The King of Fighters XV/Vanessa

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The King of Fighters XV

OverviewStrategyDataCombos

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.
Her husband and kid don't know anything about her secret activities.

Movelist

Throws

Barrett Puncher (Forward) - Bk.gif / Fd.gif + C.gif

Clinch Puncher (Backward) - Bk.gif / Fd.gif + C.gif

Command Normals

One Two Puncher - Bk.gif / Fd.gif + A.gif

Sliding Puncher - Df.gif + D.gif

Special Moves

Machine Gun Puncher - Hcf.gif + A.gif / C.gif (*)

Dash Puncher - Bk.gif ~ Fd.gif + A.gif / C.gif (*)

Parrying Puncher - Dp.gif + A.gif / C.gif (*)

Puncher Vision (Forward) - Qcf.gif + B.gif / D.gif (*)

Puncher Upper - Fd.gif + A.gif
Puncher Straight - Fd.gif + C.gif
Puncher Weaving - Bk.gif + A.gif / C.gif

Puncher Vision (Backward) - Qcb.gif + B.gif / D.gif (*)

Puncher Upper - Fd.gif + A.gif
Puncher Straight - Fd.gif + C.gif
Puncher Weaving - Bk.gif + A.gif / C.gif

Puncher Weaving - Qcb.gif + A.gif / C.gif (*)

Puncher Weaving (Keep) - Hold A.gif / C.gif
Dash Puncher - Fd.gif + A.gif / C.gif
Parrying Puncher - Bk.gif + A.gif / C.gif
Puncher Vision (Forward) - Fd.gif + B.gif / D.gif
Puncher Vision (Backward) - Bk.gif + B.gif / D.gif

Super Special Moves

Crazy Puncher - Qcb.gifDb.gifQcf.gif + A.gif / C.gif (!)

Champion Puncher - Qcf.gifQcf.gif + A.gif / C.gif (!)

Climax Super Special Moves

Infinity Puncher - Qcb.gifDb.gifQcf.gif + C.gif+D.gif

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = 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, and her mobility, unique dashes, and specials give her a good neutral game despite the lack of any projectile or easily applicable anti-air. 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 no real answer to shorthops, 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. Regardless, Vanessa's offense, combo game, and neutral are strong enough to more than make up for that. If you love to roll your opponents and don't care about having bad defense, this character is for you.
Pros Cons
  • The Best Offense...: Between stancels, speed, vision gimmicks, great lights, and her fantastic EX moves, Vanessa's pressure is the single best in the entire game. 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.
  • Great Hitconfirms: Vanessa's low pushback on lights and great command normal make her hitconfirms almost impossible to drop.
  • Many Far Cancelable Normals: Vanessa's only non-cancelable normal is her far D, meaning many of her otherwise unsafe moves can become ludicrously safe and turn into opportunities to reset and extend pressure.
  • 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.
  • Great Neutral: While Vanessa may lack great anti airs, her mobility, ability to ignore fireballs, and wide array of great buttons and unique specials nonetheless grants her fantastic neutral to get her game started.
  • ...And the Worst Defense: Bad abare, no good answer to short hops, awful reversals (with the only real one being a 2 bar super). Vanessa essentially has nothing other than pure system mechanics to help her defensively, which makes defending as her as hard as it is to defend against her.
  • Awful Anti Airs: Vanessa's very slow anti air game means she lacks reactive ways to fight jumpy opponents and must pre-empt their actions instead. A very risky venture in KoF.
  • 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.



Normals

Far Standing Normals

Far A

stand A
st.A
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
- - 6 - - +0 -2 - - -
  • Special and super cancellable.

A decent fast poke that will stuff hops, but instantly loses to full jumps due to its height. Whiffs against crouchers.

Far B

stand B
st.B
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
- - 5 - - -2 -4 - - -
  • Command, whiff, special and super cancellable.

Has more cancellable properties than stand A and also better at stuffing hops due to slightly further reach.

Still loses to full jumps and also whiffs against crouchers.

Far C

stand C
st.C
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
- - 7 - - -4 -6 - - -
  • Command, whiff, special and super cancellable.

An okay button. Second punch reaches further and is whiff-cancellable and will stuff hops if timed well.

