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"/> | <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. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | |||
<big>'''Jump:''' 40f | |||
<br>'''Hop:''' 32f | |||
<br>'''Backdash:''' 21f | |||
<br>'''Run Speed Ranking:''' 2 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
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By far one of your best buttons in neutral. It has the furthest range of any of her normals while also moving her forward. | By far one of your best buttons in neutral. It has the furthest range of any of her normals while also moving her forward. | ||
While it's very punishable on block, immediately cancelling it into either Puncher Weaving (214P) or Puncher Vision Backwards (214K) on block makes it safe. | While it's very punishable on block, immediately cancelling it into either Puncher Weaving (214P) or Puncher Vision Backwards (214K) on block makes it safe. You also get a safejump on hit with a stancel (simply hh forward as soon as possible, delay is needed for EX). | ||
It's not whiff-cancellable, however. Don't be predictable with it, otherwise your opponent will simply hop over it and get a full punish on you. | It's not whiff-cancellable, however. Don't be predictable with it, otherwise your opponent will simply hop over it and get a full punish on you. | ||
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|moveId=vanessa_cd | |moveId=vanessa_cd | ||
|description= Awful stand CD | |description= Awful stand CD | ||
Has a great hitbox in a vacuum but the horrid framedata and lack of a lunge makes it next to useless outside of pressure. | |||
}} | }} | ||
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|input=4/6A | |input=4/6A | ||
|description= | |description= | ||
Just like every other command normal, there's 2 versions of this one. The raw version is a | Just like every other command normal, there's 2 versions of this one. The raw version is a quick overhead which results in a knockdown. Primarily used to open up the opponent with some chip damage as it results in a safejump. | ||
|description2= | |description2= | ||
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. | 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. | ||
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. | If you want to frametrap meterlessly FROM this, you will have to do 214A4C after the first hit, as the second hit has too much pushback for any frametrap to exist. To frametrap into this normal simply delay cancel from lights. | ||
Be careful when cancelling cl.C or cl.D into this from a jump-in. The pushback on heavy normals is far too great and you will end up whiffing this quite often, leaving you very, very, very punishable. | Be careful when cancelling cl.C or cl.D into this from a jump-in. The pushback on heavy normals is far too great and you will end up whiffing this quite often, leaving you very, very, very punishable. | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=vanessa_dc | |moveId=vanessa_dc | ||
|description= | |description= Ass | ||
* | * It's ass | ||
* | * | ||
}} | }} | ||
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|description2=* Forward command dash | |description2=* Forward command dash | ||
* Some low profile properties similar to [4]6A/C | * Some low profile properties similar to [4]6A/C | ||
* Completely fireball invulnerable when done from Puncher Vision. | |||
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. | 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. | ||
A zoner's nightmare. | |||
The end of the move can also be Super Cancelled. | The end of the move can also be Super Cancelled. | ||
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|input=6C after Puncher Vision | |input=6C after Puncher Vision | ||
|description4= | |description4= | ||
Low reward but high range followup. Doesn't see much use cause of its incredibly slow speed. EX version is useful midscreen but much more useful in pressure due to its blockstun, chip damage, guard damage, and frame trapping ability. Can cancel into 214B/D and 214A/C as well, but cancelling into another 236B/D on hit gets her very close quickly for great okizeme. As per usual, EX version is not cancelable into normal stancels on block. Canceling the backward vision version into weaving 4A/C is your main corner combo ender. | Low reward but high range followup. Doesn't see much use oustide of combos cause of its incredibly slow speed. EX version is useful midscreen but much more useful in pressure due to its blockstun, chip damage, guard damage, and frame trapping ability. Can cancel into 214B/D and 214A/C as well, but cancelling into another 236B/D on hit gets her very close quickly for great okizeme. As per usual, EX version is not cancelable into normal stancels on block. Canceling the backward vision version into weaving 4A/C is your main corner combo ender. | ||
}} | }} | ||
==Super Special Moves== | ==Super Special Moves== | ||
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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, and is one of your only true reversals. | |description2=* Much easier combo ender with lower damage, and the is one of your two only true reversals. Normal version grants a safejump with 5CD 236D > full jump. | ||
}} | }} | ||
Latest revision as of 19:45, 1 February 2024
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, crazy neutral, 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 at least one bar and has a terrible hitbox) 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 |
---|
Misc
Alternate Colors