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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
- DSJab High Kick
- DSHeavy Impact
- DSShadow Slicer (wall splat)
- DSBone Crush Middle (side crumple)
- DSBone Crush Middle (back crumple)
- DSStopping Low Combo
- DSHeavy Hook Combo
- DSWind Elbow
- DSWind Elbow (wall splat)
- DSLeopard Strike (near walls)
- DSLeopard Strike (sabaki)
- DSGrand Spike
- DSBoomerang Hook
- DSStinger Low Blow
- DSHeel Kick
- DSSpinning Savate (wall splat)
- DSBack Charge Kick
- DSSliding Low Kick (wall hit)
- DS () orIntrude Hook or Intercept Body Blow
- OSJab High Kick
- OSFeint Body
- OS or OSStealth Spin Kick
- OSShort Upper
- OSStinger Strike
- OSTank Buster
- OSSweet Leg Slash (wall hit)
- OSBunker Buster
- or orSmash
- OSDeath Scythe
- OSLanding Knee Kick
- OSLanding Knee Combo
- OSHunting Kick
- OSHAWK Strike
- OSPile Bunker
- OSClobbering Straight
- OSUpper Heel Sword
- OSGuard Crush Tornado
- OSHeel Kick
- OSSpinning Savate (side crumple)
- OSSpinning Savate (wall splat)
- OSBack Charge Kick
- OSLeg Bomber
- DS Jump (ascending)Leap Straight
- DS Jump (descending)Leap Short Upper
- OS Intruder StepExplosion Hook
- DS Intercept PositionBrush Off
- (Back Turned) DSFace Crush Elbow
- (Facing Wall) DSReact Round Kick
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DSJab High KickKnockdown if the the second part counterhits.
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CH400
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CHCauses a weird low rebounce that can mess with opponent's tech timing, allowing for a possibility of tacking on additional OTG damage (like 1K).380
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DSHeavy ImpactFrame Advantage.
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side NHNH//Opponent is left standing sideturned at -8.581
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CHRecovers in OS. Leaves the opponent staggered. May whiff depending on distance.661
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side CHCH913
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side CHCHOpponent is left standing at -4 (sometimes sideturned at -7, depending on angle).972
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side CHCH1063
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side CHCH/\► ►Open stance guarantees a throw attempt. If broken only deals 85 DMG and opponent is left standing at -2.1302
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DSShadow Slicer (wall splat)Wall Splat.
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CHTaka & Shun sober special.Using instead of sacrifices 4 dmg for easier timing.Ending with sacrifices 2 DMG to recover in OS.Ending with fully charged does 1 extra DMG vs Taka, may whiff off-axis.Ending with does 2 extra DMG vs Taka, closed stance only.863
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CHrequired if too close to the wall.Using instead of sacrifices 1 DMG for easier timing; Using sacrifices 4 DMG for undroppable combo.
Doesn't work vs Wolf when too close to the wall. Presumably works vs other characters though, even if they have not yet been tested.882
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DSBone Crush Middle (side crumple)Side Crumple.
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sideCHForward dash mandatory if counterhits at max range.832
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sideCHRecovers in OS. Forward dash mandatory if counterhits at max range.902
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sideCHRecovers in OS. Forward dash mandatory if counterhits at max range. Shun sober special.972
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sideCHRecovers in OS. Forward dash mandatory if counterhits at max range. Ending with sacrifices 3 damage for harder techroll.981
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DSBone Crush Middle (back crumple)Back crumple against the wall (typically after a wall stagger)
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backNH1140
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DSStopping Low ComboSlam. DS CH is guaranteed for +18 DMG (except vs Taka).
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NHTaka special.412
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NHFailing to correctly buffer -> will result in which sacrifices 5 DMG, may whiff vs heavies. Ending with sacrifices 2 DMG for different oki.482
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NHFailing to correctly buffer -> will result in which sacrifices 13 DMG.562
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NH/\► ►570
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NH//(delay) ►►Strict timing vs Pai.580
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NHLow punch requires 1fk.590
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NH//►►601
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NH/\►►Low punch requires 1fk.650
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NH/\►►661
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DSHeavy Hook ComboHead Crumple if the second part counterhits.
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CHTaka & Shun sober special.713
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CHStaple combo. Character specific combos have not been researched extensively.732
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CH741
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CHEnding with sacrifices 4 DMG for easier input & better oki than the -> combo.763
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DSWind ElbowFloat.
