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Sylvie Paula Paula

Started by desmond_kof, July 18, 2016, 01:32:53 AM

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desmond_kof

Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Pola Kick -  close ;bk / ;fd +  ;c
Pola Hip - close ;bk / ;fd + ;d

Command Normals
Satora Chon -  ;fd +  ;a
Giro Tan -  ;fd + ;b

Special Moves
Denki Kaijin - ;qcf + ;a/ ;c (*)
Bootie Bootie -  ;qcf + ;b/ ;d (*)
Kaiten Coli - ;rdp + ;b/ ;d (*)
Dischar-Jin- ;qcb + ;a/ ;c (*)

Super Special Moves
Pola Experiment - ;qcf ;qcf + ;a/ ;c (!)
Magnai Tracpo - ;qcf ;qcf + ;b/ ;d (!)

Climax Desperation Move
Mechahaya Reboot - ;hcb ;hcb + ;a + ;c
"Do not place so much importance on winning. The fight itself has value."

Pix

#1
Some odd notes in no particular order:

-Useful low strings:
c.B x 2 std.B qcf.B does 168.
c.B std.B fwd.A qcf.B was the best meterless string I could find for 195 damage. Light qcf.K actually seems neutral on block so if you misconfirm this you're not in too much trouble.

-Qcf.C combos from heavy normals and can be followed up with rdp.B in the corner for 260 meterless with a jump in.

-Qcb.C is quite positive on block, if the opponent jumps you can catch them grounded with a std.C, but this will lose to invincible dps. Also doesn't seem be part of any true blockstrings. On opponent's wakeup can be timed meaty like Beni's 13 lightning for crazy advantage.




Pix

#2
I'm really drawn to flawed characters for some reason so here's more notes.

-CD xx qcf.B(whiff) qcfx2.K works unless you're cornered. 246/362 damage.

-sylvie runs so fast she can get a close C(!) after a CD midscreen. I wasn't fast enough to get anything else, but the cl.C can be cancelled into qcf.C which will hit the opponent's wakeup meaty for huge frame advantage on block.

-Backdash is amazing, 3 in a row takes you fullscreen in about 1 second.

-EX Punch super is an anywhere juggle so it will combo from j.CDs and sweeps (wtf?).

Coliflowerz

Quote from: Pix on July 19, 2016, 07:05:47 PM
-EX Punch super is an anywhere juggle so it will combo from j.CDs and sweeps (wtf?).

Dude huge shout outs to finding that out. You can squeeze out a tiny bit more damage in your combos by using sweep xx Super instead of her specials, since her sweep does like 80 damage raw. Really curious to see who else will have anywhere juggles in the final game.
I do nothing but post KOFXIV tech so gimme a follow if you like that
https://twitter.com/coliflowerz
https://www.youtube.com/user/Coliflowerz

AirLancer

qcfx2+AC isn't an anywhere juggle. It's an OTG.

Coliflowerz

#5
Quote from: AirLancer on July 22, 2016, 09:59:17 AM
qcfx2+AC isn't an anywhere juggle. It's an OTG.

Yeah i just realized that lol

Gonna avoid a double post and share this little probably optimal combo by persona
https://www.youtube.com/watch?v=6j80272_1nU
I do nothing but post KOFXIV tech so gimme a follow if you like that
https://twitter.com/coliflowerz
https://www.youtube.com/user/Coliflowerz


Pix

Quote from: AirLancer on July 22, 2016, 09:59:17 AM
qcfx2+AC isn't an anywhere juggle. It's an OTG.

Right, I was confused because you still get all hits, but either the startup is deceptive or they're not 100% discrete hits.

Ben Reed

Been messing with Sylvie to fill out the wiki and she's definitely growing on me. That OTG MAX Paula Experiment does a lot for her -- for 2 bars, stuff that would otherwise tickle at midscreen, like random st.CD and cr.D hits, suddenly HURTS. She does great damage for 1-2 bars in the corner as well, with some surprisingly easy juggles (then again, I'm used to 13 Mai, who had some strict-ass juggles even with the hold buffer).

I once called her "Kula Minor" in Discord, but I don't think that was fair to her. She might end up being "Kula Major" in this game, but the jury's out on that until people can actually go into the lab with Kula. Her only real limitation is her short reach, but her mobility, safety, and defensive options will help her thread the needle to keep the spacing she needs. Probably not a top character, but definitely a solid one.

