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The King of Fighters XV/Vanessa/Data: Difference between revisions
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EMRaistlin (talk | contribs) fixed raw damage between parenthesis |
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Line 5: | Line 5: | ||
| name = close A | | name = close A | ||
| input = cl.A | | input = cl.A | ||
| images = | | images = XV_Vanessa_c.A_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_c.A_hb.png | ||
| damage = | | damage = 25 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = command | ||
| startup = | | startup = 4 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 7 | ||
| hitadv = +5 | | hitadv = +5 | ||
| blockadv = +3 | | blockadv = +3 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 24: | Line 24: | ||
| name = close B | | name = close B | ||
| input = cl.B | | input = cl.B | ||
| images = | | images = XV_Vanessa_c.B_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_c.B_hb.png | ||
| damage = | | damage = 30 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = | ||
| startup = | | startup = 4 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 8 | ||
| hitadv = +4 | | hitadv = +4 | ||
| blockadv = +2 | | blockadv = +2 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 43: | Line 43: | ||
| name = close C | | name = close C | ||
| input = cl.C | | input = cl.C | ||
| images = | | images = XV_vanessa_clc_1_ima.png, XV_vanessa_clc_2_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_c.C_hb.png, XV_Vanessa_c.C2_hb.png | ||
| damage = | | damage = 70 (35+35) | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = command | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 2 (8) 3 | ||
| recovery = | | recovery = 18 | ||
| hitadv = +0 | | hitadv = +0 | ||
| blockadv = -2 | | blockadv = -2 | ||
| invul = | | invul = | ||
| stun = | | stun = 70 (35+35) | ||
| guardDamage = | | guardDamage = 120 (60+60) | ||
}} | }} | ||
Line 62: | Line 62: | ||
| name = close D | | name = close D | ||
| input = cl.D | | input = cl.D | ||
| images = | | images = XV_vanessa_cld_1_ima.png, XV_vanessa_cld_2_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_c.D_hb.png, XV_Vanessa_c.D2_hb.png | ||
| damage = | | damage = 80 (40+40) | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = command | ||
| startup = | | startup = 5 | ||
| active = | | active = 2 (8) 4 | ||
| recovery = | | recovery = 23 | ||
| hitadv = -6 | | hitadv = -6 | ||
| blockadv = -8 | | blockadv = -8 | ||
| invul = | | invul = | ||
| stun = | | stun = 80 (40+40) | ||
| guardDamage = | | guardDamage = 120 (60+60) | ||
}} | }} | ||
Line 83: | Line 83: | ||
| input = st.A | | input = st.A | ||
| images = XV_Vanessa_f.A.png | | images = XV_Vanessa_f.A.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_f.A_hb.png | ||
| damage = | | damage = 25 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = special | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 12 | ||
| hitadv = +0 | | hitadv = +0 | ||
| blockadv = -2 | | blockadv = -2 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 102: | Line 102: | ||
| input = st.B | | input = st.B | ||
| images = XV_Vanessa_f.B.png | | images = XV_Vanessa_f.B.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_f.B_hb.png | ||
| damage = | | damage = 30 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = command | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 14 | ||
| hitadv = -2 | | hitadv = -2 | ||
| blockadv = -4 | | blockadv = -4 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 120: | Line 120: | ||
| name = stand C | | name = stand C | ||
| input = st.C | | input = st.C | ||
| images = | | images = XV_Vanessa_f.C_ima1.png, XV_Vanessa_f.C_ima2.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_f.C_hb.png, XV_Vanessa_f.C2_hb.png | ||
| damage = | | damage = 70 (35+35) | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = command | ||
| startup = 7 | | startup = 7 | ||
| active = | | active = 2 (4) 3 | ||
| recovery = | | recovery = 22 | ||
| hitadv = -4 | | hitadv = -4 | ||
| blockadv = -6 | | blockadv = -6 | ||
| invul = | | invul = | ||
| stun = | | stun = 70 (35+35) | ||
| guardDamage = | | guardDamage = 120 (60+60) | ||
}} | }} | ||
Line 139: | Line 139: | ||
| name = stand D | | name = stand D | ||
| input = st.D | | input = st.D | ||
| images = | | images = XV_Vanessa_f.D_ima1.png, XV_Vanessa_f.D_ima2.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_f.D_hb.png, XV_Vanessa_f.D2_hb.png | ||
| damage = | | damage = 80 (40+40) | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = super | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 4 (10) 4 | ||
| recovery = | | recovery = 18 | ||
| hitadv = -1 | | hitadv = -1 | ||
| blockadv = -3 | | blockadv = -3 | ||
| invul = | | invul = | ||
| stun = | | stun = 80 (40+40) | ||
| guardDamage = | | guardDamage = 120 (60+60) | ||
}} | }} | ||
Line 158: | Line 158: | ||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_cra | {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_cra | ||
| name = crouch A | | name = crouch A | ||
| input = | | input = 2A | ||
| images = | | images = XV_Vanessa_2A_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_2A_hb.png | ||
| damage = | | damage = 25 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = command | ||
| startup = 4 | | startup = 4 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 8 | ||
| hitadv = +4 | | hitadv = +4 | ||
| blockadv = +2 | | blockadv = +2 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 177: | Line 177: | ||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_crb | {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_crb | ||
| name = crouch B | | name = crouch B | ||
| input = | | input = 2B | ||
| images = | | images = XV_Vanessa_2B_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_2B_hb.png | ||
| damage = | | damage = 15 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]] | | guard = [[The_King_of_Fighters_XV/Defense#Low|Low]] | ||
| cancel = | | cancel = command | ||
| startup = | | startup = 5 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 11 | ||
| hitadv = +1 | | hitadv = +1 | ||
| blockadv = -1 | | blockadv = -1 | ||
| invul = | | invul = | ||
| stun = | | stun = 15 | ||
| guardDamage = | | guardDamage = 30 | ||
}} | }} | ||
Line 196: | Line 196: | ||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_crc | {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_crc | ||
| name = crouch C | | name = crouch C | ||
| input = | | input = 2C | ||
| images = | | images = XV_Vanessa_2C_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_2C_hb.png, XV_Vanessa_2C2_hb.png, XV_Vanessa_2C3_hb.png | ||
| damage = | | damage = 70 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = command | ||
| startup = 7 | | startup = 7 | ||
| active = | | active = 9 | ||
| recovery = | | recovery = 22 | ||
| hitadv = -11 | | hitadv = -11 | ||
| blockadv = -13 | | blockadv = -13 | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 215: | Line 215: | ||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_crd | {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_crd | ||
| name = crouch D | | name = crouch D | ||
| input = | | input = 2D | ||
| images = | | images = XV_Vanessa_2D_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_2D_hb.png | ||
| damage = | | damage = 80 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]] | | guard = [[The_King_of_Fighters_XV/Defense#Low|Low]] | ||
| cancel = | | cancel = command | ||
| startup = 7 | | startup = 7 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 23 | ||
