Street Fighter V introduced a very cool and custom mechanic for each fighter called the “V-System” and while the game did have a very simple tutorial mode, it was a bit lacking in exactly what the V-trigger or V-Skill mechanics were for each character. This tutorial is made to solve that problem.Below we’ll talk very quickly, but with enough depth to get you started and experimenting with your character’s special V-Trigger and V-Skills.
V-Skill: Snack Time
Birdie will eat different foods which give different effects based on the direction you hold when pressing MP+MK. Just holding the stick to neutral will result in Birdie eating a doughnut agnd gaining a smalla mount of V-gauge. By holding back when you press MP+MK, Birdie will instead eat a banna and throw the peel on the ground. If the opponent touches the banana, they will take 10 damage and be put into a slipping state which allows Birdie to follow up with combos. Birdie gets some V-gauge, but less than the doughnut. The banana disappears after a short time. Holding down makes Birdie drink a can of soda and throws the can along the ground. If you get hti, you’ll slip, take 10 damage and again, Birdie can combos like the banana. He also gains a bit of V-gauge as well.
V-Trigger 1: Enjoy Time
When Birdie activates V-Trigger, he eats a pepper, and spews a flame that can hit the opponent allowing for some juggle combos. During this time, Birdie is faster (movement as well as special attacks) and stronger by about 1/5 additional damage across the board. Some of his special attacks gain armor (1-hit)
V-Trigger 2: Birdie Time
Upon activation, Birdie shoots fire and lifts his hands straight up. This attack has a hitbox, but at mid-screen can only really be used as an anti-air attack which allows for follow-ups if it hits. In the corner, you have more options as moves like c.HP and bullhead can combo into the activation.
During V-Trigger 2, Birdie gets access to two new moves in the form of long range chain throws. By pressing HP + HK during V-Trigger 2, Birdie will throw a chain across the screen, if an opponent is hit by it and are not blocking he will pull them back to him for juggle combo opportunities. This move can be used in combos from primarily heavy attacks and Birdie’s Bullhead. If the opponent blocks this, they will be pulled toward Birdie, and will be able to retaliate faster than him, though he cannot be punished for using this move.
Birdie also has access to down + HP + HK, which tosses the chain towards the opponents feet and counts as a low attack. Though you cannot follow-up with this attack, it knocks the opponent down and puts them in a situation where they have to guess whether he will attack or throw as they’re standing back up. Using the down + HP + HK will also affect Birdie’s V-Skill banana and can if it touches them. Using the down + HP + HK on a banana will move it further forward on the screen. Hitting the can however will cause it’s movement to change from a roll on the ground to a high bounce forward across the screen.
V-Skill: Axel Spin Knuckle
Pressing MP + MK with Cammy gives her a spinning attack that will go through fireballs, will go over lows, is at advantage on block and when used close to an oppponent, will cross them up. On successful hit, she can combo and will gain 80 V-gauge for her V-Trigger. On block she is at + 2 Frame Advantage and gets 40 V-gauge.
V-Trigger 1: Delta Drive
When Delta Drive activates, Cammy’s kicking special attacks increase in power and trickiness. The downside is that she can only use 2 moves before it ends. When activated, you also lose access to EX moves, but the V-trigger attacks are better. her attacks will also pass through the opponent making it very difficult to see which side she has landed on. Hitting with one of her Cannon Spike dive kicks also puts her at a significantly higher frame advantage than normal. Also her dive-kick follow-up from hooligan will gain these aforementioned abilities. In season 2, Cammy gained the ability to cancel the dp.K in V-Trigger into qcb.K air dive-kick. Please be warned that this will not work in all situations, and usually force the combo to be started with raw dp.K or b.MP > s.HK target combo to do so.