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CHThe only move that seems to connect vs Taka.430
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CHUse delay vs Aoi.Failing to correctly buffer -> will result in which 13 less DMG (and may whiff vs heavies).691
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CHRecovers in OS. may whiff vs backdashing opponents.
You HAVE to input jab as by holding the forward direction otherwise the combo will fail.701 -
CHmay whiff depending on distance vs heavier characters; it will also whiff against backdashing characters most of the time.
Use delay against: Vanessa, Lau on open stance741 -
CH771
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CHVS Eileen and Blaze delay the first of or buffer after the launcher to remove the delay781
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CHmay whiff vs backdashing opponents. may whiff depending on distance; strict timing vs Vanessa open.Use delay against: Sarah, Pai, Shun in closed stance, Lion.Ending with sacrifices 6 DMG for easier timing.802
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DSWind Elbow (wall splat)Wall Splat.
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CHTaka special.Ending with sacrifices 2 DMG to recover in OS.Ending with fully charged does 1 extra DMG vs Taka, may whiff off-axis.Ending with does 2 extra DMG vs Taka, closed stance only.763
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CHShun sober special.803
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CH812
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CHDistance dependent: does not bound pressed against the wall.881
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DSLeopard Strike (near walls)Blast back. Normally opponents are too far away to combo HOWEVER near walls or vs Taka it might be possible to pile on some some additional damage.
- There are no combos in this category
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DSLeopard Strike (sabaki)Slam on sabaki hit.
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sabakiNHTaka special.471
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sabakiNH541
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sabakiNH621
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DSGrand SpikeFaceplant.
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NHRecovers in OS.361
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NHhave to be delayed or the last will whiff
Test in progress...01
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DSBoomerang HookHead Crumple. Guaranteed after a successful IP P+K low punch/low kick reversal.
See http://virtuafighter.com/threads/vanessa-combo-list.17855/page-5#post-387775 for alternatives to combos with delays.-
NHUndroppable universal combo/basis for DMG comparison/wiki reference point.693
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NHEasy Taka special. Ending with sacrifices 3 DMG to recover in OS.734
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NH/\► ► ►Max damage vs Taka from open stance. Strict dash timing.763
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NH//► ► ►Max damage vs Taka from closed stance. Strict dash timing.783
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NHUndroppable combo for non-Taka characters. The last hit spins them around so, in addition to the slightly better damage, it also grants better oki.710
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NH733
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NHStance specific but timing-free combo. Testing vs other characters would be welcome.733
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NHMainly for Wolf and Jeffry, but should work on other characters if you use delay .743
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NHUse delay vs Eileen & Aoi.793
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NHVery strict timing. Recovers in OS.802
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DSStinger Low BlowFoot Crumple.
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CHTaka special. Using sacrifices 6 DMG to recover in OS.520
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CH610
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CH/\► ► ►650
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CH//►►Must be adjacent to Lion in Open stance for to connect.690
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CH//►►730
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CH/\► ►750
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DSHeel KickSlam.
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NHTaka special. Also useful if you predict will whiff.492
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NH511
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NH541
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NHFailing to correctly buffer -> will result in which does 5 less DMG.562
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NHFailing to correctly buffer -> will result in which does 13 less DMG.642
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NHLow punch requires 1fk.670
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DSSpinning Savate (wall splat)Wall Splat.
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wallNHTaka & Shun sober special.Ending with sacrifices 2 DMG to recover in OS.Ending with fully charged does 1 extra DMG vs Taka, may whiff off-axis.Ending with does 2 extra DMG vs Taka, closed stance only.783
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wallNH802
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NHGrants the best oki.713
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wallNHTest in progress.832
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DSBack Charge KickStomach Crumple. +14 DMG for the fully charged version of the move.
is a modified input for Jab; if you input from crouch you'll get Crush Jaw instead, causing your combo to fail.-
NHTaka special; Shun sober special.
connects vs Taka ONLY, does 3 less damage, transitions to IP.511 -
NHAlso works on Taka but ONLY when is fully charged.591
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fully chargedNHMax DMG vs Taka ONLY when is fully charged.600
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NH630
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NHMax damage for Jean in open stance.651
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NH670
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NH691
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NHStrict timing.701
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NH751
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NH770
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DSSliding Low Kick (wall hit)Wall hit. Vanessa must be perpendicular to and with her back facing to the wall. The combo is guaranteed on normal hit ONLY; on counter hit will yield a stagger (which is breakable) instead of frame advantage.