| hitadv = +21 | | hitadv = +21 | ||
| blockadv = -9 | | blockadv = -9 | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 239: | Line 239: | ||
| orderId = 1 | | orderId = 1 | ||
| input = jh.A | | input = jh.A | ||
| images = | | images = XV_Vanessa_j.A_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_h.A_hb.png | ||
| damage = | | damage = 40 | ||
| guard = [[The_King_of_Fighters_XV/Defense#High|High]] | | guard = [[The_King_of_Fighters_XV/Defense#High|High]] | ||
| cancel = | | cancel = | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 50 | ||
}} | }} | ||
====jump A==== | ====jump A==== | ||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_ja | {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_ja | ||
| name = jump A | | name = jump A | ||
| header = | | header = no | ||
| version = jump A | | version = jump A | ||
| orderId = 2 | | orderId = 2 | ||
| input = j.A | | input = j.A | ||
| images = | | images = XV_Vanessa_j.A_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_j.A_hb.png | ||
| damage = | | damage = 45 | ||
| guard = [[The_King_of_Fighters_XV/Defense#High|High]] | | guard = [[The_King_of_Fighters_XV/Defense#High|High]] | ||
| cancel = | | cancel = | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 282: | Line 282: | ||
| orderId = 1 | | orderId = 1 | ||
| input = jh.B | | input = jh.B | ||
| images = | | images = XV_Vanessa_j.B_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_h.B_hb.png | ||
| damage = | | damage = 40 | ||
| guard = [[The_King_of_Fighters_XV/Defense#High|High]] | | guard = [[The_King_of_Fighters_XV/Defense#High|High]] | ||
| cancel = | | cancel = | ||
| startup = | | startup = 5 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 50 | ||
}} | }} | ||
====jump B==== | ====jump B==== | ||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_jb | {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_jb | ||
| name = jump B | | name = jump B | ||
| header = | | header = no | ||
| version = jump B | | version = jump B | ||
| orderId = 2 | | orderId = 2 | ||
| input = j.B | | input = j.B | ||
| images = | | images = XV_Vanessa_j.B_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_j.B_hb.png | ||
| damage = | | damage = 45 | ||
| guard = [[The_King_of_Fighters_XV/Defense#High|High]] | | guard = [[The_King_of_Fighters_XV/Defense#High|High]] | ||
| cancel = | | cancel = | ||
| startup = | | startup = 5 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 326: | Line 326: | ||
| orderId = 1 | | orderId = 1 | ||
| input = jh.C | | input = jh.C | ||
| images = | | images = XV_Vanessa_j.C_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_h.C_hb.png | ||
| damage = | | damage = 70 | ||
| guard = [[The_King_of_Fighters_XV/Defense#High|High]] | | guard = [[The_King_of_Fighters_XV/Defense#High|High]] | ||
| cancel = | | cancel = | ||
| startup = 7 | | startup = 7 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | }} | ||
====jump C==== | ====jump C==== | ||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_jc | {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_jc | ||
| name = jump C | | name = jump C | ||
| header = | | header = no | ||
| version = jump C | | version = jump C | ||
| orderId = 2 | | orderId = 2 | ||
| input = j.C | | input = j.C | ||
| images = | | images = XV_Vanessa_j.C_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_j.C_hb.png, XV_Vanessa_j.C2_hb.png | ||
| damage = | | damage = 70 | ||
| guard = [[The_King_of_Fighters_XV/Defense#High|High]] | | guard = [[The_King_of_Fighters_XV/Defense#High|High]] | ||
| cancel = | | cancel = | ||
| startup = 7 | | startup = 7 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
====hop D==== | ====hop D==== | ||
Line 368: | Line 368: | ||
| orderId = 1 | | orderId = 1 | ||
| input = jh.D | | input = jh.D | ||
| images = | | images = XV_Vanessa_j.D_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_hD_hb.png | ||
| damage = | | damage = 70 | ||
| guard = [[The_King_of_Fighters_XV/Defense#High|High]] | | guard = [[The_King_of_Fighters_XV/Defense#High|High]] | ||
| cancel = | | cancel = | ||
| startup = 7 | | startup = 7 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | }} | ||
Line 386: | Line 386: | ||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_jd | {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_jd | ||
| name = jump D | | name = jump D | ||
| header = | | header = no | ||
| version = jump D | | version = jump D | ||
| orderId = 2 | | orderId = 2 | ||
| input = j.D | | input = j.D | ||
| images = | | images = XV_Vanessa_j.D_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_jD_hb.png | ||
| damage = | | damage = 70 | ||
| guard = [[The_King_of_Fighters_XV/Defense#High|High]] | | guard = [[The_King_of_Fighters_XV/Defense#High|High]] | ||
| cancel = | | cancel = | ||
| startup = 7 | | startup = 7 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | |||
===rush moves=== | |||
====rush 1==== | |||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_rush1 | |||
| name = rush 1 | |||
| header = yes | |||
| version = cl.AA | |||
| orderId = 1 | |||
| input = cl.AA | |||
| images = XV_vanessa_rush1_ima.png | |||
| hitboxes = XV_vanessa_rush1.png | |||
| damage = 48 (25+25) | |||
| guard = Mid | |||
| cancel = rush | |||
| startup = 8 | |||
| active = | |||
| recovery = | |||
| hitadv = -2 | |||
| blockadv = -4 | |||
| invul = | |||
| stun = 30 | |||
| guardDamage = 120 (60+60) | |||
}} | }} | ||
====rush 2==== | |||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_rush2 | |||
| name = rush 2 | |||
| header = no | |||
| version = cl.AAX | |||
| orderId = 2 | |||
| input = cl.AAX | |||
| images = XV_vanessa_rush2_ima.png | |||
| hitboxes = XV_vanessa_rush2.png | |||
| damage = 70 (25+25+25) | |||
| guard = Mid | |||
| cancel = rush | |||
| startup = 10 | |||
| active = | |||
| recovery = | |||
| hitadv = -1 | |||
| blockadv = -3 | |||
| invul = | |||
| stun = 30 | |||
| guardDamage = 180 (60+60+60) | |||
}} | |||
===Command normals=== | ===Command normals=== | ||
====One-Two Puncher==== | ====One-Two Puncher==== | ||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_4/ | {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_4/6a_raw | ||
| name = One-Two Puncher | | name = One-Two Puncher | ||
| input = 4/6A | | version = Raw | ||
| images = | | orderId = 1 | ||
| hitboxes = | | input = 4/6A (when not chained into) | ||
| damage = | | images = XV_Vanessa_4A_ima1.png, XV_Vanessa_4A_ima2.png | ||
| hitboxes = XV_Vanessa_4A_hb.png, XV_Vanessa_4A2_hb.png | |||
| damage = 90 (50+40) | |||
| guard = [[The_King_of_Fighters_XV/Defense#High|High]] | | guard = [[The_King_of_Fighters_XV/Defense#High|High]] | ||
| cancel = | | cancel = super | ||
| startup = 22 | | startup = 22 | ||
| active = | | active = 2 (8) 3 | ||
| recovery = | | recovery = 19 | ||
| hitadv = | | hitadv = SKD (30: Tech* / 57: Non-tech) | ||
| blockadv = -5 | | blockadv = -5 | ||
| invul = | | invul = | ||
| stun = | | stun = 80 (40+40) | ||
| guardDamage = | | guardDamage = 80 (40+40) | ||
}} | |||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_4/6a_chained | |||
| name = One-Two Puncher | |||
| version = Canceled into | |||
| orderId = 2 | |||
| input = 4/6A (when chained into) | |||
| images = XV_Vanessa_4A_ima3.png, XV_Vanessa_4A_ima4.png | |||
| hitboxes = XV_Vanessa_4A3_hb.png, XV_Vanessa_4A4_hb.png | |||
| damage = 50 (30+20) | |||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | |||
| cancel = special | |||
| startup = 8 | |||
| active = 3 (7) 2 | |||
| recovery = 27 | |||
| hitadv = -8 | |||
| blockadv = -10 | |||
