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<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC can be used occasionally as a burst approach tool.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214AC is a bit like 214A with more range, but leads to more reward on hit in exchange for slower startup. You can also use 214C - but 214C is firmly unsafe on block.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
* 6B can be kara-cancelled into air specials, allowing for very tight and useful airdashes from the ground. You can also kara-cancel into j.236P, which allows for unique movement and approaches with blue claw. You can Tiger Knee j.236C for a keepaway tool. Lastly, you can Tiger Knee EX Airdash Forward for incredibly fast approaches in neutral. Tiger Knee-ing regular airdashes is difficult because you need to delay your airdash input both after your pre-jump frames AND a little bit longer so you can reach minimum height - EX Airdashes do not have a minimum height restriction which makes them a bit easier to Tiger Knee.<br />
<br />
=== Anti-Airing ===<br />
* Anti-air close jump-ins with 623A. The upper body invuln and soft knockdown oki on hit make standing at the range where you can anti-air jumps on reaction a reasonable tactic.<br />
*<br />
* Anti-air jumps from farther away on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
*<br />
* A good place to start is by anti-airing most jumps on reaction with 623A, and anti-air farther jumps with far D. You can incorporate 2C and j.A once you have a better feel for anti-airing at different ranges.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 623A/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 623A anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* CD has decent range and good reward on hit.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far A is 6f and can be special cancelled into 214A or 623AC<br />
* 2A is 5f, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
-----<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen special cancel options after 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
Your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst optionsC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A knockdown if you slightly delay - but properly delaying especially in the conventional situation of anti-airing with 623A can be a difficult task. You can simply take the standard point blank soft knockdown oki if you prefer instead<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
{{#ev:youtube|t01ItkwVjHU|||'''Shun'ei Safe Jumps by B Cole'''|frame}}<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Antonov/Strategy&diff=62532The King of Fighters XV/Antonov/Strategy2023-03-01T13:06:38Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
Hammer grounded opponents with the far reaching stand B poke canceled into his frametrap/throw mixup (214A/624D), until they desperately start jumping/rolling to avoid the stand B itself. When they do, Antonov can apply very damaging anti-air conversions as long as there is meter, although his high pokes are all sluggish and duckable. This makes Antonov a meter-''enjoying'', high risk-reward character. <br />
<br />
==Neutral==<br />
Work your way forward into range of stand B or tip range hop D to start your offense. <br />
<br />
Stand C (very meaty, always combos into super) and stand D (massive, always combos into MAX mode) are both risky, round-sealer anti-airs. <br />
<br />
Neutral jump D/CD are available for safer anti-airing. <br />
<br />
Stand CD and 214A are big ground pokes that are neither duckable nor hoppable, with some conversion capabilities. <br />
<br />
==Pressure==<br />
Antonov starts his pressure from stand B mixups and tip range hop D. <br />
<br />
His 2B 2B 2B... string is naturally staggered, which catches opponents that are mashing or trying to buffer reversals, and also masks your re-launching of offense. Unfortunately it only combos into EX Whale Stream (214AC) or MAX mode. <br />
<br />
Setups into meaty Bering Wave (air 236P) can get massive frame advantage on block.<br />
<br />
==Mixups==<br />
Antonov's core mixup consists of canceling anything & everything into either a frametrap 214A or a throw reset 624D. Alternatively into a frametrap 6A first, and then into aforementioned mixup. <br />
<br />
214A on block and 624D on hit loops back into the same 5B mixup. <br />
<br />
==Defense==<br />
623AC is Antonov's only invincible non-super, with a start-up of 9 frames. <br />
<br />
==Safejumps==<br />
{{#ev:youtube|7duEZcd4p2g|||'''Antonov Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Antonov==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Antonov]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Isla/Strategy&diff=61263The King of Fighters XV/Isla/Strategy2023-02-13T14:23:54Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
Safe jumps on hard knockdown:<br />
<br />
Forward throw: Running hyper hop forward (out of range for reversal throw if done midscreen)<br />
<br />
Backward throw: Wait for a moment and super jump (out of range for reversal throw if done midscreen)<br />
