VF4 / Vanessa [ print friendly ] [ command view ] Orange Book - Vanessa Offensive Combo Maniacs
Source - Orange Mook
Article - Kurita
Translation - Noodalls
(A2) or + or + counter hit or
+
1.
2. +
3. ++ while standing
4. ++
5.
6. +
7. +
8.
9.
There are four kinds of floats, but the especially powerful one is
(A2). In open stance 1 will connect on Sarah and Vanessa, or
combo 2 for Pai~Vanessa in open stance. If you take the off
combo 1 it will connect on Brad and Goh and the damage is over 70.
Combos 3 and 4 utilise her switch moves. They work up to the
lighter middle weights, with 3 for clsoed stance and 4 for open
stance. After the combo you are in defensive style, so you can
mixup your okizeme options. Against characters other than those
mentioned above, combo 7 in open stance and combo 8 in closed
stance. However, if you get a counter hit on the opponent when they
are crouching the float height is not very high, so they may not
connect. In that instance, you can remove the standing or go
for combo 9, changing the combos on the fly. After the +
there are many characters on whom the standing will whiff, so
in this instance use combo 5. However, against Aoi and Lion
depending on the hit conditions it won't connect, and depending on
the character the fourth hit tends to whiff,. In this case, combo 8
without the standing can be relied upon. After the
+ against up to Brad combo 8 in open stance and combo
8 in closed stance can be portioned off. Heavier than that you can
try the combos without the standing , but on characters heavier
than Lion the combos won't always be guaranteed. After +
go for combos 7 and 8 on light weights. The merits of using it on
middle weights and above is limited.
+ or (A1) counter hit or counter
hit or counter hit
10. +
11.
Also, there are four moves that give stomach crumple, but you can
get by with two combos. Furthermore, these combos are guaranteed in
either condition.
With combo 10, if the opponent fails to tech you get a down attack,
which brings the damage above 11. Combo 11 puts you a little bit
away, but you do have the advantage that you can go for ukemizeme.
medium counter hit or above or BT+
12.
13. ++ or
14. +
From head crumple, the big damage ukemizeme capable 12 is the basic
combo. However, if the initial hit connected at range, the combo
may whiff after the second hit. In this instance, switch to combo
14, which works from any range. Further, connecting up to Lau combo
13 has the special trick of ending in defensive style. If you want
to put a change on your okizeme use this one.
+ or +
15.
16.
17. +
18.
After the + has slammed the opponent into the ground,
the biggest damage you can go for is combo 15. There are a few
requirements to remember, connecting in open stance on all except
Aoi, Goh, Brad, Shun, Akira and Jeffrey. Combo 16 is a reliable
combo that connects up to middle weights in either stance. It will
only work on heavy weights in closed stance, so it's a good idea
only to go up to the third hit. Also, if the + hits
from a little far away, you should use the same combos listed below
for the +.
For +, in closed stance combo 16 will hit on all
characters, in open stance 16 will hit up to middle weights. In
closed stance, combo 18 will connect up to middle weights, so you
should vary your usage accordingly. Note though, that you need to
delay the properly. If this is difficult, go with 14, fairly
much guaranteed up to middle weights.
+
19.
20. Large pounce.
Combo 19 works after a + only in closed stance.
counter hit
21. +
After you have 20frames of advantage, so +
is the most reliable, as it will just connect. If you want to go
for a string, is interesting, but there are a
few characters it won't connect on.
While standing counter hit
22. +
23. ++
24.
After the while standing 22 gives the best damage. However, on
normal hit you are -1, so overall 23 is a little better. In terms
of possible damage, you can get a + during the stagger of
24, which makes it the best damage if you can connect it all.
Posted by
noodalls
on 20/02/2005
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Edited by
Myke
on 03/04/2005
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