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Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!Dismiss Notice
- One Two Upper
- Hammer Kick
- Elbow Butt
- Screw Hook
- Rolling Elbow
- High Kick
- Knee Lift
- Gasp Kneel Palm Bomb
- Short Shoulder
- Regret Discharge
- Mow Down Chop
- Pounding Elbow
- Heavy Middle Kick
- Kenka Kick
- Deadly MoveSky High Shoulder Through
- ChangePush
- Deadly MoveJumping Knee
- Back Dash CH
- Side Crumple
- Back Crumple
- Wall
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One Two UpperOnly the third punch of the string
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CH330
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CH430
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CH490
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CH531
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CH591
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Hammer KickSome combos may change due to distance.
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CH400
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CH460
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CH470
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CH520
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CH620
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CH530
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CH460
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CH/\410
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CH/\►Vs Lion, Vanessa, and Brad may cause a small refloat close to the ground. If the opponent doesn't tech roll, you may use for additional damage.510
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CH/\►510
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CH/\May cause a small refloat close to the ground. If the opponent doesn't tech roll, you may use for additional damage.460
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CH/\requires a certain distance after to connect.561
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Elbow Butt
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NH//► ► ►vs Pai you have to delay the 1st to get the small bound. The best way to achieve the delay is using and see when Wolf can walk.710
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NHvs Shun 1fk for (You may input instead).
Vs Pai, Vanessa, Lion, and Sarah use ~ cancel instead of a normal .
vs Aoi use ~ cancel instead of a normal AND 1fk (You may input instead).641 -
NHvs Sarah requires a small delay before the (seems to be the most reliable method).
vs Lion and Vanessa use ~ cancel instead of a normal .
vs Eileen and Aoi use ~ cancel instead of a normal AND 1fk (You may input instead).711 -
NH//► ►581
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NHfrom light weights to mid weights requires a delay for . This delay changes for some character but you can use an evade canceled into a dash to get the right timing.721
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NH532
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NH562
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Screw Hook
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CH//►620
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Rolling ElbowThese combos should be used only if you have trouble inputing the perfect version of the hit throw or to take more Drunken Points vs Shun
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NH1042
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NHVs Sarah in open stance 1fk before .
Vs Vanessa, Brad, and Goh closed stance requires a small delay before .
Vs Lau and Lei randomly work.1082 -
NH793
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NHuse to sobstitute the first vs El Blaze, or just delay the punch a bit.943
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NH1003
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NH944
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High Kick
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CH400
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CH460
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CH/\530
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Knee Lift
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CHeasy and consistent to do760
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CHvs Akira and Jacky 1fk for (You may input instead), it's not mandatory but it connects more easily.840
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CH830
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CHvs Sarah in open stance is unreliable840
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CH900
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CH//► ► ►The frames you have to connect significantly differs depending on character and stance880
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CHvs Taka open stance it needs 1fk for (You may input instead).631
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CH//► ► ►vs Vanessa open stance won't connect if you hit her with from a stagger state.881
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CH901
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CH1071
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CH1101
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CH//► ►vs Vanessa open stance won't connect if you hit her with from a stagger state.862
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CHvs Wolf 1fk for the first (You may input instead)862
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CH1062
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Gasp Kneel Palm BombCombos won't work on Normal Hit vs a crouching opponent.
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NH620
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NHvs Jeffry use instead of a normal .710
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NH770
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NH860
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NH//► ► ► ►vs Sarah use instead of the 1st , it requires 1fk (you may input instead). Works with the standard input in CH.900
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NH501
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NH531
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NH601
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NHvs Lion 1fk (You may input instead)
vs Pai 1fk for (You may input instead) AND 1fk (You may input instead)741 -
NH//► ► ►vs El Blaze and Shun requires a small delay before the 2nd751
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NH//► ► ► ►vs Jean requires a delay for to connect
works on Aoi after Catch -> Push861 -
NH//► ► ► ►vs Jean requires a delay for to connect
works on Aoi after Catch -> Push871 -
NH//► ► ► ►vs Eileen,El Blaze and Aoi requires a close distance or won't connect.
vs El Blaze requires a delay before781 -
NH//► ► ► ►vs Lion open stance a normal hit is enough781
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NH//► ► ► ►vs Aoi and Sarah use 1fk for (you may input instead) in open stance.
vs Shun use 1fk for (you may input instead).
vs Lion and switch and and use 1fk for (you may input instead).
vs Lau, Kage, Lei, Brad and Goh switch and .761 -
CH/\► ► ► ►vs Sarah, Shun, Pai and Vanessa the starter should be done a bit farther than the standard position in training mode.991
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CH/\► ► ► ►vs Sarah, Pai and Vanessa the starter should be done a bit farther than the standard position in training mode.981
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NHvs Jeffry sue a instead of a normal712
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NHvs Vanessa open stance requires 1fk for the (you may input instead).
vs Lau, Kage and Goh, closed stance, requires only a NH
vs Lei open stance requiers only a rCH752 -
NH752
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Short Shoulder
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NH990
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NH1050
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NH811
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NHvs Jeffry open stance, requires a CH.861
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NHvs Jeffry open stance, requires a CH.931
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NHvs Eileen, El Blaze, Aoi and Sarah open stance, requires a delay longer than 1fk while doing ( seems to work).