Also whiffs against crouchers.

Far D

stand D
st.D
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
- - 6 - - -1 -3 - - -
  • Super cancellable.

Another two hit button. Just like stand C, the second punch reaches further only because Vanessa herself moves forward as well. Despite that, it's still a very short ranged button with little space control.

Unlike her other stand buttons it doesn't whiff against crouchers. However, it's a very slow button that even whiffs against hops which also leaves her wide open for a free punish since she can't whiff cancel it.


Close Standing Normals

Close A

close A
cl.A
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
- - 5 - - +5 +3 - - -
  • Command, special and super cancellable.

A good close proximity button. Being 5f, 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.

Close B

close B
cl.B
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
- - 6 - - +4 +2 - - -
  • Command, special and super cancellable.

A more inferior version to close A due to having more startup and being less plus on block.

Loses against all hops.

Close C

close C
cl.C
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
- - 5 - - +0 -2 - - -
  • Command, special and super cancellable.

Probably your best and consistent close button. Just as fast as close A and leaves you safe on block. Primarily used as your close range BnB starter and pressure button.

Close D

close D
cl.D
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
- - 7 - - -6 -8 - - -
  • Command, special and super cancellable.

Does slightly more damage, but is tied with stand C for having the most startup for her standing normals. Also very minus on block.

Your best punish starter, but has the risk of becoming standing D if the proximities mess up, which you don't want.

Crouch Normals

Crouch A

crouch A
2A
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
- - 4 - - +4 +2 - - -
  • Command, special and super cancellable.

Your fastest normal tied with crouch B. It's used to hitconfirm from crouch B into 4/6A into any combo.

Does not hit low, but is safe on block.

Crouch B

crouch B
2B
XV Vanessa 2B ima.png
Warcrime.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
- - 4 - - +1 -1 - - -
  • Command, special and super cancellable.
  • Disjointed.

Tied with crouch A as your fastest normal, but actually hits low. As mentioned, it's your best hitconfirm.

It has slightly lower range than crouch A and is minus on block. Don't end your pressure with this button.

Crouch C

crouch C
2C
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
- - 7 - - -11 -13 - - -
  • Command, special and super cancellable.

Your primary anti-air tool. If timed well, it will beat all jump-ins. Even crossups.

On counterhit against hops it will combo into Parrying Puncher (623A/C) or Champion Puncher (236236P).

Crouch D

crouch D
2D
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
- - 7 - - +21 -9 - - -
  • Command, special and super cancellable.

By far one of your best buttons in neutral. It has the furthest range of any of her normals while also moving her forward.

Despite the fact that it's very punishable on block, you can simply ignore that by cancelling it into either Puncher Weaving (214P) or Puncher Vision Backwards (214K) to make it safe.

However because of the KOF neutral triangle, hops will beat sweeps. Since crouch D is not whiff-cancellable, one single hop from your opponent will hurt real bad for you.

Jump Normals

Jump A

jump A
j.A
Version Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
hop A - - 5 - - - - - - -
jump A - - 5 - - - - - - -

An okay air button. Her fastest air normal which is good for jump-ins but nothing else. Is severely outclassed by pretty much every other j.A in the game.

Jump B

jump B
j.B
Version Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
hop B - - 7 - - - - - - -
jump B - - 7 - - - - - - -

Your best air-to-air button. Hits horizontally, but the short range makes it very hard to hit anyone with. Stick to crouch C in case you want to anti-air.

Jump C

jump C
j.C
Version Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
hop C - - 7 - - - - - - -
jump C - - 7 - - - - - - -

Vanessa's only cross-ups button. Has barely any horizontal range in front of her but has good range behind her. Use it only for cross-ups, as it loses to everything else.

Jump D

jump D
j.D
Version Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
hop D - - 7 - - - - - - -
jump D - - 7 - - - - - - -

Definitely Vanessa's best jump-in. Good horizontal range, good vertical range. Your primary starter for jump in BnBs.

Rush Moves

rush
cl.AA/cl.AAX
Version Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
cl.AA - Mid - 5,8 - - -2 -4 - - -
cl.AAX - Mid - 5,8,10 - - -1 -3 - - -
  • Placeholder

Blowback

Blowback

Blowback
CD
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
- special 18 - - +75~+91 -2 - - -

Vanessa's Blowback (CD). Has about the same range as her stand C due to Vanessa not really moving forward. Still a pretty decent button.

