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- Jōdan Mawashigeri
- Gyaku Seikenzuki
- Gishin Kōretsu Eishu
(charge)
- Chinshin Seichūken
(max charge)
- Gishin Ōshūgeki
(charge)
- Hangetsu Nirenzuki
- Agezuki
- Enpi Kurenai Naraku
- Nozuchi
- Oihiji
- Oiseikenzuki
- Maegeri
(max charge)
- Yamakuzushi
- Chūdan Ushiro Mawashigeri
(max charge)
- Chūdan Mawashigeri
- Kōyō Getsutotsu
- Kōsenshu & Shutōkiri~Ushirogeri
&
- Jōdan Ushiro Mawashigeri
- Kōbōgeri
- Kyoshin Gedanshū
- Harai'uke & Matoi'uke
or
- Side Crumple
- Wall Hit
- Wall Slump
- Wall Splat
- Side Wall Stun
- Wall Stagger
-
Jōdan Mawashigeri
-
CH
(Wall Hit) ►
►
(Wall Slump) ►
- 2nd hit of PK on CH00 -
(charge)
(Wall Slump)
CH►
(Wall Slump) ►
- 2nd hit of PK on CH
- perfect combo if PK was used as round starter on Taco stages00 -
CH
►
- 2nd hit of PK on CH740 -
CH
►
►
- 2nd hit of PK on CH790 -
(Wall Stagger) (max charge)
NH►
(Wall Slump) ►
- you can 2/8 44PK away from the wall against lighter characters to secure the Wall Slump1230
-
-
Gyaku Seikenzuki
-
(Back)
NH(CH) ► continue with 6K combos
- after 66P connects on a back turned opponent, attacks of 21f or faster are guaranteed and hit on CH00 -
(Crumple) >CH- 66P is a combo starter if it hits after 66P or 236P+K Crumple
- wide dash in after 66P (combo starter)572
-
-
(charge)
Gishin Kōretsu Eishu-
(charge)
(Side)
CH- Side Counter Hit670
-
-
(max charge)
Chinshin Seichūken-
(max charge)
NH00
-
-
(charge)
Gishin Ōshūgeki-
(charge)
(Side)
NH- Side NH
- continue with P+K combo if 4PP (charge) K put opponent in backturn00 -
(charge)
(Side)
CH► continue with 6K combos
- Side Counter Hit00 -
(charge)
(Side)
CH►
(CH) ► continue with 6K combos
- follow with 66P if 4PP (charge) K put opponent in backturn00 -
(charge)
CH770
-
-
Hangetsu Nirenzuki
-
(Back)
NH640
-
-
Agezuki
-
NH- dash in after 3P+K540
-
NH
►
(Wall Hit) ►
- dash in after 3P+K650 -
NH
►
- dash in after 3P+K
- 33PK requires perfect buffering on JE, WO680 -
NH
►
►
- dash in after 3P+K
- 33PK requires perfect buffering on heavier characters730 -
NH
(charge)
(Wall Slump) ►
- dash in after 3P+K790 -
NH
(Wall Hit) ►
►
- dash in after 3P+K
- some distance required from the wall in order for 2P+K to properly connect
- delay before 46PK on lightweights830 -
NH
(Wall Hit) ►
►
(Wall Slump) ►
- dash in after 3P+K
- some distance required from the wall in order for 3K+G to properly connect990
-
-
Enpi Kurenai Naraku
-
NH
►
►
- 2P instead of P on midweights for better oki700
-
-
Nozuchi
-
NH550
-
NH
►
770
-
-
Oihiji
-
CH
►
770 -
CH
►
►
- delay the 2P after the starter
- works on JE, WO in Open after the starter810 -
CH
►
►
►
- delay the 2P after the starter850 -
CH
►
- delay the 2P after the starter
- on the marked characters, 2P+K causes a Light Bound in Open after 4P+K stance change
aka
combo works in Open on a system level but you can remember it easier by just doing this combo if you were in Closed before the starter850 -
CH
►
(Wall Hit) ►
►
(Wall Slump) ►
1060 -
CH
(Wall Hit) ►
►
(Wall Slump) ►
1080
-
-
Oiseikenzuki
-
CH- wide dash in after the starter641
-
-
(max charge)
Maegeri-
(max charge)
NH- wide dash in after the starter520
-
-
Yamakuzushi
-
NH
►
690 -
NH
►
(charge)
- works on JE, WO in Open after the starter, works in both stances on CH760 -
NH
►
►
- delay before 46PK on lightweights840 -
NH
►
850 -
NH
►
►
►
- delay before 46PK on lightweights870 -
NH
►
►
880
-
-
(max charge)
Chūdan Ushiro Mawashigeri-
(max charge)
NH590 -
(max charge)
NH►
760 -
(max charge)
NH(Wall Hit) ►
►
(Wall Slump) ►
1070
-
