Vanessa(KOFXI)

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Vanessa
ヴァネッサ
KOFXI vanessa full.png
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

KOFXI Vanessa S.png KOFXI Vanessa X.png KOFXI Vanessa T.png KOFXI Vanessa C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI Vanessa R1S.png KOFXI Vanessa R1X.png KOFXI Vanessa R1T.png KOFXI Vanessa R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI Vanessa L1S.png KOFXI Vanessa L1X.png KOFXI Vanessa L1T.png KOFXI Vanessa L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Short List
Move S A Hit Grd Dmg Stn G-Dmg Gauge Note
5A(c) 7 4 +5 +4 4 6 5 6
5A(f) 8 4 +3 +2 4 6 5 6
5B(c) 8 3 +4 +3 4 6 5 6
5B(f) 7 3 +0 -1 4 6 5 6
5C(c) 5 2+2 +4 +3 10 14 12 12 Short activation range, but fast. 2nd hit has special cancel.
5C(f) 7 2+3 -9 -10/-15* 12 14 12 14 2nd hit has special & kara cancel. *=if first hit connects only.
5D(c) 7 3+3 -10 -11 12 14 12 12 Reaches further down than 5C(c) + better activation range. 2nd hit has special cancel.
5D(f) 6 3+3 -10 -11 16 14 12 14
5E 19 7 KD +1 14 12 14 16
GC 7 6 KD -14 5 0 0 0
6A 7/17* 2+3 KD -5 14 10 10 10 2nd hit overhead & hard kockdown. *=if 1st hit whiffs.
6A(can) 6 2+3 KD -5 10 4 6 6 1st hit special cancel. 2nd hit hard kockdown.
Saving Shift ? n* / / 0 0 / 0 Active until landing. 9F/10F recovery (hit/whiff).
Backdash / 21 / / / / / / F5-17 invul on feet. F18-21 recovery.
2A 8 3 +4 +3 4 6 5 6
2B 6 3 +6 +5 4 6 5 6
2C 7 3+6 -13 -14 10 14 11 12 Special Cancel. Kara cancel.
2D 9 4 KD -4 14 14 11 12 Special Cancel. Kara cancel.
3B 11 12 KD -15/-4* 12 12 10 12 F1-33 Low profile. F34-39 small crouching recovery. F35-47 crouching recovery. *= Frame Data for close/max range.
small A 5 12 / / 6 8 6 8
up A 5 12 / / 7 9 7 8
j.A 5 6 / / 7 9 7 8
small B 4 12 / / 6 8 6 8
up B 5 9+3 / / 7 9 7 8
j.B 5 3+9 / / 7 9 7 8
small C 6 3 / / 11 13 10 12 Can crossup & instant overhead.
j.C 8 2+4 / / 13 14 11 12 Can crossup.
j.back C 8 2+4 / / 14 15 12 14 Same hitbox as j.C, but different dmg.
small D 8 4 / / 11 13 10 12
j.D 10 5 / / 13 14 11 12
small E 14 3 / / 11 9 11 14
j.E 16 4 / / 12 10 12 14
236B / 21 / / / / / / 1-4 invul. F5-13 upper leg invul + CH-state. F14-20 upper body invul.
236D / 28 / / / / / / F1-6 invul. F7-20 upper leg invul + CH-state. F21-26 upper body invul.
214B / 17 / / / / / / F1-6 invul. F7-11 upper body invul + CH-state. F12-15 upper body invul.
214D / 23 / / / / / / F1-8 invul. F9-17 upper body invul + CH-state. F18-21 upper body invul.
236K>6A 24/31 3+3 KD -8 16 26 20 6/12 Launcher, Special Cancel (2nd Hit).
214D>6A 32/38 3+3 KD -8 16 26 20 6/12 Launcher, Special Cancel (2nd Hit). Better hurtbox in the beginning than 236K>6A.
236/214K>4P 24/31 14 / / / / / / Same hitboxes & properties as 214P.
236K>6C 27/34 3+3 KD GC(+0) 18 26 265 6/12 Guard Crush (2nd Hit). Only vulnerable on the legs during startup.
214K>6C 24/30 2 KD -14 16 13 12 10/8 Juggle Anywhere. F1-6 only vulnerable on the feet.
