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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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CHworks in Closed on Wolf (doesn't on Jeff) and Brad750
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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 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
- 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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NHAgainst ja,jn slight delay with 2nd P from 6p+kp kyo to connect kk successfully750
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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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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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Kaisei TentoCombo Launcher
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NH720
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NH//► ► KYO ►- input P+K+G after 3P to enter Kyo Shiki
Ch against jeffry 99dmg900 -
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- 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
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Kinkei DokuritsuCombo Launcher
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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 BTCHDMG 49 vs JN441
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Niki BunkyakuFlop launcher
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NH/\dash forward ►► doku► ►bokutaiagainst akira tap forward then input doku stance kp string with no frame delay
83 dmg on CH730 -
(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- 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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NH- input P+K+G after 3P to enter Kyo Shiki610
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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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NH/\► ►- 4PP connects in both stances on EI, EL and AO692
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Chisen ChōkyakuCombo Launcher
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CH00
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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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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 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)NH760
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(Succesful Sabaki)NH- input P+K+G after 3P to enter Kyo Shiki581
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(Succesful Sabaki)NH- input P+K+G after 6P+KP to enter Kyo Shiki661
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(Succesful Sabaki)NH- works only near the edge on low fence stanges
- Ring Out combo662 -
(Succesful Sabaki)NH- input P+K+G after 6P+KP to enter Kyo Shiki
- mid to close range wall extension844
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Haizan TōkaiThrow combo launcher
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NH- input P+K+G after 3P to enter Kyo Shiki640
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NH1fk with 2p to refloat620
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NH760
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NHopponent back to the wall
enter kyo with 3pp+k+g
Max dmg with wall vs Sarah, Leifei, Brad, Goh, Lau, Kage, Akira820 -
NH- don't use this throw on Taka pls491
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HAIKōdantaiCombo Launcher
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HAINH58 dmg on CH480
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HAINH- input 2P+K+G to enter Hai Shiki701
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HAINH- input 2P+K+G to enter Hai Shiki871
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HAINH- input 2P+K+G to enter Hai Shiki
- 3PP doesn't cause a Wall Hit on JA, JN, JE, WO771 -
HAINH- G cancel out of Hai Shiki after Dokuritsu KP753
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BOKUTAIShinpo SenshinkenVital Point Crumple
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BOKUTAICH820
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BOKUTAICH- input P+K+G after 3P to enter Kyo Shiki641
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BOKUTAICH- input P+K+G after 6P+KP to enter Kyo Shiki721
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BOKUTAICH- input P+K+G after 6P+KP to enter Kyo Shiki904
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HAI (Full Charge)SenshippoHead Crumple
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HAI (Full Charge)NH822
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HAI (Full Charge)NH- input P+K+G after 6P+KP to enter Kyo Shiki872
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HAI (Full Charge)NH863
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HAI (Full Charge)NH- dash in before 4PP1054
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HAI (Full Charge)NH- 3PP causes a Wall Hit on lighter characters, follow with 66K for 118dmg1094
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HAI (Full Charge)NH- input P+K+G after 6P+KP to enter Kyo Shiki1025
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BOKUTAITenshin RyōsōVital Point crumple
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BOKUTAINH- input P+K+G after 3P to enter Kyo Shiki590
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BOKUTAINH- input P+K+G after 6P+KP to enter Kyo Shiki670
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BOKUTAINH770
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BOKUTAISenkyūtaicombo launcher
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BOKUTAI (Wall Hit)NH- needs some distance from the wall in order for 4P+K to properly connect
- 3PP causes a Wall Hit on lighter characters, follow with 66K for 105dmg933
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BOKUTAIHanshōdaCombo Launcher
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BOKUTAINH- input P+K+G after 3P to enter Kyo Shiki540
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BOKUTAINH640
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BOKUTAINH521
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BOKUTAINH531
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BOKUTAINH- input P+K+G after 3P to enter Kyo Shiki
- works on AK, JA, JN in both stances on CH793
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KYOTenka RantsuiBeatdown launcher
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KYONH620
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KYONH512
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KYONH563
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KYOTōten SōchūhōHead Crumple on hit
Guard Break on guard-
KYONH- 1FK 6P+KP
- combo works on more characters, but it's only preferable on these characters (combo above doesn't hit clean)770 -
KYO guard breakNHbest to use one standing P to stay +5200
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guard breakNHleaves lei in doku stance +4220
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guard break from STNHST guard break +1500
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guard break from STNHST guard break +15
leaves lei +12 with opp ST330 -
KYONH621
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KYONH- input P+K+G after 6P+KP to enter Kyo Shiki671
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KYONH782
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KYONH802
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KYONH- dash in before 4PP853
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KYONH- mid to close range wall extension
- dash in before 4PP803 -
KYONH- input P+K+G after 6P+KP to enter Kyo Shiki824
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KYONH- long to mid range wall extension
- very range specific954
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KYOHairenkyakuHit stun
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KYOCH630
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KYO (Side)CH- Side Counter Hit
- press 2 after KYO P+K to enter Bokutai00
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NEHANRenkan Honshin MahosuiStomach Crumple
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NEHANNH00
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NEHANSokushūkyakuHit Stun
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NehanCHdepending on opp distance near wall
very close range=wall splat
slightly close = wall slump
open space/ opp back edge of ring = 65 dmg or ring out opportunity650 -
NehanCHdepending on opp distance near wall
for wall hit use 4 to bound and continue various combos.
open space/ opp back edge of ring = 76 dmg or ring out opportunity760 -
NehanCHstays in doku stance +4670
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NehanCHleaves lei in hai stance +3812
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NEHANHi'en SenpūkyakuHit Stun
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NEHANCH852
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NEHANNH692
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DOKURITSUZenten Tōkū RensenkyakuBeatdown Launcher
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DOKURITSUNH- input P+K+G after 3P to enter Kyo Shiki690
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DOKURITSUNH- input 2P+K+G to enter Hai Shiki
- 1FK K+GP on LA, KA, LE, BR, GO770 -
DOKURITSUNHAgainst Taka input 2p with no delay
64 dmg on CH VS Taka601 -
DOKURITSUNH811
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KOKORenkan SōsuiHead Crumple
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KOKONH- 1FK 6P+KP
- combo works on more characters, but it's only preferable on these characters (combo above doesn't hit clean)770 -
KOKONH782
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KOKONH802
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KOKONH- mid to close range extension
- dash in before 4PP803 -
KOKONH- long to mid range extension
- very range specific954
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SUIRAKANFukushintai Rigyo DateiCombo Launcher
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SUIRAKANNH571
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SUIRAKANRakan SenpūkyakuCombo launcher
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CHdelay 2p refloat vs AK, JA JN, JE, WO
DMG 89 vs JN820 -
NHposition at an angle or parallel to the wall with lei suirakan facing towards wall00
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NHfrom an angle slightly away or parallel with lei laydown stance facing wall. opp should hit the wall facing it.
to bound00 -
CHdelay 2p refloat vs KA, GO, AK, JA
DMG 92 vs JN852 -
CHif opponent tech rolls, time hai p+k for side turn hit713
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CHdelay 2p refloat vs AK, JA, JN, JE, WO
if opponent tech rolls, time hai p+k for side turn hit
DMG 84 vs JN773
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Back TurnedKōshitaiStomach Crumple
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Back TurnedCH- input 2P+K+G to enter Hai Shiki670
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Back TurnedCH- input 2P+K+G to enter Hai Shiki761
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Back TurnedHaishin SentaiHit Stun
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Back TurnedCH630
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Side CrumpleStarters for this category are
466P+K (NH), DOKURITSU P (NH) and 4K (CH);
listed is DOKURITSU P but all work the same way in regards to combos-
DOKURITSU (Side Crumple)NH- hold K after 66K to enter Dokuritsu851
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DOKURITSU (Side Crumple)NH833
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DOKURITSU (Side Crumple)NH- mid to close range wall extension
- dash in before 4PP833 -
DOKURITSU (Side Crumple)NH- long to mid range wall extension
- very range specific984
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Wall Slumpmoves that can cause a Wall Slump are
(Wall Stagger) 66P, 4PP, 43P+K, 236P+K, 8K+G, 3K+G, Hai Shiki K, Dokuristu K+G, (Wall Stagger) Koko K-
(Wall Stagger) (Wall Slump)NH- this combo works after any other move that caused a (regular) Wall Slump
- wide dash in after the Wall Slump600 -
(Wall Stagger) KOKO (Wall Slump)CH- after 6K (Wall Stagger) or KOKO K+G (Wall Stagger)
- input 8P+K+G to enter Dokuritsu760
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