VF4 / Vanessa [ print friendly ] [ command view ] Arcadia Issue 52 - Vanessa
Text: Kurita
Give her new important strings between offensive and defensive a
spin!
Switch moves, which attack while changing styles increase the
strength of her strings. Also, her new moves and changes to her
roundedness.
Strings that use her defensive switch moves
The first thing that you'll want to remmeber is her heavy hook to
switch knee lift (D +++). Even though it's a mid mid
string, on guard it cannot be countered. Also, if the first hit
connects it natural combos, so it's decent damage. But, be careful
because it's disadvantage on hit. Being in offensive after the
move, you can respond with the cut in upper (O ) or an
Evading Throw Escape technique.
Using it is hard, but the stopping low to the switch back blow (D
++) is a powerful move. First, check that the first
hit connects. On CH, continue through to the second hit, and change
to offensive during the advantage. On hit or gaurd, use the delay
of the second hit to stuff the opponents retaliation. Also, for
opponents that use , use the Cut In (D +) or
for opponents who duck without attacking use a crouch throw, with
these you have effective strings.
New move - The ways of using the Leopard Strike (D
+)
This move can sabaki knees, side kicks and mid kicks. Which is to
say, if used with the Parrying kick () she can deal with
pretty much all moves, except for full circulars and double handed
attacks. Furthermore, after hitting the opponent, you can carry on
with the stopping low combo () or similar. What you have
to be careful of is, there are four frames from where the move
comes out where there is no sabaki frames. You have to yomi when to
use it.
Changed moves. (Defensive)
The intruder hook (D while ) can be said to be an
important defensive technique, and is move B1. B2 is stronger on
the attacking front, being a fast mid hitting move. Because its
strength is a completely different quality, deciding which is
better in reality is difficult. If you want to research the
fighting use of a new move, then B2 is good, whereas if you want to
improve the real use of B1, go with that. However, because you
can't buffer the new move, you should put some consideration into
the negative effects this will have.
Offensive strings that use the switch moves
In offensive, the stopping toe, switch back blow (O
++) user-friendliness is great. If the first hit
connects, it's guaranteed, and it makes for a advantaged situation.
It's very difficult to check the hit before continuing, but because
it used to be a mid mid string it will often just have both hits
guarded and end at that. Also, even if the back blow is guarded, it
gives +1 advantage, so there is a way to get initiative here. For
opponents who just low crouch for the second hit, you can do the
stopping toe second impact (O ) to stagger the opponent,
or use a crouch throw.
Another switch move that you'd want to remember, the body body
switch back blow (O ++). The old string was still
mid high, so it can be hard to use, but it's a great counter for a
crouching opponent who can't differntiate it from the stopping toe.
The way of using the new move Russian hook (O
+)
A new offensive move, a mid move that allows for combos after
beating the opponent down. It's a slow move, but it has good reach
and tech-crouches during the move so it can avoid highs. The best
way to use this is to back dash during advantage and then throw it
out. It can dodge short ranged moves like of course, and
will beat out Evading Throw Escapes and strings.
Changed moves (offensive)
It's hard to choose between A and B as they are both strong moves.
but to make the choice easier, it's between whether you want
offense or defence. In any case, it's hard to see the advantage in
changing from the cut in upper compared with the short upper. It
has a simple command into guaranteed combo, which is alluring, but
in overall damage the cut in upper is somewhat ahead.
About the two types of switch moves
Switch moves were added to strings that existed in Evo. There are
two types, the switch back blow and the switch knee lift, but
either one is done using the ++ command. There are many
instances where a string move was mid and is now high, or was high
and is now mid, so you'll have to be very aware in using them.
Essentially, no matter which move you come from, each switch move
is the same. However, the back blow will have different properties
depending which stance it's used from. In defensive, it will be +4
and in offensive it will be +3 on hit. On guard it is +1 and CH +6
for either. The knee lift is the same on counter, but being a mid,
it's -6 on guard and -2 on hit, a disadvantaged situation.
Another important thing on top of this, is the fact that you can
delay switch moves. In particular the delay on the backblow is very
broad, so use this to your advantage.
Footnotes
The execution for the standing punch in defensive has gone from 14
frames (elbow class) to 13 frames. This could be said to be the
biggest change to defensive style. While being just a one frame
change, it terms of actually application it's can be thought of as
a large improvement. Not only in winning clashes at mid range or
ability to retaliate, but an effect can also be seen in the ease of
connecting combos.
A massive change is the ability to change style before the round
starts. The command is as per normal ++. Because of this,
you can start with the faster standing punch of offensive style. In
EVO, you were essentially at a disadvantage from the start of the
round, because you could only choose the slow moves from defensive.
This change can be said to be "considerate."
Source: Arcadia 52
Translated by: noodalls
Posted by
noodalls
on 29/08/2004
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Edited by
Myke
on 03/04/2005
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