Vanessa

Disclaimer: Page entirely in English. The greek VF community is almost non-existent anyway. An 8elete na sas metafraso tipota paidia, let me know.

What's New

For consistency's sake i'll try to start each catagory with removed moves (if any), then moves that have been modified, leaving new moves for last. That way a player familiar with VF5 vanessa will encounter familiar elements first, newer ones later. Obviously changes affecting both stances are mentioned before moving on to DS and finally OS.

The Good

  • New! f+pkg shoulder ram, staggers on any hit, switches styles
  • New! b+pkg FUFT fall recovery option, transitions to New! DS Intercept Position (aka. "lie down" stance)
  • Modified: vane now has the advantage when the opponent techrolls her neutral throw
  • System Change: MTE no longer available = DS throws now represent non-negligeable damage
  • New! DS p,k followup
  • System Change: MTE no longer available = OS takedown options now a guessing game
  • Modified: OS f,f+p+k catch throw now f,f+p+g input, much faster
  • Modified: OS db+p+k punch now b+p; 2f faster; OS b+p,k combos on any hit
  • Modified: OS uf+p punch now special high
  • Modified: OS p+k punch now 1f faster; p+k,p no longer punishable; New! p+k,k highkick, combos on any hit, knocks down
  • Modified: OS k kick now has the same followups as d+k or f+k,k; combos on recovery hit
  • New! OS f,f+k+g 18f sidekick, great reach and pushback, sidecrumples on side hit, knocks down on any other hit, wallsplats
  • New! OS f+p,k followup, knocks down, combos on any hit, also available as p,p,f+p,k
  • New! OS db+p 22f safe low punch, tracks stomach

The Bad

  • Gone! pkg backhand & lift knee style transitions
  • System Change: low throws no longer possible after stomach crumples
  • Gone! DS p,df+p; p,p,p,k and p,p,k strings, replaced by a New! p,p,k string
  • Gone! DS u+k and db+k+g
  • Gone! DS b,df+p+k low punch reversal
  • Modified: DS neutral "hand hold" no longer reverses on MP
  • Modified: DS b,f+k no longer sabakis HK, no longer floats on CH; b,f+k,p no longer special high
  • Modified: DS f+k!p+g hit-throw damage no longer guaranteed, now a guessing game
  • Modified: DS f,f+k 1f slower, less range, less pushback
  • Modified: DS df+k less reach, less pushback, less safe
  • Modified: DS df+k+g less reach, less pushback, less safe; hit throw does 5 more damage = less % of total life due to life total increase in V5FS
  • Modified: DS d+k 1f slower
  • Modified: DS f,f+p no longer tracks to vane's stomach
  • Modified: DS hold G+u/d+p slower, now always punishable
  • Modified: DS b+p faster but less frame advantage; may combo into the new shoulder ram on CHbut may also whiff due to pushback; combo into DS k+g > p,k on side CH but no longer causes sidecrumple on side NH
  • Gone! OS low throws
  • Gone! OS evade p+k lancer
  • Gone! OS k,f+p+k Fake Lancer cancel; b+k,f Intruder Step cancel (b+k,f to IS still there, the kick must fully animate now though)
  • Modified: OS b,df+p+k lost evasive properties, no longer punishable, special high instead of mid, 38 dmg hit throw possible instead of slam on any hit, no longer bounds on air hit
  • Modified: OS k+g no longer staggers on block
  • Modified: OS f+k+g shorter reach
  • Modified: OS b,f+k 2f slower (wtf? why?!)

The Rest

  • Modified: simplified inputs for a bunch of throws, hit-throws and attacks
  • System Change: DS df+k and OS b+k no longer crouch stagger; instead DS df+k and OS df+k yield more frames on crouch-hit & cause backdash stagger
  • Gone! DS b+p+k high reversal, replaced by a New! DS b+p+k 14f high elbow that floats on CH
  • Gone! DS db+p+k mid reversal, replaced by a New! DS db+p+k 22f special low punch that foot crumples on CH
  • Gone! DS k+g, replaced by a New! DS k+g 22f high full circular kick, sideturns on any hit
  • Gone DS d+p+k, replaced by a New! DS d+p+k 23f MDP, faceplants on any hit, bounds during combos
  • Gone! DS hold G+df/uf+p and DS hold G db/ub+k
  • Gone! DS f+p+k sabaki & MDP followup
  • Modified: DS b,f+p+k now also sabakis high kicks, blasts back on non-sabaki hits
  • New! DS db+k+g 23f semicircular low, transitions to IP stance
  • New! DS uf+k+g 26f semicircular HDK, knocks down on any hit, transitions to IP stance
  • New! DS f,f+k+g 16f sidekick, knocks down on any hit, wallsplats
  • Gone! OS b+p
  • Gone! OS p,k,p string, replaced by New! OS p,p,k and p,p,f+p strings
  • Modified: OS k,p,k; OS f+k,k,p,k; OS d+k,p,k knees replace the switch knee lift knees = no longer switch to DS BUT knock down on NH
  • Modified: OS F+k float; df+p float; OS df+p+k no longer floats on CH but df+p+k,k now slams on any hit, guarantees f,f+k,p, still combos on NH
  • Modified: OS k,p can now transition to Instruder Step by pressing f (also available from f+k,k,p,f and d+k,p,f)
  • Modified: OS f,f+k now floats on CH; no longer floor scrapes
  • New! OS b+p+k 17f high punch, blast back on hit, +2 on block
  • New! OS d+p+k 19f mid elbow, small bounds during combos

Movelist

By Input

Movelist sorted by input available @ http://virtuafighter.com/commands/print?ver=5fsa&chara=vanessa.