214P / 14 / / / / / / F1-6 invul. F7-12 above leg invul, F13+14 upper body invul. F15 standing recovery. F7-14 CH-state. Button can be held to extend the state from F7-12.
214P>6K / 28 / / / / / / Same frame data & properties as 236D.
214P>4K / 23 / / / / / / Same frame data & properties as 214D.
214P>6P 8 3+3 KD -22 12 15 13 10/8 Launcher, Special Cancel. F1-3 invul. F4-7 above feet invul.
214P>4P 11 3 KD -15 15 10 14 6/6 Hard Knockdown. F2+3 Guard Point. Negates projectiles from F10-17.
[4],6A 19 4 KD +1 13 13 10 6/6 Launcher. Better hitbox than [4],6C. 40F charge time.
[4],6C 31 4 KD -1 18 13 10 6/6 Launcher. More damage & higher launch than A-Version. Does not combo from heavy attacks. 40F charge time.
623A 10 3+3 KD -7 8+8 6+6 5+5 6/6+6 2nd hit launches (no followup). Negates projectiles F13-16, F22+23, F24-26
623C 21 3+3 KD +7 8+8 6+6 5+5 6/6+6 1. Hit Guard Point F13-17. 2nd hit launches (juggle ok). Negates projectiles F24-27,33+34,35-37.
41236P(x3) 3 10 KD -12 14 3*2+8 3*2+8 6/3*2+4 3-hit version. Shifting from the mash hits is +12F on hit against standing, +8 against crouching opponents (when landing without attacking). Last hit causes wall bounce on counter hit.
41236P(x6) 3 10 KD -12 18 5*2+8 5*2+8 6/5 *2+4 6-hit version. Same shift rule as above.
2141236A 6 10 KD -15 34 0 0 0 F1-5 invul.
2141236C 16 15 KD -20 34 0 0 0 F1-15 invul.
236236P 4 4 KD -30 36 0 0 0 F1-3 invul. Only triggers if enemy is close.
236236E 0 / / / / / / / Only has 1F recovery, which can be cancelled into block. Active for 300F. Allows cancelling Special Moves into other Special Moves. Can do one super for free while active.
2141236P>236236CE ? ? KD / 64 0 0 0 Dream Cancel only.
236236P>236236CE ? ? KD / 56 0 0 0 Dream Cancel only.
Standing Attacks
Attack Hitbox Startup Active Hit Guard Note
5A(c) Kofxi vanessa 5A(c).png 7 4 +5 +4
5A(f) Kofxi vanessa 5A(f).png 8 4 +3 +2
5B(c) Kofxi vanessa 5B(c).png 8 3 +4 +3
5B(f) Kofxi vanessa 5B(f).png 7 3 +0 -1
5C(c) Kofxi vanessa 5C(c) 1.pngKofxi vanessa 5C(c) 2.png 5 2+2 +4 +3 2nd hit has special cancel. Low activation range, but is Vanessa's fastest normal.
5C(f) Kofxi vanessa 5C(f) 1.pngKofxi vanessa 5C(f) 2.png 7 2+3 -9 -10/-15* 2 Hits, the 2nd has special & kara cancel. *=First hit only.
5D(c) Kofxi vanessa 5D(c) 1.pngKofxi vanessa 5D(c) 2.png 7 3+3 -10 -11 2 Hits, the 2nd has special cancel. Higher activation range as 5C(c). Reaches further down than 5C(c) (useful against crouching Momoko). This should be used after shifting to Vanessa, cancelled into 6A.
5D(f) Kofxi vanessa 5D(f) 1.pngKofxi vanessa 5D(f) 2.png 6 3+3 -10 -11 Same animation as 5D(c), but no cancel - 1F faster, otherwise useless.
5E Kofxi vanessa 5E.png 19 7 KD +1
GC Kofxi vanessa GC.png 7 6 KD -14
6A Kofxi vanessa 6A 1.pngKofxi vanessa 6A 2.png 7/17* 2+3 KD -5 2nd hit overhead & hard knockdown. *=if 1st hit whiffs.
6A(cancel) Kofxi vanessa 6A(cancel) 1.pngKofxi vanessa 6A(cancel) 2.png 6 2+3 KD -5 1st Hit Special Cancel, 2nd Hit Hard Knockdown.
