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VF5FS Vanessa Move Analysis

Jun 9, 2022
VF5FS Vanessa Move Analysis
  • As usual, Vanessa's two styles have to be presented separately.


    Vanessa's Top 10 moves (+ 3 bonus moves)(top)


    Below is a written commentary on Vanessa's best moves, by @MakiLeSushi

    Top-10 DS Moves(top)


    while standing [P]
    Her best DS move. A 13 frames mid, stagger on CH, beats practically every move (12 frames or slower) when you are at +1. CD fuzziable on guard since it's -5 and you get a float if the move connects on a staggered opponent. You have 2 alternate reliable inputs for this move: [3][3][5][P] and [6][3][2][3][6][P]
    Negative points: short range also backdashable, evadable on both sides.

    [4][P]
    The heavy impact can be very useful when it used as a meaty and when the opponent has their back against a wall. +3 on guard, +7 on NH and +19 on CH. Creates distance between you and your opponent. Gives a wall stagger on NH and a wall splat on a staggered opponent. Crumple on side turned staggered opponent and +25 on side turned CH, -1DP.
    Negative point: evadable on both sides with big disadvantage because it's a linear move and very slow move (21 frames)

    [1][P][+][K]
    The stance and high strings killer. A very efficient move. Special low, causes all highs to whiff, -1 on guard, +2 on side guard, +2 on NH, foot crumple on CH, wall stagger on RCH. Good range, closes the distance.
    Negative points: slow, linear move, evadable on both sides.

    [1][P]
    A broken move. Mid, sabakis most lows (except sweeps and LDK), causes all highs to whiff, safe move (-8 on guard) +2 on NH and when the sabaki succeed.
    Negative points: short range, evadable on both sides and backdashable.

    [4][P][+][K]
    An ok move. High, fast (14f), float on CH for 56-80 dmg. Safe on guard (-2 on guard) +6 on hit, wall splat on CH.
    Negative points: short range, evadable on both sides, whiffs against crouching, and backdashable.

    [3][K]
    An ok move. Mid 16f chargeable, long range, safe on guard (-6), 0 on NH, +8 on opponent crouching on NH and +8 on CH. Side crumple on CH, backdash killer, wall stagger, low wall splat on staggered opponent.
    Negative point: evadable on both sides.

    [6][P][3][K]
    A very efficient move. Good range, 16f, [6][P] is a mid half circular, delayed the [3][K] can track if opponent evades the [6][P], on CH u can get a hit throw by inputing [P][+][G]. Safe on guard (-8) and good damage if the hit-throw succeeds. Wall stagger for both moves and low wall splat on a staggered opponent, -1DP for the [6][P] and 1 more DP if the hit throw succeeds.
    Negative point: the [3][K] is evadable on both sides

    [3][P][+][K]
    The head crumple combo launcher. A 17f high half circular gives head crumple even on NH for combos between 69 and 79dmg. Safe on guard (-6). A good move against evaders, at least -1DP.
    Negative points: backdashable, evadable on back side only and can whiff against crouching opponents.

    [6][6][K]
    Her best okizeme. Very long range, mid full circular, safe on guard (-9), creates distance with the opponent, knock down on NH and CH (a safe-on-guard mid full circular must be in a top 10). Wall splat on CH, low wall splat on NH.
    Negative point: slow move (22frames)

    [4][6][K][P]
    The poke killer. Sabaki all high and mid punches and elbows, +4 on guard, +6 on NH and +9 on CH. Good range, the [4][6][K] is half circular, -1DP.
    Negative points: evadable on back side only, can whiff against crouching opponents.

    BONUS MOVES

    [3][P]
    The fastest move in the game!!! A 10 frames high, +1 on guard, +4 on NH, +6 on CH. Anti poke and anti frame traps.
    Negative points: short range, can whiff against crouching opponents, backdashable and evadable on both sides.

    Hold[G][2]/[8][P]
    A weird but efficient move. Mid, with unique avoiding properties (watch the thread on Vanessa dojo) Stomach crumple on RCH and CH with combos between 53 & 65.
    Negative points: evadable on opposite side, punishable (-13), slow move (22frames) & backdashable.