By Frames

DS

High Attacks
Input Type Speed Active on Block on Hit on Counter Dmg Tracks Misc
Inashi 0 25 Reversal vs HP; forces sideturn +5
b/n/f+p+g HT 10+ ?? Throw attempt 0-70 Circular Escapable
df+p HP 10 3 +1 +4 +6 10
p HP 12 2 +2 +5 +8 10 Input as F+p to advance forward; input as b+pkg from crouching; followups available
b+p+k HE 14 3 -2 +6 Float 18
df+p+k HP 17 3 -6 Head Crumple Head Crumple 20 Stomach Sober 1
k+g HCR 22 4 -5 +6 & sideturn +9 & sideturn 25 Circular Forces sideturn; Sober 1
b,f+k HK 24 4 -7 -1 +5 20 Stomach Sabaki vs HP,MP,HE,ME,HK; followup available
uf+k+g HDK 26 3 IP +5 Spinning KD Spinning KD 35 Back Recovers in Intercept Position
b,f+p+k HP 29 2 -5 Blast Back Blast Back 20 Sabaki vs HK,MK,MSK,MKN; Stomach Crumple on Sabaki Hit; Sober 1
Mid Attacks
Input Type Speed Active on Block on Hit on Counter Dmg Tracks Misc
WS p MP 13+ 3 -5 +1 Stagger 18
f+k MKN 15 2 -5 -2 +2 18 On CH input p+g to Arm Hold
k MK 16 5 -6 +2 +4 17 Followup available
f+p MP 16 2 -8 -4 +5 16 Back Siderouchguardstaggers; sober 1; followups available
p+k MP 16 3 -4 +1 +6 15 Followup available
f,f+k+g MK 16+ 3 -7 KD KD 25 Super Replay; wallsplat
f,f+p MP 16+ 3 -6 +1 +4 18 Crouch Stagger; followup available
df+k MSK 16+ 2 -6 0 +8 23 +8 on crouching NH; staggers vs backdash; chargeable; guardstagger/KD on full charge
df+k+g MK 17 3 -8 -3 +1 20 On Hit input p+g to Hold Face Knee hit-throw (30 dmg & KD)
db+p ME 18 3 -8 +2 +4 & crouch 18 Sabaki vs LP,LK; tech crouches; forces crouch on CH
b,b+k MSK 18+ 3 BT -3 BT +3 BT +5 20 Recovers Back Turned
f+pkg MSH 19 2 OS -2 OS stagger OS Stagger 24 Recovers in Offensive Style
b+p MP 21 4 +3 +7 +19 28 Sober 1; Super Replay; wall staggers, wallsplats wallstaggered opponents
f,f+k MCR 22+ 4 -9 Spinning KD Spinning KD 22 Circular Super Replay; low wallsplat
G+u+p MP 22+ 3 -13 +1 Stomach Crumple 18 Back Recovery Hit: stomach crumple
d+p+k MDP 23 3 -4 Face Plant Face Plant 20 Sober 1; heavy bound on air hit
f+k+g MK 24 4 -8 Slam Slam 22
G+d+p MP 24+ 2 -13 +1 Stomach Crumple 18 Stomach Recovery Hit: stomach crumple
b,b+k+g MSK 47+ 4 -8 Stomach Crumple Stomach Crumple 24 Cancel with g; chargeable; cancel charge with g or d+g (recovers in Offensive Style); guardstagger on full charge
Low Attacks
Input Type Speed Active on Block on Hit on Counter Dmg Tracks Misc
db/d/df+p+g LT 10 ?? Throw attempt 0-60 Escapable
d+p L*P 12 1 CR -5 CR +4 CR +7 9 Recovers crouching
D/db+k LK 16 2 CR -15 CR -6 CR 0 15 Recovers crouching; wall bonks (back to wall)
d+k LK 17 3 -14 -6 +2 12 Followup available
d+k+g LSW 20 4 CR -18 CR -5 CR 0 21 Circular Recovers crouching; wall staggers (stomach to wall)
db+p+k L*P 22 4 CR -1 CR +2 CR Foot Crumple 20 Recovers crouching
db+k+g LK 23 3 CR -17 IP +4 IP +8 20 Stomach Recovers crouching if blocked; recovers in Intercept Position otherwise

