Difference between revisions of "The King of Fighters XV/Whip"
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|name=Boomerang Shot “Code: SC” | |name=Boomerang Shot “Code: SC” | ||
|input=41236A/C/AC | |input=41236A/C/AC | ||
|description3= | |description3= Whip swings Voodoo twice in an upward arc. Whip's anti-air and reversal tool, one that is uniquely tied to a 426 input and is therefore much easier to use on reaction than your average reversal. | ||
* High risk, high reward. Does solid damage and is a fantastic, consistent anti-air. However, it is extremely | * High risk, high reward. Does solid damage and is a fantastic, consistent anti-air. However, it is extremely punishable if it does not hit. | ||
* A version is slightly faster with upper body invulnerability. It also deals less damage than the C version | * A version is slightly faster with upper body invulnerability. It also deals less damage than the C version | ||
* C and AC versions have full body invulnerability. | * C and AC versions have full body invulnerability. | ||
* A & C versions will switch sides, throwing the opponent behind Whip. The EX version will keep the opponent in front of Whip and deal more damage. | * A & C versions will switch sides, throwing the opponent behind Whip. The EX version will keep the opponent in front of Whip and deal more damage. | ||
* The first hit | * The first hit can be super-canceled. | ||
* Has a deadzone directly above Whip. Use 2D to cover this deadzone. Otherwise, this is your go-to for anti-air. | * Has a deadzone directly above Whip. Use 2D to cover this deadzone. Otherwise, this is your go-to for anti-air. | ||
* | * Remember that one of your supers is activated with a 236236P input; be careful not to spam too many quick half circle motions before pressing A/C, or you might get a super instead of the Boomerang Shot. | ||
}} | }} | ||
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|name=Strength Shot Type A “Code: Superior” | |name=Strength Shot Type A “Code: Superior” | ||
|input=63214[A/AC]~D | |input=63214[A/AC]~D | ||
|description3= | |description3= Whip holds Voodoo in the Strength Shot Stance. You may hold the button to hold the stance, delaying the attack while allowing you to slowly walk back and forth indefinitely. She can cancel the stance with D or let go of the held button to attack. If this stance is held for 120 frames (2 seconds) without moving, it is automatically canceled (same animation as pressing D to cancel). | ||
* In this version, Whip hits twice, the second hit being an overhead. The overhead causes hard knockdown. Will hit airborne opponents with a different animation and different spacing after the animation, but it is still a hard knockdown. | * In this version, Whip hits twice, the second hit being an overhead. The overhead causes hard knockdown. Will hit airborne opponents with a different animation and different spacing after the animation, but it is still a hard knockdown. | ||
* Only A version can be held and cancelled. The EX version (AC) will strike as soon as the input takes place and cannot be cancelled or delayed. | * Only A version can be held and cancelled. The EX version (AC) will strike as soon as the input takes place and cannot be cancelled or delayed. | ||
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* Whip holds Voodoo in the Strength Shot Stance. You may hold the button to hold the stance, delaying the attack while allowing you to slowly walk back and forth indefinitely. She can cancel the stance with D or let go of the held button to attack. If this stance is held for 120 frames (2 seconds) without moving, it is automatically canceled (same animation as pressing D to cancel). | * Whip holds Voodoo in the Strength Shot Stance. You may hold the button to hold the stance, delaying the attack while allowing you to slowly walk back and forth indefinitely. She can cancel the stance with D or let go of the held button to attack. If this stance is held for 120 frames (2 seconds) without moving, it is automatically canceled (same animation as pressing D to cancel). | ||
* When released, Whip swings Voodoo once to tug an opponent from a very long distance, making an opponent spin a long ways towards her if hit. Positive on block and VERY (+12) positive on hit. | * When released, Whip swings Voodoo once to tug an opponent from a very long distance, making an opponent spin a long ways towards her if hit. Positive on block and VERY (+12) positive on hit. | ||
* This version does the least damage but has the longest range of any version of Strength Shot | * This version does the least damage but has the longest range and best frame data of any version of Strength Shot | ||
* Use to frame trap opponents, especially with your 4 frame Close C | * Use to frame trap opponents, especially with your 4 frame Close C | ||
* Use this to combo into normals (2C or Close C) or even specials as it is +12 on hit! | * Use this to combo into normals (2C or Close C) or even specials as it is +12 on hit! | ||
