Difference between revisions of "The King of Fighters XV/Vanessa"
m (→Dash Puncher) |
|||
(38 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
[[File:KOFXV Vanessa Profile.png|thumb|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.<br/>Her husband and kid don't know anything about her secret activities.]] | <section begin="image"/>[[File:KOFXV Vanessa Profile.png|thumb|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.<br/>Her husband and kid don't know anything about her secret activities.]]<section end="image"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
Line 86: | Line 86: | ||
==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}} is a highly mobile rushdown character with impressive combo damage and suffocating pressure. The nature of her pushback and framedata make it so that her pressure can rarely be punished | | intro = {{SUBPAGENAME}} is a highly mobile rushdown character with impressive combo damage and suffocating pressure. The nature of her pushback and framedata make it so that her pressure can rarely be punished. Her unique tools let her find a situation where anything can be useful, and she truly seems like she has no weakness. That is, until she's on defense. Vanessa's defense is terrible. Between having only one real reversal (that costs two bars) and terrible abare, Vanessa finds herself having even more disadvantages against KoF's already great systemic offense, meaning you either do a wild option to get out, or stay locked in and hope for the best. Vanessa's midrange also falters, with a lack of confirms and a lack of good ground buttons in general preventing her from doing much. Regardless, Vanessa's offense, combo game, and neutral are strong enough to make up for that. If you love to roll your opponents and don't care about having bad defense, this character is for you. | ||
'''Vanessa is a momentum-based offensive beast who makes up for her lack of mixups with her fantastic pressure and strong combo damage.''' | |||
| pros= | | pros= | ||
* '''Great Offense...''': Between stancels, speed, vision gimmicks, great lights, and her fantastic EX moves, Vanessa's pressure is incredible. While her mixups are quite limited, her pressure makes up for that by allowing her to make an opponent flinch with ease. With many frame traps, high guard damage, ambiguous punish windows and a supermassive toolkit, Vanessa's offense is nigh insurmountable without meter to defend with. | * '''Great Offense...''': Between stancels, speed, vision gimmicks, great lights, and her fantastic EX moves, Vanessa's pressure is incredible. While her mixups are quite limited, her pressure makes up for that by allowing her to make an opponent flinch with ease. With many frame traps, high guard damage, ambiguous punish windows and a supermassive toolkit, Vanessa's offense is nigh insurmountable without meter to defend with. | ||
* '''Great Hitconfirms''': Vanessa's low pushback on lights and great command normal make her hitconfirms almost impossible to drop. | * '''Great Hitconfirms''': Vanessa's low pushback on lights and great command normal make her hitconfirms almost impossible to drop. | ||
* '''Amazing Mobility''': As if Vanessa's run speed was not enough, Puncher Vision grants her an exquisite amount of unique, high crushing movement options to get around the battlefield. | * '''Amazing Mobility''': As if Vanessa's run speed was not enough, Puncher Vision grants her an exquisite amount of unique, high crushing movement options to get around the battlefield. | ||
* ''' | *'''Strong Corner Carry''': Vanessa has a decent amount of combo options which all gives her great corner carry without sacrificing oki. Most notably Light and EX Dash Puncher. | ||
* '''Incredible Meter Gain''': Vanessa's overall low meter spend on combos means she can put her meter to use where it's needed - to make her pressure and mobility as potent as it is. | * '''Incredible Meter Gain''': Vanessa's overall low meter spend on combos means she can put her meter to use where it's needed - to make her pressure and mobility as potent as it is. | ||
| cons= | | cons= | ||
* '''...And | * '''...And Horrible Defense''': Bad abare and awful reversals (with the only real one being a 2 bar super). Vanessa essentially has almost ''nothing'' other than pure system mechanics to help her defensively, which makes defending ''as'' her as hard as it is to defend ''against'' her. | ||
