Quarter up for the fifth game of this dominating fighter franchise. Stunning visuals depict the next generation of World Warriors in unprecedented detail, while exciting and accessible battle mechanics deliver endless fighting fun that both beginners and veterans can enjoy.

Here in this guide we have listed the every single Unique Attack, Special Move and Critical Art of each character with you can play in Street Fighter V, with the detail of, how you can perform and also the stats of damage, stun and meter gain.

Glossary:

  • LP – Light Punch
  • MP – Medium Punch
  • HP – Heavy Punch
  • LK – Light Kick
  • MK – Medium Kick
  • HK – Heavy Kick

Ryu:

Ryu has a strong zoning game with a serviceable projectile and an invincible anti-air. A two-bar V-Gauge almost always guarantees that he will deal some damage with powerful and quick projectiles. Ryu can fight up close, mid-range and at long distance. Variable travel speeds and recovery timings on different Hadoken versions allow for better versatility in terms of fireball patterns and traps.

Unique Attacks List:

Collarbone Breaker – Toward + MP

  • Damage: 60(30+30)
  • Stun: 100(60+40)
  • Mete Gain: 30(10+20)/15(5+10)

Solar Plexus Strike – Toward +HP

  • Damage: 90(45+45)
  • Stun: 100(50×2)
  • Mete Gain: 40(20+20)/20(10+10)

Axe Kick – Back + HK

  • Damage: 80(40+40)
  • Stun: 150(60+90)
  • Mete Gain: 40(20+20)/20(10+10)

Jodan Nirengek – MP xx HK – (*xx = Cancel. Indicates cancelling one move into another)

  • Damage: 60
  • Stun: 70
  • Mete Gain: 30/15

Jodan Sanrengeki – MP xx HP xx HK – (*xx = Cancel. Indicates cancelling one move into another)

This can be initiated with standing “MP” or Standing “HP”

  • Damage: 70
  • Stun: 80
  • Mete Gain: 30/15

Special Moves List:

Hadoken: Qcfv + (LP – MP – HP)

  • Damage: 60
  • Stun: 100
  • Mete Gain: 10/10/50

Ex Hadoken: Qcfv + P P

  • Damage: N/A
  • Stun: 150
  • Mete Gain: -300

Shoryuken: Dp + (LP – MP – HP)

  • Damage: 100/60 – 120/60 – 140/60
  • Stun: 150/100
  • Mete Gain: 20/40/20

Ex Shoryuken: Dp + P P

  • Damage: 160/80
  • Stun: 200/100
  • Mete Gain: -300

Tatsumaki Senpukyaku: Qcbv + (LK – MK – HK)

  • Damage: 80 – 100 – 120
  • Stun: 200
  • Mete Gain: 20/40/20

Ex Tatsumaki Senpukyaku: Qcbv+ K K

  • Damage: 140
  • Stun: 200
  • Mete Gain: -300

Air Tatsumaki Senpukyaku: Qcbv + K (*During Forward Jump)

  • Damage: 100
  • Stun: 200
  • Mete Gain: 0/60/30

Ex Air Tatsumaki Senpukyaku: Qcbv + K K (*During Forward Jump)

  • Damage: 160
  • Stun: 200
  • Mete Gain: -300

Critical Art:

Shinku Hadoken: Qcfv Qcfv + P

  • Damage: 300
  • Stun: N/A
  • Mete Gain: -900

Ken:

Ken is an extremely dominating fighter in the game. He has a useful full-screen projectile as well as a relatively safe long-range engagement tool using HK Tatsumaki Senpukyaku, supplementing his aggressive-based archetype. V- Triggers makes him extremely deadly. With the help of his invincible Shoryuken, he can take back tempo of a match by deflecting a jumping attack or blowing through an adversary’s aggression.

Unique Attacks List:

Inazuma Kick – Back + MK

  • Damage: 60
  • Stun: 100
  • Mete Gain: 30/15

Thunder kick – Toward + HK (HOLD)

  • Damage: 80
  • Stun: 150
  • Mete Gain: 50/25

Thunder Kick (Feint) – Toward + HK

  • Damage: N/A
  • Stun: N/A
  • Mete Gain: N/A

Chin Buster – Back + MP

  • Damage: 50
  • Stun: 80
  • Mete Gain: 30/15

Chin Buster 2ND – Back + MP xx HP – (*xx = Cancel. Indicates cancelling one move into another)

  • Damage: 60
  • Stun: 80
  • Mete Gain: 60/30

Lion Breaker – MK xx HK – (*xx = Cancel. Indicates cancelling one move into another)

  •  Damage: 60
  • Stun: 100
  • Mete Gain: 60/30

 Special Moves List:

Hadoken – Qcfv + P

  • Damage: 50
  • Stun: 100
  • Mete Gain: 10/10/5

Ex Hadoken –  Qcfv + P P

  • Damage: 90(40+50)
  • Stun: 150
  • Mete Gain: -300

Shoryuken – Dp + (LP – MP – HP)

