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The King of Fighters XV/Vanessa: Difference between revisions

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{{CharNavbox_XV}}
{{CharNavbox_XV}}
[[File:KOFXV Vanessa Profile.png|thumb|Vanessa lives a double life between being a housewife and a mercenary agent. She is highly skilled in boxing and is able to KO her opponents with ease.<br/>Her husband and kid don't know anything about her secret activities.]]
<section begin="image"/>[[File:KOFXV Vanessa Profile.png|thumb|Vanessa lives a double life between being a housewife and a mercenary agent. She is highly skilled in boxing and is able to KO her opponents with ease.<br/>Her husband and kid don't know anything about her secret activities.
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">
<big>'''Jump:''' 40f
<br>'''Hop:''' 32f
<br>'''Backdash:''' 21f
<br>'''Run Speed Ranking:''' 2
</big></div>]]<section end="image"/>
 
{{TOClimit|3}}  
{{TOClimit|3}}  
==Movelist==
==Movelist==


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| '''0 Meter'''
| '''0 Meter'''
|
|
Placeholder<br/>
Low confirm<br/>
Placeholder<br/>
Corner<br/>
|
|
( = dmg<br/>
( 2B > 2A > 4/6A > 41236C(mash A/C) = 190 dmg<br/>
( = dmg<br/>
( 2B > 2A > 4/6A > [4]6A, 41236C(mash A/C) = 205 dmg<br/>
|-
|-
| '''1 Meter'''
| '''1 Meter'''
|
|
Placeholder<br/>
Low confirm<br/>
Placeholder<br/>
Low confirm<br/>
|
|
( = dmg<br/>
( 2B > 2A > 4/6A > 41236AC(mash A/C), [4]6A, [4]6AC, 236B~6C = 295 dmg<br/>
( = dmg<br/>
( 2B > 2A > 4/6A > 41236C(mash A/C) > 2141236A/C = 307 dmg<br/>
|-
|-
| '''2 Meters'''
| '''2 Meters'''
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==Gameplay Overview==
==Gameplay Overview==
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = {{SUBPAGENAME}} is a highly mobile rushdown character with impressive combo damage and suffocating pressure. The nature of her pushback and framedata make it so that her pressure can rarely be punished, and her mobility, unique dashes, and specials give her a good neutral game despite the lack of any projectile or easily applicable anti-air. Her unique tools let her find a situation where anything can be useful, and she truly seems like she has no weakness. That is, until she's on defense. Vanessa's defense is terrible. Between having only one real reversal (that costs two bars) and no real answer to shorthops, Vanessa finds herself having even more disadvantages against KoF's already great systemic offense, meaning you either do a wild option to get out, or stay locked in and hope for the best. Regardless, Vanessa's offense, combo game, and neutral are strong enough to more than make up for that. If you love to roll your opponents and don't care about having bad defense, this character is for you.
| intro = {{SUBPAGENAME}} is a highly mobile rushdown character with impressive combo damage, crazy neutral, and suffocating pressure. The nature of her pushback and framedata make it so that her pressure can rarely be punished. Her unique tools let her find a situation where anything can be useful, and she truly seems like she has no weakness. That is, until she's on defense. Vanessa's defense is terrible. Between having only one real reversal (that costs at least one bar and has a terrible hitbox) and terrible abare, Vanessa finds herself having even more disadvantages against KoF's already great systemic offense, meaning you either do a wild option to get out, or stay locked in and hope for the best. Vanessa's midrange also falters, with a lack of confirms and a lack of good ground buttons in general preventing her from doing much. Regardless, Vanessa's offense, combo game, and neutral are strong enough to make up for that. If you love to roll your opponents and don't care about having bad defense, this character is for you.
 
'''Vanessa is a momentum-based offensive beast who makes up for her lack of mixups with her fantastic pressure and strong combo damage.'''
| pros=
| pros=
* '''The Best Offense...''': Between stancels, speed, vision gimmicks, great lights, and her fantastic EX moves, Vanessa's pressure is the single best in the entire game. While her mixups are quite limited, her pressure makes up for that by allowing her to make an opponent flinch with ease. With many frame traps, high guard damage, ambiguous punish windows and a supermassive toolkit, Vanessa's offense is nigh insurmountable without meter.
* '''Powerful, Explosive Neutral''': Vanessa has immense mobility, some of the best jump and crouch buttons in the game, and can completely ignore the existence of projectiles. Though she is very stubby, her movement and jumping buttons make up for that in spades.
* '''Great Hitconfirms''': Vanessa's low pushback on lights and great command normal make her hitconfirms almost impossible to drop.
* '''Safejumps''': Almost every combo Vanessa does ends in a safejump and she even gets a safejump off her sweep and her overhead. Be afraid, be very afraid.
* '''Many Far Cancelable Normals''': Vanessa's only non-cancelable normal is her far D, meaning many of her otherwise unsafe moves can become ludicrously safe and turn into opportunities to reset and extend pressure.
* '''Ridiculous Offense...''': Between stancels, her speed and framedata, vision gimmicks, great lights and frametraps from them, and her fantastic EX moves, Vanessa's pressure is incredible. While her mixups are quite limited, her pressure makes up for that by allowing her to make an opponent flinch with ease. With many frame traps, high guard damage, ambiguous punish windows and a supermassive toolkit, Vanessa's offense is nigh insurmountable without meter to defend with, and even still with.
* '''Amazing Mobility''': As if Vanessa's run speed was not enough, Puncher Vision grants her an exquisite amount of unique, high crushing movement options to get around the battlefield.
* '''Great Hitconfirms''': Vanessa's low pushback on lights and great command normal make her hitconfirms almost impossible to drop from up close, and give her great time to block confirm into 214A/C. At range, her 5B and the immense speed of her EX machine gun punch allow her to hitconfirm off 2 lights.
* '''Great Neutral''': While Vanessa may lack great anti airs, her mobility, ability to ignore fireballs, and wide array of great buttons and unique specials nonetheless grants her fantastic neutral to get her game started.
*'''Strong Corner Carry''': Vanessa has a decent amount of combo options which all give her fullscreen corner carry without sacrificing oki.
* '''Incredible Meter Gain''': Vanessa's overall low meter spend on combos means she can put her meter to use where it's needed - to make her pressure and mobility as potent as it is.
* '''Incredible Meter Gain''': Vanessa's overall low meter spend on combos and high generation means she can put her meter to use where it's needed - to make her pressure and mobility as potent as it is.
| cons=
| cons=
* '''...And the Worst Defense''': Bad abare, no good answer to short hops, awful reversals (with the only real one being a 2 bar super). Vanessa essentially has ''nothing'' other than pure system mechanics to help her defensively, which makes defending ''as'' her as hard as it is to defend ''against'' her.
* '''...And Horrible Defense''': Stubby abare, inconsistent hop check, and expensive reversals. Vanessa essentially has almost ''nothing'' other than pure system mechanics to help her defensively, which makes defending ''as'' her as hard as it is to defend ''against'' her.
* '''Awful Anti Airs''': Vanessa's very slow anti air game means she lacks reactive ways to fight jumpy opponents and must pre-empt their actions instead. A very risky venture in KoF.
* '''Incredibly Punishing to Play''': Vanessa's recovery on many of her moves is so long that it's very often that dropping a combo, pressure, punish, or confirm will almost certainly be punished, oftentimes resulting in you getting hit by a full combo for something that seemed completely random (such as an air reset). Coupled with difficult execution and high APM, being 'asleep' when playing Vanessa is a surefire way to lose.
* '''Incredibly Punishing to Play''': Vanessa's whiff recovery on many of her moves is so long that it's very often that dropping a combo, pressure, punish, or confirm will almost certainly be punished, oftentimes resulting in you getting hit by a full combo for something that seemed completely random. Coupled with difficult execution and high APM, being 'asleep' when playing Vanessa is a surefire way to lose.
* '''Meter Reliance''': Vanessa relies on meter not mainly for damage, but for continued pressure. Without meter, Vanessa finds herself without many ways to open up her opponents or keep them blocking and as such has to be more creative with her stubby moveset.
* '''''Stubby''''': With the exception of her sweeps and jumping buttons, Vanessa's buttons are very small and very linear, forcing her to be cautious and pigeon-holed when it comes to neutral, abare, and even sometimes pressure. This can cause her to sometimes whiff 4/6A in the opponent's face, which can be ''reaction punished''. Additionally, her stand heavies are exquisitely terrible, and none of her buttons are good at pre-emptively stuffing hops.
}}
}}


