- DSJab High Kick
- DSHeavy Impact
- DSShadow Slicer (wall splat)
- DSBone Crush Middle (side crumple)
- DSBone Crush Middle (back crumple)
- DSStopping Low Combo
- DSHeavy Hook Combo
- DSWind Elbow
- DSWind Elbow (wall splat)
- DSLeopard Strike (sabaki)
- DSGrand Spike
- DSBoomerang Hook
- DSStinger Low Blow
- DSHeel Kick
- DSSpinning Savate (wall splat)
- DSBack Charge Kick
- DSSliding Low Kick (wall hit)
- DS () orIntrude Hook or Intercept Body Blow
- OSJab High Kick
- OSFeint Body
- OS or OSStealth Spin Kick
- OSShort Upper
- OSStinger Strike
- OSTank Buster
- OSSweet Leg Slash (wall hit)
- OSBunker Buster
- OSDeath Scythe
- OSLanding Knee Kick
- OSLanding Knee Combo
- OSHunting Kick
- OSHAWK Strike
- OSPile Bunker
- OSClobbering Straight
- OSUpper Heel Sword
- OSGuard Crush Tornado
- OSHeel Kick
- OSSpinning Savate (side crumple)
- OSSpinning Savate (wall splat)
- OSBack Charge Kick
- OSLeg Bomber
- DS Jump (ascending)Leap Straight
- DS Jump (descending)Leap Short Upper
- OS Intruder StepExplosion Hook
- (Back Turned) DSFace Crush Elbow
- (Facing Wall) DSReact Round Kick
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DSJab High KickKnockdown if the the second part counterhits.
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CH400
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DSHeavy ImpactFrame Advantage.
-
side CHCH/\► ►Open stance guarantees a throw attempt. If broken only deals 85 DMG and opponent is left standing at -2.1302
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side CHCH1063
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side CHCHOpponent is left standing at -4 (sometimes sideturned at -7, depending on angle).972
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side CHCH913
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CHRecovers in OS. Leaves the opponent staggered. May whiff depending on distance.661
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side NHNH//Opponent is left standing sideturned at -8.581
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DSShadow Slicer (wall splat)Wall Splat.
-
CHrequired if too close to the wall.Using instead of sacrifices 1 DMG for easier timing; Using sacrifices 4 DMG for undroppable combo.
Doesn't work vs Wolf when too close to the wall. Presumably works vs other characters though, even if they have not yet been tested.882 -
CHTaka & Shun sober special.Using instead of sacrifices 4 dmg for easier timing.Ending with sacrifices 2 DMG to recover in OS.Ending with fully charged does 1 extra DMG vs Taka, may whiff off-axis.Ending with does 2 extra DMG vs Taka, closed stance only.863
-
-
DSBone Crush Middle (side crumple)Side Crumple.
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sideCHRecovers in OS. Forward dash mandatory if counterhits at max range. Ending with sacrifices 3 damage for harder techroll.981
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sideCHRecovers in OS. Forward dash mandatory if counterhits at max range. Shun sober special.972
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sideCHRecovers in OS. Forward dash mandatory if counterhits at max range.902
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sideCHForward dash mandatory if counterhits at max range.832
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DSBone Crush Middle (back crumple)Back crumple against the wall (typically after a wall stagger)
-
backNH1140
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DSStopping Low ComboSlam. DS CH is guaranteed for +18 DMG (except vs Taka).
-
NH//(delay) ►►Strict timing vs Pai.580
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NHFailing to correctly buffer -> will result in which sacrifices 13 DMG.562
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NHFailing to correctly buffer -> will result in which sacrifices 5 DMG, may whiff vs heavies. Ending with sacrifices 2 DMG for different oki.482
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NHTaka special.412
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DSHeavy Hook ComboHead Crumple if the second part counterhits.
-
CH741
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CHStaple combo. Character specific combos have not been researched extensively.732
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CHTaka & Shun sober special.713
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DSWind ElbowFloat.
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CHmay whiff depending on distance vs heavier characters; it will also whiff against backdashing characters most of the time.
Use delay against: Vanessa, Lau on open stance741 -
CHRecovers in OS. may whiff vs backdashing opponents.
You HAVE to input jab as by holding the forward direction otherwise the combo will fail.701 -
CHUse delay vs Aoi.Failing to correctly buffer -> will result in which 13 less DMG (and may whiff vs heavies).691
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CHThe only move that seems to connect vs Taka.430
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DSWind Elbow (wall splat)Wall Splat.
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CHDistance dependent: does not bound pressed against the wall.881
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CH812
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CHShun sober special.803
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CHTaka special.Ending with sacrifices 2 DMG to recover in OS.Ending with fully charged does 1 extra DMG vs Taka, may whiff off-axis.Ending with does 2 extra DMG vs Taka, closed stance only.763
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DSLeopard Strike (sabaki)Slam on sabaki hit.
