-
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- 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 (Intrude Hook or Intercept Body Blow
)
or
- OSFeint Body
- OSStealth Spin Kick
or OS
- 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
-
DSHeavy ImpactFrame Advantage.
-
side NH
NH//Opponent is left standing sideturned at -8.581 -
CHRecovers in OS. Leaves the opponent staggered. May whiff depending on distance.661
-
side CH
CH►
913 -
side CH
CH►
Opponent is left standing at -4 (sometimes sideturned at -7, depending on angle).972 -
side CH
CH/\►
►
Open stance guarantees a throw attempt. If broken only deals 85 DMG and opponent is left standing at -2.1302
-
-
DSShadow Slicer (wall splat)Wall Splat.
-
CH
)
►
►
►
Taka & Shun sober special.Usinginstead 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 -
CH
)
►
►
►
required 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
-
-
DSBone Crush Middle (side crumple)Side Crumple.
-
side
CH) ►
►
Forward dash mandatory ifcounterhits at max range.
832 -
side
CH► (
) ►
►
Recovers in OS. Forward dash mandatory ifcounterhits at max range.
902 -
side
CH► (
) ►
► delay
►
►
Recovers in OS. Forward dash mandatory ifcounterhits at max range. Shun sober special.
972 -
side
CH► (
) ►
► delay
►
►
Recovers in OS. Forward dash mandatory ifcounterhits at max range. Ending with
sacrifices 3 damage for harder techroll.
981
-
-
DSBone Crush Middle (back crumple)Back crumple against the wall (typically after a
wall stagger)
-
back
NH►
wall splat ►
wall slump ►
1140
-
-
DSStopping Low ComboSlam. DS
CH
is guaranteed for +18 DMG (except vs Taka).
-
NHTaka special.412
-
NH
►
Failing to correctly buffer->
will result in
which sacrifices 5 DMG, may whiff vs heavies. Ending with
sacrifices 2 DMG for different oki.
482
-
-
DSHeavy Hook ComboHead Crumple if the second part counterhits.
-
CH
►
Taka & Shun sober special.713 -
CH
►
►
Staple combo. Character specific combos have not been researched extensively.732
-
-
DSWind ElbowFloat.
-
CHThe only move that seems to connect vs Taka.430
-
CH
►
(delay)
Usedelay
vs Aoi.Failing to correctly buffer
->
will result in
which 13 less DMG (and may whiff vs heavies).
691 -
CH
►
► delay
may whiff depending on distance vs heavier characters; it will also whiff against backdashing characters most of the time.
Usedelay
against: Vanessa, Lau on open stance
741
-
-
DSWind Elbow (wall splat)Wall Splat.
-
CH
►
►
►
Taka special.Ending withsacrifices 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 -
CH
►
►
►
Shun sober special.803 -
CH
►
►
►
812
-
-
DSLeopard Strike (sabaki)Slam on sabaki hit.
-
sabaki
NHTaka special.471 -
sabaki
NH►
541
-
-
DSGrand SpikeFaceplant.
-
NHRecovers in OS.361
-
-
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.-
NH
►
Undroppable universal combo/basis for DMG comparison/wiki reference point.693 -
NH
►
►
Undroppable 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 -
NH
►
(delay)
733 -
NH
►
►
(delay)
Mainly for Wolf and Jeffry, but should work on other characters if you usedelay
.
743
-
-
DSStinger Low BlowFoot Crumple.
-
CHTaka special. Using
sacrifices 6 DMG to recover in OS.
520 -
CH
►
610
-
-
DSHeel KickSlam.
-
NHTaka special. Also useful if you predict
will whiff.
492 -
NH
)
511 -
NH
)
►
541 -
NH
)
►
Failing to correctly buffer->
will result in
which does 5 less DMG.
562 -
NH
)
►
Failing to correctly buffer->
will result in
which does 13 less DMG.
642
-
-
DSSpinning Savate (wall splat)Wall Splat.
-
NH
►
►
Grants the best oki.713 -
wall
NH►
►
- ►
Taka & Shun sober special.Ending withsacrifices 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 -
wall
NH►
►
►
802 -
wall
NH►
►
►
►
Test in progress.832
-
-
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.
-
NHTaka special; Shun sober special.
connects vs Taka ONLY, does 3 less damage, transitions to IP.
511 -
NHAlso works on Taka but ONLY when
is fully charged.
591 -
NH
►
►
630
-
-
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.
-
wall
NH►
Opponent is left standing at -7. Ending with a throw attempt instead can potentially do more damage but can also be escaped.00
-
-
DS (
)
or
Intrude 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
)
or
RHShun sober special.501 -
(Hold
)
or
RHHeavyweights & Taka special.
On counter-hit connects vs Shun from both stances.571 -
(Hold
)
or
RH►
►
Test in progress610
-
-
OSFeint BodyStomach Crumple.
-
CH
►
►
or
or
Ending withsacrifices 2 damage for harder techroll. If the opponent fails to techroll, scrape with
for 12 extra damage.
682
-
-
OS
or OS
Stealth Spin KickSpinning knockdown.-
or
CHUniversal CH combo. VERY strict timing vs Taka; attempting the Taka-specific combo is strongly recommended.330 -
or
CHdoes the same DMG, switches to DS, but does not work vs Pai. Additional testing vs lightweights would be welcome.
340
-
-
OSShort UpperSwoon.
-
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 -
CHEasy mode combo; Shun sober special.
does 3 less damage but also works against Akira & Jeffry closed.
582 -
CHSimplified input for
->
.Strict timing vs Blaze, Heavyweights.
631 -
CH
►
►
Strict timing.
You can replacewith
to avoid accidental
inputs (even if you input
is will still yield a low punch).
640
-
-
OSStinger StrikeStomach Crumple.
-
(max charge)
NH►
►
or
Ending withis also possible, sacrifices 1DP for different oki.
Further testing for alternative enders would be welcome.814
-
-
OSTank BusterFoot Crumple.
-
(charge)
NHShun sober special. Also useful vs Jeffry & Akira.582 -
(charge)
NHMax DMG vs Taka. On CH whiffs vs Lau closed stance!631 -
(charge)
NH►
may whiff at range - use less damaging combos instead.Use delay
vs closed stance Akira & Jeffry.
640
-
-
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.
-
wall
NHside crumple ►
►
bound ►
wall slump ►
00
-
-
OSBunker BusterFloat.
-
NHCombo damage is included as reference point/motivation to hitconfirm:
It's not uncommon, particularly online, to seebuffered 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 -
NH
►
►
or
Undroppable combo/basis for DMG comparison/wiki reference point.
Wolf, Jeffry & Shun sober special.
Ending withprevents FUFT recovery, useful vs Vanessa.
Ending withsacrifices 2 DMG for harder techroll. If the opponent fails to techroll, scrape with
for 12 extra damage.
643 -
NH
►
►
Stance-independent light- and middle- weight undroppable combo.662 -
NH/\
►
► delay
►
Stance specific combo (open).682 -
NH//
►
►
Stance specific combo (closed).702
-
-
OSDeath ScytheHead Crumple.
-
CH
►
Undroppable universal combo/basis for DMG comparison/wiki reference point.
Shun sober special.803 -
CH
►
cancel ►
► DS
►
Recovers in DS. Additional testing vs other characters would be welcome.831 -
CH
►
►
►
Inputtingas
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 -
CH
►
►
►
►
Strict timing (1f delay) for the knee. Also strict timing (2f delay) for the low punch. OM to stomach after the bound obsolete with1FK input. Further testing vs other opponents would be welcome.
901
-
-
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.
-
CHVs Taka the only thing guaranteed is the second hit of the
string (41 DMG).
520 -
CH
►
Usevs Akira in open stance.
650
-
-
OSLanding Knee ComboFloat if the first part crouchstaggers.
-
crouch stagger
NHUndroppable universal combo/basis for DMG comparison/wiki reference point.
Taka max DMG.620 -
crouch stagger
NHRequires more testing.692 -
crouch stagger
NH►
Undroppable combo/basis for DMG comparison/wiki reference point.720
-
-
OSHunting KickFloat if the first part counterhits. No combos available vs Taka; against him use
or
instead.
-
CH660
-
CH
)
Usewhen
floats staggered opponents.
690 -
CH
)
►
Strict timing vs Wolf, Jeffry.730
-
-
OSHAWK StrikeFloat.
-
NH
►
►
or
or
Ending withsacrifices 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 -
NH
►
►
Max damage vs heavies closed (Open?). Works vs all lighter characters except Shun.721 -
NH/\
►
►
Stance specific combos - still in testing761 -
NH
►
►
►
or
Shun sober special.802 -
NH
►
Ending withsacrifices 1 DMG for 1DP and easier input.
Ending withsacrifices 3 damage for harder techroll. If the opponent doesn't techroll, scrape with
for 10 extra damage.
870
-
-
OSPile BunkerSlam.
-
NHUndroppable combo.
does 3 less damage but also works against Jeffry open.
553 -
NH
►
581
-
-
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.
-
near walls
NH►
►
823
-
-
OSUpper Heel SwordOS
guarantees the followup
on normal hit for +17 DMG (+25 if it counterhits)
-
NHTaka special. Recovers in DS.361
-
NH431
-
-
OSGuard Crush TornadoFrame Advantage.
-
CH922
-
-
OSHeel KickSlam. Similar combos with OS
except reverse stance.
-
NH
sacrifices 3 DMG, works vs Jeffry closed.
572 -
NH
►
Strict timing in open stance vs Brad, Akira .600
-
-
OSSpinning Savate (side crumple)Side Crumple.
