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The King of Fighters 2002 UM/Vanessa
Movelist
Throws
Command Moves
Special Moves
Machine Gun Puncher - + / (Mash for more hits)
Desperation Moves
Super Desperation Move
Hidden Super Desperation Move
0 Bar |
Low Anywhere |
cr.B, cr.B/cr.A, f+A(1), hcf+C(mash P) = 28% (jump-in), cl.C, f+A(1), hcf+C(mash P) = 28% |
1 Bar |
Low Anywhere |
cr.B, cr.B/cr.A, f+A(2), qcb,hcf+P = 35% (jump-in), cl.C, f+A(2), qcb,hcf+P = 35% |
2 Bar |
Low Very Close |
• Note: You can shortcut dp+C, (SC) qcfx2+P as f,qcf+C, (SC) qcf+P. cr.B, cr.B/cr.A, f+A(1), dp+C, (SC) qcfx2+P = 42% (optional cross-up), cl.C, f+A(1), dp+C, (SC) qcfx2+P = 42% |
3 Bar |
Anywhere Very Close |
(jump-in) cl.C, f+A(1), f,hcf+AC = 53% (optional cross-up or deep jump-in) cl.C, f+A, BC walk, cl.D, f+A(1); f,hcf+AC = 58% |
Normals
Close
- cl. A/B/C/D are cancelable
- 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 that 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 and can cross-up.
- j.B has slightly longer range and can be used as an air-to-air attack
- j.C is a jumping right downward hook, her best air-to-ground, can cross up and is an instant overhead on all but tiny crouchers.
- 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 has good range and a nice angle to stop incoming hops.
- j.CD is a dropkick, good for air-to-ground approaches, corner pressure and can also cross-up.
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 Moves
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 both with invincibility above the knees and up until a brief recovery. Vanessa cannot phase through the opponent with this move.
- This is the core of Vanessa's movement. You want to use its invincibility to move out of punishable spots, perhaps baiting a reversal, and move into any gap to punish the opponent, whether it's a projectile you go through or just any whiffed move. Also useful for awkward cross-ups on cr.C resets or canceling the f+A follow-up for more damage or simply back to moving around, this move should be used as often as jumping.
- ┣ Upper - (f + A)
- This uppercut is similar to the Dash Puncher uppercut, but with more recovery that should make it punishable on block but Vanessa can and should always cancel it into qcb+P to be plus on block or qcb+K to simply dash out. On hit, it offers a lot of very advantageous follow-ups
- Before the uppercut is released, Vanessa has a fair amount of higher-body invincibility.
- 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. The follow-up has a small amount of start-up invincibility before the punches release.
- 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). The distance of the B (light kick) version is rather short, only 1/4th screen distance from where she initially stands while the D version is around half screen distance away. Similar to the Puncher Vision (forward) dash, she has a fair amount of start-up invincibility which can be useful for evading meaty attacks on her wake-up.
- ┣ Upper - (f + A)
- ┣ Straight - (f + C)
- Both moves similar when used after the Puncher Vision (forward). These follows add a bit more invulnerability to the back dash because of their own invincibility properties themselves.
- ┗ Weaving - b + A/C
- Vanessa cancels into her Weaving Stance (description below)
Puncher Weaving - (qcb + A/C) can be held down
- Vanessa crouches low and weaves back and forth with invincibility from a bit above her knees and up. When the button is held down, Vanessa waves back and forth slower with invincibility only from her waist up and you can cancel into her follow-ups while holding the button down.
- This move is the body of Vanessa's close-up pressure. Canceling any heavy but st./cr.D into this without holding the punch button will leave her plus on block, able to get back in and keep harassing her opponent. The idea is to deny the opponent of any chance to punish you on block and instead force them into a reversal that you could read and blow them up for.
- ┣ Dash Puncher - (f + A/C)
- This uppercut launches the opponent in the air but you can't follow up with a jumping attack like the normal Dash Puncher or the Upper after Puncher Vision (forward/backward). Very unsafe on block and has poor recovery if whiffed, no relevant use outside of a cheeky and risky counter.
- ┣Parrying Puncher - (b + A/C)
- (move description below, see Parrying Puncher)
- ┣Puncher Vision (forward) - (f + B/D)
- ┗Puncher Vision (backward) - (b + B/D)
- Cancels into her Puncher Vision (forward) or Puncher Vision (backward) special dash. The button pressed doesn't actually matter as the follow-ups will default to the last version of Puncher Vision you've used.
Forbidden Eagle - (dp + A)
- A special double uppercut that has the same animation of f+A but has two fast, thin projectile waves in front of her fists. The second uppercut launches the opponent in the air higher than the f+A and causes a soft knockdown.
