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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
- One Two Upper
- Hammer Kick
- Elbow Butt
- Rolling Elbow
- High Kick
- Knee Lift
- Gasp Kneel Palm Bomb
- Short Shoulder
- Regret Discharge
- Mow Down Chop
- Pounding Elbow
- Heavy Middle Kick
- Kenka Kick
- Deadly MoveSky High Shoulder Through
- ChangePush
- Deadly MoveJumping Knee
- Back Crumple
- Back Dash CH
- Side Crumple
- Wall
-
One Two UpperOnly the third punch of the string
-
CH330
-
CH430
-
CH
►
490 -
CH531
-
-
Hammer KickSome combos may change due to distance.
-
CH400
-
CH460
-
CH
►
520 -
CH
►
620 -
CH
►
530 -
CH
►
460 -
CH/\requires a certain distance after
to connect.
561
-
-
Elbow Butt
-
NH//
►
►
►
750 -
NH
►
►
►
vs Shun 1fk for(You may input
instead).
Vs Pai, Vanessa, Lion, and Sarah use~
cancel instead of a normal
.
vs Aoi use~
cancel instead of a normal
AND 1fk
(You may input
instead).
641 -
NH
►
► (wall hit) ►
►
from light weights to mid weights requires a delay for. This delay changes for some character but you can use an evade canceled into a dash to get the right timing.
721 -
NH
►
532 -
NH
►
562
-
-
Rolling ElbowThese combos should be used only if you have trouble inputing the perfect version of the hit throw or to take more Drunken Points vs Shun
-
NH
► (wall hit) ►
►
►
vs Akira, Jacky, and Jean do a small dash before.
1010 -
NH
► (wall hit) ►
►
►
►
1060 -
NH
►
► (wall slump) ►
►
1042 -
NH
►
►
793 -
NH
►
►
►
►
useto sobstitute the first
vs El Blaze, or just delay the punch a bit.
943 -
NH
► (wall slump) ►
►
►
1003 -
NH
►
►
►
944 -
NH/\
►
►
►
885
-
-
High Kick
-
CH400
-
CH460
-
-
Knee Lift
-
CH
►
►
easy and consistent to do760 -
CH
►
►
►
vs Akira and Jacky 1fk for(You may input
instead), it's not mandatory but it connects more easily.
840 -
CH
►
►
►
830 -
CH//
►
►
►
The frames you have to connectsignificantly differs depending on character and stance
880 -
CHvs Taka open stance it needs 1fk for
(You may input
instead).
631 -
CH//
►
►
►
vs Vanessa open stance won't connect if you hit her withfrom a stagger state.
881 -
CH
►
► (wall hit) ►
►
►
901 -
CH
►
► (wall hit) ►
►
►
1071 -
CH
►
► (wall hit) ►
►
►
►
1101 -
CH//
►
►
vs Vanessa open stance won't connect if you hit her withfrom a stagger state.
862 -
CH
►
► (wall hit) ►
►
vs Wolf 1fk for the first(You may input
instead)
862 -
CH
►
► (wall hit) ►
►
►
1062
-
-
Gasp Kneel Palm BombCombos won't work on Normal Hit vs a crouching opponent.
-
NH
►
or
►
620 -
NH
►
►
►
vs Jeffry useinstead of a normal
.
710 -
NH
►
►
►
►
770 -
NH501
-
NH531
-
NH
►
601 -
NH
►
►
►
vs Lion 1fk(You may input
instead)
vs Pai 1fk for(You may input
instead) AND 1fk
(You may input
instead)
741 -
NH//
►
►
►
vs El Blaze and Shun requires a small delay before the 2nd751 -
NH//
►
►
►
►
vs Jean requires a delay forto connect
works on Aoi after Catch -> Push861 -
NH//
►
►
►
►
vs Jean requires a delay forto connect
works on Aoi after Catch -> Push871 -
NH//
►
►
►
►
vs Eileen,El Blaze and Aoi requires a close distance orwon't connect.
vs El Blaze requires a delay before781 -
NH//
►
►
►
►
vs Lion open stance a normal hit is enough781 -
NH//
►
►
►
►
vs Aoi and Sarah use 1fk for(you may input
instead) in open stance.
vs Shun use 1fk for(you may input
instead).
vs Lion and switchand
and use 1fk for
(you may input
instead).
vs Lau, Kage, Lei, Brad and Goh switchand
.