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* Special and super cancellable.
* Special and super cancellable.
A decent fast poke that will stuff hops, but only on hop startup. It will often whiff on maximum hop arc and definitely whiff against full jumps.
A decent fast poke that will stuff hops, but only on hop startup. It will often whiff on maximum hop arc and definitely whiff against full jumps.
Whiffs on crouchers.
}}
}}


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Has more cancellable properties than stand A and also better at stuffing hops due to slightly further reach.
Has more cancellable properties than stand A and also better at stuffing hops due to slightly further reach.


Still loses to full jumps and also whiffs against crouchers.
Still can get hopped over. But it actually hits crouchers unlike stand A.
}}
}}
====Far C====
====Far C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|description=
|description=
* Command, whiff, special and super cancellable.
* Command, whiff, special and super cancellable.
An okay button. Second punch reaches further and is whiff-cancellable and will stuff hops if timed well.
Ass. Second punch reaches further and is whiff-cancellable.  


Also whiffs against crouchers.
Also whiffs against crouchers.
This button will pretty much never do anything. It sucks at stuffing, it sucks as a poke.
}}
}}
====Far D====
====Far D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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Unlike her other stand buttons it doesn't whiff against crouchers. However, it's a very slow button that even whiffs against hops which also leaves her wide open for a free punish since she can't whiff cancel it.
Unlike her other stand buttons it doesn't whiff against crouchers. However, it's a very slow button that even whiffs against hops which also leaves her wide open for a free punish since she can't whiff cancel it.
Another very bad button. You're going to see this accidentally sometimes when going for optimal combos.
However, you can use this to call out pressure resets after someone does 2 lights either after an early jump in or simply being point blank. The range is specific but it's better than nothing.
}}
}}


===Close Standing Normals===
===Close Standing Normals===
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|description=
|description=
* Command, special and super cancellable.
* Command, special and super cancellable.
A good close proximity button. Being 5f, safe on block and able to hit crouchers makes it a good button to press sometimes in a scramble.
A good close proximity button. Being 4f, safe on block and able to hit crouchers makes it a good button to press sometimes in a scramble.


Loses against hops most of the time, but can beat some neutral hops.
Loses against hops most of the time.
}}
}}
====Close B====
====Close B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|description=
|description=
* Command, special and super cancellable.
* Command, special and super cancellable.
A more inferior version to close A due to having more startup and being less plus on block.
Despite having the same startup as cl.A, it's slightly inferor due to being less plus on block.


Loses against all hops.
Loses against all hops.
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* Command, special and super cancellable.
* Command, special and super cancellable.
Other than being safe on block by itself there's little reason to use this over cl.D.
Other than being safe on block by itself there's little reason to use this over cl.D as it has more pushback and deals less damage. Mostly useful for wakeup throw OS'ing.
 
Weird proximity range makes this button a lot more risky to use as an anti hop tool than it would seem. Very inconsistent, stick to 2C for that.
}}
}}


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|description=
|description=
* Command, special and super cancellable.
* Command, special and super cancellable.
Does more damage than cl.C and is just as fast. This will be your primary button to start combos and blockstrings.
Does more damage than cl.C and is just as fast. This will be your primary button to start combos and blockstrings when running up.
}}
}}


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|description=
|description=
* Command, special and super cancellable.
* Command, special and super cancellable.
Your fastest normal tied with crouch B. It's used to hitconfirm from crouch B into 4/6A into any combo.
* Stubby.
Your fastest normal tied with cl5B. It's used to hitconfirm from crouch B into 4/6A into any combo.


Does not hit low, but is plus on block and frametraps 5f into 2D.
Does not hit low, but is plus on block and frametraps 5f into 2D.
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|description=
|description=
* Command, special and super cancellable.
* Command, special and super cancellable.
* Disjointed.
Hits low, but is a little slower and has lower range than crouch A. It's minus on block, so don't end your pressure with this button.
Hits low, but is a little slower and has lower range than crouch A. It's minus on block, so don't end your pressure with this button.
This button has abysmal range. Do not use it in neutral outside of running up with a low (and even then, that might not work well) or catching a landing.
}}
}}


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{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=vanessa_crc
|moveId=vanessa_crc
|hitboxCaptions= Frame: 7 to 8 (2 Frames), Frame: 9 to 11 (3 Frames), Frame: 12 to 15 (4 Frames)
|description=
|description=
* Command, special and super cancellable.
* Command, special and super cancellable.
Your primary anti-air tool. If timed well, it will beat all jump-ins. Even crossups.
Your primary anti-air tool. If timed well, it will beat most jump-ins. Even crossups.


On counterhit against hops it will combo into Parrying Puncher (623A/C) or Champion Puncher (236236P).
On counterhit against hops it will combo into Parrying Puncher (623A/C) or Champion Puncher (236236P).
The anti air portion of the hitbox takes a bit to come out and this normal is overall small. However, it is also incredibly active, so 2C into late canceled puncher vision is incredibly valuable for neutral.
}}
}}
====Crouch D====
====Crouch D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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By far one of your best buttons in neutral. It has the furthest range of any of her normals while also moving her forward.
By far one of your best buttons in neutral. It has the furthest range of any of her normals while also moving her forward.


Despite the fact that it's very punishable on block, you can simply ignore that by cancelling it into either Puncher Weaving (214P) or Puncher Vision Backwards (214K) to make it safe.
While it's very punishable on block, immediately cancelling it into either Puncher Weaving (214P) or Puncher Vision Backwards (214K) on block makes it safe. You also get a safejump on hit with a stancel (simply hh forward as soon as possible, delay is needed for EX).


However because of the KOF neutral triangle, hops will beat sweeps. Since crouch D is not whiff-cancellable, one single hop from your opponent will hurt real bad for you.
As of 2.41 this button is whiff cancelable, making it one of the best sweeps in the game due to its range, activity, and cancel options.
}}
}}


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|name=jump A
|name=jump A
|input=j.A
|input=j.A
|hitboxCaptions= Hop Version, Jump Version
|description2=An okay air button. Her fastest air normal which is good for jump-ins but nothing else. Is severely outclassed by pretty much every other j.A in the game.
|description2=An okay air button. Her fastest air normal which is good for jump-ins but nothing else. Is severely outclassed by pretty much every other j.A in the game.
USE THIS FOR SAFEJUMPS IF THROW OS'ING. Otherwise, your command normal followup will whiff on block.
}}
}}
====Jump B====
====Jump B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|name=jump B
|name=jump B
|input=j.B
|input=j.B
|hitboxCaptions= Hop Version, Jump Version
|description2=Your best air-to-air button, and possibly Vanessa's best anti-air in general. Hits horizontally and comes out fast at 5f.  
|description2=Your best air-to-air button, and possibly Vanessa's best anti-air in general. Hits horizontally and comes out fast at 5f.  
}}
}}
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|name=jump C
|name=jump C
|input=j.C
|input=j.C
|description2=Not very good, with few active frames and a small hitbox.
|hitboxCaptions= Hop Version, Jump Version
|description2=Horrible range and meh active frames on hop makes this quite mediocre when done from one, though still required in pressure situations due to j.D's pushback issues. However, it's a nice close range full jump normal as its activity and hitstun are favorable. Use this only for safejumps and pressure.
}}
}}
====Jump D====
====Jump D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|name=jump D
|name=jump D
|input=j.D
|input=j.D
|description2=Definitely Vanessa's best jump-in. Good horizontal range, good vertical range. Your primary starter for jump in BnBs.
|hitboxCaptions= Hop Version, Jump Version
|description2=Definitely Vanessa's best jump-in. Good horizontal range, good vertical range. Your primary starter for far jump-ins, but be warned as the pushback on this move will cause many normals to whiff on block.
}}
}}


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{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=vanessa_cd
|moveId=vanessa_cd
|description=
|description= Awful stand CD
Vanessa's Blowback (CD). Has about the same range as her stand C due to Vanessa not really moving forward. Still a pretty decent button.
Has a great hitbox in a vacuum but the horrid framedata and lack of a lunge makes it next to useless outside of pressure.
}}
}}


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|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|hitboxCaptions= Hop Version, Jump Version
|description2=Your other best button in neutral aside from crouch D. Compared to most of her buttons and especially her air buttons, j.CD has an amazing range and is vital for her pressure game since the dropkick is angled downwards.
|description2=Your other best button in neutral aside from crouch D. Compared to most of her buttons and especially her air buttons, j.CD has an amazing range and is vital for her pressure game since the dropkick is angled downwards.


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|captions= ,'''Raw''',,'''Chained'''
|captions= ,'''Raw''',,'''Chained'''
|input=4/6A
|input=4/6A
|hitboxCaptions= Raw Version, , Cancel Version,,
|description=
|description=
Just like every other command normal, there's 2 versions of this one. The raw version is a slow overhead which results in a knockdown. Primarily used to open up the opponent and then go into Quick Max. It doesn't have any other purpose as there's no other way to extend it outside of cancelling it into Quick Max.
Just like every other command normal, there's 2 versions of this one. The raw version is a quick overhead which results in a knockdown. Primarily used to open up the opponent with some chip damage as it results in a manually timed safejump opportunity.
|description2=  
|description2=  
If used during strings it instead becomes the sole reason why Vanessa's hitconfirm game is great. The duration of this move is long enough for you to tell if they blocked it or not. If it is, disengage with 214K or make yourself safe with 214P. If it hits, you get a full combo.
If used during strings it instead becomes the sole reason why Vanessa's hitconfirm game is great. The duration of this move is long enough for you to tell if they blocked it or not. If it is, disengage with 214K or make yourself safe with 214P. If it hits, you get a full combo.


Canceling the first hit of this into 214P or other specials is the single most important part of your pressure game as Vanessa, as it supplies you with low-risk high reward stagger that is incredibly hard to stop, among other things. If you want to frametrap, you will have to do 214A4C after the first hit, as the second hit has too much pushback for any frametrap to exist.
'''This normal can get you killed at times due to whiffing.''':
 
If you want to frametrap meterlessly FROM this, you will have to do 214A4C after the first hit, as the second hit has too much pushback for any frametrap to exist. To frametrap into this normal simply delay cancel from lights.
 
Be careful when cancelling cl.C or cl.D into this from a jump-in. The pushback on heavy normals is far too great and you will end up whiffing this quite often, leaving you very, very, very punishable.
 
Tends to whiff a lot at midrange connection with 2A as well. Try not to take too many risks whiff punishing with this.
 
Delaying this will allow you to frametrap, but also increase the range and situations at which this normal will whiff. Do not jump in and do two lights if planning on frametrapping with this. Simply settle for one light. If not, you can lose the game.
 


Be careful when cancelling cl.C or cl.D into this from a jump-in. The pushback on heavy normals is far too great and you will end up whiffing this quite often, leaving you very, very, very punishable.
}}
}}


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Ground fireballs like Iori's 236A/C or Terry's 236A/C will beat it.
Ground fireballs like Iori's 236A/C or Terry's 236A/C will beat it.
}}
===Target Combo 1===
{{FrameDataCargo-KOFXV
|moveId=vanessa_dc
|description= Ass
* It's ass
*
}}
}}


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|moveId=vanessa_41236a,vanessa_41236c,vanessa_41236ac
|moveId=vanessa_41236a,vanessa_41236c,vanessa_41236ac
|input=41236A/C/AC
|input=41236A/C/AC
|hitboxCaptions= Normal Version, , , EX Version
|description3=  
|description3=  


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{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=vanessa_46a,vanessa_46c,vanessa_46ac
|moveId=vanessa_46a,vanessa_46c,vanessa_46ac
|input=[4]6A/C/AC
|size=22%
|input=[4]6A/C or 6A/C during C/A Puncher Weaving<br>
[4]6AC or 6A/C during EX Puncher Weaving
|hitboxCaptions= A Version, , , C Version, , , EX Version, , During EX Puncher Weaving
|description3=  
|description3=  


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The '''A version''' travels almost half of the screen. Sees a lot of use in combos. Generally unsafe on block, but can be hard to punish at some spacings.
The '''A version''' travels almost half of the screen. Sees a lot of use in combos. Generally unsafe on block, but can be hard to punish at some spacings.
----
----
The '''C version''' travels almost the entire length of the screen. Much faster, but the slower speed makes it easier to interrupt with strikes or throws.
The '''C version''' travels almost the entire length of the screen. Moves much faster, but the slower startup makes it easier to interrupt with strikes or throws.
----
----
The '''EX version''' travels around half of the screen and hits the opponent twice before ending in an uppercut. Used for extending combos after [4]6A.
The '''EX version''' travels around half of the screen and hits the opponent twice before ending in an uppercut. Used for extending combos after [4]6A. If blocked, Vanessa does not perform the follow up punches and is left more unsafe.
}}
}}


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{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=vanessa_623a,vanessa_623c,vanessa_623ac
|moveId=vanessa_623a,vanessa_623c,vanessa_623ac
|input=623A/C/AC, 4A/C during Puncher Weaving
|size=22%
|input=623A/C or 4A/C during C/A Puncher Weaving<br>
623AC or 4A/C during EX Puncher Weaving
|hitboxCaptions= A Version, , A Version during C Puncher Weaving, C Version, , C Version during A Puncher Weaving, EX Version, , During EX Puncher Weaving
|description3=  
|description3=  


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C version is a decent anti-air. Key point on decent, as its active frames and recovery leave a lot to be desired.
C version is a decent anti-air. Key point on decent, as its active frames and recovery leave a lot to be desired.


If you use these during Punching Weaving (214P), they no longer have guard point or anti-projectile properties. They will also recover quicker (reflected in [] in the frame data).
EX version is an all you can eat buffet. The crazy range makes it great for combo extensions and even better for frametraps, as it will frametrap from all heavies from quite the distance. Though it's -9 on block, the ridiculous pushback makes this safe. This means the move is a safe frametrap that grants a juggle on hit, while also dealing ''as much guard damage as a shatter strike''. An invaluable tool in her arsenal when played on mid.


