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HOTDOG! The VFDC Combos database is in the process of being updated for VF5 R.E.V.O by each character's Content Manager, but here's how you can help! Each character sub-forum has a pinned thread for REVO combos, so simply contribute there to assist the Content Manager's task in maintaining the latest and greatest combos for all to enjoy!Dismiss Notice
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DSJab High KickKnockdown if the the second part counterhits.
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CH400
-
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.
-
side NH
NH//Opponent is left standing sideturned at -8.581 -
CHRecovers in OS. Leaves the opponent staggered. May whiff depending on distance.661
-
side CH
CH►
Opponent is left standing at -4 (sometimes sideturned at -7, depending on angle).972 -
side CH
CH/\►
►
Open stance guarantees a throw attempt. If broken only deals 85 DMG and opponent is left standing at -2.1302 -
side CH
CH►
913 -
side CH
CH►
►
1063
-
-
DSShadow Slicer (wall splat)Wall Splat.
-
CH
)
►
►
►
required 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 -
CH
)
►
►
►
Taka & Shun sober special.Usinginstead 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
-
-
DSBone Crush Middle (side crumple)Side Crumple.
-
side
CH► (
) ►
► delay
►
►
Recovers in OS. Forward dash mandatory ifcounterhits at max range. Ending with
sacrifices 3 damage for harder techroll.
981 -
side
CH) ►
►
Forward dash mandatory ifcounterhits at max range.
832 -
side
CH► (
) ►
►
Recovers in OS. Forward dash mandatory ifcounterhits at max range.
902 -
side
CH► (
) ►
► delay
►
►
Recovers in OS. Forward dash mandatory ifcounterhits at max range. Shun sober special.
972
-
-
DSBone Crush Middle (back crumple)Back crumple against the wall (typically after a
wall stagger)
-
back
NH►
wall splat ►
wall slump ►
1140
-
-
DSStopping Low ComboSlam. DS
CH
is guaranteed for +18 DMG (except vs Taka).
-
NH/\
►
►
570 -
NH//(delay)
►
►
Strict timing vs Pai.580 -
NH
►
►
Low punch requires 1fk.590 -
NH/\
►
►
Low punch requires 1fk.650 -
NH//
►
►
601 -
NH/\
►
►
661 -
NHTaka special.412
-
NH
►
Failing to correctly buffer->
will result in
which sacrifices 5 DMG, may whiff vs heavies. Ending with
sacrifices 2 DMG for different oki.
482 -
NH
►
Failing to correctly buffer->
will result in
which sacrifices 13 DMG.
562
-
-
DSHeavy Hook ComboHead Crumple if the second part counterhits.
-
CH
►
►
741 -
CH
►
►
Staple combo. Character specific combos have not been researched extensively.732 -
CH
►
Taka & Shun sober special.713 -
CH
►
►
Ending withsacrifices 4 DMG for easier input & better oki than the
->
combo.
763
-
-
DSWind ElbowFloat.
-
CHThe only move that seems to connect vs Taka.430
-
CH
►
(delay)
Usedelay
vs Aoi.Failing to correctly buffer
->
will result in
which 13 less DMG (and may whiff vs heavies).
691 -
CH
►
►
Recovers in OS.may whiff vs backdashing opponents.
You HAVE to input jab asby holding the forward direction otherwise the combo will fail.
701 -
CH
►
► delay
may whiff depending on distance vs heavier characters; it will also whiff against backdashing characters most of the time.
Usedelay
against: Vanessa, Lau on open stance
741 -
CH
►
►
771 -
CH
►
►
(delay)
VS Eileen and Blaze delay the firstof
or buffer
after the launcher to remove the delay
781 -
CH
►
(delay)
may 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
-
-
DSWind Elbow (wall splat)Wall Splat.
-
CH
► OS
►
►
►
Distance dependent:does not bound pressed against the wall.
881 -
CH
►
►
►
812 -
CH
►
►
►
Taka special.Ending withsacrifices 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 -
CH
►
►
►
Shun sober special.803
-
-
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
-
DSLeopard Strike (sabaki)Slam on sabaki hit.
-
sabaki
NHTaka special.471 -
sabaki
NH►
541 -
sabaki
NH►
621
-
-
DSGrand SpikeFaceplant.
-
NHRecovers in OS.361
-
NH
►
have to be delayed or the last
will whiff
Test in progress...01
-
-
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.-
NH
►
►
Undroppable 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 -
NH
►
►
►
Very strict timing. Recovers in OS.802 -
NH
►
Undroppable universal combo/basis for DMG comparison/wiki reference point.693 -
NH/\
►
►
►
Max damage vs Taka from open stance. Strict dash timing.763 -
NH//
►
►
►
Max damage vs Taka from closed stance. Strict dash timing.783 -
NH
►
(delay)
733 -
NH
►
►
Stance specific but timing-free combo. Testing vs other characters would be welcome.733 -
NH
►
►
(delay)
Mainly for Wolf and Jeffry, but should work on other characters if you usedelay
.
743 -
NH
►
►
(delay)
Usedelay
vs Eileen & Aoi.
793 -
NH
►
►
Easy Taka special. Ending withsacrifices 3 DMG to recover in OS.
734
-
-
DSStinger Low BlowFoot Crumple.
-
CHTaka special. Using
sacrifices 6 DMG to recover in OS.
520 -
CH
►
610 -
CH/\
►
►
►
650 -
CH//
►
►
Must be adjacent to Lion in Open stance forto connect.
