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- Double Knuckle~Upper
- Elbow Butt
- Kenka Hook
- Double Upper
- Dash Elbow Upper
- Full Swing Upper
- Tornado Punch
- (side)Hammer Slide
- Knuckle Kick
- Upper Kick
- Knee Attack
- (side)Body Crush
- Middle Hell Stab
- (side)Hell Dunk Elbow
- Sunlit Body Upper
- Torpedo Head Butt
- Head Attack
- Full Swing Double Hammer
- Heavy Dunk Hammer
- Megaton Knuckle
- Shiver Upper
(guard)
- Arrow Knuckle (Wall)
- (side)Drop Anchor
- Tsunami Beat
- Scoop Kick
- Heel Drop
- Kenka Kick
- Threat StanceGather Blow
- Thread StanceHeavy Knee Strike
(guard or hit)
- Threat StanceMcWiye (Wall)
!
- Jump (ascending)Jumping Head Butt
- Jump (descending)Jumping Knee Kick
- (back turned)Back Double Hammer
- (back turned)Back Kick
- Facing WallJumping Knee
- Wall Splat
- Wall Slump
- Back Throw
- Body Lift (Half Wall)
- Body Lift (Wall)
- Devil Reverse Claw
- Post Round Sober (Shun only)
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Double Knuckle~UpperAll combos require for the third hit to land on CH unless stated otherwise.
-
(third hit)
CHEnd withinstead for 56 damage, but better oki position
580 -
CH581
-
(third hit)
CH►
►
or
Requires a delay before. End with
instead for 63 damage, but better oki position
650 -
(third hit)
CH►
►
Eileen, El Blaze, Aoi, Sarah, Shun, Pai, Lion, and Vanessa require a delay before860 -
(third hit)
CH►
► (Threat Stance)
►
or
End withinstead for 80 damage, but better oki position
820 -
CH
►
► (Threat Stance)
►
Dashbefore
for EL
830 -
CH/\Inconsistent against middle weights, just use Threat PP instead.801
-
CH/\
►
► (Threat Stance)
►
Leads to a wall splat (90+ damage)801 -
CH/\Inconsistent against middle weights, just use Threat PP instead.801
-
CH/\Inconsistent against middle weights, just use Threat PP instead.781
-
CH/\822
-
CHCan lead to a wall slump for additional damage.
The combo will work on more characters listed below (and in both stances in most cases), but the listed characters are the ones that will get wall slumped.580 -
CHFollow up with your string of choice after the bound. Can get up to 70ish damage.
For lighter characters you can doafter the wall hit and still be able to connect
. This adds 7 more damage.
451 -
CH
<wall slump►
Arguably easier than doingand definitely so compared to
, and it does more damage than doing
.
75 damage if you finish with,
/
for 77,
for 74 (sober SH by 2).
You can also get up to 78 by doing. This works on EI EL AO SA LI VA
Against Taka/
are reliable but do slightly less damage. Do the
TA only combo instead
550 -
CHFollow up with a wall combo of your choice (can get up to 90ish damage)
This might work on more characters but I haven't been able to find the correct spacing.470 -
CHTaka special. Can replace
with
for one more damage but worse oki.
850 -
CH*Doesn't work on SA in closed if you OM to her stomach, or in open if you OM to her back. Use 66PP instead for 56 damage.
*For SH~TA, skip the 2P and just do 66PP for 56.620 -
NHThis combo is possible when landing the full string on a ST opponent (increase damage if on RH/CH obviously).
For all of these combos, regardless of stance: in order for this to work you need to evade toward the opponent's back, otherwise it cannot work (without a wall hit).470 -
NHThis combo is possible when landing the full string on a ST opponent (increase damage if on RH/CH obviously).
You need to have evaded to JN's back for this to work.570 -
NHThis combo is possible when landing the full string on a ST opponent (increase damage if on RH/CH obviously).
You need to have evaded to JN's back for this to work.710 -
CHCan cause a wall slump (90+ damage)780
-
-
Elbow Butt
-
NHRequires a delay for the second hit of
in closed stance.
Need to inputas fast as possible or will whiff, otherwise very reliable in open stance.
630 -
NH
wall combo
With proper spacing (different for each character), you can turn this into a wall combo. Works on normal hit, counter hit (extends the range), or as a punisher (useas -14 punisher when a wall is to the opponent's back).
Can also dointo a bound combo for less damage, but it is much easier.
00 -
NHMuch easier to land on Taka in closed.540
-
NHNo stance requirements but 2nd lowest damage. Can replace in both stances with
for 43 damage but much faster recovery to apply wake up pressure.
