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The King of Fighters XV/Vanessa: Difference between revisions
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| '''0 Meter''' | | '''0 Meter''' | ||
| | | | ||
Low confirm<br/> | |||
Corner<br/> | |||
| | | | ||
( = | ( 2B > 2A > 4/6A > 41236C(mash A/C) = 190 dmg<br/> | ||
( = | ( 2B > 2A > 4/6A > [4]6A, 41236C(mash A/C) = 205 dmg<br/> | ||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
| | | | ||
Low confirm<br/> | |||
Low confirm<br/> | |||
| | | | ||
( = dmg<br/> | ( 2B > 2A > 4/6A > 41236AC(mash A/C), [4]6A, [4]6AC, 236B~6C = 295 dmg<br/> | ||
( = dmg<br/> | ( 2B > 2A > 4/6A > 41236C(mash A/C) > 2141236A/C = 307 dmg<br/> | ||
|- | |- | ||
| '''2 Meters''' | | '''2 Meters''' | ||
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* '''Incredible Meter Gain''': Vanessa's overall low meter spend on combos and high generation means she can put her meter to use where it's needed - to make her pressure and mobility as potent as it is. | * '''Incredible Meter Gain''': Vanessa's overall low meter spend on combos and high generation means she can put her meter to use where it's needed - to make her pressure and mobility as potent as it is. | ||
| cons= | | cons= | ||
* '''...And Horrible Defense''': Stubby abare, | * '''...And Horrible Defense''': Stubby abare, inconsistent hop check, and expensive reversals. Vanessa essentially has almost ''nothing'' other than pure system mechanics to help her defensively, which makes defending ''as'' her as hard as it is to defend ''against'' her. | ||
* '''Incredibly Punishing to Play''': Vanessa's recovery on many of her moves is so long that it's very often that dropping a combo, pressure, punish, or confirm will almost certainly be punished, oftentimes resulting in you getting hit by a full combo for something that seemed completely random (such as an air reset). Coupled with difficult execution and high APM, being 'asleep' when playing Vanessa is a surefire way to lose. | * '''Incredibly Punishing to Play''': Vanessa's recovery on many of her moves is so long that it's very often that dropping a combo, pressure, punish, or confirm will almost certainly be punished, oftentimes resulting in you getting hit by a full combo for something that seemed completely random (such as an air reset). Coupled with difficult execution and high APM, being 'asleep' when playing Vanessa is a surefire way to lose. | ||
* '''Meter Reliance''': Vanessa relies on meter not mainly for damage, but for continued pressure. Without meter, Vanessa finds herself without many ways to open up her opponents or keep them blocking and as such has to be more creative with her stubby moveset. | * '''Meter Reliance''': Vanessa relies on meter not mainly for damage, but for continued pressure. Without meter, Vanessa finds herself without many ways to open up her opponents or keep them blocking and as such has to be more creative with her stubby moveset. | ||
* '''Stubby''': With the exception of her sweeps and jumping buttons, Vanessa's buttons are very small and very linear, forcing her to be | * '''''Stubby''''': With the exception of her sweeps and jumping buttons, Vanessa's buttons are very small and very linear, forcing her to be cautious and pigeon-holed when it comes to neutral, abare, and even sometimes pressure. This can cause her to sometimes whiff 4/6A in the opponent's face, which can be ''reaction punished''. Additionally, her stand heavies are exquisitely terrible, and none of her buttons are good at pre-emptively stuffing hops. | ||
}} | }} | ||
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* Special and super cancellable. | * Special and super cancellable. | ||
A decent fast poke that will stuff hops, but only on hop startup. It will often whiff on maximum hop arc and definitely whiff against full jumps. | A decent fast poke that will stuff hops, but only on hop startup. It will often whiff on maximum hop arc and definitely whiff against full jumps. | ||
Whiffs on crouchers. | |||
}} | }} | ||
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|description= | |description= | ||
* Command, whiff, special and super cancellable. | * Command, whiff, special and super cancellable. | ||
Ass. Second punch reaches further and is whiff-cancellable | Ass. Second punch reaches further and is whiff-cancellable. | ||
Also whiffs against crouchers. | Also whiffs against crouchers. | ||
This button will pretty much never do anything. It sucks at stuffing, it sucks as a poke. | |||
}} | }} | ||