| invul = | |||
| stun = 80 (40+40) | |||
| guardDamage = 80 (40+40) | |||
}} | }} | ||
Line 430: | Line 496: | ||
| name = Sliding Puncher | | name = Sliding Puncher | ||
| input = 3D | | input = 3D | ||
| images = | | images = XV_Vanessa_3D_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_3D_hb.png | ||
| damage = | | damage = 70 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]] | | guard = [[The_King_of_Fighters_XV/Defense#Low|Low]] | ||
| cancel = | | cancel = | ||
| startup = 12 | | startup = 12 | ||
| active = | | active = 9 | ||
| recovery = | | recovery = 17 | ||
| hitadv = | | hitadv = SKD (23: Tech / 50: Non-tech) - Close | ||
| blockadv = - | | blockadv = -7 (Close) to 1 (Max Range) | ||
| invul = | |||
| stun = 60 | |||
| guardDamage = 80 | |||
}} | |||
====Target Combo 1==== | |||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_dc | |||
| name = Target Combo 1 | |||
| input = D~C | |||
| images = XV_vanessa_dc_1_ima.png, XV_vanessa_dc_2_ima.png | |||
| hitboxes = XV_vanessa_dc_1_hb.png, XV_vanessa_dc_2_hb.png | |||
| damage = ass | |||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | |||
| cancel = ass | |||
| startup = 7 | |||
| active = 2 (4) 3 | |||
| recovery = 31 (ass) | |||
| hitadv = SKD (29: Tech / 69: Non-tech) (more ass) | |||
| blockadv = -15 (hey look) | |||
| invul = | | invul = | ||
| stun = | | stun = ass | ||
| guardDamage = | | guardDamage = don't | ||
}} | }} | ||
Line 450: | Line 535: | ||
| name = Blowback | | name = Blowback | ||
| input = CD | | input = CD | ||
| images = | | images = XV_Vanessa_CD_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_CD_hb.png | ||
| damage = | | damage = 75 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = special | | cancel = special | ||
| startup = 18 | | startup = 18 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 20 | ||
| hitadv = +75~+91 | | hitadv = +75~+91 | ||
| blockadv = -2 | | blockadv = -2 | ||
| invul = | | invul = | ||
| stun = | | stun = 100 | ||
| guardDamage = | | guardDamage = 160 | ||
}} | }} | ||
Line 469: | Line 554: | ||
| name = ShatterStrike | | name = ShatterStrike | ||
| input = 236CD | | input = 236CD | ||
| images = | | images = XV_Vanessa_236CD_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_236CD_hb.png, XV_Vanessa_236CD2_hb.png | ||
| damage = | | damage = 75 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 27 | ||
| hitadv = | | hitadv = Crumple - HKD (93) | ||
| blockadv = -10 | | blockadv = -10 | ||
| invul = | | invul = Armor: 4 to 14 (11 frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 200 | ||
}} | |||
====AdvanceStrike==== | |||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_214cd | |||
| name = AdvanceStrike | |||
| input = 214CD | |||
| images = XV_vanessa_214cd_ima.png | |||
| hitboxes = XV_vanessa_214cd.png, XV_vanessa_214cd2.png | |||
| damage = 100 | |||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | |||
| cancel = | |||
| startup = 28 | |||
| active = 6 | |||
| recovery = 37 (on whiff) / Recovers faster on hit and block. | |||
| hitadv = HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | |||
| blockadv = 3 | |||
| invul = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | |||
| stun = 0 | |||
| guardDamage = 150 | |||
}} | }} | ||
====hop CD==== | ====hop CD==== | ||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_jhcd | {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_jhcd | ||
Line 490: | Line 595: | ||
| orderId = 1 | | orderId = 1 | ||
| input = jh.CD | | input = jh.CD | ||
| images = | | images = XV_Vanessa_j.CD_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_hCD_hb.png | ||
| damage = | | damage = 80 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 80 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
====jump CD==== | ====jump CD==== | ||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_jcd | {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_jcd | ||
| name = jump CD | | name = jump CD | ||
| header = | | header = no | ||
| version = jump CD | | version = jump CD | ||
| orderId = 2 | | orderId = 2 | ||
| input = j.CD | | input = j.CD | ||
| images = | | images = XV_Vanessa_j.CD_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_j.CD_hb.png | ||
| damage = | | damage = 90 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 80 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
===Throws=== | ===Throws=== | ||
Line 532: | Line 636: | ||
| name = Barrett Puncher (forward) | | name = Barrett Puncher (forward) | ||
| input = (close) 4/6C | | input = (close) 4/6C | ||
| images = | | images = XV_vanessa_cthrow_ima.png | ||
| hitboxes = | | hitboxes = XV_vanessa_cthrow_hb.png | ||
| damage = | | damage = 100 (10*3+70) | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = HKD (72) | ||
| blockadv = | | blockadv = Unblockable | ||
| invul = | | invul = | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
Line 551: | Line 655: | ||
| name = Clinch Puncher (back) | | name = Clinch Puncher (back) | ||
| input = (close) 4/6D | | input = (close) 4/6D | ||
| images = | | images = XV_vanessa_dthrow_ima.png | ||
| hitboxes = | | hitboxes = XV_vanessa_dthrow_hb.png | ||
| damage = | | damage = 100 (10*3+70) | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = HKD (30) | ||
| blockadv = | | blockadv = Unblockable | ||
| invul = | | invul = | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
Line 577: | Line 681: | ||
| orderId = 1 | | orderId = 1 | ||
| input = 41236A | | input = 41236A | ||
| images = | | images = XV_vanessa_41236a_1_ima.png, XV_vanessa_41236a_2_ima.png | ||
| hitboxes = | | hitboxes = XV_vanessa_41236a_1_hb.png, XV_vanessa_41236a_2_hb.png, XV_vanessa_41236a_3_hb.png | ||
| damage = | | damage = 105~138 (15*3+20*0~2+60) | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = super | ||
| startup = | | startup = 8 | ||
| active = | | active = 2 (8) 2 (8) 2 (18) 1 | ||
| recovery = | | recovery = 25 | ||
| hitadv = | | hitadv = HKD (66) | ||
| blockadv = -7 | | blockadv = -7 | ||
| invul = | | invul = | ||
| stun = | | stun = 70~90 (10*3~5+40) | ||
| guardDamage = | | guardDamage = 70~90 (10*3~5+40) | ||
}} | }} | ||
Line 599: | Line 703: | ||
| orderId = 2 | | orderId = 2 | ||
| input = 41236C | | input = 41236C | ||
| images = | | images = XV_vanessa_41236a_1_ima.png, XV_vanessa_41236a_2_ima.png | ||
| hitboxes = | | hitboxes = XV_vanessa_41236a_1_hb.png, XV_vanessa_41236a_2_hb.png, XV_vanessa_41236a_3_hb.png | ||
| damage = | | damage = 105~138 (15*3+20*0~2+60) | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = super | ||
| startup = | | startup = 8 | ||
| active = | | active = 2 (8) 2 (8) 2 (18) 1 | ||
| recovery = | | recovery = 25 | ||
| hitadv = | | hitadv = HKD (66) | ||
| blockadv = -7 | | blockadv = -7 | ||
| invul = | | invul = | ||
| stun = | | stun = 70~90 (10*3~5+40) | ||
| guardDamage = | | guardDamage = 70~90 (10*3~5+40) | ||
}} | }} | ||
Line 621: | Line 725: | ||
| orderId = 3 | | orderId = 3 | ||
| input = 41236AC | | input = 41236AC | ||
| images = | | images = XV_vanessa_41236a_1_ima.png, XV_vanessa_41236a_2_ima.png | ||
| hitboxes = | | hitboxes = XV_vanessa_41236ac_1_hb.png, XV_vanessa_41236ac_2_hb.png, XV_vanessa_41236ac_3_hb.png, XV_vanessa_41236ac_4_hb.png | ||
| damage = | | damage = 92 (8*4+10+15+40) | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 2 (8) 2 (8) 2 (8) 2 (8) 2 (13) 2 (20) 2 | ||
| recovery = | | recovery = 21 | ||
| hitadv = | | hitadv = SKD (49: Tech / 76: Non-tech) | ||
| blockadv = -4 | | blockadv = -4 | ||
| invul = | | invul = | ||
| stun = 0 | |||
| guardDamage = 110 (10*5+20+40) | |||
