Vanessa(KOFXI)
Vanessa ヴァネッサ | |
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Tiers & Ranking | |
Tier: | B |
Ratio Cost: | 4 Points |
Properties | |
Damage Modifier: | 1.02 |
Stun Modifier: | 1.02 |
Crouch height (Tier): | C |
Quick Guide
- Vanessa is a very difficult to master, highly technical character that has extremely fast and unpredictable movement and unorthodox pressure strings.
- She is a great starter for shift combos: 41236P and 236236P have massive hit stun (leading to back-turned combos) and [4],6A enables high juggles.
- She generally has bad defense, with no good pokes to break free from pressure and sub-par reversal options.
- She is usually played as a point character for her shift synergy and as a battery, or as a Leader for long corner juggles.
Neutral
- Vanessa uses 236 & 214B/D to move around quickly and to remain unpredictable in her movement and zoning.
- To finally approach, use the very strong smalljump A & B or normal / small j.D.
Offense
- Once close, use early smalljump j.C for instant overheads mixed with 2B>6A>214P sway strings.
- Using repeated sway cancel after heavy attacks, particularly 2D, 5C and (cancel)6A is the key for applying pressure to the opponent with Vanessa
- BnB Combo example: (2B>)2B>6A>214P(sway)>link 41236P. Note that the combo becomes very hard as soon as you have super meter, since you will often get an accidental 2141236P instead, which can be avoided by max delaying the motion input for 41236P.
- Damage Combo example: anything into 5C, then [4],6A into any juggle.
- For quick shifts, any air normal can be used, but j.C is most reliable, particularly against crouching characters.
Defense
- Vanessa does not have any good normals to stop smalljump pressure - her only useful anti-air is 2C, which needs to be done well in advance, and on a guess. You can try and break free with a smalljump j.A, which is very fast and has a great hitbox.
- 3B can be used as an anti-air since it low profiles, but it leads to almost no damage and is very unsafe on block.
- If you are expecting your opponent to normal jump, you can go into sway (214P) and hold down the button, then use 6P on reaction to uppercut them out of the air (example here). The later you use it, the harder it is to get it to connect, but the easier it is to cancel the upper into eg. 236B > 2C > 236B crossup reset or 236B > 236236P.
- Her 236236P only has invulnerability during startup - it sometimes works as a reversal, but will often just trade or not hit at all. It is also too slow to work against safe jumps. On the upside, it allows for shift combos and dreamcancel, which makes it a strong super to land.
- Her 214P / 236K / 214K all have invulnerability and can be used as reverals, which should be used as much as possible midscreen (since you can escape with 214B/D).
Colors
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A | B | C | D |
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R1 + ![]() |
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E+A | E+B | E+C | E+D |
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L1 + ![]() |
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Start+A | Start+B | Start+C | Start+D |
Frame Data
Frame Data for 214P/236B Cancels
Input | Hit | Guard | Note |
---|---|---|---|
Light Attack>236B | -9 | -10 | |
2D>236B | KD | -2 | Useful. |
5C/2C>236B | -1 | -2 | 4C after triggers a throw OS. |
2B>214P | -2 | -3 | |
2C/5C(c)>214P | +6 | +5 | |
5C(f)>214P | +6 | +5 | High pushback on hit. Great as a kara cancel. |
2B>6A>214P | +6 | +5 | Links into 5C(c). |
2D>214P | KD | +5 | Very good for Pressure. |
5E>214P | KD | +5 | |
236B>6A>214P | KD | +5 | Good for Pressure / Conversion. |
5C/5C(f)/2C>236236E | +19 | +19 | Both +19 on Guard & Hit. |
Blockstring Frame Data
Input | Gap | Note |
---|---|---|
Heavy Attack>236B-6A | 4F | Useful blockstring that can be looped |
Special Attributes & Bugs
- Vanessa has no throw invulnerability during her GC-Rolls (front & back).
