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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
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Double Knuckle~UpperAll combos require for the third hit to land on CH unless stated otherwise.
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(third hit)CHEnd with instead for 56 damage, but better oki position580
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CH581
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(third hit)CHRequires a delay before . End with instead for 63 damage, but better oki position650
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(third hit)CHEileen, El Blaze, Aoi, Sarah, Shun, Pai, Lion, and Vanessa require a delay before860
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CHFollow up with your string of choice after the bound. Can get up to 70ish damage.
For lighter characters you can do after the wall hit and still be able to connect . This adds 7 more damage.451 -
CHArguably easier than doing and 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 instead550 -
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 -
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
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Elbow Butt
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NHWith 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 (use as -14 punisher when a wall is to the opponent's back).
Can also do into a bound combo for less damage, but it is much easier.00
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Kenka Hook
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NHLeads to a wall slump for additional damage.
Only works on Taka if the second hit of KPP connects with the wall.813 -
NHToe Kick is guaranteed for additional damage if causes a wall hit792
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NH1 frame delay required for in closed stance on Kage, Lei, Brad, and Goh932
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(near wall)NH1055
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(near wall)NHCombo may not work based on positioning in relation to the wall1125
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Double Upper
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NHEnd with 66PP instead for 51 damage, but better oki position. Double Upper does not cause knockdown on Taka; no combo is possible530
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NHEnd with instead for 57 damage, but better oki position591
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NHLeads to wall slump for additional damage.511
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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 combo581
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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
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Dash Elbow UpperRequires the first hit to connect on a crouching opponent and close proximity to a wall.
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NHPossibility of wall hit is lower in closed stance.520
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NHPossibility of wall hit is lower in closed stance.590
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Full Swing Upper
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NHToe Kick is guaranteed for additional damage if causes a wall hit660
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NH690
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NHEnd with 66PP instead for 88 damage, but better oki position900
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NHToe Kick is guaranteed for additional damage if causes a wall hit881
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NHender does not work if opponent is sideturned, use or instead for 1 less damage or for 2 less damage but better oki position812
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NHLeads to a wall slump.751
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NHSobers Shun 3 points853
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NHTaka combo. Toe Kick is 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
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NH560
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NH581
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NHCan cause a wall slump.
For AK in closed, JE, and WO, only will connect. This only does 42 damage.561 -
NHTight timing on JE in closed.552
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NH//900
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Tornado Punch
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NHDamage for all Tornado Punch combos depends on charge level of Tornado Punch. Partial charge adds 5 damage, maximum charge adds 28 damage.461
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NHEnd with instead for 2 less damage, but better oki position551
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NHSobers Shun 3 - 5 points443
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NHPotential wall slump.
Replace with (for 52) on EL (or everyone listed) and to make more consistent on EI.
No on 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
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(side)Hammer SlideVersus ST opponents CH 1P nets you plenty of advantage
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(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 the string 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)CHDoes 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
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Knuckle KickCombos only work if the second hit of lands on CH.
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CH620
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CH641
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CHBest combo for Taka581
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CHWith a wall to Jeff's Stomach and proper spacing, you will get a wall slump and potential +80 damage
In regards to usage in these combos:
EI, EL, AO, SA, SH, LI nothing special, PA never use in bound combos
VA needs in both stances makes it more consistent
LA needs: 6_: in both stances
KA, LE, BR, GO, JA, JN needs in closed631 -
CHWall hit can lead to OTG attack for additional damage630
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CH650
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CH651
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CHWith proper spacing this can lead to a wall slump and additional damage of 80ish damage580
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Upper Kick
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NHRequires proper distance from the wall. To find the sweet spot, pick a stage like Jeffry's or Pai's, and it is basically the inner edge of the stage. The spot will slightly differ for each character (like Pai's is relatively closer to the ring), there is more leeway for certain characters (e.g. Lion's sweet spot), etc. It's worth the effort to learn each one as 80+ damage (just on normal hit) off of Jeffry's fastest half-circular is pretty good.
While it does less damage using for a bound combo is far less strict. (refer to + wall > bound combos) <-coming soonish. This is the best option for Wolf as the combo is really inconsistent (i.e. require pixel pefect spacing from the wall) in closed stance and even worse in open stance. It does become more consistent on CH in both stances.
