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The King of Fighters XV/Vanessa/Data: Difference between revisions

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Jeshter (talk | contribs)
EMRaistlin (talk | contribs)
fixed raw damage between parenthesis
 
(89 intermediate revisions by 10 users not shown)
Line 5: Line 5:
| name   = close A
| name   = close A
| input   = cl.A
| input   = cl.A
| images   = XV_placeholder.png
| images   = XV_Vanessa_c.A_ima.png
| hitboxes   = XV_placeholder.png
| 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   = 5
| 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   = XV_placeholder.png
| images   = XV_Vanessa_c.B_ima.png
| hitboxes   = XV_placeholder.png
| 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   = 6
| 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   = XV_placeholder.png
| images   = XV_vanessa_clc_1_ima.png, XV_vanessa_clc_2_ima.png
| hitboxes   = XV_placeholder.png
| 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   = XV_placeholder.png
| images   = XV_vanessa_cld_1_ima.png, XV_vanessa_cld_2_ima.png
| hitboxes   = XV_placeholder.png
| 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   = 7
| 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   = XV_placeholder.png
| 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   = XV_placeholder.png
| 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   = XV_placeholder.png
| images   = XV_Vanessa_f.C_ima1.png, XV_Vanessa_f.C_ima2.png
| hitboxes   = XV_placeholder.png
| 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   = XV_placeholder.png
| images   = XV_Vanessa_f.D_ima1.png, XV_Vanessa_f.D_ima2.png  
| hitboxes   = XV_placeholder.png
| 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   = cr.A
| input   = 2A
| images   = XV_placeholder.png
| images   = XV_Vanessa_2A_ima.png
| hitboxes   = XV_placeholder.png
| 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   = cr.B
| input   = 2B
| images   = XV_placeholder.png
| images   = XV_Vanessa_2B_ima.png
| hitboxes   = XV_placeholder.png
| 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   = 4
| 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   = cr.C
| input   = 2C
| images   = XV_placeholder.png
| images   = XV_Vanessa_2C_ima.png
| hitboxes   = XV_placeholder.png
| 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   = cr.D
| input   = 2D
| images   = XV_placeholder.png
| images   = XV_Vanessa_2D_ima.png
| hitboxes   = XV_placeholder.png
| 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   = XV_placeholder.png
| images   = XV_Vanessa_j.A_ima.png
| hitboxes   = XV_placeholder.png
| 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      = yes
| header      = no
| version   = jump A
| version   = jump A
| orderId   = 2
| orderId   = 2
| input   = j.A
| input   = j.A
| images   = XV_placeholder.png
| images   = XV_Vanessa_j.A_ima.png
| hitboxes   = XV_placeholder.png
| 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   = XV_placeholder.png
| images   = XV_Vanessa_j.B_ima.png
| hitboxes   = XV_placeholder.png
| 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   = 7
| 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      = yes
| header      = no
| version   = jump B
| version   = jump B
| orderId   = 2
| orderId   = 2
| input   = j.B
| input   = j.B
| images   = XV_placeholder.png
| images   = XV_Vanessa_j.B_ima.png
| hitboxes   = XV_placeholder.png
| 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   = 7
| 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   = XV_placeholder.png
| images   = XV_Vanessa_j.C_ima.png
| hitboxes   = XV_placeholder.png
| 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      = yes
| header      = no
| version   = jump C
| version   = jump C
| orderId   = 2
| orderId   = 2
| input   = j.C
| input   = j.C
| images   = XV_placeholder.png
| images   = XV_Vanessa_j.C_ima.png
| hitboxes   = XV_placeholder.png
| 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   = XV_placeholder.png
| images   = XV_Vanessa_j.D_ima.png
| hitboxes   = XV_placeholder.png
| 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      = yes
| header      = no
| version   = jump D
| version   = jump D
| orderId   = 2
| orderId   = 2
| input   = j.D
| input   = j.D
| images   = XV_placeholder.png
| images   = XV_Vanessa_j.D_ima.png
| hitboxes   = XV_placeholder.png
| 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_4/6a
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_4/6a_raw
| name   = One-Two Puncher
| name   = One-Two Puncher
| input   = 4/6A
| version   = Raw
| images   = XV_placeholder.png
| orderId   = 1
| hitboxes   = XV_placeholder.png
| 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   = +30
| 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   = XV_placeholder.png
| images   = XV_Vanessa_3D_ima.png
| hitboxes   = XV_placeholder.png
| 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   = +21~+29