- Vanessa has NO throw invulnerability after getting up from a knockdown - she can be thrown immediately upon recovering. Note: it is currently unclear whether this is tourney-banned, but it likely is. Example video by Rock: Link
- Vanessa's 5C(c) cannot be saving shifted (first hit only). (Thanks, kofxi_bot!)
- Vanessa can loop her 623C infinitely in the corner. The maximum allowed 623C inputs are 5 (= 4 loops) for tournaments and casual play
- Second hit of puncher upper is unblockable if done meaty. Tourney banned.
- Attempting to put in 236B/D or 214B/D as 236,+4B/D or 214,6B/D will result in a standing B/D to come out. This is an exception compared to other special moves (which will trigger normally).
- Shifting from 41236P's mash hits (1-5) has different frame data depending on whether the opponent is standing or crouching: +12F/+8F. This is the only known move currently where this is the case.
- A rare bug can cause 2D to cause a collapse kill animation, as if the opponent got KOed from chip damage, see here. Reproduction unknown.
Combos
Basic Combos
- j.A/C, 5C(2),[4],6A, then...
- hyperhop or smalljump E: easy combo off of a jump-in with soft knockdown.
- hyperhop j.D,\/, okizeme: since j.D will make the opponent land on their feet, you can run up to them for a 50/50 left/right mixup. For advanced mixups from this situation, look further below.
- hyperhop j.D,\/, 214-B6C: for damage. the 6C-followup can be followed up with a QS for more damage, eg. QS K'> j.E whiff,\/,236236A
- (2B>)2B>6A, then...
- 41236P: hard knockdown. Easier if 2x 2B was used, or 2B>2A>6A...
- 623A(1)>QS: a simple and effective quick shift setup.
- Out of Quick Shift j.B or j.C or j.D,\/, 5C/D(2),[4],6A...: the preferred combo starter from a quick shift to Vanessa.
Advanced Combos
- 2B,6A, 214P, link 5C(c)(2 hits), [4],6A, j.CD or hyperhop j.D, reset: bnb, this is also the default "command"-combo. 6A-214P-5C is a 1F-link and only works when standing as close as possible.
- 2B,6A, 214P, link 5C(c)(2 hits), [4],6A, delay 2C, 214B-6C: Corner version of the BnB. The 214K-6C is a juggle anywhere.
- 2B,6A,214P, link 5C(c)(2 hits), (...6A,...) 41236P~, Quick Shift Quick Shift Setup.
- 2B,2B,6A>214P, link 41236P: difficult but very useful combo. Wait as long as you can before inputting the 41236P, otherwise you will get overlapping inputs with her 2141236P super. You can also shift off of this.
- Out of Quick Shift j.C, walk forward, 5C(2),6A(1),623A(1) QS: Setup to maximize stun if shifting to and from Vanessa.
- 214/236K-6A(2)>214P (sway cancel), then...
- dash, 236236P
- hyperhop j.D or E: both of these enders are a way to combo off of the very useful 214/236K-6A attack while staying safe in case it was blocked (due to the sway cancel).
- Forbidden Eagle loop: Corner 623Cx5, 2C,214B-6C, then...
- nothing: if your opponent is too low, stop the combo here.
- link 236236P [0-1 Super] To connect after the 214K-6C, the 6C must hit as early as possible, which is tricky.
- link 5C(1)>214P or 5C(1)>623C: resets with either slight frame advantage or a guard point / another forbidden eagle loop starter.
- Corner combo into [4],6A, 5B whiff, 5A>214B>6C, link 236236P: [1 Super] Source, an auto-timing setup to get the super after 214B-6C.
Leader Combo Starters
Bread n Butter
- Midscreen combo into 5C/D(2 hits) or 2B>2A/B, then 6A,236236E: To make the 6A cancel into 236236E, you need to input the 6A as a 236 already, eg. 5C>236A>236E. This becomes extra hard when having to make a micro-walk before the 5C, eg. after a shift-in. In this situation, using 5D(2) is advised, since its activation range is bigger and no micro walk is required at all.
- Corner Combo in [4],6A, 2A(whiff),2C,236236E: the basic corner starter for your LDM.