Vs: Shun, Pai and Vanessa closed stance requires 1fk for (you may input instead)961 -
NH921
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NH961
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NH802
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NHvs Shun works also in open stance but requires at least a recovery CH.792
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NH932
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NHvs Jean it's possible to do the combo in closed stance but only if you obtain a big CH.
vs Shun open stance you require at least a RCH.
vs Goh open stance you need a CH to perform the combo.
vs Lei, Brad closed stance you require only a RCH.943
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Regret Discharge
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NHvs Wolf use 1fk for to get a more consistent oki (you may input instead).630
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NHvs Vanessa, Lion, Sarah, Aoi, and El Blaze 1fk for (You may input instead).640
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NH//► ►1fk required before (You may input instead)
vs Eileen requires a delay before .
vs Jean requires 1fk for (You may input instead) and no 1fk before .720 -
NHvs Taka you can use as ender for 1 less damage but better oki581
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NH611
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NH671
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NHVS El Blaze use a instead of a simple before the finisher
Vs Pai do a DM canceled into a dash before the instead of the dash. The DM must be towards her back. This is the most reliable method to get the combo761 -
NH//► ►vs El Blaze, Eileen, Aoi, Sarah, and Lion 1fk (You may input instead). vs Eileen and El Blaze takes a delay before .
Vs Vanessa requires 1fk for AND (You may input and instead).761 -
NHSometimes the opponent will hit the wall after . If that appens add for 9pts or mix it up with a ground throw for more damage.801
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NH951
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NH892
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Mow Down Chop
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NH461
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NH411
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Pounding Elbow
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NH441
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NH471
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Heavy Middle Kick
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NH/\► ► ► ►The DM must be done toward the opponent's back.
vs Shun there's no need to use the 1fk for the screw hook00 -
NHYou can use as finisher for 1 less point of damage but better oki.861
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NH971
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NH991
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NH722
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NHvs Wolf requires a perfect buffer for or won't connect.872
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NH932
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NH843
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NH873
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NH/\► ► ►814
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Kenka KickThese combos should be used only if you have trouble inputing the perfect version of the hit throw or to take more Drunken Points vs Shun
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NHNeeds further testing
Vs Lau and Lei may work in open stance but requires a different angle.961 -
NH602
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NH632
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NH702
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NH902
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Deadly MoveSky High Shoulder ThroughTaka is to heavy to combo with this launcher
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Deadly MoveNH920
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Deadly MoveNH831
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Deadly MoveNH892
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Deadly Move from behindNH1142
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Deadly Move from behindNH1143
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ChangePush
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ChangeNH680
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ChangeNH840
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ChangeNH840
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ChangeNH920
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ChangeNHvs Sarah 1fk for (You may input instead)860
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ChangeNHWIP850
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Deadly MoveJumping KneeLow throws are guaranteed after the Knee for 100, 80 or 85 damage. Keep in mind that your opponent may still input a throw escape.
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Deadly MoveNHadd 20 to the total damage of the combo.00
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Deadly MoveNHVS Shun, replace with771
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Back Dash CHonly on back dash CH
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back dashCHSometimes it doesn't work when too close to the opponent.00
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back dashCHIt works only if your opponent does a perfect recover from the stagger. If he doesn't recover istantly use a dash before00
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Side Crumple
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(side)CH970
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(side)CH961
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(side)CH822
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(side)CHvs Shun and Akira, will not connect in closed stance, if you hit from their back side.
vs Jeffry, you need to replace with in closed stance if you hit from his stomach side.973
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Back CrumpleThese combos work only if you hit your opponent from the back as punishment. These combo should be used if you have trouble inputing the Burning Hammer.
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RH/\► ► ►work in progress910
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RH901
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RHvs Kage in open stance it does work with specific timing.
vs all, except Wolf and Jeffry, requires a small dash before the finisher.891 -
RH762
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WallAll the wall combos were tested with the wall perpendicular to your attacks (cpu close to wall setting in free training). Combos may change with different angle.
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NH1050
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NHDamage changes due to distance. In the combo section is shown the minimum damage.891
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NH/\(wall splat) ► ► ► ►When not perpendicular to wall, this juggle tends to be unreliable on Jeffry891
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NH951
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NH1001
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NH991
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NHRequire some angle with the wall.1051
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NH942
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NH992
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