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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
- Ducking
- Sway Back
- Slipping Right
- Slipping Left
- Neck Catch
- Throws
- Reversals
- Jump Attacks
- Down Attacks
- Back Turned Attacks
- Wall Attacks
- Rising Attacks
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21L23-22-3downnone0Wall Break
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24L21-19-3downnone0Wall Break
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20H14-18downdownback0
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17L16-16-6-2back0
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30MM-16downdownback0
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18L23-14-63back0
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28M17-14downdown0
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16L16-14-410
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or13L15-14-400
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(evade)25M21-1426none0
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18M14-13downdown0Wall Break. Sober (DP - 1)
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20M24-12130
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20M18-12-160
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12H13-10-1010
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20M16-100down0Change Move A1
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30M24-10downdown0
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12M14-10-7-50to Last Shot
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12M21-10-410to Last Shot
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15H16-10slamslam0Wall Break. Sober (DP - 1)
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25M17-10stumblestumble0+30 to +1 after Stumble, depending on recovery speed.
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20H15-62downback0G-Cancel
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14M12-6-410Sober (DP - 1)
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19M14-6-440to Ducking, or to Slipping
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15M*12-61-20to Ducking, or to Slipping. +0 frame after crouch guard.
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20H13-60slam0Sober (DP - 1)
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14H12-6-330to Ducking, or to Slipping
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20M17-6-230to Ducking, or to Slipping
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25M17-6360Recovers Back Turned. Wall Break. Crouch stagger
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23M16-6060+2 after recovery counter hit
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20H14-6slamslam0Sober (DP - 1)
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16M16-6-210
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18M16-6-340
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10H9-5-510to Ducking, or to Slipping
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20H19-5downdownfront0Wall Break
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23H17-50downnone0Wall Break
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or9L*12-4350
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20M15-41stumble0Change Move A2. +35 to +6 after Stumble, depending on recovery speed.
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16M15-4-230
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16M16-4-120
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22H15-304front0to Ducking, or to Slipping
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22M16-21110Sober (DP - 1)
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(counter hit)0HIT0To Neck Catch
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(counter hit)0HIT0To Neck Catch
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(counter hit)0HIT0To Neck Catch
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(counter hit)0HIT0To Neck Catch
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12H121580
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22M14-16-1down0
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25M18-14downdownnone0Wall Break
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16M14-6-140
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23M15-3370Charge attack
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00to Sway Back, or to Slipping
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00To Sway Back
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00To Slipping Right
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00To Slipping Left
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(max charge)30M15staggerdowndown0Charge attack
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(counter hit)0HIT0To Neck Catch
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23L-15-6cr.f0
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22M15-13160
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16M19-10-22front0
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16H15-6-6-30
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(guard or hit)15M23-6downdownfront0Sober (DP - 2)
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18H14-4-200
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14H12-3460to Ducking, or to Slipping
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00to Ducking, or to Slipping
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00To Ducking
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00To Slipping Right
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00To Slipping Left
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14M17-15-10-80To Slipping Right
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22H13-4cr.hcr.h0Sober (DP - 1)
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00to Sway Back, to Ducking, to Slipping
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00To Ducking
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00To Sway Back
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00To Slipping Left
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HIT0To Neck Catch
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28M254812front0Fast attacks guaranteed on MC
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14M17-15-10-80To Slipping Right
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20M20-12250Change Move B2. Charge attack
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22M14-6cr.scr.s0Change Move B1
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12H12-3-120Change Move B2
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25M17-12cr.v0
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00to Sway Back, to Ducking, to Slipping
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00To Ducking
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00To Sway Back
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00To Slipping Right
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(max charge)30M41313140Change Move B2. Charge attack
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30HTC-6down0Sober (DP - 1)
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12HTC-601st Attack. Damage becomes 20 after Position Change. Remains in Neck Catch.
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30HTC-6down03rd Attack, or if performed as the 1st or 2nd attack will exit the Neck Catch. Exact recovery reduces damage to 20.
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0-401st Movement. Remains in Neck Catch.
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0-401st Movement. Remains in Neck Catch.
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0-401st Movement. Remains in Neck Catch.
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0-41802nd Movement
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0-41802nd Movement
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0-41802nd Movement
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12HTC002nd Attack. Damage becomes 20 after Position Change. Remains in Neck Catch.
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35HT-6down0Sober (DP - 1). Causes heavy wall stagger when thrown into wall
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(right side)40HST-6down0
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(left side)40HST-6down0
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50HT-6down0Exact Recovery reduces damage to 30 pts
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45HT-6down0
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55HT-6down0Exact Recovery reduces damage to 45 pts
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0HT-680Opponent Back Turned. Damage 22 pts when thrown into wall and heavy wall stagger
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(back)50HBTdown0
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(MK, SK, MCR)251down0
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(LP) (Ducking)010Sabaki (1-10)
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(LP) (Ducking) (sabaki)28Mdown0
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(asc or mid)25M-11downdown0
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(desc)25M-10downdown0
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(desc)20M-10-6down0
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(asc or mid)25M-6downdown0
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13Ddowndown0
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22Ddowndown0
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25L-17downdownnone0Wall Break
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21M-6-230Wall Break
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19H-5cr.hcr.h0Sober (DP - 1). Remains Back Turned
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18M-4240
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15H135back0to Ducking, or to Slipping. Continue with series.
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(facing wall)30Mstaggercr.hcr.hnone0
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(face down feet towards, delay)<br>20M-1525back0
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(face down feet towards, backroll)<br>20M-1525back0
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(face down head towards, delay)<br>20M-1524none0
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(face down head towards, backroll)<br>20M-1524none0
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(face up feet towards, delay)<br>20M-1524none0
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(face up feet towards, backroll)<br>20M-1524none0
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(face up head towards, delay)<br>20M-1525back0
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(face up head towards, backroll)<br>20M-1525back0
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(face down feet towards, delay)<br>20L-15-32none0
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(face down feet towards, backroll)<br>20L-15-32none0
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(face down head towards, delay)<br>20L-15-32none0
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(face down head towards, backroll)<br>20L-15-32none0
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(face up feet towards, delay)<br>20L-15-32none0
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(face up feet towards, backroll)<br>20L-15-32none0
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(face up head towards, delay)<br>20L-15-32none0
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(face up head towards, backroll)<br>20L-15-32none0
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(face down feet towards)<br>20M-6350
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(face down feet towards, sideroll)<br>20M-6350
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(face down head towards)<br>20M-636none0
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(face down head towards, sideroll)<br>20M-635back0
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(face up feet towards)<br>20M-635none0
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(face up feet towards, sideroll)<br>20M-635none0
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(face up head towards)<br>20M-636back0
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(face up head towards, sideroll)<br>20M-636back0
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(face down feet towards)<br>20L-613none0
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(face down head towards)<br>20L-602none0
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(face down head towards, sideroll)<br>20L-636none0
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(face up feet towards)<br>20L-615none0
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(face up feet towards, sideroll)<br>20L-637none0
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(face up head towards)<br>20L-614none0
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(face up head towards, sideroll)<br>20L-603none0
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(face down feet towards, sideroll)<br>20L-346none0
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