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Vanessa: Final Tuned

Discussion in 'Vanessa' started by Myke, Aug 28, 2004.

  1. ice-9

    ice-9 Well-Known Member

    More notes:

    - Dodge attack officially sucks! It can be escaped with at least [6][P]+[G], and probably [4][P]+[G] as well a la Wolf's.

    - Oops, [2][K],[P]+[K]+[G] is in DS only. [3][K],[P]+[K]+[G] is what works, though I found the utility just so-so.

    - In the end, I found her good ol' sidekicks more reliable than [4][3][P]+[K]. Not much less damage, but safer.

    - [4][3][P]+[K] > [2][P] > [3][K][K] in closed and [3][P]+[K][K] and in open up to middle weights. The latter is kind of flaky though, may be TR/QR-able on a JF basis for certain weights. Can use [6][6][K] instead. Eliminate the low punch and go straight to [3][P]+[K][K] for heavy weights.
     
  2. pkg_inc

    pkg_inc Well-Known Member

    Does OS [2]+[K][P][P] still cause head over heels, and what counter does it need to do so?
     
  3. KTallguy

    KTallguy Well-Known Member

    ooh... um ... I've done it on Yellow and Red... and I'm sure the 'super red' or whatever will work too. I think it's any major counter... same head over heels though.
     
  4. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    [ QUOTE ]
    Does OS [2]+[K][P][P] still cause head over heels, and what counter does it need to do so?

    [/ QUOTE ]

    Well, the last hit causes head over heels knockdown on any hit, like it always did. And the entire combo is guaranteed if the first hit is any counter hit (LC, MC or HC).

    So nothing has changed here.
     
  5. pkg_inc

    pkg_inc Well-Known Member

    [ QUOTE ]
    the entire combo is guaranteed if the first hit is any counter hit

    [/ QUOTE ]
    Thanks, that was what I was wondering about (you'll just have to bear with my English..)
     
  6. ice-9

    ice-9 Well-Known Member

    One nice thing is that OS Van can now do [2][K][P][P]+[K]+[G]. The last hit will switch to DS, but hits mid and leaves Vanessa at advantage on hit.
     
  7. noodalls

    noodalls Well-Known Member Bronze Supporter

    Source - Arcadia January
    Writer - Kurita
    Translation - Noodalls

    From the investigations in the orange mook, we can pickup some information relating to frames. Using her Heavy straight and stopping after the first hit has some value to it!!

    Strengthen your ukemizeme with the heavy straight.
    The first hit of a powerful string, the heavy straight [4][6][P], the total frames are very short. This means that even if you are evaded, the opening is very small, so if you use it heavily on techrolling opponents, even if they evade you will be at an advantage. You can pressure the evaded opponent with nitaku, often if you input [6][P]+[K] as quickly as you can you'll get a counter hit. It's an excellent way to go for high damage.
    One thing you have to be careful of, getting to an advantaged position with the heavy straight requires good timing. Thinking about what to do if you do it too slowly,

    blah blah blah

    I just thought that first point was pretty cool.
     
  8. noodalls

    noodalls Well-Known Member Bronze Supporter

    Vanessa Defensive Combos
    Source - Orange Mook
    Article - Kurita
    Translation - Noodalls

    [1][K]+[G] or [4][6][K][P] first hit counter hit or while standing [K] counter hit or [3][K] maximum charge counter hit
    1. [6][P][K][K]
    2. [P][P][P][K]
    3. [P] [P]+[K][P]+[K]+[G]
    4. [P] [6][P][3][K]
    5. [6][6][P][P]
    6. [P][P][P]+[K]+[G]
    7. [P][P][K]
    8. [2][P] [2_] or [1][K]
    9. [3][K]

    After the [1][K]+[G] on up to Lau, combo 1 will work in open stance and combo 2 on closed stance. It sometimes works on Jacky too, but isn't reliable. [4][6][K][P] will not allow combos 1 and 2 to connect. Against Pai and Aoi, in open stance use combo 3 and in closed stance 2*. For characters heavier than Sarah, combos 2 and 3 are easy if you take away the [P]. With that you can also go for Goh and the light weights. Otherwise, go for combo 6 on up to akira in either stance. In closed stance it will also connect on heavy weights. WS[K] will allow combo 9 if close range. But, if you are a little more separated, you can go for strong combos. For example, against Sarah in closd stance combo 1 will connect. Also, when [3][K] connects on maximum charge counter hit, against Aoi combo 5 will connect in open stance, or in closed stance [P] [3][K].

    * I get the feeling he meant combo 3 and 4, but messed up? Can anyone confirm?