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sabakiNH621
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sabakiNH541
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sabakiNHTaka special.471
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DSGrand SpikeFaceplant.
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NHRecovers in OS.361
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DSBoomerang HookHead Crumple. Guaranteed after a successful IP P+K low punch/low kick reversal.
See http://virtuafighter.com/threads/vanessa-combo-list.17855/page-5#post-387775 for alternatives to combos with delays.-
NHUse delay vs Eileen & Aoi.793
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NHMainly for Wolf and Jeffry, but should work on other characters if you use delay .743
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NH733
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NHUndroppable combo for non-Taka characters. The last hit spins them around so, in addition to the slightly better damage, it also grants better oki.710
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NHUndroppable universal combo/basis for DMG comparison/wiki reference point.693
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DSStinger Low BlowFoot Crumple.
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CH610
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CHTaka special. Using sacrifices 6 DMG to recover in OS.520
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DSHeel KickSlam.
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NHFailing to correctly buffer -> will result in which does 13 less DMG.642
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NHFailing to correctly buffer -> will result in which does 5 less DMG.562
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NH541
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NH511
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NHTaka special. Also useful if you predict will whiff.492
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DSSpinning Savate (wall splat)Wall Splat.
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wallNHTest in progress.832
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wallNH802
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wallNHTaka & Shun sober special.Ending with sacrifices 2 DMG to recover in OS.Ending with fully charged does 1 extra DMG vs Taka, may whiff off-axis.Ending with does 2 extra DMG vs Taka, closed stance only.783
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NHGrants the best oki.713
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DSBack Charge KickStomach Crumple. +14 DMG for the fully charged version of the move.
is a modified input for Jab; if you input from crouch you'll get Crush Jaw instead, causing your combo to fail.-
NH670
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NHMax damage for Jean in open stance.651
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NH630
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NHAlso works on Taka but ONLY when is fully charged.591
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NHTaka special; Shun sober special.
connects vs Taka ONLY, does 3 less damage, transitions to IP.511
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DSSliding Low Kick (wall hit)Wall hit. Vanessa must be perpendicular to and with her back facing to the wall. The combo is guaranteed on normal hit ONLY; on counter hit will yield a stagger (which is breakable) instead of frame advantage.
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wallNHOpponent is left standing at -7. Ending with a throw attempt instead can potentially do more damage but can also be escaped.00
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DS () orIntrude Hook or Intercept Body BlowStomach Crumple.
is a modified input for Jab; if you input from crouch you'll get Crush Jaw instead, causing your combo to fail.-
(Hold ) orRHTest in progress650
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(Hold ) orRHTest in progress610
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(Hold ) orRHHeavyweights & Taka special.
On counter-hit connects vs Shun from both stances.571 -
(Hold ) orRHShun sober special.501
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OSJab High KickKnockdown if the second part counterhits.
-
CH380
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OSFeint BodyStomach Crumple.
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CHStrict delay timing for Goh.702
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CHEnding with sacrifices 2 damage for harder techroll. If the opponent fails to techroll, scrape with for 12 extra damage.682
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OS or OSStealth Spin KickSpinning knockdown.
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orCHdoes the same DMG, switches to DS, but does not work vs Pai. Additional testing vs lightweights would be welcome.340
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orCHUniversal CH combo. VERY strict timing vs Taka; attempting the Taka-specific combo is strongly recommended.330
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OSShort UpperSwoon.
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CHAgain, replace with to keep things simple.691
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CHStrict timing.
You can replace with to avoid accidental inputs (even if you input is will still yield a low punch).640 -
CHSimplified input for -> .Strict timing vs Blaze, Heavyweights.631
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CHEasy mode combo; Shun sober special. does 3 less damage but also works against Akira & Jeffry closed.582
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CHTaka special.Ending with trades 2 damage for harder techroll (and easier input).If Taka doesn't techroll, scrape with for 24 extra damage.520
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OSStinger StrikeStomach Crumple.
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(max charge)NHStrict delay timing for Goh.834
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(max charge)NHEnding with is also possible, sacrifices 1DP for different oki.
Further testing for alternative enders would be welcome.814
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OSTank BusterFoot Crumple.
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(charge)NHmay whiff at range - use less damaging combos instead.Use delay vs closed stance Akira & Jeffry.640
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(charge)NHMax DMG vs Taka. On CH whiffs vs Lau closed stance!631
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(charge)NHShun sober special. Also useful vs Jeffry & Akira.582
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OSSweet Leg Slash (wall hit)Wall hit. Vanessa must be perpendicular to and with her back facing to the wall. The combo is guaranteed on normal hit ONLY; on counter hit will yield a stagger (which is breakable) instead of frame advantage.
-
wallNH00
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OSBunker BusterFloat.
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NH//►►Stance specific combo (closed).702
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NH/\► ► delay ►Stance specific combo (open).682
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NHStance-independent light- and middle- weight undroppable combo.662
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NHUndroppable combo/basis for DMG comparison/wiki reference point.
