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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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Kaikyū SuizanStomach Crumple
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CH650
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CHslight delay implementing 33P660
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CH660
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CH700
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CHworks in Closed on Wolf (doesn't on Jeff) and Brad750
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CH/\Doku ► HaiCan negate followup Hai if Taka exact recover after Doku800
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CH- dash in before 2P
- input P+K+G after 3P to enter Kyo Shiki
- slight delay before Kyo KK in Closed, might as well hit-check and go for the max damage combo below820 -
CH- delay 2P after the starter
- input P+K+G after 3P to enter Kyo Shiki
-combo enders substitute
3PP 85 dmg
k+gp 88 dmg900 -
CH- delay 2P after the starter
- Combo enders
same dmg 466 p+k, or 66k
- input P+K+G after 3P to enter Kyo Shiki960 -
CH- dash in before 2P
- Combo enders
same dmg 466 p+k, or 66k
- input P+K+G after 3P to enter Kyo Shiki1020 -
CH- delay 2P after the starter
- very range specific combo, needs distance from the wall in order for 4P+K to properly connect
- 3PP causes a Wall Hit on lighter characters, follow with 66K for 106dmg990 -
CH- dash in before 2P
- long range wall extension1050 -
CH- dash in before 2P
- close range wall extension1000 -
CH- input P+K+G after 3P to enter Kyo Shiki641
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CH- delay 2P after the starter
-combo ender substitute kyo ppp for same dmg 74
- input P+K+G after 3P to enter Kyo Shiki
-Against Ei delay kyo pp2k string for it to connect
- this combo requires some timing to be teched afterwards, follow with 3K for some extra damage (can also hit meaty from the side if opponent techs in the wrong direction)741 -
CH- delay 2P after the starter
- input P+K+G after 6P+KP to enter Kyo Shiki761 -
CH- delay 2P after the starter
- input P+K+G after 3P to enter Kyo Shiki771 -
CH742
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CH- delay 2P after the starter
- input P+K+G after 3P to enter Kyo Shiki
- the 2nd hit of Kyo PPK needs to cause a Wall Hit in order for the the last hit not to whiff on characters on whom the combo wouldn't otherwise work
- 3PP causes a Wall Hit on lighter characters, follow with 66K for 94dmg872 -
CH- delay 2P after the starter
- point blank wall extension
- 3PP causes a Wall Hit on lighter characters, follow with 66K for 104dmg953 -
CH- delay 2P after the starter
- input P+K+G after 6P+KP to enter Kyo Shiki
- mid to close range wall extension964
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Shaten RenshōCombo launcher
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NHAgainst la,le,br slight delay with 2nd P from 6p+kp will make 2p timing easier.
-weaker combo but good for okizeme follow ups from doku stance650 -
NH- input P+K+G after 3P to enter Kyo Shiki690
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NHAgainst la,le,br,go slight delay with 2nd P from 6p+kp will make 2p timing easier.700
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NH700
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NH710
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NHAgainst Ei,El,Ao
delay 2nd P of 6P+KP kyo to connect rest of combo in both stances740 -
NHAgainst ja,jn slight delay with 2nd P from 6p+kp kyo to connect kk successfully750
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NH- input P+K+G after 3P to enter Kyo Shiki810
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NH- input P+K+G after 3P to enter Kyo Shiki
-Against el ,li slight delay with P to get 46p to connect.930 -
NH731
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NH- input P+K+G after 3P to enter Kyo Shiki781
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NH- input P+K+G after 3P to enter Kyo Shiki
- Combo enders substitute k+gp with
3pp 84 dmg
4pp 89 dmg
against pa,va, use 3p kyo kk 88 dmg873
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&Kakushu Suigeki & ChūtenhōHit stun
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(Side) or (Side)CH- Side Counter Hit
- input P+K+G after 6P or 3P to enter Kyo Shiki660 -
(Side) or (Side)CH- Side Counter Hit
- input P+K+G after 6P or 3P to enter Kyo Shiki
- more damage than the combo above but the window to hitcheck KYO 6P is super tight.801
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RakengekiStomach Crumple
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CH- 2nd hit of 4PP on CH00
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CH//► ►OM to Taka stomach side first then 4pp. 2nd p must connect for CH on Taka side for 4p+k to bound.940
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orGaiken & Rosou SenkaHit stun
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(Side)CH- Side Counter Hit
- input P+K+G after 6P+K to enter Hai Shiki570
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Kyūho SōfūkenHead Crumple
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NHdash in then input 33pp
90 dmg on ch vs Taka790 -
NHdash in then input 3pp
96 dmg on ch vs Taka850 -
NHdash in then input 33pp
89 dmg on ch vs Taka710
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Kaisei TentoCombo Launcher
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NH- dash in before 3PP
ch = 96830 -
NHdash in with 66 before 3PP
ch dmg =103900 -
NHDash in before 33PP
For better timing delay 2nd part of 33PP
ch = 90770 -
NHdash in with crouch dash then input 6p+k
optimized combo for both stances840 -
NH720
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NH//► ► KYO ►- input P+K+G after 3P to enter Kyo Shiki
Ch against jeffry 99dmg900 -
NHMax Damage on Wolf750
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NH//► kyo ► ► ►max dmg vs JACKY
106 CH dmg930 -
NH730
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NH//►kyo790
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NH-you can choose to slightly delay kyo or
-ending combo with does the same dmg
-CH is 108
-Against Sarah,Pai, input with no wasted frame950 -
NH- input P+K+G after 3P to enter Kyo Shiki
- Kyo Shiki 6P works on JN in Closed, after 4P+K stance change
-MAX dmg vs Jean930 -
CHwork on el on Closed stance
delay 6_ p to refloat el
for Eileen just use P1110 -
NH- input P+K+G after 3P to enter Kyo Shiki1010
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NH- mid to long range wall extension, since you can dash in after 4P+K if it's needed to get the wall1020
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NH531
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NH721
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NH- input P+K+G after 3P to enter Kyo Shiki
-against jeffry 93 dmg on ch801 -
NH911
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NH- mid range wall extension
- input P+K+G after 6P+KP to enter Kyo Shiki
- 3PP causes a Wall Hit on lighter characters, follow with 66K for 105dmg1051 -
NH- input P+K+G after 3P to enter Kyo Shiki893
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NH- close range wall extension
- dash in before 4PP
- 3PP causes a Wall Hit on lighter characters, follow with 66K for 105dmg983 -
NH- dash in before 4PP
- 3PP causes a Wall Hit on lighter characters, follow with 66K for 100dmg913 -
NH- inconsistent on midweights
- 2nd 3PP causes a Wall Hit on lighter characters, follow with 66K for 107dmg983 -
NH- long range wall extension
- very range specific1034
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Kinkei DokuritsuCombo Launcher
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CH//►570
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CH//► ► KYO- input P+K+G after 3P to enter Kyo Shiki
- slight delay on Kyo Shiki KK650 -
CH- input P+K+G after P+KP to enter Kyo Shiki
- this combo is techable580 -
CH511
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Rigōtaihit stun
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CH550
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(Side)CH- Side Counter Hit960
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or BTHaishin ChūgekiStomach Crumple
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or BTCHDMG 51 vs JN460
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or BTCH550
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or BTNH640
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CH660
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or BTCHDMG 49 vs JN441
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Niki BunkyakuFlop launcher
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NH- a dash in is required after the starter
- input 2P+K+G to enter Hai Shiki650 -
NH660
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NH- 6_P needs to whiff
- input 2P+K+G to enter Hai Shiki700 -
NH- a dash in is required after the starter
- input 2P+K+G to enter Hai Shiki
- less consistent than the combo above700 -
NH- big delay is needed for 6_P
- you can delay with a wide dash in or by inputting 2P+K+G G into 6_P, input 6_P as 246P while you cancel the stance
- dash in before 2P710 -
NH/\dash forward ►► doku► ►bokutaiagainst akira tap forward then input doku stance kp string with no frame delay
83 dmg on CH730 -
NH84 on ch
input 2/866 to evade cancel then input 2p+k+g
max dmg vs wolf740 -
NH- wide dash in before Hai PP+K
- input P+K+G after 3P to enter Kyo Shiki760 -
NH//► KYO ►- input P+K+G after 3P to enter Kyo Shiki
- slight delay on the 2nd hit of 4PP790 -
NH- 8/2 66 3P towards opponent's back, it's not necessary in Closed stance but might as well do it anyway for consistency
- input P+K+G after 3P to enter Kyo Shiki790 -
NH- 8/2 66 6_P towards opponent's back
- input P+K+G after 3P to enter Kyo Shiki860 -
