Vanessa (KoF '02 UM): Difference between revisions

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=Introduction=
=Introduction=


=Move list=
=Move list=


{| class="wikitable"
==Normal Moves==
|-
 
! colspan="2" | Normal Throws
'''Close Standing Normals'''
|-
*Close A
|
:
|
 
|-
 
|
*Close B
|
:
|-
 
|
 
|
*Close C
|-
:
! colspan="2" | Command Moves
 
|-
 
|
*Close D:
|
:
|-
 
|
 
|
'''Far Standing Normals'''
|-
*Far A
! colspan="2" | Special Moves
:
|-
 
|
 
|
*Far B
|-
:
| ┗
 
|
 
|-
*Far C
|
:
|
 
|-
 
| ┗
*Far D
|
:
|-
 
|
 
|
'''Standing Blowback'''
|-
: st.CD –
|
 
|
'''Crouching Normals'''
|-
*Crouch(ing) A
|
:
|
 
|-
 
! colspan="2" | Desperation Moves
*Crouch(ing) B
|-
:
|
 
|
 
|-
*Crouch(ing) C
|
:
|
 
|-
 
! colspan="2" | Max Desperation Moves
*Crouch(ing) D
|-
:
|
 
|
 
|-
'''Jumping Normals'''
! colspan="2" | Max 2
*Jump(ing) A
|-
: j.A –
|
 
|
 
|
*Jump(ing) B
|}
: j.B –
 
 
*Jump(ing) C
: j.C –
 
 
*Jump(ing) D
: j.D –
 


==Normal Moves==
*Jump(ing) Blowback
: j.CD –


==Normal Throws==
==Normal Throws==
* - (throw) '''f./b. + C'''
:
* - (throw) '''f./b. + D'''
:


==Command Normals==
==Command Normals==
* f + A (Overhead (1) if not cancelled into.)
* df + B (Low.)


==Special Moves==
==Special Moves==
* hcf + P (Counterwire (last hit).) [11-18%]
** Mash P
* dp + A [9%]
* dp + C (Reflect projectiles.) [12%]
* qcb + P (May charge.)
** f + K (Same move as qcf + K.)
** b + K (Same move as qcb + K.)
** b + P (C: Reflect projectiles.)
** f + P
*** Any special.
* (b) f + P [A: 9%] [C: 11%]
* qcf + K
** [FOLLOWUPS-1]
* qcf + K
** [FOLLOWUPS-1]
* [FOLLOWUPS-1]:
** b + P (Same move as qcb + P.)
** f + A
*** Any special.
** f + C (Counterwire (2).)


==Desperation Moves==
==Desperation Moves==


==Max Desperation Moves==
* close, qcf qcf + P (Overhead (1).) [20%]
Contrary to popular belief, this move is '''not''' a 'proximity unblockable' and may actually be blocked - only high blocked as it is an overhead; it cannot be done if opponent is already in block stun, but other than that, as long as you are close, it can be done independent from the opponent status - laying on the floor, air recovering, jumping, knocked down, etc...)
 
 
* qcb hcf + P [22%]


==Max 2==
==SDM==


* qcb hcf + AC [27%]
==HSDM==
* f hcf + AC (May OTG. Counterwire (last hit).) [42%]


=Combos=
=Combos=


* cl.C (2) > [9%]
** f + A (2) > [11%]
*** (S)DM qcb hcf + P/AC [33%/38%] {1/3 stocks}
*** DM qcf qcf + P [31%] {1 stock}
**** HSDM  f hcf + AC (OTG. Close to the corner.) [58%] {+3 stocks}
*** '''HSDM  f hcf + ,AC [53%] {3 stocks}'''
*** '''hcf + P > mash P [22-29%]'''
*** dp + A [19%]
** f + A (1) > dp + C [22%]
*** >>> DM qcf qcf + P... [42%] {2 stock}
** (b) f + A, [18%]
*** dp + C (Corner) [29%]
*** '''>>> DM qcf qcf + P... [49%] {2 stock}'''
*** DM qcf qcf + P (Corner) ... [38%] {1 stock}
** df + B [18%]
You may replace cl.C (2) for: cl.D (+0%) or cr.C (+~1%).
* st.C (2)
** (b) f + A, ...
* cr.B x 2 > [9%]
** '''f + A ...'''
** dp + A
** hcf + P ...
** DM qcf qcf + P ...
* dp + A [9%]
** DM qcf qcf + P (Corner. Very close.) [29%] {1 stock}


