General Info
Crouch height: Medium
Jump: 4/36/1
Hop: 4/27/1
Dash: 3/10~∞/3
Backdash: 3/10/3
Wakeup: 25 frames
Recovery roll: 27 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelist
- f + A (Overhead (1) if not cancelled into.)
- df + B (Low.)
- hcf + P (Counterwire (last hit).)
- Mash P
- dp + A
- dp + C (Reflect projectiles.)
- qcb + P (May charge.)
- f + K (Same move as qcf + K.)
- b + K (Same move as qcb + K.)
- b + P (C: Reflect projectiles.)
- f + P
- Any special.
- (b) f + P
- qcf + K
- [FOLLOWUPS-1]
- qcf + K
- [FOLLOWUPS-1]
- [FOLLOWUPS-1]:
- b + P (Same move as qcb + P.)
- f + A
- Any special.
- f + C (Counterwire (2).)
- DM close, qcf qcf + P (Overhead (1). Contrary to popular belief, this move is not a 'proximity unblockable' and may actually be blocked - only high blocked as it is an overhead; it cannot be done if opponent is already in block stun, but other than that, as long as you are close, it can be done independent from the opponent status - laying on the floor, air recovering, jumping, knocked down, etc...)
- DM qcb hcf + P
- SDM qcb hcf + AC
- HSDM f hcf + AC (May OTG. Counterwire (last hit).)
Notes
Cancellable moves
- Close: A, B, C (2), D (2)
- Far: A, B, C (2), D (2)
- Crouch: A, B, C, D
- CD is cancellable into command moves, specials and DMs.
- f + A (1) is cancellable only when you cancel into it.
Super cancellable moves
- dp + C
- qcb + K / qcf + K > f + A (2)
Free cancellable into moves
??
Free cancellable out-of moves
??
Moves with Invincibility
??
Moves with autoguard
(none)
Other Notes
- Close B, far A and far C, miss some low crouching opponents, like Iori, Athena, Choi, Chin
- D throw is mashable.
Combos
- Best jump-ins:
- j.A
- j.D
Basic Combos
- cr.B x 2 >
- DM qcf qcf + P
- dp + A, [jungler]
- df + B
- cr.B > f + A (1) > qcb + P, almost any combo.
The f + A (1) and qcb + P cause no pushback.
- cr.B x 2 / cl.D (2) > f + A (1)
- (b) f + A, [jungler]
- dp + A, [jungler]
- dp + C >> DM qcf qcf + P (Buffer: qcf + P) {??/55-60%}
- DM qcb hcf + P
- DM qcf qcf + P
- hcf + C > mash P {??/30%}
The f + A is optional from a hard attack.
- ... (b) f + A,
- run, dp + A, [jungler] (Close to corner)
- dp + C >> DM qcf qcf + P (Corner)
- DM qcf qcf + P (Corner)
- qcf + B, DM qcf qcf + A
- j.CD
- j.D (Reset)
- ... dp + A,
- dp + C >> DM qcf qcf + P (Corner)
- HSDM f hcf + AC (Corner)
- DM qcf qcf + P (Corner)
- j.D (Reset)
- cr.C > (b) f + A, j.CD {35%}
- qcf + K / qcb + K > f + A (2) >
- qcf + D,
- dp + C {25%}
- DM qcf qcf + P {45%}
- qcb + P, j.CD {25%}
- qcf + D,
Corner
- cl.C (2) > f + A(1) > dp + A,
- dp + C {30%}
- DM qcf qcf + P {50%}
- cr.C > (b) f + A,
- DM qcf qcf + P {55%}
- dp + A,
- j.D {30%}
- HSDM f hcf + AC {65%}
- CD >> BC, HSDM f hcf + AC {50%}
Maxmode
- cl.C (2) > f + A (1) >> BC, walk,
- (cl.C (2) > f + A (1) > hcf + P (3) >> qcf + B) x 3 >
- f + A (2) > qcb + P, dp + C >> qcf + B, DM qcf qcf + P {95%}
- cl.C (2) > f + A (1) >
- (S)DM qcb hcf + P/AC {90%/95%}
- HSDM f hcf + AC {100%}
- (cl.C (2) > f + A (1) > hcf + P (3) >> qcf + B) x 3 >
- Corner: cl.C (2) > f + A (1) >> BC, walk,
- (cl.C (2) > f + A (1) > hcf + P (3) >> qcf + B) x 4,
- cl.C (2) > f + A (1) > dp + A, dp + C {95%}
- (cl.C (2) > f + A (1) > hcf + P (3) >> qcf + B) x 4,
- cl.C (2) > f + A (1) >> BC, walk, cl.C (2) > f + A (1) > dp + A (1) >> dp + C >>
