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DS Vanessa Tactical Guide by Shiwapon

Discussion in 'Vanessa' started by VolcanoShed, May 21, 2024.

  1. VolcanoShed

    VolcanoShed Well-Known Member

    Link to the original article on Shiwapon's blog: https://nantejaakuna.hatenablog.com/entry/2021/03/24/154851

    Shiwapon's Youtube/Stream: https://www.youtube.com/channel/UCLaVUj3C3F48pWD2JozpuiQ

    Shiwapon's Twitter: https://twitter.com/shiwaponkun

    [This is a rough translation with the help of Google Translate and DeepL, and some edits to match english VF terms, it won't be completely accurate but I wanted to share this since this guide helped me. Additional comments are in brackets]

    DS Vanessa Tactical Guide

    Find a substitute for the elbow!

    This character doesn't have an elbow [in Defensive Style], and if you want to hit a middle attack that occurs quickly like other characters' elbows, you'd want to hit While Standing P, but it's difficult, so I don't recommend it. Therefore, let's build an attack mainly on the half-circular mid attack 6P, which is fairly quick.

    If 6P hits a counter-hit, 6P3K or 6PK will hit continuously, but both are disadvantageous on [normal] hit, making it difficult to continue the attack.
    Therefore, if the 6P is counter-hit, try to break the opponent by hitting 6P again or by throwing.

    Conversely, use derivatives to counter-hit the opponent.
    By showing 6P and throws even when 6P is guarded, it becomes easier for the opponent to make a move when they guard 6P.
    By showing such an option, 6P3KP+G becomes easier to take advantage of.

    Of course, if your opponent doesn't know Vanessa, try using a delayed derivative [string follow-up] from 6P and aim for a counter-hit.

    If you want a faster strike than 6P, I recommend 6K, which is a 15F mid-strike.
    Since this is a single-shot move, you can't attack with a string follow-up in mind, but it has a long reach and can easily catch the opponent's backdash.

    Also, during a counter hit, you can shift to an arm hold stance by pressing P+G.
    From here, let's make three choices: P+G, 4P+G, and 6P+G.

    Learn the nature of techniques to use when you are at a disadvantage.

    As the name suggests, Defensive Style has a wealth of techniques that specialize in defensive performance.
    Use them well to deal with your opponent's offensive moves.

    46KP

    Attack while dealing with the opponent's high and mid punches. Commonly known as "Parrying", after this sabaki, you can hit the derived P, which will give you a significant advantage.
    After that, you can choose between 6P and a throw.

    If you want to get a bigger return, use 3K+GP+G to get a large amount of damage, or mix in 3P+K or other [circular/half-circular] blows that can do a lot of damage, considering that the opponent may evade 6P.

    Furthermore, there is a risk with the second hit if the opponent crouches, so make sure they have been successfully sabaki'd before continuing with the follow-up.

    46P+K

    This is a sabaki technique that attacks while dealing with the opponent's high and mid foot techniques.

    Let's show it to the opponent who hates Parrying [46K] and uses foot techniques.

    3P

    This is the fastest attack in the game, starting at 10F.
    It has many uses, such as interrupting collaborations that cannot normally be interrupted, such as P → 6P.

    After interrupting with 3P, Vanessa has a +6F advantage, so use 6P and a throw to force the opponent to make a choice.

    Let's look at the opponent's offensive structure and look for areas where we can intervene.
    Furthermore, if it is guarded, Vanessa is +1, so 2P is a combination that cannot be interrupted.

    1P

    This attacks while dealing with the opponent's low attacks.
    Various sabaki techniques such as Parrying [46K] are weak against 2P, so this technique will be used to take care of them.

    After hitting it, Vanessa is only +2F, so if you hit 6P, you will lose to your opponent's 2P etc.
    If you can hit While Standing P, that's fine, but it's better to hit 1P again to prevent your opponent from making a move.

    Crush your opponent's fuzzy guard with a low throw

    Defensive Style players have a hard time gaining a significant advantage even if their moves hit, so it's easy for the opponent to fuzzy guard your choices.
    However, if your opponent uses a fuzzy guard, try to hit them with a low throw.

    3P+G has high damage, and if the opponent does not roll backwards quickly enough after the throw, you can get a small down attack [3K].
    You can earn close to 70 damage, so this should be your only choice when aiming.

    If your opponent seems to have his back against the wall, you can use 2P+G to push him further forward.

    Let's try to set up a reverse 2-choice from 1P+K!

    1P+K has a slow start-up, but has enough reach to punish the opponent's backdash attack.
    Once this move is blocked, Vanessa's reverse choice will shine through, so use it as an offensive move.

    1P+K puts Vanessa at a -1F disadvantage if it is guarded, but if the opponent attacks with an elbow such as 6P, it is possible to intercept with While Standing P or 46K.
    If your opponent attacks with 2P, While Standing P will lose, but you can stop your opponent by showing 1P.

    If the opponent is guarding, you can confuse the opponent by throwing with a sneaky throw or using 2K+G or other low attacks to break the opponent's guard.

    Recommended side attack

    After a successful evade or OM [Offensive Move], you have a chance to attack from the side.
    Since sideturned offense is not that powerful in Defensive Style, it is important to make the basic move of throwing while solidifying the opponent with blows.

    After taking the side, first swing a 3K.
    If this counter hits, it will collapse to the side and become a combo.

    If the opponent seems to be holding his guard, delay a little before throwing and aim for a front throw.

    Advanced edition

    Let's try reading each other using techniques with high string follow-ups.

