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Nov 3, 2022
  • Throws are a basic, if not essential, part of anyone's arsenal in VF and are useful for breaking down the defence of an opponent who simply likes to stand and block your attacks. Generally speaking, the Throw system in VF5FS has been simplified compared to previous versions in the series. Put simply, all High Throw commands now end in either [4], [5] or [6] with [P][+][G], and all Low Throw commands end in either [1], [2] or [3] with [P][+][G]. Similarly, the Throw Escape system has also been revised to suit.

    Normal Throw(top)

    In VF5FS, all normal throws execute in 10 frames (with some exceptions) and must be performed in close proximity to the opponent. There are different types of Normal Throws which all depend on your position relative to your opponent, as well as whether or not they're standing or crouching.

    High Throw(top)

    High Throws can be considered the basic throw in the game, as every character has them. They are executed with the [P][+][G] command with optional directional inputs of [4], [5] or [6]. Refer to the VFDC Command Lists to see which throws are available for your character.

    High Throws connect when the Opponent is:
    • Standing, but not attacking (i.e. evading, blocking, dashing, moving)
    • Recovering from an attack in a standing state
    • Recovering from a missed throw attempt (high or low)
    • Performing a reversal or inashi
    High Throws miss when the Opponent is:
    • Crouching (crouch dashing, blocking or passive)
    • Executing an attack
    • Staggered
    • Crumpled
    • Stunned (some exceptions)
    • Airborne
    When a High Throws fails to connect, a throw miss animation occurs and your character will be vulnerable (unable to Guard) for a short period of time. Total frames of a whiffed throw, from start to end of animation, is 34 frames.

    Low Throw(top)

    Low Throws are throws that will grab a crouching opponent. They are executed with the [P][+][G] command with directional inputs of [1], [2] or [3]. Not all characters are capable of performing Low Throws so refer to the VFDC Command Lists to see if they're available for your character.

    Low Throws connect when the Opponent is:
    • Crouching, but not attacking
    • Recovering from an attack that recovers in a crouching state
    • Performing a low reversal
    Low Throws miss when the Opponent is:
    • Standing
    • Executing an attack
    • Staggered
    • Crumpled
    • Stunned (some exceptions)
    • Airborne

    Side Throw(top)

    Side Throws are High or Low Throws performed from the Opponent's side. Everyone has High Side Throws and all are executed with [P][+][G]. Some characters have Low Side Throws executed with a downward directional input and [P][+][G]. Some characters have different High or Low Side Throws that depend on which side of the Opponent -- left or right -- they're executed from.

    Any other throw attempt at the Opponent's side will result in a Side Throw. For example, performing [4][1][2][3][6][P][+][G] against a standing Side Turned Opponent will result in a regular [P][+][G] Side Throw.

    However, some characters can perform additional throws using directional inputs on a Side Turned Opponent, so consult the VFDC Command Lists for details.

    Back Throw(top)

    Back Throws act like any other High or Low throw, except that they only work when the opponent is Back Turned and cannot be escaped. Everyone has at least one of these and can execute it through hitting [P][+][G]. some characters have options beyond that but this always works.

    Any High (or Low) Throw executed on a Back Turned (or Crouching Back Turned) opponent will automatically become a Back Throw, regardless of the directional input used. For example, performing [6][6][P][+][G] against a Back Turned opponent will result in a regular [P][+][G] Back Throw.

    Some characters can perform additional directional throws on a Back Turned opponent.

    Some characters can perform Catch Throws on a Back Turned opponent.

    Guaranteed Throw(top)

    Any attacks that are -10 or worse on guard are referred to as "Throw Guaranteed" or "Throw Punishable", provided you're within throwing range.
    A Guaranteed Throw is exactly as the name suggests. A throw that is guaranteed to grab the opponent, and there is nothing they can do to prevent it during it's start-up (such as attacking). Since most Normal Throws in VF5FS execute in 10 frames, any such time that the opponent is unable to attack for this period of time constitutes a opportunity for a Guaranteed Throw.