Speaking of CH, if the opponent's back is practically touching the wall, will wall splat.
Against Taka, just use > (56) or > Wall slump > (64)/ (66)201 -
NHSimilar to , the sweet spot is slightly further from the wall because of the additional carry from the follow up.
On CH this combo is much easier. Wall combos that start with do more damage than (wall hit) bound combos and is far more reliable.
CH or NH, just doing ->/->wall slump on Taka is the best option.281 -
NHDo the whole string
Can lead to wall slump. With proper spacing and super good timing on your inputs you can continue with 43P+K/46P+K after a wall hit too.441 -
NHAlternative to which is a better option with perfect spacing. It's more likely to ring out over fences on lighter characters, and on wall hit you might be able to set up combos. On CH, you increase the range of this wall combo threat and you might be able to do for a full wall combo.420
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NHSuper tight timing on LA, KA, LE, GO, AK
Requires a delay for the second hit of in open stance for Taka.540 -
NHCan lead to a wall slump.541
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NHCan lead to a wall slump on only EI, EL, AO, SA, LI, VA, LA, LE.601
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NHOn lighter characters, and if you're close to the wall, will cause a wall slump. Don't finish the string, and do a wall slump ender.561
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NH541
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CH631
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CH691
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CH701
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CHCan lead to a wall slump.641
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CHCan lead to a wall slump.711
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CHCan lead to a wall slump.701
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CH640
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CH700
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CH710
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CH660
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CH730
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CH661
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CH731
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CHWith proper spacing, a wall hit can lead to more than just a but a into a bound combo. Becomes more difficult as the character weight increases.660
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CHWith proper spacing, a wall hit can lead to more than just a but a or into a bound combo. Becomes more difficult as the character weight increases.610
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CHCan cause a wall hit.700
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CHCan cause a wall hit.680
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CHCan lead to wall slump. For lighter characters, wall slump will happen after landing the . For heavier, The wall hit needs to happen like this <WALL HIT> <slump>.650
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CH841
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CH861
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CH862
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CHCan lead to a wall slump on EI, EL, AO, SH.842
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CH871
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CH641
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CH841
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CH861
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CH862
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CH871
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CHCan cause a wall slump on EI, EL, AO, SA, SH.841
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Knee Attack
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NHToe Kick is guaranteed for additional damage if causes a wall hit660
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NHJeffry, closed stance, may require a delay (distance dependent) on the second hit of690
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NHToe Kick is guaranteed for additional damage if causes a wall hit881
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NHender does not work if opponent is sideturned, use or instead for 1 less damage or for 2 less damage but better oki position812
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NHSobers Shun 3 points853
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NHTaka combo, work versus NH crouch too.
In closed stance, you can replace with for 74 damage.711 -
(vs crouch)NHNear a wall, will turn into a wall slump similar to . Refer to the wall slump combo section for appropriate follow ups.00
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(vs crouch)NH560
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(vs crouch)NH580
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(vs crouch)NHFor AK, JE, WO in closed stance, only will connect for 42 damage.
Can cause wall slump.561 -
(vs crouch)NHTight timing on JE in closed stance.
Can do on some characters, but because of dumb damage scaling, you will do less damage at 54.552 -
NH//900
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(side)Body Crush
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(side)CHDoes 27 damage without throw. Being a side throw, the escape is a 50/50 (unless the opponent can visually see which side to escape from). If the throw is successful you get 77 [] or 87 [] 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.
Can do instead for ST threat setup.00
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Middle Hell Stab
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NHEnd with instead for 51 damage, but better oki position530
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+NH50/50 chance of being broken, 50/50 of either ring positioning/ringout or 30 damage ground throw.00
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NH530
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NH550
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NH570
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NH620
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NH690
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NH6P+K needs to connect at close range for 4KP to connect.
