Vanessa(KOFXI): Unterschied zwischen den Versionen

Keine Bearbeitungszusammenfassung
 
(42 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 52: Zeile 52:
|+Short List
|+Short List
|-
|-
! Move !! S!! A!! Hit!! Grd!! Dmg!! Stn!! G-Dmg!! Gauge!! Note
! Move !! S!! A!! Hit!! Blk!! Dmg!! Stn!! G-Dmg!! Gauge!! J-Type!! Air!! C-Air!! Note
|-
|-
| 5A(c) || 7 || 4|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> || 4 || 6 || 5 || 6
 
| 5A(c) || 7|| 4|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> || 4|| 6|| 5|| 6|| F+L|| JA|| F1-14F||
|-
|-
| 5A(f)|| 8 || 4|| <span style="color: blue;">+3</span> || <span style="color: blue;">+2</span> || 4 || 6 || 5 || 6
| 5A(f)|| 8|| 4|| <span style="color: blue;">+3</span> || <span style="color: blue;">+2</span> || 4|| 6|| 5|| 6|| F+L|| JA|| F1-14F||
|-
|-
| 5B(c)|| 8 || 3|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span> || 4 || 6 || 5 || 6
| 5B(c)|| 8|| 3|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span> || 4|| 6|| 5|| 6|| F+L|| JA|| F1-14F||
|-
|-
| 5B(f)|| 7 || 3|| <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span>|| 4 || 6 || 5 || 6
| 5B(f)|| 7|| 3|| <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span>|| 4|| 6|| 5|| 6|| F+L|| JA|| F1-14F||
|-
|-
| 5C(c)|| 5 || 2+2|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span>|| 10 || 14 || 12 || 12 ||Short activation range, but fast. 2nd hit has special cancel.
| 5C(c)|| 5|| 2+2|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span>|| 10|| 14|| 12|| 12|| F+L|| JA|| F1-14F||Short activation range, but fast. 2nd hit has special cancel.
|-
|-
| 5C(f)|| 7 || 2+3|| <span style="color: red;">-9</span>|| <span style="color: red;">-10</span>/<span style="color: red;">-15</span>*|| 12 || 14 || 12 || 14 ||2nd hit has special & kara cancel. *=if first hit connects only.
| 5C(f)|| 7|| 2+3|| <span style="color: red;">-9</span>|| <span style="color: red;">-10</span>/<span style="color: red;">-15</span>*|| 12|| 14|| 12|| 14|| F+L|| JA|| F1-14F||2nd hit has special & kara cancel. *=if first hit connects only.
|-
|-
| 5D(c)|| 7 || 3+3|| <span style="color: red;">-10</span>|| <span style="color: red;">-11</span>|| 12 || 14 || 12 || 12 ||Reaches further down than 5C(c) + better activation range. 2nd hit has special cancel.
| 5D(c)|| 7|| 3+3|| <span style="color: red;">-10</span>|| <span style="color: red;">-11</span>|| 12|| 14|| 12|| 12|| F+L|| JA|| F1-14F||Reaches further down than 5C(c) + better activation range. 2nd hit has special cancel.
|-
|-
| 5D(f)|| 6 || 3+3|| <span style="color: red;">-10</span>|| <span style="color: red;">-11</span>|| 16 || 14 || 12 || 14
| 5D(f)|| 6|| 3+3|| <span style="color: red;">-10</span>|| <span style="color: red;">-11</span>|| 16|| 14|| 12|| 14|| F+L|| JA|| F1-14F||
|-
|-
| 5E|| 19 || 7|| KD|| <span style="color: blue;">+1</span>|| 14 || 12 || 14 || 16
| 5E|| 19|| 7|| KD|| <span style="color: blue;">+1</span>|| 14 || 12 || 14 || 16|| F+L|| N|| F1-8F,<br>F9-28 L||
|-
|-
| GC|| 7 || 6|| KD|| <span style="color: red;">-14</span>|| 5 || 0 || 0 || 0
| GC|| 7|| 6|| KD|| <span style="color: red;">-14</span>|| 5 || 0 || 0 || 0|| ?|| N||F1-8F,<br>F9-28L||
|-
|-
| 6A|| 7/17* || 2+3|| KD|| <span style="color: red;">-5</span>|| 14 || 10 || 10 || 10 ||2nd hit overhead & hard kockdown. *=if 1st hit whiffs.
| 6A|| 7/17*|| 2+3|| KD|| <span style="color: red;">-5</span>|| 14|| 10|| 10|| 10|| x|| x|| x||2nd hit overhead & hard kockdown. *=if 1st hit whiffs.
|-
|-
| 6A(can)|| 6 || 2+3|| KD|| <span style="color: red;">-5</span>|| 10 || 4 || 6 || 6 ||1st hit special cancel. 2nd hit hard kockdown.
| 6A(can)|| 6|| 2+3|| KD|| <span style="color: red;">-5</span>|| 10|| 4|| 6|| 6|| x|| x|| x||1st hit special cancel. 2nd hit hard kockdown.
|-
|-
| Saving Shift|| ? || n*|| /|| /|| 0 || 0 || / || 0 ||Active until landing. 9F/10F recovery (hit/whiff).
| Saving Shift|| ?|| n*|| /|| /|| 0 || 0 || / || 0 || ?|| N|| F1-8F,<br>F9-end L||Active until landing. 9F/10F recovery (hit/whiff).
|-
|-
| Backdash|| / || 21|| /|| /|| / || / || / || / ||F5-17 invul on feet. F18-21 recovery.
| Backdash|| /|| 21|| /|| /|| /|| /|| /|| /|| /|| /|| /||F5-17 invul on feet. F18-21 recovery.
|-
|-
| 2A|| 8 || 3|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span>|| 4 || 6 || 5 || 6
| 2A|| 8|| 3|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span>|| 4|| 6|| 5|| 6|| F+L|| JA|| F1-14F||
|-
|-
| 2B|| 6 || 3|| <span style="color: blue;">+6</span>|| <span style="color: blue;">+5</span>|| 4 || 6 || 5 || 6
| 2B|| 6|| 3|| <span style="color: blue;">+6</span>|| <span style="color: blue;">+5</span>|| 4|| 6|| 5|| 6|| F+L|| JA|| F1-14F||
|-
|-
| 2C|| 7 || 3+6|| <span style="color: red;">-13</span>|| <span style="color: red;">-14</span>||10 || 14 || 11 || 12 ||Special Cancel. Kara cancel.
| 2C|| 7|| 3+6|| <span style="color: red;">-13</span>|| <span style="color: red;">-14</span>||10 || 14|| 11|| 12|| F+L|| JA|| F1-14F||Special Cancel. Kara cancel.
|-
|-
| 2D|| 9 || 4|| KD|| <span style="color: red;">-4</span>|| 14 || 14 || 11 || 12 ||Special Cancel. Kara cancel.
| 2D|| 9|| 4|| KD|| <span style="color: red;">-4</span>|| 14|| 14|| 11|| 12|| x|| JA|| x||Special Cancel. Kara cancel.
|-
|-
| 3B|| 11 || 12|| KD|| <span style="color: red;">-15</span>/<span style="color: red;">-4</span>*||12 || 12 || 10 || 12 ||F1-33 Low profile. F34-39 small crouching recovery. F35-47 crouching recovery. *= Frame Data for close/max range.
| 3B|| 11|| 12|| KD|| <span style="color: red;">-15</span>/<span style="color: red;">-4</span>*|| 12|| 12|| 10|| 12|| x|| x|| x||F1-33 Low profile. F34-39 small crouching recovery. F35-47 crouching recovery. *= Frame Data for close/max range.
|-
|-
| small A|| 5|| 12|| /|| /|| 6 || 8 || 6 || 8
| small A|| 5|| 12|| /|| /|| 6|| 8|| 6|| 8|| F+L|| JA|| F1-14F||
|-
|-
| up A|| 5|| 12|| /|| /|| 7 || 9 || 7 || 8
| up A|| 5|| 12|| /|| /|| 7|| 9|| 7|| 8|| F+L|| JA|| F1-14F||
|-
|-
| j.A|| 5|| 6|| /|| /|| 7 || 9 || 7 || 8
| j.A|| 5|| 6|| /|| /|| 7|| 9|| 7|| 8|| F+L|| JA|| F1-14F||
|-
|-
| small B || 4|| 12|| /|| /|| 6 || 8 || 6 || 8
| small B || 4|| 12|| /|| /|| 6|| 8|| 6|| 8|| F+L|| JA|| F1-14F||
|-
|-
| up B || 5|| 9+3|| /|| /|| 7 || 9 || 7 || 8
| up B || 5|| 9+3|| /|| /|| 7|| 9|| 7|| 8|| F+L|| JA|| F1-14F||
|-
|-
| j.B || 5|| 3+9|| /|| /|| 7 || 9 || 7 || 8
| j.B || 5|| 3+9|| /|| /|| 7|| 9||7 || 8|| F+L|| JA|| F1-14F||
|-
|-
| small C|| 6|| 3|| /|| /|| 11 || 13 || 10 || 12 ||Can crossup & instant overhead.
| small C|| 6|| 3|| /|| /|| 11|| 13|| 10|| 12|| F+L|| JA|| F1-14F||Can crossup & instant overhead.
|-
|-
| j.C || 8|| 2+4|| /|| /|| 13 || 14 || 11 || 12 ||Can crossup.
| j.C || 8|| 2+4|| /|| /|| 13|| 14|| 11|| 12|| F+L|| JA|| F1-14F||Can crossup.
|-
|-
| j.back C || 8|| 2+4|| /|| /|| 14 || 15 || 12 || 14 ||Same hitbox as j.C, but different dmg.
| j.back C || 8|| 2+4|| /|| /|| 14|| 15|| 12|| 14|| F+L|| JA|| F1-14F||Same hitbox as j.C, but different dmg.
|-
|-
| small D || 8|| 4|| /|| /|| 11 || 13 || 10 || 12
| small D || 8|| 4|| /|| /|| 11|| 13|| 10|| 12|| F+L|| JA|| F1-14F||
|-
|-
| j.D || 10|| 5|| /|| /|| 13 || 14 || 11 || 12
| j.D || 10|| 5|| /|| /|| 13|| 14|| 11|| 12|| F+L|| JA|| F1-14F||
|-
|-
| small E || 14|| 3|| /|| /|| 11 || 9 || 11 || 14
| small E || 14|| 3|| /|| /|| 11|| 9|| 11|| 14|| F+L|| N|| F1-8F,<br>F9-28 L||
|-
|-
| j.E || 16|| 4|| /|| /|| 12 || 10 || 12 || 14
| j.E || 16|| 4|| /|| /|| 12|| 10|| 12|| 14|| F+L|| N|| F1-8F,<br>F9-28 L||
|-
|-
| 236B|| /|| 21|| /|| /|| / || / || / || / ||1-4 invul. F5-13 upper leg invul + CH-state. F14-20 upper body invul.
| 236B|| /|| 21|| /|| /|| /|| /|| /|| /|| /|| /|| /||1-4 invul. F5-13 upper leg invul + CH-state. F14-20 upper body invul.
|-
|-
| 236D|| /|| 28|| /|| /|| / || / || / || / ||F1-6 invul. F7-20 upper leg invul + CH-state. F21-26 upper body invul.
| 236D|| /|| 28|| /|| /|| /|| /|| /|| /|| /|| /|| /||F1-6 invul. F7-20 upper leg invul + CH-state. F21-26 upper body invul.
|-
|-
| 214B|| /|| 17|| /|| /|| / || / || / || / ||F1-6 invul. F7-11 upper body invul + CH-state. F12-15 upper body invul.
| 214B|| /|| 17|| /|| /|| /|| /|| /|| /|| /|| /|| /||F1-6 invul. F7-11 upper body invul + CH-state. F12-15 upper body invul.
|-
|-
| 214D|| /|| 23|| /|| /|| / || / || / || / ||F1-8 invul. F9-17 upper body invul + CH-state. F18-21 upper body invul.
| 214D|| /|| 23|| /|| /|| /|| /|| /|| /|| /|| /|| /||F1-8 invul. F9-17 upper body invul + CH-state. F18-21 upper body invul.
|-
|-
| 236K>6A|| 24/31|| 3+3|| KD|| <span style="color: red;">-8</span>|| 16 || 26 || 20 || 6/12 ||Launcher, Special Cancel (2nd Hit).
| 236K>6A|| 24/31|| 3+3|| KD|| <span style="color: red;">-8</span>|| 16|| 26|| 20|| 6/12|| x|| x|| x||Launcher, Special Cancel (2nd Hit).