ShatterStrike

ShatterStrike
236CD
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
- - 15 - - +93 -10 - - -
  • Has guard points, but not frame 1.
  • Raw hit on grounded opponent results in a crumple which can't be extended by normals.
  • Air hit results in wall bounce.
  • If used during combos it will cause a crumple that can be extended by normals.

The universal mechanic shared by every character using their own CD animations. Costs 1 bar to use, but refunds half a bar on a successful hit. Does great guard damage as well.

jump CD

jump CD
j.CD
Version Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
hop CD - - 15 - - - - - - -
jump CD - - 15 - - - - - - -

Your other best button in neutral aside from crouch D. Compared to most of her buttons and especially her air buttons, j.CD has an amazing range and is vital for her pressure game since the dropkick is angled downwards.

On counterhit you can follow up with Dash Puncher ([4]6A) where the ender varies depending on if you're midscreen on in the corner.

Throws

Barrett Puncher

Barrett Puncher
(close) 4/6C
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
- N/A - 1 - - +72 - - - -
  • Placeholder

Clinch Puncher

Clinch Puncher
(close) 4/6D
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
- N/A - 1 - - +30 - - - -
  • Placeholder

Command Moves

One-Two Puncher
4/6A
Version Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
Raw - - 22 - - +30 -5 - - -

Just like every other command normal, there's 2 versions of this one. The raw version is a slow overhead which results in a knockdown. Primarily used to open up the opponent and then go into Quick Max. It doesn't have any other purpose as there's no other way to extend it outside of cancelling it into Quick Max.

Version Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
Canceled into 50 - - - - - - - - -

If used during strings it instead becomes the sole reason why Vanessa's hitconfirm game is great. The duration of this move is long enough for you to tell if they blocked it or not. If it is, disengage with 214K or make yourself safe with 214P. If it hits, you get a full combo.

Canceling the first hit of this into 214P or other specials is the single most important part of your pressure game as Vanessa, as it supplies you with low-risk high reward stagger that is incredibly hard to stop, among other things. If you want to frametrap, you will have to do 214A4C after the first hit, as the second hit has too much pushback for any frametrap to exist.

Do not cancel cl.C into this from a jump-in. The pushback on cl.C is far too great and you will end up whiffing this quite often, leaving you very, very, very punishable.


Sliding Puncher
3D
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
- - 12 - - +21~+29 -9 - - -

A great low profile sweep. Can be used to slide under high pokes or fireballs. But unlike crouch D it's not special cancellable, so make sure to space it properly so it becomes safe.

Ground fireballs like Iori's 236A/C or Terry's 236A/C will beat it.

Special Moves

Machine Gun Puncher

Machine Gun Puncher
41236A/C/AC
Version Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
A - - 14 - - +66 -7 - - -
C - - - - - +66 -7 - - -
AC - - 5 - - +49 -4 - - -

Main combo tool. Mashing punches during the duration of the move adds hits and damage, which should be done always. Unsafe but the pushback can make it an awkward punish.


The A version and C version are functionally identical, while the EX version has more hits and ends in a launcher instead of a knockdown.

Dash Puncher

Dash Puncher
[4]6A/C/AC
Version Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
A - - 17 - - +41 -5 - - -
C - - 30 - - +51 -4 - - -
AC - - 6 - - +49 -11 - - -

Anti-zoning and combo tool. Vanessa lowers her body to the ground and travels forward before rising with an uppercut. Low-profiles while travelling, allowing her to go under many projectiles and even some normals. This is your main combo starter.


The A version travels almost half of the screen. Sees a lot of use in combos.


The C version travels almost the entire length of the screen.


The EX version travels around half of the screen and hits the opponent twice before ending in an uppercut. Used for extending combos after [4]6A.

Parrying Puncher

Parrying Puncher
623A/C/AC, 4A/C during Puncher Weaving
Version Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
A - - 10 - - +30 -16 - - -
C - - 10 - - +32 -12 - - -
AC - - 19 - - +71 -9 - - -

A hook with guard point property. C version can reflect projectiles.

