No edit summary |
No edit summary |
||
Line 16: | Line 16: | ||
2. Close C, f+A(1), BC, walk Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), qcb hcf+P/AC/f hcf+AC - 90%/95%/100%<br> | 2. Close C, f+A(1), BC, walk Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), qcb hcf+P/AC/f hcf+AC - 90%/95%/100%<br> | ||
3. Close C, f+A(1), BC, walk Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A, dp+A, dp+C - 95% (Corner)<br> | 3. Close C, f+A(1), BC, walk Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A, dp+A, dp+C - 95% (Corner)<br> | ||
4. Close C, f+A(1), BC, walk Close C, f+A(1), dp+A(1), (C)dp+C(1), (C)qcf+B, dp+A(1), (C)qcf+B, dp+A(1), (C)qcf+B, dp+A(1), (C)qcf+B, qcfx2+P - | 4. Close C, f+A(1), BC, walk Close C, f+A(1), dp+A(1), (C)dp+C(1), (C)qcf+B, dp+A(1), (C)qcf+B, dp+A(1), (C)qcf+B, dp+A(1), (C)qcf+B, qcfx2+P - 75% | ||
'''Attack Strings:'''<br> | '''Attack Strings:'''<br> |
Revision as of 20:39, 22 June 2006
Anywhere:
1. Crouch C, _b f+A, Jump CD - 35%
2. Close C, f+A(1), hcf+C - 30%
3. Close C, f+A(1), dp+C, (S)qcfx2+P(Buffer:qcf+P) - 55-60%
4. qcf+K f+A, qcf+D, dp+C/qcfx2+P - 25%/45%
5. qcf+K f+A, qcb+P, Jump CD - 25%
Corner:
1. Close C, f+A(1), dp+A, dp+C/qcfx2+P - 30%/50%
2. Crouch C, _b f+A, qcfx2+P - 55%
3. Crouch C, _b f+A, dp+A, Jump D/f hcf+AC - 30%/65%
4. CD, BC, f hcf+AC - 50%
Maxmode:
1. Close C, f+A(1), BC, walk Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B f+A, qcb+P, dp+C, (C)qcf+B, qcfx2+P - 95%
2. Close C, f+A(1), BC, walk Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), qcb hcf+P/AC/f hcf+AC - 90%/95%/100%
3. Close C, f+A(1), BC, walk Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A(1), hcf+P(3), (C)qcf+B, Close C, f+A, dp+A, dp+C - 95% (Corner)
4. Close C, f+A(1), BC, walk Close C, f+A(1), dp+A(1), (C)dp+C(1), (C)qcf+B, dp+A(1), (C)qcf+B, dp+A(1), (C)qcf+B, dp+A(1), (C)qcf+B, qcfx2+P - 75%
Attack Strings:
1. Crouch D, qcb+P/qcb+K/qcf+K
2. qcf+K f+A, qcb+P/qcb+K
3. Crouch C, _b f+A
4. Close C, f+A, dp+A
5. df+B, (C)qcf+B f+C, unblockable combo (maxmode)
6. Close C, f+A, qcb+P, (crouch D, qcf+B, Close D, f+A, qcb+P)/(crouch D, qcb+P)/(f+A, BC combo)/repeat previous
Move Properties:
-cancellable normals are close A, far A, crouch A, close B, far B,
crouch B, close C(2), far C, crouch C, close D(2), crouch D, far D(2)
-CD is cancellable into command moves, specials and DMs
-free cancellable into moves are dp+A, dp+C, qcb+K and qcf+K
-free cancellable out-of moves are f+A, df+B, dp+A, dp+C, f+C followup of qcf+K/qcb+K, _b f+P, hcf+P, b+A followup of qcb+C and b+C followup of qcb+A
-f+A is an overhead
-df+B is a low attack
-qcb+K/qcf+K f+A on the second hit and dp+C are supercancellable
-dp+A negates projectiles and dp+C reflects
-qcf+K f+C breaks opponent's guard
-(qcb+K/qcf+K) f+A, as well as f+A and f+C followups of qcb+C and qcb+A, can be cancelled into any special
Strategies:
-it is advisable to not keep Vanessa as the first character, as her really damaging combos waste lots of stock
-qcf+K teleport goes through most air projectiles; _b f+P goes through all air projectiles, including DM projectiles. Both moves have upper body invincibility
-if the f+A followup of her qcf+K teleport is blocked, cancel to qcb+K to run away or qcb+P, which gives her a frame advantage. Following up with a crouch D, qcb+B/qcf+B will hit anyone who attempts to attack her after the qcb+P. If they happen to roll through the sweep, whiff cancelling to qcb+B/qcf+B will keep her out of danger
-if the f+A followup of her qcf+K teleport connects, you can start a good mixup that can easily lead into her max combos. Cancel the f+A to qcf+D, and do crouch C as the opponent is landing. Then, cancel the crouch C to either qcf+B or qcf+D. If qcf+B is used, you will land right in front of them as they do, but they will be facing backwards, while if you use qcf+D, you will teleport all the way to the other side and land right in front of them. From here on, you can go for C, f+A or crouch B, f+A or f+A into max combo, or attempt an instant overhead to finish off opponent (see below). The opponent is required to do a lot of guessing to get out of this mixup and the reward is very much worth it if you are proficient in combos. This mixup can also be done after her dash puncher, but it is harder. It requires running forward after dash puncher and doing a crouch C, cancel to either qcf+B or qcf+D
-hop back+C is an instant overhead if done the moment she leaves the ground, and is pretty much impossible to block on reaction. This is best done when the opponent will get killed by the hop back+C
-Vanessa's qcf+K f+C causes guard crush, and thus can be used to do unblockable combos in maxmode. Going into maxmode just to attempt this unblockable may become predictable, so it is better to enter maxmode out of the blue, such as cancelling into maxmode after a blocked C, f+A or even a df+B(since this move is punishable) and going straight into the unblockable. This will work more often because it is unexpected, and the opponent is already in block stun, giving him very little time to counter or roll out
-constantly pressure opponent with attack string 6 that uses qcb+P; attack string should usually be started from a sweep cancel to qcf+B forward teleport
-Vanessa's biggest weakness is opponents who spam crouch B's, as it will beat out the dash puncher and teleports. To combat this, use dp+A which is safe and has an unusual hitbox that usually catches people poking. dp+A is also a very good anti-air and can be spammed for the most part without fear of being punished
Notes:
-Close B, far A and far C, miss some low crouching opponents, like Iori, Athena, Choi, Chin