If you use these during Punching Weaving (214P), they no longer have guard point or anti-projectile properties. However, they will also recover quicker (reflected in [] in the frame data). You can use this to make guard crush setups easier to convert off.
}}
}}


===Puncher Vision (Forward)===
===Puncher Vision (Forward)===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=vanessa_236k,vanessa_236bd
|moveId=vanessa_236k,vanessa_214P_236k, vanessa_236bd
|name=Puncher Vision (Forward)
|size=20%
|input=236B/D/BD
|input=236B/D or 6B/D during Puncher Weaving
|description2=* Forward command dash
236BD
|hitboxCaptions= Normal Version, Normal Version during Puncher Weaving, EX Version
|description3=* Forward command dash
* Some low profile properties similar to [4]6A/C
* Some low profile properties similar to [4]6A/C
* Completely fireball invulnerable when done from Puncher Vision.
Core to her movement as it cancels into a multitude of followups, allowing her to move around the screen quickly while threatening other options. Can also be used for some blockstring gimmicks, but will always leave you very unsafe. EX version is fantastic for pressure as it recovers so fast you are no longer unsafe. The followups from the EX versions will also frametrap and/or blockstring from many of your moves, so it's of utmost importance to learn how to use this.
Core to her movement as it cancels into a multitude of followups, allowing her to move around the screen quickly while threatening other options. Can also be used for some blockstring gimmicks, but will always leave you very unsafe. EX version is fantastic for pressure as it recovers so fast you are no longer unsafe. The followups from the EX versions will also frametrap and/or blockstring from many of your moves, so it's of utmost importance to learn how to use this.


Normally this has low profile properties. It also gains full projectile invincibility when cancelled from Puncher Weaving.
A zoner's nightmare.


The end of the move can also be Super Cancelled.
The end of the move can also be Super Cancelled.
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===Puncher Vision (Backward)===
===Puncher Vision (Backward)===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=vanessa_214k,vanessa_214bd
|moveId=vanessa_214k, vanessa_214P_214k, vanessa_214bd
|name=Puncher Vision (Backward)
|size=20%
|input=214B/D/BD
|input=214B/D or 4B/D during Puncher Weaving
|description2= * Backward command dash
214BD
|hitboxCaptions= Normal Version, Normal Version during Puncher Weaving, EX Version
|description3= * Backward command dash
Used for retreating, and for dash movement in conjunction with the forward dash. The 6A and 6C followups off of backward command dash move very far forward, allowing her to do some shenanigans similar to that of Slayer's backstep. EX sees less use compared to the forward version, but is still a very fast and safe runaway option if needed.
Used for retreating, and for dash movement in conjunction with the forward dash. The 6A and 6C followups off of backward command dash move very far forward, allowing her to do some shenanigans similar to that of Slayer's backstep. EX sees less use compared to the forward version, but is still a very fast and safe runaway option if needed.
}}
}}


===Puncher Weaving===
===Puncher Weaving===
{{MoveData
{{FrameDataCargo-KOFXV
|image= XV_vanessa_214p_ima.png
|moveId=vanessa_214p,vanessa_214ac
|caption=
|size=20%
|name=Puncher Weaving
|input=214A/C or 4A/C during Puncher Vision<br>
|input=214A/C or 4A/C after Puncher Vision
214AC or 4AC during EX Puncher Vision<br>
|data=
Hold to maintain<br><br><be>
{{AttackData-KOFXV
|hitboxCaptions= Normal Version, , EX Version
|damage=N/A
|description2= * Vanessa ducks down slightly and starts swaying.
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=  
|description= * Vanessa ducks down slightly and starts swaying.
* useful to cancel certain things and be much safer on block.  
* useful to cancel certain things and be much safer on block.  
* By holding down the button, you get access to Puncher Weaving (Keep)
* EX version maintains a low profile, is fully projectile invulnerable and much faster to recover. It usually leaves you plus on block on cancel and can low profile many buttons but there are other options with this same ability and higher reward. It is the fastest of all these however.
* EX version usually leaves you plus on block on cancel and can low profile
* By holding down the button, you can maintain the stance.
 
* Holding A gives access to C versions and holding C to A. Holding either on 214AC gives you access to Ex versions of :
The EX version is much faster to recover and fully projectile invulnerable, and cancelling into it will usually leave you plus on block. It also has low profile, which allows you to go under a lot of fireballs and many buttons, but there are other options with this same ability and higher reward. It is the fastest of all these however.
:: '''6A/C''' Gives [[#Dash_Puncher|Dash puncher]] ([4]6A or [4]6C) correlating to button pressed.
 
:: '''4A/C''' Gives [[#Parrying_Puncher|Parrying Puncher]] (623A or 623C) correlating to button pressed.
}}
* The Puncher Vision follow-ups are irrelevant of what button you're holding and you don't have access to EX Puncher Vision.
:: '''4B/D''' Gives [[#Puncher_Vision_(Backward)|Puncher Vision (Backward)]] (214B or 214D) correlating to button pressed.
:: '''6B/D''' Gives [[#Puncher_Vision_(Forward)|Puncher Vision (Forward)]] (236B or 236D) correlating to button pressed.
}}
}}
{{MoveData
|image=
|caption=
|name=Puncher Weaving (Keep)
|input=hold A/C after Puncher Weaving
|data=
{{AttackData-KOFXV
|damage=N/A
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Holding A locks out C options and holding C locks out A options. AC gives you access to both
* EX maintains low profile until the end of the duration, but generally EX weaving is used for generating plus frames.
'''4B/D''' Gives [[The_King_of_Fighters_XV/Vanessa#Puncher_Vision_(Backward)|Puncher Vision (Backward)]] (214B or 214D) correlating to button pressed
'''6B/D''' Gives [[The_King_of_Fighters_XV/Vanessa#Puncher_Vision_(Forward)|Puncher Vision (Forward)]] (236B or 236D) correlating to button pressed


'''6A/C''' Gives [[The_King_of_Fighters_XV/Vanessa#Dash_Puncher|Dash puncher]] ([4]6A or [4]6C) correlating to button pressed
'''4A/C''' Gives [[The_King_of_Fighters_XV/Vanessa#Parrying_Puncher|Parrying Puncher]] (623A or 623C) correlating to button pressed
}}
}}
===Puncher Vision followups===
----
===Puncher Upper===
===Puncher Upper===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=vanessa_236k_6a,vanessa_236bd_6a,vanessa_214k_6a,vanessa_214bd_6a
|moveId=vanessa_236k_6a,vanessa_236bd_6a,vanessa_214k_6a,vanessa_214bd_6a
|name=Puncher Upper
|input=6A after Puncher Vision
|input=6A after Puncher Vision
|description4=* Placeholder
|hitboxCaptions= Normal Version, , , EX Version
|description4=
High reward but low range dash followup. Staple in corner BNBs, and frametraps from stand CD 236B. EX version is fantastic for pressure as you can create many high guard damage blockstring setups due to its blistering speed. Can cancel into 214B/D if blocked to retreat, or 214A/C for safety. EX version can only cancel into normal stancels on hit, another half bar will need to be spent on block.
High reward but low range dash followup. Staple in corner BNBs, and frametraps from stand CD 236B. EX version is fantastic for pressure as you can create many high guard damage blockstring setups due to its blistering speed. Can cancel into 214B/D if blocked to retreat, or 214A/C for safety. EX version can only cancel into normal stancels on hit, another half bar will need to be spent on block.
}}
}}
Line 462: Line 496:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=vanessa_236k_6c,vanessa_236bd_6c,vanessa_214k_6c,vanessa_214bd_6c
|moveId=vanessa_236k_6c,vanessa_236bd_6c,vanessa_214k_6c,vanessa_214bd_6c
|name=Puncher Straight
|input=6C after Puncher Vision
|input=6C after Puncher Vision
|description4=* Placeholder
|hitboxCaptions= Normal Version during 236B/D, , , EX Version during 236BD, , , Normal Version during 214B/D, EX Version during 214BD
Low reward but high range followup. Doesn't see much use cause of its incredibly slow speed. EX version is useful midscreen but much more useful in pressure due to its blockstun, chip damage, guard damage, and frame trapping ability. Can cancel into 214B/D and 214A/C as well, but cancelling into another 236B/D on hit gets her very close quickly for great okizeme. As per usual, EX version is not cancelable into normal stancels on block. Canceling the backward vision version into weaving 4A/C is your main corner combo ender.
|description4=
}}
Low reward but high range followup. Doesn't see much use oustide of combos cause of its incredibly slow speed. EX version is useful midscreen but much more useful in pressure due to its blockstun, chip damage, guard damage, and frame trapping ability. Can cancel into 214B/D and 214A/C as well, but cancelling into another 236B/D on hit gets her very close quickly for great okizeme. As per usual, EX version is not cancelable into normal stancels on block. Canceling the backward vision version into weaving 4A/C is your main corner combo ender.


