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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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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 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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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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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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DSWind ElbowFloat.
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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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DSLeopard Strike (sabaki)Slam on sabaki hit.
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sabakiNHTaka special.471
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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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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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DSStinger Low BlowFoot Crumple.
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CHTaka special. Using sacrifices 6 DMG to recover in OS.520
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DSHeel KickSlam.
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NHTaka special. Also useful if you predict will whiff.492
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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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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 -
fully chargedNHMax DMG vs Taka ONLY when is fully charged.600
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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
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OSFeint BodyStomach Crumple.
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CHTaka special.662
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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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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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OSStinger StrikeStomach Crumple.
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(max charge)NHTaka special.794
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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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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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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 -
CHTaka special. Strict timing for if bad timing will whiff, can be used for 85 dmg940
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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
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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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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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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
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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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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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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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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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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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wallNHStrict timing on Open Stance (?) Testing vs other characters would be welcome.911
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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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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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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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OS Intruder StepExplosion HookStomach Crumple.
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Intruder StepNHTaka special.561
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(Back Turned) DSFace Crush ElbowHead Crumple.
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BTNH682
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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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