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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
- Wall Attacks
- Rising Attacks
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30L22-71downdown0Recovers High. Wall Break
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19L21-32downdownback0Recovers High
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38M15-30downdown0Wall Break
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20H14-25stumblestumble0Sober (DP - 1). Slam on Float. Recovers Low
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30M54-25downdown0Sober (DP - 2)
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35M25-25downdown0Wall Break
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30M15-22downdown0
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(run)20L18-21cr.fcr.f0Recovers High
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20M23-20downdown0Recovers Back Turned. Hold to enter Jumonji
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35M23-20downdown0Recovers Back Turned. Hold + to enter Jumonji
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20L27-19downdownnone0G-cancel to Back Turned position. Damage increases to 30 with distance. Recovers High.
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22M27-19-18downfront0-14 on recovery counter hit
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20M10-18downdown0Wall Break
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18M18-16-2stumble0Wall Break
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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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(evade)24M18-15downdownnone0Crouch Guard Stagger
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22M16-14downdownfront0Wall Break
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22M16-14downdownfront0Wall Break
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or14L16-14-600
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38M15-14downdown0
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20M13-14downdown0Wall Break
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21L21-112cr.f0Recovers Back Turned
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12H9-10-1000
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25M16-10-3downfront0Wall Break
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22M17-10-1cr.v0Change Move B2
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28M16-10downdownfront0Wall Break
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10H8-6-4-20
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20H14-6downdown0
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16M15-62down0Change Move A2. Sober (DP - 1). Down on recovery counter hit
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16M23-6downdownback0Sober (DP - 1). Slam on float. Recovers Low
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25H14-6downdownback0G-cancel
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30M20-6downdown0
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16H13-6downdown0Sober (DP - 1)
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22M17-6-43front0
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21M15-52down0Change Move A1. +4 on recovery counter hit
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18M19-505back0Sabaki (15-18) vs. HP, HE, HK, MP, EL, MK. Recovers Back Turned. Hold to enter Jumonji
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20L*20-5-4down0Recovers Back Turned
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22M16-5080Crouch Stagger. +2 on recovery counter hit
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16M16-5060Crouch Guard Stagger
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20H12-42downback0G-cancel
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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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or9L*12-4350
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20H12-42downback0G-cancel
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16M16-4-430Sober (DP - 1)
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20M18-4480
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12H13-4-220
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20M38-4downdown0Charge Attack. Recovers Back Turned. While holding , press to cancel (Recovers Standing).
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14H14-3060Recovers Back Turned. Sober (DP - 2)
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14H12-316front0Continue with sequence
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25H14-3downdownback0Advancing forward. G-cancel.
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20M19-247front0To Jumonji Stance
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30H22-2downdownback0Wall Break
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(guard or hit)8Hdown0
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(guard or hit)10Hdown0
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(guard or hit)25Mslam0Sober (DP - 2)
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(max charge)50M68staggerdowndown0Maximum Charge. Recovers Back Turned.
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30M300slamslam0Flop
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10H121580
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10H121580Advancing forward
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17H14117front0Hold to enter Jumonji Stance. Entering Jumonji Stance changes Grd, Hit, and CH frames to -1, -1, and +6 respectively. +4 on recovery counter hit
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17H13117front0Hold to enter Jumonji Stance. Entering Jumonji Stance changes Grd, Hit, and MC frames to -2, -1, and +5 respectively. +4 on recovery counter hit
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25H*3713downfront0Change Move B1. Recovers Back Turned. Hold to enter Jumonji
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24H152downdown0Recovers Back Turned
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17H3315staggercr.h0Sober (DP - 2). Enters Jumonji Stance. Fast attacks guaranteed
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00Hold ++ to enter Jumonji Stance
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00
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00
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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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(any roll)10L*1-25downdown0Hit detection after two rolls. Recovers High.
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(any roll)30M15-22downdown0Continue with + combo
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(backward roll)20L26-21downdownnone0Damage increases to 30 with distance
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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) (max charge)50M68staggerdowndown0Maximum Charge. Recovers Back Turned.
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(any forward roll)<br>00
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(jumonji run)17L-19-6-40
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19L23-15downdownnone0Recovers High
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17M28-10downdown0Crouch Stagger
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(back turned)16L-10downdownnone0Hold to exit stance. Recovers standing.
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(back turned)14L-625back0Hold to exit stance
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17M17-5150Crouch Stagger. Hold to exit stance.