  • Damage: 100/70 – 130(80+50) – 140(60+50+30)
  • Stun: 150/100 – 150(75×2) – 150(50×3)
  • Mete Gain: 20/40/20

EX Shoryuken – Dp + P P

  • Damage: 150(20×6+30)
  • Stun: 200(20×5+50+50)
  • Mete Gain: -300

Tatsumaki Senpukyaku – Qcbv + (LK – MK – HK)

  • Damage: 70(40+30) – 100(40+30+30) – 140(50+30×3)
  • Stun: 100(50×2) – 150(50+50+50) – 200(60+40+40+60)
  • Mete Gain: 10/30/15

EX Tatsumaki Senpukyaku – Qcbv + K K

  • Damage: 160(40×4)
  • Stun: 200(50×4)
  • Mete Gain: -300

Air Tatsumaki Senpukyaku – Qcbv + (LK – MK – HK) During Forward Jump

  • Damage: 80
  • Stun: 100
  • Mete Gain: 0/40/20

EX Air Tatsumaki Senpukyaku – Qcbv + K K (During Forward Jump)

  • Damage: 90
  • Stun: 100
  • Mete Gain: -300

Critical Art:

Guren Enjinkyaku –  Qcbv Qcbv + K

  • Damage: 340
  • Stun: 0
  • Mete Gain: -900

 Birdie:

Birdie is a strong guy with great pokes, varied arsenal with good range and damage. His cross jumping is also very good.  Birdie’s V-Trigger functions as both a SFIV-like “Focus Attack dash cancel” and a long-lasting and scary power-up state and He has a nearly full screen grab range.

Unique Attacks List:

Booger (Don’t Move)

  • VT Damage: 12
  • Stun: 0
  • Meter Gain: 0
  • Damage: 10

Bad Hammer Crouching – HP xx HP – (*xx = Cancel. Indicates cancelling one move into another)

  • VT Damage: 72
  • Stun: 150
  • Meter Gain: 50/25
  • Damage: 60

Bull Slider – low-right+ HP

  • VT Damage: 120
  • Stun: 150
  • Meter Gain: 50/25
  • Damage: 100

Bull Charge – Toward + HP

  • VT Damage: 120
  • Stun: 150
  • Meter Gain: 50/25
  • Damage: 100

Bull Drop – Toward + HK

  • VT Damage: 144(48+96)
  • Stun: 150
  • Meter Gain: 50/25
  • Damage: 120(40+80)

Special Moves List:

Bull Head – Qcfv + (LP – MP – HP)

  • Damage: 120 – 130 – 140
  • VT Damage: See V-Trigger
  • Stun: 200
  • Meter Gain: 20/40/20

EX Bull Head – Qcfv + P P

  • Damage: 160(80+80)
  • VT Damage: See V-Trigger
  • Stun: 200
  • Meter Gain: -300

Bull Horn Hold and Release any Button

  • Damage: 130
  • VT Damage: See V-Trigger
  • Stun: 200
  • Meter Gain: 20/60/30

Ex Bull Horn Hold and Release any Two Buttons

  • Damage: 150(75+75)
  • VT Damage: See V-Trigger
  • Stun: 250
  • Meter Gain: -300

Hanging Chain Brandish – Qcfv + Hold K Tap P

  • Damage: n/a
  • VT Damage: n/a
  • Stun: n/a
  • Meter Gain: n/a

Hanging Chain – Qcfv + (LK – MK – HK)

  • Damage: 140 – 150 – 160
  • VT Damage: 168 – 180 – 192
  • Stun: 200
  • Meter Gain: 20/50/25

Ex Hanging Chain – Qcfv + K K

  • Damage: 170 (70+100)
  • VT Damage: 204(84+120)
  • Stun: 220
  • Meter Gain: -300

Bull Revenger – Hcbv + (LK – MK – HK)

  • Damage: 170(70+70+30) – 180(70+70+40) – 190(70+70+50)
  • VT Damage: 204(84+84+36) – 216(84+84+48) – 228(84+84+60)
  • Stun: 230
  • Meter Gain: 20/50/25

Ex Bull Revenger – Hcbv + K K

  • Damage: 200(50+50+100)
  • VT Damage: 240(60+60+120)
  • Stun: 230
  • Meter Gain: -300

Killing Head – Hcbv + (LP – MP – HP)

  • Damage: 180 – 190 – 200
  • VT Damage: 216 – 228 – 240
  • Stun: 200 – 220 – 240
  • Meter Gain: – 40/80

Ex Killing Head – Hcbv + P P

  • Damage: 220
  • VT Damage: 264
  • Stun: 270
  • Meter Gain: -300

Critical Art:

Skip to My Chain – Qcfv Qcfv + P

  • Damage: 350
  • VT Damage: 420
  • Stun: 0
  • Meter Gain: -900