|-
|-
| 214D>6A|| 32/38|| 3+3|| KD|| <span style="color: red;">-8</span>|| 16 || 26 || 20 || 6/12 ||Launcher, Special Cancel (2nd Hit). Better hurtbox in the beginning than 236K>6A.
| 214K>6A|| 32/38|| 3+3|| KD|| <span style="color: red;">-8</span>|| 16|| 26|| 20|| 10/12|| x|| x|| x||Launcher, Special Cancel (2nd Hit). Better hurtbox in the beginning than 236K>6A. Conqueror's Guide lists gauge gain as 6/12 (mistake).
|-
|-
| 236/214K>4P|| 24/31|| 14|| /|| /|| / || / || / || / ||Same hitboxes & properties as 214P.
| 236/214K>4P|| 24/31|| 14|| /|| /|| /|| /|| /|| /|| /|| /|| /||Same hitboxes & properties as 214P.
|-
|-
| 236K>6C|| 27/34|| 3+3|| KD|| GC(+0)|| 18 || 26 || 265 || 6/12 ||Guard Crush (2nd Hit). Only vulnerable on the legs during startup.
| 236K>6C|| 27/34|| 3+3|| KD|| GC(+0)|| 18|| 26|| 265|| 6/12|| x|| x|| x||Guard Crush (2nd Hit). Only vulnerable on the legs during startup.
|-
|-
| 214K>6C|| 24/30|| 2|| KD|| <span style="color: red;">-14</span>|| 16 || 13 || 12 || 10/8 ||Juggle Anywhere. F1-6 only vulnerable on the feet.
| 214K>6C|| 24/30|| 2|| KD|| <span style="color: red;">-14</span>|| 16|| 13|| 12|| 10/8|| x|| x|| x||Juggle Anywhere. F1-6 only vulnerable on the feet.
|-
|-
| 214P|| /|| 14|| /|| /|| / || / || / || / ||F1-6 invul. F7-12 above leg invul, F13+14 upper body invul. F15 standing recovery. F7-14 CH-state. Button can be held to extend the state from F7-12.
| 214P|| /|| 14|| /|| /|| /|| /|| /|| /|| /|| /|| /||F1-6 invul. F7-12 above leg invul, F13+14 upper body invul. F15 standing recovery. F7-14 CH-state. Button can be held to extend the state from F7-12.
|-
|-
| 214P>6K|| /|| 28|| /|| /|| / || / || / || / ||Same frame data & properties as 236D.
| 214P>6K|| /|| 28|| /|| /|| /|| /|| /|| /|| /|| /|| /||Same frame data & properties as 236D.
|-
|-
| 214P>4K|| /|| 23|| /|| /|| / || / || / || / ||Same frame data & properties as 214D.
| 214P>4K|| /|| 23|| /|| /|| /|| /|| /|| /|| /|| /|| /||Same frame data & properties as 214D.
|-
|-
| 214P>6P|| 8|| 3+3|| KD|| <span style="color: red;">-22</span>|| 12 || 15 || 13 || 10/8 ||Launcher, Special Cancel. F1-3 invul. F4-7 above feet invul.
| 214P>6P|| 8|| 3+3|| KD|| <span style="color: red;">-22</span>|| 12|| 15|| 13|| 10/8|| F|| x|| x||Launcher, Special Cancel. F1-3 invul. F4-7 above feet invul.
|-
|-
| 214P>4P|| 11|| 3|| KD|| <span style="color: red;">-15</span>|| 15 || 10 || 14 || 6/6 ||Hard Knockdown. F2+3 Guard Point. Negates projectiles from F10-17.
| 214P>4P|| 11|| 3|| KD|| <span style="color: red;">-15</span>|| 15|| 10|| 14|| 6/6|| x|| x|| x||Hard Knockdown. F2+3 Guard Point. Negates projectiles from F10-17.
|-
|-
| [4],6A|| 19|| 4|| KD|| <span style="color: blue;">+1</span>|| 13 || 13 || 10 || 6/6 ||Launcher. Better hitbox than [4],6C. 40F charge time.
| [4],6A|| 19|| 4|| KD|| <span style="color: blue;">+1</span>|| 13|| 13|| 10|| 6/6|| F|| x|| x||Launcher. Better hitbox than [4],6C. 40F charge time.
|-
|-
| [4],6C|| 31|| 4|| KD|| <span style="color: red;">-1</span>|| 18 || 13 || 10 || 6/6 ||Launcher. More damage & higher launch than A-Version. Does not combo from heavy attacks. 40F charge time.
| [4],6C|| 31|| 4|| KD|| <span style="color: red;">-1</span>|| 18|| 13|| 10|| 6/6|| F|| x|| x||Launcher. More damage & higher launch than A-Version. Does not combo from heavy attacks. 40F charge time.
|-
|-
| 623A|| 10|| 3+3|| KD|| <span style="color: red;">-7</span>|| 8+8 || 6+6 || 5+5 || 6/6+6 ||2nd hit launches (no followup). Negates projectiles F13-16, F22+23, F24-26
| 623A|| 10|| 3+3|| KD|| <span style="color: red;">-7</span>|| 8+8|| 6+6|| 5+5|| 6/6+6|| x|| x|| x||2nd hit launches (no followup). Negates projectiles F13-16, F22+23, F24-26. Doesn't cause pushback.
|-
|-
| 623C|| 21|| 3+3|| KD|| <span style="color: blue;">+7</span>|| 8+8 || 6+6 || 5+5 || 6/6+6 ||1. Hit Guard Point F13-17. 2nd hit launches (juggle ok). Negates projectiles F24-27,33+34,35-37.
| 623C|| 21|| 3+3|| KD|| <span style="color: blue;">+7</span>|| 8+8|| 6+6|| 5+5|| 6/6+6|| x|| x|| x||1. Hit Guard Point F13-17. 2nd hit launches (juggle ok). Negates projectiles F24-27,33+34,35-37. Doesn't cause pushback.
|-
|-
| 41236P(x3)|| 3|| 10|| KD|| <span style="color: red;">-12</span>|| 14 || 3*2+8 || 3*2+8 || 6/3*2+4 ||3-hit version. Shifting from the mash hits is +12F on hit against standing, +8 against crouching opponents (when landing without attacking). Last hit causes wall bounce on counter hit.
| 41236P(x3)|| 3|| 10|| KD|| <span style="color: red;">-12</span>|| 14|| 3*2+8|| 3*2+8|| 6/3*2+4|| x|| x|| x||3-hit version. Shifting from the mash hits is +12F on hit against standing, +8 against crouching opponents (when landing without attacking). Last hit causes wall bounce on counter hit.
|-
|-
| 41236P(x6)|| 3|| 10|| KD|| <span style="color: red;">-12</span>|| 18 || 5*2+8 || 5*2+8 || 6/5 *2+4 ||6-hit version. Same shift rule as above.
| 41236P(x6)|| 3|| 10|| KD|| <span style="color: red;">-12</span>|| 18|| 5*2+8|| 5*2+8|| 6/5 *2+4|| x|| x|| x||6-hit version. Same shift rule as above.
|-
|-
| 2141236A|| 6|| 10|| KD|| <span style="color: red;">-15</span>|| 34 || 0 || 0 || 0 ||F1-5 invul.
| 2141236A|| 6|| 10|| KD|| <span style="color: red;">-15</span>|| 34|| 0|| 0|| 0|| x|| x|| x||F1-5 invul.
|-
|-
| 2141236C|| 16|| 15|| KD|| <span style="color: red;">-20</span>|| 34 || 0 || 0 || 0 ||F1-15 invul.
| 2141236C|| 16|| 15|| KD|| <span style="color: red;">-20</span>|| 34|| 0|| 0|| 0|| x|| x|| x||F1-15 invul.
|-
|-
| 236236P|| 4|| 4|| KD|| <span style="color: red;">-30</span>|| 36 || 0 || 0 || 0 ||F1-3 invul. Only triggers if enemy is close.
| 236236P|| 4|| 4|| KD|| <span style="color: red;">-30</span>|| 36|| 0|| 0|| 0|| x|| x|| x||F1-3 invul. Only triggers if enemy is close.
|-
|-
| 236236E|| 0|| /|| /|| /|| / || / || / || / ||Only has 1F recovery, which can be cancelled into block. Active for 300F. Allows cancelling Special Moves into other Special Moves.
| 236236E|| 0|| /|| /|| /|| /|| /|| /|| /|| /|| /|| /||Only has 1F recovery, which can be cancelled into block. Active for 300F. Allows cancelling Special Moves into other Special Moves. Can do one super for free while active.
|-
|-
| 2141236P>236236CE|| ?|| ?|| KD|| /|| 64 || 0 || 0 || 0 ||Dream Cancel only.
| 2141236P>236236CE|| ?|| ?|| KD|| /|| 64 || 0 || 0 || 0 || ?|| JA|| /||Dream Cancel only.
|-
|-
| 236236P>236236CE|| ?|| ?|| KD|| /|| 56 || 0 || 0 || 0 ||Dream Cancel only.
| 236236P>236236CE|| ?|| ?|| KD|| /|| 56 || 0 || 0 || 0 || ?|| ?|| /||Dream Cancel only.
|-
|-
|}
|}
Zeile 180: Zeile 181:
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Note
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''5A(c)'''
| style="background-color:#F9F9F9;" |'''5A(c)'''
Zeile 296: Zeile 297:
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Note
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''2A'''
| style="background-color:#F9F9F9;" |'''2A'''
Zeile 346: Zeile 347:
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Note
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump A'''
| style="background-color:#F9F9F9;" |'''smalljump A'''
Zeile 442: Zeile 443:
|+ 214/236K Route
|+ 214/236K Route
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Input
! style="background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Note
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''236B'''
| style="background-color:#F9F9F9;" |'''Front<br>Puncher Vision (weak)'''
| style="background-color:#F9F9F9;" |236B
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_236B_1.png]][[bild:kofxi_vanessa_236B_2.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_236B_1.png]][[bild:kofxi_vanessa_236B_2.png]]
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |21
| style="background-color:#F9F9F9;" |21
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
Zeile 457: Zeile 460:
| style="background-color:#F9F9F9;" |F1-4 invul. F5-13 above leg invul & CH-state. F14-20 upper body invul. F21 recovery.
| style="background-color:#F9F9F9;" |F1-4 invul. F5-13 above leg invul & CH-state. F14-20 upper body invul. F21 recovery.
|-
|-
| style="background-color:#F9F9F9;" |'''236D'''
| style="background-color:#F9F9F9;" |'''Front<br>Puncher Vision (strong)'''
| style="background-color:#F9F9F9;" |236D
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_236D_1.png]][[bild:kofxi_vanessa_236D_2.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_236D_1.png]][[bild:kofxi_vanessa_236D_2.png]]
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |28
| style="background-color:#F9F9F9;" |28
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
Zeile 465: Zeile 469:
| style="background-color:#F9F9F9;" |F1-6 invul. F7-20 above leg invul & CH-state. F21-26 upper body invul. F27+28 recovery.
| style="background-color:#F9F9F9;" |F1-6 invul. F7-20 above leg invul & CH-state. F21-26 upper body invul. F27+28 recovery.
|-
|-
| style="background-color:#F9F9F9;" |'''214B'''
| style="background-color:#F9F9F9;" |'''Back<br>Puncher Vision (weak)'''
| style="background-color:#F9F9F9;" |214B
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_214B_1.png]][[bild:kofxi_vanessa_214B_2.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_214B_1.png]][[bild:kofxi_vanessa_214B_2.png]]
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |17
| style="background-color:#F9F9F9;" |17
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
Zeile 473: Zeile 478:
| style="background-color:#F9F9F9;" |F1-6 invul. F7-11 upper body invul + CH-state. F12-15 upper body invul. F16-17 recovery.
| style="background-color:#F9F9F9;" |F1-6 invul. F7-11 upper body invul + CH-state. F12-15 upper body invul. F16-17 recovery.
|-
|-
| style="background-color:#F9F9F9;" |'''214D'''
| style="background-color:#F9F9F9;" |'''Back<br>Puncher Vision (strong)'''
| style="background-color:#F9F9F9;" |214D
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_214D_1.png]][[bild:kofxi_vanessa_214D_2.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_214D_1.png]][[bild:kofxi_vanessa_214D_2.png]]
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |23
| style="background-color:#F9F9F9;" |23
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
Zeile 481: Zeile 487:
| style="background-color:#F9F9F9;" |F1-8 invul. F9-17 upper body invul + CH-state. F18-21 upper body invul. F22+23 recovery.
| style="background-color:#F9F9F9;" |F1-8 invul. F9-17 upper body invul + CH-state. F18-21 upper body invul. F22+23 recovery.
|-
|-
| style="background-color:#F9F9F9;" |'''236K>6A'''
| style="background-color:#F9F9F9;" |'''Front<br>Puncher Vision >Puncher Upper'''
| style="background-color:#F9F9F9;" |236K>6A
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_236K6A_1.png]][[bild:kofxi_vanessa_236K6A_2.png]][[bild:kofxi_vanessa_236K6A_3.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_236K6A_1.png]][[bild:kofxi_vanessa_236K6A_2.png]][[bild:kofxi_vanessa_236K6A_3.png]]
| style="background-color:#F9F9F9;" |24/31
| style="background-color:#F9F9F9;" |24/31
Zeile 489: Zeile 496:
| style="background-color:#F9F9F9;" |Launcher, Special Cancel (2nd Hit).
| style="background-color:#F9F9F9;" |Launcher, Special Cancel (2nd Hit).
|-
|-
| style="background-color:#F9F9F9;" |'''236K/214K>4P'''
| style="background-color:#F9F9F9;" |'''Back<br>Puncher Vision >Puncher Upper'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_214P_1.png]][[bild:kofxi_vanessa_214P_2.png]][[bild:kofxi_vanessa_214P_3.png]]
| style="background-color:#F9F9F9;" |214K>6A
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Same hitboxes & properties as 214P.
|-
| style="background-color:#F9F9F9;" |'''214D>6A'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_214D6A_1.png]][[bild:kofxi_vanessa_236K6A_2.png]][[bild:kofxi_vanessa_236K6A_3.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_214D6A_1.png]][[bild:kofxi_vanessa_236K6A_2.png]][[bild:kofxi_vanessa_236K6A_3.png]]
| style="background-color:#F9F9F9;" |32/38
| style="background-color:#F9F9F9;" |32/38
Zeile 505: Zeile 505:
| style="background-color:#F9F9F9;" |Launcher, Special Cancel (2nd Hit). Better hurtbox in the beginning than 236K>6A.
| style="background-color:#F9F9F9;" |Launcher, Special Cancel (2nd Hit). Better hurtbox in the beginning than 236K>6A.
|-
|-
| style="background-color:#F9F9F9;" |'''236K>6C'''
| style="background-color:#F9F9F9;" |'''Any<br>Puncher Vision >Puncher Weaving'''
| style="background-color:#F9F9F9;" |236K/214K>4P
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_214P_1.png]][[bild:kofxi_vanessa_214P_2.png]][[bild:kofxi_vanessa_214P_3.png]]
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |14
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Same hitboxes & properties as 214P.
|-
| style="background-color:#F9F9F9;" |'''Front<br>Puncher Vision >Puncher Straight'''
| style="background-color:#F9F9F9;" |236K>6C
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_236K6C_1.png]][[bild:kofxi_vanessa_236K6C_2.png]][[bild:kofxi_vanessa_236K6C_3.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_236K6C_1.png]][[bild:kofxi_vanessa_236K6C_2.png]][[bild:kofxi_vanessa_236K6C_3.png]]
| style="background-color:#F9F9F9;" |27/34
| style="background-color:#F9F9F9;" |27/34
Zeile 511: Zeile 521:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |GC(+0)
| style="background-color:#F9F9F9;" |GC(+0)
| style="background-color:#F9F9F9;" |Guard Crush (2nd Hit). above leg invul during startup.
| style="background-color:#F9F9F9;" |Guard Crush (2nd Hit). above leg invul during startup. 2nd hit can be QSed. Hard knockdown.
|-
|-
| style="background-color:#F9F9F9;" |'''214K>6C'''
| style="background-color:#F9F9F9;" |'''Back<br>Puncher Vision >Puncher Straight'''
| style="background-color:#F9F9F9;" |214K>6C
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_214K6C_1.png]][[bild:kofxi_vanessa_214K6C_2.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_214K6C_1.png]][[bild:kofxi_vanessa_214K6C_2.png]]
| style="background-color:#F9F9F9;" |24/30
| style="background-color:#F9F9F9;" |24/30
Zeile 519: Zeile 530:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-14
| style="background-color:#F9F9F9;" |-14
| style="background-color:#F9F9F9;" |Juggle Anywhere. F1-6 above feet invul.
| style="background-color:#F9F9F9;" |Juggle Anywhere. F1-6 above feet invul. Can juggle after.
|-
|-
|}
|}
Zeile 526: Zeile 537:
|+ 214P Route
|+ 214P Route
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Input
! style="background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Note
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''214P'''
| style="background-color:#F9F9F9;" |'''Puncher Weaving'''
| style="background-color:#F9F9F9;" |214P
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_214P_1.png]][[bild:kofxi_vanessa_214P_2.png]][[bild:kofxi_vanessa_214P_3.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_214P_1.png]][[bild:kofxi_vanessa_214P_2.png]][[bild:kofxi_vanessa_214P_3.png]]
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-/
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
Zeile 541: Zeile 554:
| style="background-color:#F9F9F9;" |F1-6 invul. F7-12 above leg invul & CH-state. F13+14 upper body invul + Counter Hit State. F15 standing recovery. Button can be held to extend the state from F7-12.
| style="background-color:#F9F9F9;" |F1-6 invul. F7-12 above leg invul & CH-state. F13+14 upper body invul + Counter Hit State. F15 standing recovery. Button can be held to extend the state from F7-12.
|-
|-
| style="background-color:#F9F9F9;" |'''214P>6K'''
| style="background-color:#F9F9F9;" |'''>(Front) Vision'''
| style="background-color:#F9F9F9;" |214P>6K
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_236D_1.png]][[bild:kofxi_vanessa_236D_2.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_236D_1.png]][[bild:kofxi_vanessa_236D_2.png]]
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |28
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Same frame data & properties as 236D.
| style="background-color:#F9F9F9;" |Same frame data & properties as 236D.
|-
|-
| style="background-color:#F9F9F9;" |'''214P>4K'''
| style="background-color:#F9F9F9;" |'''>(Back) Vision'''
| style="background-color:#F9F9F9;" |214P>4K
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_214D_1.png]][[bild:kofxi_vanessa_214D_2.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_214D_1.png]][[bild:kofxi_vanessa_214D_2.png]]
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |23
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Same frame data & properties as 214D.
| style="background-color:#F9F9F9;" |Same frame data & properties as 214D.
|-
|-
| style="background-color:#F9F9F9;" |'''>Puncher Upper'''
| style="background-color:#F9F9F9;" |'''214P>6P'''
| style="background-color:#F9F9F9;" |'''214P>6P'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_214P6P_1.png|100px]][[bild:kofxi_vanessa_214P6P_2.png|100px]][[bild:kofxi_vanessa_214P6P_3.png|100px]][[bild:kofxi_vanessa_214P6P_4.png|100px]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_214P6P_1.png|100px]][[bild:kofxi_vanessa_214P6P_2.png|100px]][[bild:kofxi_vanessa_214P6P_3.png|100px]][[bild:kofxi_vanessa_214P6P_4.png|100px]]
Zeile 563: Zeile 579:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-22
| style="background-color:#F9F9F9;" |-22
