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==1 meter==
==1 meter==
* far D xx qcfqcf+D (251 DMG)
(very good whiff punish)


* cr.B, cr.B, st.B, qcf+A, qcfx2+B/D (271 DMG)
* cr.B, cr.B, st.B, qcf+A, qcfx2+B/D (271 DMG)
(Use this to lose less damage on an autopilot c.B combo to qcf+A)
(Use this to lose less damage on an autopilot c.B combo to qcf+A)


* cr.B, st.B, f+B, BC, cl.C, f+B, qcf+AC, qcb+AC, roll rdp+D (383 DMG)
* cr.B, st.B, f+B, [BC], cl.C, qcf+AC, qcb+AC, qcf+D (371 DMG)
 
(Midscreen 1st position combo, ends in knockdown. In any position you can do a jump normal after qcb+AC to get a midscreen reset. In second position replace qcf+D for a rdp+BD)
* cl.D, f+B, BC, cl.C, qcf+AC, rdp+BD (338 DMG)
 
(Substitute dash qcf+D for rdp+BD for a hard knockdown, but less damage)
 
* cr.B st.B f+B BC cl.C f+B qcf+AC qcb+AC qcf+D (384 DMG)
( hard knockdown, any position)
 


<strong>(Corner only)</strong>
'''Corner only'''
* (after entering MAXMODE from whatever opening you use) cl. C,  f+B, qcf+AC, qcb+AC, backstep, qcb+C, qcf+C, qcf+D (445+DMG to 523 DMG if started with cr, B, st.B, f+B or j.D, cl. C, f+B)
(Corner only, pretty good hard knockdown at the end. Works in every position.)


* cr.B, cl.B, f+B, BC, cl.C, qcf+AC, qcb+AC, qcb+C, qcf+C, qcf+D (379 DMG)
* (after entering MAXMODE from whatever opening you use) cl, C, f+B, qcf+AC, qcb+AC, qcb+C, qcf+C, rdp+D (523 DMG if start with j.D, cl.C, f+B)
(You swap the hard knockdown for a soft knockdown but with a little bit more of Stun)


* cl.D, f+B, BC, cl.C, qcf+AC, qcb+AC, qcb+C, qcf+C, qcf+D (430 DMG)
* cr.B, cl.B, f+B, [BC], cl.C, qcf+AC, qcb+AC, qcb+C, qcf+C, qcf+D (379 DMG)


* cl.D, f+B, [BC], cl.C, qcf+AC, qcb+AC, qcb+C, qcf+C, qcf+D (430 DMG)
(Can substitute cl.C at the start for less damage, but less pushback, important from a jump-in starter)
(Can substitute cl.C at the start for less damage, but less pushback, important from a jump-in starter)


* f+B, BC, cl.C, qcf+AC, qcb+AC, qcb+C, qcf+C, qcf+D (387 DMG)
* f+B, [BC], cl.C, qcf+AC, qcb+AC, qcb+C, qcf+C, qcf+D (387 DMG)


* s.CD, BC, s.CD, cl.C, qcf+AC, qcb+AC, qcb+C, qcf+C, qcf+D (450 DMG)
* st.CD, [BC], s.CD, cl.C, qcf+AC, qcb+AC, qcb+C, qcf+C, qcf+D (450 DMG)


==2 meters==
==2 meters==
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{{Navbox XIV}}
{{Navbox XIV}}
[[Category:The King of Fighters XIV]]
[[Category:The King of Fighters XIV]]
[[Category:Sylvie Paula Paula]]

Latest revision as of 11:55, 20 November 2019

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Pola Kick - close / +

Pola Hip - close / +

Command Normals

Satora Chon - +

Giro Tan - +

Special Moves

Denki Kaijin - + / (*)

Bootie Bootie - + / (*)

Kaiten Coli - + / (*)

Dischar-Jin - + / (*)

Super Special Moves

Pola Experiment - + / (!)

Magnai Tracpo - + / (!)

Climax Super Special Move

Mechahaya Reboot - + +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Sylvie is a mid-range zoning/pressure character who's big on speed, but short on reach. She has one of the fastest run speeds in the game, allowing her to quickly capitalize on midscreen wallsticks without a special-cancel. Though her arms are short, her cr.C and f+A normals are excellent anti-air tools, and her invulnerable Kaiten Coil special provides her with a meterless reversal as well. Once Sylvie corners the opponent, she can pressure safely with her Denki Kaijin, as well as her MAX-cancellable f+B overhead. Her s.CD has lower-body invulnerability, allowing her to bait and punish many sweeps at neutral. She has respectable damage output at all levels of bar with her OTG Paula Experiment super and her corner EX juggles. Overall, Sylvie's short range is her only major limitation, but she's very good at controlling a small amount of space in front of her and above her. She requires low to medium execution, and makes a very good battery. Suitable for beginners and veterans alike.