Can cause a wall splat (getting up to 73 damage).510
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(side)Hell Dunk Elbow
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(side)CHBeing a side throw, the escape is a 50/50. If the throw is successful you get 95 damage and the opponent will be in a face down, head toward position and the ring positioning changes. If they escape, you are at +2 and only get 25 damage.951
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Sunlit Body Upper
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CHEnd with instead for 56 damage, but better oki position581
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CHEnd with instead for 62 damage, but better oki position640
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CHLion, Vanessa, Brad, Jacky, and Jean require a delay before700
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(near wall)CHForward dash should be omitted if already very close to the wall. End with instead for 88 damage, but better oki position.900
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(near wall)CHWith proper wall combo, you can get up to 97 damage.
Can work on WO, but is super inconsistent.581 -
(near wall)CHCan work on WO, but is super inconsistent.
For heavier characters, just finish with for 80 damage. Lighter characters give you more options.561 -
CHYou can opt for the easier route which is this.
Ranges are in Taco Stage measurements, all light weight characters need to be in the center, EI has some more leeway being beyond the halfway point. Middle weights are slightly less than halfway.
If you're attempting <wall hit> or and fail to get bound effect, you will only get 76 or 74 damage and a beatdown effect.800
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Torpedo Head Butt
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(hits opponent backdash)CH00
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CHToe Kick is guaranteed for additional damage if causes a wall hit901
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(side)CH1042
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(side, near wall)CH1164
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Head Attack
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NH481
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NH551
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NH572
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NH//670
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NH///690
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Full Swing Double Hammer
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NHToe Kick is guaranteed for additional damage if causes a wall hit.
Works on TA on crouch hit too.881 -
NHAs the characters get heavier, a perfect or near-perfect buffer of 66PP will be needed.991
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NHCan lead to a wall slump.992
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NHContinue with a wall slump finisher (even works on Taka!)
On certain characters (AO, SA, PA, LI, VA, LA, LE, BR,WO) and with perfect spacing/correct stance (seems easier in open stance) the 33P can ring out over fences. This can probably work on all the other characters not listed, I just didn't find the proper spacing.731 -
NHToe Kick is guaranteed for additional damage if causes a wall hit931
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NHNot reliable against Sarah on NH1050
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NHNot reliable against Sarah on NH1031
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NHEnd with 66PP instead for 97 damage, but better oki position990
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NHEnd with 66PP instead for 95 damage, but better oki position970
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NHSobers Shun 3 points903
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NH951
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NH972
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NH971
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NH981
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NH/\972
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(vs crouch)NH761
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(vs crouch)NH781
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(vs crouch)NH782
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(vs crouch)NH791
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(vs crouch)NHWall slump is possible against lighter characters.762
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(vs crouch)NH752
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(vs crouch)NHCan lead to wall slump.731
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(vs crouch)NHCan lead to wall hit on all but TA.710
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(vs crouch)NHCan lead to wall slump.801
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(vs crouch)NHCan lead to wall hit.780
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(vs crouch)NHCan lead to wall hit.630
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(vs crouch)NHCan lead to wall hit.690
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(vs crouch)NHCan lead to wall hit (easier setup for wallhit -> combos on all but TA).650
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(vs crouch)NHCan lead to wall hit.650
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(vs crouch)NHCan lead to wall hit.670
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(vs crouch)NHCan lead to wall hit.730
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(vs crouch)NH601
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(vs crouch)NH661
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(vs crouch)NH671
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(vs crouch)NH610
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(vs crouch)NH670
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(vs crouch)NH680
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(vs crouch)NH740
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(vs crouch)NH630
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(vs crouch)NH690
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(vs crouch)NH700
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(vs crouch)NH630
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(vs crouch)NH650
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(vs crouch)NH720
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(vs crouch)NHWall slump on everyone but TA.611
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(vs crouch)NHWall slump.671
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(vs crouch)NHWall slump on all but TA.681
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(vs crouch)NHWall slump.741
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(vs crouch)NH631
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(vs crouch)NH691
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(vs crouch)NH701
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(vs crouch)NH761
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(vs crouch)NHWall slump from EI to LI. For heavier characters, if causes the wall hit, will cause a slump. Can also ring out over short fence for lighter characters.630
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Heavy Dunk Hammer
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NH622
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NHToe Kick is guaranteed for additional damage if causes a wall hit661
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NHToe Kick is guaranteed for additional damage if causes a wall hit882
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NHSobers Shun 4 points854
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(near wall)NHWall hit occurs during string721
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(near wall)NHBest wall combo for consistency on most characters. Wall hit occurs during string. End with instead for 75 damage, but better oki position773
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(near wall)NHWall hit occurs after843
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(near wall)NHRequires specific positioning (~1 dash length, varies based on opponent character) on full walls. Works reliably at all ranges near half walls964
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Megaton Knuckle
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NHWorks on normal hit on the side, works on CH when face to face with an opponent.