    Since Vanessa has many string follow-ups that are high attacks such as KK and P+K[P ], it is easy for the opponent to choose crouching.
    In that case, try to stop after the first shot and pull the opponent out with a low throw.

    By doing so, it becomes easier for the opponent to predict the one-shot stop and launch a strike, making it easier to take advantage of derivative attacks.
    Since KK's derivative is an EX high attack, it can win even if the opponent hits a 2P attack.

    P+KP can be used as a combo when the second hit is a counter-hit, so the return when it hits is high.
    Also, since it is a half-circular attack, it can catch the opponent if they try to evade.
    If the opponent hits 2P, you will lose, so use 1P [after P+K] to take care of the situation.

    If you are knocked down, try setting up your IP [Intercept Position].

    At the moment of the prone down, 4P+K+G can be used to set up the Intercept Position.
    From this stance, it is possible to perform attacks such as the Intercept K which hits mid, Intercept 2KP+G which hits low, Intercept P+G which is a catch throw, and Intercept P+K which is a sabaki against low punches, as well as movements such as Intercept 4P+K+G and Intercept 6P+K+G.

    The basic use is to keep it ready when you are knocked down.
    If the opponent doesn't do an attack on your wake-up, aim for the high-damage Intercept 2KP+G from this stance.

    If your opponent does a lot of techniques on on your wake-up, you will lose the moment you take the stance.
    Watch the accuracy of your opponent's wake-up attack and decide whether to enter Intercept or not.

    Another good chance to get into Intercept Position is when you are hit by a long wall combo.
    After a combo with a large number of hits, you may be able to move faster than your opponent by taking this stance at the end of his combo.

    Note that this stance can also be entered with 1K+G or 9K+G, but it is not recommended as entering Intercept this way is not as strong.

    Approach to the wall

    ●Opponent's back against the wall

    Even if your opponent is against a wall, you should still attack with 6P and aim for options that can deal damage.
    If 6P is a counter-hit, 6P3K will make the opponent stagger against the wall, and you can follow up with KK, 66PP, etc.

    If your opponent is guarding, try pushing him further into the wall with 4P.
    When this is guarded Vanessa is +3, so 6K is a combination that can't be interrupted.
    If it [4P] hits, the opponent will be staggered and you can follow up with 6P3K or 3P+K.

    Also, for opponents who are guarding, it is also a good idea to aim for throws such as 66P+G4P+G/66P+G6P+G wall throw or 63214P+G.

    Additionally, you can also use the mid and low two options when landing from a jump as an accent.
    Descending Jump P becomes a combo on normal hit, and is an excellent technique that is not punishable even if it is blocked.
    Descending Jump K is a bit dangerous as it is -16F if blocked, but if it hits they will be wallslumped and can you can aim for a combo.

    ●Parallel to the wall, Vanessa's stomach facing the wall

    If there is a wall on Vanessa's stomach side, you can aim for wall stagger with 2K+G.
    From here, aim for a side collapse with 3K.

    If your opponent recovers from the stagger, it will be difficult to land 3K, so in that case, try using While Standing P or dash then mix between mid and throw [after staggering with 2K+G].

    Try aiming for P+KP against an opponent who crouches 2K+G.
    If this second hit hits them into the wall when it is parallel to the wall, you will get a side wall stagger, so a follow-up attack with 3P+K is guaranteed after that.

    ●Parallel to the wall, Vanessa's back facing the wall

    If Vanessa's back is facing the wall, aim for a side wall stagger with 1K+G.
    From here, use Intercept 2KP+G to securely take damage, or use Intercept K+G to double up with a PK or throw.

    If your opponent crouches, hit 66K.
    This is a full-circular mid attack with no guaranteed punish on block, so it is effective against crouching and evading.

    Since the start-up is a little slow, if your opponent is acting violently, try to punish them with 6P or similar moves.

    If your opponent guards your P and fuzzy guards, try a PPK.
    If he is fuzzy guarding, the second step will hit him and induce him to stagger.
    From there, use the third step to try for a wall combo.

    66PP is an excellent offensive option

    In addition to attacking with 6P when Vanessa has an advantageous frame, it is also interesting to attack with 66PP at close range.
    Although this is a linear attack, it is easy to follow up with a derivative, so you can also use it to hit the second hit if the first hit is evaded.
    When it is fully out, the disadvantage is large, but it is easy to use Vanessa's reverse choice of moves.

    Furthermore, since it will stagger a crouching opponent, it is also possible to set up two options [nitaku] from the stagger.
    If your opponent is tightening their guard, it's interesting to attack by stopping after one shot [66P] and then throwing.
    Let's try to harden the opponent by making them aware of the derivatives.

    Make a miracle happen with Intrude

    From experience [window for avoiding is] 1-3F, Sarah [Flamingo 2P+K/8P+K] is 1-8F

    An Intrude Hook is an attack that moves your body widely while holding down G and pressing 2P or 8P.
    This move has the ability to avoid moves, so if you use it at the moment your opponent is about to swing their attack, you can avoid their move and attack at the same time.

    It probably feels like a Shoryuken with a dodge performance of about 1-3F. The more you draw the opponent's attack, the more you can avoid it, so you may want to try aiming at the right moment when the opponent is on the offensive.

    However, if you miss the timing, you'll be hit with a counter hit, so use it as a really gamble-based defensive measure.
    Also, since it's -13F when guarding, there's a risk even if the opponent doesn't do anything.​
     
    Last edited: May 21, 2024
    KyouG, erdraug and akai like this.

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