<br />
214D, A: Wait for a moment and forward hop<br />
<br />
214BD, B: 2A, hyper hop forward<br />
<br />
air 214 B/D (on standing or crouching opponent): Wait for a moment, 2A, forward hop<br />
<br />
<br />
Safe jumps on soft knockdown with recovery roll:<br />
<br />
214 B: Immediate hyper hop forward (Must connect early to be in range)<br />
<br />
<br />
* Safe Jump Video *<br />
{{#ev:youtube|C9WOkcBjqRU|||'''Isla Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Isla==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Isla]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Isla/Strategy&diff=61262The King of Fighters XV/Isla/Strategy2023-02-13T14:23:36Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
Safe jumps on hard knockdown:<br />
<br />
Forward throw: Running hyper hop forward (out of range for reversal throw if done midscreen)<br />
<br />
Backward throw: Wait for a moment and super jump (out of range for reversal throw if done midscreen)<br />
<br />
214D, A: Wait for a moment and forward hop<br />
<br />
214BD, B: 2A, hyper hop forward<br />
<br />
air 214 B/D (on standing or crouching opponent): Wait for a moment, 2A, forward hop<br />
<br />
<br />
Safe jumps on soft knockdown with recovery roll:<br />
<br />
214 B: Immediate hyper hop forward (Must connect early to be in range)<br />
<br />
*Safe Jump Video*<br />
{{#ev:youtube|C9WOkcBjqRU|||'''Isla Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Isla==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Isla]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Iori_Yagami/Strategy&diff=60356The King of Fighters XV/Iori Yagami/Strategy2023-02-05T18:36:41Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|oNvX9om3oFc|||'''Iori Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Iori==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Iori Yagami]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Heidern/Strategy&diff=60093The King of Fighters XV/Heidern/Strategy2023-02-01T14:40:29Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
===Heidern Slash===<br />
The Heidern Slash super is a multi-hitting projectile that locks the opponent in place, allowing you to safely mix them up. It's a move with endless setups and variations. <br />
<br />
You have control over how far the projectile goes, for the sake of countering wakeup rolls in either direction. Needless to say it's a move you rather use in the corner where you only have one direction to mind. <br />
<br />
For some reason crossup mixups does not work, but once you have the opponent locked down all you need is a simple empty-jump mixup to break their defense, and should net you simple ~180/~300 dmg for level 1/2 respectively (granted you guess right on the first hit). <br />
<br />
MAX super > hop C > n.hop C > n.hop C is a triple overhead guess that also combos for up to 321 dmg. <br />
<br />
One of the tightest setups being after landing 623A in the corner > backdash > 214214AC(4), which both reaches all the way into the corner but will also hit people trying to reversal roll-out. <br />
<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|BLN49UT0fBU|||'''Heidern Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Heidern==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Heidern]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Vanessa/Strategy&diff=59945The King of Fighters XV/Vanessa/Strategy2023-01-29T15:12:37Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Okizeme==<br />
<br />
After midscreen [4]6A, [4]6AC, Hyper Jump, j.CD, dash 2B can meaty.<br />
<br />
===Safejumps===<br />
<br />
====Combo Enders====<br />
* (Grounded) 41236C, 236D, Jump, j.D (4f)<br />
<br />
====Supers====<br />
<br />
* After 236236A/C, 214A, 236A, Jump Forward, j.D (4f)<br />
<br />
====Video====<br />
{{#ev:youtube|8haDzc80X2Q|||'''Vanessa Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Vanessa==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Vanessa]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Whip/Strategy&diff=59575The King of Fighters XV/Whip/Strategy2023-01-25T14:17:53Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|5Ia4E7Dfgyk|||'''Whip Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Whip==<br />
<br />
==External Resources==<br />
<br />
==Videos==<br />
{{#ev:youtube|bi__f66d2bA|||'''Whip Tips and Tricks'''|frame}}<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Whip]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Chizuru_Kagura/Strategy&diff=55805The King of Fighters XV/Chizuru Kagura/Strategy2022-08-24T14:17:59Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
Chizuru's main gameplan is to confuse the opponent by alternating between various versions of her clone moves, as well as enforcing plus frames and mixups.<br />
<br />
==Neutral==<br />
Her neutral will mostly rely on '''5B''', '''5D''' and '''3D'''. All these attacks hit really far and usually have very little risk on block. However, 5D and 3D are death on whiff, so it is advised to use 5B in mid range.<br />
<br />
Chizuru can also completely bypass the neutral by doing '''22AC''' or '''22BD''', since this is the best way to use clones without it getting hit (most of the time).<br />
