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Done her buttons. Might need some proofreading and probably some changes since most of the descriptions are subjective. Any feedback appreciated!
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Her husband and kid don’t know anything about her secret activities.
Her husband and kid don’t know anything about her secret activities.
Strengths (Day 1 impressions):
* Amazing hitconfirms
* 2D is cancellable into anything, making her sweep almost always safe on block.
* Suffocating pressure game.
* Good corner carry using only 1 bar.
* Can not only completely avoid projectiles, but also reflect them back.
Weaknesses:
* Only frame 1 invul reversal is a 2 bar super (236236AC).
* Weak midrange game due to stubby normals.
* Relatively weak anti-hop and air-to-air game.


==Movelist==
==Movelist==
Line 98: Line 112:
|moveId=vanessa_sta
|moveId=vanessa_sta
|description=
|description=
* Placeholder
* Special and super cancellable.
A decent fast poke that will stuff hops, but instantly loses to full jumps due to its height. Whiffs against crouchers.
}}
}}
====Far B====
====Far B====
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|moveId=vanessa_stb
|moveId=vanessa_stb
|description=
|description=
* Placeholder
* 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 loses to full jumps and also whiffs against crouchers.
}}
}}
====Far C====
====Far C====
Line 110: Line 128:
|moveId=vanessa_stc
|moveId=vanessa_stc
|description=
|description=
* Placeholder
* Command, whiff, special and super cancellable.
An okay button. Second punch reaches further and is whiff-cancellable and will stuff hops if timed well.
 
Also whiffs against crouchers.
}}
}}
====Far D====
====Far D====
Line 116: Line 137:
|moveId=vanessa_std
|moveId=vanessa_std
|description=
|description=
* Placeholder
* 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.
}}
}}


Line 125: Line 149:
|moveId=vanessa_cla
|moveId=vanessa_cla
|description=
|description=
* Placeholder
* 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.
 
Loses against hops most of the time, but can beat some neutral hops.
}}
}}
====Close B====
====Close B====
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|moveId=vanessa_clb
|moveId=vanessa_clb
|description=
|description=
* Placeholder
* Command, special and super cancellable.
A more inferior version to close A due to having more startup and being less plus on block.
 
Loses against all hops.
}}
}}


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|moveId=vanessa_clc
|moveId=vanessa_clc
|description=
|description=
* Placeholder
* Command, special and super cancellable.
Probably your best and consistent close button. Just as fast as close A and leaves you safe on block. Primarily used as your close range BnB starter and pressure button.
}}
}}


Line 145: Line 176:
|moveId=vanessa_cld
|moveId=vanessa_cld
|description=
|description=
* Placeholder
* Command, special and super cancellable.
Does slightly more damage, but is tied with stand C for having the most startup for her standing normals. Also very minus on block.
 
Your best punish starter, but has the risk of becoming standing D if the proximities mess up, which you don't want.
}}
}}


Line 153: Line 187:
|moveId=vanessa_cra
|moveId=vanessa_cra
|description=
|description=
* Placeholder
* 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.
 
Does not hit low, but is safe on block.
}}
}}
====Crouch B====
====Crouch B====
Line 159: Line 196:
|moveId=vanessa_crb
|moveId=vanessa_crb
|description=
|description=
* Placeholder
* Command, special and super cancellable.
Tied with crouch A as your fastest normal, but actually hits low. As mentioned, it's your best hitconfirm.
 
It has slightly lower range than crouch A and is minus on block. Don't end your pressure with this button.
}}
}}
====Crouch C====
====Crouch C====
Line 165: Line 205:
|moveId=vanessa_crc
|moveId=vanessa_crc
|description=
|description=
* Placeholder
* Command, special and super cancellable.
Your primary anti-air tool. If timed well, it will beat all jump-ins. Even crossups.
 
On counterhit against hops it will combo into Parrying Puncher (623A/C) or Champion Puncher (236236P).
}}
}}
====Crouch D====
====Crouch D====
Line 171: Line 214:
|moveId=vanessa_crd
|moveId=vanessa_crd
|description=
|description=
* Placeholder
* 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.
 
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.
 