    [P][+][K][P]
    An ok move. Mid + high, 16f, get a head crumple on CH for the [P]. Good against evaders. Safe on guard (-3), +2 on NH. The [P] is half circular, -1dp.
    Negative points: The [P] can whiff against crouching opponents, evadable on front side and backdashable.

    PS: You will notice that i didn't put Vanessa's Defensive style [K][K] in this list. The reason is simple, yes this move is efficient, it is safe on guard, special high, a natural 2 hit combo on RCH and CH, punisher at 16f , and put your opponent on ST. But, when you start to play in DS, you will end up revolving your game around this move. But in order to become a good DS vanessa's player, you must learn how to use her without this move. Good players will duck, your second [K] will whiff and you will be punished. Sure it deserves to be in top 10 but you won't become a good player if your strategy revolves around this move.

    Top-10 OS Moves (top)


    [9][P]
    Maybe her best OS move. Almost broken. Big range, special high, beats all lows, plus on guard (+2), float on NH and CH, wall splat on CH, combos between 67 and 81 dmg on NH, backdash killer, at least -1DP.
    Negative points: evadable on both sides & can whiff against crouching opponents.

    [6_][K]
    My favourite OS move. Half circular, Special High, crumple on CH, 16f, safe on block (-6) with pushback, can be canceled with [G] , combo between 80 and 99dmg, at least -1DP. NOTE: the move can be performed without the need to hold forward by doing [2][3][6][K].
    Negative points: can whiff against crouching opponents, evadable on back side.

    [6][P][+][K]
    Her most useful punisher. High, fast move 14f, safe on guard (-6), good range, combo launcher even on NH, good after a stagger or a wall stagger (for the wall stagger with a 14f move the opponent can't unstagger so it s almost guaranteed), combo between 50 and 70, atleast -1DP.
    Negative points: Backdashable, evadable on both sides & can whiff against crouching opponents.

    [6][6][P][+][G] / [6][6][K][6][P][+][G] / [P][K][6][P][+][G]
    Maybe the best catch throw of the game. Useful for ring outs, Nitaku situations for the opponent, big dmg, stance killer, -1DP with the option [6][P][+][G] while you are in takedown position.
    Negative point: bad choices can lead to real damage.

    ALL INTRUDER STEP MOVES
    Good Nitaku situation. All are safe on guard. IS[K] is CD fuzziable (-5 on guard), gives stagger, makes lows whiff. IS[P] is -6 on guard, stomach crumples even on NH. IS[P][+][G] goes into takedown position.
    Negative point: vulnerable to mids during the intruder step.

    [K][+][G]
    Her most powerful move. Useful after the opponent tech rolls or while their back is to the wall, Special high, full circular, +4 on guard, +9 on NH, +12 on CH, big damage, big range, unreversalable, unsabakiable, puts your opponent side turned on NH and CH, -2DP.
    Negative points: very slow (37 frames) & can whiff against crouching opponents.

    [4][4][K][+][G]
    A good move to provoke a whiff and crumple. Safe on block (-8), can be charged to give you a stagger, stomach crumple even on NH, big range, cancelable in 3 ways.
    Negative points: evadable on both sides, backdashable because it is such a slow move (47 frames).

    [6][6][K][+][G]
    Powerful move. Safe on block (-7) -1 on guard opponent side turned, big range, side crumple on NH (!), big wall splat. Negative point:
    evadable on both sides with disadvantage.

    [K][P][P] / [2][K][P][P] / [6][K][K][P][P]
    Her best strings. I hesitate to put those moves but they are good when you are a good mind gamer. Those moves are useful against players who don't crouch to provoke a whiff. They are plus on guard (+5) can be mixed up with [4][P][6][P][+][G] if the opponent tends to guard the last [P] of the original move. You can mix up with [K] for crouched opponents or even transition into IS.
    The [6][K][K][P][P] is a natural 4 hit combo if the opponent was crouching on the first move, also a good string to punish at +16 opponent standing or crouching.
    [K][P][P] is a good high punisher at +15 and a natural 3 hit combo on RCH and CH. Particularly useful after unsafe moves with pushback. Also the best way to punish Taka.
    [2][K][P][P] is combos if [2][K] connect on CH. -2DP if u finish with the [P].
    Negative point: Vulnerable to [2][P] after the first [P] of the string & bad choices can lead to real damage.

    [9][K]
    Her best launcher. A knee must be in top 10. Efficient against 2P'ers. Safe on guard if opponent is side turned (-9), the most damaging launcher out of all OS, wall splat, mid, can beat lows. Combo between 70 and 113dmg.
    Negative points: Backdashable, punishable (-15), evadable on both sides.

    BONUS MOVES

    [6][6][K][K]
    An ok move. Good range, safe on guard and CD fuzziable (-5), puts opponent side turned on NH, combo starter on CH, crouch stagger into a combo on NH. Combos range between 66 and 84dmg on CH.
    Negative point: The second [K] can whiff against crouching opponents.

    [2][K][+][G]->[P][+][G]
    Aoi's YingYang stance killer. Efficient half circular hit-throw against evaders and abare players after tech roll. Transitions to takedown position on CH. Damage up to 98dmg. Low wall stagger, -1DP for the [6][P][+][G] takedown option.
    Negative points: Backdashable, evadable towards the front side & punishable on block (-15).

    [4][K]
    A long range Mid. Efficient with a big range and an option for IS. Safe on block (-6), wall stagger.
    Negative points: evadable on both sides.

    Exhaustive commentary covering ALL of Vanessa's movelist(top)


    Theese are ordered using the same order as Vanessa's VFdc command list.

    DS Attacks(top)


    [P] (Jab) - Fast, high/mid followups, +2 on block, combo on NH*, +8 on CH but high, linear, back dash vulnerable, followups can whiff at range. Use to: interrupt, poke, pressure, punish -12 standing ([P][K] will combo and give +4).

    (while standing) [P] (Crush Jaw) - Fast, mid, -5 on block, stagger on CH, floor scrapes but linear, back dash vulnerable, no followups, trivial damage if unstaggered. Use to: interrupt, poke, punish -13 crouching, floor scrape, taunt.

    [6][P] (Back Knuckle) - Mid, tracks back, high/mid followups, combo on NH/CH, sober 1 but back dash vulnerable, -4 on NH (followups are ALSO -3/-2 on NH). Use to: pressure, track back, sober +1.

    [6][6][P] (Ducking Body Blow) - Mid, mid followup, combo on NH, stagger on crouch hit but back dash vulnerable, linear. Use to: pressure, stagger/KD crouching.

    [4][P] (Heavy Impact) - Mid, long reach, +3 on block, +7 on NH, +19 on CH but back dash vulnerable, linear, no followups, push back, followups can whiff at range. Use to: pressure, beat abare from +9, create distance, oki.

    [2][P] (Sit Jab) - Fast, anti-high, recovers low, -5 on block, +7 on CH but special low, short reach, backdash vulnerable, linear, no followups, trivial damage. Use to: interrupt, poke, abare, punish -12 crouching, chip, taunt.

    [3][P] (Cut Upper) - Fast, +1 on block, +6 on CH but high, short reach, linear, no followups, trivial damage. Use to: interrupt, poke, pressure, punish -10 standing, chip, taunt.

    [1][P] (Defensive Elbow) - Mid, anti-high, sabaki vs LP/LK, slam on air hit but short reach, back dash vulnerable, linear, no followups, CH counts as crouch hit*, trivial damage. Use to: abare, chip, floor scrape.

    [K] (Front Kick) - Mid, long reach*, high* circular delayable push back side turn followup, combo on CH/RH/side NH but linear*, followup may whiff at range. Use to: pressure, side turn*, beat (crouch)back dash up close, punish -16, create distance*, floor scrape.

    [6][K] (Cut-In Knee Kick) - Fast, mid, -5 on block, escapable hit-throw on CH but linear, back dash vulnerable, no followups, -2 on NH, trivial damage if Hand Hold is escaped. Use to: interrupt, poke.

    [6][6][K] (Shadow Slicer) - Mid, long reach, anti-back dash, full-circular, push back, KD on NH but slow, no followups. Use to: gamble, KD, beat evade, beat (crouch)back dash, punish whiffs, close distance, create distance, oki.

    [4][6][K] (Parrying High Kick) - Long reach, tracks stomach, high +4 on block/+7 on NH sober followup, sabaki vs HP/HE/MP/EL, combo on NH, sober 1 but slow, high, back dash vulnerable. Use to: gamble, abare, track stomach, sober* +1.