}} | |||
===Puncher Weaving=== | |||
====214A/C==== | |||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_214p | |||
| name = Puncher Weaving | |||
| version = A or C | |||
| orderId = 1 | |||
| input = 214A/C or 4A/C during Puncher Vision, Hold to maintain | |||
| images = XV_vanessa_214p_ima.png | |||
| hitboxes = XV_vanessa_214p.png, XV_vanessa_214p2.png | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = | |||
| active = | |||
| recovery = 19 (Total Frames, No hold) | |||
| hitadv = | |||
| blockadv = | |||
| invul = Upper Body: 1 to 6 (6 Frames) | |||
| stun = | |||
| guardDamage = | |||
}} | |||
====214AC==== | |||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_214ac | |||
| name = Puncher Weaving | |||
| header = no | |||
| version = AC | |||
| orderId = 2 | |||
| input = 214AC or 4AC during EX Puncher Vision, Hold to maintain | |||
| images = XV_vanessa_214p_ima.png | |||
| hitboxes = XV_vanessa_214ac.png, XV_vanessa_214ac2.png | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = | |||
| active = | |||
| recovery = 15 (Total Frames, No hold) | |||
| hitadv = | |||
| blockadv = | |||
| invul = Upper Body: 1 to 6 (6 Frames) / Projectile Invincibility until recovery. | |||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
Line 643: | Line 791: | ||
| version = A | | version = A | ||
| orderId = 1 | | orderId = 1 | ||
| input = 46A | | input = 46A or 6A during C Puncher Weaving | ||
| images = | | images = XV_Vanessa_46A_1_ima.png, XV_Vanessa_46A_2_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_46A_1_hb.png, XV_Vanessa_46A_2_hb.png, XV_Vanessa_46A_3_hb.png | ||
| damage = | | damage = 70 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = super | ||
| startup = 17 | | startup = 17 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 20 | ||
| hitadv = | | hitadv = SKD (41: Tech / 68: Non-tech) | ||
| blockadv = -5 | | blockadv = -5 | ||
| invul = | | invul = Upper Body: 5 to 15 (11 Frames) | ||
| stun = | | stun = 60 | ||
| guardDamage = | | guardDamage = 80 | ||
}} | }} | ||
Line 665: | Line 813: | ||
| version = C | | version = C | ||
| orderId = 2 | | orderId = 2 | ||
| input = 46C | | input = 46C or 6C during A Puncher Weaving | ||
| images = | | images = XV_Vanessa_46A_1_ima.png, XV_Vanessa_46A_2_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_46C_1_hb.png, XV_Vanessa_46C_2_hb.png, XV_Vanessa_46C_3_hb.png | ||
| damage = | | damage = 90 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = super | ||
| startup = 30 | | startup = 30 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 17 | ||
| hitadv = | | hitadv = SKD (51: Tech / 78: Non-tech) | ||
| blockadv = -4 | | blockadv = -4 | ||
| invul = | | invul = Upper Body: 8 to 23 (16 Frames) | ||
| stun = | | stun = 80 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | }} | ||
====46AC==== | ====46AC==== | ||
{{MoveData-KOFXV | character = Vanessa | moveId = | {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_46ac | ||
| name = Dash Puncher | | name = Dash Puncher | ||
| header = no | | header = no | ||
| version = AC | | version = AC | ||
| orderId = 3 | | orderId = 3 | ||
| input = 46AC | | input = 46AC or 6A/C during EX Puncher Weaving | ||
| images = | | images = XV_Vanessa_46A_1_ima.png, XV_Vanessa_46A_2_ima.png | ||
| hitboxes = | | hitboxes = XV_Vanessa_46AC_1_hb.png, XV_Vanessa_46AC_2_hb.png, XV_Vanessa_46AC_3_hb.png, XV_Vanessa_46AC_4_hb.png | ||
| damage = | | damage = 98 (30+30+45) | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = | ||
| startup = | | startup = 13 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 27 | ||
| hitadv = | | hitadv = SKD (49: Tech / 76: Non-tech) | ||
| blockadv = -11 | | blockadv = -11 | ||
| invul = | | invul = Upper Body: 1 to 10 (10 Frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 710: | Line 858: | ||
| version = A | | version = A | ||
| orderId = 1 | | orderId = 1 | ||
| input = 623A | | input = 623A or 4A during C Puncher Weaving | ||
| images = | | images = XV_vanessa_623a_ima.png | ||
| hitboxes = | | hitboxes = XV_vanessa_623a_hb.png, XV_vanessa_623a2_hb.png, XV_vanessa_623a3_hb.png | ||
| damage = | | damage = 70 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = super | ||
| startup = 10 | | startup = 10 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 32 [26] | ||
| hitadv = | | hitadv = HKD (30) [HKD (36)] | ||
| blockadv = -16 | | blockadv = -16 [-10] | ||
| invul = | | invul = Frontal Upper Body Armor Frames: 5 to 9 (5 frames) | ||
| stun = | | stun = 60 | ||
| guardDamage = | | guardDamage = 80 | ||
}} | }} | ||
Line 732: | Line 880: | ||
| version = C | | version = C | ||
| orderId = 2 | | orderId = 2 | ||
| input = 623C | | input = 623C or 4C during A Puncher Weaving | ||
| images = | | images = XV_vanessa_623c_ima.png | ||
| hitboxes = | | hitboxes = XV_vanessa_623c_hb.png, XV_vanessa_623c2_hb.png, XV_vanessa_623c3_hb.png | ||
| damage = | | damage = 80 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = super | ||
| startup = 10 | | startup = 10 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 28 [21] | ||
| hitadv = | | hitadv = SKD (32: Tech / 72: Non-tech) [SKD (39: Tech / 79: Non-tech)] | ||
| blockadv = -12 | | blockadv = -12 [-5] | ||
| invul = | | invul = Frontal Upper Armor: 5 to 7 (3 frames) | ||
| stun = | | stun = 80 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | }} | ||
Line 754: | Line 902: | ||
| version = AC | | version = AC | ||
| orderId = 3 | | orderId = 3 | ||
| input = | | input = 623AC or 4A/C during EX Puncher Weaving | ||
| images = | | images = XV_vanessa_623a_ima.png | ||
| hitboxes = | | hitboxes = XV_vanessa_623ac_hb.png, XV_vanessa_623ac2_hb.png, XV_vanessa_623ac3_hb.png, XV_vanessa_623ac4_hb.png | ||
| damage = | | damage = 85 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = | ||
| startup = 19 | | startup = 19 | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 26 | ||
| hitadv = | | hitadv = Ground Bounce - HKD (71) | ||
| blockadv = -9 | | blockadv = -9 | ||
| invul = | | invul = Frontal Upper Armor: 6 to 10 (5 frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 200 | ||
}} | }} | ||
===Puncher Vision | ===Puncher Vision=== | ||
====236B==== | ====236B/D==== | ||
{{MoveData-KOFXV | character = Vanessa | moveId = | {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_236k | ||
| name = Puncher Vision ( | | name = Puncher Vision (Forward) | ||
| header = yes | | header = yes | ||
| version = B | | version = B or D | ||
| orderId = 1 | | orderId = 1 | ||
| input = 236B | | input = 236B/D | ||
| images = | | images = XV_vanessa_236k_ima.png | ||
| hitboxes = | | hitboxes = XV_vanessa_236k.png | ||
| damage = | | damage = | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 25 [28] | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = Upper Body: 1 to 14 (14 Frames) [Upper Body: 1 to 20 (20 Frames)] | ||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
}} | }} | ||
==== | ====236B/D during Normal and EX Punching Weaving==== | ||
{{MoveData-KOFXV | character = Vanessa | moveId = | {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_214P_236k | ||
| name = Puncher Vision ( | | name = Puncher Vision (Forward) | ||
| header = no | | header = no | ||
| version = D | | version = B or D during Puncher Weaving | ||
| orderId = 2 | | orderId = 2 | ||
| input = | | input = 6B/D during Puncher Weaving | ||
| images = | | images = XV_vanessa_236k_ima.png | ||
| hitboxes = | | hitboxes = XV_vanessa_236k2.png | ||