Normals

Standing

  • st. A: 5F Startup, +1 block, chains to command normals and is special/super-cancellable. A basic anti-hop anti-air, but its short range may fare poorly against long-limbed jump-ins like Iori j.D. Chains to itself, st.B, cr.A, and cr.B.
  • st. B: Neutral(?) on block. Chains to command normals and is special/super-cancellable. Slightly longer range than her st.A. A good poke and safe blockstring ender, as well as a hit-confirm tool since it chains to f+B.
  • st. C: 8F Startup, -2 on block. Pretty fast for an st.C, with a decent height for anti-hop anti-air at long range. Its short reach, however, is still a liability for that purpose. Super-cancellable. If used as an anti-air, remember to buffer MAX Magneto trapo as it's an anywhere juggle
  • st. D: 10F Startup, -1 on block. Sylvie's longest-ranged ground normal. Not as fast as her st.C, but less disadvantageous on block. Super-cancellable. (Recommended to combo with Magneto Trapo! (qcf qcf+D) when used as a whiff punish, as MAX Mode into normals does not work at max distance)

Close

  • cl. A: Slightly minus on block. Special/super-cancellable and chains to command normals. Not great for string filler because it doesn't chain to other A/B normals, but it can still be cancelled to safe specials, as well as A Denki Kaijin for a hit-confirm.
  • cl. B: Plus on block. Hits low. Special/super-cancellable and chains to command normals. Chains to cl.A, cr.A, and cr.B. The cl.B>cr.B chain is especially useful for a safe double-low chain.
  • cl. C: Minus but safe on block. Special/super-cancellable and chains to command normals. Doesn't reach very high for anti-air purposes, but is a good frame trap tool regardless, in addition to its combo utility.
  • cl. D: Unsafe on block, but super/special-cancellable and chains to command normals. Shorter activation range than close C, but higher damage. Best used as a punishment combo starter/filler.

Crouching

  • cr. A: 4F Startup, +4 on Hit, +2 on block Special/super-cancellable and chains to command normals. Chains to all of her other ground A/B normals. Since it's minus on block unlike most cr.A's, you can chain to st.B on block for more frame advantage. You can late confirm into itself or crouching B to get a MAX Mode combo out of it. Also good for resets as it has very little recovery
  • cr. B: 6F Startup, +4 on Hit, +2 on block. Chains to all her other ground A/B normals, but isn't special/super-cancellable or chainable to command normals. Still, an excellent pressure tool with great range. A great low-profile move as well since Sylvie goes so low to the ground (Can be used against kula's Ray Spin followup!), as it's +4 on Hit you can link (and also chain) crouching A to get a combo from it. Remember that crouching A has way less range than crouching B.
  • cr. C: 8F Startup, Minus on block. Very short horizontal range, but Sylvie's low height helps make this move quite a good anti-air against most jump-ins. Special/super-cancellable and chains to command normals. Remember to buffer MAX Magneto Trapo out of this as you can get a trade combo. If used against a grounded opponent you can do a late forward+B cancel as a confirm for a bigger combo.
  • cr. D: 8F Startup, -5 on block, but super/special-cancellable and chains to command normals. A good if short-ranged sweep on its own, but made especially good when Sylvie has two bars stocked to combo cr.D into MAX Paula Experiment or MAX Magneto Trapo. Can be late-cancelled into MAX Magneto Trapo from any range so stick with that whenever possible.

Jumping

  • j. A: A good defensive air-to-air, but not useful as a jump-in since it will miss on crouching opponents.
  • j. B: A very deep and active jump-in that makes for a great cross-up, jump-in, and even an instant overhead on all opponents. Its only downside is that its angle isn't as good for most air-to-air purposes as Sylvie's j.A.
  • j. C: Covers a very similar range to Sylvie's j.A, but the hitbox is actually big enough to touch crouching opponents. You can use this in most of the same situations where you'd use j.A, albeit with slower startup speed and fewer active frames. Useful for Midscreen Resets after MAX Mode combos.
  • j. D: Reaches deeper than her jump C and farther forward than her j.B, making this Sylvie's best max-range hop-in attack. Has a bigger hitbox since KOFXIV 3.0.