    [P][3][P] counter hit or [3][P][P] counter hit or [4][4][K]+[G] or [G][8][P] (B1) minor counter or greater or [G][8]or[2][P] (B2) counter hit
    10. [6][P][K][K]
    11. [6][P][3][K]
    12. [2][P] [2][K]+[G]
    13. [2][P] [3][K]
    14. Any low throw

    In defensive style, Vanessa has 5 differnt moves that will give stomach crumple. Among them, the [P][3][P] is the move that gives the best setup. Against all characters in either foot stance, combo 10 will connect. Other conditions that will allow 10 to connect are a [4][4][K]+[G] on maximum range hit. Also, you can get it from [G][8][P] (B1), but it's a little unreliable depending on distance when you hit and the move that your opponent used. Against Lion in closed stance only, it's just about guaranteed, so you should go for it. Also, after [G][8][P] (B1) or [G][8]or[2][P] (B2) you can get combo 13, and it lets you go for ukemizeme. If you're after damage use combo 12, but it's more difficult to go for ukemizeme. Throws will be completely powerless if the opponent inputs throw escapes. But, there's no doubt, when they do connect it's the ultimate damage.

    BT[P]+[K] or [P]+[K][P] counter hit or [3][P]+[K] or [G][3][P] or [G][9][P]
    15. [P]+[K][P] [2_]or[1][K]
    16. [6][P][K][K]
    17. [6][P][3][K]

    At 5 varieties of head crumples, Vanessa has a plethora. Firstly, from any starter combo 16 is guaranteed. The only exception is when [G][9][P] connects on Aoi or Shun it won't work. In that case, 17 or [P]+[K][P]+[K]+[G] will work. Getting the biggest damage combo 15 to connect works from the following starters - [P]+[K][P] on Sarah to Akira in either stance, and Wolf in closed stance only. From [3][P]+[K] it will work on Brad, Lion and Jacky in either footstance, and on Goh, Kage and Lei in open stance.

    [2][K][P] or [4][6][P]+[K] counter hit or successful sabaki or [6][K]+[G]
    18. [6][P][K][K]
    19. [2][P] [6][P][3][K]
    20. [2][P] [P]+[K][P]+[K]+[G]
    21. [2][P] [3][K]
    22. Large pounce

    In Vanessa's slam combos, the one thing you have to be careful of is the [4][6][P]+[K] combos. The combos guaranteed after a sabaki and a counter hit are different. The situation after a sabaki is better, and allows for the same combos as after [2][K][P]. In this case, combo 1** is the best damage, but it is open stance only and will work up to Lau. On counter hit, in closed stance go for 19 and in open stance go for 20, up to Akira will connect. However, the [2][P] timing is important so you have to pay attention. It's difficult, so you could compromise with combo 22. Finally, if you start with [6][K]+[G] go for combo 21.
    * I assume he means 18 here, but need confirmation.

    [4][P] counter hit
    23. [3][K]
    24. [P][P]
    25. Any throw
    After [4][P] on counter hit, the distance is far but basically any 20 frame move or quicker is guaranteed. However, there aren't many useful attacks here, so your best bet might be to go for a dash throw. If they are aware of that, dashing for [P] throw is not bad.

    Left hand hold [P]+[G]
    26. [1][K]+[G] any combo
    27. [3][P]+[K] any combo
    The left hand hold [P]+[G] move can only be done from left hand hold, and is a powerful throw combo. After this, you have 45 frames of advantages, so many moves are guaranteed. Within them, 26 and 27 are especially useful. Dash to close the space and then execute them with good timing.

    /versus/images/graemlins/laugh.gif

    There were one or two points in here that need confirmation, because it seems he was using the wrong combo numbers. Can any Vanessa players help? Also, offensive combos are coming, seeing as Vanessa's combo for each style is the equivalent of another character's whole combo list I'm doing it by halves.
     
  9. noodalls

    noodalls Well-Known Member Bronze Supporter

    Vanessa Offensive Combo Maniacs
    Source - Orange Mook
    Article - Kurita
    Translation - Noodalls

    [3][P](A2) or [1][K]+[G] or [4][6][P]+[K] counter hit or [3][P]+[K]
    1. [P] [6][P][P][K]
    2. [6][P]+[K] [3][K][K]
    3. [6][P][P]+[K]+[G] while standing [P]
    4. [6][P][P]+[K]+[G] [6][K]
    5. [4][6][P][P][P][K]
    6. [P] [6][P]+[K] [3][K]
    7. [P] [3][P]+[K][K]
    8. [P] [3][K][K]
    9. [P][P][K]