    Some specific examples include:
    • You guard your Opponent's attack which leaves them at 10 or more frames of disadvantage.
    • Your Opponent's high attack misses overhead and takes a long time to recover (more than 10 frames)
    • Your Opponent performs an unsuccessful evade (or Defensive Move).
    • You land attack that has a special throwable hit stun, and you're within Throw range.
    In the figure below, Player 1 has guarded Player 2's back roll mid rising kick which results in +15 frames advantage. Given that a throw executes in 10 frames (which is less than or equal to 15), then the throw is guaranteed to connect.


    Knowing when you have guaranteed throw opportunities, and punishing accordingly, is a key skill to acquire.

    It's important to note that a Guaranteed Throw does not mean it'll be a successful Throw. While it is guaranteed to grab the Opponent, it may still be escaped! Note that all Normal Throws, except Back Throws, can always be Throw Escaped in any situation.

    Catch Throw(top)

    These are throws with special, and usually slower than normal, start-up animations. Catch Throws are designated on the VFDC Command Lists as "HCT" (High Catch Throw) in the "Lvl" (Level) column.

    Depending on the character they have varying execution speeds and ranges, and all Catch Throws are inescapable, however, their follow-ups can usually be escaped.

    Catch Throws will beat an attack if it executes within the first half of the attack's execution, and is on the same level (standing or crouching).

    For comparison, we know that Normal Throws lose to attacks. The frame chart below shows a Normal Throw that started executing first, but by the time it reaches it's active (grab) frames there's an attack executing. As expected, the Normal Throw fails:


    Similar to the previous example, the throw began executing first, and by the time it reaches it's active frames there's an attack incoming. However, since this is a Catch Throw and it reached it's active frames within the first half of the incoming attack's execution, the Catch Throw succeeds:

    We can represent the success of a Catch Throw versus an Attack with the following formula:

    Catch Throw succeeds if (Catch Throw Execution - Advantage) is less than or equal to (Attack Execution / 2)

    To further illustrate, the figure below has Player 1 disadvantaged by 5 frames due to being hit by Player 2's standing [P]. Player 1 then attempts Wolf's [P][+][K], however, Player 2 has followed up with a catch throw and successfully grabs Player 1. Had Player 2 tried a normal throw instead, they would have failed, and Wolf's [P][+][K] would have Counter Hit.


    In this situation, Player 2 had 5 frames of advantage and attempted Wolf's Catch Throw, which takes 15 frames to execute. The opposing Wolf initiates [P][+][K] which takes 24 frames to execute. So do the numbers hold up?
    • Catch Throw Execution = 15 frames
    • Advantage = 5 frames
    • Catch Throw Execution - Advantage = 15 - 5 = 10
    • Attack Execution = 24 frames
    • Attack Execution / 2 = 24 / 2 = 12
    Since 10 is less than 12, then the Catch Throw succeeds.

    Hit Throw(top)

    These are inescapable throws that can only be performed as an extension to certain moves. Hit Throws are designated on the VFDC Command Lists as "HIT" (Hit Throw) in the "Cls" (Class) column.

    Hit Throws require the leading move to make contact -- by either Guard, Hit or Counter Hit -- with the opponent, and require strict timing. Specifically, the input for the throw component is generally required at the moment of contact. To illustrate using a 16 frame attack, which has 4 active frames, and [P][+][G] as it's Hit Throw input:


    From this chart you can see that the [P][+][G] input must be entered during the Active frame window, which happens to be 4 frames long.

    In the figure below, Wolf attempts his Heavy Toe Kick into Standing Neck Clutch hit-throw: [4][K][+][G] (during hit) [P][+][G]. You can see with the aid of the input display that [P][+][G] is pressed the moment the toe kick connects, resulting in a successful Standing Neck Clutch.


    Depending on your character's specific Hit Throws, it may, or may not, work against an opponent's side or back.

    Mid Air Throw(top)

    Only one character in VF5FS has a Mid Air Throw, and that's Jeffry. It's only practical use is during combos while the opponent is airborne. Different Mid Air Throws will result depending on the Opponent's orientation in the air.

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