| style="background-color:#F9F9F9;" |Launcher, Special Cancel. F1-3 invul. F4-7 above feet invul.  
| style="background-color:#F9F9F9;" |Launcher, Special & Super Cancel. F1-3 invul. F4-7 above feet invul.  
|-
|-
| style="background-color:#F9F9F9;" |'''214P>4P'''
| style="background-color:#F9F9F9;" |'''>Parring Puncher'''
| style="background-color:#F9F9F9;" |214P>4P
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_214P4P_1.png]][[bild:kofxi_vanessa_214P4P_2.png]][[bild:kofxi_vanessa_214P4P_3.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_214P4P_1.png]][[bild:kofxi_vanessa_214P4P_2.png]][[bild:kofxi_vanessa_214P4P_3.png]]
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |11
Zeile 578: Zeile 595:
|+ Specials & Supers
|+ Specials & Supers
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Input
! style="background-color:#D9D9D9;" | Hitbox
! style="background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
Zeile 585: Zeile 603:
! style="background-color:#FFd800;" | Note
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''[4],6A'''
| style="background-color:#F9F9F9;" |'''Dash Puncher(weak)'''
| style="background-color:#F9F9F9;" |[4],6A
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_46A.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_46A.png]]
| style="background-color:#F9F9F9;" |19
| style="background-color:#F9F9F9;" |19
Zeile 593: Zeile 612:
| style="background-color:#F9F9F9;" |Launcher. Hitbox 56x112px (better than 46C). 40F charge time.
| style="background-color:#F9F9F9;" |Launcher. Hitbox 56x112px (better than 46C). 40F charge time.
|-
|-
| style="background-color:#F9F9F9;" |'''[4],6C'''
| style="background-color:#F9F9F9;" |'''Dash Puncher(strong)'''
| style="background-color:#F9F9F9;" |[4],6C
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_46C.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_46C.png]]
| style="background-color:#F9F9F9;" |31
| style="background-color:#F9F9F9;" |31
Zeile 601: Zeile 621:
| style="background-color:#F9F9F9;" |Launcher. Does not combo from heavy attacks. More damage & higher launch than A-Version. Hitbox 48x112px (worse than 46A). 40F charge time.
| style="background-color:#F9F9F9;" |Launcher. Does not combo from heavy attacks. More damage & higher launch than A-Version. Hitbox 48x112px (worse than 46A). 40F charge time.
|-
|-
| style="background-color:#F9F9F9;" |'''623A'''
| style="background-color:#F9F9F9;" |'''Forbidden Eagle(weak)'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_623A_1.png|100px]][[bild:kofxi_vanessa_623A_2.png|100px]][[bild:kofxi_vanessa_623A_3.png|100px]][[bild:kofxi_vanessa_623A_4.png|100px]][[bild:kofxi_vanessa_623A_5.png|100px]]
| style="background-color:#F9F9F9;" |623A
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_623A_1.png|100px]][[bild:kofxi_vanessa_623A_2.png|100px]][[bild:kofxi_vanessa_623A_3.png|100px]]<br>[[bild:kofxi_vanessa_623A_4.png|100px]][[bild:kofxi_vanessa_623A_5.png|100px]]
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |3+3
| style="background-color:#F9F9F9;" |3+3
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |2. Hit launches (no followup possible). Negates projectiles F13-16, F22+23, F24-26
| style="background-color:#F9F9F9;" |2. Hit launches (no followup possible). Negates projectiles F13-16, F22+23, F24-26. Doesn't cause pushback.
|-
|-
| style="background-color:#F9F9F9;" |'''623C'''
| style="background-color:#F9F9F9;" |'''Forbidden Eagle(strong)'''
| style="background-color:#F9F9F9;" |623C
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_623C_1.png|100px]][[bild:kofxi_vanessa_623C_2.png|100px]][[bild:kofxi_vanessa_623C_3.png|100px]]<br>[[bild:kofxi_vanessa_623C_4.png|100px]][[bild:kofxi_vanessa_623C_5.png|100px]][[bild:kofxi_vanessa_623C_6.png|100px]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_623C_1.png|100px]][[bild:kofxi_vanessa_623C_2.png|100px]][[bild:kofxi_vanessa_623C_3.png|100px]]<br>[[bild:kofxi_vanessa_623C_4.png|100px]][[bild:kofxi_vanessa_623C_5.png|100px]][[bild:kofxi_vanessa_623C_6.png|100px]]
| style="background-color:#F9F9F9;" |21
| style="background-color:#F9F9F9;" |21
Zeile 615: Zeile 637:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |+7
| style="background-color:#F9F9F9;" |+7
| style="background-color:#F9F9F9;" |1. Hit Guard Point F13-17. 2. Hit launches (juggle possible). Negates projectiles F24-27,33+34,35-37.
| style="background-color:#F9F9F9;" |1. Hit Guard Point F13-17. 2. Hit launches (juggle possible). Negates projectiles F24-27,33+34,35-37. Doesn't cause pushback.
|-
|-
| style="background-color:#F9F9F9;" |'''41236P'''
| style="background-color:#F9F9F9;" |'''Machine Gun Puncher'''
| style="background-color:#F9F9F9;" |41236P
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_41236P_a.png]][[bild:kofxi_vanessa_41236P_b.png]][[bild:kofxi_vanessa_41236P_c.png]][[bild:kofxi_vanessa_41236P_gif.gif]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_41236P_a.png]][[bild:kofxi_vanessa_41236P_b.png]][[bild:kofxi_vanessa_41236P_c.png]][[bild:kofxi_vanessa_41236P_gif.gif]]
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
Zeile 625: Zeile 648:
| style="background-color:#F9F9F9;" |Can be mashed for more hits. Pattern without mash: "abac". Mash: "ababac". *= without mash. Shifting from the mash hits is +12F on hit against standing, +8 against crouching opponents (when landing without attacking). Last hit causes wall bounce on counter hit.
| style="background-color:#F9F9F9;" |Can be mashed for more hits. Pattern without mash: "abac". Mash: "ababac". *= without mash. Shifting from the mash hits is +12F on hit against standing, +8 against crouching opponents (when landing without attacking). Last hit causes wall bounce on counter hit.
|-
|-
| style="background-color:#F9F9F9;" |'''2141236A'''
| style="background-color:#F9F9F9;" |'''Crazy Puncher(weak)'''
| style="background-color:#F9F9F9;" |2141236A
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_2141236A.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_2141236A.png]]
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
Zeile 633: Zeile 657:
| style="background-color:#F9F9F9;" |F1-5 invul.
| style="background-color:#F9F9F9;" |F1-5 invul.
|-
|-
| style="background-color:#F9F9F9;" |'''2141236C'''
| style="background-color:#F9F9F9;" |'''Crazy Puncher(strong)'''
| style="background-color:#F9F9F9;" |2141236C
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_2141236A.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_2141236A.png]]
| style="background-color:#F9F9F9;" |16
| style="background-color:#F9F9F9;" |16
Zeile 641: Zeile 666:
| style="background-color:#F9F9F9;" |F1-15 invul.
| style="background-color:#F9F9F9;" |F1-15 invul.
|-
|-
| style="background-color:#F9F9F9;" |'''236236P'''
| style="background-color:#F9F9F9;" |'''Champion Puncher'''
| style="background-color:#F9F9F9;" |236236P
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_236236P.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_236236P.png]]
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
Zeile 649: Zeile 675:
| style="background-color:#F9F9F9;" |Only triggers close to enemy. F1-3 invul.
| style="background-color:#F9F9F9;" |Only triggers close to enemy. F1-3 invul.
|-
|-
| style="background-color:#F9F9F9;" |'''236236E'''
| style="background-color:#F9F9F9;" |'''Max Puncher'''
| style="background-color:#F9F9F9;" |236236E
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_236236E.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_236236E.png]]
| style="background-color:#F9F9F9;" |0
| style="background-color:#F9F9F9;" |0
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Only has 1F recovery, which can be cancelled into block. Active for 300F. Allows cancelling Special Moves into other Special Moves.
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Only has 1F recovery, which can be cancelled into block. Active for 300F. Allows cancelling Special Moves into other Special Moves. Can do one super for free while active.
|-
|-
| style="background-color:#F9F9F9;" |'''236236C+E'''
| style="background-color:#F9F9F9;" |'''Puncher Finish'''
| style="background-color:#F9F9F9;" |236236C+E
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_236236CE.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_236236CE.png]]
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Dream Cancel only.
| style="background-color:#F9F9F9;" |Followup to 2141236P or 236236P (Dream Cancel). Animation, damage & advantage after is different depending on what super was used before (236236P or 2141236P).
|-
|-
|}
|}
Zeile 756: Zeile 784:


'''Basic Combos'''
'''Basic Combos'''
*j.A/C, 5C(2),[4],6A, hyperhop or smalljump D or E: easy combo off of a jump-in.
*j.A/C, 5C(2),[4],6A, then...
**hyperhop or smalljump E: easy combo off of a jump-in with soft knockdown.
**hyperhop j.D,\/, okizeme: since j.D will make the opponent land on their feet, you can run up to them for a 50/50 left/right mixup. For advanced mixups from this situation, look further below.
**hyperhop j.D,\/, 214-B6C: for damage. the 6C-followup can be followed up with a QS for more damage, eg. QS K'> j.E whiff,\/,236236A


*Out of Quick Shift j.B or j.C,\/,(walk forward,) 5C(2),[4],6A, [j.CD] or [hyperhop j.D,\/ 214B-6C]: Combo out of Quick Shift. The 214B-6C ender needs a certain distance to the corner.
*(2B>)2B>6A, then...
**after 6C: Quick Shift again
**41236P: hard knockdown. Easier if 2x 2B was used, or 2B>2A>6A...
**623A(1)>QS: a simple and effective quick shift setup.


*Corner 623Cx5, 2C,214B-6C, [link 236236P]: ''[0-1 Super]'' Max damage in the corner without shift or LDM. To connect the super, the 214K-6C must hit as early as possible.
*Out of Quick Shift j.B or j.C or j.D,\/, 5C/D(2),[4],6A...: the preferred combo starter from a quick shift to Vanessa.