OS

High Attacks
Input Type Speed Active on Block on Hit on Counter Dmg Tracks Misc
b/n/f+p+g HT 10+ ?? Throw Attempt 0-60 Circular Escapable
p HP 12 2 +2 5 8 10 Input as F+p to advance forward; followups available
f+p+k HEL 14 3 -6 Slam Slam 20 Sobers 1; Super Replay
k HK 15 3 -6 -2 -2 20 Stomach Followup available
b+p HP 16 3 -5 1 4 17 Back Sobers 1; followup available
F+k H*K 16+ 2 -6 3 Temple Crumple 16 Stomach Sobers 1
b+p+k HP 17 2 +2 Blast Back Blast Back 25 Sobers 1
b,df+p+k H*P 19 2 -6 -1 3 20 Stomach Tech crouches; on hit input p+g for hit-throw (38 dmg); sober 1
f,f+p+g HCT 21+ ?? Mount Mount Mount 15-65 Circular Recovers in Mount on guard or hit
uf+p H*P 23 2 +2 Float Float 20 Jumps; beats LP from -8; sober 1
k+g H*CR 37 4 +4 +9 & sideturn +12 & sideturn 35 Circular Sober 2
Mid Attacks
Input Type Speed Active on Block on Hit on Counter Dmg Tracks Misc
f+p MP 14 2 -4 -1 7 17 +6 on crouch hit; followups available
f,f+p MP 15+ 3 -6 2 6 23 Side crouch staggers; Super Replay
p+k MP 16 2 -6 -1 6 17 +6 on crouch hit; followups
df+p MP 16 3 -6 3 Flop 18
df+k MSK 16 3 -5 -1 6 20 Crumples on side CH; floor scrape; followups available
f+k MKN 16 3 -6 -2 2 18 Followup available
f,f+k MKN 16+ 3 -7 -2 Float 18 Staggers on crouch hit; Cancel with f+p+g to Fake Lancer; followups available
df+k+g MSK 17 3 -7 -2 +3 16 On hit input p+g for hit-throw (40 dmg)
uf+k MKN 17 4 -15 Float Float 26 Jumps; beats LP from -3; KD on crouch guard hit; Super Replay
b+k MSK 17 46 -6 3 7 21 Input f to Intruder Step; IS p interruptible by 10f attacks on NH; not interruptible on CH.
b,f+k MKN 18 45 -6 4 8 18 On CH input p+g for hit-throw (25 dmg & Mount)
f,f+k+g MK 18+ 3 -7 KD KD 25 Cumples on side hit; Super Replay
f+pkg MSH 19 2 DS -2 DS Stagger DS Stagger 24 Recovers in Defensive Style
df+p+k MP 19 3 -6 -1 3 17 Followup available
d+p+k MEL 19 3 -3 4 9 & crouch 18 Forces crouch on CH; light bound on air hit; sober 1
f+k+g MK 24 4 -8 Slam Slam 22
hcf+p MP 24+ 2 0 KD KD 25 Chargeable; guard staggers/stomach crumples on full charge; Cancel charge with d to Tank Buster (-1/foot crumple/foot crumple); Sober 1
db+k+g MK 26 3 -3 Float Float 30 Heavy bound on air hit
b,b+k+g MSK 47 4 -8 Stomach Crumple Stomach Crumple 24 Cancel with g; chargeable; cancel charge with g or d+g (recovers in Defensive Style); guardstaggers on full charge
Low Attacks
Input Type Speed Active on Block on Hit on Counter Dmg Tracks Misc
D/d+p L*P 12 1 CR -5 CR 4 CR 7 9 Recovers crouching
D/db+k LK 16 2 CR -15 CR -6 CR 0 12 Recovers crouching
d+k LK 17 2 -14 -6 0 13 Followup available
d+k+g LK 21 2 -15 -3 1 21 Back On CH input p+g for hit-throw (17 dmg & Mount)
db+p LP 22 3 CR -8 CR -4 4 18 Stomach Recovers Crouching

By Merit

This is a subjective evaluation of Vanessa's movelist, broken down in 5 categories:

  • Key moves: simply put, these moves win games. They are what a Vanessa player should aim for. They should receive top priority at all times.
  • Staple aka. Bread and Butter moves: Moves. These are low risk/low reward moves. While they will eventually win games for vane on their own, they are better used for setting up key moves. Think of them as the glue that holds vane's gameplay together. Conveniently enough, Key and Staple moves together can double as a makeshift "top-ten moves" list.
  • Situational moves: these moves are high risk/high reward and meant to be used only under specific situations - they are either too slow or punishable to be used otherwise. While not mandatory, judicious use can really turn the game around for vane.
  • Decent/OK moves: these moves are not necessarily bad, it's just that a Vanessa player will often realize he's won a game without having to fall back to using them. Mastering the small nuances that justify their use is probably the hardest part of learning to play Vanessa.
  • Extraneous/Redundant moves: these moves either suffer from a major flaw or they are eclipsed by other moves that serve the same function much better.