- Combo in 236236P, Dream Cancel 2. Hit in 236236E, 5C(f),[4],6A etc.: LDM starter from 236236P. Very important if you catch your opponent jumping, as this restands, but costs 3 gauges and one shift stock.
Fringe Starters
- Reset Setup: corner juggle in 2C>236236E, 214B-6C cancel 214D-6C cancel 236B, link 2C,236B-6C (guard crush),236B, 2B>6A>214A, link 5C(1)... Source: TORU
- A Stylish combo against standing opponent from BZR
- Combo into 236236P, Dream Cancel 2. Hit into 236236E, immediate 214P-6P (upper) cancel 236B, 2C, start LDM bnb: a fringe combo that is useful if your opponent has saving shift and you didn't want to go for the 236236C+E dream cancel ender (eg. since it does less damage).
Leader Combos
Corner
- Corner combo into [4],6A, 2A(whiff, for timing),2C,236236E link 214B-6C cancel 214D-6C cancel 236B, delay 2C>214B-6C cancel 214D-6C cancel 623C, 623Cx4, 2A(whiff, for timing), 2C>214B-6C, then:
- nothing: BnB ender. You will use the above combo a lot, this is your corner LDM bnb.
- link 236236P: only works if the 214B-6C hit as high as possible.
- 5C(2)>214P or 5C(2)>623C(mash trap) or 41236P (only one hit hits): resets or a little extra damage, only works if the 214B-6C hit as high as possible.
- Corner combo into 236236E link 5C(far, 2 hits), [4],6A, 2A whiff (for timing), 2C>214B-6C cancel 214D-6C cancel 236B, immediate 2C>214D-6C cancel 623C, start 623C loop: a variation to the above combo if the starter was against a standing opponent. If you can, avoid this combo since it allows saving shift right after activation and deals less damage - but sometimes you just need to use this one, eg. if you hit with 2B>2B>6A.
- Close to corner combo into [4],6A, hyperhop delay j.D,\/,236236E, 214B-6C cancel 214D-6C cancel 236B, 2C>214B-6C cancel 214D-6C cancel 623C, start 623C loop: a useful variation if you are too far away for 2C after the [4],6A, but still close enough for the 214B-6C to connect after the activation. This needs a bit of experience to eyeball.
Midscreen/Fullscreen
- Midscreen combo into LDM, 5C(far, 2 hits),[4],6A, hyperhop delay j.D,\/, 214B-6C cancel 236D-6C cancel 214B-6C cancel 623C, start 623C loop: the most important corner carry combo. This is a difficult combo that needs practice to master. The hyperhop should come as early as possible and the j.D timing is essential - if both of these factors are used perfectly (~ 3F timing), the 236D-6C will hit, otherwise it will miss.
- Back-to-corner combo into LDM, 5C(far, 2 hits), [4],6A cancel 236B, delay 2A,214D-6E (opponent flies over you) cancel 236B link 236236P(, shift out): bread n butter midscreen LDM combo. This is only used if the one that moves the opponent to the corner would not work (which is rare). Note that the super at the end costs no meter since it is still performed during LDM.
Team Combos
Preferred Quick Shift Normals:
- Standing opponent: j.D
- Crouching opponent: j.B
- Back-turned, crouching opponent: j.C, others will whiff
- Close to own corner: late j.A or j.B
Vanessa > Oswald
BnB
- Midscreen Vanessa j.C,\/,C(2),6A(1),623A(1), QS Oswald, j.A/D,\/,walk forward, 5D(c),3A,214C,...
- 236C,214B, Okizeme [1 Shift Stock]
- Shift back to Vanessa j.D>5D(2)... [2 Shift Stocks]
- Corner Vanessa j.C,\/,C(2),[4]-6A,2C,214B-6C, QS Oswald, 3A,214B, delay 236C,214B, Okizeme. [1 Shift Stock]
Midscreen
- Midscreen Vanessa j.C,\/,C(2),[4],6A, hyperhop j.D,\/,214B-6C QS Oswald, 3A,214D,236A,214B, Okizeme [1 Shift Stock]
- Vanessa midscreen combo in 236236P OR 41236P, shift out after 2-3 Hits, Oswald lands behind opponent, D(c),214C,236D,236A(whiff), turn around 3A, 214D, (corner) delay 236C,214B, Okizeme.
