General Info
Crouch height: Medium
Colors
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Movelist
Special Moves
6a. Dash Puncher - f+P (after Puncher Weaving qcb+P)
- Vanessa does an uppercut with the same animation as the one from her dash puncher, except she doesn't dash
- cancellable into special moves if it makes contact with the opponent
6b. Parrying Puncher - b+P (after Puncher Weaving qcb+P)
- Vanessa does a hard punch. The animation is slightly different depending if b+A or b+C is used
- b+A can only be used if qcb+C Puncher Weaving was used. b+C can only be used if qcb+A was used
- b+A is a hard knockdown
- b+C reflects normal and DM projectiles
6c. Puncher Vision - f+K/b+K (after Puncher Weaving qcb+P)
- refer to Puncher Vision qcf+K/qcb+K
DMs
1. Champion Puncher - qcfx2+P
- Vanessa does a very fast punch. If it connects, she does three more punches on the opponent. If it is blocked or whiffs, she is very open to attack
- the opponent must be right in front of Vanessa for this move to come out, otherwise you will get dp+P instead
- overhead
- hard knockdown on the last hit
2. Crazy Puncher - qcb hcf+P
- Vanessa dashes across the screen. If she connects, she does a combo on the opponent, otherwise she stops in front of them
- has startup invincibility, and relatively good recovery if blocked (although can still be punished)
- qcf hcb+C goes full screen while qcf hcb+A goes about 4/5 or more of a screen
SDMs
1. Crazy Puncher - qcb hcf+AC
- same properties as her DM version except this one goes full screen length and does more damage
HSDM
Gaia Gear - f hcf+AC
- Vanessa does one punch. If it connects, the screen goes blue and she creates a wirlwind, hitting the opponent for the full hits
- if the initial punch does not connect, the screen does not go blue and she tosses out the wirlwind anyway
- counterwire and hard knockdown on the last hit
- can hit the opponent on the ground
Notes
- cancellable normals are close A, far A, crouch A, close B, far B, crouch B, close C(2), far C(2), crouch C, close D(2), crouch D, far D(2)
- CD is cancellable into command moves, specials and DMs
- Close B, far A and far C, miss some low crouching opponents, like Iori, Athena, Choi, Chin
Combos
Anywhere
1. Crouch C, _b f+A, Jump CD - 35%
2. Close C, f+A(1), hcf+C - 30%
3. Close C, f+A(1), dp+C, (S)qcfx2+P(Buffer:qcf+P) - 55-60%
4. qcf+K f+A, qcf+D, dp+C/qcfx2+P - 25%/45%
5. qcf+K f+A, qcb+P, Jump CD - 25%
Corner
1. Close C, f+A(1), dp+A, dp+C/qcfx2+P - 30%/50%
2. Crouch C, _b f+A, qcfx2+P - 55%
3. Crouch C, _b f+A, dp+A, Jump D/f hcf+AC - 30%/65%
4. CD, BC, f hcf+AC - 50%
Maxmode
1. Close C, f+A(1), BC, walk Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B f+A, qcb+P, dp+C, (C)qcf+B, qcfx2+P - 95%
2. Close C, f+A(1), BC, walk Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), qcb hcf+P/AC/f hcf+AC - 90%/95%/100%
3. Close C, f+A(1), BC, walk Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A, dp+A, dp+C - 95% (Corner)
4. Close C, f+A(1), BC, walk Close C, f+A(1), dp+A(1), (C)dp+C(1), (C)qcf+B, dp+A(1), (C)qcf+B, dp+A(1), (C)qcf+B, dp+A(1), (C)qcf+B, qcfx2+P - 75%
Attack Strings
1. Crouch D, qcb+P/qcb+K/qcf+K
2. qcf+K f+A, qcb+P/qcb+K
3. Crouch C, _b f+A
4. Close C, f+A, dp+A
5. df+B, (C)qcf+B f+C, unblockable combo (maxmode)
6. Close C, f+A, qcb+P, (crouch D, qcf+B, Close D, f+A, qcb+P)/(crouch D, qcb+P)/(f+A, BC combo)/repeat previous
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 crouch 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 crouch C as the opponent is landing. Then, cancel the crouch 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 C, f+A or crouch B, f+A or f+A 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 crouch 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 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 C, f+A 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 attack string 6 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