* '''Incredibly Punishing to Play''': Vanessa's whiff recovery on many of her moves is so long that it's very often that dropping a combo, pressure, punish, or confirm will almost certainly be punished, oftentimes resulting in you getting hit by a full combo for something that seemed completely random. Coupled with difficult execution and high APM, being 'asleep' when playing Vanessa is a surefire way to lose. | * '''Incredibly Punishing to Play''': Vanessa's whiff recovery on many of her moves is so long that it's very often that dropping a combo, pressure, punish, or confirm will almost certainly be punished, oftentimes resulting in you getting hit by a full combo for something that seemed completely random. Coupled with difficult execution and high APM, being 'asleep' when playing Vanessa is a surefire way to lose. | ||
* '''Meter Reliance''': Vanessa relies on meter not for damage, but for pressure. Without meter, Vanessa finds herself with seldom plus frames, and has to be more creative as such with her stubby moveset. | * '''Meter Reliance''': Vanessa relies on meter not for damage, but for pressure. Without meter, Vanessa finds herself with seldom plus frames, and has to be more creative as such with her stubby moveset. | ||
* '''''Suicidal Stubbiness''''': Vanessa's stubby buttons give her a sore lack of options in the midrange, and add heavy inconsistency to her gameplan at times. What's worse is that Vanessa's command normal '''can actually drop''' in the middle of your blockstring or combo should you not be close enough to your opponent (which happens often if you perform a jump-in) because she barely travels forward when doing it, meaning that she can eat an easy full punish seemingly at 'random'. This issue forces you to either not commit to 4/6A at longer range, use lights instead of heavies since they have less pushback, or be at your opponents face at all times, which is very risky. All three of these options derive Vanessa of something, so pick your poison. | |||
}} | }} | ||
Line 145: | Line 147: | ||
|description= | |description= | ||
* Command, special and super cancellable. | * Command, special and super cancellable. | ||
A good close proximity button. Being | A good close proximity button. Being 4f, 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. | Loses against hops most of the time, but can beat some neutral hops. | ||
}} | }} | ||
====Close B==== | ====Close B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
Line 154: | Line 157: | ||
|description= | |description= | ||
* Command, special and super cancellable. | * Command, special and super cancellable. | ||
A | Despite having the same startup as cl.A, it's slightly inferor due to being less plus on block. | ||
Loses against all hops. | Loses against all hops. | ||
Line 165: | Line 168: | ||
* Command, special and super cancellable. | * Command, special and super cancellable. | ||
Other than being safe on block by itself there's little reason to use this over cl.D. | Other than being safe on block by itself there's little reason to use this over cl.D as it has more pushback and deals less damage. Mostly useful for throw OS'ing. | ||
}} | }} | ||
Line 201: | Line 204: | ||
|description= | |description= | ||
* Command, special and super cancellable. | * Command, special and super cancellable. | ||
Your primary anti-air tool. If timed well, it will beat | Your primary anti-air tool. If timed well, it will beat most jump-ins. Even crossups. | ||
On counterhit against hops it will combo into Parrying Puncher (623A/C) or Champion Puncher (236236P). | On counterhit against hops it will combo into Parrying Puncher (623A/C) or Champion Puncher (236236P). | ||
}} | }} | ||
====Crouch D==== | ====Crouch D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
Line 237: | Line 243: | ||
|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|description2=Horrible range and meh active frames on hop makes this quite mediocre when done from one. However, it's a nice close | |description2=Horrible range and meh active frames on hop makes this quite mediocre when done from one, though still required in pressure situations due to j.D's pushback issues. However, it's a nice close range full jump normal as its activity and hitstun are favorable. Use this only for safejumps and pressure. | ||
}} | }} | ||
Line 245: | Line 251: | ||
|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|description2=Definitely Vanessa's best jump-in. Good horizontal range, good vertical range. Your primary starter for jump | |description2=Definitely Vanessa's best jump-in. Good horizontal range, good vertical range. Your primary starter for far jump-ins, but be warned as the pushback on this move will cause many normals to whiff on block. | ||
}} | }} | ||
Line 260: | Line 266: | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=vanessa_cd | |moveId=vanessa_cd | ||
|description= | |description= Awful stand CD | ||
* Lacks a disjoint. | |||
Very stubby, very slow stand CD that unlike almost every other CD: Is not disjointed in ANY way. Seldom sees any use due to these 'features'. | |||
}} | }} | ||
Line 315: | Line 322: | ||
Be careful when cancelling cl.C or cl.D into this from a jump-in. The pushback on heavy normals is far too great and you will end up whiffing this quite often, leaving you very, very, very punishable. | Be careful when cancelling cl.C or cl.D into this from a jump-in. The pushback on heavy normals is far too great and you will end up whiffing this quite often, leaving you very, very, very punishable. | ||
Tends to whiff a lot at midrange connection with 2A as well. Try not to take too many risks whiff punishing with this. | |||
}} | }} | ||
Line 325: | Line 334: | ||
Ground fireballs like Iori's 236A/C or Terry's 236A/C will beat it. | Ground fireballs like Iori's 236A/C or Terry's 236A/C will beat it. | ||
}} | |||
===Target Combo 1=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=vanessa_dc | |||
|description= | |||
* Place Holder | |||
* | |||
* | |||
}} | }} | ||
Line 343: | Line 362: | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=vanessa_46a,vanessa_46c,vanessa_46ac | |moveId=vanessa_46a,vanessa_46c,vanessa_46ac | ||
|input=[4]6A/C/ | |size=22% | ||
|input=[4]6A/C or 6A/C during C/A Puncher Weaving<br> | |||
[4]6AC or 6A/C during EX Puncher Weaving | |||
|description3= | |description3= | ||
Line 359: | Line 380: | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=vanessa_623a,vanessa_623c,vanessa_623ac | |moveId=vanessa_623a,vanessa_623c,vanessa_623ac | ||
|input=623A/C/ | |size=22% | ||
|input=623A/C or 4A/C during C/A Puncher Weaving<br> | |||
623AC or 4A/C during EX Puncher Weaving | |||
|description3= | |description3= | ||
Line 365: | Line 388: | ||
C version is a decent anti-air. Key point on decent, as its active frames and recovery leave a lot to be desired. | C version is a decent anti-air. Key point on decent, as its active frames and recovery leave a lot to be desired. | ||
EX version causes a ground bounce which is useful as a combo extension. It also does massive guard damage. Hop C/D > cl.D (2 hits) > 6A (1 hit) > 623AC does 460 guard damage and will crush someone with roughly 1/2 of their guard bar left. Vanessa is then plus enough to dash in for a cl.D. However, there is a gap of several frames between 6A (1 hit) > 623AC which allows reversal opportunities. | |||
If you use these during Punching Weaving (214P), they no longer have guard point or anti-projectile properties. They will also recover quicker (reflected in [] in the frame data). | If you use these during Punching Weaving (214P), they no longer have guard point or anti-projectile properties. They will also recover quicker (reflected in [] in the frame data). | ||
Line 373: | Line 398: | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=vanessa_236k,vanessa_236bd | |moveId=vanessa_236k,vanessa_236bd | ||
| | |size=20% | ||
|input=236B/D/ | |input=236B/D or 6B/D during Puncher Weaving | ||
236BD | |||
|description2=* Forward command dash | |description2=* Forward command dash | ||
* Some low profile properties similar to [4]6A/C | * Some low profile properties similar to [4]6A/C | ||
Line 387: | Line 413: | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=vanessa_214k,vanessa_214bd | |moveId=vanessa_214k,vanessa_214bd | ||
| | |size=20% | ||
|input=214B/D/ | |input=214B/D or 4B/D during Puncher Weaving | ||
214BD | |||
|description2= * Backward command dash | |description2= * Backward command dash | ||
