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The King of Fighters 2002 UM/Vanessa: Difference between revisions
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==Throws== | ==Throws== | ||
Clinch Puncher - b/f + D close | '''Dynamite Puncher''' - (b/f + C) close | ||
* Vanessa grabs the opponent then uppercuts them. The opponent lands a half-screen distance away. | |||
* Soft knockdown | |||
'''Clinch Puncher''' - (b/f + D) close | |||
* Vanessa grabs the opponent then punches them in the stomach 3 times, then throws them towards the screen corner | |||
* Soft knockdown | |||
* The opponent can button mash out of the hits and break the throw | |||
==Command Moves== | ==Command Moves== |
Revision as of 15:29, 11 November 2014
Normals
Close
- cl. A/B/C/D are special and command normal cancel-able
- cl. B is a right jab that is chain-able into itself and cr. A
- cl. A/far A have the same animation
- cl. A can be chained into itself 3 times then special or command normal cancelled, and can be chained to cl.B or cr. B
- cl. C/D hits twice and is cancel-able. Has pushback on block
Stand
- st. A/B/C are special and command normal cancel-able, and is whiff cancel-able as well
- st. A/B are high aiming jabs which can stop hops.
- st. A whiffs on crouching opponents
- st. C hits twice and can stop hops as well
- st. D hits twice and moves Vanessa forward slightly
Crouching
- cr. A/B/C are cancel-able
- cr. A can chain into itself 3 times, and can chain into cr. B, st. B & st. A
- cr. B is a jab that hits low and can be chained to cr. A, st. A & st. B
- cr. C is a right uppercut that can be used as an anti-air
- cr. D hits low and sweeps the opponent. Soft knockdown
Jumping
- j. A is a short range punch that has a sharp downward angle. Good for air-to-ground
- j. B has slightly longer range and can be used as an air-to-air attack
- j. C is a jumping right downward hook, good for air-to-ground and can cross up as well
- j. D is Left downward hook, longer range than the C version good for air-to ground attacks and starting combos. Can cross up as well but more difficult can j.C
- j. B, and j. D can low profile anti-aired by some characters cr.B's, sweeps and slides
Blowback
- st.CD is special cancel-able and can be used to stop incoming hops
- j.CD is a drop kick that is good for air-to-ground approaches and good to use during corner pressure
Throws
Dynamite Puncher - (b/f + C) close
- Vanessa grabs the opponent then uppercuts them. The opponent lands a half-screen distance away.
- Soft knockdown
Clinch Puncher - (b/f + D) close
- Vanessa grabs the opponent then punches them in the stomach 3 times, then throws them towards the screen corner
- Soft knockdown
- The opponent can button mash out of the hits and break the throw
Command Moves
One-Two Puncher - f + A
Vanessa throws 2 punches; one down and one across.
- Puts opponent in juggle state.
- Cancellable on first hit.
Sliding Puncher - df + B
Vanessa slides into opponent's legs for a knockdown.
Special Attacks
Machine Gun Puncher - hcf + A/C (press rapidly for more hits)
Dash Puncher - charge b, f + A/C
Puncher Vision (forward) - qcf + B/D
┣ Upper - f + A
┣Straight - f + C
┗Weaving - b + A/C
Puncher Vision (backward) - qcb + B/D
┣ Upper - f + A
┣Straight - f + C
┗Weaving - b + A/C
Puncher Weaving - qcb + A/C
┣ Dash Puncher - f + A/C
┣Parrying Puncher - b + A/C
┣Puncher Vision (forward) - f + B/D
┗Puncher Vision (backward) - b + B/D
Forbidden Eagle - dp + A
Parrying Puncher - dp + C
DM
Crazy Puncher - qcb, hcf + A/C
Champion Puncher - qcf x 2 + A/C close
Super DM
Crazy Puncher - qcf x 2 + AC
HSDM
Gaia Gear - f, hcf + AC
Combos
0 stock
- j.X, s.C [2 hit], f+A [2 hit], hcf+C/b~f+A
- c.B, c.B/c.A, f+A [2 hit], hcf+C/b~f+A
- far s.C [2 hit], b~f+A
- c.B, f+A [1 hit], qcb+A, any combo
1 stock
- xxx, f+A [2 hit], qcb,hcf+P DM
2 stock
- j.X, s.C [2 hit], f+A [2 hit], BC run, s.C [2 hit], f+A [1 hit], dp+A [1 hit], dp+C, qcf+B, [dp+A [1 hit], qcf+B]x2, dp+C SC to qcfx2+P DM
3 stock
- j.X, s.C [2 hit], f+A [2 hit], BC run, s.C [2 hit], f+A [2 hit], qcb,hcf+AC SDM
- j.X, s.C [2 hit], f+A [2 hit], BC run, s.C [2 hit], f+A [1 hit], f,hcf+AC HSDM
You can use c.C instead of s.C in these combos for a bit more damage but less hit confirm ability.
Notes
b~f+P followups:
- hj.A/B/C/D reset.
- hh.CD
- walk far s.C xx special reset
- walk far s.B xx special reset
- dp+C (corner only)
- qcfx2+P DM (corner only)
- dp+C SC to qcfx2+P DM (corner only)
- run qcfx2+P DM (b~f+C only)
- run c.C xx qcf+D reset (b~f+C only)
Misc
- qcx+K.f+A, qcb+A -> from this you can do any of the followups from b~f+P, even the corner only ones midscreen. Also sets up a variety of ambiguous crossunder resets. Safe on block.
- qcx+K,f+C -> guard crushes but leaves you at disadvantage unless you freecancel it into a teleport. Free combo if they block while you are in maxmode. 2nd hit causes wire on counterhit, followup with DM or reset.
- dp+C and qcb+A.b+C reflect fireballs.
- s.CD can be cancelled to f+A and df+B on hit or whiff.
- No more infinite/linking out of hcf+P by using teleport.
- c.D no longer cancellable.
- j.A, j.C and j.CD are crossups. j.C is an instant overhead.
- qcb+P has upperbody invincibility at startup, and lowers her hitbox during the move.
- qcf+K has upper body invincibility.
- HSDM can OTG with the hurricane part.
Videos
Training Mode Videos
Discussion Threads
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