<br />
As for using clones in neutral, try not to use them much, since they can all get hit on reaction.<br />
<br />
==Pressure==<br />
Chizuru's pressure will mostly rely on using her '''236C''' to enforce plus frames. <br />
<br />
She can also use '''214A/B/C/D''' and delay their followups to play mind games with the opponent.<br />
<br />
==Mixups==<br />
Chizuru wants to implement her '''6A''' Overhead when it comes to mixups, as well as using her scary low attacks as well.<br />
<br />
She can also use her clones for mixups.<br />
* During blockstrings, '''22B/D''' will send her to the opposite side.<br />
* Upon hard knockdown, '''214D~K''' can send her to the opposite side.<br />
* Doing '''236236K''' and then a Roll can send her to the opposite side.<br />
<br />
==Defense==<br />
Chizuru's only defense tool will be her DP reversal. As all DPs, it's highly unsafe on block, so use it wisely.<br />
<br />
==Safejumps==<br />
* 236C > hop/jump j.C<br />
* CD > 214D > forward jump j.C<br />
* Starter > 214B~K > jump j.C<br />
<br />
{{#ev:youtube|yuXxMOGCPg8|||'''Chizuru Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Chizuru==<br />
Most of Chizuru's stuff involves clones. Luckily for the opponent, most of her clone moves follow one rule: '''They can get hit'''. The only moves that are exceptions to this rule are '''623A''' and '''236236K'''.<br />
<br />
Additionally, there are three ways one can determine if the clone is actually a clone or real Chizuru:<br />
* '''Clones don't have a shadow, only the real Chizuru does.'''<br />
* '''Opponent's character will automatically turn towards the real Chizuru.'''<br />
* '''The camera will always try to follow real Chizuru.'''<br />
<br />
==Tips & Tricks==<br />
===<big>What To Do After Stun?</big>===<br />
Getting the opponent stunned is a great opportunity for Chizuru. She can easily access her best combos that she couldn't before.<br />
<br />
She wants to use this short period of time to build meter by using '''236A''' about 4-5 times. Some backdashing might be needed in order to prevent hitting the opponent.<br />
<br />
===<big>Mastering The Level 2 Clone Super Combo</big>===<br />
This is probably the best way Chizuru can spend her meter on if she wants to do big damage.<br />
<br />
Ideally, she will want to do '''cl.D > 6A > 236236BD'''. Next up, it is very important to pay attention to how close Chizuru is to the opponent throughout the supermove's duration, in order to squeeze out the most damage possible. There are 3 outcomes:<br />
* '''Chizuru is at point blank range''' = This is the version you want to go for, since it allows for the best combo. After the supermove is activated, quickly do '''2C > 3D''' and then do '''cl.D > 6A''' as soon as you recover. This will prevent the final hit of the clone from sending the opponent in the air and they will, instead, stay grounded. You can follow up with any special move after the 6A part hits.<br />
* '''Chizuru is at point blank range, but she doesn't manage to stay close all the time''' = This usually happens if you do the '''2C > 3D''' part too late, which means you won't be able to do '''cl.D''' due to distance (You would just get 5D instead). When this happens, forget about the cl.D, because you can't keep them grounded this time. Instead, '''start running and do 6B just as the final hit of the clone ends'''. Since they are in the air, 6B will put them in a juggle state, allowing for a combo afterwards,<br />
* '''Chizuru is far away''' = This happens if the clone is activated at further range (Example: j.C > cl.D > 6A > 236236BD). At this point, you won't be able to connect 2C at all, so we must find another way to dish out as much damage as possible. Instead, '''perform 5B''' so that the opponent is put in just enough hitstun for the clone to catch up to them. Next up, '''run and perform a forward jump into j.D'''. Upon landing, the clone should do its final hit, and just like before, '''perform 6B''' once they are launched in the air for a full combo.<br />
<br />
==Setups==<br />
<br />
===<big>Post 236A Setup</big>===<br />
After using a light combo and ending with 236 A, Chizuru can continue the pressure using 22X.<br />
<br />
Examples 236A Combos:<br />
* 2B > 2B > 5B > 236A<br />
* 2B > 2A > 2A > 236A<br />
<br />
Which version of 22X can stop and be stopped by varies. Keep this in mind in regards to your opponent's reversal options.<br />
<br />
{|class="wikitable"<br />
! 22X Version!! Beats !! Beaten By<br />
|-<br />
| 22A ||H and EX DP (Whiff)||Leaves You Out of Their Range<br />
|-<br />
| 22B ||H and EX DP, and Grabs (Whiff)||Lunges and Slides<br />
|-<br />
| 22C ||Lows, Armored and Non-Armored Command Grabs||Everything Else<br />
|-<br />
| 22D ||Everything Except|| H and EX DP, Armored Command Grabs<br />
|-<br />
| 22AC ||Everything|| Leaves You Out of Their Range <br />
|-<br />
| 22BD ||Everything Except|| H and EX DP, Armored Command Grabs<br />
|}<br />
<br />
'''Exceptions:'''<br />