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|name=Strength Shot Type C “Code: Victory” | |name=Strength Shot Type C “Code: Victory” | ||
|input=63214C~D | |input=63214C~D | ||
|description2= | |description2= Whip holds Voodoo in the Strength Shot Stance. You may hold the button to hold the stance, delaying the attack while allowing you to slowly walk back and forth indefinitely. She can cancel the stance with D or let go of the held button to attack. If this stance is held for 120 frames (2 seconds) without moving, it is automatically canceled (same animation as pressing D to cancel). | ||
* On release, Whip swings Voodoo twice in a downward arc. The second hit is a low that leads to an animation of Whip dragging the opponent to repeatedly stomp on their head. | * On release, Whip swings Voodoo twice in a downward arc. The second hit is a low that leads to an animation of Whip dragging the opponent to repeatedly stomp on their head. | ||
* The final hit of this move is super cancellable. Use Sonic Slaughter (236236A/C/AC) to combo as it hits on the ground (OTG). | * The final hit of this move is super cancellable. Use Sonic Slaughter (236236A/C/AC) to combo as it hits on the ground (OTG). | ||
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|name=Strength Shot Type D “Code: Candy” | |name=Strength Shot Type D “Code: Candy” | ||
|input=63214[A/B/C]~D | |input=63214[A/B/C]~D | ||
|description= | |description= Press D while holding any Strength Shot stance to cancel it. | ||
* Once Whip lets go of the Strength Shot Stance, Whip is (almost) immediately able to jump, move, block, or attack. | * Once Whip lets go of the Strength Shot Stance, Whip is (almost) immediately able to jump, move, block, or attack. | ||
* The shortest amount of time this can take is 25f from the start of the initial Strength Shot input. | * The shortest amount of time this can take is 25f from the start of the initial Strength Shot input. | ||
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|name=Hook Shot “Code: Zephyr” | |name=Hook Shot “Code: Zephyr” | ||
|input=j.214A/C/AC | |input=j.214A/C/AC | ||
|description3= | |description3= Whip slings Voodoo up into the air and tugs herself up into an aerial spin. In simple terms, this is your double jump; it has no hitbox and deals no damage, but Whip can perform any aerial normal attack after the Hook Shot. | ||
* Can be canceled into from j.A | |||
* You can tiger knee this to perform the Hook Shot immediately after jumping (2147A/C/AC) | * You can tiger knee this to perform the Hook Shot immediately after jumping (2147A/C/AC) | ||
* A version moves forward a very short distance and will practically never crossup | * A version moves forward a very short distance and will practically never crossup | ||
* C version moves forward around the same distance as a forward hop with high potential to crossup | * C version moves forward around the same distance as a forward hop with high potential to crossup | ||
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|name=Crescent Swatter “Code: FS” | |name=Crescent Swatter “Code: FS” | ||
|input=4214B/D/BD | |input=4214B/D/BD | ||
|description3= | |description3= Whip rears Voodoo back and swings it in a downward strike. Hits overhead and grants a hard knockdown. This move also functions as a powerful projectile reflect. | ||
* Data in [] indicate values for the projectile. | * Data in [] indicate values for the projectile. | ||
* Whip | * If a projectile gets close to Whip during the reflect window, this move destroys the projectile and creates a 1-hit wind ball projectile that slowly travels slightly further than half of the screen before disappearing. This wind ball destroys ALL projectiles, even a super projectile (however, a super projectile will also destroy the wind ball) | ||
* BD version is faster and creates a 3-hit projectile which travels full screen at a slightly faster pace. Has the durability of a MAX super projectile; a super projectile will not destroy this one. | * BD version is faster and creates a 3-hit projectile which travels full screen at a slightly faster pace. Has the durability of a MAX super projectile; a super projectile will not destroy this one. | ||
* Can reflect | * Can reflect many things that normal reflects cannot. Exhaustive list of reflectable attacks coming soon. | ||
* Be careful to not accidentally input a backdash or Strength Shot B when trying to reflect a projectile. | * Be careful to not accidentally input a backdash or Strength Shot B when trying to reflect a projectile. | ||
}} | }} |
Revision as of 11:29, 31 December 2023
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Whip Shot - + (up to 5 inputs)
Special Moves
Boomerang Shot 'Code: SC' - + / (*)
Strength Shot Type A 'Code: Superior' - + (HOLD OK) (*)
Strength Shot Type A 'Code: Strength' - + (HOLD OK) (*)
Strength Shot Type A 'Code: Superior' - + (HOLD OK) (*)
Hook Shot "Code Zephyr" - (in air) - + /
Cresent Swatter 'Code: FS' - , + / (*)
Super Special Moves
Sonic Slaughter "Code: KW" - + / (!)
