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

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'''Puncher Vision (forward)''' - qcf + B/D
'''Puncher Vision (forward)''' - qcf + B/D


* Vanessa slides and dashes towards the opponent. The B (light lick) version travels half-screen while the D (heavy kick) version travels 3/4 screen distance. Vanessa cannot phase through the opponent with this move, but she does have a small amount of higher-body invincibility during the dash.  
* Vanessa slides and dashes towards the opponent. The B (light lick) version travels half-screen while the D (heavy kick) version travels 3/4 screen distance. Vanessa cannot phase through the opponent with this move, but she does have a small amount of higher-body invincibility during the start of the dash.  


* This move can be cancelled from Vanessa's cancel-able normals, both of hit/block or on whiff
* This move can be cancelled from Vanessa's cancel-able normals, both of hit/block or on whiff
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Puncher Vision (backward) - qcb + B/D
Puncher Vision (backward) - qcb + B/D
* This is the back dash version of '''Puncher Vision (forward)'''.


┣ Upper - f + A
┣ Upper - f + A

Revision as of 20:46, 12 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.
  • Can be canceled into by her standing and crouching normals easily
  • Both hits cancel-able (when cancelled into)
  • First hit knockdowns down jumping opponents; give the opponent a hard knockdown
  • By itself, hits overhead knocks the opponent back; gives the opponent a soft knockdown

Sliding Puncher - (df + B)

  • Vanessa slides low into opponent's legs for a soft knockdown.
  • Hits low
  • Can be canceled into from Vanessa's light & heavy crouching and standing normals
  • Can evade some mid-air projectiles, and can be used as anti-air against air-to-air normals
  • Very unsafe on block or if whiffed
  • Not cancel-able

Special Attacks

Machine Gun Puncher - (hcf + A/C) (press rapidly for more hits)

  • Vanessa delivers several hooks to the opponents face ending in an uppercut that knocks the opponent half-screen away. The non-mashed version does 4 hits while the mashed version does 6 and more damage.
  • If performed far away, Vanessa is in a counter state and can be swept or hit with a projectile
  • Last hit can Counter Wire a jumping opponent
  • Causes a hard knockdown

Dash Puncher - (charge b, f + A/C)

  • Vanessa's low sliding uppercut. The uppercut launches the opponent in the air placing them in a short juggle-able state which can be followed up with a jumping normal.
  • The A (light punch) version travels half-screen, while the C (heavy punch) version travels full-screen, has a bit more damage and less negative frames on block. Vanessa has a fair amount of high-body invincibility during the dash (when she crouches down) .
  • Soft Knockdown

Puncher Vision (forward) - qcf + B/D

  • Vanessa slides and dashes towards the opponent. The B (light lick) version travels half-screen while the D (heavy kick) version travels 3/4 screen distance. Vanessa cannot phase through the opponent with this move, but she does have a small amount of higher-body invincibility during the start of the dash.
  • This move can be cancelled from Vanessa's cancel-able normals, both of hit/block or on whiff
  • Vanessa's follows can only be placed at the end of the dash
Upper - (f + A)
  • This uppercut is similar to the Dash Puncher uppercut, but has more recovery on hit which makes it difficult to follow up after with a jumping normal attack. On block the uppercut has negative frames but Vanessa is pushed back at a moderate distance.
  • Super Cancel-able but the super will miss
  • Soft knockdown
Straight - (f + C)
  • A 2-hit follow up, a short uppercut with a straight fierce punch. The fierce punch knocks the opponent down a half-screen distance away. On block the straight punch guard crushes but the opponent recovers before you'll be able to follow-up with anything. The straight punch counter wire's on opponents who are in a counter hit state.
  • Hard knockdown
Weaving - (b + A/C)
  • Vanessa cancels into her Weaving Stance (description below)


Puncher Vision (backward) - qcb + B/D

  • This is the back dash version of Puncher Vision (forward).

┣ 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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