Difference between revisions of "The King of Fighters XV/Vanessa"
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< | <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== | ||
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==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. | ||
}} | }} | ||
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|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 | ||
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|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. | ||
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|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 | ||
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|description= Awful stand CD | |description= Awful stand CD | ||
* Lacks a disjoint. | * Lacks a disjoint. | ||
Very stubby, very slow stand CD that unlike almost every other CD: Is not disjointed. Seldom sees any use due to these 'features'. | 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'. | ||
}} | }} | ||
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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 | |||
* | |||
* | |||
}} | }} | ||
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|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. | ||
}} | }} | ||
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|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. | ||
}} | }} | ||
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|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 |
---|