Vanessa(KOFXI): Unterschied zwischen den Versionen

 
(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 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 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 Profile. *= Frame Data for close/max range, cannot be punished by Oswald/Adel LDM on max range despite being -4.
| 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 (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 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 > 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 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 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 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 ==
19.074

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