C version is a decent anti-air. Key point on decent, as its active frames and recovery leave a lot to be desired.

Puncher Vision (Forward)

Puncher Vision (Forward)
236B/D/BD
Version Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
B or D - N/A - - - - - - - - -
BD - N/A - - - - - - - - -
  • Forward command dash
  • Some low profile properties similar to [4]6A/C

Core to her movement as it cancels into a multitude of followups, allowing her to move around the screen quickly while threatening other options. Can also be used for some blockstring gimmicks, but will always leave you very unsafe. EX version is fantastic for pressure as it recovers so fast you are no longer unsafe. The followups from the EX versions will also frametrap and/or blockstring from many of your moves, so it's of utmost importance to learn how to use this.

Puncher Vision (Backward)

Puncher Vision (Backward)
214B/D/BD
Version Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
B or D - N/A - - - - - - - - -
BD - N/A - - - - - - - - -
  • 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.

Puncher Weaving

Puncher Weaving
214A/C or 4A/C after Puncher Vision
XV vanessa 214p ima.png


Damage Stun Startup Active Recovery Hit Adv Block Adv
N/A - - - - - -
  • Vanessa ducks down slightly and starts swaying.
  • useful to cancel certain things and be much safer on block.
  • By holding down the button, you get access to Puncher Weaving (Keep)
  • EX version usually leaves you plus on block on cancel and can low profile

The EX version is much faster to recover and fully projectile invulnerable, and cancelling into it will usually leave you plus on block. It also has low profile, which allows you to go under a lot of fireballs and many buttons, but there are other options with this same ability and higher reward. It is the fastest of all these however.

Puncher Weaving (Keep)
hold A/C after Puncher Weaving



Damage Stun Startup Active Recovery Hit Adv Block Adv
N/A - - - - - -
  • Holding A locks out C options and holding C locks out A options. AC gives you access to both
  • EX maintains low profile until the end of the duration, but generally EX weaving is used for generating plus frames.

4B/D Gives Puncher Vision (Backward) (214B or 214D) correlating to button pressed

6B/D Gives Puncher Vision (Forward) (236B or 236D) correlating to button pressed

6A/C Gives Dash puncher ([4]6A or [4]6C) correlating to button pressed

4A/C Gives Parrying Puncher (623A or 623C) correlating to button pressed

Puncher Vision followups


Puncher Upper

Puncher Upper
6A after Puncher Vision
Version Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
Forward 6A - Mid - 10 - - Juggle (+44) -4 - - -
Forward EX 6A - Mid - 6 - - Juggle (+51) -6 - - -
Backward 6A - Mid - 21 - - Juggle (+41) -7 - - -
Backward EX 6A - Mid - 21 - - Juggle (+48) -9 - - -
  • Placeholder

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.

Puncher Straight

Puncher Straight
6C after Puncher Vision
Version Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
Forward 6C - Mid - 15 - - KND (+60) -15 - - -
Forward EX 6C - Mid - 9 - - KND (+58) -17 - - -
Backward 6C - Mid - 14 - - KND (+61) -14 - - -
Backward EX 6C - Mid - 14 - - KND (+61) -14 - - -
  • Placeholder

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.

Puncher Weaving (Vision)

Puncher Weaving (Vision)
4A/C after Puncher Vision



Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -

Super Special Moves

Crazy Puncher

Crazy Puncher
2141236A/C/AC
Version Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
A or C - Mid - 12 - - KND (+41) -9 - - -
AC - Mid - 5 - - KND (+39) -11 - - -
  • Highest damage combo ender, but very hard to get off from a special cancel.

Champion Puncher

Champion Puncher
236236A/C/AC
Version Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
A or C - High - 9 - - KND (+84) -17 - - -
AC - High - 8 - - KND (+75) -10 - - -
  • Much easier combo ender with lower damage. Still gives a safejump with 5CD 236D.

Climax Super Special Moves

Infinity Puncher

Infinity Puncher
2141236CD
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. and will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is or cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is , HKD is .
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
- Mid - 4 - - KND (+57) -31 - - -
  • It's a Climax.

Misc

Videos

Vanessa Reveal Trailer
The King of Fighters XV

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The King of Fighters XV
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