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Unlike her other stand buttons it doesn't whiff against crouchers. However, it's a very slow button that even whiffs against hops which also leaves her wide open for a free punish since she can't whiff cancel it. | Unlike her other stand buttons it doesn't whiff against crouchers. However, it's a very slow button that even whiffs against hops which also leaves her wide open for a free punish since she can't whiff cancel it. | ||
Another very bad button. You're going to see this accidentally sometimes when going for optimal combos. | |||
However, you can use this to call out pressure resets after someone does 2 lights either after an early jump in or simply being point blank. The range is specific but it's better than nothing. | |||
}} | }} | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
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A good close proximity button. Being 4f, safe on block and able to hit crouchers makes it a good button to press sometimes in a scramble. | A good close proximity button. Being 4f, safe on block and able to hit crouchers makes it a good button to press sometimes in a scramble. | ||
Loses against hops most of the time | Loses against hops most of the time. | ||
}} | }} | ||
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* Command, special and super cancellable. | * Command, special and super cancellable. | ||
Other than being safe on block by itself there's little reason to use this over cl.D as it has more pushback and deals less damage. Mostly useful for throw OS'ing. | Other than being safe on block by itself there's little reason to use this over cl.D as it has more pushback and deals less damage. Mostly useful for wakeup throw OS'ing. | ||
Weird proximity range makes this button a lot more risky to use as an anti hop tool than it would seem. Very inconsistent, stick to 2C for that. | |||
}} | }} | ||
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|description= | |description= | ||
* Command, special and super cancellable. | * Command, special and super cancellable. | ||
Does more damage than cl.C and is just as fast. This will be your primary button to start combos and blockstrings. | Does more damage than cl.C and is just as fast. This will be your primary button to start combos and blockstrings when running up. | ||
}} | }} | ||
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|description= | |description= | ||
* Command, special and super cancellable. | * Command, special and super cancellable. | ||
* Stubby. | |||
Your fastest normal tied with cl5B. It's used to hitconfirm from crouch B into 4/6A into any combo. | Your fastest normal tied with cl5B. It's used to hitconfirm from crouch B into 4/6A into any combo. | ||
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* Command, special and super cancellable. | * Command, special and super cancellable. | ||
Hits low, but is a little slower and has lower range than crouch A. It's minus on block, so don't end your pressure with this button. | Hits low, but is a little slower and has lower range than crouch A. It's minus on block, so don't end your pressure with this button. | ||
This button has abysmal range. Do not use it in neutral outside of running up with a low (and even then, that might not work well) or catching a landing. | |||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=vanessa_crc | |moveId=vanessa_crc | ||
|hitboxCaptions= Frame: 7 to 8 (2 Frames), Frame: 9 to 11 (3 Frames), Frame: 12 to 15 (4 Frames) | |||
|description= | |description= | ||
* Command, special and super cancellable. | * Command, special and super cancellable. | ||
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On counterhit against hops it will combo into Parrying Puncher (623A/C) or Champion Puncher (236236P). | On counterhit against hops it will combo into Parrying Puncher (623A/C) or Champion Puncher (236236P). | ||
The anti air portion of the hitbox takes a bit to come out and this normal is overall small. However, it is also incredibly active, so 2C into late canceled puncher vision is incredibly valuable for neutral. | |||
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|hitboxCaptions= Hop Version, Jump Version | |hitboxCaptions= Hop Version, Jump Version | ||
|description2=An okay air button. Her fastest air normal which is good for jump-ins but nothing else. Is severely outclassed by pretty much every other j.A in the game. | |description2=An okay air button. Her fastest air normal which is good for jump-ins but nothing else. Is severely outclassed by pretty much every other j.A in the game. | ||
USE THIS FOR SAFEJUMPS IF THROW OS'ING. Otherwise, your command normal followup will whiff on block. | |||
}} | }} | ||
====Jump B==== | ====Jump B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|hitboxCaptions= Raw Version, , Cancel Version,, | |hitboxCaptions= Raw Version, , Cancel Version,, | ||
|description= | |description= | ||
