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OS 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/2021/03/24/154340

    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]

    OS Vanessa Tactical Guide

    Let's develop from the elbow.

    The first thing you want to use when using the Offensive Style is the fast-generating mid attack 6P.
    If it hits a crouching hit or counter-hits, Vanessa will have a significant advantage.

    In addition, there are various derivatives from this, so if your opponent guards against 6P and hits back, try using derivatives such as 6PP or 6PK.
    If 6PK is guarded, it leaves you vulnerable to a counterattack, but if you land a counter hit, it will result in a combo with 2KPP or similar.

    Also, when 6P hits a crouching hit or a counter hit, 6PK will hit continuously, so don't miss this as well.

    When you have nitaku, try to set up a 6_K and a throw.

    After 6P is counter-hit, you have a chance to choose between 2 options [nitaku].
    After this, you can choose 6P again, 41236P+G or 4P+G, etc., but if you want to deal damage, I recommend 6_K. [can be input as 236K]

    This is a half-circular EX high attack that will hit even if the opponent tries to evade to Vanessa's stomach.
    Also, because it is an EX high attack, even if your opponent hits back with a low attack such as 2P, you can still win with this attack, so don't worry.

    Let's break down the opponent's guard with a catch throw.

    If the opponent seems to be holding guard while lazy throw escaping, it is time for a 66P+G catch throw.
    When the catch throw is successful, it shifts to a special stance (Takedown), and from here you can set up three options: P+G, 6P+G, and 4P+G.

    Damage order [from high to low] is 6P+G > 4P+G > P+G

    If you successfully catch throw them, you can expect slight damage, and if you can get through the three options from there, you can expect big damage, so use it often against opponents who think their guard is stable.
    However, since there is a large whiff recovery when it is crouched under, it is safer to create a solid base by using 6P etc. to make the opponent stand up.

    Aim to catch your opponent's evade with a powerful circular attack

    Vanessa's half-circular attacks have a pretty big return, so you'll want to include this in your offensive options as well.

    If the opponent evades to Vanessa's stomach, 6_K is powerful as mentioned above.
    This one has a fast start-up, so much so that it is an uninterruptible linkup even after a normal hit 2P.

    If your opponent hates 6_K and evades to Vanessa's back, try using 2K+G.
    Although this attack is slow, it has a long reach and can easily hit back dashes.

    Another advantage is that it can break down the opponent's standing guard due to it being a low attack.

    And if you get a counter hit, you can transition to Takedown with P+G.
    From here, just like with 66P+G, you have three options: P+G, 6P+G, or 4P+G.

    Note that if it is blocked, it will be -15F, so be careful not to hit too hard against characters with strong guaranteed counterattacks.

    4PK is also recommended for those who want to evade to Vanessa's back.
    It occurs faster than 2K+G, and even if it is blocked, it will not receive a guaranteed counterattack.

    The follow-up is a high attack, so if the opponent crouches for the second hit, stop with one hit and see what happens.

    Let's attack by using techniques that are advantageous on block.

    Vanessa has many techniques that are advantageous when guarded, so if the opponent doesn't know them, let's make them guard these techniques and then attack to get a counter-hit.

    KPP, 6KKPP, 2KPP

    All of these have the same performance, and give Vanessa a +5F advantage when guarded.
    After these are guarded, use 6_K to crush your opponent's blows.

    If the opponent knows they have a disadvantage and is keeping their guard up, you can break it up with a throw or a 66P+G catch throw.

    Note that all of these are high attacks, so there is a risk if the opponent crouches.
    In that case, you can suppress the opponent's crouch by using K for the last step and hitting a mid-range derivative. [KPK, 6KKPK, 2KPK]

    KP4P, 2KP4P, 6KKP4P

    All of these have the same performance, and Vanessa has a +2F advantage when guarded.

    From here on, the 6P will be an unbreakable combination, so let's attack with this as our main focus.

    A throw can be used against an opponent who is trying to evade 6P, but by inputting 6P+G after these techniques [KP4P6P+G, 2KP4P6P+G, 6KKP4P6P+G], a catch throw derivative will appear.

    If your opponent tries to evade or guard, try to break them down.

    4P+K

    This is a high attack with a +2F advantage when guarded.

    After guarding, you want to attack with a 6P, but the distance after guarding is a bit long, so if the opponent backdashes after the move, you may not be able to reach anything.

    When using it, use it when your opponent is unable to back down, such as when cornered against a wall.

    9P

    This is another EX high attack with a +2F advantage when guarded.

    It has a jump status, allowing you to attack while dodging your opponent's low attacks.

    Also, since the reach is quite long, it has the advantage of catching the opponent's back dash.