When landing on CH in the front your low throw game opens up.
WIP
Can be escaped, but it forces a three way choice. Both and put the opponent in front of Jeffry in a Face Up, Feet Towards position and regardless of OMs, all rising kicks will be full circular, with the exception of Akira (step to Akira's stomach, at least where it was facing before you threw him).
does 87 damage and leaves the opponent right on your feet.
does 97 damage, and sobers an additional point. It can cause a wall hit and this leads to (Face Down, Head Towards). It puts the opponent on the ground further away, but at tip range of their rising mid kicks.
does 97 damage and puts them in Face Down, Head Towards position, but a fair distance away (just within tip range of their rising attacks).371 -
(side)NHCan cause a wall slump.642
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(side)NHCan cause a wall hit, allowing for and with perfect spacing, / combos.622
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(side)NHCan cause a wall hit, allowing for and with perfect spacing, / combos.
Can also do for 54 damage and set up Threat.661 -
(side)CHRefer to combos, some of which lead to over 110 damage.01
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(side)CHCan cause a wall slump if close enough to a wall.671
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(side)CHCan replace with for 95 damage.930
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(side)CHCan lead to possible wall hit.742
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(side)CHCan lead to possible wall hit.781
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(side)CHPuts you at +7 on a ST opponent, can finish the string if you expect to beat out a counter attack which will give an additional 21 damage and +2.681
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(side)CHInput for threat stance vs a ST opponent, or can finish the string to beat out standing attacks or evasion. Last hit can cause a wall hit or wall splat depending on range from the wall.651
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(side)CHCan lead to a wall slump.762
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(side)CHCan lead to a heavy stagger if a wall is to the opponent's back. Otherwise +7 on hit vs a ST opponent.571
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(side)CHGives you +7 on hit, puts the opponent in crouch (thus possibly changing their move, i.e. Lau doing WS as opposed to standing ).542
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(side)CHLeads to knock down due to crouching state.751
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(side)CHCan lead to a wall splat or slump due to distance from the wall.621
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(side)CH+2 on hit, can opt to delay the second hit to possibly bait a CH, or can to G: stance transition instead for 56 damage.711
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(side)CHCan be escaped, but then you're at +2. Worth the risk if you know your opponent isn't 100% aware of what side you evade towards and properly input the correct direction.1071
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(guard)Shiver Upper
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(guard)NHEnd with instead for 58 damage, but better oki position600
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(guard)NHRequires a delay before . End with instead for 65 damage, but better oki position670
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(near wall) (guard)NHTaka wall combo, does 115 instead damage due to the first wall hit occurring after1025
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(near wall) (guard) -> (wall hit)NH1085
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NHCan lead to wall slump.672
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NH822
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NH842
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NH843
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NH852
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NHInput as fast as you can for AK, JE, WO in closed. Need to delay slightly in open for AK.820
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NHInput as fast as you can for AK, JE, WO in closed. Need to delay slightly in open for AK.840
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NHInput as fast as you can for AK in closed. Need to delay slightly in open for AK.840
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NHInput as fast as you can for AK, JE, WO in closed. Need to delay slightly in open for AK.850
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Arrow Knuckle (Wall)Works with an opponent with a wall directly behind them and not at an angle.
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(near wall)NHEnd with instead for 50 damage, but better oki position522
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NHAdd 2 more damage if you finish with /.
Against lighter characters, will lead to a wall slump, but it's better to use for that.570 -
NHCan lead to a wall slump toward Jeff's stomach or potential ring out.