470 -
NHWhile the beat down effect can be teched, if the opponent doesn't, your grounded
will beat every option but backrolls.
480
-
-
Kenka Hook
-
NHLeads to a wall slump for additional damage.
Only works on Taka if the second hit of KPP connects with the wall.813 -
NH
►
Toe Kickis guaranteed for additional damage if
causes a wall hit
792 -
NH
►
►
1 frame delay required forin closed stance on Kage, Lei, Brad, and Goh
932 -
NH
►
►
950 -
(near wall)NH
►
► (wall hit) ►
►
►
1055 -
(near wall)NH
►
► (wall hit) ►
►
►
Combo may not work based on positioning in relation to the wall1125
-
-
Double Upper
-
NH
or
End with 66PP instead for 51 damage, but better oki position. Double Upper does not cause knockdown on Taka; no combo is possible530 -
NH
►
►
or
End with 66PP instead for 73 damage, but better oki position. Sobers Shun 2 points if ended with750 -
NHFor characters like EI and EL, to make
connect more consistently, do a quick
into your
. Don't do
on Shun in this and all combos
761 -
NH
►
End withinstead for 57 damage, but better oki position
591 -
NH
►
►
640 -
NHLeads to wall slump for additional damage.
Don't doon LA, KA, BR, GO
Can be biggest Damage against Shun + 2 Sober with Wall Slump >at 87 damage (along with massive wall carry) Or
+
for 3 sober 86 damage, and without proper get up, a chance to land
+
701 -
NHLeads to wall hit for additional damage.
Don't doon LA, KA, BR, GO
680 -
NHLeads to wall slump for additional damage.
Don't doon LA, KA, BR, GO
530 -
NHLeads to wall slump for additional damage.
Combo works on many characters but no longer wall slumps, so don't even bother.590 -
NHLeads to wall slump for additional damage.511
-
NHLeads to wall slump for additional damage. Don't do
on LA, KA, BR, GO. Use
for LE AK JA JN JE WO in closed, otherwise won't work at all. Damage becomes 57+ potential wall slump combo
581 -
NHLeads to wall slump for additional damage. Don't do
on LA, KA, BR, GO.
641 -
NHDon't do
on LA, KA, BR, GO.
580 -
NHDon't do
on GO, but inconsistent on him.
640 -
NHDon't do
on LA, KA, BR, GO.
600 -
NH660
-
NHDon't do
on LA, KA, BR, GO.
601 -
NHDon't do
on BR.
661 -
NH
+
Slight delay on+
.
This, and similar, combo(s) can connect even on middle weights if they don't tech the knock down.710 -
NH
+
Slight delay on+
.
This, and similar, combo(s) can connect even on middle weights if they don't tech the knock down.730 -
NH
+
Slight delay on+
.
This, and similar, combo(s) can connect even on middle weights if they don't tech the knock down.730 -
NH/\Can cause a wall slump on EI EL AO SH and PA.
After wall slump 2KP does 90 damage and 3 sober, 2P 9P+G does 92 but I cannot get it to land on SH, 6K+G does 89 and sobers for a total of 4, 66PP does 89 and has better oki, etc...732 -
NHNever do
on Shun or Pai.
720 -
NH760
-
NH740
-
NH740
-
NHCan lead to a wall hit. With proper spacing 43P+K (expert mode) or 46P+K (slightly easier) to continue with a wall combo, or much easier finish with a 33P or 2K (recommended on heavier characters)550
-
NHCan lead to a wall hit. With proper spacing 43P+K (expert mode) or 46P+K (slightly easier) to continue with a wall combo, or much easier finish with a 33P or 2K (recommended on heavier characters)480
-
-
Dash Elbow UpperRequires the first hit to connect on a crouching opponent and close proximity to a wall.
-
NHPossibility of wall hit is lower in closed stance.520
-
NHPossibility of wall hit is lower in closed stance.590
-
-
Full Swing Upper
-
NHToe Kick
is guaranteed for additional damage if
causes a wall hit
660 -
NH
►
►
690 -
NH
► (Threat Stance)
►
or
End with 66PP instead for 90 damage, but better oki position920 -
NH
► (Threat Stance)
►
or
End with 66PP instead for 88 damage, but better oki position900 -
NH
►
►
Toe Kickis guaranteed for additional damage if
causes a wall hit
881 -
NH
►
►
ender does not work if opponent is sideturned, use
or
instead for 1 less damage or
for 2 less damage but better oki position
812 -
NH
►
Leads to a wall slump.751 -
NH
►
►
Sobers Shun 3 points853 -
NHMax damage normal hit combo for VA without walls.920
-
NH15 more damage on CH.900
-
NH15 more damage on CH.930
-
NH15 more damage on CH. Can replace
with
.
920 -
NH15 more damage on CH. Can cause wall splat. Maybe works up to SA.900
-
NH
►
Taka combo. Toe Kickis guaranteed for additional damage if
causes a wall hit
Also work on TA if crouched.831 -
NHIf done close to a wall, leads to a wall slump)300
-
NHCan lead to a wall hit.580
-
NHCan lead to a wall hit.640
-
NHCan lead to a wall hit.600
-
NHCan lead to a wall hit.660
-
NHCan lead to a wall hit.620
-
NHCan lead to a wall hit.680
-
NH551
-
NH610
-
NH620
-
NH680
-
NH560
-
NH630
-
NH690
-
NH581
-
NH640
-
NH630
-
NH710
-
NH600
-
NH670
-
NHCan cause a wall slump.
For AK in closed, JE, and WO, onlywill connect. This only does 42 damage.
561 -
NHCan cause a wall slump.630
-
NHCan lead to a wall hit.530
-
NHCan lead to a wall hit.700
-
NHWorks on crouch too.710
-
NHWorks on crouch too.740
-
NH780
-
NH800
-
NH800
-
NH780
-
NHCan cause a wall slump.
Work on crouch too.760 -
NHTight timing on JE in closed.552
-
NH//900
-
NHCan lead to a wall slump.
Will work on most characters if close enough to the wall, but requires that the second hit of thestring causes a wall hit, and for many characters it also leads to a wall slump.
890
-
-
Tornado Punch
-
NHDamage for all Tornado Punch combos depends on charge level of Tornado Punch. Partial charge adds 5 damage, maximum charge adds 28 damage.461
-
NH
►
or
End withinstead for 2 less damage, but better oki position
551 -
NH
►
Sobers Shun 3 - 5 points443 -
NH
►
►
591 -
NHPotential wall slump.
Replacewith
(for 52) on EL (or everyone listed) and to make more consistent on EI.
Noon JA, use
on SH and PA (open).
532 -
NHCan possibly lead to wall hit for
attempt. Leads to Half-circular wake mid kick from the opponent.
501 -
NHWall slump. Replace
with
on EL.
481 -
NHCan replace
with
/
for 70 damage.
Very inconsistent against LA and EI in closed stance.682
-
-
(side)Hammer SlideVersus ST opponents CH 1P nets you plenty of advantage
-
(side)CHPress
after
so you don't accidentally do
instead.
Can cause a wall hit for/
/
/
720 -
(side)CHPress
after
so you don't accidentally do
instead.
Leads to +7 vs a ST opponent. You can also finish thestring if you expect an immediate counter attack and it will stuff most attacks leading to an addition 21 damage and +4 on a ST opponent.
620 -
(side)CHPress
after
so you don't accidentally do
instead.
Leads to threat stance vs a ST opponent.600 -
(side)CH
or
Does 31 damage without throw. Being a side throw, the escape is a 50/50 (if the opponent cannot visually confirm which side to escape). If the throw is successful you get 81 [] or 91 [
] damage and the opponent will be in a face down, head toward position and the ring positioning change. If they escape, you are at +2. This is really range dependent.
00
-
-
Knuckle KickCombos only work if the second hit of
lands on CH.
-
CH620
-
CH641
-
CH640
-
CHBest combo for Taka581
-
CHWith a wall to Jeff's Stomach and proper spacing, you will get a wall slump and potential +80 damage
In regards tousage in these combos:
EI, EL, AO, SA, SH, LI nothing special, PA never usein bound combos
VA needsin both stances makes it more consistent
LA needs: 6_:in both stances
KA, LE, BR, GO, JA, JN needsin closed
631 -
CHWall hit can lead to OTG attack for additional damage630
-
CHFor wall carry/etc690
-
CH650
-
CH710
-
CH651
-
CH711
-
CHWith proper spacing this can lead to a wall slump and additional damage of 80ish damage580
-
CHDo not do
for Pai.
781 -
CH
/
Do not dofor Pai.
801 -
CHDo not do
for Pai.
dash before
for EL
811 -
CH
+
Sober combo542 -
CH
Wall Slump
+
Sober combo792 -
CHInput the
after the opponent starts falling from the apex of the float.
760 -
CHInput the
after the opponent starts falling from the apex of the float.
780 -
CHInput the
after the opponent starts falling from the apex of the float.
780 -
CH740
-
-
Upper Kick
-
CHWhy you'd do this, I don't know, but it only works on the lightest characters.400
-