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wallNHOpponent is left standing at -7. Ending with a throw attempt instead can potentially do more damage but can also be escaped.00
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DS () orIntrude Hook or Intercept Body BlowStomach Crumple.
is a modified input for Jab; if you input from crouch you'll get Crush Jaw instead, causing your combo to fail.-
(Hold ) orRHShun sober special.501
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(Hold ) orRHHeavyweights & Taka special.
On counter-hit connects vs Shun from both stances.571 -
(Hold ) orRHTest in progress610
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(Hold ) orRHTest in progress650
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(Hold ) orRHDoes not work work for hold vs Aoi.671
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(Hold ) orRHStrict timing.Hold vs Lei closed stance seems impossible (feedback is welcome).681
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(Hold ) orRH731
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(Hold ) orNHto vanessa's back ONLY750
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OSJab High KickKnockdown if the second part counterhits.
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CH380
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CH390
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CHCan cause a wall hit and lead to additional damage.
2KPP has the highest damage and tied for the highest carry distance.612 -
CHCan cause a wall hit and lead to additional damage.
Does less damage than 2KPP but is tied for the highest carry distance.580 -
CHCan cause a wall hit and lead to additional damage.
Does the least amount of damage of all the other strings and carries less, but sometimes trying to set up wall hits, you want to carry a specific distance and not over shoot it.540 -
CHLeads to bound on EL (open) so follow up with the attacks of your choice.630
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OSFeint BodyStomach Crumple.
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CHTaka special.662
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CHEnding with sacrifices 2 damage for harder techroll. If the opponent fails to techroll, scrape with for 12 extra damage.682
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CHStrict delay timing for Goh.702
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OS or OSStealth Spin KickSpinning knockdown.
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orNH//321
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orNH/\563
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orCHUniversal CH combo. VERY strict timing vs Taka; attempting the Taka-specific combo is strongly recommended.330
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orCHdoes the same DMG, switches to DS, but does not work vs Pai. Additional testing vs lightweights would be welcome.340
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OSShort UpperSwoon.
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CHTaka special.Ending with trades 2 damage for harder techroll (and easier input).If Taka doesn't techroll, scrape with for 24 extra damage.520
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CHEasy mode combo; Shun sober special. does 3 less damage but also works against Akira & Jeffry closed.582
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CHSimplified input for -> .Strict timing vs Blaze, Heavyweights.631
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CHStrict timing.
You can replace with to avoid accidental inputs (even if you input is will still yield a low punch).640 -
CHAgain, replace with to keep things simple.691
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CHStrict timing.711
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OSStinger StrikeStomach Crumple.
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(max charge)NHTaka special.794
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(max charge)NHEnding with is also possible, sacrifices 1DP for different oki.
Further testing for alternative enders would be welcome.814 -
(max charge)NHStrict delay timing for Goh.834
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OSTank BusterFoot Crumple.
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(charge)NHShun sober special. Also useful vs Jeffry & Akira.582
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(charge)NHMax DMG vs Taka. On CH whiffs vs Lau closed stance!631
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(charge)NHmay whiff at range - use less damaging combos instead.Use delay vs closed stance Akira & Jeffry.640
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(charge)NH701
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(charge)NHStrict timing vs Vanessa.700
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OSSweet Leg Slash (wall hit)Wall hit. Vanessa must be perpendicular to and with her back facing to the wall. The combo is guaranteed on normal hit ONLY; on counter hit will yield a stagger (which is breakable) instead of frame advantage.
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wallNH00
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OSBunker BusterFloat.
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NHCombo damage is included as reference point/motivation to hitconfirm:
It's not uncommon, particularly online, to see buffered after , since it will beat most abare on block (and if it connects there's enough time to buffer the rest of the string).450 -
NHEasy Taka combo. Ending with sacrifices 3 DMG for harder techroll. If Taka fails to techroll, scrape with for 24 extra DMG.583
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NHTaka max dmg. Using after makes sure you won't get , which does far less damage.590
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NH/\►Open stance Shun sober special.634
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NHUndroppable combo/basis for DMG comparison/wiki reference point.
Wolf, Jeffry & Shun sober special.
Ending with prevents FUFT recovery, useful vs Vanessa.
