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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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Normal
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12H121580
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12H121580Advancing forward
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12H1225100
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or9L*12-4350
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23M24-10cr.hcr.h0
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12M13-10-130
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20H12-22downback0G-Cancel
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19M16-3350
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016-7-110
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20M14-32down0
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20M14-6downcr.s0
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35M*16-10480Damage decreases to 22 with distance. Even situation after crouch guard.
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(in kuzushi situation)35M*20213130Damage decreases to 20 with distance. +6 frames after crouch guard.
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(guard or hit)20M0-4downdown0
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25H141slamslam0Flop. Sober (DP - 2)
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30M12-14downdown0Wall Break
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25M2402120Sober (DP - 1). Force Crouch. Recovers Low.
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30M18-12downdown0
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25H14-1downdownback0G-Cancel
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25H16-4downdownback0Advancing forward. G-Cancel.
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14L16-14-4-20
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or10L14-15-600
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20M14-15downdown0
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22M11-25downdown0Wall Break
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24M16-5080
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28M16-13downdown0
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25M18-3downdownback0Charge Attack. Wall Break
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45M49staggerslamslamback0Maximum Charge. Sober (DP - 2). Side Knockdown. Wall Break
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65M13-24downdown0Damage decreases to 20 with distance. Wall Break
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22L26-43cr.f0
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18M17-7-1down0
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20M18-14downdown0Wall Break
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(release within 1 frame)30M17-10downdown0
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5M*15stagger-12-120High Guard Stagger, Kuzushi. -12 frames after crouch guard.
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5H12stagger-4-30High Guard Stagger, Kuzushi
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20M19-15slamslamback0Side Knockdown. Depending on stance execution is 23 frames.
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20M19-15slamslamback0Side Knockdown. Depending on stance execution is 23 frames.
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28M23-16slamslamback0Side Knockdown. Sober (DP - 1)
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15M19-6030Sabaki vs. HP, HE, LP. Force Crouch. Sober (DP - 1)
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20M20-14downcr.s0
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00
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20M10-62down0
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14L17-13-310
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080Sabaki vs. HP, HE, MP, EL, HK
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30Mdown0
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Stun Palm of Doom
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18M20-15-11-4front0
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22HIT-60Opponent Back Turned
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27HITdown0
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Dragon Lance Combo
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19M16-6-420
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19M20-12-400
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30M13-17downdown0
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020-5150Recovers Back Turned
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020-5150Recovers Back Turned
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Axe Blade Combo
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10L*16-16-13-90
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10M21-17-17-150
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15M14-16-3-10Force Crouch. Slams on Float. Recovers Low.
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Throws
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35HT8-6down0
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40HT8-6down0
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(back to wall)65HWT8-6down0
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0HT8-650Opponent Back Turned. Kuzushi
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0HCT1950
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0HTC50
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0HTC50
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20HT-10130Sober (DP - 1).
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25HT-13200Opponent Back Turned.
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25HT-13200Opponent Back Turned.
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50HT8-25down0Exact Recovery reduces damage to 40 pts
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28HT8-6110Opponent Back Turned.
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62HT8-8down0Exact Recovery reduces damage to 50 pts. Sober (DP - 1). Wall Attack
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10HT8-6stagger0Kuzushi
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(right side)40HST8-6down0Instant Recovery possible
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(left side)40HST8-6down0Instant Recovery possible
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(back)55HBT11down0
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Reversals
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(right HP)301down0Exact Recovery reduces damage to 20 pts
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(left HP)301down0Exact Recovery reduces damage to 20 pts
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(HK)301down0Exact Recovery reduces damage to 20 pts
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(right MP)301down0Exact Recovery reduces damage to 20 pts
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(left MP)301down0Exact Recovery reduces damage to 20 pts
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(right MK)301down0Exact Recovery reduces damage to 20 pts
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(left MK)301down0Exact Recovery reduces damage to 20 pts
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(right SK)301down0Exact Recovery reduces damage to 20 pts
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(left SK)301down0Exact Recovery reduces damage to 20 pts
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(LP)301down0Exact Recovery reduces damage to 20 pts
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(LK)301down0Exact Recovery reduces damage to 20 pts
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(HE)301down0Exact Recovery reduces damage to 20 pts
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(EL)301down0Exact Recovery reduces damage to 20 pts
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(KN)301down0Exact Recovery reduces damage to 20 pts
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(SM)301down0Exact Recovery reduces damage to 20 pts
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(HP, HE, HK, LP)10Sabaki
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(sabaki)30M23cr.s0
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Jump Attacks
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(asc or mid)25M35-10downdown0
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(desc)25M26-90down0
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(asc or mid)25M10-2downdown0
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(desc)20M10-10-6down0
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Down Attacks
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12D17downdown0
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25D42downdown0
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Back Turned Attacks
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12H11-7-410Continue with sequence
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14M17-3140Sober (DP - 1)
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30H15-2downdownfront0
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10L17-9-1-40
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or30L15-17downdownback0
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30M11-25downdown0Wall Break
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Wall Attacks
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20M43staggercr.hcr.hnone0
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Rising Attacks
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(face down feet towards)<br>20M29-6350
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(face down feet towards, delay)<br>20M16-1525back0
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(face down feet towards, sideroll)<br>20M16-6350
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(face down feet towards, backroll)<br>20M16-1525back0
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(face down head towards)<br>20M35-635back0
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(face down head towards, delay)<br>20M16-524back0
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(face down head towards, sideroll)<br>20M16-635back0
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(face down head towards, backroll)<br>20M16-524back0
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(face up feet towards)<br>20M35-613back0
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(face up feet towards, delay)<br>20M16-524back0
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(face up feet towards, sideroll)<br>20M16-579back0
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(face up feet towards, backroll)<br>20M16-524back0
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(face up head towards)<br>20M34-636back0
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(face up head towards, delay)<br>20M16-1525back0
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(face up head towards, sideroll)<br>20M16-636back0
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(face up head towards, backroll)<br>20M16-1525back0
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(face down feet towards)<br>20L30-14cr.fcr.f0
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(face down feet towards, delay)<br>20L18-15250
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(face down feet towards, sideroll)<br>20L18-14cr.fcr.f0
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(face down feet towards, backroll)<br>20L18-15250
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(face down head towards)<br>20L32-9cr.fcr.f0
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(face down head towards, delay)<br>20L18-12-11back0
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(face down head towards, sideroll)<br>20L18-18cr.fcr.f0
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(face down head towards, backroll)<br>20L18-12-11back0
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(face up feet towards)<br>20L35-1313back0
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(face up feet towards, delay)<br>20L18-12-11back0
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(face up feet towards, sideroll)<br>20L18-1313back0
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(face up feet towards, backroll)<br>20L18-13-11back0
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(face up head towards)<br>20L34-14cr.fcr.f0
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(face up head towards, delay)<br>20L18-15-4-20
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(face up head towards, sideroll)<br>20L18-603none0
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(face up head towards, backroll)<br>20L18-15-4-20
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