    [4][4][K] (Switch Back Middle) - Mid, evasive (beats lows from -2?), recovers back turned but short reach, back dash vulnerable, linear, no followups, CH counts as back hit,. Use to: risk, abare, confuse, taunt.

    [2][K] (Stopping Low) - Low, high sober slam followup, combo on CH but back dash vulnerable, linear, -14 on block*, -6 on NH. Use to: risk, beat abare from +5, beat (crouch)back dash up close, demoralize (?), sober* +1.

    [2_] or [1][K] (Sit-Down Low Kick) - Low, long reach, anti-high, recovers low but linear, no followups, -15 on block, -6 on NH, trivial damage. Use to: risk, beat highs, chip.

    [3][K] (Bone Crush Middle) - Mid, long reach, back dash stagger, wall stagger, crumple on side CH, chargeable but linear, no followups. Use to: guard stagger*, wall stagger, back dash stagger, beat (crouch)back dash up close, beat side abare from +4, punish whiffs, demoralize, confuse.

    [P][+][K] (Heavy Hook) - Mid, high semicircular fuzzy-safe sober CH floater followup, -4 on block, combo on NH but back dash vulnerable, linear. Use to: poke, sober* +1.

    [4][P][+][K] (Wind Elbow) - Fast, long reach, -2 on block, +6 on on NH, float on CH but high, linear, no followups. Use to: interrupt, poke, side pressure, beat backdash up close, beat standing abare from +2.

    [4][6][P][+][K] (Leopard Strike) - Long reach, -5 on block, sabaki vs HK/MK/SK/KN, slam float on sabaki hit, blast back on NH (more near walls), sober 1 but sluggish, high, linear, back dash vulnerable, no followups. Use to: gamble, abare, damage, sober 1+.

    [2][P][+][K] (Grand Spike) - Mid, anti-sabaki, -4 on block, face plant float on NH, heavy bound on air hit, sober 1 but slow, back dash vulnerable, linear, no followups. Use to: gamble, damage, beat throws, sober 1.

    [3][P][+][K] (Boomerang Hook) - Tracks stomach, head crumple on hit, sober 1 but high, short reach, back dash vulnerable, no followups. Use to: damage, track stomach, beat throws, punish -17 standing, beat standing abare from +5, demoralize, sober +1.

    [1][P][+][K] (Stinger Low Blow) - Long reach, anti-high, recovers low, -1 on block, wall stagger on RH, foot crumple on CH but slow, special low, linear, no followups. Use to: gamble, (side) pressure, abare, beat (crouch?)backdash up close, beat high abare, close distance, oki.

    [K][+][G] (Hind Back Spin Kick) - Long reach, full-circular, -5 on block, push back, side turned +6 on NH, side turned +9 on CH, sober 1 but slow, high, back dash vulnerable, no followups. Use to: gamble, side pressure, beat evade, create distance, sober 1.

    [6][K][+][G] (Heel Kick) - Mid, long reach, slam float on NH, sober 1 but slow, linear, no followups, float may whiff at range. Use to: gamble, damage, beat throws, beat (crouch)back dash up close, punish whiffs, oki, sober +1.

    [6][6][K][+][G] (Spinning Savate) - Mid, evasive (beats lows from -2?), KD/wall splat on NH but poor reach, backdash vulnerable, linear, no followups. Use to: abare, KD, wall splat, punish -16 near walls, taunt.

    [4][4][K][+][G] (Back Charge Kick) - Mid, long reach, evasive (built-in cancellable back dash), chargeable, cancellable (to OS), stomach crumple on NH but sluggish, linear, no followups. Use to: gamble, abare, damage, create distance*, switch styles, confuse, taunt.

    [2][K][+][G] (Low Spin Slicer) - Low, full-circular, anti-high, recovers low but back dash vulnerable, no followups, -18 on block, -5 on NH. Use to: risk, side wall stagger, beat evade, abare.

    [3][K][+][G] (Stomach Crush) - Mid, long reach*, sober hit-throw on NH but back dash vulnerable, linear, no followups, hit-throw may whiff at range (-3 on NH). Use to: damage, beat throw, beat abare from +5, punish -17 crouching, sober* 1.

