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The King of Fighters XV/Vanessa: Difference between revisions
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|description= | |description= | ||
* Command, whiff, special and super cancellable. | * Command, whiff, special and super cancellable. | ||
A 7 frame normal that is cancellable sounds like a great poke, however since it whiffs on crouchers, it should be used sparingly. It can work in a pinch, and for punishing certain moves, but as a poke you should probably use either far D or 2C instead, and remember to whiff cancel this if you do use it for some reason. | |||
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Another two hit button. Just like stand C, the second punch reaches further only because Vanessa herself moves forward as well. Despite that, it's still a very short ranged button with little space control. | Another two hit button. Just like stand C, the second punch reaches further only because Vanessa herself moves forward as well. Despite that, it's still a very short ranged button with little space control. | ||
At 6 frames of startup, -3 on block, and the ability to hit crouchers and tag certain heights of a hop, this normal can be a fantastic mashout tool at certain ranges, and also gives a decent frametrap off of 2A (trades with 4f moves, so be sure to bait shatter strikes properly). While not cancellable, her target combo is very easy to hitconfirm out of this since it is two hits, and the target combo is quick max cancellable or super cancellable depending on if you want more damage. | |||
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While it's very punishable on block, immediately cancelling it into either Puncher Weaving (214P) or Puncher Vision Backwards (214K) on block makes it safe. You also get a safejump on hit with a stancel (simply hh forward as soon as possible, delay is needed for EX). | While it's very punishable on block, immediately cancelling it into either Puncher Weaving (214P) or Puncher Vision Backwards (214K) on block makes it safe. You also get a safejump on hit with a stancel (simply hh forward as soon as possible, delay is needed for EX). | ||
As of 2.41 this button is whiff cancelable, making it one of the best sweeps in the game due to its range, activity, and cancel options. | |||
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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. | ||
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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. | 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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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=vanessa_dc | |moveId=vanessa_dc | ||
|description= | |description= Target combo that sees its effectiveness with far D. Easy to hit confirm into from a 6F far normal, meterlessly gives a soft knockdown with great corner carry (chase down with 236D), but also cancellable into super. | ||
Do not do this on block, it is extremely punishable. It should be easy to hit confirm into from two hits of far D. | |||
}} | }} | ||
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C version is a decent anti-air. Key point on decent, as its active frames and recovery leave a lot to be desired. | C version is a decent anti-air. Key point on decent, as its active frames and recovery leave a lot to be desired. | ||
EX version | EX version is an all you can eat buffet. The crazy range makes it great for combo extensions and even better for frametraps, as it will frametrap from all heavies from quite the distance. Though it's -9 on block, the ridiculous pushback makes this safe. This means the move is a safe frametrap that grants a juggle on hit, while also dealing ''as much guard damage as a shatter strike''. An invaluable tool in her arsenal when played on mid. | ||
If you use these during Punching Weaving (214P), they no longer have guard point or anti-projectile properties. However, they will also recover quicker (reflected in [] in the frame data). You can use this to make guard crush setups easier to convert off. | |||
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|description4= | |description4= | ||
Low reward but high range followup. Doesn't see much use oustide of combos cause of its incredibly slow speed. EX version is useful midscreen but much more useful in pressure due to its blockstun, chip damage, guard damage, and frame trapping ability. Can cancel into 214B/D and 214A/C as well, but cancelling into another 236B/D on hit gets her very close quickly for great okizeme. As per usual, EX version is not cancelable into normal stancels on block. Canceling the backward vision version into weaving 4A/C is your main corner combo ender. | Low reward but high range followup. Doesn't see much use oustide of combos cause of its incredibly slow speed. EX version is useful midscreen but much more useful in pressure due to its blockstun, chip damage, guard damage, and frame trapping ability. Can cancel into 214B/D and 214A/C as well, but cancelling into another 236B/D on hit gets her very close quickly for great okizeme. As per usual, EX version is not cancelable into normal stancels on block. Canceling the backward vision version into weaving 4A/C is your main corner combo ender. | ||
EX version has an anywhere juggle, but it's quite hard to get this from an air to air. Instead, utilize this (done as late as possible) to get a 200 damage anti air that HKDs off 2C. | |||
}} | }} | ||
Latest revision as of 17:28, 1 January 2025

Her husband and kid don't know anything about her secret activities.
Hop: 32f
Backdash: 21f
Run Speed Ranking: 2
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
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