The King of Fighters XIV/Vanessa

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Charaimg vanessa.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Barrett Puncher - close Bk.gif / Fd.gif + C.gif

Clinch Puncher - close Bk.gif / Fd.gif + D.gif

Command Normals

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

Sliding Puncher - Df.gif + B.gif

Special Moves

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

Dash Puncher - charge Bk.gif briefly, then 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
One-Two Puncher - 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
One-Two Puncher - 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.gif Hcf.gif + A.gif / C.gif (!)

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

Climax Super Special Move

Infinity Puncher - Hcb.gif Hcb.gif + A.gif C.gif

Normals

Standing

  • st.A: Standard anti-air jab. Whiffs on crouching opponents.
  • st.B: A frame faster than st.A and has better range. Whiffs on crouching opponents and is special-cancellable on hit, block, or whiff.
  • st.C: Two-hit straight punches combination. Can be used as an anti-air or long range poke that can be cancelled into Max Mode. Special cancellable on hit, block, or whiff, and super-cancellable on hit or block. Whiffs on crouchers.
  • st.D: Two-hit body blow combination. Longer range than st.C, and moves Vanessa forward a bit. Beware the 14F gap between the active frames of the first and second punches. The only far standing normal besides st.CD that doesn’t whiff on crouchers.

Close

  • cl.A: This close ranged elbow is +3F on block, is special cancellable, and can chain into cr.A and cr.B. Links into cl.C on hit.
  • cl.B: This jab to the body is +2F on block, is special cancellable, and can chain into cr.A and cr.B.
  • cl.C: Two quick body blows that can be easily confirmed into special moves.
  • cl.D: Similar to cl.C, but pushes Vanessa away less from the opponent on block.

Crouching

  • cr.A: This crouching jab is +2F on block and can be chained into all grounded light normals. Special cancellable and super-cancellable.
  • cr.B: Very short horizontal range for a crouching light kick, but is +1F on block. Chainable into grounded A normals, special-cancellable, and super-cancellable.
  • cr.C: This seated uppercut can be easily confirmed into Vanessa’s specials and command normals. Can be used as an anti-air against jumps at a close range with its lingering hitbox but lacks vertical range. Special-cancellable on hit, block, or whiff. Super-cancellable on hit and block.
  • cr.D: Vanessa’s longest ranged normal. Far reaching sweep that is special-cancellable and super-cancellable on hit or block.

Jumping

  • j.A: This jumping jab has a slight downward angle and can be used in closed ranged air-to-air situations with height advantage. Vanessa’s fastest air normal.
  • j.B: A horizontal air jab. Can be used as a close range air-to-air option. Same speed as j.C, but with slightly better reach. Whiffs on crouching opponents.
  • j.C: Standard jump-in attack and good close range air-to-air. Same speed as j.B, but with better damage.
  • j.D: Longer horizontal range than j.B but lowered down vertically a bit. Can be used as a jump-in from a further range than j.C. Slow start-up.

Blowback

  • st.CD: Long range horizontal kick. Causes wallsplat on grounded opponents.
  • j.CD: Long range dropkick. Slow even by j.CD standards, but has a very favorable hitbox. Good for pressure.

Throws

Barrett Puncher - (cl.4/6C)

  • (description)
  • Can be broken
  • Soft knockdown

Clinch Puncher - (cl.4/6D)

  • (description)
  • Can be broken
  • Hard knockdown
  • Side switch

Command Moves

name of command normal - - (place motion here example f+A)

  • (description here)


name of command normal - (motion here) (if in air)

  • (description here)


name of motion - (motion here)

  • (description here)

Special Moves

Machine Gun Puncher - (41236A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


Dash Puncher - ([4]6A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


Parrying Puncher - (623A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


Puncher Vision (forward) - (236B/D)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

name of follow up move - (motion here)
  • (description here)
name of follow up move - (motion here)
  • (description here)
  • EX: (description here)


Puncher Vision (backward) - (214B/D)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

name of follow up move - (motion here)
  • (description here)
name of follow up move - (motion here)
  • (description here)
  • EX: (description here)


Puncher Weaving - (214A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

name of follow up move - (motion here)
  • (description here)
name of follow up move - (motion here)
  • (description here)
  • EX: (description here)

Super Special Moves

Crazy Puncher - (2141236A/C)

  • (description here)
  • (description here)
  • (description here)

Max:

Champion Puncher - (236236A/C)

  • (description here)
  • (description here)
  • (description here)

Max:

Climax Super Special Moves

Infinity Puncher - (6321463214AC)