V-Trigger 2: Delta Ambush
This V-trigger has two different version depending on whether you are holding forward when you activate the V-Trigger or not. If you do not hold V-Trigger when activating, Cammy will leap up at the opponent putting them in a very quick mix-up. During this hop, if you press a punch button Cammy will do an unblockable throw attack on any standing opponent, which will allow you to follow up with c.MK or s.HP afterward. If you instead press a kick button during the initial leap, cammy will do an overhead drop-kick which cannot be blocked low, and like the other option, allows you to follow-up, but with b.MP or c.MP. Be careful, because if the opponent either blocks the over-head kick or ducks the command grab, Cammy can be punished. Finally, if you activate this V-Trigger will holding forward, Cammy will immediately dash forward along the ground right into the opponent’s face. The initial activation of this V-Trigger has projectile invincibility if you do the hop attack.
Chun-Li’s V-Skill is a small attack into a low angled jump. The start-up has a single hit which will knock enemies airborne so you can juggle with air attacks. The jumping motion itself can be followed up with an air attack, but only as chun descends. The jump is actually shorter than the height of her normal jump. if the initial attack is blocked she gains 50 V-gauge. If it hits, she gains 100. [About 1/6th and 1/3rd of bar, respectively
V-Trigger 1: Renkiko
This V-Trigger adds an additional hit to Chun’s medium and heavy buttons including unique attacks. Many of her moves change properties as well. The biggest notable changes are to her b.HP, which will destroy projectiles, and she gains the ability to combo from her overhead attack [df.MK]. Many of her attacks also gain juggle properties, allowing her to string together juggles in the corner that wouldn’t otherwise be possible. This V-Trigger lasts for nearly 14 seconds.
V-Trigger 2: Kikosho
Upon activation, Chun-Li does her signature Kikosho attack which generates a large sphere of energy around here. This can be canceled into from a variety of attacks and can also be followed up with qcf.KK [EX lightning legs] for even more damage. The activation of the attack does 120 damage and then Chun-li get’s access to at least 2 more. She can tapHP + HK to do a less damaging [80 damage] version from a combo, or she can hold HP + HK and do a stronger version, that will guard break opponents who end up blocking it.
V-Skill: Yoga Float
Dhalsim gains the ability to hover in mid-air. He can do this move in the air or while on the ground, and allows him to float for a short tim, before falling back to the ground. During this state, he can also move left or right and also attack, which will make him fall fall out of the float. Normals blocked or hit will help Dhalsim gain V-gauge, while floating.
V-Trigger 1: Yoga Burner
Dhalsim blows fire on the ground in front of him. The initial start is an attack that will knock the opponent down into the flames. if the opponent is touching the floor with the fire, it will deal white-damage to them. In total, the fire can rack up as much as 150 Damage or more. In order to convert the white damage into actual damage, Dhalsim needs to hit the opponent afterward.
V-Trigger 2: Yoga Sansara
Dhalsim creates a stationary orb of fire in front of him when you press HP + HK together. If this orb comes into contact with any of Dhalsim’s fire special attacks, it will make the ball stronger [to a degree] and will cause the orb to move cross the screen slowly.If another fire special attack hits the orb during this time, it can further alter the trajectory of the projectile. Combined with Dhalsim’s ability to Teleport, there are lots of movement options and traps that he player can set up with this V-Trigger.
By Pressing MP+MK, Fang release a very slow moving bubble of poison. It will travel across the screen like a fireball, however it will not interact with other projectiles or attacks. The ball causes no hit or block stun, but when it hits, it will inflicts the poison status (slowly draining 50 damage, or until F.A.N.G is hit, whichever happens first.
V-Trigger 1: Dokunomu
When F.A.N.G’s V-Trigger is activated, he gains an area of effect poison around himself. If the opponent is near him, they will be continuously poisoned, whether blocking, standing, crouching, jumping, but not attack. However when the opponent stops attacking F.A.N.G, the poison will re-apply instantly. In addition, from Season 3, F.A.N.G’s V-Skill will act as an projectile that has a hitbox and cause the opponent to reel when hit by it.