761 -
NH
►
►
vs Jeffry sue ainstead of a normal
712 -
NH
►
►
►
vs Vanessa open stance requires 1fk for the(you may input
instead).
vs Lau, Kage and Goh, closed stance, requires only a NH
vs Lei open stance requiers only a rCH752 -
NH
►
►
►
752
-
-
Short Shoulder
-
NH//
►
►
►
►
test in progress960 -
NH
►
►
►
811 -
NH
►
►
►
vs Jeffry open stance, requires a CH.861 -
NH
►
►
►
►
vs Jeffry open stance, requires a CH.931 -
NH
►
►
►
►
►
vs Eileen, El Blaze, Aoi and Sarah open stance, requires a delay longer than 1fk while doing(
seems to work).
Vs: Shun, Pai and Vanessa closed stance requires 1fk for(you may input
instead)
961 -
NH
►
►
►
►
921 -
NH
►
►
►
►
►
961 -
NH
►
►
802 -
NH
►
►
vs Shun works also in open stance but requires at least a recovery CH.792 -
NH
►
►
►
vs Jean it's possible to do the combo in closed stance but only if you obtain a big CH.
vs Shun open stance you require at least a RCH.
vs Goh open stance you need a CH to perform the combo.
vs Lei, Brad closed stance you require only a RCH.943
-
-
Regret Discharge
-
NH
►
►
►
vs Wolf use 1fk forto get a more consistent oki (you may input
instead).
630 -
NH
►
►
vs Vanessa, Lion, Sarah, Aoi, and El Blaze 1fk for(You may input
instead).
640 -
NH
►
►
►
►
vs midweights requires 1fk for(you may use
instead).
vs Jacky timing is really tight and doonly.
vs Jean the DM must be only on his front.800 -
NH/\OM to the back ►
►
►
►
This combo works perfectly after Catch > Push
Vs Jacky use evade towards the back canceled into a dash instead of an OM, the right distance is achieved after Catch > Push800 -
NH
►
►
vs Taka you can useas ender for 1 less damage but better oki
581 -
NH
►
►
611 -
NH
►
►
►
671 -
NH
►
►
vs Vanessa, Lion, Kage and Goh 1fk before(You may input
instead)
not very reliable. Combo timing changes with the distance.731 -
NH
►
►
►
►
VS El Blaze use ainstead of a simple
before the finisher
Vs Pai do a DM canceled into a dash before theinstead of the dash. The DM must be towards her back. This is the most reliable method to get the combo
761 -
NH//
►
►
vs El Blaze, Eileen, Aoi, Sarah, and Lion 1fk(You may input
instead). vs Eileen and El Blaze takes a delay before
.
Vs Vanessa requires 1fk forAND
(You may input
and
instead).
761 -
NH
►
►
Sometimes the opponent will hit the wall after. If that appens add
for 9pts or mix it up with a ground throw for more damage.
801 -
NH
►
►
►
►
951 -
NH
►
►
►
Vs Pai do a DM canceled into a dash before theinstead of the dash. The DM must be towards her back. This is the most reliable method to get the combo
752 -
NH
►
►
►
892
-
-
Mow Down Chop
-
NH461
-
NH411
-
-
Pounding Elbow
-
NH441
-
NH471
-
-
Heavy Middle Kick
-
NH
►
►
► dash ►
You can useas finisher for 1 less point of damage but better oki.