===Puncher Weaving (Vision)===
EX version has an anywhere juggle, but it's quite hard to get this from an air to air. Instead, utilize this (done as late as possible) to get a 200 damage anti air that HKDs off 2C.
{{MoveData
|image=
|caption=
|name=Puncher Weaving (Vision)
|input=4A/C after Puncher Vision
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * [[The_King_of_Fighters_XV/Vanessa#Puncher Weaving|Details and data can be found here]]
}}
}}
}}


Line 495: Line 510:
|name=Crazy Puncher
|name=Crazy Puncher
|input=2141236A/C/AC
|input=2141236A/C/AC
|description2=* Highest damage combo ender, but very hard to get off from a special cancel.
|hitboxCaptions= Normal Version, Max Version
|description2=* Highest damage combo ender. If you're gonna spend meter for a super, be sure to pick this one.
}}
}}


Line 503: Line 519:
|name=Champion Puncher
|name=Champion Puncher
|input=236236A/C/AC
|input=236236A/C/AC
|description2=* Much easier combo ender with lower damage. Still gives a safejump with 5CD 236D.
|hitboxCaptions= Normal Version, Max Version
|description2=* Much easier combo ender with lower damage, and the is one of your two only true reversals. Normal version grants a safejump with 5CD 236D > full jump.
}}
}}


Line 511: Line 528:
|moveId=vanessa_2141236cd
|moveId=vanessa_2141236cd
|input=2141236CD
|input=2141236CD
|description=* It's a Climax.
|description=* It's a Climax, and also Vanessa's second true reversal. Not much to say about this one aside of it being a decent meter dump finisher.
}}
}}


==Misc==
==Misc==


{{Colors-KOFXV}}
==Videos==
==Videos==
{{#ev:youtube|fb3ldoiHIIg|||'''Vanessa Reveal Trailer'''|frame}}
{{#ev:youtube|fb3ldoiHIIg|||'''Vanessa Reveal Trailer'''|frame}}

Latest revision as of 13:46, 12 December 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Vanessa lives a double life between being a housewife and a mercenary agent. She is highly skilled in boxing and is able to KO her opponents with ease.
Her husband and kid don't know anything about her secret activities.
Jump: 40f
Hop: 32f
Backdash: 21f
Run Speed Ranking: 2

Movelist

Throws

Barrett Puncher (Forward) - / +

Clinch Puncher (Backward) - / +

Command Normals

One Two Puncher - / +

Sliding Puncher - +

Special Moves

Machine Gun Puncher - + / (*)

Dash Puncher - ~ + / (*)

Parrying Puncher - + / (*)

Puncher Vision (Forward) - + / (*)

Puncher Upper - +
Puncher Straight - +
Puncher Weaving - + /

Puncher Vision (Backward) - + / (*)

Puncher Upper - +
Puncher Straight - +
Puncher Weaving - + /

Puncher Weaving - + / (*)

Puncher Weaving (Keep) - Hold /
Dash Puncher - + /
Parrying Puncher - + /
Puncher Vision (Forward) - + /
Puncher Vision (Backward) - + /

Super Special Moves

Crazy Puncher - + / (!)

Champion Puncher - + / (!)

Climax Super Special Moves

Infinity Puncher - + +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Low confirm
Corner

( 2B > 2A > 4/6A > 41236C(mash A/C) = 190 dmg
( 2B > 2A > 4/6A > [4]6A, 41236C(mash A/C) = 205 dmg

1 Meter

Low confirm
Low confirm

( 2B > 2A > 4/6A > 41236AC(mash A/C), [4]6A, [4]6AC, 236B~6C = 295 dmg
( 2B > 2A > 4/6A > 41236C(mash A/C) > 2141236A/C = 307 dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Vanessa is a highly mobile rushdown character with impressive combo damage, crazy neutral, and suffocating pressure. The nature of her pushback and framedata make it so that her pressure can rarely be punished. Her unique tools let her find a situation where anything can be useful, and she truly seems like she has no weakness. That is, until she's on defense. Vanessa's defense is terrible. Between having only one real reversal (that costs at least one bar and has a terrible hitbox) and terrible abare, Vanessa finds herself having even more disadvantages against KoF's already great systemic offense, meaning you either do a wild option to get out, or stay locked in and hope for the best. Vanessa's midrange also falters, with a lack of confirms and a lack of good ground buttons in general preventing her from doing much. Regardless, Vanessa's offense, combo game, and neutral are strong enough to make up for that. If you love to roll your opponents and don't care about having bad defense, this character is for you.

Vanessa is a momentum-based offensive beast who makes up for her lack of mixups with her fantastic pressure and strong combo damage.
Pros Cons
  • Powerful, Explosive Neutral: Vanessa has immense mobility, some of the best jump and crouch buttons in the game, and can completely ignore the existence of projectiles. Though she is very stubby, her movement and jumping buttons make up for that in spades.
  • Safejumps: Almost every combo Vanessa does ends in a safejump and she even gets a safejump off her sweep and her overhead. Be afraid, be very afraid.
  • Ridiculous Offense...: Between stancels, her speed and framedata, vision gimmicks, great lights and frametraps from them, and her fantastic EX moves, Vanessa's pressure is incredible. While her mixups are quite limited, her pressure makes up for that by allowing her to make an opponent flinch with ease. With many frame traps, high guard damage, ambiguous punish windows and a supermassive toolkit, Vanessa's offense is nigh insurmountable without meter to defend with, and even still with.
  • Great Hitconfirms: Vanessa's low pushback on lights and great command normal make her hitconfirms almost impossible to drop from up close, and give her great time to block confirm into 214A/C. At range, her 5B and the immense speed of her EX machine gun punch allow her to hitconfirm off 2 lights.
  • Strong Corner Carry: Vanessa has a decent amount of combo options which all give her fullscreen corner carry without sacrificing oki.
  • Incredible Meter Gain: Vanessa's overall low meter spend on combos and high generation means she can put her meter to use where it's needed - to make her pressure and mobility as potent as it is.
  • ...And Horrible Defense: Stubby abare, inconsistent hop check, and expensive reversals. Vanessa essentially has almost nothing other than pure system mechanics to help her defensively, which makes defending as her as hard as it is to defend against her.
  • Incredibly Punishing to Play: Vanessa's recovery on many of her moves is so long that it's very often that dropping a combo, pressure, punish, or confirm will almost certainly be punished, oftentimes resulting in you getting hit by a full combo for something that seemed completely random (such as an air reset). Coupled with difficult execution and high APM, being 'asleep' when playing Vanessa is a surefire way to lose.
  • Meter Reliance: Vanessa relies on meter not mainly for damage, but for continued pressure. Without meter, Vanessa finds herself without many ways to open up her opponents or keep them blocking and as such has to be more creative with her stubby moveset.
  • Stubby: With the exception of her sweeps and jumping buttons, Vanessa's buttons are very small and very linear, forcing her to be cautious and pigeon-holed when it comes to neutral, abare, and even sometimes pressure. This can cause her to sometimes whiff 4/6A in the opponent's face, which can be reaction punished. Additionally, her stand heavies are exquisitely terrible, and none of her buttons are good at pre-emptively stuffing hops.