    [1][K][+][G] (Sliding Low Kick) - Low, long reach, tracks stomach, anti-high but slow, back dash vulnerable, no followups, -17 on block, recovers in IP on hit or whiff. Use to: gamble, risk, side wall stagger, abare, track stomach, taunt.

    [9][K][+][G] (Wheel Kick) - Long reach, tracks back, +5 on block*, KD on hit but slow, high, back dash vulnerable, no followups, CH counts as air hit, recovers in IP. Use to: gamble, KD, punish standing whiffs, track back, oki, taunt.

    (hold) [G] [2] or [8][P] (Intrude Hook/Intercept Body Blow) - Mid, tracks stomach OR back, evasive (sway), stomach crumple on CH/RH but slow, short reach, back dash vulnerable, no followups, -13 on block. Use to: gamble, risk, abare, beat throws, track.

    [6][P][+][K][+][G] (Switch Shoulder) - Mid, long reach, -2 on block, stagger on NH, anti-sabaki, switches to OS but linear, no followups. Use to: side pressure, stagger, beat (crouch)backdash up close, punish whiffs, close distance, floor scrape, switch styles.

    [5] Anti-HP, anti-CH but vulnerable to everything else. Use to: interrupt, risk, sideturn, chip.

    DS Throws(top)


    Standing Throws

    [P][+][G] (Canyon Dive) - 40 DMG. Switches positions with the opponent - even if it's broken. Ring's out over low walls to Vanessa's back. Opponent can roll away from Vanessa to avoid [3][K] stomp. Vanessa is at +2 frames of advantage if the opponent techrolls.

    [6][P][+][G] (Elbow Rush) - 37 DMG. Down attack guaranteed for a total of 50 DMG. The only reason to use this throw instead of [4][1][2][3][6][P][+][G] is to sober Shun by 1 drink point.

    [6][3][2][1][4][P][+][G] (Heaven's Gate) - 70 DMG. Switches positions with the opponent. DS vane's most damaging throw. A light down attack is guaranteed unless the opponent rolls towards her back.

    [4][P][+][G] (Flying Armbar) - 50 DMG. Switches positions with the opponent. There's no reason to use this throw instead of [6][3][2][1][4][P][+][G].

    [4][4][P][+][G] (Replace Throw) - O DMG or 21 DMG and stagger on wall hit. Switches positions with the opponent. Higher damage potential than [6][3][2][1][4][P][+][G] if DS vane's back is against the ring edge.

    [4][1][2][3][6][P][+][G] (Army Combination) - 60 DMG, advances forward. Does not leave Vanessa side turned if escaped. Down attack possible but not guaranteed.

    [6][6][P][+][G] (Wall Kiss) - Near walls, 25 DMG and stagger or transition into a HMT. Max DMG 55 if opponent does not escape the HMT followups. Higher damage potential than [4][1][2][3][6][P][+][G] only if the opponent does not break the stagger.

    Low Throws

    (opponent crouching) [3][P][+][G] (Rib Crush Knee) - 60 DMG.

    (opponent crouching) [2][P][+][G] (Rib Crush Body) - 55 DMG.

    (opponent crouching) [1][P][+][G] (Front Sleeper) - 45 DMG.


    OS Attacks(top)


    [P] Fast, high/high/mid followups, +2 on block, combo on NH (more vs Taka or sideturned), +8 on CH but high, linear. Use to: interrupt, poke, pressure, punish -12 standing.

    [6][P] Fast, mid, high (KD) followups, -4 on block, combo on NH, +7 on CH but short reach, backdash vulnerable, linear. Use to: interrupt, poke, KD, punish -14 lows.

    [6][6][P] Fast, mid, long reach, anti-backdash, wall stagger, +6 on CH but linear, no followups. Use to: interrupt, beat (crouch)backdash, wall stagger, close distance, taunt.

    [4][P] Long reach, tracks back, high* KD followup, -5 on block, sober 1, combo on CH/RH but high, backdash vulnerable. Use to: poke, pressure, track back, sober 1.

    [4][1][2][3][6][P] Mid, long reach, evasive (back sway), even & pushback/stagger/-1 on block, chargeable, low cancellable, KD/stomach/foot crumple on NH, sober 1/2/0 but slow/sluggish/sluggish, backdash vulnerable, linear, no followups. Use to: gamble, side pressure, KD & wallsplat/damage, abare*, create distance, confuse, sober +1.