-
Chūdan Mawashigeri
-
NH470
-
NH520
-
-
Kōyō Getsutotsu
-
CH- dash in after the starter541
-
CH
►
- dash in after the starter710
-
-
&
Kōsenshu & Shutōkiri~Ushirogeri-
(Wall) or
(Wall)
NH(Wall Hit) ►
- max range wall extension740 -
(Wall) or
(Wall)
NH►
(Wall Hit) ►
770 -
(Wall) or
(Wall)
NH(charge)
(Wall Slump) ►
910 -
(Wall) or
(Wall)
NH(charge)
(Wall Slump) ►
(Wall Hit) ►
990
-
-
Jōdan Ushiro Mawashigeri
-
(Side)
CH- Side Counter Hit
- follow with P+K (Back) combo if K+G put opponent in backturn730
-
-
Kōbōgeri
-
NH
►
670
-
-
Kyoshin Gedanshūafter blocked max charge attacks
-
(blocked max charge attack)NH570
-
(blocked max charge attack)NH
►
- dash in after the starter630 -
(blocked max charge attack)NH
►
- dash in after the starter740 -
(blocked max charge attack)NH
►
►
- dash in after the starter780
-
-
or
Harai'uke & Matoi'uke-
(sabaki)
or
(sabaki)
NH►
640 -
(sabaki)
or
(sabaki)
NH►
►
- delay the 2P after the starter
- works on JE, WO in Open after the starter680 -
(sabaki)
or
(sabaki)
NH►
►
- delay the 2P after the starter
- on the marked characters, 2P+K causes a Light Bound in Open after 4P+K+G P stance change
aka
combo works in Open on a system level but you can remember it easier by just doing this combo if you were in Closed before the starter
- delay before 46PK on lightweights700 -
(sabaki)
or
(sabaki)
NH►
- delay the 2P after the starter
- on the marked characters, 2P+K causes a Light Bound in Open after 4P+K+G P stance change
aka
combo works in Open on a system level but you can remember it easier by just doing this combo if you were in Closed before the starter720 -
(sabaki)
or
(sabaki)
NH►
(Wall Hit) ►
►
(Wall Slump) ►
- delay the 2P after the starter930 -
(sabaki)
or
(sabaki)
NH(Wall Hit) ►
►
(Wall Slump) ►
950
-
-
Side Crumple
-
(Side CH)
CH►
(charge)
880 -
(Side CH)
NH►
►
►
- delay before 46PK on lightweights1010 -
(Side CH)
NH►
►
1020
-
-
Wall Hit
-
(Wall Hit)
NH(Wall Hit) ►
►
(Wall Slump) ►
- slight delay before 9K+G
- need some distance from the wall in order for 3K+K to properly connect910
-
-
Wall Slump
-
(Wall Slump)
NH640 -
(Wall Slump)
NH►
(Wall Hit) ►
- dash in before 2P770 -
(Wall Slump)
NH(Wall Hit) ►
- delay 2nd hit of 4KKP on SH840
-
-
Wall Splat
-
(Wall Splat)
NH►
►
►
(Wall Slump) ►
940 -
(Wall Splat)
NH►
►
►
(Wall Slump) ►
(Wall Hit) ►
- 2nd hit of 4KP whiffs if characters aren't properly aligned1000
-
-
Side Wall Stun
-
(Side Wall Stun)
NH► continue with 6K combos
- 1P causes a Side Wall Stun when Jean's back is towards the wall00 -
(max charge)
NH►
(Wall Slump) ►
- 2nd hit of PK causes a Side Wall Stun when Jean's back is towards the wall (the angle is tighter than the other starters for this category)
- you can 2/8 44PK away from the wall against lighter characters to secure the Wall Slump1230 -
(charge)
(Side Wall Stun)
NH►
►
(Wall Slump) ►
- 33PK (charge) P causes a Side Wall Stun when Jean's stomach is towards the wall1260
-
-
Wall Stagger
-
(Wall Stagger)
NH(Wall Hit) ►
►
(Wall Slump) ►
- 33P causes a wall stagger on (recovery or normal CH) making it a great abare tool and the best mid to mix-up 66P crumple when near the wall1180 -
(Wall Stagger)
(max charge)
NH(Wall Hit) ►
►
(Wall Slump) ►
- 4P causes a wall stagger on (recovery or normal) CH which guarantees 4PP (max charge) making it a great anti evade and abare tool
- if 4P was blocked you can release the charged followup (4PP not charged causes a wall stagger as well) if you think opponent tries to interrupt it1260
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