DS

Key Moves
Move Name Comment Standard Input Positive Attributes Negative Attributes Uses
High Throws Above average throw damage. b/n/f+p+g Fast, anti-evade, anti-guard Short reach, backdash vulnerable, attack vulnerable, no followups, escapable. Beat guard, beat evade, punish -10 standing, demoralize.
Boomerang Hook Use to duck and punish & to deter opponents from evading to vane's front. df+p+k Tracks stomach, head crumple on hit, sober 1 High, short reach, backdash vulnerable, no followups. Damage, track stomach, beat throws, punish -17 standing, beat standing abare from +5, demoralize, sober 1+.
Crush Jaw Subs for other characters' 14f elbow. Practice buffering this move after blocked jabs or staggers. WS p Fast, mid, -5 on block, stagger on CH, floor scrapes Linear, backdash vulnerable, no followups, trivial damage if unstaggered. Interrupt, poke, punish -13 crouching, floor scrape, taunt.
Stomach Crush Your mid "launcher". df+k+g Mid, long reach*, sober hit-throw on NH Backdash vulnerable, linear, no followups, hit-throw may whiff at range (-3 on NH). Damage, beat throw, beat abare from +5, punish -17 crouching, sober* 1.
Switch Shoulder By default the best DS move (since it switches to OS). f+pkg Mid, long reach, -2 on block, stagger on NH, anti-sabaki, switches to OS Linear, no followups. Side pressure, stagger, beat (crouch)backdash up close, punish whiffs, close distance, floor scrape, switch styles.
Staple Moves
Move Name Comment Standard Input Positive Attributes Negative Attributes Uses
Jab Use p,k to punish. Hitcheck p,p,k or die. p Fast, high/mid followups, +2 on block, combo on NH*, +8 on CH High, linear, backdash vulnerable, followups can whiff at range. Interrupt, poke, pressure, punish -12 standing.
Front Kick When in doubt use this. Then delay and use some more. k Mid, long reach*, high* circular delayable pushback sideturn followup, combo on CH/RH/side NH Linear*, followup may whiff at range. Pressure, sideturn*, beat (crouch)backdash up close, punish -16, create distance*, floor scrape.
Back Knuckle Complements df+p+k tracking. Mixups become viable if you practice the hit-throw. f+p Mid, tracks back, high/mid followups, combo on NH/CH, sober 1 Backdash vulnerable, -4 on NH (followups are ALSO -3/-2 on NH). Pressure, track back, sober 1+.
Shadow Slicer DS vane's only choice to consistently beat backdash. Being circular is a nice bonus. f,f+k Mid, long reach, anti-backdash, full circular, pushback, KD on NH Slow, no followups. Gamble, KD, beat evade, beat (crouch)backdash, punish whiffs, close distance, create distance, oki.
Sit Jab Basic interrupt move. d+p Fast, anti-high, recovers low, -5 on block, +7 on CH Special low, short reach, backdash vulnerable, linear, no followups, trivial damage. Interrupt, poke, abare, punish -12 crouching, chip, taunt.
Stinger Low Blow Subs for low punch whenever possible; crouching +2 is all you need when in DS anyway. The foot crumple on CH is a nice bonus. db+p+k Long reach, anti-high, recovers low, -1 on block, wall stagger on RH, foot crumple on CH Slow, special low, linear, no followups. Gamble, (side) pressure, abare, beat (crouch?)backdash up close, beat high abare, close distance, oki.
Situational Moves
Move Name Comment Standard Input Positive Attributes Negative Attributes Uses
Cut Upper Subs for jab when you need the 2f. df+p Fast, +1 on block, +6 on CH High, short reach, linear, no followups, trivial damage. Interrupt, poke, pressure, punish -10 standing, chip, taunt.
Wind Elbow Subs for jab when you can spare the 2f. b+p+k Fast, long reach, -2 on block, +6 on on NH, float on CH High, linear, no followups. Interrupt, poke, side pressure, beat backdash up close, beat standing abare from +2.
Parrying High Kick Stops certains strings. Abare if you think the reward will outweigh the risk. Hitcheck b,f+k,p or die. b,f+k Long reach, tracks stomach, high +4 on block/+7 on NH sober followup, sabaki vs HP/HE/HK/MP/EL, combo on NH, sober 1 Slow, high, backdash vulnerable. Gamble, abare, track stomach, sober* 1.
Leopard Strike Abare if you think the reward will outweigh the risk. Don't forget to read your opponent's mind first! b,f+p+k Long reach, -5 on block, sabaki vs HK/MK/SK/KN, slam float on sabaki hit, blast back on NH (more near walls), sober 1 Sluggish, high, linear, backdash vulnerable, no followups. Gamble, abare, damage, sober 1+.
Spinning Sobat DS vane's fastest KD on NH move. f,f+k+g Mid, evasive (beats lows from -2?), KD/wallsplat on NH Poor reach, backdash vulnerable, linear, no followups. Abare, KD, wall splat, punish -16 near walls, taunt.
Bone Crush Middle Nothing on NH so use after sideturn or if you think the opponent will backdash. df+k Mid, long reach, backdash stagger, wall stagger, crumple on side CH, chargeable Linear, no followups. Guard stagger*, wall stagger, backdash stagger, beat (crouch)backdash up close, beat side abare from +4, punish whiffs, demoralize, brainfuck.