- Vanessa midscreen combo in 236236P OR 41236P, shift out after 2-3 Hits, Oswald lands behind opponent, 3A max delay 214C,236B,236E (Ace). Only works with sufficient distance to the corner, and from 41236P, only against standing opponents.
- Vanessa midscreen combo in 236236P OR 41236P, shift out after 2-3 Hits, Oswald whiff j.B (to land in front), immediate 3A, max delay 214C,236B,236E (Ace). Only works with sufficient distance to the corner, and from 41236P, only against standing opponents. Source: seen used by TORI at sawakoro festival 2023
Corner
- Corner Vanessa Combo in [4],6A,2A (whiff),2C>214B-6C, QS Oswald whiff j.X, 3A>214B delay 236A>214B, 623A Okizeme [1 Shift Stock]
- Corner Vanessa Combo in [4],6A,5B (whiff),5A>214D-6C, QS Oswald whiff j.X, 3A>214B link 3A>214B delay 236A>214B, 623A Okizeme [1 Shift Stock] the BZR variation with double 3A, auto-timing.
- Corner Vanessa Combo in [4],6A,2A (whiff),2C>214B-6C, QS Oswald whiff j.X, 3A>214B link 2363214A, immediate shift to Vanessa j.D,\/,5C>[4]6A, 2A(whiff), 2C>214B-6C:[2 Shift Stocks, 1 Super] deals a lot of stun.
- Vanessa corner Leader combo > 623C x N, 623C shift out Oswald, backdash, 3A>236B>236A>236B>236E (ACE): a very important combo, the preferred ender when using Vanessa / Oswald.
- Vanessa corner Leader combo > 236236C shift out Oswald j.C,\/,3A>236B>236A>236B>236E (ACE): more damage but can be saving shifted.
Other
- Cornered Vanessa j.C,\/,C(2),[4],6A, hyperhop j.D,\/,214B-6C QS Oswald, 3A,delay 214C,236B-236E: [1 Shift Stock] Ace Setup. Alternative to the combo above.
- Corner Crossup combo: Vanessa corner combo in 236236P, QS Oswald, D(c)(crossup). Note: The combo only works if D(c) is put in once Oswald has landed, otherwise a j.D (whiff) > D(c) is triggered and the Corner Crossup doesn't work. The time frame to shift the 3rd hit and still get the 5D to combo is 10F.
- another corner crossup combo: Vanessa combo into 41236P mash, QS Oswald, D(C) (crossup).
- 2141236P > QS oswald > \/, 3A>214A>236B>236E. No delay after 3A. works on hits 3,7,8 (hit 3 only from 2141236A).
Oswald > Vanessa
Midscreen
- Oswald midscreen combo into 214C, QS Vanessa, j.C/j.B,\/,walk forward,C(2), then:
- 236236P
- 6P>41236P or 623A
- 6P>236236E>C(f),[4]-6A,....
Corner
- Oswald corner combo into 2363214A, on 2nd Hit QS Vanessa j.D,\/,C....
- Oswald corner combo into 214C(2),236C QS Vanessa j.B/C/D>236236E, 214B-6C etc
- Oswald corner combo into 214C(2),236C QS Vanessa \/,2C>236236E, 214B-6C etc
- Oswald corner combo into 214C(1),236A QS Vanessa \/,2C>236263E, 214B-6C etc
- Oswald cornered, combo into 214C>236A(whiff), turn around 3A,214B,214C QS Vanessa,\/,2C,236236E, 214B-6C etc
Vanessa > K'
- Midscreen combo in [4],6A,QS K> j.A/E Whiff >2A kara cancel 3D, link 236236A
- Midscreen combo in [4],6A,QS K> j.A/E Whiff >\/>236A>6D, superjump j.D\/,LDM. Can also be followed up with j.214B after superjump j.D if the opponent would end up in the corner and K slightly outside of it.