861 -
NH
► (wall slump) ►
►
►
►
971 -
NH
► (wall slump) ►
►
►
►
991 -
NH
►
►
722 -
NH
►
►
►
►
vs Wolf requires a perfect buffer foror won't connect.
872 -
NH
► (wall slump) ►
►
►
932 -
NH
►
►
►
843 -
NH
►
►
►
873 -
NH/\
►
►
►
814
-
-
Kenka KickThese combos should be used only if you have trouble inputing the perfect version of the hit throw or to take more Drunken Points vs Shun
-
NH
► (wall hit) ►
►
►
►
Needs further testing
Vs Lau and Lei may work in open stance but requires a different angle.961 -
NH
►
602 -
NH
►
632 -
NH
►
►
702 -
NH
► (wall hit) ►
►
►
902
-
-
Deadly MoveSky High Shoulder ThroughTaka is to heavy to combo with this launcher
-
Deadly MoveNH
►
►
920 -
Deadly MoveNH
►
►
860 -
Deadly MoveNH
►
►
831 -
Deadly MoveNH
► DM to the front ►
►
►
vs Akira use an OM instead of the DM.
vs Brad the timing is very strict.971 -
Deadly MoveNH
► DM ►
►
►
vs Akira, Jeffry and Wolf use an OM instead of the DM.
vs Jeffry the OM must be towards the front.891 -
Deadly MoveNH
►
►
892 -
Deadly Move
from behind
NH►
►
►
►
1142 -
Deadly Move
from behind
NH►
►
►
1143
-
-
ChangePush
-
ChangeNH
►
►
680 -
ChangeNH
►
►
►
►
840 -
ChangeNH
►
►
►
►
840 -
ChangeNH
►
►
►
►
920 -
ChangeNH
►
►
►
vs Sarah 1fk for(You may input
instead)
860 -
ChangeNH
►
►
►
►
►
WIP850 -
ChangeNH
►
►
►
►
vs Eileen, Lion, Lau, Lei, Brad, Jean and Jeffry requires a small delay before
vs Aoi swapand
911
-
-
Deadly MoveJumping KneeLow throws are guaranteed after the Knee for 100, 80 or 85 damage. Keep in mind that your opponent may still input a throw escape.
-
Deadly MoveNH
juggle
add 20 to the total damage of the combo.00 -
Deadly MoveNH
►
►
VS Shun, replacewith
771
-
-
Back CrumpleThese combos work only if you hit your opponent from the back as punishment. These combo should be used if you have trouble inputing the Burning Hammer.
-
RH
►
►
►
901 -
RH
►
►
►
vs Kage in open stance it does work with specific timing.
vs all, except Wolf and Jeffry, requires a small dash before the finisher.891 -
RH
►
►
762
-
-
Back Dash CHonly on back dash CH
-
back dashCH
act exactly like a
combo starter.
Sometimes it doesn't work when too close to the opponent.00 -
back dashCH
's combos
It works only if your opponent does a perfect recover from the stagger. If he doesn't recover istantly use a dash before00
-
-
Side Crumple
-
(side)CH
►
►
►
►
970 -
(side)CH
►
►
►
►
961 -
(side)CH
►
►
822 -
(side)CH
►
►
►
vs Shun and Akira,will not connect in closed stance, if you hit from their back side.
vs Jeffry, you need to replacewith
in closed stance if you hit from his stomach side.
973
-
-
WallAll the wall combos were tested with the wall perpendicular to your attacks (cpu close to wall setting in free training). Combos may change with different angle.
-
NH
►
►
►
950 -
NH
►
►
►
Damage changes due to distance. In the combo section is shown the minimum damage.
891 -
NH/\(wall splat) ►
►
►
►
When not perpendicular to wall, this juggle tends to be unreliable on Jeffry891 -
NH
►
►
►
►
951 -
NH
►
►
►
►
1001 -
NH
►
-