- 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 (Intrude Hook or Intercept Body Blow
)
or
- OSJab High Kick
- 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
- 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
-
DSJab High KickKnockdown if the the second part counterhits.
-
CH400
-
CHCauses a weird low rebounce that can mess with opponent's tech timing, allowing for a possibility of tacking on additional OTG damage (like 1K).380
-
-
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►
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 -
side CH
CH►
913 -
side CH
CH►
►
1063
-
-
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
-
-
DSBone Crush Middle (side crumple)Side Crumple.
-
side
CH► (
) ►
► delay
►
►
Recovers in OS. Forward dash mandatory ifcounterhits at max range. Ending with
sacrifices 3 damage for harder techroll.
981 -
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
-
-
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).
-
NH/\
►
►
570 -
NH//(delay)
►
►
Strict timing vs Pai.580 -
NH
►
►
Low punch requires 1fk.590 -
NH/\
►
►
Low punch requires 1fk.650 -
NH//
►
►
601 -
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 -
NH
►
Failing to correctly buffer->
will result in
which sacrifices 13 DMG.
562
-
-
DSHeavy Hook ComboHead Crumple if the second part counterhits.
-
CH
►
►
741 -
CH
►
►
Staple combo. Character specific combos have not been researched extensively.732 -
CH
►
Taka & Shun sober special.713
-
-
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
►
►
Recovers in OS.may whiff vs backdashing opponents.
You HAVE to input jab asby holding the forward direction otherwise the combo will fail.
701 -
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 -
CH
►
►
(delay)
VS Eileen and Blaze delay the firstof
or buffer
after the launcher to remove the delay
781 -
CH
►
(delay)
may whiff vs backdashing opponents.
may whiff depending on distance; strict timing vs Vanessa open.Use
delay
against: Sarah, Pai, Shun in closed stance, Lion.Ending with
sacrifices 6 DMG for easier timing.
802
-
-
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
-
-
DSLeopard Strike (sabaki)Slam on sabaki hit.
-
sabaki
NHTaka special.471 -
sabaki
NH►
541 -
sabaki
NH►
621
-
-
DSGrand SpikeFaceplant.
-
NHRecovers in OS.361
-
NH
►
have to be delayed or the last
will whiff
Test in progress...01
-
-
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 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
►
Undroppable universal combo/basis for DMG comparison/wiki reference point.693 -
NH
►
(delay)
733 -
NH
►
►
(delay)
Mainly for Wolf and Jeffry, but should work on other characters if you usedelay
.
743 -
NH
►
►
(delay)
Usedelay
vs Eileen & Aoi.
793
-
-
DSStinger Low BlowFoot Crumple.
-
CHTaka special. Using
sacrifices 6 DMG to recover in OS.
520 -
CH
►
610 -
CH//
►
►
Must be adjacent to Lion in Open stance forto connect.
690 -
CH//
►
►
730
-
-
DSHeel KickSlam.
-
NH
►
►
Low punch requires 1fk.670 -
NH
)
511 -
NH
)
►
541 -
NHTaka special. Also useful if you predict
will whiff.
492 -
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.
-
wall
NH►
►
►
802 -
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 -
NH
►
►
Grants the best oki.713
-
-
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.
-
NH
►
►
630 -
NH
►
►
670 -
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
►
Max damage for Jean in open stance.651 -
NH
►
►
691 -
NH
►
►
delay
Strict timing.701 -
NH
►
►
delay
751
-
-
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
RH►
►
Test in progress610 -
(Hold
)
or
RH►
►
Test in progress650 -
(Hold
)
or
RHShun sober special.501 -
(Hold
)
or
RHHeavyweights & Taka special.
On counter-hit connects vs Shun from both stances.571 -
(Hold
)
or
RH►
►
Does not work work for holdvs Aoi.
671 -
(Hold
)
or
RH►
►
delay
Strict timing.Holdvs Lei closed stance seems impossible (feedback is welcome).
681
-
-
OSJab High KickKnockdown if the second part counterhits.
-
CH380
-
CH390
-
CHCan cause a wall hit and lead to additional damage.
Does less damage than 2KPP but is tied for the highest carry distance.580 -
CHCan cause a wall hit and lead to additional damage.
Does the least amount of damage of all the other strings and carries less, but sometimes trying to set up wall hits, you want to carry a specific distance and not over shoot it.540 -
CH
<wall hit► Intruder Step
Leads to bound on EL (open) so follow up with the attacks of your choice.630 -
CHCan cause a wall hit and lead to additional damage.
2KPP has the highest damage and tied for the highest carry distance.612
-
-
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 -
CH
►
Strict delay timing for Goh.702
-
-
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 -
CH
►
►
Strict timing.
You can replacewith
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 -
CH
►
►
Again, replacewith
to keep things simple.
691 -
CH
►
► delay
►
Strict timing.711 -
CHEasy mode combo; Shun sober special.
does 3 less damage but also works against Akira & Jeffry closed.
582
-
-
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 -
(max charge)
NH►
Strict delay timing for Goh.834
-
-
OSTank BusterFoot Crumple.
-
(charge)
NH►
may whiff at range - use less damaging combos instead.Use delay
vs closed stance Akira & Jeffry.
640 -
(charge)
NH►
►
Strict timing vs Vanessa.700 -
(charge)
NHMax DMG vs Taka. On CH whiffs vs Lau closed stance!631 -
(charge)
NH►
►
701 -
(charge)
NHShun sober special. Also useful vs Jeffry & Akira.582
-
-
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
►
Seen here: https://youtu.be/OjoqV_9Lv5s?t=108 need to test if the note refers to foot position or something else important700 -
NH
►
Test in progress811 -
NH
►
►
Stance-independent light- and middle- weight undroppable combo.662 -
NH/\
►
► delay
►
Stance specific combo (open).682 -
NH//
►
►
Stance specific combo (closed).702 -
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
-
-
OSDeath ScytheHead Crumple.