- Midscreen combo in [4],6A, j.X,\/,214B-6C QS K' j.A whiff,\/,6B > delay LDM, as performed by BZR. Delay needs to be adjusted depending on range. A bit more damage than the combo above.
- Midscreen combo in 623A(2), QS K,\/, delay 236E236E
- Corner combo in [4],6C,5A whiff 2C>214B>6C QS K, immediate j.K,\/, then:
- j.214K loop
- backdash, LDM
- Corner combo in 623A(2), QS K, immediate j.214D,\/, walk back, LDM
K'> Vanessa
Midscreen
- Combo in 5C(2)>6B>623C(1) QS vanessa j.D,\/,5D(2)>6A(1)...: should work against everyone, even crouching. Note: to still get the full corner carry if you are exactly cornered, you need to swap the 5D(2) with a microwalk 5C(2), which is hard, but rarely necessary.
Corner
- 2B>2A>623A QS Vanessa j.D, \/,LDM: a good way to combo into LDM from light attacks, particularly if you are out of range for 2B>2A>236A-6D.
- early smalljump j.C > hit confirm 623A > QS Vanessa j.D,\/,LDM: Combo off of an almost instant overhead. Useful in the corner, but does not work against small characters (the j.C needs to be done later and the advantage of this combo is somewhat lost because of that).
- Combo into 236A-6D, late 623A (or 623C(2)) QS Vanessa j.D,\/, LDM: 623A has better damage and stun, but needs stricter timing.
- Into corner combo into 6B>214B(whiff)>214B, 236236B or 623A, late QS Vanessa j.D,\/, LDM: a way to combo from 236236B / 623A juggle into Vanessa LDM. Can also work as anti-air.
Ryo > Vanessa
- Corner combo into 646A/C?, QS Vanessa, \/, 632C loop. Source: Toru @ port24
Kula > Vanessa
- Corner combo into 236A, 214B longer delay 6B, link 623C(1)>QS Vanessa j.D,\/, 236236E, 214B-6C...
- Corner combo into 236A, 214B slight delay 6B, link 623A(1)>QS Vanessa, \/, 236236E, 214B-6C... (slightly more damage than the combo above)
Strategy
- if you want to punish with 2B>2B>6A from a low guard, try this input to avoid an accidental [4],6A: 1B, go neutral, 1B>6A...
- To avoid saving shift on a stunned opponent, use 214[P] > 6P for the uppercut > 236B...
Okizeme
- Meaty max range 2D>214P sway: safe against some reversals due to the whiff cancel.
- Midscreen Combo into [4],6A, hyperhop delay j.D,\/, dash, then 5C(c) left/right of the opponent (unsafe vs Reversals & Rolls also work against it). The BZR-version below is generally better.
- The BZR midscreen okizeme: midscreen combo into [4],6A, hyperhop delay j.D,\/, then:
- 236B-6C (this triggers a sway because you already crossed the opponent!), link 2B - fake crossup
- link 2B - crossup
- After Corner Combo in 623C Loop > 2A(whiff) > 2C(hit) > 214B-6C, link 5C(1)>214P(whiff)>meaty 5C: Vanessa is +1 (trades with Kula's 5C(c)).
Corner Option Selects
- After 214B-6C finisher, use a delayed 214C. If your opponent uses front ukemi, you will get a back-turned 5C, if they didn't, you gave up your okizeme but you aren't at a disadvantage.
- After 214B-6C finisher, walk back 5C(f)>214B~A:
1. opponent rolls back & reversals (eg. Kula 623C): Vanessa 214B comes out (safe) 2. opponent rolls forward: crossup 5C(2)>6A comes out, can be reacted to with followup combo.
Other Mixup
- Close 2D>214P, link 236B, opponent uses back ukemi, then...
- 5C: front hit
- walk forward, 5C: crossup. This only works against characters that do not have collision during their back ukemi: Shingo, Oswald, Mary, Ryo, King, Benimaru, K', Kula, Maxima, Jenet, Griffon, Ralf, Clark, Whip. Athena, Hayate, Silber, Jazu, Magaki.