'''Advanced Combos'''
'''Advanced Combos'''
Zeile 774: Zeile 806:
*Out of Quick Shift j.C, walk forward, 5C(2),6A(1),623A(1) QS: Setup to maximize stun if shifting to and from Vanessa.
*Out of Quick Shift j.C, walk forward, 5C(2),6A(1),623A(1) QS: Setup to maximize stun if shifting to and from Vanessa.


*214/236K-6A(2)>214P (sway cancel), then...
**dash, 236236P
**hyperhop j.D or E: both of these enders are a way to combo off of the very useful 214/236K-6A attack while staying safe in case it was blocked (due to the sway cancel).


'''Other Combos'''
*Forbidden Eagle loop: Corner 623Cx5, 2C,214B-6C, then...
*Corner combo into [4],6A, 5A whiff, 5A>214B>6C, link 236236P: ''[1 Super]'' [https://youtu.be/0dHjeSy0tJo?t=754 Source]
**nothing: if your opponent is too low, stop the combo here.
**link 236236P ''[0-1 Super]'' To connect after the 214K-6C, the 6C must hit as early as possible, which is tricky.
**link 5C(1)>214P or 5C(1)>623C: resets with either slight frame advantage or a guard point / another forbidden eagle loop starter.


*Corner combo into [4],6A, 5B whiff, 5A>214B>6C, link 236236P: ''[1 Super]'' [https://youtu.be/0dHjeSy0tJo?t=754 Source], an auto-timing setup to get the super after 214B-6C.


=== Leader Combo Starters===
=== Leader Combo Starters===
'''Bread n Butter'''<br>
*Midscreen combo into 5C/D(2 hits) or 2B>2A/B, then 6A,236236E: To make the 6A cancel into 236236E, you need to input the 6A as a 236 already, eg. 5C>236A>236E. This becomes extra hard when having to make a micro-walk before the 5C, eg. after a shift-in. In this situation, using 5D(2) is advised, since its activation range is bigger and no micro walk is required at all.


*midscreen combo into 5C(2 hits) or 5D(2 hits),6A,236236E: To get this to work, you need to input the combo as 5C>236A>236E. This becomes extra hard when having to make a microwalk before the 5C, eg. after a shift-in. In this situation, using 5D(2) is advised, since its activation range is bigger and no micro walk is required at all.
*Corner Combo in [4],6A, 2A(whiff),2C,236236E: the basic corner starter for your LDM.
 
*midscreen combo in C(2 hits),6A,236236E, [4],6A-236B,2A-214D-6C-236B-2C-236B (Crossup)...
 
*midscreen to corner combo in C(2 hits),6A,236236E, [4],6A, hyperhop delay j.D, land, 214B-6C cancel 236B-6C (1 hit) cancel 214B-6C cancel 623C....


*Corner Combo in [4],6A, 2A(whiff),2C,236236E, 214B-6C cancel 214D-6C cancel 236B, link 2C,214D-6C cancel 214B-6C cancel 623C, 623C x N, 2C,214B-6C, link 236236P, shift out
*Combo in 236236P, Dream Cancel 2. Hit in 236236E, 5C(f),[4],6A etc.: LDM starter from 236236P. Very important if you catch your opponent jumping, as this restands, but costs 3 gauges and one shift stock.
 
*Combo in 236236P, Dream Cancel 2. Hit in 236236E, C(far),[4],6A, link hyperhop j.D,\/,214B-6C cancel 236B-C cancel erster Hit 214B-6C cancel 623C, 623C x 5 etc.