V-Trigger 2: Koryo Dokuda
During F.A.N.G’s V-Trigger 2, his attacks, Nishikyu [d[u]. P] and Ryobenda [b[f].K] have larger hit boxes and deal more damage, helping you keep your opponent locked down for longer. In addition, F.A.N.G can cancel Nishikyu into his dp.K dash attack allowing you to quickly close the distance when opponent’s get complacent and follow up with a mix-up or a combo.
By Pressing MP+MK, Karin steps forward and does a strong palm strike. The palm strike will destroy fireballs, but can also be used to damage opponents. It has 2 versions: The basic palm strike, activated by simply tapping the two buttons, and a stronger version by holding the buttons down until Karin attacks. The regular version can be a little risky up close, but the powered up / held version is only -1. The stronger version can also be cancelled into other specials.
V-Trigger 1: Kanzuki-Ryu Guren no Kata
Karin’s V-Trigger puts her into a state in which she has access to many more varied, dangerous, and tricky mix-ups, via a whole new list of additional moves. Using some or any of the moves depletes the already slowly draining V-gauge. Check the command list in game for all of the new moves and variations of moves she gains access to. [Note: You’ll swear it’s a Tekken move list tree, haha]
V-Trigger 2: Tenha No Kata
Karin’s V-Trigger 2 is a counter that changes depending on where the opponent hits you. If you connect the counter against a low-hitting attack, Karen will strike the opponent and cause them to crumple to the ground. During this time, you can follow-up with a combo if you hit them fast enough. s.HP will reset the opponent in the air, so it’s best to go with c.MK into a combo.
On the other hand, Karin counter’s a high or mid-hitting strike, she will pop the opponent up into the air which you can follow up with juggling attacks. Be advised the counter only works on physical attacks and does not work on projectiles.
V-Skill: Quick Step
By pressing MP + MK, Ken will run forward about half the distance of the screen. This can be cancelled during the later animation into nearly any normal or special attack. Alternatively, holding the MP + MK buttons down when you press them will cancel the run into a stepping kick that will hit opponents into an airborne juggling state. You can use this property to make longer combos in the corner or activate your V-Trigger for follow-ups. When you perform the stepping kick, Ken will gain varying amounts of V-gauge depending on if you hit or not. For a hit you get 1/2 of a full bar. For a blocked step kick you’ll gain 1/4 of a bar.
V-Trigger 1: Heat Rush
When activated, Ken will rush forward [making this only truly safe during combos]. In this mode, Ken’s specials get powered up with fire [visually] and will do more damage. He also gains new properties which allow for new combo opportunities. His EX tatsu in the air will change into a more divekick-esque attack, and his tatsu can clash with fireballs. While activated his feet will emit flames.
V-Trigger 2: Shinryuken
When you press HP + HK with V-Trigger 2, Ken will do an in-place shoryuken, rising straight up. This attack can be canceled from regular shoryuken as a follow-up. It also has some vacuum properties, meaning it will pull enemies in that are close, or who have limbs that are close to Ken. By mashing HP + HK, when this attack activates, you’ll extend the attack, donig more damage, however this will also use up more of your V-gauge, up to consuming it all. This move is great for mainly beating projectiles as it does have projectile invincibility and is especially useful against fireballs, like Akuma’s air fireball and pressure from Rashid up close from his Whirlwind shots. The V-Trigger will last approximately 50 seconds.
V-Skill: Volty-Line, Avante, Esquiva
Laura is one of the few characters with varied V-Skills. By pressing MP+MK and no direction, she does Volty-Line, her overhead swing kick. Be careful as this move can be punished on block. You can also cancel from normal attacks into this swing kick for slight mix-up potential. Volty Line will also crush counter opponents on counter-hit.
Avante, is a command dashing move executed by holding forward + MP+MK. This allows Laura to dash forward with a shorter hurtbox, which can potentially go over moves that hit standing only opponents. The bad side is that Avante is slightly slower than Laura’s regular dash, but you can cancel into this move from normals.