- 2D>214P, link 236B/D, opponent uses back ukemi > crossup: see above, this is the variation from further away, 236D will cross up, 236B will not.
Smalljump j.C Crossups
Smalljump j.C with frame-perfect timing links into 2B, which is a great hit confirm and can cross up.
Connects as a crossup against crouching opponents from point blank and up to 1 light hit distance away against...
kyo, iori, shingo, shen, oswald, terry, kim, duck, vanessa, ramon, ryo, duolon, k', maxima, kula, griffon, ralf, king, kasumi, kensou, athena, benimaru, adel, gai, hayate, silber, jazu
Connects only from about 0.75-1 light hit distance away against...
jenet, clark, whip
Connects only from 1 light hit distance away (max range) against...
ash, gato, elisabeth
Does not connect at all against...
malin, momoko
Matchups
A few non-leader Vanessa Matchups from Miekazu:
vs Griffon: 5.2:4.8
vs Silber: 5.8:4.2
vs Mary: 4.5:5.5
Vs Gato
Very difficult matchup.
- Vanessa lacks the tools to escape from Gato's pressure (no fast mash normals) and she loses in the air as well, which is where she usually shines.
- Use 236B/D>6A>combo during Gato's 236236A super freeze.
- Due to its strong hitbox j.C can win against both Gato's 236236B and 236236A supers in some situations, so be prepared to actually hit when Gatos attempt to anti-air you with these supers.
- Against Gato's meaty projectile on your wakeup, you can use 2141236P.
- Try to use j.B in neutral, it is hard to beat Gato in the air however.
- j.E is more useful in this matchup than usual, as it can beat some of Gato's normals if done early - overall however he still has the air dominance with j.E, j.B and j.D.
Vs Kula
Very difficult matchup.
- Vanessa cannot punish Ray Spin. Try not to use 2D>214P during pressure as it loses to Ray Spin. You can bait it with 2D>236D (dangerous) or 2D>214B and end up right next to Kula (but outside of close C range).
- Instead, use 2C>214P to beat Ray Spin attempts. a good example of how useful 2C is in this matchup can be found here: akio (2P) vs shingo (1P) @ makai touitsu 1on1 2024
- 2B>6A>214P x N as pressure is useful since it beats both 623C (2B wins) and Rayspin (trade or clean 5A hit)
- When cornered, it is possible to use 236B to go under Kula's 5B(f) and/or 236A, but the timing is very hard.
Vs Oswald
Difficult matchup.
- Oswald's 2B can always low profile Vanessa's j.C, which eliminates one of her most useful normals from the matchup. Instead, use late j.A and j.D against Oswalds who try to abuse 2B, these attacks both beat it.
- Additionally, his 2B cleanly beats Vanessa's 5C(c), which is her fastest normal.
- Oswald's pokes (2B,2A,5C(f),2D) are particularly good against Vanessa on the ground. Try to get past those attacks into close range and apply pressure from there if possible.
- Oswald can punish Vanessa's 41236P on block with 3A, leading into an Ace, so make sure to hit your combos and do not use this move on block.
- Using 1B after a jump-in is difficult to combo but a good strategy on block - if oswald uses his 421D counter, the 1B will turn into 3B and beat his j.A. Also, 2B gives good frame advantage and should be used anyway.
Punishes:
- 5E on block with smalljump C or dash 5C(c) or [4],6A
- 63214,63214C on block with hyperhop j.C>5C(c)...
- 3A(non-cancel) on block with 2141236A
- 2D(2 hits) on block with 2141236A
- 214P>236P>214B blockstring: before the 214B, use reversal [4],6A or 41236P or 2141236C or instant j.A
- 236P>236A blockstring: punish with [4],6A
- 236P>236C blockstring: roll before the 236C or use 2141236A on block
Vs Ryo
Difficult matchup.
- Use [4],6A to punish Ryo's LDM on guard. During super freeze you can also use 236B>6A to beat it.