Normals

Far Standing Normals

Far A

stand A
st.A
st.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid special 6 3 12 +0 -2 - 30 60
  • Special and super cancellable.

A decent fast poke that will stuff hops, but only on hop startup. It will often whiff on maximum hop arc and definitely whiff against full jumps.

Whiffs on crouchers.

Far B

stand B
st.B
st.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 5 3 14 -2 -4 - 30 60
  • Command, whiff, special and super cancellable.

Has more cancellable properties than stand A and also better at stuffing hops due to slightly further reach.

Still can get hopped over. But it actually hits crouchers unlike stand A.

Far C

stand C
st.C
st.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 (35+35) Mid command 7 2 (4) 3 22 -4 -6 - 70 (35+35) 120 (60+60)
  • Command, whiff, special and super cancellable.

Ass. Second punch reaches further and is whiff-cancellable.

Also whiffs against crouchers.

This button will pretty much never do anything. It sucks at stuffing, it sucks as a poke.

Far D

stand D
st.D
st.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 (40+40) Mid super 6 4 (10) 4 18 -1 -3 - 80 (40+40) 120 (60+60)
  • Super cancellable.

Another two hit button. Just like stand C, the second punch reaches further only because Vanessa herself moves forward as well. Despite that, it's still a very short ranged button with little space control.

Unlike her other stand buttons it doesn't whiff against crouchers. However, it's a very slow button that even whiffs against hops which also leaves her wide open for a free punish since she can't whiff cancel it.

Another very bad button. You're going to see this accidentally sometimes when going for optimal combos.

However, you can use this to call out pressure resets after someone does 2 lights either after an early jump in or simply being point blank. The range is specific but it's better than nothing.

Close Standing Normals

Close A

close A
cl.A
cl.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 7 +5 +3 - 30 60
  • Command, special and super cancellable.

A good close proximity button. Being 4f, safe on block and able to hit crouchers makes it a good button to press sometimes in a scramble.

Loses against hops most of the time.

Close B

close B
cl.B
cl.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid - 4 3 8 +4 +2 - 30 60
  • Command, special and super cancellable.

Despite having the same startup as cl.A, it's slightly inferor due to being less plus on block.

Loses against all hops.

Close C

close C
cl.C
cl.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 (35+35) Mid command 5 2 (8) 3 18 +0 -2 - 70 (35+35) 120 (60+60)
  • Command, special and super cancellable.

Other than being safe on block by itself there's little reason to use this over cl.D as it has more pushback and deals less damage. Mostly useful for wakeup throw OS'ing.

Weird proximity range makes this button a lot more risky to use as an anti hop tool than it would seem. Very inconsistent, stick to 2C for that.

Close D

close D
cl.D
cl.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 (40+40) Mid command 5 2 (8) 4 23 -6 -8 - 80 (40+40) 120 (60+60)
  • Command, special and super cancellable.

Does more damage than cl.C and is just as fast. This will be your primary button to start combos and blockstrings when running up.

Crouch Normals

Crouch A

crouch A
2A
2A

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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 8 +4 +2 - 30 60
  • Command, special and super cancellable.
  • Stubby.

Your fastest normal tied with cl5B. It's used to hitconfirm from crouch B into 4/6A into any combo.

Does not hit low, but is plus on block and frametraps 5f into 2D.

Crouch B

crouch B
2B
2B

An old warcrime.

An old warcrime.

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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low command 5 3 11 +1 -1 - 15 30
  • Command, special and super cancellable.

Hits low, but is a little slower and has lower range than crouch A. It's minus on block, so don't end your pressure with this button.

This button has abysmal range. Do not use it in neutral outside of running up with a low (and even then, that might not work well) or catching a landing.

Crouch C

crouch C
2C
2C

Frame: 7 to 8 (2 Frames)
Frame: 9 to 11 (3 Frames)
Frame: 12 to 15 (4 Frames)

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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 7 9 22 -11 -13 - 70 120
  • Command, special and super cancellable.

Your primary anti-air tool. If timed well, it will beat most jump-ins. Even crossups.

On counterhit against hops it will combo into Parrying Puncher (623A/C) or Champion Puncher (236236P).

The anti air portion of the hitbox takes a bit to come out and this normal is overall small. However, it is also incredibly active, so 2C into late canceled puncher vision is incredibly valuable for neutral.

Crouch D

crouch D
2D
2D

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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low command 7 5 23 +21 -9 - 70 120
  • Command, special and super cancellable.

By far one of your best buttons in neutral. It has the furthest range of any of her normals while also moving her forward.

While it's very punishable on block, immediately cancelling it into either Puncher Weaving (214P) or Puncher Vision Backwards (214K) on block makes it safe. You also get a safejump on hit with a stancel (simply hh forward as soon as possible, delay is needed for EX).

As of 2.41 this button is whiff cancelable, making it one of the best sweeps in the game due to its range, activity, and cancel options.

Jump Normals

Jump A

jump A
j.A
j.A

Hop Version
Jump Version

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop A hop A

40 High - 5 8 1 on ground - - - 30 50

jump A jump A

45 High - 5 10 1 on ground - - - 30 60

An okay air button. Her fastest air normal which is good for jump-ins but nothing else. Is severely outclassed by pretty much every other j.A in the game.

USE THIS FOR SAFEJUMPS IF THROW OS'ING. Otherwise, your command normal followup will whiff on block.

Jump B

jump B
j.B
j.B

Hop Version
Jump Version

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop B hop B

40 High - 5 8 1 on ground - - - 30 50

jump B jump B

45 High - 5 10 1 on ground - - - 30 60

Your best air-to-air button, and possibly Vanessa's best anti-air in general. Hits horizontally and comes out fast at 5f.

Jump C

jump C
j.C
j.C

Hop Version
Jump Version

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop C hop C

70 High - 7 4 1 on ground - - - 70 100

jump C jump C

70 High - 7 7 1 on ground - - - 70 120

Horrible range and meh active frames on hop makes this quite mediocre when done from one, though still required in pressure situations due to j.D's pushback issues. However, it's a nice close range full jump normal as its activity and hitstun are favorable. Use this only for safejumps and pressure.

Jump D

jump D
j.D
j.D

Hop Version
Jump Version

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop D hop D

70 High - 7 5 1 on ground - - - 70 100

jump D jump D

70 High - 7 5 1 on ground - - - 70 120

Definitely Vanessa's best jump-in. Good horizontal range, good vertical range. Your primary starter for far jump-ins, but be warned as the pushback on this move will cause many normals to whiff on block.

Rush Moves

rush
cl.AA/cl.AAX
cl.AA/cl.AAX
Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid rush 8 - - -2 -4 - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid rush 10 - - -1 -3 - 30 180 (60+60+60)
  • Placeholder

Blowback

Blowback

Blowback
CD
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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 18 5 20 +75~+91 -2 - 100 160

Awful stand CD Has a great hitbox in a vacuum but the horrid framedata and lack of a lunge makes it next to useless outside of pressure.

ShatterStrike

ShatterStrike
236CD
236CD

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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple - HKD (93) -10 Armor: 4 to 14 (11 frames) 0 200
  • Has guard points, but not frame 1.
  • Raw hit on grounded opponent results in a crumple which can't be extended by normals.
  • Air hit results in wall bounce.
  • If used during combos it will cause a crumple that can be extended by normals.