| hitadv   = SKD (23: Tech / 50: Non-tech) - Close
| blockadv   = -9
| 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   = XV_placeholder.png
| images   = XV_Vanessa_CD_ima.png
| hitboxes   = XV_placeholder.png
| 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   = XV_placeholder.png
| images   = XV_Vanessa_236CD_ima.png
| hitboxes   = XV_placeholder.png
| 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   = +93
| 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   = XV_placeholder.png
| images   = XV_Vanessa_j.CD_ima.png
| hitboxes   = XV_placeholder.png
| 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      = yes
| header      = no
| version   = jump CD
| version   = jump CD
| orderId   = 2
| orderId   = 2
| input   = j.CD
| input   = j.CD
| images   = XV_placeholder.png
| images   = XV_Vanessa_j.CD_ima.png
| hitboxes   = XV_placeholder.png
| 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      = XV_placeholder.png
| images      = XV_vanessa_cthrow_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_vanessa_cthrow_hb.png
| damage      =  
| damage      = 100 (10*3+70)
| guard      = N/A
| guard      =  
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 0
| hitadv      = +72
| 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      = XV_placeholder.png
| images      = XV_vanessa_dthrow_ima.png
| hitboxes    = XV_placeholder.pngyeah
| hitboxes    = XV_vanessa_dthrow_hb.png
| damage      =  
| damage      = 100 (10*3+70)
| guard      = N/A
| guard      =  
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 0
| hitadv      = +30
| 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      = XV_placeholder.png
| images      = XV_vanessa_41236a_1_ima.png, XV_vanessa_41236a_2_ima.png
| hitboxes    = XV_placeholder.png
| 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    = 14
| startup    = 8
| active      =  
| active      = 2 (8) 2 (8) 2 (18) 1
| recovery    =  
| recovery    = 25
| hitadv      = +66
| 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      = XV_placeholder.png
| images      = XV_vanessa_41236a_1_ima.png, XV_vanessa_41236a_2_ima.png
| hitboxes    = XV_placeholder.png
| 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      = +66
| 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      = XV_placeholder.png
| images      = XV_vanessa_41236a_1_ima.png, XV_vanessa_41236a_2_ima.png
| hitboxes    = XV_placeholder.png
| 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      = +49
| 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      = XV_placeholder.png
| images      = XV_Vanessa_46A_1_ima.png, XV_Vanessa_46A_2_ima.png
| hitboxes    = XV_placeholder.png
| 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      = +41
| 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      = XV_placeholder.png
| images      = XV_Vanessa_46A_1_ima.png, XV_Vanessa_46A_2_ima.png
| hitboxes    = XV_placeholder.png
| 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      = +51
| 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 = vanessa_46a
{{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      = XV_placeholder.png
| images      = XV_Vanessa_46A_1_ima.png, XV_Vanessa_46A_2_ima.png
| hitboxes    = XV_placeholder.png
| 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    = 6
| startup    = 13
| active      =  
| active      = 3
| recovery    =  
| recovery    = 27
| hitadv      = +49
| 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      = XV_placeholder.png
| images      = XV_vanessa_623a_ima.png
| hitboxes    = XV_placeholder.png
| 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      = +30
| 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      = XV_placeholder.png
| images      = XV_vanessa_623c_ima.png
| hitboxes    = XV_placeholder.png
| 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      = +32
| 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      = 623A
| input      = 623AC or 4A/C during EX Puncher Weaving
| images      = XV_placeholder.png
| images      = XV_vanessa_623a_ima.png
| hitboxes    = XV_placeholder.png
| 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      = +71
| 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 (forward)===
===Puncher Vision===
====236B====
====236B/D====
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_236b
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_236k
| name        = Puncher Vision (236B)
| name        = Puncher Vision (Forward)
| header      = yes
| header      = yes
| version    = B
| version    = B or D
| orderId    = 1
| orderId    = 1
| input      = 236B
| input      = 236B/D
| images      = XV_placeholder.png
| images      = XV_vanessa_236k_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_vanessa_236k.png
| damage      =  
| damage      =  
| guard      = N/A
| 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        =
| guardDamage =
}}
 
