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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 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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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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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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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
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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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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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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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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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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
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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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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 -
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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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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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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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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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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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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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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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
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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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OSBack Charge KickStomach Crumple. +14 DMG for the fully charged version of the move.
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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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NH//► ►Stance specific max damage vs Heavies. Probably works from both stances vs lighter characters - testing would be welcome.691
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NH/\► ►Stance specific max damage vs Heavies.731
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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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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
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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
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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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(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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