| damage = | | damage = | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 25 [28] | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = Upper Body: 1 to 14 (14 Frames)/ Projectile Invincibility: 1 to 14 (14 Frames) [Upper Body: 1 to 20 (20 Frames) / Projectile Invincibility: 1 to 20 (20 Frames)] | ||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
Line 905: | Line 965: | ||
====236BD==== | ====236BD==== | ||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_236bd | {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_236bd | ||
| name = Puncher Vision ( | | name = Puncher Vision (Forward) | ||
| header = no | | header = no | ||
| version = BD | | version = BD | ||
| orderId = 3 | | orderId = 3 | ||
| input = 236BD | | input = 236BD | ||
| images = | | images = XV_vanessa_236k_ima.png | ||
| hitboxes = | | hitboxes = XV_vanessa_236bd.png | ||
| damage = | | damage = | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 20 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = Upper Body: 1 to 11 (11 Frames) | ||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
}} | }} | ||
====214B/D==== | |||
====214B==== | {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_214k | ||
{{MoveData-KOFXV | character = Vanessa | moveId = | | name = Puncher Vision (Backward) | ||
| name = Puncher Vision ( | |||
| header = yes | | header = yes | ||
| version = B | | version = B or D | ||
| orderId = 1 | | orderId = 1 | ||
| input = 214B | | input = 214B/D | ||
| images = | | images = XV_vanessa_214k_ima.png | ||
| hitboxes = | | hitboxes = XV_vanessa_214k.png | ||
| damage = | | damage = | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 21 [22] | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = Upper Body: 1 to 12 (12 Frames) [Upper Body: 1 to 17 (17 Frames)] | ||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
}} | }} | ||
==== | ====214B/D during Normal and EX Punching Weaving==== | ||
{{MoveData-KOFXV | character = Vanessa | moveId = | {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_214P_214k | ||
| name = Puncher Vision ( | | name = Puncher Vision (Backward) | ||
| header = no | | header = no | ||
| version = D | | version = B or D during Puncher Weaving | ||
| orderId = 2 | | orderId = 2 | ||
| input = | | input = 4B/D during Puncher Weaving | ||
| images = | | images = XV_vanessa_214k_ima.png | ||
| hitboxes = | | hitboxes = XV_vanessa_214k2.png | ||
| damage = | | damage = | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 21 [22] | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = Upper Body: 1 to 12 (12 Frames) / Projectile Invincibility: 1 to 12 (12 Frames) [Upper Body: 1 to 17 (17 Frames)/ Projectile Invincibility: 1 to 17 (17 Frames)] | ||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
Line 972: | Line 1,031: | ||
====214BD==== | ====214BD==== | ||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_214bd | {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_214bd | ||
| name = Puncher Vision ( | | name = Puncher Vision (Backward) | ||
| header = no | | header = no | ||
| version = BD | | version = BD | ||
| orderId = 3 | | orderId = 3 | ||
| input = 214BD | | input = 214BD | ||
| images = | | images = XV_vanessa_214k_ima.png | ||
| hitboxes = | | hitboxes = XV_vanessa_214bd.png | ||
| damage = | | damage = | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 17 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = Upper Body: 1 to 11 (11 Frames) | ||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
}} | |||
===Puncher Upper=== | |||
====236B/D~6A==== | |||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_236k_6a | |||
| name = Puncher Upper | |||
| header = yes | |||
| version = Forward 6A | |||
| orderId = 1 | |||
| input = 236B/D~6A | |||
| images = XV_vanessa_236k_6a_1_ima.png, XV_vanessa_236k_6a_2_ima.png | |||
| hitboxes = XV_vanessa_236k_6a.png, XV_vanessa_236k_6a2.png, XV_vanessa_236k_6a3.png | |||
| damage = 70 (30+40) | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 10 | |||
| active = 3 (14) 3 | |||
| recovery = 20 | |||
| hitadv = Juggle - SKD (44: Tech / 71: Non-tech) | |||
| blockadv = -4 | |||
| invul = Upper Body: 1 to 7 (7 Frames) | |||
| stun = 80 (40+40) | |||
| guardDamage = 120 (60+60) | |||
}} | |||
====236BD~6A==== | |||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_236bd_6a | |||
| name = Puncher Upper | |||
| header = no | |||
| version = Forward EX 6A | |||
| orderId = 2 | |||
| input = 236BD~6A | |||
| images = XV_vanessa_236k_6a_1_ima.png, XV_vanessa_236k_6a_2_ima.png | |||
| hitboxes = XV_vanessa_236bd_6a.png, XV_vanessa_236bd_6a2.png, XV_vanessa_236bd_6a3.png | |||
| damage = 90 (40+50) | |||
| guard = Mid | |||
| cancel = | |||
| startup = 6 | |||
| active = 3 (14) 3 | |||
| recovery = 20 | |||
| hitadv = Juggle - SKD (51: Tech / 78: Non-tech) | |||
| blockadv = -6 | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 120 (60+60) | |||
}} | |||
====214B/D~6A==== | |||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_214k_6a | |||
| name = Puncher Upper | |||
| header = no | |||
| version = Backward 6A | |||
| orderId = 3 | |||
| input = 214B/D~6A | |||
| images = XV_vanessa_236k_6a_1_ima.png, XV_vanessa_236k_6a_2_ima.png | |||
| hitboxes = XV_vanessa_236k_6a.png, XV_vanessa_236k_6a2.png, XV_vanessa_236k_6a3.png | |||
| damage = 70 (30+40) | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 21 | |||
| active = 3 (14) 3 | |||
| recovery = 23 | |||
| hitadv = Juggle - SKD (41: Tech / 68: Non-tech) | |||
| blockadv = -7 | |||
| invul = Upper Body: 1 to 16 (16 Frames) | |||
| stun = 80 (40+40) | |||
| guardDamage = 120 (60+60) | |||
}} | |||
====214BD~6A==== | |||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_214bd_6a | |||
| name = Puncher Upper | |||
| header = no | |||
| version = Backward EX 6A | |||
| orderId = 4 | |||
| input = 214BD~6A | |||
| images = XV_vanessa_236k_6a_1_ima.png, XV_vanessa_236k_6a_2_ima.png | |||
| hitboxes = XV_vanessa_236bd_6a.png, XV_vanessa_236bd_6a2.png, XV_vanessa_236bd_6a3.png | |||
| damage = 90 (40+50) | |||
| guard = Mid | |||
| cancel = | |||
| startup = 21 | |||
| active = 3 (14) 3 | |||
| recovery = 23 | |||
| hitadv = Juggle - SKD (48: Tech / 75: Non-tech) | |||
| blockadv = -9 | |||
| invul = Upper Body: 1 to 16 (16 Frames) | |||
| stun = 0 | |||
| guardDamage = 120 (60+60) | |||
}} | |||
===Puncher Straight=== | |||
====236B/D~6C==== | |||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_236k_6c | |||
| name = Puncher Straight | |||
| header = yes | |||
| version = Forward 6C | |||
| orderId = 1 | |||
| input = 236B/D~6C | |||
| images = XV_vanessa_236k_6a_1_ima.png, XV_vanessa_236k_6c_ima.png | |||
| hitboxes = XV_vanessa_236k_6c.png, XV_vanessa_236k_6c2.png, XV_vanessa_236k_6c3.png | |||
| damage = 100 (40+60) | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 13 | |||
| active = 3 (12) 2 | |||
| recovery = 32 | |||
| hitadv = HKD (60) | |||
| blockadv = -15 | |||
| invul = | |||
| stun = 80 (40+40) | |||
| guardDamage = 120 (60+60) | |||
}} | |||
====236BD~6C==== | |||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_236bd_6c | |||
| name = Puncher Straight | |||
| header = no | |||
| version = Forward EX 6C | |||
| orderId = 2 | |||
| input = 236BD~6C | |||
| images = XV_vanessa_236k_6a_1_ima.png, XV_vanessa_236k_6c_ima.png | |||
| hitboxes = XV_vanessa_236bd_6c.png, XV_vanessa_236bd_6c2.png, XV_vanessa_236bd_6c3.png | |||
| damage = 116 (40+80) | |||
| guard = Mid | |||
| cancel = | |||
| startup = 9 | |||
| active = 3 (8) 2 | |||
| recovery = 34 | |||
| hitadv = HKD (58) | |||
| blockadv = -17 | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 120 (60+60) | |||
}} | |||
====214B/D~6C==== | |||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_214k_6c | |||