=====Puncher Upper (236B)=====
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_236b~6a
| name        = Puncher Upper (236B)
| header      = yes
| version    =
| orderId    = 1
| input      = 236B~6A
| images      = XV_placeholder.png
| hitboxes    = XV_placeholder.png
| damage      =
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 10
| active      =
| recovery    =
| hitadv      = +44
| blockadv    = -4
| invul      =
| stun        =
| guardDamage =
}}
 
=====Puncher Straight (236B)=====
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_236b~6c
| name        = Puncher Straight (236B)
| header      = yes
| version    =
| orderId    = 2
| input      = 236B~6C
| images      = XV_placeholder.png
| hitboxes    = XV_placeholder.png
| damage      =
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 15
| active      =
| recovery    =
| hitadv      = +60
| blockadv    = -15
| invul      =
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage =  
}}
}}


====236D====
====236B/D during Normal and EX Punching Weaving====
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_236d
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_214P_236k
| name        = Puncher Vision (236D)
| name        = Puncher Vision (Forward)
| header      = no
| header      = no
| version    = D
| version    = B or D during Puncher Weaving
| orderId    = 2
| orderId    = 2
| input      = 236D
| input      = 6B/D during Puncher Weaving
| images      = XV_placeholder.png
| images      = XV_vanessa_236k_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_vanessa_236k2.png
| damage      =  
| damage      =  
| guard      = N/A
| 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        =
| guardDamage =
}}
 
=====Puncher Upper (236D)=====
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_236d~6a
| name        = Puncher Upper (236D)
| header      = yes
| version    =
| orderId    = 1
| input      = 236D~6A
| images      = XV_placeholder.png
| hitboxes    = XV_placeholder.png
| damage      =
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 10
| active      =
| recovery    =
| hitadv      = +44
| blockadv    = -4
| invul      =
| stun        =
| guardDamage =
}}
 
=====Puncher Straight (236D)=====
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_236d~6c
| name        = Puncher Straight (236D)
| header      = yes
| version    =
| orderId    = 2
| input      = 236D~6C
| images      = XV_placeholder.png
| hitboxes    = XV_placeholder.png
| damage      =
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 15
| active      =
| recovery    =
| hitadv      = +60
| blockadv    = -15
| invul      =
| 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 (forward)
| name        = Puncher Vision (Forward)
| header      = no
| header      = no
| version    = BD
| version    = BD
| orderId    = 3
| orderId    = 3
| input      = 236BD
| input      = 236BD
| images      = XV_placeholder.png
| images      = XV_vanessa_236k_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_vanessa_236bd.png
| damage      =  
| damage      =  
| guard      = N/A
| 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 =  
}}
}}


===Puncher Vision (back)===
====214B/D====
====214B====
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_214k
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_214b
| name        = Puncher Vision (Backward)
| name        = Puncher Vision (back)
| header      = yes
| header      = yes
| version    = B
| version    = B or D
| orderId    = 1
| orderId    = 1
| input      = 214B
| input      = 214B/D
| images      = XV_placeholder.png
| images      = XV_vanessa_214k_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_vanessa_214k.png
| damage      =  
| damage      =  
| guard      = N/A
| 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 =  
}}
}}


