Vanessa(KOFXI): Unterschied zwischen den Versionen

 
(13 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 151: Zeile 151:
| [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.
| [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.
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| 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
| 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.
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| 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.
| 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.
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| 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(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.
Zeile 628: Zeile 628:
| 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.
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| style="background-color:#F9F9F9;" |'''Forbidden Eagle(strong)'''
| style="background-color:#F9F9F9;" |'''Forbidden Eagle(strong)'''
Zeile 637: 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.
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| style="background-color:#F9F9F9;" |'''Machine Gun Puncher'''
| style="background-color:#F9F9F9;" |'''Machine Gun Puncher'''
Zeile 784: 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 802: 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 hit > 214P (sway cancel), then...
*214/236K-6A(2)>214P (sway cancel), then...
**dash, 236236P
**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).
**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, 5B 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===
Zeile 980: 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.
Zeile 996: Zeile 1.004:
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 abgood strategy in block - if oswald uswd 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.
: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 1.021: 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 1.031: 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===
===Vs Griffon===
Slight advantage for Vanessa due to her mobility.
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.
: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'===
===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.
Very difficult matchup.
: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).
: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===
===Vs Iori===
Probably advantageous for Vanessa - her air normals dominate, especially j.P, and once close, Vanessa's pressure with 2B>6A>214P and 2D>214P is strong.
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
:Use wakeup 214P to completely dodge Iori's 5D(c) okizeme
===Vs Ralf===
:Punish unblock (Ralf upper, 623P) with 2141236A


== Links ==
== Links ==
20.285

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