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- Jōdan Mawashigeri
- Gyaku Seikenzuki
- (charge)Gishin Kōretsu Eishu
- (max charge)Chinshin Seichūken
- (charge)Gishin Ōshūgeki
- Hangetsu Nirenzuki
- Agezuki
- Enpi Kurenai Naraku
- Nozuchi
- Oihiji
- Oiseikenzuki
- (max charge)Maegeri
- Yamakuzushi
- (max charge)Chūdan Ushiro Mawashigeri
- Chūdan Mawashigeri
- Kōyō Getsutotsu
- &Kōsenshu & Shutōkiri~Ushirogeri
- Jōdan Ushiro Mawashigeri
- Kōbōgeri
- Kyoshin Gedanshū
- orHarai'uke & Matoi'uke
- Side Crumple
- Wall Hit
- Wall Slump
- Wall Splat
- Side Wall Stun
- Wall Stagger
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Jōdan Mawashigeri
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CH- 2nd hit of PK on CH00
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(charge) (Wall Slump)CH- 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
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CH- 2nd hit of PK on CH790
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(Wall Stagger) (max charge)NH- you can 2/8 44PK away from the wall against lighter characters to secure the Wall Slump1230
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Gyaku Seikenzuki
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(Back)NH- after 66P connects on a back turned opponent, attacks of 21f or faster are guaranteed and hit on CH00
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(Crumple) >CH- 66P is a combo starter if it hits after 66P or 236P+K Crumple
- wide dash in after 66P (combo starter)572
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(charge)Gishin Kōretsu Eishu
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(charge) (Side)CH- Side Counter Hit670
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(max charge)Chinshin Seichūken
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(max charge)NH00
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(charge)Gishin Ōshūgeki
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(charge) (Side)NH- Side NH
- continue with P+K combo if 4PP (charge) K put opponent in backturn00 -
(charge) (Side)CH- Side Counter Hit00
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(charge) (Side)CH- follow with 66P if 4PP (charge) K put opponent in backturn00
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(charge)CH770
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Hangetsu Nirenzuki
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(Back)NH640
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Agezuki
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NH- dash in after 3P+K540
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NH- dash in after 3P+K650
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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- dash in after 3P+K790
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NH- 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- dash in after 3P+K
- some distance required from the wall in order for 3K+G to properly connect990
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Enpi Kurenai Naraku
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NH- 2P instead of P on midweights for better oki700
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Nozuchi
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NH550
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NH770
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Oihiji
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CH770
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CH- delay the 2P after the starter
- works on JE, WO in Open after the starter810 -
CH- delay the 2P after the starter850
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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 -
CH1060
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CH1080
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Oiseikenzuki
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CH- wide dash in after the starter641
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(max charge)Maegeri
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(max charge)NH- wide dash in after the starter520
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Yamakuzushi
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NH690
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NH- works on JE, WO in Open after the starter, works in both stances on CH760
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NH- delay before 46PK on lightweights840
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NH850
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NH- delay before 46PK on lightweights870
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NH880
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(max charge)Chūdan Ushiro Mawashigeri
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(max charge)NH590
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(max charge)NH760
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(max charge)NH1070
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Chūdan Mawashigeri
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NH470
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NH520
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Kōyō Getsutotsu
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CH- dash in after the starter541
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CH- dash in after the starter710
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&Kōsenshu & Shutōkiri~Ushirogeri
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(Wall) or (Wall)NH- max range wall extension740
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(Wall) or (Wall)NH770
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(Wall) or (Wall)NH910
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(Wall) or (Wall)NH990
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Jōdan Ushiro Mawashigeri
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(Side)CH- Side Counter Hit
- follow with P+K (Back) combo if K+G put opponent in backturn730
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Kōbōgeri
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NH670
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Kyoshin Gedanshūafter blocked max charge attacks
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(blocked max charge attack)NH570
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(blocked max charge attack)NH- dash in after the starter630
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(blocked max charge attack)NH- dash in after the starter740
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(blocked max charge attack)NH- dash in after the starter780
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orHarai'uke & Matoi'uke
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(sabaki) or (sabaki)NH640
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(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- delay the 2P after the starter930
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(sabaki) or (sabaki)NH950
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Side Crumple
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(Side CH)CH880
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(Side CH)NH- delay before 46PK on lightweights1010
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(Side CH)NH1020
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Wall Hit
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(Wall Hit)NH- slight delay before 9K+G
- need some distance from the wall in order for 3K+K to properly connect910
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Wall Slump
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(Wall Slump)NH640
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(Wall Slump)NH- dash in before 2P770
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(Wall Slump)NH- delay 2nd hit of 4KKP on SH840
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Wall Splat
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(Wall Splat)NH940
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(Wall Splat)NH- 2nd hit of 4KP whiffs if characters aren't properly aligned1000
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Side Wall Stun
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(Side Wall Stun)NH- 1P causes a Side Wall Stun when Jean's back is towards the wall00
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(max charge)NH- 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- 33PK (charge) P causes a Side Wall Stun when Jean's stomach is towards the wall1260
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Wall Stagger
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(Wall Stagger)NH- 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
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(Wall Stagger) (max charge)NH- 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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