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The King of Fighters 2002 UM/Vanessa: Difference between revisions

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==Normals==
==Normals==
st. A - Fast right jab. Hits high.


st. B - Fast left jab. Hits middle.
'''Close'''


st. C - Left jab followed by right hook. Hits high.
*cl. A/B/C/D are special and command normal cancel-able


st. D - Right hook followed by left uppercut. Hits middle.
*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 - High right jab.
*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. B - Quick jab. Hits middle.
*cl. C/D hits twice and is cancel-able. Has pushback on block


cl. C - 2 body blows. Hits middle.
'''Stand'''


cl. D - 2 hits; 1 mid followed by 1 high.
* 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.


cr. A - Jab that hits middle.
* st. A whiffs on crouching opponents


cr. B - Jab that hits low.
* st. C hits twice and can stop hops as well


cr. C - Right uppercut that hits middle.
* st. D hits twice and moves Vanessa forward slightly


cr. D - Low hit. Knocks down.
'''Crouching'''


* cr. A/B/C are cancel-able


j. A - Throws a short range punch.
* cr. A can chain into itself 3 times, and can chain into cr. B, st. B & st. A


j. B - Throws a slightly longer range punch the A version.
* cr. B is a jab that hits low and can be chained to cr. A, st. A & st. B


j. C - Right downward hook; short range punch.
* cr. C is a right uppercut that can be used as an anti-air


j. D - Left downward hook; longer range than the C version.
* 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


==Throws==
==Throws==

Revision as of 15:23, 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

Throws

Dynamite Puncher - b/f + C close

Clinch Puncher - b/f + D close

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

http://zoome.jp/LKH/diary/73/

Training Mode Videos

Vanessa Master Class

Discussion Threads

Discuss at Dream Cancel


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