Ending with sacrifices 2 DMG for harder techroll. If the opponent fails to techroll, scrape with for 12 extra damage.643 -
NHStance-independent light- and middle- weight undroppable combo.662
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NHJean CH special.692
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NH/\► ► delay ►Stance specific combo (open).682
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NH//►►Stance specific combo (closed).702
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NHSeen here: https://youtu.be/OjoqV_9Lv5s?t=108 need to test if the note refers to foot position or something else important700
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NHDelay the against Vanessa.730
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NHopen/close stance after771
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NHTest in progress811
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NHender also works for 1 less damage.871
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or orSmashTaka only. All three strings combo on Recovery Hit. and also combo on Counter Hit.
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or orNHNeed confirmation for the total damage.230
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or orNH/\Need confirmation on the stance and damage.00
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OSDeath ScytheHead Crumple.
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CHUndroppable universal combo/basis for DMG comparison/wiki reference point.
Shun sober special.803 -
CHRecovers in DS. Additional testing vs other characters would be welcome.831
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CHInputting as magically makes the combo work on everyone except Taka. See @MakiLeSushi's thread for more info: https://virtuafighter.com/threads/the-death-scythe-variant.19865/882
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CHStrict timing (1f delay) for the knee. Also strict timing (2f delay) for the low punch. OM to stomach after the bound obsolete with 1FK input. Further testing vs other opponents would be welcome.901
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CHTaka special. Strict timing for if bad timing will whiff, can be used for 85 dmg940
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CH991
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CH/\►► ► ►Very strict timing. Ending with sacrifices 1DMG for better oki.1051
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OSLanding Knee KickFloat. Less damage than OS floats. is a modified input for Jab; if you input after you'll get instead, causing the combo to fail.
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CHVs Taka the only thing guaranteed is the second hit of the string (41 DMG).520
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CHTesting vs other heavyweights is welcome.550
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CHAgain, testing vs other heavyweights would be welcome.590
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CHUse vs Akira in open stance.650
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CHProgressively stricter timing vs heavier characters.701
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CHEnding with or sacrifices 2 DMG for 1DP, recommended vs Shun.
Ending with sacrifices 6 DMG (!) for better oki, so it's not recommended.731 -
CH/\► ► delay ►Strict timing vs Shun.751
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CH//► ►771
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OSLanding Knee ComboFloat if the first part crouchstaggers.
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crouch staggerNHUndroppable universal combo/basis for DMG comparison/wiki reference point.
Taka max DMG.620 -
crouch staggerNHRequires more testing.692
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crouch staggerNH701
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crouch staggerNHUndroppable combo/basis for DMG comparison/wiki reference point.720
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crouch hitNH1fk required vs Lei Fei & Brad.751
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crouch hitNHLei Fei special.760
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crouch staggerNHStrict timing. is mandatory after otherwise you'll get , causing the combo to fail.771
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crouch staggerNHStrict timing vs Pai closed. Replace with vs Lei for 76 DMG.771
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crouch hitNH1fk required vs Jean.770
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crouch hitNH780
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crouch staggerNHVery strict timing. 1fk via .811
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crouch hitNH/\► delay ► ► 1fkRequires to buff 33 before kpk.
Vs jn 1fk2p830 -
crouch hitNH840
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OSHunting KickFloat if the first part counterhits. No combos available vs Taka; against him use or instead.
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CH660
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CHUse when floats staggered opponents.690
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CHStrict timing vs Wolf, Jeffry.730
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CH/\()►770
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CHShun sober special.832
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CHAgainst Shun ending with sacrifices 1DMG for 1DP, easier input, worse oki.841
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OSHAWK StrikeFloat.
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NHTaka special. Ending with does one more damage (seen @ https://youtu.be/wFbmL3tTbcE?t=82 - need to test if it works from both stances). Ending with sacrifices 2 DMG for easier input & harder techroll. If Taka doesn't techroll, scrape with for 24 extra damage.660
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NHEnding with sacrifices 2 damage for harder techroll. If the opponent fails to techroll, scrape with for 12 extra damage. ender actually works vs wolf, does 1 more damage, needs further testing.702
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NHMax damage vs heavies closed (Open?). Works vs all lighter characters except Shun.721
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NH/\►►Stance specific combos - still in testing761
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NHSeen here: https://youtu.be/OjoqV_9Lv5s?t=177760
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NHShun sober special.802
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NHEnding with sacrifices 1 DMG for 1DP and easier input.