Heavy Impact Rather slow so mix it up with throws from big advantage or after a knockdown. b+p Mid, long reach, +3 on block, +7 on NH, +19 on CH Backdash vulnerable, linear, no followups, pushback, followups can whiff at range. Pressure, beat abare from +9, create distance, oki.
Intercept Body Blow Alternative to b,f+k,p. If you're gonna abare, you might as well go for broke. G+u+p Mid, tracks back, evasive (sway), stomach crumple on CH/RH Slow, short reach, backdash vulnerable, no followups, -13 on block. Gamble, risk, abare, beat throws, track back.
Intruder Hook Alternative to b,f+k,p. If you're gonna abare, you might as well go for broke. G+d+p Mid, tracks stomach, evasive (sway), stomach crumple on CH/RH Slow, short reach, backdash vulnerable, no followups, -13 on block. Gamble, risk, abare, beat throws, track stomach.
Low Throws Worth using to punish lows even with a 1/3 chance of being broken. db/d/df+p+g Fast, anti-low guard, anti-crouchdash Short reach, attack vulnerable, backdash vulnerable, linear, no followups, escapable. Beat low guard, punish -10 crouching.
Stopping Low Low. Anti-mid/high sabaki/reversal. Hitcheck d+k,p or die. d+k High sober slam followup, combo on CH Backdash vulnerable, linear, -14 on block*, -6 on NH. Risk, beat abare from +5, beat (crouch)backdash up close, demoralize (?), sober* 1+.
Decent Moves
Move Name Comment Standard Input Positive Attributes Negative Attributes Uses
Hind Back Spin Kick Inherited shadow slicer's safety & pushback. A pity it's high. k+g Long reach, fullcircular, -5 on block, pushback, sideturned +6 on NH, sideturned +9 on CH, sober 1 Slow, high, backdash vulnerable, no followups. Gamble, side pressure, beat evade, create distance, sober 1.
Wheel Kick Oki suprise and flipkick punish; rather pointless otherwise. uf+k+g Long reach, tracks back, +5 on block*, KD on hit Slow, high, backdash vulnerable, no followups, CH counts as air hit, recovers in IP. Gamble, KD, punish standing whiffs, track back, oki, taunt.
Ducking Body Blow DS vane's only crouch stagger move. f,f+p Mid followup, combo on NH, stagger on crouch hit Backdash vulnerable, linear. Pressure, crouch stagger, KD crouching.
Defensive Elbow Stops certain strings. Abare at our own risk. The reward is hardly worth the risk. db+p Mid, anti-high, sabaki vs LP/LK, slam on air hit Short reach, backdash vulnerable, linear, no followups, CH counts as crouch hit*, trivial damage. Abare, chip, floor scrape.
Switch Back Middle DS vane's only move that recovers BT. b,b+k Mid, evasive (beats lows from -2?), recovers BT Short reach, backdash vulnerable, linear, no followups, CH counts as back hit,. Risk, abare, brainfuck, taunt.
Heel Kick Your (other) mid launcher. Slow so use after a backdash or a knockdown. f+k+g Mid, long reach, slam float on NH, sober 1 Slow, linear, no followups, float may whiff at range. Gamble, damage, beat throws, beat (crouch)backdash up close, punish whiffs, oki, sober 1+.
Back Charge Kick Opponents know how to deal with its shenanigans nowadays. Use backdash > heel kick for similar effects. b,b+k+g Mid, long reach, evasive (built-in cancellable backdash), chargeable, cancellable (to OS), stomach crumple on NH Sluggish, linear, no followups. Gamble, abare, damage, create distance*, switch styles, brainfuck, taunt.
Low Spin Slicer Low. Beats high abare and evade. Will get you killed. d+k+g Fullcircular, anti-high, recovers low Backdash vulnerable, no followups, -18 on block, -5 on NH. Risk, side wall stagger, beat evade, abare.
Sliding Low Kick Low. IP will get you killed unless you side CH or wall stagger the opponent. db+k+g Long reach, tracks stomach, anti-high Slow, backdash vulnerable, no followups, -17 on block, recovers in IP on hit or whiff. Gamble, risk, side wall stagger, abare, track stomach, taunt.
Extraneous Moves
Move Name Comment Standard Input Positive Attributes Negative Attributes Uses
Hand Hold Funny how no MP inashi makes this useless. n Anti-HP, anti-CH Vulnerable to everything else. Interrupt, risk, sideturn, chip.
Cut-In Knee Kick The drawbacks don't outweigh the 1f difference from k. f+k Fast, mid, -5 on block, escapable hit-throw on CH Linear, backdash vulnerable, no followups, -2 on NH, trivial damage if Hand Hold is escaped. Interrupt, poke.
Heavy Hook Experienced players duck the second hit; use f+p if you want to fish for CH with the followup. p+k Mid, high semicircular fuzzysafe sober CH floater followup, -4 on block, combo on NH Backdash vulnerable, linear. Poke, sober* 1.
Grand Spike Float filler. Input error for df+p+k or db+p+k otherwise. d+p+k Mid, anti-sabaki, -4 on block, faceplant float on NH, heavy bound on air hit, sober 1 Slow, backdash vulnerable, linear, no followups. Gamble, damage, beat throws, sober 1.
Sit Down Low Kick Low. DS vane's fastest low attack. Round ender. D/db+k Long reach, anti-high, recovers low Linear, no followups, -15 on block, -6 on NH, trivial damage. Risk, beat highs, chip.