Used for retreating, and for dash movement in conjunction with the forward dash. The 6A and 6C followups off of backward command dash move very far forward, allowing her to do some shenanigans similar to that of Slayer's backstep. EX sees less use compared to the forward version, but is still a very fast and safe runaway option if needed. | Used for retreating, and for dash movement in conjunction with the forward dash. The 6A and 6C followups off of backward command dash move very far forward, allowing her to do some shenanigans similar to that of Slayer's backstep. EX sees less use compared to the forward version, but is still a very fast and safe runaway option if needed. | ||
Line 394: | Line 421: | ||
===Puncher Weaving=== | ===Puncher Weaving=== | ||
{{ | {{FrameDataCargo-KOFXV | ||
|moveId=vanessa_214p,vanessa_214ac | |||
| | |size=20% | ||
| | |input=214A/C or 4A/C during Puncher Vision<br> | ||
|input=214A/C or 4A/C | 214AC or 4AC during EX Puncher Vision<br> | ||
Hold to maintain<br><br><br> | |||
|description2= * Vanessa ducks down slightly and starts swaying. | |||
* useful to cancel certain things and be much safer on block. | * useful to cancel certain things and be much safer on block. | ||
* EX version maintains a low profile, is fully projectile invulnerable and much faster to recover. It usually leaves you plus on block on cancel and can low profile many buttons but there are other options with this same ability and higher reward. It is the fastest of all these however. | |||
* EX version | * By holding down the button, you can maintain the stance. | ||
* Holding A gives access to C versions and holding C to A. Holding either on 214AC gives you access to Ex versions of : | |||
:: '''6A/C''' Gives [[#Dash_Puncher|Dash puncher]] ([4]6A or [4]6C) correlating to button pressed. | |||
:: '''4A/C''' Gives [[#Parrying_Puncher|Parrying Puncher]] (623A or 623C) correlating to button pressed. | |||
* The Puncher Vision follow-ups are irrelevant of what button you're holding and you don't have access to EX Puncher Vision. | |||
:: '''4B/D''' Gives [[#Puncher_Vision_(Backward)|Puncher Vision (Backward)]] (214B or 214D) correlating to button pressed. | |||
:: '''6B/D''' Gives [[#Puncher_Vision_(Forward)|Puncher Vision (Forward)]] (236B or 236D) correlating to button pressed. | |||
''' | |||
''' | |||
''' | |||
''' | |||
}} | }} | ||
===Puncher Upper=== | ===Puncher Upper=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=vanessa_236k_6a,vanessa_236bd_6a,vanessa_214k_6a,vanessa_214bd_6a | |moveId=vanessa_236k_6a,vanessa_236bd_6a,vanessa_214k_6a,vanessa_214bd_6a | ||
|input=6A after Puncher Vision | |input=6A after Puncher Vision | ||
|description4= | |description4= | ||
High reward but low range dash followup. Staple in corner BNBs, and frametraps from stand CD 236B. EX version is fantastic for pressure as you can create many high guard damage blockstring setups due to its blistering speed. Can cancel into 214B/D if blocked to retreat, or 214A/C for safety. EX version can only cancel into normal stancels on hit, another half bar will need to be spent on block. | High reward but low range dash followup. Staple in corner BNBs, and frametraps from stand CD 236B. EX version is fantastic for pressure as you can create many high guard damage blockstring setups due to its blistering speed. Can cancel into 214B/D if blocked to retreat, or 214A/C for safety. EX version can only cancel into normal stancels on hit, another half bar will need to be spent on block. | ||
}} | }} | ||
Line 462: | Line 450: | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=vanessa_236k_6c,vanessa_236bd_6c,vanessa_214k_6c,vanessa_214bd_6c | |moveId=vanessa_236k_6c,vanessa_236bd_6c,vanessa_214k_6c,vanessa_214bd_6c | ||
|input=6C after Puncher Vision | |input=6C after Puncher Vision | ||
|description4= | |description4= | ||
Low reward but high range followup. Doesn't see much use cause of its incredibly slow speed. EX version is useful midscreen but much more useful in pressure due to its blockstun, chip damage, guard damage, and frame trapping ability. Can cancel into 214B/D and 214A/C as well, but cancelling into another 236B/D on hit gets her very close quickly for great okizeme. As per usual, EX version is not cancelable into normal stancels on block. Canceling the backward vision version into weaving 4A/C is your main corner combo ender. | Low reward but high range followup. Doesn't see much use cause of its incredibly slow speed. EX version is useful midscreen but much more useful in pressure due to its blockstun, chip damage, guard damage, and frame trapping ability. Can cancel into 214B/D and 214A/C as well, but cancelling into another 236B/D on hit gets her very close quickly for great okizeme. As per usual, EX version is not cancelable into normal stancels on block. Canceling the backward vision version into weaving 4A/C is your main corner combo ender. | ||