Esquiva, is Laura’s escaping dash backwards, that can be canceled into specials or super attacks [with the exception of Sunset Wheel]. This move has no invincibility.
V-Trigger 1: Sparkshow
When Laura presses HP+HK. She enters a state for just over 10 seconds which boosts all of her specials and V-Skill attacks. Some noticeable boosts include reduced charge time on Laura’s Thunderclap fireball. The fireball itself also lasts much longer. Laura’s dashing moves also move farther. Additionally she does more stun damage to the opponent on a successful hit.
V-Trigger 2: Shock Stance
Laura’s V-Trigger 2, gives her the ability to move out of the way of attacks. By pressing HP + HK, Laura will turn her shoulder and move out of the way. This will cause attacks and projectiles to go through her. During this sway, you can press HP + HK again, to retaliate and grab the opponent. The grab does some damage and allows you to follow up with combos from attacks like s.HP or f.HP. Laura also has the option of pressing MP + MK during the way to quickly dash forward. This dash can also be canceled into the HP + HK throw as well.
Be advised that Laura will only expend V-gauge when she performs the throw attack. Using the sway or dash will not use up V-Trigger gauge.
V-Skill: Psycho Reflect
Bison’s Psycho Reflect is a defensive maneuver that will absorb an attack or projectile, and will allow him to gain V-gauge in return. If the players holds and continues pressing MP+MK after a successful strike or projectile is absorbed by psycho reflect, he will launch a very very fast fireball across the screen.
V-Trigger 1: Psycho Power
When activated, Dictator’s forward dash becomes longer, faster. It also has increased invincibility. He can also teleport through through opponents allowing for side switching mix-ups. He also no longer requires charge for his grounded special moves done as part of combos [regular versions done outside of combos still require charge time]. Bison also gains the ability to cancel special attacks into EX special attacks. His special attacks also take on new properties as a result to allow them to combo.
V-Trigger 2: Psycho Nightmare
When activating Psycho Nightmare, Bison gains access to 2 new special attacks. Simply pressing HP + HK will cause to do his signature, psycho crusher attack where he shorts forward across the screen horizontally, surrounded in Psycho Energy. He also gains access to a command grab special attack called Psycho-Charge by doing hcb.HK. If you successfully hit an opponent with Psycho-Charge, they will be surrounded in a purple energy, and at your discretion as long as V-Trigger is active you can press hcb.HK again and it will detonate the opponent. This allows for longer combo juggles and higher damaging combos. This V-Trigger lasts nearly 70 seconds.
V-Skill: Bullet Clear
By pressing MP+MK, Nash extends his arm and does an attack that also serves the purpose of absorbing fireballs. It will nullify 1 hit of a projectile that it touches. It can be used as an attacking move, which has decent range, but in terms of damage output and it’s disadvantage on block has little use outside of absorbing fireballs.
V-Trigger 1: Sonic Move
Pressing HP+HK with Nash enables him to does an incredibly quick teleport to one of any three locations on screen depending on the direction you hold in conjunction with the button press. Holding forward allows Nash to teleport to the opponent in the air right behind them. Holding back makes Nash teleport in the air right in front of the opponent. Finally, with no directional input, Nash will teleport on the ground behind the opponent. This is a very useful ability for extending combos, or for confusing your opponent by throwing a fireball and teleporting right behind them before it hits. It’s important to note that this move is not invincible on the 1st frame. If an opponent does a meaty attack and you try to teleport, Nash will be hit and not get the teleport. It can be used to punish the start-up or recovery of very slow moves however.
V-Trigger 2: Stealth Dash
Activating V-Trigger 2 with Nash will cause him to shoot forward across the screen at an incredible speed. from this dash you have 3 options.
holding the joystick back, will cause Nash to stop the dash pre-emptively. Pressing Kick will have Nash cancel the dash into a rising king, similar to his qcb.HK attack. If this hits, you can follow up with additional attacks such as qcb.HK, qcb.KK, or qcb.LK Nash can press any punch button during the dash and cancel into an over-head smash which will knock the opponent in the air, and again, allow you to follow up with qcb.K attacks or moves like MP + MK or s.HP
On Hit or block, you can cancel the dash + P or dash + K moves into the dash again. If the opponent blocks the first dash attack, you can cancel into the dash and hold back, and the opponent will not be able to punish you. Note that you cannot cancel the dash into the same attack again. For example you cannot do HP+HK > P xx HP + HK > P. It is also possible to cancel the dash + K attack into the dash + P but the timing is very strict, please practice before attempting in a real match.
V-Skill: Culminated Power
By pressing MP+MK, Necalli smashes his fists on the ground and sends a shockwave to hit a standing or crouching enemy on the ground in front of him. You can change the location of the resulting shockwave by holding forward or back. Be very careful when using this move, because it takes a long time to finish, and does not hit jumping opponents, which means an opponent could punish Necalli with a jumping combo. The trade off is that when it hits, you gain half a stock of V-gauge.
V-Trigger 1: Torrent of Power
When Necalli activates V-trigger, the first noticeable change is his hair. He effectively becomes a super Saiyan. During this mode, Necalli is faster, and his dash speed is incredibly increased. Like Dictator, in this mode, Necalli doesn’t need to charge to do his disc guidance attack. During this mode, Necalli’s move properties also change. He additionally gains more frame advantage allowing for more powerful combos. Finally, Necalli’s V-Trigger is different from other characters in that once he activates it, it will not run-out until the very end of the round. Once he gets V-Trigger and activates it, he will have it for the remainder of the current round.
V-Trigger 2: Eruption of Power
During V-Trigger 2, Necalli gains an additional attack, called “Clouded Mirror”, by pressing HP + HK at the same time. It is a 5-Hit projectile that only travels a short distance. It’s great for cornering an opponent or knocking an opponent down and forcing them to block it when they stand back up.
In addition, Necalli gains the ability to hold his df.HP overhead attack. If you hold it the maximum time, he will unleash the overhead attack, but with significantly higher frame advantage. If it hits, you’ll have the ability to continue a combo from attacks like s.MP, c.MP, or s.MK. Using Clouded Mirror and the charged overhead is the key together is the key to this V-Trigger.
V-Skill: Front-Flip & Rolling Assault
When Rashid presses MP+MK, he does a flip into the air. During this flip he has access to an attack called Eagle Spike, which is essentially a dive-kick. The angle of Eagle Spike depends on the strength of the button press. The moves will also auto-correct if Rashid crosses over the opposing character. Be careful as Eagle Spike is very punishable.
Alternatively, Rashid can press down + MP+MK to do a projectile invincible rolling attack on the ground. He can press kick during the roll to do a kicking attack. This attack is slightly unsafe on block and you can be punished by faster attacks.
V-Trigger 1: Ysaar
Activating V-Trigger with Rashid, allows him to unleash a large whirlwind onto the field. This whirlwind will slowly move across the screen for almost 5 seconds and can hit the enemy up to three times before dissipating. If it hits, the enemy, it puts them in a juggle state which allows for follow-up combos. Also Rashid’s spinning or wind moves near the cyclone powers them up, and by moving through the cyclone, Rashid gets a quick burst of speed in the directions he was initially travelling. You can also use this as a mix-up, crossing over the opponent or going for a high attack when they try to block it.
V-Trigger 2: Easifa
During V-Trigger 2, Rashid’s kick based special attacks all receive improved properties. Eagle spike [qcb.K] will be go through opponents whether it hits or blocks them making the attack a bit safer. Air Eagle Spikes can be used like dive kicks that give rashid the advantage to continue attacking if the opponent blocks them. Whirlwhind Shot [qcf.K] all have more hits than the normal version, allowing Rashid to again keep up pressure in these situations. In addition to the attack buffs, Rashid’s roll distance and jump distance by pressing down + MP + MK and up + MP + MK respectively have their distances lengthened.
