Vanessa(KOFXI): Unterschied zwischen den Versionen

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Zeile 290: Zeile 290:
| style="background-color:#F9F9F9;" |2+4
| style="background-color:#F9F9F9;" |2+4
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |First hit different hitbox than j.C.
|-
|-
| style="background-color:#F9F9F9;" |'''j.C'''
| style="background-color:#F9F9F9;" |'''j.C'''
Zeile 297: Zeile 297:
| style="background-color:#F9F9F9;" |2+4
| style="background-color:#F9F9F9;" |2+4
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Erster Hit andere Hitbox als bei jump up B.
| style="background-color:#F9F9F9;" |First hit different hitbox than jump up C.
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump D'''
| style="background-color:#F9F9F9;" |'''smalljump D'''
Zeile 311: Zeile 311:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Andere Hitbox als j.D.
| style="background-color:#F9F9F9;" |Different Hitbox than j.D.
|-
|-
| style="background-color:#F9F9F9;" |'''j.D'''
| style="background-color:#F9F9F9;" |'''j.D'''
Zeile 318: Zeile 318:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Andere Hitbox als jump up D.
| style="background-color:#F9F9F9;" |Different Hitbox than jump up D.
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump E'''
| style="background-color:#F9F9F9;" |'''smalljump E'''
Zeile 337: Zeile 337:
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ 214/236K Route
|+ 214/236K Route
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
Zeile 349: Zeile 349:
| style="background-color:#F9F9F9;" |21
| style="background-color:#F9F9F9;" |21
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |F1-4 unverwundbar. F5-13 nur auf den Füßen verwundbar und Counter Hit State. F14-20 Oberkörper unverwundbar. F21 Recovery.
| style="background-color:#F9F9F9;" |F1-4 invul. F5-13 only vulnerable on legs + has Counter Hit State. F14-20 upper body invul. F21 recovery.
|-
|-
| style="background-color:#F9F9F9;" |'''236D'''
| style="background-color:#F9F9F9;" |'''236D'''
Zeile 356: Zeile 356:
| style="background-color:#F9F9F9;" |28
| style="background-color:#F9F9F9;" |28
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |F1-6 unverwundbar. F7-20 nur auf den Füßen verwundbar und Counter Hit State. F21-26 Oberkörper unverwundbar. F27+28 Recovery.
| style="background-color:#F9F9F9;" |F1-6 invul. F7-20 only vulnerable on legs + has Counter Hit State. F21-26 upper body invul. F27+28 recovery.
|-
|-
| style="background-color:#F9F9F9;" |'''214B'''
| style="background-color:#F9F9F9;" |'''214B'''
Zeile 363: Zeile 363:
| style="background-color:#F9F9F9;" |17
| style="background-color:#F9F9F9;" |17
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |F1-6 unverwundbar. F7-11 Oberkörper unverwundbar und Counter Hit State. F12-15 Oberkörper unverwundbar. F16-17 recovery.
| style="background-color:#F9F9F9;" |F1-6 invul. F7-11 upper body invul + has Counter Hit State. F12-15 upper body invul. F16-17 recovery.
|-
|-
| style="background-color:#F9F9F9;" |'''214D'''
| style="background-color:#F9F9F9;" |'''214D'''
Zeile 370: Zeile 370:
| style="background-color:#F9F9F9;" |23
| style="background-color:#F9F9F9;" |23
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |F1-8 unverwundbar. F9-17 Oberkörper unverwundbar und Counter Hit State. F18-21 Oberkörper unverwundbar. F22+23 recovery.
| style="background-color:#F9F9F9;" |F1-8 invul. F9-17 upper body invul + has Counter Hit State. F18-21 upper body invul. F22+23 recovery.
|-
|-
| style="background-color:#F9F9F9;" |'''236K>6A'''
| style="background-color:#F9F9F9;" |'''236K>6A'''
Zeile 377: Zeile 377:
| style="background-color:#F9F9F9;" |3+3
| style="background-color:#F9F9F9;" |3+3
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |Launcher, Special Cancel (2. Hit).
| style="background-color:#F9F9F9;" |Launcher, Special Cancel (2nd Hit).
|-
|-
| style="background-color:#F9F9F9;" |'''236K/214K>4P'''
| style="background-color:#F9F9F9;" |'''236K/214K>4P'''
Zeile 384: Zeile 384:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Gleiche Hitboxen & Eigenschaften wie 214P.
| style="background-color:#F9F9F9;" |Same hitboxes & properties as 214P.
|-
|-
| style="background-color:#F9F9F9;" |'''214D>6A'''
| style="background-color:#F9F9F9;" |'''214D>6A'''
Zeile 391: Zeile 391:
| style="background-color:#F9F9F9;" |3+3
| style="background-color:#F9F9F9;" |3+3
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |Launcher, Special Cancel (2. Hit). Bessere Hurtbox am Anfang als 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;" |'''236K>6C'''
Zeile 398: Zeile 398:
| style="background-color:#F9F9F9;" |3+3
| style="background-color:#F9F9F9;" |3+3
| style="background-color:#F9F9F9;" |GC(+0)
| style="background-color:#F9F9F9;" |GC(+0)
| style="background-color:#F9F9F9;" |Guard Crush (2. Hit). Nur auf den Füßen verwundbar im Startup.
| style="background-color:#F9F9F9;" |Guard Crush (2nd Hit). Only vulnerable on the legs during startup.
|-
|-
| style="background-color:#F9F9F9;" |'''214K>6C'''
| style="background-color:#F9F9F9;" |'''214K>6C'''
Zeile 405: Zeile 405:
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |-13
| style="background-color:#F9F9F9;" |-13
| style="background-color:#F9F9F9;" |Juggle Anywhere. F1-6 nur auf den Füßen verwundbar.  
| style="background-color:#F9F9F9;" |Juggle Anywhere. F1-6 only vulnerable on the feet.  
|-
|-
|}
|}
Zeile 411: Zeile 411:
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ 214P Route
|+ 214P Route
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
Zeile 423: Zeile 423:
| style="background-color:#F9F9F9;" |14
| style="background-color:#F9F9F9;" |14
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |F1-6 unverwundbar. F7-12 nur auf den Beinen verwundbar & Counter Hit State. F13+14 Oberkörper unverwundbar & Counter Hit State. Button kann gehalten werden, dann bleibt Vanessa im State von F7-12.
| style="background-color:#F9F9F9;" |F1-6 unverwundbar. F7-12 only vulnerable on the legs + Counter Hit State. F13+14 upper body invul + Counter Hit State. Button can be held to extend the state from F7-12.
|-
|-
| style="background-color:#F9F9F9;" |'''214P>6K'''
| style="background-color:#F9F9F9;" |'''214P>6K'''
Zeile 430: Zeile 430:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Selbe Frame Data & Eigenschaften wie 236D.
| style="background-color:#F9F9F9;" |Same frame data & properties as 236D.
|-
|-
| style="background-color:#F9F9F9;" |'''214P>4K'''
| style="background-color:#F9F9F9;" |'''214P>4K'''
Zeile 437: Zeile 437:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Selbe Frame Data & Eigenschaften wie 214D.
| style="background-color:#F9F9F9;" |Same frame data & properties as 214D.
|-
|-
| style="background-color:#F9F9F9;" |'''214P>6P'''
| style="background-color:#F9F9F9;" |'''214P>6P'''
Zeile 444: Zeile 444:
| style="background-color:#F9F9F9;" |3+3
| style="background-color:#F9F9F9;" |3+3
| style="background-color:#F9F9F9;" |-20
| style="background-color:#F9F9F9;" |-20
| style="background-color:#F9F9F9;" |Launcher, Special Cancel. F1-3 unverwundbar. F4-7 nur auf den Füßen verwundbar.  
| style="background-color:#F9F9F9;" |Launcher, Special Cancel. F1-3 invul. F4-7 only vulnerable on the feet.  
|-
|-
| style="background-color:#F9F9F9;" |'''214P>4P'''
| style="background-color:#F9F9F9;" |'''214P>4P'''
Zeile 451: Zeile 451:
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |-14
| style="background-color:#F9F9F9;" |-14
| style="background-color:#F9F9F9;" |Hard Knockdown. F2+3 Guard Point. Löscht Projektile von F10-17.
| style="background-color:#F9F9F9;" |Hard Knockdown. F2+3 Guard Point. Negates projectiles from F10-17.
|-
|-
|}
|}
Zeile 457: Zeile 457:
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Specials & Supers
|+ Specials & Supers
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
Zeile 469: Zeile 469:
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |Launcher. Combot aus schweren Angriffen. Hitbox 56x112px (besser als 46C).
| style="background-color:#F9F9F9;" |Launcher. Combos from heavy attacks. Hitbox 56x112px (better than 46C).
|-
|-
| style="background-color:#F9F9F9;" |'''[4],6C'''
| style="background-color:#F9F9F9;" |'''[4],6C'''
Zeile 476: Zeile 476:
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |Launcher. Mehr Schaden und höherer Launch als A-Version. Hitbox 48x112px (schlechter als 46A).
| style="background-color:#F9F9F9;" |Launcher. More damage & higher launch than A-Version. Hitbox 48x112px (worse than 46A).
|-
|-
| style="background-color:#F9F9F9;" |'''623A'''
| style="background-color:#F9F9F9;" |'''623A'''
Zeile 483: Zeile 483:
| style="background-color:#F9F9F9;" |3+3
| style="background-color:#F9F9F9;" |3+3
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |2. Hit launcht (Kein Followup möglich). Löscht Projektile F13-16, F22+23, F24-26
| style="background-color:#F9F9F9;" |2. Hit launches (no followup possible). Negates projectiles F13-16, F22+23, F24-26
|-
|-
| style="background-color:#F9F9F9;" |'''623C'''
| style="background-color:#F9F9F9;" |'''623C'''
Zeile 490: Zeile 490:
| style="background-color:#F9F9F9;" |3+
| style="background-color:#F9F9F9;" |3+
| style="background-color:#F9F9F9;" |+7
| style="background-color:#F9F9F9;" |+7
| style="background-color:#F9F9F9;" |1. Hit Guard Point F13-17. 2. Hit launcht (danach Juggle möglich). Löscht Projektile 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.
|-
|-
| style="background-color:#F9F9F9;" |'''41236P'''
| style="background-color:#F9F9F9;" |'''41236P'''
Zeile 497: Zeile 497:
| style="background-color:#F9F9F9;" |2+2+3+3*
| style="background-color:#F9F9F9;" |2+2+3+3*
| style="background-color:#F9F9F9;" |-11
| style="background-color:#F9F9F9;" |-11
| style="background-color:#F9F9F9;" |kann gemasht werden für mehr Hits. Pattern ohne Mash: "abac". Mash: "ababac". *= ohne mash.
| style="background-color:#F9F9F9;" |Can be mashed for more hits. Pattern without mash: "abac". Mash: "ababac". *= without mash.
|-
|-
| style="background-color:#F9F9F9;" |'''2141236A'''
| style="background-color:#F9F9F9;" |'''2141236A'''
Zeile 504: Zeile 504:
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |-14
| style="background-color:#F9F9F9;" |-14
| style="background-color:#F9F9F9;" |Freeze auf F4. F1-4 unverwundbar.
| style="background-color:#F9F9F9;" |F1-4 invul (needs doublecheck!).
|-
|-
| style="background-color:#F9F9F9;" |'''2141236C'''
| style="background-color:#F9F9F9;" |'''2141236C'''
Zeile 511: Zeile 511:
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |-19
| style="background-color:#F9F9F9;" |-19
| style="background-color:#F9F9F9;" |Freeze auf F4. F1-4 vor Freeze und ~1-11 nach Freeze (bis 1F vor der Active Time) unverwundbar.
| style="background-color:#F9F9F9;" |Invul until 1F before active time.
|-
|-
| style="background-color:#F9F9F9;" |'''236236P'''
| style="background-color:#F9F9F9;" |'''236236P'''
Zeile 518: Zeile 518:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-29
| style="background-color:#F9F9F9;" |-29
| style="background-color:#F9F9F9;" |Geht nur nah am Gegner. F1-3 unverwundbar.
| style="background-color:#F9F9F9;" |Only triggers close to enemy. F1-3 invul.
|-
|-
| style="background-color:#F9F9F9;" |'''236236E'''
| style="background-color:#F9F9F9;" |'''236236E'''
Zeile 525: Zeile 525:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |Hat nur 1F Recovery, die in Block gecancelt werden darf (also Quasi keine Recovery).
| style="background-color:#F9F9F9;" |Only has 1F recovery, which can be cancelled into block (so, basically no recovery).
|-
|-
| style="background-color:#F9F9F9;" |'''236236C+E'''
| style="background-color:#F9F9F9;" |'''236236C+E'''
Zeile 532: Zeile 532:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |nur als Dream Cancel
| style="background-color:#F9F9F9;" |Dream Cancel only
|-
|-
|}
|}




'''Frame Data für 214P/236B Cancels'''
'''Frame Data for 214P/236B Cancels'''
{| class="wikitable sortable" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
! style="width:100px;background-color:#D9D9D9;" |Input
! style="width:100px;background-color:#D9D9D9;" |Input
Zeile 547: Zeile 547:
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |nützlich.
| style="background-color:#F9F9F9;" |Useful.
|-
|-
| style="background-color:#F9F9F9;" |'''2C>236B'''
| style="background-color:#F9F9F9;" |'''2C>236B'''
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |mit 4C danach Wurf OS.
| style="background-color:#F9F9F9;" |4C after triggers a throw OS.
|-
|-
| style="background-color:#F9F9F9;" |'''leichter Angriff>214P'''
| style="background-color:#F9F9F9;" |'''leichter Angriff>214P'''
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |sollte man unterlassen.
| style="background-color:#F9F9F9;" |should not be used.
|-
|-
| style="background-color:#F9F9F9;" |'''5C(C)>214P'''
| style="background-color:#F9F9F9;" |'''5C(C)>214P'''
Zeile 567: Zeile 567:
| style="background-color:#F9F9F9;" |+7?
| style="background-color:#F9F9F9;" |+7?
| style="background-color:#F9F9F9;" |+7?
| style="background-color:#F9F9F9;" |+7?
| style="background-color:#F9F9F9;" |hoher Pushback
| style="background-color:#F9F9F9;" |high pushback on hit, but works as kara cancel.
|-
|-
| style="background-color:#F9F9F9;" |'''2B>6A>214P'''
| style="background-color:#F9F9F9;" |'''2B>6A>214P'''
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |wichtig für Combos
| style="background-color:#F9F9F9;" |important for combos
|-
|-
| style="background-color:#F9F9F9;" |'''2C>214P'''
| style="background-color:#F9F9F9;" |'''2C>214P'''
Zeile 587: Zeile 587:
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |gut für Pressure
| style="background-color:#F9F9F9;" |good for Pressure
|-
|-
| style="background-color:#F9F9F9;" |'''5E>214P'''
| style="background-color:#F9F9F9;" |'''5E>214P'''
Zeile 597: Zeile 597:
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |gut für Pressure / Conversion
| style="background-color:#F9F9F9;" |good for Pressure / Conversion
|-
|-
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Version vom 19. Mai 2020, 23:41 Uhr

Vanessa
ヴァネッサ
KOFXI vanessa full.png
Tiers & Ranking
Tier: B
Ratio Cost: 4 Points
Properties
Damage Modifier: 110
Stun Modifier: 99
Crouch height (Tier): C

Colors

KOFXI Vanessa S.jpg KOFXI Vanessa X.jpg KOFXI Vanessa T.jpg KOFXI Vanessa C.jpg KOFXI Vanessa R1S.jpg KOFXI Vanessa R1X.jpg KOFXI Vanessa R1T.jpg KOFXI Vanessa R1C.jpg
X R1 +⃞ R1 + X R1 + △ R1 + ⃝
A B C D E+A E+B E+C E+D
KOFXI Vanessa L1S.jpg KOFXI Vanessa L1X.jpg KOFXI Vanessa L1T.jpg KOFXI Vanessa L1C.jpg
L1 +⃞ L1 + X L1 + △ L1 + ⃝
Start+A Start+B Start+C Start+D

Frame Data

Note: Advantage data needs to be doublechecked, might be off 1F. Normals

Standing Attacks
Attack Hitbox Startup Active Adv Cancel Note
5A(c) Kofxi vanessa 5A(c).png 7 4 +4 C,S
5A(f) Kofxi vanessa 5A(f).png 8 4 +2 S
5B(c) Kofxi vanessa 5B(c).png 8 3 +3 S
5B(f) Kofxi vanessa 5B(f).png 7 3 -1 S
5C(c) Kofxi vanessa 5C(c) 1.pngKofxi vanessa 5C(c) 2.png 5 2+2 +3 S 2 Hits, the 2nd has Cancel. Low activation range.
5C(f) Kofxi vanessa 5C(f) 1.pngKofxi vanessa 5C(f) 2.png 7 2+3 -9 S 2 Hits, the 2nd has cancel. Can be kara-cancelled.
5D(c) Kofxi vanessa 5D(c) 1.pngKofxi vanessa 5D(c) 2.png 7 3+3? -10 S 2 Hits, the 2nd has cancel. Higher activation range as 5C(c).
5D(f) Kofxi vanessa 5D(f) 1.pngKofxi vanessa 5D(f) 2.png 6 3+3 -10 - Same animation as 5D(c), but useless
5E Kofxi vanessa 5E.png 19 7 +1 S
6A Kofxi vanessa 6A 1.pngKofxi vanessa 6A 2.png 7 2+3 -4 - 2nd hit overhead & hard knockdown
6A(cancel) Kofxi vanessa 6A(cancel) 1.pngKofxi vanessa 6A(cancel) 2.png 6 2+3 ? S 1st Hit Special Cancel, 2nd Hit Hard Knockdown.
Crouching Attacks
Attack Hitbox Startup Active Adv Cancel Note
2A Kofxi vanessa 2A.png 8 3 +3 C,S
2B Kofxi vanessa 2B.png 6 3 +4 C,S hits low
2C Kofxi vanessa 2C.pngKofxi vanessa 2C 2.png 7 3+6 -13 S Kara-Cancel.
2D Kofxi vanessa 2D.png 9 4 -3 S hits low (Sweep)
3B Kofxi vanessa 3B.png 11 12 -14/-3? Low Hit (Slide), Knockdown. Low Profile. *= Frame Data for close/max range. Cannot be punished by Oswald/Adel LDM on max range.
3B(cancel) Kofxi vanessa 3B(cancel).png 11 12 ? Low Hit (Slide), Knockdown. Low Profile.
Jump Attacks
Attack Hitbox Startup Active Cancel Note
smalljump A Kofxi vanessa smalljump A.png 5 12
jump up A Kofxi vanessa jump up A.png 5 12
jump back A Kofxi vanessa jump back A.png 5 6 Slightly different Hitbox than jump forward A.
jump forward A Kofxi vanessa jump forward A.png 5 6 No hurtbox on hand, strong jumpin. Slightly different Hitbox than jump back A.
smalljump B Kofxi vanessa smalljump B.png 4 12 Great air-to-air. Decent jump-in.
jump up B Kofxi vanessa jump B a.pngKofxi vanessa jump B b.png 5 9+3 Same hitboxes as j.B, but in inverted order.
j.B Kofxi vanessa jump B b.pngKofxi vanessa jump B a.png 5 3+9 Same hitboxes as jump up B, but in inverted order.
smalljump C Kofxi vanessa smalljump C.png 6 3 works as instant overhead.
jump up C Kofxi vanessa jump up C 1.pngKofxi vanessa jump C 2.png 8 2+4 First hit different hitbox than j.C.
j.C Kofxi vanessa jump C 1.pngKofxi vanessa jump C 2.png 8 2+4 First hit different hitbox than jump up C.
smalljump D Kofxi vanessa smalljump D.png 8 4
jump up D Kofxi vanessa jump up D.png 10 5 Different Hitbox than j.D.
j.D Kofxi vanessa jump D.png 10 5 Different Hitbox than jump up D.
smalljump E Kofxi vanessa smalljump E.png 14 3
j.E Kofxi vanessa jump E.png 16 4
214/236K Route
Attack Hitbox Startup Active Adv Note
236B Kofxi vanessa 236B 1.pngKofxi vanessa 236B 2.png - 21 - F1-4 invul. F5-13 only vulnerable on legs + has Counter Hit State. F14-20 upper body invul. F21 recovery.
236D Kofxi vanessa 236D 1.pngKofxi vanessa 236D 2.png - 28 - F1-6 invul. F7-20 only vulnerable on legs + has Counter Hit State. F21-26 upper body invul. F27+28 recovery.
214B Kofxi vanessa 214B 1.pngKofxi vanessa 214B 2.png - 17 - F1-6 invul. F7-11 upper body invul + has Counter Hit State. F12-15 upper body invul. F16-17 recovery.
214D Kofxi vanessa 214D 1.pngKofxi vanessa 214D 2.png - 23 - F1-8 invul. F9-17 upper body invul + has Counter Hit State. F18-21 upper body invul. F22+23 recovery.
236K>6A Kofxi vanessa 236K6A 1.pngKofxi vanessa 236K6A 2.pngKofxi vanessa 236K6A 3.png 24/31 3+3 -7 Launcher, Special Cancel (2nd Hit).
236K/214K>4P Kofxi vanessa 214P 1.pngKofxi vanessa 214P 2.pngKofxi vanessa 214P 3.png Same hitboxes & properties as 214P.
214D>6A Kofxi vanessa 214D6A 1.pngKofxi vanessa 236K6A 2.pngKofxi vanessa 236K6A 3.png 32/38 3+3 -7 Launcher, Special Cancel (2nd Hit). Better hurtbox in the beginning than 236K>6A.
236K>6C Kofxi vanessa 236K6C 1.pngKofxi vanessa 236K6C 2.pngKofxi vanessa 236K6C 3.png 27/34 3+3 GC(+0) Guard Crush (2nd Hit). Only vulnerable on the legs during startup.
214K>6C Kofxi vanessa 214K6C 1.pngKofxi vanessa 214K6C 2.png 24/30 2 -13 Juggle Anywhere. F1-6 only vulnerable on the feet.
214P Route
Attack Hitbox Startup Active Adv Note
214P Kofxi vanessa 214P 1.pngKofxi vanessa 214P 2.pngKofxi vanessa 214P 3.png - 14 - F1-6 unverwundbar. F7-12 only vulnerable on the legs + Counter Hit State. F13+14 upper body invul + Counter Hit State. Button can be held to extend the state from F7-12.
214P>6K Kofxi vanessa 236D 1.pngKofxi vanessa 236D 2.png Same frame data & properties as 236D.
214P>4K Kofxi vanessa 214D 1.pngKofxi vanessa 214D 2.png Same frame data & properties as 214D.
214P>6P Kofxi vanessa 214P6P 1.pngKofxi vanessa 214P6P 2.pngKofxi vanessa 214P6P 3.pngKofxi vanessa 214P6P 4.png 8 3+3 -20 Launcher, Special Cancel. F1-3 invul. F4-7 only vulnerable on the feet.
214P>4P Kofxi vanessa 214P4P 1.pngKofxi vanessa 214P4P 2.pngKofxi vanessa 214P4P 3.png 11 3 -14 Hard Knockdown. F2+3 Guard Point. Negates projectiles from F10-17.
Specials & Supers
Attack Hitbox Startup Active Adv Note
[4],6A Kofxi vanessa 46A.png 19 4 +1 Launcher. Combos from heavy attacks. Hitbox 56x112px (better than 46C).
[4],6C Kofxi vanessa 46C.png 31 4 -1 Launcher. More damage & higher launch than A-Version. Hitbox 48x112px (worse than 46A).
623A Kofxi vanessa 623A 1.pngKofxi vanessa 623A 2.pngKofxi vanessa 623A 3.pngKofxi vanessa 623A 4.pngKofxi vanessa 623A 5.png 10 3+3 -6 2. Hit launches (no followup possible). Negates projectiles F13-16, F22+23, F24-26
623C Kofxi vanessa 623C 1.pngKofxi vanessa 623C 2.pngKofxi vanessa 623C 3.png
Kofxi vanessa 623C 4.pngKofxi vanessa 623C 5.pngKofxi vanessa 623C 6.png
21 3+ +7 1. Hit Guard Point F13-17. 2. Hit launches (juggle possible). Negates projectiles F24-27,33+34,35-37.
41236P Kofxi vanessa 41236P a.pngKofxi vanessa 41236P b.pngKofxi vanessa 41236P c.png 3 2+2+3+3* -11 Can be mashed for more hits. Pattern without mash: "abac". Mash: "ababac". *= without mash.
2141236A Kofxi vanessa 2141236A.png 6 10 -14 F1-4 invul (needs doublecheck!).
2141236C Kofxi vanessa 2141236A.png 16 15 -19 Invul until 1F before active time.
236236P Kofxi vanessa 236236P.png 4 -29 Only triggers close to enemy. F1-3 invul.
236236E Kofxi vanessa 236236E.png ? - Only has 1F recovery, which can be cancelled into block (so, basically no recovery).
236236C+E Kofxi vanessa 236236CE.png ? - Dream Cancel only


Frame Data for 214P/236B Cancels

Input BLK HIT Note
2D>236B -2 KD Useful.
2C>236B -2 -2 4C after triggers a throw OS.
leichter Angriff>214P minus minus should not be used.
5C(C)>214P +5 +5
5C(f)>214P +7? +7? high pushback on hit, but works as kara cancel.
2B>6A>214P +5 +5 important for combos
2C>214P +5 +5
5D>214P +5 +5
2D>214P +5 KD good for Pressure
5E>214P +5 KD
236B>6A>214P +5 KD good for Pressure / Conversion

Bugs

  • Vanessa kann aus der Guard-Cancel Rolle geworfen werden.
  • Vanessa kann nach einem Slide Knockdown während dem Aufstehen mit Command Throws geworfen werden.

Normals

  • 6A: Hard Knockdown. Der 1. hit hat Special cancel, wenn man 6A aus einer Chain ausführt.
  • 3B: Slide. Knockdown. Low Profile. Keine Cancels außer Tagout.
  • 5C(c): 2 Hits. 2. Hit hat Special Cancel und chaint / combot in 6A. Vanessa's schnellster Normal.
  • 5C(f) 2 Hits, treffen fast zeitgleich. Special Cancel.
  • 2B: Chaint und combot in 6A
  • 2D: Special cancel, gut für Pressure (2D > 214B)


  • j.A: wird nur als Shift-in normal verwendet, beim reinkommen
  • j.B: siehe j.A, außerdem sehr gute Hitbox, sowohl Air-to-Air als auch Air-to-Ground.
  • j.C: reicht weit nach unten, geht auch als instant Overhead.
  • j.D: gute horizontale Reichweite.

Specials

  • 41236P: Machine Gun Punch. Vanessa's schnellster Move (sogar schneller als 5C). Mashen erhöht die Hits auf maximal 6. Bis zum vorletzen Hit kann man Shiften und noch normal weitercomboen, wenn man auf den letzten Hit shiftet, geht nur noch OTG.
  • [4],6P: Uppercut, launcht, Followup-Combo möglich. A-Version combot aus schweren Angriffen.
  • 623P (Forbidden Eagle): Wird für Combos benutzt. Nach C-Version darf man weiter juggeln. C-Version hat außerdem Guard Point auf dem 2. Hit.
  • 214B/D: Backstep, D-Version bewegt Vanessa weiter (Followups treffen später)
    • 6A Special- und Super Cancel
    • 6C Juggle anywhere
  • 214A/C: Sway. Oberkörper ist unverwundbar, so lange man den Button hält.
    • 6A: Uppercut, danach gehen Juggle. Hat sowohl Special als auch Super Cancel. Beispiel-Combo: 214[A]-6C,236B, 236236P.
    • 6C: Overhead. Hard Knockdown.


Supers

  • 236236P: Proximity Super (geht nur nahe am Gegner). Juggelt. Stellt Gegner wieder auf die Beine. Massiver Hit-Stun, sehr gut für Shift out Combos. Dream Cancel geht bis zum 2. Hit, Shift Out geht bis zum 3. Hit.
  • 214236P: Ranbu-Super. Trifft nur stehende Gegner, daher relativ Sinnlos.
  • 236236E: Leader Activation Super. Vanessa kann für begrenzte Zeit Specials in Specials Canceln.

Combos

  • 2B,6A, 214A, link C(c)(2 hits), [4],6A, j.CD: bnb, außerdem die program-combo
  • 2B,6A, 214A, link C(c)(2 hits), [4],6A, delay 2C, 214K-6C: Corner-Variation der BnB.
  • 2B,6A,214A, link C(c)(2 hits), (...6A,...) 41236P~, Quick Shift Quick Shift Setup.
  • aus Quick Shift j.B oder j.C,\/,C(f),[4],6A, [j.CD] oder [hyperhop j.D,\/ 214K-6C]: Combo aus Quick Shift heraus.
    • nach 6C: Quick Shift
  • Corner 623CxN, 2C,214K-6C, [link 236236P]: [0-1 Super] Punishment-Combo z.B. bei Dizzy.
  • Corner combo in [4],6A, 5A whiff, 5A>214B>6C, link 236236P: [1 Super] Quelle

Leader Combos

  • midscreen combo in C(2 hits),6A,236236E, C(far, 2 hits), [4],6A cancel 236B, delay 2A,214D-6E cancel 236B, 236236P, shift out
  • 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, landen, 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, C(far),[4],6A, link hyperhop j.D,\/,214B-6C cancel 236B-C cancel erster Hit 214B-6C cancel 623C, 623C x N usw.
  • 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)... Quelle: TORU

Team Combos

Vanessa > Oswald

BnB

  • Midscreen Vanessa j.C,\/,C(2),6A(1),623A(1), shift out zu Oswald,j.A/D,\/,vorlaufen,D(c),3A,214C,...
    • 236C,214B, Okizeme [1 Shift Stock]
    • Shift back zu Vanessa j.D>5C(2)... [2 Shift Stocks]
  • Corner Vanessa j.C,\/,C(2),[4]-6A,2C,214B-6C, shift out zu Oswald,3A,214B, delay 236C,214B, Okizeme. [1 Shift Stock]


Midscreen

  • Midscreen Vanessa j.C,\/,C(2),[4],6A, hyperhop j.D,\/,214B-6C shift out zu Oswald,3A,214D,236A,214B, Okizeme [1 Shift Stock]
  • Vanessa midscreen combo in 236236C, shift out nach 2-3 Hits, Oswald landet hinter dem Gegner, D(c),214C,236D,236A(whiff), turn around 3A, 214D, (corner) delay 236C,214B, Okizeme.
  • Vanessa midscreen combo in 236236C, shift out nach 2-3 Hits, Oswald landet hinter dem Gegner, delay 3A,214A,236B,236E (Ace). Geht nur mit genug Abstand zur Ecke.
  • Vanessa midscreen combo in 41236P, shift out nach 3 hits, Oswald landet hinter dem Gegner, dann Ender wie die Combos drüber.

Corner

  • Corner Vanessa Combo in [4],6A,2A (whiff),2C-214B-6C, shift out, Oswald 3A,214B,236A,214B, Okizeme [1 Shift Stock]
  • Corner Vanessa Combo in [4],6A,2A (whiff),2C-214B-6C, shift out, Oswald 3A,214B, link 2363214A, shift out nach 2 hits, Vanessa j.D,\/,C,[4]6A,2A(whiff),2C-214B-6C, Gegner Dizzy [2 Shift Stocks, 1 Super]
  • Vanessa corner Leader combo > 623C x N, 623C shift out Oswald, backdash, 3A,236B,236A,236B,236E (ACE)
  • Vanessa corner Leader combo > 236236C shift out Oswald j.C,\/,3A,236B,236A,236B,236E (ACE)


Sonstiges

  • Cornered Vanessa j.C,\/,C(2),[4],6A, hyperhop j.D,\/,214B-6C shift out zu Oswald,3A,delay 214C,236B-236E: [1 Shift Stock] Ace Setup. Alternative zur Combo drüber.
  • Corner Crossup combo: Vanessa corner combo in 236236P, shift out Oswald, D(c)(crossup). Note: Die Combo funktioniert nur, wenn D(c) erst gedrückt wird, wenn Oswald gelandet ist, sonst bekommt man einen j.D (whiff) > D(c), und der Corner Crossup funktioniert nicht. Man hat 10F Zeit, um den 3. Hit von 236236P mit shift out zu canceln, ansonsten combot der D(c) nicht mehr.
  • noch eine Corner Crossup Combo: Vanessa combo in 41236P mash, QS Oswald, D(C) (crossup).

Oswald > Vanessa

Midscreen

  • Oswald midscreen combo in 214C, shift out zu Vanessa, j.C/j.B,\/,vorlaufen,C(2), dann:
    • 236236P
    • 6P>41236P oder 623A
    • 6P>236236E>C(f),[4]-6A,....


Corner

  • Oswald corner combo into 2363214A, shift out beim 2. Hit, Vanessa j.D,\/,C....
  • Oswald corner combo into 214C(2),236C shift out Vanessa j.B/C/D, sofort 236236E, 214B-6C usw
  • Oswald corner combo into 214C(2),236C shift out Vanessa \/,2C sofort 236236E, 214B-6C usw
  • Oswald corner combo into 214C(1),236A shift out Vanessa \/,2C sofort 236263E, 214B-6C usw
  • Oswald cornered, combo in 214C>236A(whiff), turn around 3A,214B,214C shift out Vanessa,\/,2C,236236E, 214B-6C usw

Strategie

  • 2D als Poke ist sehr gut und sollte immer in 214P oder 214/236K gecancelt werden.
  • j.B ist sehr gut Air-to-Air und auch als Jump-In zu gebrauchen. Bei whiff kann man z.B: direkt 214B benutzen zum abhauen.
  • Um bei dizzy Gegner safety shift zu verhindern: direkt 214[P] > 6P für uppercut > 236B...

Okizeme

  • Meaty 2D>214P sway (dank Whiffcancel safe gegen bestimmte Reversals, z.B. SRKs)
  • Combo in [4],6A, smalljump delay j.D,\/, dash, dann 5C(c) links oder rechts vom Gegner (unsafe gegen Reversals und Rolle geht durch)
  • Nach Corner Combo in 623C Loop > 2A(whiff) > 2C(hit) > 214B-6C, link 5C(1)>214P(whiff)>meaty 5C: Vanessa ist +1 (tradet mit Kula's 5C(c)).

Links

Japanische Vanessa-Wiki
Vanessa-Wiki von Hartheon
Urasia vs Tori Part 1
Urasia vs Tori Part 2
Urasia vs Tori Part 3
Urasia vs Tori, anders geschnitten (selbe Matches?)
Tori, Vanessa mit Malin als Leader
Tori bei den 2011er Nationals
Tori, aktuelles turnier, tori's dramatisches ende
vermutlich BZR @ kohatsu, januar 2018

BZR zu Besuch bei port 24, 2019, part 1 BZR zu Besuch bei port 24, außerdem TORI, 2019, part 2

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