====214D====
====214B/D during Normal and EX Punching Weaving====
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_2141d
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_214P_214k
| name        = Puncher Vision (back)
| name        = Puncher Vision (Backward)
| header      = no
| header      = no
| version    = D
| version    = B or D during Puncher Weaving
| orderId    = 2
| orderId    = 2
| input      = 214D
| input      = 4B/D during Puncher Weaving
| images      = XV_placeholder.png
| images      = XV_vanessa_214k_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_vanessa_214k2.png
| damage      =  
| damage      =  
| guard      = N/A
| 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 (back)
| name        = Puncher Vision (Backward)
| header      = no
| header      = no
| version    = BD
| version    = BD
| orderId    = 3
| orderId    = 3
| input      = 214BD
| input      = 214BD
| images      = XV_placeholder.png
| images      = XV_vanessa_214k_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_vanessa_214bd.png
| damage      =  
| damage      =  
| guard      = N/A
| 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 = vanessa_2141236a/c
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_2141236p
| name        = Crazy Puncher
| name        = Crazy Puncher
| header      = yes
| header      = yes
| version    = P
| version    = A or C
| orderId    = 1
| orderId    = 1
| input      = 2141236A/C
| input      = 2141236A/C
| images      = XV_placeholder.png
| images      = XV_vanessa_2141236p_1_ima.png, XV_vanessa_2141236p_2_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_vanessa_2141236p.png
| damage      =  
| damage      = 190 (10+5+10+10+5*3+10*3+5+10+10+15+70)
| guard      = N/A
| guard      = Mid
| cancel      =  
| cancel      = advanced, climax
| startup    = 12
| startup    = 12
| active      =  
| active      = 11
| recovery    =  
| recovery    = 29
| hitadv      = +41
| hitadv      = HKD (+41)
| blockadv    = -9
| 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    = ac
| version    = AC
| orderId    = 2
| orderId    = 2
| input      = 2141236AC
| input      = 2141236AC
| images      = XV_placeholder.png
| images      = XV_vanessa_2141236p_1_ima.png, XV_vanessa_2141236p_2_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_vanessa_2141236ac.png, XV_vanessa_2141236ac2.png
| damage      =  
| damage      = 340 (10*10+25+30+30+25+30+100)
| guard      = N/A
| guard      = Mid
| cancel      =  
| cancel      = climax
| startup    = 5
| startup    = 5
| active      =  
| active      = 12
| recovery    =  
| recovery    = 28
| hitadv      = +39
| hitadv      = HKD (+39)
| blockadv    = -11
| 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 = vanessa_236236a/c
{{MoveData-KOFXV | character = Vanessa | moveId = vanessa_236236p
| name        = Champion Puncher
| name        = Champion Puncher
| header      = yes
| header      = yes
| version    = A/C
| version    = A or C
| orderId    = 1
| orderId    = 1
| input      = 236236A/C
| input      = 236236A/C
| images      = XV_placeholder.png
| images      = XV_vanessa_236236p_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_vanessa_236236p.png
| damage      =  
| damage      = 180 (30+30+40+80)
| guard      = N/A
| 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      = XV_placeholder.png
| images      = XV_vanessa_236236p_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_vanessa_236236ac.png
| damage      =  
| damage      = 330 (60*3+150)
| guard      = N/A
| 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      = XV_placeholder.png
| images      = XV_vanessa_2141236cd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_vanessa_2141236cd_hb.png
| damage      =  
| damage      = 437 (80+14*5+13*8+90+93) Min:236
| guard      = N/A
| 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

The King of Fighters XV

OverviewStrategyDataCombosReplays

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 doneGuard DamageDamage done to the guard bar when blocked
25Midcommand437+5+3-3060


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 doneGuard DamageDamage done to the guard bar when blocked
30Mid-438+4+2-3060


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 doneGuard DamageDamage done to the guard bar when blocked
70 (35+35)Midcommand52 (8) 318+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 doneGuard DamageDamage done to the guard bar when blocked
80 (40+40)Midcommand52 (8) 423-6-8-80 (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 doneGuard DamageDamage done to the guard bar when blocked
25Midspecial6312+0-2-3060


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 doneGuard DamageDamage done to the guard bar when blocked
30Midcommand5314-2-4-3060


st.C

Vanessa
vanessa_stc
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 doneGuard DamageDamage done to the guard bar when blocked
70 (35+35)Midcommand72 (4) 322-4-6-70 (35+35)120 (60+60)


st.D

Vanessa
vanessa_std
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 doneGuard DamageDamage done to the guard bar when blocked
80 (40+40)Midsuper64 (10) 418-1-3-80 (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 doneGuard DamageDamage done to the guard bar when blocked
25Midcommand438+4+2-3060


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 doneGuard DamageDamage done to the guard bar when blocked
15Lowcommand5311+1-1-1530


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 doneGuard DamageDamage done to the guard bar when blocked
70Midcommand7922-11-13-70120


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 doneGuard DamageDamage done to the guard bar when blocked
80Lowcommand7523+21-9-70120


jump normals

hop A

Vanessa
vanessa_jha
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 doneGuard DamageDamage done to the guard bar when blocked
40High-581 on ground---3050


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 doneGuard DamageDamage done to the guard bar when blocked
45High-5101 on ground---3060


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 doneGuard DamageDamage done to the guard bar when blocked
40High-581 on ground---3050


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 doneGuard DamageDamage done to the guard bar when blocked
45High-5101 on ground---3060



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 doneGuard DamageDamage done to the guard bar when blocked
70High-741 on ground---70100


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 doneGuard DamageDamage done to the guard bar when blocked
70High-771 on ground---70120


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 doneGuard DamageDamage done to the guard bar when blocked
70High-751 on ground---70100


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 doneGuard DamageDamage done to the guard bar when blocked
70High-751 on ground---70120


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 doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)Midrush8---2-4-30120 (60+60)


rush 2

Vanessa
vanessa_rush2
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 doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)Midrush10---1-3-30180 (60+60+60)


