The King of Fighters XV/Vanessa/Combos

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Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combo Notation Guide

Notation Meaning
X Starter 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.

Light Starters

Combo Damage Notes
2B > 2A > 4/6A 81 Standard low light confirm.
2B > 2A > cl.5B > 4/6A 106 Extended light confirm.

Heavy Starters

Combo Damage Notes
cl.5D > 4/6A 126 Standard heavy starter.
j.D, cl.5D > 4/6A 189 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

  • As Vanessa can combo into her 4/6A command normal from lights, she does not need different routes for light and heavy starters.
  • It's usually preferred to input 4/6A as 4A to avoid overlap with [4]6A.
  • Mashing punch buttons during 41236P will increase damage and should always be done.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 184 0 Rush combo ending in a special move. Mash A/C during the multi-punch.
cl.A > A > A > C 225 1 Rush combo ending in a super (214236P).
cl.A > A > A > D 352 2 Rush combo ending in a Max super (214236AC).
cl.A > A > A > A 438 3 Rush combo ending in a Climax super (214236CD).

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2B > 4/6A > 41236C 217 0 Anywhere Go to low confirm.
(j.X) > cl.5C(2) > 4/6A > 41236C 239 0 Anywhere Punish and jump in combo.
f.5C > 4/6A > 41236C Anywhere Vanessa can cancel her f.5C into 4/6A for more forgiving ranges.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light/Heavy Starter > [4]6A, [4]6AC, 236B~6C > 236D 266/324 265/300 0.5 0.36/0.4 Anywhere Full screen corner carry and gives an autotimed safejump by combining a hop and a jump.
... > 41236AC, [4]6A, 3D 225 165 0.5 .235 Anywhere Not optimal for damage or oki but 41236AC can connect at some ranges where 4/6A won't. Stats are from 2B > f.5B starter.
Light/Heavy Starter > [4]6A, [4]6AC, 236B~6A > 214[A] > 4B~6C~214C~4A 330/395 385/420 0.5 0.6/.64 Corner Extreme damage and stun for half a bar. Builds more meter than you spend. Ends in HKD and has enough frame advantage for 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
Light/Heavy Starter > 41236AC, [4]6A, [4]6AC, 236B~6C > 236D 295/357 265/300 1 0.36/0.4 Anywhere Full screen corner carry again. Only a slight increase in damage, so not terribly efficient.
Light/Heavy Starter > 41236C, 236236A/C 306/366 215/250 1 0.285/0.325 Anywhere Marginally more damage than the previous combo while still giving a safejump at the expense of corner carry, meter build, and stun.
Light/Heavy Starter > [4]6A, [4]6AC, 236B~6A > 214[A] > 4B~6C > 214A~4C > 236236A/C 425/490 405/440 1.5 0.58/0.62 Corner Grants an autotimed safejump with CD > 236D. 214236P sacrifices this setup for 2 more damage.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2B, 2B/c.C/f.C > 4/6A > 41236AC, [4]6A, [4]6AC, 2141236A/C 433 2 Anywhere Double EX into super, without the super is also her general max mode route
... > 4/6A > 41236AC, [4]6A, [4]6AC, 236BD > 6A, 623AC, 623A 443 2 Corner Another example of her long corner combos, leads into higher damage routes easily

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2B, 2B/c.C/f.C > 4/6A > 41236C > 2141236A/C > 236236AC 604 3 Anywhere Double super combo, an efficient use of 3 bars
... > 4/6A > 41236AC, [4]6A, [4]6AC, 236BD > 6A, 623AC, 623C > 236236A/C 538 3 25% Corner Big 3 bar corner route, good example of why you really want corner with Vanessa
... > Quick Max (B+C) > c.D > 4/6A > 41236AC, [4]6A, [4]6AC, 2141236A/C 448 3 Anywhere 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)> 214236P > 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.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

External Links

Vanessa BnB Combo (Updated v2.1) by Kakuge / Fighting Games

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