Ending with sacrifices 3 damage for harder techroll. If the opponent doesn't techroll, scrape with for 10 extra damage.870 -
NHEileen & Aoi stance-independant easy combo.890
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NHTest in progress921
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NH942
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CH1132
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OSPile BunkerSlam.
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NHEasy Taka special.Ending with sacrifices 3 damage for harder techroll, works on everyone.If Taka doesn't techroll, scrape with for 24 extra dmg.461
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NHTaka special. Strict timing. Should work on everyone but alternatives are more damaging AND easier to input.521
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NHUndroppable combo. does 3 less damage but also works against Jeffry open.553
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NH581
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NHStrict timing vs Lau or heavier opponents. Crouchdash buffer mandatory vs Jean.632
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NHStrict timing for .631
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NHStrict timing to bound vs Pai, Lei closed
Ending with works vs lightweights, does 1 DMG more.
Ending with sacrifices 2 damage for harder techroll.643 -
NH//►►Shun closed special.662
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NH//► ► ►() buff before the vs Pai.682
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NH/\►► ()Open special. Input after the bound vs Blaze. Input before the bound vs Goh.702
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NH//► ► ►772
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OSClobbering StraightBlast Back. Normally opponents are too far away to combo HOWEVER near walls or vs Taka it's possible to pile on some some additional damage.
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NH411
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NHTo succed this combo a micro-dash have to be performed before the 66kp so the input is 666kp
Works on both stances near to the wall.480 -
near wallsNH823
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near wallsNH933
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OSUpper Heel SwordOS guarantees the followup on normal hit for +17 DMG (+25 if it counterhits)
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NHTaka special. Recovers in DS.361
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NH431
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NHEnding with sacrifices 2 DMG for better oki. Delay vs Lion. Delay even longer vs Shun.511
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OSGuard Crush TornadoFrame Advantage.
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CH922
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OSHeel KickSlam. Similar combos with OS except reverse stance.
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NHTaka special. Ending with sacrifices 3 damage for better oki, works on everyone.480
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NHsacrifices 3 DMG, works vs Jeffry closed.572
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NHStrict timing in open stance vs Brad, Akira .600
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NHStrict timing to bound vs Pai, Lei open.Ending with does 1 more DMG, except shun.662
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OSSpinning Savate (side crumple)Side Crumple.
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sideNHUndroppable universal combo/basis for DMG comparison/wiki reference point.
Shun sober special.813 -
sideNHUniversal combo.822
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sideNH882
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side hitNHEnding with sacrifices 3 damage for harder techroll.
Vs Akira Jeffry and El Blaze, do first, THEN or the will whiff (sometimes vs Akira and Jeff, always vs El Blaze)891 -
sideNH891
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sideNHMax DMG vs Taka. Requires an OM towards Taka's stomach instead of a dash when Vanessa side crumples Taka from his left side on open stance. In that particular case ending with will also connect for 88 total DMG. Ending with yields 83 DMG; ending with also yields the same DMG but switches to DS.911
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sideNHis a modified input for low punch (otherwise you'll get OS , causing the combo to fail).
You can also try using the combo vs other lightweights & middleweights if you think your opponent will not input a perfect fall recovery.940
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OSSpinning Savate (wall splat)Wall Splat.
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wallNHUndroppable universal combo. Recovers in DS.
Missing the DMG but it should be the most damaging way to transition to DS.00 -
wallNHEnding with sacrifices 2 DMG for harder techroll, also works off-axis.790
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wallNHand are interchangeable. Ending with sacrifices 2 DMG for harder tachroll, also works off-axis.860
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wallNHStrict timing. Ending with or or seems to work, sacrifices 1 DMG for easier input. Ending with should also be available.902
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wallNHStrict timing on Open Stance (?) Testing vs other characters would be welcome.911
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wallNH933
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OSBack Charge KickStomach Crumple. +14 DMG for the fully charged version of the move.