Combo is a little in consistent on WO in open.572 -
NHPossible after wall hit (not always).671
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NHCan lead to wall slump on the LWs but never on LE, BR, JN.692
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NHCan tack on after wall hit for 75 damage. Works on EI, AO, SA, PA, LI, VA, KA in both stances. In closed stance: LA, LE, GO, AK, JA, JN, WO. Inconsistent on SH.541
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NH722
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NH742
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NH752
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(side)Drop Anchor
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CHWhen really close to the wall, tack on a free . With proper spacing you can get a into a full combo (up to 140 damage) or combos (120ish damage). Spacing is dependent on the opponent (i.e. probably not going to work on TA).780
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CHTrades knock down and 10 damage for +7 advantage on a side turned opponent which sets up the 17 frame to be able to interrupt almost anything (maybe DS VA ?), and beat high attacks and evasion with /.680
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CHSets up threat vs ST opponent.660
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Tsunami Beat
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NHToe Kick is guaranteed for additional damage if causes a wall hit801
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NHUse to set up a wall slump when out of range for the wall combos listed below.822
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NHJeffry, closed stance, requires a delay on the second hit of940
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(near wall)NH1064
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(near wall)NHCombo may not work based on positioning in relation to the wall1134
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Scoop Kick
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NHEnd with instead for 46 damage, but better oki position480
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NHRequires a delay before . End with instead for 53 damage, but better oki position550
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NH700
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NH720
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NH722
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NH731
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NHDelay on in needed for some characters (mostly the lighter ones)
Really inconsistent on SA.760 -
(near wall)NH1044
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(near wall)NHRequires specific positioning on Taka (~1 dash length away from the wall)1034
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NHUse this combo to possibly cause a ring out. 4KP can be used on some characters and can cause wall slumps, but this very dependent on stance, the side you OM'ed to, etc. Same applies to 2P 2_3PP, which has the added benefit of changing the 90 degrees to the side.
With tight timing this combo should work 100% versus characters not noted with a * below
*Skip the 2P for AK/JA/JN/JE/WO/TA, does 46 damage.
*For LE, doesn't work in closed stance if you OM toward his stomach, or in open if you OM to his back. Use 66PP for 100% consistency.
*For KA, doesn't work in closed if you OM toward his back. 66PP.
*For LA, doesn't work in open if you OM toward his back. 66PP.520
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Heel Drop
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NH662
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CHCan lead to a wall slump.913
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CHRefer to 6K combos.
Requires hitting on later frames of the attack. A more consistent set up for this is doing 6K+G after +/+/any knock down state where your opponent delays their wake up kick. Or hitting it at tip range which will most likely never happen.
Theoretically you can get 46P if you hit on the last frame but it is much easier to confirm for 6K.00
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Kenka KickIn order for 66K+G to give you a combo you need to meet 4 specific criteria:
1. The opponent needs to be crouching
2. 66K+G needs to connect on normal hit (CH turns into a wall splat)
3. The opponent needs to have a wall close to their back
4. You need to be orientated mostly perpendicular to the wall (with at most 40ish degrees to either side)
Which means you're only gonna ever land this on a opponent who is just crouching like an idiot or is doing it when getting up and expecting to crouch under your throws or stupid strong highs.
Further more on this meme of a combo starter:
1. Using 6_P on some characters is needed, whereas on EI i closed it makes it whiff
2. For some characters (especially in open stance) you need to slightly delay the P/6_P (like on EI PA LI LE)
4. For a big chunk of the cast you need to input the P as quickly as possible to connect, requiring either really damn good hit checking or just on point buffering, in open stance this is the case for SH LI VA LA KA AK JE WO, closed stance just LE, and both stances BR and GO.
5. Lastly, I don't understand PA's timing.
There might be some errors, namely due to my poor input ability, but if you find anything wrong just PM or post in the Jeffry Combo thread in the forums.-
NHWorks on TA in open stance but only 66K+G > P > 66P will connect for 60 damage.730
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NHDon't use this on EI EL AO SH PA LI KA GO (in either stance) and SA (closed stance) and the 2K turns into a wall slump and the damage down to 72.751
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NHCan cause a wall slump all the way up to TA, leading to 90+ damage.731
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NHNo wall slump here.850
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NH830
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NHOn some characters (stance and weight dependent, duh) you can do a free 2K for a total of 86 damage740
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NHOn some characters (stance and weight dependent, duh) you can do a free 2K for a total of 88 damage.
