Vanessa(KOFXI): Unterschied zwischen den Versionen

 
(34 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 62: Zeile 62:
| 5B(f)|| 7 || 3|| <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span>|| 4 || 6 || 5 || 6
| 5B(f)|| 7 || 3|| <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span>|| 4 || 6 || 5 || 6
|-
|-
| 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. 10 dmg / 14 stn
| 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>*|| 12 || 14 || 12 || 14 ||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>|| 12 || 14 || 12 || 12 ||Reaches further down than 5C(c) + better activation range. 12 dmg / 14 stn
| 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>|| 16 || 14 || 12 || 14
| 5D(f)|| 6 || 3+3|| <span style="color: red;">-10</span>|| <span style="color: red;">-11</span>|| 16 || 14 || 12 || 14
Zeile 74: Zeile 74:
| GC|| 7 || 6|| KD|| <span style="color: red;">-14</span>|| 5 || 0 || 0 || 0
| GC|| 7 || 6|| KD|| <span style="color: red;">-14</span>|| 5 || 0 || 0 || 0
|-
|-
| 6A|| 7 || 2+3|| KD|| <span style="color: red;">-5</span>|| 14 || 10 || 10 || 10 ||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>|| 10 || 4 || 6 || 6 ||1st hit special cancel. 2nd hit hard kockdown.
| 6A(can)|| 6 || 2+3|| KD|| <span style="color: red;">-5</span>|| 10 || 4 || 6 || 6 ||1st hit special cancel. 2nd hit hard kockdown.
Zeile 80: Zeile 80:
| Saving Shift|| ? || n*|| /|| /|| 0 || 0 || / || 0 ||Active until landing. 9F/10F recovery (hit/whiff).
| Saving Shift|| ? || n*|| /|| /|| 0 || 0 || / || 0 ||Active until landing. 9F/10F recovery (hit/whiff).
|-
|-
| Backdash|| / || 21|| /|| /|| / || / || / || / ||F5-17 airborne, F18-21 recovery.
| Backdash|| / || 21|| /|| /|| / || / || / || / ||F5-17 invul on feet. F18-21 recovery.
|-
|-
| 2A|| 8 || 3|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span>|| 4 || 6 || 5 || 6
| 2A|| 8 || 3|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span>|| 4 || 6 || 5 || 6
Zeile 90: Zeile 90:
| 2D|| 9 || 4|| KD|| <span style="color: red;">-4</span>|| 14 || 14 || 11 || 12 ||Special Cancel. Kara cancel.
| 2D|| 9 || 4|| KD|| <span style="color: red;">-4</span>|| 14 || 14 || 11 || 12 ||Special Cancel. Kara cancel.
|-
|-
| 3B|| 11 || 12|| KD|| <span style="color: red;">-15</span>/<span style="color: red;">-4</span>*||12 || 12 || 10 || 12 ||Low profile. *= Frame Data for close/max range.
| 3B|| 11 || 12|| KD|| <span style="color: red;">-15</span>/<span style="color: red;">-4</span>*||12 || 12 || 10 || 12 ||F1-33 Low profile. F34-39 small crouching recovery. F35-47 crouching recovery. *= Frame Data for close/max range.
|-
|-
| small A|| 5|| 12|| /|| /|| 6 || 8 || 6 || 8
| small A|| 5|| 12|| /|| /|| 6 || 8 || 6 || 8
Zeile 128: Zeile 128:
| 236K>6A|| 24/31|| 3+3|| KD|| <span style="color: red;">-8</span>|| 16 || 26 || 20 || 6/12 ||Launcher, Special Cancel (2nd Hit).
| 236K>6A|| 24/31|| 3+3|| KD|| <span style="color: red;">-8</span>|| 16 || 26 || 20 || 6/12 ||Launcher, Special Cancel (2nd Hit).
|-
|-
| 214D>6A|| 32/38|| 3+3|| KD|| <span style="color: red;">-8</span>|| 16 || 26 || 20 || 6/12 ||Launcher, Special Cancel (2nd Hit). Better hurtbox in the beginning than 236K>6A.
| 214K>6A|| 32/38|| 3+3|| KD|| <span style="color: red;">-8</span>|| 16 || 26 || 20 || 10/12 ||Launcher, Special Cancel (2nd Hit). Better hurtbox in the beginning than 236K>6A. Conqueror's Guide lists gauge gain as 6/12 (mistake).
|-
|-
| 236/214K>4P|| 24/31|| 14|| /|| /|| / || / || / || / ||Same hitboxes & properties as 214P.
| 236/214K>4P|| 24/31|| 14|| /|| /|| / || / || / || / ||Same hitboxes & properties as 214P.
Zeile 146: Zeile 146:
| 214P>4P|| 11|| 3|| KD|| <span style="color: red;">-15</span>|| 15 || 10 || 14 || 6/6 ||Hard Knockdown. F2+3 Guard Point. Negates projectiles from F10-17.
| 214P>4P|| 11|| 3|| KD|| <span style="color: red;">-15</span>|| 15 || 10 || 14 || 6/6 ||Hard Knockdown. F2+3 Guard Point. Negates projectiles from F10-17.
|-
|-
| [4],6A|| 19|| 4|| KD|| <span style="color: blue;">+1</span>|| 13 || 13 || 10 || 6/6 ||Launcher. Better hitbox than [4],6C.
| [4],6A|| 19|| 4|| KD|| <span style="color: blue;">+1</span>|| 13 || 13 || 10 || 6/6 ||Launcher. Better hitbox than [4],6C. 40F charge time.
|-
|-
| [4],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.
| [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.
|-
|-
| 623A|| 10|| 3+3|| KD|| <span style="color: red;">-7</span>|| 8+8 || 6+6 || 5+5 || 6/6+6 ||2nd hit launches (no followup). Negates projectiles F13-16, F22+23, F24-26
| 623A|| 10|| 3+3|| KD|| <span style="color: red;">-7</span>|| 8+8 || 6+6 || 5+5 || 6/6+6 ||2nd hit launches (no followup). Negates projectiles F13-16, F22+23, F24-26
Zeile 154: Zeile 154:
| 623C|| 21|| 3+3|| KD|| <span style="color: blue;">+7</span>|| 8+8 || 6+6 || 5+5 || 6/6+6 ||1. Hit Guard Point F13-17. 2nd hit launches (juggle ok). Negates projectiles F24-27,33+34,35-37.
| 623C|| 21|| 3+3|| KD|| <span style="color: blue;">+7</span>|| 8+8 || 6+6 || 5+5 || 6/6+6 ||1. Hit Guard Point F13-17. 2nd hit launches (juggle ok). Negates projectiles F24-27,33+34,35-37.
|-
|-
| 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).
| 41236P(x3)|| 3|| 10|| KD|| <span style="color: red;">-12</span>|| 14 || 3*2+8 || 3*2+8 || 6/3*2+4 ||3-hit version. Shifting from the mash hits is +12F on hit against standing, +8 against crouching opponents (when landing without attacking). Last hit causes wall bounce on counter hit.
|-
|-
| 41236P(x6)|| 3|| 10|| KD|| <span style="color: red;">-12</span>|| 18 || 5*2+8 || 5*2+8 || 6/5 *2+4 ||6-hit version. Same shift rule as above.
| 41236P(x6)|| 3|| 10|| KD|| <span style="color: red;">-12</span>|| 18 || 5*2+8 || 5*2+8 || 6/5 *2+4 ||6-hit version. Same shift rule as above.
Zeile 164: Zeile 164:
| 236236P|| 4|| 4|| KD|| <span style="color: red;">-30</span>|| 36 || 0 || 0 || 0 ||F1-3 invul. Only triggers if enemy is close.
| 236236P|| 4|| 4|| KD|| <span style="color: red;">-30</span>|| 36 || 0 || 0 || 0 ||F1-3 invul. Only triggers if enemy is close.
|-
|-
| 236236E|| 0|| /|| /|| /|| / || / || / || / ||Only has 1F recovery, which can be cancelled into block.
| 236236E|| 0|| /|| /|| /|| / || / || / || / ||Only has 1F recovery, which can be cancelled into block. Active for 300F. Allows cancelling Special Moves into other Special Moves. Can do one super for free while active.
|-
|-
| 2141236P>236236CE|| ?|| ?|| KD|| /|| 64 || 0 || 0 || 0 ||Dream Cancel only.
| 2141236P>236236CE|| ?|| ?|| KD|| /|| 64 || 0 || 0 || 0 ||Dream Cancel only.
Zeile 220: 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, but vanessa's fastest normal. 10 damage / 14 stun.
| 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 228: 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). This should be used after shifting to Vanessa, cancelled into 6A.
| 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 244: 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 264: 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 312: 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 320: 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 328: 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 336: 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 591: 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 599: 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 623: Zeile 623:
| 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. Shifting from the mash hits is +12F on hit against standing, +8 against crouching opponents (when landing without attacking).
| 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 655: 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 720: 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 728: 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 782: Zeile 794:


*A Stylish combo against standing opponent from [https://youtu.be/C9iYIdF2vaU?t=5801 BZR]
*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 ===
=== Leader Combos ===
Zeile 795: Zeile 809:


== 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 808: Zeile 826:
*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 828: Zeile 846:
*another corner crossup combo: Vanessa combo into 41236P mash, QS Oswald, D(C) (crossup).
*another corner crossup combo: Vanessa combo into 41236P mash, QS Oswald, D(C) (crossup).


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


===Oswald > Vanessa===
===Oswald > Vanessa===
Zeile 881: 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.A and j.B are excellent Air-to-Airs and also work as jump-ins. On whiff, you can use an immediate 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...


Zeile 899: Zeile 916:
1. opponent rolls back & reversals (eg. Kula 623C): Vanessa 214B comes out (safe)
1. opponent rolls back & reversals (eg. Kula 623C): Vanessa 214B comes out (safe)
2. opponent rolls forward: crossup 5C(2)>6A comes out, can be reacted to with followup combo.
2. opponent rolls forward: crossup 5C(2)>6A comes out, can be reacted to with followup combo.
===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 ==
Zeile 911: Zeile 943:
:Due to its strong hitbox j.C can win against both Gato's 236236B and 236236A supers in some situations, so be prepared to actually hit when Gatos attempt to anti-air you with these supers.
:Due to its strong hitbox j.C can win against both Gato's 236236B and 236236A supers in some situations, so be prepared to actually hit when Gatos attempt to anti-air you with these supers.
:Against Gato's meaty projectile on your wakeup, you can use 2141236P.
:Against Gato's meaty projectile on your wakeup, you can use 2141236P.
: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===
===Vs Kula===
Very difficult matchup.
Very difficult matchup.
:Vanessa cannot punish Rayspin. Try not to use 2D>214P during pressure as it loses to Rayspin. You can bait it with 2D>236D (dangerous) or 2D>214B and end up right next to Kula (but outside of close C range).
: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)
:2B>6A>214P x N as pressure is useful since it beats both 623C (2B wins) and Rayspin (trade or clean 5A hit)
:When cornered, use 236B to go under Kula's 5B(f) and/or 236A. Do not overabuse to not become predictable.
:When cornered, use 236B to go under Kula's 5B(f) and/or 236A. Do not overabuse to not become predictable.
Zeile 922: Zeile 956:
: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.
: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.
: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===
===Vs Ryo===
Zeile 931: Zeile 975:
===Vs Kim===
===Vs Kim===
Difficult matchup.
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 use more often than usual.
: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.
: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.


Zeile 943: Zeile 987:
: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.
: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.
: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 ==
Zeile 954: Zeile 1.007:
[https://www.youtube.com/watch?v=6PM_yt6NwTc 2019/04/30 BZR @ port24 part 2]<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=-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]
[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 2]
[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>
[https://www.youtube.com/live/HgZYF7hqRZE?feature=share 2019/11/24 BZR vs ATG ft10]<br>


19.074

Bearbeitungen