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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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DSJab High KickKnockdown if the the second part counterhits.
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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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CH400
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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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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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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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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 -
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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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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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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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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NHMainly for Wolf and Jeffry, but should work on other characters if you use delay .743
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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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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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DSSpinning Savate (wall splat)Wall Splat.
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NHGrants the best oki.713
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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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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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NH630
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NH670
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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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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.
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 -
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.
2KPP has the highest damage and tied for the highest carry distance.612 -
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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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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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
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OSStinger StrikeStomach Crumple.
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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)NHmay whiff at range - use less damaging combos instead.Use delay vs closed stance Akira & Jeffry.640
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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 -
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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NH/\► ► delay ►Stance specific combo (open).682
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NH//►►Stance specific combo (closed).702
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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 -
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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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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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 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 staggerNHStrict timing. is mandatory after otherwise you'll get , causing the combo to fail.771
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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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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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OSPile BunkerSlam.
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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 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/\►► ()Open special. Input after the bound vs Blaze. Input before the bound vs Goh.702
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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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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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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 hitNH
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