Saving Shift Kofxi vanessa saving.png ? n* / / Active until landing. 9F/10F recovery (hit/whiff).
Crouching Attacks
Attack Hitbox Startup Active Hit Guard Note
2A Kofxi vanessa 2A.png 8 3 +4 +3
2B Kofxi vanessa 2B.png 6 3 +6 +5 Low hit
2C Kofxi vanessa 2C.pngKofxi vanessa 2C 2.png 7 3+6 -13 -14 Special & kara cancel
2D Kofxi vanessa 2D.png 9 4 KD -4 Low hit (Sweep). Special & kara cancel
3B Kofxi vanessa 3B.png 11 12 KD -15/-4* Low Hit, Knockdown. F1-33 Low profile. F34-39 small crouching recovery. F35-47 crouching recovery. *= Frame Data for close/max range, cannot be punished by Oswald/Adel LDM on max range despite being -4.
Jump Attacks
Attack Hitbox Startup Active Note
smalljump A Kofxi vanessa smalljump A.png 5 12
jump up A Kofxi vanessa jump up A.png 5 12
jump back A Kofxi vanessa jump back A.png 5 6 Slightly different Hitbox than jump forward A.
jump forward A Kofxi vanessa jump forward A.png 5 6 No hurtbox on hand, strong jumpin. Slightly different Hitbox than jump back A.
smalljump B Kofxi vanessa smalljump B.png 4 12 Great air-to-air. Decent jump-in.
jump up B Kofxi vanessa jump B a.pngKofxi vanessa jump B b.png 5 9+3 Same hitboxes as j.B, but in inverted order.
j.B Kofxi vanessa jump B b.pngKofxi vanessa jump B a.png 5 3+9 Same hitboxes as jump up B, but in inverted order.
smalljump C Kofxi vanessa smalljump C.png 6 3 works as instant overhead.
jump up C Kofxi vanessa jump up C 1.pngKofxi vanessa jump C 2.png 8 2+4 First hit different hitbox than j.C.
j.C Kofxi vanessa jump C 1.pngKofxi vanessa jump C 2.png 8 2+4 First hit different hitbox than jump up C.
smalljump D Kofxi vanessa smalljump D.png 8 4
jump up D Kofxi vanessa jump up D.png 10 5 Different Hitbox than j.D.
j.D Kofxi vanessa jump D.png 10 5 Different Hitbox than jump up D.
smalljump E Kofxi vanessa smalljump E.png 14 3
j.E Kofxi vanessa jump E.png 16 4
214/236K Route
Attack Hitbox Startup Active Hit Guard Note
236B Kofxi vanessa 236B 1.pngKofxi vanessa 236B 2.png - 21 / / F1-4 invul. F5-13 above leg invul & CH-state. F14-20 upper body invul. F21 recovery.
236D Kofxi vanessa 236D 1.pngKofxi vanessa 236D 2.png - 28 / / F1-6 invul. F7-20 above leg invul & CH-state. F21-26 upper body invul. F27+28 recovery.
214B Kofxi vanessa 214B 1.pngKofxi vanessa 214B 2.png - 17 / / F1-6 invul. F7-11 upper body invul + CH-state. F12-15 upper body invul. F16-17 recovery.
214D Kofxi vanessa 214D 1.pngKofxi vanessa 214D 2.png - 23 / / F1-8 invul. F9-17 upper body invul + CH-state. F18-21 upper body invul. F22+23 recovery.
236K>6A Kofxi vanessa 236K6A 1.pngKofxi vanessa 236K6A 2.pngKofxi vanessa 236K6A 3.png 24/31 3+3 KD -8 Launcher, Special Cancel (2nd Hit).
236K/214K>4P Kofxi vanessa 214P 1.pngKofxi vanessa 214P 2.pngKofxi vanessa 214P 3.png / / Same hitboxes & properties as 214P.
214D>6A Kofxi vanessa 214D6A 1.pngKofxi vanessa 236K6A 2.pngKofxi vanessa 236K6A 3.png 32/38 3+3 KD -8 Launcher, Special Cancel (2nd Hit). Better hurtbox in the beginning than 236K>6A.