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.
}}
}}


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|name=jump A
|name=jump A
|input=j.A
|input=j.A
|description2=* Placeholder
|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.
}}
}}
====Jump B====
====Jump B====
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|name=jump B
|name=jump B
|input=j.B
|input=j.B
|description2=* Placeholder
|description2=Your best air-to-air button. Hits horizontally, but the short range makes it very hard to hit anyone with. Stick to crouch C in case you want to anti-air.
}}
}}
====Jump C====
====Jump C====
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|name=jump C
|name=jump C
|input=j.C
|input=j.C
|description2=* Placeholder
|description2=Vanessa's only cross-ups button. Has barely any horizontal range in front of her but has good range behind her. Use it only for cross-ups, as it loses to everything else.
}}
}}
====Jump D====
====Jump D====
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|name=jump D
|name=jump D
|input=j.D
|input=j.D
|description2=* Placeholder
|description2=Definitely Vanessa's best jump-in. Good horizontal range, good vertical range. Your primary starter for jump in BnBs.
}}
}}


Line 209: Line 257:
|moveId=vanessa_cd
|moveId=vanessa_cd
|description=
|description=
* Placeholder
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.
}}
}}


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|moveId=vanessa_236cd
|moveId=vanessa_236cd
|description=
|description=
*Placeholder
* 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.
}}
}}


Line 224: Line 277:
|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|description2=* Placeholder
|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.
 
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.
}}
}}


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  |hitbox=
  |hitbox=
  |invul=  
  |invul=  
  |description= * Enter move description here.
  |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 due to
 
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.
*
*
*
*
Line 305: Line 362:
  |hitbox=
  |hitbox=
  |invul=  
  |invul=  
  |description= * Enter move description here.
  |description=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 236P or Terry's 236P will beat it.
*
*
*
*

Revision as of 21:09, 25 February 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

Introduction

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.

Strengths (Day 1 impressions):

  • Amazing hitconfirms
  • 2D is cancellable into anything, making her sweep almost always safe on block.
  • Suffocating pressure game.
  • Good corner carry using only 1 bar.
  • Can not only completely avoid projectiles, but also reflect them back.

Weaknesses:

  • Only frame 1 invul reversal is a 2 bar super (236236AC).
  • Weak midrange game due to stubby normals.
  • Relatively weak anti-hop and air-to-air game.


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) - + / [[image:d.gif]
Puncher Vision (Backward) - + / [[image:d.gif]

Super Special Moves

Crazy Puncher - + / (!)

Champion Puncher - + / (!)

Climax Super Special Moves

Infinity Puncher - + +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

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 instantly loses to full jumps due to its height. Whiffs against 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 loses to full jumps and also whiffs against crouchers.

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.

An okay button. Second punch reaches further and is whiff-cancellable and will stuff hops if timed well.

Also whiffs against crouchers.

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.


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 5f, 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.

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.

A more inferior version to close A due to having more startup and 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.

Probably your best and consistent close button. Just as fast as close A and leaves you safe on block. Primarily used as your close range BnB starter and pressure button.

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 slightly more damage, but is tied with stand C for having the most startup for her standing normals. Also very minus on block.

Your best punish starter, but has the risk of becoming standing D if the proximities mess up, which you don't want.

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.

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

Does not hit low, but is safe on block.

Crouch B

crouch B
2B
2B

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.

Tied with crouch A as your fastest normal, but actually hits low. As mentioned, it's your best hitconfirm.

It has slightly lower range than crouch A and is minus on block. Don't end your pressure with this button.

Crouch C

crouch C
2C
2C

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 all jump-ins. Even crossups.

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

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.

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.

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.

Jump Normals

Jump A

jump A
j.A
j.A

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.

Jump B

jump B
j.B
j.B

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. Hits horizontally, but the short range makes it very hard to hit anyone with. Stick to crouch C in case you want to anti-air.

Jump C

jump C
j.C
j.C

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

Vanessa's only cross-ups button. Has barely any horizontal range in front of her but has good range behind her. Use it only for cross-ups, as it loses to everything else.

Jump D

jump D
j.D
j.D

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 jump in BnBs.

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

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.

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

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 (close, ←/→ + C)
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Forward Throw


Clinch Puncher (close, ←/→ + D)
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Back Throw

Command Moves

One Two Puncher (4/6A)
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -

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 due to

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.


Sliding Puncher (3D)
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -

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 236P or Terry's 236P will beat it.

Special Moves

Machine Gun Puncher
41236A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Dash Puncher
[4]6 + A/C, 6A/C after Puncher Weaving
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Parrying Puncher
623A/C, 6A/C after Puncher Weaving
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Puncher Vision (Forward)
236B/D, 6B/D after Puncher Weaving
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Puncher Vision (Backward)
214B/D, 6B/D after Puncher Weaving
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Puncher Upper
6A after Puncher Vision
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Puncher Straight
6A after Puncher Vision
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Puncher Weaving
214A/C, 4A/C after Puncher Vision
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Puncher Weaving (Keep)
hold A/C after Puncher Weaving
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Super Special Moves

Crazy Puncher
2141236A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Champion Puncher
236236A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Misc

Videos

Vanessa Reveal Trailer
The King of Fighters XV

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The King of Fighters XV
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