Vanessa combo thread

Discussion in 'Vanessa' started by MakiLeSushi, Mar 28, 2013.

  1. erdraug

    erdraug Well-Known Member

    @MakiLeSushi oops, indeed, i must have missed it - link?
     
  2. MakiLeSushi

    MakiLeSushi Well-Known Member

    PSN:
    MakiLeSushi
  3. MakiLeSushi

    MakiLeSushi Well-Known Member

    PSN:
    MakiLeSushi
    Damn this is ridiculous, vs Eileen:
    Ds 44k+g or 8/2gp > 2p > 4p+k > p > 6pkk
    And no delay needed lol
    For the 8/2gp u have to do the one on van back side. If u do the one on stomach side use 6p3k as combo ender instead of 6pkk
     
    erdraug and JSM like this.
  4. MakiLeSushi

    MakiLeSushi Well-Known Member

    PSN:
    MakiLeSushi
    https://youtu.be/UAVimmQYpjE
     
  5. MakiLeSushi

    MakiLeSushi Well-Known Member

    PSN:
    MakiLeSushi
    Well new combo discovered not intentionally lol vs jn and ja : 66kp crouch stag > 3p > 2p > 33(buff to get 1fk) > kpk
    Vs jn use 33pkg for the 2p
    Works on /\ stance
    83dmg
     
  6. MakiLeSushi

    MakiLeSushi Well-Known Member

    PSN:
    MakiLeSushi
  7. MakiLeSushi

    MakiLeSushi Well-Known Member

    PSN:
    MakiLeSushi
  8. Sebo

    Sebo Well-Known Member

    PSN:
    Sebopants
    Run some tests and double check my findings.

    DS
    [P][K] (CH on 2nd hit)
    ->[1][K] (40) EI ELo AO SA SH PA LI VA LA KA LE BR GO
    ->[2][K] (38) EI EL AO SA SH PA LI VA (if no tech, can tack on [1][K] or whatever for additional damage)

    OS
    [P][K] (CH on 2nd hit)
    ->[1][K] (38) EI EL AO SA SH PA LI VA LA KA LE BR GO
    ->[2][K] (39) EI EL AO SA SHo PA LI VA
    ->[2][K][P][P]/[4][P]/[K] (61/54/58) EIo EL AO SA SHo PA LI VA (can cause wall hit after the 2nd hit or any of the string enders allowing for more damage)
     
    segasaturn96 and MakiLeSushi like this.
  9. segasaturn96

    segasaturn96 Well-Known Member

    For basic combo 9k kp6K 3kk ( combo who is on vfdc ) sometimes 3 KK doesnt hit,i think that opponent does p+g+k and guard ..same thing for combo 9k p 2p+k 3kk doesnt hit.....advices?
     
  10. Sebo

    Sebo Well-Known Member

    PSN:
    Sebopants
    So unlike a lot of fighting games not all combos will work on all characters. In VF you not only have to worry about the character's hitbox, but also their weight, your foot stance, whether or not your combo starter connected on normal hit or counter hit, and did the attack land on a standing or crouching, side turned or back turned (also for some launchers distance might make a difference as does proximity to a wall, and also the need to one-frame kill attacks in combos). This certainly applies to many knockdown attacks. Crumples may lead to different combo opportunities more based on character hitbox (sometimes).

    Refer to the attached image.

    First thing to take into account, the characters that are colored in the combos should work, but it shouldn't connect on the characters left uncolored. The orange color means a normal hit can give you the combo, whereas the yellow means you need to land the [9][K] on counter hit. Another thing to consider is the // and /\. This refers to foot stance.

    Last thing to consider, many combos that are possible just might not be completed. And after the amount of effort I put into the Jeffry wiki/combo section, I'm not up to putting that much detail into every page because I have a life (lol, Jeffry is almost 1/6th of each section). But if you want to find out what can work, you can always test it out in dojo and then post your findings here.

    So a recap, when performing a combo you need to factor these things:
    • Character weight
    • Character hitbox (size) , for example Eileen and El Blaze are practically the same weight, but Blaze's legs are shorter which will make certain attacks whiff or require delays
    • Foot stance
    • Were they standing or crouching? Was it from the from, side, or back?
    • If you hit the opponent at close range/tip range of your launcher (this is usually the effect of hitting an attack on the later active frames)
    • Proximity to the wall
    • Need for attack delays
    Of course you can also play Jeffry, and while you do need to consider these things, he's got a lot of powerful combos that you don't need to worry about the above bullshit as much. :p

    Lastly, as far as fighting game websites go, this one it the best. You have so many resources available to you presented in an organized fashion, so keep digging through that Wiki, command and combo sections. (suck it 8-Way Run, Zaibatsu, Shoryuken, Eventhubs, etc., ya'll messy shit)
     

    Attached Files:

    Last edited: Oct 23, 2019
    segasaturn96 likes this.
  11. segasaturn96

    segasaturn96 Well-Known Member

    thanks! for 9k kp6K 3kk, it is ok for eileen,pai etc (vfdc command combo) on normal hit standing but it miss if the opponent does p+G+K guard after kp6k or technoll ...on dojo 100/100 always but on match 50/100...i dont know how explain.

    my problem is not this combo but reaction of the opponent without talking of weight,footstance etc
     
  12. erdraug

    erdraug Well-Known Member

    Ryo uploaded a video going over vanessa's basic combos. It's a monumental effort, three quarters of an hour long:



    ...I will link to it in the wiki, right below the "basic combos" section.
     