    [2][P] Fast, anti-high, recovers low, -5 on block, +7 on CH but special low, short reach, backdash vulnerable, linear, no followups, trivial damage. Use to: interrupt, poke, abare, punish -12 lows, chip.

    [3][P] Mid, anti-high (?), fallback float on CH but backdash vulnerable, linear, no followups. Use to: abare (?), beat abare from +4.

    [1][P] Low, long reach, tracks stomach, anti-high, recovers low but slow, no followups, -4 on NH, trivial damage. Use to: gamble, abare, track stomach, close distance, chip.

    [9][P] Long reach, anti-backdash, anti-low (beats low punch from -8), floor scrape, +2 on block, float on NH, sober 1 but slow, no followups, CH counts as air hit*. Use to: gamble, pressure, damage, abare, beat (crouch?)backdash, beat throws, punish whiffs, close distance, oki, floor scrape, sober 1+.

    [K] Fast, long reach, tracks stomach, high sober 2 KD followup, combo on CH/RH (more vs taka) but high, -2 on NH. Use to: interrupt, poke, track stomach, beat backdash up close, beat throws, punish taka's -15 standing, punish standing whiffs, sober* 2.

    [6_][K] Tracks stomach, g-cancellable, pushback, sober 1, temple crumple on CH but backdash vulnerable, no followups. Use to: poke, track stomach, beat abare from +4, create distance, demoralize, confuse, taunt, sober +1.

    [6][K] Mid, high sober 2 KD followup, combo on RH/crouch guard but short reach, backdash vulnerable, linear, -2 on NH, trivial damage on CH. Use to: damage crouching, punish -16 crouching, sober* 2.

    [6][6][K] Mid, long reach, high circular sideturn/mid force crouch followups, takedown cancelable, combo on NH, float on CH, stagger float on crouch hit but linear*. Use to: damage crouching, force crouch, beat (crouch)backdash up close, beat abare from +4, punish -16 crouching, sideturn*, punish crouching whiffs, close distance, create distance*, oki, confuse.

    [4][K] Mid, long reach, anti-backdash, pushback, wall stagger, +7 on CH* but linear, no followups*. Use to: poke, wall stagger, beat (crouch)backdash, create distance.

    [4][6][K] Mid, long reach, hit-throw on CH but backdash vulnerable, linear, no followups. Use to: beat abare from +6.

    [2][K] Low, long reach, anti-backdash*, high sober 2 KD followup, combo on CH but linear, -14 on block*. Use to: risk, beat (crouch)backdash, close distance, sober* 2.

    [2_] or [1][K] Low, long reach, anti-high, recovers low but linear, no followups, -15 on block, -6 on NH, trivial damage. Use to: risk, abare, side wall stagger, chip, taunt.

    [3][K] Mid, high track back sober/mid track stomach IS-cancellable followup, floor scrape, -5 on block, combo on NH, back dash stagger, crumple on side CH but backdash vulnerable, linear*. Use to: poke, backdash stagger, beat side abare, floor scrape, sober* 1.

    [9][K] Mid, anti-low* (beats low punch from -3), float on NH but backdash vulnerable, linear, no followups, -15 on block. Use to: risk, damage, abare, beat abare from +5, beat throws, punish -17 (standing?), demoralize.

    [P][+][K] Mid, long reach, high KD/mid sober (pushback?) followup, -4 on block, combo on hit, +6 on CH but backdash vulnerable, linear. Use to: pressure, KD, low wall splat, punish whiffs, create distance*, sober* 1.

    [6][P][+][K] Fast, slam float on NH, sober 1 but high, backdash vulnerable, linear, no followups. Use to: interrupt, damage, beat throws, punish -14 standing, sober 1+.

    [4][P][+][K] Long reach, anti-backdash, +2 on block, blast back on NH (more near walls/vs taka), sober 1 but high, linear, no followups, pushback. Use to: poke, pressure, KD, beat backdash, close distance, sober 1, taunt.

    [4][3][P][+][K] Tracks stomach, hit-throw on NH, sober 1 but backdash vulnerable, no followups. Use to: damage, (abare?), track stomach, switch sides, sober 1.