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NHTaka special. Use a more damaging combo for all other characters. For reference: does 49 dmg; deoas 47 dmg & if Taka doesn't techroll, scrape with for 23 extra damage.581
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NHAlso works on Taka but ONLY when is fully charged.601
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NHEnding with sacrifices 2 damage for harder techroll. If the opponent fails to techroll, scrape with for 12 extra damage.672
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NHShun sober special. Strict delay timing for Goh.692
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NH//► ►Stance specific max damage vs Heavies. Probably works from both stances vs lighter characters - testing would be welcome.691
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NH710
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NH//► ► delay ►Stance specific max damage vs Heavy Middleweights731
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NH/\► ►Stance specific max damage vs Heavies.731
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NHEnding with sacrifices 1 DMG for easier input. Ending with sacrifices 3 DMG for better oki. may bind heavier characters near walls.810
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NHEnding with trades 1 DMG for faster recovery.871
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OSLeg BomberFloat.
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NHAlways connects. sacrifices oki, also works vs Taka closed.470
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NHTaka special. may whiff at range. Ending with trades 2 damage for better reach (it can still whiff though).580
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NHmay whiff at range.652
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NHmay whiff at range.680
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NHmay whiff at range. Progressively stricter timing vs heavies. Last hit of may whiff vs Blaze depending on distance.731
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NHStrict timing vs Lei closed. doesn't bound on CH closed stance vs Kage!Ending with is also available.Ending with does 1 more damage, works up to Brad.Ending with does 2 more damage, both stances vs some light characters (ex. Eileen, Lion, Vanessa, Sarah, Pai) (but not Aoi on crouch NH, grr or blaze on open)); Goh closed only (needs further testing).Ending with adds 5 damage vs Kage, open stance only.Ending with sacrifices 2 damage for harder techroll.742
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NHDoes not work on CH closed stance; -> works on closed stance only for the same DMG.760
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NH800
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NHStrict timing on CH vs Aoi.851
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NHStrict timing/does not work on CH vs Aoi?861
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CH1111
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CHhttps://youtu.be/wFbmL3tTbcE?t=361110
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DS Jump (ascending)Leap StraightFrame Advantage.
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JumpingCHOpponent is left standing at -4. Throw attempt is also guaranteed.400
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vs ST opponent (ascending)CHOpponent is left sideturned at -7. Side Throw attempt is also possible (but remember that sidethrows will always be escaped by experienced opponents)600
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DS Jump (descending)Leap Short UpperDue to the stubby animation, you're most likely to get any additional if you perform this attack as 9~P, instead of 8_7~P.
2P will work in both stances if there is a wall to the opponent's back unless noted otherwise.-
Jump (descending)NHRecovers in OS.400
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Jump (descending)NH400
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Jump (descending)NHSmall dash needed on EI in closed.490
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Jump (descending)NHStrict timing. Dash required in open stance depending on distance.
Dash in both stances for AK.
Wall needed for SH.550 -
Jump (descending)NH4P+K+G is how you need to buffer your jab in this combo.
Causes a wall hit, follow up dependent on distance from wall and weight/hitbox of character.
SH needs a wall to his back.510 -
Jump (descending)NH4P+K+G is how you need to buffer your jab in this combo.
Works on SH/PA (and a few others) if wall is to their back, wall slumps in open stance.590 -
Jump (descending)NH//Leads to a wall slump (on EI EL AO). Works in both stances if the opponent is backed up against a wall.
For SA AK, dash before 2P in Open stance.
SH/PA/LI(open) needs a wall to their backs for this to work.
Post wall slump: 4P gives 72 damage, 66PP 74, 6P+K+G 70, etc.
Dash required before 2P on GO, JA in both stances.570 -
Jump (descending)NHRequires wall to back of SH to work.620
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OS Intruder StepExplosion HookStomach Crumple.
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Intruder StepNHTaka special.561
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Intruder StepNHEnding with is also possible, sacrifices 1DP for different oki.
Further testing for (does 1 more damage) and (does 2 more damage vs Brad) enders would be welcome.633 -
Intruder StepNHStrict delay timing for Goh.653
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DS Intercept PositionBrush OffGrants +21-24 frame advantage, guaranteeing a - see that combo starter's section for combos.
- There are no combos in this category
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(Back Turned) DSFace Crush ElbowHead Crumple.
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BTNH682
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BTNH701
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BTNH711
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BTCHTesting vs other characters (notably Shun) would be welcome. Ending with sacrifices 3 DMG to recover in OS.723
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(Facing Wall) DSReact Round KickWall Attack.
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Facing WallNH651
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Facing WallNH760
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Facing WallNHLow punch requires 1fk.770
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Facing WallNH//► ►770
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