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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
- Double Knuckle~Upper
- Elbow Butt
- Kenka Hook
- 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
- (guard)Shiver Upper
- Arrow Knuckle (Wall)
- (side)Drop Anchor
- Tsunami Beat
- Scoop Kick
- Heel Drop
- Kenka Kick
- Threat StanceGather Blow
- Thread Stance (guard or hit)Heavy Knee Strike
- Threat Stance !McWiye (Wall)
- Jump (ascending)Jumping Head Butt
- Jump (descending)Jumping Knee Kick
- (back turned)Back Double Hammer
- Facing WallJumping Knee
- Wall Splat
- Wall Slump
- Back Throw
- Body Lift (Half Wall)
- Body Lift (Wall)
- Devil Reverse Claw
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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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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 -
CHTaka special. Can replace with for one more damage but worse oki.850
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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
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Elbow Butt
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NHRequires a delay for the second hit of in closed stance.
Need to input as fast as possible or will whiff, otherwise very reliable in open stance.630 -
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 -
NHMuch easier to land on Taka in closed.540
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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
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NHWhile the beat down effect can be teched, if the opponent doesn't, your grounded will beat every option but backrolls.480
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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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(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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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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NHTaka combo. Toe Kick is guaranteed for additional damage if causes a wall hit
Also work on TA if crouched.831 -
NHCan lead to a wall hit.580
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NHCan lead to a wall hit.600
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NHCan lead to a wall hit.620
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NH551
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NH560
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NHWorks on crouch too.710
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NHWorks on crouch too.740
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NHCan cause a wall slump.
Work on crouch too.760
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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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(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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CHBest combo for Taka581
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Upper Kick
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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 -
CH631
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CH640
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CH661
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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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NHTaka combo, work versus NH crouch too.
In closed stance, you can replace with for 74 damage.711 -
(vs crouch)NHCan lead to a wall hit for a free /.
*note: all crouch combos for can be very range dependent, so test these for yourselves and let me know your findings580 -
(vs crouch)NHCan lead to a wall hit for a free /.620
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(vs crouch)NH551
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(vs crouch)NH560
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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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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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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, near wall)CH1164
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Head Attack
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NH481
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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 -
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 -
(vs crouch)NH761
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(vs crouch)NH791
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(vs crouch)NHCan continue with a wall slump.810
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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 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.670
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(vs crouch)NH610
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(vs crouch)NH680
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(vs crouch)NH630
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(vs crouch)NH630
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(vs crouch)NH650
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(vs crouch)NHWall slump on everyone but TA.611
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(vs crouch)NHWall slump on all but TA.681
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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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(near wall)NHWall hit occurs during string721
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NH//Max damage on Taka in closed stance.710
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NH/\Max damage on Taka in open stance.630
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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)CHCan cause a wall slump if close enough to a wall.671
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(side)CH1080
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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)NHTaka combo. Toe Kick is guaranteed for additional damage if causes a wall hit850
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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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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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(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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(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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(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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CHRequires a delay for the second hit of1150
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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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NHCan cause a wall slump all the way up to TA, leading to 90+ damage.731
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NHConsistent versus TA in both stances.680
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Threat StanceGather Blow
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(Threat Stance)NH631
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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 hit900
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(near wall) (Threat Stance) ->NH1120
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Threat Stance !McWiye (Wall)
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(near wall) (Threat Stance) (hit)NH863
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Threat :NH842
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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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Jump (descending)Jumping Knee Kick
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(descending)NH480
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(back turned)Back Double HammerWhile this normally requires a wall nearby to start an actual combo, versus Taka you get additional damage.
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BTNH430
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BTNH410
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BTNHWithout just tech, you can do 6PP for 55 damage.410
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BTNHCan set up threat stance.420
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Facing WallJumping Knee
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(facing wall)NH871
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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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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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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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