OS

Key Moves
Move Name Comment Standard Input Positive Attributes Negative Attributes Uses
Pile Bunker Standard 14f high float starter. f+p+k Fast, slam float on NH, sober 1 High, backdash vulnerable, linear, no followups. Interrupt, damage, beat throws, punish -14 standing, sober 1+.
Death Scythe Special high. Abare killer. Mixup with f,f+k when opponents start ducking to avoid the pushback. F+k Tracks stomach, g-cancellable, pushback, sober 1, temple crumple on CH Backdash vulnerable, no followups. Poke, track stomach, beat abare from +4, create distance, demoralize, brainfuck, taunt, sober 1+.
Catch Throw Kills guard, evade and backdash. Never guess a throw direction again! f,f+p+g Long reach, anti-backdash, anti-guard, recovers in takedown Throw vulnerable, attack vulnerable*, no followups, trivial damage if takedown is escaped. Beat guard, beat evade, beat backdash, punish whiffs, oki.
Bunker Buster Special High. Kills LP and backdash. Retain the advantage if the opponent blocks! uf+p Long reach, anti-backdash, anti-low (beats low punch from -8), floor scrape, +2 on block, float on NH, sober 1 Slow, no followups, CH counts as air hit*. Gamble, pressure, damage, abare, beat (crouch?)backdash, beat throws, punish whiffs, close distance, oki, floor scrape, sober 1+.
Landing Knee Kick The swiss army knife of CH floaters. f,f+k Mid, long reach, high circular sideturn/mid force crouch followups, takedown cancelable, combo on NH, float on CH, stagger float on crouch hit Linear*. Damage crouching, force crouch, beat (crouch)backdash up close, beat abare from +4, punish -16 crouching, sideturn*, punish crouching whiffs, close distance, create distance*, oki, brainfuck.
Spinning Sobat Safe side crumple starter. Also anti-backdash & wall splat. Also a "get off me" move due to the massive pushback. f,f+k+g Mid, long reach, anti-backdash, pushback, knock down on NH, crumple on side hit Linear, no followups. Damage sideturned, KD, wall splat, beat (crouch)backdash, beat side abare, punish whiffs, close distance, create distance, demoralize.
Staple Moves
Move Name Comment Standard Input Positive Attributes Negative Attributes Uses
High Throws Average throw damage. Remember, OS has a catch throw. b/n/f+p+g Fast, anti-evade, anti-guard Short reach, backdash vulnerable, attack vulnerable, no followups, escapable. Beat guard, beat evade, punish -10 standing.
Step-In Jab Better options than the DS jab, notably vs Taka. p Fast, high/high/mid followups, +2 on block, combo on NH (more vs Taka or sideturned), +8 on CH High, linear. Interrupt, poke, pressure, punish -12 standing.
Quick Back Knuckle Complements qcf+k tracking. Subs for jab when you can spare the 4f. b+p Long reach, tracks back, high* KD followup, -5 on block, sober 1, combo on CH/RH High, backdash vulnerable. Poke, pressure, track back, sober 1.
Back Swing Body Good reach, hitchekable, delayble. No downsides really. p+k Mid, long reach, high KD/mid sober (pushback?) followup, -4 on block, combo on hit, +6 on CH Backdash vulnerable, linear. Pressure, KD, low wall splat, punish whiffs, create distance*, sober* 1.
Leg Guard Crush Basic interrupt move. D/d+p Fast, anti-high, recovers low, -5 on block, +7 on CH Special low, short reach, backdash vulnerable, linear, no followups, trivial damage. Interrupt, poke, abare, punish -12 lows, chip.
Sweet Leg Slash It's a safe low poke, a rarity. Subs for low punch whenever possible. Just don't abare after NH. db+p Long reach, tracks stomach, anti-high, recovers low Slow, no followups, -4 on NH, trivial damage. Gamble, abare, track stomach, close distance, chip.
Situational Moves
Move Name Comment Standard Input Positive Attributes Negative Attributes Uses
Body Blow Subs for p+k when you need the 2f. f+p Fast, mid, high (KD) followups, -4 on block, combo on NH, +7 on CH Short reach, backdash vulnerable, linear. Interrupt, poke, KD, punish -14 lows.
Stopping Toe Anti-shenanigans. df+k Mid, high track back sober/mid track stomach IS-cancellable followup, floor scrape, -5 on block, combo on NH, back dash stagger, crumple on side CH Backdash vulnerable, linear*. Poke, backdash stagger, beat side abare, floor scrape, sober* 1.
HAWK Strike High risk/high reward mid floater. Beating low punch from -3 is a nice bonus. uf+k Mid, anti-low* (beats low punch from -3), float on NH Backdash vulnerable, linear, no followups, -15 on block. Risk, damage, abare, beat abare from +5, beat throws, punish -17 (standing?), demoralize.
Uppercut Hitcheckable mini-float starter. df+p+k Mid, mid throw-punishable faceplant sober followup, combo on NH Backdash vulnerable, linear. Pressure, damage, beat abare from +7, beat throws, sober* 1.
Stopping Low Low. Anti-mid/high sabaki/reversal. Decent anti-backdash too. Somewhat hard to punish as well. d+k Long reach, anti-backdash*, high sober 2 KD followup, combo on CH Linear, -14 on block*. Risk, beat (crouch)backdash, close distance, sober* 2.
