Vanessa(KOFXI): Unterschied zwischen den Versionen

 
(100 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 16: Zeile 16:


'''Neutral'''<br>
'''Neutral'''<br>
:Vanessa uses 236 & 214B/D to move around quickly and to remain unpredictable in her approach.
:Vanessa uses 236 & 214B/D to move around quickly and to remain unpredictable in her movement and zoning.
:To finally approach, use the very strong smalljump B, normal j.A (no hurtbox on her hand) or normal / small j.D.
:To finally approach, use the very strong smalljump A & B or normal / small j.D.


'''Offense'''<br>
'''Offense'''<br>
Zeile 24: Zeile 24:
:BnB Combo example: (2B>)2B>6A>214P(sway)>link 41236P. Note that the combo becomes very hard as soon as you have super meter, since you will often get an accidental 2141236P instead, which can be avoided by max delaying the motion input for 41236P.
:BnB Combo example: (2B>)2B>6A>214P(sway)>link 41236P. Note that the combo becomes very hard as soon as you have super meter, since you will often get an accidental 2141236P instead, which can be avoided by max delaying the motion input for 41236P.
:Damage Combo example: anything into 5C, then [4],6A into any juggle.
:Damage Combo example: anything into 5C, then [4],6A into any juggle.
:For quick shifts, use Vanessa's j.B or j.D (j.D reaches a bit further).
:For quick shifts, any air normal can be used, but j.C is most reliable, particularly against crouching characters.


'''Defense'''<br>
'''Defense'''<br>
:Vanessa does not have any good normals to stop smalljump pressure - her only useful anti-air is 2C, which needs to be done well in advance, and on a guess.
:Vanessa does not have any good normals to stop smalljump pressure - her only useful anti-air is 2C, which needs to be done well in advance, and on a guess. You can try and break free with a smalljump j.A, which is very fast and has a great hitbox.
:3B can be used as an anti-air since it low profiles, but it leads to almost no damage and is very unsafe on block.
:3B can be used as an anti-air since it low profiles, but it leads to almost no damage and is very unsafe on block.
:If you are expecting your opponent to normal jump, you can go into sway (214P) and hold down the button, then use 6P on reaction to uppercut them out of the air (example [https://youtu.be/3GpDU2kQdpA?t=2305 here]). The later you use it, the harder it is to get it to connect, but the easier it is to cancel the upper into eg. 236B > 2C > 236B crossup reset or 236B > 236236P.
:Her 236236P only has invulnerability during startup - it sometimes works as a reversal, but will often just trade or not hit at all. It is also too slow to work against safe jumps. On the upside, it allows for shift combos and dreamcancel, which makes it a strong super to land.
:Her 236236P only has invulnerability during startup - it sometimes works as a reversal, but will often just trade or not hit at all. It is also too slow to work against safe jumps. On the upside, it allows for shift combos and dreamcancel, which makes it a strong super to land.
:Her 214P / 236K / 214K all have invulnerability and can be used as reverals, which should be used as much as possible midscreen (since you can escape with 214B/D).
:Her 214P / 236K / 214K all have invulnerability and can be used as reverals, which should be used as much as possible midscreen (since you can escape with 214B/D).
Zeile 51: Zeile 52:
|+Short List
|+Short List
|-
|-
! Move !! S!! A!! Hit!! Grd!! Note
! Move !! S!! A!! Hit!! Grd!! Dmg!! Stn!! G-Dmg!! Gauge!! Note
|-
|-
| 5A(c) || 7 || 4|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> ||
| 5A(c) || 7 || 4|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> || 4 || 6 || 5 || 6
|-
|-
| 5A(f)|| 8 || 4|| <span style="color: blue;">+3</span> || <span style="color: blue;">+2</span> ||
| 5A(f)|| 8 || 4|| <span style="color: blue;">+3</span> || <span style="color: blue;">+2</span> || 4 || 6 || 5 || 6
|-
|-
| 5B(c)|| 8 || 3|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span> ||
| 5B(c)|| 8 || 3|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span> || 4 || 6 || 5 || 6
|-
|-
| 5B(f)|| 7 || 3|| <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span>||
| 5B(f)|| 7 || 3|| <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span>|| 4 || 6 || 5 || 6
|-
|-
| 5C(c)|| 5 || 2+2|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span>||
| 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(f)|| 7 || 2+3|| <span style="color: red;">-9</span>|| <span style="color: red;">-10</span>/<span style="color: red;">-15</span>*||Special Cancel. 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 ||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>||Reaches further down than 5C(c)
| 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(f)|| 6 || 3+3|| <span style="color: red;">-10</span>|| <span style="color: red;">-11</span>||
| 5D(f)|| 6 || 3+3|| <span style="color: red;">-10</span>|| <span style="color: red;">-11</span>|| 16 || 14 || 12 || 14
|-
|-
| 5E|| 19 || 7|| KD|| <span style="color: blue;">+1</span>||
| 5E|| 19 || 7|| KD|| <span style="color: blue;">+1</span>|| 14 || 12 || 14 || 16
|-
|-
| GC|| 7 || 6|| KD|| <span style="color: red;">-14</span>||
| GC|| 7 || 6|| KD|| <span style="color: red;">-14</span>|| 5 || 0 || 0 || 0
|-
|-
| 6A|| 7 || 2+3|| KD|| <span style="color: red;">-5</span>||2nd hit overhead & hard kockdown.
| 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(can)|| 6 || 2+3|| KD|| <span style="color: red;">-5</span>||1st hit special cancel. 2nd hit hard kockdown.
| 6A(can)|| 6 || 2+3|| KD|| <span style="color: red;">-5</span>|| 10 || 4 || 6 || 6 ||1st hit special cancel. 2nd hit hard kockdown.
|-
|-
| Saving Shift|| ? || n*|| /|| /||Active until landing. 9F/10F recovery (hit/whiff).
| Saving Shift|| ? || n*|| /|| /|| 0 || 0 || / || 0 ||Active until landing. 9F/10F recovery (hit/whiff).
|-
|-
| 2A|| 8 || 3|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span>||
| Backdash|| / || 21|| /|| /|| / || / || / || / ||F5-17 invul on feet. F18-21 recovery.
|-
|-
| 2B|| 6 || 3|| <span style="color: blue;">+6</span>|| <span style="color: blue;">+5</span>||
| 2A|| 8 || 3|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span>|| 4 || 6 || 5 || 6
|-
|-
| 2C|| 7 || 3+6|| <span style="color: red;">-13</span>|| <span style="color: red;">-14</span>||Special Cancel. Kara cancel.
| 2B|| 6 || 3|| <span style="color: blue;">+6</span>|| <span style="color: blue;">+5</span>|| 4 || 6 || 5 || 6
|-
|-
| 2D|| 9 || 4|| KD|| <span style="color: red;">-4</span>||Special Cancel. Kara cancel.
| 2C|| 7 || 3+6|| <span style="color: red;">-13</span>|| <span style="color: red;">-14</span>||10 || 14 || 11 || 12 ||Special Cancel. Kara cancel.
|-
|-
| 3B|| 11 || 12|| KD|| <span style="color: red;">-15</span>/<span style="color: red;">-4</span>*||Low profile. *= Frame Data for close/max range.
| 2D|| 9 || 4|| KD|| <span style="color: red;">-4</span>|| 14 || 14 || 11 || 12 ||Special Cancel. Kara cancel.
|-
|-
| small A|| 5|| 12|| /|| /||
| 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.
|-
|-
| up A|| 5|| 12|| /|| /||
| small A|| 5|| 12|| /|| /|| 6 || 8 || 6 || 8
|-
|-
| j.A|| 5|| 6|| /|| /||
| up A|| 5|| 12|| /|| /|| 7 || 9 || 7 || 8
|-
|-
| small B || 4|| 12|| /|| /||
| j.A|| 5|| 6|| /|| /|| 7 || 9 || 7 || 8
|-
|-
| up B || 5|| 9+3|| /|| /||
| small B || 4|| 12|| /|| /|| 6 || 8 || 6 || 8
|-
|-
| j.B || 5|| 3+9|| /|| /||
| up B || 5|| 9+3|| /|| /|| 7 || 9 || 7 || 8
|-
|-
| small C|| 6|| 3|| /|| /||Can crossup & instant overhead.
| j.B || 5|| 3+9|| /|| /|| 7 || 9 || 7 || 8
|-
|-
| j.C || 8|| 2+4|| /|| /||Can crossup.
| small C|| 6|| 3|| /|| /|| 11 || 13 || 10 || 12 ||Can crossup & instant overhead.
|-
|-
| small D || 8|| 4|| /|| /||
| j.C || 8|| 2+4|| /|| /|| 13 || 14 || 11 || 12 ||Can crossup.
|-
|-
| j.D || 10|| 5|| /|| /||
| j.back C || 8|| 2+4|| /|| /|| 14 || 15 || 12 || 14 ||Same hitbox as j.C, but different dmg.
|-
|-
| small E || 14|| 3|| /|| /||
| small D || 8|| 4|| /|| /|| 11 || 13 || 10 || 12
|-
|-
| j.E || 16|| 4|| /|| /||
| j.D || 10|| 5|| /|| /|| 13 || 14 || 11 || 12
|-
|-
| 236B|| /|| 21|| /|| /||F1-4 invul. F5-13 upper leg invul + CH-state. F14-20 upper body invul.
| small E || 14|| 3|| /|| /|| 11 || 9 || 11 || 14
|-
|-
| 236D|| /|| 28|| /|| /||F1-6 invul. F7-20 upper leg invul + CH-state. F21-26 upper body invul.
| j.E || 16|| 4|| /|| /|| 12 || 10 || 12 || 14
|-
|-
| 214B|| /|| 17|| /|| /||F1-6 invul. F7-11 upper body invul + CH-state. F12-15 upper body invul.
| 236B|| /|| 21|| /|| /|| / || / || / || / ||1-4 invul. F5-13 upper leg invul + CH-state. F14-20 upper body invul.
|-
|-
| 214D|| /|| 23|| /|| /||F1-8 invul. F9-17 upper body invul + CH-state. F18-21 upper body invul.
| 236D|| /|| 28|| /|| /|| / || / || / || / ||F1-6 invul. F7-20 upper leg invul + CH-state. F21-26 upper body invul.
|-
|-
| 236K>6A|| 24/31|| 3+3|| KD|| <span style="color: red;">-8</span>||Launcher, Special Cancel (2nd Hit).
| 214B|| /|| 17|| /|| /|| / || / || / || / ||F1-6 invul. F7-11 upper body invul + CH-state. F12-15 upper body invul.
|-
|-
| 214D>6A|| 32/38|| 3+3|| KD|| <span style="color: red;">-8</span>||Launcher, Special Cancel (2nd Hit). Better hurtbox in the beginning than 236K>6A.
| 214D|| /|| 23|| /|| /|| / || / || / || / ||F1-8 invul. F9-17 upper body invul + CH-state. F18-21 upper body invul.
|-
|-
| 236/214K>4P|| 24/31|| 14|| /|| /||Same hitboxes & properties as 214P.
| 236K>6A|| 24/31|| 3+3|| KD|| <span style="color: red;">-8</span>|| 16 || 26 || 20 || 6/12 ||Launcher, Special Cancel (2nd Hit).
|-
|-
| 236K>6C|| 27/34|| 3+3|| KD|| GC(+0)||Guard Crush (2nd Hit). Only vulnerable on the legs during startup.
| 214K>6A|| 32/38|| 3+3|| KD|| <span style="color: red;">-8</span>|| 16 || 26 || 20 || 10/12 ||Launcher, Special Cancel (2nd Hit). Better hurtbox in the beginning than 236K>6A. Conqueror's Guide lists gauge gain as 6/12 (mistake).
|-
|-
| 214K>6C|| 24/30|| 2|| KD|| <span style="color: red;">-14</span>||Juggle Anywhere. F1-6 only vulnerable on the feet.
| 236/214K>4P|| 24/31|| 14|| /|| /|| / || / || / || / ||Same hitboxes & properties as 214P.
|-
|-
| 214P|| /|| 14|| /|| /||F1-6 invul. F7-12 above leg invul, F13+14 upper body invul. F7-14 CH-state. Button can be held to extend the state from F7-12.
| 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.
|-
|-
| 214P>6K|| /|| 28|| /|| /||Same frame data & properties as 236D.
| 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.
|-
|-
| 214P>4K|| /|| 23|| /|| /||Same frame data & properties as 214D.
| 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>6P|| 8|| 3+3|| KD|| <span style="color: red;">-22</span>||Launcher, Special Cancel. F1-3 invul. F4-7 above feet invul.
| 214P>6K|| /|| 28|| /|| /|| / || / || / || / ||Same frame data & properties as 236D.
|-
|-
| 214P>4P|| 11|| 3|| KD|| <span style="color: red;">-15</span>||Hard Knockdown. F2+3 Guard Point. Negates projectiles from F10-17.
| 214P>4K|| /|| 23|| /|| /|| / || / || / || / ||Same frame data & properties as 214D.
|-
|-
| [4],6A|| 19|| 4|| KD|| <span style="color: blue;">+1</span>||Launcher. Better hitbox than [4],6C.
| 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.
|-
|-
| [4],6C|| 31|| 4|| KD|| <span style="color: red;">-1</span>||Launcher. More damage & higher launch than A-Version. Does not combo from heavy attacks.
| 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.
|-
|-
| 623A|| 10|| 3+3|| KD|| <span style="color: red;">-7</span>||2nd hit launches (no followup). Negates projectiles F13-16, F22+23, F24-26
| [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.
|-
|-
| 623C|| 21|| 3+3|| KD|| <span style="color: blue;">+7</span>||1. Hit Guard Point F13-17. 2nd hit launches (juggle ok). Negates projectiles F24-27,33+34,35-37.
| [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.
|-
|-
| 41236P|| 3|| 10|| KD|| <span style="color: red;">-12</span>||Can be mashed for more hits. Pattern without mash: "abac". Mash: "ababac". *= without mash.
| 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
|-
|-
| 2141236A|| 6|| 10|| KD|| <span style="color: red;">-15</span>||F1-5 invul.
| 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.
|-
|-
| 2141236C|| 16|| 15|| KD|| <span style="color: red;">-20</span>||F1-15 invul.
| 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.
|-
|-
| 236236P|| 4|| 4|| KD|| <span style="color: red;">-30</span>||F1-3 invul. Only triggers if enemy is close.
| 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.
|-
|-
| 236236E|| 0|| /|| /|| /||Only has 1F recovery, which can be cancelled into block.
| 2141236A|| 6|| 10|| KD|| <span style="color: red;">-15</span>|| 34 || 0 || 0 || 0 ||F1-5 invul.
|-
|-
| 236236CE|| ?|| ?|| KD|| /||Dream Cancel only.
| 2141236C|| 16|| 15|| KD|| <span style="color: red;">-20</span>|| 34 || 0 || 0 || 0 ||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.
|-
| 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.
|-
| 236236P>236236CE|| ?|| ?|| KD|| /|| 56 || 0 || 0 || 0 ||Dream Cancel only.
|-
|-
|}
|}
Zeile 211: Zeile 220:
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |2 Hits, the 2nd has Cancel. Low activation range.
| style="background-color:#F9F9F9;" |2nd hit has special cancel. Low activation range, but is Vanessa's fastest normal.
|-
|-
| style="background-color:#F9F9F9;" |'''5C(f)'''
| style="background-color:#F9F9F9;" |'''5C(f)'''
Zeile 219: Zeile 228:
| style="background-color:#F9F9F9;" |-9
| style="background-color:#F9F9F9;" |-9
| style="background-color:#F9F9F9;" |-10/-15*
| style="background-color:#F9F9F9;" |-10/-15*
| style="background-color:#F9F9F9;" |2 Hits, the 2nd has cancel. Can be kara-cancelled. *=First hit only.
| style="background-color:#F9F9F9;" |2 Hits, the 2nd has special & kara cancel. *=First hit only.
|-
|-
| style="background-color:#F9F9F9;" |'''5D(c)'''
| style="background-color:#F9F9F9;" |'''5D(c)'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_5D(c)_1.png]][[bild:kofxi_vanessa_5D(c)_2.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_5D(c)_1.png]][[bild:kofxi_vanessa_5D(c)_2.png]]
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |3+3?
| style="background-color:#F9F9F9;" |3+3
| style="background-color:#F9F9F9;" |-10
| style="background-color:#F9F9F9;" |-10
| style="background-color:#F9F9F9;" |-11
| style="background-color:#F9F9F9;" |-11
| style="background-color:#F9F9F9;" |2 Hits, the 2nd has cancel. Higher activation range as 5C(c). Reaches further down than 5C(c) (useful against crouching Momoko).
| style="background-color:#F9F9F9;" |2 Hits, the 2nd has special cancel. Higher activation range as 5C(c). Reaches further down than 5C(c) (useful against crouching Momoko). This should be used after shifting to Vanessa, cancelled into 6A.
|-
|-
| style="background-color:#F9F9F9;" |'''5D(f)'''
| style="background-color:#F9F9F9;" |'''5D(f)'''
Zeile 235: Zeile 244:
| style="background-color:#F9F9F9;" |-10
| style="background-color:#F9F9F9;" |-10
| style="background-color:#F9F9F9;" |-11
| style="background-color:#F9F9F9;" |-11
| style="background-color:#F9F9F9;" |Same animation as 5D(c), but useless
| style="background-color:#F9F9F9;" |Same animation as 5D(c), but no cancel - 1F faster, otherwise useless.
|-
|-
| style="background-color:#F9F9F9;" |'''5E'''
| style="background-color:#F9F9F9;" |'''5E'''
Zeile 255: Zeile 264:
| style="background-color:#F9F9F9;" |'''6A'''
| style="background-color:#F9F9F9;" |'''6A'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_6A_1.png]][[bild:kofxi_vanessa_6A_2.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_vanessa_6A_1.png]][[bild:kofxi_vanessa_6A_2.png]]
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7/17*
| style="background-color:#F9F9F9;" |2+3
| style="background-color:#F9F9F9;" |2+3
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-5
| style="background-color:#F9F9F9;" |-5
| style="background-color:#F9F9F9;" |2nd hit overhead & hard knockdown
| style="background-color:#F9F9F9;" |2nd hit overhead & hard knockdown. *=if 1st hit whiffs.
|-
|-
| style="background-color:#F9F9F9;" |'''6A(cancel)'''
| style="background-color:#F9F9F9;" |'''6A(cancel)'''
Zeile 303: Zeile 312:
| style="background-color:#F9F9F9;" |+6
| style="background-color:#F9F9F9;" |+6
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |hits low
| style="background-color:#F9F9F9;" |Low hit
|-
|-
| style="background-color:#F9F9F9;" |'''2C'''
| style="background-color:#F9F9F9;" |'''2C'''
Zeile 311: Zeile 320:
| style="background-color:#F9F9F9;" |-13
| style="background-color:#F9F9F9;" |-13
| style="background-color:#F9F9F9;" |-14
| style="background-color:#F9F9F9;" |-14
| style="background-color:#F9F9F9;" |Kara-Cancel.
| style="background-color:#F9F9F9;" |Special & kara cancel
|-
|-
| style="background-color:#F9F9F9;" |'''2D'''
| style="background-color:#F9F9F9;" |'''2D'''
Zeile 319: Zeile 328:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |hits low (Sweep)
| style="background-color:#F9F9F9;" |Low hit (Sweep). Special & kara cancel
|-
|-
| style="background-color:#F9F9F9;" |'''3B'''
| style="background-color:#F9F9F9;" |'''3B'''
Zeile 327: Zeile 336:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-15/-4*
| style="background-color:#F9F9F9;" |-15/-4*
| style="background-color:#F9F9F9;" |Low Hit (Slide), Knockdown. Low Profile. *= Frame Data for close/max range. Cannot be punished by Oswald/Adel LDM on max range.
| style="background-color:#F9F9F9;" |Low Hit, Knockdown. F1-33 Low profile. F34-39 small crouching recovery. F35-47 crouching recovery. *= Frame Data for close/max range, cannot be punished by Oswald/Adel LDM on max range despite being -4.
|-
|-
|}
|}
Zeile 527: Zeile 536:
| 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;" |14
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |F1-6 invul. F7-12 above leg invul & CH-state. F13+14 upper body invul + Counter Hit State. 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;" |'''214P>6K'''
Zeile 569: Zeile 578:
|+ Specials & Supers
|+ Specials & Supers
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! 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;" |'''[4],6A'''
| style="background-color:#F9F9F9;" |'''[4],6A'''
Zeile 582: Zeile 591:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |Launcher. Hitbox 56x112px (better than 46C).
| style="background-color:#F9F9F9;" |Launcher. Hitbox 56x112px (better than 46C). 40F charge time.
|-
|-
| style="background-color:#F9F9F9;" |'''[4],6C'''
| style="background-color:#F9F9F9;" |'''[4],6C'''
Zeile 590: Zeile 599:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |Launcher. Does not combo from heavy attacks. More damage & higher launch than A-Version. Hitbox 48x112px (worse than 46A).
| 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;" |'''623A'''
Zeile 609: Zeile 618:
|-
|-
| style="background-color:#F9F9F9;" |'''41236P'''
| 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]]
| 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
| style="background-color:#F9F9F9;" |2+2+3+3*
| style="background-color:#F9F9F9;" |2+2+3+3*
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-12
| style="background-color:#F9F9F9;" |-12
| style="background-color:#F9F9F9;" |Can be mashed for more hits. Pattern without mash: "abac". Mash: "ababac". *= without mash.
| 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;" |'''2141236A'''
Zeile 646: Zeile 655:
| 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 (so, basically no recovery).
| 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;" |'''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).
|-
|-
|}
|}
Zeile 711: Zeile 720:
|-
|-
| style="background-color:#F9F9F9;" |'''236B>6A>214P'''
| style="background-color:#F9F9F9;" |'''236B>6A>214P'''
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |<span style="color: blue;">+5</span>
| style="background-color:#F9F9F9;" |<span style="color: blue;">+5</span>
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |Good for Pressure / Conversion.
| style="background-color:#F9F9F9;" |Good for Pressure / Conversion.
|-
|-
Zeile 719: Zeile 728:
| style="background-color:#F9F9F9;" |<span style="color: blue;">+19</span>
| style="background-color:#F9F9F9;" |<span style="color: blue;">+19</span>
| style="background-color:#F9F9F9;" |Both +19 on Guard & Hit.
| style="background-color:#F9F9F9;" |Both +19 on Guard & Hit.
|-
|}
Blockstring Frame Data
{| class="wikitable sortable" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
! style="width:100px;background-color:#D9D9D9;" |Input
! style="width:60px;background-color:#FFd800;" |Gap
! style="width:60px;background-color:#FFd800;" |Note
|-
| style="background-color:#F9F9F9;" |'''Heavy Attack>236B-6A'''
| style="background-color:#F9F9F9;" |4F
| style="background-color:#F9F9F9;" |Useful blockstring that can be looped
|-
|-
|}
|}
Zeile 729: Zeile 750:
*Second hit of puncher upper is unblockable if done meaty. Tourney banned.
*Second hit of puncher upper is unblockable if done meaty. Tourney banned.
*Attempting to put in 236B/D or 214B/D as 236,+4B/D or 214,6B/D will result in a standing B/D to come out. This is an exception compared to other special moves (which will trigger normally).
*Attempting to put in 236B/D or 214B/D as 236,+4B/D or 214,6B/D will result in a standing B/D to come out. This is an exception compared to other special moves (which will trigger normally).
*Shifting from 41236P's mash hits (1-5) has different frame data depending on whether the opponent is standing or crouching: +12F/+8F. This is the only known move currently where this is the case.
*A rare bug can cause 2D to cause a collapse kill animation, as if the opponent got KOed from chip damage, see [https://youtube.com/clip/UgkxtXP6CGofm2Sfk7iQOHd0b-w16QExbgbj here]. Reproduction unknown.


== Combos ==
== Combos ==


'''Basic Combos'''
'''Basic Combos'''
*j.A/C, 4C(2),6A, hyperhop or smalljump D or E: easy combo off of a jump-in.
*j.A/C, 5C(2),[4],6A, hyperhop or smalljump D or E: easy combo off of a jump-in.


*Out of Quick Shift j.B or j.C,\/,C(f),[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.
*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.
**after 6C: Quick Shift again
**after 6C: Quick Shift again


Zeile 741: Zeile 764:


'''Advanced Combos'''
'''Advanced Combos'''
*2B,6A, 214P, link C(c)(2 hits), [4],6A, j.CD or hyperhop j.D, reset: bnb, this is also the default "command"-combo
*2B,6A, 214P, link 5C(c)(2 hits), [4],6A, j.CD or hyperhop j.D, reset: bnb, this is also the default "command"-combo. 6A-214P-5C is a 1F-link and only works when standing as close as possible.


*2B,6A, 214P, link C(c)(2 hits), [4],6A, delay 2C, 214B-6C: Corner version of the BnB. The 214K-6C is a juggle anywhere.
*2B,6A, 214P, link 5C(c)(2 hits), [4],6A, delay 2C, 214B-6C: Corner version of the BnB. The 214K-6C is a juggle anywhere.


*2B,6A,214P, link C(c)(2 hits), (...6A,...) 41236P~, Quick Shift Quick Shift Setup.
*2B,6A,214P, link 5C(c)(2 hits), (...6A,...) 41236P~, Quick Shift Quick Shift Setup.


*2B,2B,6A>214P, link 41236P: difficult but very useful combo. Wait as long as you can before inputting the 41236P, otherwise you will get overlapping inputs with her 2141236P super. You can also shift off of this.
*2B,2B,6A>214P, link 41236P: difficult but very useful combo. Wait as long as you can before inputting the 41236P, otherwise you will get overlapping inputs with her 2141236P super. You can also shift off of this.
*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.




Zeile 754: Zeile 779:




=== Leader Combos ===
=== Leader Combo Starters===


*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 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.


*midscreen combo in C(2 hits),6A,236236E, [4],6A-236B,2A-214D-6C-236B-2C-236B (Crossup)...
*midscreen combo in C(2 hits),6A,236236E, [4],6A-236B,2A-214D-6C-236B-2C-236B (Crossup)...
Zeile 767: Zeile 792:


*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]
*A Stylish combo against standing opponent from [https://youtu.be/C9iYIdF2vaU?t=5801 BZR]
*Combo into 236236P, Dream Cancel 2. Hit into 236236E, immediate 214P-6P (upper) cancel 236B, 2C, start LDM bnb: a fringe combo that is useful if your opponent has saving shift and you didn't want to go for the 236236C+E dream cancel ender (eg. since it does less damage).
=== 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 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).
*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.
*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.


== Team Combos ==
== Team Combos ==
 
'''Preferred Quick Shift Normals:'''
:Standing opponent: '''j.D'''
:Crouching opponent: '''j.B'''
:Back-turned, crouching opponent: '''j.C''', others will whiff
:Close to own corner: '''late j.A or j.B'''


=== Vanessa > Oswald ===
=== Vanessa > Oswald ===
Zeile 775: Zeile 819:
*Midscreen Vanessa j.C,\/,C(2),6A(1),623A(1), QS Oswald, j.A/D,\/,walk forward, 5D(c),3A,214C,...
*Midscreen Vanessa j.C,\/,C(2),6A(1),623A(1), QS Oswald, j.A/D,\/,walk forward, 5D(c),3A,214C,...
**236C,214B, Okizeme ''[1 Shift Stock]''
**236C,214B, Okizeme ''[1 Shift Stock]''
**Shift back to Vanessa j.D>5C(2)... ''[2 Shift Stocks]''
**Shift back to Vanessa j.D>5D(2)... ''[2 Shift Stocks]''


*Corner Vanessa j.C,\/,C(2),[4]-6A,2C,214B-6C, QS Oswald, 3A,214B, delay 236C,214B, Okizeme. ''[1 Shift Stock]''
*Corner Vanessa j.C,\/,C(2),[4]-6A,2C,214B-6C, QS Oswald, 3A,214B, delay 236C,214B, Okizeme. ''[1 Shift Stock]''


'''Midscreen'''
'''Midscreen'''
*Midscreen Vanessa j.C,\/,C(2),[4],6A, hyperhop j.D,\/,214B-6C QS Oswald, 3A,214D,236A,214B, Okizeme ''[1 Shift Stock]''
*Midscreen Vanessa j.C,\/,C(2),[4],6A, hyperhop j.D,\/,214B-6C QS Oswald, 3A,214D,236A,214B, Okizeme ''[1 Shift Stock]''


*Vanessa midscreen combo in 236236C, shift out after 2-3 Hits, Oswald lands behind opponent, D(c),214C,236D,236A(whiff), turn around 3A, 214D, (corner) delay 236C,214B, Okizeme.
*Vanessa midscreen combo in 236236P OR 41236P, shift out after 2-3 Hits, Oswald lands behind opponent, D(c),214C,236D,236A(whiff), turn around 3A, 214D, (corner) delay 236C,214B, Okizeme.
*Vanessa midscreen combo in 236236C, shift out after 2-3 Hits, Oswald lands behind opponent, delay 3A,214A,236B,236E (Ace). Only works with sufficient distance to the corner.
*Vanessa midscreen combo in 236236P OR 41236P, shift out after 2-3 Hits, Oswald lands behind opponent, 3A max delay 214C,236B,236E (Ace). Only works with sufficient distance to the corner, and from 41236P, only against standing opponents.
*Vanessa midscreen combo in 41236P, shift out after 3 hits, Oswald lands behind opponent, then any ender from above.
*Vanessa midscreen combo in 236236P OR 41236P, shift out after 2-3 Hits, Oswald whiff j.B (to land in front), immediate 3A, max delay 214C,236B,236E (Ace). Only works with sufficient distance to the corner, and from 41236P, only against standing opponents. Source: seen used by TORI at sawakoro festival 2023


'''Corner'''
'''Corner'''
Zeile 802: Zeile 845:
*Corner Crossup combo: Vanessa corner combo in 236236P, QS Oswald, D(c)(crossup). ''Note: The combo only works if D(c) is put in once Oswald has landed, otherwise a j.D (whiff) > D(c) is triggered and the Corner Crossup doesn't work. The time frame to shift the 3rd hit and still get the 5D to combo is 10F.''
*Corner Crossup combo: Vanessa corner combo in 236236P, QS Oswald, D(c)(crossup). ''Note: The combo only works if D(c) is put in once Oswald has landed, otherwise a j.D (whiff) > D(c) is triggered and the Corner Crossup doesn't work. The time frame to shift the 3rd hit and still get the 5D to combo is 10F.''
*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 > \/, 3A>214A>236B>236E. No delay after 3A. works on hits 3,7,8 (hit 3 only from 2141236A).


===Oswald > Vanessa===
===Oswald > Vanessa===
Zeile 813: Zeile 858:
'''Corner'''
'''Corner'''
*Oswald corner combo into 2363214A, on 2nd Hit QS Vanessa j.D,\/,C....
*Oswald corner combo into 2363214A, on 2nd Hit QS Vanessa j.D,\/,C....
*Oswald corner combo into 214C(2),236C QS Vanessa j.B/C/D, sofort 236236E, 214B-6C etc
*Oswald corner combo into 214C(2),236C QS Vanessa j.B/C/D>236236E, 214B-6C etc
*Oswald corner combo into 214C(2),236C QS Vanessa \/,2C sofort 236236E, 214B-6C etc
*Oswald corner combo into 214C(2),236C QS Vanessa \/,2C>236236E, 214B-6C etc
*Oswald corner combo into 214C(1),236A QS Vanessa \/,2C sofort 236263E, 214B-6C etc
*Oswald corner combo into 214C(1),236A QS Vanessa \/,2C>236263E, 214B-6C etc
*Oswald cornered, combo into 214C>236A(whiff), turn around 3A,214B,214C QS Vanessa,\/,2C,236236E, 214B-6C etc
*Oswald cornered, combo into 214C>236A(whiff), turn around 3A,214B,214C QS Vanessa,\/,2C,236236E, 214B-6C etc
===Vanessa > K'===
*Midscreen combo in [4],6A,QS K> j.A/E Whiff >2A kara cancel 3D, link 236236A
*Midscreen combo in [4],6A,QS K> j.A/E Whiff >\/>236A>6D, superjump j.D\/,LDM. Can also be followed up with j.214B after superjump j.D if the opponent would end up in the corner and K slightly outside of it.
*Midscreen combo in [4],6A, j.X,\/,214B-6C QS K' j.A whiff,\/,6B > delay LDM, as performed by [https://youtu.be/o25Xw9_HROM?t=625 BZR]. Delay needs to be adjusted depending on range. A bit more damage than the combo above.
*Midscreen combo in 623A(2), QS K,\/, delay 236E236E
*Corner combo in [4],6C,5A whiff 2C>214B>6C QS K, immediate j.K,\/, then:
**j.214K loop
**backdash, LDM
*Corner combo in 623A(2), QS K, immediate j.214D,\/, walk back, LDM
===K'> Vanessa===
'''Midscreen'''<br>
*Combo in 5C(2)>6B>623C(1) QS vanessa j.D,\/,5D(2)>6A(1)...: should work against everyone, even crouching. Note: to still get the full corner carry if you are exactly cornered, you need to swap the 5D(2) with a microwalk 5C(2), which is hard, but rarely necessary.
'''Corner'''<br>
*2B>2A>623A QS Vanessa j.D, \/,LDM: a good way to combo into LDM from light attacks, particularly if you are out of range for 2B>2A>236A-6D.
*early smalljump j.C > hit confirm 623A > QS Vanessa j.D,\/,LDM: Combo off of an almost instant overhead. Useful in the corner, but does not work against small characters (the j.C needs to be done later and the advantage of this combo is somewhat lost because of that).
*Combo into 236A-6D, late 623A (or 623C(2)) QS Vanessa j.D,\/, LDM: 623A has better damage and stun, but needs stricter timing.
*Into corner combo into 6B>214B(whiff)>214B, 236236B or 623A, late QS Vanessa j.D,\/, LDM: a way to combo from 236236B / 623A juggle into Vanessa LDM. Can also work as anti-air.


===Ryo > Vanessa===
===Ryo > Vanessa===
Zeile 826: Zeile 899:


== Strategy ==
== Strategy ==
*2D is a great poke and should always be canceled into 214P or 214/236K.
*if you want to punish with 2B>2B>6A from a low guard, try this input to avoid an accidental [4],6A: 1B, go neutral, 1B>6A...
*j.B is an excellent Air-to-Air and also works as a jump-in.On whiff, immediately use 214K to escape.
*To avoid saving shift on a stunned opponent, use 214[P] > 6P for the uppercut > 236B...
*To avoid saving shift on a stunned opponent, use 214[P] > 6P for the uppercut > 236B...


=== Okizeme===
=== Okizeme===
*Meaty 2D>214P sway: safe against reversals due to the whiff cancel.
*Meaty max range 2D>214P sway: safe against some reversals due to the whiff cancel.
*Midscren Combo into [4],6A, hyperhop delay j.D,\/, dash, then 5C(c) left/right of the opponent (unsafe vs Reversals & Rolls also work against it). The BZR-version below is generally better.
*Midscreen Combo into [4],6A, hyperhop delay j.D,\/, dash, then 5C(c) left/right of the opponent (unsafe vs Reversals & Rolls also work against it). The BZR-version below is generally better.


*The BZR midscreen okizeme: midscreen combo into [4],6A, hyperhop delay j.D,\/, then:
*The BZR midscreen okizeme: midscreen combo into [4],6A, hyperhop delay j.D,\/, then:
Zeile 840: Zeile 912:
*After Corner Combo in 623C Loop > 2A(whiff) > 2C(hit) > 214B-6C, link 5C(1)>214P(whiff)>meaty 5C: Vanessa is +1 (trades with Kula's 5C(c)).
*After Corner Combo in 623C Loop > 2A(whiff) > 2C(hit) > 214B-6C, link 5C(1)>214P(whiff)>meaty 5C: Vanessa is +1 (trades with Kula's 5C(c)).


'''Corner Option Selects'''<br>
*After 214B-6C finisher, walk back 5C(f)>214B~A:
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.
===Smalljump j.C Crossups===
Smalljump j.C with frame-perfect timing links into 2B, which is a great hit confirm and can cross up.
'''Connects as a crossup against crouching opponents from point blank and up to 1 light hit distance away against...'''<br>
kyo, iori, shingo, shen, oswald, terry, kim, duck, vanessa, ramon, ryo, duolon, k', maxima, kula, griffon, ralf, king, kasumi, kensou, athena, benimaru, adel, gai, hayate, silber, jazu
'''Connects only from about 0.75-1 light hit distance away against... '''<br>
jenet, clark, whip
'''Connects only from 1 light hit distance away (max range) against...'''<br>
ash, gato, elisabeth
'''Does not connect at all against...'''<br>
malin, momoko


== Matchups ==
== Matchups ==
[https://twitter.com/kissthefuture00/status/1437405656336662529 A few Vanessa Matchups from Miekazu:]<br>
[https://twitter.com/kissthefuture00/status/1437405656336662529 A few non-leader Vanessa Matchups from Miekazu:]<br>
vs Griffon: 5.2:4.8<br>
vs Griffon: 5.2:4.8<br>
vs Silber: 5.8:4.2<br>
vs Silber: 5.8:4.2<br>
Zeile 850: Zeile 941:
Very difficult matchup.
Very difficult matchup.
: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.
: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.
: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.
 
===Vs Kula===
Very difficult matchup.
:Vanessa cannot punish Ray Spin. Try not to use 2D>214P during pressure as it loses to Ray Spin. You can bait it with 2D>236D (dangerous) or 2D>214B and end up right next to Kula (but outside of close C range).
: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)
:When cornered, use 236B to go under Kula's 5B(f) and/or 236A. Do not overabuse to not become predictable.
 
===Vs Oswald===
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 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.
: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.
 
Punishes:<br>
:5E on block with smalljump C or dash 5C(c) or [4],6A
:63214,63214C on block with hyperhop j.C>5C(c)...
:3A(non-cancel) on block with 2141236A
:2D(2 hits) on block with 2141236A
:214P>236P>214B blockstring: before the 214B, use reversal [4],6A or 41236P or 2141236C or instant j.A
:236P>236A blockstring: punish with [4],6A
:236P>236C blockstring: roll before the 236C or use 2141236A on block
 
===Vs Ryo===
Difficult matchup.
:Use [4],6A to punish Ryo's LDM on guard. During super freeze you can also use 236B>6A to beat it.
:Use [4],6A to punish Ryo's 623A on guard (difficult). Point blank you can also use 5C(f)(1)>[4],6A. From further away either [4],6A or dash 2D.


===Vs Kim===
===Vs Kim===
Difficult matchup. Kim is one of the few characters that can contest Vanessa's air attacks with success.
Difficult matchup.
:Kim is one of the few characters that can contest Vanessa's air attacks with success. Try your luck with j.B over j.A, as the latter will lose more often than usual.
:Against [2],8B on guard, use 5C(f)>[4],6A. Alternatively run in and use 2D. From max range you can only punish with 3B or 2141236A.


===Vs Ash===
===Vs Ash===
Zeile 859: Zeile 982:


===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 anti-airs.<br>
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>
: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>214B 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.
:Once the Kensou player uses sweeps in neutral to defend against 236B/D, you can start high- jumping at him with j.C, which is difficult to defend against.
:Once the Kensou player uses sweeps in neutral to defend against 236B/D, you can start high- jumping at him with j.C, which is difficult to defend against and even beats Kensou's Shoryuken at times.
:You can use smalljump j.A to go over Kensou's fireballs, but you might as well use 236B/D.
 
===Vs Mary===
:Punish [4],6B on block with 41236P
:Punish [4],6D on block with 2C or 5D(c) > combo
 
 
===Vs Griffon===
Slight advantage for Vanessa due to her mobility.
:Do not overabuse 4,6P and 236K-6A, both can be punished on reaction by Griffon with 3C>super.


== Links ==
== Links ==
[http://seesaawiki.jp/w/givingleaf1/d/%a5%f4%a5%a1%a5%cd%a5%c3%a5%b5 Japanese Vanessa-Wiki]<br>
===BZR Vids===
[http://hartheon.web.fc2.com/character/vanessa.html Vanessa-Wiki from Hartheon]<br>
[https://www.youtube.com/watch?v=Zqe-yZe3p1w 2018/05/02 BZR @ port24 part 1]<br>
[https://www.youtube.com/watch?v=_fPwYvfWbXo 2018/05/02 BZR @ port24 part 2]<br>
[https://www.youtube.com/watch?v=DhFXbOcdqfE 2018/05/03 BZR @ port24 part 1]<br>
[https://www.youtube.com/watch?v=gcef7XQpvnA 2018/05/03 BZR @ port24 part 1-2]<br>
[https://www.youtube.com/watch?v=W_YYzVfiXg8 2018/05/03 BZR @ port24 part 2-2]<br>
[https://www.youtube.com/watch?v=HRUUX85O9Qs 2019/04/30 BZR @ port24 part 1]<br>
[https://www.youtube.com/watch?v=6PM_yt6NwTc 2019/04/30 BZR @ port24 part 2]<br>
[https://www.youtube.com/watch?v=-5CikBHbHgI 2019/05/01 BZR @ port24, 2019, part 1]<br>
[https://www.youtube.com/watch?v=C9iYIdF2vaU 2019/05/01 BZR @ port 24, also, TORU, 2019, part 2]<br>
[https://www.youtube.com/live/1lYf9_vMyyU?feature=share 2019/05/02 BZR @ port24 part 1]<br>
[https://www.youtube.com/watch?v=CMUzVu9O2UA 2019/05/02 BZR @ port24 part 2]|br>
[https://www.youtube.com/live/HgZYF7hqRZE?feature=share 2019/11/24 BZR vs ATG ft10]<br>
 
===Other Vanessa Vids===
[https://www.youtube.com/watch?v=bp5uwi_aFVs Urasia vs Tori Part 1], [https://www.nicovideo.jp/watch/sm14481668 original nicovideo link]<br>
[https://www.youtube.com/watch?v=bp5uwi_aFVs Urasia vs Tori Part 1], [https://www.nicovideo.jp/watch/sm14481668 original nicovideo link]<br>
[https://www.youtube.com/watch?v=fo8gDtqlSGE Urasia vs Tori Part 2], [https://www.nicovideo.jp/watch/sm14548705 original nicovideo link]<br>
[https://www.youtube.com/watch?v=fo8gDtqlSGE Urasia vs Tori Part 2], [https://www.nicovideo.jp/watch/sm14548705 original nicovideo link]<br>
Zeile 872: Zeile 1.018:
[https://www.youtube.com/watch?v=vEGupQZiRkI Urasia vs Tori, differently cut (same matches?)]<br>
[https://www.youtube.com/watch?v=vEGupQZiRkI Urasia vs Tori, differently cut (same matches?)]<br>
[https://www.youtube.com/watch?v=UHMTs1ZwpiI Tori, Vanessa with Malin as Leader]<br>
[https://www.youtube.com/watch?v=UHMTs1ZwpiI Tori, Vanessa with Malin as Leader]<br>
[https://www.nicovideo.jp/watch/sm27556112 Tori @ 2015 tournament]<br>
[https://youtu.be/tPoVmUaGJeA?t=69 Tori @ 2011 Nationals]<br>
[https://youtu.be/tPoVmUaGJeA?t=69 Tori @ 2011 Nationals]<br>
[https://youtu.be/idkQKnCUDM4?t=4550 unknown vanessa @ kohatsu, january 2018]
[https://youtu.be/idkQKnCUDM4?t=4550 unknown vanessa @ kohatsu, january 2018]<br>
 
===Other Links===
[http://seesaawiki.jp/w/givingleaf1/d/%a5%f4%a5%a1%a5%cd%a5%c3%a5%b5 Japanese Vanessa-Wiki]<br>
[http://hartheon.web.fc2.com/character/vanessa.html Vanessa-Wiki from Hartheon]<br>


[https://www.youtube.com/watch?v=-5CikBHbHgI BZR visiting port24, 2019, part 1]<br>
[https://www.youtube.com/watch?v=C9iYIdF2vaU BZR visiting port 24, also, TORU, 2019, part 2]
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