    There are four kinds of floats, but the especially powerful one is [3][P](A2). In open stance 1 will connect on Sarah and Vanessa, or combo 2 for Pai~Vanessa in open stance. If you take the [P] off combo 1 it will connect on Brad and Goh and the damage is over 70. Combos 3 and 4 utilise her switch moves. They work up to the lighter middle weights, with 3 for clsoed stance and 4 for open stance. After the combo you are in defensive style, so you can mixup your okizeme options. Against characters other than those mentioned above, combo 7 in open stance and combo 8 in closed stance. However, if you get a counter hit on the opponent when they are crouching the float height is not very high, so they may not connect. In that instance, you can remove the standing [P] or go for combo 9, changing the combos on the fly. After the [1][K]+[G] there are many characters on whom the standing [P] will whiff, so in this instance use combo 5. However, against Aoi and Lion depending on the hit conditions it won't connect, and depending on the character the fourth hit tends to whiff,. In this case, combo 8 without the standing [P] can be relied upon. After the [4][6][P]+[K] against up to Brad combo 8 in open stance and combo 8 in closed stance can be portioned off. Heavier than that you can try the combos without the standing [P], but on characters heavier than Lion the combos won't always be guaranteed. After [3][P]+[K] go for combos 7 and 8 on light weights. The merits of using it on middle weights and above is limited.

    [4][4][K]+[G] or [3][P][P](A1) counter hit or [P][3][P] counter hit or [K][P] counter hit
    10. [3][P]+[K][K]
    11. [2][P] [3][K][K]

    Also, there are four moves that give stomach crumple, but you can get by with two combos. Furthermore, these combos are guaranteed in either condition.
    With combo 10, if the opponent fails to tech you get a down attack, which brings the damage above 11. Combo 11 puts you a little bit away, but you do have the advantage that you can go for ukemizeme.

    [6_][K] medium counter hit or above or BT[P]+[K]
    12. [6][P][P][K]
    13. [6][P][P]+[K]+[G] [2_]or[1][K]
    14. [3][P]+[K][K]
    From head crumple, the big damage ukemizeme capable 12 is the basic combo. However, if the initial hit connected at range, the combo may whiff after the second hit. In this instance, switch to combo 14, which works from any range. Further, connecting up to Lau combo 13 has the special trick of ending in defensive style. If you want to put a change on your okizeme use this one.

    [6][P]+[K] or [4][3][P]+[K]
    15. [6][P][P][K]
    16. [4][6][P][P][P][K]
    17. [2][P] [3][P]+[K][K]
    18. [2][P] [3][K][K]

    After the [4][3][P]+[K] has slammed the opponent into the ground, the biggest damage you can go for is combo 15. There are a few requirements to remember, connecting in open stance on all except Aoi, Goh, Brad, Shun, Akira and Jeffrey. Combo 16 is a reliable combo that connects up to middle weights in either stance. It will only work on heavy weights in closed stance, so it's a good idea only to go up to the third hit. Also, if the [4][3][P]+[K] hits from a little far away, you should use the same combos listed below for the [6][P]+[K].
    For [6][P]+[K], in closed stance combo 16 will hit on all characters, in open stance 16 will hit up to middle weights. In closed stance, combo 18 will connect up to middle weights, so you should vary your usage accordingly. Note though, that you need to delay the [2][P] properly. If this is difficult, go with 14, fairly much guaranteed up to middle weights.

    [6][K]+[G]
    19. [2][P] [6][6][P]
    20. Large pounce.

    Combo 19 works after a [6][K]+[G] only in closed stance.

    [4][P] counter hit
    21. [4][3][P]+[K]
    After [4][P] you have 20frames of advantage, so [4][3][P]+[K] is the most reliable, as it will just connect. If you want to go for a string, [4][6][P][P][4][P] is interesting, but there are a few characters it won't connect on.

    While standing [K] counter hit
    22. [P]+[K][P]
    23. [3][K][P]+[K]+[G]
    24. [6][6][K]
    After the while standing [K] 22 gives the best damage. However, on normal hit you are -1, so overall 23 is a little better. In terms of possible damage, you can get a [6][P]+[K] during the stagger of 24, which makes it the best damage if you can connect it all.

    /versus/images/graemlins/laugh.gif

    Felt like Kurita was just trying to get all the information into the space, the paragraphing was very compressed. Nothing else seemed too awry though.

    And that's it. All characters combos are done.

    /versus/images/graemlins/laugh.gif /versus/images/graemlins/laugh.gif /versus/images/graemlins/laugh.gif
     
  10. Tgood

    Tgood Active Member

    Myke how many new throw s does Vanessa have in Final Tuned?
     

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