Finally, Rashid gets access to a new move by pressing HP + HK. It’s similar to a whirlwind shot except it travels along the ground toward the opponent. He can also cancel the ending of this attack into a up or down + MP + MK, making for some tricky mix-up situations. Using any of the improved special moves or HP + HK depletes the V-Trigger timer, do note that the down and up + MP + MK do not deplete the timer.
V-Skill: Hot Mic
Pressing MP+MK with R. Mika has the character pull out a microphone and start giving a motivational speech. This move has multiple effects. The first and most noticeable is that during the speech, R. Mika has one hit of armor for as long as you hold the buttons down. Upon releasing the buttons, R.Mika will throw the mic down. During this animation, she also gains another hit of armor. The mircophone also has a projectile hitbox and can hit opponents.
The second effect is that while speaking, you’ll notice sound waves come from R.Mika. Each successive soundwave during 1 hot mic powers up her next attack. This boost starts very small, but going through a whole speech will allow her to KO an opponent in 1 attack. Be careful however, as the next move, whether it hits, is blocked, or whiffs will only receive the powerup. Once you attack, the boost is gone. Also, you cannot stack the effects of the power-up. Doing 2 short hot mics will only result in the same effect as doing 1 short mic.
V-Trigger 1: Nadeshiko
Activating R.Mika’s V-trigger summons her tag team partner Nadeshiko. This move has 6 variations. You can either summon Nadeshiko from the front, above the opponent, or behind them by holding the stick at back, neutral, or forward, respectively. You can also either tap the buttons for an instant activation, or you can hold the button input to delay Nadeshiko’s entrance; having her appear when you release. This allows R.Mika to extend combos and also create mix-ups using her partner.
V-Trigger 2: Steel Chair
By pressing HP + HK, Nadeshiko will run from behind Mika and toss a steel chair across the screen at the opponent. Instead of pressing HP + HK, if you hold the attack button, Nadeshiko will instead run up to the opponent and swing the chair at them before throwing it. You can use these as a way to create strong, more damaging combos, or for tricky mix-ups with R.Mika.
V-Skill: Minds Eye
By pressing MP + MK, Ryu will parry an attack. For this, he takes no damage and recovers more quickly in order to punish or retaliate against the opponent. you can also push MP + MK again after the first successful parry in order to parry additional hits or multi-hitting moves, such as Ryu’s EX fireball. Parrying also builds a small amount of your V-gauge. If you time a parry wrong and get hit, the game will register a counter-hit. For this, you should be careful and not throw out the parry all “willy-nilly.”
V-Trigger 1: Denjin Renki
Upon activating the V-Trigger mode, Ryu’s Punch attacks and specials become stronger for nearly 15 seconds. Hadoukens are stronger, faster, and can be charged by holding down the button you use to execute the attack. A fully charged Hadouken will break a defending opponents guard. If you’re close, you can follow up with a combo. Throwing a Hadouken uses a little bit of the V-Gauge. Using super causes an opponents guard to break, but will immediately end the V-Trigger mode.
Punch attacks get +10 Damage and + 30 Stun. Shoryukens do + 20 Damage and + 50 Stun. By holding down the button to charge a Hadouken, Ryu’s Hadouken will be 2 hits.
V-Trigger 2: Kakko Fubatsu
Upon activation, Ryu gains access to a slightly faster starting and more powerful parry. When you press HP+HK at the same time, Ryu will activate a different kind of Parry called “Isshin.” If it counters an opponents attack, Ryu will immediately retaliate and cause the opponent to slowly crumple upon hit. The counter attack causes damage and stun and can further be followed up by Ryu’s qcf.KK attack and then shoryuken for huge damage. Choose your spot wisely to use Isshin, because activating it does consumer a large chunk of your V-gauge.