  13. beanboy

    beanboy Well-Known Member

    Nice. I'll check it out in the morning. Thanks for the link.
     
  14. erdraug

    erdraug Well-Known Member

    @Chanchai compiled a list of tutorials by miyavi_ngos. The Vanessa Combos is of particular interest, including a new max dmg for OS 9K vs Taka ([4][P][+][K] instead of [6][K][+][G] does 2 more DMG). It's amazing how, so many years after the game's launch, there are still combos to be discovered :confused:
     
    Last edited: May 21, 2022
    Chanchai likes this.
  15. erdraug

    erdraug Well-Known Member

    Dr. Curien likes this.
  16. Ritielko

    Ritielko Member Content Mgr Vanessa

    Steam:
    SteamID
    Hello. I have labbed out some combos during the revo beta, afaik 1.0 shouldn't affect these in any way. I was looking at potential BnBs for myself and happened to discover a few routes with might be useful to other people too.

    Defensive combos

    2P+K

    [2][P][+][K] [2][P] [K][K] :: 51 damage
    Seems to work against everyone, except Jeffry, Wolf and Taka

    Old combo became way more universal.
    [2][P][+][K] [2][P] [3][K] :: 41 damage
    For Jeffry and Wolf​

    [2][P][+][K] [6][K][+][G] :: 35 damage
    Alternative taka route, one less damage than the old one, but doesn't stance switch​

    As a bonus [2][P][+][K] [8][P] :: 20+22 damage
    The CPU doesn't seem to be able to get up in time to avoid the [8][P] even on fastest raising speed. If it's truly guaranteed, then this would be optimal against Jeff, Wolf and Taka​


    3P+K

    [3][P][+][K] [2][P][+][K] [6][P][+][K][+][G] [6][P][P][K] :: 79 damage
    Seems to work on everyone up to middleweight and on Jeff and Wolf open foot only, and not on Taka

    There already existed a 79 damage combo, but this might be a tad more universal, working on Kage and Goh for example. (Also this combo might have appeared in the revo trailer, I don't remember)

    Confirmed works: Blaze, Pai, Lau, Kage, Lei, Brad, Goh, Akira, Jean
    Confirmed works open foot: Jeffry, Wolf
    Confirmed doesn't work: Taka​

    CH 4P

    CH [4][P] [6][6][K][+][G] :: 67 damage

    A why not extender, doesn't switch stances and reaches very reliably, can turn into a wall combo

    The combo list has some 4P side counterhit stuff so here are a few, very untested.

    SIDE CH [4][P] [6][6][K][+][G] [2][P][+][K] [4][P][+][K] [K][K] :: 118 damage
    Works on Akira

    SIDE CH [4][P] [6][6][K][+][G] [2][P][+][K] [6][P][+][K][+][G] [3][K][K] :: 122 damage
    Works on Akira closed foot

    SIDE CH [4][P] [6][6][K][+][G] [2][P][+][K] [6][P][+][K][+][G] [6][P][P][K] :: 126 damage
    Works on Pai
    Works on Akira except when stepping to Akira's stomach side in closed foot.


    Offensive Combos

    9P

    [9][P] [6][P][P][+][K][+][G] [K][K] :: 66 damage

    Tested to work on Wolf, so it might work on more characters. Also oki might be preferable to the 2KPK ender of the old 66 damage route

    [9][P] [3][K][P][+][K][+][G] [K][K] :: 69 damage
    Works on: Eileen, Aoi, Sarah, Lion, Vanessa, Lau, Lei, Brad, Jacky and Jean
    Works closed foot: Blaze, Shun, Pai, Kage, Goh, Akira
    Doesn't work: Jeffry and Wolf

    [9][P] [K][P]([G]) [6][P][P][K] :: 70 damage
    Works on: Eileen, Aoi, Sarah, Pai, Lion, Vanessa, Jacky, Jean
    Works open foot: Blaze, Lau, Kage, Lei, Brad, Goh, Akira, Wolf
    Doesn't work: Shun, Jeffry

    An old combo that already exist, but with updated testing.

    CH 66KP

    CH [6][6][K][P] [P]([G]) [3][K][P][K] :: 86 damage
    Works on: Eileen, Aoi, Sarah, Pai, Lion, Vanessa, Jacky, Jean
    Works open foot: Lau
    Doesn't work: Blaze, Shun, Kage, Lei, Brad, Goh, Akira, Jeff, Wolf

    Also old combo with updated testing, now does more damage just because it needs to be a counterhit to launch

    [6]K

    CH [6_][K] [1][K][+][G] [4][K][6] [K] [3][K][K] :: 99 damage
    Also an old combo, only difference from FS is that works on Jacky, but drops on Blaze

    CH K+G

    CH [K][+][G] [P][P][P][+][K][+][G] :: 87 damage

    Less damage than the old route, but puts you at +6 at the opponents side in defensive stance, which might be better than the 5 extra damage and knockdown from the old route.











     

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice