I’ve been trying to pick up vanessa recently myself. I really like her, but I can’t figure out the right way to play her. all tutorials that I’ve found show these ridiculously long and difficult to remember block strings that I find kind of impractical. is she only good as a leader?
and how do those leader combos she can do work? I’ve seen a couple but I can’t figure out how to get them to work
Cool, thanks for the input, gonna put some time into learning her. Are the infinites with setups (i.e. ryo’s rapid punch to QS…) easier to time in your opinion? Seems like they kick the opponent up a bit higher than just doing straight dp C’s in the corner.
I have yet to see a high level vid of vanessa that doesn’t have something from that vid. The block strings are good for building meter and pressure on your opponent and you don’t really need her as leader for her infinite to work, assuming you have the right quickshift character.
It doesn’t really matter on the quickshifts. One thing I noticed was that no matter how accurate the timing is the guy will still descend after a while (not fall, just get lower) so the timing is the same. I use Kensou/Vanessa QS ATM and yea, it shoots up higher than her LDM but after a few hits, namely 7 or so the guy goes down to normal distance from the ground.
It’s funny to give advice on her cause I’m not too great with her myself. I don’t have too much comp and only mess around with her because she’s still IMO one of the coolest female characters in this game. Her block strings are really easy to learn and are probably the most essential with her as non LDM. It just consists of 1-2 moves swayed into the D then swayed into 1-2 moves. It’s all in that vid really.
Kensou is great if you want to play van. Gato is a good partner if you want to do vanessa`s infinite, you can do gatos qcf x2 +P super and QS to vanessa.
oh talking about Kensou, I have a question…im about to get crazy since i cannot get the timing for kensous corner juggle: s.C, fwd.A, dp D, fwd b, air qcb C, fwd b, aire qcb C, fwd b, rdpD.
Flip man me too. All I got from Geese and everyone else was “timing.” Which doesn’t help me at all! I just quit on learning it since it’s not entirely useful and all but I wanted to be able to do it. I tried various timing for it but have NEVER gotten the second hit to connect after the fwd b. If you figure it out let me know.
^ if you got any good vanessa tips, lay em one me, especially execution/shortcut oriented ones. I don’t know crap, gonna mess around in practice a bunch this weekend to see what i can find. Wish piano’ing the dp C would help my infinite timing to come out more consistent. I actually toyed around with that combo edit function in kof xi to see if a rapid succesion of C presses after a well timed dp motion could make the infinite timing easier, just to see if I should stick with a single button press to time the infinite, or do a triple tap. The combo was just dp motion, CCCCCCCCC (about 15 or so). Hope that makes sense what I’m trying to do, anyway, I didn’t see really any improvement in the very brief time I had to try it. Will try again later.
Also, does anyone have the transcripts for that Vanessa tutorial? All I’ve found was dead links to the transcripts.
Well really and truly, the infinite isn’t really all that useful in most cases. It’s good for taking a lot of time/getting judgment on your side in a big way. However, if you don’t kill the person with it, then you will potentially lose her very quickly.
What I would suggest to you, is first learning how to cancel stuff properly with her. Canceling into sways/ducking will help with mixups a lot and is a big part of her game. Then learn the b&b’s with and without meter which are:
midscreen:
close st. c xx charge back, fwd a, hh c, qcb b, fwd + c.
close st. c xx charge back, fwd a, qcf b, qcfx2 p.
corner:
close st. c xx charge back, fwd a, cr. c, qcb b, fwd + c (qcfx2 punch after the qcb b, fwd + c if you have the meter).
Reverse Sway setup:
qcb/qcf b, fwd + a xx qcf b, cr. c xx qcb k. Depending on which kick you use you can land with the opponent’s back or front facing you.
If you can get the sways/weaves down, she is a pretty nice battery. Gah now I wanna play her on a casual team lol.
Can anyone explain me how Clark is so good in this game,he is S tier,right?
I have played KOF since 94 and I find that Clark 98 is the strongest Clark.
In XI,does he have any changes that make him all that good??
He’s A tier I think. His moves have good priority and so do his grabs. You can also combo in the grabs after certain hits unlike other fighters where it doesn’t allow that. That’s about all I can think about, he’s just a solid character. KGO are the only characters that are S ranked or higher.
Does anybody else here use a Sanwa-JLF to play this game? In case you don’t know what it is, it’s the most common joystick found in retail/commercial Japanese joysticks.
The reason I’m asking is because I have a really hard time playing KoF with these. It’s hard enough to do circular motions on them with the square gate. But my main issue is low-jumps. The stick is just too sensitive and recognizes the input immediately.
Yeah, actually that’s the first thing I’m gonna try out when I get a chance. I did all that other stuff before your tip. School’s been keeping me busy, so I haven’t gotten to try out the frame thing yet.
Definitely wanna get that infinite down. Comboing into a dp+C in the corner —> infinite with no meter/skill stock cost is pretty cool. But vanessa doesn’t need the inf for me to want to play her. She’s got a ton of fun mixup option I want learn.
Dude, this is SNK, if all else fails just do the dp motion as the [revious one is ending/ SK gameshold inputs forever so just do em alittle early and you’ll be fine. Takes all of 2 mins to get down pat.:tup:
I play with one. You should probably get an octagonal restrictor for it since I prefer it over the square one. It’s just easier and more precise IMO 'cause all the corners are marked. As far as hyper hoping goes, it’s only speed and not sensitivity. Hit down and then up (real quick) until the hyper hop comes out and that’s the speed. Make sure to go to neutral right after the Up part. That’s the easiest way I can think off and have used since the beginning. After that you can do it non-stop. Just make sure to readjust if you play other games. I also play CVS2 and if you do that there the hyper high jump always comes out and not the hop.
Hey thanks for your reply. I actually did try out an octagonal restrictor and I didn’t like it, lol. I know it’s easier for circular motions, but I can still do them better on a square gate. I know it doesn’t make sense but that’s just what happened. Like I said, the main issue was low jumps. I thought about what you said and it makes sense. But it feels like I have to push the stick back to neutral rather than letting it fall back by itself. Is that how you’re supposed to do it? For me it feels like any motion that I make upwards just comes out as a regular jump immediately. Overall I feel a complete lack of control with Sanwa’s for some reason. I used to think that Sanwa’s weren’t used for this game but now that I know they are I guess I’ll give it more practice.