The universal mechanic shared by every character using their own CD animations. Costs 1 bar to use, but refunds half a bar on a successful hit. Does great guard damage as well.

jump CD

jump CD
j.CD
j.CD

Hop Version
Jump Version

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop CD hop CD

80 Mid - 15 6 1 on ground SKD - - 80 120

jump CD jump CD

90 Mid - 15 8 1 on ground SKD - - 80 120

Your other best button in neutral aside from crouch D. Compared to most of her buttons and especially her air buttons, j.CD has an amazing range and is vital for her pressure game since the dropkick is angled downwards.

On counterhit you can follow up with Dash Puncher ([4]6A) where the ender varies depending on if you're midscreen on in the corner.

Throws

Barrett Puncher

Barrett Puncher
(close) 4/6C
(close) 4/6C

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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 (10*3+70) - - 1 1 0 HKD (72) Unblockable - 0 0
  • Placeholder

Clinch Puncher

Clinch Puncher
(close) 4/6D
(close) 4/6D

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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 (10*3+70) - - 1 1 0 HKD (30) Unblockable - 0 0
  • Placeholder

Command Moves

One-Two Puncher
4/6A
4/6A

Raw
Chained

Raw Version
Cancel Version
Chained

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

Raw Raw

90 (50+40) High super 22 2 (8) 3 19 SKD (30: Tech* / 57: Non-tech) -5 - 80 (40+40) 80 (40+40)

Just like every other command normal, there's 2 versions of this one. The raw version is a quick overhead which results in a knockdown. Primarily used to open up the opponent with some chip damage as it results in a manually timed safejump opportunity.

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

Canceled into Canceled into

50 (30+20) Mid special 8 3 (7) 2 27 -8 -10 - 80 (40+40) 80 (40+40)

If used during strings it instead becomes the sole reason why Vanessa's hitconfirm game is great. The duration of this move is long enough for you to tell if they blocked it or not. If it is, disengage with 214K or make yourself safe with 214P. If it hits, you get a full combo.

This normal can get you killed at times due to whiffing.:

If you want to frametrap meterlessly FROM this, you will have to do 214A4C after the first hit, as the second hit has too much pushback for any frametrap to exist. To frametrap into this normal simply delay cancel from lights.

Be careful when cancelling cl.C or cl.D into this from a jump-in. The pushback on heavy normals is far too great and you will end up whiffing this quite often, leaving you very, very, very punishable.

Tends to whiff a lot at midrange connection with 2A as well. Try not to take too many risks whiff punishing with this.

Delaying this will allow you to frametrap, but also increase the range and situations at which this normal will whiff. Do not jump in and do two lights if planning on frametrapping with this. Simply settle for one light. If not, you can lose the game.


Sliding Puncher
3D
3D

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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Low - 12 9 17 SKD (23: Tech / 50: Non-tech) - Close -7 (Close) to 1 (Max Range) - 60 80

A great low profile sweep. Can be used to slide under high pokes or fireballs. But unlike crouch D it's not special cancellable, so make sure to space it properly so it becomes safe.

Ground fireballs like Iori's 236A/C or Terry's 236A/C will beat it.


Target Combo 1

Target Combo 1
D~C
D~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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
ass Mid ass 7 2 (4) 3 31 (ass) SKD (29: Tech / 69: Non-tech) (more ass) -15 (hey look) - ass don't

Ass

  • It's ass

Special Moves

Machine Gun Puncher

Machine Gun Puncher
41236A/C/AC
41236A/C/AC

Normal Version
EX Version

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

105~138 (15*3+20*0~2+60) Mid super 8 2 (8) 2 (8) 2 (18) 1 25 HKD (66) -7 - 70~90 (10*3~5+40) 70~90 (10*3~5+40)

C C

105~138 (15*3+20*0~2+60) Mid super 8 2 (8) 2 (8) 2 (18) 1 25 HKD (66) -7 - 70~90 (10*3~5+40) 70~90 (10*3~5+40)

AC AC

92 (8*4+10+15+40) Mid - 5 2 (8) 2 (8) 2 (8) 2 (8) 2 (13) 2 (20) 2 21 SKD (49: Tech / 76: Non-tech) -4 - 0 110 (10*5+20+40)

Main combo tool. Mashing punches during the duration of the move adds hits and damage, which should be done always. Unsafe but the pushback can make it an awkward punish.


The A version and C version are functionally identical, while the EX version has more hits and ends in a launcher instead of a knockdown.

Dash Puncher

Dash Puncher

[4]6A/C or 6A/C during C/A Puncher Weaving

[4]6AC or 6A/C during EX Puncher Weaving

[4]6A/C or 6A/C during C/A Puncher Weaving

[4]6AC or 6A/C during EX Puncher Weaving

A Version
C Version
EX Version
During EX Puncher Weaving

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

70 Mid super 17 6 20 SKD (41: Tech / 68: Non-tech) -5 Upper Body: 5 to 15 (11 Frames) 60 80

C C

90 Mid super 30 6 17 SKD (51: Tech / 78: Non-tech) -4 Upper Body: 8 to 23 (16 Frames) 80 100

AC AC

98 (30+30+45) Mid - 13 3 27 SKD (49: Tech / 76: Non-tech) -11 Upper Body: 1 to 10 (10 Frames) 0 120

Anti-zoning and combo tool. Vanessa lowers her body to the ground and travels forward before rising with an uppercut. Low profiles only projectiles while travelling. This is your main combo starter and zoner killer.


The A version travels almost half of the screen. Sees a lot of use in combos. Generally unsafe on block, but can be hard to punish at some spacings.


The C version travels almost the entire length of the screen. Moves much faster, but the slower startup makes it easier to interrupt with strikes or throws.


The EX version travels around half of the screen and hits the opponent twice before ending in an uppercut. Used for extending combos after [4]6A. If blocked, Vanessa does not perform the follow up punches and is left more unsafe.

Parrying Puncher

Parrying Puncher

623A/C or 4A/C during C/A Puncher Weaving

623AC or 4A/C during EX Puncher Weaving

623A/C or 4A/C during C/A Puncher Weaving

623AC or 4A/C during EX Puncher Weaving

A Version
A Version during C Puncher Weaving
C Version
C Version during A Puncher Weaving
EX Version
During EX Puncher Weaving

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

70 Mid super 10 3 32 [26] HKD (30) [HKD (36)] -16 [-10] Frontal Upper Body Armor Frames: 5 to 9 (5 frames) 60 80

C C

80 Mid super 10 3 28 [21] SKD (32: Tech / 72: Non-tech) [SKD (39: Tech / 79: Non-tech)] -12 [-5] Frontal Upper Armor: 5 to 7 (3 frames) 80 100

AC AC

85 Mid - 19 2 26 Ground Bounce - HKD (71) -9 Frontal Upper Armor: 6 to 10 (5 frames) 0 200

A hook with guard point property. A version can negate projectiles, C version can reflect projectiles.

C version is a decent anti-air. Key point on decent, as its active frames and recovery leave a lot to be desired.

EX version is an all you can eat buffet. The crazy range makes it great for combo extensions and even better for frametraps, as it will frametrap from all heavies from quite the distance. Though it's -9 on block, the ridiculous pushback makes this safe. This means the move is a safe frametrap that grants a juggle on hit, while also dealing as much guard damage as a shatter strike. An invaluable tool in her arsenal when played on mid.

If you use these during Punching Weaving (214P), they no longer have guard point or anti-projectile properties. However, they will also recover quicker (reflected in [] in the frame data). You can use this to make guard crush setups easier to convert off.

