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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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Kosōshō
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NH542
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NH- you can follow 3PPK Wall Hit with wsK581
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NH//► 1FK- 1FK 2_3PPK590
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NH//►620
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NH/\►- 1FK 4P+KPK on everyone except JA and AK.
- 4P+KPK can cause a Wall Hit620 -
NH/\►633
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NH- you can follow 3KPP Wall Hit with wsK
- at the Wall you have to delay 3K on LWs otherwise the Wall Splat will scale damage631 -
NH660
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NH/\►- 1FK 4P+KPPK on everyone except JA and AK670
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NH- 1FK 2P on SA690
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NH- 1FK 2P on SA.700
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NH- delay 2nd P of 2_3PPK700
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NH- combo for JA and JN on whom 3KPP doesn't Wall Hit730
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NH- 3KPP whiffs on BL in Closed
- 2P+K doesn't bound Sarah in Open730 -
NH- 1FK 4P+KPK on AO and LI
- 2FK on EI, 1st before 6_P, 2nd before 4P+KPK740 -
NH- evade cancel into 4P+KP+K towards SH's back772
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NH//► ► Wall Slump ► ►- not really consistent822
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NH- don't 1FK 4P+KP+K on AK
- when really close to the wall, 4P+KP+K whiffs in Open if off-axis towards opponent's stomach against SH, KA, GO840 -
NH- delay before 6P+KP+K on LI and VA
- when really close to the wall, 2_3PP+K whiffs in Open if off-axis towards opponent's stomach against SA and PA850 -
NH890
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NH910
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& KOKEIFukko Sōgeki & Senshin Shajō Sōgeki
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or KOKEINH- slight delay on 2nd P of 2_3PP4PP on SH, KA, GO, AK, JE in Closed681
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or KOKEINH681
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or KOKEINH710
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or KOKEINH740
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or KOKEINH750
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or KOKEINHA delay before 6_P is required for 2P+K to cause the Low Bound.780
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or KOKEINH780
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or KOKEINH- delay 6_P
- 1FK 4P+KPK on AO and LI
- 2FK on EI, 1st before 6_P, 2nd before 4P+KPK790 -
or KOKEINH- don 1FK 2P on JN800
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or KOKEINH- don't 1FK 2P on JN810
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or KOKEINH- 2nd P of 2_3PPK whiffs in Open840
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or KOKEINH860
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or KOKEINH890
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or KOKEINH940
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or KOKEINH960
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Hi'en Tenshinshō
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NH- PPPK as in 44PPPPPK681
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&Sako Sōshō Chūsui & Shajō Chūsui
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orCH- PPK is the string continuation after the launcher721
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orCH731
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orCH770
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orCH- input G after the starter780
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orCH800
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orCH- input G after the starter
- slightly delay 2nd P of 3PPK821 -
orCH- max damage on Wolf in Closed831
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orCH- input G after the starter
- end the combo with:
2_3PPK if the starter was 4P+KP
4P+KPK if the starter was 2_3PP841 -
orCH- input G after the starter
- end the combo with:
2_3PPK if the starter was 4P+KP
4P+KPK if the starter was 2_3PP841 -
orCH- 1FK on KK850
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orCH851
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orCH- end the combo with:
2_3PPK if the starter was 4P+KP
4P+KPK if the starter was 2_3PP911 -
orCH930
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orCH- input G after the starter
- combo doesn't work on AO and LI if the starter was 2_3PP960
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&Renkan Ko'enshō
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orCH850
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orCH- if 2_3PPK starter, replace 2_3PPK with 4P+KPK in Open860
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orRH890
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orRH890
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orCH900
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orRH911
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orCH- if 2_3PPK starter, replace 2_3PPK with 4P+KPK in Open930
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orRH970
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orRH991
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orRH991
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orRH1000
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orRH1000
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orCH1000
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orCH1020
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orRH- slight delay on 2nd P of 2_3PPK in Closed, whole string connects for 106pts1030
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orCH1030
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Sōko Reppa
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NH710
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NH- dash in before 66K+G740
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NH760
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NH- delay 2nd P of 2_3PPK780
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NH800
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NH811
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NH- 3KPP works on KA and GO in Open only810
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NH- 3KPP works on KA and GO in Open only830
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NH880
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NH960
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Honshin Hekiken
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NH470
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Tōkū Shashō
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NH- slight delay on 2nd P of 2_3PP4PP on SH, KA, GO, AK, JE in Closed590
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NH590
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NH690
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NH- 2nd P of 2_3PPK whiffs in Open750
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Katsumentai
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CH- delay 2nd P of 3PPP2K680
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Ko'en Tenshinkyaku
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on Side Turned opponentCH- 3PPK connects if opponent's head towards Lau after KK spin760
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Tōkū Kosenkyaku
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NH630
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NH730
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Ko'en Senshi66K+G doesn't launch Taka
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NH640
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NH690
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NH690
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NH1FK 3PPK810
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NH860
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Honten RakutōtaiThe listed combos were tested on Crouching NH
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NH581
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NH/\►672
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NH670
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NHThis alternative ender allows Lau to OTG Taka.700
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NHThe 2nd P of 33PPK whiffs.710
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NHSlightly delay the 1st P on EL (also obtained by simply hit-checking).740
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NH750
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NH- delay 6_P
- 3KPP whiffs on BL in Closed770 -
NH1fk 4P+KPK (by inputting 44P+KPK) on AO.