-
side
NH►
►
Undroppable universal combo/basis for DMG comparison/wiki reference point.
Shun sober special.813 -
side
NH►
►
Universal combo.822 -
side
NH►
►
►
►
or
882 -
side hit
NH►
►
►
►
Ending withsacrifices 3 damage for harder techroll.
Vs Akira Jeffry and El Blaze, dofirst, THEN
or the
will whiff (sometimes vs Akira and Jeff, always vs El Blaze)
891 -
side
NH►
►
►
►
891
-
-
OSSpinning Savate (wall splat)Wall Splat.
-
wall
NH►
►
Undroppable universal combo. Recovers in DS.
Missing the DMG but it should be the most damaging way to transition to DS.00 -
wall
NH►
►
Ending withsacrifices 2 DMG for harder techroll, also works off-axis.
790 -
wall
NH►
►
►
and
are interchangeable. Ending with
sacrifices 2 DMG for harder tachroll, also works off-axis.
860 -
wall
NH►
►delay
►(delay) (
)
►
►
Strict timing. Ending withor
or
seems to work, sacrifices 1 DMG for easier input. Ending with
should also be available.
902
-
-
OSBack Charge KickStomach Crumple. +14 DMG for the fully charged version of the move.
-
NHAlso works on Taka but ONLY when
is fully charged.
601 -
NH
►
►
or
or
Ending withsacrifices 2 damage for harder techroll. If the opponent fails to techroll, scrape with
for 12 extra damage.
672 -
NH//
►
►
Stance specific max damage vs Heavies. Probably works from both stances vs lighter characters - testing would be welcome.691 -
NH/\
►
►
Stance specific max damage vs Heavies.731
-
-
OSLeg BomberFloat.
-
NHAlways connects.
sacrifices oki, also works vs Taka closed.
470 -
NHTaka special.
may whiff at range. Ending with
trades 2 damage for better reach (it can still whiff though).
580 -
NH
may whiff at range.
652 -
NH
►
may whiff at range.
680 -
NH
►
may whiff at range. Progressively stricter timing vs heavies. Last hit of
may whiff vs Blaze depending on distance.
731 -
NH
►
►
or
Strict timing vs Lei closed.doesn't bound on CH closed stance vs Kage!Ending with
is also available.Ending with
does 1 more damage, works up to Brad.Ending with
does 2 more damage, both stances vs some light characters (ex. Eileen, Lion, Vanessa, Sarah, Pai) (but not Aoi on crouch NH, grr or blaze on open)); Goh closed only (needs further testing).Ending with
adds 5 damage vs Kage, open stance only.Ending with
sacrifices 2 damage for harder techroll.
742
-
-
DS Jump (ascending)Leap StraightFrame Advantage.
-
JumpingCHOpponent is left standing at -4. Throw attempt is also guaranteed.400
-
vs ST opponent (ascending)CHOpponent is left sideturned at -7. Side Throw attempt is also possible (but remember that sidethrows will always be escaped by experienced opponents)600
-
-
DS Jump (descending)Leap Short UpperDue to the stubby animation, you're most likely to get any additional if you perform this attack as 9~P, instead of 8_7~P.
2P will work in both stances if there is a wall to the opponent's back unless noted otherwise.-
Jump (descending)NHRecovers in OS.400
-
Jump (descending)NHSmall dash needed on EI in closed.490
-
Jump (descending)NH4P+K+G is how you need to buffer your jab in this combo.
Causes a wall hit, follow up dependent on distance from wall and weight/hitbox of character.
SH needs a wall to his back.510 -
Jump (descending)NH
)
►
Strict timing. Dash required in open stance depending on distance.
Dash in both stances for AK.
Wall needed for SH.550 -
Jump (descending)NH//Leads to a wall slump (on EI EL AO). Works in both stances if the opponent is backed up against a wall.
For SA AK, dash before 2P in Open stance.
SH/PA/LI(open) needs a wall to their backs for this to work.
Post wall slump: 4P gives 72 damage, 66PP 74, 6P+K+G 70, etc.
Dash required before 2P on GO, JA in both stances.570 -
Jump (descending)NH4P+K+G is how you need to buffer your jab in this combo.
Works on SH/PA (and a few others) if wall is to their back, wall slumps in open stance.590
-
-
OS Intruder StepExplosion HookStomach Crumple.
-
Intruder StepNHTaka special.561
-
Intruder StepNH
►
►
or
Ending withis also possible, sacrifices 1DP for different oki.
Further testing for(does 1 more damage) and
(does 2 more damage vs Brad) enders would be welcome.
633
-
-
(Back Turned) DSFace Crush ElbowHead Crumple.
-
BTNH
►
682 -
BTNH
►
►
701 -
BTNH
►
(
) ►
711
-
-
(Facing Wall) DSReact Round KickWall Attack.
-
Facing WallNH651
-