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20M18-5cr.hcr.h0Hold + to exit stance.
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(back turned)16M-5cr.scr.s0Hold + to exit stance
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28M19-48down0Crouch Guard Stagger. Hold to exit stance.
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15M16-313front0Crouch Stagger
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24M29-1cr.scr.s0Sabaki (5-17) vs. HP, HE, HK, MP, EL. Hold + to exit stance.
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00Enters Jumonji Stance.
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0150Exits stance
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18M240370Crouch Stagger
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00
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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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(jumonji run) (hit)33HITdown0Sober (DP - 1)
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00Exits stance, recovers crouching
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(back turned)12H036front0Hold to exit stance
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(back turned) or0
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(back turned)0Hold ++ to exit stance
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10H133690
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(back turned)20H4downdown0Hold to exit stance
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45HT8-8down0
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60HT8-8down0
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40HT8-7down0
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0HT8-6110Fast attacks guaranteed
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40HT8-6down0Exact Recovery reduces damage to 0 pts.
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45HT8-6down0
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40HT8-6down0
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(back to wall)70HWT8-6down0Sober (DP - 1)
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(right side)40HST8-6down0
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(left side)40HST8-6down0
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(right side)0HT8-6140Fast attacks guaranteed
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(left side)0HT8-6140Fast attacks guaranteed
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60HTCdown0
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50HCT19down0Sober (DP - 2)
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(back)50HBT8down0
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(back)0HT8140Fast attacks guaranteed
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(jumonji stance)50HCT19down0Sober (DP - 2). Hold + to exit stance.
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(back turned)55HCT21down0Also possible from back turned Jumonji stance
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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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(desc)20L19-20downdownnone0Recovers High
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(mid)20L14-15-3-10Recovers High
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(asc)25M33-9downdown0
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(mid)20M10-56down0
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13D28downdown0
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(short distance)22D41downdown0Recovers Down if it doesn't Hit
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(mid distance)26D49downdown0
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(long distance)30D48downdown0
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25M32-20downdown0
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23L16-18cr.fcr.f0
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26M18-15flopflop0Flop
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12H10-6-320Continue with sequence
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10M18-6-510Recovers Low
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15L14-414back0
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25M31-3slamslam0Remains Back Turned
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30H15-2downdownfront0
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20M42staggerstaggerstagger0Also possible from back turned Jumonji stance
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00Hold ++ to enter Jumonji stance
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30M265downdown0Remains Back Turned. Need to Buffer in Command
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20M60stagger58none0Crouch Stagger. Back Crumble on Back Hit.
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20M43staggercr.hcr.hnone0
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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, backroll)<br>20M16-1525back0
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(face down head towards, delay)<br>20M16-1524none0
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(face down head towards, backroll)<br>20M16-1524none0
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(face up feet towards, delay)<br>20M16-1524none0
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(face up feet towards, backroll)<br>20M16-1524none0
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(face up head towards, delay)<br>20M16-1525back0
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(face up head towards, backroll)<br>20M16-1525back0
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(face down feet towards, delay)<br>20L18-15-32none0
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(face down feet towards, backroll)<br>20L18-15-32none0
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(face down head towards, delay)<br>20L18-15-32none0
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(face down head towards, backroll)<br>20L18-15-32none0
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(face up feet towards, delay)<br>20L18-15-32none0
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(face up feet towards, backroll)<br>20L18-15-32none0
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(face up head towards, delay)<br>20L18-15-32none0
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(face up head towards, backroll)<br>20L18-15-32none0
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(face down head towards)<br>20L30-1013back0
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(face down feet towards, sideroll)<br>20M16-6350
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(face down head towards)<br>20M30-6350
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(face down head towards, sideroll)<br>20M16-635back0
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(face up feet towards)<br>20M34-635none0
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(face up feet towards, sideroll)<br>20M16-635none0
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(face up head towards)<br>20M34-636back0
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(face up head towards, sideroll)<br>20M16-636back0
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(face down feet towards)<br>20L29-635none0
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(face down head towards, sideroll)<br>20L18-636none0
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(face up feet towards)<br>20L34-615none0
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(face up feet towards, sideroll)<br>20L18-637none0
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(face up head towards)<br>20L34-614none0
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(face up head towards, sideroll)<br>20L18-603none0
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(face down feet towards, sideroll)<br>20L18-346none0
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