| name = Puncher Straight | |||
| header = no | |||
| version = Backward 6C | |||
| orderId = 3 | |||
| input = 214B/D~6C | |||
| images = XV_vanessa_236k_6c_ima.png | |||
| hitboxes = XV_vanessa_214k_6c.png | |||
| damage = 100 | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 14 | |||
| active = 3 | |||
| recovery = 30 | |||
| hitadv = HKD (61) | |||
| blockadv = -14 | |||
| invul = | |||
| stun = 60 | |||
| guardDamage = 80 | |||
}} | |||
====214BD~6C==== | |||
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_214bd_6c | |||
| name = Puncher Straight | |||
| header = no | |||
| version = Backward EX 6C | |||
| orderId = 4 | |||
| input = 214BD~6C | |||
| images = XV_vanessa_236k_6c_ima.png | |||
| hitboxes = XV_vanessa_214bd_6c.png | |||
| damage = 140 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 14 | |||
| active = 2 | |||
| recovery = 30 | |||
| hitadv = HKD (+61) | |||
| blockadv = -14 | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 120 | |||
}} | }} | ||
Line 995: | Line 1,232: | ||
===Crazy Puncher=== | ===Crazy Puncher=== | ||
====2141236A/C==== | ====2141236A/C==== | ||
{{MoveData-KOFXV | character = Vanessa | moveId = | {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_2141236p | ||
| name = Crazy Puncher | | name = Crazy Puncher | ||
| header = yes | | header = yes | ||
| version = | | version = A or C | ||
| orderId = 1 | | orderId = 1 | ||
| input = 2141236A/C | | input = 2141236A/C | ||
| images = | | images = XV_vanessa_2141236p_1_ima.png, XV_vanessa_2141236p_2_ima.png | ||
| hitboxes = | | hitboxes = XV_vanessa_2141236p.png | ||
| damage = | | damage = 190 (10+5+10+10+5*3+10*3+5+10+10+15+70) | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = advanced, climax | ||
| startup = 12 | | startup = 12 | ||
| active = | | active = 11 | ||
| recovery = | | recovery = 29 | ||
| hitadv = +41 | | hitadv = HKD (+41) | ||
| blockadv = - | | blockadv = -21 | ||
| invul = | | invul = Full Body: 1 to 4 (4 Frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
Line 1,022: | Line 1,258: | ||
| name = Crazy Puncher | | name = Crazy Puncher | ||
| header = no | | header = no | ||
| version = | | version = AC | ||
| orderId = 2 | | orderId = 2 | ||
| input = 2141236AC | | input = 2141236AC | ||
| images = | | images = XV_vanessa_2141236p_1_ima.png, XV_vanessa_2141236p_2_ima.png | ||
| hitboxes = | | hitboxes = XV_vanessa_2141236ac.png, XV_vanessa_2141236ac2.png | ||
| damage = | | damage = 340 (10*10+25+30+30+25+30+100) | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = climax | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 12 | ||
| recovery = | | recovery = 28 | ||
| hitadv = +39 | | hitadv = HKD (+39) | ||
| blockadv = - | | blockadv = -21 | ||
| invul = | | invul = Full Body: 1 to 6 (6 Frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
===Champion Puncher=== | ===Champion Puncher=== | ||
====236236A/C==== | ====236236A/C==== | ||
{{MoveData-KOFXV | character = Vanessa | moveId = | {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_236236p | ||
| name = Champion Puncher | | name = Champion Puncher | ||
| header = yes | | header = yes | ||
| version = A | | version = A or C | ||
| orderId = 1 | | orderId = 1 | ||
| input = 236236A/C | | input = 236236A/C | ||
| images = | | images = XV_vanessa_236236p_ima.png | ||
| hitboxes = | | hitboxes = XV_vanessa_236236p.png | ||
| damage = | | damage = 180 (30+30+40+80) | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = advanced, climax | ||
| startup = 9 | | startup = 9 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 33 | ||
| hitadv = +84 | | hitadv = HKD (+84) | ||
| blockadv = -17 | | blockadv = -17 | ||
| invul = | | invul = Full Body: 1 to 11 (11 Frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
Line 1,071: | Line 1,306: | ||
| orderId = 2 | | orderId = 2 | ||
| input = 236236AC | | input = 236236AC | ||
| images = | | images = XV_vanessa_236236p_ima.png | ||
| hitboxes = | | hitboxes = XV_vanessa_236236ac.png | ||
| damage = | | damage = 330 (60*3+150) | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = climax | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 26 | ||
| hitadv = +75 | | hitadv = HKD (+75) | ||
| blockadv = -10 | | blockadv = -10 | ||
| invul = | | invul = Full Body: 1 to 10 (10 Frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
Line 1,092: | Line 1,327: | ||
| name = Infinity Puncher | | name = Infinity Puncher | ||
| input = 236236AC | | input = 236236AC | ||
| images = | | images = XV_vanessa_2141236cd_ima.png | ||
| hitboxes = | | hitboxes = XV_vanessa_2141236cd_hb.png | ||
| damage = | | damage = 437 (80+14*5+13*8+90+93) Min:236 | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 4 | | startup = 4 | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 60 | ||
| hitadv = +57 | | hitadv = HKD (+57) | ||
| blockadv = -31 | | blockadv = -31 | ||
| invul = | | invul = Full Body: 1 to 5 (5 Frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]] | [[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]] |
Latest revision as of 07:48, 7 November 2024
Close Standing Normals
cl.A
Vanessa vanessa_cla | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.A
cl.A close A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 3 | 7 | +5 | +3 | - | 30 | 60 |
cl.B
Vanessa vanessa_clb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.B
cl.B close B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | - | 4 | 3 | 8 | +4 | +2 | - | 30 | 60 |
cl.C
Vanessa vanessa_clc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.C
cl.C close C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 (35+35) | Mid | command | 5 | 2 (8) 3 | 18 | +0 | -2 | - | 70 (35+35) | 120 (60+60) |
cl.D
Vanessa vanessa_cld | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.D
cl.D close D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 (40+40) | Mid | command | 5 | 2 (8) 4 | 23 | -6 | -8 | - | 80 (40+40) | 120 (60+60) |
Far Standing Normals
st.A
Vanessa vanessa_sta | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
st.A
st.A stand A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | special | 6 | 3 | 12 | +0 | -2 | - | 30 | 60 |
st.B
Vanessa vanessa_stb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
st.B
st.B stand B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | command | 5 | 3 | 14 | -2 | -4 | - | 30 | 60 |
st.C
Vanessa vanessa_stc | ||||||||||
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st.C
st.C stand C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 (35+35) | Mid | command | 7 | 2 (4) 3 | 22 | -4 | -6 | - | 70 (35+35) | 120 (60+60) |
st.D
Vanessa vanessa_std | ||||||||||
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st.D
st.D stand D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 (40+40) | Mid | super | 6 | 4 (10) 4 | 18 | -1 | -3 | - | 80 (40+40) | 120 (60+60) |
Crouch Normals
cr.A
Vanessa vanessa_cra | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2A
2A crouch A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 3 | 8 | +4 | +2 | - | 30 | 60 |
cr.B
Vanessa vanessa_crb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2B
2B crouch B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
15 | Low | command | 5 | 3 | 11 | +1 | -1 | - | 15 | 30 |
cr.C
Vanessa vanessa_crc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2C
2C crouch C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 7 | 9 | 22 | -11 | -13 | - | 70 | 120 |
cr.D
Vanessa vanessa_crd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2D