Just like every other command normal, there's 2 versions of this one. The raw version is a quick overhead which results in a knockdown. Primarily used to open up the opponent with some chip damage as it results in a safejump. | Just like every other command normal, there's 2 versions of this one. The raw version is a quick overhead which results in a knockdown. Primarily used to open up the opponent with some chip damage as it results in a manually timed safejump opportunity. | ||
|description2= | |description2= | ||
If used during strings it instead becomes the sole reason why Vanessa's hitconfirm game is great. The duration of this move is long enough for you to tell if they blocked it or not. If it is, disengage with 214K or make yourself safe with 214P. If it hits, you get a full combo. | If used during strings it instead becomes the sole reason why Vanessa's hitconfirm game is great. The duration of this move is long enough for you to tell if they blocked it or not. If it is, disengage with 214K or make yourself safe with 214P. If it hits, you get a full combo. | ||
'''This normal can get you killed at times due to whiffing.''': | |||
If you want to frametrap meterlessly FROM this, you will have to do 214A4C after the first hit, as the second hit has too much pushback for any frametrap to exist. To frametrap into this normal simply delay cancel from lights. | If you want to frametrap meterlessly FROM this, you will have to do 214A4C after the first hit, as the second hit has too much pushback for any frametrap to exist. To frametrap into this normal simply delay cancel from lights. | ||
Be careful when cancelling cl.C or cl.D into this from a jump-in. The pushback on heavy normals is far too great and you will end up whiffing this quite often, leaving you very, very, very punishable. | Be careful when cancelling cl.C or cl.D into this from a jump-in. The pushback on heavy normals is far too great and you will end up whiffing this quite often, leaving you very, very, very punishable. | ||
Tends to whiff a lot at midrange connection with 2A as well. Try not to take too many risks whiff punishing with this. | Tends to whiff a lot at midrange connection with 2A as well. Try not to take too many risks whiff punishing with this. | ||
Delaying this will allow you to frametrap, but also increase the range and situations at which this normal will whiff. Do not jump in and do two lights if planning on frametrapping with this. Simply settle for one light. If not, you can lose the game. | |||
}} | }} | ||
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===Puncher Vision (Forward)=== | ===Puncher Vision (Forward)=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=vanessa_236k,vanessa_236bd | |moveId=vanessa_236k,vanessa_214P_236k, vanessa_236bd | ||
|size=20% | |size=20% | ||
|input=236B/D or 6B/D during Puncher Weaving | |input=236B/D or 6B/D during Puncher Weaving | ||
236BD | 236BD | ||
|hitboxCaptions= Normal Version, Normal Version during Puncher Weaving, EX Version | |hitboxCaptions= Normal Version, Normal Version during Puncher Weaving, EX Version | ||
| | |description3=* Forward command dash | ||
* Some low profile properties similar to [4]6A/C | * Some low profile properties similar to [4]6A/C | ||
* Completely fireball invulnerable when done from Puncher Vision. | * Completely fireball invulnerable when done from Puncher Vision. | ||
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===Puncher Vision (Backward)=== | ===Puncher Vision (Backward)=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=vanessa_214k,vanessa_214bd | |moveId=vanessa_214k, vanessa_214P_214k, vanessa_214bd | ||
|size=20% | |size=20% | ||
|input=214B/D or 4B/D during Puncher Weaving | |input=214B/D or 4B/D during Puncher Weaving | ||
214BD | 214BD | ||
|hitboxCaptions= Normal Version, Normal Version during Puncher Weaving, EX Version | |hitboxCaptions= Normal Version, Normal Version during Puncher Weaving, EX Version | ||
| | |description3= * Backward command dash | ||
Used for retreating, and for dash movement in conjunction with the forward dash. The 6A and 6C followups off of backward command dash move very far forward, allowing her to do some shenanigans similar to that of Slayer's backstep. EX sees less use compared to the forward version, but is still a very fast and safe runaway option if needed. | Used for retreating, and for dash movement in conjunction with the forward dash. The 6A and 6C followups off of backward command dash move very far forward, allowing her to do some shenanigans similar to that of Slayer's backstep. EX sees less use compared to the forward version, but is still a very fast and safe runaway option if needed. | ||
}} | }} | ||