236K>6C Kofxi vanessa 236K6C 1.pngKofxi vanessa 236K6C 2.pngKofxi vanessa 236K6C 3.png 27/34 3+3 KD GC(+0) Guard Crush (2nd Hit). above leg invul during startup.
214K>6C Kofxi vanessa 214K6C 1.pngKofxi vanessa 214K6C 2.png 24/30 2 KD -14 Juggle Anywhere. F1-6 above feet invul.
214P Route
Attack Hitbox Startup Active Hit Guard Note
214P Kofxi vanessa 214P 1.pngKofxi vanessa 214P 2.pngKofxi vanessa 214P 3.png - 15 / / F1-6 invul. F7-12 above leg invul & CH-state. F13+14 upper body invul + Counter Hit State. F15 standing recovery. Button can be held to extend the state from F7-12.
214P>6K Kofxi vanessa 236D 1.pngKofxi vanessa 236D 2.png / / Same frame data & properties as 236D.
214P>4K Kofxi vanessa 214D 1.pngKofxi vanessa 214D 2.png / / Same frame data & properties as 214D.
214P>6P Kofxi vanessa 214P6P 1.pngKofxi vanessa 214P6P 2.pngKofxi vanessa 214P6P 3.pngKofxi vanessa 214P6P 4.png 8 3+3 KD -22 Launcher, Special Cancel. F1-3 invul. F4-7 above feet invul.
214P>4P Kofxi vanessa 214P4P 1.pngKofxi vanessa 214P4P 2.pngKofxi vanessa 214P4P 3.png 11 3 KD -15 Hard Knockdown. F2+3 Guard Point. Negates projectiles from F10-17.
Specials & Supers
Attack Hitbox Startup Active Hit Guard Note
[4],6A Kofxi vanessa 46A.png 19 4 KD +1 Launcher. Hitbox 56x112px (better than 46C). 40F charge time.
[4],6C Kofxi vanessa 46C.png 31 4 KD -1 Launcher. Does not combo from heavy attacks. More damage & higher launch than A-Version. Hitbox 48x112px (worse than 46A). 40F charge time.
623A Kofxi vanessa 623A 1.pngKofxi vanessa 623A 2.pngKofxi vanessa 623A 3.pngKofxi vanessa 623A 4.pngKofxi vanessa 623A 5.png 10 3+3 KD -7 2. Hit launches (no followup possible). Negates projectiles F13-16, F22+23, F24-26
623C Kofxi vanessa 623C 1.pngKofxi vanessa 623C 2.pngKofxi vanessa 623C 3.png
Kofxi vanessa 623C 4.pngKofxi vanessa 623C 5.pngKofxi vanessa 623C 6.png
21 3+3 KD +7 1. Hit Guard Point F13-17. 2. Hit launches (juggle possible). Negates projectiles F24-27,33+34,35-37.
41236P Kofxi vanessa 41236P a.pngKofxi vanessa 41236P b.pngKofxi vanessa 41236P c.pngKofxi vanessa 41236P gif.gif 3 2+2+3+3* KD -12 Can be mashed for more hits. Pattern without mash: "abac". Mash: "ababac". *= without mash. Shifting from the mash hits is +12F on hit against standing, +8 against crouching opponents (when landing without attacking). Last hit causes wall bounce on counter hit.
2141236A Kofxi vanessa 2141236A.png 6 10 KD -15 F1-5 invul.
2141236C Kofxi vanessa 2141236A.png 16 15 KD -20 F1-15 invul.
236236P Kofxi vanessa 236236P.png 4 4 KD -30 Only triggers close to enemy. F1-3 invul.
236236E Kofxi vanessa 236236E.png 0 / / Only has 1F recovery, which can be cancelled into block. Active for 300F. Allows cancelling Special Moves into other Special Moves. Can do one super for free while active.
236236C+E Kofxi vanessa 236236CE.png ? KD / Dream Cancel only.