- This move has a small amount of start-up invincibility, and the punches can negate fireballs. The start-up frames is rather slow, which can make it hard to use on react against jumps or fireballs at a mid-range. On block this move is unsafe; even though Vanessa is pushed back a bit after the second hit, some characters may have normals or special moves (or DMs) that can reach her while she recovers.
- This move is very easy to combo into from her cancel-able standing and crouching normals, and f+A command move.
- Soft knockdown
Parrying Puncher- (dp + C)
- Vanessa swings a powerful hook aimed at the opponents head. Somewhat of an alternate version of her Forbidden Eagle special move. Instead of the opponent being launched in the air, the opponent is knocked half-screen away.
- This punch reflects projectiles instead of negating them like Forbidden Eagle. The very slow start-up makes it quite difficult to parry whatever projectile is coming toward Vanessa
- This punch has no invincibility is very unsafe on block and has poor recovery on whiff
- Super Cancel-able
- Soft knockdown
Desperation Moves
Crazy Puncher - (qcb, hcf + A/C)
- A rush ranbu super that ends in her st. C animation which knocks the opponent to the other side of the screen for a hard knockdown.
- The light punch (A) version travels 3/4 screen while the heavy punch (C) travels full screen. Both have the same amount of damage, and both have the same amount of invincibility frames during start-up.
- Punishable on block and if whiffed
- Can combo easily from her cancel-able heavy normals and f+A command move
- Hard knockdown
Champion Puncher - (qcf x 2 + A/C) close
- Vanessa gives the opponent 3 strong hooks ending in an uppercut that knocks the opponent in the air where they land a half screen distance away in a hard knockdown for plenty of oki options offered to Vanessa.
- Proximity super that hits overhead and doesn't have whiff animation. Only activates if close to the opponent
- Can easily combo from her cancel-able heavy normals and f+A command move
- Hard knockdown
Super Desperation Move
Crazy Puncher - (qcb, hcf + AC)
- This is the SDM version of her ranbu super. But it seems that it has the same amount and area of start-up invincibility as the light punch and heavy punch (A,C) version of the normal DM. It also has the same dash distance as the heavy punch version of the normal DM as well. Worse than all that, it does only 2% more than the DM version, giving you no reason to ever use this move.
- Hard knockdown
Hidden Super Desperation Move
Gaia Gear - (f, hcf + AC)
- Vanessa throws 2 punches; one to the opponent's gut (that levitates them vertically slightly), then a straight and powerful fierce punch combined with a wind projectile that wall bounces the opponent. The opponent lands near Vanessa either in front or behind her depend on the screen positioning.
- From a far distance the 1st punch will whiff, but the 2nd wind punch will still reach the opponent up to around 1/2 screen distance away. If the 2nd punch hits, the opponent will just flip backwards toward the screen corner for a hard knockdown and less damage or wall bounce on counter hit.
- If the first punch is blocked up close, the opponent can Guard Cancel Roll behind her and punish Vanessa. If the second punch is blocked, Vanessa is pushed back very far away from the opponent.
- This HSDM has very brief start-up invincibility
- Hard knockdown
Combo Advice: It's possible to combo into this HSDM on some characters with cl.C(2), f+A(2), f,hcf+AC.
Combos
Unless specified otherwise, you can always add a jump-in or replace cl.C with :
- cr.B, cr.B/cr.A for a low starter though you then won't be able to add a jump-in.
- st.D for a slower starter but with better range.
- cr.C for a bit more damage but one less hit to confirm from and an overall tighter combo, especially in max mode.
- far C for more damage but will whiff on a lot of crouching characters and will make the combos inconsistent altogether. Avoid far C by making sure you're very close and jumping deep.
0 stock
Anywhere
★ cl.C, f+A(1), hcf+C(mash P)
- Simple bnb with a somewhat slow but very easy to confirm starter into hard knockdown for good carry and oki. You can use both hits of f+A if the opponent is standing. Default to this. 28%.
★ cl.C, f+A, b~f+A, follow-up
- Optimized route without hard knockdown but with better confirm, damage, carry and reset follow-ups. The timing to buffer the charge is fairly tricky.
- cr.B/cl.A, f+A(1), qcb+P, cl.C into combo
- A bad way to add a bit more damage to a combo. Bad because you can only use cl.C after qcb+P and it's a 1f link. Not worth it, just do the cl.C combo right away.
1 stock
Anywhere
★ cl.C, f+A, qcb,hcf+P
- Very easy 1 bar conversion into decent damage and hard knockdown. 35%
Corner
- cl.C, f+A(1), dp+A/b~f+A, qcfx2+P
- Simple corner conversion. b~f+A leads to more damage, 40% and it's easier to link the super after it. If you can charge it in time, use b~f+A instead of dp+A.