Command normals

One-Two Puncher

Vanessa
vanessa_4/6a_raw
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 doneGuard DamageDamage done to the guard bar when blocked
90 (50+40)Highsuper222 (8) 319SKD (30: Tech* / 57: Non-tech)-5-80 (40+40)80 (40+40)



Vanessa
vanessa_4/6a_chained
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 doneGuard DamageDamage done to the guard bar when blocked
50 (30+20)Midspecial83 (7) 227-8-10-80 (40+40)80 (40+40)


Sliding Puncher

Vanessa
vanessa_3d
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 doneGuard DamageDamage done to the guard bar when blocked
70Low-12917SKD (23: Tech / 50: Non-tech) - Close-7 (Close) to 1 (Max Range)-6080


Target Combo 1

Vanessa
vanessa_dc
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 doneGuard DamageDamage done to the guard bar when blocked
assMidass72 (4) 331 (ass)SKD (29: Tech / 69: Non-tech) (more ass)-15 (hey look)-assdon't


Blowback

Blowback

Vanessa
vanessa_cd
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 doneGuard DamageDamage done to the guard bar when blocked
75Midspecial18520+75~+91-2-100160


ShatterStrike

Vanessa
vanessa_236cd
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 doneGuard DamageDamage done to the guard bar when blocked
75Mid-15627Crumple - HKD (93)-10Armor: 4 to 14 (11 frames)0200


AdvanceStrike

Vanessa
vanessa_214cd
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 doneGuard DamageDamage done to the guard bar when blocked
100Mid-28637 (on whiff) / Recovers faster on hit and block.HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)3Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)0150


hop CD

Vanessa
vanessa_jhcd
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 doneGuard DamageDamage done to the guard bar when blocked
80Mid-1561 on groundSKD--80120


jump CD

Vanessa
vanessa_jcd
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 doneGuard DamageDamage done to the guard bar when blocked
90Mid-1581 on groundSKD--80120


Throws

Barrett Puncher (forward)

Vanessa
vanessa_cthrow
(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 doneGuard DamageDamage done to the guard bar when blocked
100 (10*3+70)--110HKD (72)Unblockable-00


Clinch Puncher (back)

Vanessa
vanessa_dthrow
(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 doneGuard DamageDamage done to the guard bar when blocked
100 (10*3+70)--110HKD (30)Unblockable-00


Specials

Machine Gun Puncher

41236A

Vanessa
vanessa_41236a
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 doneGuard DamageDamage done to the guard bar when blocked
105~138 (15*3+20*0~2+60)Midsuper82 (8) 2 (8) 2 (18) 125HKD (66)-7-70~90 (10*3~5+40)70~90 (10*3~5+40)


41236C

Vanessa
vanessa_41236c
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 doneGuard DamageDamage done to the guard bar when blocked
105~138 (15*3+20*0~2+60)Midsuper82 (8) 2 (8) 2 (18) 125HKD (66)-7-70~90 (10*3~5+40)70~90 (10*3~5+40)


41236AC

Vanessa
vanessa_41236ac
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 doneGuard DamageDamage done to the guard bar when blocked
92 (8*4+10+15+40)Mid-52 (8) 2 (8) 2 (8) 2 (8) 2 (13) 2 (20) 221SKD (49: Tech / 76: Non-tech)-4-0110 (10*5+20+40)


Puncher Weaving

214A/C

Vanessa
vanessa_214p
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 doneGuard DamageDamage done to the guard bar when blocked
-----19 (Total Frames, No hold)--Upper Body: 1 to 6 (6 Frames)--


214AC

Vanessa
vanessa_214ac
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 doneGuard 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
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 doneGuard DamageDamage done to the guard bar when blocked
70Midsuper17620SKD (41: Tech / 68: Non-tech)-5Upper Body: 5 to 15 (11 Frames)6080


46C

Vanessa
vanessa_46c
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 doneGuard DamageDamage done to the guard bar when blocked
90Midsuper30617SKD (51: Tech / 78: Non-tech)-4Upper Body: 8 to 23 (16 Frames)80100


46AC

Vanessa
vanessa_46ac
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 doneGuard DamageDamage done to the guard bar when blocked
98 (30+30+45)Mid-13327SKD (49: Tech / 76: Non-tech)-11Upper Body: 1 to 10 (10 Frames)0120


