly any attack. It is very invincible, but a bit slow to come out. He can also press KK to do Psyco Rising. While not immediately invincible, the beginning is invincible to fireballs, then later on completely invincible. Be careful, as being hit during the end of the move will cause you get counter hit. Additionally, Ed can V-Reversal by pressing f.KKK while blocking to roll away.


Ed’s V-Skill is a basically an energy whip that is used to close the distance between himself and the opponent. It has two versions, an air and a ground version. The ground version has two strengths, tap and hold. The tap version pulls Ed toward the opponent and he does a quick follow-up attack. If blocked he is at disadvantage. The hold version pulls the opponent toward Ed. If blocked, Ed is at a great advantage and can continue pressure. If it hits, Ed can combo from it.

The air version is used for very confident anti-airs and juggle follow-ups in V-Trigger.

Recommended V-Skill combo:
V-Skill [Hold], KK > P

Ed’s V-Trigger is a large ball of Psycho energy that moves toward the opponent. If you do V-Trigger while holding forward, the attack will travel forward faster than normal. It’s great when used from far away because it allows Ed to close the gap, and force reactions from his opponent. Use it either in combos, or as a way to get in and punish your opponent trying to escape it.

Recommended V-Trigger combo:
s.MP, c.HP, f.V-Trigger, f.dash, d.V-Skill [Hold], PP

Fighting as Ed

Ed doesn’t have an overhead so his pressure can be very simple to block. If opponents are blocking a lot of your pressure, you can do his charged V-Skill. If the opponent blocks the fully charged V-Skill, Ed pulls them back in where he can rinse repeat the same mix-up. What’s strong about this is if they are relatively close when he pulls them in, he can go for a throw or do jab into a throw, or jab into frame traps again. Be careful though as the V-Skill takes a long time to come out and has a lot of downtime if it misses. 

101 Series: Kolin

Kolin 101 Banner

The 101 series is meant to help new players quickly get acclimated to a character and to give them the knowledge and tools to play effectively with a character as fast as possible. This series won’t be covering the complex aspects of each character, rather we will talk about the basic points of the character and what makes them strong. It is our hope that this series serves as a jumping-off point for you to more deeply explore the character.


What is she good at?

Introduced in season 2, what immediately stands out about Kolin is that she has an incredibly strong counter. It can interrupt almost any blockstring and grants her a knockdown and a large damage reward if it she makes a correct prediction. If she can score even one counter, all momentum shifts to her. In addition she the ability to set traps by lobbing an iceball [her hailstorm attack] above opponents. She can create very strong mix-ups by knocking an opponent down and throwing an iceball above them. Finally, her vanity step move allows her to take a step back and then attack in a different variety of ways. She can take a step back to evade attacks, move forward again to continue offense, or jump forward for some tricky air-based offense.


In mid-range, Kolin doesn’t have a lot of options, however she does have a few good attacks that you should constantly be using.

c.MK :

Has great range to poke opponents and also drops her body so some attacks will go over her head. It can’t be cancelled, but it does grant you the advantage to continually attack afterward because of it’s positive, frame advantage.


Has very good range, and goes over some lower attacks, however it is very slow. Good damage and awards you a crush counter if it counter-hits the opponent. Again, be careful of the recovery as the move is slow to retract.


Kolin’s V-Skill is a forward moving swipe attack that is also a counter attack. If she is hit during this attack, she absorbs the hit, becomes fully invincible for the rest of the duration of the attack and will perform a second follow-up swipe attack. If it hits the opponent without following-up, in some cases you can continue comboing into a c.LP. Be careful as this move is punishable up close. It’s best to experiment with the range and then use it so just the very tip of the swiping attack connects. This way, if the opponent blocks, it’s very difficult to punish Kolin.




This is Kolin’s basic mode of hitting opponents who jump. It will often trade, and is admittedly not the best option, but is the most consistent in every situation, as her other anti-air option require some level of prediction.


Kolin’s high counter is an amazing anti-air, however does require that the opponent do an attack. If they jump and do nothing, they can land and will get a large punish if you made an incorrect prediction.


Kolin’s air-throw is a good way to deal with jump-ins preemptively. This requires a lot of focus and to some degree good reaction to do. It’s a great choice, if you’re expecting the jump.


Although not effective for a jump in at a very close range, people who try to jump across the screen can be hit out of the sky, and more often than not, the counter will push them back even farther back than where they started from.



c.LK, c.LP xx dp.MP

Your quick confirm attack into a knockdown.

c.MP, s.MK > s.HP > V-Skill

Decent damage from pressure and builds 1/10th of your overall V-Gauge.

c.MP, s.MK xx qcf.PP, qcb.HK, j.Throw

Bread and butter for damage, and a knockdown.

s.HK, s.MK > s.HP > V-Skill

Big punish combo plus 10% V-Gauge gain.

s.HK, f.dash, c.MP, s.MK xx qcf.PP, qcb.HK, j.throw

Crush Counter combo to deal big damage


Frame Traps

c.MP, c.MP, s.MP or s.HP
c.MP, s.LP, s.MP or s.HP

Kolin’s pressure is quite good up close. Her c.MP is really good for frame traps and used together with s.MP can create very tight strings that are difficult to escape from. s.HP is great to use after c.MP because it crush counters. after the above pressure, you can use c.MK to continue pressure from far away or you can do s.LK xx LP Parabellum. s.LK is great at catching any random buttons opponent press and from so far away, LP Parabellum is hard to punish.

*Pro Tip*
After you do c.MK or or LP Parabellum, take note of what your opponent does afterward. If they always do the same attack afterward, you can use the counter in anticipation of their attack. 

Okizeme [Wake-Up Pressure]:


A knockdown from a MP Hailstorm gives Kolin the opportunity to pressure on an opponent’s quick recovery and back recovery. After MP Hailstorm, dash forward, and then immediately do c.MP will catch both wake-ups. In addition, You can dash forward and do a vanity step and it’s follow-ups to mix-up the opponent.

Recommended Vanity-Step follow-ups:

MK Vanity Step:

f.MK: overhead
c.MP: frame-trap

HK Vanity Step:

j.LK: high attack
empty jump, c.LK: low attack


Kolin’s defensive options are quite limited. She can sometimes use her EX Vanity step [LK+MK] to take a step back away from difficult situations. She also has the option to try and counter. Her EX counter is 1F start-up and so can be used in any situation, however you still have to choose low, mid, or high counter, which is a risky guess. If your counter fails, it will result in a counter-hit for the opponent. Finally she has the option to use V-Reversal, which is a rolling away move, but has very little range, and can be thrown.


Kolin’s V-Skill, as stated before is a forward swiping attack that can be combo’d into at close ranges, and will activate a counter-attack if she is struck during it. It is unsafe if the opponent blocks it though. For this reason, it’s best to use this attack from a distance, where Kolin cannot be punished.

Her V-trigger allows her to freeze the ground in front of an opponent. If an opponent is hit by the attacks, it knocks them far backward and freezes their stun gauge, preventing it from decreasing unless the opponent hits Kolin. V-Trigger is best used after c.MK as it can catch opponent who are trying to get away from her, or during combos, which gives her the ability to push to the opponent to the corner and dish out some extra damage.

Recommended V-Trigger Combo:
c.MP, s.MK xx qcf.PP, qcb.MK, c.HK [1-Hit] xx V-Trigger, f.dash, dp.LP