2 stocks
Starter = cl.C, f+A, BC walk, cl.D, f+A
- You can use cl.C instead of cl.D but then you'll have to BC run. Generally not worth it.
- You don't have to run but it's safer if you do, especially if you add a jump-in.
You can shortcut dp+C, (SC) qcfx2+P as f,qcf+C, (SC) qcf+P
Anywhere
- cl.C, f+A(1), dp+C(1), (SC) qcfx2+P
- Adding a non-cross-up jump-in will push you out of qcfx2+P's activation range. Not impressive damage at all for a slightly worse confirm although better oki. Stick to the 1 bar unless you need the damage. 42%.
- Starter, dp+A(1), (SC) qcb,hcf+P
- Much too troublesome for this little damage, the last one is the less bad option. Input dp+A(1), (SC) qcb,hcf+P as hcb,f+A(1), (SC) qcf+P. 43%.
- cl.C, f+A, BC run, cl.D, f+A(1), dp+A(1), (C) dp+C, (C) qcf+B, [delayed dp+A(1), (C) qcf+B]x2, dp+C, (SC) qcfx2+P
- If you use both hits of the second f+A the combo doesn't work on crouching Bao and becomes harder on Shermie and these inconsistent characters. You can omit the dp+C at the end for 6% less damage. 55%.
- Starter, b~f+A, (C) qcf+D, delayed dp+C, (C) qcf+B, dp+A(1), (C) qcf+B, qcfx2+P
- No need to BC run and less looping involved. You'll side switch after qcf+D if you don't reach the corner so pay attention when using this. No dp+C ender here because you wouldn't be in range for qcfx2+P to come out unless you're in dead corner. 48%.
- cl.C, f+A, BC walk, cl.D, f+A(1), dp+C, (C) qcf+B, [delayed dp+A(1), (C) qcf+B]x3, dp+C, (SC) qcfx2+P
- The overall better route though it has more loops. Instead of 1 dp+C then 3 dp+A's you can alternate C, A, C, A for 3% more damage but a harder combo. Again you can omit the last dp+C at the cost of 6%. 55%.
Corner
- Starter, b~f+A, dp+C, (C) qcf+B, [delayed dp+A(1), (C) qcf+B]x2, dp+C, (SC) qcfx2+P
- A slightly easier route for corner. Omit the dp+C at the end for an easier finish and 6% less damage. 56%.
3 stocks
Anywhere
- cl.C, f+A(1), f,hcf+AC
- Unless you can't do it, use the next one instead, it's a better confirm and better damage. You can use f+A's 2nd hit on everyone but Bao, Shermie, Daimon(unless he's crouching in the corner), and these inconsistent characters. 53%.
★ cl.C, f+A, BC walk, cl.D, f+A(1), f,hcf+AC
- Your bnb option for 3 bar. If you run-in close you can use the second hit of the second f+A on everyone but Bao, Shermie, Daimon(unless he's crouching in the corner), and these inconsistent characters. 58%.
- Starter, dp+A(1), (SC) qcb,hcf+AC
- The worst combo you could possibly do. Input dp+A(1), (SC) qcb,hcf+P as hcb,f+A(1), (SC) qcf+AC. 45%.
Corner
- Starter, hcf+C(4~6), (C) qcf+B, f,hcf+AC
- Buffer hcf+C very early if you're getting the charge instead. hcf+C(4) if you don't mash and hcf+C(6) if you mash right. The hdsm has to be done asap or the opponent may recover, overall this isn't great, the bnb is preferred. 48%.
5 Stocks
Midscreen
- 2 Stocks anywhere combo that ends in qcfx2+P then f,hcf+AC OTG
- Do the super early and hold down the button. Only adds 14%, keep your meter unless you really need the damage.
Corner
- 2 Stocks combo that ends in qcfx2+P then f,hcf+AC OTG
- Do the super early and hold down the button. Adds 37%, decent extra though still pretty expensive.
Notes
b~f+P followups
- sj.A/B/C/D, reset
- j.CD (hh.CD is easier after b~f+A)
- walk far B/C, qcb+A/qcf+K, reset
- dp+C / qcfx2+P / (dp+C, (SC) qcfx2+P), corner only
- run qcfx2+P, b~f+C only
- run cr.C, qcf+D, reset, b~f+C only
Misc
- From qcf/b+K > f+A, qcb+P, you can do any of the b~f+P follow-ups above even outside of corner. Also sets up a variety of ambiguous crossunder resets. Safe on block.
- qcf/b+K > f+C guard crushes but leaves you at minus, punishable. Inside max mode, however, you can cancel it to give you room for fake guard crush combos like this one.
- No more infinite/linking out of hcf+P by using qcf+K.
- cr.D is no longer cancellable.
Videos
External Links
Check Vanessa's frame data
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