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The King of Fighters XV/Vanessa: Difference between revisions
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| '''0 Meter''' | | '''0 Meter''' | ||
| | | | ||
Low confirm<br/> | |||
Corner<br/> | |||
| | | | ||
( = | ( 2B > 2A > 4/6A > 41236C(mash A/C) = 190 dmg<br/> | ||
( = | ( 2B > 2A > 4/6A > [4]6A, 41236C(mash A/C) = 205 dmg<br/> | ||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
| | | | ||
Low confirm<br/> | |||
Low confirm<br/> | |||
| | | | ||
( = dmg<br/> | ( 2B > 2A > 4/6A > 41236AC(mash A/C), [4]6A, [4]6AC, 236B~6C = 295 dmg<br/> | ||
( = dmg<br/> | ( 2B > 2A > 4/6A > 41236C(mash A/C) > 2141236A/C = 307 dmg<br/> | ||
|- | |- | ||
| '''2 Meters''' | | '''2 Meters''' | ||
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* '''Incredible Meter Gain''': Vanessa's overall low meter spend on combos and high generation means she can put her meter to use where it's needed - to make her pressure and mobility as potent as it is. | * '''Incredible Meter Gain''': Vanessa's overall low meter spend on combos and high generation means she can put her meter to use where it's needed - to make her pressure and mobility as potent as it is. | ||
| cons= | | cons= | ||
* '''...And Horrible Defense''': Stubby abare, | * '''...And Horrible Defense''': Stubby abare, inconsistent hop check, and expensive reversals. Vanessa essentially has almost ''nothing'' other than pure system mechanics to help her defensively, which makes defending ''as'' her as hard as it is to defend ''against'' her. | ||
* '''Incredibly Punishing to Play''': Vanessa's recovery on many of her moves is so long that it's very often that dropping a combo, pressure, punish, or confirm will almost certainly be punished, oftentimes resulting in you getting hit by a full combo for something that seemed completely random (such as an air reset). Coupled with difficult execution and high APM, being 'asleep' when playing Vanessa is a surefire way to lose. | * '''Incredibly Punishing to Play''': Vanessa's recovery on many of her moves is so long that it's very often that dropping a combo, pressure, punish, or confirm will almost certainly be punished, oftentimes resulting in you getting hit by a full combo for something that seemed completely random (such as an air reset). Coupled with difficult execution and high APM, being 'asleep' when playing Vanessa is a surefire way to lose. | ||
* '''Meter Reliance''': Vanessa relies on meter not mainly for damage, but for continued pressure. Without meter, Vanessa finds herself without many ways to open up her opponents or keep them blocking and as such has to be more creative with her stubby moveset. | * '''Meter Reliance''': Vanessa relies on meter not mainly for damage, but for continued pressure. Without meter, Vanessa finds herself without many ways to open up her opponents or keep them blocking and as such has to be more creative with her stubby moveset. | ||
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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. | ||
}} | }} | ||
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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 | ||
|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. | |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. | ||
}} | }} | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|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. | |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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|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 quick overhead which results in a knockdown. Primarily used to open up the opponent with some chip damage as it results in a safejump. | Just like every other command normal, there's 2 versions of this one. The raw version is a quick overhead which results in a knockdown. Primarily used to open up the opponent with some chip damage as it results in a safejump. | ||
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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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|input=[4]6A/C or 6A/C during C/A Puncher Weaving<br> | |input=[4]6A/C or 6A/C during C/A Puncher Weaving<br> | ||
[4]6AC or 6A/C during EX Puncher Weaving | [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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|input=623A/C or 4A/C during C/A Puncher Weaving<br> | |input=623A/C or 4A/C during C/A Puncher Weaving<br> | ||
