Vanessa(KOFXI)
Vanessa ヴァネッサ | |
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.
- 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.
- 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
A | B | C | D |
R1 + | R1 + | R1 + | R1 + |
E+A | E+B | E+C | E+D |
L1 + | L1 + | L1 + | L1 + |
Start+A | Start+B | Start+C | Start+D |
Frame Data
Move | S | A | Hit | Grd | Note |
---|---|---|---|---|---|
5A(c) | 7 | 4 | +5 | +4 | |
5A(f) | 8 | 4 | +3 | +2 | |
5B(c) | 8 | 3 | +4 | +3 | |
5B(f) | 7 | 3 | +0 | -1 | |
5C(c) | 5 | 2+2 | +4 | +3 | |
5C(f) | 7 | 2+3 | -9 | -10/-15* | Special Cancel. Kara cancel. *=if first hit connects only. |
5D(c) | 7 | 3+3 | -10 | -11 | Reaches further down than 5C(c) |
5D(f) | 6 | 3+3 | -10 | -11 | |
5E | 19 | 7 | KD | +1 | |
GC | 7 | 6 | KD | -14 | |
6A | 7 | 2+3 | KD | -5 | 2nd hit overhead & hard kockdown. |
6A(can) | 6 | 2+3 | KD | -5 | 1st hit special cancel. 2nd hit hard kockdown. |
Saving Shift | ? | n* | / | / | Active until landing. 9F/10F recovery (hit/whiff). |
2A | 8 | 3 | +4 | +3 | |
2B | 6 | 3 | +6 | +5 | |
2C | 7 | 3+6 | -13 | -14 | Special Cancel. Kara cancel. |
2D | 9 | 4 | KD | -4 | Special Cancel. Kara cancel. |
3B | 11 | 12 | KD | -15/-4* | Low profile. *= Frame Data for close/max range. |
small A | 5 | 12 | / | / | |
up A | 5 | 12 | / | / | |
j.A | 5 | 6 | / | / | |
small B | 4 | 12 | / | / | |
up B | 5 | 9+3 | / | / | |
j.B | 5 | 3+9 | / | / | |
small C | 6 | 3 | / | / | Can crossup & instant overhead. |
j.C | 8 | 2+4 | / | / | Can crossup. |
small D | 8 | 4 | / | / | |
j.D | 10 | 5 | / | / | |
small E | 14 | 3 | / | / | |
j.E | 16 | 4 | / | / | |
236B | / | 21 | / | / | F1-4 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 | Launcher, Special Cancel (2nd Hit). |
214D>6A | 32/38 | 3+3 | KD | -8 | 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) | Guard Crush (2nd Hit). Only vulnerable on the legs during startup. |
214K>6C | 24/30 | 2 | KD | -14 | Juggle Anywhere. F1-6 only vulnerable on the feet. |
214P | / | 14 | / | / | F1-6 invul. F7-12 above leg invul, F13+14 upper body invul. 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 | Launcher, Special Cancel. F1-3 invul. F4-7 above feet invul. |
214P>4P | 11 | 3 | KD | -15 | Hard Knockdown. F2+3 Guard Point. Negates projectiles from F10-17. |
[4],6A | 19 | 4 | KD | +1 | Launcher. Better hitbox than [4],6C. |
[4],6C | 31 | 4 | KD | -1 | Launcher. More damage & higher launch than A-Version. Does not combo from heavy attacks. |
623A | 10 | 3+3 | KD | -7 | 2nd hit launches (no followup). Negates projectiles F13-16, F22+23, F24-26 |
623C | 21 | 3+3 | KD | +7 | 1. Hit Guard Point F13-17. 2nd hit launches (juggle ok). Negates projectiles F24-27,33+34,35-37. |
41236P | 3 | 10 | KD | -12 | Can be mashed for more hits. Pattern without mash: "abac". Mash: "ababac". *= without mash. |
2141236A | 6 | 10 | KD | -15 | F1-5 invul. |
2141236C | 16 | 15 | KD | -20 | F1-15 invul. |
236236P | 4 | 4 | KD | -30 | F1-3 invul. Only triggers if enemy is close. |
236236E | 0 | / | / | / | Only has 1F recovery, which can be cancelled into block. |
236236CE | ? | ? | 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 | +5 | KD | Good for Pressure / Conversion. |
5C/5C(f)/2C>236236E | +19 | +19 | Both +19 on Guard & Hit. |
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).
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 Combos
- midscreen combo in C(2 hits),6A,236236E, C(far, 2 hits), [4],6A cancel 236B, delay 2A,214D-6E cancel 236B, 236236P, shift out
- 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
Team Combos
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>5C(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 236236C, 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 236236C, shift out after 2-3 Hits, Oswald lands behind opponent, delay 3A,214A,236B,236E (Ace). Only works with sufficient distance to the corner.
- Vanessa midscreen combo in 41236P, shift out after 3 hits, Oswald lands behind opponent, then any ender from above.
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).
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, sofort 236236E, 214B-6C etc
- Oswald corner combo into 214C(2),236C QS Vanessa \/,2C sofort 236236E, 214B-6C etc
- Oswald corner combo into 214C(1),236A QS Vanessa \/,2C sofort 236263E, 214B-6C etc
- Oswald cornered, combo into 214C>236A(whiff), turn around 3A,214B,214C QS Vanessa,\/,2C,236236E, 214B-6C etc
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
- 2D is a great poke and should always be canceled into 214P or 214/236K.
- j.B is an excellent Air-to-Air and also works as a jump-in.On whiff, immediately use 214K to escape.
- To avoid saving shift on a stunned opponent, use 214[P] > 6P for the uppercut > 236B...
Okizeme
- Meaty 2D>214P sway: safe against reversals due to the whiff cancel.
- Midscren 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)).
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.
Vs Kula
Difficult matchup.
- Vanessa cannot punish Rayspin. Try not to use 2D>214P during pressure as it loses to Rayspin. You can bait it with 2D>236D (dangerous) or 2D>214B and end up right next to Kula (but outside of close C range).
- 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 Ryo
Difficult matchup.
- Use [4],6A to punish Ryo's LDM on Block. During super freeze you can also use 236B>6A to beat it.
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.A (will lose way more often than against other characters) and j.B as best as you can.
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 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>214B 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.
Links
Japanese Vanessa-Wiki
Vanessa-Wiki from Hartheon
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 @ 2011 Nationals
unknown vanessa @ kohatsu, january 2018
BZR visiting port24, 2019, part 1
BZR visiting port 24, also, TORU, 2019, part 2
- 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