    [2][P][+][K] Mid, -3 on block, sober 1, force crouch +9 on CH, light bound on air hit but backdash vulnerable, linear, no followups, trivial damage*. Use to: beat side abare, chip, sober 1.

    [3][P][+][K] Mid, mid throw-punishable faceplant sober followup, combo on NH but backdash vulnerable, linear. Use to: pressure, damage, beat abare from +7, beat throws, sober* 1.

    [K][+][G] Long reach, anti-backdash, full-circular, anti-low*, +4 on block, sober 2, sideturn +9 on NH, sideturn +12 on CH but sluggish, no followups, pushback. Use to: gamble, pressure, beat evade, close distance, oki, sober 2.

    [6][K][+][G] Mid, long reach, slam float on NH but slow, backdash vulnerable, linear, no followups. Use to: gamble, damage, beat throws, punish whiffs.

    [6][6][K][+][G] Mid, long reach, anti-back dash, push back, knock down on NH, crumple on side hit but linear, no followups. Use to: damage sideturned, KD, wall splat, beat (crouch)backdash, beat side abare, punish whiffs, close distance, create distance, demoralize.

    [4][4][K][+][G] Mid, long reach, evasive (built-in cancellable back dash), chargeable, cancellable (to DS), stomach crumple on NH but sluggish, linear, no followups. Use to: gamble, damage, abare, create distance*, confuse, taunt.

    [2][K][+][G] Low, long reach, tracks back, hit-throw on CH but no followups, -15 on block. Use to: risk, track back, beat (crouch)backdash up close, beat abare from +9, space.

    [3][K][+][G] Mid, sober hit-throw on NH (swaps sides) but short reach, backdash vulnerable, linear, no followups, hit-throw may whiff at range. Use to: damage, beat throws, beat abare from +5, switch sides, sober* 1.

    [1][K][+][G] Mid, long reach, anti-low (beats low punch from +2), -3 on block, pushback, float on NH, heavy bound on air hit but slow, linear, no followups, float may whiff at range, CH counts as air hit*. Use to: gamble, side pressure, damage, abare, beat (crouch)backdash up close, beat throws, punish whiffs, close distance, create distance, oki, demoralize.

    [6][P][+][K][+][G] Mid, long reach, -2 on block, stagger on NH, anti-sabaki but linear, no followups, switches to DS. Use to: side pressure, stagger, beat (crouch)backdash up close, punish whiffs, close distance*, floor scrape, switch styles.

    OS Throws(top)


    [P][+][G] (Canyon Dive) 40 DMG. Switches positions with the opponent - even if it's broken. Ring's out over low walls to Vanessa's back. Opponent can roll away from Vanessa to avoid [3][K] stomp. Vanessa is at +2 frames of advantage if the opponent techrolls.

    [4][1][2][3][6][P][+][G] (Leg Breaker) 60 DMG. Switches positions with the opponent. Does 10 more damage near walls. OS vane's most damaging throw.

    [4][6][P][+][G] (Triangle Lancer) 52 DMG. Switches positions with the opponent. There's no reason to use this throw instead of [4][1][2][3][6][P][+][G].

    [6][P][+][G] (Arm Crush Throw) 50 DMG. There's no reason to use this throw instead of [4][1][2][3][6][P][+][G].

    [4][P][+][G] (Front Neck Chancery Hold) 50 DMG. Switches positions with the opponent.

    [6][3][2][1][4][P][+][G] (Styx Hole) 25 DMG, transitions to takedown position. Higher damage potential than [4][P][+][G] if the opponent does not guess right.

    [6][6][P][+][G] (Lightning Lancer Tackle) 15 DMG, transitions to takedown position. Catch throw: better reach but slower than normal throws; not throw escapable but vulnerable to throws itself. High damage potential if the opponent does not guess right.

    Videos showcasing Vanessa's key moves(top)


    That Blastad Salami's Vanessa Lewis Overview is good place to start.

    miyavi_ngos has created a video going over Vanessa’s Main Techniques of interest. It is Japanese though, and the English subs require a certain amount of interpretation.

    oneida created an in depth video covering Defensive Style, never got around creating one for Offensive Style though.
tsunamih likes this.
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