623AC or 4A/C during EX Puncher Weaving | 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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===Puncher Vision (Forward)=== | ===Puncher Vision (Forward)=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=vanessa_236k,vanessa_236bd | |moveId=vanessa_236k,vanessa_214P_236k, vanessa_236bd | ||
|size=20% | |size=20% | ||
|input=236B/D or 6B/D during Puncher Weaving | |input=236B/D or 6B/D during Puncher Weaving | ||
236BD | 236BD | ||
| | |hitboxCaptions= Normal Version, Normal Version during Puncher Weaving, EX Version | ||
|description3=* Forward command dash | |||
* Some low profile properties similar to [4]6A/C | * Some low profile properties similar to [4]6A/C | ||
* Completely fireball invulnerable when done from Puncher Vision. | * Completely fireball invulnerable when done from Puncher Vision. | ||
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===Puncher Vision (Backward)=== | ===Puncher Vision (Backward)=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=vanessa_214k,vanessa_214bd | |moveId=vanessa_214k, vanessa_214P_214k, vanessa_214bd | ||
|size=20% | |size=20% | ||
|input=214B/D or 4B/D during Puncher Weaving | |input=214B/D or 4B/D during Puncher Weaving | ||
214BD | 214BD | ||
| | |hitboxCaptions= Normal Version, Normal Version during Puncher Weaving, EX Version | ||
|description3= * Backward command dash | |||
Used for retreating, and for dash movement in conjunction with the forward dash. The 6A and 6C followups off of backward command dash move very far forward, allowing her to do some shenanigans similar to that of Slayer's backstep. EX sees less use compared to the forward version, but is still a very fast and safe runaway option if needed. | Used for retreating, and for dash movement in conjunction with the forward dash. The 6A and 6C followups off of backward command dash move very far forward, allowing her to do some shenanigans similar to that of Slayer's backstep. EX sees less use compared to the forward version, but is still a very fast and safe runaway option if needed. | ||
}} | }} | ||
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|input=214A/C or 4A/C during Puncher Vision<br> | |input=214A/C or 4A/C during Puncher Vision<br> | ||
214AC or 4AC during EX Puncher Vision<br> | 214AC or 4AC during EX Puncher Vision<br> | ||
Hold to maintain<br><br>< | Hold to maintain<br><br><be> | ||
|hitboxCaptions= Normal Version, , EX Version | |||
|description2= * Vanessa ducks down slightly and starts swaying. | |description2= * 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. | ||
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|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 | ||
|input=6A after Puncher Vision | |input=6A after Puncher Vision | ||
|hitboxCaptions= Normal Version, , , EX Version | |||
|description4= | |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. | ||
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|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 | ||
|input=6C after Puncher Vision | |input=6C after Puncher Vision | ||
|hitboxCaptions= Normal Version during 236B/D, , , EX Version during 236BD, , , Normal Version during 214B/D, EX Version during 214BD | |||
|description4= | |description4= | ||
Low reward but high range followup. Doesn't see much use oustide of combos cause of its incredibly slow speed. EX version is useful midscreen but much more useful in pressure due to its blockstun, chip damage, guard damage, and frame trapping ability. Can cancel into 214B/D and 214A/C as well, but cancelling into another 236B/D on hit gets her very close quickly for great okizeme. As per usual, EX version is not cancelable into normal stancels on block. Canceling the backward vision version into weaving 4A/C is your main corner combo ender. | Low reward but high range followup. Doesn't see much use oustide of combos cause of its incredibly slow speed. EX version is useful midscreen but much more useful in pressure due to its blockstun, chip damage, guard damage, and frame trapping ability. Can cancel into 214B/D and 214A/C as well, but cancelling into another 236B/D on hit gets her very close quickly for great okizeme. As per usual, EX version is not cancelable into normal stancels on block. Canceling the backward vision version into weaving 4A/C is your main corner combo ender. | ||
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|name=Crazy Puncher | |name=Crazy Puncher | ||
|input=2141236A/C/AC | |input=2141236A/C/AC | ||
|hitboxCaptions= Normal Version, Max Version | |||
