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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 CHCH913
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side CHCH1063
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side CHCHOpponent is left standing at -4 (sometimes sideturned at -7, depending on angle).972
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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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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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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//►►601
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NH/\►►661
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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/\►►Low punch requires 1fk.650
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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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CHEnding with sacrifices 4 DMG for easier input & better oki than the -> combo.763
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CHStaple combo. Character specific combos have not been researched extensively.732
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CH741
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DSWind ElbowFloat.
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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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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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CHThe only move that seems to connect vs Taka.430
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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.-
NHEasy Taka special. Ending with sacrifices 3 DMG to recover in OS.734
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NHUndroppable universal combo/basis for DMG comparison/wiki reference point.693
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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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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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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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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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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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NH511
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NH541
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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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NHGrants the best oki.713
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wallNH802
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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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NHMax damage for Jean in open stance.651
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NH691
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NHStrict timing.701
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NH751
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fully chargedNHMax DMG vs Taka ONLY when is fully charged.600
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NH630
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NH670
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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 ) 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 ) orRHTest in progress610
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(Hold ) orRHTest in progress650
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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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CHCan cause a wall hit and lead to additional damage.
2KPP has the highest damage and tied for the highest carry distance.612 -
CH380
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CH390
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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/\563
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orNH//321
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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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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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CHAgain, replace with to keep things simple.691
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CHStrict timing.711
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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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CHStrict timing.
You can replace with to avoid accidental inputs (even if you input is will still yield a low punch).640
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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)NH701
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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)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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NH/\►Open stance Shun sober special.634
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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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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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