V-Skill: Matador Turn
When you press MP+MK with Vega, he’ll do a stylish turn that makes his upper body invincible for a short time, and his whole body projectile invincible. By holding both buttons, Vega will do a quick swiping attack that has upper body invincibility. Be careful, if the opponent blocks this attack, as it is not safe. upon hit Vega gets 100 V-gauge and on block he gains 50 gauge [and will likely get hurt because it’s, again, unsafe].
V-Trigger 1: Bloody Kiss
Claw throws a rose across the screen very quickly. When it hits an opponent, he will shoot forward behind it, and attack. The rose will not clash with fireballs and will go through them. If it hits, the opponent will be hit into the air allowing for a follow-up of his super move. Vega also has the ability to hold down+HP+HK which will result in him throwing the rose at a 45 degree angle, as an anti-air attack. He can also use this attack in the air, which will result in him throwing the rose down at a 45 degree angle. If the opponent blocks this move, Vega in almost every case cannot be punished.
V-Trigger 2: Alegrias
Upon activation, Claw gets access to two additional moves. By pressing HP + HK Together, Claw can activate a counter. If it lands, he will perform a kicking counter-attack and knock the enemy in the air, which can be followed with attacks that juggle, or even his Critical Art. Be careful as the start-up for this counter is not instant and should be used similarly to a Shoryuken-style attack, which is to say, sparingly. Also note that the counter can be beaten by throws. You also have the option of just performing the attack version of the V-Trigger, without the counter, by pressing forward + HP + HK; Allowing claw to string together additional combos for higher damage. Be careful of just throwing this out. If it is blocked, you can be hit in retaliation.
V-Skill: Iron Muscle
When you tap MP+MK with Zangief, he flexes and turns red gaining two hits of armor. By holding the buttons, Zangief will stay in this mode for as long as you hold the buttons down. During the time you hold the buttons, Zangief can walk forward. Be careful however; Zangief cannot stop moving except by letting go of MP+MK. Upon release the buttons after holding, Zangief will flex again, doing a quick attack which puts him at an advantage situation if the enemy blocks it.
V-Trigger 1: Cyclone Lariat
When holding HP+HK Zangief will spin and suck in things in front of him. If the opponent was not blocking before they get sucked in, they will be hit. If you hold the heavy buttons, Zangief will continue to suck things in, and hit them. If you let the V-trigger run out the last hit will knock the opponent up, so that Zangief can follow-up with a combo. Zangief’s Iron Muscle can also absorb infinite amounts of hits while V-Trigger is active.
V-Trigger 2: Cossack Muscle
Zangief’s V-Trigger 2 powers up his command grab’s, Spinning Pile Driver[360 + P] and air-grab, Borscht Dynamite damage and stun. You can see the damage buffs in the table below:
LP SPD or Borscht Dynamite: 180 DMG / 250 Stun
MP SPD or Borscht Dynamite: 200 DMG / 250 Stun
HP SPD or Borscht Dynamite: 220 DMG / 250 Stun
EX SPD or Borscht Dynamite: 220 DMG / 300 Stun
LP SPD or Borscht Dynamite: 310 DMG / 350 Stun
MP SPD or Borscht Dynamite: 330 DMG / 350 Stun
HP SPD or Borscht Dynamite: 350 DMG / 350 Stun
EX SPD or Borscht Dynamite: 350 DMG / 400 Stun
Zangief also has the ability to combo into his Spinning Pile Driver from his normal attacks. Do note that the damage values you see above, will not be the damage of the combo’d command grab. If combo’d into, the damage of the Spinning Pile Driver actually goes down. You can see the damage and stun values below:
V-Trigger 2 Combo
LP SPD or Borscht Dynamite: 230 DMG / 300 Stun
MP SPD or Borscht Dynamite: 250 DMG / 300 Stun
HP SPD or Borscht Dynamite: 270 DMG / 300 Stun
EX SPD or Borscht Dynamite: 270 DMG / 300 Stun
Please note that combo scaling is also applied to command grabs that are combo’d into as well. Also note that using one throw uses the entirety of the V-Trigger meter.