'''Fringe Starters'''<br>
*Reset Setup: corner juggle in 2C>236236E, 214B-6C cancel 214D-6C cancel 236B, link 2C,236B-6C (guard crush),236B, 2B>6A>214A, link 5C(1)...  [https://youtu.be/uBMPJ0GObQU?t=1183 Source: TORU]
*Reset Setup: corner juggle in 2C>236236E, 214B-6C cancel 214D-6C cancel 236B, link 2C,236B-6C (guard crush),236B, 2B>6A>214A, link 5C(1)...  [https://youtu.be/uBMPJ0GObQU?t=1183 Source: TORU]


Zeile 798: Zeile 833:


=== Leader Combos ===
=== Leader Combos ===
*Corner combo into [4],6A, 2A(whiff, for timing),2C,236236E link 214B-6C cancel 214D-6C cancel 236B, delay 2C>214B-6C cancel 214D-6C cancel 623C, 623Cx4, 2A(whiff, for timing), 2C>214B-6C, link 236236P or 5C(2)>214P or 5C(2)>623C(mash trap) or 41236P: the basic corner LDM combo, you will be using this a lot. You can both shift the last 236236P super or before that the last 214P-6C before that, both is very useful to close out the combo.
'''Corner'''<br>
*Corner combo into [4],6A, 2A(whiff, for timing),2C,236236E link 214B-6C cancel 214D-6C cancel 236B, delay 2C>214B-6C cancel 214D-6C cancel 623C, 623Cx4, 2A(whiff, for timing), 2C>214B-6C, then:
**nothing: BnB ender. You will use the above combo a lot, this is your corner LDM bnb.
**link 236236P: only works if the 214B-6C hit as high as possible.
*5C(2)>214P or 5C(2)>623C(mash trap) or 41236P (only one hit hits): resets or a little extra damage, only works if the 214B-6C hit as high as possible.


*Corner combo into 236236E link 5C(far, 2 hits), [4],6A, 2A whiff (for timing), 2C>214B-6C cancel 214D-6C cancel 236B, immediate 2C>214D-6C cancel 623C, start 623C loop: a variation to the above combo if the starter was against a standing opponent. If you can, avoid this combo since it allows saving shift right after activation and deals less damage - but sometimes you just need to use this one, eg. if you hit with 2B>2B>6A.
*Corner combo into 236236E link 5C(far, 2 hits), [4],6A, 2A whiff (for timing), 2C>214B-6C cancel 214D-6C cancel 236B, immediate 2C>214D-6C cancel 623C, start 623C loop: a variation to the above combo if the starter was against a standing opponent. If you can, avoid this combo since it allows saving shift right after activation and deals less damage - but sometimes you just need to use this one, eg. if you hit with 2B>2B>6A.


*midscreen combo into LDM, 5C(far, 2 hits), [4],6A cancel 236B, delay 2A,214D-6E (opponent flies over you) cancel 236B link 236236P(, shift out): bread n butter midscreen LDM combo. This is only used if the one that moves the opponent to the corner would not work (which is rare).
*Close to corner combo into [4],6A, hyperhop delay j.D,\/,236236E, 214B-6C cancel 214D-6C cancel 236B, 2C>214B-6C cancel 214D-6C cancel 623C, start 623C loop: a useful variation if you are too far away for 2C after the [4],6A, but still close enough for the 214B-6C to connect after the activation. This needs a bit of experience to eyeball.


*midscreen combo into LDM, 5C(far, 2 hits),[4],6A, hyperhop delay j.D,\/, 214B-6C cancel 236D-6C cancel 214B-6C cancel 623C, start 623C loop: the most important corner carry combo.
'''Midscreen/Fullscreen'''<br>
*Midscreen combo into LDM, 5C(far, 2 hits),[4],6A, hyperhop delay j.D,\/, 214B-6C cancel 236D-6C cancel 214B-6C cancel 623C, start 623C loop: the most important corner carry combo. This is a difficult combo that needs practice to master. The hyperhop should come as early as possible and the j.D timing is essential - if both of these factors are used perfectly (~ 3F timing), the 236D-6C will hit, otherwise it will miss.


*close to corner combo into [4],6A, hyperhop delay j.D,\/,236236E, 214B-6C cancel 214D-6C cancel 236B, 2C>214B-6C cancel 214D-6C cancel 623C, start 236C loop: a useful variation if you are too far away for 2C after the [4],6A, but still close enough for the 214B-6C to connect after the activation. This needs a bit of experience to eyeball.
*Back-to-corner combo into LDM, 5C(far, 2 hits), [4],6A cancel 236B, delay 2A,214D-6E (opponent flies over you) cancel 236B link 236236P(, shift out): bread n butter midscreen LDM combo. This is only used if the one that moves the opponent to the corner would not work (which is rare). Note that the super at the end costs no meter since it is still performed during LDM.


== Team Combos ==
== Team Combos ==
Zeile 831: Zeile 871:


'''Corner'''
'''Corner'''
*Corner Vanessa Combo in [4],6A,2A (whiff),2C-214B-6C, QS Oswald 3A,214B,236A,214B, Okizeme ''[1 Shift Stock]''
*Corner Vanessa Combo in [4],6A,2A (whiff),2C>214B-6C, QS Oswald whiff j.X, 3A>214B delay 236A>214B, 623A Okizeme ''[1 Shift Stock]''
*Corner Vanessa Combo in [4],6A,2A (whiff),2C-214B-6C, QS Oswald 3A,214B, link 2363214A, shift out after 2 hits, Vanessa j.D,\/,C,[4]6A,2A(whiff),2C-214B-6C, opponent is stunned''[2 Shift Stocks, 1 Super]''
*Corner Vanessa Combo in [4],6A,5B (whiff),5A>214D-6C, QS Oswald whiff j.X, 3A>214B link 3A>214B delay 236A>214B, 623A Okizeme ''[1 Shift Stock]'' the BZR variation with double 3A, auto-timing.
*Corner Vanessa Combo in [4],6A,2A (whiff),2C>214B-6C, QS Oswald whiff j.X, 3A>214B link 2363214A, immediate shift to Vanessa j.D,\/,5C>[4]6A, 2A(whiff), 2C>214B-6C:''[2 Shift Stocks, 1 Super]'' deals a lot of stun.


*Vanessa corner Leader combo > 623C x N, 623C shift out Oswald, backdash, 3A,236B,236A,236B,236E (ACE)
*Vanessa corner Leader combo > 623C x N, 623C shift out Oswald, backdash, 3A>236B>236A>236B>236E (ACE): a very important combo, the preferred ender when using Vanessa / Oswald.
*Vanessa corner Leader combo > 236236C shift out Oswald j.C,\/,3A,236B,236A,236B,236E (ACE)
*Vanessa corner Leader combo > 236236C shift out Oswald j.C,\/,3A>236B>236A>236B>236E (ACE): more damage but can be saving shifted.
 
*Vanessa inside corner, 236236P > QS Oswald, 5D>6A>214B>214C?>236B>263E (ACE), Source: Toru @ port24 20210706, link to be added




Zeile 846: Zeile 885:
*another corner crossup combo: Vanessa combo into 41236P mash, QS Oswald, D(C) (crossup).
*another corner crossup combo: Vanessa combo into 41236P mash, QS Oswald, D(C) (crossup).


*2141236P > QS oswald > land > 3A>214A>236B>236E (ace): combo that more often than not does not connect. needs perfect shift and 3A timing, and specific hits of 2141236P must be shifted, for example the 4th.
*2141236P > QS oswald > \/, 3A>214A>236B>236E. No delay after 3A. works on hits 3,7,8 (hit 3 only from 2141236A).