2D crouch D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | command | 7 | 5 | 23 | +21 | -9 | - | 70 | 120 |
jump normals
hop A
Vanessa vanessa_jha | ||||||||||
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jh.A
jh.A hop A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 5 | 8 | 1 on ground | - | - | - | 30 | 50 |
jump A
Vanessa vanessa_ja | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.A
j.A jump A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 5 | 10 | 1 on ground | - | - | - | 30 | 60 |
hop B
Vanessa vanessa_jhb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
jh.B
jh.B hop B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 5 | 8 | 1 on ground | - | - | - | 30 | 50 |
jump B
Vanessa vanessa_jb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.B
j.B jump B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 5 | 10 | 1 on ground | - | - | - | 30 | 60 |
hop C
Vanessa vanessa_jhc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
jh.C
jh.C hop C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 7 | 4 | 1 on ground | - | - | - | 70 | 100 |
jump C
Vanessa vanessa_jc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.C
j.C jump C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 7 | 7 | 1 on ground | - | - | - | 70 | 120 |
hop D
Vanessa vanessa_jhd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
jh.D
jh.D hop D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 7 | 5 | 1 on ground | - | - | - | 70 | 100 |
jump D
Vanessa vanessa_jd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.D
j.D jump D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 7 | 5 | 1 on ground | - | - | - | 70 | 120 |
rush moves
rush 1
Vanessa vanessa_rush1 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.AA
cl.AA rush 1 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
48 (25+25) | Mid | rush | 8 | - | - | -2 | -4 | - | 30 | 120 (60+60) |
rush 2
Vanessa vanessa_rush2 | ||||||||||
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cl.AAX
cl.AAX rush 2 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 (25+25+25) | Mid | rush | 10 | - | - | -1 | -3 | - | 30 | 180 (60+60+60) |
Command normals
One-Two Puncher
Vanessa vanessa_4/6a_raw | ||||||||||
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4/6A (when not chained into)
4/6A (when not chained into) One-Two Puncher | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 (50+40) | High | super | 22 | 2 (8) 3 | 19 | SKD (30: Tech* / 57: Non-tech) | -5 | - | 80 (40+40) | 80 (40+40) |
Vanessa vanessa_4/6a_chained | ||||||||||
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4/6A (when chained into)
4/6A (when chained into) One-Two Puncher | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
50 (30+20) | Mid | special | 8 | 3 (7) 2 | 27 | -8 | -10 | - | 80 (40+40) | 80 (40+40) |
Sliding Puncher
Vanessa vanessa_3d | ||||||||||
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3D
3D Sliding Puncher | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Low | - | 12 | 9 | 17 | SKD (23: Tech / 50: Non-tech) - Close | -7 (Close) to 1 (Max Range) | - | 60 | 80 |
Target Combo 1
Vanessa vanessa_dc | ||||||||||
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D~C
D~C Target Combo 1 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
ass | Mid | ass | 7 | 2 (4) 3 | 31 (ass) | SKD (29: Tech / 69: Non-tech) (more ass) | -15 (hey look) | - | ass | don't |
Blowback
Blowback
Vanessa vanessa_cd | ||||||||||
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CD
CD Blowback | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | special | 18 | 5 | 20 | +75~+91 | -2 | - | 100 | 160 |
ShatterStrike
Vanessa vanessa_236cd | ||||||||||
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236CD
236CD ShatterStrike | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | - | 15 | 6 | 27 | Crumple - HKD (93) | -10 | Armor: 4 to 14 (11 frames) | 0 | 200 |
AdvanceStrike
Vanessa vanessa_214cd | ||||||||||
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214CD
214CD AdvanceStrike | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 28 | 6 | 37 (on whiff) / Recovers faster on hit and block. | HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | 3 | Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | 0 | 150 |
hop CD
Vanessa vanessa_jhcd | ||||||||||
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jh.CD
jh.CD hop CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 15 | 6 | 1 on ground | SKD | - | - | 80 | 120 |
jump CD
Vanessa vanessa_jcd | ||||||||||
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j.CD
j.CD jump CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | - | 15 | 8 | 1 on ground | SKD | - | - | 80 | 120 |
Throws
Barrett Puncher (forward)
Vanessa vanessa_cthrow | ||||||||||
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(close) 4/6C
(close) 4/6C Barrett Puncher (forward) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 (10*3+70) | - | - | 1 | 1 | 0 | HKD (72) | Unblockable | - | 0 | 0 |
Clinch Puncher (back)
Vanessa vanessa_dthrow | ||||||||||
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(close) 4/6D
(close) 4/6D Clinch Puncher (back) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 (10*3+70) | - | - | 1 | 1 | 0 | HKD (30) | Unblockable | - | 0 | 0 |
Specials
Machine Gun Puncher
41236A
Vanessa vanessa_41236a | ||||||||||
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41236A
41236A Machine Gun Puncher | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
105~138 (15*3+20*0~2+60) | Mid | super | 8 | 2 (8) 2 (8) 2 (18) 1 | 25 | HKD (66) | -7 | - | 70~90 (10*3~5+40) | 70~90 (10*3~5+40) |
41236C
Vanessa vanessa_41236c | ||||||||||
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41236C
41236C Machine Gun Puncher | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
105~138 (15*3+20*0~2+60) | Mid | super | 8 | 2 (8) 2 (8) 2 (18) 1 | 25 | HKD (66) | -7 | - | 70~90 (10*3~5+40) | 70~90 (10*3~5+40) |
41236AC
Vanessa vanessa_41236ac | ||||||||||
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41236AC
41236AC Machine Gun Puncher | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
92 (8*4+10+15+40) | Mid | - | 5 | 2 (8) 2 (8) 2 (8) 2 (8) 2 (13) 2 (20) 2 | 21 | SKD (49: Tech / 76: Non-tech) | -4 | - | 0 | 110 (10*5+20+40) |
Puncher Weaving
214A/C
Vanessa vanessa_214p | ||||||||||
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214A/C or 4A/C during Puncher Vision, Hold to maintain
214A/C or 4A/C during Puncher Vision, Hold to maintain Puncher Weaving | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | - | - | - | - | 19 (Total Frames, No hold) | - | - | Upper Body: 1 to 6 (6 Frames) | - | - |
214AC
Vanessa vanessa_214ac | ||||||||||
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214AC or 4AC during EX Puncher Vision, Hold to maintain
214AC or 4AC during EX Puncher Vision, Hold to maintain Puncher Weaving | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | - | - | - | - | 15 (Total Frames, No hold) | - | - | Upper Body: 1 to 6 (6 Frames) / Projectile Invincibility until recovery. | - | - |
Dash Puncher
46A
Vanessa vanessa_46a | ||||||||||
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46A or 6A during C Puncher Weaving
46A or 6A during C Puncher Weaving Dash Puncher | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | super | 17 | 6 | 20 | SKD (41: Tech / 68: Non-tech) | -5 | Upper Body: 5 to 15 (11 Frames) | 60 | 80 |
46C
Vanessa vanessa_46c | ||||||||||
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46C or 6C during A Puncher Weaving
46C or 6C during A Puncher Weaving Dash Puncher | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | super | 30 | 6 | 17 | SKD (51: Tech / 78: Non-tech) | -4 | Upper Body: 8 to 23 (16 Frames) | 80 | 100 |