Puncher Vision (Forward)

Puncher Vision (Forward)

236B/D or 6B/D during Puncher Weaving

236BD

236B/D or 6B/D during Puncher Weaving

236BD

Normal Version
Normal Version during Puncher Weaving
EX Version

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B or D B or D

- - - - - 25 [28] - - Upper Body: 1 to 14 (14 Frames) [Upper Body: 1 to 20 (20 Frames)] - -

B or D during Puncher Weaving B or D during Puncher Weaving

- - - - - 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)] - -

BD BD

- - - - - 20 - - Upper Body: 1 to 11 (11 Frames) - -
  • Forward command dash
  • Some low profile properties similar to [4]6A/C
  • Completely fireball invulnerable when done from Puncher Vision.

Core to her movement as it cancels into a multitude of followups, allowing her to move around the screen quickly while threatening other options. Can also be used for some blockstring gimmicks, but will always leave you very unsafe. EX version is fantastic for pressure as it recovers so fast you are no longer unsafe. The followups from the EX versions will also frametrap and/or blockstring from many of your moves, so it's of utmost importance to learn how to use this.

A zoner's nightmare.

The end of the move can also be Super Cancelled.

Puncher Vision (Backward)

Puncher Vision (Backward)

214B/D or 4B/D during Puncher Weaving

214BD

214B/D or 4B/D during Puncher Weaving

214BD

Normal Version
Normal Version during Puncher Weaving
EX Version

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B or D B or D

- - - - - 21 [22] - - Upper Body: 1 to 12 (12 Frames) [Upper Body: 1 to 17 (17 Frames)] - -

B or D during Puncher Weaving B or D during Puncher Weaving

- - - - - 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)] - -

BD BD

- - - - - 17 - - Upper Body: 1 to 11 (11 Frames) - -
  • Backward command dash

Used for retreating, and for dash movement in conjunction with the forward dash. The 6A and 6C followups off of backward command dash move very far forward, allowing her to do some shenanigans similar to that of Slayer's backstep. EX sees less use compared to the forward version, but is still a very fast and safe runaway option if needed.

Puncher Weaving

Puncher Weaving

214A/C or 4A/C during Puncher Vision
214AC or 4AC during EX Puncher Vision

Hold to maintain

<be>

214A/C or 4A/C during Puncher Vision
214AC or 4AC during EX Puncher Vision

Hold to maintain

<be>

Normal Version
EX Version

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

- - - - - 19 (Total Frames, No hold) - - Upper Body: 1 to 6 (6 Frames) - -

AC AC

- - - - - 15 (Total Frames, No hold) - - Upper Body: 1 to 6 (6 Frames) / Projectile Invincibility until recovery. - -
  • Vanessa ducks down slightly and starts swaying.
  • useful to cancel certain things and be much safer on block.
  • EX version maintains a low profile, is fully projectile invulnerable and much faster to recover. It usually leaves you plus on block on cancel and can low profile many buttons but there are other options with this same ability and higher reward. It is the fastest of all these however.
  • By holding down the button, you can maintain the stance.
  • Holding A gives access to C versions and holding C to A. Holding either on 214AC gives you access to Ex versions of :
6A/C Gives Dash puncher ([4]6A or [4]6C) correlating to button pressed.
4A/C Gives Parrying Puncher (623A or 623C) correlating to button pressed.
  • The Puncher Vision follow-ups are irrelevant of what button you're holding and you don't have access to EX Puncher Vision.
4B/D Gives Puncher Vision (Backward) (214B or 214D) correlating to button pressed.
6B/D Gives Puncher Vision (Forward) (236B or 236D) correlating to button pressed.

Puncher Upper

Puncher Upper
6A after Puncher Vision
6A after Puncher Vision

Normal Version
EX Version

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

Forward 6A Forward 6A

70 (30+40) Mid super 10 3 (14) 3 20 Juggle - SKD (44: Tech / 71: Non-tech) -4 Upper Body: 1 to 7 (7 Frames) 80 (40+40) 120 (60+60)

Forward EX 6A Forward EX 6A

90 (40+50) Mid - 6 3 (14) 3 20 Juggle - SKD (51: Tech / 78: Non-tech) -6 - 0 120 (60+60)

Backward 6A Backward 6A

70 (30+40) Mid super 21 3 (14) 3 23 Juggle - SKD (41: Tech / 68: Non-tech) -7 Upper Body: 1 to 16 (16 Frames) 80 (40+40) 120 (60+60)

Backward EX 6A Backward EX 6A

90 (40+50) Mid - 21 3 (14) 3 23 Juggle - SKD (48: Tech / 75: Non-tech) -9 Upper Body: 1 to 16 (16 Frames) 0 120 (60+60)

High reward but low range dash followup. Staple in corner BNBs, and frametraps from stand CD 236B. EX version is fantastic for pressure as you can create many high guard damage blockstring setups due to its blistering speed. Can cancel into 214B/D if blocked to retreat, or 214A/C for safety. EX version can only cancel into normal stancels on hit, another half bar will need to be spent on block.

Puncher Straight

Puncher Straight
6C after Puncher Vision
6C after Puncher Vision

Normal Version during 236B/D
EX Version during 236BD
Normal Version during 214B/D
EX Version during 214BD

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

Forward 6C Forward 6C

100 (40+60) Mid super 13 3 (12) 2 32 HKD (60) -15 - 80 (40+40) 120 (60+60)

Forward EX 6C Forward EX 6C

116 (40+80) Mid - 9 3 (8) 2 34 HKD (58) -17 - 0 120 (60+60)

Backward 6C Backward 6C

100 Mid super 14 3 30 HKD (61) -14 - 60 80

Backward EX 6C Backward EX 6C

140 Mid - 14 2 30 HKD (+61) -14 - 0 120

Low reward but high range followup. Doesn't see much use oustide of combos cause of its incredibly slow speed. EX version is useful midscreen but much more useful in pressure due to its blockstun, chip damage, guard damage, and frame trapping ability. Can cancel into 214B/D and 214A/C as well, but cancelling into another 236B/D on hit gets her very close quickly for great okizeme. As per usual, EX version is not cancelable into normal stancels on block. Canceling the backward vision version into weaving 4A/C is your main corner combo ender.

EX version has an anywhere juggle, but it's quite hard to get this from an air to air. Instead, utilize this (done as late as possible) to get a 200 damage anti air that HKDs off 2C.

Super Special Moves

Crazy Puncher

Crazy Puncher
2141236A/C/AC
2141236A/C/AC

Normal Version
Max Version

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

190 (10+5+10+10+5*3+10*3+5+10+10+15+70) Mid advanced, climax 12 11 29 HKD (+41) -21 Full Body: 1 to 4 (4 Frames) 0 0

AC AC

340 (10*10+25+30+30+25+30+100) Mid climax 5 12 28 HKD (+39) -21 Full Body: 1 to 6 (6 Frames) 0 0
  • Highest damage combo ender. If you're gonna spend meter for a super, be sure to pick this one.

Champion Puncher

Champion Puncher
236236A/C/AC
236236A/C/AC

Normal Version
Max Version

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

180 (30+30+40+80) Mid advanced, climax 9 3 33 HKD (+84) -17 Full Body: 1 to 11 (11 Frames) 0 0

AC AC

330 (60*3+150) Mid climax 8 3 26 HKD (+75) -10 Full Body: 1 to 10 (10 Frames) 0 0
  • Much easier combo ender with lower damage, and the is one of your two only true reversals. Normal version grants a safejump with 5CD 236D > full jump.

Climax Super Special Moves

Infinity Puncher

Infinity Puncher
2141236CD
2141236CD

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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
437 (80+14*5+13*8+90+93) Min:236 Mid - 4 2 60 HKD (+57) -31 Full Body: 1 to 5 (5 Frames) 0 0
  • It's a Climax, and also Vanessa's second true reversal. Not much to say about this one aside of it being a decent meter dump finisher.

Misc

Alternate Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8


Videos

Vanessa Reveal Trailer
The King of Fighters XV

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The King of Fighters XV
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