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.
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.
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.