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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
- Normal
- Special Actions
- Rolling Actions
- Jumonji Stance
- Throws
- Reversals
- Jump Attacks
- Down Attacks
- Back Turned Attacks
- Turn Away Attacks
- Wall Attacks
- Rising Attacks
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10H121580
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10H121580Advancing forward
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10H8-6-400
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12H9-9-920
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17H14118front0Hold to enter Jumonji Stance. Entering Jumonji Stance changes Grd, Hit, and MC frames to -1, -1, and +6 respectively.
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20H14-6downdown0
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20H12-42downback0G-cancel
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17H13128front0Hold to enter Jumonji Stance. Entering Jumonji Stance changes Grd, Hit, and MC frames to -2, -1, and +5 respectively.
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14H12-316front0Continue with sequence
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20H12-42downback0G-cancel
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25H14-6downdownback0G-cancel
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25H14-3downdownback0Advancing forward. G-cancel.
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20H3315-170Sober (DP - 2). Enters Jumonji Stance. Fast attacks guaranteed. Sabaki vs. HP, HK.. During HP Sabaki: (Hit) +8 ~ +13 frames.
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16H13-6downdown0Sober (DP - 1)
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20H14-25stumblestumble0Sober (DP - 1). Slam on Float. Recovers Low
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12H13-4-120
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30H22-2downdownback0Wall Break
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30H*60staggerdowndownback0Sabaki vs. LP, LK, SW. Guard Stagger
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30H*37staggerdowndownback0Recovers Back Turned.
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(run)20L18-21cr.fcr.f0Recovers High
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or14L16-14-600
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20L27-19downdownnone0G-cancel to Back Turned position. Damage increases to 30 with distance. Recovers High.
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15L24-16downdownnone0Recovers High
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19L21-25downdownback0Recovers High
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30L22-25downdown0Recovers High. Wall Break
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or9L*12-4350
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20L*20-5-4down0Recovers Back Turned
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22M16-14downdownfront0Wall Break
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20M10-18downdown0Wall Break
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22M16-14downdownfront0Wall Break
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20M14-4060Hold to enter Jumonji Stance. Crouch Stagger. Entering Jumonji Stance changes Grd, Hit, and MC frames to -2, +2, and +8 respectively.
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25M16-9-3downfront0Wall Break
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16M23-6downdownback0Sober (DP - 1). Slam on float. Recovers Low
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21M15-52down0
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20M38-4downdown0Charge Attack. Recovers Back Turned. While holding , press to cancel (Recovers Standing).
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50M68staggerdowndown0Maximum Charge. Recovers Back Turned.
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38M15-14downdown0
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18M19-308back0Sabaki vs. HP, HE, HK, MP, EL, MK. Recovers Back Turned.
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22M27-17-15downfront0
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22M16-5080Crouch Stagger
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30M20-7downdown0
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16M16-5060Crouch Guard Stagger
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20M23-20downdown0Recovers Back Turned
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16M16-4-430Sober (DP - 1)
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20M19-258front0To Jumonji Stance
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30M15-22downdown0
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30M54-25downdown0
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22M17-6-43front0
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18M18-16-2stumble0Wall Break
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30M16-9downdownfront0Wall Break
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35M25-25downdown0Wall Break
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35M23-20downdown0Recovers Back Turned
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38M15-25downdown0Wall Break
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30M300slamslam0Flop
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24M18-15downdownnone0Crouch Guard Stagger
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24M18-15downdownnone0Crouch Guard Stagger
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35MM20-15downdown0First Hit Knocks down, Second Hit Slams on Air Hit. (Damage) 25, 10. (Exe) 20, 26
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00Hold ++ to enter Jumonji Stance
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00
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00
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00Enters Jumonji Stance.
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(any forward roll)<br>00
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(any roll)20H20-25stumblestumble0Sober (DP - 1). Slam on Float. Recovers Low
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(any roll)30L20-25downdown0Recovers High. Wall Break
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(any forward roll)20L26-25downdownnone0Damage increases to 30 with distance
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(backward roll)20L26-21downdownnone0Damage increases to 30 with distance
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(any roll)10L*1-25downdown0Hit detection after two rolls. Recovers High.
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(any roll)30M15-22downdown0
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(any roll)20M38-4downdown0Charge Attack. Recovers Back Turned. While holding , press to cancel (Recovers Standing).
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(any roll)50M68staggerdowndown0Maximum Charge. Recovers Back Turned.
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0150Exits stance
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00Exits stance, recovers crouching
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00Exits stance, recovers crouching
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00
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10H133690
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19L23-15downdownnone0Recovers High
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17M17-4160Crouch Stagger. Hold to exit stance.