46AC
Vanessa vanessa_46ac | ||||||||||
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46AC or 6A/C during EX Puncher Weaving
46AC or 6A/C during EX Puncher Weaving Dash Puncher | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
98 (30+30+45) | Mid | - | 13 | 3 | 27 | SKD (49: Tech / 76: Non-tech) | -11 | Upper Body: 1 to 10 (10 Frames) | 0 | 120 |
Parrying Puncher
623A
Vanessa vanessa_623a | ||||||||||
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623A or 4A during C Puncher Weaving
623A or 4A during C Puncher Weaving Parrying Puncher | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | super | 10 | 3 | 32 [26] | HKD (30) [HKD (36)] | -16 [-10] | Frontal Upper Body Armor Frames: 5 to 9 (5 frames) | 60 | 80 |
623C
Vanessa vanessa_623c | ||||||||||
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623C or 4C during A Puncher Weaving
623C or 4C during A Puncher Weaving Parrying Puncher | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 10 | 3 | 28 [21] | SKD (32: Tech / 72: Non-tech) [SKD (39: Tech / 79: Non-tech)] | -12 [-5] | Frontal Upper Armor: 5 to 7 (3 frames) | 80 | 100 |
623AC
Vanessa vanessa_623ac | ||||||||||
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623AC or 4A/C during EX Puncher Weaving
623AC or 4A/C during EX Puncher Weaving Parrying Puncher | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
85 | Mid | - | 19 | 2 | 26 | Ground Bounce - HKD (71) | -9 | Frontal Upper Armor: 6 to 10 (5 frames) | 0 | 200 |
Puncher Vision
236B/D
Vanessa vanessa_236k | ||||||||||
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236B/D
236B/D Puncher Vision (Forward) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | - | - | - | - | 25 [28] | - | - | Upper Body: 1 to 14 (14 Frames) [Upper Body: 1 to 20 (20 Frames)] | - | - |
236B/D during Normal and EX Punching Weaving
Vanessa vanessa_214P_236k | ||||||||||
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6B/D during Puncher Weaving
6B/D during Puncher Weaving Puncher Vision (Forward) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | - | - | - | - | 25 [28] | - | - | Upper Body: 1 to 14 (14 Frames)/ Projectile Invincibility: 1 to 14 (14 Frames) [Upper Body: 1 to 20 (20 Frames) / Projectile Invincibility: 1 to 20 (20 Frames)] | - | - |
236BD
Vanessa vanessa_236bd | ||||||||||
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236BD
236BD Puncher Vision (Forward) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | - | - | - | - | 20 | - | - | Upper Body: 1 to 11 (11 Frames) | - | - |
214B/D
Vanessa vanessa_214k | ||||||||||
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214B/D
214B/D Puncher Vision (Backward) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | - | - | - | - | 21 [22] | - | - | Upper Body: 1 to 12 (12 Frames) [Upper Body: 1 to 17 (17 Frames)] | - | - |
214B/D during Normal and EX Punching Weaving
Vanessa vanessa_214P_214k | ||||||||||
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4B/D during Puncher Weaving
4B/D during Puncher Weaving Puncher Vision (Backward) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | - | - | - | - | 21 [22] | - | - | Upper Body: 1 to 12 (12 Frames) / Projectile Invincibility: 1 to 12 (12 Frames) [Upper Body: 1 to 17 (17 Frames)/ Projectile Invincibility: 1 to 17 (17 Frames)] | - | - |
214BD
Vanessa vanessa_214bd | ||||||||||
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214BD
214BD Puncher Vision (Backward) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | - | - | - | - | 17 | - | - | Upper Body: 1 to 11 (11 Frames) | - | - |
Puncher Upper
236B/D~6A
Vanessa vanessa_236k_6a | ||||||||||
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236B/D~6A
236B/D~6A Puncher Upper | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 (30+40) | Mid | super | 10 | 3 (14) 3 | 20 | Juggle - SKD (44: Tech / 71: Non-tech) | -4 | Upper Body: 1 to 7 (7 Frames) | 80 (40+40) | 120 (60+60) |
236BD~6A
Vanessa vanessa_236bd_6a | ||||||||||
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236BD~6A
236BD~6A Puncher Upper | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 (40+50) | Mid | - | 6 | 3 (14) 3 | 20 | Juggle - SKD (51: Tech / 78: Non-tech) | -6 | - | 0 | 120 (60+60) |
214B/D~6A
Vanessa vanessa_214k_6a | ||||||||||
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214B/D~6A
214B/D~6A Puncher Upper | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 (30+40) | Mid | super | 21 | 3 (14) 3 | 23 | Juggle - SKD (41: Tech / 68: Non-tech) | -7 | Upper Body: 1 to 16 (16 Frames) | 80 (40+40) | 120 (60+60) |
214BD~6A
Vanessa vanessa_214bd_6a | ||||||||||
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214BD~6A
214BD~6A Puncher Upper | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 (40+50) | Mid | - | 21 | 3 (14) 3 | 23 | Juggle - SKD (48: Tech / 75: Non-tech) | -9 | Upper Body: 1 to 16 (16 Frames) | 0 | 120 (60+60) |
Puncher Straight
236B/D~6C
Vanessa vanessa_236k_6c | ||||||||||
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236B/D~6C
236B/D~6C Puncher Straight | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 (40+60) | Mid | super | 13 | 3 (12) 2 | 32 | HKD (60) | -15 | - | 80 (40+40) | 120 (60+60) |
236BD~6C
Vanessa vanessa_236bd_6c | ||||||||||
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236BD~6C
236BD~6C Puncher Straight | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
116 (40+80) | Mid | - | 9 | 3 (8) 2 | 34 | HKD (58) | -17 | - | 0 | 120 (60+60) |
214B/D~6C
Vanessa vanessa_214k_6c | ||||||||||
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214B/D~6C
214B/D~6C Puncher Straight | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | super | 14 | 3 | 30 | HKD (61) | -14 | - | 60 | 80 |
214BD~6C
Vanessa vanessa_214bd_6c | ||||||||||
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214BD~6C
214BD~6C Puncher Straight | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
140 | Mid | - | 14 | 2 | 30 | HKD (+61) | -14 | - | 0 | 120 |
Supers
Crazy Puncher
2141236A/C
Vanessa vanessa_2141236p | ||||||||||
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2141236A/C
2141236A/C Crazy Puncher | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
190 (10+5+10+10+5*3+10*3+5+10+10+15+70) | Mid | advanced, climax | 12 | 11 | 29 | HKD (+41) | -21 | Full Body: 1 to 4 (4 Frames) | 0 | 0 |
2141236AC
Vanessa vanessa_2141236ac | ||||||||||
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2141236AC
2141236AC Crazy Puncher | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
340 (10*10+25+30+30+25+30+100) | Mid | climax | 5 | 12 | 28 | HKD (+39) | -21 | Full Body: 1 to 6 (6 Frames) | 0 | 0 |
Champion Puncher
236236A/C
Vanessa vanessa_236236p | ||||||||||
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236236A/C
236236A/C Champion Puncher | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
180 (30+30+40+80) | Mid | advanced, climax | 9 | 3 | 33 | HKD (+84) | -17 | Full Body: 1 to 11 (11 Frames) | 0 | 0 |
236236AC
Vanessa vanessa_236236ac | ||||||||||
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236236AC
236236AC Champion Puncher | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
330 (60*3+150) | Mid | climax | 8 | 3 | 26 | HKD (+75) | -10 | Full Body: 1 to 10 (10 Frames) | 0 | 0 |
Climax Super
Infinity Puncher
Vanessa vanessa_2141236cd | ||||||||||
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236236AC
236236AC Infinity Puncher | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
437 (80+14*5+13*8+90+93) Min:236 | Mid | - | 4 | 2 | 60 | HKD (+57) | -31 | Full Body: 1 to 5 (5 Frames) | 0 | 0 |