Wolf, Jeffry & Shun sober special.
Ending with prevents FUFT recovery, useful vs Vanessa.
Ending with sacrifices 2 DMG for harder techroll. If the opponent fails to techroll, scrape with for 12 extra damage.643 -
NHCombo damage is included as reference point/motivation to hitconfirm:
It's not uncommon, particularly online, to see buffered after , since it will beat most abare on block (and if it connects there's enough time to buffer the rest of the string).450
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OSDeath ScytheHead Crumple.
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CHInputting as magically makes the combo work on everyone except Taka. See @MakiLeSushi's thread for more info: https://virtuafighter.com/threads/the-death-scythe-variant.19865/882
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CHUndroppable universal combo/basis for DMG comparison/wiki reference point.
Shun sober special.803
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OSLanding Knee KickFloat. Less damage than OS floats. is a modified input for Jab; if you input after you'll get instead, causing the combo to fail.
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CHProgressively stricter timing vs heavier characters.701
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CHUse vs Akira in open stance.650
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CHVs Taka the only thing guaranteed is the second hit of the string (41 DMG).520
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OSLanding Knee ComboFloat if the first part crouchstaggers.
-
crouch hitNH780
-
crouch staggerNHStrict timing. is mandatory after otherwise you'll get , causing the combo to fail.771
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crouch staggerNHUndroppable combo/basis for DMG comparison/wiki reference point.720
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crouch staggerNHRequires more testing.692
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crouch staggerNHUndroppable universal combo/basis for DMG comparison/wiki reference point.
Taka max DMG.620
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OSHunting KickFloat if the first part counterhits. No combos available vs Taka; against him use or instead.
-
CH/\()►770
-
CHStrict timing vs Wolf, Jeffry.730
-
CHUse when floats staggered opponents.690
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CH660
-
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OSHAWK StrikeFloat.
-
NHEnding with sacrifices 1 DMG for 1DP and easier input.
Ending with sacrifices 3 damage for harder techroll. If the opponent doesn't techroll, scrape with for 10 extra damage.870 -
NHSeen here: https://youtu.be/OjoqV_9Lv5s?t=177760
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NHMax damage vs heavies closed (Open?). Works vs all lighter characters except Shun.721
-
NHEnding with sacrifices 2 damage for harder techroll. If the opponent fails to techroll, scrape with for 12 extra damage. ender actually works vs wolf, does 1 more damage, needs further testing.702
-
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OSPile BunkerSlam.
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NH/\►► ()Open special. Input after the bound vs Blaze. Input before the bound vs Goh.702
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NHStrict timing to bound vs Pai, Lei closed
Ending with works vs lightweights, does 1 DMG more.
Ending with sacrifices 2 damage for harder techroll.643 -
NHStrict timing vs Lau or heavier opponents. Crouchdash buffer mandatory vs Jean.632
-
NHStrict timing for .631
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NH581
-
NHUndroppable combo. does 3 less damage but also works against Jeffry open.553
-
-
OSClobbering StraightBlast Back. Normally opponents are too far away to combo HOWEVER near walls or vs Taka it's possible to pile on some some additional damage.
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near wallsNH823
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-
OSUpper Heel SwordOS guarantees the followup on normal hit for +17 DMG (+25 if it counterhits)
-
NH431
-
NHTaka special. Recovers in DS.361
-
-
OSGuard Crush TornadoFrame Advantage.
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CH922
-
-
OSHeel KickSlam. Similar combos with OS except reverse stance.
-
NHStrict timing in open stance vs Brad, Akira .600
-
NHsacrifices 3 DMG, works vs Jeffry closed.572
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OSSpinning Savate (side crumple)Side Crumple.
-
side hitNHEnding with sacrifices 3 damage for harder techroll.
Vs Akira Jeffry and El Blaze, do first, THEN or the will whiff (sometimes vs Akira and Jeff, always vs El Blaze)891 -
sideNH882
-
sideNHUniversal combo.822
-
sideNHUndroppable universal combo/basis for DMG comparison/wiki reference point.
Shun sober special.813
-
-
OSSpinning Savate (wall splat)Wall Splat.
-
wallNHStrict timing. Ending with or or seems to work, sacrifices 1 DMG for easier input. Ending with should also be available.902
-
wallNHand are interchangeable. Ending with sacrifices 2 DMG for harder tachroll, also works off-axis.860
-
wallNHEnding with sacrifices 2 DMG for harder techroll, also works off-axis.790
-
wallNHUndroppable universal combo. Recovers in DS.
Missing the DMG but it should be the most damaging way to transition to DS.00
-
-
OSBack Charge KickStomach Crumple. +14 DMG for the fully charged version of the move.
-
NH//► ► delay ►Stance specific max damage vs Heavy Middleweights731
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