-
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 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►
►
1063 -
side CH
CH►
Opponent is left standing at -4 (sometimes sideturned at -7, depending on angle).972 -
side CH
CH►
913 -
CHRecovers in OS. Leaves the opponent staggered. May whiff depending on distance.661
-
side NH
NH//Opponent is left standing sideturned at -8.581
-
-
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► (
) ►
► delay
►
►
Recovers in OS. Forward dash mandatory ifcounterhits at max range. Shun sober special.
972 -
side
CH► (
) ►
►
Recovers in OS. Forward dash mandatory ifcounterhits at max range.
902 -
side
CH) ►
►
Forward dash mandatory ifcounterhits at max range.
832
-
-
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//(delay)
►
►
Strict timing vs Pai.580 -
NH/\
►
►
570 -
NH
►
Failing to correctly buffer->
will result in
which sacrifices 13 DMG.
562 -
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 -
NHTaka special.412
-
-
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.
-
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 -
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
►
►
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)
Usedelay
vs Aoi.Failing to correctly buffer
->
will result in
which 13 less DMG (and may whiff vs heavies).
691 -
CHThe only move that seems to connect vs Taka.430
-
-
DSWind Elbow (wall splat)Wall Splat.
-
CH
►
►
►
812 -
CH
►
►
►
Shun sober special.803 -
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
-
-
DSLeopard Strike (sabaki)Slam on sabaki hit.
-
sabaki
NH►
621 -
sabaki
NH►
541 -
sabaki
NHTaka special.471
-
-
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
►
►
(delay)
Mainly for Wolf and Jeffry, but should work on other characters if you usedelay
.
743 -
NH
►
(delay)
733 -
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
-
-
DSStinger Low BlowFoot Crumple.
-
CH
►
610 -
CHTaka special. Using
sacrifices 6 DMG to recover in OS.
520
-
-
DSHeel KickSlam.
-
NH
)
►
Failing to correctly buffer->
will result in
which does 13 less DMG.
642 -
NH
)
►
Failing to correctly buffer->
will result in
which does 5 less DMG.
562 -
NH
)
►
541 -
NH
)
511 -
NHTaka special. Also useful if you predict
will whiff.
492
-
-
DSSpinning Savate (wall splat)Wall Splat.
-
wall
NH►
►
►
►
Test in progress.832 -
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
►
►
670 -
NH
►
►
630 -
NHAlso works on Taka but ONLY when
is fully charged.
591 -
NHTaka special; Shun sober special.
connects vs Taka ONLY, does 3 less damage, transitions to IP.
511
-
-
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 progress650 -
(Hold
)
or
RH►
►
Test in progress610 -
(Hold
)
or
RHHeavyweights & Taka special.
On counter-hit connects vs Shun from both stances.571 -
(Hold
)
or
RHShun sober special.501
-
-
OSJab High KickKnockdown if the second part counterhits.
-
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 -
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 -
CH390
-
CH380
-
-
OSFeint BodyStomach Crumple.
-
CH
►
Strict delay timing for Goh.702 -
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
CHdoes the same DMG, switches to DS, but does not work vs Pai. Additional testing vs lightweights would be welcome.
340 -
or
CHUniversal CH combo. VERY strict timing vs Taka; attempting the Taka-specific combo is strongly recommended.330
-
-
OSShort UpperSwoon.
-
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 -
CHEasy mode combo; Shun sober special.
does 3 less damage but also works against Akira & Jeffry closed.
582 -
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
-
-
OSStinger StrikeStomach Crumple.
-
(max charge)
NH►
Strict delay timing for Goh.834 -
(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)
NH►
may whiff at range - use less damaging combos instead.Use delay
vs closed stance Akira & Jeffry.
640 -
(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.
-
NH//
►
►
Stance specific combo (closed).702 -
NH/\
►
► delay
►
Stance specific combo (open).682 -
NH
►
►
Stance-independent light- and middle- weight undroppable combo.662 -
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/\
►
Open stance Shun sober special.634 -
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
-
-
OSDeath ScytheHead Crumple.
-
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.
-
CH//
►
►
771 -
CH/\
►
► delay
►
Strict timing vs Shun.751 -
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
►
Progressively stricter timing vs heavier characters.701 -
CH
►
Usevs Akira in open stance.
650 -
CHVs Taka the only thing guaranteed is the second hit of the
string (41 DMG).
520
-
-
OSLanding Knee ComboFloat if the first part crouchstaggers.
-
crouch stagger
NH►
► buffered
Strict timing.is mandatory after
otherwise you'll get
, causing the combo to fail.