Blowback

  • st. CD: 14F Startup, -1 on block. Has lower-body invulnerability, allowing Sylvie to jump over low attacks and ground fireballs for a punish. A good move on its own, but combines very well with Sylvie's speed and her MAX Paula Experiment for some surprisingly strong midscreen conversions. A great corner pressure tool as well due to its safety and cancel routes. If used midscreen there are very limited combo options.. But if used in corner a good route is to link C Discharjin (After Stand CD recovery has ended). Also there's a re-stand combo route using EX Denki Kaijin that may be useful if you want to get some stun damage dealt.
  • j. CD: Not that fast, but hits nice and deep and has very good horizontal range. A great neutral/offensive tool to fish for a knockdown for Sylvie to run into attack range. Can combo to MAX Magneto-Trapo!.

Throws

Paula Kick - (b/f+C) close

  • Sylvie grabs the opponent and dropkicks them
  • Can be broken
  • Hard knockdown. With opponent cornered, if you hold up-forward immediately after the throw for an empty forward jump, you will safe jump most C DP's.


Paula Hip - (b/f+D) close

  • Sylvie grabs the opponent, plays leapfrog and delivers a brutal, uh...ass attack
  • Can be broken
  • Soft knockdown, switches sides. C throw preferred unless you need to un-corner yourself, or the D throw will corner your opponent.

Command Moves

Stret-Chon! - (f + A)

  • Unsafe on block. Special/super-cancellable
  • Sylvie has no hurtbox on her arms above her head
  • Very short range. Will combo from light attacks, but won't connect in long strings outside the corner. Can connect as a late-cancel from a close C and from far B (not in every range btw)
  • Pretty much only useful for anti-air
  • Launches the opponent on hit
  • Pretty safe to do C Denki Kaijin as a blockstring after this, but if opponent has meter he can do a GCAB punish so be really careful. If it hits you can get a good combo in corner. Magneto-Trapo combos midscreen after that route.

Guillo-Ton! - (f + B)

  • Overhead when performed standalone. When chained into, blockable high and low
  • Super & special cancel-able when cancelled into.
  • Fast enough to combo from A/B normals

Special Moves

Denki Kaijin - (qcf + A/C)

  • A version starts up faster and recovers slower, minus but safe on block. Fast enough to combo from light attacks.
  • C version starts up slower and recovers faster, slightly positive on block. Deals 10 more damage than A version. Will not combo from light attacks, but recovers fast enough to juggle B Kaiten Coil after in the corner on ground hit.
  • Both versions deal 1 hit, inflict soft knockdown, and are super-cancellable.
  • If you are worried about your opponent doing a DM during this attack, try doing C Denki Kaijin as it's easier to do your own DM/MAX DM during the active frames / recovery of this move.
  • Got a slight hitbox nerf after 3.0.

EX Denki Kaijin: 3 hits, inflicts crumple state on last ground hit. Positive on block. Key MAX mode combo filler.


Bootie Bootie - (qcf + B/D)

  • 10 frame Startup B version rises lower, does 3 hits, does not knock down. Neutral on block, slightly positive on hit. Think of it as M.Bison scissor kick, mainly used to do some chip damage.
  • As it's neutral on block abuse if opponent does not have a 4F Normal, beware that opponent can do a regular throw as a "punish" (the throw can be teched) but also you can do a yolo B Kaiten Coil to hit that throw attempt. Command Throws also lose to that B Kaiten Coil (Yomi layers bro)
  • 7F Startup D version rises higher, does 4 hits, last hit inflicts hard knockdown. Unsafe on block. Last hit will miss crouching opponents. Cannot combo MAX Paula Experiment afterward. Main combo ender, deals 120 Stun if it connects properly)
  • Both versions will combo from A/B normals. Both combo properly on crouching opponents as long as the 1st hit connects.

EX Bootie Bootie: 5 hits, last hit inflicts hard knockdown. Low height, Slightly plus on block. Can combo MAX Paula Experiment afterwards. (Not that great MAX mode combo ender, but useful for midscreen corner carry) Combos from light normals, has a little invulnerability at the start, safe on block, but last part will miss on a crouching opponent and can whiff punish you.


Kaiten Coil - (rdp + B/D)

  • B version 2 hits, has full startup invulnerability. Projects Sylvie's axis far forward, causing her to whiff under some corner jumps/jump-ins. Main invincible move, beware that it doesn't have a very high hitbox so use this in the last frames of a jump. Also very useful when there are gaps on opponent's blockstrings.
  • D version 3 hits, more damage, no invulnerability HIGH STUN DAMAGE (180 Stun) Good combo ender in the corner.
  • Both versions unsafe on block, will combo from A/B normals

EX Kaiten Coil: Invulnerable . 5 hits, soft knockdown. Slow startup, can be safe jumped. Very useless btw, in 3.0 has more invul frames. Useful for corner carry combo routes


Dischar-Jing! - (qcb + A/C)

  • A version starts up faster, moves forward less, recovers slower. Slightly minus on stand block. Only a short window to juggle after air hit (must super-cancel to Paula Experiment or Magneto Trapo, only if the moves hits low enough. If it hits high you're dead). Combos from C/D normals.
  • C version starts up slower, moves forward more, recovers faster. Deals 10 more damage. Positive on stand block. Can juggle with any attack afterwards on ground or air hit. Too slow to combo from C/D normals. Combos from Stand CD in corner.
  • Both versions will miss crouching opponents. Both soft knockdown and super-cancellable (I'm pretty sure that some big chars can do a crouching block)

EX Dischar-Jing!: Goes farther forward than C version. Can juggle with any attack afterwards on ground/air hit. Very positive on stand block. Primarily corner juggle filler. Has auto-guard (armor) properties. In version 3.0 Sylvie gets a proper armor frames for this and also hits crouchers. Mainly used for combos in MAX Mode cause if it hits the opponent gets frozen as they do with Benimaru's EX Raijiken. Causing them to float a lot of time in the same place.. Can be used for midscreen resets using Jump C or Jump D

Super Special Moves

Paula Experiment - (qcf, qcf + A/C)

  • Has full-body invulnerability on startup (both versions). Both deal the same damage on full hits.
  • Very unsafe on block. Too slow to combo from light attacks

MAX: More damage and can hit OTG. Very useful for getting lots of damage relatively cheap from otherwise ho-hum hard knockdowns.


Magneto-Trapo! - (qcf, qcf + B/D)

  • No startup invulnerability. Very unsafe on block. Too slow to combo from light attacks.
  • Inflicts hard knockdown. Mostly a combo ender, but can punish the startup of projectiles if Sylvie is close enough.
  • Sylvie gets a safejump against lots of characters after level1 version of this DM. just hold UpForward after the super. Does not work on Yama and Oswald. Editors note: (maybe more but i don't have the time to test lol)

MAX: Slightly longer range, more hits, and more damage. Adds a hard knockdown kick at the end for more corner carry. Has anywhere juggle property.

Climax Super Special Moves

Mechahaya Reboot - (hcb, hcb + AC)

  • Super flash, and a few frames later, Sylvie fires a huge, slow-moving lightning ball that wobbles up and down
  • 5 hits, hard knockdown. Can juggle after the last hit with any move.
  • Plus on block, but a big waste of meter if it doesn't hit. Best reserved as big-damage combo filler, especially in the corner where you can juggle afterwards
  • It used to be useful for trade combos, but as it now has invulnerability during the startup it does not work that well for that.
  • Some characters can CROUCH against the startup of this giant ball. It sucks so don't do this against characters that have a very low profiling move.
  • Can be punished for free using a forward roll if the opponent is near pointblank.

Combos

Notation: http://www.dreamcancel.com/wiki/index.php?title=The_King_of_Fighters_XIV#Notation

Rush Auto Combo

Meterless: Ends with A Dischar-Jin!, which is safe on standing block, but whiffs on crouching opponents. Not useful.

1 Meter: Ends with Magneto-Trapo!. A better ender than the 0-bar version, but still inefficient compared to a real combo. In corner can be followed with MAX Paula Experiment

EX: Ends with MAX Magneto-Trapo!. Still not as efficient as doing a real combo for the same amount of bar.

0 meter

  • cr.B, cr.B, st.B, qcf+A (127 DMG)

(gives the opponent a soft knockdown. You can omit the second cr. B if you hit the opponent at the max range of cr. B)

  • cr. B, cl.B, qcf+K (146 DMG)

(qcf+B is neutral on block, while qcf+D is very unsafe if blocked but gives the opponent a hard knockdown)

  • cr.B, cl.B, f+B, qcf+P (140/149 DMG)

(a longer confirm because of f+B, but may be GCAB if blocked and if the opponent has meter)

  • cr.B, cl.B, f+A, qcf+C (163 DMG)

(a bit more damaging than using f+B, but the opponent can hit Sylvie during her f+A if the first two hits are blocked)

  • cl. C (late) f+A, qcf+C (181 DMG)

( New combo from 2.0, after qcf+C there are a few combo routes)

  • j.D, cl. C, f+B, qcf+P (218/227 DMG)

(gives the opponent a soft knockdown)

Corner Only

  • cr.B, cl.B, f+A, qcb+P (180 DMG)

(if done in the corner with qcb+C, the opponent is put in a juggle state)

  • cr.B, cl.B, f+A, qcf+C, qcb+C, rdp+D (287 DMG)

(Corner only, very useful as it does a lot of stun damage)

  • Stand CD, qcb+C, qcf+C, qcf+D (282 DMG)

(Corner only, very useful confirm as stand CD has lower body invul)

  • f+A, qcf+C, qcb+C, qcf+B, crouching A (264 DMG)

(Corner only, reset after the juggle. A stand CD will hit meaty after the reset, so if you get a good read you can stun them in a few combos in corner.)

1 meter

  • far D xx qcfqcf+D (251 DMG)

(very good whiff punish)

  • cr.B, cr.B, st.B, qcf+A, qcfx2+B/D (271 DMG)

(Use this to lose less damage on an autopilot c.B combo to qcf+A)

  • cr.B, st.B, f+B, [BC], cl.C, qcf+AC, qcb+AC, qcf+D (371 DMG)

(Midscreen 1st position combo, ends in knockdown. In any position you can do a jump normal after qcb+AC to get a midscreen reset. In second position replace qcf+D for a rdp+BD)

Corner only

  • (after entering MAXMODE from whatever opening you use) cl. C, f+B, qcf+AC, qcb+AC, backstep, qcb+C, qcf+C, qcf+D (445+DMG to 523 DMG if started with cr, B, st.B, f+B or j.D, cl. C, f+B)

(Corner only, pretty good hard knockdown at the end. Works in every position.)

  • (after entering MAXMODE from whatever opening you use) cl, C, f+B, qcf+AC, qcb+AC, qcb+C, qcf+C, rdp+D (523 DMG if start with j.D, cl.C, f+B)

(You swap the hard knockdown for a soft knockdown but with a little bit more of Stun)

  • cr.B, cl.B, f+B, [BC], cl.C, qcf+AC, qcb+AC, qcb+C, qcf+C, qcf+D (379 DMG)
  • cl.D, f+B, [BC], cl.C, qcf+AC, qcb+AC, qcb+C, qcf+C, qcf+D (430 DMG)

(Can substitute cl.C at the start for less damage, but less pushback, important from a jump-in starter)

  • f+B, [BC], cl.C, qcf+AC, qcb+AC, qcb+C, qcf+C, qcf+D (387 DMG)
  • st.CD, [BC], s.CD, cl.C, qcf+AC, qcb+AC, qcb+C, qcf+C, qcf+D (450 DMG)

2 meters

  • cr.B, cr.B, st.B, qcf+A, qcfx2+BD (367 DMG)
  • cr.B, cl.B, f+B, BC, cl.C, qcf+AC, ff, cr.D, qcfx2+AC (471 DMG)
  • cl.D, f+B, BC, cl.C, qcf+AC, ff, cr.D, qcfx2+AC (512 DMG)
  • cr.D, qcfx2+AC (364 DMG)
  • f+B, BC, cl.C, qcf+AC, ff, cr.D, qcfx2+AC (469 DMG)
  • st.CD, run, c.D, qcfx2+AC (419 DMG)

(Corner only)

  • cr.B, cl.B, f+B, BC, cl.C, qcf+AC, qcb+C, qcf+C, qcf+D, SC, qcfx2+AC (503 DMG)
  • cl.D, f+B, BC, cl.C, qcf+AC, qcb+C, qcf+C, qcf+D, SC, qcfx2+AC (545 DMG)
  • f+B, BC, cl.C, qcf+AC, qcb+C, qcf+C, qcf+D, SC, qcfx2+AC (502 DMG)

(Must super-cancel 1st hit of qcf+D. The buffer is generous enough that you can roll the whole motion before the qcf+D starts, as qcf+D,qcf+P)

2nd Character MAX mode 1250

  • cl.D, f+B, BC, cl.C, qcf+AC, qcb+AC, st.CD, qcfx2+AC (563 DMG)

3rd Character MAX mode 1500

  • cl.D, f+B, BC, cl.C, qcf+AC, qcb+AC, qcb+C, qcf+C, qcfx2+AC (583 DMG)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Frame Data

Sylvie KOFXIV Frama Data Link

Videos

KoF XIV: Sylvie Beginner Breakdown


Sylvie Tutorial


Sylvie Slow Motion Hitboxes

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

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