Leg Slicer Low. Subs for b+p or d+k when you can spare the 5f. d+k+g Long reach, tracks back, hit-throw on CH No followups, -15 on block. Risk, track back, beat (crouch)backdash up close, beat abare from +9, space.
Decent Moves
Move Name Comment Standard Input Positive Attributes Negative Attributes Uses
High Kick Overshadowed by qcf+k. Still, no real downside except being a high-high string. k Fast, long reach, tracks stomach, high sober 2 KD followup, combo on CH/RH (more vs taka) High, -2 on NH. Interrupt, poke, track stomach, beat backdash up close, beat throws, punish taka's -15 standing, punish standing whiffs, sober* 2.
Russian Hook Special high. Bait and input after backdash. b,df+p+k Tracks stomach, hit-throw on NH, sober 1 Backdash vulnerable, no followups. Damage, (abare?), track stomach, switch sides, sober 1.
Quick Toe Kick Not completely overshadowed by df+p+k due to swapping sides with the opponent. df+k+g Mid, sober hit-throw on NH (swaps sides) Short reach, backdash vulnerable, linear, no followups, hit-throw may whiff at range. Damage, beat throws, beat abare from +5, switch sides, sober* 1.
Stop Middle NH into intruder step punch is apparently uninterruptible. Still pretty unimpressive. b+k Mid, long reach, anti-backdash, pushback, wall stagger, +7 on CH* Linear, no followups*. Poke, wall stagger, beat (crouch)backdash, create distance.
Switch Shoulder Not obsolete due to switching to OS - but why would you want to do that?! f+pkg Mid, long reach, -2 on block, stagger on NH, anti-sabaki Linear, no followups, switches to DS. Side pressure, stagger, beat (crouch)backdash up close, punish whiffs, close distance*, floor scrape, switch styles.
Stinger Strike 3-moves-in-1, all of them slow. hcf+p Mid, long reach, evasive (back sway), even & pushback/stagger/-1 on block, chargeable, low cancellable, KD/stomach/foot crumple on NH, sober 1/2/0 Slow/sluggish/sluggish, backdash vulnerable, linear, no followups. Gamble, side pressure, KD & wallsplat/damage, abare*, create distance, brainfuck, sober 1+.
Leg Bomber Overshadowed by uf+p. Still damaging enough to see regular play. db+k+g Mid, long reach, anti-low (beats low punch from +2), -3 on block, pushback, float on NH, heavy bound on air hit Slow, linear, no followups, float may whiff at range, CH counts as air hit*. Gamble, side pressure, damage, abare, beat (crouch)backdash up close, beat throws, punish whiffs, close distance, create distance, oki, demoralize.
Back Charge Kick Same risk as the DS version, more reward. Crouchbackdash > leg bomber yields similar effects; backdash > uf+p is even better. b,b+k+g Mid, long reach, evasive (built-in cancellable backdash), chargeable, cancellable (to DS), stomach crumple on NH Sluggish, linear, no followups. Gamble, damage, abare, create distance*, brainfuck, taunt.
Extraneous Moves
Move Name Comment Standard Input Positive Attributes Negative Attributes Uses
Clubbing Straight Use vs Taka or near walls only. b+p+k Long reach, anti-backdash, +2 on block, blast back on NH (more near walls/vs taka), sober 1 High, linear, no followups, pushback. Poke, pressure, KD, beat backdash, close distance, sober 1, taunt.
Guard Crush Tornado Special High. Will get you killed vs any player with working reflexes and/or ECD input skills. k+g Long reach, anti-backdash, fullcircular, anti-low*, +4 on block, sober 2, sideturn +9 on NH, sideturn +12 on CH Sluggish, no followups, pushback. Gamble, pressure, beat evade, close distance, oki, sober 2.
Long Barrel Blow Use to wall stagger. Still, why wall stagger when p+k can wall splat for 1f more? f,f+p Fast, mid, long reach, anti-backdash, wall stagger, +6 on CH Linear, no followups. Interrupt, beat (crouch)backdash, wall stagger, close distance, taunt.
Shoot Upper Overshadowed by hcf+k; f,f+k and df+p+k. df+p Mid, anti-high (?), fallback float on CH Backdash vulnerable, linear, no followups. Abare (?), beat abare from +4.
Knee Kick Overshadowed by f,f+k crouch stagger to punish non-Taka lows. f+k Mid, high sober 2 KD followup, combo on RH/crouch guard Short reach, backdash vulnerable, linear, -2 on NH, trivial damage on CH. Damage crouching, punish -16 crouching, sober* 2.
Counter Strike Overshadowed by f,f+k. b,f+k Mid, long reach, hit-throw on CH Backdash vulnerable, linear, no followups. Beat abare from +6.
Elbow Drive Float filler. Input error for df+p+k otherwise. d+p+k Mid, -3 on block, sober 1, force crouch +9 on CH, light bound on air hit Backdash vulnerable, linear, no followups, trivial damage*. Beat side abare, chip, sober 1.
Heel Kick Shorter range than the DS version. Overshadowed by db+k+g. f+k+g Mid, long reach, slam float on NH Slow, backdash vulnerable, linear, no followups. Gamble, damage, beat throws, punish whiffs.
Sit Down Low Kick Low. Input error for db+p. Round ender. D/db+k Long reach, anti-high, recovers low Linear, no followups, -15 on block, -6 on NH, trivial damage. Risk, abare, side wall stagger, chip, taunt.

