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The King of Fighters XV/Vanessa/Combos: Difference between revisions
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| || | | BC, cl.D > 41236P '''(do not mash P)'''> 2363214P > 236236AC > 2141236CD || 1010 || || 4 || || Anywhere || Possibly the easiest TOD to do in the game execution wise, especially if button hold is used to buffer the supers. It is important to '''not''' mash machine gun puncher as it will add enough scaling to make it not a TOD. | ||
|} | |} | ||
Revision as of 03:42, 31 May 2022
Combo Notation Guide
Notation | Meaning |
---|---|
X Starter | Use the corresponding starter(s) from the 'Starters' section of this page. |
> | Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel'). |
, | Link the previous move into the following move. |
(X) | A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled. |
~ | Cancel the previous special into the following special. |
cl. | Close to opponent. |
f. | Far from opponent. |
j. | Jumping move. |
AA | Anti-air. Hit the opponent while they're mid-air. |
[X] | Hold input briefly. |
P & K | P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. |
X/Y | Do either X move or Y move in a combo (Both final damage & stun values will be shown). |
X * N {X} * N |
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}". |
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
IMPORTANT: PATCH 1.32 CHANGED MANY OF HER COMBO ROUTES. YOU WILL NOW USE HER MAIN, NEW EX COMBO AND ADJUST IT FOR HOW MUCH METER YOU WANT TO SPEND.
Light Starters
Combo | Damage | Notes |
---|---|---|
? | Standard low light confirm. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > ? | Standard jump-in starter. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 0 | Rush combo ending in a special move. | |
cl.A > A > A > C | 1 | Rush combo ending in a super. | |
cl.A > A > A > D | 2 | Rush combo ending in a Max super. | |
cl.A > A > A > A | 3 | Rush combo ending in a Climax super. |
Combos
General Notes
- Any combo starting with cr.B, cr.B, b/f+A can also be started with cl.C(2), b/f+A
- It's usually preferred to input b/f+A as just b+A to avoid overlap with b~f+A
- Mashing punch during hcf+P will increase damage and should always be done
Rush Auto Combo
Meterless: 3 quick jabs followed by hcf+A. You can start mashing punches during the hcf+A (184 DMG)
1 Meter: Ends with qcb,hcf+P (225 DMG)
2 Meter: Ends with qcb,hcf+AC (352 DMG)
3 Meter Ends with qcb,hcf+CD (438 DMG)
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 184 | 0 | Rush combo ending in a special move. Mash A during the multi-punch. |
cl.A > A > A > C | 225 | 1 | Rush combo ending in a super. |
cl.A > A > A > D | 352 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 438 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > 2B > 4/6A > 41236C | 217 | 0 | Anywhere | Go to low confirm. | ||
(j.X) > c.C(2) > 4/6A > 41236C | 239 | 0 | Anywhere | Punish and jump in combo. | ||
f.C > 4/6A > 41236C | Anywhere | Vanessa can cancel her far stand C into b/f+A for more forgiving ranges. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > 2B/c.C/f.C > 4/6A > 41236AC, [4]6A, 3D | 299 | 0.5 | Anywhere | |||
... > 4A > [4]6A, [4]6AC, 3D/CD | 325 | 0.5 | Anywhere | |||
2B > 2A > > 2A > 4A > [4]6A, [4]6AC, 236A~6A > 214[A] > 4B~6C~214C~4A | 320 | 415 | 0.5 | ~65% | Corner | Extreme damage and stun for half a bar. Builds more meter than you spend. Ends in HKD and gives a safejump. If you want to end in super, change out the 214C~4A for 214A~4C. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > 2B/c.C/f.C > 4/6A > 41236C, 2141236A/C | 425 | 1 | Anywhere | Basic super combo, decent damage and easy | ||
... > 4A > [4]6A, [4]6AC, 236BD > 6C > 236D | 351 | 1 | Anywhere | Corner carry route, can go almost corner to corner | ||
... > 41236AC, 236BD > 6A, 236A | 308 | 1 | Corner | Example of using 236BD > 6A in the corner to extend juggles |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B, 2B/c.C/f.C > 4/6A > 41236AC, [4]6A, [4]6AC, 2141236A/C | 433 | 2 | Anywhere | Double EX into super, without the super is also her general max mode route | ||
... > 4/6A > 41236AC, [4]6A, [4]6AC, 236BD > 6A, 623AC, 623A | 443 | 2 | Corner | Another example of her long corner combos, leads into higher damage routes easily |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B, 2B/c.C/f.C > 4/6A > 41236C > 2141236A/C > 236236AC | 604 | 3 | Anywhere | Double super combo, an efficient use of 3 bars | ||
... > 4/6A > 41236AC, [4]6A, [4]6AC, 236BD > 6A, 623AC, 623C > 236236A/C | 538 | 3 | 25% | Corner | Big 3 bar corner route, good example of why you really want corner with Vanessa | |
... > Quick Max (B+C) > c.D > 4/6A > 41236AC, [4]6A, [4]6AC, 2141236A/C | 448 | 3 | Anywhere | Quick Max combo into super, nice to use off of 2B chains, the first overhead hit of 4/6A, or off of f.D |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
BC, cl.D > 41236P (do not mash P)> 2363214P > 236236AC > 2141236CD | 1010 | 4 | Anywhere | Possibly the easiest TOD to do in the game execution wise, especially if button hold is used to buffer the supers. It is important to not mash machine gun puncher as it will add enough scaling to make it not a TOD. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |