VF4 / Vanessa [ print friendly ] [ command view ] Orange Book - Vanessa Defensive Combo Maniacs
Source - Orange Mook
Article - Kurita
Translation - Noodalls
+ or first hit counter hit or while
standing counter hit or maximum charge counter hit
1.
2.
3. +++
4.
5.
6. ++
7.
8. or
9.
After the + on up to Lau, combo 1 will work in open
stance and combo 2 on closed stance. It sometimes works on Jacky
too, but isn't reliable. will not allow combos 1 and
2 to connect. Against Pai and Aoi, in open stance use combo 3 and
in closed stance 2*. For characters heavier than Sarah, combos 2
and 3 are easy if you take away the . With that you can also go
for Goh and the light weights. Otherwise, go for combo 6 on up to
akira in either stance. In closed stance it will also connect on
heavy weights. WS will allow combo 9 if close range. But, if you
are a little more separated, you can go for strong combos. For
example, against Sarah in closd stance combo 1 will connect. Also,
when connects on maximum charge counter hit, against Aoi
combo 5 will connect in open stance, or in closed stance
.
* I get the feeling he meant combo 3 and 4, but messed up? Can
anyone confirm?
counter hit or counter hit or +
or (B1) minor counter or greater or or (B2)
counter hit
10.
11.
12. +
13.
14. Any low throw
In defensive style, Vanessa has 5 differnt moves that will give
stomach crumple. Among them, the is the move that gives
the best setup. Against all characters in either foot stance, combo
10 will connect. Other conditions that will allow 10 to connect are
a + on maximum range hit. Also, you can get it from
(B1), but it's a little unreliable depending on distance
when you hit and the move that your opponent used. Against Lion in
closed stance only, it's just about guaranteed, so you should go
for it. Also, after (B1) or or (B2) you can
get combo 13, and it lets you go for ukemizeme. If you're after
damage use combo 12, but it's more difficult to go for ukemizeme.
Throws will be completely powerless if the opponent inputs throw
escapes. But, there's no doubt, when they do connect it's the
ultimate damage.
BT+ or + counter hit or + or or
15. + or
16.
17.
At 5 varieties of head crumples, Vanessa has a plethora. Firstly,
from any starter combo 16 is guaranteed. The only exception is when
connects on Aoi or Shun it won't work. In that case, 17
or +++ will work. Getting the biggest damage combo
15 to connect works from the following starters - + on
Sarah to Akira in either stance, and Wolf in closed stance only.
From + it will work on Brad, Lion and Jacky in either
footstance, and on Goh, Kage and Lei in open stance.
or + counter hit or successful sabaki or
+
18.
19.
20. +++
21.
22. Large pounce
In Vanessa's slam combos, the one thing you have to be careful of
is the + combos. The combos guaranteed after a sabaki
and a counter hit are different. The situation after a sabaki is
better, and allows for the same combos as after . In this
case, combo 1** is the best damage, but it is open stance only and
will work up to Lau. On counter hit, in closed stance go for 19 and
in open stance go for 20, up to Akira will connect. However, the
timing is important so you have to pay attention. It's
difficult, so you could compromise with combo 22. Finally, if you
start with + go for combo 21.
* I assume he means 18 here, but need confirmation.
counter hit
23.
24.
25. Any throw
After on counter hit, the distance is far but basically any
20 frame move or quicker is guaranteed. However, there aren't many
useful attacks here, so your best bet might be to go for a dash
throw. If they are aware of that, dashing for throw is not bad.
Left hand hold +
26. + any combo
27. + any combo
The left hand hold + move can only be done from left hand
hold, and is a powerful throw combo. After this, you have 45 frames
of advantages, so many moves are guaranteed. Within them, 26 and 27
are especially useful. Dash to close the space and then execute
them with good timing.
Posted by
noodalls
on 20/02/2005
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Edited by
Myke
on 03/04/2005
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