Parrying Puncher

623A

Vanessa
vanessa_623a
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 doneGuard DamageDamage done to the guard bar when blocked
70Midsuper10332 [26]HKD (30) [HKD (36)]-16 [-10]Frontal Upper Body Armor Frames: 5 to 9 (5 frames)6080


623C

Vanessa
vanessa_623c
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 doneGuard DamageDamage done to the guard bar when blocked
80Midsuper10328 [21]SKD (32: Tech / 72: Non-tech) [SKD (39: Tech / 79: Non-tech)]-12 [-5]Frontal Upper Armor: 5 to 7 (3 frames)80100


623AC

Vanessa
vanessa_623ac
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 doneGuard DamageDamage done to the guard bar when blocked
85Mid-19226Ground Bounce - HKD (71)-9Frontal Upper Armor: 6 to 10 (5 frames)0200


Puncher Vision

236B/D

Vanessa
vanessa_236k
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 doneGuard 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
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 doneGuard 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
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 doneGuard DamageDamage done to the guard bar when blocked
-----20--Upper Body: 1 to 11 (11 Frames)--


214B/D

Vanessa
vanessa_214k
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 doneGuard 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
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 doneGuard 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
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 doneGuard 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
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 doneGuard DamageDamage done to the guard bar when blocked
70 (30+40)Midsuper103 (14) 320Juggle - SKD (44: Tech / 71: Non-tech)-4Upper Body: 1 to 7 (7 Frames)80 (40+40)120 (60+60)


236BD~6A

Vanessa
vanessa_236bd_6a
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 doneGuard DamageDamage done to the guard bar when blocked
90 (40+50)Mid-63 (14) 320Juggle - SKD (51: Tech / 78: Non-tech)-6-0120 (60+60)


214B/D~6A

Vanessa
vanessa_214k_6a
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 doneGuard DamageDamage done to the guard bar when blocked
70 (30+40)Midsuper213 (14) 323Juggle - SKD (41: Tech / 68: Non-tech)-7Upper Body: 1 to 16 (16 Frames)80 (40+40)120 (60+60)


214BD~6A

Vanessa
vanessa_214bd_6a
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 doneGuard DamageDamage done to the guard bar when blocked
90 (40+50)Mid-213 (14) 323Juggle - SKD (48: Tech / 75: Non-tech)-9Upper Body: 1 to 16 (16 Frames)0120 (60+60)


Puncher Straight

236B/D~6C

Vanessa
vanessa_236k_6c
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 doneGuard DamageDamage done to the guard bar when blocked
100 (40+60)Midsuper133 (12) 232HKD (60)-15-80 (40+40)120 (60+60)


236BD~6C

Vanessa
vanessa_236bd_6c
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 doneGuard DamageDamage done to the guard bar when blocked
116 (40+80)Mid-93 (8) 234HKD (58)-17-0120 (60+60)


214B/D~6C

Vanessa
vanessa_214k_6c
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 doneGuard DamageDamage done to the guard bar when blocked
100Midsuper14330HKD (61)-14-6080


214BD~6C

Vanessa
vanessa_214bd_6c
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 doneGuard DamageDamage done to the guard bar when blocked
140Mid-14230HKD (+61)-14-0120


Supers

Crazy Puncher

2141236A/C

Vanessa
vanessa_2141236p
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 doneGuard DamageDamage done to the guard bar when blocked
190 (10+5+10+10+5*3+10*3+5+10+10+15+70)Midadvanced, climax121129HKD (+41)-21Full Body: 1 to 4 (4 Frames)00


2141236AC

Vanessa
vanessa_2141236ac
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 doneGuard DamageDamage done to the guard bar when blocked
340 (10*10+25+30+30+25+30+100)Midclimax51228HKD (+39)-21Full Body: 1 to 6 (6 Frames)00


Champion Puncher

236236A/C

Vanessa
vanessa_236236p
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 doneGuard DamageDamage done to the guard bar when blocked
180 (30+30+40+80)Midadvanced, climax9333HKD (+84)-17Full Body: 1 to 11 (11 Frames)00


236236AC

Vanessa
vanessa_236236ac
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 doneGuard DamageDamage done to the guard bar when blocked
330 (60*3+150)Midclimax8326HKD (+75)-10Full Body: 1 to 10 (10 Frames)00


Climax Super

Infinity Puncher

Vanessa
vanessa_2141236cd
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 doneGuard DamageDamage done to the guard bar when blocked
437 (80+14*5+13*8+90+93) Min:236Mid-4260HKD (+57)-31Full Body: 1 to 5 (5 Frames)00