=The Basics=
=The Basics=
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{{Template:The King of Fighters 2002: Unlimited Match}}
{{Template:The King of Fighters 2002: Unlimited Match}}
[[Category:The King of Fighters 2002: Unlimited Match]]

Latest revision as of 11:26, 20 November 2020

Introduction

Move list

Normal Moves

Close Standing Normals

  • Close A


  • Close B


  • Close C


  • Close D:


Far Standing Normals

  • Far A


  • Far B


  • Far C


  • Far D


Standing Blowback

st.CD –

Crouching Normals

  • Crouch(ing) A


  • Crouch(ing) B


  • Crouch(ing) C


  • Crouch(ing) D


Jumping Normals

  • Jump(ing) A
j.A –


  • Jump(ing) B
j.B –


  • Jump(ing) C
j.C –


  • Jump(ing) D
j.D –


  • Jump(ing) Blowback
j.CD –

Normal Throws

  • - (throw) f./b. + C


  • - (throw) f./b. + D

Command Normals

  • f + A (Overhead (1) if not cancelled into.)


  • df + B (Low.)


Special Moves

  • hcf + P (Counterwire (last hit).) [11-18%]
    • Mash P


  • dp + A [9%]


  • dp + C (Reflect projectiles.) [12%]


  • qcb + P (May charge.)
    • f + K (Same move as qcf + K.)
    • b + K (Same move as qcb + K.)
    • b + P (C: Reflect projectiles.)
    • f + P
      • Any special.


  • (b) f + P [A: 9%] [C: 11%]


  • qcf + K
    • [FOLLOWUPS-1]


  • qcf + K
    • [FOLLOWUPS-1]


  • [FOLLOWUPS-1]:
    • b + P (Same move as qcb + P.)
    • f + A
      • Any special.
    • f + C (Counterwire (2).)

Desperation Moves

  • close, qcf qcf + P (Overhead (1).) [20%]

Contrary to popular belief, this move is not a 'proximity unblockable' and may actually be blocked - only high blocked as it is an overhead; it cannot be done if opponent is already in block stun, but other than that, as long as you are close, it can be done independent from the opponent status - laying on the floor, air recovering, jumping, knocked down, etc...)


  • qcb hcf + P [22%]

SDM

  • qcb hcf + AC [27%]

HSDM

  • f hcf + AC (May OTG. Counterwire (last hit).) [42%]

Combos

  • cl.C (2) > [9%]
    • f + A (2) > [11%]
      • (S)DM qcb hcf + P/AC [33%/38%] {1/3 stocks}
      • DM qcf qcf + P [31%] {1 stock}
        • HSDM f hcf + AC (OTG. Close to the corner.) [58%] {+3 stocks}
      • HSDM f hcf + ,AC [53%] {3 stocks}
      • hcf + P > mash P [22-29%]
      • dp + A [19%]
    • f + A (1) > dp + C [22%]
      • >>> DM qcf qcf + P... [42%] {2 stock}
    • (b) f + A, [18%]
      • dp + C (Corner) [29%]
      • >>> DM qcf qcf + P... [49%] {2 stock}
      • DM qcf qcf + P (Corner) ... [38%] {1 stock}
    • df + B [18%]

You may replace cl.C (2) for: cl.D (+0%) or cr.C (+~1%).


  • st.C (2)
    • (b) f + A, ...


  • cr.B x 2 > [9%]
    • f + A ...
    • dp + A
    • hcf + P ...
    • DM qcf qcf + P ...


  • dp + A [9%]
    • DM qcf qcf + P (Corner. Very close.) [29%] {1 stock}

The Basics

Advanced Strategy

Match-Ups