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, hyperhop or smalljump D or E: easy combo off of a jump-in.
  • Out of Quick Shift j.B or j.C,\/,(walk forward,) 5C(2),[4],6A, [j.CD] or [hyperhop j.D,\/ 214B-6C]: Combo out of Quick Shift. The 214B-6C ender needs a certain distance to the corner.
    • after 6C: Quick Shift again
  • Corner 623Cx5, 2C,214B-6C, [link 236236P]: [0-1 Super] Max damage in the corner without shift or LDM. To connect the super, the 214K-6C must hit as early as possible.

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.


Other Combos

  • Corner combo into [4],6A, 5A whiff, 5A>214B>6C, link 236236P: [1 Super] Source


Leader Combo Starters

  • midscreen combo into 5C(2 hits) or 5D(2 hits),6A,236236E: To get this to work, you need to input the combo as 5C>236A>236E. This becomes extra hard when having to make a microwalk 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.
  • midscreen combo in C(2 hits),6A,236236E, [4],6A-236B,2A-214D-6C-236B-2C-236B (Crossup)...
  • midscreen to corner combo in C(2 hits),6A,236236E, [4],6A, hyperhop delay j.D, land, 214B-6C cancel 236B-6C (1 hit) cancel 214B-6C cancel 623C....
  • Corner Combo in [4],6A, 2A(whiff),2C,236236E, 214B-6C cancel 214D-6C cancel 236B, link 2C,214D-6C cancel 214B-6C cancel 623C, 623C x N, 2C,214B-6C, link 236236P, shift out
  • Combo in 236236P, Dream Cancel 2. Hit in 236236E, C(far),[4],6A, link hyperhop j.D,\/,214B-6C cancel 236B-C cancel erster Hit 214B-6C cancel 623C, 623C x 5 etc.
  • 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 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, link 236236P or 5C(2)>214P or 5C(2)>623C(mash trap) or 41236P: the basic corner LDM combo, you will be using this a lot. You can both shift the last 236236P super or before that the last 214P-6C before that, both is very useful to close out the combo.
  • 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.
  • midscreen 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).
  • 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.
  • 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 236C 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.

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 3A,214B,236A,214B, Okizeme [1 Shift Stock]
  • Corner Vanessa Combo in [4],6A,2A (whiff),2C-214B-6C, QS Oswald 3A,214B, link 2363214A, shift out after 2 hits, Vanessa j.D,\/,C,[4]6A,2A(whiff),2C-214B-6C, opponent is stunned[2 Shift Stocks, 1 Super]
  • Vanessa corner Leader combo > 623C x N, 623C shift out Oswald, backdash, 3A,236B,236A,236B,236E (ACE)
  • Vanessa corner Leader combo > 236236C shift out Oswald j.C,\/,3A,236B,236A,236B,236E (ACE)
  • Vanessa inside corner, 236236P > QS Oswald, 5D>6A>214B>214C?>236B>263E (ACE), Source: Toru @ port24 20210706, link to be added


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 > land > 3A>214A>236B>236E (ace): combo that more often than not does not connect. needs perfect shift and 3A timing, and specific hits of 2141236P must be shifted, for example the 4th.

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

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, 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.

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.

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.
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, use 236B to go under Kula's 5B(f) and/or 236A. Do not overabuse to not become predictable.

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.
Oswald's pokes (2B,2A,5C(f),2D) are particularly good against Vanessa on the ground. Try to get into close range and apply pressure from there if possible.
Additionally, his 2B cleanly beats Vanessa's 5C(c), which is her fastest normal.
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.

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

Use [4],6P or 236B (not 236D!) to go through fireballs.

Vs Kensou

This is a good matchup for Vanessa, since she 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

Punish [4],6B on block with 41236P
Punish [4],6D on block with 2C or 5D(c) > combo


Vs Griffon

Slight advantage for Vanessa due to her mobility.

Do not overabuse 4,6P and 236K-6A, both can be punished on reaction by Griffon with 3C>super.

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

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