771 -
crouch hit
NH►
► (delay)
►
1fk required vs Lei Fei & Brad.751 -
crouch stagger
NH►
Undroppable combo/basis for DMG comparison/wiki reference point.720 -
crouch stagger
NHRequires more testing.692 -
crouch stagger
NHUndroppable universal combo/basis for DMG comparison/wiki reference point.
Taka max DMG.620
-
-
OSHunting KickFloat if the first part counterhits. No combos available vs Taka; against him use
or
instead.
-
CH
)
►
►
Against Shun ending withsacrifices 1DMG for 1DP, easier input, worse oki.
841 -
CH
)
►
►
Shun sober special.832 -
CH/\(
)
►
770 -
CH
)
►
Strict timing vs Wolf, Jeffry.730 -
CH
)
Usewhen
floats staggered opponents.
690 -
CH660
-
-
OSHAWK StrikeFloat.
-
NH
►
Eileen & Aoi stance-independant easy combo.890 -
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
►
►
►
or
Shun sober special.802 -
NH/\
►
►
Stance specific combos - still in testing761 -
NH
►
Seen here: https://youtu.be/OjoqV_9Lv5s?t=177760 -
NH
►
►
Max damage vs heavies closed (Open?). Works vs all lighter characters except Shun.721 -
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
-
-
OSPile BunkerSlam.
-
NH/\
►
► (
)
Open special. Inputafter the bound vs Blaze. Input
before the bound vs Goh.
702 -
NH//
►
►
Shun closed special.662 -
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 -
NH
►
581 -
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.
-
near walls
NH►
►
►
►
►
933
-
-
OSUpper Heel SwordOS
guarantees the followup
on normal hit for +17 DMG (+25 if it counterhits)
-
NH
►
Ending withsacrifices 2 DMG for better oki. Delay
vs Lion. Delay
even longer vs Shun.
511 -
NH431
-
NHTaka special. Recovers in DS.361
-
-
OSGuard Crush TornadoFrame Advantage.
-
CH922
-
-
OSHeel KickSlam. Similar combos with OS
except reverse stance.
-
NH
►
►
or
or
Stricttiming to bound vs Pai, Lei open.Ending with
does 1 more DMG, except shun.
662 -
NH
►
Strict timing in open stance vs Brad, Akira .600 -
NH
sacrifices 3 DMG, works vs Jeffry closed.
572
-
-
OSSpinning Savate (side crumple)Side Crumple.
-
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►
►
►
►
or
882 -
side
NH►
►
Universal combo.822 -
side
NH►
►
Undroppable universal combo/basis for DMG comparison/wiki reference point.
Shun sober special.813
-
-
OSSpinning Savate (wall splat)Wall Splat.
-
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 -
wall
NH►
►
►
and
are interchangeable. Ending with
sacrifices 2 DMG for harder tachroll, also works off-axis.
860 -
wall
NH►
►
Ending withsacrifices 2 DMG for harder techroll, also works off-axis.
790 -
wall
NH►
►
Undroppable 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 -
NH/\
►
►
Stance specific max damage vs Heavies.731 -
NH
►
Shun sober special. Strict delay timing for Goh.692 -
NH//
►
►
Stance specific max damage vs Heavies. Probably works from both stances vs lighter characters - testing would be welcome.691 -
NH
►
►
or
or
Ending withsacrifices 2 damage for harder techroll. If the opponent fails to techroll, scrape with
for 12 extra damage.
672 -
NHAlso works on Taka but ONLY when
is fully charged.
601
-
-
OSLeg BomberFloat.
-
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 -
NH
►
may whiff at range. Progressively stricter timing vs heavies. Last hit of
may whiff vs Blaze depending on distance.
731 -
NH
►
may whiff at range.
680 -
NHTaka special.
may whiff at range. Ending with
trades 2 damage for better reach (it can still whiff though).
580 -
NHAlways connects.
sacrifices oki, also works vs Taka closed.
470
-
-
DS Jump (ascending)Leap StraightFrame Advantage.
-
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
-
JumpingCHOpponent is left standing at -4. Throw attempt is also guaranteed.400
-
-
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)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)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)NHSmall dash needed on EI in closed.490
-
Jump (descending)NHRecovers in OS.400
-
-
OS Intruder StepExplosion HookStomach Crumple.
-
Intruder StepNH
►
Strict delay timing for Goh.653 -
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 StepNHTaka special.561
-
-
(Back Turned) DSFace Crush ElbowHead Crumple.
-
BTNH
►
(
) ►
711 -
BTNH
►
►
701 -
BTNH
►
682
-
-
(Facing Wall) DSReact Round KickWall Attack.
-
Facing WallNH
►
760
-