Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
P & K
P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
IMPORTANT: PATCH 1.32 CHANGED MANY OF HER COMBO ROUTES. YOU WILL NOW USE HER MAIN, NEW EX COMBO AND ADJUST IT FOR HOW MUCH METER YOU WANT TO SPEND.
Light Starters
Combo
Damage
Notes
?
Standard low light confirm.
Heavy Starters
Combo
Damage
Notes
j.X > ?
Standard jump-in starter.
Other Starters
Combo
Damage
Notes
CD
75
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
0
Rush combo ending in a special move.
cl.A > A > A > C
1
Rush combo ending in a super.
cl.A > A > A > D
2
Rush combo ending in a Max super.
cl.A > A > A > A
3
Rush combo ending in a Climax super.
Combos
General Notes
Any combo starting with cr.B, cr.B, b/f+A can also be started with cl.C(2), b/f+A
It's usually preferred to input b/f+A as just b+A to avoid overlap with b~f+A
Mashing punch during hcf+P will increase damage and should always be done
Rush Auto Combo
Meterless: 3 quick jabs followed by hcf+A. You can start mashing punches during the hcf+A (184 DMG) 1 Meter: Ends with qcb,hcf+P (225 DMG) 2 Meter: Ends with qcb,hcf+AC (352 DMG) 3 Meter Ends with qcb,hcf+CD (438 DMG)
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
184
0
Rush combo ending in a special move. Mash A during the multi-punch.
cl.A > A > A > C
225
1
Rush combo ending in a super.
cl.A > A > A > D
352
2
Rush combo ending in a Max super.
cl.A > A > A > A
438
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
2B > 2B > 4/6A > 41236C
217
0
Anywhere
Go to low confirm.
(j.X) > c.C(2) > 4/6A > 41236C
239
0
Anywhere
Punish and jump in combo.
f.C > 4/6A > 41236C
Anywhere
Vanessa can cancel her far stand C into b/f+A for more forgiving ranges.
Extreme damage and stun for half a bar. Builds more meter than you spend. Ends in HKD and gives a safejump. If you want to end in super, change out the 214C~4A for 214A~4C.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
2B > 2B/c.C/f.C > 4/6A > 41236C, 2141236A/C
425
1
Anywhere
Basic super combo, decent damage and easy
... > 4A > [4]6A, [4]6AC, 236BD > 6C > 236D
351
1
Anywhere
Corner carry route, can go almost corner to corner
... > 41236AC, 236BD > 6A, 236A
308
1
Corner
Example of using 236BD > 6A in the corner to extend juggles
Quick Max combo into super, nice to use off of 2B chains, the first overhead hit of 4/6A, or off of f.D
4 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
BC, cl.D > 41236P (do not mash P)> 2363214P > 236236AC > 2141236CD
1010
4
Anywhere
Possibly the easiest TOD to do in the game execution wise, especially if button hold is used to buffer the supers. It is important to not mash machine gun puncher as it will add enough scaling to make it not a TOD.