Probably works on EI?760 -
NHIf done at a slight angle from the wall or in a corner the final hit can cause a wall hit on a nearby wall (so a free 2K for 90).
Probably works on EI?781 -
NHContinue with the combo with a string that works here: 4PK (91), 4KP (88), 66PP (88), 2KP (90), 43PP (90), 2P > 6K (89) etc.01
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Threat StanceGather Blow
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(Threat Stance)NH631
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(Threat Stance)NHEnd with instead for 70 damage, but better oki position720
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Thread Stance (guard or hit)Heavy Knee Strike
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(Threat Stance) ->NHEnd with instead for 56 damage, but better oki position580
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(Threat Stance) ->NHToe Kick is guaranteed for additional damage if causes a wall hit711
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(Threat Stance) ->NHSobers Shun 2 points732
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(Threat Stance) ->NH800
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(near wall) (Threat Stance) ->NH923
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(near wall) (Threat Stance) ->NH983
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Threat Stance !McWiye (Wall)
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(near wall) (Threat Stance) (hit)NH863
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(near wall) (Threat Stance) (hit)NHCan cause a second wall slump on lighter characters if there is a wall immediately to the side.883
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(near wall) (Threat Stance) (hit)NH903
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Threat :NH842
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Threat :NHCan tack on for El Blaze, for a total of 97 damage.862
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Threat :NHIn closed stance you can tack on , for a total of 99 damage. This works on EI EL and AO.882
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Threat :NHBest sobering option for SH.854
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Threat :NHdoes 94 damage.
does 84 damage and gives massive advantage with their back to the wall, possibly mixing up a 3 way guess for throws (+40 for , 70 damage wall throw, half-life wall combo). If don't aim to use throws, will wall spat, if the evade but get whacked by they go wall splat, will wall slump, can CH (maybe ECDC will negate this), / can be converted into half life wall combos. If they just stand and block will cause a wall stagger, or you can use (into the catch throw, or the two attack options will wall splat).
The best option here is to use the other combos for that guaranteed damage.02
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Jump (ascending)Jumping Head Butt
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(ascending)NH460
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(ascending)NH530
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Jump (descending)Jumping Knee Kick
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(descending)NH480
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(back turned)Back KickAll normal combos require a Counter Hit, but with a wall you can convert a BT K on normal hit into a wall combo, depending on range, with 46P+K or 43P+K or just tack on a free 2K or 33P.
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BTCH710
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BTCH2P can whiff if BT K connects from too far away.770
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BTCHFor EI, EL, AO, SA, SH, PA, LI, VA, you can do a second P (P>(G cancel)>P>66PP) for 84 damage.780
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BTCH731
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BTCH2P can whiff if BT K connects from too far away.791
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BTCHFor EI, EL, AO, SA, SH, PA, LI, VA, you can do a second P (P>(G cancel)>P>2KP) for 86 damage.801
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BTCHCan lead to a wall slump for around 93ish damage.711
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BTCHCan lead to a wall slump for around 100ish damage.
2P can whiff if BT K connects from too far away.771 -
BTCHCan lead to a wall slump for around 100+ damage.
You can add a second P for all characters for 84 damage (though the timing is tighter).
2P can whiff if BT K connects from too far away.781 -
BTCHCan lead to a wall hit and a free 2K.880
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BTCHWall slump.901
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Facing WallJumping Knee
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(facing wall)NH871
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(facing wall)NH1 frame delay required for in closed stance on Kage, Lei, Brad, and Goh1011
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Wall Splat
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(near wall) -> (wall splat)NHIn addition to Side Kick , Wall Splat combos may conditionally be started with any strike that knocks down, although some require CH. End with instead for +68 damage, but better oki position704
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(near wall) -> (wall splat)NHBest combo for consistency. End with instead for +70 damage, but better oki position723
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(near wall) -> (wall splat)NH763
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(near wall) -> (wall splat)NHCombo may not work based on positioning in relation to the wall. End with instead for +74 damage, but better oki position764
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(near wall) -> (wall splat)NHCombo may not work based on positioning in relation to the wall774
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(near wall)NHCan replace 2KP with 2P > 9P+G for a total of 88 damage (doesn't seem to work on GO in open).