    K+G

    This is a full-circular high attack with a +4F advantage when blocked.
    Although it has a large advantageous frame, it is slow to start up and is easy to crouch under.

    It can be used against opponents who don't crouch, but it is still difficult to use due to its slow start-up.

    Aim for the opponent's 2P

    Since 6P and 6K's string follow-ups are all high attacks, the opponent is likely to try to stop your attack with a low attack such as 2P.
    What you want to use in that case is the 9P mentioned above.

    By using 6P → 9P, you can score a combo while avoiding the opponent's 2P.
    Even if it is blocked, Vanessa has a +2F advantage, allowing her to continue her attack.

    Use this move to crush the opponent's 2P before using moves such as 3K and 2K, where the second step is a high string follow-up.

    Delay and then attack

    When the opponent fuzzy guards then crouches at the timing of the catch throw, both the throw and catch throw are avoided.
    In such a case, it is time to use a mid attack with staggered timing.

    By delaying a little and then hitting a mid attack, you can deal damage against the crouching opponent who reads the catch throw.
    What I want to show in this case is the 66K.

    If you hit a crouching opponent with this one, they will stagger, and then you can combo with the derivative P [66KP].
    Also, the derivative K [66KK] is a full-circular high attack, so if you are not confident in confirming the hit of the derived P, use this.

    When attacking with staggered timing, the basic idea is to aim for a catch throw while showing this 66K.
    When guarded, it is -13F, so be careful not to overuse it.

    Recommended side attack

    After evading the opponent's attack, when OM [Offensive Move] succeeds, or when 66KK hits, you have a chance to attack from the side.
    From this point on, the basic idea is to first show 3K that allows you to counter-hit and get a side collapse to aim for a combo.

    It is also interesting to try 66K+G with Venessa.
    This is also effective against crouching opponents, as any side hit will result in a side collapse.

    However, be aware that there is a bit of a gap if the opponent evades it.

    If your opponent tightens their guard or evades it, try to break them down with a 66P+G catch throw.
    If you make your opponent aware of things like 66K+G, it will be difficult for your opponent to crouch.

    Let's cancel the derivation and collect it from Intruder Step.

    By entering 6 during some strings, such as 4PK6 and 3KPK6, you can move to a special step [Intruder Step] without going to derivation.

    From here you can derive to Intruder Step P for a combo with NH, Intruder Step K to take a stagger on hit, and Intruder Step P+G for a catch throw that can lead to a takedown on success.
    It is also effective to use this stance to attack opponents who are trying to crouch when you perform the string follow-up, such as 4PK.

    Make the most of the backdash.

    After Vanessa blocks or hits certain moves, the distance opens up a bit, making it easier to take advantage of the backdash.
    In particular, by backdashing after 6_K is blocked or after hitting 2K+G, you can bypass most of your opponent's short-ranged moves.

    From there, try using the 6P+K combo starting technique, which has a long reach and a fast start-up.

    Wall approach

    ●Opponent's back against the wall

    If your opponent is against a wall, start by hitting the wall with 66P and aim for a wall stagger.
    After you get the wall stagger, it is easy to follow up with 6P+K.
    If the opponent does not recover from the stagger, it is not a bad idea to use 66K+G to wallsplat them.

    If your opponent is standing guard, aim for a wall stagger with 2K+G.
    The aim here is that after you get a wall stagger, PK is a good target because it is difficult for the opponent to break the stagger to block PK.

    Also, the 41236P+G wall throw can deal a large amount of damage.

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

    In this foot position, the main goal is to hit them into the wall with 1P.
    After side wall staggering them with this move, use 66K+G for a side collapse.

    3KK is recommended for opponents who crouch against 1P.
    This will hit continuously, and after the hit, they will be side wall staggered as well, so a follow-up attack with 66K+G is guaranteed.

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

    In this foot position, use 4PK to aim for a wall combo.

    If the 4P is counter-hit, it will lead to a K, and you can hit them into the wall.
    Even if the 4P is blocked, if the derived K hits, you can get a wall stagger, making it difficult for the opponent to get at you.

    After hitting 4P, Vanessa's foot position changes and her back is now facing the wall.
    You can then hit 1P after 4P to perform a wall combo.

    If your opponent tries to stop your 1P, punish them by delaying your 4PK.

    When you go down on your back, you can position yourself in the Intercept Position.

    At the moment you go down on your back, you can press 4P+K+G to position yourself in the same Intercept Position as in the Defensive Style.

    After this stance, it will switch to Defensive Style , so don't forget to switch to Offensive Style.​
     
    Last edited: May 21, 2024

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