Meitenkun is an exeption to the rule as his [2]8P has a vertical hitbox, stuffing any attempts by Chizuru. Meanwhile, his [4]6P can only be beaten by 22AC. The same applies to Khronen's DP.<br />
<br />
===<big>22BD Reset</big>===<br />
You can end your combo early using 22BD off of 6A or 6B mid-combo to then go into another mixup. Note, for 22BD to combo off 6A, 6A can only be preceded by one normal (not counting MAX mode).<br />
<br />
{|class="wikitable"<br />
! Attack!! Beats !! Beaten By<br />
|-<br />
| 22B ||Lows, H DP, Wakeup Throw||L and EX DP, Armored Grabs<br />
|-<br />
| 3D ||Meaty, L DP||H and EX DP, Wakeup Throw, Armored Grabs<br />
|-<br />
| Guard || EX DP and Command Grabs|| -<br />
|}<br />
'''Exceptions:''' Meitenkun and Khronen DP<br />
<br />
===<big>214PP > 6B > 22B Corner Reset</big>===<br />
You can end your combo early using 22B to then go into another mixup. <br />
<br />
Which version of 22X can stop and be stopped by varies. Keep this in mind in regards to your opponent's reversal options.<br />
<br />
{|class="wikitable"<br />
! 22X Version!! Beats !! Beaten By<br />
|-<br />
| 22B ||L DP, Armored Grabs (whiffed)||H and EX DP<br />
|-<br />
| 22D ||H and EX DP (whiffed), Lunges||L DP, Armored Grabs<br />
|-<br />
|}<br />
'''Exceptions:''' Meitenkun and Khronen DP<br />
<br />
===<big>Meaty 236P Setup</big>===<br />
'''236C''' and '''236AC''' are already plus on block. However, they can be made even more plus on block if used as a meaty attack.<br />
<br />
Examples:<br />
* cl.D > 6A > 214AC~P > 6B > 214D... 236C<br />
* cl.D > 6A > 214BD~K~214K > cl.D > 236C<br />
* 214C~P > cl.A/cl.C/cl.D > 236C/236AC (Corner)<br />
* cl.D > 6B > 236C (framekill) > 236C (Corner)<br />
<br />
===<big>Using Clones To Escape The Corner</big>===<br />
You can use her clone moves to escape the corner or just simply switch sides at the cost of giving up pressure.<br />
<br />
Examples (On a blocking opponent):<br />
* 2B > 5B > 214A > 214P <br />
* 2B > 5B > 214C > 214P (Since the real Chizuru is sent here, 214P part must be done in the opposite way)<br />
* cl.D > 6A > 22B/D/BD<br />
<br />
<br />
Examples (After a combo):<br />
* ... > 214D~K > 214A > 214P<br />
* ... > 214D~K > 214C > 214P (Since the real Chizuru is sent here, 214P part must be done in the opposite way)<br />
<br />
===<big>Clone Sideswitch</big>===<br />
Used after a hard knockdown, for a left/right mix. Kick version is preferable for this, since it seems to have slightly faster recovery than the Punch version. And remember, B version sends the clone and the D version sends the real Chizuru. Send the clone a bit further to prevent a Grab reversal.<br />
<br />
Examples:<br />
* Cl.D > 6B > 22D... 214B/D~K<br />
* 214BD~K~214K > cl.D > 214B/D~K<br />
* 214D~K... 214B/D~K<br />
<br />
<br />
Another example is using her '''22D''' to switch sides. So far, only one setup has been found with this.<br />
* cl.D > 6A > (Can also squeeze in 214BD~K~214K here) > 214AC~P > 6B > 22D (This one is also immune to grab reversals)<br />
<br />
===<big>Clone Double Sideswitch</big>===<br />
If Chizuru send a clone just behind the opponent and does the follow up, she will appear on the original side, essentially making this a double sideswitch.<br />
<br />
Example:<br />
* cl.D > 6A > 214B~K (Send the clone behind the opponent and it whiffs) > 214K (Clone appears on the original side)<br />
<br />
===<big>Clone Super Mixup</big>===<br />
Upon any hard knockdown, Chizuru can use her '''236236K''' supermove (Level 1 version) and perform a roll to suddenly switch sides. Note that Chizuru has to retreat in order to give the clone space, or else it won't keep attacking the opponent. Since Chizuru cannot perform any of her special moves while the clone is out, she will have to use her '''CD''' and '''j.CD''' attacks after the final hit of the super, since they are most damaging normals.<br />
<br />
Example:<br />
* cl.D > 6A > 214D~K (Add 214K if you want)... 236236K... Forward roll... Backdash... CD<br />
* cl.D > 6A > 214D~K (Add 214K if you want)... 236236K... Forward roll... Backdash... Neutral jump j.CD<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Chizuru Kagura]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Yuri_Sakazaki/Strategy&diff=55782The King of Fighters XV/Yuri Sakazaki/Strategy2022-08-19T16:25:09Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|IHk-HDEht84|||'''Yuri Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Yuri==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Yuri Sakazaki]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Athena_Asamiya/Strategy&diff=55781The King of Fighters XV/Athena Asamiya/Strategy2022-08-19T16:24:14Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
Athena is a zoner who has it all. An extremely good fireball, an invincible anti air reversal, teleports, and a very strong reflector allow her to deal with just about anything the opponent can throw at her. Athena’s 214A fireball is highly advantageous on block at all ranges besides point blank, making it an excellent tool for starting, maintaining, and resetting pressure. Once you’ve pushed your opponent to the corner, Athena’s pressure becomes even stronger and she gains access to extremely high damage combo routes courtesy of her EX moves.<br />
<br />
==Neutral==<br />
In neutral Athena can easily play keepaway with her projectiles and movement options until she finds an opening to begin her pressure. Use 5D and 2C to check your opponent on the ground, and use retreating and advancing hop CD to put up a wall and prevent approaches. Your goal in neutral should be making your opponent block a 214A fireball as the plus frames will allow you close in and begin your pressure game. <br />
<br />
623A/C/AC can be used to dissuade jump ins, though these specials are very prone to being crossed up and the results are obviously disastrous if this occurs. <br />
<br />
A more general purpose anti air can be found in Athena's 214B/D/BD reflector series due to their extremely long active frames. However, do know that these specials are prone to trading with deeper hitting jump in attacks. Other solid anti airs include far D and far A, both of which can interrupt your opponent's hop pressure.<br />
<br />
==Pressure==<br />
Athena has access to very solid pressure thanks to her advantageous fireballs, long range cancelable normals, and tricky divekicks and command grabs.<br />
<br />
Far A, Close A, and 2A are all slightly plus on block, meaning you can use them for stagger pressure and tick throws.<br />
<br />
2C > 214A is a staple string in Athena's arsenal, as it sets up a very advantageous situation. When the fireball is blocked, Athena has a variety of options.<br />
<br />
* 2C > 214A, 662C allows for you to reset the situation with another 214A fireball, or for you to try and confirm the 2C into damage with 6B.<br />
* 2C > 214A, hop allows you to close the gap to begin pressure again, punish a low poke into a combo, or anti air an opponent trying to jump forward out of the corner. <br />
* 2C > 214A, 214C will catch opponents jumping after blocking the 214A<br />
* 2C > 214C will catch opponents trying to jump after blocking the 2C<br />
* 2C and then just waiting will allow you to punish some risky options that an opponent may use to try and punish your fireball, like a slide or a reflect. <br />
* 2C > 236BD can catch opponents off guard as this EX version of the teleport is extremely fast and is very hard to react to if the opponent is not actively looking out for it. Midscreen this will cross up, in the corner this will put you at the perfect range to reset pressure with a button or go for a throw/command throw. Opponents that are on their game can and will throw you out of this, so be careful. <br />
<br />
<br />
2C > 6B is a riskier string that can set up some tricky knowledge check style situations and keep your opponents on their toes. This string also has the benefit of beating some armored command grabs that may be used as reversals, so you can use it as a meaty to option select the reversal and punish into big damage. <br />
<br />
When a 6B is blocked, there are generally 2 advisable options. <br />
<br />
# Do nothing, and fall far away from the opponent, ideally resetting the advantage state to neutral.<br />
# To dissuade your opponent from trying to punish the above option, you can delay cancel the 6B into one of Athena's j214B/D/BD dive kicks. It is recommended to use the B or BD versions of the divekicks for this, as the D version is incredibly unsafe and easy to punish. Knowledgeable opponents can throw the B divekick at specific ranges, but the BD version is completely safe.<br />
# A third, more dubious option, is to immediately cancel the 6B into j214B and reset pressure with a fast button like 2B or use the 214B to set up a tick throw for Athena's 632146A/C/AC command throw. This option is very risky, as j214B is minus on block, but it serves as a knowledge check and wildcard option that you can use to catch opponents who may not be paying close attention. <br />
<br />
<br />
Of course, as this is KOF, Athena also has access to standard hop pressure that is ever present in the series. Athena's jC, jD, and jCD are all solid jump in buttons, her jA is good for tick throws and the like, and her jB has a decent hitbox for crossups. Her command grab also makes emptyjumps extra dangerous, and helps offset her slightly subpar low confirms. Notably, jA, jC, and jCD can all be canceled into her j214 series divekicks to try and go for some of the risky pressure detailed above, but this generally carries more risk than is worth against a knowledgeable opponent.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
Athena has an invincible reversal in her 623C/AC uppercut and has access to a reflect, meaning that she can often take advantage of gaps in pressure and turn the tables. Her fastest button is 4 frames, so she can hang with the rest of the cast in terms of close range scrambles.<br />
<br />
==Safejumps==<br />
{{#ev:youtube|TlIyDrDUO4g|||'''Athena Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Athena==<br />
The best way to punish an Athena is to take advantage of their fireball habits. Try and trick your opponent into throwing a fireball at an unsafe range and jump in for a big punish, or use moves like Joe's 3D slide to go under a fireball in pressure. Athena also has a hard time dealing with some EX projectiles, and you can definitely punish her for throwing a normal fireball in neutral if you have access to a fast EX projectile or projectile super to blow through it (be sure your timing is sound though, as her reflect can turn your move back against you).<br />
<br />
If you notice an Athena player is a little too trigger happy with her reversal uppercut, you can attempt to bait them into whiffing it by using a deep or crossup jump in. If done correctly, you can go right over the top of her slow DP and land in time for a big punish.<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Athena Asamiya]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Orochi_Yashiro/Strategy&diff=55636The King of Fighters XV/Orochi Yashiro/Strategy2022-08-12T19:20:33Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|fR7KbndViL4|||'''Orochi Yashiro Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Orochi Yashiro==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Orochi Yashiro]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Andy_Bogard/Strategy&diff=55538The King of Fighters XV/Andy Bogard/Strategy2022-08-10T16:17:15Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|BxgAiKJyf7Y|||'''Andy Bogard Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Andy==<br />
<br />
==External Resources==<br />
<br />
{{#ev:youtube|lJemyH6hV54|||'''Safe Jumps and other tech by Teiga'''|frame}}<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Andy Bogard]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Blue_Mary/Strategy&diff=55537The King of Fighters XV/Blue Mary/Strategy2022-08-10T16:16:21Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|JY8wMil85Fk|||'''Blue Mary Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Blue Mary==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Blue Mary]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Orochi_Shermie/Strategy&diff=55536The King of Fighters XV/Orochi Shermie/Strategy2022-08-10T16:15:36Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|m95zWFvinoE|||'''Orochi Shermie Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Orochi Shermie==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Orochi Shermie]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Orochi_Chris/Strategy&diff=55535The King of Fighters XV/Orochi Chris/Strategy2022-08-10T16:14:34Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|sxQyHCnLzi8|||'''Orochi Chris Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Orochi Chris==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Orochi Chris]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/King_of_Dinosaurs/Strategy&diff=54768The King of Fighters XV/King of Dinosaurs/Strategy2022-07-13T12:17:45Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
{{#ev:youtube|e-CLYXCzeeg|||'''King of Dinosaurs Safe Jumps'''|frame}}<br />
<br />
==Countering K.O.D.==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:King of Dinosaurs]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Chris/Strategy&diff=54652The King of Fighters XV/Chris/Strategy2022-06-29T12:44:58Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
'''214AC 2A(w) 236B'''<br />
<br />
After landing 214AC, whiff 2A, then either buffer 236B or time it. If buffered, the 236B will place Chris on the same side as the opponent. If timed, the 6 input will move Chris slightly forwards before executing the move, and 236B will cross the opponent up. Microwalk away from the opponent before following up to avoid wake up throw.<br />
<br />
<br />
'''2B ( DELAY) 2B > 2B > 214A / 2B ( DELAY ) 2B > 2B > 623 A/C'''<br />
<br />
Chris G did on steam a while back. If you hit after the first 2B delay you go into 2B > 2B > 214A but if they block you do 623A/C.<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''C Throw'''<br />
<br />
Corner: 2A(w) > f.5B(w) > Hyperhop (4F)<br />
<br />
Anywhere: Hyperhop > Hyperhop (6F)<br />
<br />
'''214AC'''<br />
<br />
Midscreen: f.5B(w) > Super Jump (4F)<br />
<br />
Corner: 2C > Hop (4F)<br />
<br />
'''623BD'''<br />
<br />
Anywhere: Neutral Jump (4F)<br />
<br />
'''623AC'''<br />
<br />
Anywhere: 236B > Forwards Jump (4F)<br />
<br />
'''236236A'''<br />
<br />
Anywhere: Super Jump > Hyperhop (4F)<br />
<br />
'''236236AC'''<br />
<br />
Anywhere: 236B > Forwards Jump (4F)<br />
<br />
'''Safe Jump Video'''<br />
{{#ev:youtube|l2_-PD1gLi4|||'''Chris Safe Jumps'''|frame}}<br />
<br />
==Countering Chris==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Chris]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Dolores/Strategy&diff=54359The King of Fighters XV/Dolores/Strategy2022-06-10T23:32:41Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|XOh2u8HXquo|||'''Dolores Safe Jumps'''|frame}}<br />
<br />
==Countering Dolores==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Dolores]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Rock_Howard/Strategy&diff=53811The King of Fighters XV/Rock Howard/Strategy2022-05-27T13:04:21Z<p>Bcole fgc: /* Okizeme */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Okizeme==<br />
<br />
'''Safejumps'''<br />
<br />
[https://glossary.infil.net/?t=Safe%20Jump Definition and example of a safejump.]<br />
<br />
Reversals range from 4f startup at the fastest upward of 10f. If a safejump beats 4f reversals, it will also work against slower reversals.<br />
<br />
===Combo Enders===<br />
<br />
* '''214C:'''<br />
** ... > 623C~AB, 214C, 214A (whiff), Hyper Hop, h.D (6f Safejump)<br />
** ... > 623C~AB, 214C, Roll, Hyper Hop, h.D (4f Safejump)<br />
*** Should be noted that this safejump does work midscreen, however it leaves you outside of the range to combo c.C or c.D into 6B. Instead h.D, f.B > 6A connects.<br />
** 632146A/C~AB, 214C, 214C (whiff), Hyper Hop, h.D (5f Safejump)<br />
* '''LVl 1 Shining Knuckle (236236B/D):'''<br />
** ... > 623C~AB, 214C > 236236B/D, Forward Jump, (land) Hop, h.D (5f Safejump)<br />
<br />
===Meaty 236A===<br />
* Timing a 236A to hit the opponent as they're getting up is a good way to get back in and pressure the opponent.<br />
** Use 236A after:<br />
*** A Raw 214C<br />
*** A midscreen C throw<br />
*** A midscreen D throw<br />
*** An anti-air blowback<br />
*** A spaced, midscreen 2D (both when hit raw and in combos) can give you a meaty 236A, making it a solid if potentially punishable autopilot option.<br />
<br />
===After C Throw===<br />
<br />
* 214C (whiff), Hyper Hop, h.D (6f Safejump)<br />
<br />
===After Corner C Throw===<br />
<br />
* 214A (whiff), Hop, h.D (4f Safejump)<br />
<br />
===After D Throw===<br />
<br />
* Forward Jump, j.D (5f Safejump)<br />
** Should be noted that this safejump does work midscreen, however it leaves you outside of the range to combo c.C or c.D into 6B. Instead h.D, f.B > 6A connects.<br />
<br />
===After 236D===<br />
* Jump, j.D (5f Safejump)<br />
<br />
===After Corner 236B===<br />
* Hyper Jump, j.D (5f Safejump)<br />
<br />
===After Raw Supers===<br />
<br />
* Lvl 1 and lvl 2 Raging Storm (236236A/C and 236236AC) have an awkward amount of frame advantage, making an auto-timed safejump difficult to find.<br />
**Raw 236236B/D, 214A (Whiff), Hop, h.D (5f Safejump)<br />
<br />
===Safe Jump Video===<br />
{{#ev:youtube|7Kd4V4qkvlw|||'''Rock Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Rock==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Rock Howard]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Ryuji_Yamazaki/Strategy&diff=53703The King of Fighters XV/Ryuji Yamazaki/Strategy2022-05-25T12:16:49Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|Bte55-GOVUQ|||'''Yamazaki Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Yamazaki==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Ryuji Yamazaki]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Ryo_Sakazaki/Strategy&diff=53676The King of Fighters XV/Ryo Sakazaki/Strategy2022-05-24T18:40:52Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
===D Throw===<br />
When cornered this throw doesn't just reverse positions, it gives you a simple safejump by doing:<br />
<br />
*D throw -> microwalk -> full jump<br />
<br />
===646A===<br />
A great combo ender after launching with 214BD, doing more damage than just a 623C, plus setting up an easy 4-5f safejump from anywhere on screen. <br />
<br />
*...646A -> forward roll -> full jump D<br />
<br />
=== Safe Jump Video ===<br />
{{#ev:youtube|JCI4t5O00cE|||'''Ryo Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Ryo==<br />
<br />
==External Resources==<br />
<br />
[https://www.youtube.com/watch?v=EhKcs0AU0Zw Tampa Never Sleeps #8 - Feat. Layec in Winners Finals, Losers Finals, and Grand Finals.] <br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Ryo Sakazaki]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Terry_Bogard/Strategy&diff=53674The King of Fighters XV/Terry Bogard/Strategy2022-05-24T18:38:54Z<p>Bcole fgc: /* External Resources */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
{{#ev:youtube|KB0nOEHkjLk|||'''Terry Basics by B Cole'''|frame}}<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|R0XPzNNWeQ8|||'''Terry Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Terry==<br />
<br />
==External Resources==<br />
{{#ev:youtube|zxS0WE6548w|||'''Terry Meaty Burn Knuckle by B Cole'''|frame}}<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Terry Bogard]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Terry_Bogard/Strategy&diff=53673The King of Fighters XV/Terry Bogard/Strategy2022-05-24T18:35:37Z<p>Bcole fgc: /* General Gameplan */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
{{#ev:youtube|KB0nOEHkjLk|||'''Terry Basics by B Cole'''|frame}}<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|R0XPzNNWeQ8|||'''Terry Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Terry==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Terry Bogard]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Terry_Bogard/Strategy&diff=53672The King of Fighters XV/Terry Bogard/Strategy2022-05-24T18:34:36Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|R0XPzNNWeQ8|||'''Terry Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Terry==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Terry Bogard]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Robert_Garcia/Strategy&diff=53671The King of Fighters XV/Robert Garcia/Strategy2022-05-24T18:33:25Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|8A-6VX-yAKs|||'''Robert Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Robert==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Robert Garcia]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Omega_Rugal/Strategy&diff=53670The King of Fighters XV/Omega Rugal/Strategy2022-05-24T18:31:29Z<p>Bcole fgc: /* General Gameplan */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
{{#ev:youtube|qXVYVp70IR0|||'''Rugal Bascics by B Cole'''|frame}}<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|HEZ2Jzb8EzI|||'''Rugal Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Rugal==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Omega Rugal]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Omega_Rugal/Strategy&diff=53669The King of Fighters XV/Omega Rugal/Strategy2022-05-24T18:30:18Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|HEZ2Jzb8EzI|||'''Rugal Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Rugal==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Omega Rugal]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Elisabeth_Blanctorche/Strategy&diff=53668The King of Fighters XV/Elisabeth Blanctorche/Strategy2022-05-24T18:29:25Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|mx-I_fXO7w8|||'''Elisabeth Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Elisabeth==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Elisabeth Blanctorche]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/King/Strategy&diff=53667The King of Fighters XV/King/Strategy2022-05-24T18:26:12Z<p>Bcole fgc: /* General Gameplan */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
{{#ev:youtube|kg-bw7tp7ww|||'''King Basics by B Cole'''|frame}}<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Okizeme==<br />
<br />
Without meter or with only a little King must choose between higher damage in 623C or taking better oki for lower damage with 214C. <br />
However, with 1 bar and being near to the corner King can turn any hitconfirm into solid damage and an incredibly easy 4F safejump with 214214K.<br />
<br />
===Safejumps===<br />
<br />
[https://glossary.infil.net/?t=Safe%20Jump Definition and example of a safejump.]<br />
<br />
<br />
C Throw: <br />
Whiff 2A > jump > j.D (4f Reversals)<br />
<br />
Back to Corner D Throw:<br />
Whiff c.A > hop > j.D (4f Reversals)<br />
<br />
214B: <br />
hop / hyper hop > j.D (6f Reversals)<br />
<br />
214D:<br />
hop / hyper hop > j.D (5f Reversals)<br />
<br />
Corner 214214B/D:<br />
jump > j.D (4f Reversals) '''(whiffs on Heidern and Antonov)'''<br />
<br />
Need to test: 214214B+D, Climax, 236B+D-<br />
<br />
==Countering King==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:King]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Joe_Higashi/Strategy&diff=53666The King of Fighters XV/Joe Higashi/Strategy2022-05-24T18:24:38Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|Inqr9sYco4U|||'''Joe Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Joe==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Joe Higashi]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Geese_Howard/Strategy&diff=53665The King of Fighters XV/Geese Howard/Strategy2022-05-24T18:23:34Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|PwYzZPxWY_E|||'''Geese Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Geese==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Geese Howard]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Billy_Kane/Strategy&diff=53664The King of Fighters XV/Billy Kane/Strategy2022-05-24T18:21:36Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|nFdusUQyFEk|||'''Billy Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Billy==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Billy Kane]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Iori_Yagami/Strategy&diff=53663The King of Fighters XV/Iori Yagami/Strategy2022-05-24T18:19:44Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
{{#ev:youtube|td34r38B_08|||'''Iori Safe Jumps by B Cole'''|frame}}<br />
<br />
==Countering Iori==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Iori Yagami]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Iori_Yagami/Strategy&diff=53662The King of Fighters XV/Iori Yagami/Strategy2022-05-24T18:12:19Z<p>Bcole fgc: /* Defense */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
==Countering Iori==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Iori Yagami]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgchttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Iori_Yagami/Strategy&diff=53661The King of Fighters XV/Iori Yagami/Strategy2022-05-24T18:08:05Z<p>Bcole fgc: /* Safejumps */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
==Neutral==<br />
<br />
==Pressure==<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
<ref>https://youtu.be/td34r38B_08</ref>https://youtu.be/td34r38B_08==Safejumps==<br />
<br />
==Countering Iori==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Iori Yagami]]<br />
[[Category:The King of Fighters XV]]</div>Bcole fgc