}} | }} | ||
==Super Special Moves== | ==Super Special Moves== | ||
Line 495: | Line 463: | ||
|name=Crazy Puncher | |name=Crazy Puncher | ||
|input=2141236A/C/AC | |input=2141236A/C/AC | ||
|description2=* Highest damage combo ender, | |description2=* Highest damage combo ender. If you're gonna spend meter for a super, be sure to pick this one. | ||
}} | }} | ||
Line 503: | Line 471: | ||
|name=Champion Puncher | |name=Champion Puncher | ||
|input=236236A/C/AC | |input=236236A/C/AC | ||
|description2=* Much easier combo ender with lower damage. Still gives a safejump with 5CD 236D. | |description2=* Much easier combo ender with lower damage, and the MAX version is one of your two only true reversals. Still gives a safejump with 5CD 236D. | ||
}} | }} | ||
Line 511: | Line 479: | ||
|moveId=vanessa_2141236cd | |moveId=vanessa_2141236cd | ||
|input=2141236CD | |input=2141236CD | ||
|description=* It's a Climax. | |description=* It's a Climax, and also Vanessa's second true reversal. Not much to say about this one aside of it being a decent meter dump finisher. | ||
}} | }} | ||
Revision as of 01:37, 15 February 2023
Movelist
Throws
Barrett Puncher (Forward) - / +
Clinch Puncher (Backward) - / +
Command Normals
Special Moves
Puncher Vision (Forward) - + / (*)
Puncher Vision (Backward) - + / (*)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Placeholder |
( = dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = dmg |
Gameplay Overview
Vanessa is a highly mobile rushdown character with impressive combo damage and suffocating pressure. The nature of her pushback and framedata make it so that her pressure can rarely be punished. Her unique tools let her find a situation where anything can be useful, and she truly seems like she has no weakness. That is, until she's on defense. Vanessa's defense is terrible. Between having only one real reversal (that costs two bars) and terrible abare, Vanessa finds herself having even more disadvantages against KoF's already great systemic offense, meaning you either do a wild option to get out, or stay locked in and hope for the best. Vanessa's midrange also falters, with a lack of confirms and a lack of good ground buttons in general preventing her from doing much. Regardless, Vanessa's offense, combo game, and neutral are strong enough to make up for that. If you love to roll your opponents and don't care about having bad defense, this character is for you. Vanessa is a momentum-based offensive beast who makes up for her lack of mixups with her fantastic pressure and strong combo damage. |
|
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
stand A
st.A
st.A |
---|
Far B
stand B
st.B
st.B |
---|
Far C
stand C
st.C
st.C |
---|
Far D
stand D
st.D
st.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
ShatterStrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Barrett Puncher
Barrett Puncher
(close) 4/6C
(close) 4/6C |
---|
Clinch Puncher
Clinch Puncher
(close) 4/6D
(close) 4/6D |
---|
Command Moves
One-Two Puncher
4/6A
4/6A |
---|
Sliding Puncher
3D
3D |
---|
Target Combo 1
Target Combo 1
D~C
D~C |
---|
Special Moves
Machine Gun Puncher
Machine Gun Puncher
41236A/C/AC
41236A/C/AC |
---|
Dash Puncher
Dash Puncher [4]6A/C or 6A/C during C/A Puncher Weaving [4]6A/C or 6A/C during C/A Puncher Weaving |
---|
Parrying Puncher
Parrying Puncher 623A/C or 4A/C during C/A Puncher Weaving 623A/C or 4A/C during C/A Puncher Weaving |
---|
Puncher Vision (Forward)
Puncher Vision (Forward) 236B/D or 6B/D during Puncher Weaving 236BD236B/D or 6B/D during Puncher Weaving 236BD |
---|
Puncher Vision (Backward)
Puncher Vision (Backward) 214B/D or 4B/D during Puncher Weaving 214BD214B/D or 4B/D during Puncher Weaving 214BD |
---|
Puncher Weaving
Puncher Weaving 214A/C or 4A/C during Puncher Vision 214A/C or 4A/C during Puncher Vision |
---|
Puncher Upper
Puncher Upper
6A after Puncher Vision
6A after Puncher Vision |
---|
Puncher Straight
Puncher Straight
6C after Puncher Vision
6C after Puncher Vision |
---|
Super Special Moves
Crazy Puncher
Crazy Puncher
2141236A/C/AC
2141236A/C/AC |
---|
Champion Puncher
Champion Puncher
236236A/C/AC
236236A/C/AC |
---|
Climax Super Special Moves
Infinity Puncher
Infinity Puncher
2141236CD
2141236CD |
---|