-
CH
►
►
991 -
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
►
Undroppable universal combo/basis for DMG comparison/wiki reference point.
Shun sober special.803
-
-
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 -
CH
►
Progressively stricter timing vs heavier characters.701 -
CH
►
►
Ending withor
sacrifices 2 DMG for 1DP, recommended vs Shun.
Ending withsacrifices 6 DMG (!) for better oki, so it's not recommended.
731 -
CH/\
►
► delay
►
Strict timing vs Shun.751 -
CH//
►
►
771
-
-
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
NH►
Undroppable combo/basis for DMG comparison/wiki reference point.720 -
crouch stagger
NH701 -
crouch stagger
NH►
Strict timing vs Pai closed. Replacewith
vs Lei for 76 DMG.
771 -
crouch stagger
NH► delay
►
Very strict timing. 1fk via.
811 -
crouch stagger
NHRequires more testing.692
-
-
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 -
CH/\(
)
►
770 -
CH
)
►
►
Against Shun ending withsacrifices 1DMG for 1DP, easier input, worse oki.
841 -
CH
)
►
►
Shun sober special.832
-
-
OSHAWK StrikeFloat.
-
NH
►
Seen here: https://youtu.be/OjoqV_9Lv5s?t=177760 -
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 -
NH
►
Eileen & Aoi stance-independant easy combo.890 -
NH
►
►
Max damage vs heavies closed (Open?). Works vs all lighter characters except Shun.721 -
NH/\
►
►
Stance specific combos - still in testing761 -
NH
►
►
►
Test in progress921 -
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
►
►
►
942
-
-
OSPile BunkerSlam.
-
NH
►
581 -
NH
)
►
Strict timing vs Lau or heavier opponents. Crouchdash buffer mandatory vs Jean.632 -
NH//
►
►
Shun closed special.662 -
NH//
►
►
►
() buff before the
vs Pai.
682 -
NH/\
►
► (
)
Open special. Inputafter the bound vs Blaze. Input
before the bound vs Goh.
702 -
NH//
►
►
►
772 -
NHUndroppable combo.
does 3 less damage but also works against Jeffry open.
553 -
NH
►
►
or
or
Strict timing to bound vs Pai, Lei closed
Ending withworks vs lightweights, does 1 DMG more.
Ending withsacrifices 2 damage for harder techroll.
643
-
-
OSUpper Heel SwordOS
guarantees the followup
on normal hit for +17 DMG (+25 if it counterhits)
-
NHTaka special. Recovers in DS.361
-
NH431
-
NH
►
Ending withsacrifices 2 DMG for better oki. Delay
vs Lion. Delay
even longer vs Shun.
511
-
-
OSGuard Crush TornadoFrame Advantage.
-
CH922
-
-
OSHeel KickSlam. Similar combos with OS
except reverse stance.
-
NH
►
Strict timing in open stance vs Brad, Akira .600 -
NH
sacrifices 3 DMG, works vs Jeffry closed.
572 -
NH
►
►
or
or
Stricttiming to bound vs Pai, Lei open.Ending with
does 1 more DMG, except shun.
662
-
-
OSSpinning Savate (side crumple)Side Crumple.
-
side
NH►
►
►
►
is a modified input for low punch (otherwise you'll get OS
, causing the combo to fail).
You can also try using the combo vs other lightweights & middleweights if you think your opponent will not input a perfect fall recovery.940 -
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►
►
Universal combo.822 -
side
NH►
►
►
►
or
882 -
side
NH►
►
Undroppable universal combo/basis for DMG comparison/wiki reference point.
Shun sober special.813
-
-
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.
-
NH
►
►
710 -
NH
►
Ending withsacrifices 1 DMG for easier input. Ending with
sacrifices 3 DMG for better oki.
may bind heavier characters near walls.
810 -
NHAlso works on Taka but ONLY when
is fully charged.
601 -
NH//
►
►
Stance specific max damage vs Heavies. Probably works from both stances vs lighter characters - testing would be welcome.691 -
NH//
►
► delay
►
Stance specific max damage vs Heavy Middleweights731 -
NH/\
►
►
Stance specific max damage vs Heavies.731 -
NH
►
►
►
Ending withtrades 1 DMG for faster recovery.
871 -
NH
►
►
or
or
Ending withsacrifices 2 damage for harder techroll. If the opponent fails to techroll, scrape with
for 12 extra damage.
672 -
NH
►
Shun sober special. Strict delay timing for Goh.692
-
-
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.
680 -
NH
►
800 -
NH
►
may whiff at range. Progressively stricter timing vs heavies. Last hit of
may whiff vs Blaze depending on distance.
731 -
NH
►
►
Strict timing on CH vs Aoi.851 -
NH
►
►
Strict timing/does not work on CH vs Aoi?861 -
NH
may whiff at range.
652 -
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)NH400
-
Jump (descending)NHSmall dash needed on EI in closed.490
-
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)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)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 -
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)NHRequires wall to back of SH to work.620
-
-
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 -
Intruder StepNH
►
Strict delay timing for Goh.653
-
-
(Back Turned) DSFace Crush ElbowHead Crumple.
-
BTNH
►
►
701 -
BTNH
►
(
) ►
711 -
BTNH
►
682
-
-
(Facing Wall) DSReact Round KickWall Attack.
-
Facing WallNH
►
760 -
Facing WallNH651
-