===Oswald > Vanessa===
===Oswald > Vanessa===
Zeile 913: Zeile 952:


'''Corner Option Selects'''<br>
'''Corner Option Selects'''<br>
*After 214B-6C finisher, use a delayed 214C. If your opponent uses front ukemi, you will get a back-turned 5C, if they didn't, you gave up your okizeme but you aren't at a disadvantage.
*After 214B-6C finisher, walk back 5C(f)>214B~A:
*After 214B-6C finisher, walk back 5C(f)>214B~A:
1. opponent rolls back & reversals (eg. Kula 623C): Vanessa 214B comes out (safe)
1. opponent rolls back & reversals (eg. Kula 623C): Vanessa 214B comes out (safe)
2. opponent rolls forward: crossup 5C(2)>6A comes out, can be reacted to with followup combo.
2. opponent rolls forward: crossup 5C(2)>6A comes out, can be reacted to with followup combo.
'''Other Mixup'''
*Close 2D>214P, link 236B, opponent uses back ukemi, then...
**5C: front hit
**walk forward, 5C: crossup. This only works against characters that do not have collision during their back ukemi: Shingo, Oswald, Mary, Ryo, King, Benimaru, K', Kula, Maxima, Jenet, Griffon, Ralf, Clark, Whip. Athena, Hayate, Silber, Jazu, Magaki.
*2D>214P, link 236B/D, opponent uses back ukemi > crossup: see above, this is the variation from further away, 236D will cross up, 236B will not.


===Smalljump j.C Crossups===
===Smalljump j.C Crossups===
Zeile 940: Zeile 987:
===Vs Gato===
===Vs Gato===
Very difficult matchup.
Very difficult matchup.
:Vanessa lacks the tools to escape from Gato's pressure (no fast mash normals) and she loses in the air as well, which is where she usually shines.
:Use 236B/D>6A>combo during Gato's 236236A super freeze.
:Use 236B/D>6A>combo during Gato's 236236A super freeze.
:Due to its strong hitbox j.C can win against both Gato's 236236B and 236236A supers in some situations, so be prepared to actually hit when Gatos attempt to anti-air you with these supers.
:Due to its strong hitbox j.C can win against both Gato's 236236B and 236236A supers in some situations, so be prepared to actually hit when Gatos attempt to anti-air you with these supers.
:Against Gato's meaty projectile on your wakeup, you can use 2141236P.
:Against Gato's meaty projectile on your wakeup, you can use 2141236P.
:Try to use j.B in neutral, it is hard to beat Gato in the air however.
:j.E is more useful in this matchup than usual, as it can beat some of Gato's normals if done early - overall however he still has the air dominance with j.E, j.B and j.D.
:j.E is more useful in this matchup than usual, as it can beat some of Gato's normals if done early - overall however he still has the air dominance with j.E, j.B and j.D.


Zeile 950: Zeile 999:
:Instead, use 2C>214P to beat Ray Spin attempts. a good example of how useful 2C is in this matchup can be found here: [https://youtu.be/fau-jiFcy3A?t=14694 akio (2P) vs shingo (1P) @ makai touitsu 1on1 2024]
:Instead, use 2C>214P to beat Ray Spin attempts. a good example of how useful 2C is in this matchup can be found here: [https://youtu.be/fau-jiFcy3A?t=14694 akio (2P) vs shingo (1P) @ makai touitsu 1on1 2024]
:2B>6A>214P x N as pressure is useful since it beats both 623C (2B wins) and Rayspin (trade or clean 5A hit)
:2B>6A>214P x N as pressure is useful since it beats both 623C (2B wins) and Rayspin (trade or clean 5A hit)
:When cornered, use 236B to go under Kula's 5B(f) and/or 236A. Do not overabuse to not become predictable.
:When cornered, it is possible to use 236B to go under Kula's 5B(f) and/or 236A, but the timing is very hard.


===Vs Oswald===
===Vs Oswald===
Difficult matchup.
Difficult matchup.
:Oswald's 2B can always low profile Vanessa's j.C, which eliminates one of her most useful normals from the matchup. Instead, use late j.A and j.D against Oswalds who try to abuse 2B, these attacks both beat it.
:Oswald's 2B can always low profile Vanessa's j.C, which eliminates one of her most useful normals from the matchup. Instead, use late j.A and j.D against Oswalds who try to abuse 2B, these attacks both beat it.
:Oswald's pokes (2B,2A,5C(f),2D) are particularly good against Vanessa on the ground. Try to get into close range and apply pressure from there if possible.
:Additionally, his 2B cleanly beats Vanessa's 5C(c), which is her fastest normal.
:Additionally, his 2B cleanly beats Vanessa's 5C(c), which is her fastest normal.
:Oswald's pokes (2B,2A,5C(f),2D) are particularly good against Vanessa on the ground. Try to get past those attacks into close range and apply pressure from there if possible.
:Oswald can punish Vanessa's 41236P on block with 3A, leading into an Ace, so make sure to hit your combos and do not use this move on block.
:Oswald can punish Vanessa's 41236P on block with 3A, leading into an Ace, so make sure to hit your combos and do not use this move on block.
:Using 1B after a jump-in is difficult to combo but a good strategy on block - if oswald uses his 421D counter, the 1B will turn into 3B and beat his j.A. Also, 2B gives good frame advantage and should be used anyway.


Punishes:<br>
Punishes:<br>
Zeile 979: Zeile 1.029:


===Vs Ash===
===Vs Ash===
Use [4],6P or 236B (not 236D!) to go through fireballs.
Ok to good matchup.
:Use [4],6P or 236B (not 236D!) to go through fireballs.
:j.C, as always, is particularly strong as a jump-in and can sometimes beat anti-air flashkicks, depending on the angle.


===Vs Kensou===
===Vs Kensou===
This is a good matchup for Vanessa, since she has an easy time getting around Kensou's zoning game with 236B/D and her strong j.C which can beat basically all of Kensou's anti-airs.<br>
Good matchup.
:Vanessa has an easy time getting around Kensou's zoning game with 236B/D and her strong j.C which can beat basically all of Kensou's anti-airs.
:236B/D and 3B both go under Kensou's projectile and his dash punch, which is very strong and should be abused.
:236B/D and 3B both go under Kensou's projectile and his dash punch, which is very strong and should be abused.
:Whenever you see Kensou use 2D on block, try to use 236B in return and cancel into 6A>214P on hit or guard for either a combo or advantage.
:Whenever you see Kensou use 2D on block, try to use 236B in return and cancel into 6A>214P on hit or guard for either a combo or advantage.
Zeile 989: Zeile 1.042:


===Vs Mary===
===Vs Mary===
Slightly disadvantageous.
:Mary's slider is annoying since it can hit Vanessa out of [4],6P and 236K.
:Punish [4],6B on block with 41236P
:Punish [4],6B on block with 41236P
:Punish [4],6D on block with 2C or 5D(c) > combo
:Punish [4],6D on block with 2C or 5D(c) > combo


===Vs Griffon===
Slight advantage for Vanessa
:Vanessa's high mobility is annoying for Griffon to deal with, however, leaving him alone means he can build meter with 421P-break, so going on the offensive at some point is important.
:Do not overabuse 4,6P and 236K-6A, both can be punished on reaction by Griffon with 3C>super. If you end up pinned in the corner, instead try using max range 3B or try to escape with a superjump.
===Vs K'===
Very difficult matchup.
:K's j E dominates the match. It is also particularly hard to escape the corner and get close enough to land big damage. Your only hope is j.B, which can beat j.E. K's 236P>214K slide also beats Vanessa's 236K and [4],6P approaches.
:If you land a midscreen knockdown, eg. off of a 2D, Vanessa's 236K can go through K's back ukemi, allowing you to cross him up with eg. 5C or 2B after (see also the okizeme section).
===Vs Iori===
Probably advantageous
:Vanessa's air normals dominate, especially j.P, and once close, Vanessa's pressure with 2B>6A>214P and 2D>214P is strong.
:Use wakeup 214P to completely dodge Iori's 5D(c) okizeme


===Vs Griffon===
===Vs Ralf===
Slight advantage for Vanessa due to her mobility.
:Punish unblock (Ralf upper, 623P) with 2141236A
:Do not overabuse 4,6P and 236K-6A, both can be punished on reaction by Griffon with 3C>super.


== Links ==
== Links ==
20.285

Bearbeitungen