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|name=Crazy Puncher | |name=Crazy Puncher | ||
|input=2141236A/C/AC | |input=2141236A/C/AC | ||
|hitboxCaptions= Normal Version, Max Version | |||
|description2=* Highest damage combo ender. If you're gonna spend meter for a super, be sure to pick this one. | |description2=* Highest damage combo ender. If you're gonna spend meter for a super, be sure to pick this one. | ||
}} | }} | ||
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|name=Champion Puncher | |name=Champion Puncher | ||
|input=236236A/C/AC | |input=236236A/C/AC | ||
|hitboxCaptions= Normal Version, Max Version | |||
|description2=* Much easier combo ender with lower damage, and the is one of your two only true reversals. Normal version grants a safejump with 5CD 236D > full jump. | |description2=* Much easier combo ender with lower damage, and the is one of your two only true reversals. Normal version grants a safejump with 5CD 236D > full jump. | ||
}} | }} |
Latest revision as of 20:28, 10 December 2024
Movelist
Throws
Barrett Puncher (Forward) - / +
Clinch Puncher (Backward) - / +
Command Normals
Special Moves
Puncher Vision (Forward) - + / (*)
Puncher Vision (Backward) - + / (*)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Low confirm |
( 2B > 2A > 4/6A > 41236C(mash A/C) = 190 dmg |
1 Meter |
Low confirm |
( 2B > 2A > 4/6A > 41236AC(mash A/C), [4]6A, [4]6AC, 236B~6C = 295 dmg |
2 Meters |
Placeholder |
( = dmg |
Gameplay Overview
Vanessa is a highly mobile rushdown character with impressive combo damage, crazy neutral, and suffocating pressure. The nature of her pushback and framedata make it so that her pressure can rarely be punished. Her unique tools let her find a situation where anything can be useful, and she truly seems like she has no weakness. That is, until she's on defense. Vanessa's defense is terrible. Between having only one real reversal (that costs at least one bar and has a terrible hitbox) and terrible abare, Vanessa finds herself having even more disadvantages against KoF's already great systemic offense, meaning you either do a wild option to get out, or stay locked in and hope for the best. Vanessa's midrange also falters, with a lack of confirms and a lack of good ground buttons in general preventing her from doing much. Regardless, Vanessa's offense, combo game, and neutral are strong enough to make up for that. If you love to roll your opponents and don't care about having bad defense, this character is for you. Vanessa is a momentum-based offensive beast who makes up for her lack of mixups with her fantastic pressure and strong combo damage. |
|
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
stand A
st.A
st.A
|
---|
Far B
stand B
st.B
st.B
|
---|
Far C
stand C
st.C
st.C
|
---|
Far D
stand D
st.D
st.D
|
---|
Close Standing Normals
Close A
close A
cl.A
cl.A
|
---|
Close B
close B
cl.B
cl.B
|
---|
Close C
close C
cl.C
cl.C
|
---|
Close D
close D
cl.D
cl.D
|
---|
Crouch Normals
Crouch A
crouch A
2A
2A
|
---|
Crouch B
crouch B
2B
2B
|
---|
Crouch C
crouch C
2C
2C
|
---|
Crouch D
crouch D
2D
2D
|
---|
Jump Normals
Jump A
jump A
j.A
j.A
|
---|
Jump B
jump B
j.B
j.B
|
---|
Jump C
jump C
j.C
j.C
|
---|
Jump D
jump D
j.D
j.D
|
---|
Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD
|
---|
ShatterStrike
ShatterStrike
236CD
236CD
|
---|
jump CD
jump CD
j.CD
j.CD
|
---|
Throws
Barrett Puncher
Barrett Puncher
(close) 4/6C
(close) 4/6C
|
---|
Clinch Puncher
Clinch Puncher
(close) 4/6D
(close) 4/6D
|
---|
Command Moves
One-Two Puncher
4/6A
4/6A
|
---|
Sliding Puncher
3D
3D
|
---|
Target Combo 1
Target Combo 1
D~C
D~C
|
---|
Special Moves
Machine Gun Puncher
Machine Gun Puncher
41236A/C/AC
41236A/C/AC
|
---|
Dash Puncher
Dash Puncher [4]6A/C or 6A/C during C/A Puncher Weaving [4]6A/C or 6A/C during C/A Puncher Weaving
|
---|
Parrying Puncher
Parrying Puncher 623A/C or 4A/C during C/A Puncher Weaving 623A/C or 4A/C during C/A Puncher Weaving
|
---|
Puncher Vision (Forward)
Puncher Vision (Forward) 236B/D or 6B/D during Puncher Weaving 236BD236B/D or 6B/D during Puncher Weaving 236BD
|
---|
Puncher Vision (Backward)
Puncher Vision (Backward) 214B/D or 4B/D during Puncher Weaving 214BD214B/D or 4B/D during Puncher Weaving 214BD
|
---|
Puncher Weaving
Puncher Weaving 214A/C or 4A/C during Puncher Vision <be> 214A/C or 4A/C during Puncher Vision <be>
|
---|
Puncher Upper
Puncher Upper
6A after Puncher Vision
6A after Puncher Vision
|
---|
Puncher Straight
Puncher Straight
6C after Puncher Vision
6C after Puncher Vision
|
---|
Super Special Moves
Crazy Puncher
Crazy Puncher
2141236A/C/AC
2141236A/C/AC
|
---|
Champion Puncher
Champion Puncher
236236A/C/AC
236236A/C/AC
|
---|
Climax Super Special Moves
Infinity Puncher
Infinity Puncher
2141236CD
2141236CD
|
---|
Misc
Alternate Colors