Can work on LE JN WO in open, JE in both, PA in closed but is inconsistent because if your spacing isn't perfect 214P+K will whiff often. For maximum consistency, the opponent and you need to be squished up to a wall as close as possible and you need to be perfectly perpendicular to the wall. And/or this involves 1FK nonsense. With more time, you might find that this works on every character other than TA and even find the perfect timing for each stance. If you're willing to put that effort and write it down and inform me.870
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Wall SlumpFollow ups are dependent on the range you are from the opponent after the wall splat. is the close range, is the long range. If // hit on a crouching opponent you also might get a wall slump on every character except Taka. Refer to combo notes for any other details.
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(near wall)NHIn addition to Side Kick , Wall Slump combos may conditionally be started with any strike that knocks down. End with instead for +20 damage, but better oki position221
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(near wall)NH251
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(near wall)NHEileen, El Blaze, Aoi, Sarah, Shun, Pai, Lion, and Vanessa require a delay before430
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close, (far),NH50/50 breakable. Sometimes worth an attempt. is 30 damage and is 20. G: is more dangerous as it allows for a three way guess between a > wall combo (90~100+ damage combo), wall throw in the direction, or less of a gamble, a 40 damage that has excellent okizeme and keeps the opponent near the wall.
A smart opponent will almost always break , so use until they get dumb.
Can also use this option during a full wall combo, like (wall slump) / or wall hit (wall slump) /.300
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Back Throw
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NHIf Jeffry's back is near a wall, Side Kick may Wall Splat or Wall Slump, allowing for combos from those categories. Add 21 damage if the opponent makes contact with the wall before connects250
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NHNeed to buffer in the as quickly as possible.
Puts the opponent in side turned and gives you +2 in advantage. Can cause a wall stagger.
If the opponent s you will get a knock down.380 -
NHThis is what you can use to force the opponent to .
does 44 damage, would sober 1 point but this doesn't work on SH, can cause a wall slump, and can ring out over short walls.
does 42 can set up <wall hit> , , bound combos, and with freakishly perfect ring awareness and spacing wall combos.
can also be a more reliable set up for doing wall combos.
Only seems to work on VA in Defensive Stance.
This entire thing can be avoided if the opponent doesn't hold , by dashing away , (but they move further in the direction you just threw them in,), back crouch dash under the attack, or stepping. You can respond accordingly, like advancing, low throwing, or using attacks like , but clearly this isn't a combo.00
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Body Lift (Half Wall)
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(near half wall)NHOnly works for or ; on half walls, will not create a wall hit to combo from823
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Body Lift (Wall)
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(near full wall)NHBest combo for consistency. Same combo works for , and as long as the throw causes a wall hit903
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(near full wall)NHSobers Shun 3 points. Timing for some hits will vary based on positioning and opponent character. Same combo works for , and as long as the throw causes a wall hit1034
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Devil Reverse Claw
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(opponent face down)NHIf Jeffry's back is near a wall, Side Kick may Wall Splat or Wall Slump, allowing for combos from those categories. Add 21 damage if the opponent makes contact with the wall before connects250
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+NHNeed to buffer in the as quickly as possible.
Puts the opponent in side turned and gives you +2 in advantage. Can cause a wall stagger.
If the opponent s you will get a knock down. To force the opponent to , mess around with / which works on characters with larger hit boxes. WIP380 -
NHThis is what you can use to force the opponent to .
does 44 damage, would sober 1 point but this doesn't work on SH, can cause a wall slump, and can ring out over short walls.
does 42 can set up <wall hit> , , bound combos, and with freakishly perfect ring awareness and spacing wall combos.
can also be a more reliable set up for doing wall combos.
Only seems to work on VA in Defensive Stance.
This entire thing can be avoided if the opponent doesn't hold , by dashing away , (but they move further in the direction you just threw them in,), back crouch dash under the attack, or stepping. You can respond accordingly, like advancing, low throwing, or using attacks like , but clearly this isn't a combo.00
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