- (qcf + B, dp + A(1)) x 3 >>
- qcf + B, DM qcf qcf + P {75%}
- (qcf + B, dp + A(1)) x 3 >>
Attack Strings
- cr D >
- qcb + P
- qcf + K
- qcb + K
- qcf + K / qcb + K > f + A (2) >
- qcb + P
- qcf + K
- qcb + K
- cr.C > (b) f + A
- cl.C (2) > f + A (1) > dp + A
- Max Mode: df + B >> qcf + B > f + C
unblockable combo
- cl.C (2) > f + A (1) > qcb + P,
- repeat previus
- cr.D > qcf + B, cl.D (2) > f + A (1) > qcb + P
- cr.D > qcb + P
- f + A (1) >> BC, [Max Mode combo]
Strategies
- it is advisable to not keep Vanessa as the first character, as her really damaging combos waste lots of stock
- qcf + K teleport goes through most air projectiles; (b) f + P goes through all air projectiles, including DM projectiles. Both moves have upper body invincibility
- if the f + A followup of her qcf + K teleport is blocked, cancel to qcb + K to run away or qcb+ P, which gives her a frame advantage. Following up with a cr.D > qcb + B / qcf + B will hit anyone who attempts to attack her after the qcb + P. If they happen to roll through the sweep, whiff cancelling to qcb + B / qcf + B will keep her out of danger
- if the f + A followup of her qcf + K teleport connects, you can start a good mixup that can easily lead into her max combos. Cancel the f + A to qcf + D, and do cr.C as the opponent is landing. Then, cancel the cr.C to either qcf + B or qcf + D. If qcf + B is used, you will land right in front of them as they do, but they will be facing backwards, while if you use qcf + D, you will teleport all the way to the other side and land right in front of them. From here on, you can go for cl.C (2) > f + A (1) or cr.B > f + A (1) or f + A (1) into max combo, or attempt an instant overhead to finish off opponent (see below). The opponent is required to do a lot of guessing to get out of this mixup and the reward is very much worth it if you are proficient in combos. This mixup can also be done after her dash puncher, but it is harder. It requires running forward after dash puncher and doing a cr.C, cancel to either qcf + B or qcf + D
- hop back + C is an instant overhead if done the moment she leaves the ground, and is pretty much impossible to block on reaction. This is best done when the opponent will get killed by the hop back + C
- Vanessa's qcf + K / qcb + K > f + C causes guard crush, and thus can be used to do unblockable combos in maxmode. Going into maxmode just to attempt this unblockable may become predictable, so it is better to enter maxmode out of the blue, such as cancelling into maxmode after a blocked cl.C (2) > f + A (1) or even a df + B (since this move is punishable) and going straight into the unblockable. This will work more often because it is unexpected, and the opponent is already in block stun, giving him very little time to counter or roll out
- constantly pressure opponent with last attack string that uses qcb + P; attack string should usually be started from a sweep cancel to qcf + B forward teleport
- Vanessa's biggest weakness is opponents who spam crouch B's, as it will beat out the dash puncher and teleports. To combat this, use dp + A which is safe and has an unusual hitbox that usually catches people poking. dp + A is also a very good anti-air and can be spammed for the most part without fear of being punished