- Use [4],6A to punish Ryo's 623A on guard (difficult). Point blank you can also use 5C(f)(1)>[4],6A. From further away either [4],6A or dash 2D.
Vs Kim
Difficult matchup.
- Kim is one of the few characters that can contest Vanessa's air attacks with success. Try your luck with j.B over j.A, as the latter will lose more often than usual.
- Against [2],8B on guard, use 5C(f)>[4],6A. Alternatively run in and use 2D. From max range you can only punish with 3B or 2141236A.
Vs Ash
Ok to good matchup.
- Use [4],6P or 236B (not 236D!) to go through fireballs.
- j.C, as always, is particularly strong as a jump-in and can sometimes beat anti-air flashkicks, depending on the angle.
Vs Kensou
Good matchup.
- Vanessa has an easy time getting around Kensou's zoning game with 236B/D and her strong j.C which can beat basically all of Kensou's anti-airs.
- 236B/D and 3B both go under Kensou's projectile and his dash punch, which is very strong and should be abused.
- Whenever you see Kensou use 2D on block, try to use 236B in return and cancel into 6A>214P on hit or guard for either a combo or advantage.
- Once the Kensou player uses sweeps in neutral to defend against 236B/D, you can start high- jumping at him with j.C, which is difficult to defend against and even beats Kensou's Shoryuken at times.
- You can use smalljump j.A to go over Kensou's fireballs, but you might as well use 236B/D.
Vs Mary
Slightly disadvantageous.
- Mary's slider is annoying since it can hit Vanessa out of [4],6P and 236K.
- Punish [4],6B on block with 41236P
- Punish [4],6D on block with 2C or 5D(c) > combo
Vs Griffon
Slight advantage for Vanessa
- Vanessa's high mobility is annoying for Griffon to deal with, however, leaving him alone means he can build meter with 421P-break, so going on the offensive at some point is important.
- Do not overabuse 4,6P and 236K-6A, both can be punished on reaction by Griffon with 3C>super. If you end up pinned in the corner, instead try using max range 3B or try to escape with a superjump.
Vs K'
Very difficult matchup.
- K's j E dominates the match. It is also particularly hard to escape the corner and get close enough to land big damage. Your only hope is j.B, which can beat j.E. K's 236P>214K slide also beats Vanessa's 236K and [4],6P approaches.
- If you land a midscreen knockdown, eg. off of a 2D, Vanessa's 236K can go through K's back ukemi, allowing you to cross him up with eg. 5C or 2B after (see also the okizeme section).
Vs Iori
Probably advantageous
- Vanessa's air normals dominate, especially j.P, and once close, Vanessa's pressure with 2B>6A>214P and 2D>214P is strong.
- Use wakeup 214P to completely dodge Iori's 5D(c) okizeme
Vs Ralf
- Punish unblock (Ralf upper, 623P) with 2141236A
Links
BZR Vids
2018/05/02 BZR @ port24 part 1
2018/05/02 BZR @ port24 part 2
2018/05/03 BZR @ port24 part 1
2018/05/03 BZR @ port24 part 1-2
2018/05/03 BZR @ port24 part 2-2
2019/04/30 BZR @ port24 part 1
2019/04/30 BZR @ port24 part 2
2019/05/01 BZR @ port24, 2019, part 1
2019/05/01 BZR @ port 24, also, TORU, 2019, part 2
2019/05/02 BZR @ port24 part 1
2019/05/02 BZR @ port24 part 2|br>
2019/11/24 BZR vs ATG ft10
Other Vanessa Vids
Urasia vs Tori Part 1, original nicovideo link
Urasia vs Tori Part 2, original nicovideo link
Urasia vs Tori Part 3, original nicovideo link
Urasia vs Tori, differently cut (same matches?)
Tori, Vanessa with Malin as Leader
Tori @ 2015 tournament
Tori @ 2011 Nationals
unknown vanessa @ kohatsu, january 2018
Other Links
Japanese Vanessa-Wiki
Vanessa-Wiki from Hartheon
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber