19.074
Bearbeitungen
(19 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt) | |||
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 | | 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). | ||
|- | |- | ||
| | | 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 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 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 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, Knockdown. Low | | 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 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 | | 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 | | style="background-color:#F9F9F9;" |Followup to 2141236P or 236236P (Dream Cancel). | ||
|- | |- | ||
|} | |} | ||
Zeile 809: | 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 842: | 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 > | *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 912: | 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 928: | Zeile 947: | ||
===Vs Kula=== | ===Vs Kula=== | ||
Very difficult matchup. | Very difficult matchup. | ||
:Vanessa cannot punish | :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 938: | Zeile 958: | ||
:Additionally, his 2B cleanly beats Vanessa's 5C(c), which is her fastest normal. | :Additionally, his 2B cleanly beats Vanessa's 5C(c), which is her fastest normal. | ||
:Oswald 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 958: | 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 == |
Bearbeitungen