-
DSHeavy ImpactFrame Advantage.
-
side NHNH//Opponent is left standing sideturned at -8.581
-
CHRecovers in OS. Leaves the opponent staggered. May whiff depending on distance.661
-
side CHCHOpponent is left standing at -4 (sometimes sideturned at -7, depending on angle).972
-
side CHCH/\► ►Open stance guarantees a throw attempt. If broken only deals 85 DMG and opponent is left standing at -2.1302
-
side CHCH913
-
side CHCH1063
-
-
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.
-
sideCHRecovers in OS. Forward dash mandatory if counterhits at max range. Ending with sacrifices 3 damage for harder techroll.981
-
sideCHForward dash mandatory if counterhits at max range.832
-
sideCHRecovers in OS. Forward dash mandatory if counterhits at max range.902
-
sideCHRecovers in OS. Forward dash mandatory if counterhits at max range. Shun sober special.972
-
-
DSBone Crush Middle (back crumple)Back crumple against the wall (typically after a wall stagger)
-
backNH1140
-
-
DSStopping Low ComboSlam. DS CH is guaranteed for +18 DMG (except vs Taka).
-
NHTaka special.412
-
NHFailing to correctly buffer -> will result in which sacrifices 5 DMG, may whiff vs heavies. Ending with sacrifices 2 DMG for different oki.482
-
NHFailing to correctly buffer -> will result in which sacrifices 13 DMG.562
-
-
DSHeavy Hook ComboHead Crumple if the second part counterhits.
-
CH741
-
CHStaple combo. Character specific combos have not been researched extensively.732
-
CHTaka & Shun sober special.713
-
-
DSWind ElbowFloat.
-
CHThe only move that seems to connect vs Taka.430
-
CHUse delay vs Aoi.Failing to correctly buffer -> will result in which 13 less DMG (and may whiff vs heavies).691
-
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
-
-
DSWind Elbow (wall splat)Wall Splat.
-
CH812
-
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
-
CHShun sober special.803
-
-
DSLeopard Strike (sabaki)Slam on sabaki hit.
-
sabakiNHTaka special.471
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sabakiNH541
-
sabakiNH621
-
-
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.-
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
-
NHUndroppable universal combo/basis for DMG comparison/wiki reference point.693
-
NH733
-
NHMainly for Wolf and Jeffry, but should work on other characters if you use delay .743
-
NHUse delay vs Eileen & Aoi.793
-
-
DSStinger Low BlowFoot Crumple.
-
CHTaka special. Using sacrifices 6 DMG to recover in OS.520
-
CH610
-
-
DSHeel KickSlam.
-
NH511
-
NH541
-
NHTaka special. Also useful if you predict will whiff.492
-
NHFailing to correctly buffer -> will result in which does 5 less DMG.562
-
NHFailing to correctly buffer -> will result in which does 13 less DMG.642
-
-
DSSpinning Savate (wall splat)Wall Splat.
-
wallNH802
-
wallNHTest in progress.832
-
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
-
NHGrants 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.-
NH630
-
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
-
-
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.
-
wallNHOpponent is left standing at -7. Ending with a throw attempt instead can potentially do more damage but can also be escaped.00
-
-
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 progress610
-
(Hold ) orRHShun sober special.501
-
(Hold ) orRHHeavyweights & Taka special.
On counter-hit connects vs Shun from both stances.571
-
-
OSFeint BodyStomach Crumple.
-
CHEnding with sacrifices 2 damage for harder techroll. If the opponent fails to techroll, scrape with for 12 extra damage.682
-
-
OS or OSStealth Spin KickSpinning knockdown.
-
orCHUniversal CH combo. VERY strict timing vs Taka; attempting the Taka-specific combo is strongly recommended.330
-
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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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
-
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
-
CHEasy mode combo; Shun sober special. does 3 less damage but also works against Akira & Jeffry closed.582
-
-
OSStinger StrikeStomach Crumple.
-
(max charge)NHEnding with is also possible, sacrifices 1DP for different oki.
Further testing for alternative enders would be welcome.814
-
-
OSTank BusterFoot Crumple.
-
(charge)NHmay whiff at range - use less damaging combos instead.Use delay vs closed stance Akira & Jeffry.640
-
(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
-
-
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
-
-
OSBunker BusterFloat.
-
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 -
NHStance-independent light- and middle- weight undroppable combo.662
-
NH/\► ► delay ►Stance specific combo (open).682
-
NH//►►Stance specific combo (closed).702
-
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
-
-
OSDeath ScytheHead Crumple.
-
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
-
CHUndroppable 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
-
CHUse vs Akira in open stance.650
-
CHProgressively stricter timing vs heavier characters.701
-
-
OSLanding Knee ComboFloat if the first part crouchstaggers.
-
crouch staggerNHUndroppable universal combo/basis for DMG comparison/wiki reference point.
Taka max DMG.620 -
crouch staggerNHUndroppable combo/basis for DMG comparison/wiki reference point.720
-
crouch hitNH1fk required vs Jean.770
-
crouch hitNH780
-
crouch hitNH/\► delay ► ► 1fkRequires to buff 33 before kpk.
Vs jn 1fk2p830 -
crouch staggerNH701
-
crouch staggerNHRequires more testing.692
-
-
OSHunting KickFloat if the first part counterhits. No combos available vs Taka; against him use or instead.
-
CH660
-
CHUse when floats staggered opponents.690
-
CHStrict timing vs Wolf, Jeffry.730
-
CH/\()►770
-
-
OSHAWK StrikeFloat.
-
NHSeen here: https://youtu.be/OjoqV_9Lv5s?t=177760
-
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 -
NHMax damage vs heavies closed (Open?). Works vs all lighter characters except Shun.721
-
NH/\►►Stance specific combos - still in testing761
-
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
-
NHShun sober special.802
-
-
OSPile BunkerSlam.
-
NH581
-
NHStrict timing vs Lau or heavier opponents. Crouchdash buffer mandatory vs Jean.632
-
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 wallsNH823
-
-
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.
-
NHStrict timing in open stance vs Brad, Akira .600
-
NHsacrifices 3 DMG, works vs Jeffry closed.572
-
-
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 -
sideNHUniversal combo.822
-
sideNH882
-
sideNHUndroppable universal combo/basis for DMG comparison/wiki reference point.
Shun sober special.813
-
-
OSSpinning Savate (wall splat)Wall Splat.
-
wallNHUndroppable universal combo. Recovers in DS.
Missing the DMG but it should be the most damaging way to transition to DS.00 -
wallNHEnding with sacrifices 2 DMG for harder techroll, also works off-axis.790
-
wallNHand are interchangeable. Ending with sacrifices 2 DMG for harder tachroll, also works off-axis.860
-
wallNHStrict timing. Ending with or 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//► ►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
-
NHEnding with sacrifices 2 damage for harder techroll. If the opponent fails to techroll, scrape with for 12 extra damage.672
-
-
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
-
NHmay whiff at range.680
-
NHmay whiff at range. Progressively stricter timing vs heavies. Last hit of may whiff vs Blaze depending on distance.731
-
NHmay whiff at range.652
-
NHStrict 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)NHStrict timing. Dash required in open stance depending on distance.
Dash in both stances for AK.
Wall needed for SH.550
-