Kane317

Quote from: Ben Reed on July 25, 2016, 03:46:09 PM
Been messing with Sylvie to fill out the wiki and she's definitely growing on me. That OTG MAX Paula Experiment does a lot for her -- for 2 bars, stuff that would otherwise tickle at midscreen, like random st.CD and cr.D hits, suddenly HURTS. She does great damage for 1-2 bars in the corner as well, with some surprisingly easy juggles (then again, I'm used to 13 Mai, who had some strict-ass juggles even with the hold buffer).

I once called her "Kula Minor" in Discord, but I don't think that was fair to her. She might end up being "Kula Major" in this game, but the jury's out on that until people can actually go into the lab with Kula. Her only real limitation is her short reach, but her mobility, safety, and defensive options will help her thread the needle to keep the spacing she needs. Probably not a top character, but definitely a solid one.

First and foremost, great work on the wiki so far!

I added two combos to the 2 meter corner section.  I'm not to sure with the formatting of how I added it, I forgot how to do sub headings lol.  I'll have to play around with it later.

Amedø310

#10
Combos into Safe Jumps against Kyo. These might work on other characters. I only tested against Kyo's 4 frame dp+A/AC.

1. (Anywhere) Close starter combo, qcf+D, vertical jump, air db+B: https://www.youtube.com/watch?v=u7Pumun7wrw

2. (Corner, 1 Bar) Starter combo, BC, cl. C, qcf+AC, qcb+AC, qcb+C, qcf+C, qcf+D, vertical jump, air (db+B or db+D): https://www.youtube.com/watch?v=e37tWtkcaGk

3. (Corner) Close C regular grab, forward jump, air db+D: https://www.youtube.com/watch?v=gRLt7-P2OsA

4. (Corner, 2 bars) Starter combo, BC, cl. C, qcf+AC, qcb+C, qcf+C, cr. D, qcf (x2)+P, crouch, forward hyper jump, air (db+B or db+D): https://www.youtube.com/watch?v=J6RysxYfEcs

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Notes for #1 to #3: The safe-jumps will beat Kyo's dp+A, which will give Sylvie a counter hit. The safe-jumps will lose to Kyo's Ex dp, which has invincible start-up frames. Both Kyo's dp+A and ex dp have 4 frames of start-up, but the ex dp's start-up frames are invincible.

Coliflowerz

Just discovered that you can juggle after Counter Hit qcb A. Probably not too useful, but interesting to note. It's not as high a juggle as qcb C.
I do nothing but post KOFXIV tech so gimme a follow if you like that
https://twitter.com/coliflowerz
https://www.youtube.com/user/Coliflowerz

desmond_kof

Version 1.03 changes
Far light punch = The hitbox size has been increased
Far strong punch = The hitbox size has been increased
Stret-Chon! (f+A) = The hitbox size has been increased. Changes to hit opponent's behaviour (means that it hits crouching characters, and launches the opponent in the air)
Guillo-Ton! (cancel ver.) (f+B) = Can now be canceled from Special Moves (means you can do for example: cr. B, st. B, f+B, qcf+A etc)
Dischar-Jing! (qcb+P) = The damage value has been increased
Paula Experiment (qcfx2+P) = The recovery time when landing from a jump has been increased. (means you can punish her easier while landing)
Paula Experiment (MAX ver.) (qcfx2+AC) = The recovery time when landing from a jump has been increased. (also can't do those double ex super corner combos unfortunately)
Magneto-Trapo! (MAX ver.) (qcfx2+BD) = A special follow attack box has been added. (means it has an anywhere juggle property. You can do anti-air cr. C, into qcfx2+BD
"Do not place so much importance on winning. The fight itself has value."

desmond_kof

A good damage combo if you have Sylvie on point:

https://www.youtube.com/watch?v=m8IKbvi6Gkw

2 Bar (1000 Max Mode)
j.C/D, cl. C, f+B [BC] cl. C, f+B, qcf+AC, qcb+C, st. CD, qcfx2+AC = 551 damage (473 if you start with cr. B, st. B, f+B then [BC])
"Do not place so much importance on winning. The fight itself has value."