Destruction Barrage "Code: YGW" - + / (!)
Climax Super Special Move
Depravity Branding "Code: FA" - +
Quick Combo Reference
0 Meter |
Close B > Close B > 2B > 426C |
( = dmg |
0.5 Meter |
j.C > Close C > 6A(x5) > 624AC > 2D > [624A or 426C] |
( = dmg |
1.5 Meters |
j.C > Close C > 6A(x5) > 624AC > 2D > 426C > 236236K |
( 484 dmg |
3.5 Meters |
j.C > Close C > 6A(x5) > 624AC > 2D > Quick MAX > 426C > 236236K > 214236CD |
( = dmg |
4 Meters |
426C > 236236K > 214236CD |
( = dmg |
5 Meters |
c.C > 41236C > 236236KK > 214236BC |
( = dmg |
Gameplay Overview
Whip is a mid-range specialist who has some of the best range in the entire game. She's an excellent character to outpoke the opponent with and can use her Strength Shot to mix up the opponent from far away. Not only that, but she herself also has a very threatening approach game with moves like j.CD, j.C, and Hook Shot, making her a tricky character to defend against. Moves like these and her 2C sweep ensure that her opponents are never comfortable on wakeup, even when she's far away. Whip can be very rewarding, but equally demanding to play. Playing as Whip requires more spatial awareness than most, if not all, other characters in the game. Most of her moves can go from being safe to unsafe just from bad spacing alone. However, the inverse also applies: Whip's moveset will reward you for your good spacing by making some moves much safer than their frame data numbers would have you think. Making the wrong move as Whip can be punishing due to her relatively slow frame data, and most of her moveset requires that you are very deliberate with your movement and actions. If you are looking for a character that can control a large amount of space and harass opponents from mid-range, Whip is here for you as long as you are willing to be extra conscious about your spacing and remain selective about when you commit to risky options, such as Boomerang Shot. Whip works in every position on a team, but arguably does best in the second slot. Whip does not ask for too much meter to run her offense, and her combos are very meter-efficient. However, starting with at least 1 bar allows her access to EX Hook Shot as an approach option, and her 1-bar combos can deal some serious damage. |
|
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
f.A
f.A |
---|
Far B
far B
f.B
f.B |
---|
Far C
far C
f.C
f.C |
---|
Far D
far D
f.D
f.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Neutral Jump C
Neutral Jump C
nj.C
nj.C |
---|
Jump D
jump D
j.D
j.D |
---|
Neutral Jump D
Neutral Jump D
nj.D
nj.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
Shatter Strike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Strike Three
Strike Three
(close) 4/6C
(close) 4/6C |
---|
Assassin Trap
Assassin Trap
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Whip Shot
Whip Shot
6A (up to 5 times)
6A (up to 5 times) |
---|
Talon Shot
Talon Shot
3A
3A |
---|
Special Moves
Boomerang Shot “Code: SC”
Boomerang Shot “Code: SC”
41236A/C/AC
41236A/C/AC |
---|
Strength Shot Type A “Code: Superior”
Strength Shot Type A “Code: Superior”
63214[A/AC]~D
63214[A/AC]~D |
---|
Strength Shot Type B “Code: Strength”
Strength Shot Type B “Code: Strength”
63214B~D
63214B~D |
---|
Strength Shot Type C “Code: Victory”
Strength Shot Type C “Code: Victory”
63214C~D
63214C~D |
---|
Strength Shot Type D “Code: Candy”
Strength Shot Type D “Code: Candy”
63214[A/B/C]~D
63214[A/B/C]~D |
---|
Hook Shot “Code: Zephyr”
Hook Shot “Code: Zephyr”
j.214A/C/AC
j.214A/C/AC |
---|
Crescent Swatter “Code: FS”
Crescent Swatter “Code: FS”
4214B/D/BD
4214B/D/BD |
---|
Super Special Moves
Sonic Slaughter “Code: KW”
Sonic Slaughter “Code: KW”
236236A/C/AC
236236A/C/AC |
---|
Destruction Barrage “Code: YGW”
Destruction Barrage “Code: YGW”
236236B/D/BD
236236B/D/BD |
---|
Climax Super Special Moves
Depravity Branding “Code: FA”
Depravity Branding “Code: FA”
2141236CD
2141236CD |
---|
Misc
Alternate Colors