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17M28-10130Crouch Stagger
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18M240370Crouch Stagger
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25M29-1cr.scr.s0Sabaki vs. HP, HE, HK, MP, EL. Hold + to exit stance.
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15M16-313front0Crouch Stagger
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(jumonji run)24M41stumblestumblestumble0Sober (DP - 1). Hold to exit stance. After the Jumonji Run, the input window for the is large.
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20M18-5cr.hcr.h0Hold + to exit stance.
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28M19-48down0Crouch Guard Stagger. Hold to exit stance.
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(back)50HBT8down0
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50HCT19down0Sober (DP - 2)
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(back turned)55HCT21down0
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(jumonji stance)50HCT19down0Sober (DP - 2). Hold + to exit stance.
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(right side)40HST8-6down0
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(left side)40HST8-6down0
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40HT8-7down0
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0HT8-6110Fast attacks guaranteed
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(right side)0HT8-6140Fast attacks guaranteed
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(left side)0HT8-6140Fast attacks guaranteed
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(back)0HT8140Fast attacks guaranteed
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40HT8-6down0Exact Recovery reduces damage to 0 pts.
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40HT8-6down0
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45HT8-8down0
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60HT8-8down0
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60HTCdown0
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(back to wall)70HWT8-6down0
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(back)60LBT8down0
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(HP)301down0
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(MP)301down0
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(HP/MP, jumonji stance) neutral15170Damage = 1/10 of Opponent's remaining health. Exits stance. Fast attacks guaranteed
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(SK/MK, jumonji stance)<br>306680Sober (DP - 2). Fast attacks guaranteed
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(mid)20L14-15-3down0Recovers High
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(desc)20L19-20downdownnone0Recovers High
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(asc)25M33-9downdown0
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(asc)20M13-14downdown0Wall Break
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(mid)20M10-56down0
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13D28downdown0
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(short distance)25D41downdown0Recovers Down if it doesn't Hit
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(mid distance)30D49downdown0
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(long distance)30D48downdown0
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00Hold ++ to Jumonji stance
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(jumonji stance)00Hold ++ to exit stance
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12H10-6-320Continue with sequence
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30H15-2downdownfront0
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(jumonji stance)20H4downdown0Hold to exit stance
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15L14-414back0
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23L16-18cr.fcr.f0
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(jumonji stance)14L-625back0Hold to exit stance
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(jumonji stance)16L-7downdown0Hold to exit stance. -21 frames after guard when exiting from the stance.
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30M31-15downdown0Remains Back Turned
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25M32-20downdown0
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30M265downdown0Remains Back Turned. Need to Buffer in Command
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10M18-6-510Recovers Low
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26M18-14slamslam0Flop
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25M42staggerstaggerstagger0
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(jumonji stance)16M-5cr.scr.s0Hold to exit stance
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14H14-3060Recovers Back Turned. Sober (DP - 2)
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24H152downdown0Recovers Back Turned
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21L21-112cr.f0Recovers Back Turned
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20M60stagger412none0Crouch Stagger. Back Crumble on Back Hit.
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20M43staggercr.hcr.hnone0
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(face down feet towards)<br>20L29-635none0
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(face down feet towards, delay)<br>20L18-15-32none0
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(face down feet towards, sideroll)<br>20L18-346none0
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(face down feet towards, backroll)<br>20L18-15-32none0
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(face down head towards)<br>20L30-1013back0
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(face down head towards, delay)<br>20L18-15-32none0
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(face down head towards, sideroll)<br>20L18-636none0
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(face down head towards, backroll)<br>20L18-15-32none0
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(face up feet towards)<br>20L34-615none0
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(face up feet towards, delay)<br>20L18-15-32none0
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(face up feet towards, sideroll)<br>20L18-637none0
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(face up feet towards, backroll)<br>20L18-15-32none0
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(face up head towards)<br>20L34-614none0
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(face up head towards, delay)<br>20L18-15-32none0
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(face up head towards, sideroll)<br>20L18-603none0
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(face up head towards, backroll)<br>20L18-15-32none0
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(face down feet towards)<br>20M29-21downdown0
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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>20M30-6350
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(face down head towards, delay)<br>20M16-1524none0
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(face down head towards, sideroll)<br>20M16-635back0
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(face down head towards, backroll)<br>20M16-1524none0
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(face up feet towards)<br>20M34-635none0
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(face up feet towards, delay)<br>20M16-1524none0
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(face up feet towards, sideroll)<br>20M16-635none0
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(face up feet towards, backroll)<br>20M16-1524none0
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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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