  • (description here)
  • (description here)
  • (description here)

Combos

  • (any special information about the character combos if needed)

Notation

Rush Auto Combo

Meterless: description here

1 Meter: description here

EX: description here

0 meter

  • cl.D, 6A, 41236C (mash C) = 166 dmg, 250 stun

(Ver. 3.10, anywhere)

  • j.D, cl.C, 6A, 41236C (mash C) = 228 dmg, 320 stun

(Ver. 3.10, anywhere)

  • cr.B, cl.A, 6A, 41236C (mash C) = 141 dmg, 230 stun

(Ver. 3.10, anywhere, light low confirm)

  • cr.B, cr.A, cr.A, 6A, [4]6A, cr.D = 224 dmg, 300 stun

(Ver. 3.10, anywhere, SKD, light low confirm with special-cancellable ender)

  • j.C, cl.C, 6A, [4]6A, cr.C = 286 dmg, 360 stun

(Ver. 3.10, corner, special-cancellable juggle ender leads to mixups)

  • j.C, cl.C, 6A, [4]6A, cr.D = 293 dmg, 360 stun

(Ver. 3.10, anywhere, SKD, special-cancellable ender)

1 meter

  • cl.D, 6A, [BC] cl.C, 6A, 41236AC, [4]6AC, [4]6A, cr.C = 309 dmg, 450 stun

(Ver. 3.10, any position, half stage, special-cancellable ender)

  • cl.D, 6A, [BC] cl.C, 6A, 41236AC, 236BD>6C, [4]6A, cr.D = 311 dmg, 450 stun

(Ver 3.10, any position, less than half stage, SKD, special-cancellable ender)

  • cl.D, 6A, [BC] cl.C, 6A, 41236AC, 236BD>6C, 214AC, cl.C, 6A, 623A = 320 dmg, 340 stun

(Ver. 3.10, 3rd position, corner, HKD)

  • cl.C, 6A, [BC] cl.C, 6A, 41236AC, 236BD>6C, 214BD, cl.A, cl.C, 6A, 623A = 320 dmg, 540 stun

(Ver. 3.10, 3rd position, corner, HKD)

  • j.C, cr.C, 6A, [BC] cr.C, 6A, 41236AC, 236BD>6C, [4]6C, [4]6A, cr.D = 402 dmg, 580 stun

(Ver. 3.10, any position, SKD, special-cancellable ender)

2 meters

  • cl.C, 6A, [BC] cl.C, 6A, 41236AC, 2141236AC = 440 dmg, 320 stun

(Ver. 3.10, any position, anywhere)

  • cl.C, 6A, [BC] cl.C, 6A, 41236AC, 236BD>6C, 236BD, cl.A, cl.C, 6A, 41236AC, 623AC, [4]6AC, 236B>6A, 214A>6C, [4]6A, 623C, cr.A = 458 dmg, 1000 stun

(Ver. 3.10, 3rd position, less than half stage, full stun)

  • cl.C, 6A, [BC] cl.C, 6A, 236BD>6A, [4]6A, 2141236AC = 467 dmg, 380 stun

(Ver. 3.10, any position, anywhere)

3 meters

  • cl.D, 6A, [BC] cl.C, 6A, 41236AC, [4]6AC, 236B>6A, 214>6C, 623C, 236236AC = 526 dmg, 620 stun

(Ver. 3.10, any position, half stage)

  • cl.D, 6A, [BC] cr.C, [4]6AC, 236BD>6C, 236BD, cl.A, cl.C, 6A, [BC] cl.C, 6A, 623AC, [4]6A, 2141236AC = 591 dmg, 640 stun

(Ver. 3.10, 2nd position, less than half stage)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

  • cr.B, cr.A, cr.A, 6A, [BC] cl.C, 6A, 41236AC, 236BD>6C, 236BD, cl.A, cl.C, 6A, [BC] cl.C, 6A, 41236AC, 623AC, [4]6AC, 236B>6A, 214A>6C, [4]6A, 623C, *stun*, CD, 214C, cl.A, cl.C, 6A, [BC] cl.C, 6A, 41236AC, 623AC, [4]6AC, 236B>6A, 214A>6C, [4]6A, 623C, 236236C, 2141236AC = 917 dmg

(Ver. 3.10, 3rd position, less than half stage, light low confirm, will TOD Leona, Kula, and Nakoruru)

Misc

Frame Data

Vanessa KOFXIV Frama Data Link

Videos

Vanessa Slow Motion Hitboxes

Contributors

ElkyDori

External Links

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Discussion Threads

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The King of Fighters XIV
System

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