NH//hai►kyo transition►kyo►►►-input 2p+k+g then 4p+k+g to go from hai to kyo stance
-91 ch dmg
-max damage combo vs sa,pa,la,ka,le,ak,ja860 -
NH- 8/2 66 3P towards VA's back, it's not necessary in Closed stance but might as well do it anyway for consistency
- input P+K+G after 3P to enter Kyo Shiki870 -
NH//► kyo► ► ►97 dmg on ch
max dmg combo vs Lion and Vanessa in closed stance870 -
NH/\► ► ► Kyo ► ► ►103 dmg ch
233p (ECD)or you can use 266p (EDF) to refloat
against Lion finish with combo ender k+gp, 4pp or 3pp after kyo 6p
max dmg combo vs Eileen, Aoi, and Vanessa in Open Stance930 -
NH8/or 2 p+k+g to om towards their back
enter hai stance with 2p+k+g
positioning combo on Aoi, close to wall 3PP causes Wall Hit into 66K extension650 -
(Wall hit)NH00
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NH- big delay is needed for 6_P741
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NH- wide dash in after 9K771
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NH- big delay is needed for 6_P
- you can delay with a wide dash in or by inputting 2P+K+G G into 6_P, input 6_P as 246P while you cancel the stance702 -
NH//hai►kyo transition►kyo►-input 2p+k+g then 4p+k+g to go from hai to kyo stance783
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NH- big delay is needed for 6_P
- input P+K+G after 6P+KP to enter Kyo Shiki833
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SokutankyakuHit Stun
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(side)CH550
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(side)CHenters hai at +6712
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SōhikyakuBeatdown Launcher
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NH520
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NH- input P+K+G after 3P to enter Kyo Shiki610
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NH- input P+K+G after 3P to enter Kyo Shiki
- Kyo Shiki KK needs to be delayed on EI, EL and AO in Closed stance730 -
NHMax Damage in Closed against BR, KA, LE, LA
works on PA with 1FK on 43P640 -
NHBackTurned combo on MWs (eg after blocking Lei's 6K)650
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NH461
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NH731
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NH672
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NH/\► ►- 4PP connects in both stances on EI, EL and AO692
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NHMax Damage in Closed against SH, PA
after 2p input 669
quickly input682
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Chisen ChōkyakuCombo Launcher
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CH700
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CH/\jn 67 dmg620
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CHjn 69 dmg640
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CH00
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CH680
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CH730
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CH//► ►High P will connect for higher float if hits from distance
combo enders
78 dmg
77 dmg800 -
CH//► ►kyo ►High P will connect for higher float if hits from distance
max dmg combo vs va840 -
CH//► ► ►990
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CH571
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SaitōkyakuLeg Crumple
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CH- input P+K+G after 3P to enter Kyo Shiki670
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CH- input P+K+G after 3P to enter Kyo Shiki
- very small window for the 2P to connect on most characters730 -
CH//►KYO► ►-delay to refloat
-Fast input on kyo910 -
CHdelay 2p to refloat
input k+gp without any delay820 -
CH591
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CH- very small window for the 2P to connect on most characters
- 3PP can cause a Wall Hit on lighter characters, follow with 66K for 85dmg641 -
CH791
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Fukushin SōkyakuLeg Crumple
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CHBriefly buffer before inputting
Jean (dmg is 61)561
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& BOKUTAITōkū TenshinkyakuCombo launcher
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or BokutaiCH- need to be close in order for 3P to connect790
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or BokutaiCH- need to be close in order for 3P to connect880
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or BokutaiCH- need to be close in order for K+GP to connect712
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or BokutaiCH- don't need to be as close as the combo above622
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KochōhekiVital point crumple
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(Succesful Sabaki)NH600
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(Succesful Sabaki)NH//►690
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