690 -
CH//
►
►
730 -
CH/\
►
►
750
-
-
DSHeel KickSlam.
-
NH
►
►
Low punch requires 1fk.670 -
NH
)
511 -
NH
)
►
541 -
NHTaka special. Also useful if you predict
will whiff.
492 -
NH
)
►
Failing to correctly buffer->
will result in
which does 5 less DMG.
562 -
NH
)
►
Failing to correctly buffer->
will result in
which does 13 less DMG.
642
-
-
DSSpinning Savate (wall splat)Wall Splat.
-
wall
NH►
►
►
802 -
wall
NH►
►
►
►
Test in progress.832 -
wall
NH►
►
- ►
Taka & Shun sober special.Ending withsacrifices 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 -
NH
►
►
Grants the best oki.713
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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.
-
fully charged
NH►
Max DMG vs Taka ONLY whenis fully charged.
600 -
NH
►
►
630 -
NH
►
►
670 -
NH
►
►
►
770 -
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 -
NH
►
Max damage for Jean in open stance.651 -
NH
►
►
691 -
NH
►
►
delay
Strict timing.701 -
NH
►
►
delay
751
-
-
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.
-
wall
NH►
Opponent is left standing at -7. Ending with a throw attempt instead can potentially do more damage but can also be escaped.00
-
-
DS (
)
or
Intrude 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
)
or
RH►
►
Test in progress610 -
(Hold
)
or
RH►
►
Test in progress650 -
(Hold
)
or
NH►
►
►
to vanessa's back ONLY750 -
(Hold
)
or
RHShun sober special.501 -
(Hold
)
or
RHHeavyweights & Taka special.
On counter-hit connects vs Shun from both stances.571 -
(Hold
)
or
RH►
►
Does not work work for holdvs Aoi.
671 -
(Hold
)
or
RH►
►
delay
Strict timing.Holdvs Lei closed stance seems impossible (feedback is welcome).
681 -
(Hold
)
or
RH►
►
731
-
-
OSJab High KickKnockdown if the second part counterhits.
-
CH380
-
CH390
-
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 -
CH
<wall hit► Intruder Step
Leads to bound on EL (open) so follow up with the attacks of your choice.630 -
CHCan cause a wall hit and lead to additional damage.
2KPP has the highest damage and tied for the highest carry distance.612
-
-
OSFeint BodyStomach Crumple.
-
CHTaka special.662
-
CH
►
►
or
or
Ending withsacrifices 2 damage for harder techroll. If the opponent fails to techroll, scrape with
for 12 extra damage.
682 -
CH
►
Strict delay timing for Goh.702
-
-
OS
or OS
Stealth Spin KickSpinning knockdown.-
or
CHUniversal CH combo. VERY strict timing vs Taka; attempting the Taka-specific combo is strongly recommended.330 -
or
CHdoes the same DMG, switches to DS, but does not work vs Pai. Additional testing vs lightweights would be welcome.
340 -
or
NH//321 -
or
NH/\563
-
-
OSShort UpperSwoon.
-
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 -
CH
►
►
Strict timing.
You can replacewith
to avoid accidental
inputs (even if you input
is will still yield a low punch).
640 -
CHSimplified input for
->
.Strict timing vs Blaze, Heavyweights.
631 -
CH
►
►
Again, replacewith
to keep things simple.
691 -
CH
►
► delay
►
Strict timing.711 -
CHEasy mode combo; Shun sober special.
does 3 less damage but also works against Akira & Jeffry closed.
582
-
-
OSStinger StrikeStomach Crumple.
-
(max charge)
NHTaka special.794 -
(max charge)
NH►
►
or
Ending withis also possible, sacrifices 1DP for different oki.
Further testing for alternative enders would be welcome.814 -
(max charge)
NH►
Strict delay timing for Goh.834
-
-
OSTank BusterFoot Crumple.
-
(charge)
NH►
may whiff at range - use less damaging combos instead.Use delay
vs closed stance Akira & Jeffry.
640 -
(charge)
NH►
►
Strict timing vs Vanessa.700 -
(charge)
NHMax DMG vs Taka. On CH whiffs vs Lau closed stance!631 -
(charge)
NH►
►
701 -
(charge)
NHShun sober special. Also useful vs Jeffry & Akira.582
-
-
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.
-
wall
NHside crumple ►
►
bound ►
wall slump ►
00
-
-
OSBunker BusterFloat.
-
NHCombo damage is included as reference point/motivation to hitconfirm:
It's not uncommon, particularly online, to seebuffered 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
(
) ►
Taka max dmg. Usingafter
makes sure you won't get
, which does far less damage.
590 -
NH
►
Seen here: https://youtu.be/OjoqV_9Lv5s?t=108 need to test if the note refers to foot position or something else important700 -
NH
►
►
►
Delay theagainst Vanessa.
730 -
NH
►
►
►
open/close stance after771 -
NH
►
Test in progress811 -
NH
►
►
►
ender also works for 1 less damage.
871 -
NH
►
►
Stance-independent light- and middle- weight undroppable combo.662 -
NH
►
►
Jean CH special.692 -
NH/\
►
► delay
►
Stance specific combo (open).682 -
NH//
►
►
Stance specific combo (closed).702 -
NH
►
Easy Taka combo. Ending withsacrifices 3 DMG for harder techroll. If Taka fails to techroll, scrape with
for 24 extra DMG.
583
-