Misc

Style Independent moves

Learning vanessa's movelist can be initially intimidating. Here's a list of moves that are practically identical from both styles that can help you survive if you become momentarily disoriented:

p
p,k
d+p
p+k
db+k
df+k+g
f+k+g
f+k
d+k
b,b+k+g
f+pkg
pkg
p+g

Vanessa 101

There's not denying that, in this version, OS is stronger than DS. So, before discussing further about each stance, here are the basics:

  • Don't be fancy, stay in OS.
  • If you find yourself in DS, your first priority should be to switch to OS.

What to do from OS

When you have a big frame advantage (+6 to +9):

  • f,f+k float vs abare, crouch, backdash (up close) / mixup vs guard (followups) / mount vs guard (cancel)
  • QCF+k float vs abare or evade to stomach
  • b+p knockdown vs evade to back, standing abare / mixup vs guard (delayed followup)
  • catch throw vs guard, evade or backdash

When you have a slight frame advantage (+1 to +5):

  • f+p+k float vs standing abare
  • uf+p float vs crouching abare, backdash / mixup vs guard (+2 on block)
  • p+k poke vs abare, backdash (up close), evade (delayed followup) / mixup vs guard (delayable followups)
  • throw attempt vs guard or evade

When your opponent has a slight frame advantage (-1 to -5):

  • fuzzy guard vs mid, throw or stepping
  • evade > p,p,k knockdown vs standing linear pokes
  • uf+p/uf+k float vs low or throw

When your opponent has a big frame advantage (+6 to +9):

  • (E(C)D)TEG
  • evade > f,f+k+g float vs linear launchers
  • uf+k float vs throws

When frames are irrelevant:

  • p poke vs standing attacks / mixup vs guard (followups)
  • df+k poke vs evasive attacks / mixup vs guard (followups)
  • db+p poke low vs standing guard, high attacks or (stomach tracking and anti-high/mid sabaki/reversals is a nice bonus)
  • f,f+k+g knockdown (wall splat) vs backdash, whiffed attacks / pushback vs guard
  • k knockdown string vs whiffed attacks, evade to stomach / mixup between p and k enders vs guard

What to do from DS

When you have a big frame advantage (+6 to +9):

  • df+p+k float vs evade to front, standing abare
  • f+p poke vs evade to back, abare, low guard / mixup vs standing guard (followups)
  • d+k float vs abare / poke vs standing guard (hitcheck required)
  • f,f+k vs backdash or evade
  • throw attempt vs guard or evade

When you have a slight frame advantage (+1 to +5):

  • k poke vs abare, backdash (up close), evade (circular followup) / mixup vs standing guard (delayable followup)
  • d+p poke vs fast abare
  • b+p+k float vs standing abare or backdash (up close)
  • throw attempt vs guard or evade
  • low throw attempt vs fuzzy guard

When your opponent has a slight frame advantage (-1 to -5):

  • fuzzy guard vs mid or throws
  • df+p poke vs standing
  • evade > df,df+p poke vs standing linear pokes
  • df+p+k float vs throws

When your opponent has a big frame advantage (-6 to -9):

  • (E(C)D)TEG
  • evade > df,df+p+k vs linear launchers
  • b,f+k sabaki poke vs punches and elbows
  • b,f+p+k sabaki float vs kicks and knees
  • df+p+k float vs throws

When frames are irrelevant:

  • b+p vs guard (+3 on block) or slower moves
  • f+pkg to switch to OS or whiffpunish
  • db+p+k poke vs highs or throws or vs backdash (up close) or vs guard (up to +2 depending on distance)
  • hold G+u/d+g vs elbows or evade (if you're lucky)
  • df+k side crumple / stagger vs backdash

The problem with DS

(Initially posted on VFdc)

I'm pretty sure DS b+p+k not launching on recovery counterhit (as well as f+k hit-throw not working on recovery CH but the damage is laughable AND escapable anyway) is one of the main reasons OS is more appealing than DS. As always, vanessa has to wait for +17 to get decent punishment damage.

Now, i'm not complaining, a p,k string was a major buff for DS, plus k,k comboing on recovery CH is great - but it's not really akira's standing palm damage territory. And with online opponents spamming unsafe launchers, being able to punish for decent, guaranteed (not throw-escapable) damage with f+p+k really favours OS.

Also successfully reading evades with OS qcf+k or OS d+k+g and PARTICULARLY successfully reading a low punch with OS uf+p also helps OS.

Quick, you're in DS and you just KNOW your opponent will low punch - what do you do? DS db+p for 20-ish damage and +2f? I guess, there's always DS jump > p for, dunno, 40-50 dmg? Only problem is, if your opponent elbows instead he's gonna take you for a ride > cue MvC2 music. The damage on OS uf+p is higher and getting CH seems to hurt less.

Same deal with reading evades - quick, you know your opponent will sidestep in DS. f,f+k will net you some damage and knockdown but it's slow; f+p,df+k some damage but leaves you at minus frames; df+p+k, now that's some serious sidestep killer. Yeah, if only the range weren't so short :( I've had many an opponent's blocked elbow > evade to vane's stomach avoid boomerang hook :(

OS qcf+k and OS d+k+g have great better range and the damage potential off them is certainly more exciting than the DS options.

To sum things up (again, with my limited experience) OS now seems to reward BOTH blocking and punishing AND outguessing your opponent. DS is stuck with outguessing your opponent. So preferring OS seems logical.

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