|description2=* Highest damage combo ender. If you're gonna spend meter for a super, be sure to pick this one. | |description2=* Highest damage combo ender. If you're gonna spend meter for a super, be sure to pick this one. | ||
}} | }} | ||
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|name=Champion Puncher | |name=Champion Puncher | ||
|input=236236A/C/AC | |input=236236A/C/AC | ||
|hitboxCaptions= Normal Version, Max Version | |||
|description2=* Much easier combo ender with lower damage, and the is one of your two only true reversals. Normal version grants a safejump with 5CD 236D > full jump. | |description2=* Much easier combo ender with lower damage, and the is one of your two only true reversals. Normal version grants a safejump with 5CD 236D > full jump. | ||
}} | }} |
Latest revision as of 05:23, 19 August 2024
Movelist
Throws
Barrett Puncher (Forward) - / +
Clinch Puncher (Backward) - / +
Command Normals
Special Moves
Puncher Vision (Forward) - + / (*)
Puncher Vision (Backward) - + / (*)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Low confirm |
( 2B > 2A > 4/6A > 41236C(mash A/C) = 190 dmg |
1 Meter |
Low confirm |
( 2B > 2A > 4/6A > 41236AC(mash A/C), [4]6A, [4]6AC, 236B~6C = 295 dmg |
2 Meters |
Placeholder |
( = dmg |
Gameplay Overview
Vanessa is a highly mobile rushdown character with impressive combo damage, crazy neutral, and suffocating pressure. The nature of her pushback and framedata make it so that her pressure can rarely be punished. Her unique tools let her find a situation where anything can be useful, and she truly seems like she has no weakness. That is, until she's on defense. Vanessa's defense is terrible. Between having only one real reversal (that costs at least one bar and has a terrible hitbox) and terrible abare, Vanessa finds herself having even more disadvantages against KoF's already great systemic offense, meaning you either do a wild option to get out, or stay locked in and hope for the best. Vanessa's midrange also falters, with a lack of confirms and a lack of good ground buttons in general preventing her from doing much. Regardless, Vanessa's offense, combo game, and neutral are strong enough to make up for that. If you love to roll your opponents and don't care about having bad defense, this character is for you. Vanessa is a momentum-based offensive beast who makes up for her lack of mixups with her fantastic pressure and strong combo damage. |
|
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
stand A
st.A
st.A
|
---|
Far B
stand B
st.B
st.B
|
---|
Far C
stand C
st.C
st.C
|
---|
Far D
stand D
st.D
st.D
|
---|
Close Standing Normals
Close A
close A
cl.A
cl.A
|
---|
Close B
close B
cl.B
cl.B
|
---|
Close C
close C
cl.C
cl.C
|
---|
Close D
close D
cl.D
cl.D
|
---|
Crouch Normals
Crouch A
crouch A
2A
2A
|
---|
Crouch B
crouch B
2B
2B
|
---|
Crouch C
crouch C
2C
2C
|
---|
Crouch D
crouch D
2D
2D
|
---|
Jump Normals
Jump A
jump A
j.A
j.A
|
---|
Jump B
jump B
j.B
j.B
|
---|
Jump C
jump C
j.C
j.C
|
---|
Jump D
jump D
j.D
j.D
|
---|
Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD
|
---|
ShatterStrike
ShatterStrike
236CD
236CD
|
---|
jump CD
jump CD
j.CD
j.CD
|
---|
Throws
Barrett Puncher
Barrett Puncher
(close) 4/6C
(close) 4/6C
|
---|
Clinch Puncher
Clinch Puncher
(close) 4/6D
(close) 4/6D
|
---|
Command Moves
One-Two Puncher
4/6A
4/6A
|
---|
Sliding Puncher
3D
3D
|
---|
Target Combo 1
Target Combo 1
D~C
D~C
|
---|
Special Moves
Machine Gun Puncher
Machine Gun Puncher
41236A/C/AC
41236A/C/AC
|
---|
Dash Puncher
Dash Puncher [4]6A/C or 6A/C during C/A Puncher Weaving [4]6A/C or 6A/C during C/A Puncher Weaving
|
---|
Parrying Puncher
Parrying Puncher 623A/C or 4A/C during C/A Puncher Weaving 623A/C or 4A/C during C/A Puncher Weaving
|
---|
Puncher Vision (Forward)
Puncher Vision (Forward) 236B/D or 6B/D during Puncher Weaving 236BD236B/D or 6B/D during Puncher Weaving 236BD
|
---|
Puncher Vision (Backward)
Puncher Vision (Backward) 214B/D or 4B/D during Puncher Weaving 214BD214B/D or 4B/D during Puncher Weaving 214BD
|
---|
Puncher Weaving
Puncher Weaving 214A/C or 4A/C during Puncher Vision <be> 214A/C or 4A/C during Puncher Vision <be>
|
---|
Puncher Upper
Puncher Upper
6A after Puncher Vision
6A after Puncher Vision
|
---|
Puncher Straight
Puncher Straight
6C after Puncher Vision
6C after Puncher Vision
|
---|
Super Special Moves
Crazy Puncher
Crazy Puncher
2141236A/C/AC
2141236A/C/AC
|
---|
Champion Puncher
Champion Puncher
236236A/C/AC
236236A/C/AC
|
---|
Climax Super Special Moves
Infinity Puncher
Infinity Puncher
2141236CD
2141236CD
|
---|
Misc
Alternate Colors