2fk after the Low Bound on EI; input as 66_P (2fk) > 44P+KPK (1fk)780
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Back TurnedKokyaku Haiten
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Back TurnedNH620
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Back TurnedNH730
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Back TurnedNH761
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Back TurnedNH780
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Back TurnedNH830
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Back TurnedNH- 1FK 4P+KPK on AO and LI
- 2FK on EI, 1st before 6_P, 2nd before 4P+KPK860 -
Back TurnedCH1030
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Ko'en Kasō Renshō
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Wall SlideNH500
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Wall SlideNH- replace 3KPP with 6PP on JA and JN840
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Wall SlideNH- 1FK 4P+KP+K on MWs
- delay 6P+KP+K870 -
Wall SlideNH920
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KOKEIRōko Kensō
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KOKEINH630
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KOKEINH660
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KOKEINH680
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KOKEINH- 3KPP works on KA and GO in Open only, use 2_3PPK on them in Closed731
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KOKEINH740
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KOKEINH- 3KPP works on KA and GO in Open only750
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KOKEICH- 33PPK needs to be perfectly buffered840
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KOKEICH880
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KOKEICH940
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KOKEISenshin ShajōKOKEI PP launches crouched opponent
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KOKEINH551
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KOKEINH- 1FK 3KPP on EI and AO.640
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KOKEINH- 1FK 3PPP2K on SH, LA, KA, LE, BR, GO
- delay 2nd P of 3PPP2K660 -
KOKEINH710
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KOKEIKokyaku Haitendash in required before 66K+G
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KOKEICH760
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KOKEICH- delay 2nd P of 33PPK770
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KOKEICH820
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Back Dash Stagger
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Back Dash StaggerNH- dash in before 2P1050
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Back Dash StaggerNH- 33PPPPK needs to be perfectly buffered1070
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Back Dash StaggerNH1080
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Back Dash StaggerNH1080
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Back Dash StaggerNH1150
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Side CrumpleLau's gets a Side Crumple with:
3K CH
KOKEI P+K
Back Turned P+K-
Side CrumpleNH850
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Side CrumpleNH- use to Ring Out850
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Side CrumpleNH- delay 2nd hit of 4P+KPK890
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Side CrumpleNH- delay 2nd P of 33PPK900
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Side CrumpleNH- dash in before 9K
- 2nd P of 33PPK whiffs920
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Wall Hit
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Wall HitNH670
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Wall HitNH- doesn't work off-axis or if opponent is Side Turned after 2P+K780
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Wall HitNH- doesn't work if parallel to wall
- may not work if opponent is Side Turned after 2P+K
- delay 6P+KP+K971 -
Wall HitNH- replace 33PPK with 4P+KP+K on TA1130
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Tenshinkyaku Wall SplatNH- Tenshinkyaku is the K in PPPK, 3PPPK, 2_3PPPPK, 33PPPPK, 4P+KPPPK
- replace 33PPK with 4P+KP+K on TA1210
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Wall Stagger
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Wall StaggerNH00
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Wall StaggerNH1200
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Wall SlumpWall Slump with:
6P+G, wsK, 2K+G, 6K+G, KOKEI P+K, Back Turned P+K-
Wall SlumpNH- this combo works after any Wall Slump00
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Wall SlumpNH- this combo works after any Wall Slump
- delay 2nd P of 33PPK on everyone except JE and WO00 -
Wall SlumpNH- evade cancel into 4P+KP+K towards opponent's back710
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Wall SlumpNH730
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Wall SlumpNH760
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Wall SlumpNH760
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Wall SlumpNHevade cancel into 4P+KP+K towards opponent's back800
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Wall SlumpNH- combo works only if 6P+G was done really close to the wall800
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Wall SlumpNH830
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Wall SlumpNH- combo works only if 6P+G was done really close to the wall850
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Wall SlumpNH- combo works only if 6P+G was done really close to the wall
- delay 6P+KP+K850 -
Back Turned Wall SlumpCH- delay before 4P+KP+K1090
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Back Turned Wall SlumpCH1100
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Back Turned Wall SlumpCH- evade cancel into 33PPK (8/2 33PPK) to make all 3 hits connect1140
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Back Turned Wall SlumpCH1150
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Wall Splat
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WS Wall SplatNH- works after JUMP (ascending) K Wall Splat910
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WS Wall SplatNH- works after JUMP (ascending) K Wall Splat910
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Wall SplatCH- works after Wall Splat from Back Turned K, Back Turned P+K, KOKEI P+K960
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Wall SplatNH970
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Wall SplatCH- works after Wall Splat from Back Turned K, Back Turned P+K, KOKEI P+K1000
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Wall SplatNH- delay before 6P+KP+K1000
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Wall Side Stun
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Wall Side StunNH- use 1K to get a Wall Side Stun when Lau's back towards the wall
- replace 33PPK with 4P+KP+K on TA1100 -
/ / / /NH- replace 33PPK with 4P+KP+K on TA
- continue with normal Side Crumple combos if too far for KK to splat1260 -
Wall Side StunNH- replace 4P+KP+K with KK if Lau's back towards the wall
- replace 33PPK with 4P+KP+K on TA1320
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Post Round Sobering
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Standing KONH03
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